Courier of Fire by Balgorode 2020-04-21T14:36:24Z
I enjoyed the game. The puzzles were engaging and the mechanics were enjoyable.
Foon → Ludum Dare Explorer → Users → CodSalmon
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | 10 Seconds Til Spawn | compo | 100 | 3.76 | 3.75 | 3.02 | 3.85 | 3.37 | 3.25 | 2.63 | 3.50 | |
| 2021 | 49 | Unstable | Autobattler | jam | 1212 | 3.14 | 3.00 | 2.64 | 2.14 | |||||
| 2020 | 46 | Keep it alive | Untitled Plant Game | jam | 3.12 | 3.43 | 2.22 | 3.77 | 3.31 | 2.78 | 3.18 |
I enjoyed the game. The puzzles were engaging and the mechanics were enjoyable.
I enjoyed the humor in the Manual. Generally, it's a bit hard to convince someone to play a game, let alone read a manual to do so. I felt like I had to read the manual because it was unclear what I was supposed to be doing otherwise. My main suggestions for improvement would be to make it easier to understand what the player is supposed to be doing, and to speed up the game. It seems like it takes a while for anything to happen, unless I fiddle with the wrong things and make the reactor explode intentionally.
Overall great game! The art and music are fantastic. The itch page looks great as well. The controls can be a bit touchy. It would have been nice to have some kind of feedback for when you were standing in the appropriate place to interact with items. Figuring out what can be interacted with and where exactly i need to stand to interact with things was one of the only issues I had. Similarly, it would be nice to have some kind of indication that you are out of energy or fire extinguisher. Maybe if you try to run or use the fire extinguisher when you can't, the energy/fire extinguisher ammo UI could flash or do something to grab the player's attention. Those are the only tiny improvements I can think of. Great job!
Dialog and art are amazing
Loved the game! Very polished for a jam entry. Took a minute to figure out, but once I did it was a great time. High score was 160.
Booba
Great game! Loved the aesthetics and the writing!
Really great puzzle design!
Amazing entry for a game jam. Really enjoyed it.
The game was great on all fronts. Visuals, music, and design were all done very well!
Great game! The art was amazing. I know you didn't make the music, but the music choice really fit the vibe. The game mechanics were fun and fit the theme. The playtime was right where I want a jam game to be. All around, extremely good game for a jam.
This is a crazy concept, loved it!
Really good job on this one. The gameplay is very interesting. Thank goodness for the redo button because I accidentally friendly fired Suri on my first try.
You pulled off quite a bit of content in such a small amount of time. I would have liked to see some UI for health and time remaining. There were pickups for both of these, but I never knew how much health or time I had left. There was also a third type of pick-up that I wasn't able to figure out the use of. There were a few bugs too. There would be some weird physics interactions if shooting fire while jumping into tiles from underneath. I'm not entirely sure if the intention is to be able to pass through these tiles at all, but if so, that physics interaction should be dealt with. Also, it seems like when you get hit from behind, your character gets pushed backwards. They should probably be pushed forwards in this instance as that is the opposite of the direction they were hit from. The character also felt quite float as well, it would probably feel better to have the character fall faster. Otherwise, great job! There were a lot of different environment tiles and enemies in here, and the game functions correctly from start to finish!
Good game! A bit hard to parse what exactly is going on but after I figured it out it was an enjoyable arcade shmup experience.
Great game. Very relaxing until it gets hard after about wave 10. I enjoyed it.
I believe I encountered a bug where Mel could no longer mine Metal after the Red droid (Chris?) died. Other than that, I like the idea of switching between Droids every 10 seconds. I'm not a huge fan of the crafting gameplay, but it was engaging to try to figure out how to get things done quickly and remember what my plans were for each droid when switching back. It seems like the optimal strategy is just to have a droid mine enough resources to escape the planet and build the other droids, build the next droid, then have the droid who has mined everything get killed so you don't have to worry about them anymore.
Very solid little Metroidvania! Great use of the theme. The 10 second timer really added some tension when getting from A->B. As others have said, I think it would have been nice if the timers reset after hitting a checkpoint, but it's not a huge pain point that I occasionally had to stand around for a few seconds. I felt like the level design was very elegant, as well. Nothing revolutionary from a gameplay perspective here, but it's impressive that you were able to pull together such a tight and well-paced experience in such a short time.
Nice little merge game. I'm impressed by how deep the combinations went.
@tattomoosa What screen resolution are you using?
Basically what everyone else said. Art and VO added a lot. Only issue I had was the mouse sensitivity. Better than the Witness 11/10.
Very funny. The gameplay has its issues as others have pointed out. Since the humor seemed to be the main draw, I wish there was more emphasis put on that. Would have been nice to have the voice lines spread out a bit more intentionally instead of tending to play on top of each other. Got a chuckle out of me, great job!
I found the art a bit difficult to parse. Maybe a label underneath the drawings, or on hover would help with that. I couldn't figure out if there was a way to deselect items after selecting them, but that would have been really helpful.
Agree with above, the game is way too difficult. The player should have more than 1 health. Also, sometimes the enemies would spawn right on top of me which felt unfair. I enjoyed the movement mechanics, that was interesting.
I have no clue what the story is supposed to be about, but it was certainly an interesting game. The art and audio and writing make an excellent eerie mood. I wish there were a way to skip the 10 second wait on some of the earlier questions. The font was a bit hard to read. Those are my only complaints.
I agree with everyone above. The game is well done and was fun to play. The only thing it needs is more content and maybe some background music.
The teleporting mechanic was interesting. Would love to see something like that in a more fleshed out game.
Fun game with a surprising amount of depth for a jam game. Good job.
The gameplay is very straightforward. The player should probably lose if they don't collect any mushrooms. One thing I'd like to mention is that if you're using pixel art, you generally want all of the art to adhere to the same scale. That is, all the pixels on the screen should be the same size. Great job!