Promethean Legacy: Fan the Flames by quill18 2020-04-21T15:55:21Z
Bringing to life such a deep mechanics in 2 days is insane. Nice job!
Foon → Ludum Dare Explorer → Users → Corporation
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | Forest Nothing | compo | 37 | 4.09 | 4.06 | 3.33 | 3.95 | 3.90 | 3.35 | 3.42 | ||
| 2023 | 53 | Delivery | Planet Quest | compo | 49 | 4.02 | 4.15 | 3.31 | 3.52 | 4.13 | 3.72 | 3.87 | ||
| 2023 | 52 | Harvest | Settlement | compo | 11 | 4.27 | 4.25 | 3.90 | 4.42 | 3.95 | 3.60 | 3.85 | ||
| 2022 | 51 | Every 10 seconds | 10 Seconds Spell Book | compo | 160 | 3.60 | 3.57 | 4.05 | 4.20 | 3.40 | 3.08 | 2.23 | 2.92 | |
| 2022 | 50 | Delay the inevitable | Delay the Invasion | compo | 185 | 3.66 | 3.80 | 3.02 | 3.60 | 3.48 | 3.26 | 2.45 | 3.06 | |
| 2021 | 48 | Deeper and deeper | To The Planet Core | compo | 157 | 3.82 | 3.65 | 3.85 | 4.38 | 3.71 | 2.31 | 3.09 | ||
| 2020 | 47 | Stuck in a loop | Stuck On The Orbit | compo | 245 | 3.52 | 3.34 | 3.31 | 3.31 | 3.39 | 3.31 | 1.93 | 3.34 | |
| 2020 | 46 | Keep it alive | Beeeees | compo | 323 | 3.63 | 3.83 | 3.25 | 4.09 | 3.52 | 3.02 | 2.77 | 3.10 |
Bringing to life such a deep mechanics in 2 days is insane. Nice job!
This is really fun, you should really make it mobile game and publish
Also didn't understand anything, what is the point?
Background music is amazing, can't get it out of my head now(
This is actually pretty good! Second level is quiet balanced, passed it with like 5th try
Idea and implementation are brilliant! This should really be expanded for many more levels
Mechanics are good, but game is too hard from the start) i love jumping to moving blocks, feels epic
Love the art, game is really interactible to controlls. So enemy is immortal? And game crashed at some point when hitting the enemy
Sound and graphics are amazing! Survival should really have more time, because aiming is hard and catching then is easy, in 11 seconds you should really shoot it with first try get in time.
Nice idea on controlls) pretty good overall
Well, i can see a good idea behind it. You should make controls more obvious - fps for tower defence is cool, but placing towers should be easier. An its not clear that you should press tab for info. Btw, are doctors supposed to heal people? Seems like people stuck becouse of them..)
Pretty good, love sounds and music. And some point i feel like there were some bugs - he stopped moving at 90 weight and nothing happend, i tryied to throw ball near him. And not sure if it should be pottible to wash him while he is in bed)
Don't know what i did, but resulting music was great! Anyways - really cool looking idead, sound is great. Would be nice to add some goal maybe.
Making TD in 48? Amazing? really good job. And the game is pretty balanced, done it with first try and 1 life left)
thats some real interpretation of stay alive) the game is hard, just like life is
Sooo good to control, really fun to play. Also music is pretty cool, and ofcourse voice acting)) really amazing work!
amazing idea, nice game!
The mechanics are good, but I feel like completing missions was too easy. And action up possibly sometimes bugged and doesnt increase max axttions( anyways good one
Burning bunnies and puppets lol. Pretty good graphics and simple game play. Nice that the game actually has ending.
Nice idea. I feel like some feedback on cleaning is needed. Also seems like some polution spawns outside of my screen.
Wow, game is really addictive before you understand numbers, took me some time. Really great concept. Got to 4k nutritions then stopped. And yes, menu button should not be that easy to click in this game, coz you lose all progress
All of the visual and audio part is so damn good. Really enjoyed the ending - wasn't expected you will bring such kind of deep idea behind this. Some questions can be in controlls and gameplay, but this is minor. As the small story this is really masterpiece!
wow, this is reaaaly fun, amazing graphics and sound! cool idea and good implementation! maybe could add some object to protect to follow the theme better.
Interesting idea controlling with scroll wheel, got to 15 seconds, was fun
Graphics and idea are good. Camera control is a bit wierd and feels like the map is too small. Good job anyways!
@ian-kettlewell yeah, red box is kind of debuff) tried to make it more obvious but didn't have much time @mikesalyh only clearing AppData of the game, tutorial screen was made in the end so i didn't have much time to make game stop) probably should've made like question mark button @maindric you're probably right! adding another controll is easy. As i mention, tutorial was made in really sort time @jetthesimon this is my first approach on pixel art, thank you very much for feed back) music was made by randomly clicking in BoscaCeoil...)
@niklasriewald @knason @bereg @murrzipan @ohmyguigui @ubershmekel @thooom thank you so much for all the positive feedback!)
Controlls a bit hard, cant aim up and down. Also - some ui or game state feeback would be good. But overall good direction and decent art
Your need to click "public" on itch.io to publish your game
Really nice idea! Could make it a full typing defence game) Adding some purchasable upgreades and effects (like particles and sound on death) and it will be really nice game
Really good! Pixel art is nice. Made to 1500 points. You should make foxes not to spawn on player face) and remove walking sounds, this is too much. Anyways, game feels really complete!
Wow. visauls are really amazing. This is what called juicyness in games. Changing sound based on weapon is cool, but i started to get a headake from uzi at some point.
controls are weirde, but the game is challanging in a goo way
Pixel art is good! Game really challenging at stage 2, hard to get used to controls.
Aiming your head sometimes? Why not! Pretty fun. Should really make moment when he aimes his head more obvious (sound or effect)
This is actually very inspiring as a developer) Good job
Actually very user friendly and polished complete experience. Finished the game and found my self kinda involeved into little story. Great game!
Hey, cool idea to expand classic side platformer movement and implement theme in your project in that way. I really think you can continue this idea with more puzzles and usings of "inside loop" control. Well done)
Achived to bring it 5 times, but then it started to get repetitive. Maybe you should add something to show progression of the player. Overall - game has good looking graphics, good job)
@gilborn damn, I was close XD
Nice game! Enemy AI felt actually kinda advanced) good job writing it) Some suggestion would be: chaning bullet graphics - they felt not fitting overall style, and adding some events of some type to different planets. Btw I feel like our projects got something in common with idea of collecting resources to get out of the planet)
This is cool) i wish hamsters were animated, but still enjoyed watching their life) From gamplay perspective increasing speed progressively would be nice idea. Or adding some events. Good job!
