Foon → Ludum Dare Explorer → Users → gustavo.christino
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | 👥 | Thoughts from the Depths | jam | 3.19 | 3.00 | 2.94 | 4.19 | 3.31 | 2.93 | 3.69 | |||
| 2022 | 51 | Every 10 seconds | 👥 | Wizards Against Salad | jam | 2.00 | 2.50 | 3.50 | 3.00 | 2.50 | 2.50 | 5.00 | |||
| 2022 | 50 | Delay the inevitable | 👥 | Mini Game DUD | jam | 2.50 | |||||||||
| 2021 | 49 | Unstable | Umine | compo | 547 | 2.18 | 1.98 | 2.05 | 2.59 | 1.98 | 1.93 | 2.18 | 1.95 | ||
| 2021 | 48 | Deeper and deeper | 👥 | Depths of Hope | jam | 1623 | 3.02 | 2.62 | 2.47 | 3.80 | 3.64 | 3.67 | 2.66 | 3.48 | |
| 2020 | 47 | Stuck in a loop | 👥 | Inferno of Espantalho | jam | 1662 | 2.16 | 2.17 | 2.39 | 2.10 | 2.27 | 1.97 | 2.16 | ||
| 2020 | 46 | Keep it alive | 👥 | Seeking Power | jam | 2446 | 2.69 | 2.64 | 2.65 | 3.29 | 2.49 | 2.81 | 2.58 | 2.53 | |
| 2019 | 45 | Start with nothing | 👥 | Cerrado Rangers | jam | 3.55 | 3.40 | 3.40 | 3.15 | 3.79 | 3.29 | 3.29 | 3.86 | ||
| 2019 | 44 | Your life is currency | 👥 | Lost Hearts | jam | 1126 | 2.50 | 2.28 | 2.13 | 2.32 | 3.26 | 2.61 | 2.89 | ||
| 2018 | 43 | Sacrifices must be made | 👥 | Catch the Llama | jam | 988 | 2.70 | 2.26 | 2.52 | 3.04 | 2.70 | 2.52 | 2.42 | ||
| 2018 | 43 | Sacrifices must be made | 👥 | Don't be a feast | jam | 2.83 | 2.75 | 2.25 | 3.00 | 3.25 | 2.92 | 3.00 | |||
| 2018 | 42 | Running out of space | 👥 | Roguenoc | jam | 1263 | 2.44 | 2.22 | 2.66 | 2.82 | 1.89 | 1.98 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Learn Runner | jam | 1080 | 2.83 | 2.71 | 2.57 | 2.91 | 2.57 | 2.88 | 3.03 | 2.68 | |
| 2017 | 40 | The more you have, the worse it is | 👥 | Scraps | jam | 948 | 3.02 | 2.86 | 2.98 | 3.82 | 2.88 | 2.79 | 2.89 | 2.95 | |
| 2017 | 38 | A Small World | 👥 | Ain't Big Enough | jam | 288 | 3.53 | 3.52 | 3.13 | 4.00 | 3.53 | 3.33 | 3.44 | 3.55 |
gustavo.christino leaves an average of 29.2 feedback comments each event.
I finished with zero peril. I will try with other choices.
Thanks for the game.
I believe it is a game with potential and challenging. I felt a bit lost about the win and loss conditions (speaking of just playing, not having read the descriptions and such before).
Thanks for the game!
I'm so good at this (contains irony).
It took me a long time to win.
I don't think I fully understand how individual altars work.
It would be interesting to use the RMB to fill the mana, and maybe use the mouse wheel to spawn the spheres, to reduce the button overload a bit (but that's what I say because I'm not used to using QE in many games. messing up the keyboard, so please ignore it if players more keyboard users prefer).
Thanks for your game! :)
"What am I doing?" T.T Hahahahahahah.
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/eLqwYHpqMLw
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/7LTUa_AV6fY
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/-ob1C7I97ag
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/j-mJlfKNyFw
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/Hkd3mLIHMkE
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/kls2So5T4fo
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/GRv3bI0ubD4
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/2jQxS-C-H74
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/JvzK6FLAwcM
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/pMFcFhJV56I
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/8mzlnT7WVCg
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/WQDZiM-sFE0
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/__YwCxZw4ug
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/VB66DN-Brl4
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/_CBfB6N_o2o
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/gJEDwH7FtCo
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/9L2uPGsJV4g
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/3BRxQRgkcBg
I finally managed to finish the gameplays and uploaded the game session for this game. I hope you like it and that my comments can be understood as those most interested in enabling improvements to the project.
Thank you for requesting this gameplay!
https://youtu.be/1yhSaV_G55o
Abaixo está o vídeo e gameplay onde jogo dois jogos, um deles é o seu. :) Espero que goste, logo farei uma revisão completa do seu jogo.
Below is the video and gameplay where I play two games, one of them is yours. :) I hope you like it, soon I will do a complete review of your game.
https://www.youtube.com/watch?v=hmF1iLXC0nQ
Abaixo está o vídeo e gameplay onde jogo dois jogos, um deles é o seu. :) Espero que goste, logo farei uma revisão completa do seu jogo.
Below is the video and gameplay where I play two games, one of them is yours. :) I hope you like it, soon I will do a complete review of your game.
https://www.youtube.com/watch?v=hmF1iLXC0nQ
Soon I will play some more and do a detailed analysis (just like I did for the other games played in the other videos). :)
https://www.youtube.com/watch?v=bVa3PizAFw8
Soon I will play some more and do a detailed analysis (just like I did for the other games played in the other videos). :)
https://www.youtube.com/watch?v=bVa3PizAFw8
Soon I will play some more and do a detailed analysis (just like I did for the other games played in the other videos). :)
https://www.youtube.com/watch?v=bVa3PizAFw8
In this video I played your game and five other games. Soon I will make a detailed analysis via comment. :)
I will check on the post-jam version soon as well (right after the review).
https://www.youtube.com/watch?v=kAQ0odowKTg
In this video I played your game and five other games. Soon I will make a detailed analysis via comment. :)
https://www.youtube.com/watch?v=kAQ0odowKTg
@mizatorian…
I've played your game here (as you asked). :)
I will make the full analysis soon.
https://youtu.be/lciF4F6MkJw
@jacobrutter…
I've played your game here (as you asked). :)
I will make the full analysis soon.
https://youtu.be/lciF4F6MkJw
@saintchristopher777…
I've played your game here (as you asked). :)
I will make the full analysis soon.
https://youtu.be/lciF4F6MkJw
@interface…
I've played your game here (as you asked). :)
I will make the full analysis soon.
https://youtu.be/lciF4F6MkJw
@tomz-best...
As soon as possible I will make my analysis. :)
https://www.youtube.com/watch?v=hJ5NvUWYiJM
@etrealjunior...
As soon as possible I will make my analysis. :)
https://www.youtube.com/watch?v=hJ5NvUWYiJM
@roidz...
As soon as possible I will make my analysis. :)
https://www.youtube.com/watch?v=hJ5NvUWYiJM
@felo07...
As soon as possible I will make my analysis. :)
https://www.youtube.com/watch?v=hJ5NvUWYiJM
@chesschaser...
As soon as possible I will put my analysis here too. I hope you enjoy the video.
https://youtu.be/7dy-tdwK9eQ
@lsk...
As soon as possible I will put my analysis here too. I hope you enjoy the video.
https://youtu.be/7dy-tdwK9eQ
[PT-BR] Há alguns pontos de salvamento nesta parte. Hahahahah. O importante é sobreviver. u.u
[EN] There are some save points in this part. Hahahahah. The important thing is to survive. u.u
[PT-BR] E então... O fim (e o recomeço).
[EN] And then ... The end (and the restart).
[PT-BR] Começando a pegar o jeito (gostaria que elementos que eu posso interagir ficassem contornados de alguma cor, acho que eu teria mais facilidade em perceber). Hahahahah.
[EN] Starting to get the hang of it (I would like elements that I can interact with to be outlined in some color, I think I would have an easier time noticing). Hahahahah.
[PT-BR] Engraçado. ^^. Hahahahahah.
[EN] Funny. '-' Hahahahah.
[PT-BR] Consegui! Eu estava jogando sem som, daí perdi o que precisava.
[EN] Got it! I was playing without sound, so I lost what I needed.
[PT-BR] Eu ainda estou tentando concluir o jogo. @.@
[EN] I am still trying to complete the game. @.@
[PT-BR] Creio que a colisão com o item poderia ser facilitada (precisar passar por cima é complicado). Ou ao menos adicionar um colisor usando uma tecla (Space por exemplo) para pegar poções próximas. @.@ Tentarei jogar mais algumas vezes para ver se consigo encerrar/vencer (daí venho falar um pouco mais).
[EN] I believe that collision with the item could be facilitated (needing to go over it is complicated). Or at least add a collider using a key (Space for example) to get nearby potions. @.@ I'll try to play a few more times to see if I can finish/win (then I'll talk a little more).
[PT-BR] Ainda jogando (na primeira tentativa o jogo estava travando muito, espero que não continue assim na próxima). Gostaria de experimentar melhor.
[EN] Still playing (on the first attempt the game was crashing a lot, I hope it won't continue on the next one). I would like to experience it better.
**[PT-BR] Análise...**
1 - Mecânicas, Aprendizado e Fluxo: São diversos puzzles: encontrar a chave, pegar a pista de ir na pirâmide, pegar o dispositivo, fazer o puzzle das cores para pegar carga... Eu (infelizmente) não conseguir até o final (porque fico tonto/enjoado facilmente com jogos 3D). Não sei dizer quão perto eu estava do final. @.@ Ao que entendi eu precisaria ir até o local com elevador e resolver o puzzle para a engrenagem. Aprender a jogar demorou um pouco (uma ou duas vidas); isso porque os limites do cenário espelhado estavam um pouco difíceis de reconhecer. Como o jogo é de puzzles, não senti um crescimento grande na dificuldade (senti uma pegada que me fez lembrar do jogo Portal).
2 - Gráficos, Áudio e Narrativa: Arte gráfica que chamou a atenção no primeiro momento (só o detalhe dos limites do cenário me confundirem). A música acaba se tornando repetitiva depois de alguns minutos, sei que combina com a "cristalidade" do cenário (não sei se remetendo à memória). Os efeitos sonoros são simples e funcionam como deveriam para tempo de game jam. Gostaria de saber mais sobre a história que eu não consegui alcançar (infelizmente).
3 - Cultura: Como referido, o jogo Portal e outros puzzles com exploração tridimensional são fortes referências.
4 - Monetização: Suponho que a adição de mecânicas possa direcionar o projeto a algo estendido e polido, possibilitando a venda do jogo em game stores.
**[EN] Analysis...**
1 - Mechanics, Learning and Flow: There are several puzzles: find the key, pick up the clue to go to the pyramid, pick up the device, do the color puzzle to pick up cargo ... I (unfortunately) didn't make it to the end (because I get dizzy / sick easily with 3D games). I can't say how close I was to the end. @. @ As I understand it I would need to go to the place with an elevator and solve the puzzle for the gear. Learning to play took a while (one or two lives); this is because the limits of the mirrored scenario were a little difficult to recognize. As the game is a puzzle game, I didn't feel a big increase in difficulty (I felt a footprint that reminded me of the Portal game).
2 - Graphics, Audio and Narrative: Graphic art that caught my attention at the first moment (only the detail of the limits of the scene confused me). The music ends up becoming repetitive after a few minutes, I know that it matches the "Christianity" of the scene (I don't know if referring to memory). The sound effects are simple and work as they should for game jam time. I would like to know more about the story that I was unable to reach (unfortunately).
3 - Culture: As mentioned, the game Portal and other puzzles with three-dimensional exploration are strong references.
4 - Monetization: I suppose the addition of mechanics can direct the project to something extended and polished, making it possible to sell the game in game stores.
[PT-BR] Por favor, ao compactar faça uma pasta para quando descompactar não aparecerem tantos arquivos no contexto de extração. Hahahahah. Agora testarei o jogo.
[EN] Please, when compressing, make a folder so that when you unzip, not so many files will appear in the extraction context. Hahahahah. Now I will test the game.
[PT-BR] Ganhei da minha namorada. Mahahahahah.
[EN] I beat my girlfriend. Mahahahahah.
**[PT-BR] Análise...**
1 - Mecânicas, Aprendizado e Fluxo: Demorei um pouco para entender que interagir com objetos descritivos levariam a liberação de movimentação. Creio que isso tenha a ver com a narrativa (talvez) de não gerar algum tipo de "paradoxo temporal" (mas não consegui confirmar, porque morri tanto que me frustrei e abandonei o jogo na terceira sala). Aprender a jogar prioriza a exploração em um primeiro ponto, depois é tentativa e erro. Fui descobrir as armadilhas apenas depois de avançar até a terceira sala (por sempre verificar os objetos em jogos do estilo Virtual RPG (doravante VRPG)); ao jogar a segunda vez eu pulei isso e descobri que não deveria. O efeito sonoro de liberação de armadilhas é também usado quando ativa algumas armadilhas (e isso me atrapalhou bastante).
2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram muito bonitos (especialmente em tempo de game jam). Há uma flutuação estranha na câmera (não sei se é proposital). O som me traz memórias de jogos no estilo VRPG. Em geral, os efeitos sonoros e objetos de cena ficaram bonitos e confortáveis. Gostaria que a narrativa fosse entregue com comentários mais subjetivos (talvez), assim eu confirmaria a hipótese de estar evitando um paradoxo temporal. Localizar para inglês poderia ajudar a alcançar mais pessoas.
3 - Cultura: O jogo parece ter uma pegada psicológica e, ao mesmo tempo, beber bastante de VRPG. Com algumas armadilhas cartunescas.
4 - Monetização: Creio que em uma versão polida, com possibilidade de voltar o tempo alguma(s) vez(es) poderia render uma jogabilidade mais empolgante. Gostaria de ver algo do tipo evoluindo e sendo vendido em stores como Steam e Epic Games Store.
**[EN] Analysis...**
1 - Mechanics, Learning and Flow: It took me a while to understand that interacting with descriptive objects would lead to the release of movement. I think it has to do with the narrative (perhaps) of not generating some kind of "temporal paradox" (but I couldn't confirm it, because I died so much that I got frustrated and abandoned the game in the third room). Learning to play prioritizes exploration at first, then it's trial and error. I went to discover the traps only after advancing to the third room (for always checking objects in Virtual RPG games (hereinafter VRPG)); when playing the second time I skipped this and found that I shouldn't. The sound effect of trapping is also used when activating some traps (and this has really disturbed me).
2 - Graphics, Audio and Narrative: The graphics were very nice (especially in game jam time). There is a strange fluctuation in the camera (I don't know if it's on purpose). The sound brings me memories of VRPG-style games. In general, the sound effects and scene objects were beautiful and comfortable. I would like the narrative to be delivered with more subjective comments (perhaps), so I would confirm the hypothesis that I am avoiding a temporal paradox. Finding for English could help reach more people.
3 - Culture: The game seems to have a psychological footprint and, at the same time, drink a lot of VRPG. With some cartoon traps.
4 - Monetization: I believe that in a polished version, with the possibility of going back some time(s) it could yield a more exciting gameplay. I would like to see something like that evolving and being sold in stores like Steam and Epic Games Store.
PT-BR: Este erro ocorreu quando eu tentei apertar "comment" sem ter selecionado alternativas.
EN: This error occurred when I tried to press "comment" without selecting alternatives.
~~Still playing now...~~ :)
I'm trying to figure out what is happening. Hahahahahah.
I think I get it! :) o/ And it's fun!
~~I'm still playing.~~ ^^
For now I'm trying to understand how to play (I saw that you can click on the exclamation and choose between "and", but I didn't understand what the buttons are for (I didn't have much feedback for what)).
PS: I can hear the audio, I will try to pay more attention.
Now that I've played the second level, I understand a lot more how I interact.
Now things got complicated very quickly. Hahahahah.
It seems that some buttons no longer work to fix things. I tried to interact with the third mouse from right to left and he didn't seem to stop exclaiming (exclamation). I don't know if the information got out of place ... or if they exclaim without being the problem with them. @.@
I feel that my ears need to improve a lot. Hahahahah. I can't get far from there.
~~I'm still playing.~~ :)
I took this screenshot to show that on my computer the button ended up on top of the text (I believe it has to do with the resolution and the choice of alignment of the parts of the HUG on the Unity3D Canvas).
Hahahahahah. First death we never forget. Hahahahahah.
This time I appeared already dying. @.@
These black holes picking up from behind are very unpleasant things. I think it would be interesting for them to stop being a problem as soon as we are no longer seeing them in the horizontal line (forward). ><
I feel like I'm running away from an invisible enemy (hahahahah, not that I can observe a black hole directly).
I think it would be a good polish for the project if it were possible to speed up the speed (so I could make the game go faster by pressing F or some button on the screen, for example).
~~Still playing...~~
**:)**
I'm trying to play, but I'm not able to interact. Is the screen cutting just above the buttons or something?
PS: Windows's version.
Please let me know if I am missing something or if it is an error and fix the Windows version.
I will play again. :)
The first time I played I reached the third level (after two battles with relatively strong creatures).
When I entered the village I went directly to the first house, then the LOADING screen started and the game didn't come back.
