Speed Interrogating by Jezzamon 2013-09-08T08:02:00
I had to play it a few times to tell whether I was winning or not (if you haven't lost, the win screen is a bit confusing). This was crazy fun, and I loved everything about it
Foon → Ludum Dare Explorer → Users → empyrealhell
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 38 | A Small World | Yonder Heap | compo | |||||||||||
| 2016 | 35 | Shapeshift | Robobrawl | compo | 852 | 2.63 | 2.05 | 2.21 | 2.16 | 3.05 | 36 | ||||
| 2015 | 33 | You are the Monster | Creature Power | compo | 453 | 3.14 | 3.02 | 3.55 | 3.44 | 3.18 | 4.20 | 3.85 | 3.17 | 100 | |
| 2015 | 32 | An Unconventional Weapon | The Best Policy | compo | 231 | 3.55 | 3.45 | 3.87 | 3.97 | 2.47 | 2.96 | 3.48 | 3.07 | 54 | |
| 2014 | 31 | Entire Game on One Screen | Pin Cushion | compo | 830 | 2.93 | 2.65 | 2.64 | 3.34 | 2.80 | 1.75 | 2.50 | 100 | ||
| 2014 | 30 | Connected Worlds | Fusebox | compo | 829 | 2.94 | 2.10 | 3.60 | 3.74 | 2.73 | 1.84 | 2.36 | 62 | ||
| 2014 | 29 | Beneath the Surface | Darkness Shines Through | compo | 702 | 3.04 | 2.57 | 2.91 | 3.00 | 2.83 | 3.23 | 2.12 | 3.04 | 100 | |
| 2013 | 27 | 10 Seconds | In Vivo | compo | 401 | 3.21 | 2.69 | 3.49 | 3.67 | 3.23 | 2.23 | 2.21 | 3.19 | 100 |
I had to play it a few times to tell whether I was winning or not (if you haven't lost, the win screen is a bit confusing). This was crazy fun, and I loved everything about it
This feels like a minigame that you might inside of a larger RPG or something. It needs something else to make it really stand on its own.
The time paradox was a neat idea, and it was executed well. I had trouble with it because of the key bindings (non-qwerty keyboard), but customization is a bit much to ask in 48 hours I suppose. For what I did play, it was solid. Cohesive graphics, appropriate sounds, actual thought put into the theme. I was a bit worried when I saw the small view area in the screenshot, but it worked pretty well. Good show.
Was it just me or were those some really long seconds?
Top notch graphics, but I didn't find the gameplay very interesting.
Fun and easy to play, though a bit too much trial and error for my tastes. It would be nice to be able to see where the enemies are on the left to help gauge, but as it stands it's still a quality piece.
I liked the "RPG as a board game" mechanic. It was pretty fun, but it would have been to have even a tangential use of the theme.
The music was great, but I had to turn my sound off because of the non-stop boomerang noises from the people in the starting town. A faster movement speed would have been nice as well.
Witty and clever from a mechanics perspective, and I got a good laugh out of the response to throwing the parachute. The graphics were cohesive, you put together a good game sir. My only complaints are that the rhythm section is hard enough without the arrows rotating, and all I get is a "success" when I finally actually did beat it.
The first thing that jumped at me was the lack of transitions. It moves so fast and there's little time to react to it, a fair amount of my deaths were due to me running off a cliff or into an enemy because I was still holding right. Putting that aside, it was an ok take on the "jump & shoot" formula of the NES era, but it lacked polish.
This was the first game I played to completion because I wanted to, not because I felt it necessary to judge it fairly. It is very well made, I did not encounter a single glitch or error the entire time. It was short, but you did a lot with that time, and while the core mechanics were simple, you built on them a lot. My two complaints are that the graphics are fuzzy and it was hard to tell what direction I was facing, and that the 10 second theme seemed more like an afterthought. You could take it out and have much the same experience. Overall very well done.
It appears that your concept got away from you, I couldn't really tell what the intended gameplay was.
A timer would have been nice, but may have made the game too easy, I dunno. As it stands, still a very good entry.
I don't know why I didn't just close the window when I saw the final event, I knew I didn't want to do it. It turned out ok though, good stuff.
The graphics were good for their style and had a uniform theme. I was not a fan of the control scheme, the twisting screen was a bit difficult to manage, and I got caught on edges frequently. It was well put together given the time constraint, though it was very short and little content. I couldn't get past the plasma doors in the end level so I was unable to explore that extra content. Having it open a link to your site at the end is bad form in my opinion as well.
The controls really killed it, they were unresponsive and frequently got stuck. At one point I had to restart because the play button was stuck disabled.
Fun and easy to get into, and the art style is good, but as others have said, your usage of theme was cursory at best.
Not bad in any way, but nothing about it stood out. What you have here is put together well, it's just not very fun.
The wave levels were a mess. My experience with BH games has been that they have a pattern you can learn and predict, though it may be very hard to do so. These just seemed random. Not a deal breaker by any means, but it made it much harder than I was expecting.
After a few attempts it started to click. It's pretty entertaining once you get the hang of it.
This was well put together. The collision boxes were my only real complaint, it made climbing the boulder hill next to impossible. The sound was perfect for the concept and setting, but it did get repetitive. It was fun to platform on falling objects, and it was a good take on the theme that wasn't just a 10 second game. The graphics lacked cohesion, maybe it's just me but it bugs me when things are at different resolutions. The music and the action gave it a good twilight zone feel when time was paused. Very well done.
The only things taking away from this game were the short duration, and the repetitive nature of the gameplay when you don't get it right on the first try. Overall a solid entry.
Simple and fun, well executed. Mine crashed after I got stuck in a wall.
I don't understand what was happening at the 10 second marks. There was very little in the way of feedback, the controls were unresponsive and the collision detection caused me to get stuck on walls constantly making navigation difficult.
That would have been so much better with any animation. It was extremely disorienting, which would have been ok were it not for the time limit. I wanted to like it, but it was just too confusing.
A very clever little game. I wasn't sure why nothing happened in the first round, I didn't realize you had to jump your totem into theirs. Good stuff.
I was randomly generated an unbeatable level, killed the flow. This was a lot of fun, given the time constraints. I could see this turning into something marketable.
The controls felt a bit awkwardly laid out, there was no way I was hitting all four of those keys in rapid succession. It was a blast, though.
Fun, which I wasn't expecting based on the first level. I'm glad I played it to the end.
It seems like it was on the way to becoming a good entry, but the finicky controls and awkward collision detection made it less fun that it could have been.
Having to press a direction to turn before pressing the same direction to move was a bit irritating.
This is about as simple as it gets. Not a lot going on here, so not much to rate, really. The graphics lacked cohesion, there were sprites of different resolutions which really broke up the feel. I would have liked to see more from it, maybe power ups or lane changing, anything to make it more than just a button tapper.
I'm not a huge fan of art games, and this isn't going to tip me that way, so I didn't exactly enjoy it. That being said, you can see the quality of the work. The graphics were a bit bland, but they were cohesive and had a bit of shine to them. The music was awesome, and that working together with the mechanics made for a great feel. It was an interesting take on choosing between progress and commitment. On the one hand, if you leave the child behind you get much further, but there's nothing out there, so there's not really a point. On the other if you stay with your child you get more time, but again to what end? I would have liked to see more options than stay or leave, but it was definitely a fresh idea.
It definitely felt more like a click fest than a puzzle, I think the theme worked against you there. I also feel like some sort of feedback besides the timer, like sounds or screen flashing or something would help it feel less button-mashy. While the circle sizes were easy enough to distinguish by looking, some other distinction (color shape) would help get that information with a quick scan and add to the puzzle game feel. There's an idea at the core here that's worth exploring a little more though.
From what I can see it's a known issue with libGDX and certain versions of the JRE on OS/X. I found a SO link that goes into details, but I don't think there's much I can do about that from my end, I'm sorry.
http://stackoverflow.com/questions/13571726/cant-load-libgdx-desktop-app-on-mac-osx
I was ok with the 10 second time limit because of the memory periods. The idea being that you use that time to plan out your 10 seconds, and then make that dash. The third gene mod lets you hold shift to slow down the timer, so it does get better. Thanks for feedback.
I apologize in advance if English is not your first language. If you are going to make a game that heavy on dialog, please run it through a spell checker and have someone proofread it for you.
It was tolerable at the beginning when it had a poetic feel to it, but when the dialog started, it really started to bother me. I read through for a while, and after the first interaction I decided to try and skip to the gameplay that was referenced in some of the other comments. The skip button didn't seem to work and I got bored of click-spamming before it came up.
I'm hesitant to review a game that I haven't actually "played", but here it feels more like rating a game I'm not good enough to beat. I understand the desire to tell a story, I try to do that with my games as a general rule, but this was a bit heavy handed with the exposition.
You did a great job building the atmosphere despite the graphics. The difficulty could definitely stand some tuning, but other than that not bad.
Overall it was a fun little time waster. The graphics were smooth, the cat theme was amusing and you were spot on with the music. The only thing missing on that regard would have been some poor drowning kitten sounds. The collision detection felt a bit off at times, and every time a kitten spawned inside a mine I got a little sad. Also it would have been nice to be able to see how much money I had on the shop page.
Well put together. Feels much more like a game than most entries; cohesive graphics and level design with a strong adherence to your core concept really make it stand out. My only real complaint is that it's a bit punishing when you mess up. Having to suicide the other two because you mess up early on, or having to redo the same actions for two because you messed up on the third is a bit trying.
I got to the "trust yourself" level and gave up. It wasn't that it was hard, but it got really boring having to wait all the time. A restart button would be nice so that if you mess up early you don't have to sit around for the remainder of the time.
I feel your pain, I really do, but the difficulty here is simply offputting. I toyed around with it for about 10 minutes and never made it very far, all of that death and reset repetition was not fun. I finally gave up when I took a hit from an enemy I couldn't see and died from full (I may have had one heart lost already actually, I don't remember) in one hit. If the gameplay was really engaging I wouldn't mind as much, but the fun wasn't there to justify it. I feel bad marking you down for difficulty, especially when my own entry has a similar issue, but it really just ruined the experience for me.