Fun game! Controls are really hard, espetially falling speed, but I guess thats part of mechanics. I like graphics and main character animations. Btw there are some visual bugs after couple of first platroms. Overall, well done)
Pretty cool idea, so this is a runner of some kind with wierd controls and orbiting mechanics. At the start hard to figure out that he jump down, but avoiding objects is fun) Well done!
Good graphics, sprites by themselves are well done, but maybe working on keeping some style is a good direction) interesting approach on fighting enemies with your hp and focus on you upgrades, the only thing I didn't like in that is not being able to micro enemies in some way) as was said colliding with walls is something so be fixed. Well done)
This got to be a nice concept, limiting your palette and keeping everything simple is cool but maybe not for story clicker game. Spent some time in the game but at some point got stuck) ..in a loop
@barney25052 Well, as it states in description: "Click on a planet to travel to". Other is just UI, and you can open help to find more)
@wiredsound yeah, that was next task in my list - adding more UI to the list of upgrades, to see which one is in process, ready and not enough resources) Thanks for suggestions) @thedarkmagi thats what I was thinking after realease too) really a shame that sound was so destructing
@axeltherabbit really kind words, thanks alot) btw, did you get to the home planet in the end?)
@thevideogamester thanks for feedback) always lovely so hear someone finishes my game! All UI rework suggestion always welcome - it hard sometimes to see what is not user friendly by yourself)
@thevideogamester yep, thats a good points!
@jmoocow2003 Wow, a really detailed response. I don't know why I ended up with such a big planet info, it probably should be smaller and somewhere at bottom corner. Being able to pause is ofcourse nice and needed option in a long game without saving, but unfortunately requires counting on that from a start in overall project) Will be cool to hear you finish up the game later!)
@jmoocow2003 gonna try this out, I knew about time scale, but didn't think it can be used to pause because UI. Thanks for suggestion)
@indigo it means a lot to hear such words) Really cool to see someone playing through your project and enjoing it. Glad you mentioned upgrades - I actually had much more in mind and will add them soon, I think the project is worth expanding. I agree with your ending experience, it propably should be more noticable then just ending screen)
@gilborn it's amazing that my game was able to entertain you for so long) this time I tryed to make something more strategic than last entries (to other jams to) because it is closer to types of games I do enjoy by myself.
@dusho true) I think I will try to expand this project, it has some potential. Random galaxies and some events like asteroids wave, sun wind with damaging radiation or black holes was in my mind) @yeomsley glad you had that feeling) I actually think the start should be easier for the player
@nate-wert yeah, that kinda was intentional to give player time to understand the game at the start, but I agree that there can be not much choise and action at the start, that somethink I'm planning to work on. Ship trajectory is always tanget just like in realy world - most efficient way, it might bug sometimes though, but yesterday I solved equation system that allows me to compute perfect tanget for two orbits and I'm gonna implement it into the game soon. Thanks for feedback)
You really achived "juiciness" and user experience, was pretty fun to play. Pretty straight forward approach on a theme) can't really tell - i'm stuck. Anyways - good game!
Simple but pretty graphics style, chill audio, good idea of cyclic world (but I started to get dizzy at some point XD). The size of everything and colliders not being presise is something that was bad for experience. Overall good job)
Well, at first I was intrigued, found cyclop and place to cook, but walking with no visible direction for long is kinda boring. You should add something to keep players attention in process, maybe some tips after playing and walking. But the idea of text based adventure is cool! Btw adding tab to finish commands would be great) Good job
Nice looking graphics and colors, simple but addicting gameplay. Thas was actually fun! The ball didn't really touch the inner platform, that was anoying. Overall nice project, it has some potential)
Smart and actually felt balanced, nice game) I would agree that starting screen is a bit overwhelming with information
Cool game! Controls actually felt responsive enougth and extended of feeling being deep in the water) Pixel art is nicely done, but for some reason it was very jittery even on windows build(
This is such a great inspiration from a technical aspect, sad that this is not compo entry (in a good way ofc)). Great work!)
very fast controls) but I actually think this can be seen as some kinda mechanic and can be unique part of the game. This one in partucullar was fun but could be more challanging and have more types of enemies to fight) Well done anyways)
Easily the most beautiful graphics I've seen in this jam. Impressive!
That was strange experience) weird ground textures and amazing menu buttons only added up for overall picture. Pretty funny)
Lightening your path with throwable objects is smart idea, probably fitting the theme well. May could ne expanded to some more interesting interactions later) From something I would change is definitely camera movement - idea of it following the mouse is rather questionable..
Best entry i've seen so far! So much polish, amazing pixel art style and color palette choise for the mood. And idea with hook activating half the time is a great and fresh approach on old and well known puzzle game typpe. My recomendations would be to not restart on death in games where levels stay the same)
This artstyle is unique and very impressive! Well done
Amazing! always love to see someone tries to create something strategic. Thats something I also like to explore. This game is nice little fractory simulation with creative addition of a lore and even "Don't wanna miss a thing" easter eggs)) Some small stuff I would rather change - rotated conveyors was hell to use), also font and some of UI was out of pixel size with other graphic, but thats minor. Overall amazing game!)
Pixel art is amazing without a doubt, very pleasing to watch. Controls are pretty hard to understand and maybe too minimalistic. Tactics games should probably come with more explanation of what is hapenning. Also I got stuck at some level becuase recruited units blocked me)
nice to see someone alse is using his own engine, I know that recuires a lot of work and can get you into trouble when jam starts and you find out some inner bugs) Cool little game, nice touch with players clones who also dig. Maybe I would recomend adding more obsticles to the player to make it more challenging.
Amazing graphics - overall visual style is very pleasing, but there's alot of interactions feedback is missing: you can't really tell when you got hit, especially when you cross like 3 corals in a row by moving to the side at just die) But in the end still a nice game and great entry!
I feel like this is kinda great concept, but missing a bit of player control - I mean at most moments it felt like a clicker game without real dessision making. But still fun in terms of discovering new items and progressing. And very unique what is important) great job!