This screen is very unpleasant, if you can change it to an animation showing a character doing something, it could be more fun.
Are there any errors occurring at my computer?
I can only feed, sacrifice and make the day go by. I can't get more stuff and new features.
PS: I will do the analysis, then I will play the post Ludum Dare version to compare and appreciate the result. :)
It makes me a little/bit sad. Hahahahah.
I'll write a review about the game...
Estou escrevendo uma análise. :)
I'm writing an analysis. :)
Apenas para favorecer a correção, a imagem abaixo é de onde o botão "back" não funcionou (ao menos para mim).
Just to favor the correction, the image below is where the "back" button didn't work (at least for me).
Estou escrevendo uma revisão/análise sobre o jogo.
I am writing a review/analysis about the game.
Joguei de novo e eu estou escrevendo uma análise.
I played again and I am writing an analysis.
Oh, no! Hahahahah.
It is possible to stay outside the rooms fishing for enemies, as they stop following.
Gogogo!
\o
I had a little problem with being stuck outside the playing area for a while (then it went back to work). Then I recorded the image to suggest taking a look at it. ^^ '
Game with easy learning (just using the mouse). Balanced game flow at first (fun at first), then it gets a little tedious (suggestion to add new forms of interaction).
Sufficient graphic art to convey the concept (can be polished after an event). Very fun music. Funny sound effects. Simple and direct narrative (can be polished later).
Congratulations! :)
I don't know if it's an overlapping error between images ... Maybe the image below will help to find and correct it.
// The face appears to be superimposed here.
I wish there was a little more time to respond. Hahahahahah.
// Then I had an error (shortly after talking about "harem").
I liked very much. Evolving and protecting. :)
A parte mais complicada para mim foi ter que navegar pela tela para apertar o botão de confirmar, de resto o jogo no estilo "Campo Minado" (Minesweeper) ficou bem interessante.
The most complicated part for me was having to navigate the screen to press the confirm button, otherwise the game in the "Minesweeper" style was very interesting.
I will play more. ^^'
Sempre começo testando o botão de saída. Hahahahahahah. Nada de mais. Eu vou dar continuidade! Ainda jogando, testando e (em seguida) faço minha análise. :) \o
I always start by testing the exit button. Hahahahahahah. Nothing more. I will continue! Still playing, testing and (next) doing my analysis. :) \o
Just to make corrections possible, pointing out the layer of this stone that could be corrected. :) Maybe you already noticed.
Another interesting correction that could be made, some way to make the tongue return faster if the person lowers it (or another solution equivalent to that).
O que eu acabei de ver!? What did I just see!?
Hahahahahahah!
Oh, no. Logo agora que eu estava me soltando no jogo, com a trilha sonora e tudo mais. Desapareceu o "pulador". T.T
Oh, no. Right now that I was loosening up in the game, with the soundtrack and everything. The "skipper" disappeared. T.T
Talvez seria interessante adicionar a morte do personagem caso ele caia a partir de determinada altura em relação ao eixo y, para ele não ficar caindo eternamente assim.
Eu ainda estou jogando.
Perhaps it would be interesting to add the character's death if he falls from a certain height in relation to the y-axis, so that he doesn't keep falling like that forever.
I'm still playing.
Análise...
1 - Mecânicas, Aprendizado e Fluxo: Realmente fiquei muito confuso tentando entender a proposta. Consegui entrar em diversas pastas e tudo mais (mas deletar não fazia diferença, entrar novamente implicava em reaparecimento de todas as pastas). Eu notei que havia uma pegada de transmissão de vírus ou algo do tipo, entre arquivos infectados. Mas parecia que não importava, com o tempo todos se infectavam, mesmo que eu conseguisse zerar os arquivos temporariamente (ao menos foi o que eu entendi que estava acontecendo). Aprender a navegar foi intuitivo, porque fazia referência aos sistemas operacionais conhecidos (especialmente o sistema de arquivos do Windows). As referências foram engraçadas (incluindo deletar a própria lixeira). O fluxo de jogo ficou meio frustrante ao meu ver, pois não estava fácil entender o que poderia ser feito.
2 - Gráficos, Áudio e Narrativa: Os gráficos foram suficientes para entender o ambiente, mas senti falta de feedback visual para entender meu objetivo e as condições de vitória e de derrota. Senti falta de áudio (ao menos efeitos sonoros típicos de computador, ou releituras divertidas, assim como ocorreram em outros pontos). A narrativa não foi o foco, apesar de ser a premissa de tudo que estava acontecendo.
3 - Cultura: Fala muito sobre a propagação de vírus e de manter o sistema operacional "vivo" (apesar de pecar na clareza das interações e objetivos).
4 - Monetização: Requer bastante polimento, adição de efeitos sonoros e maior clareza no projeto, para só depois disso se pensar em monetização.
Análise...
1 - Mecânicas, Aprendizado e Fluxo: A mecânica é bem simples, plataformas e tiros. Aprender a jogar é algo simples e intuitivo (atirar, andar, pular). Não tive muito feedback sobre o efeito de pegar o "peixe" (então eu me arrisquei várias vezes tentando pegar aquilo sem saber se seria algo interessante). Isso poderia ser polido, em caso de continuidade do projeto. A mecânica de recarregamento é interessante, apesar das balas serem infinitas. Em uma versão estendida do projeto eu diria que poderia haver alguma limitação de disparos, ou algum efeito adicional em estar gastando muitos tiros. Mas apenas a questão de ter de prestar atenção à carga já dá uma sessão de jogo com algo a mais. O fluxo de jogo me pareceu balanceado, com exceção do último inimigo (não o vi agindo, apenas atirei até ele morrer).
2 - Gráficos, Áudio e Narrativa: Os gráficos e o áudio foram muito agradáveis/confortáveis. Eu diria que a cena parecia demandar uma música de maior ação (em caso de polimento do projeto). A narrativa foi bem simples, então não há muito o que comentar. Eu pediria apenas para demorar mais na tela final ou ter uma tela de fim de jogo, para que a pessoa pare um pouco e pense na conquista que foi concluir o jogo. Hahahahah.
3 - Cultura: Parece colocar algo como "gatos vs cães" (por conta do boss da terceira cena e por conta de outras partes que me fizeram pensar nisso). Além disso, jogos de tiro possuem apelo próprio e diversas mecânicas que surgem e que podem ser planejadas. Creio que seja possível procurar nicho para uma versão polida e estendida do projeto partindo de grupos em redes sociais (ao exemplo do Facebook) para expandir o alcance.
4 - Monetização: Creio que o jogo precise de diversos estágios e variadas inteligências artificiais. Além disso, check-points ou pontos de vida viriam a calhar (para a tocar em inimigos não ser algo tão punitivo assim). Com isso, creio que o jogo venderia em stores como itch.io. :)
Eu ainda estou jogando. I'm still playing.
Parei apenas para colocar a imagem (para dizer que seria bacana ela ser mais vertical um pouco, ao menos nesta parte) para eu ver esse personagem inteiro enquanto converso com ele.
I stopped just to put the image (to say that it would be nice if it was a little more vertical, at least in this part) so that I could see this whole character while talking to him.
Eu ainda estou jogando. I'm still playing.
Apenas estou deixando esta imagem aqui pois ninguém colocou ela antes, mas creio que deve ser algo que aparece na tela de todo mundo.
I'm just leaving this image here because nobody has put it before, but I think it must be something that appears on everyone's screen.
Eu ainda estou jogando. Parei apenas para colocar a imagem para comentar depois (sobre o corte na tela).
I'm still playing. I stopped just to post the image for later comment (about the cut on the screen).
Does the game end? I played for a long time and I was in doubt. Hahahahah. At least I stayed alive to a hundred thousand points and lots of resources.
Is there something wrong with my computer, or should these horizontal bars be right there, over the middle of the screen?
Just to be sure. I am still in the process of playing the game, evaluating and (then) commenting on the game.
Oh, no! Hahahahah. Trying again...
Hahahahahah. Still playing...
Eu não sei se é um problema com o itch.io, mas os jogos que eu joguei até hoje nunca realmente fecham quando eu uso "exit" (a exemplo desta imagem). Será um erro no itch.io?
I don't know if it is a problem with itch.io, but the games I played until today never really close when I use "exit" (like this image). Is it an error in itch.io?
I'm still playing... :)
Ocorreu um erro enquanto eu pensava em como avançar o nono estágio. Meu personagem saiu da tela e travou o jogo. Enquanto ia de um lado para o outro lá embaixo. @.@
An error occurred while I was thinking about how to advance the ninth stage. My character left the screen and fought the game. As I went up and down there. @.@
Análise...
1 - Mecânicas, Aprendizado e Fluxo: O conceito de ajudar o amigo/companheiro/aliado é muito interessante de ser abordado. A mecânica é de plataforma, bastante realista em termos de mobilidade (e letalidade). Para mim isso combina bem com a realidade do conflito e pode ser muito positivo para jogos rápidos. Aprender a jogar demorou algumas mortes (infelizmente morrer tem muita punição, a morte é um processo lento, nos obriga a ver o início da cena sempre, mesmo que seja possível pular a introdução). Além de recomeçar a música de novo e de novo. Minha sugestão seria ter um check-point no começo (assim a pessoa poderia selecionar retornar para o check-point ou recomeçar do zero). Algo que me atrapalhou um pouco com o fluxo de jogo foi ter que alternar entre teclado e mouse (após perder, ter que selecionar com o mouse). Se for interessante, creio que uma boa coisa seria colocar atalho para o menu no teclado (mesmo que mantenha o mouse).
2 - Gráficos, Áudio e Narrativa: Os gráficos foram suficientes para passar o conceito do jogo. Eu estranhei a princípio a parte do pescoço e da cabeça dos personagens. E não entendi totalmente se eles são soldados na guerra em questão (porque não vi armas até onde joguei). Pretendo voltar e jogar mais depois de escrever esta análise. O áudio foi bem divertido a princípio, mas somando com ter que ouvir do zero toda vez, acabou se tornando um pouco maçante (mesmo tendo ficado bom). Eu creio que a cena de morte poderia ter sons variáveis (para não martelar tanto na cabeça). Também poderia ter um filtro sonoro ao morrer e recomeçar de check-point (se forem dar continuidade ao projeto), assim não precisaria recomeçar a música, apenas ficaria abafada e voltaria (ou alguma solução diferente). De qualquer forma o áudio está muito bacana para tempo de Ludum Dare. A narrativa teve uma apresentação interessante, só fiquei na dúvida sobre os personagens serem soldados mesmo, ou se eles são mineiros ou algo do tipo. Sei que podem ser as duas coisas, mas pode ser uma boa adicionar algo a mais para tirar a dúvida (a menos que isso faça parte do plot propositalmente). :)
3 - Cultura: Dizem que a guerra é um lugar onde é possível criar bastante confiança em outras pessoas (por ter que cuidar ou ser cuidado em proximidade à morte por outros). Creio que o projeto seja uma boa peça para questionar sobre essa situação (ainda não terminei de jogar, pretendo tentar mais algumas dezenas de vezes para ver o plot inteiro).
4 - Monetização: Creio que com os devidos polimentos (até então apontados) o jogo possa vender para stores como itch.io (ou similares). (:
Não está fácil baixar o projeto, creio que seja muito pesado. Será que não está levando mais assets do que realmente precisa na hora de gerar o projeto?
Uma vez ajudei em um projeto na Unreal e estávamos gerando com dezenas de assets que nem usávamos (que vinham por padrão).
PS: Favor ignorar se tiver domínio da ferramenta e não for o caso.
Menos que metade da minha melhor pontuação. @.@ Infelizmente apertar algum botão retira da tela de pontuação (mesmo que eu esteja apenas fazendo print). Hahahahahah.
Less than half of my best score. @. @ Unfortunately, pressing any button removes it from the scoring screen (even if I'm just printing). Hahahahahah.
"The queen is dead!" Hahahahah. Still playing.
This image is just to say that you are cutting most of the screens.
I need to return? :o
Eu ainda não comecei a jogar. Estou apenas deixando esta imagem para dizer que o botão "QUIT" não parece estar funcionando. ^^"
I haven't started playing yet. I'm just leaving this image to say that the "QUIT" button doesn't seem to be working. ^^ "
Ainda começarei a sessão de jogo (apenas estou indicando que na minha tela o jogo fica cortado).
I will still start the game session (I'm just indicating that the game is cut off on my screen).
Why? >< I was alive... T.T My tree was not under attack and the rain was falling over it.
Análise...
1 - Mecânicas, Aprendizado e Fluxo: Achei muito interessante utilizar duas fontes de luz (tochas em correntes) como mecânica de ataque, iluminação, proteção e interações. Sair de um ponto seguro, confrontar inimigos, evitar armadilhas, a poça que incendeia (não sei se é algum tipo de poça de petróleo). Gostei daquela região onde o fogo muda de cor (não entendi bem se tinha algo a ver com o ar do lugar ou se as runas simbolizavam alguma alteração espiritual ali). Aprender a andar com as tochas foi um pouco difícil (morri muitas vezes), ainda assim não dominei totalmente. Às vezes as tochas ficavam presas (por correntes) a partes do estágio (não sei se isso foi proposital). Eu não entendi se os gatos inimigos eram finitos (seria bom ter uma forma de saber se está avançando nesse sentido de confrontar eles). Gostei da apresentação do jogo através das falas dos gatos de olhos azuis (isso já coloca tanto a história, quanto o próprio tutorial de uma forma pulável, e isso foi algo positivo (ao meu ver)). Creio que se houver mais tempo para o projeto (após o tempo de Ludum Dare), algo positivo seria não ser colocado diretamente nesse local de ação, mas ter uma sala com menor quantidade de inimigos para aprender melhor a usar as "tochas em correntes". O fluxo de jogo ficou um pouco confuso ao meu ver, além de um pouco ansioso, pois o personagem principal morre muito rápido e a missão não fica cem por cento clara (dado que um gato azul diz que é para matar os "olhos vermelhos", mas não me senti avançando muito e não pareceu uma tarefa possível de concluir, porque machucar ao atacar é muito fácil). Se as outras partes do estágio podem interferir na condição de vitória, seria uma boa (para tempo pós game jam) fazer algum feedback maior da utilidade daquilo. Colocar uma barra de vida em cada gato pode ser interessante também (algo que não polua a tela, por exemplo permitindo desabilitar apertando um botão). O uso do tema no meio da mecânica ficou interessante e divertido, apesar da dificuldade. Parabéns à equipe de ideação e programação.
2 - Gráficos, Áudio e Narrativa: A estética sombria, combinada com a iluminação das fontes de luz/fogo ficou muito interessante. A personagem principal e os gatos poderiam ser polidos (fora do tempo do evento), especialmente se a ideia for continuar o projeto e incrementar inimigos com diferentes comportamentos. Os efeitos sonoros me agradaram (majoritariamente). A trilha sonora fez seu serviço de fundo (algo que poderia ser polido também). A narrativa de "evocação do herói" poderia ser melhor trabalhada se o projeto tiver tempo para ser quebrado em diversos estágios (pós jam).
3 - Cultura: O jogo bebe da fonte de histórias no estilo "evocar herói" (comuns em HQ orientais), bem como o uso de humanoides similares a gatos (personagem principal). Gatos também são muito usados culturalmente, o que favorece encontrar nicho para o projeto (apesar de matar gatos afastar um pouco esse mesmo nicho, creio). Com os devidos polimentos, este jogo (em diversos estágios) seria algo agradável a esse público-alvo e possíveis outros amantes de jogos de masmorra e ação.
4 - Monetização: Creio que o projeto sendo polido e estendido, poderia vender em stores como itch.io. Se o trabalho em cima do projeto avançar ainda mais, creio que poderia vender no Steam.
Finalmente consegui um tempo para jogar o seu jogo. Estou na tela de início, gostando da música até o momento. Notei que há algo escrito atrás de cada botão do menu (talvez "botão" em algum idioma).
Continuarei jogando, em seguida darei meu feedback completo. ^^
I finally got some time to play your game. I'm at the start screen, enjoying the song so far. I noticed that there is something written behind each menu button (perhaps "button" in some language).
I will keep playing, then I will give my full feedback. ^^
Finished... The end is a new begining. '-'
Parece que travou por conta do tempo ter acabado ou algo assim...
It seems that it stopped due to the time running out or something...
Tentando novamente...
Retrying...
~~PS: No seu encarte diz "H2O Oxigen" (não vi alguém apontando isso antes). ~~PS: In your booklet it says "H2O Oxigen" (I haven't seen anyone pointing this out before).~~
Eu não consegui terminar, os desafios foram muito grandes para mim, e (por outro lado) eu tenho algum tipo de náusea quando jogo muitos jogos tridimensionais (creio que seja alguma questão de eu não estar me orientando de verdade, mas meu labirinto (ouvido) achar). Hahahahahahah.
I couldn't finish it, the challenges were too big for me, and (on the other hand) I have some kind of nausea when I play some three-dimensional games (I think it's a question of getting virtual orientation, but my labyrinth/ear thinking that is real). Hahahahahahah.
Calma, peixe. Vamos tentar novamente...
Calm down, fish. Let's try again...
Avaliação...
