self reflection by torcado 2021-04-29T04:24:17Z
Loved it. Flawless. Such a satisfying puzzle game
Foon → Ludum Dare Explorer → Users → chris1919
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| π₯ | π₯ | 2023 | 53 | Delivery | Little Oni | jam | 4.54 |
| π₯ | π₯ | 2022 | 50 | Delay the inevitable | Healer's Handbook | jam | 4.53 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| π₯ | π₯ | 2023 | 53 | Delivery | Little Oni | jam | Fun | 4.53 |
| π₯ | π₯ | 2022 | 50 | Delay the inevitable | Healer's Handbook | jam | Theme | 4.64 |
| π₯ | π₯ | 2022 | 50 | Delay the inevitable | Healer's Handbook | jam | Innovation | 4.59 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | π₯ | Little Oni | jam | 3 | 4.54 | 4.53 | 4.43 | 4.48 | 4.68 | 4.43 | 3.40 | 4.56 |
| 2022 | 51 | Every 10 seconds | π₯ | Downpour | jam | 5 | 4.53 | 4.40 | 3.92 | 4.37 | 4.59 | 4.49 | 4.62 | |
| 2022 | 50 | Delay the inevitable | π₯ | Healer's Handbook | jam | 2 | 4.53 | 4.35 | 4.59 | 4.64 | 4.75 | 4.54 | 3.84 | 4.25 |
| 2021 | 49 | Unstable | π₯ | Don Muchacho: Vigilante | jam | 213 | 3.94 | 4.12 | 3.80 | 3.33 | 3.82 | 4.12 | 4.37 | 4.00 |
| 2021 | 48 | Deeper and deeper | π₯ | Surface Level | jam | 292 | 3.92 | 3.95 | 3.51 | 3.20 | 3.87 | 4.11 | 4.10 | 3.75 |
Loved it. Flawless. Such a satisfying puzzle game
Wow! Great game! I got really sucked in! I beat it on hard. The music is so fun. The art was incredible. You even had a really awesome background. There was just so much polish. Amazing.
My only request is if you could have the option to invert some of the WASD controls. I played a bunch and then came back a couple days later and played again. But I still would always rotate the wrong way. I just couldn't get myself to rotate the box the way I wanted.
Very cool that you did this as a family. That must have been very fun. The game worked pretty well for me. I did notice one bug. I upgraded my O2 tank a few times, then the next time I tried to drill for iron, the space to interact prompt didn't appear. Instead I just saw a blurb about what iron is used for in the game. I reloaded the webpage and tried playing again. This time everything worked fine.
Here's some other things I thought about if you all are going to keep working on this game. It was a little disorienting when moving underwater. There weren't a lot of visual cues that I was moving, especially if I was moving only side to side. Maybe some bubbles leaving the ship could give a clue as to which direction you're moving. I also agree with some earlier comments, a more zoomed out view would be nice.
Overall though, the music worked well, the creatures were all very creative, and I only noticed one bug which went away after a reload.
Awesome game! My favorite so far! It feels like Braid with a dash of Portal. Great concept
Loved the "NICE" voice after finishing a level. Very satisfying
I like the idea and wanted to play more. I got stuck with the coffee machine. I picked up what I thought was a battery but couldn't figure out how to put it in the coffee machine. Eventually, I walked through the locked door and it sent me to the credits!
Boy it took me a while to get through the first tangram! There does not seem to be a lot of forgiveness there.
The control scheme is unfortunate. I full screened the game, but when I press ESC to exit an interaction, it exits full screen mode as well.
Overall I thought it was fun. I liked where you were going with it!
I saw @chrisap playing this game on his stream and I knew I had to be the better Chris. It took me quite a while but eventually I figured out the rhythm of the game. It got harder the deeper and deeper I got. Eventually I got to 100m. But then I couldn't get myself in the center of the screen. Like 15 minutes later I finally hit the center. Nobody on the stream is believing I did it, so I gotta post this screenshot to save face. Thanks for the experience
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@chrisap Not all Chris's were created equal
Also, I forgot to mention, the key to figuring out the game is to watch the tutorial. I cannot stress how important it is to watch!