@chensu @the1 @lajbert thank you for your possitive feedback on graphics)
@ipodtouch0218 this is very much true! Just hit restart in that case, thats the specific of procedural map generation though)
@ville @binaryprinciple you are right that some starts can be much more favourable and some can even be unwinnable at start. But overall game won't be luck dependant as after descent start you still need to go to the bottom, at that's where randomness is smoothed by map size. Thank you for your feedback)
@mrtnldm thanks for the kind words) I think that the color palette was so fitting here too. And yes, it's sad had no time to finish audio, probably gonna add it later just for myself @craig appreciate detailed review, glad you felt uniqueness of the game, that's something I'm always aiming) With clicking in building icon is actually funny part - my engine don't support kinda "ignore raycast" flag, so I couldn't make a button with image inside)) gonna be fixed soon ofc
@goutye amazing to hear someone finished my game and enjoyed it) I wonder what difficulty it was. Thanks for feedback)
@ariorick thanks) @sonicpixelation glad to hear you got so engaged, thank you for feedback) @ninjacatz thanks on your thoughts about UI, you probably have some massive resolution monitor like 4k, coz on my 2k 34' it looked ok, but maybe not that comfotable. I'll look into it because thought that this size is perfect for common UI text in my next projects. @lisyarus thanks for sharing your win, i'm happy to hear someone enjoing mechanics because thats something i'm really trying to explore in every jam)
@brainloaf-studio Thanks for playing my game! Yes, I didn't add removing intentionally, that's part of the puzzle, so you can block yourself by mistake when digging down. Thanks interesting how the game was planned as construction puzzle, but turned out more like a resource management and planning) @william-rizzi Glad you liked it)
@phoenix-gi Thanks for feedback. No, you can't change placed block intentionally so you can trap yourself. @deepak-kr Thanks for review) Don't really know what you meant by replaced by other. @jimbly Glad you liked my game and finished it! True, I also felt howkeys was very much needed after release. Selected object is highlighted with black, just not that noticable. And I very much agree on end game balance - there too much ore when miner radius goes through the roof, probably something to look at in terms of balance. Thanks for sharing this!
@sandra-jasionowska @prof-suarez thank you for your feedback)
@zimny11 I'm glad you liked my game, your highly detailed feedback is very much appreciated! That's very valuable. Here's some thoughts: agreed with hotkey idea's, that should've been added; showing miners range was in my plans, agreed; indicating cold and lava pretty smart, didn't think about it; about image and buttons I answered above - thats actually because my engine was lacking input transparency for UI, I just added it after jam. About your gameplay ideas: not sure about powering drill, gonna be hard to balance with iron peaces, but I'm thinking about nerfing mining in th end game; I don't think enemies will fit into my game concept, instead I was planning some kind of natural disasters, like earthquakes or magma erruption, also some kind of tough blocks to dig throu. Drilling sideways will kind of break some of puzzles when picking the right path)
very well drawn and also so polished, great game. For me it is very difficult, too much stuff going on at the same time)
amazing artstyle, really nice style and all decorations and species left into place extending immersion. Also ambient sound was good and fitting the theme. There were some moments that fell out of place - like very generic unity particles for coins - for this art style I would recomend draw particles as animation by frames. And gaps between walls, but thats probably just a bug) still a nice entry!
Fun idea and good fitting graphyics) I would love to see it eveolves in some kind of rythmic game with corresponding soundtrack. Just so you know, but game is a bit hard to run on 3400x1400 monitor as upper part of content (tutorial) get cut off.
Good job) nice pixel art, but i would recomend to remove filtering so it won't look blurry. Also fun bug when there's only half of the body appearing under the water)
nice graphics and good controls) interesting idea of combining loot into drinks, strange but fun ganre combination. I think adding a bit of new enemies and also some way to progress so money would make sense would be nice) well done still)
Nice to see someone also is using his own engine) as I noticed it is based on sdl? that's cool. Game was fun overall, but controls felt a bit wierd and also there were some levels where you enter and just instantly die)
Love to see such a polished game! Simple but great idea and amazing implementation, but maybe doesn't really fit the theme) My recomendations would be to make game harder, it probably too easy. You can add clicks counter to challange the player. Also game being windowed, sometimes I was clicking outside)
Idea of messing with players controls is cool! But I think it should happen not that often) nice entry)
Good graphycs and color palette for the lava) Some animations would be nice to extend the visual part. Also smart idea to kind of give player a second chance when he is falling through)
Nice little game) well done. What I would recomend: game is relatively easy, enemies are slow and you can avoid them with no challange. Pixel art in some places is out of size, for example player is noticably bigger than enemies.
Funny idea, hard for non english native though) found my brain melting a little from this. I feel like it is something that can get developed further, there is some potential. Also UI was suprisingly good and smooth and fitted this game very well. Good job)
Really liked sound effects here) that's how it should be done for LD ;)
Would love to see option to change window size, as on the 3440 x 1440 monitor it is very hard - half of the map and UI is unreachable. Despite this I enjoyed my experience - sounds in particular. Church sound effect is very cool. Game really reminded me "Islanders" that I once played, but with a slight sinknig twist) Well done!
Very innovative in my opinion, feeld unique. UI looks good, storytelling fits overall game feeling. At some point was missing some events or anything to spice things up, as it was getting repetative. Ofc some indication of friends that affected this day and affected by selected activity would be nice, but obviusly would make game much easier) Overall - very nice entry)
Nice idea with picking upgrades, where some give positive and negative effect, I think this is something that can be investigated further. Really was missing sounds here, they would give it much more feeling. Also funny how our vision of theme is kinda simmilar. Good job!)
Well polished good top down shooter. Controls felt smooth and overall enjoyable. My suggestions would be - add some unpgrades the would fire more or different missiles (or mayber that comes later) and add different enemies, or increase difficulty later, as after a while this felt like moving around the horde of enemies in circles. Well done)
GOTY 2022
Game has very unique look) in some way it works in it's favour, but in turms of learning the basics - probably not. But still it's always nice to see someone being brave to implement something out of the box. And also I feel like with some tweaking this game has speedruning potential)
Very unique entry indeed, got some progress, but still don't feel like understoot it completly. Type of a game that will benefit from better UI and step by step guide or even better feedback of what happened after your sertain actions.
Cool graphics style, nice models. I think with some light tweaks you can make it even better. Character controller felt a bit weird, but in the end that played into the combat system. Also didn't understand theme connection. But well done)
@jordwest Thanks for you're feedback) Glad you enjoyed learning and trying different classes, me personally felt like the balance was a little off. Warriors rushing into the battle and moving away from the map is clearly a bug, found it after uploading the game. Going to fix it today after work. The idea was that unit always stays at the initial circle it is placed in.
@lisyarus thanks a lot for this feedback. Yes, it's a known problem of my engine running on Linux with double buffering set on. Didn't expect someone to run it under Linux. That's the problem I didn't put much attention before, but for sure gonna solve in a short time) game jams is the real test for technical and practical side of engine, so it's always valuable to get bugs and suggestions after.