1 - Mecânicas, Aprendizado e Fluxo: Explorar o cenário, coletando o próximo item a ser entregue (ou substituindo o item pego). Aprender a jogar foi muito fácil e divertido (exceto ter que ir longe sem algum tipo de habilidade de corrida ou de pulo, hahahahah). O fluxo de jogo é simples, fica mais difícil se tiver que ir mais longe. Sobre a parte (felizmente pulável) da narrativa, também foi muito boa; foi uma boa surpresa ver que havia dublagem.
2 - Gráficos, Áudio, Narrativa e Polimento: A arte gráfica é simples e funcional (confortável). A fonte escolhida para contar a história talvez possa ser melhorada de alguma forma (para o tempo de Ludum Dare ficou bom, e eu nem saberia como melhorar). O áudio ficou divertido (especialmente as dublagens). A narrativa foi apresentada de forma engraçada também (seria interessante se tivesse como ter mais que um final vitorioso, não consegui chegar nisso).
3 - Cultura: Ao meu ver, usa criatura popular (slime) que tem um comportamento esperado e avança em cima disso com bom humor. Creio que o jogo poderia ser um conjunto de contos sendo contados na prática (caso pretendam expandir); cada conto ensinando algo sobre uma criatura diferente.
4 - Monetização: Vejo o jogo muito mais como diversão rápida, que como produto comercializável (a menos que estendam bastante o escopo do projeto de alguma forma), ao exemplo de contar diversas histórias com fundos de moral/humor.
Entrei em uma fábrica, infelizmente só consegui interagir com uns quadros na parede (não sei se meu objetivo era destruir todos eles, mas com a minha mira travada para frente eu não pude atirar em quadros em andares superiores). ^^'
I went into a factory, unfortunately I was only able to interact with a few pictures on the wall (I don't know if my goal was to destroy them all, but with my aim locked forward I couldn't shoot pictures on the upper floors). ^^ '
Avaliação...
1 - Mecânicas, Aprendizado e Fluxo: Ao que entendi, o jogo se baseia em fazer buscas de materiais que vão se tornando cada vez mais escassos (porque vão acabando e porque vai ficando cada vez mais difícil e distante encontrar). Devo admitir que nas primeiras dez tentativas não consegui encontrar madeira (por sorte alguém nos comentários reviveu meu ânimo em encontrar madeira, hahahahah). A câmera realmente não colabora e a fogueira tem gasto mesmo quando não começa a partida. Para deixar o jogo menos difícil, talvez fosse interessante ter como coletar várias unidades de madeira em cada coleta e poder estocar e gastar aos poucos apertando algum botão (ou clicando no fogo), assim seria possível desperdiçar menos (quem sabe); ou queimar além do limite da fogueira. Fiquei curioso para saber se o jogo teria um final, infelizmente não terminei ainda (não sei se é impressão minha, mas entre as partidas o relógio se renovava, mas a madeira não (posso estar enganado)). Aprender a jogar foi rápido, uma vez tendo encontrado recurso (personagem carregando um por vez, indo e voltando). O fluxo de jogo me deixou ansioso a princípio e teve ambientação psicológica (mas depois de jogar várias vezes isso foi diminuindo um pouco (com exceção de alguns picos de medo)).
2 - Gráficos, Áudio, Narrativa e Polimento: Os modelos ficaram muito bons. Apesar do loop de uivo quebrar um pouco a minha imersão (não nas primeiras vezes), eu gostei muito também da música. Se o relógio for realmente importante, creio que seria bom (em tempo após game jam) fazer polimento para dar mais feedback sobre o avanço do progresso (creio que seja o objetivo sobreviver por determinado tempo). Também (fora de tempo de Ludum Dare): daria atenção ao contorno da barra de fogo. Como o restante da arte está muito foda, creio que ela possa ser melhorada em alguns pontos. Como o cara sai no frio para pegar fogo, quero crer que ele está fazendo isso não só por si mesmo (seria bacana se na narrativa ele estivesse ajudando outra pessoa dentro da casa); quem sabe ele tivesse a barra de temperatura própria nesse caso, que recarregaria separadamente em relação ao tempo de fogo (só uma ideia solta), hahahahah.
3 - Cultura: Ao meu ver, o jogo faz referência a determinadas culturas onde o povo deve manter a fogueira acesa durante o tempo de inverno para afastar um "ano ruim", além de fazer referência direta a manter mesmo fogueira. Creio que o ambiente, em comunhão com o personagem (estilo lenhador) e os uivos, remetam a algo entre o terror e a solidão, podendo favorecer fazer mais coisas culturalmente relacionadas a partir da mesma obra (caso seja do interesse da equipe dar continuidade). Se o jogo for para frente me convidem a jogar mais uma vez, ficaria feliz em dar mais feedbacks.
4 - Monetização: O jogo sendo um pouco melhor polido, creio que já venderia em itch.io e outras. Se tiver uma reconstrução no game design e (talvez) um incremento narrativo, pode vender além disso. Se construírem uma página no Facebook me convidem a curtir. \o
Gostei muito do jogo. :)
I really enjoyed the game. :)
Apenas para dizer que a imagem inicial está cortando (continuarei jogando e logo deixou uma mensagem sobre minhas impressões da jogabilidade etc).
Just to say that the initial image is cropping (I will continue to play and soon left a message about my impressions of the gameplay etc).
Evaluation...
1 - Mechanics and Learning: The mechanics of gaining new skills by finding collectibles at specific points in the stage (enabling the redefinition of all gameplay at each step and the ability to return to old maps to clear areas) is an interesting proposition. It didn't take long to understand how to use each skill I collected (I would focus on giving more feedback on what is collected, with some marker on the canvas, which would allow me to explain without having to describe it verbatim on the screen).
2 - Flow: Having missed the game canvas, life bar, and map so much, I quickly felt anxious and bored (at the same time). The mechanics were very well developed and I had a great time when I started being able to defeat the most common enemies.
3 - Narrative and Polishing: I missed narrative within the game (not talking about the explanatory text on the outside). I believe that in Ludum Dare time it looks great, so it is a suggestion to make the gaming experience even better. I really liked the graphic art of mobs (I think it is a strong point, I would suggest expanding to more mobs (maybe I have come to some part of the game not allowed me to see them all, I must have seen four or five types). Music can become repetitive after about ten to fifteen minutes of playing (which increases anxiety about not being able to move forward, a minimap could make it a lot better, and on the part of the sound could soften the music a bit, letting that beat more. accelerated to more tense stages). Anyway the whole artistic part is to be congratulated for jam time.
4 - Culture: With greater narrative development comes greater cultural appeal (either by redesigning a narrative, or by better spelling it out through elements in stage). The main character resembles some robot models (which can be a hook that attracts people who like technology and / or science fiction). If you delve into this, the nix can be searched (groups in social networks and forums), allowing to deliver the game (or at least mention it by these places). If you create a Facebook page invite me to like it. ^^
5 - Monetization: I think with minimap or a new level design (which is quite interesting but could be less labyrinthic (between stages)). Or even adding leveling system for the character to advance in their own abilities ... With such improvements, if it were in the team's interest, the game could be sold (without ads) to PC in game stores.
Is the dog (in Itch.io) in the image a reference to Gantz?
Evaluation...
1 - Mechanics and Learning: Shooting, hitting and defeating enemies based on start without ammo was an interesting choice. The control can be polished, the character turns more than I would like (to shoot better). I also suggest expanding beyond analog joystick movement control. Selecting buttons to use is interesting, however not every time you play (it would be interesting to have a menu for that). Different types of ammunition is very interesting and flashy (a strong point); I suggest adding different sounds when collecting different shots, and polishing the icons. The game teaches the player how to play well (few buttons, choice of buttons).
2 - Flow: In a few game sessions, I learned to play. I think the flow is cool, just leaves it to be desired when starting a new game delay (return to the menu, reselect buttons).
3 - Narrative and Polishing: I didn't miss narrative because the game is arcade and for LD45 time it was good. It may be interesting to build a narrative to reach the audience (if the idea is to expand, continue and sell the game). Graphic polishing can be interesting (improving the visual feedback of the collectibles). The background seems very blurry to me (it may be something personal, or something to be rethought). The sound polishing can be interesting too, it was good for LD45 time. Maybe with smoother transitions between the menu and the game loop, and some polishing on the SFXs.
4 - Culture: The mechanics used were well implemented (future, fiction, ships, shooting). This market is relatively saturated, so it might be better to develop the narrative and find the niche (if creating a Facebook page invites me). The/
5 - Monetization: After polishing and better cultural development, one could find the niche and learn more about how games are sold. I think it can sell well on smartphones (especially if there is some kind of narrative climbing or gameplay; or even achievements).
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Avaliação...
1 - Mecânicas e Aprendizado: Disparar, atingir e derrotar inimigos com base em início sem munição foi uma escolha interessante. O controle pode ser polido, o personagem vira mais do que eu gostaria (para atirar melhor). Sugiro também expandir para além do analógico o controle da movimentação no joystick. Selecioanr botões a serem usados é interessante, entretanto não toda vez que for jogar (seria interessante ter menu para isso). Diferentes tipos de munição é algo muito interessante e chamativo (um ponto forte); sugiro adicionar sons diferentes ao coletar tiros diferentes, e polir os íciones. O jogo ensina bem o jogador a jogar (poucos botões, possibilidade de escolha dos botões).
2 - Flow: Em poucas sessões de jogo, eu aprendi a jogar. Creio que o flow esteja bacana, apenas deixa a desejar quando iniciar nova partida demora (retornar ao menu, resselecionar botões).
3 - Narrativa e Polimento: Não senti falta de narrativa por conta do jogo ser arcade e para tempo de LD45 ficou bom assim. Pode ser interessante construir uma narrativa para alcançar o público (caso a ideia seja expandir, continuar e vender o jogo). O polimento gráfico pode ser interessante (melhorar o feedback visual dos coletáveis). O fundo parece muito embaçado para mim (pode ser algo pessoal, ou algo a ser repensado). O polimento sonoro pode ser interessante também, ficou bom para tempo de LD45. Quem sabe com transições mais suaves entre o menu e o game loop, e alguns polimentos nos SFXs.
4 - Cultura: As mecânicas usadas foram bem implementadas (futuro, ficção, naves, tiro). Esse mercado está relativamente saturado, então pode ser melhor desenvolver a narrativa e encontrar o nicho (se criar página no Facebook me convida). o/
5 - Monetização: Após o polimento e melhor desenvolvimento a nível cultural, poder-se-ia encontrar o nicho e aprender mais sobre como jogos assim são vendidos. Eu creio que possa vender bem em smartphones (especialmente se houver algum tipo de escalada narrativa ou de jogabilidade; ou até mesmo achievements).
Evaluation...
1 - Mechanics and Learning: I quickly learned to use the character, but still the mechanics need to be polished.
2 - Flow: When I enter some stages I am already attacked (as far as I played I only saw two types of creature, which is somewhat reasonable for the jam time); unfortunately this generated difficulty to move forward.
3 - Narrative and Polishment: The narrative does not present itself clearly in the game, I think it is interesting to focus on this in case of continuity of the project. The artistic polishment can also be done, in post jam time, to give better graphic quality. The sound portion can be developed to generate greater immersion.
4 - Culture: With proper narrative you will be able to go after ways to attract players (creating page for the game on Facebook, for example).
5 - Monetization: I think if the game is pretty polished it can sell on smartphones or even in stores. There are very interesting points in the project that can have their potential explored (shakes etc).
Evaluation...
1 - Mechanics and Learning: It was interesting to know that I would not have the freedom to jump all the time, but only to interact with ascents and descents (I remembered some Atari games). Learning to move was quiet, especially since the game features a simple tutorial right on the first screen. Using some mechanics (tomos) was a bit complicated (just reading the page to know some things, including why the vision starts to get messy).
2 - Flow: Attacking, at first, did not prove very accurate ... So I died many times (especially without knowing how many health points I had). This cycle of deaths and restarts ends up being a bit frustrating with time. After I got the hang of it, it started to be less stressful (though death remained a very strong punishment, returning to the beginning of the stage, even more so with a screen in the middle of the path asking to push a button; could return to the game with any key other than N, instead of R, on that screen between game sessions, to make it easier not to be finding R); the tip is only in case the producer wants to do something like that.
3 - Narrative and Polishment: The narrative did not perform fully within the game, which could be done outside the jam time, so I think it might be a good start for the post jam version. The graphic art of the stages, the character and most of the items was nice. The creature's art (it looks like a bull's head or something) got a little different from the rest (another thing that can go through polishment to the post jam version). The song starts out nice, but it gets repetitive (even more so when the screen starts to play, so it's going to make me nauseous; maybe that was the intention, but I suppose that can be polished as well).
4 - Culture: With narrative development the game has the potential to attract audiences; taking advantage of some innovations that the game seems to present (movement different from the pattern and the emergence of new forms of interaction during the game).
5 - Monetization: I believe that, with the right polymetones, the game can sell in some store (like Steam); if it has many stages and a mostly involving story.
Evaluation...
1 - Mechanics and Learning: The main mechanics is a lot of running, it is hardly possible to administer this hospital without killing some people (I think it would be better to divide the game in stages and start easier, with fewer beds and with average, healthier people). It might be less stressful to have an employee at the front desk, having his own mechanic via the mouse to select care alternatives (at least those coming in and out of hospital). The minigames are a lot of fun and some are quite challenging. Learning how to play them in simulation mode before the first patient each was very interesting.
2 - Flow: The game seems to complicate as the person accepts patients. In addition to requiring the main character to pay the mafia what he owes (hahahahaha). As I mentioned above, it may be more interesting for players to encounter minor challenges and be introduced gradually to some of the minigames (this can give a more balanced progression if the focus is on the producer).
3 - Narrative and Polishment: The narrative is presented within the game and was nice like that. The artistic polishment was good, it would be interesting to polish even more, in case of continuity of the project.
4 - Culture: There are games that serve as the basis for this, so there are classic players that can be attracted with proper publicity. In addition to films involving doctors in "mafia tricks", which can provide inspiration for advertising videos (Youtube etc). Maybe a page to center this community of players that could be created would be interesting (if you make a page on Facebook, invite me).
5 - Monetization: I think the game would sell on Steam or another store (with polishing and increasing the number of stages).
Evaluation...
1 - Mechanics and Learning: Understanding the mechanics was easy (intuitive, it follows well the basic commands of the genre, has explanatory in game of how to control); however, running the mechanics proved difficult, especially when playing in the Internet browser, because the mouse pointer left the screen and this took control. I think I could ask on the home screen to play with the full screen, to make it easier on that question.
2 - Flow: As I passed the waves I developed my ability to perform mechanics (character movements etc). So the progression was interesting (difficulty versus skill); the bad side was not having to keep track of my hit points (at least visibly, I did not find the life bar etc).
3 - Narrative and Polishment: I did not find in the game something that justified narratively, though it could be added to the post-jam version (although the game was quite playful, involving that machine to decide which attribute would be developed at the cost of one's own life or soul, I did not fully understand).
4 - Culture: With established narrative and well-designed character design, you could attract a community of players (perhaps creating a page for the character on Facebook, giving personality to it and thus attracting players).
5 - Monetization: I think the game could sell cheaply at some store as it is currently, or at a higher price if the production team develops mechanics and new features.
Evaluation...
1 - Mechanics and Learning: The mechanics is about the variation of the runner genre; I believe it has been very well implemented (with the exception of the jump or, perhaps, of the collision box, of certain objects, which has been somewhat disruptive). Learning to play was fast and intuitive (besides fun).
2 - Flow: Each time I played I learned to play better and find new parts of the game to enjoy / interact with. I think it's balanced as far as I can.
3 - Narrative and Polishment: I liked a lot of the narrative implied in the artistic part (in a way a very interesting criticism). The graphic art was very good for the jam time, it might be interesting to polish the objects from the stage to a post jam version. I missed the music and the sound effects (which could be subtle to my mind, keeping the game on a peaceful level, or could be more intense, if it were the producer's idea).
4 - Culture: The game establishes in a playful way a critique of society (at least it was as I interpreted it). Something like the "devil" watching a man in an endless cycle to get money, with some relief from time to time. I believe that videos exploring this theme can attract players (like a YouTube channel or even a Facebook page; invite me to enjoy it if I create the page).
5 - Monetization: I think the game can sell on Steam, especially if there are variations of characters and situations; who knows how to sell skins ... Or even apply this game as minigame in a bigger project.
Evaluation...
1 - Mechanics and Learning: It took a while for me to understand how to play, I had to die several times, go back to the page to see the example video; hence I understood that there would be inputs (if I had tested the standard computer inputs as soon as I would have understood). Something that could make it easier for beginners would be to have something explaining on the home screen (something that could be disabled if the player did not want to see it anymore). The mechanics are challenging and interesting.
2 - Flow: Once I learned to play, I got used to the subtlety needed to move the character (maybe my keyboard is very sensitive, or maybe the idea is to take advantage of that in mechanics, to the example of the part that requires a whole twist to escape) . The game is challenging (at least for me).
3 - Narrative and Polishment: In the game I can not find narrative (on the publication page this is justified in some way). I think games in this style rarely have narrative (gender game question itself). Graphic art has its own identity, so there is not much to say. The game gets stuck in the mind for a while even after I finish (this happened to me with games like Candy Crush, Sudoku and others). The song was good for jam time.