Cohesive and well put together, from start to finish. It seems that you actually completed what you set out to, good on you.
That was incredibly well put together.
When I try to run it I get an error.
Could not find the main class:
de.zelosfan.timestrategy.DesktopStarter. Program will exti.
On Windows 7 x64 running java 6.
It would have been nice to be able to see what the controls did while in flight.
The best way to earn time was very tedious, the minigames were more fun, but far less efficient; I would have preferred more combat diversity over the minigames. I'm still not sure what the different armors did, and I was hoping something special (like a win screen) would happen when I equipped the potato, but alas. Not bad, but it feels like you didn't get everything you wanted in.
My biggest complaint was the spawning behavior. Too often when the level changes did I find myself isolated from at least some of the enemies. One time I even spawned inside of a wall and had to wait for a new level. Outside of that, it was a fun arcade shooter.
The jumping felt a bit weird and took some time to get used to, but it was fun.
Despite the graphics and loose controls, this is actually one of the better games I've played. It's simple, but it does what it does well, and the stages were interesting to see.
Reminiscent of puzzle quest, the two different gameplay modes worked together better than I would have expected.
I was not able to complete it, it got too hard for me, but I did like what I played. It wasn't exactly "fun" in the classic sense, but it was engaging. I don't know why I was burning those bushes, or what effect being in the dark had, but with some dialog/scenes in between and a few more levels I could see this as a good artsy game.
I couldn't play this one. I have a non-qwerty keyboard, and while normally I would just use the qwerty IME, that didn't work on this one, it wouldn't let me switch.
I have no idea what I just played, but it was entertaining, and rather funny.
It seems more like a 3d, monochromatic version of MS paint than a game. I made an elbow joint...
Too many impossible to avoid situations turned what would have otherwise been a great game into just a good one. The running was good, graphics were good, the controls were responsive, but there's nothing I can do about four trucks in a row...
Not bad, a bit short though. I also didn't realize that I had to be aiming to fire, so I was all melee for the first bit.
Too dark in the beginning, I can't really see what I'm doing until just before surfacing. Somewhat disappointing, as that part is really good, I just wish I could see the rest of it.
It was pretty boring, to be honest. There wasn't much to do. However, you can click on a node while the enemies are attacking and make them fight eachother. However, if after changing their target you click cancel, it crashes the game.
It looked really pretty, but it ran horribly slow on my computer. I don't have a top of the line gaming machine, but it ran skyrim just fine, so not sure what's up there. Also, forced inverted controls made it essentially impossible for me to get anywhere. After about 10 minutes I managed to get into the pipe after picking up the bomb, but there was no way I was going to be able to navigate through that.
It's kind of irritating that you can't attack fast enough to get in between some of the rhythm combos. If I tried to go any faster, it wouldn't switch modes and I'd end up damaging myself. Also, white on yellow is impossible to read, I only figured that one out through trial and error.
Crashes on when I hit enter, running windows 7 x64. No error, just a dialog from windows saying the program has crashed.
I never found any tumors, or if I didn't I couldn't tell them apart from the healthy tissue. The controls made it annoying to try and aim at anything, so I just flew around shooting holes in some poor dude's colon until I got bored.
The controls were good, the worm's movements were very slick, and while simple, I did end up playing it for like 15 minutes without realizing. The white noise background was good, but the horrible noise and flashing when you take damage was more motivating than actually losing. Pretty good overall, though I don't really see the theme coming into play. Because they are worms?
Like you said, it's more of a sandbox than a traditional goal-oriented game. The atmosphere you created was superb, but without something to strive for I couldn't get lost in it like I wanted to.
I made it pretty far, but I got lost and going back over some of those incredibly unforgiving jumps was too much for me. Until that point I really liked it. After getting the second upgrade, I got to a room that was full of ghosts I still couldn't hurt, so I assumed I missed an upgrade. There was one area I couldn't jump to, and I figured it was just me being bad at platforming, and that's where the upgrade was. The level design was incredibly well done, the enemies were just annoying enough before you could hit them that it felt satisfying to tear into them once you got the right upgrade.
I played about four times, never managed to find the stairs. On the last play I discovered that running was the best option, but then it turned into "comb this large room looking one specific tile." It would be nice if there was more structure to the room, or something to use as a point of reference to make it easier to know where I've been before.
It was far too slow in the beginning, I almost just closed it and moved on out of boredom, but I stuck it out. After about 120m it goes from far too easy to literally impossible to complete each wave without taking some damage, and the air tanks don't restore as much as you lose, making it just a matter of attrition. If it's random, you really need to make sure there is a way through, top to bottom delta-pattern fish isn't really a game...
Not bad. It got a bit repetitive after a while, and the knockback from the cannon made digging laterally pretty irritating. Overall it was a good entry, lots of content for 48-hours.
It looks amazing, but the arrangement of the obstacles, combined with single-hit death and a somewhat unresponsive jump make it not very fun. There are a lot of scenarios that are unbeatable, or require such precision that it just kind of ruins it.
It was very visually appealing. Good response when you hit a star, nice trails from the fins, the water effects looked; overall it was very pretty. The gameplay was a bit flat though, and it was hard to tell if you were going to actually hit things some times.
As many others have said, the controls aren't fun. They do a fantastic job of replicating the feeling of moving around underwater. There's a reason that everyone hates water levels though.
great music, and the setting was well put together. I got to a point where the only way to progress was a cross-shaped room, but it just kept repeating. I tried inspecting every square in that room and the room before it, and I even tried going back up the ladder, but I couldn't figure out what I was supposed to do.
Death by hitting the walls was obnoxious. It would have been nice if it simply didn't let you go where you hadn't revealed and made the walls stop you.
That was ridiculously fun. I discovered that using the swords as divining rods of death worked better than swinging them, but that was equally fun, especially when going backwards.
The low ambient light meant I was leaning in to try and see what was going on, and the constant flashing combined with that to give me quite the headache. The gameplay was a little flat. I wanted to be able to go fast or do something interesting, but for the most part it was just painfully slow trial and error, hugging walls with the brakes on the whole time.
Just a black screen for me. I can see the gauges, and I can interact with them, but the middle of the screen is solid black. On Windows 7 x64, java 1.7. I have a Radeon video card that's about five years old, my best guess is itas a shader compatibility issue.
Not bad, but you really needed a longer sound loop. The character moved too slow and the puzzles took to long to execute once you figured them out. I was curious about the second ending, but after how long it took to get the first, I didn't really have the drive.
I see what you were going for with the theme, but I don't think it worked how you wanted it to. I see the mirror to bipolar with the hell world, but it felt like it was sort of tacked on for shock value more than a real exploration of the illness.
It took me a while to figure out what was going on. The first time I was being attacked I didn't know how or why, in my wild flailing of the mouse I never saw the eyes. The graphics were outstanding, good music and an appropriately creepy sound effect let me know I was being killed by something.
I ran out of resources pretty early on, from that point I pretty much just sat and waited until I died on wave 5. It would have been nice to have more to work with.
Thanks! I figured everyone would be doing something about being underground or under the ocean, so I tried to be a bit different.
The whole thing locks up on me when I try to enter the ship.
As has been said, the wall sticking bug was incredibly obnoxious. Also, the first time I accidentally threw my rock outside of the level and after that I was just hosed.
I like your interpretation of the theme. Instead of simply being beneath the surface, you made being beneath the surface a gameplay element. Also, your graphics are top notch.
Not bad, but it would have been nice to have mouse-based controls for speed, and more detail in the environment.
The poor quality of the writing really killed it. Surfing combat was an amusing idea, but it was downright difficult to read that text. If you are going to make a dialog-driven game, you really need to make sure it's free of errors.
While the game seems technically well made, it lacks real gameplay. With only two types of obstacles each only used in one way, there's nothing to engage the player. The music was good though, and the bubble effect looked nice.
Take that, ISPs, Uwe Boll, and Nicholas Cage! Very well done, seamless tutorial phase. Pretty good take on the classic Rampage formula, plus I got to "biff" things, that's always a plus.
The controls didn't seem to work for me. Sometimes I could dig, sometimes I couldn't. At no point was I able to get it to actually place any blocks. I tried with the build tool selected, with workers selected or not, lmb just never did anything. I did dig myself into a hole though, so there's that.
That was bizarre and disturbing, and it had nothing to do with the zombies. Creepy music, strange art, and a man shooting bullets out of his neck whilst holding his own head in his hands. I have no idea what I just played, but it was kinda awesome.
That was hard to play. There wasn't enough time at all to get started, and at least for me, having to switch input modes to something that WSAD works for, meant I lost the first 1/4 of the time anyway. The idea of a platformer in the dark is kind of cool, but the rest of the design really held it back.
It was good, but there were a few problems that held it back. Namely, the fact that often times there is no possibility of escape based on the spawn criteria, and other times you have items that make things so easy that it's not interesting. Very interesting, and a refreshing take on the theme, and the audio was awesome the first few times, it just didn't hold up past a couple minutes.
A little too hard for my tastes. It was too easy to get into an unrecoverable situation based on information you didn't have when you made the jump. That led to playing levels by rote, memorizing small bits at a time. The mechanic was fun though, but I couldn't make it past more than a few levels before getting annoyed with it.
Good take on the theme, tight controls, good graphics, overall it wasn't bad, it just had a steep learning curve.
That was incredibly fun. A bit of click and wait towards the end, but still fun nonetheless.
Throws an error when I try to start the windows version (something about failing to load mono), and the web link just prompts for a download.
It would be nice if there was some sort of goal or feedback loop, as it stands it doesn't really feel like a game. There's no goal to strive for.
The controls were good and platforming was easy and consistent. However the music became very grating over time, and after entering the store it seems to create a second copy of your character and you can never enter the store again whether you buy something or not. Did the items do anything?
I don't think I played this game correctly, because sometimes the flags would just disappear. Sometimes they would take a long time and just sit there counting down. I couldn't tell what caused this, but I am colorblind, so I'm guessing it had something to do with that. That being said, it was an amusing game, though I guess if you can tell what's going on it, it might be less funny and more serious.
The concept was good though, I liked your interpretation of the theme, thank you for not taking it literally. It was well put together, and I can appreciate the quality, but I couldn't play it for very long, color games and I tend not to get along very well.