@mrevilguy the meteors fly time was made intentionally to force players to aim) @incobalt thanks for feedback) yeah, the balance is kinda off, it ended up much harder to tweak than I expected. I didn't implment movement of units, as game planned as some tower defence spin off, but where you can actually loose units, so you don't build up defence, but rather delay the invasion @thetatautau good point on inventory) initially was planned to have different units that will benefit from placing them near each other, so this would give for strategy.., but ended up on just 3 types) also inventory is useful for starting the game with some stuff and also storing the spell to use later @01fe7e thanks a lot for suggestions, really good point on gates position, just splitting them in 2 would make this much more interestring as I now understand. Nice that you noticed bomb enemy - I added it in the end for this exact purpose - break players that sit behing mass healed warriors
@sagiii this is already better than by best of 776) at some point it was possible to go infinite, but that breaks up the theme of invasion being inavitable, so I just made that after last (7th) wave each next gets exponentially harder, so 7(x4) is about hard cap that is almost impossible so improve (you can delay with blizzards then). Glad you shared your progress, amazing when someone tries to push my game that far)
@japes thanks a lot for such a detailed feedback, this really helps to understand good and bad sides and improve myself in next jams. Agree with on most points, but here are some notes: music is AI generated, I had a little control over it, but some. It's not really my strongest side, but glad you lised sound effects. Retry button would be better for sure, but as my engine does not (for now) support scene system, it was not easy to implement avoiding some bugs. Unit health bars and level indication was not in the game intentionally, as it would really become messy at late game. You can notice level up effects in units stats: each unit gets x1.5 health and damage and full heal on level up. Also on level 3 they unlock special skills with about 8-15 seconds cooldown
Wow, very impressive, didn't expect to play somthing like this. If there are games made for mood category - this is the one. Very liked storytelling and overall feeling of the game. Small sugestions - game was not challenging at any moment, but I actually think it did fit overall story approach. Also I felt like the jam theme was hardly related there. Overall very good job)
Interesting, there are some contrasts - idea is pretty good, and implementation of ice apearing is very good - both from random perspective and graficaly, borders of water near ice was looking good. At the same time controls felt counterintuitive, I get that it is flying, but still. And also changing capsule to some model like penguin would be nice. Liked the falling part though, that was funny) good entry)
Very good music) really fits overall style
Very good, love storytelling espetially. Rover movement felt a bit strange, but later I got used to it. Really cool that you managed to come with so much content in such a shot amount of time)
Liked the idea, funny enough I didn't read description and thought second part of the level is just watching, but still managed to complete 5 levels randomly)) The only thing was camera control, don't know why but is started to give me a bit of sickness(
The level of polishing here is amazing) you even brought cosmetics, fun stuff. Overall very pleasing exprience. But it would be good if there were more control from the player, most of the time I felt like I couldn't predict where the corn will fly) but maybe I just didn't get used to controls. Very well done!
Nice polished game) the idea is good, simple, but felt a bit repetitive in the end, introducing new interactions later in levels would be nice. Also character controller felt a bit uncomfortable, but maybe it suits the pupose of the game. Graphics and sounds are nice and helps overall feeling of the game)
Nice idea with audio tutorial, adds realism to the game, as actually being on some kind of show)
I like the graphics and controls) category icons could be move readable, like for example I didn't understrand what the bell icon means)
Amazing how you did put such an engaging story into some kind of math puzzle. I realy like my experience, most fun I had this jam for sure. And you also made it more than one ending, very impressive!)
Cool game) something I would enjoy to play like on an ipad in the plane) good job
Fun spin of on popular mobile games, you made it fitting into the theme. Enjoyed playing, my suggestion is to make the block you are placing the different color than the others
Actually very coll concept, sad you didn't have time for graphics, they would really enhance experience, but we all've been there) love the original idea, well done!
Fun game) if you could make the upgrades/downgrades UI more noticable while avoiding enemies - I think this would made it better. Overall good classic genre implementation)
So it is a game about how brave you are to risk it) simple concept, greart implementation. And I realy like the graphics style and effects you achived. Well done!
Nice idea, enjoyed playing the game. Had to realy concentrate at some moments XD The graphics realy nice, I like your art style. And ofc the music is masterpiece)
Great game, always loved deckbuilding. Some of my suggestions are: making more variety in the beggining - it feels like there are nobreainer choices considering mana, also maybe making a game a bit harder and more challenging. Good job overall!
Nice one! Would love to see more original story games entries at LD, there's more potential in them if you can fit them in theme
@shatteredmindofbob glad you liked to concept, I was really happy with it when it came to mind) good point with tips in timeline UI, should've done it! @thx4nothing thanks for feedback)
@nkepar thanks for feedback, you are not the first one to say about the spell description in timeline so I just added it) @airwaffle glad you enjoyed my game. Later you can pick amnesia spell to remove ones you don't need anymore - this makes switching strategies more challenging
@exaggegen yeah, I tryed making different spells combos and strategies, but I think it's hard to create complexety in this short amount of time. Yep, it's a bug, I think it happens when you delete current running skill, probably need to investigate it a little more, thanks for the report
@roboolet thanks a lot for your feedback, glad you enjoyed. I can see you ended up with freeze strategy this run) I tried to make 3 different strategies viable in the endgame. Sad your run was ruined by a bug, I saw it too and thought I fixed, will do it again, thx for the report
@papaya thx for the feedback) agreed on similarities with vampire survivor, top down with auto spells @danvil glad you liked the concept) removing spells only with amnesia was intentional to add layer of thinking when picking up new spell - should I just take it, or wait for something better
@zubspace thank you for detailed feedback, appreciate it) I agree that lategame is kinda passive - my goal was to make a couple (3) viable lategame strats and that's is, more was too hard to achieve in 2 days. Also about the map - you are right, I thought making it more interesting than just a square and poot more rare spells somewhere
@lone-wolf thanks for the feedback, I will try to see what is the problem with Linux, I'm using pure openAL library in my engine, so anything can happen)
@fnelix glad you enjoyed my game, I tried making controls faster, but then ended up in slow one cause it adds more strategy in spell combinations)
@somnium appreciate detailed feedback! Glad you found some deck building feeling here, that was kinda my goal as I love this genre. Your notes about phases are very interesting, can't say it was intentional by me, but I tried to make a lategame strats. Good tip on packaging, also I know it is very big size now, cause I didn't set up mono properly
@jk5000 thanks for the feedback) I made game slower intentionaly to alow you to put spell combinations and then unleash them to the enemies))
@lepoulet thanks) glad to hear that!
Nice little collection of mini games) I can realy imagine myself playing this with my dad at the cinema before movie on the old arcade machine, back in the days XD
Interesting idea with speeding up the game in fps. Well done, the only thing I would recomend is to have more time for polishing - game lacks feedback for killing or taking damage) also exit button would be nice XD
The music and game feel are sooo good there, realy enjoyed even just listening to it. So sad I'm bad at it XD maybe the reason it's hard to watch for the cursor position and dance moves. I was constatly trying to hit new move with some button, not click it)
Nice idea, I think you can really expand this concept to more puzzle levels. My suggestion would be to add some kind of full screen indication of timer going to zero. Well done!