4 - Culture: I think (given a history of games with different mechanics) the game may list as one more of that list; gradually attracting a community of players. If you have Facebook page that accompanies your games, just leave the link. The use of ranking also greatly favors the development of a community around the products of the producer.
5 - Monetization: If the game gets less difficult, maybe it can sell to smartphones (with proper mechanical polishment); I believe that it would sell at a cheap price or (if the community is large) through advertisements.
Evaluation...
1 - Mechanics and Learning: For me, learning the mechanics was fast, because the game resembles the Japanese VRPG style (I call it virtual RPG like that). I do not know if it was intentional, but the game also remembered Persona 2 (a PS1 game). So I did not have so much difficulty understanding the mechanics (what I did not drink directly from such sources just pay attention and read).
2 - Flow: I went through three different stages; on the ground floor I found a monster that looked like a person crying in a fetal position, this seems to be the most fragile monster on the scene and it is good to learn how to fight, however there is another (black cover) very difficult to overcome. On the second floor there are more monsters and things start to get difficult and risky, this expands to the "alternative world reached by the pentagram", where I met a certain Stan (dangerous, I think I would only win if I took many bags of blood, I died). I believe that there are more fights than I would like (ie, I take a few steps to many fights), in case I continue the project, I suggest you think of increasing the place and taking more steps without fighting (I believe this will favor those people who like to walk strategically and allow the explorers to walk more by the scenery).
3 - Narrative and Polishment: The narrative was presented satisfactorily (as I see it) within the game. Graphic art can be improved in a post jam version; As for the musical part, I quite enjoyed the battle music, maybe in a post jam version I could work more on the music out of the battle (if it is the focus).
4 - Culture: The game plays with some idea: sacrifice, ritual, blood, stan, etc. This can make some people feel "offended" and make many other people laugh a lot. These differences can be worked on in advertising to reach out to more players, forming a community. Unfortunately I could not complete the game to check if there was some kind of plot twist.
5 - Monetization: I think the game could be sold on Steam, with the proper polishment; but I do not know if there are restrictions on the cultural and religious aspects involved.
Evaluation...
1 - Mechanics and Learning: The combat part seemed intuitive and functional. The exploration part of the environment proved to be a little complicated at times (to the example of completing the second stage).
2 - Flow: There is a balance between the challenge that the creatures present and the development of the player's abilities (then the flow is balanced for the creatures, the second stage example where a creature needs two blows to be defeated). Walking through the stage ended up being anguish, because I had to repeat the second stage many times (without success).
3 - Narrative and Polishment: The narrative did not perform at the stages I played (it may not be the focus or it has not come within the scope of the jam version); I was totally lost as to how a narrative could be introduced (maybe I played more games today, hahahahah). The graph polishment was very good.
4 - Culture: The game brings a lot of old games, which can please the audience of classic games; with due publicity work this can garner a good community of players.
5 - Monetization: I believe that the game could be sold entirely on Steam (with proper polishment and deepening).
Evaluation...
1 - Mechanics and Learning: Quite simple and intuitive to learn. The mechanical clicker is well known, it has been well applied considering the time of the event (there are no random events, no temporary buff, no achievements, but all this can be added in a post jam version). Unfortunately, after reaching the sixth level on the last purchase, idle mode stopped working. The cash counter only works again after clicking once (ie, it does not clear during the acquisition step, visually speaking). The jokes made a funny sense, even though the text boxes disappear too quickly (sometimes one message ends up running over the other). The latest acquisition has the message cut off (maybe it's a question of resolving my screen).
2 - Flow: The game follows the flow of games of this genre, without presenting great problems. This could be boring (and this could be solved by adding new mechanics cited earlier); but it did not happen while I played (for twenty minutes or so).
3 - Narrative and Polishment: The narrative almost does not exist, this could be added in some way (perhaps enriching the game in a post jam version). The sound part is due to the (addictive) clicking sound of the coin. Graphic art was cool.
4 - Culture: Game that has the potential to connect with the culture case in some way (through new mechanics or through some kind of narrative) to be able to question something of everyday life or to cite in a playful way some financial question. So a community of players could emerge.
5 - Monetization: I believe that the game can be put on a website and sold through advertisements that could appear from time to time (or even could be part of the game mechanics in some way).
Evaluation...
1 - Mechanics and Learning: It did not take long to understand how the game works (with the exception of the third action option). The mechanics were impaired at first because the screen did not allow to see the option of attendance (I believe that applications in Java end up leading to this situation more frequently in my computer); if this is relevant, I suggest that objects be anchored according to the higher alignment, it seems to be predominant. The time that the talk balloon is on the screen is short (for those who do not read it so fast, maybe this is part of the game's challenge; if not, I suggest you increase it by twenty-five percent).
2 - Flow: It did not seem to me that there was any escalation of difficulty, but the game did not bore me and it did not make me anxious. I think that for a longer gaming session, it will be very positive to create more situations (more different cases).
3 - Narrative and Polishment: The narrative seems to have appeared almost entirely in the game, I believe that meeting people at dawn is a bit strange (hahahahahaha). If the project continues, the arts can be improved, but it was good for the jam time.
4 - Culture: It seems to me that the game has tried to say that part of what the "medium" says is absorbed in the previous conversation with whom it is attended (as if it were a kind of charlatanism) ... This may offend some people, leave many others smiling and even among "spiritists" there can be a positive reaction (since it is a playful context).
5 - Monetization: I believe that with more polishment the game can be sold to disagree on smartphones (with advertisements or low acquisition value).
Evaluation...
1 - Mechanics and Learning: It was quite simple to understand the mechanics working (except for the beginning, which I was not sure if I actually had control of the clicks). Learning to play was equally simple.
2 - Flow: At times things got difficult, but overall, it was easy to conclude. I think this can be changed if you want to continue the project (to the example of the character changing to the agent that goes from company to company to grow it, if the idea is to continue and if changing the view of the game is something interesting to the producer).
3 - Narrative and Polishment: The narrative was interesting, could be captured throughout the game (with interesting ending). The graphic polish can be improved (though it would be another artistic style basically, I believe that within the style chosen is graphically polished). The sound polish can enrich the game experience with background sound (subtle), which can increase immersion a little (a song that is gaining instruments or even changing according to the evolutionary level or even stage set for stage set).
4 - Culture: The game talks about culture, especially with entrepreneurship (small entrepreneur and great entrepreneur); thinking to what extent people discard other people in certain situations (even if they have been portrayed in a playful way). This way of looking at the world can attract a community of players (as I see it).
5 - Monetization: I think as the game is it is very interesting, but I do not see much how to sell yet. I believe that with the expansion (several stages) the game could sell in full on Steam (for example).
Evaluation...
1 - Mechanics and Learning: Could not speed up part of the opening screen (to skip intro). This screen saver was in the time chosen by the producer (I suggest a way to jump). The screen pass was slow (catching a lot). The first time I played I tried all the buttons normally used in keyboard and controller (none reacted, to which I had visual and sonorous feedback). I played twice, the first time I survived the first umbrella (I do not know how); the second time, the umbrella handle seems to have caught me first and I went to the credits screen. I suggest that you put in the intro the buttons that are used (the tooltip for the engine is also available, making it easier to create introductions and menus).
2 - Flow: By not being able to interact (or not noticing the interaction clearly), and because the game caught a lot, it ended up that the general feeling for the flow was the feeling of anguish.
3 - Narrative and Polishment: The narrative was presented through the page and through the chosen graphic elements. The music chosen does not fit perfectly (not to evoke about the theme of the game), but serves generally for the purpose of coating the game. Graphic art takes advantage of some characters and the idea of Uncle Scrooge (I do not know if it will translate correctly the name), the polishment could enter into some elements, like the cable of umbrella (if I understood certain of what it was). Here's the hint for the engine: if you have how to add pixel whitening to the edges of elements, it can be an interesting differential in terms of having light focuses in stages (even in pixel art).
4 - Culture: The question of putting a coin to have life is fun, could end up attracting a community of players; if the game is more developed and has the proper publicity (perhaps create a page) after polishment.
5 - Monetization: I did not fully understand the mechanics, so I'm not sure how it could sell. Maybe through advertisements between stages.
It's possible to drop the golem floating.
Evaluation...
1 - Mechanics and Learning: The basic mechanics of displacement and attack can soon be learned (tested using the controller). The movement could be faster and more fluid. There is no visual feedback when attacking (there seemed to be two ways to attack, or one way to attack and another to advance (which also seemed to be an attack, just because of the sound)).
2 - Flow: At first I was afraid the boss would be very powerful, but he could not reach me (when I hit him I was thrown away; I had to do this a few times until he started to fall, I was confused if I had defeated him or not , then the game closed, maybe it was the end of the stage). The anguish was only apparent, the boss did not charge stratospheric skills to be defeated. My suggestion would be: add visual feedback, so you can add (proportionally) difficulty and more stages.
3 - Narrative and Polishment: The narrative was mainly presented on the game page, inside the game I could only notice what appeared to be a dropped body (maybe the rest of my character's body). I tried to jump over to see if I could control the body again (I failed miserably). The choice of visual assets was nice, although it was running slowly (maybe it's my computer, or the producer's aesthetic choice). The sounds chosen also matched the scene; however, sound and image did not match perfectly with each other (there is not much clarity during the attack). I think the main polishment suggestions are about making it clearer what is being done.
4 - Culture: I've always found interesting dungeons. I think there is a niche for this type of game, especially after death, reversing roles (putting the character of the player as what would usually be a monster or minion). With due work, one could generate a community of players around that (perhaps a Facebook page, with more authorial art).
5 - Monetization: I did not see what the complete game would look like, if that would be just the beginning and it would lead to a great narrative. With the correct narrative, the game could sell in full (on Steam etc).
Evaluation...
1 - Mechanics and Learning: The mechanics of displacement and camera are almost all explained in the initial screen (in a simple and direct way); missing just explaining the obvious (mouse for camera rotation). Understanding which objects can serve for interaction seemed quite intuitive (how far I played).
2 - Flow: The feeling was tense (given mood of horror). The character starts off on the road (without further explanations, contexts and goals, this helped to bring the flow to the side of the anguish; it may be a good one, in a later version, to leave such matters narratively clear).
3 - Narrative and Polishment: The artistic polish is very good, congratulations for your graphic assets and the choice of your sound assets. They fit very well for the horror mood (as I did not even find the threat, I would say it was terror to me, hahahahaha). The polishment would be more for the narrative character, in my view (and in a later version the composition of the soundtrack itself, to give authorship to the project, if it is in the interest of the producer).
4 - Culture: It has strong ties to the collective imagination and takes good advantage of such questions. You can take advantage of this for the generation of a community of players.
5 - Monetization: I think the game would sell in full on Steam (or another store). I see that you could make a hit with some youtubers or streamers from other backgrounds (who play for the fans to watch), who knows some kind of mutual support.
Evaluation...
1 - Mechanics and Learning: Learning the main mechanics has been challenging. I know I can interact with card numbers just after each heartbeat. After I get to the maximum number of nodes added, as I understand it, it is not possible to replace previous nodes. I tried the game twice, the first time I started trying to control the numbers I was filling; on the second try I first tried to fill the nodes; both approaches failed miserably. It really lacks a little instruction (maybe Math is taught relatively differently where I studied and that prevents me from seeing something).
2 - Flow: I was distressed all the time because I could not understand what I was doing. There was no visual feedback to know if I was advancing or not, I think. I suggest you focus on a little more about it; or separate in two stages: an extremely simple, clear objective that already teaches to use the cards, another with the degree of difficulty presented (perhaps).
3 - Narrative and Polishment: The interface is very simple (either in the sound part or in the graphic part). I believe that, in time for jam, it is good enough to show the concept. The main polishment suggested would be to amplify the feedback (either sonically or graphically) to facilitate understanding and progress in the game.
4 - Culture: The game has the potential to attract school-age players if it is a set of levels based on mathematical challenges.
5 - Monetization: I believe that the game could be delivered for free via smartphones, having extended version paid (with more daily departures, metrics etc).
Evaluation...
1 - Mechanics and Learning: I found the mechanics of walking on walls very interesting. It was nice to see the possibility of reappearing at the beginning (I thought that pressing a button for it was bad, because someone could push it accidentally, so holding two buttons might be better). Learning to play (on a basic level) was easy (try out buttons) so it was really cool. Since there are no creatures, the group can learn at the same time when playing. I found that dying and restarting quickly was bad from the point of view of making it clear that someone else won a round etc (missed making it a little more defined, but it looks great in jam time).
2 - Flow: The game keeps the player interested to the point that someone has to play with it. In this sense, the game flow is well balanced (self-balancing). Maybe when experienced players enter against novice players there will be some flow problem (which I have not seen).
3 - Narrative and Polishment: I really enjoyed music and graphic art. The song may tire after a few minutes (I believe that having a list with several songs, in a definitive or polished version, would be very positive for the game). I found interesting the development of the characters in the page of the scenario, but inside the game they were not so developed (so it can be nice, with every round of the game, the question is asked (dubbing, narrator) and the winning character respond (with dubbing characteristic of each character, personality).
4 - Culture: The game takes advantage of the engagement between players in multiplayer games, this is very positive. Enriching the character design of each character can greatly develop the player community based on this engagement.
5 - Monetization: I believe that the closed sale of the game or the sale of skins may be the best forms of monetization.
Evaluation...
1 - Mechanics and Learning: There are a few ways to learn how to play this game, the screen with the instructions and playing. Through the screen it is possible to see the main commands, this helps a lot to understand the game after playing once (reading the whole screen at once and going to play the game may not retain the player studying the "manual"). Learning during the game (without consulting the manual) is a bit difficult (but not time consuming). However, the mechanics are simple, so this difficulty is not very relevant. I suppose if the manual is split into two parts, or if the manual moves around according to the button tests, it could be a good improvement.
2 - Flow: At first I was attacked by a police officer without having started beating other people, so I had to learn by force. The first policeman is the most challenging, then things are made easier. It became basic for the strategy to know the right time and attack and the right time to get away. In the game (it was explained in the text that preceded the game) it was not very clear (via visual feedback) the question of progressing, it may be a good saying, more clearly, that killing others is progress in the game.
3 - Narrative and Polishment: Beginning with artistic polishment: I liked music and graphic art a lot (there is always room for improvement, such as adding an instrument when confronted with a police officer, and the like); in jam time it was great. On the part of the narrative, I saw her more inside the publication, in the game she was not delivered very clearly (something that can be improved).
4 - Culture: It is a game focused on violence, this brings public, there are many people who love this kind of game. I believe that extending the game, putting more stages and motivations (choices, reactions, etc.) can greatly favor the consolidation of a community of players.
5 - Monetization: I believe I could sell the game (single sale), or put the game with a variation online, selling skins.
Evaluation...
1 - Mechanics and Learning: I believe that the ideal will be to introduce the game more slowly so that all audiences can learn to play without having to read much text.
2 - Flow: I initially felt distressed at not being able to fully understand what the game expected of me, over time I understood some patterns and became more interested in the game (hence, unfortunately, the game is over, hahahahaha).
3 - Narrative and Polishment: The narrative is simple, I was able to capture the general idea (which links the theme of jam to mechanics). I felt a lack of feedback (especially when I did something wrong, when I did not know how much time or resource I had, both in terms of image and in terms of sonority).
4 - Culture: I think the game could be very interesting if expanded, with several stages for each new creature, greatly increasing the playing time. With ranking stages for players in a world ranking could yield some generation of community. Extending the assets to cover some cultural spots could also go against some niches.
5 - Monetization: I imagine the sale of the complete game, the sale of attempts that would increase alone over time if not acquired or even (in case of many players) the use of advertisements.
Is it possible to play the game from itch.io? I'm looking for the link (maybe the site has changed).
Is this game just for streamers?
Saving for playing more later. :]
First impressions: nice classic roguelite topdown shooter.
PS: I've traped myself... Is it possible to escape from that situation?
Downloading, playing and rating... I will evaluate (in writing) later because the time is running out. :)
Playing and rating... I will evaluate (in writing) later because the time is running out. :)
Evaluation ...
0 - Main Mechanics: Avoid being in the same place where new objects appear (walking in a certain area). I found this mechanic challenging (requires observation and strategy). Unfortunately I did not have much sense of how long I should be running away (I wish this was clearer, maybe I missed something).
1 - Secondary Mechanics: The mechanics of destroying boxes, leaving their remains, have a cool concept. However, given keystroke control, I encountered difficulty. I believe that keys with initials of actions can serve better (if a better positioning is not possible). The mechanics of playing the rest of the boxes outside also have a very interesting concept, unfortunately I have not been able to use this many times. Hahahahahah. It took me a long time to realize that the "v" button (except for deception) would serve to leave one of the objects broken and collected on the floor. These two mechanics, added to other possibilities in the game, were beneficial to the gameplay. The mechanics that make it possible to develop the character is very interesting and fun.
2 - Learning Curve: The tutorial tries to be clear by taking control of the player and forcing him to read (making it possible to skip using the "E" key); I believe that stopping the player from passing without him pressing the button is less of an impediment, from the point of view of not placing a large black frame on the screen. Either way the picture is functional. From the character's point of view, there are few actions, so learning is easy; from the point of view of performing the moves I think it's a little tricky (maybe it's a lack of keyboard-playing experience on my part).