This game is pretty addictive. the music and art really set a nice tone. The gameplay makes me think of a simplified Spelunky with a speedrun element. My only really criticism is that sometimes it felt like certain enemies couldn't really be dodged. I just ran into a scenario where a spider spawned underneath me and immediately rose, killing me. There were also a few times where the ghosts would really pounce on you pretty instantaneously.
Overall, this is a great game. I even went back to play it some more today after playing it yesterday.
Hey, I'm on the team you "sniped" the url from. It's all good though, we forgive you. It's pretty funny how similar our games are at the beginning, but how very different they end up being as a whole. We both have a main character that is reluctant to open up and create new relationships, but your character actually grows! This was an impressive feat to get done in 48 hours by yourself.
It felt kind of like a children's book being played out to me. Rather than flipping pages, I had to press spacebar. I think a younger demographic would enjoy this a lot more than me, so I agree with some of the earlier posts about the minigames. They could be a bit more engaging/exciting for someone like me. But you managed to have a variety of them that all played smoothly.
Also, I almost forget to mention the art. That was probably my favorite part. It was very endearing
Amazing game. It took me a bit to realize I had to be very delicate with the controls. Also, I kept thinking I could control myself in the air. Once I realized those things though, it started to click and the gameplay felt satisfying. I ended up getting stuck on a level where I had to jump a gap to get to a door. I kept hitting the ceiling though and falling into the abyss. I might come back to beat it, but I needed to take a break.
music, graphics, gameplay, level design. It was all there. 10/10. Great experience. And what an innovative game mechanic
@kepsert @frozendoze Yes, I played the game jam version. I should check out the post jam update. There's just so many games to play! It's overwhelming lol
The more I played, the more I liked the innovative core movement and method of moving items. It remind me of when I wear pants with no pockets! The day/night cycle creates a sense of urgency that makes you want to move fast. But if you move too quickly, you run the risk of getting soft-locked. The sense of urgency and interesting movement mechanic, make it a constantly fun puzzle to avoid getting soft-locked. This is one of my favorite aspects of the game. My issue is that when I did get soft-locked, it pretty much felt like I should just restart. It is not very fun to have to wait for the ocelots to come save you, and they're not the most reliable bunch. Once or twice, I heard them off screen stealing my other items, but they did not feel like rescuing me! :cry: Did I not deserve it? I mean, I really thought we had bonded. We spent all those nights playing around the fire. What did it all mean?
Anyways, we have discussed on a couple streams the "issue" of getting soft-locked. Now I wonder if removing the possibility of getting soft-locked is the right solution. Maybe the focus should be on reducing the punishment for getting soft-locked. Maybe the game could embrace the sense of urgency and lean into being a speed run kind of game. Maybe you keep track of the time spent in game. When you get soft-locked, it adds a time penalty, like in rally racing game when you crash your car and have to get reset. It could be done in a way where the player feels some amount of shame for messing up, but they get to quickly get back into playing.
Along this same idea, my least favorite part of the game was waiting through the night. I wonder if you could speed up time if it is the night and you are within range of the fire. Or maybe there's some activity you can do at night that keeps it more interesting. Could there be a mechanic to allow you to push a fire around, allowing you to continue working? Now the player has the option to play through the night, but they have the added challenge of having to maneuver around the fire and ensure that the fire stays close enough to them.
Overall, I found it very impressive you did this in 48 hours. The game runs really smoothly and I did not catch any bugs. There were also many fun and tense moments that happened in the streams that I saw your game played in. It always felt like the whole group would be fully invested in the outcome of the game.
