Dead Man's Volley by DragonXVI 2016-01-08T13:43:00
Great game.
the bullet hell bits are a lot easier than the sometimes super fast pong balls.
Is some of the content inspired by homestuck?
The music and the player character have quite the similarities
LD47 — Stuck in a loop (10)
LoopGame by GandalfTheGod 2020-10-26T10:57:05Z ♥ 3
I like the circular level layout and the player-adjusted difficulty. There's a bug where my character keeps moving upon entering a new area and can take damage during the enemy-select screen. Lost a 126 score run to that :(
Hall of Infinity by Skyvastern 2020-10-26T10:41:09Z ♥ 1
I like the greyscale aesthetic. This game should focus on a smaller set of features and explain those better. The wallrunning in the second level is really not obvious that it's necessary or why it would further progress. That "go through 47 doors with no visible progress" part is bullshit.
The Dark Wages by dmtroy 2020-10-26T10:23:12Z ♥ 1
I managed to get the named tasks done but I wasn't sure whether I've completed the game. I had some objects exit the cube by them flying up when I release them. I'd suggest only making things physics based as necessary, rather than by default. The lack of controls and highlighting of interactibles confused me quite a bit at the start.
30 Seconds to Die by Kharath 2020-10-06T13:19:34Z ♥ 2
I found it reasonably difficult to attain and keep powerups as they spawn quite close to the boss.
A small thing to improve: Adding a background texture with a few small stars would help give some context instead of just black which makes it hard to judge speed if nothing else is around.
Overall quite good as the flying mechanic is engaging and there is a good sense of reasonable progression towards the goal.
Jungle Jam by Daxic 2020-10-06T13:05:22Z ♥ 2
Capture.PNG
Small things to improve: - gun sprites should rotate about their back. An easy hack is to make the sprite be bigger and filled with transparency if you don't want to do the rotating math. - if you use W for jumping, you can use space for reload (as it's a common action) - feedback on hit would make things feel a lot impactful. even just a brief tinting of the sprite. I didn't realize the boxes were interactible until 10 minutes of gameplay as they didn't react to me inial shot.
Overall I quite enjoyed my time with this game
A100P by ItsIsaac 2020-10-06T12:44:42Z ♥ 3
Sweet idea and camera angles. The highlighting on interactible objects really helps.
I feel like there's not enough player-feedback on the in game actions. I move things around and I don't know whether that was a good or bad thing. Maybe give stanley an indicator of what he wants. e.g. "coffee = <3" I played on a big monitor - maybe the speech bubbles are a bit small at my resolution.
I like the moving space texture and how positively absurd some of the rooms are.
Vrochos by Christos Avramis 2020-10-06T12:22:38Z ♥ 3
I like the minigame approach.
Is it possible to fail the roller coaster one?
That silhouette is a little bit derivative of braid.
The between-scene screens are very nice and chill.
Stuck in the Room by ianmust 2020-10-06T11:59:57Z ♥ 3
Very well done on the portal mechanics! I like the attention to detail on 90 degree rotations where the controls only change once you are fully through it.
I thought I was stuck in the game until I read the comments here, since I moved boxes into a corner and then activated the save level a bunch of times so when I loaded, I was essentially in the same spot. Maybe prevent saving if nothing has changed?
A minor thing that could be improved: if no movement key is held, the character should keep visually facing the same direction. Seems a bit odd when I press W a couple of times.
Good ambient sound/music.
The Mysterious Tome: Prologue by m110 2020-10-06T11:42:26Z ♥ 1
Good job finishing a game with a little bit of story! I liked the pixel art at the story moments. For the levels try to keep a consistent resolution rather than mixing high res with low res textures on the same screen.
The main things that I would suggest improving is the movement mechanics: Having no acceleration and more direct velocity control would make the character more responsive. Box colliders are more reliable for players compared to circular colliders in a 2D side-on game. This should also prevent being able to do super jumps on the sides of some objects.
It was difficult to figure out what to do with the gems but I eventually got through it. (be careful of accessibility problems, e.g. hearing-impaired, color-blindness)
I like that everything interacts with the single mechanic of the arrow.
Void by Frozentape 2020-10-06T11:21:02Z ♥ 2
Nice shaders. Great audio quality. Not sure how it relates to the theme.
Specific things that could be improved: - The audio talks about being near a black hole but the sky contains the earth? Maybe a more obviously foreign planet would be good to. - It's easy to look the wrong way in the airlock and look at the wrong door, maybe some sort of basic decoration on one end of the corridor - Couple of cases of z-fighting (two triangles being co-planar) - Try to avoid 100% black rooms makes it difficult to know whether you are looking up or horizontally.