Very well polished game with amazing graphics, really like the art style. Theme implimintation is simple, but gets the job done)
Nice game) reminds me what I played on the phone, where you need to land planes by drawing trajectories
Simple concept, but an original and funny setting) controls and feedback feels good. Well done)
Hah, very original and nice idea. It gets very chaotic really fast)) Like the graphics and audio style - fits the game feel.
I always respect when someone goes for brave ideas during game jam so there's not only platformers) there's a lot of work done there, and the games really needs like tutorial and learning curve. When I got used to mechanics it felt like an rts with 10 seconds theme applied) good job overall
Also camera movement in some directions felt very jittery
Great concept and implementation of base mechanics) adding more harder level probably should be the next thing, cause current can be passed by just shooting in the corner
Best losing screen ever. The game could use some polishing, but the humor is great)
Interesting concept, reminds me of tower defence spin-off. Something that can really get expanded by adding variaty of crates and machinery. The theme usage is a bit straightforward, but gets the job done.
Very cool concept, quiet innovative, some kind of a math pazzle with time limit. I enjoyed playing it, maybe just the learning curve was a little steep)
Very good game - so much polish, so much juice and such a good and funny idea of tower defence, where towers get "pulled" from the ground by enemies. My main problem is that game could use some optimization, from wave 16 it got almost unplayable on web build, probably too much phisics objects, maybe the currency can be just a particle system, or something like this. Well done)!
Good game, but there's a lot where it can get improved. First thing, in my opinion, is player's feedback, as for top-down games it's like the most important. Every move the player makes - attack, hit the enemy, take damage, get an upgrade, shoot, die - should always be accompanied with visual and audio feedback, this will drastically improve the experience. Second - I like the colors and the direction you took with an art style, but still I would recomend to chose pixel art or not and the pixel density - and stick with it. Having everything mixed up is, unless you know what you are doing, not always a good thing. Well done anyways)
Nice graphics and all that different monster types. Felt like there should be more in the game with all that skill and party buttons, but maybe I'm missing something, or it's just WIP.
Very good! I'm always wating to make some kind of a card game every game, but every time doubting my ability to make it balanced, as it is essential for this genre. And in my opinion - you done well there, feels like a good balance between taking seed and effects, and protecting or risking the plant. Well done!)
Good artstyle, well polished and really smart and kinda complex puzzle mechanic. I thing making the learing curve a bit lighter by adding more simple levels in the begining would be good. But it's still fun the try stuff to figure out mechanics.
Well, I can see you did put a ton of time developing systems like skills, inventory, turn-based fighting and other...thinking you will add content and polish in the end..and you didn't) Like I've been here before so many times. The game's core is good and all the fight systems and skill are at the right place, it just requires more UI, polish and gametesting. My recomendation is just - after the first day of a jam passes - cut all you have left in a half, or even more. Ideally at the end of the first day you have start to win playable game. Good job, core of the game is pretty good in the end)
Nice little game, simple idea, but overall well polished. Good art style, nice soundtrack. Cool that you made it so you can scare birds by just walking into them. Adding even basic audio for shoting and hitting would help a lot. Played till level 5, but then sopped, too slow of a pace for my taste. But well done overall)
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Nice idea! Kinda fast-paced game, but in the same time with puzzle mechanics. Very good fitting art style, a bit sad that there was no sounds. At some point this even felt scary when they were switching to rush me down)
Spend more time there than expected. At first look I didn't like the graphics, but the more I played - the more unique and appealing they became to me. Some tuning and more juice and feedback - and I think it's the right path. Game balance felt good, and the puzzles really challenging. Also I really love the music, monster sounds are so creating and fitting, and yet unique. And the soundtrack didn't feel repeatative even after a long session. Some of my suggestions woud be adding level counter, showing stats description after first encounters or just on tooltip, cause player instantly will forget first guide, and after he starts using units - he will have questions. Overall great entry, didn't manage to finish a boss after a couple of tries, but I'm not really good in this type of puzzles.
Interesting idea, I like it. As was mentioned - a bit more of tutorial in the start would be nice, as it was not clear what to do. Models and animations are well done, good job as your first LD game)
Very fun game, I like how the slow harvester controls are intensional part of game mechanics. ALso the art is very colorful, readable and really just amazing. Only maybe the stone wall can use some shadows, bumped in them couple of times, because for me they don't look like an obsticle. Well done)
@szieberth-adam indeed the game was inspired but them! Glad you enjoyed.
@infinitysamurai thanks for feedback. Good idea with highlighting resource tiles, I only thought about showing the resource gain source to the player.
@mihkelroomet glad it was easy to understand, that's something I can ofter mess up by overcomplicating with all the ideas in my head when the jam starts XD
@cheesehead-games it's always nice to hear someone spent a lot of time in my game. 286 is actually very impressive, more than my highscore of about 230 when I got lucky with my start
@lotus-dev thank you for such a possitive feedback, I thought that storage capacity and rolling the merchant didn't feel balanced enough, but I'm glad you didn't find any issues) Yeah, tobacco kinda looks like a wood, but I searched for the photos of plant and couldn't realy produce somthing different) wanter to stick to the colonization of america theme
@rickylee Yeah, I think I didn't state it at the begging as clear as it should be, only in some tooltips. Having a massive settlement in the end should also considered an achivement)
@zimny11 that's a good result! I just improved my best to be a 249, I'm still looking for an optimal strategy here
@zebu Thanks for the feedback) I made my best to implement some balance between settling on expensive resources vs on resources required for development
@wheelsx oh, that's some really unlucky results.. 7 is the most probably outcome from 2 dice. Good that it's open source and you can see that random is fair) I'm using c++ mersenne twister generator, it must be very stable
@lisyarus thanks for detailed feedback, I was playing game lenght, but as an average player would not ever play my game for 500 turns, I desided that 70 is a good balance and I want at least most of the players to finish my game. Random is definitely major part in your success here, but I made feild and numbers generation from shuffled pools to make your start random but even, so the game still relies on your ability to plan what to settle.
Great info about generators, I will look into it more, I know about xor-shift, also Unity is using it, there must be a reason for it. I was just amazed with the math and technical description behind MT so decided to stick with it) will read more about best variants for games.
@rolly thank you for such an amazing feedback!) Agree about luck, I was hoping I can make balance so it would make sence to store resources and sell when the price is good, so having low is not just random that fails you the game, but more like a variable you have to take in consideration. You have quit an original idea about storing +-for the dice, interesting, but not sure how it would affect the game balance. I was aiming to keep core game loop as simple as possible.
