There is no way to undo a move? I didn't understand the concept at first so I input a random item into the box, only later to see that the random item I put in was selected later as a required one.
But on my second playthrough I got it all. Cool take on a scavenger hunt game. I like how the hints are hints instead of "get this"
I would have liked to see a proper end screen as I sat at a blank screen for a short while before I realized the game was over.
Reminds me of Doodle Jump, but so much more punishing. I feel like if I miss a single jump it's over. A great, simple game with a cool aesthetic. Killer soundtrack too
Aesthetic is super polished and jumping mechanic feels clean.
The ropes are frustrating. Depending on the distance they spawn away from the nearest platform or the angle of their swing, it becomes close to impossible to get past or even latch onto some of them. Also, restarts should be faster.
``` $ java -jar Fuse.LD49.jar [LWJGL] Failed to load a library. Possible solutions: a) Add the directory that contains the shared library to -Djava.library.path or -Dorg.lwjgl.librarypath. b) Add the JAR that contains the shared library to the classpath. [LWJGL] Enable debug mode with -Dorg.lwjgl.util.Debug=true for better diagnostics. [LWJGL] Enable the SharedLibraryLoader debug mode with -Dorg.lwjgl.util.DebugLoader=true for better diagnostics. Exception in thread "main" java.lang.UnsatisfiedLinkError: Failed to locate library: liblwjgl.so at org.lwjgl.system.Library.loadSystem(Library.java:162) at org.lwjgl.system.Library.loadSystem(Library.java:62) at org.lwjgl.system.Library.(Library.java:50) at org.lwjgl.system.MemoryUtil.(MemoryUtil.java:97) at org.lwjgl.system.Pointer$Default.(Pointer.java:67) at org.lwjgl.system.Callback.(Callback.java:41) at engine.opengl.EnigContext.init(EnigContext.kt:24) at MainKt.main(Main.kt:6) at MainKt.main(Main.kt) ``` ``` $ java --version java 17 2021-09-14 LTS Java(TM) SE Runtime Environment (build 17+35-LTS-2724) Java HotSpot(TM) 64-Bit Server VM (build 17+35-LTS-2724, mixed mode, sharing) ```
It's somewhat difficult to keep track of what is going on because the information given to me is a large list of numbers. I would have preferred to read bar charts and graphs because the exact value of the readings don't matter, only whether or not they are in a certain range does. Great atmosphere
I had trouble with the visualization; after a certain rotation point the graphics seemed to "pop" so it is difficult for me to wrap my head around. Perhaps I just need to think more about this, I dunno. Anyways, I just took the dark colored blocks and it seemed to work. Cool game
I didn't really enjoy the gameplay. I am simply mashing keys aimlessly. For a game that requires so much finger action, I would have liked the on-screen action to match.
I also didn't like the text because it read like it was generated by a computer. I would have preferred some more intentional humor.
It took a while for me to get used to the slow acceleration, but game is pretty cool. I didn't like the 3rd level though because the decaying block and the spike block looked too similar.
I think the game should lean into the math side harder because otherwise it just looks like a Slay the Spire clone. Once I saw the factorization aspects of the game, I enjoyed the game a lot more, but that wasn't immediately evident so the first two levels felt like a slog. For example, the keyword "evaporation" sounds cool but I think the mechanic would be clearer if it were called "factorization" or even simply "division" instead.
I definitely see a great concept from this game, and I am looking forward to see if you have any plans on future development.
I like the concept but the game is somewhat laggy. There are times when the framerate starts to stutter and I miss a grapple I believe I would have hit otherwise.
Very cute game! I love the mathematical modeling behind the concept. Just a minor QoL suggestion, I would like to edit all my cats and view the graph without needing to scroll. I can do this comfortably when I only have 1 cat but when I have 2 or more it gets a little annoying.
Cute game. There are a few minor QoL changes I would like such as being able to use keyboard to stir and not needing to click "try again" after a failed brew.