The voices sounded like cleaning glass, that scrubbing sound when it gets a bit too dry and sorta sticks. It would have been nice to something more than enter the exact same room and then leave over and over again. Even if it wasn't platforming, just something more to do.
One of the better entries I've played, that sucked me in and I lost track of time. It reminded me a lot of Motherlode, and the fact that you got that much in in just 48 hours is nothing short of astounding.
That moved painfully slow. I played for about three minutes, but I didn't see anything interesting, I was just watching the character animate while rocks moved up alongside me. Was there supposed to be something happening?
There was no reason for that game to be that hard. Having to start over, cutscenes and all, after three hits, especially when trial-and-error gameplay is involved, is far too punishing.
Not bad, though a bit short. Digging to avoid the guards was fun, and the first time I died by digging up into a wall it made me laugh.
I like the concept, though after getting all four endings, I'm still not sure which one I was initially looking for. Good writing though, great music and visuals.
Damn straight, I always get an 'A'. Simple, hypnotic, and just a little tense. Not bad.
That was really well done. Cohesive graphics (though a bit sparse) and a fun and interesting mechanic really brought this one to life.
It was a bit repetitive, but overall not bad. It would have been nice to have something to do other than move back and forth pressing f.
That was awesome. I'm sad I am not good enough to summon Charybdis, but man did I want to. It got a little hectic around 15 points, the cannon balls seemed unavoidable, but that didn't stop me from restarting a dozen times just to rip sailor bones out. Great graphics, great fun, and good use of humor.
Awesome take on the theme. It was really hard, but fun, and I felt like I was getting better at scamming that poor lottery girl each time.
Yeah, far too much sitting around and fishing. Knowing that I just had to keep doing it to find the thing from the second bottle, I started spamming and stopped reading. I understand what you were going for, but frustration and annoyance broke the atmosphere entirely.
Bad controls killed this one. Jumps are unresponsive, the dash doesn't consistently work, and there's not enough feedback to tell you what you can actually do.
Crazy twitchy and wicked hard. I couldn't get past the second level.
I love the idea of playing the mole. It seemed a little difficult though, not a lot of strategy, just timing. It would be interesting to see this with several moles to more closely feel like playing on the wrong side of a game of whack-a-mole.
The controls were off. A little too slippery with too floaty-feeling jumps. Not bad outside of that.
The magnet had a lot of potential, but it wasn't very effective. It would have been nice to be able to throw cars into eachother or pull down helicopters, so I can see where you were going with it, but as it stands, it's better to just punch and watch things flip. That part is actually really fun, and the flip noises made me go back and play a second time just to see if I could more flips on a single car.
Interesting twist on the classic snake game. Some of those money bags were devilishly hard to get, and I died on the last level twice. Overall it's a solid entry.
A few technical problems. The link provided in sourceless copy is invalid. It's fine, you can just browse to the exe manually, but I thought you might want to know. The game automatically went fullscreen at a very small resolution, one that my video card didn't like, so I sat at a flickering black screen for about two minutes while the music, which seemed way too loud, blared in the background. Once the game actually started, it ran way too fast. It looked like flashing heads above each cup. At one point it lagged for a second and I could see that they were supposed to be coming out one at a time, but that made the game functionally unplayable. I just mashed the hammer above one of the cups until I died.
That camera snapping was incredibly nauseating. It was especially bad when you had to do precise platforming, so much so that I had to stop playing. Up to that point it wasn't bad, though the black gem exploding into bats was a dick move.
This is relaxing to play around with. I actually really enjoyed the fact that it had no defined goal.
The bridges seemed, more often than not, to cause the penguin to hard stop and immediately fall. Most of the time that equated to immediate death. It wasn't until after my 10th or so fall that I realized there were platforms under the ice, they were hard to see, and most of the time I missed them entirely and just died. This happened while spawning from time to time as well, though much less frequently. Also, it is really hard to play when the random decides to generate behind the icebergs in the foreground.
Not bad. It's a bit overly simple, but at least you can beat it with raw strategy and no reliance on luck.
The left door on the third level spawns you inside of a block and forces you to restart completely.
I would have preferred if all of the art had the same base resolution, mismatching pixel sizes kind of bugs me. The lights, or whatever those white square things were, were a pain in the ass to hit, but it definitely kept it from feeling monotonous. It reminded me of old-school arcade games, where who cares just smash it. It's a fun little time waster, and the mechanics/controls did a good job supporting the frenetic feeling that the clock wanted me to have.
Pretty good take on a classic.
The text at the end faded too fast, couldn't read it all. Where was the soul residue? Not a ton of enemies, but good controls/collision. Overall, not half bad.
Doesn't run. I can see the character select screen, but nothing I press does anything.
Interesting, kinda cool, way hard to actually play. The concept was neat, but often times the force of me trying to get to something before something cut the membrane would rip it open. It's cool, just needs some better pacing/polish.
Too many impossible-to-overcome situations that arise from the level generation for my taste. Seems very highly dependent on luck to get past a few points.
I don't get it...
The clipping issues and the lag made it less fun than it could have been, but it was still engaging enough for me to play through to the end. I like the control mechanic, and it definitely felt good to slide right between the hazards and grab the (what the hell were those things, anyway?). The level design was good too, a nice difficulty curve and easy ways to figure out what could kill you without having to be far into a level.
I may be biased, because I'm a programmer, but that was wicked fun. I couldn't get the last level under 5 instructions though. I felt like there was a more elegant solution, but alas I couldn't find it.
It would have been nice to have more minigames, or have them be randomized. It got a bit predictable after the first few rounds.
Awesome. I really liked the core mechanic and the level design was spot-on. The controls were a little slippery, and there was no background music. Really, those are the only drawbacks; it was a marvelous game.
Not bad, I could see that becoming a full-length game with some better level design a whole heap of polish.
Fix your link, nobody can download your game, and it sounds awesome.
A little too flat on the gameplay side. It's not really engaging, all the fish behave the same, and while the torpedo is a nice touch, I just wish there was more to do.
While the game within a game concept is clever, I can't help but feel you're shooting yourself in the foot with it, as the first "game" lacks any sort of polish or anything to make me want to click through to the end.
I had a problem with the stop button occasionally having to be clicked twice to actually stop the belt. Other than that it was a pretty fun game. There was something that looked like a line that would show up in bags some times that was hard to tell apart from the needle.
The collision detection was a bit janky, and the controls were more difficult than they needed to be. The concept was cool, but I didn't really see how it tied in with the theme.
Fun little memory game, but some of those chains were way to long for me to memorize in 10 seconds. The graphics were good, especially the water. The theme tie-in seemed pretty tenuous though.
It's simple, and the graphics look rushed, but the sound was good. It would have been nice to have some sort of possible fail condition.
That was fantastic. I liked the design of the puzzles, the mechanic was fun, the graphics were amazing. Good show.
Interesting concept. Controlling him was difficult, and while launching ships into the air was fun, the sluggish response made me want to be all done playing it.
Interesting game. The controls were a bit unwieldy, and with nothing other than the color to tell them apart, it turned into a guessing game for me (colorblind). A small particle effect on the mate fly or something would have been a huge help.
On the web version, right click keeps bringing up the context menu. It's also really hard to see what, if anything, I have grabbed until I pull it to me, especially when the gold is buried amidst rocks.
It ran very slow for me, and the controls were unresponsive. It looked interesting, but it was too frustrating to use to get anywhere.
At one point I went into hyper mode, running around crazy fast and only able to face left. Not sure if that was intentional, but it was kinda fun. It seemed to lack substance though, not a lot too do, and the theme tie-in seemed pretty tenuous.
Simply fantastic.
The first world seems to be nothing but luck. The wind moves so fast, and is so plentiful, that it's actually impossible for me to dodge. I just left it on the bottom until the RNG eventually gave it enough time that it made it through.
The world of dreams had the same problem. Often times when one ring would spawn at the very top, the next would come all the way at the bottom. It was actually impossible to get to it. If it didn't have to be 10 in a row, it wouldn't have been as bad, but that was pretty aggravating.
I finally gave up on the world of loneliness. The rate that the suns spawned at was significantly faster than I could move. By the time my character sped up enough that it became potentially possible, the fact that the shadow was the same color as the background made it impossible to be accurate in any way.
You got a lot of different mechanics in there, but if you're going to do PCG, you need to make sure that it generates in ways that can actually be beat. If you don't, you might as well just have a button that picks a random number until you win.
That was awesome. You had all of the parts there, everything fit together, it seems like you guys really hit your target. It was a bit repetitive though. For how little diversity there was, it was a bit of a grind to go through all of the worlds and the sun. Other than that, great all around.
Sat on waiting for about 10 minutes before a couple of people joined. It was interesting, but it really needs more than three people to get the experience, I think. Especially when one person just sits there. Eventually a fourth joined, at that was pretty fun. What you can communicate with just a ball of light surprised me.
I think it might be a good idea to put some bots on it or something, so we can see more than just our own cursor if nobody else is playing. I don't know if that would be considered cheating, since you wouldn't have to actually modify the game code, and it would give people more of a chance to play your game (like the porting rule). Just a thought.
That was hilarious. By the end I had what appeared to be a dog orgy on my screen. It was a bit overly simple, and the graphics were in the "so bad it's good" group. Quite enjoyable nonetheless.
I finished the first world, got to the second and I couldn't get them to connect anymore. I looks like they might be color-coded, and I'm colorblind, so that may have been the problem. Either way, neat concept. The gameplay was fun, and kind of reminded me of the old lunar lander games.
As others have said, there's a bit too much sitting around and waiting. On the third level, I needed 12 people, and they just wouldn't talk to each other. After about 5 minutes of moving the same cloud and bird, two of them finally started talking near the left edge, and before I could even see it, they got mad because of a cloud. Cool concept, great art, clever twist on the theme, it just lacks a bit in the execution department.
It gets pretty overwhelming pretty fast. Fun though, and the graphics are incredible. It would have been nice to have the upgrades be a little more noticeable.
