Christmas Cookies by hissssssssss 2014-01-06T15:15:00
I liked it! It is strange how such a simple mechanic can in fact evoke some of the sensation of trying to focus on work while permanently being tempted to do something else, and as the compulsion unconsciously grows, it becomes increasingly more difficult to work. Not sure if that is what you meant, but it really reminds me of the god damned Twitter and Facebook tabs tempting me as I try to focus on coding or something.
Also, this is one of the most 'cost-effective' designs I've seen in this LD! With a very small amount of technology and assets, you managed to conjure a rather unique theme. I've rated you better than several system-heavy games! This game is almost a manifesto against the feature creep. haha
Great job!
LD29 — Beneath the Surface (6)
Infection by InfectionTeam 2014-05-11T01:21:00
Hey there! Finally managed to play this game, and I gotta say - I am AMAZED! The amount of stuff you guys managed to put in the game is simply unbelievable, together with pretty solid art and polish. The music also fits well, and the overall SFX is very competent. Seriously, dudes. This is amazing!
On the constructive criticism side, I think it would be better if level 1 was way slower and easier, so that people have some time to get used to character control / aiming / looking at ammo and health / collecting cells and buying stuff and pretty much understanding what is going on before actually having to face real difficulty. Kinda like a hands on tutorial disguised as level 1, you know?
Also, the art style and execution is GREAT (as always, it seems, you rock at this, man!), but I think it could be tweaked a bit for gameplay clarity purposes. In a nutshell, I think you could color code the gameplay relevant stuff in a very distinct way (specially the avatar, the enemies and the cells, which are the things that you have to spot quickly in the middle of the action in order to play), and make them always visible (maybe they could emit light to highlight them from the scenery?).
These minor feedbacks apart, this is clearly one of the best games I have played in this LD. Congratulations! :D
PS.: We GOTTA jam together eventually. Just way till we're more comfortable working with Unity. ;)
Please Come Back by PapyPilgrim 2014-05-08T14:05:00
Wow, that was INTENSE! :O
On my first shot I managed to stay afloat but the boat never came back and the screen got black (which I felt as the sun going down and, with it, any realistic hope of rescue). I kept swiming and pressing the call for help button (although the screaming sound ceased) for a good 2-3 minutes after the screen was black, even though I honestly didn't believe anything would happen. Still, I kept trying and struggling for a while - I just wouldn't let go!
Then I felt it was the end. A quite sad one, in fact! Then I read through the rest of your description (the one flagged as spoiler) and tried again. I managed to see the intended ending - man, DESPAIR! Seeing the boat and being unable to call for help! It is horrible! The stamina simulation was great - I understand that turning the mouse wheel becomes less and less effective with time, right? Anyway, I slowly faded to black. It was quite depressive - which is probably why the game left such a strong mark!
Finally, I tried to get the "good" ending a few times, but once I let myself sink a bit in order to trigger the return of the boat, I can't seem to stay afloat anymore, no matter how hard I try (I nearly destroyed my mouse in the process! hahaha). I didn't manage to see the good ending, but trying to go for it and being unable too only reinforced the impression left by the intended ending. Man. I literally held my breath here. What the hell! Good job!
Overall, I'm rating this game really high, as it displays what I personally like the most in the strongest compo entries: a visceral experience that I will remember for some time, and that was built with few elements (all of which necessary, though).
Top rating in innovation, theme and mood! The theme is the very reason for the game to exist, and it is integrated in the very mechanics. I don't think it can get any better than that. Considering my genuine effort to not drown even on my first attempt (the one where I kept swimming and crying for help for like 3 minutes after having no audiovisual feedback) and then my successive failures at getting the good ending, I must say I was hooked. This is an indication of superb mood for me.
My only constructive criticism goes on the sound department. I really liked the music and sound implementation overall (the extra layer of instrument that gets muted underwater, specially, and the inability to call for help underwater which also contributes to the sense of despair), but I think the ambient music is quite relaxing, which kinda generates a cognitive dissonance for me. I think it would work better if, as stamina started decreasing and you spent more and more time underwater, the music changed to some heavy, fast percussions instead of something relaxing. Maybe some good old microphone recorded heavy breathing when above water would also increase the sense of despair, specially because it would be muted when underwater.
Anyway, all in all an stellar performance! I think that, unfortunately, a big part of this community will only favor traditional games that are fun in a traditional manner (the very bias you discussed in your post about consistent rating), so I'm guessing some people will just go like "ah, I didn't have fun, I'm actually feeling bad, so I'll give it 1 star", which might drag you down a bit in terms of score. Well, not for me. I wish that seeing bold entries like this was more common nowadays. Top ratings here, buddy, congratulations!