3 - Flow: At each stage the challenge increased, as my skills increased. I believe that in the sense of game flow is balanced.
4 - Love Points: Character development. The logical challenges that arise in the phases, leading the player to strategize in some way.
5 - Presentation of the Narrative: The narrative is simple, there is not much to evaluate in this sense because there are few narrative elements (which I have noticed). I believe that in Ludum Dare time it is of excellent size. :) If I want to continue the project, I would suggest reflecting on whether or not to include a more complex narrative (perhaps taking advantage of this to expand the number of levels, etc.).
6 - Art Polishment: The art was pleasant (sound and visual). In Ludum Dare's time was delivering an art to the height, as I see it. There is room for polishing. I suggest that you put a mute button on the music within each level (or a volume control, which can be even better). In the case of narrative development and project continuity, I suggest that you polish and even develop an older, but improved, version of the main character and his / her items (this may be beneficial).
7 - Monetization Attractiveness: If the phases are smaller and increasingly challenging, with clarity of time; if they include new mechanics and such; I think the game could sell to smartphones in the sense of having advertisements, or even selling by itself (maybe on Steam). For this much polish, character design, narrative design and an enlargement and balancing of game design would be needed.
8 - Community Generation: In the case of the development of the narrative, the characters and the expansion of game design; I think it would be worth creating (for example) a Facebook page that represents the project; thus enabling the creation of a community of players. Please invite me to follow the page if it is to be created. :)
9 - Cultural Dialogue: The game talks about spacecraft, tangentiating science fiction in a humorous way; being able to take advantage of these themes when they attract the public (knowing how to talk about it can attract more players). I believe that for this, it would be necessary to continue the project (according to suggestions, or otherwise valid). In the opposite sense (game including culture), I believe that it should have a community expressive before generating such an impact.
In the next comment I will make a more detailed evaluation.
I exaggerated to take advantage of the bug. Hahahahahah.
Evaluation ...
0 - Main Mechanics: The mechanics of emptying the warehouse became quite interesting (I remembered my classes on Logistics).
1 - Secondary Mechanics: Considering that secondary mechanics would involve selecting the destination of the trucks, buying new ways, selecting the quantity of boxes to be sold and dealing with the schedules; I think the game has been nice overall.
2 - Learning Curve: It took a while to learn a few things (sometimes because of the difficult to read lyrics in some menus and sometimes because I'm not sure if, for example, each trip has different costs, if stopped trucks generate cost at the end of the day, more distant cities pay the same for the order (lack of patience in verifying the receipt, since I played for a long time)). Much is easy to understand, or is understood in reasonable time (I would say most of the game is easy to understand).
3 - Flow: The game is difficult, a little above my abilities and the growth of my skills a priori. Maybe the idea is for the player to play more times than I played (three or four attempts). If you want to leave the questions that I have not been able to find clearer inside the game (in case of continuity of the project), it may be interesting for the player to achieve a game flow sooner.
4 - Love Points: I liked the aesthetics of the game (although some menus are difficult to read in the beginning, because time does not stop, hahahahah). I also really enjoyed having Logistics issues involved.
5 - Presentation of the Narrative: The narrative, derived from day to day with some playful factors, was evident (although not so relevant to gameplay). Not that this was necessary in the case. Ways to deepen the narrative would be to give more reasons and names to the facts that led to the emergence of this new transport company (I may be mistaken in some way, but I see that way).
6 - Art Polishment: The art was good for the time of Ludum Dare; both sonority and graphic art. There is always room for polishing (in my case the clarity of some things, most cited above).
7 - Monetization Attractiveness: If the game were tailored to some logistics client, it could possibly be used to train employees in real life. Other than that I see few ways to monetize, but maybe new secondary mechanics arise that allow you to separate the game into levels and sell as casual to smartphones (selling by advertising etc).
8 - Community Generation: As a serious game (for training in companies) you can generate a community of customers. A page or website might support this kind of purpose. As a commercial game, perhaps deepening (narrative or character design) could lead to the creation of a profile / page (Facebook, for example). If you create a page, invite me to enjoy it.
9 - Cultural Dialogue: Logistics takes the player to the game if it is worked that way. The game contributes to Logistics in my view (if it is based on serious and valid theories).
The game is very good. I will do the evaluation in the next comment.
Evaluation ...
0 - Main Mechanics: Buy items on one side and deliver them on the other (meeting demand).
1 - Secondary Mechanics: It does not fit into this context exactly, perhaps the issue of load limitation is secondary mechanics, or just extension of the implementation of the main mechanics.
2 - Learning Curve: Learning the game takes a few matches (two or three), but the commands are simple, there is not much difficulty in learning (in addition, when losing a match, there is a reminder of how the game is controlled).
3 - Flow: The game is difficult all the time, there is anxiety about not being able to deliver the orders on time. Before the products appear in the left listing there are already buyers almost giving up on the right purchases. I would only suggest beginning to count the time from the first purchase of the motorcyclist, because the way it is, is already losing. The speed of the customers is high, this speed could increase gradually until reaching the initial speed (which in my view should be the maximum, hahahahaha). I believe that with some repairs it can greatly improve the gaming experience.
4 - Love Points: The central mechanics is the most interesting point.
5 - Presentation of the Narrative: There is no specific narrative presented, it is a part of the day to day, let's say, revised in a playful way. It may be interesting (in case of continuity) to create phases and justifications to be working with it (such as paying for college, paying for expenses at home after some fact, etc.). This could sustain the creation of more phases and such.
6 - Art Polishment: For Ludum Dare's time it's nice to see, I always say it's possible to polish, so (if you continue with the project) improving the visual identity of the menus and even polishing the whole art would be good things. Adding sound can help the feedback of whether or not to do the right thing in relation to the buttons.
7 - Monetization Attractiveness: Suppose the continuation of the project, I believe that the ideal would be to apply narrative and even powerups (modifying the passage of time, acquiring more space for deliveries etc). With this the game could be casual and monetize through advertisements, for example.
8 - Community Generation: Suppose the continuation of the project and the application of narrative, would also say that the creation of character design would fall well, making it easy to create a page on Facebook (for example). PS: Invite me to follow the page if I create it.
9 - Cultural Dialogue: The game talks about the day to day in my view, so some people will identify with it, being part of one's own life experience (directly or indirectly) and cultural experience. For the game to reciprocate (game influencing the culture) I believe it would be in case to continue the project as reiterated above.
Evaluation ...
0 - Main Mechanics: Find specific targets in a set of two types of targets to neutralize them. Fighting against time.
1 - Secondary Mechanics: I do not think it's fitting to analyze secondary mechanics.
2 - Learning Curve: It was quick to learn how to play, since they are common commands to computer games and the main mechanic collaborates with the simplicity of the commands.
3 - Flow: The game starts easy and gets worse with the passage of time (if the person is bad at first). In parts this is because we are learning to play. One suggestion would be to add an additional mechanic (perhaps a powerup to be "touched" in the mouse click) to temporarily paralyze men, women or create some kind of barrier that favors the player a little if he is almost lost (perhaps walk slower, or even walk away from the planet a bit and such). I believe that the flow issue will be favored.
4 - Love Points: The apparent humor was what most caught my attention. Music is interesting in relation to purpose. Graphic art is nice.
5 - Presentation of the Narrative: Does not fit very well in the analysis.
6 - Art Polishment: There is always room for polishing. It was very good considering the time of Ludum Dare.
7 - Monetization Attractiveness: Out of curiosity many people could download, but it would need to increase a lot with additional mechanics to sell (I believe). Unreal exports very "big" games (in bytes), this complicates monetizing in the sense of making a game for smartphones and selling cheap or even monetizing for advertisements in applications. A last-minute idea would be an MMO based on this game (with people invading the planet of others, throwing plagues and all, hahahahaha).
8 - Community Generation: I believe that a continuation of this project can easily generate a community if I create a Facebook page, because of the theme and such (invite me to follow the page if I do).
9 - Cultural Dialogue: The theme "homo" ends up attracting, as well as the theme "super world population", that way culture can bring a lot to your game. On the contrary, the game may lead people to reflect again on the themes and the "solution" presented. With a bigger game (in case of continuity of the project), I believe that more relations between culture and its game can arise.
This time you made a Compo participation... Let me see...
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Evaluation ...
0 - Main Mechanics: Interesting and challenging puzzles (limited movement and defeat through lack of possible moves).
1 - Secondary Mechanics: The time bar seemed to contribute to the main mechanics in order to limit players more (I think it was a good choice). Each element in the game behaves in a certain way, in that sense they complement the main mechanics.
2 - Learning Curve: Each level is a different challenge. The main mechanics is not very difficult to master. At every moment the possibilities of movement are shown, so anticipating the next events is something that the player must learn (as part of the challenge of the game).
3 - Flow: In the first level the game is simple (presentation of mechanics, as quoted). In the second level it requires a bit more reflection, but it is still a challenge that does not demand much knowledge (for being the first ones, the facilitated does not exceed the learning, maintaining the flow of game). From the third level onwards things start to complicate (at least for me), with that, in some moments, there is more difficulty than skill on the part of the player, to work that limit of anxiety for not being able to pass of level is something that would be interesting (if you want to expand the number of levels in case of project continuation).
4 - Love Points: Interesting visual aesthetics. Simplicity of the presentation of the elements. Clarity of design. Diversity of mechanics.
5 - Presentation of the Narrative: There is no narrative, so there is not much to say about it (perhaps the game is more like "sport" than "story-based game").
6 - Art Polishment: The art created by code being polished depends on the addition of details and visual effects (but out of Ludum Dare's time), which could be done (as I see it), without losing the clarity of the design (otherwise, better keep as it is). Some elements (I called blocks) could be analyzed in order to know if they are self-explanatory (the image matches the behavior).
7 - Monetization Attractiveness: It fits like a casual game to me, for smartphones, monetizing for advertisements. In another sense, the game could fit as a puzzle within a larger game. Or even the sum of your collection of previous games could be sold as a set.
8 - Community Generation: I do not see directly how to create a community around that game specifically. Perhaps with the continuity of the project, or even addition of narrative, or who knows with the integration of a collection this can be done (if you create a Facebook page invite me to follow).
9 - Cultural Dialogue: The early art reminded me of some serials (both nostalgic and period). Something "neon", maybe. This may attract players to your game. As for your game to have an impact on the culture, I can not think initially about the path (as a single game). Note: the experience of experimenting was cool, I even invited someone else to experiment and compete (in order to see who could get past the eighth level (I could not)).
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Evaluation ...
0 - Main Mechanics: Attack after movement of some members of the player's team, against waves of creatures that appear. The implementation was challenging, I plan to play again and try to beat the record (mentioned).
1 - Secondary Mechanics: Emergence of pillars that prevent movement (at first I would not know if it is a secondary mechanics, or if it is only the second part of the main mechanics). Restoration of life based on defeat of enemies. Increased damage according to battle condition. They were mechanics that matched well and were well crafted to sustain a more interesting and challenging gameplay.
2 - Learning Curve: The learning has not presented great difficulties, except for the mechanics of attack increased (coming from assassin) when the enemy is surrounded, that is understandable, but with necessary situation more complicated (I liked it enough).
3 - Flow: With a bad start, the result is defeat. I think this is part of learning, playing multiple times until you become good at the game. I think the flow of the game is going well, with some secondary mechanics that will reverse the situation a little in the late game.
4 - Love Points: The set of mechanics became very interesting and the gameplay was fun for that reason.
5 - Presentation of the Narrative: The narrative was presented about the game, but it says little about the mechanics (changing the story and changing the art we would have another game, with the gameplay isolated, or with few changes). I think this characterizes the game more as a sport than as a story-based game (and, to my mind, that's great the way it is). The question of angels and demons can be put inside the gameplay, if the idea is to increase the proximity of the game to the mechanics, adding cultural elements in that sense (I would not know for sure how).
6 - Art Polishment: By the time of Ludum Dare I think it was very good. There is always room for polishing, as it would be the case to switch the sound according to different levels (if the idea is to do several levels, continuing the project), etc. From the point of view of graphic art there are details that can be created to give different ambiance, and with that to enrich the experience. It seems that the game could be migrated to other formats without great difficulties, for example: three-dimensional trays, with varied themes, with spaces outside the rectangular grid etc.
7 - Monetization Attractiveness: I believe that if the project continues, they can implement different levels and sell the game as casual on smartphones (either by selling the game itself or by monetizing through advertisements).
8 - Community Generation: A well-polished casual game can generate community around the players (who knows a scoreboard falls well into the project). If you create a Facebook page to get the project going, invite me to follow. :)
9 - Cultural Dialogue: The game mentions Christian religiosity (mainly, with Judaic ramification and such). Adding concepts of popular culture and other aspects (staves, red demons etc). This shows potential as a skin of the project, to attract players (whether by polemics, or by humor, or by interest in investigating how far they have deepened in the narrative aspect). In the sense that the game contributes to the culture, I believe that the development of more levels and the narrative itself, would be factors that could increase the potential of the game.
Evaluation ...
0 - Main Mechanics: It took a while, but I finally realized that my character could use powers (I believe he throws spheres of energy from that orb he seems to have at hand). Before I thought it was just running away and collecting items that added improvements (but when I reached the level of the boss, I realized that I would have to do damage to him (it took time to beat the boss)).
1 - Secondary Mechanics: Each equipment seems to favor the character in some way, so there are several secondary mechanics (in that sense). Another interesting mechanic was having to select from several levels to prepare myself for the fight against the boss (I interpreted this way).
2 - Learning Curve: Inside the game there are not many elements that have made me imagine that I would have to use the mouse, even because when I entered new levels, soon I had to walk away (arrows), so I would hardly think of using the mouse because sort of (for me) competing a little. Then an explanation inside the game could favor the learning of its users (in case of continuity of the project).
3 - Flow: Despite some difficulties, I believe that I was growing in skill while the difficulty of the game increased, so I think it is adequate in relation to the flow of the game (there is always room for polishing).
4 - Love Points: Misc Mechanics for Enemies. Powerups. Phases that are complicating. Fight against boss.
5 - Presentation of the Narrative: The narrative was presented during the course of the phases I played. It was not presented comprehensively to me, but I could see that there was a progression in stages to the scene. I believe that outside the time of Ludum Dare (if the project continues) it would be interesting to invest some time in a narrative presentation, which could benefit the project in my view.
6 - Art Polishment: I liked the art presented (with the exception of collectables); the names of the items indicated the utility, but at the same time there was no doubt whether to pick it or not, except for the potions of life (when I was wounded and such). I would indicate sound art as the next major step to the game; then I would think of graphic art (polishes after Ludum Dare and such).
7 - Monetization Attractiveness: With a more solid narrative, the game would probably sell for itself (maybe Steam, I think). If the project is continued and have an interest in something in the casual sense and smartphones, then a very large variation should happen (hence they could monetize for advertisements, but I think it would practically restart the project, in terms of game design).
8 - Community Generation: With character design and narrative design they could increase the "charisma" of the game, allowing the creation of a page and therefore the development of a community of players (as I see it). If you create a page on Facebook, invite me. ^^
9 - Cultural Dialogue: Without the more developed narrative it is difficult to talk about how the game affects culture, and how culture affects the game.
Evaluation ...
0 - Main Mechanics: The main mechanic I would say would be to automatically confront enemies with current character statuses and his equpment.
1 - Secondary Mechanics: It would be the mechanics that fit (very well) the game in the Ludum Dare theme, the issue of managing the inventory. This part I could not learn inside the game (so I came to do evaluation, before reading the publication again and continue playing a little, hahahahah). Each item has the potential to be a new (secondary) mechanic, so there is a lot to evaluate (and therefore polish and such) in that question).
2 - Learning Curve: In relation to the main loop, from confronting enemies, it was very simple to understand (health points, attributes, equipment, enemies etc). As far as inventory management is concerned, learning has proven to be more difficult (it would be interesting if the game noted the use or not of certain mechanics, and there was an adaptive tutorial, showing only what was not used properly yet, hahahahah ).
3 - Flow: The challenge was growing to the point that I was acquiring skills. Unfortunately, not enough, because I died (but I'll come back and I'll put an end to that green bug). Given learning how to play properly, I think I can better understand the flow (if the game ends, I will understand how far the game flow goes).
4 - Love Points: The character can get items and select what they want to equip!
5 - Presentation of the Narrative: I did not see much about narrative, but the game has the ability to house a good narrative (told inside the game, either through description of items, or through specific lines of specific enemies etc). I think it would go well with the game.
6 - Art Polishment: The audio seemed appropriate to me (still more about the time of Ludum Dare). Visual art can be polished (if the project continues). There is always room for improvement, it is worth emphasizing that when developing a narrative, art may need expansion (also of variation, with regard to audio etc).
7 - Monetization Attractiveness: I believe the polished design could sell by itself (Steam maybe). In casual terms (if the game does not have a great narrative and mechanical variability), could be placed for smartphones and monetize through advertisements.
8 - Community Generation: With the elaboration of character design and narrative, it may be interesting to create a Facebook page to follow the project; which would generate a community around the game (invite me, if you create).
9 - Cultural Dialogue: It takes advantage of the culture upon games that imitate RPG (the virtual RPG), then it can attract of culture for the game in that sense. The game would need to rely more on narrative to achieve the idea of contributing culturally (in various ways).