The randomness kills this game. Getting nothing but minuses and low numbers, when all of your available spells cost 34 or more just sucks. Couple that with having to wait after just trying to move numbers around to free up space while you get destroyed makes you feel helpless, and like the game just isn't fair. When I finally managed to get what I needed to obliterate that 3rd enemy, he changed the number I needed, and I just gave up. With so few options, pure random just ruins it. Great concept, good potential, but I can't enjoy it as it is.
"The programmer of this game didn't prepare anything for: yes"
Best response to "do you have any questions" I think I've ever seen.
It wasn't necessarily bad in any way, just very short. I was expecting something along the lines of Where in the World is Carmen Sandiego, but the game stopped before it even got to that point. It was a promising start, but there just isn't enough there.
There's nothing really bad about it, but it's not really pushing any boundaries. Reminds me of an old arcade game I used to play that was basically asteroids but 2 player with connected ships. A goal would be nice though.
That had an amazing amount of polish, the graphics and sound were incredible, and they all fit together very well. My only complaint is that the gameplay itself wasn't very fun. It was mostly a game of trial and error, coupled with "can you click and drag fast enough". That's not my kind of game, so it may just be a preference thing. Either way, it was put together incredibly well.
I like the idea, and for the most part it was executed well. There were two things in particular that seemed off. The first is that the characters felt like they moved really slow. The second is that on the second level, I had a harder time jumping up that hole than I should have, it was too sensitive about what it considered a hit. Other than that, not bad at all. Some background music and a few more levels are all that's missing.
It really needs some more polish. It's hard to play a game like this with loose controls and almost zero feedback. The way it picks textures is pretty haphazard as well. It's an eyesore to look at, no blending or even cohesive palette. Incredibly cool that it was built by a program, but it's got a long way to go still.
A very solid entry, kind of like a reverse doodle god. It was fun, but some of the groupings were nonsensical, like how I couldn't put coconut into the plants category. For about the first 45 or so, I was able to reason things out, after that it turned into trial error. Still, all around a great effort.
I could not, for the life of me, figure out how to interact with any of the planets. I tried practically every on key on my keyboard and button on my mouse and I couldn't get anyone to respond to anything. I didn't rate it, because I couldn't really play.
The jumping felt a little off at times, but other than that the controls were good. Interesting concept, but the game feels incomplete. It was also a little bit confusing as to what the goal was at times. I didn't realize it was the floor that mattered more than the direction of travel. Seems like a good start to something, but it just doesn't have enough content.
It's pretty basic, and the controls are more difficult than they really need to be. That may just be my bias though, I tend not to like rotation controls unless the arc of the rotation is part of the puzzle. I would have like to see some more interaction between the four worlds, like buttons in one that open things in another, something to make them feel more connected. The graphics were pretty good, and I liked the music. Not bad overall.
I like the risk/reward aspect of it. Do I go for that x6 string and possibly run out, or do I play it safe with a lot of smaller combos? Good stuff. The only thing is that I wish there was more to it, like different shaped planets for more combos, or enemies or something.
Well put together, challenging but not too difficult, nice interpretation. All-around a solid entry.
It seemed a bit laggy, and the character moved too slow (possibly because of the lag?). Other than that, pretty decent top-down adventure game. A lot of backtracking, and the maps weren't that interesting, but it's still pretty engaging, nonetheless.
For how long those levels are, going back to the start one one hit is pretty brutal. I was confused on level 3, so I tried a bunch of different stuff, and after watching the video, I just didn't have the patience to go through it that many times again.
It seemed like it was too easy, I could just give a speech to each group every turn as the king, and work until I was hungry as a peasant. I eventually tried to start an uprising just to see what would happen. The interface seemed to get in the way more than help, the transitions are too slow. Also, if you click fast, you can get more than three turns in by clicking on the button while it's fading in. It's a good concept, but it's a little too simple.
The controls seemed to stick for me, which made it pretty frustrating since you really need precise controls for a lot of it. Controls aside, it seems like it might be a good start of something, but the gameplay wasn't engaging for very long.
That is crazy hard. It's a cool idea, and very original, I'm just awful at it.
For those that are stuck, you have to move the planets in and out until the dot on the planet points to the star, and then move them into an orbit where the movement of their dot matches their rate of rotation around the star (the distance they start at).
That was crazy difficult. I managed to get up to four on the planet connection, but I had no idea how high it needed to go. This took a good five minutes, since I had to spend most of my cubes for health due to the never-ending enemies that you can't really avoid.
That being said, it was a lot of fun. A radar or something else to help deal with the enemies that spawn behind you and immediately start attacking, or even just to find gray cubes. All it needs is more polish, but it's a compo game, so that's to be expected.
The gameplay was actually pretty fun once I figured out what was going on. The down key giving you lift was disorienting, and it was hard to know exactly how fast was too fast. It played a bit like lunar lander, in that it was more a game of finesse than speed. The graphics were cohesive, and it was well put together, but being colorblind I had to stop after a few levels since I couldn't tell them apart.
I like the concept, but there just isn't enough to do. It reminds me of the graffiti in dark souls, but those were only interesting because they were referring to a shared experience. If there were more interesting things to find, even just clothes to decorate your avatar with, it would be a lot more engaging.
Not a bad concept, though I was a little confused on the world switching as a mechanic, at least with only two people. A lot of the turrets and capture points were shared between worlds, so we ended up just hacking at the same things in a bizarre cat-and-mouse game. It was too slow to switch worlds to ever really affect your opponent, they could just run away or see you switching and start switching as well.
It was a good idea, but it needs a lot of tuning before it can really be fun with multiple people.
It would have been nice to have an alternate control scheme so I didn't have to switch my keyboard layout just to play the game. Once I got into it, it was hard to tell when my guys would actually go to the moon, and when they would seem to just fall helplessly off the end of the ladder. With the long time in between attempts, it got really frustrating when the ladder was almost touching the moon, but you still lost the guys.
Great concept, the controls were actually kind of fun to play around with, but lack of accessibility and high iteration time on game feedback kinda killed it for me.
Pretty simple game overall, but it all fit together well. It seems like you hit your target scope dead-on. The collision response was a bit iffy at points, especially when falling though. Also, bonus points for dachshunds being bad.
Can't click to start the game on Firefox.
For whatever reason, once the enemies start showing up, the whole screen turns brown and I can't see anything anymore. The screen still flashes like stuff is happening, but it's just one solid color.
Between the music and the setting, it had a pretty creepy vibe going on. I'm not sure what I was supposed to do, so I just messed around with it for a while. I managed to get the bug to eat the turret a couple of times, but then I couldn't place blocks anymore. I also tried to get the turret to kill the bug, but I couldn't manage it. It was interesting, it just would have been nice if there had been more to do, or even just more things to interact with.
QWOP was fun because even when you failed, it was funny to watch, and you felt like maybe you could get somewhere if you just did things a little different. This one misses both of those marks. The death animation is just two circles falling down, no crazy flips or bizarre ragdoll limbs flailing around. After about five minutes with the controls trying to suss out how to get him to advance, I ended with a high score of about 4 meters. I see what you were going for here, I just don't think you got the controls down well enough to pull it off.
The graphics are really nice though, and the sound effects provide just enough without being overbearing. It does seem like you intended this for a different theme though.
That was pretty decently fun, if a little rough around the edges. The collision felt weird, and the wall bashing felt really stiff, but it was playable. The puzzles weren't bad, though I wasn't able to figure out how to beat one of the rooms. It would have been nice to have the boulders move in a more natural way around the tiles, specifically rolling over corners so you didn't have to line up their bounding box to the tiles. Overall a pretty good puzzle game.
The music is really good, definitely the best I've encountered so far. It would have been nice to have some alternate controls for it though. The arrow keys worked just fine for the first couple of levels, but after that you need to be using the specific lane keys, and since I don't use a qwerty keyboard that was pretty much where I had to stop. Numbers keys would have made just as much sense and been pretty universal. Either way, what I did get to play I really liked, the gameplay was simple but pretty engaging, and I think with some flashy vinyl graphics I could see this turning into a full-fledged rhythm game.
That was fun, but it became quite repetitive pretty quickly. Also, after about room five it started to become near impossible to get started, because you usually ended up surrounded and had to take quite a beating to make it out alive. Since your health reset every floor, it wasn't a huge deal, but it was frustrating to die due to a bad spawn. Good graphics and polish really helped it along, I just would have liked more depth of gameplay.
This was put together really well. I absolutely love that you put in the ability to save the canvas you created at the end of the game. It does start to get a little hard to see what's going after about 40 or so kills, but it's easy enough to make a fully-painted canvas after a few rounds of practice. Very nice.
It was a bit lacking in interactivity, I felt like at the end I was just sort of wandering around aimlessly trying to remember which of the identical teleporters I had used already. That being said, it was still a fun game. The graphics were really good, but the sound was amazing. The muffled audio underwater was a really nice touch, and the background music was just spot on for the feel of the game. It is a bit hard to see where the theme interpretation was supposed to be though.
Great job setting the scene with the lighting effects and the snowman noises. Adding in the snowball creation as a mechanic really added to the intensity of the visual scene by making you always feel pressed for time. The gameplay was overly simple, and in the end it was much easier to just hold the right mouse button and react to the snowmen at close range. The graphical models of the snowmen were also a bit lacking, which is only a problem because the snow on the ground looks so good, and the lighting really makes them stand out.
It was really nice looking, and the story was interesting, but it just moved way too slow for me to want to play through it two more times for the other endings. You really need a way to skip the text.
The snowman moves too slow in comparison to the dragon, and if it decides to dive at you twice in a row, you can go from full to dead with no way to counter it. It's an otherwise interesting concept, and the controls are responsive and easy to understand (though it could have used an auto-fire feature), it just needs some tuning to make it more reliant on player skill and less on dumb luck.
I liked this one a lot. The mini games were simple, but easy to understand within the limited time and still execute. The mechanic of taunting the frog into licking was rather amusing, and the overall level of polish was pretty high. The only thing that would have made this better was an end goal, something other than just a high-score game. That and more mini-games, but you already know that.
This was really awkward to play. The character moved too slow for the amount of trekking around you had to do, the controls felt clunky, and the map was hard to read as far as what could be interacted with.