The art was amazing. Very fun voice acting. My only critique really is that it was not intuitive how much each resource would give or take away from you. It seemed like the only way was to add the resource to the right bar and see the effect. It would have been really nice if there were numbers next to the symbols on the resource cards or some way of understanding their value/cost
The art was great! Does Nick have any tips and tricks? His mustache is outta this world
Very interesting how you made it a speed run game by counting down health instead of time. The artwork was great
That was a very fun game. My only issue was having to mash space bar for so long. I have weak little fingers so they get tired. I wonder if there's another mechanic that would be less tiring
I really liked the story. It was bizarre and funny. Right up my alley. The switching between characters felt pretty new. It was kind of like playing one player mode in Unravel 2, except the players are never in the same space. The mechanic is pretty cool, but it felt like you didn't get the time to really milk it. I found the gameplay to not be very challenging, and I think given more time you would have found a way to make more interesting puzzles or combat.
Like some earlier comments, I would have liked some kind of audio or visual indicator of which character is active or at least when I switch. Also, the platforming mechanics could use some improvements. It felt like the pushing mechanic got in the way for example.
Overall though I enjoyed the experience.
I loved this game! You did it all. Very polished. Great concept. Every part of the game was awesome. I got all 14 bunnies and 2 of the babies! I feel incredibly accomplished right now, so thank you for making me feel this way.
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@eboatwright Did you try pressing the grind button when landing on the yellow surfaces?
@eboatwright oh phew! You had us worried! I'm glad you figured it out
@ancient-pixel Sorry, this is a really important phone call. Can't talk right now
The mechanic is very cool. The camera was really hard to play with. I think it could have floated behind the player a bit more and it's movement could have been dampened so it would move more smoothly.
This game was very fun to play. You really set a somber tone with the whole soundscape and visual aesthetic. The whole game made me think of Limbo and Inside. The shrinking mechanic was totally new though! And offered some interesting new puzzles that those games can't do. I've only played through once so far and I didn't get all of the hidden items. For the first play through it felt like avoiding shrinking into oblivion was enough challenge. But now there is a good reason to play again and solve these other puzzles!
I had a great time playing but I have a few notes. First off, it felt like the camera stayed a little too tight to the player. I think the camera movement could be dampened a little bit. My other note is that the player and blocks did some funny things on some edge cases sometimes. The blocks would sometimes sit on the edge of a cliff and not fall immediately. The player sometimes would do some funny behavior on collisions too. Seems like small things that can get tuned once you have more time. I didn't think any of these things really took away too much from the experience for me. Great game! I'm glad I played it
Really awesome game. I had a lot of fun with the swinging mechanic. The art and music paired nicely to create a great aesthetic.
The limited light/visibility was pretty interesting. It did feel like there were particular moments that could have benefited from more light. For example, the gap that needs to be rocketjumped. I think more lighting could have revealed that there was a platform on the other side and that the gap was larger than what you can jump. This may have guided the player a little more into understanding that was the right direction and that they had to use this new mechanic.
On the topic of swinging, it was a little jarring in the more precarious areas the fact that your momentum stays with you when you attach to the next hook. I wonder if you could add a mechanic for "braking" to slow down your swing. I like that the gun is used to control the swing and don't want to take away from that. But when your rope is very short, it just didn't feel great to have to slow yourself down with the gun.
Lastly, the enemies were not very intimidating. They seemed pretty easy to defeat.
Overall this is a great game. I am really excited to see where ya'll go with the Steam version. This was a lot of fun to play!
That was super fun! Once I got going, I couldn't put it down. I HAD to win. There was one spot where the wall jump acted a little funny. Sometimes I would hit the wall, and the character would stand up instead of holding the wall. It only happened in one place though. Overall the game was super smooth.