I finally had time to play ... ^^
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Evaluation ...
0 - Main Mechanics: A type of runner, where the character is an astronaut who is moving super fast in a region extremely crowded with space debris.
1 - Secondary Mechanics: I do not think it fits this type of analysis (in the current state of the project).
2 - Learning Curve: Learning the commands (in the online version) was limited to "go up" and "go down", the other commands did not work (maybe because of the browser or something like that). It was very fast to learn (I would suggest putting it not only in the WASD but also in the arrows).
3 - Flow: The game was super difficult, there was not much space for the development of skills. Hahahahahah. I'd say adding warning elements about where the next "asteroids" will come in could do a lot of gameplay. Perhaps increasing the speed slowly would also help increase the playing time. Adding score could also be interesting. One more suggestion, perhaps a puzzle or moment of action could enable the player to continue in the same race, as opposed to always having to restart (if he intends to continue the project).
4 - Love Points: Humor was the highest point in my view. This can be worked to enrich the rest of the game.
5 - Presentation of the Narrative: I will leave a picture about the narrative (written before the gameplay starts). I believe that the end of the text passed very quickly, I would give more time to read, or even ask to push a button at the end (although it seemed to be a reference to space context movies).
6 - Art Polishment: I missed a lot of sonority. The graphics can be polished, but there are cool things (for Ludum Dare time). I would say to increase visual and sound feedback (in case of project continuity). Working the main character (narrative and graphically) can do very well to the project as a whole.
7 - Monetization Attractiveness: As a casual game, if you continue the project, if you develop secondary mechanics and enhancements, the game could sell to smartphones and monetize from advertisements.
8 - Community Generation: By creating a more solid narrative and character development, a community could emerge around the game (hence it could have a character page or even Facebook game, invite me if I create it). Another factor that may impact on community generation would be to add score (world table and such).
9 - Cultural Dialogue: The game could take more advantage of cultural references from the point of view of science fiction (maybe I have not played enough to try something they might have done in that regard).
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Congratulations.
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The screen cuts a part of the text.
Finally I had time to play, unfortunately after playing I realized that the comment in my game was fake, it was not really an analysis. = /
Well, I analyzed your game.
In short, I believe you made a good choice of assets (I do not know which ones were created by you, if you wanted to be evaluated for what you did, then you could have made it clearer what you wanted me to evaluate).
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Evaluation ...
0 - Main Mechanics: The main mechanic is to find and activate devices to release the escape of the ship (as far as I understand).
1 - Secondary Mechanics: I believe that the secondary mechanics is the exploitation of the place, and oxygen is limited. Unfortunately it was not clear when my oxygen was running out (I suggest investing more work on increasing visual feedback for this part as it is critical to the game, complementing the main mechanic).
2 - Learning Curve: I finished the game in less than twenty seconds, maybe I found the right track. Then I played again and lost before and explore everything I wanted (because of the problem in the secondary mechanics I mentioned).
3 - Flow: In terms of boredom vs skill ... I think the game did not present much challenge from the point of view of the main mission, but presented challenges from an exploratory point of view. If the mechanics items increase, with new challenges, the game could improve in terms of gameplay, allowing a better analysis of the game flow.
4 - Love Points: The general art was interesting (even if I did not have so much to say about the game), I say based on the menu (impressive, which someone quoted is not entirely your work). I believe that if the project continues, they can use the past mood in the credits for the game itself (using science fiction and such).
5 - Presentation of the Narrative: I did not notice much of the narrative, except the guy wants to get off the ship. Not that a smaller vessel will hold more oxygen than the larger one (maybe it's a hole in the hull or something, so it could have something showing, like red lights or some alarm signal on account of it (clearer)).
6 - Art Polishment: The overall looked good (taking into account the above comments and everything). Keep working on this line.
7 - Monetization Attractiveness: You have to have a more complete game to see if the project could be monetized (maybe the publicity based on what they did, but with their own assets, has enough future for releases). But they will need to greatly enrich the project to reach a product that someone will enjoy having paid for it. Gogogo!
8 - Community Generation: It all depends on a bigger gameplay and the creation of a good narrative, since otherwise the game could set a good generation of community.
9 - Cultural Dialogue: The game mentions science fiction, so it can contribute a lot in the area if the project evolves. In addition, the game would attract many fans of the genre in question. More about the cultural contribution of the game would be possible in case of continuity of the project and application of narrative.
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Note: Still annoyed / disgusted for not really having experienced my game.
I finally had time to play. ^^
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Evaluation ...
0 - Main Mechanics: I would define the main mechanics as: defending a region from the attack of harmful agents. The coating of this mechanic, in humorous and narrative terms, enhanced the experience of the main mechanics. To check how well the player is, there are bars that track progress (in addition to visual feedback on the minimap).
1 - Secondary Mechanics: I would say that the minimap itself is a secondary mechanic for this game, and it is possible that it exists without the minimap.
2 - Learning Curve: Learning to play was not very difficult, from the end of the first attempt to the beginning of the second attempt I was already managing to manage the appearance of harmful agents (the hairs that were emerging between the eyebrows). I would suggest more visual feedback about the minimap if I consider it a positive point for the project (this is because, even though it is fast, just because I'm losing the game I realized the same, even more when I played at the chosen site, because there is information beyond the game).
3 - Flow: Without the mini-map the game is difficult (little skill, depends on luck and agility to find new hairs, hairs grow quickly etc). With the minimap the game is easy (you can quickly achieve victory, which reduces playing time). I would suggest removing the minimap, or giving false clues about the presence of hairs after some time, such as the appearance of other things that cheat on the minimap (pints, mosquitoes landing or other things). Another suggestion would be to reduce the speed of hair growth, if you want a longer experience (maybe it works, you would have to test it).
4 - Love Points: Humor was the strong point. This is the choice of capybara (hahahahaha).
5 - Presentation of the Narrative: I have not played many times, but I would suggest (even if you have to skip the line) to add subtitles, so that non-native and non-English speakers can better absorb what is being said, besides giving accessibility to deaf and devices).
6 - Art Polishment: In the style chosen and developed, adding up the limited time of Ludum Dare, there is no point in pointing this way. There is always room for polishing in case of continuity of the project.
7 - Monetization Attractiveness: Maybe the game is monetizable, I would do a publishing experience after upgrades, this for smartphones, maybe the humorous character brings curious players to play (who knows through advertisements can monetize).
8 - Community Generation: A Facebook page for capybara? Hahahahahah. If you create, invite me to follow.
9 - Cultural Dialogue: The game seems to question (or at least tinker) about how one feels about having excess hair on one's face. This leads (in parts) to the humorous effect. I wonder if the game would have any effect in the opposite direction (contributing in some way to some cultural reflection or questioning).
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Nice experience! :) I will evaluate better in the next comment.
I don't know why, but it never uploads my name. :) Hahahhahahahah. Evaluation on the next comment.
Evaluation ...
0 - Main Mechanics: The main mechanics of breaking through destructible layers of stone have a very interesting concept (it requires a bit of polishing, since the control is a bit difficult, even though this is part of the challenge).
1 - Secondary Mechanics: The use of secondary items is equally interesting, allowing diversity in terms of strategy and actions (I managed to get only in the third level, so I'm not sure if I was introduced to all the secondary elements).
2 - Learning Curve: There is learning inside the game (unfortunately every time the game repeats the sentences, I think it's a kind of tutorial (the first level)). Then there is how to learn at each level. I had to play three or four times to get through the first stage (and that's not a bad number, as I see it). The speed of the stones may decrease or the character's speed may increase if you want to smooth out the learning curve in some way.
3 - Flow: The game is difficult from the beginning (should be the control, combined with the speed of the game). I think that to better fit the player into a "skill vs. challenge" curve it can be a good way to slow down and speed up the character a bit more. I do not know if elements that show where the dwarf will attack would help (type when holding up and up (arrows) an arrow appear on the screen and such).
4 - Love Points: The game has a good mood with regard to sound effects (I'm curious to see if effects games sell well). The character with which you play it seemed interesting too (if the game continues to be produced, I believe it can be reworked, without losing what has already been done).
5 - Presentation of the Narrative: The narrative is presented by speech bubbles, on the part of the characters on screen. I believe that I am presenting the narrative well, however, in case the project continues, I believe it may be interesting to place more narrative elements implicit in graphic art, etc.
6 - Art Polishment: In Ludum Dare's time it was cool. There is always room for polishing (graphic and sound art). Something that I found strange (I do not know if it would be incorrect) would be the question of having unfilled spaces next to outside (for stone tiles). I think it would be a bit more filling. For time after jam, I would suggest thinking about lighting too (I understand that pixel art does some work in that regard). When the pieces come out (they go through the character) they could disappear on the wall or have some effect.
7 - Monetization Attractiveness: I believe that if the focus is a casual game, you can invest in more and more phases, with different challenges, being presented gradually. Hence the game could be monetized through advertisements (in the case of game for smartphones).
8 - Community Generation: It would have to work more on the main character and narrative in general to attract people around the character and the game itself, so a Facebook page could talk about the game and generate a community around it (if you create the page call me to follow, hahahah).
9 - Cultural Dialogue: The game talks about dwarves, what I understood about mythological dwarves and / or RPG. This can best be worked on in the narrative, showing more elements of this "people". So the game could "talk" more with mythology and attract people around it.
Evaluation...
0 - Main Mechanics: The mechanics of taking cards at random and using them as a weapon in a choice reflected from where to use ... Very interesting your idea. It was well implemented in this regard.
1 - Secondary Mechanics: There is a card that forces the player to enlarge the human contingents (new cities) and another that forces to create new roads. I found these mechanics equally interesting and well implemented.
2 - Learning Curve: The game has simple control, so learning how to use the cards is quick (at least for me). And the cards are explained by themselves.
3 - Flow: The challenge of the game grows if the person goes bad at first, with bad choices or even by chance. For the game to become more challenging to the "good" (experienced, lucky, I do not know); I believe that the ideal would be to implement ways of hindering (more letters that complicate, or events triggered by time or by low population number).
4 - Love Points: The mechanics of the game itself were very good (very interesting, fun and well implemented).
5 - Presentation of the Narrative: The narrative presented was simple, the game seems to be able to be embedded to other narratives (perhaps some of them can be more in depth). Since the focus is not the narrative (except for the humorous (or critical, I do not know) effect), then there is not much to evaluate in this matter.
6 - Art Polishment: The art can be polished, for more elaborate frames for the letters (etc). In Ludum Dare's time the art was very good.
7 - Monetization Attractiveness: I think this game could be monetized if it was released for smartphones (with advertisements). For this there should be several challenges (hence I do not know if it would totally combine with the current narrative, whether it would have to be presented gradually or not etc).
8 - Community Generation: A Facebook page (invite me to follow if I create) could help to generate a community of game players.
9 - Cultural Dialogue: Humanity is often accused of doing harm to the environment, I believe that from there arises the criticism made through the game (indirectly or directly). The game may (intentionally or not) reflect a little on the relationship man and nature (although it does not seem to be the focus). For the game to have a stronger character in terms of game-culture and culture-game, I believe that the narrative would have to be better worked on.
Very funny...
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Evaluation...
0 - Main Mechanics: The main mechanic is to direct the bathers in danger to the staircase, before reaching a maximum number of dead in the pool. Actually the theme was used in this game, things get very difficult with increasing errors.
1 - Secondary Mechanics: Apart from strategies to support the main mechanics, I believe that this game can not be analyzed from the point of view of secondary mechanics.
2 - Learning Curve: After a few tries and mistakes, I learned how the game controls are. With the addition of new bathers the need for new strategies arises (that can be developed by the player, if he has basic notions of direction).
3 - Flow: The game begins a little monotonous, but soon becomes action. After a certain amount of errors the game becomes very difficult (it penalizes the players a lot when they start to err). I think adding elements in the "powerup" style can do the game very well (for example a powerup that lets you throw a dead man against another and thus restore the fault bar a bit).
4 - Love Points: The main thing was the challenge of making more points (it would be good to compare with other players on a global score) and, of course, the grace (very funny).
5 - Presentation of the Narrative: I have not seen much narrative presentation, so it is difficult to analyze by this aspect. Because it is primarily a game of action, I think I did not miss the narrative as well (but this can change if the game becomes a casual game for smartphones, with phases and goals).
6 - Art Polishment: The art contributed with the grace of the game. There is always room for polishing, especially if the project is continued for a casual monetized version of smartphone.
7 - Monetization Attractiveness: I think the main form of monetization is similar to what Candy Crush does. If the scale is not too large, the game could work based on advertisements on the cell phone (I do not know how it could be sold to personal computers, but I do not deny the possibility).
8 - Community Generation: In a polished casual smartphone version, the game could generate community (I would advise creating a Facebook page, if I create a page call me to follow).
9 - Cultural Dialogue: In the culture-game sense I would say games that use physics as a base have influenced, as well as situations involving clubs (hopefully comical situations, hahahaha). In the other sense (game-culture), the game could favor the development of spatial capabilities on the part of the player (as I believe happens with Angry Birds).
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Evaluation...
0 - Main Mechanics: The main mechanic seems to be getting good equipment and defeating the enemy, this relies on secondary mechanics. It took me a while to realize a few things and it was confusing to lose so fast after hitting the enemy once (I do not know if I was really my enemy, though I was getting the same resources as myself). In that sense a little more feedback on actions can better target the ultimate goal (working alone in Ludum Dare's time explains, so this suggestion is for the continuity of the project).
1 - Secondary Mechanics: The mechanics of developing new equipment are interesting, I would combine with the possibility of damaging the equipment (in case of continuity of the project). The combat mechanics got a bit confusing to me, I did not know how far I could fire or even that the enemy was so powerful, even without seeming to have weapon (I imagined that he would fight with me, not that would advance on my house and this me would lead to death, hahahahaha).
2 - Learning Curve: It took me a long time to realize that it was not necessary to click, but simply holding down the mouse would be enough ... Hahahahahahah. My right hand hurts a little now. The learning in terms of fighting only gets a little in terms of visual feedback, otherwise it is cool. The learning of the construction of items and inns was quiet. Learning about the power of destruction of the enemy is not clear until the first death.
3 - Flow: The game put me to collect, until I even broke the peace attacking the artificial intelligence. In that sense I did not see an increase in the challenge since I did not take a drastic measure myself ... So I was totally lost (very strong opponent). I believe the ideal would be for the enemy to combat the character of the player, not to immediately destroy his base (if he is interested in continuing the project).
4 - Love Points: Although there are few explanations, I believe the characters were visually interesting (I would keep the concept and polish it). The idea of collecting and seeing the falling objects to get caught is also very interesting (unfortunately the enemy is the best collector and there are no drops on his part, it would be interesting to be able to "steal" what he collects). The interface with the player is clear, but sometimes difficult to follow (because of the excessive vertical space between actions and information, it may be intentional).
5 - Presentation of the Narrative: I have not seen much narrative presentation, so it is difficult to analyze by this aspect. That might put me in doubt as to whether the "red" would attack me if I kept quiet (hahahaha). Narrative development can do the project well, especially if a story is being told slowly inside the game.
6 - Art Polishment: The graphic art of the equipment became interesting. Characters can be polished, even though they look cool. The sound part can be worked on. Again I cite a recast of the empty space (if you do not want to use the vertical space of the scene).
7 - Monetization Attractiveness: I believe that the game would sell for itself, if a narrative was elaborated that intensified the gameplay. If the idea was something more "casual", maybe it would sell by advertisements (for smartphone), also being able to fit the game as MMO (which could yield sales of skins).
8 - Community Generation: If it becomes an MMO, I suggest creating a Facebook page to make room for the emergence and maintenance of a community around the game; I believe that the development of narratives and characters can collaborate a lot with this (invite me to the page if I create it).
9 - Cultural Dialogue: Intentionally or not, the game alludes to others of the same genre (Age, Minecraft etc); making players come to the game with prior preferences and notions. On the other hand, through the construction of good narratives and characters, the game can end up contributing in the cultural scope.
Good concept! Nice implementation!
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Evaluation...
0 - Main Mechanics: The main mechanics of maze exploration to collect items and then escape with limited abilities of perception became very nice. I'm wondering how to extend the main mechanics to a larger game (more challenges and such).
1 - Secondary Mechanics: To be exchanging between items and partially letting the player remember where they have already passed were interesting design decisions.
2 - Learning Curve: It was not long before I learned how to use the commands (I hope I have used them all). That's even without tutorial on the outside (on the Ludum Dare page). Very good.
3 - Flow: The added difficulty was smooth. With the advancement of the player, the game will require less ability of the character to keep information in memory. Perhaps a version with less memory space can provide a greater level of challenge (perhaps creating new phases or simply having "hard" mode).
4 - Love Points: The way the images disappear and how the game was presented were the things I liked the most. It was good to finish the game.
5 - Presentation of the Narrative: The narrative was presented on the page of the Ludum Dare. I wonder how it could be presented inside the game. The dialogs are too fast (I do not know if they're tied to the computer's FPS, maybe I'll put them away if the person pushes a button, I do not know).
6 - Art Polishment: The visual effects were very interesting (darkening and lightening of the rooms recorded in memory and such). The main character and the choice of camera type have also been adjusted (as I see it). Congratulations. Polishing is always possible, and I would like to see how obstacles could be, and even mobs or wrists that erase some of the memory ... Hahahahahah.