This was more fun than I was expecting. It suffers from a lack of good initial training segments. The first obstacle, getting over that wall, requires more mastery of this bizarre propulsion system than should be required right away. A bit more time to ease into the system would make those first few levels a lot less frustrating. Once you get the hang of it though, it's pretty fun.
In the end this turned into a game of memorizing the movement patterns. If there were more time to react to the movements, then it could be a fun challenge, but as it stands it's just a test of whether or not you've memorized the patterns, and if you can line your dot up in the right spots with no reference points. It's clean and polished, and with a little work on the movements, it could be a good avoider game, but right now it just feels like a chore to go through the motions to get to the next feature that will kill me so I can learn how to avoid it.
The controls for that were inexcusably bad. If your controls are that twitchy, then your need to design your game around that, and you didn't do that. Platforms were incredibly small, and once you land on them, even a tap of either direction would send you flying off, so there really was no way to engage with the game other than luck at a lot of points. It also seemed like the jump command was unresponsive around edges, and a jump pressed right at the edge would almost always result in a fall to your death. It seems like it might be a decent, if simple, platformer, but either the levels need to be redesigned around the floaty controls, or the controls need to be tightened up.
It was really hard to tell what was going on, and I think at one point I was defeated, but it seemed like I then took control of that army, so maybe I'm just misunderstanding things. It might be good, but there is too little feedback as to what's going on for me to really be able to play it.
The cards being played stayed up for a bit too long, but other than that it was actually a really well executed card game. The only thing it was really missing were a bit of polish and some visual flair. Great game.
This was really good. The last contract was a bit of a challenge to figure out, since it's never quite explained how to get the swimming trait and the margin of error on it is pretty low. It was also kind of irritating that the beast moved slower than the ducks since they didn't move to engage it. The stamina also filled up a bit slow, which became problematic when you start dealing with the goats. Either way, a few minor tweaks is all it really needs, and if you added more contracts and complex traits with visual changes, I could easily see this doing well on mobile or something like kongregate.
I love the concept. I'm not a fan of running back and forth as a mechanic, but I understand the reasoning behind it, and it absolutely serves its purpose here. I also love the imagery of the ever-growing sword, though it would have been nice to have it get more complex or flashy as it grew.
I really wish you had added arrow key support for that. I tried to play it, but with a non-qwerty keyboard, level 2 just wasn't possible. It looks like it could make for some really interesting levels though, and the graphics are really nice. It also helped out a ton once I realized that the lines show you the exact trajectory you will travel if you change to that direction.
Took a while to finally get to the end, that was pretty difficult. Cute ending, I didn't see that coming, though in retrospect I probably should have. The controls were a bit loose, and the fact that the enemies could come flying in from off the screen and hit you before any human could react was a bit off-putting. The sound effects though, man. I left the game running while I typed these just so I could listen to you make explosion sounds non-stop. Awesome.
It was really hard to see some of those enemies at those sizes, and often it wouldn't matter if you could because the random generation would put you in unwinnable situations. Still, that wasn't really a big deal for how short the dungeon was, and the fact that you pretty much had to play it several times to beat it. I really enjoy these kinds of games, and this one was pretty well put-together, considering the time constraints.
You did a really good job setting the scene for this game. The dystopian text, the big-brother narrative, and the bleak, run-down town all really helped sell the setting. I liked the concept, and I could easily see this being expanded with ways to gather information on people to make the determination of who is a dissident and who isn't.
This was a decent little arcade game. You took a lot of inspiration from the 80s arcades on this one, but I think you may have taken a bit too much. Much like those old arcade games, the gameplay was very flat and uninteresting. It was just a matter of pressing up and down, there wasn't really any conflict or tension driving the gameplay. It's a good start to something, and I could see this mechanic working in a game like mother load where your goal is to fish up a whale or something. As it is right now, it's not bad, it just feels like an unfinished thought.
The graphics were really clean and polished, it gave the whole game a nice feel. The hits to the ship that jumbled the blocks all around was a nice touch, too. Also, as someone who has trouble with colors, thank you for not only making the crates color coded. It was easy to tell what I needed, and for as simple as it was it was actually really engaging. I think the little polish effects helped it more than anything; just goes to show how important the little details are. Great entry.
Not bad. This isn't a mechanic I've seen too often, and you implemented it pretty well. The scenes were short, and you didn't have a whole lot of real conflict other than waiting, but it wasn't a bad implementation.
This game needs a bit of balance and polish. The character would get stuck in a gathering action, and I was a sitting duck with no way to cancel to dodge the oncoming attacks. It also seemed a bit excessive that the snowmen and their attacks could go through walls. A weak, unlimited attack would have made this much better, but as it stands, you can't get enough ammo to kill more than one or two without just getting destroyed.
A simple but well-built game. I'm also a sucker for technical interpretations of the theme, and I dig the single-game-screen idea. The graphics were good, the movement of the orbs felt satisfying, and the white orbs were interesting to use. You can definitely feel the polish, which helps overcome the relatively simple mechanics.
I like the old handheld game concept, it fits with the theme really well. The only real downside is the fact that the timing for everything doesn't line up, so if you leave it running long enough, the timing required to pass certain parts changes. It also wasn't obvious if the sword did anything to the skeletons, I ended up just running past them, but I have no idea if I could kill them or anything like that. It's a bit simple overall, and on the short side, but not a bad game at all.
Fun and quirky, though it seems like it can't be won without a nice helping of luck. The effects of some of the actions seem to either be randomized, or so inter-related to the state of things it doesn't affect as to be near-impossible to predict. It was fun to play around and disappoint a few clients, but I never made it any closer than around 75%.
Interesting game. It seems impossible to win, and I don't even see a counter so I'm guessing that's not really the point, but either way it's entertaining to see how far I can get. Once I got the hang of the movement it wasn't bad, though circling at high speeds with my mouse gets tiring on the wrists after a while. The phrases that the snowmen say when you kill them hint at a deeper story here, and it would be interesting to incorporate some of that to expand the gameplay in some meaningful way, but as it stands it's still an interesting game.
The mechanic was simple, and it got pretty boring pretty quickly. It was a neat concept, and I like the idea of just dodging, but the projectiles all moved the same, and the ship movement was so simple and had no variety to it. It's impressive that you managed all of this with only five hours, and I think the bullet hell avoider idea could be good, it just needs some more depth of play and some better level/obstacle design. I'm curious to see what you come up with for the post-comp version.
The pacing definitely feels off. There is a lot of progress at the beginning, but I've run out of things to do, and I'm only eight digits into that percentage bar. It's going to be a lot of waiting, or just ton of buying factories on a cooldown, with nothing really interesting going on.
Other than the pacing problems, this works really well. The unfolding of the new abilities as time goes on is really nice. I like the quadratic approach to generation with the factory factories, the interface is clean and easy to read (minus the big numbers), and overall it's a good take on the idle genre.
I had more fun smudging the sides than I did with either of the games. It was very simple, and it would have been nice to have scores or some form of engagement on the two mini-games. The graphics weren't bad, and the idea has potential, I just think you needed to add a bit more to it.
There was some very strange behavior with the turrets. It seemed like they often would just stop attacking for a while, with enemies clearly within their range. This was really frustrating, because it made it almost impossible to come up with any sort of strategy. Instead of being able to build a good path, it ended up just reacting to which towers decided to break that wave, and spamming cheap towers to try and patch the hole. After the wave with the black enemies, it locked up and crashed my browser.
It looks promising, but it seems there are quite a few bugs still to be rooted out.
It's a a neat idea, though I feel like it would have been more interesting to integrate the new mechanics rather than replace them. That said, the pacing was unbearably slow. The player moved too slow, the game objects moved too slow, just everything felt like it was moving through honey. If you fixed that up a bit and add some more levels, this could be really awesome.
I liked this one. It was mindless, but it was fun. I liked the helper drone upgrade things that you got, it was an interesting alternative to the classic stat bonuses, and really changed the way you played depending on which ones you got. I was a little disappointed after beating it the second time, I thought it was going to keep a running tally and give me something when I got to 100, but alas, just a one-shot. Either way, still fun.
Very interesting concept. I can honestly say I've never played a game quite like that before. I like the premise, it's rather amusing, and the puzzle mechanic was incredibly engaging. It had a bit of a learning curve, and your tutorial could use a bit of work, but once you get the hang of it it's actually really fun, too.
There were a few bugs that showed up after a couple of attempts, and eventually it just went to a black screen and stopped. Not bad, though with the limited single action and the cooldown on it, it felt like I didn't have any real options, and it was more just a matter of time until I died. It was still a good game, despite that, and I really liked the theme interpretation.
This look like it has some promise, but it just moves too slow. I spent about five minutes wandering around in the dark, and only found three enemies to deal with. Since they go down to one shot from the bow I started with several of, it just wasn't very engaging. It was also fairly cumbersome to try and move torches around, since I had to drop the bow to do so.
The graphics are good, and the lighting system does a great job setting the mood, there just isn't enough here to keep me engaged.
Krz: Yes, there is an end. If you are having trouble finding it, check the guide map, it should give you an idea of where you need to go.
doitle: good point about the sandwich, sometimes we get so used to a level or mechanic that we forget what it looks like to fresh eyes. As for the gray panels, it's supposed to be tightly-coiled concertina (razor) wire.
spacedoubt: are you on a mac? I've had a couple of people comment about poor performance on macs, but there should be very little inertia on the movement.
hazzahazzam: It should set a checkpoint every time hit a point that causes the map to change. If you hit 'r' or the back button on a gamepad, it should take you to your last checkpoint.
Cheshyr: Do you remember any spots in particular where it felt too tight?
This was really fun. I'm way bad at it, apparently, but I managed to lose a few rounds to a friend. Good times. It would be nice if there was more to do, and there are some strategies that have no counter (like spamming attack in the middle platform), but even with that, it was still a blast.
This looks really nice, but unfortunately I can't play it. I have a non-qwerty keyboard, and windows wouldn't let me change layouts in this game. Might be a good idea to add arrow-key support for the single-player campaign.
This was neat; reminiscent of some of the minigames in the old sierra space quest series. It took me a couple of plays to figure out what to do, but mostly because I was impatient and kept breaking my driveshaft wit the welder. It could have used some more to help pass the time between events, like a % progress bar instead of the four blocks, or messages from the outside describing what's making the ship shake. Either way, not bad, all around.
