Type Dungeon by roy 2018-05-12T09:49:57Z ♥ 1
I enjoyed this, probably because my typing is decent. I used my Colemak keyboard layout for playing this, and was pleased that it didn't seem to matter since everything was random anyway.
The level generation worked, but it had some problems. Uncommon letters showed up much more often than their usage frequency would suggest. It might have been nice to weigh them toward more common letters. It was also a little disorienting, but not game breaking, when two characters with the same letter showed up next to each other.
The rating system at the end seemed sort of arbitrarily cruel. I think awarding 'titles' like goblin slayer, orc slayer, giant slayer, and so on, would have been a better choice and helped incorporate more of that dungeon crawling theme (and probably easier to do more variety with). Everyone is going to be somewhere different in terms of typing strength, and just saying, the equivalent of "you're bad" isn't going to encourage further improvement. Another option would be an adaptive system, but that only works in certain contexts, here it might be too abusable.
It was nice to have a dungeon-crawler-esque vision system, but it was quite an unusual implementation. It wasn't really the pseudo-line-of-sight based vision I would expect from a dungeon crawler. The key placement could have had some extra logic tacked on as well. Sometimes it was visible from the very beginning of the level. Other times, the key would spawn directly on a time piece, which is kind of annoying in that it basically removes that piece from the level.
The graphics were simplistic and generic. Sometimes I found the letters difficult to distinguish from each other though. I wonder if a larger size, or darker color would have helped. The sound effects were okay, and if you're going to do them every step, music isn't as important as usual. The 'miss' sound effect was (understandably) a bit extra loud, but in general the volume on them felt good.
Personally I would have preferred if the timer didn't start on a level until you pressed your first key as I expected from both a dungeon crawler and a typing game. It helps make the game a little more reliable in that you don't have to worry about the time you spend to find yourself, and it also adds a bit of strategy in that you can plan a route. Those benefits though are at the cost of pacing and action, so I could understand choosing to start the timer right away as well.
Typing is a common genre crossover choice, although usually you have less real interactivity than with this game. It would have been cool to get more of the typing features (like here, characters per minute) or dungeon features (like some dungeon crawl-y combat) in there as well.
Overall, I felt like the game was carried by being fun. Getting in a good generation system, and the heavily execution-driven gameplay gave it a lot of replayability as well. I just wish you had better assets, and explored integrating the genre's more fully in the game.
LD46 — Keep it alive (7)
Friendly Fire by Revetoon 2020-04-26T03:01:03Z ♥ 2
Fire blocked the selection text that was telling you that you were actually selecting the fire. Made it difficult to actually feed it at some point. The fun of the mechanics all seemed to be in doing things you ought not to do =P. The objects found mechanic which felt like the main progress(?) wasn't very clear as far as I could tell about what a thing to find was, and when you found one.
DANGER! Alien Cow Thieves! by Shredmer 2020-04-24T21:56:49Z ♥ 1
Ack, review got eaten, but anyway here's the TLDR. Fun, chaotic, with some target prioritization strategy elements. Odd jump mechanics add to the chaos, no time for deliberately picking up coins. Cows don't obey gravity, possible for player and cows to get stuck to bottom of platforms. Some level/wave mechanics would be nice. Some sort of positive progress and goals other than score. Maybe an eventual victory condition.
Dragon Breeder by imhanner 2020-04-24T05:48:35Z ♥ 0
The graphics were quite nice. The only sad thing is that I didn't have a lot of time to look at the malady descriptions / images because I was too busy playing the game. Maybe they could have been used as a next event preview so learning them would have gameplay relevance for that mastery element.
I saw in the post jam version you added in progress counters, which was needed. It also felt like the difficulty levels were tuned a bit better? It felt like in the jam version Skilled was tuned a bit on the hard side - either that, or those progress counters really made a difference.
Very good.
Protect Thy Cargo by Luke Parker 2020-04-24T04:20:27Z ♥ 0
The whole personal shield mechanic, and positioning your ship to block seemed quite good. The elemental shield mechanic of the carrier however, I didn't have a very good understanding of other than put up the shield when being shot at, and drop it when you're not.
Is the large delay between waves linked to the shield cooldown? Maybe you could immediately drop and refresh the shields once there were no enemy bullets left instead to increase the pace.
Aqua Qaos by AlbionBrown 2020-04-24T03:19:34Z ♥ 0
If you're in my state, you had best hope to live in NorthWestVille, cause every other city is straight up doomed. Simple enough idea, though at this speed, I think I could maybe handle 2 cities =P. It would be better if things just burned to the ground / flooded, slower. A level system where one city is repaired each level (ala missile command) would be nice. Then you could slowly scale up the difficulty as well.
I used a select and act interface, and I think that would work well for this also if you wanted to do keyboard controls. Select a city using the numberpad even, then choose an action. Or select cycle counter clockwise / clockwise with left / right, and raise / lower with up/down (or the wasd equivalent.)
Bon Bon and Eggward by moonblaststudios 2020-04-24T02:49:51Z ♥ 0
Punishing, but pretty fun. Needing to throw the egg in order make jumps is pretty tough. There was an area with two spike spawners on the ground, and two grass platforms in the air, one on the right you need to double jump to, and another area across the way that it seems like shift jumping is the easiest way to get to. The spike area above there is as far as I got. I'm pretty sure the door to the conveyor belt in the area before that is supposed to be open - getting the egg through those triple spawners is tough =P. Really would have been nice if the checkpoints worked XD.
Bit buggy with the gravity occasionally being disabled or something, and it seemed like some spikes the egg could kill, and some killed the egg, so that was a thing. I thought the conveyor belt areas were the most thematic. Getting to the egg to warm it up before time ran out. Those were my favorite mechanics. There were situations that I found myself waiting around for the egg to warm up though, and that was not the best experience. Was that going to be an additional function of the checkpoints? Some of them seemed well positioned for that.
Overall quite enjoyable.
In A Game Wherein by SSStormy 2020-04-24T01:16:55Z ♥ 0
The mood is cool, and it's kinda amusing in a meta way. I was thinking of doing a collection of minigames at one point, in a way this outlines the issue with that - not a lot of time to spend on any of them =P.