@hexstart glad you liked my game, it was inspired by Catan indeed. Agree that rolling the merchant is the weakest point in gameplay and balance, at some point you just sitting with full storage. Maybe if I had more time for playtesting, I would come with a good solution. Also, you might be surprised, but at the start I was planning to make it for 3-4 players with custom AI, but luckily I made it singleplayer, as there's no way I could write AI in time)
@christian-zommerfelds thank you very much for the kind words, glad you liked it! I was planning to add dice sounds, but forgot at some point. @xparker thanks for feedback, yeah, initial location really matters) @wuppos 121 is a good score) yeah I made numbers like 6 and 8 red to show that they are a more likely outcome. The case when you are full and just rolling for 7 is in my opinion the weakest part of gameplay, should've come with some solution. Thanks for playing the game) @unentokku thank you) I was trying to not make a lot of different buildings to keep the gameplay simple
@lee-reilly I'm really honored to be mentioned in your blog) but I noticed it states that my project is using Unity, which is wrong, I used my engine which can be also seen on github)
It feels like the game has potential, and many parts are actually well polished, but at the same time it's missing many important things: controlls feel a bit uncomfortable, make just on space, and teleport somewhere on keyboard too. Also attack without direction on mouse feeld wrong, and you can't even hold to attack. Teleport and in the end even moveing felt unnecessary, I was just spamming attack and geting carried by lifesteal. But overall well done, I think it can result in a fun, fast-paced, arena platformer.
Very fun game, I alway's been bad in this osu-type of games, but still enjoyed the experience. Writing it on core java is also a great challenge and achivement. Well done)
Amazing game! Polished, good simple looking and fun puzzles. Also as I can remeber you are using your own engine, love how rendering and tiles animations ended up looking) Untitled.png
I'm the big into the breach enjoyer, so I really like the core concept of the game. Although it lacks more markings like when the plant will grow, or what the order's gonna be, and just explaining the basic rules more) But overall very good game, and the graphics is very cute and beautiful)
Very good looking game - like the color palette, pixel art and overall style and feedback from the game. Sounds also was fitting)
Very nice one - good progression, pretty artstyle. well polished. Soundtrack was nice and fitting, but the harvesting sound was veery anoying, had to mute after some time playing. Also nice idea with the deers, but just hitting them when maneuvering sometimes felt wrong. Good job!)
Nice simple game, very good one as the first gamejam submission. Keeping it simple, but actually finishing is already an achievement. I think you went in a good direction, just spending more time on polishing in the end would be nice - like adding some kind of aim and feedback from hitting or missing. Well done)!
Actually nice idea and a fun game, also fits this restricting theme very well. I think it can be very good after some fixes: picking stuff from the same tile is hard, need some highlighting; learning curve is a bit too fast in the start); some animations for using instrumets will be usefull. Well done)
Fun little game! Love that you concentrated on the main mechanics and maybe sacrificing visual part. Game fill fun and interesting to play. Even a little intro stroy line. And also very cool you added leaderboard system - that can really motivate players to try again.
Good looking game. However gamefeel and feedback is something I would improve. Also what already've been mentioned is controls are really unintuitive and the placement of the keys is just bad. And small thing - I would suggest to place playable build as the github realise file and put there straight link to the file (you can see in my project), and not as part of the source. And name it here like "Windows download" and not "github" just to make it clear. Congrats on your first project)
Fun little game) art style was good, but some pixel art was blurry, should look at the pixel filtration settings in unity.
Interesting concept, I was thinking about something somewhat similar at some point. In my opinion there's a strong base, but the game lacks feedback on the controls player have. Maybe a good idea is to introduce them one by one and let the player play with them for a bit and feel the impact. Also some visual effects of weather and it's impact. And also a small thing that once helped me in my projects - try to looks for some premade color pallets on the internet and pick up the one fitting your mood for the game, this can noticable improve the visual part of the game and help you to not mess up with colors. Great job!)
Interesting puzzle game, liked the mincraftish graphics there) Felt like a quiet popular puzzle gange, but in 3D. Well done)
Nice drawings, good humor and I like the way you mixed sci-fi with cavamen) gameplay wise the idea of reading texts and then analyzing what to bring was cool, however at most of the time I didn't feel that I can predict what I will need and was just trying to guess. Also I think I got stuck in the end without ability to close the map 1.png
Amazing concept and implementation, game is visually appealing and sounds great. I always enjoys this type of games, that not based on some kind of popular and well known mechanic, but try to explore something a bit different. Minor suggestions from me would be: make learning curve and tutorial better for this types of game, it's always nice to show mechanics to the player step by step and let them feel the impact. Also, impact should be felt on even though out the playtime in tycoon typed games, so the goal and the ways of achieveing it is clear from the start. ALso UI could use some scaling, noticably when playing fullscreen. Overall - very good entry!)
Amazing game! Really love the art style, reminded me a bit Return of the Obra Dinn. Gameplay was simple, yet challenging enough. Also dialogs, humor, small story and overall mood did fit perfectly to this game. Outside of minor problems - graphics (shadows or z-fighting) glitches, falling from ship when it starts without me and the ramp block becoming unusable after it fell to the side in the start - I enjoyed this game a lot. Great entry! Sprite-0001.png
Beautiful and incredibly polished game! Controls are smooth and the slide/shoot/kick mechanic is very satisfying. Also pixel art is gorgeous, especially the background. I guess the only problem with this game I had is having cats as the enemies :c
What a nice game! Finished and polisahed experience, even have a cute little story. Main mechanic is simple, understandable and gives you fun from the start. Kinda reminds what I did for my first LD with keep it alive theme, but with ballon. Small suggestion would be to keep the velocity of the jar after restart, otherwise it feels like an unfair andvantage, espesially before narrow sections. Good job!
Simple and familiar idea, but really good implementation. Adding leaderboards is a great touch, reminding me again how bad I am in this type of games XD
Amazing graphics style, music and overall mood! Gameplay is simple and has some potential, just it felt like it was missing more control from the player, like transferring some momentum from the skateboard when touching it. Also there were some minor issues with player graphics and some of the text to glitch, like z-fighting or something.
A great idea and amazing, clean implementation. Started slowly and I didn't understood at first, but then catched a rythm and played much longer than expected. Small issue I had was the controls being not precise enough, I was missing a lot. But overall game fest very polished and smooth. Some ideas for future development are that you can add some meta game and maybe allow player to build their own layout for faster and more effective work.
Visually appealing and very polished platformer) Really liked how you made tutorial integrated into the game and also how you made dashing into the enemies feel, with this final bounce. The only thing in my opinion that could be changed is usage of the theme only as the part of lore, maybe it can be integrated into mechanics more to affect the gameplay.
Nice little game! Core gameplay loop is fun enough and it's a sign that it get be expanded. I think you can add there some meta game, like upgrading slingshot, buying new vans and something like this. Also small suggestion is replacing wall of text in the start with some kind of dialogs or tips showing throughout gameplay. Well done!)
