Heat Shield by nander 2018-12-24T15:43:17Z ♥ 1
Extremely cool idea. I like how you tied together the two big systems; piloting performance directly impacts how much you can buy at a given planet. The piloting for me, while difficult, was interesting, and I could see the paths to improvement. Unfortunately, as someone said above, the metagame of the heat shield is quite simple - just make a very long, single-wide ship. Perhaps it would be more interesting if this was also tied to piloting (i.e. you need to control facing as you enter the planet).
The biggest issue for me was that, when there are several planets nearby, I couldn't tell which one I was going to land at. Furthermore, when I hit land, it chose the wrong planet and I had no option to back out. Other small issues I noticed, in no particular order:
- seeing what's in cargo when selling - more info about planet rotation - indication that cargo needs to be clicked after buy - indication that you need to click close to the ship to change burn direction
But, hey, every LD game needs polish. Overall this is a very cool game with some interesting systems, and I'm impressed at just how many of those systems you managed to implement!
LD45 — Start with nothing (16)
Race of time by Darkwing00Duck 2019-10-21T00:22:56Z ♥ 1
I think there's a lot of potential in the idea! Having to grab parts before they're gone introduces a really cool dynamic where you want to find the best parts, but also want to start racing before anyone else does. I can tell you put a lot of work into the actual car building - all the parts mix together to form interesting shapes.
Unfortunately, the game controls a little harshly. In the worker phase, I expected to use normal third-person controls, but instead it ended up being tank controls. Then, in the car phase, I found it extremely difficult not to fall off the track, and when I did end up falling off, I couldn't figure out how to get back on the track.
Despite these difficulties and some lack of polish, I think you've got a cool idea here!
The Land of Milk and Honey by Skosnowich 2019-10-15T23:30:41Z ♥ 1
I really like the atmosphere that the game puts forth, especially as there's not a lot of middle-eastern themed games! Unfortunately, while all the rudiments are there for interesting trade, the game ends up not being so fun. Since there aren't any constraints imposed on your trading, the only real constraint you have is how much time you're willing to put into the game. The very slow scrolling, combined with the fact that half of the screen was always occupied, meant that it was very difficult to see what was in supply and what was in demand at any given place. This, combined with the fact that it was unknown how much I was able to sell even when an item was in demand, meant that it was a chore to play the game.
As I said, I really dig the aesthetic of the game. I hope you continue polishing this up!
Commander by Wekaj 2019-10-15T07:00:14Z ♥ 1
Quite compelling for how simple a concept it is! I had a lot of fun building up my squads to a point where they were unstoppable, and had a lot of fun trawling around the map for upgrades. You managed to fit in a lot of areas in not much time. That being said, I think there's a lot of polish that could be applied here:
- The introduction was very rough; I almost quit my first time after accidentally making a single squad which did only one damage. - The control scheme, while nice and simple, ended up getting in my way a lot of the time. Oftentimes when drawing lines, I'd accidentally move my squad backward into bombs because I have slightly shaky hands. - Along those lines, I also found myself wishing that I could move my squads together more often than not, as it seemed the dominant strategy to keep them together rather than splitting them. - I'm still not sure what some of the upgrades do. For instance, I'm guessing Accuracy adds critical chance, but I still have no idea about toughness vs. resistance.
However! Just know that, even with all the above, you really put together something wonderful. I ended up spending about 40 minutes, and enjoyed most of it. Great job with this entry!
Wordgeon: The Search for the Blank Tile of Yendor by srakowski 2019-10-10T02:53:41Z ♥ 0
Really cool and original idea! To be honest, it's not really up my alley because I'm terrible at word games, but I managed to get to level 5 before running out of vowels. I really like the borders around the letter tiles - makes them feel very mystical. Well done!
Humanly Optimized by Doc_Moustache 2019-10-09T06:35:20Z ♥ 0
I really liked your incorporation of story elements into an otherwise normal puzzle game. Not a lot of Ludum games try to go for a narrative.
The puzzle aspects were a bit finnicky to figure out, but ultimately completable. However, I completed all the puzzles by running into a block using my lower half to slide the top block off onto a button. I'm really not sure if this was intentional; it seems like your screenshots show you throwing the block, rather than sliding it off.
Despite the lack of polish in some areas, I think this is a much more cohesive experience than a lot of the other entries I've played. Nice work!
