Diacombs by tcstyle 2021-04-30T07:56:57Z ♥ 1
Diacombs are so fun to play with! It's very polished and really fun experience in general. In fact, I don't actually have much to say other than a small few things.
However you did place a lot of frustrations in the end: * The long corridor puzzle with the whole corridor with all the diacombs. I think we both are aware that's too long to finish and will definitely confuse the player if not eased in, especially with the concept of taking out a diacomb out that whole set. * I can't help but feel there should be a 2-diacomb and 3-diacomb versions of the Diabos. It's like being given a head banger of a puzzle immediately to another head banger of a puzzle. * I am actually sad I can't properly place this in full screen since it just hugs the top-left corner without rescaling. * Oh and uh... hold rewind please. That would be great. I can't really tap rewind for like, 20 moves in a row.
Either way, it's a really fun and visually appealing remix of Sokoban and I would definitely love to see this finished post jam!
LD49 — Unstable (19)
Darkness In Bloom by Simon Rahnasto 2021-10-09T18:19:43Z ♥ 2
I honestly love the entry and it's quite fantastic!!
I would go on and on about that, but that just echoes what everyone has said before.
On my end on the feedback however, I do have a few on my end: - The life and chaos bar doesn't really need to be separate since it's only one function? It could be just one bar, with life starting to overtake from the left and chaos taking from the right - The zooming does not help when you're infusing life or chaos. The effect is too great and it does made my head hurt a bit - The cutscene's color palette doesn't really show very well what you're trying to depict and it's hard to make out details unless you move further from the monitor. I say you should increase the contrast on that.
I really want to see this flourish, honestly because the way it's presented it's already getting there to be a full game soon!
Baby Atom by MarkVeligod 2021-10-09T17:59:15Z ♥ 2
I like the concept and you're right, you went quite too hard on this one! Though it's not the mashing minigame that's stopping me, it's the purple reactors. I love the GTA V touch there on death~
Those purple ones can be described by my writer mind as "being the perfect goalie of an unstable soccer ball random passing by".
I really the style you all are going for and it find it quite very pleasing to look at! Though a space station aesthetic game and then a reactor main menu caused quite a mismatch in the visual theme. Nonetheless, it's quite fun to play. Good work!
Stacks by ping78 2021-10-09T17:29:56Z ♥ 1
I say a stacking game is an easy way out with the theme, but of course your spin makes it really unique out there on how forgiving it is! However, I just wish I could ignore the items on parachutes and have it not count on the KO counter.
Not going to lie, the graphics and the vibe reminds me of "Getting Over It by Bennett Foddy"! Good work!
Pile Up Medieval by zimny11 2021-10-09T16:25:04Z ♥ 2
This was a bit fun, though it gets a bit boring for a while without any explanation than stacking and what each building does. It was only later hovering over the icons show what they do!
I honestly I thought I was punished for randomly stacking out of nowhere. Sadly, all of my towers got burned down. If I was given choices on what I place, I would actually enjoy this a lot more. Great work!
LCD DREAM ESCALATOR by Hydezeke 2021-10-09T15:54:24Z ♥ 1
I was not expecting this kind of entry to appear in Ludum Dare and I really want to experience going through the surreal experiences of LSD Dream Emulator again and you guys just nailed it! Honestly, the walk-tapping will definitely make me go through a bunch of nostalgia.
The exit for the forest is the only thing I'm complaining about since it's the only one that's really hard to see. (spending minutes on that one area alone) The magazine map was definitely a very helpful subtle guide throughout the experience.
The way that more areas are needed to be explored at the beginning was actually a nice touch and very much appreciated!
I went through all the areas, and... *WOW THANK YOU FOR MAKING THE ENDING REALLY SATISFYING I LOVE IT!!!*
Superb work! I really want a fuller game now. Can't wait for the OST!
The Virus by Turkey 2021-10-09T15:12:12Z ♥ 1
I love the concept of this and it's pretty unique where you actually have to dig through a file system! Usually I actually put Steam into Programs than Games though... Since it's the launcher for things.
One thing is for sure, the defrag minigame takes too long and that just contributes to a lot of frustration, especially to people who cannot react fast. (aka it's an excuse that I have taken this 10 times....)
The virus folder would definitely work better with your actual mouse though.
Either way, superb work!
Unstable_Alpha_Quest by Dustin Brown 2021-10-09T14:07:27Z ♥ 1
I love the concept of the game! It's really interesting~
Though some feedback to make the experience better: - I think it's a given we would want that Attack+1 to be a parameter... I always go for the same beginning loop of "enter, get chest, leave" and with the amount of enemies, we don't to waste time just to get that repeatedly. It adds frustration. - -zoooom is a bad parameter. -hppls is a bad parameter - People will mistake placing 5 O's or 3 O's especially when in the midst of a battle when they first encounter it - That said, I never realized it fixes the dash command and I was playing for so long without it - -hppls reminded me first of "Apples". I thought it was red, then I thought it's either the grocery list chest or any red door. - I think it's clear you need to specify what it does unlock... - Speaking of parameters, you may want to remove those pedestals with those commands you placed in - ...and you could have added a sound if you added a good parameter - It's actually quite interesting if some people found out some parameters by logic (-yellowkey and then -redkey makes you feel like you're a genius... or you skipped part of the game but it was actually intentional) - Player invulnerability frames. *please.* (If this is a command, oh god please give it to me earlier) - Larger attack radius to handle the mass enemies... *please.* I know broadsweep+1 is a thing but it's too small. Also it's guarded by someone you cannot encounter early on, which also adds to the frustration.