Gabriel interviewed me earlier today and mentioned a spot where people were threading the needle by falling right in between the flames. I think I found the spot and did it too! It was a nice added challenge to never give in and use the walls
It's a really funny premise. I think it fits the theme well. I think the gameplay could've used something to make it more interesting. I found it hard to die. I played until I hit 1000 points. I figured that was enough and my fingers kinda hurt. Maybe adding a cooldown to the gun would force the player to be more precise and keep them from spamming the shoot button. That would make it more tense when there are more enemies on screen and also save the player's fingers from hurting. There's plenty of other mechanics that could get added, but they probably would take too long to implement within the game jam.
Any kind of music would've helped too. Even just a drum beat or bass line. There's some solid YouTube videos about making some simple Pico8 music in a surprisingly short amount of time.
Also, I just read the first comment and realized I could've been holding the shoot button the whole time :face_palm: I was too inpatient and didn't hold shoot long enough to realize it starts shooting faster eventually.
Really cool game. It was fun to experiment in the world you created. I think my main gripe was just with how the mouse control is. The mouse feels pretty good when you are zoomed in all the way. As you zoom out, it seems the block positioning gets more restrictive. For example, when zoomed in, I can easily place a block under my feet after jumping. When I am zoomed out though, it is pretty much impossible. It took me a while to realize I had to zoom in for those moves. After realizing that, the game became more fun because I felt like I had more control
Challenging gameplay that is satisfying to master. I feel proud to be in the top 10 for each level...at least for now. Well done!
Great game! The puzzles were satisfying. I liked the little jokes along the way too.
How the hell did you do this in 12 hours though??? If you decide to put in some more time, some music would be really nice to go with the game
Very creative. I really like the concept of adding on player chosen curses each level. I'm impressed that you even had time to add in difficulty levels. This game has a lot more polish that I expect for a game jam game.
I played 6 Feet Under last LDJam so I had to give your game a try! Very polished game. Great ambience with the music. The gameplay is really satisfying and creative. I can't wait to see what ya'll come up with next!
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Solid game. I had fun playing. The player controls felt good. I noticed that in level 4 you can fall without triggering a death. Being able to go back to the menu let me get around that though. Good job!
My main complaint is the camera angle when driving. It felt very hard to understand what was directly in front of me. It felt like the boat was always drifting to the right. Also, I couldn't see very far to the right, so I was always scared to go to the right of the object. This meant I hit the left edge of the game a couple times.
Other than that though the game ran smoothly. The graphics and music were simple but pleasing. I even learned what to do without really being told which is hard to do.
That was pretty fun. I really loved the sound when you throw something in the pit. It felt very satisfying. It was really fun when I threw a baby in the pit, and then 2 villagers chased me (I did that pretty early on...). I am confused though about what happens when you die. It seems like the game just keeps going? Is there an end? Maybe it just behaved weird because I was playing alone? I'll try to find some friends :/
The game felt like it had good pacing. I thought it was pretty creative that the end of the level is chasing you. As the player, that was fun. Often the game would stutter though which would take me out of the game a bit. Any kind of sound effects or audio would really make the game more interesting, although I understand you probably just didn't have time for that.
I think you made an interesting mechanic that has legs. I'd be interested to see where you can take this game. Congrats on the game engine! It seems to be working well
Wait, what? Karen is also my mom?! It was enough that she was Karen! The gameplay was fun. I thought the pacing was good. I wish the groceries and cat food pins were a more nuanced mechanic though. I ended up always putting them at the end of the puzzle. Since I got on the leaderboards for most of the levels, it seems like that was the best strategy. But that's really the only criticism I have for the game. So well done! And I hope you get away with the party
This was really fun. I liked the vibe you set. After a dozen runs or so though it would be nice to have the option to turn off the narrator.
I played for like 30 minutes until my oven timer went off for my dinner. After getting past about level 4, I was able to buy an additional trebuchet. After that, I felt invincible. After a few fully upgraded trebuchets, I got a cannon and proceeded to buy more and more cannons. At that point, the screen was so full of bullets that the frame rate would drop.
The main strategy that was useful was to just continuously shoot, even if no enemies were in sight. Most enemies were killed off screen.