I liked the game visuals and soundtrack) however it was hard to understand what exactly I am controling as the player and what decisions I'm making. Maybe the game should reaveal itself a little bit faster to keep the player engaged)
What an amazing and fun game! Such a unique and easy to pick up mechanic! I found the strategy of spamming a lot of little bombs and then watching for chaos to deliver the package to be not the most cost effective, but the most fun for sure. Small suggestion is to make soundtrack like a global object, so it's not gettings reseted every time you restart or open new level. Well done!
@kylethecoder glad you liked the palette! I really spent some time to find the one that fits the mood.
Using my own engine is really has it's pros and cons: the game isn't performance intensive, so no real benefits here, but where it does matter is the overall flow of work - it supports a lot of shortcuts and instruments that can increase the speed of me making games, like full aseprite integration, that alows me to get all animations right from .aseprite file without import. But at the same time there's a lot of fighting with missing features and bugs when using it, and you can't just google the answer like you would with Unity
@firebelley thank you for the detailed feedback! Yes, the turret should take damage, that's why you need the walls asap) Canceling buildings unfortunately was not implemented, you can click new building and it will replace current draft, but you will lose money for the first one. I tried to warn about it in the dialogs, in the game description and also by drawing red cross on top of the building you are going to replace. I hope learning curve was not too steep and you managed to beat the game)
@tasakasama glad you enjoyed it) I thought that I made it too hard, probably was trying to avoid making it to easy so player would not get the feel of all the mechanics implemented. I posted some tips in the description, they should help if you're struggling, there's a winning strategy when starting with turret -> wall -> turret
@lisyarus agreed on the most parts) interesting that you managed it till 95%, as for me it felt like after you passed first part, it gets much easier and you just steamroll to the victory. Some of your points match what I've ended up thinking after the game was done: the initial idea with delayed placement requires much more of balancing to make this game unique, I think I'll work on it. And rocket launchers can hit any enemy, they just prioritise them in specific order (flying-tank-others) to not waste rockets on the weak ones.
@cosmo8 those corporations are all about money, you know( @the-hat-guy amazing to hear! Seems like the difficulty was perfect for you then) @lex 100% is the ending, yes, you won) But there was a dialog in the end explaining what happened next. Anyways glad you finished the game) @firespike33 thanks for suggestions, they are all matching the feedback I hear and something I will implement for sure. @kierogi glad you enjoyed) I was affraid it would be too long for the jam, not it's about 10 minutes to complete, more would be risky. Good suggestion with big enemy in the final stages, agreed that after you made a setup you can just spam attacks and chill)
@ugly-robot thank you a lot! By far the most pleasant feedback I've got to my games. Really gives me confidence to continue what I'm doing. Very glad you noticed the story and how the mood shifts when switching to the ship view, that's something I really tryed to achieve.
@belle glad you enjoyed my game, and it is truly a joy to read such a great feedback)
Great concept, some real factorio vibes here. I like how you simplified factory building idea and managed to put it together in such a short amount of time. Base gameplay loop is very good, but there's not enough feedback for the player on the actions taken. Like more info on how sertain parts of the game works. Also building tracks without dragging is hard) And having one level could also be changed to a simplier levels at the start to make player learn the mecanics. Overall - very good game core for the compo entry)
Such a beautiful little story you can be a part of. Not really a fan of visual novels, but this one got me engaged so I kept playing. The mood and the writing was nice and enchanced the experience. Audio ofcourse would only helped this feeling. Managed to get to the end losing one member of the crue. Well done!) 2.png
Great artstyle, colors and very cute sounds) everything works to overall mood. I had minor issue on the web build, the image was very laggy, noticably when slowing down on the ground. But overall a great entry!
Really amazing style and choice of colors, very warm and nice. Interesting gameplay idea, love when someone explore different genres. Good tutorial at the start, but maybe you should state the player endgame and tools to achive it more clearly, it will help to understand the purpose of what's happening at the start. Well done!
Upgrades system was clear as the progression and really was able to give player a short time goal. Combination of small quests and classic top down worked well. Camera movement however was too agressive at the attemp to follow the mouse.
Love the pixelated graphics, nice color palette, but the jittering was too distracting. Some solution to this would be nice. Good core idea, there's a lot of different ways you can expand it and make just swimming between towns more interesting - like pirates, wind direction and some kind of events. Good job)
Very funny and interesting sandbox. I can easily see it made in some kind of io game, where you spawn in arena with other players and try to fight awkward controls to gather more resources or something like this. I think there's a lot of different ideas for other pieces you can add, the first comming to mind is like stabilizer, that will help you to keep direction. This entry also got my attention as I tried to do something like this couple of years ago to other jam, but it was on the earth and more like creating a machine from baloons, propellers, engines and fuel tanks. But I didn't come up with anything clever as the goal of the game. Well done!)
This really felt like I just played a demo of a full game. Such a beautiful experience. Short story, many characters to play. Interesting party variety. Enjoyed it a lot! Here's some suggestions for maybe future improvement: - Melee AI, that was really a problem, tanks/supports were constantly in the back - Bow shooting, it felt wrong that I couldn't hold to shoot and the same time I was not really charging the bow, just spamming - Some balance would be good) in the end I kinda broke the game with 2 stunners, they were stopping trolls from moving completely Great game overall, congrats! And the barb spinning animation is the best!) 1.png
Great concept, can't really suggest anything, maybe just doing more playtesting and seeing where people struggle. For me it was kinda hard to memorise some of the phrases they were talking, mayber they were not distinct enough in their meaning. But that's just minor stuff that comes to mind. Overall very good looking and sounding polished game! Well done) 1.png
Great concept and I like this kind of visual style, fits well. Most problem for me was not being able to remap controls, as having them all on one row of keys was counterintuitive. Good entry!
Very clever and original idea to combine card game with standup performance. As a card games lover I enjoyed it. Some mechanics were not clear to me, also I found some problems with cards text and sorting, that led to me not being able to play a card, that was covered by others. Also the visual style is very nice and fits to the game mood.
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Nice little game) good direction, for top down games the juiciness most of the time is the most important thing. If you're planning to expand on this game idea, I would suggest adding more feedback from player actions. Well done!
Very familiar concept, but fits well into the theme. Great choice of colors, levels art is dark, atmospheric and moody. Looks good! Nice job)
Simple idea, but it was fun in it's own way when I figured out, even though I needed to close application to restart and it was crashing on closing. Suggestion would be to make learning process a bit slower and easier to let the playere understand the mechanics first. Good job)
Easy to learn, hard to master indeed! Amazing fluid controls, you realy got that skying feeling with them. Also very impressive how you balanced speed, points for hitting stuff, and points for close delivery, makes gameplay very interesting and involving. Such a good entry, congrats!)