I would really love this game if it's really balanced well in terms of progression, because there's just things you have to get out of the way there being directionless which gives a lot of frustration to the player. I really want to finish your game but I just ended up being ganged on, taking too much time and frustrated to continue.
I know the theme for this is Unstable, but you either have to give conveniences early on or people without much patience won't debug your game.
Nonetheless, this does have potential to be a really cool game! However, I think it's better to do it in-game console style next time. (and you could still restart by typing restart if the change is too great)
WobblyWords by Dannyk1994 2021-10-08T17:40:24Z ♥ 1
I don't think I want to echo what others have said at this point.
But if you want to make this game a lot friendlier, then you should balance the distribution of letters around there, especially the consonants and the amount of letters that appear on the screen.
For example, there's definitely a moment where I ended up with 8 boxes of consonants with no vowels, so I never even have any chance to make a word. You should also weight more on letters that are more common. A quick google search would definitely help with that. Like, T, N, L, S, and C being the most common, having the best chance to appear and the vowels just appear in a random order.
I also actually ran out of time with the golden letter animation taking too long.
Other than that, it could be fun, it's just more infuriating at this state. Good work!
Topplecrown by caeonosphere 2021-10-08T17:22:17Z ♥ 1
I like this concept of yours and maybe this should be expanded into a fuller game! As it is, it's actually enough and it's well thought out and executed.
Either way, I'm pretty sure that antti-haavikko has said everything that I need to say as well, so good job!
Unstable Gun Fishing by pauljohnprogramming 2021-10-08T16:45:18Z ♥ 0
Short, sweet and I love it! It's really fun and quirky.
It's silly, well designed and very nice! I don't think I could even give any more feedback and that's really good! It's only a bit shame that there's no tutorial but it's quite easy to grasp once you know what to do. It gets really easy as well once you know what to do on the boss!
There is some way that you could turn that voice into actual notes but I haven't looked deep into it, but that vocal thing has it's charm~
Anyway, superb job!
Oh... and uhh... *please get rid of the EXE installer* it's really unnecessary when you have the ZIP file because I know people don't want any residual installer data on their hard drive.
Please don't explode ! by Mouf 2021-10-08T16:29:39Z ♥ 2
I love the concept!
The cooldown on the punch makes it a bit challenging and make you think wisely than panic pressing people out of the way. Plus, the sounds just make it satisfying. I would love to hear the unstable element being unstable though! Also definitely some typo fixes are called for.
Honestly if you ask me, shift defaulting to on as a balance fix doesn't really break the rules. You're not adding anything unless you intend to keep that walk state.
Great job nonetheless and I had fun~
False Angel by Jonah_SRG 2021-10-08T16:00:32Z ♥ 1
This is a really cool game!
I really enjoyed all of the three phases and even got some neat reactions on phase two. Of course, did not expect to be instantly KO'd on hit instead of dive bombing on hit on phase two, but the way that each phase is built up all feels natural.
Great work!
Unstable Concoction by zet 2021-10-08T15:49:27Z ♥ 1
First of all I would really like to congratulations on your first entry and your first foray into game development!
Though I would love to give some feedback and what to look for in the future: - I think it's fair about the light being... an effect.. - Though looking at it, I am pretty sure others have pointed out that it's not a good satisfying end - You know stuff about particles and all and you could have played with that! - The way that items are displayed is not the best. - If you want to make something like a potion mixer game then you could have displayed the items in a grid. The way that items are displayed already makes it obvious that you at least to put one of each into the cup. - As someone who does pay attention to player experiences... I cannot stress this enough: THE ANIMATION, IS VERY SLOW. I can get very bored easily waiting for an "explosion". - You should ask yourself if an animation is too slow. Because in a Game Jam, the way you experience your own game is important. Game feel is important.
Other than that, you've succeeded where most have not, and that is submitting an entry into the game jam. Stand up, and be proud!
You're actually really lucky to finish two hours before the deadline, too. I and many others take advantage of those final two to polish and stuff, as there is such a things as submission hour.
Lost In Time by Westmave 2021-10-08T15:32:28Z ♥ 0
I really like this concept! It's funny a few good moments, but I'm not going to lie since I don't live in the US, I don't know much about Biden.
I don't have to say much to improve much, but I can't stop thinking of a whole story that revolves around a whole drama in the perspectives of different people that YOU HAVE to make happen or else the timeline will end up unstable! Who knows that could be a really interesting take on the same concept, but it's not tied to history. Definitely an avenue to pursue if you want to make this a full game.