I think the main issue with this game is the pacing and balancing. There's a number of ways to make this game more engaging, but it really comes down to the type of gameplay you want to encourage and how you want the player to feel.
The game did seem to run smoothly and I didn't encounter any bugs. My team also made our game in Love2D!
Great game. I love the art. The mechanics were cool. It feels like a platformer but is also a twin stick shooter. My only critique is that I think enemies should attack if you shoot them, even if you are out of their visibility. I realized that if I was far away enough, I could kill the enemies but they wouldn't attack back. I found myself doing this a lot for the difficult enemies.
10 shifts, 147,000 cents on my second run. On the first run, the game crashed in between shifts unfortunately (that was the only bug I encountered though).
I really enjoyed this game. As someone who designs automation equipment like this for a living, you really nailed the vibe, down to putting the parts in totes. The mechanic for manipulating parts felt great. I'm very used to looking at 3D models all day though so maybe it came more naturally to me. My one complaint would be that sometimes the ports in the back row were obscured by the rest of the assembly just due to the angle and perspective. A little better visibility for the ports would be awesome.
Overall, awesome game!
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That was fun! I really liked the sweet innocent vibe. It was delightful. Triggering the swinging mechanic with the mouse was a little awkward. I think the swinging overall could use some tuning to make it feel a bit better. Overall thought the game was good. I'm impressed that you had achievements
That was fun. The story was almost too relatable. It would be fun if you could interact more with the monster that is chasing you. It was very difficult to create enough space to be able to walk down narrow hallways. But if there was a mechanic that could directly or indirectly affect the monster, it would make the gameplay more interesting.
@rhoka Thanks so much for playing. Unfortunately there is no win condition. Your loss was inevitable. The books are somewhat discrete, but they do show up on the far right side of the screen as you're playing. Good job getting to 5!
You said you were focused on polish and sound design, and I felt like you nailed those areas. The menus were really nice and an options menu is always appreciated. I didn't find the actual gameplay very fun though. When using a mouse, I felt encouraged to just swipe horizontally across the entire screen. Keep Earth undamaged seemed more important than getting a high combo/score.
I kept your game open for like 5 minutes after beating the game. I'm still not convinced the game is over. I really liked how you broke the mold. I never know what to expect
I enjoyed the things people called in about, but I was very confused by their reactions to my responses. I wasn't really able to figure out the "right" things to say. For the most part, I was getting negative reactions. I really tried to give a good response but I just didn't understand. I think it would have been clearer if each post it had a tailored response on it. Encouraging, judgmental, understanding, and evaluating just felt too vague from my viewpoint.
I know the ending is supposed to be inevitable, but I didn't feel like I had any control. As a player, it's not fun when I feel like I have no control.
The art was really cool though! And the song was nice to listen to throughout the game.
I played twice. First time got $90 and the second time I got $225. The first time, I thought I had been doing so poorly that it triggered the alarm to go off. I just thought it meant "low health". But the 2nd time I realized I could turn off the alarm that was also accelerating the game. Then I did much better. It also took a run through to get proficient with the controls.
Also, I liked how whacky the items got.
I played like 4 times without knowing how to reload or run. Finally I backed out to the main menu, and then I discovered the "how to play" button in the corner. After that, the game made a lot more sense. I think the graphics and audio could use some work but the core game was fun.
I love Warioware so I really enjoyed myself with your game. Everything was on point and played well together. My only critique is that it would be nice to fade out the background music during the music mini game, like you did for the sleeping mini game. Other than that, the game was riddled with bugs, but I think I was able to help you out on that front :stuck_out_tongue_winking_eye:
Had a good time playing
Cool game. I liked that the game focused on dodging rather than shooting. It did feel weird though that you only get points when you shoot. It'd be neat to try adding some incentives for really committing to the pacifist route.
The game played really well though. The controls were nice. The music didn't get old. And everything just worked the way you'd expect.