I also took a peek at the code (because I didn't want to figure out the recipes so I cheated) and I saw you had your items in an array:
It's probably too late to change now, but in the future I recommend against hardcoding IDs like this because the ID doesn't tell you anything about the ingredient and also it is duplicating the index of the array. Instead, consider converting `Items` into a dictionary and then using descriptive IDs:
Looks great, nails the arcade aesthetic. I especially like how the health bar is determined by which part of the ship hit an obstacle. Not sure about the iron construction beams in space, think asteroids are a little more appropriate.
Also, I found a bug where I can infinitely increase score by activating overdrive when dead.
The wall jumping is unforgiving and one section of the map was pretty challenging due to this. But game is quite fun, and I appreciate the background toggle since the effects started getting too much.
Really fun game. There were some UX issues that affected gameplay. Scrolling when zoomed out is over-sensitive and sometimes animals won't join my death ball without having my mouse over them first. But overall fun experience; leveling buildings with animals was quite satisfying.
Really fun game. Pretty challenging though; I'm not that great at FPS and on certain levels it feels like I tackle a table but it doesn't hit. I figured out though that you need to "shoot" the tables when the crosshair turns into a circle.
I love the concept; I can see myself drawing out game states to solve some of these levels. I'm not sure if you have plans for this in the future but would love to see this as a mobile game.
Would it be too late to add two-handed controls? It feels weird to use WS for the right control slide. I would prefer something like DF-JK.
Also, I found out that you can jump while sliding against the wall. I'm not sure if this is intended, but with the correct right control slide setting it became easier to perform certain jumps.
LD49 — Unstable (30)
Happy Glasses by VarunDevs 2021-10-06T16:35:24Z ♥ 1
Simple yet elegant. Just wish the starting container was slightly bigger in the last level so things wouldn't spill by simply moving.
Portal Problems! by LadyMistLeaf 2021-10-06T16:25:53Z ♥ 1
There is no way to undo a move? I didn't understand the concept at first so I input a random item into the box, only later to see that the random item I put in was selected later as a required one.
But on my second playthrough I got it all. Cool take on a scavenger hunt game. I like how the hints are hints instead of "get this"
I would have liked to see a proper end screen as I sat at a blank screen for a short while before I realized the game was over.
Cloudfall by Diego Escalante 2021-10-06T06:50:09Z ♥ 2
Reminds me of Doodle Jump, but so much more punishing. I feel like if I miss a single jump it's over. A great, simple game with a cool aesthetic. Killer soundtrack too
AnoidBuild by lifedrain 2021-10-06T00:19:41Z ♥ 1
I somehow managed to raise the height of my paddle if I drive it against a fallen block that's rotated in a specific way
BOGOSORT by Subsage 2021-10-05T23:49:43Z ♥ 0
Interesting concept. The selection could do some work; after I select the first card the second selection defaults to an arbitrary card.
Unstable Mines by AppoxGames 2021-10-05T23:34:14Z ♥ 1
This game reminds me of Bomberman, trying not to blow myself up. It's great
Alien Disco by Ludokultur 2021-10-05T23:32:05Z ♥ 1
I would suggest more party-like music but I'm unsure if it would fit the well-done aesthetic
Instability by R3L0ad1 2021-10-05T23:26:18Z ♥ 1
Aesthetic is super polished and jumping mechanic feels clean.
The ropes are frustrating. Depending on the distance they spawn away from the nearest platform or the angle of their swing, it becomes close to impossible to get past or even latch onto some of them. Also, restarts should be faster.
The Madness of Larry Donovan by The Lame Brain 2021-10-05T23:12:09Z ♥ 0
My favorite enemy is the green vibrating trapezoid. My least favorite is the pink blob that charges really fast.
Never realized that a bunch of polygons could be so creepy. Eye indicator is quite cool as well.