How (Not) To Defuse Bombs by Reiqy 2021-10-08T15:27:11Z ♥ 0
Oooooooo this has great potential to be a full game with a bunch of puzzles!
This is actually the first entry I don't have to say much... and I do give lengthy feedback! Of course, I think it's clear that this needs more stages, but that's all the time you could muster, no? Other than that, I say the gentle fade is not really a good idea for the explosion unless you have audio of explosions happening all around you.
Superb work!
chaotic Room by TTU_HASAN 2021-10-08T14:27:46Z ♥ 2
The chaotic theme is definitely there! Though this does show it's your first foray into Ludum Dare? Hope you're not too stressed in all of that!
I'll gather some previous points, then add my own two cents just to show how far you could have taken this! - The controls, combined with the camera are really awkward! - If I assume that this is a 3rd person game, some sort of a line renderer pointing out could help show where you're going instead of a tilted arrow! It's currently really awkward to know where you're going. - Some would definitely want to control the camera instead of holding aim to control the camera. - That said there are a lot of moments where I just repeatedly click my mouse to inch to a key. - You could have definitely... DEFINITELY... not have spent your time making on the levels. - The first two levels could have introduced you to mechanics! Maybe it's time to learn a bit of stage design to help you with that? - I'm pretty sure the chaotic nature of the first stage is enough: It's tricky already to go through and find the keys and for those who test out multiple games, the first stage says what the rest of the game is like. - At one point I got sent out outside the game's bounds. I find that funny and I know it's a rare bug, I just would like you to know. - The 3d map is useless. - Just make the key obvious and shine. It's enough to find the key. No need to make a 3d map. - Since the stage moves and all... teleports even!... you should've added a sound of it moving each time. Never really noticed it at first and I thought I was pushed by the marbles then sent out. - Speaking of sound... I don't know what the marble tap sound is reacting to. - The UI is definitely not polished, and 10 minutes of that could make it look at least decent. Why is probably why I asked if you're new to this.
After all of that, you definitely nailed the theme, and this could have been a decent game. At least you tried and succeeded into making a game on the jam itself and you should really proud of that! Go make more prototypes and you can go really far into making games!
Place Called Home by Kora0h 2021-10-08T14:05:06Z ♥ 1
I like the graphics and music, and I like the gameplay!
Though no matter how hard you explain it, the tutorial will never get good unless you change how information is presented.
- That said, the buttons for gathering and supply is not really a good idea, and you could just fair well without those buttons. - Though that could be error on my part, I just explore and click the resources whenever possible. - Sleep shows new tiles to place but I thought it just stacks, not wipe completely. - The way that sleep and supply is shown its confusion. - You could have gotten away if you show each tile with a + or - on it instead, than cost and gain. - So let's say instead of both, you show just one number to indicate both of them. So when you get to a tile, it shows overall what you gained AND lost (aka negative number is a risk to take) - That said... Gain *negative* supply?! ?????????? why? - There will be a point where there will be 0 supply on every tile, and you have 0 supplies: you're screwed if chance does not let you. - Same goes if all you get is the same tile and all of the tiles around is that same tile. - Not sure but supply shouldn't really be tied to moving if that's what ties to what buildings are available? How about using supplies upon placement.
With a bit of polish you would end up with a good puzzler! I really want to play more but the balance gods are not kind to you this weekend.
I Want to Summon a Hot Demon but My Pwr Lvl is too Low so the Portal is Unstable by DNAbro 2021-10-08T13:41:20Z ♥ 1
Not going to lie, I played this for the title's name!
It's a really great concept, but it lacks what makes a game... a game. Sure, the controls are there and you do the things as instructed... but it lacks any visual feedback greatly and you could have dedicated more time on that. There's no knowing if you're doing things correctly or wrongly, and the circle getting smaller isn't really any good sign of that. It does give a feeling of imminent failure though. I was trying to pace myself but I don't see the circle getting bigger or any indication of it getting stable.
In the end I do notice I could just spam the inputs to keep it stable. I was expecting to be punished on that. However, it could be a good move not to place any punishment on doing it too early because of the lack of sense of the time passing.
If you ever want to tackle something like this next time, I do suggest the music being 60BPM (1 beat per second) or 120BPM (2 beats per second) to keep track of time for the player.
Interaction and response is key, and response is something that is greatly lacking. Nonetheless, a good job on the entry!
Connection Unstable by hotaloca 2021-10-08T13:30:04Z ♥ 2
This was a very nice game!
The mood and the setting is fantastic! I made myself doubt if my choices were correct on the first go, though later on the choices you make later on feels like you're that person dreaming. The background was a good touch too, making sure it conveys their mental state!
The only thing I would like here is just the arrow or scroll wheel controls because that's the first thing I expect to do, but I forgot you guys designed it like a mobile phone, which make the scrolling make sense.