Wireside by Solifuge 2014-05-06T22:15:00
Wow, this is just GREAT!
It is exceptionally well written (should have guessed by the detailed comments you left us!), and the 'dark world' twist on the tactics gameplay was awesome! I also loved the take on the theme - Ray Kurzweil stuff seem to be quite popular these days! :D
The interface / controls get in the way a bit - the one thing I think would make the most difference in that department would be increasing the clickable area of things (characters, walk button, etc) and making them highlight when you are over them. I believe these two adjustments alone would greatly reduce the amount of times one accidentally clicks outside the command areas and end up cancelling it and having to redo it.
Anyway, this is an exceptionally complex and well realized entry for a 72 hours timeframe. Quite impressive! Congrats, and thanks once again for the detailed comments on our game!
Cheers
Ice Treasure by EpiphanyG 2014-05-03T05:18:00
I really like the main idea! As some of our fellow devs mentioned, it is a bit too simple as it is, but it's a great base to expand on. The thing on queuing commands is very interesting, as is the hidden strategy that you slowly starts to uncover (maybe a second layer of implementation of the theme?). :)
Overall, my only complaint is that you have to rely too much on luck even if you optimize your melting path to avoid travelling long distances and maximize visibility. Maybe if tiles that were adjacent to buried objects were different, it could add some extra complexity to the game, as it would favor the strategy of not checking ALL tiles. Another interesting twist would be if there were random walls placed on the board that made your torch have to go around them to reach other areas, losing time in the process! That would make it a lot more complex, as you'd have to manage your systematic exploration of tiles in the context of different shapes of local areas.
Anyway, I see the potential of a really fun puzzle game. Do let me know if you further develop it, I'd love to take a look!
Cheers
this is kevin by hbocao 2014-05-02T17:50:00
Really liked it! The Sokoban mechanic never gets old, and I liked the twist of bridge building that gives rise to new ways of exploring the possibilities of block pushing to create puzzles.
Still in that department, I was amazed by the quality of the level design! How long did you guys take conceiving the levels? I always wondered what the process is like to conceive puzzles - I guess that's an ability I'll never have! The last level, in particular, is ingeniously evil! The first approach obviously goes by ignoring all the other islands and trying to go for the shortest way, only to find out that you actually don't have enough crates and have to start over through the long way. Brilliant level design, honestly.
On what some dev fellows are complaining (about you only touching the theme too lightly), I tend to disagree. I see the theme pretty much as a general guidance and a mandatory element that adds fun to the competition, and you guys *DID* include it (actually in a smart way!). You're getting more points in that category from me than games that are *just* about digging or diving. I like games which have more than a single layer of meaning. :)
Finally, the two endings. I only got to see the 'bad' one (from what I'm reading in other folks' comments). Not fair! I went that extra mile to solve the last puzzle in a way per which I'd have that spare crate! I do understand what you guys aimed for (not all sides of our personalities should necessarily be nurtured or saved), but from a player experience standpoint, it sounds unfair. I wouldn't remove the mechanic, though - instead, just add a message that says "you got the bad ending" and let the player play the level again! I would do that to see the good ending if I didn't have to play the whole game again.
Still, one of the most complete and enjoyable entries I have played in this LD. You're surely getting high grades from me. Congrats! :D
Vaults Inc by Bruno Massa 2014-05-01T13:39:00
My final score: 159! Is that a lot?
I really liked the base mechanics once I understood them (didn't take too long). The interface is super juicy and well polished, which is a very rare thing to see in Ludum Dare. I also liked how it is informative in allowing you to understand the economic impacts of placing a block before you actually confirm its placement. Still on the interface, if there's one thing I missed was a more clear way to seeing how adjacency influenced the resources outcome (ie. with the new block placed but not yet confirmed, it would be nice to understand from which adjacent blocks I'm getting +1s and -1s to the different resources).
Also, once you finish one playthrough, the objective is made extremely clear, as you get to see your final score and then challenge yourself to make more points next time! However, on the first playthrough, it's not very clear what is the objective. I think it would be great if you added something like a progress bar that clearly showed you approaching the end of your turns - so that people think something like "OMG only 8 turns left, I better start converting all that infrastructure into population for a final score rush" or something. I believe that having a clear perception on when the game is about to end would make it more emotionally engaging.
Finally, the thing with the adjacent tiles inter-relationship is AWESOME, you should definitely explore it!
Awesome game.
Finally, my compliments for making a board-like game with innovative rules in a game jam! It takes extra bravery to build rules from scratch in such a tight timeframe and still end up with something that is playable and fun! 5/5!