UNTetris by JaviCoder 2021-10-05T22:57:57Z ♥ 1
The physics is very lenient and I was able to win despite haphazardly pulling the first piece I clicked on. Aesthetic is beautiful.
Fuse by C1FR1 2021-10-05T22:54:32Z ♥ 1
I am running Ubuntu 20.04
``` $ java -jar Fuse.LD49.jar [LWJGL] Failed to load a library. Possible solutions: a) Add the directory that contains the shared library to -Djava.library.path or -Dorg.lwjgl.librarypath. b) Add the JAR that contains the shared library to the classpath. [LWJGL] Enable debug mode with -Dorg.lwjgl.util.Debug=true for better diagnostics. [LWJGL] Enable the SharedLibraryLoader debug mode with -Dorg.lwjgl.util.DebugLoader=true for better diagnostics. Exception in thread "main" java.lang.UnsatisfiedLinkError: Failed to locate library: liblwjgl.so at org.lwjgl.system.Library.loadSystem(Library.java:162) at org.lwjgl.system.Library.loadSystem(Library.java:62) at org.lwjgl.system.Library.(Library.java:50) at org.lwjgl.system.MemoryUtil.(MemoryUtil.java:97) at org.lwjgl.system.Pointer$Default.(Pointer.java:67) at org.lwjgl.system.Callback.(Callback.java:41) at engine.opengl.EnigContext.init(EnigContext.kt:24) at MainKt.main(Main.kt:6) at MainKt.main(Main.kt) ``` ``` $ java --version java 17 2021-09-14 LTS Java(TM) SE Runtime Environment (build 17+35-LTS-2724) Java HotSpot(TM) 64-Bit Server VM (build 17+35-LTS-2724, mixed mode, sharing) ```
Crisis: Reactor by arkinrev 2021-10-05T22:35:53Z ♥ 0
It's somewhat difficult to keep track of what is going on because the information given to me is a large list of numbers. I would have preferred to read bar charts and graphs because the exact value of the readings don't matter, only whether or not they are in a certain range does. Great atmosphere
4D Jenga by Tesseract 2021-10-05T04:05:50Z ♥ 1
I had trouble with the visualization; after a certain rotation point the graphics seemed to "pop" so it is difficult for me to wrap my head around. Perhaps I just need to think more about this, I dunno. Anyways, I just took the dark colored blocks and it seemed to work. Cool game
SteamScale by The crane 2021-10-05T03:52:45Z ♥ 2
Please do not compress your project before uploading to Github.
Hardwork Simulator by cabjhegas 2021-10-05T02:46:39Z ♥ 1
I didn't really enjoy the gameplay. I am simply mashing keys aimlessly. For a game that requires so much finger action, I would have liked the on-screen action to match.
I also didn't like the text because it read like it was generated by a computer. I would have preferred some more intentional humor.
Break Through by Richard Jiang 2021-10-05T02:20:19Z ♥ 1
It took a while for me to get used to the slow acceleration, but game is pretty cool. I didn't like the 3rd level though because the decaying block and the spike block looked too similar.
The Battle Alchemist by cirno 2021-10-05T01:43:58Z ♥ 1
I think the game should lean into the math side harder because otherwise it just looks like a Slay the Spire clone. Once I saw the factorization aspects of the game, I enjoyed the game a lot more, but that wasn't immediately evident so the first two levels felt like a slog. For example, the keyword "evaporation" sounds cool but I think the mechanic would be clearer if it were called "factorization" or even simply "division" instead.
I definitely see a great concept from this game, and I am looking forward to see if you have any plans on future development.
Celestial Heights by shp 2021-10-05T01:32:52Z ♥ 1
I like the concept but the game is somewhat laggy. There are times when the framerate starts to stutter and I miss a grapple I believe I would have hit otherwise.
~☆~ Nekolibrium ~☆~ by Chris Dirkis 2021-10-05T01:29:42Z ♥ 2
Very cute game! I love the mathematical modeling behind the concept. Just a minor QoL suggestion, I would like to edit all my cats and view the graph without needing to scroll. I can do this comfortably when I only have 1 cat but when I have 2 or more it gets a little annoying.