7 - Monetization Attractiveness: I believe that a complete game, with some polish and with varied challenges could sell by itself (without monetizing with advertisements and such). But you could possibly sell by advertisements on the cell phone (with the right settings for control, maybe).
8 - Community Generation: The character has the possibility of being worked as a charismatic entity for the players. A Facebook page could center actions on characters and news (but it would not necessarily be helpful, I'm curious; if they create me they call me to tan). :)
9 - Cultural Dialogue: The game alludes to times of low memory in old recording devices, so it somehow contextualizes itself in a cultural way. If the game is increased, there will probably be new forms of relationship (culture and play, game and culture).
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Evaluation...
1 - Main Mechanics: The main mechanics would be customer service and the start of minigames. At first there are no problems with how the mechanics were implemented (some actions could be taken to expedite the service of new clients). I think the main thing would be to increase the possibilities for the main mechanic, having a type of menu of acquisitions for the "iddle" part of the game (if you like the idea of the establishment generating a profit beyond manual service).
2 - Secondary Mechanics: I played for maybe insufficient time, but I felt a lack of difficulty increasing in the minigame of walking in low light until reaching the flag. The minigame to find viruses and destroy them could grow in difficulty (gradually in special cases), adding movement to the virus or even multiplying them. The minigame of catching viruses with the mechanical hand can be hampered if there is movement between files, but this can make it very tricky to play. In general the secondary mechanics (which I here called secondary) form the real mechanics of the game.
3 - Curve of Learning: It was not difficult to learn how to play, so I believe that this is appropriate. I only felt a lack of visual feedback when something is done right or wrong (also sound). In that sense just receiving after work seems to tell me more or less if I could have been better in some way (if that can be made clearer, I think the player's experience can greatly improve).
4 - Flow: As I said before, I felt some lack in the growth of the difficulty of the game (which in my view would have to be slow). I have not played for so long (I played a few times every minigame), so maybe I'm suggesting something already implemented and not noticed.
5 - Love Points: Although I can not control with the arrow keys on the search and delete part of the virus, I really enjoyed this minigame in particular. For remembering other games (including Chess and Bomberman). The modeling was also quite nice, and putting it next to pixel art turned out to be nice.
6 - Presentation of the Narrative: I do not think that the focus was on presenting a very elaborate narrative. The game does not fit this type of analysis very well because of this.
7 - Polishing Artistic: It is always possible to improve in terms of artistic polishing, but I believe it is not the initial focus (in terms of suggestion). Possibly the menu and gear for visual feedback (mentioned earlier) could be the first suggestions in that regard. Ah, yes ... and the addition of sonority.
8 - Monetization Attractiveness: Although I was not the target audience for monetization for this game, it would possibly sell (directly or with advertisements). The way I think it would be more appropriate would have to edit the store itself, maybe this would open the range of possibilities for someone to play longer and have an interest in spending within the game.
9 - Community Generation: The greatest possibility of generating a set of players in the sense of community would be in the case of creating a social network (page or something), where players could put prints of how the "stores" stayed. But I'm not sure if it would fit (maybe if there was a lot of effort in generating customization possibilities, then I do not know if it would be worth much (compared to learning this project and applying to new projects)).
10 - Cultural Dialogue: I believe that the game playfully visualizes the dynamics of extermination of computer viruses. Because I do not have a narrative focus, I believe that there is not much more in terms of cultural dialogue (game and culture, culture and play).
The strong point is swinging (attached to the rope) and experience the physics derived from this.
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Evaluation...
1 - Main Mechanics: I think it's moving between platforms killing creatures as you go. I encountered some difficulties landing on some platforms, but this strengthened the fun and challenge.
2 - Secondary Mechanics: Zooming in on enemies, allowing you to shoot more easily was also surprisingly fun. The idea of just shooting when stepping on platforms still causes me strangeness. Hitting creatures from far away, but without precision was something that left me thinking (still without definitive opinion).
3 - Learning Curve: I believe that I learned quickly how I could play (even with limited time on my part). As I learned some details out of the game, I could not judge if the game would adequately teach a player in a definitive version.
4 - Flow: The challenge increases quickly for those who advance, as they find themselves surrounded by creatures. This makes me believe that a slower onset could prevent premature death during the action (there is a lot of action, and that's fine).
5 - Love Points: I believe that the strong point that I bring to the game is actually applied physics in conjunction with the action. The song also fit well (good choice), which I understand is not to be rated.
6 - Presentation of the Narrative: I do not think that the focus was on presenting a very elaborate narrative. The game does not fit this type of analysis very well because of this.
7 - Polishing Art: I liked the creature and most of the effects used, so it was very good. I do not fully understand the smoke that comes out of the gun when it is recharged (it may be a reference to events at or near zero). Within the game the screens beyond the game can be better worked on (I have no suggestions besides, and I know that in Ludum Dare's time it gets complicated).
8 - Monetization Attractions: I believe the game would sell for itself, unless they think of multiplayer, which could sell skins and weapon variations.
9 - Community Generation: I think it would generate a community of players if it was published (with an associated page on Facebook, invite me to enjoy it, hahahahahah). With the possibility of something in the sense of multiplayer would also facilitate the generation of a "community of players and stakeholders."
10 - Cultural Dialogue: Because it is a shooting game, there is a relation with other games of the same nature and the reflex of the type of game with the type of player. Without an applied narrative it is difficult to say more about how culture affects play and how the game affects culture.
---
I'm still playing. One thing I would like would be a button to simplify the choice of commands when fighting. Type "press a" instead of clicking "Attack." I think enemies do not have as much delay as clicking a button and then dragging me.
Playing to better evaluate other criteria. :)
---
Ainda estou jogando. Uma coisa que eu gostaria, seria de um botão para simplificar a escolha dos comandos na hora de lutar. Tipo "apertar a" em vez de clicar em "Atacar". Creio que os inimigos não tenham tanto delay quanto clicar em um um botão e depois arrastar até mim.
Jogando para avaliar melhor outros critérios. :)
Very interesting! :) I want to play more levels! o/
I found the graph amazing (very good, congratulations). The song repeats a bit, but it did not annoy me (vary the song according to the set of phases, in case of creating new phases and worlds would be very good).
The on-screen tutorial could be improved (perhaps with icons and with a less clear source, to counteract with the background; it also depends on the sensations you want to convey).
The phases increase in difficulty (in terms of how the ground, number and position of enemies), this in itself seems sufficient; however, to what I noticed, there is the added difficulty when the character has to do the combos. As I see it as a suggestion, I would say that the difficulty of doing the combos should be applied only while advancing within the same sequence of combos and not in advancing the phases (because it is difficult to hit the buttons all the time).
Suggestions... I would say that continuing the project was very interesting. I do not know if it would fit here, but items (equipment, powerups, coins etc) and character progression can be cool.
I really enjoyed the game. Very fun and (with sound effects support) funny. Graphic art was cool, too.
Suggestions ... I found artificial intelligence good shot, but bad "game", I know AI is difficult (at least for me). I would develop this for more polished versions of the game and such.
I missed knowing for sure which side I was scoring (maybe a little feedback on who is scoring helps, although the scoreboard is on the side of the screen that serves as an indication).
The choice of the keys made it a bit difficult to shoot and move (at least for me).
Pretty fun music and gameplay. Challenger. Difficult. With cool visual effects despite the simplicity of the art itself (on the part of the ship, in this case). The fusion of "incompatible" mechanics was cool (and tormenting at first).
I'd like to be able to skip the intro initially (for the replay cases). The sound effects are funny and the music is lively. I found it a bit difficult to play, but with practice it would be possible to improve (I do not know if it's really at the level of difficulty on the part of the opponent (machine)).
Suggestion... There is already feedback on when to block and such, but could be a bit more obvious (again, it may be inexperience with this type of game).
I do not know if it is the intended one, however before starting a new round the previous sequences remain partially loaded.
Unfortunately I could not find someone to play with me. I have tested the characters' abilities (checking a little bit about concept, graphic art and animation). Sound really is missing. Keep up the work, I would like to play on an improved version when I find someone else to play! :)
The idea was cool, the graphics are reasonable for the jam time.
Suggestions ... Introduce the elements gradually (in a type of tutorial, especially for beginners in the genre). Put a background song that matches the sound elements (SFX).
Keep working! :)
Very good graphics and music. Very interesting is the concept of switching between dimensions.
Apparently "restart" does not work very well (at least not in my Firefox).
Very cool visual effects. The control sometimes gets difficult, I'll play to finish (I only reached the third level (image)) ... The music and sound effects were nice as well.
In the third phase my ball was held horizontally, nor did I know that it would be possible. Hahahahahahah. I missed Pinball's ability to slap the table (by slightly changing the alignment and such).
I really enjoyed playing the game, it was fun.
As you have to divide the attention between the horizontal line in the upper right and the vertical line in the lower left corner, things get a little more difficult.
I wonder how the game could have a sequel. I got curious.
The music and the graphic style are very beautiful. Control is challenging in the first level, mechanics have potential for many phases (I managed to complete the first with three stars and the second I stayed in the two stars).
Congratulations.
Infelizmente não consegui concluir o jogo, gostaria de entender por quais caminhos seguiriam a narrativa, a ambientação pretendida, o senso de humor do jogo e o desenvolvimento do uso do tema.
O personagem principal tem potencial. Parece ser um donnut ou algo do tipo. Talvez com algum parentesco com o Kirby (só porque ele está comendo todo mundo, hahahahah).
Gostaria de apontar aos programadores que quando continuo andando por muito tempo, a animação para de rodar e o personagem fica travado em um só sprite.
Gostaria de ver mais mecânicas que diferenciassem um pouco do estilo plataforma.
Os gráficos foram o ponto forte, gostei dos tiles da fase e tudo mais.
A música foi muito bem desenvolvida, gostaria de saber mais sobre o encaixe dela na narrativa pretendida ao projeto. :)
---
Unfortunately I could not finish the game, I would like to understand what paths would follow the narrative, the intended ambiance, the sense of humor of the game and the development of the use of the theme.
The main character has potential. It seems to be a donut or something. Maybe with some kinship with Kirby (just because he's eating everyone, hahahahah).
I would like to point out to the programmers that when I keep walking for a long time, the animation stops running and the character is locked in a single sprite.
I would like to see more mechanics that differ somewhat from the platform style.
The graphics were the strong point, I liked the tiles of the stage and everything.
The song was very well developed, I would like to know more about the fit of it in the intended narrative of the project. :)
Gostei dos gráficos do jogo, da iluminação e da ambientação. Parabéns! :)
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I liked the graphics of the game, the lighting and the ambiance. Congratulations! :)
At first I liked the song, but I suggest that it increase the loop of the song a bit so it does not get too repetitive, as it may take away the player's attention a little.
I really liked the mechanics.
I would like it to have a clearer mark (at least for me) of who belongs to my team (maybe I have a hard time separating people visually).
The presence of small marker icons to know who has already done what would be welcome (especially if it was enabled by a button to not be polluting the screen if the person is a bit better memory and such). Example: pressing the "X" button will mark the icons of who can still move etc, for five seconds. Or while holding the "X".
In some games there are tips on how many percent chance to hit certain actions, this can make the person want or not risk doing some actions (this would depend on greater knowledge of the game itself, to know what can be difficult or not; and it would also depend on having different abilities for different characters).
I liked the graphics too. :)
The game was fun, for me Tower Defense games have a brisk pace, so the challenge level goes beyond my initial skills.
Tip: I would suggest putting shortcut keys to access the "towers" created and within them, shortcut keys for acquiring features (for example: the "towers" created receive the names by characters (a - z) and when accessing a "tower" use other keys (0 - 9) to perform the actions).
Very funny, I've been trying for a long time, but relationship applications are not for me. Hahahahahah.
I really liked the graphics and the mechanics. It seems to have enough potential for adding new mechats as well.
I remembered a bit of (Star Wars) X-Wing tabletop game. In his the shots go in shifts and this adds a new dimension to the game, congratulations.
Gogogo! :) I would like to see more levels.
Muito bom jogo, sir. :) Parabéns. Foi divertido e a ambientação psicológica foi muito bacana (a música e o trabalho com a câmera ajudaram bastante nisso).
Sobre a parte "runner" eu não gostei muito de ter que ficar segurando o botão para me mover (como era também um runner eu sugeriria manter o personagem correndo; sei que talvez foi de propósito para mostrar que a pessoa precisa se esforçar para conseguir ajudar outra pessoa; ou algo do tipo, não sei se era a intenção).
Os gráficos combinaram com a entrada e a capa do menu ficou muito boa. Tive que jogar duas vezes para conseguir vencer.
Novamente, parabéns! :)
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Very good game, sir. :) Congratulations. It was fun and the psychological setting was very cool (music and camera work helped a lot).
On the "runner" part I did not like having to hold the button to move (as I was also a runner I would suggest keeping the character running, I know it was maybe on purpose to show that the person needs to try hard to get help another person, or something like that, I do not know if it was the intention).
The graphics combined with the entry and the cover of the menu was very good. I had to play twice to be able to win.
Again, congratulations! :)
---
I was curious to know what exactly I should do. I understood that the fire heats the pot and that it has like to take the third weapon (to that I understood toothpicks). I did not quite understand what those flying balls were, I knew they were helping to jump higher and that it was possible to blow them up with ordinary shots and sticks.
Tip: A little more visual feedback could help make the goal clearer.
The union of the genres was cool as well. Congratulations.
The graphics were the best part of the game as I see it. I really liked the Minimap system. I liked the items falling from the enemies (I remembered Shadow Tower and Parasite Eve).
Suggestions ... Leave the goal more evident. The shots are slow and they go out of sight; it would be interesting to choose between one of these two things.
Good luck next time. :)
I liked the graphics very much, the art was excellent in my view.
About uploading process using Unreal, I've always found it more complicated, mainly because they are very "heavy" projects.
A good next step would be to learn to limit the phase a little better because I "fell out of the world". Hahahahahah. I always see a lot of it happening, especially in Unreal games and some Unity (nothing that verifies the height of the player and "teleport" it to the starting point with the torque and with the speed zeroed does not solve.
The character's leap is a bit confusing to me, I do not know how to limit the horizontal shift while jumping on Unreal, but it might be a good idea to take a look at that.
His attack is close, it makes things more difficult. Especially because apparently it is enough that the other boys touch him to get hurt. It would be good to work a little better at this collision part for damage.
Increasing the visual and sound feedback when things happen would be cool, too. For the actions of the player to be more "significant".
It would be interesting to know the goal a little better while you are playing (have some kind of hint or symbols for it).
One tip to extend the game (apart from the above corrections) would be to have a minimap showing the objectives.
Very nice graphics! :) Good concept.
I think the piano is not "working" (when it gives focus of light on it).
It would be interesting to be able to listen at a chosen time, allowing the person to prepare for the test (instead of doing it automatically at first).
The art was very cool, as was the concept of using Music and puzzle.
Very interesting to find a puzzle to play.
I did it with 56 moves, I do not know if I should have done it with less than this ... Because at one point this happened (image).
The sound was good.
Anyway it seemed to be expected as it is equal to one of the images you used (maybe, hahahahah).
The graphic art was very good.
Not surprisingly, the soundtrack was quite lacking (and some sound effects).
Inside the game it was difficult to understand the goal, whether to throw the boxes off the platform or drop them to burn (as there are signs beside the incineration, I believed I would have to burn that type of box on that side, it got a bit confusing for me).
I also did not know how long it would take for the game to finish, so it got a bit complicated for me to have feedback (despite the scores below).
Very interesting. I liked the gameplay.
The Christmas music (although repetitive) left the ambience more "macabre" (or sarcastic).
- At first I did not know exactly what is served, so I thought the text could come up, among so many there is little to interact in the game.
- Even without elves (or with only one), when an unknown elf emerges, "one of my elves" whispers (not really a problem).
Not for now ... But it would be interesting the actions taken by the player to interfere in Santa's mood. Because sometimes I did not feel represented by his jokes. However this is too much for the time of a jam, I believe. Hahahahah.
Combo. '-'
It would be nice to put punctuation in the center of the screen after the video.
The game is challenging.
I missed being able to jump, even if it's unnecessary to gameplay (hahahahahah). It would also be nice to make it possible to move the keyboard arrows (in addition to AWSD). The ALT GR gets too close to troublesome buttons, I quit the game screen a few times. Hahahahahah.
It would be very cool a soundtrack action. This is a suggestion for improvement.
Fun! Good graphics. ^^
It's very hard to me. Hahahahahahh.
Good graphics.
A bit difficult to walk over the plants sometimes.
Very hard (please, don't)! Hahahhahah.
The distance from the camera helps to visualize the environment, however this distance disrupts control (at least for me), this adds to the character's spin control, which seems to need to be improved to allow a little better play, perhaps with the use of mouse that kind of step of game fall better.
The music changing pace was something that surprised positively (I do not quite understand if this is triggered by the appearance of creatures or if it is with time).
I can't play the game because of the antivirus. =/
Piskelapp... I will take a look.
I can walk above the waters! Hahahahah.
Within the level I felt quite lacking in sound.