Awesome homage to the old single game handhelds. It gets insanely fast after a while, but by that point I was starting to get bored anyway, so the pacing was spot on. The burned-in graphics were a nice touch, too.
It was interesting, but I would have killed for some common CLI shortcuts. No up or tab meant a lot of repetitive typing, and on more than one occasion I would be 10+% over the capacity, and in the time it took me to type 'status' I would get a warning message that I wasn't meeting demand. It would have been nice if the status screen updated itself in real time.
The graphics were really on point. I liked the shader you used for the old-school 80s-era monitors, it really did a good job invoking that feeling. Humorous text, interesting design, overall not a bad job at all. Now if you'll excuse me, I have to go ice my wrists.
I'm not exactly sure what to make of this. It looks and sounds good, but there isn't a lot to do, and there's no real goal. It feels like there's no strategy or way to improve or get better, since after a while there are just too many to deal with for how slow you move. It seems like a good start to something, but I feel like it's just not all the way there yet.
The controls are really tight, but the collision is too unforgiving. In most games with these types of hazards, you generally don't take damage from floor/wall tiles if you could be safely on the floor/wall if the hazard was an empty space. In yours, if one pixel of your hit box touches a hazard, it's back to the last check point. This isn't a problem really until after level 20, where you have such tight spaces to work in, and at that point it frequently feels like I die when I shouldn't have, because it doesn't respond like other games of its kind.
That aside, the first 20 levels are awesome, the graphics are great, and I really like the way you handled the theme. This is just a few collision tweaks from being perfect.
I really like your take on the theme, and it would have been nice to have more puzzles take advantage of that but it seems you, well, you know. What you have is a really good start, the controls are good, the movement feels good, the concept is good, it just needs a bit more content and polish.
I'm not here to get into politics, so I won't comment on the nature of the satire, but from a gameplay perspective it was ok. The cop moved a little slow, and at times it felt like the hit boxes on the civilians were too big and made it easy to hit the wrong target. The graphics were good, if a bit rough around the edges, and the sounds did a good job helping set the tone of the game. You hit the mark on mood, for sure, and I can definitely feel the setting you were trying to create. I just wish there was a bit more to the gameplay itself.
It is very slow to start, especially with the emphasis on repeating the gameplay since you can't buy new weapons once you've started. There wasn't a lot to do, the enemies all behaved the same way, and as a result the gameplay felt really flat. There was very little motivation to keep playing after the first couple of waves since the guns were only statistically different and everything felt the same.
A good platformer, if a little flat. The collision response was a little off, and it seemed like I got stuck on the ceiling a lot, but otherwise not bad. It could have used something to give it a little more depth, something more than just a standard jump, but as it stands it's still a solid entry.
I was hoping that I could talk to the pilot about the missing recordings, but unless I missed something there didn't seem to be a way to interact with him. This was definitely the least fun game I've played, but I don't think that was the point, and you did a tremendous job of capturing the tedium of a monotonous existence like one would have in deep space. I think the slow movement speed helped with that feeling, and I think a better answer to that issue would have been to make the hunger & health meters just tick down a bit slower so that you retained the sluggish pace, without having the player spend over 50% of the time walking back and forth.
This was an amazing entry, you really nailed it. A few minor things though.
- The screen distortion effect made it really hard to judge distances.
- The collision detection felt a bit off at points, possibly due to the screen distortion making it hard to judge distances.
- In some cases with obstacles requiring precise movement, I felt like I was moving too fast, with no way to be more precise in my movement.
Again, minor things. This was an outstanding game, and it's incredible that you pulled all of this off in just two days.
On its own, having the enemy shots reduce the timer seems fair. Surrounding you with enemies also seems fair. Doing both in an arena so small that you can't really move around makes this game almost impossible to progress through. I went back and forth between two levels until it glitched out and spawned a double batch of enemies, and on the third expansion I had 18 enemies shooting me at once.
The concept is good, but the implementation of that concept leaves a lot to be desired. If the arena started larger, or if you didn't start surrounded each time, it might feel like you at least have a chance at making it to the next level. As it is, it's just too punishing to really get into.
I did it! At some point, I was about 80% white, and I saw a mostly brown bird. I thought to myself "Ugh, gross brown bird, stay away". Bonus points for the subtle racism simulation you got going on there as well. Good show.
Once I understood the mechanic (the bug messed me up and I thought I couldn't go off the bottom), it actually wasn't that difficult. Not a bad entry, but there's not a lot to it once you understand the mechanic.
The graphics were pretty limited, but I see what you were going for with the NES limitations. I'm not sure how well the smooth edges work with that though, I think you would been better off going with zoomed in pixel art to really seal that NES aesthetic. Also, smooth scrolling would have been so much easier on the eyes.
Decent all-around entry. After a while all of the waves started looking the same, though some of the upgrades were a lot of fun. I got to about a million and a half points before I finally died to impatience and trying to rush the shooting guards. Tight controls, easy to play, cohesive graphics, just all around well put together.
It would have been to have more though. More feedback when you get, more enemies or attacks, just more juice in general. Unless there's more after the waves of shooting guards with small discs, I feel like I saw all this game had to offer in under a minute.
Very simple game. I didn't really notice a difference between the three worlds other than spawn rate, the mechanics were identical. It wasn't bad, just not very engaging. The graphics were amazing though, I loved the lighting effects and the bump mapping on the planet. The only thing I would have changed would have been to make some more noticeable difference besides color for the different minerals (shape or texture or something). The music wasn't really my style though, and it got pretty repetitive pretty quickly. Overall not bad, just needs a little more to keep the player engaged.
It was kinda hard to click on those tiny flies, and I ended up walking off the screen more times than was reasonable. The graphics are really nice, and the enemy behavior and overall gameplay is pretty refined, if difficult and simplistic.
The drop rate on the carrots was way too low. I think it took me just north of 50 kills to get the 20 carrots I needed for the next level. That coupled with the slow spawn rate made for a very uninteresting experience. The graphics weren't bad though, and the sound effects, while a little loud, were a good fit. With some more depth to the gameplay (upgrades, make the different hats change your attack maybe?), it could be really good.
Not bad at its core, it just needs a few minor tweaks. As others have mentioned, a high score or game over screen would be really helpful. It would also make it less a game of luck at high speeds if you increased the draw/spawn distance. Around 20, things come so quickly that you can end up in situations where you die before you can move out of the way, even with perfect reaction speed. Not bad though, just needed a little more to make it really stand out.
That was pretty amazing. I loved the mechanic, it really made you think about not just where but when to avoid and when to attack. I really hope you make a post-compo version of this, because with good graphics and a big library of songs, this could really be something awesome.
Was there any sort of conflict or interaction? I picked up all of the items, dispatched all of the elves, and nothing happened. This seems like you ran out of time, there is a lot that just seems to be missing here.
This is the first trivia game I've seen on here, and it was done decently well. The questions did seem to repeat pretty frequently, and often the incorrect answers were all obviously incorrect (though I do want to try making caramel by shooting sugar with a gun now). That said, it had enough going on with the movement to keep it interesting, and the yeti made me feel rushed and added a good amount of tension to the game. Not bad.
This feels unfinished. The delay between hitting the button to start a battle and any visual response is far too high, I couldn't figure out how to start fights initially since I had my headphones off. It has promise, the combat system looks like something I could have fun with, but there is no progression, there doesn't seem to be any difference in outcome between winning and losing, and there's really no reason to keep playing after you find a winning strategy.
It got a bit repetitive after a while. I'm not sure if there were any more upgrades after the spray gun, but it felt like at a certain point all of the waves were the same. The controls were good, the graphics, while simple, were effective. There were a couple that I had a hard time telling apart, but it mostly didn't matter because they behaved the same. Well polished, solid entry, just a bit short.
I feel like it needed something more at the end. After clearing all of the regions nothing happens, it just keeps going. It was a good start at something, but the interface was a bit irritating. It should just travel on click, and open the menu if you're already there, so you don't have to click so many times just to move around. The feeling of progression through the middle was good, it just didn't have the staying power to be as long as it was.
The graphics look nice, and the background music is fitting for the mood of the scene. I thought the controls felt too slippery at first, but it was actually pretty easy to get adjusted to. What wasn't so easy to deal was the collision system. You don't have to touch the fire to melt from it, just be near it. That makes it less fun to play with the slippery movement, and makes some of the snowflakes seemingly impossible to get.
Awesome game. At some points the jumps to platforms directly above you were really tricky, but not in a frustrating way. The credits were funny, but it was to make sense of them in the order they came out while still trying to not die. Solid graphics, good music and sound effects, tight controls, overall a pretty great game.
Your level design is incredible. You did a great job of teaching each mechanic before it was relevant in very simple ways, and the puzzles themselves were just the right amount of challenge. It would have been nice to see some different mechanics or more twists on this type of game, but as it stands it's still a wonderful puzzle game. The graphics were solid, nice soft glows and flicker effects, and the music and sound were perfect fits for the mood of the game. Great entry.
This was really well executed. It seems like you had a pretty good handle on what you could accomplish and stayed within those bounds. This is one of the more polished jam entries I've seen.
The screen switching was pretty frustrating, since there didn't seem to be any order to the waves. It ended up being a game of clicking through each screen with a delay and a pretty grating sound effect until you find the right one, and hope you didn't take too long to find it. It would have benefited from either some sort of visual indication of danger on the screen buttons, or just a faster transition.
The controls on this are pretty problematic. It seems like the character accelerates too quickly for how much space you have to work with, and the bug with moving while jumping makes being accurate all that much harder. It's interesting, but the random generation can make some levels impossible, especially after world 5 when you can't really make any mistakes. The music is good, though it does get repetitive after a while, and the graphics get the job done despite the high contrast of the background making it hard to see at times. With a bit of polish, and a bigger playing area, this could be a good platformer, but it's got some technical flaws right now that seem to be holding it back.
