Travel Light by Shivur 2017-12-15T06:27:26Z ♥ 0
I feel as though the main problem with this game can be boiled down to it's lack of zombie pathfinding. Since the zombies will simply try to walk in the direction of your player character, simply getting into a tight space or very narrow area can prevent all but a few zombies from ever reaching you. Even then, because the bullets are not random in their placement, it's very difficult to even accidentally create an opening for the zombies. There's a reason why it's common for monsters in games to move sideways as well as towards the player, to make misses more likely.
LD43 — Sacrifices must be made (3)
Alisa and captain Petrov by AleksandarDev 2018-12-28T23:46:27Z ♥ 1
Having a game be entirely presented through sound is certainly something I've not experienced before. Was certainly unique. However, there are some minor things that bugged me.
Given I was using earphones, for some sections the panning was either hard left or hard right, which as a result I found hard to listen to. The sections for targeting the signal and the missiles was hard to pinpoint, as there was no sense of up or down (as far as which way to move), only left or right. Given the first section for the signal wasn't exactly time sensitive, that was fine, but with the missiles it was difficult to perform quickly, especially since I wasn't even sure if up/down mattered.
The noise samples were a bit loud, and given both the robotic nature of the voices, along with how short the game was, the ending didn't really mean anything to me all that much. However, I also understand that getting voices in, and making it longer would not be feasible within the time for the Jam. Certainly something that could be expanded on at some point in the future.
One for Another - A tactical combat game by muffty 2018-12-14T22:11:24Z ♥ 2
For 48-72 hours, this game has a decent amount of options for the different classes, and I'm generally just a fan of low poly aesthetics, so I quite liked the graphics as well. Unfortunately, the fact that damage output seemed to either be a fixed number or a dodge meant that the result of a turn was fairly deterministic or predictable.
Sacrificing health for benefits in the game is a nice use of the theme, and makes for interesting decisions about who can afford to take damage for the benefit of the group. However given certain benefits affected everyone for a given turn, it incentivizes using specific classes as early as possible in the turn, so the class order doesn't really end up changing that much throughout the game, except when one of the heroes is in danger.
The gameplay loop gets pretty repetitive fast, given that there's no leveling, no gaining of stats that aren't just benefits from abilities, and the enemies behave very predictably. It felt like I was doing everything the same right up until I died against the demon, and I didn't really feel the losses of heroes too much, given their attacks were all very similar, and the enemies had a completely independent turn order. The only variety comes from the abilities, and using them is itself risky, meaning I would avoid them unless I felt they were necessary.
Little details seem to suggest that there wasn't enough time to fully realize the idea, like how the mage shoots arrows just like the bard and the ranger. It would be cool to see this idea expanded upon, or with more animation to liven up things.
City Building Similuator by stolA 2018-12-14T21:01:08Z ♥ 1
While the basic idea of placing buildings down and trying to keep a population alive isn't inherently a new idea, usually games will just simply put a population cap. The hunger system, and encouraging the player to sacrifice people before it's instead randomly chosen for them requires close attention, and either quick reflex or good spatial sense to figure out where specific colors are to be sacrificed.
That being said, while sacrifice is an element of the gameplay, given I don't exactly have a reason to care for the... villagers? Whatever they are, since they're just ultimately numbers for the score, and the random choice usually doesn't inconvenience too much, the sacrifice didn't really mean anything to me as a player, and I instead mostly focused on building choice. Although, that may just be because the population growth was too quick to have it matter.
Given the field size, and the lack of penalty for just stacking buildings right next to each other, other than a few instances of a person being in the way, the buildings were not functionally different from increasing a stat, or just pressing a button. Conversely, the need to move over a person to see their color, rather than a way to quickly cycle between them makes the act of finding a sacrifice enough of a nuisance to be discouraged from doing it.
To make the game more of a challenge, but still encourage sacrifices, I would make the field smaller, decrease the population rate, increase villager movement speed, and add buttons to quickly cycle between villagers, or alternatively, an indicator that shows their colors as they move around. You're free to disagree with my assessment though.
Minor, non-game breaking bug: Entering the build menu while an unbuilt building is still on the cursor, will result in text doubling up in the bottom bar.