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And forgot to mention, but there's some kind of a visal bug that makes the player render very jittery, but maybe you're already aware of it
Well, destruction of the house was cool) other than that didn't really find the way this game should be played. Anyways nice start, maybe next time you will have more time for polishing.
Nice concept, simple gameplay and good implementation. As much as I like the style you were going for, I think this game would look good in the theme of medieval road. Well done!)
As was already said - incredibly polished game, well done! Although I'm really bad at it) Also I'll note how good and satisfying the main menu buttons sounds are XD
Nice little polished game) pretty simple gameplay, but done well. Kinda fits the theme. Sounds were really out of place for this type of graphics, but in a Game Jam context that was funny and understandable) Controls were a bit hard to get used to, mostly because of high horisontal momentum after wall jumping and low frequency, like I was on ice. Well done, I think the game is fun)
Wow, that's a lot of controls to remember and a limited space (lol) on the screen to put them. Interesting enemy movement and abilities, but feels a bit too overwhelming, maybe some polishing would better reveal best parts of this game. But good job anyways)
Very interesting game! It's really a puzzle not even in terms of video games, but actually feels like a physical puzzle, that you can touch, inspect and learn. I very much enjoyed the process of learning all the rules, even though some still feels unclear to me. Reminder me of a "Witness" game. My only suggestion would be maybe to hint the goal of the game in the begining, because the rules described pretty clear, but a player can get confused and be left with a question: yes, but what is my goal here? But maybe it's just the intended process of learning as you planned)
I actually really enjoy this type of theme implementation, very outside of the box. Also I'm kinda respect when games are created with limited instruments and resources. This is something I do in some way. And thank you for the last level, I was already scared after 5th XD 11.png
Small parking lots for sure was one of the theme implementations I expected and seen, but you made it soo good and polished! The animations, drifting, different cars, health and tips mechanics, feels so good to play, and yet requires skill to get better score. Found myself being pretty bad at reversing) My feature suggestion is to be able to GTA style intersect car when it leaves)
Interesting take on the theme. Even though the moveing window didn't quiet use the jam theme, but I actually enjoyed it as the mechanic. Overall nice game, feels and plays very much tetrisish)
Okay, I messed up but I refuse to redo it XD . Kinda can blame z order bug, diding see this hole till the end. Nice game overall. Familiar concept, but good implementation, with interesting controls, great sounds and very ni visuals. Also liked how you made everything one big level, and not like multiple. 12.png
That's hilarious, looks like an average day in mid USA I imagine, maybe someone can confirm.
Great game! I find there's a lot of similarity between our games, both being RTS and probably being inspired by AoE. Liked how you simplified it's core gameplay loop and left the most fun part of balancing between army and economy. Theme implementation however was a bit unclear to me. Well done overall!
@trasevol-dog glad to find other AoE2 fans out there) for sure it's far from original well developed controls, but I mean... they had 20 years to do so XD
@majomirez yeah, there's no music unfortunately( Not sure about pathfinding bug, workers can get stuck if you block all the paths for them, buildings have square borders a bit bigger then their visuals.
@sarah-northway windows sandbox? First time I'm hearing about it, probably that's the cause. Game is developed with my home brew engine, no way it supports platforms like this( @googlypoo glad I brought back those memories!) Nice idea with soundtrack, I wish I could recreate something like it for my game in a jam time @red-stake thanks for the feedback! Excessive wood is kinda the theme of this game, but I understand that it feels unbalanced)
@quasilyte yeah, unfortunately no way my engine supports this, maybe one day(
@zimny11 a fan of AoE2 overall I would say) it was the first game I was ever gaming back in early 2000s and it's still so entertaining
@paul-maxime yeah, I think for me it was also the most needed improvement, didn't manage to do it it in time( @masterofcheese glad you liked it! Length is always a hard thing to balance, I'm usually aiming for <10 minutes in jams, this can be done in 6-10 using speed up
@sudocoffee wow, this is very impressive! Thanks for sharing it, glad you enjoyed) I wonder if you've been using delete starting TC trick to achieve it)
@vfqd you're in the right place) P.S. just found that Terra Nil also started at LD, what a great addition to my list of inspirations!)
A very beautiful and relaxing game. Reminded me "Islanders" somehow, by vibes and gameplay. Minor suggestion would be is to add some kind of a more distinct challange, like score thresholds you need to achieve. But maybe it will take from relaxing part of this game. All in all - art style and sounds are very nice and it's a good entry overall!)
Edit: noticed that art was downloaded, but still a great job putting it all together)
What a great game with such a simple and yet interesting hook! Really enjoyed the positioning of tiles and planning combinations for optimal efficiency. As someone who also made an RTS for this game - I respect your choice of genre) Great job!
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Looks like something very interesting with planning, scheduling and acting phases, but unfortunately I couldn't figure out what to do, even after multiple attempts. Really can't go past first level. Maybe learning curve should be a bit easier, or more tips on what everything means. I will try this one out later, maybe more comments and tips will appear)
Like here for example. He moves to a neighbour room and then says that it is too far, but I can't really change anything here) 11.png
@hotaloca no way)) And I spent like 10 minutes trying to figure it out and thinking I'm so dumb)) will definitely try it again later
Pretty familiar concept, I really enjoyed this type of a games back in school, playing them on my phone)) Overall gameplay is understandable, but what you really should work on is UX. It's really hard to differentiate some actions, game states and results of player decisions. Great job on finishing it!)
Got some LD 53 flashbacks from this game) liked how you implemented health so it was not like one hit lose. Controls felt a bit janky, not like helicopter, and maybe I would prefer buttons near WASD for other controls. But I guess it's all part of the design) Well done!
Nice simple game with familiar concept, but I like how you made it special with themeing around the house stuff and with those internal mini games inside the main game. Soundtrack for some reason gave me early Dr Dre vibes XD. My main suggestion I this is to work on juice and feedback, like make placing tiles more satisfying, with snapping, clicks and visual effects. Well done!
Very cute, and animations are really good) with music at background it all work together nicely. However I didn' really understood gameplay goals and felt a bit lost. Also theme implementation was no clear for me, I guess it's about limited amount of island that slowly go under the water? Overall I think visual and mood parts of your game are very impressive! Keep up the good work!
Looks very nice and relaxing, and fish visuals and animations are good. But the controls and interactions between fish and obstacles feel unintuitive, sometimes they work, sometimes they don't appear, sometimes they just don't hit. But is you were going for the chill and relaxing approach - you achived it)
Love to see more RTS) even though I found a theme implementation not that obvious, but I enjoyed how overall unique gameplay loop felt, you really changed many aspects of this genre, and I don't even know how to call it. Main suggestions would be: I can see there's a dead start if you mess up the order in the begging, I don't this it's a good idea for the learning curve. Also marking blocks to differentiate them visualy to know what's inside without hovering would be good.