Edit: I went back and played some more...I got a little hooked. I just had to get the high score2022-10-05 22_03_08-Baja Blasters_ The Toll Bells for Thee _ ldjam.com _ Ludum Dare game jam.png
This was a cool idea. I had a lot of fun playing. I made it to the finals, but I lost. The game had a lot of style and it was really impressive how far you were able to take it in the 72 hours.
My only complaint is that the letter "e" was difficult to read. I thought it was a "B" but eventually realized I was wrong. After that everything clicked. Sometimes it was tough to remember the key bindings for an ingredient, but that's also what makes it more satisfying when you do remember them and get into a flow. It was a little punishing that backspace clears the plate rather than removing the last ingredient. But that's up to you how difficult you want the game to feel.
Overall this was really fun and a well scoped game jam game. After one playthrough I understood 90% of the game. After the second I had learned the rest. And then I got this sick high score!
EDIT: I played madness mode. Let me know if someone beats my score otherwise I'm hanging up my apron for now.
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I had a great time. I played enough times that I got to make a song with my previous track. It may or may not sound a bit like lean on me...
The whole vibe was great. The art really set me up to be in a creative space. The game showed a lot of polish, but I feel like the volumes of the instruments could be tuned a bit better.
The game ran well for me, but I did think it was pretty easy. It felt like you could beat all of the levels without even using the teleport mechanic. So the teleport mechanic felt more like an enemy rather than a tool. It would be cool to explore the level design in a way where teleporting goes back and forth between being a tool and a hazard.
I think there's some small features you could add, that would help telegraph the objective to the player even stronger. For example, having outlines of keycards in the corner of the screen and filling them in when the player picks up a keycard. Also having expanding circles overtop of the keycards or a small particle effect would help convey the idea that the keycards are interactable. Its not a huge deal to not have these things, but little bits of polish like this can really add up.
This was pretty fun. The puzzles felt a bit tricky the first time through because of the timer, but they didn't feel too difficult to solve. I thought what you did with the stove was clever. It would've been fun to use that type of thinking more. Near the end, the timer started to get a bit frustrating though. It would be nice if the player could force a teleport instead of waiting until the timer runs out.
Also, the sound design felt really good!
Wow! That was a lot of content. This was super fun. I did get frustrated in level two. I died a couple times in the room with the floating platforms. The puzzles were satisfying enough though that I endured and eventually beat it. Overall, great game. I had a blast.
I got 120 on my second try but they I really struggled to beat that! The game was super cute! The music didn't get repetitive at all. It felt like to be super optimized, I had to keep dragging the bunnies back to the workshops, forcing them to drop their resources. Then I had to drag the resources myself to the storage point. This was pretty tiring on a mouse.
My other issue was that at the end of the game, it was really hard to pick up a specific object when there were many stacked near each other. Sometimes I'd grab a bunny that was doing a job instead of grabbing the resource. Maybe the resources could get moved off of the bunny path when they are dropped?
These were just annoyances though, they weren't deal breakers. I really enjoyed the game!
It took a while to get comfortable with where all of the ingredients are. I had fun after a few runs of trying to figure out what everything was and what I was supposed to be doing. Let's see if we can get some highscores going for this game!
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Great concept. Your shader was super cool. I thought it was really fun, but quite frustrating. It felt a little punishing that there were no checkpoints, but that's my only complaint. Great job!
I think player feedback is the big thing missing in this game. It was very hard to tell if what I was doing was the right thing to do or if it had any effect at all. Although it goes against the 10 second system reset, signalling to the player that they killed an enemy would've been really helpful in this regard.
I got to the end of the game, without understanding why I had to use firearms in rooms with bad cameras. I really don't know what purpose the cameras served either. The microphones, lures, and flamethrowers I think made sense though
The art and sound design played well together. You really transported me back with the whole aesthetic.