This is a really cool idea, but it suffers from some technical problems in the implementations. The most noticeable is the fact that you can't move fluidly along walls. I would frequently get stuck trying to get out of a room, hanging up on a corner, or just grinding to a halt because I tried to move along a wall. Combine that with the fact that due to their size, the enemies are more difficult to hit than is common in these types of games, and the game ended up being much harder than it needed to.
There were also some issues with the way the rooms would line up, specifically when fire rooms are adjacent. In several cases, there would be rooms lined up that you could not traverse through because there was never a clear opening due to the fire walls always being on (much like in your screenshot). It's a cool concept, and I would like to try and beat it, but as it stands it's just too punishing to go back to.
The vocabulary is quite confusing, and the interface isn't very responsive. The pattern was pretty easy for me to figure out as I recognized it right away, but apparently you can't use the number pad to type in the answer which threw me for a loop for quite a while. It seems like the only way to discern the pattern is to either recognize it after the first few houses, or to just use trial and error. The biggest problem is that there isn't any feedback to the player about anything that's going on. I don't know what bulle and bullar are, so when I got the first bottle and it added an icon to the top, I thought I was on the right track. It needs a bit of polish, and it would help if there was a way for the player to learn the pattern without arbitrary guessing.
The whole thing feels like it moves too slow. The concept could be cool, but it needs to move a lot faster. The mining was tedious, and the fact that I had to wait five minutes even though I had what I needed already was a bit irritating as well. The dialog was awesome though, you really nailed that part, and the idea of making money in a shifting market is good, but you need a way to end the quests early, and the act of mining needs to be made either more interesting or less time consuming.
This is a really neat concept, but it's marred by some glaring technical issues. That collision detection just ruins the whole experience, and that's far from the only issue. Having the rooms not fit a single layout really takes away from the concept, and turns a really cool "your screen is the map" game into what essentially boils down to "walk down this hallway that moves around on your screen." There is no way to map parts of your screen to the game, and that makes the window moving feel less impressive than it should have. The enemy spawning is also problematic, as there are times when walking into a room that you are hit before you can see what's going on, or there is no way to get to the crystal without taking heavy damage. Combine that with the rarity of the crystal spawns, and it feels like it's more up to luck than skill as to whether or not you beat it. This is an amazing concept, and a great interpretation of the theme, but the gameplay just doesn't hold up to that same level of awesome.
I was not expecting UFOs, that was a nice, humorous touch. It was pretty generic, it didn't feel like there was a whole lot going on, but towards the end it did get pretty hectic. The controls were responsive, but the graphics were a little rough, and there wasn't a lot of feedback about what was going on. It took me until the second wave of penguins (level 5?) to realize how the iceberg even worked.
There were a number of issues with the combat. Why would I ever want to not be blocking? It seems like it would have made more sense to just be blocking all the time, and change the block button to parry (instead of having to double click). The inability to attack and move backwards made it difficult to deal with being chased, and seemed like an arbitrary limitation (maybe make block lock the direction you're facing). Jumping was almost never worth it, since the enemies would get under you, and you would lose health quickly while you stood on them. Overall, the combat felt clunky, and since it was the only mechanic, it really needed to be polished up more to be fun. That said, the graphics look good, and the sound did a good job matching the mood of a futile fight to the death. If you had finished all the stuff you wanted to, I could see this being a lot more fun, but right now it's too unrefined to be fun as an endless fighter.
This was more fun than I was expecting, based on the description. I liked the upgrades, it made it feel like more than just a maze, and added a lot more variety than just finding the exit. I also really liked the risk/reward aspect of the map reveal mechanic. More depth than I've seen from most maze games.
A couple of bugs: If you pick up the flashlight, die, and then play again, you start the game with the flashlight upgrade. Also, sometimes the map generates with no path to the exit.
Sometimes at the start, the ball will spawn in a way that causes it to never go near the shield, and the game just stalls. I was able to beat it, but it gets really hectic towards the end. I think the pacing is good, though at high speeds it's too hard to use the barrier effectively since most of the time there are more than one pieces of matter headed to a spot. The music loop is too short too, it gets really repetitive. It was fun though, especially near the end when there is so much going on.
That was bizarre. It was definitely the strangest match-three game I think I've played. It could have used a bit more refinement on the gameplay, the movement was a little clunky to line up with the tiles and there seemed to me something triggering sound effects that I couldn't see. The sound effects were good though, and the music was a perfect fit.
Not bad. The graphics were overly simple, and the mechanics were pretty plain, but it was fun and challenging. It became significantly easier once I realized that tapping a direction moved you much farther per enemy movement than holding the button, and it was way too easy once I figured that out.
That was very confusing. I beat all three and got the win screen, but aside from the space one, I'm not really sure how I did it. The mechanic of changing cartridges didn't really seem to add anything, but the message about turning off the power when you unplug them with the system on made me chuckle. All around not bad, it just feels like you need some more time for polish.
This was fantastic. It would be nice to get a little more feedback as to what effect I'm having, but that's really the only negative thing I have to say about it. Overall very good.
That was difficult, but not bad. Once you get a handle on how the gravity wells affect you, it's pretty easy to move around through them. It reminds me of the old wood & marble labyrinths I had as a kid.
The movement seemed to stutter a bit, and that made it hard to get a feel for the sweet spot between some of the more narrow passages. It also would have benefited from a run button, or something to make those long but inevitable struggles out of a well go a bit faster.
Things were small and kinda hard to see. It seemed that luck was a pretty big factor in success. Some rooms spawned with almost no way to grasp what's going on before you died from it, and some just wore you down over time with lots of dead ends. The game itself was pretty entertaining though, and I was enjoying it enough to play through to the end. I also really liked the sketchpad thing you have going on with the graphics. Overall it's good, it just needs some tweaking and balancing, or some way to deal with those ambush rooms.
That was a fun little mystery game, and I liked the solution. I would have liked it if pacman moved a little faster (possibly with a toggle for hitting those precise buttons), but either way it was still entertaining.
I really like that theme interpretation. I wish there was more content, I feel like it ended right when it started to get interesting. If you explored that mechanic a bit further this could really be something unique and interesting.
That is quite the eye strain. I felt like enemies frequently spawned on top of me, which was a bit irritating, but there may have been some indication they were going to spawn that I just couldn't see. Not bad, but I can't play this for very long without my eyes starting to hurt.
A couple of bugs I noticed: if you walk into the next room before the title/instructions disappear, you get stuck and have to reload. It also seemed like if I had my back against the wall, the arrows wouldn't shoot. It would make the sound effect, but then nothing would happen.
This reminded me of the opera house scene from Final Fantasy 6. While more complex with actions and silence, it would have been interesting to have some red herring options in there. All in all it was good, and pretty fun for just essentially being a game about memorization.
Really nice take on the theme. I think if the gameplay was any more involved, it would have made it too difficult after the first stage. Solid entry.
The sound effects were a bit harsh on the ears, but the game itself was pretty good. It's almost like a free-roaming 2D zelda game, which I really liked. Obviously the movement and combat could use some refinement, and it would have been nice to have the whole map available, but it was a good game nonetheless.
The controls were a bit awkward, but it was a pretty fun, if simple, game. The graphics were incredible, I can't believe you pulled all of that off in just two days.
The magnifier mechanic was interesting, but it was too cumbersome to use, and I ended up beating the game just looking at the map and moving the magnifier off into the corner. There is an impressive amount of space to explore, and it would have been nice to have a reason to go see it. Something as simple as coins for points would have added a reason to go exploring. It was a good take on the maze game idea, and the graphics were really nice, it just didn't have a whole lot going on as far as gameplay.
Gameplay is a bit flat, the graphics are pretty crude, and the sound effects are kind of jarring. It's also a little irksome that you have to press "lock in" after selecting your move, it should just be one button, or double click or something. I could see this being part of a larger system and being fun, but as it stands, there just isn't enough there.
That game was beautiful. Died a bunch until I realized how strong traps are, then it became a game of "turn on every trap all the time and just collect the loot". Fun game, really well polished.
Starts out great, but the delayed response on the controls makes the later levels more about memorizing the right time to let go than actually playing the game. Either the controls need to be more responsive, or the level design should be changed to fit how they are. It looks good though.
I feel like if you want to make a game like this, the debugger really needs to be on point, and this one isn't. The concept is really neat, but for those of us that don't have experience with this type of hacking, the game requires hours of research to learn how to even approach it. A built-in tutorial that shows people how to start would go a long way to making this more approachable. As it stands, it seems more like an emulator than a game, really. I think it's an awesome idea, I just don't have time to read a tech manual and spend the next few days learning what I'm supposed to be doing.
Great game, for what it is. It's a shame about the lack of theme and multiplayer requirements, because the game is so well made.
I liked the feel of this one quite a bit. The web version seems really buggy though, based on the other comments. The creatures won't spawn unless I kill the NPCs, and the creatures don't do any damage. I'm also not sure I get the story, or if there's more to it than just killing the unknown making you a monster. Still, I liked the graphics and the audio.
For better or worse, a classic point-and-click adventure game. The art and sounds were amazing for a compo entry.
I really like the message you're trying to convey with the mechanics. The audio was a bit out of balance which made some conversations hard to hear, but in the end it didn't matter.
That was rather amusing. Sometimes it was really hard to tell what was going on, but overall it was fun. I died at MS to a guard glitching through a wall, but before that everything ran really smooth.
A nice homage to lemmings. It's a bit on the simple side, and it would have been nice to have more levels that required multiple monsters used together. The sound effects were a nice touch though.
I think this is my new favorite entry. Great gameplay, the graphics are awesome, and even without the quotes it was one of the funnier games I've played. I was not expecting "+2 arms", and from that point on I pretty much didn't stop laughing.
That was a really solid entry. I was a bit disappointed that there wasn't a different ending if you managed to stay human vs turn werewolf, but it was fun either way. Solid graphics and audio, well balanced game on the whole.
Just awesome. The collision on the walls was a bit awkward at times, but the mechanics were solid, the music made a great atmosphere, and the pacing was awesome.
Felt like cheating since my mouse has an unlockable wheel, but it sure made it fun. It's definitely a great start to something, with enough content and polish I could see this becoming something akin to katamari.