Unstable Vampire: A Text based Infinite Runner by Dobryn 2021-10-05T01:10:01Z ♥ 0
Sorry, but where is the source code? I clicked on the link but I can't find it.
Unstable Concoction by theviraldragon 2021-10-05T01:04:22Z ♥ 4
Cute game. There are a few minor QoL changes I would like such as being able to use keyboard to stir and not needing to click "try again" after a failed brew.
I also took a peek at the code (because I didn't want to figure out the recipes so I cheated) and I saw you had your items in an array:
``` Items: [ { id: 1, name: 'Fire lily', type: ItemType.INGREDIENT }, { id: 2, name: 'Aqua bloom', type: ItemType.INGREDIENT } ] ```
It's probably too late to change now, but in the future I recommend against hardcoding IDs like this because the ID doesn't tell you anything about the ingredient and also it is duplicating the index of the array. Instead, consider converting `Items` into a dictionary and then using descriptive IDs:
``` Items: { "FIRE_LILY": { displayName: 'Fire lily', type: ItemType.INGREDIENT }, "AQUA_BLOOM": { displayName: 'Aqua bloom', type: ItemType.INGREDIENT } } ```
Now creating recipes is a whole lot easier:
``` { ingredients: ["FIRE_LILY", "AQUA_BLOOM"], product: "ACIDIC_WATER" }, ```
If you want to iterate over all items, you can use `Object.keys(Items)`.
I also liked how the code permitted recipes that require more than two ingredients. Very nice practice.
Critical Mass by Parker Nalch 2021-10-04T04:43:44Z ♥ 1
Looks great, nails the arcade aesthetic. I especially like how the health bar is determined by which part of the ship hit an obstacle. Not sure about the iron construction beams in space, think asteroids are a little more appropriate.
Also, I found a bug where I can infinitely increase score by activating overdrive when dead.
Going Postal by Delightfullymad 2021-10-04T04:37:04Z ♥ 1
Avant-garde, I like the aesthetic. It's a little too easy to indefinitely dodge the envelopes once you can establish a route.
Dreamy Dimension Dive by zacryol 2021-10-04T04:25:30Z ♥ 1
The wall jumping is unforgiving and one section of the map was pretty challenging due to this. But game is quite fun, and I appreciate the background toggle since the effects started getting too much.
emoceans by ty_ 2021-10-04T00:52:29Z ♥ 2
Very cute and the name is funny
Giant Horse Deathball by fakefirefly 2021-10-04T00:49:36Z ♥ 1
Really fun game. There were some UX issues that affected gameplay. Scrolling when zoomed out is over-sensitive and sometimes animals won't join my death ball without having my mouse over them first. But overall fun experience; leveling buildings with animals was quite satisfying.
Tables & Tremors by SlimmerBurger 2021-10-04T00:33:56Z ♥ 2
Really fun game. Pretty challenging though; I'm not that great at FPS and on certain levels it feels like I tackle a table but it doesn't hit. I figured out though that you need to "shoot" the tables when the crosshair turns into a circle.
Hot nucleus by c64cosmin 2021-10-04T00:16:53Z ♥ 2
This reminds me of those typing games I used to play when I was learning how to type. Great aesthetic.
Flip the board by Baturinsky 2021-10-04T00:05:39Z ♥ 1
I love the concept; I can see myself drawing out game states to solve some of these levels. I'm not sure if you have plans for this in the future but would love to see this as a mobile game.
Unsteady Bounce by Comfy 2021-10-03T18:15:58Z ♥ 1
Would it be too late to add two-handed controls? It feels weird to use WS for the right control slide. I would prefer something like DF-JK.
Also, I found out that you can jump while sliding against the wall. I'm not sure if this is intended, but with the correct right control slide setting it became easier to perform certain jumps.