Great game. The puzzles are really good. I got stuck a few times. It'd be nice to have a bit slower of a progression if you choose to continue working on this game
I tried to play but my GPU just couldn't handle it! Wish I could've given it a try
I was really surprised how well that worked! I did struggle to hit the ball sometimes though. It was usually near the edge of the screen. I think it was hard for me to anticipate the ball position there because of the perspective. I saw you did add a light to the ball which should help with the depth perception. The paddle movement itself though was pretty solid which I'm sure was the hardest part of the development.
Los sonidos realmente son genial. Tu orgullo es justificado. El juego se siente como el primer nivel de Keep Talking and Nobody Explodes. Fue simple pero buen hecho
I was very confused for a while. I tried playing multiplayer, but didn't expect everyone to be controlling everything and for the screens to be the same for everyone. Eventually I abandoned that and just played single player. I was still very confused about how to actually cook. By the time I got all the ingredients I needed, the orders had all changed, but I had already spent all my money on the previous order's ingredients. For a jam game, I'd consider scoping down a bit.
The graphics were great, and the driving felt pretty good too. As a coop game, I could see this being very fun having to coordinate driving, cooking, and navigating with a group.
The game was pretty fun. I liked the simple color palette. But I did find it confusing to distinguish between the square enemies and bullets shot from the other enemies. My main critique though is that I wish you didn't have to press the mouse button at all. I think you could've just been autofiring all of the time. The reason I say this is because my hand gets worn out from holding down the mouse button for that long. It's probably not an issue for a lot of other players, but it would've been a nice accessibility feature
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That was really hard but I managed to get through it. My main critique is that I wish you could switch which way you're aiming when in the air
I struggled to figure out how I could control the arcs of the pizza. I think the game may have benefited from exaggerating the sideways velocities a bit more. In general, giving the player more control over the situation. The game ran smoothly though with no bugs
Really cool game! I liked the limited visibility. It really helped set the mood. The art and sound were great. The health wrapped around the cone of visibility felt fresh.
I think the combat and repair actions could've been more fun though. To do that, it probably would require more mechanics that you just didn't have time to implement though. Overall I had a great experience. And it's nice to see another Love2D game! My team uses Love2D too
Very polished game. The puzzles were great and paced very well. Awesome job
I had a good time with your game. You had an impressive variety of guns and upgrades in the game. It all felt pretty immersive. I think I'd just keep tuning the game. Finding the right balances for each gun. After that, maybe add a little more variety for the enemies.
Very unique mechanics! I had fun playing! I think it was hard to tell which side was the "head" and which side was the "tail". Maybe I wasn't looking hard enough. But I feel like it could've been highlighted a bit more. But hey, it was a compo game!
Fun game! The conversations were really silly. It was pretty trippy how your game blended in with the itch page so seamlessly. In terms of the items, I didn't really get the hang of the sandbags, but the coffee, bullet proof vest, and ant man powers were all intuitive and fun. Nice work with the art as well. The limited palette was a good choice and well implemented.
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I had a blast. Lotta fun. It'd be cool if you could slow down time though when aiming the baby. I liked that you could see the path, but I didn't really have time to look and act on it with all of the hazards. Instead, I just learned the shape of the toss when I tap the button and tried my hardest to be consistent.
2023-05-05 20_49_22-Bundle Dumper_ Florida Edition by Cheesepencil.png
Fun game! Very hard though! I appreciate two speeds, because slow was more fun for me. It gave me the chance to do more with the juggling. Hitting the mailboxes was difficult. Took me a couple plays to realize you aren't supposed to toss it towards the mailbox, but rather let go when you have the crosshairs.
Couldn't get the game to run properly with my graphics card. I didn't rate the game because of that, but I thought you might like to know. The game ran, but the lighting was very dark.