There is not much guidance from where the crystals are (it seems that I have to join three) ends up making the exploration of the map a bit tedious, because the movement is always the same.
I suggest you put a form of running in addition to the walk.
The music is very good, but I do not think it really fits the game.
The colorful environment left me a bit confused as to the narrative.
The drawing of the main character was very well done, as I see it.
The visual feedback when picking up a coin can be improved. I liked the sound effect when you get the coin.
The visual feedback when you die can be improved too, dying at once seems uncomfortable in this type of game, it would be interesting to have two or three "hit points" before dying.
Other than that, I had a lot of fun trying to complete the levels of the game. Congratulations.
Hahahahahahahahahahah. Typing (coding) and helping with math.
It was hard to see that I would have to type. It was necessary to read the publication to understand this. It would be interesting to have more visual feedback about this functionality (typing challenge) within the game.
I liked how the speeches of the trainees disrupted visually, representing them disrupting in the day to day. Hahahahah.
Seeing someone else learning is cool.
Well ... I could not conclude winning the game. Upset.
I feel dizzy.
Funny. It's a good gameplay. :)
Put more feedback, would be nice.
Challenging.
Nice concept...
There must be some way to keep going, even with extreme clarity or darkness. I suggest you try to implement a way to do this. Placing more than one element per phase can also be interesting as well as defeat conditions (besides being "blind").
Funny. ^^
Hard! Hahahahah. Good music and graphics.
Great concept and art. :)
Very good and hard game. Nice music, SFX, graphics and level design (hard one). Congratulations!
It was possible to see well the use of flocking algorithms. I liked the concept and the graphic art. The level design was also interesting. I finished the game, in some stages with only one sheep. Hahahahahahah.
The use of the theme was done in a very fun way. Congratulations. I liked art, especially music. The narrative also caught my attention. I would like to see more levels to continue playing. :)
I'd like to see the polished version of the game. There is some difficulty in controlling the character, which makes it difficult to shoot.
It would be nice if the screen had indications of the existing controls, since there are menus and hidden features.
How do I replay the game? It's a bit hard to understand, but I liked the art (graphics and composition).
Very cool! This entry was incredible for a compo! Congratulations! Some hours playing. (:
Good level, graphics, sfx and challenge.
The pacing of the game is really slow (as some people have said), but I kept playing anyway. :) Curiosity maybe.
The fact that the wizard can be defeated without his guards, but they are available to be discovered ... that was your trickery, I fell into a trap ... hahahahah ...
I found some walls that I could walk through.
I found four chests that I could not open (it was possible to hit it, but it's HP did not diminish).
The mimics did not have health point information (though it was possible to beat them).
At times when I was dying the character was partially offset from the center of the screen.
I don't know if it's the end (no feedback about that). =/
The game is very good.
I liked the mix of modeling and pixel art. I also liked the voice overs, expanded my experience, as if I really were being challenged by other beings.
It was very challenging to learn to play, I had to exercise my patience. Hahahahahah.
There are a few minor errors (such as actions that waste mana points at random and other relatively nebulous things). In full screen mode I had some trouble reading the floating window that appeared half cut.
Tip: I wish somehow it would be easier to learn. Perhaps increasing visual feedback for when actions were possible. I suppose part of the intended experience was actually learning by itself, in my opinion the game is on the way to get there.
Funny sounds. ^^
Tip: If possible, when the player is to shoot and the bar reaches the maximum, stay in it for a while, then cancel the shot.
I would say much of what has been said above.
Give more feedback about what you are collecting, what you can do with it...
The character control in the direction from which he is looking, not at a predetermined movement, seemed to have confused my movements in this game.
Here I could not restart the game after losing. I had to close and open it again.
The music is well done, but at least for me it did not fit so well.
Congratulations about your own enigne!!
Tip: Give more feedback about being accumulating orbs.
Basic but challenging.
Tip: Speed up the post-defeat process, to restart faster (it's too bad to start a level from scratch, maybe add some elements to suppress it).
Tip: If you reduce the enemy's rate, or if you modify the way enemies fire to do less damage, the game could become easier (it's actually very difficult). With the an easier game, you could make a better difficulty curve.
Oh, life.
Great visual. I liked the story (could not just take them with us?)...
Tip: The soundtrack is nice, but could be improved, the loop could demand more time.
I really liked the concept. The game was well implemented. Sometimes I lose control to drag the pills. I would like to see more levels. : D
I quite liked the background story for the plot.
Tip: Make it clear that you can go to the sides (more rooms).
Nice graphics.
Tips: * Put more feedback on opponents life points. * Fix the construction Build Mode, sometimes it does not work or it shifts between Normal Mode without working. * Put some SFX, it could be cool (as mentioned). * Make possible to skip the arriving of the ship in the begining (I know that time can be used to know where the crystal are). * Put more crystals, please. It's very hard. Hahahahah.
That was very good. I'll keep it to play again.
Tip: Placing SFX might help, though I did enjoy the background music itself. Tip: In particular, it could give more feedback about creatures (adversities) coming up.
Nice graphics and friendly music.
Tip: With more visual feedbacks (when wining and losing) and control over the character, the game can become better, within the concept itself.
My favorite part was the audio.
Placing various objects on the screen where your hand will cover is a bold bet.
It can be bad, or it can be part of the challenge.
Tip: Give more feedback about what is going on, sometimes you can not tell which planets need to decrease.
Nice and simple game.
The soundtrack could hold the player's attention a little more.
LD57 — Depths (10)
Depth to Horizon by YibiRabbit007 2025-04-26T17:23:18Z ♥ 1
Congratulations for your first Ludum Dare. ^^'
Diggin' Deeper by gquibao 2025-04-26T17:10:52Z ♥ 2
🇧🇷
caver.png
Sem ler as orientações foi difícil distinguir que a placa de Play servia para iniciar o jogo, creio que tenha sido porque os botões estão fora do cenário e chamaram mais a minha atenção. Minha sugestão é que permita tanto clicar no play, quanto os botões A e D iniciarem o jogo, assim mesmo se alguém se confundir dará tudo certo (somo a isso a noção de que o mouse e o teclado são espaços nem sempre compatíveis para a ergonomia, então acho que pode ser algo a ser refletido (e talvez mantido se for o caso, mas fica a reflexão)).
Foi divertido, demorei uma derrota para entender o que estava acontecendo. Então creio que tenha ficado rápido começar a experimentar o jogo.
O uso do tema foi muito bom, ainda mais considerando a descida que vai escurecendo, então a arte tem uma progressão de transformação, o que é muito bacana para o tempo de uma game jam.
Para o tempo de game jam ter som em jogo é um marco por si só, entretanto (talvez seja pessoal) não é o ponto alto do projeto. Pode ser que eu não tenha experimentado ao máximo, quem sabe mais efeitos e transições ocorram após maior aprofundamento na descida.
Não creio que a ênfase seja no humor.
Apesar do aprofundamento ir escurecendo, não consegui me conectar a uma imersão subjetiva e/ou psicológica, então o clima/ambientação não me pegou tanto (talvez seja uma combinação de fatores).
Minha sugestão é apenas "publique o jogo" para celular e/ou no Steam. Para pegar experiência de mercado (caso o grupo já não tenha). Parabéns.
The Way Back Down by lilyspren 2025-04-26T16:28:34Z ♥ 0
🇧🇷
O jogo foi surpreendentemente desafiador e interessante, digo isso porque a abertura do personagem voando de um ponto até o local inicial deu uma impressão de humor que logo foi substituída (não totalmente, porque continuei rindo em muitos momentos) por um desafio.
No geral o jogo é engajante e apresenta uma curva interessante de aprendizado.
Eu me diverti tentando encontrar todas as partes (mas tive que sair para trabalhar e parei depois de pegar três ou quatro partes).
Apesar de não ser uma grande revolução, achei muito interessante a dinâmica de se manter "à sombra de certos elementos" para não perecer. Tudo isso enquanto desbravava o mapa.
O uso do tema foi suficiente, ao meu ver.
Os gráficos estão bonitos, principalmente considerando o tempo de evento.
A ambientação, para mim, diz respeito, neste caso, à dimensão de sobrevivência e susto. Creio que para uma versão polida essa parte possa receber alguma atenção extra se for o objetivo imergir o jogador em algum tipo de experiência psicológica/subjetiva.
Fiquei pensando em outras mecânicas possíveis, como por exemplo adicionar mecânica de furtividade.
Depths by lloydlobo 2025-04-26T07:57:20Z ♥ 1
Is it possible to try the demo? I'm not very good with Git, then I lost myself easly there.
The Depths, A Floppy Cat Adventure by KataStudios 2025-04-26T07:22:59Z ♥ 1
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O jogo demandou bastante do processamento do meu computador. Fiquei meio assustado. Hahahahahahah. Mas tudo bem.
Quero adiantar que eu tenho aquela parada de ficar meio "tonto" quando o jogo é 3D, então não é o estilo de jogo mais compatível comigo (por conta de como a câmera se comporta).
No geral o jogo mostra grande potencial por parte do criador, pois cada elemento ali foi bem feito ao analisar à parte. Um menu bacana com opções que permitem se conectar um pouco ao personagem. Um ponto de partida que ancora a experiência. Geração do terreno acontecendo bem na frente dos meus olhos. Um personagem que anda de forma estranha, mas que parece dar ideias de cartunesco.
Eu não me diverti tanto, dado que não consegui me dar bem com o controle do submarino e ir andando/nadando até as caixas para agarrar elas tenha sido algo difícil e demorado.
Pude notar algum potencial de inovação ao apreciar o acabamento do jogo, ainda mais pensando no quão breve foi o tempo para alcançar tamanho nível de experiências interconectadas de mecânicas e funcionamentos do jogo.
O uso do tema foi OK.
Os gráficos estão bonitos para o gênero escolhido (meu pobre submarino ficou em pedaços).
O som do jogo, ao menos no que notei, está nos efeitos sonoros. Então não tem muito o que avaliar em termos de imersão e narrativa (neste caso), mas dentro do que os efeitos sonoros possibilitaram, o som ajudou no feedback de algumas ações (no menu e em outros momentos).
Não creio que a ênfase seja no humor, mas o gato ser desengonçado me fez rir um pouco.
A ambientação, para mim, acaba ficando reduzida por conta do meu problema com 3D. Tentando ignorar isso, senti falta de me conectar com uma narrativa para além de fazer o trabalho de pegar as caixas (um motivo ou uma sensação de propósito). Vou tentar jogar um pouco mais.
Creio que o projeto possa ser publicado para aprendizado da equipe de desenvolvimento e coletar mais feedbacks, sinto que eu não sou bem o público-alvo, mas espero ter colaborado.
Escape From GR0K Tower by paulhocker 2025-04-26T06:42:58Z ♥ 0
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Isso
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foi
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difícil.
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No geral o jogo me deixou bastante contente e entretido, só achei cem estágios muita coisa para tentar novamente (quem sabe não precise de tantos assim, hahahahahahah).
Foi divertido, especialmente quando notei que havia geração por procedimento de código e os desafios foram se acumulando. Senti falta de poder coçar meu braço enquanto jogava. @.@
Não que seja uma imensa inovação, mas achei bem diferente e interessante jogar com diferentes mecanismos de abertura de passagem. Quem sabe algumas mecânicas poderiam ser inseridas de tempos em tempos, tanto para acelerar a descida, quanto para dificultar (creio que o número de poças e o tamanho das plataformas ser menor entre poças ácidas pareceu diminuir um pouco após certa profundidade, mas não tenho certeza).
O uso do tema foi bacana.
Os gráficos estão bem bonitos, especialmente considerando o tempo que teve. Creio que as lanças que saem do chão tenham algum tipo de falha visual (não sei se é só no meu navegador de Internet).
O som não me cansou, mas gostaria que fosse um pouco menos temático da ansiedade para que eu pudesse usar ele para me acalmar um pouco. Hahahahahahahah. Muito tenso e morrer para uma lança é bem assustador. ^^'
Não creio que a ênfase seja no humor, mas eu ri da minha própria tragédia.
A ambientação foi bacana. Com um pouco mais de narrativa dentro do jogo, justificando a descida, talvez eu teria me ambientado ainda mais.
Creio que o jogo com desafio finito mais um modo arcade teria um bom potencial para mobile e/ou outras formas (se o ranking for online, quem sabe semanal com novas skins para os vencedores e coisas do tipo).
Back From Abyss by resty 2025-04-26T06:17:51Z ♥ 1
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O jogo me deixou com raiva em muitos momentos, porque é muito punitivo não ter check-point. Por outro lado foi bastante desafiador e me manteve interessado.
Gostaria que tivesse algum tipo de música para me manter calmo enquanto eu me atormentava tentando concluir os estágios.
Não que seja uma imensa inovação, mas achei bem diferente e interessante ter essa pegada de ascender a tocha para liberar movimentação no estágio.
O uso do tema eu não notei tanto dentro do jogo, foi mais o título que fez a referência, por conta do estilo gráfico e que tipo de narrativa passiva ele passava.
Os gráficos estão OK para o tempo de game jam, inclusive o verde contrastou bem e começou a entregar uma narrativa bacana.
A ambientação, por conta de não ter música, creio que deixou um pouco a desejar. No sentido de que eu desejaria ter experimentado um pouco mais de uma imersão e de um clima psicológico (mesmo sem ênfase na exploração subjetiva).
Creio que seja um jogo experimental muito bacana e que possa ser expandido para um jogo com mais estágios, quem sabe iniciar uma jornada a partir do retorno do abismo e daí expandir para novos horizontes (quem sabe explorar um novo mundo apocalíptico após retornar do Abismo acreditando tolamente que era o mesmo mundo ou a mesma época após retornar). Só viajando aqui. Parabéns.
Seacat by mavrick 2025-04-26T06:02:06Z ♥ 1
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Apertei os botões e soltei o que parecia ser um golfinho ou algo assim e coloquei uma pedra em cima de o que parecia ser um vulcão ou algo do tipo. Mas não consegui um segundo final. T.T Como faço isso?
Senti falta de feedback sonoro para o jogo, para entender e diferenciar os finais prometidos. Em geral o desafio me entreteve no início, mas ao saber de mais que um final voltei para tentar uma vez mais.
Foi divertido e até mesmo um pouco engraçado pegar um caranguejo.
The Depths by digital bacon 2025-04-26T05:49:49Z ♥ 0
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No geral o jogo me entreteve e me desafiou a pensar um pouco sobre o tipo de escolha difícil que eu teria que fazer em níveis mais complexos.
Foi divertido (a música escolhida combinou com a pegada do jogo e isso animou um pouco as coisas). Quis ter visto mais estágios, mas ainda assim foi bem bacana concluir até o final do quarto estágio.
Um ponto interessante em termos da mecânica de jogo foi precisar estar a certa altura dos objetos coletáveis para que eles pudessem ser pegos, vi que houve um cuidado nesse sentido.
O uso do tema foi OK.
Gostei dos gráficos, são confortáveis e combinam com o tópico do jogo. Quis ver um pouco mais da narrativa dentro do jogo, creio que me daria um pouco mais de conexão (integrando arte e gameplay).
Não creio que a ênfase seja no humor.
A ambientação foi de "desafios rápidos", o que não é um "clima psicológico" em termos muito aprofundados, mas deu para começar a engajar na dinâmica do jogo. Creio que com mais estágios isso se aprofundaria ainda mais.
Acredito que o jogo possa ter potencial para mobile, ao menos para usar como experimento dentro do contexto de reconhecimento de mercado. Trabalharia em uma música própria e na criação de mais algumas dezenas de estágios (com novas mecânicas, como algum tipo de broca vertical e a coleção de alguns itens). Quem sabe um minimapa possa ser liberado ou algo assim (nem que seja após reconhecer mais que 50% do mapa do estágio atual, ou algo assim).
Into The Deep by clymm 2025-04-13T15:49:32Z ♥ 0
PT-BR 🇧🇷
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Primeiramente, obrigado por ter jogado o jogo da minha equipe, @clymm.
No geral o jogo me deixou bastante contente. Tem uma pegada atmosférica e me entreteve com seu desafio. Há questões de balanceamento, mas está incrivelmente polido para o tempo em questão.
Foi divertido, especialmente quando vi sobre a parte da música. Isso deu um pouco de profundidade ao personagem.
Não que seja uma imensa inovação, mas achei bem diferente e interessante jogar com tais objetivos, habilidades e tal.
O uso do tema foi bacana.
Os gráficos estão bem bonitos, especialmente considerando o tempo que teve e o fato de ter trabalhado solo.
O som do jogo acaba cansando depois de um tempo (mas é muito tempo, para além do tempo de duração do jogo). E o jogo tem um bom trabalho com dublagem, então ficou muito bom.
Não creio que a ênfase seja no humor, mas teve um momento que achei graça (antes de ir embora com a nave).
A ambientação foi bacana também, mesmo. Se tivesse um ciclo de dia e noite acho que ficaria mais difícil, pensando em (quem sabe) uma bateria solar para a iluminação ao redor da nave, quem sabe a primeira missão fosse construir uma.
Acredito que o jogo possa ter potencial para mobile, especialmente se a narrativa deixar de ser reparar a nave, e passar a ser algo que envolva diversos estágios e um trabalho de dedetização ou exploração de diversos mundos para coletar algo maior a ser criado por algum propósito maior.