I really like it, the graphics and sound were good, but it had a few flaws. The controls seemed unresponsive. It was really hard to strategize since I had to spam to the right to get it to go fast enough to not time out. The few times I was able to make a path it was really fun though.
I liked the concept, monster-as-detective was an interesting twist. I'm not sure what the point of the beds puzzle was, and I have no idea if I was right or wrong, but the interactions were amusing and everything was very well written.
I like the mechanics, but it moved a little too slow for my tastes. Scaring kids to death was surprisingly fun though.
Fun, but I ran out of enemies before I could try out any of the fun randomized weapons.
Simple, but effective. I didn't really understand what was going on the first time, but after playing it through again it became clear.
Loved the non-literal theme interpretation. Mechanically it was interesting, if a bit hard to pick up at first.
Fun little platformer with quite a few interesting mechanics. Mana regen is a bit slow, and the whale can be tricky since its targeting is unpredictable. Outside of that, not a bad entry.
A nice take on a classic web game. There is a point in which the bridge is too high to see, so you just have to jump at it and hope you hit someone, but before and after that it was a blast. When the bridge finally broke, the chaos that ensued was highly satisfying.
There were a lot of potentially fun combos, but the combat just moves too slow. I did beat it, and I like the depth of the combat system, I just wish it was a bit faster-paced so I could try out other builds.
Great graphics, awesome sound, and the world's slowest elevators.
That was fun, if a little on the difficult side. The fact that you couldn't see the smallest enemies while recharging really added to the sense of danger.
That was really good. I'd love to see what you could do if you spent the whole weekend on it. It did get a bit too easy once you figured out how everything worked, but the gameplay was solid, and it was very well polished.
Interesting concept, seems like it was supposed to something in the vein of othello? It was hard to tell because the feedback wasn't very informative, it seems like it could have used more polish, though you already mentioned that in the description. Despite the flaws, it's a good start to something.
Despite it not letting me make "...anything" as my class, I had fun with it. I liked the writing style, and trying to kill the doppelganger with silver invoked quite an amusing response.
I love the hand-drawn aesthetic. It would have been nice to have more animations, but even without it still has a nice look to it.
There is an amazing amount of content for a jam entry here. The gameplay had a few issues (the monks move a bit slow, and the hit box for possession feels too narrow), and the web port controls didn't work for me. Outside of that, everything about this is amazing. Level design, graphics, sound, the atmosphere you create, all outstanding.
That was amazingly fun. There was a lot of complexity in the combat system that was fun to experiment with, and the difficulty ramp was perfect. It reminded me quite a bit of divekick with the way the simple mechanics made something with so much depth. Great entry.
Great concept, and hiding under the bed to jump out and scare was a great implementation of a classic horror trope. Having to start over each time was a bit punishing, especially since once you figure it out it's just a matter of waiting. I really like the graphics though, it looked like the monster was snapping his fingers as he walked, which made the victory walk rather amusing.
I didn't even realize until the final boss that I could duck. I felt really dumb about that. Great game, well executed, and it seems like you finished everything you set out to. Good all around.
"I don't wanna go anyway." Fantastic. Also the sad faces of the things I was eating were cracking me up.
I'm sure you'll upset some people with this one, but man am I glad you went for it. That was quite simply amazing.
That was one of the most fun puzzle games I think I've played in a long while. The last level was quite tricky indeed.
That was awesome. The only part I felt was a bit cheap was trying to be nice offering her my food, only to find out it was poisonous to her. Other than that, it was good, and the variety of endings were all satisfying.
Solid entry all around. As you said, it could use a bit more variety in the mechanics, but what you had was good. I also really liked the naval map art style, very fitting for the game.
That was overall really well done. A bit short and on the simple side, but everything was executed well, and it was easy enough to understand without reading the instructions.
Fun, though a little hard to control for us non-qwerty users. Still, I was able to get surprisingly far with just the right hand.
It's really difficult to tell the scientist apart from the rest of the population, and I kept randomly eating people while looking for them. Frustrating, but very much in keeping with the mood you set. I'm not sure I'd call it fun, in the classic sense, but then I don't think horror games should be fun. Good stuff.
The bullet ricochet was a bit unpredictable, but that made it fun so if that was intended, good call. The last level was pretty tedious, but other than that the level design was pretty good. It would have been nice to have more power ups or different enemies, but for what's there, not bad at all.
I am a huge fan of that style of voxel art, so you had me hooked before I even played. It was a bit difficult to tell if my commands were being registered when sleeping since there is no immediate feedback that it took, but after a while I got used to it. Fun, despite my complete inability to kill that wizard.
I like the idea, but the execution just wasn't there. It was near impossible to hit anyone with the rocks, and it was hard to tell when it was registering your inputs and when it wasn't. The concept is good though, and the graphics are really great for a compo entry.
It was kind of like a destructive katamari. The graphics looked really clean and the UI was well polished.
That was really good. It was a bit rough at times because it felt like the click boxes were a bit finicky, but its a fun game that felt like it would be right at home as a mini-game in the space quest franchise.
I like the concept, but it was really difficult when three of them all block you in, but your shield doesn't last long enough to hit them all. Outside of that one thing though, it was pretty fun.
This was really good, I love the concept. The combat was a bit simplistic, but still enjoyable. I'm not sure if I didn't get the ending of if it crashed prematurely, but that haunting hobo face at the end was incredibly well done.
I love the idea, and am particularly fond of non-obvious theme interpretations like this one. It moved a little too fast for me, but even with that it was still amusing and fun to play.
Managed to steal a hefty $245,035,259.52 after a few attempts. You can repeatedly steal from the same person, so with clever jumping and a fast trigger finger, you can really rack up the score. Great fun, just wish there was more to it.
Playing in firefox, the controls don't seem to be working correctly, sometimes they don't do anything, other times they go off like five times in a row, so you can't really control the character at all. It looks fun, I'll be checking back for when you get the control issues figured out.
I really liked the control scheme, seems like it would be a great fit for a controller.
Much like everyone else is saying, the controls are really difficult to manage, even with the fixed version. I couldn't get past the floating platform section despite several attempts. The idea is really cool though.
Spent so much time beating the hero, felt like an idiot when I figured it out. That was awesome. One minor thing, the fact that the text scrolled with the screen made it really difficult to read unless you stand still, but since that's what won the game for me, I guess that was maybe not a bad thing.
I like the concept, and the movement and attacks felt really good. I think it could have benefited from more player feedback though. It was hard to tell what was going on most of the time, and I'm not sure if that final snake is supposed to be beaten, but I peppered it with fireballs for a solid two minutes and nothing seemed to be happening. That said, it was an interesting concept, and fire walls added a nice strategic element.
Bugs are definitely not unexpected, especially for a first-time entry. One suggestion for next time, don't put the dialogue skip button on the button you want players to spam for attack. I skipped the dialogue after the first boss on accident so I missed out on that part. Also, I really liked the soundtrack, it really fit well with the gameplay.
I love the charging mechanism, so much more interesting than just holding a button. The gameplay seems at odds with itself though, since you can't dodge while you're charging up your spell, and the enemies don't move in a predictable way to make that not be an issue. The character editor was amazing, which made it that much more heartbreaking when I had to restart because it was super laggy after I died.
Looks great, though it's a bit hard to aim. I liked the fact that I could ricochet my fireballs to take down big groups.
That was surprisingly engaging. I wasn't expecting much based on the graphics, but I had a lot of fun with it. I even went back just try and poop on a cop car.
It's always awesome to see people using their own engines. Next time I might recommend getting a proofreader, as there were quite a few spelling and grammar mistakes. It seems like English isn't your native language though, so those mistakes are understandable. Even with that, I still enjoyed the story.
Really good graphics, and while the gameplay was a bit simple, it's a great entry for your first time.
Awesome game. I loved the rhythm-game-as-combat mechanic, and summary at the end was great.
The crunching noise was pretty funny, and I like the concept. Could use a bit more interaction though.
I like your theme interpretation so much I did the same thing. The down side to making a multiplayer game is that it's almost impossible to actually get a game during the rating period. What you have is fun, and on local multiplayer with two people it was decent. I imagine with a full room of 32 it would be a blast, it's a shame I can't try it though.
No idea how to kill the ghosts, I got mobbed by three of them before I could try anything, but outside of that it was really fun.
Awesome stealth mechanics, without the tedium that normally plagues that type of game.
Great concept, but the movement is too slow in the beginning. It's a real struggle to get past that point, but the game is otherwise outstanding. The graphics especially are really nice, lots of subtle detail that make them really stand out.
Great classic retro-style gameplay, reminded me a lot of bomberman. At one point I got stuck in a rock that spawned on top of me and I had to reset, but other than it was pretty smooth. Unfortunately you admittedly didn't even try on the theme, which kind of takes away from the entry as a whole.
Fun, though I didn't exactly understand the point of the multiplayer. Still, I liked the variety of classes, and vampire is crazy OP.
Fantastic use of ciphers as a game mechanic. Absolutely love it, just wish there was more.
I was surprised at how quickly I went from having no idea what I was doing to be able to move exactly where I wanted quickly and easily. Love the movement controls, great fun to play around with.
A/Q, S/O should work for all common keyboard layouts (A/S for qwerty and qwertz, Q/S for azerty, A/O for dvorak). It was easier to just add the extra bindings than put in control customization. If you have a set up that doesn't work with those binding, let me know and I'll see about adding it in.
I really like the necrodancer-inspired movement, nice touch. The beat mechanic seems really fickle though, and would frequently just ignore my inputs and skip a turn, which really punishing when you're trying to cross spikes. Overall not bad, loved the visual design.
Love the idea and the music. Unfortunately it went out of sync of me about 1/3 of the way through, but apparently you can just button mash and get most of the notes. Even with that, it was still fun to play, great work.
I could not, for the life of me, figure out how to get past the circle 'caves once they got within a few squares. It was fun just exploring around though.
I really like the art direction in this. While simple, the graphical elements all fit together nicely. The flashing background was a little over the top though and made my eyes start to hurt after a while. It was also a little unclear as to what was happening the first few times, mostly because the instructions disappeared before I could read them. I also really liked the audio, the sound effects gave the hits a nice weight to them, and the background music was on point and really fit with the overall aesthetic of the game.