Buggert by wheelsx 2019-10-09T06:20:12Z ♥ 2
I definitely got the sense of being a small thing in a large world! I think getting used to traversing with the jetpack was a little finnicky but pretty cool. That being said, it took me a long time to find the jetpack; I ended up walking over to the bench and trying to clip through the bottom first, before I realized I was missing something.
Unfortunately, I was not able to see the ending, though I feel like I collected all the items. Look forward to seeing where it goes next!
Dungscoot by Mr_Field 2019-10-08T22:23:35Z ♥ 0
When I try to run the game, I get the following error: "This application was configured to use a bundled Java Runtime Environment but the runtime is missing or corrupted". Sounds like you're missing some files that should be included with the exe.
Keyz Goblin by TheWustache 2019-10-08T22:20:24Z ♥ 0
I like that the keys cycle through your controls, making it predictable which control is going to switch next. The left-right looping structure of the levels adds _just enough_ challenge to the already-hectic nature of the control switching that the game ends up challenging but still feels doable.
I do wish, however, that the game told me how much time was left until I lost a life. Also, once, the game switched the level on me mid-jump and I ended up stuck in the wall. Just a couple of small blemishes in an otherwise very solid entry.
Galactic Letters by Kamulec 2019-10-08T22:06:37Z ♥ 1
I like the concept of the levels being themed after the alphabet, which is a use of the theme that most people wouldn't think of. I wish that getting a game over started you back at the level you were at, since the game simply takes a while to play. The moving and shooting feels good!
Private Universe by Zathnic 2019-10-08T21:11:51Z ♥ 1
The concept is really interesting! The part where you need to go the other way first to obtain height, then go towards a platform, proves the concept well. The game becomes even more interesting when you get the pickaxe; even though you weren't able to implement resource scarcity, it's still somewhat challenging because of the gravity mechanics.
The game is obviously lacking quite a bit of polish, but I'm sure you know that :) I hope you expand on Private Universe, there's nuggets of interesting ideas here!
Crystal Cave by Heta 2019-10-08T20:52:32Z ♥ 2
I like the game concept! The areas feel interesting and are generally designed well around your limited movement set.
Unfortunately, I think the game is hampered by a couple of problems. The character's hitbox feels larger than the actual character sprite; I found myself dying a lot when I felt like I shouldn't. In addition, the areas at the start are quite difficult, making it a chore to traverse back to where I was.
I found the art very charming, especially the character sprite. Nice entry!
Ex Nihilo by agentparsec 2019-10-08T20:32:04Z ♥ 0
Unfortunately I couldn't figure out how to begin; I fruitlessly clicked/pressed left & right at the black screen for 5 minutes. This might just be my problem since it seems like everyone else is enjoying the game, but perhaps a hint in the comments section could help me out?
GeoKill by Felipe Guimaraes 2019-10-08T20:21:20Z ♥ 1
Even as simple as the bosses are, it's awesome that each one is designed to be treated differently. Great spin on a simple platformer. I found myself wishing that there were more bosses, and it's an utter tragedy that you folks didn't get to finish the game because of something as simple as lost power. Great entry nonetheless!
SPEEDOSS by cax 2019-10-08T20:14:47Z ♥ 1
The first moment when the camera zooms out and the calm music begins is excellent, as is the moment when you pick up the first wheel. Unfortunately I think it's a bit hampered by lack of polish; a few sound effects, for example, would have gone a long way in adding more grin-inducing moments. I really enjoyed the synthwave style. Great job!
The Ninja Chronicles by SaltFactory Studio 2019-10-08T20:02:53Z ♥ 1
I really like the upgrades! Each level-up feels weighty. However, I wish that I could save up an upgrade for later, instead of it appearing during battle, especially because space (jump) seems to also select an upgrade.
As others have mentioned, not being able to turn limits your engagement options in an unpleasant way. In addition, I wish that enemies would flinch or react somehow to being hit; sometimes, it's hard to tell if you've made contact with an enemy.
I love that you can deflect bullets with your shuriken, it's a nice touch and makes you feel like a ninja :D
A Soul Journey by ModdingMachine 2019-10-08T19:47:56Z ♥ 1
Quite impressive for a first unity game! I liked all the entities that you put in; their sprites, combined with their movement patterns, made them quite lively. I found the movement to be quite loose; it seemed like I could only change directions when on the ground, but I wasn't sure whether this was purposeful or not. Nice entry!