As of this moment I am number three on the leaderboard! This was a lot of fun. I did think the rotational momentum could've been dialed down a little bit though. The graphics were really nice and I had a really good time playing. It's really tricky but I like goofy control schemes
Great game. I had a lot of fun. I think you could make some small tweaks in terms of feedback and ui and it would make the game even better. I didn't notice at first that the objectives would highlight when you could interact with them. I think this should be exaggerated even more. Maybe add an interact icon that pops up and flash the objective instead of just highlighting it. Also, the compass could maybe focus on just the objectives at hand, instead of showing all locations all the time.
Cool effect on the sky darkening when you go into space. That helped telegraph gravity weakening.
The music and the art in the cutscenes were really awesome! Loved all the different character designs. I wasn't finding the gameplay particularly engaging, but then there was a twist and I perked up. Did not see that ending coming. Saucy.
Took me a while, but I managed to find my lost heart. I feel like there could have been more feedback to help the player understand when they are heading in the right direction. This could be more exaggerated sound design, or sfx, or maybe some more exaggerated visual cues. The experience did feel very immersive though. Headphones were definitely a good call
I got a height of 36. It would've been nice to have feedback on the jump cooldown. Also, the camera made it difficult to catch yourself after getting knocked off by a falling rock. It seemed like most of the time when that happened, I was near the bottom of the screen. If you could zoom out and maybe have the camera track the player, I think the gameplay would feel better.
Overall the game ran smoothly and looked good. Good job
I thought the gameplay was straight forward, but after playing a few playthroughs, I kept not getting points when I was convinced I matched the colors correctly. Was there more to it than just delivering the package to the corresponding colored tube? In general, I think some more feedback for each interaction would've been helpful. Also, something that keeps track of how many bad deliveries you've made.
The art was really fun and what drew me into the game. The music was good too.
Cool take on the theme. I appreciate when people get more creative with their interpretation. The game was really fun. My only complaints are more about polish. Definitely should add an undo mechanic like in baba is you. I also wish the song loop were longer. Finally a background image for the levels would really help.
On all of the really important things though, y'all did really well! The game was super fun and funny.
Loved it! I got a high score of 16. What a mood! The only thing I can think to nitpick would be to spread out the spawn points a bit. Sometimes new items would spawn very close to an existing item.
I think the game needs some tuning. The player could jump over every obstacle and skip to the end. So I think the player needs a bit more weight to it. Also, the snails have a very big health bar. Making the snails easier to kill, would encourage the player to interact with them more. As it is now, the snails are frustrating to kill because it takes so much time to do.
You could change the gun to have a smaller magazine, but each bullet is a lot stronger. This way it requires the player to more skillfully shoot the snails. I think this would feel more satisfying when you do land a hit.
After you tune the player and enemies, you can start to work on the level design. I'd start by trying to make some fun platforming. Then sprinkle in some enemies to increase the challenge.
But you did make a complete game with a boss fight. The whole game ran smoothly and I didn't run into any bugs. That's pretty impressive for any jam game, especially a compo.
Great game! Artwork was really good. The song was great. I think sound effects could've been a bit louder. They seemed to be overshadowed by the music. This felt like a really good start to a game. Given more time, I could see you expanding on this and making some more challenging levels. Really solid game. Congrats!
Great submission! The puzzles were really fun and had a nice pacing. I think the most fun part of the game was finding the paths for the rope. But the movement I found a little frustrating. It was a bit tedious to go trace your path again after dying. I think I may have liked the game more if I could have just used the mouse instead of the arrow keys. Then I would have been able to re-trace my path quicker, and dying would feel less punishing. This issue wasn't enough to keep me from enjoying the game though. Overall great game!
Really satisfying sound design. I loved the soundtrack too. Gameplay was very hard and punishing. I feel like that's what you were going for though, with the meatboy vibes. Personally, I would've liked the spike hit box to be a hair smaller, but maybe that's not the kind of game you set out to make. All in all, my nitpicks are just preferences. The game was really good and I had a lot of fun! Great work
Oh and I got 77 papers. I guess I cropped that out by accident
2023-05-06 12_32_19-Pack It Up!.png