FoonLudum Dare ExplorerUsers → gustavo.christino

gustavo.christino

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202557Depths👥Thoughts from the Depthsjam3.183.002.934.183.312.923.68
202251Every 10 seconds👥Wizards Against Saladjam2.002.503.503.002.502.505.00
202250Delay the inevitable👥Mini Game DUDjam2.50
202149UnstableUminecompo5472.181.972.042.591.971.922.181.95
202148Deeper and deeper👥Depths of Hopejam16233.012.622.473.793.643.672.663.48
202047Stuck in a loop👥Inferno of Espantalhojam16622.162.162.382.102.271.962.16
202046Keep it alive👥Seeking Powerjam24462.692.632.643.282.482.812.582.52
201945Start with nothing👥Cerrado Rangersjam3.553.403.403.153.783.283.283.85
201944Your life is currency👥Lost Heartsjam11262.502.282.132.313.262.602.89
201843Sacrifices must be made👥Catch the Llamajam9882.692.262.523.042.692.522.42
201843Sacrifices must be made👥Don't be a feastjam2.832.752.253.003.252.913.00
201842Running out of space👥Roguenocjam12632.442.222.662.821.891.97
201841Combine 2 Incompatible Genres👥Learn Runnerjam10802.832.712.572.902.562.873.022.67
201740The more you have, the worse it is👥Scrapsjam9483.012.852.983.822.872.782.882.94
201738A Small World👥Ain't Big Enoughjam2883.533.513.124.003.533.333.433.54

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by gustavo.christino

LD38 — A Small World

For The Love Of Money by KunoNoOni 2017-05-03T16:01:50Z

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).

Legend of the Mountain by Zathnic 2017-05-03T16:22:23Z

Tip: Give more feedback about being accumulating orbs.

Sunny World by Jungle 2017-05-01T19:00:16Z

Nice and simple game.

The soundtrack could hold the player's attention a little more.

Blackhole Escape INC by teekeks 2017-05-03T17:07:12Z

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!!

Unnamed Space Project by Devastus 2017-05-03T12:31:48Z

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.

Little Remains by nilead 2017-05-03T14:54:05Z

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.

From robots with love by Guillaume Voisinet 2017-05-03T11:34:47Z

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.

HeartBit by Lucas 2017-05-03T17:31:41Z

Nice grpahics and cool power. :)

Bug... - I'm crossing the wall when I use my power. - I can climb some walls (I don't know if it's a bug).

Keep'em Small by pigdev 2017-05-02T02:50:07Z

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.

Superbugs by Breadmower 2017-05-03T14:20:31Z

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

Naughty Gnomes by gurkenlabs 2017-05-03T17:20:59Z

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.

A Growing Adventure by frankiesmileshow 2017-05-13T02:13:44Z

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). =/

3d4.png

Ascension: A God's Test by MatHype 2017-05-11T17:39:03Z

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.

Life of an Ant by Connor McGrory 2017-05-03T15:21:56Z

Oh, life.

Tiny Terraformer by Wheffle 2017-05-03T12:15:17Z

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.

Alienus-Alienas by Brainy_Beard 2017-05-03T15:45:59Z

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.

The Nedludd Club by zaibakk 2017-05-03T13:17:54Z

I quite liked the background story for the plot.

Tip: Make it clear that you can go to the sides (more rooms).

Ain't Big Enough by gustavo.christino 2017-05-15T17:56:30Z

Thank you very much, guys. ^^ Your feedbacks are very important to our team!

So... we are going to check your tips and advices in order to improve the game's experience.

@gugs, @matheuscampos2910, @patrick-spigoloni, @unidaystudio, @flukeshot, @luanholloway, @versatile-box, @ana-clara-guimaraes, @creamybacon2, @dakikad, @bunnery, @vademetro, @spiteful-fox, @mrerdalural, @nurbed, @tristan0214, @pikopik, @issac, @acuity, @ddrkirbyisq, @aeveis

PS: @dakikad, come and challenge us again! (: Hahahahahahahah.

LD40 — The more you have, the worse it is

Blobville by Erkberg 2017-12-26T20:29:01Z

A bit hard taking care of them, but I did it. o/

The Curse of Mangara by PavelDlouhy 2017-12-23T13:20:48Z

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. :)

Fuurbal by Zathnic 2017-12-23T12:22:48Z

It took me a while, not too long, to understand how to play.

I liked the composition and also the possibility of silencing the game.

Applied physics brings fun, that was cool.

Synapse by Geckoo1337 2017-12-26T19:49:54Z

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.

LD40G.png

Anyway it seemed to be expected as it is equal to one of the images you used (maybe, hahahahah).

Randomly Relentless Rumble by Frederika 2017-12-24T21:51:52Z

Challenging.

Robox! by ted 2017-12-26T19:40:25Z

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).

Coinminator 2000 by Victor Sette 2017-12-26T20:01:32Z

Very nice graphics! :) Good concept.

Hesperidian Trees by jlauper 2017-12-23T12:35:58Z

It would be nice if the screen had indications of the existing controls, since there are menus and hidden features.

Farrison Hoard & The Cave of Coins by drkr 2017-12-24T22:10:31Z

Funny. It's a good gameplay. :)

Astrofarmer by hunttis 2017-12-23T15:03:06Z

Funny. ^^

Dwarven Dungeon Defense by TolMera 2017-12-08T19:56:46Z

How do I replay the game? It's a bit hard to understand, but I liked the art (graphics and composition).

Toy workshop 2 by stmatn 2017-12-24T22:00:02Z

Put more feedback, would be nice.

Sheperdy! by loveapplegames 2017-12-23T13:58:45Z

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.

Beer Belly or Bust by keckles 2017-12-26T11:22:57Z

I feel dizzy.

Captain Road by ludevum 2017-12-23T13:11:04Z

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.

Prepesterous! by icecoldsombrero 2017-12-26T14:14:51Z

It's very hard to me. Hahahahahahh.

Good graphics.

A bit difficult to walk over the plants sometimes.

Tower of Mana by Pedro Henrique Cesar 2017-12-23T14:19:38Z

Very good and hard game. Nice music, SFX, graphics and level design (hard one). Congratulations!

ToyDomain by Iona1 2017-12-26T20:44:52Z

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.

Wonder Land by neowhoru 2017-12-23T15:13:32Z

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").

Scraps by gustavo.christino 2017-12-05T01:04:16Z

Thanks, @joao-pedro-ferreira! :)

Scraps by gustavo.christino 2017-12-05T16:16:32Z

Thank you for your appointments, @victor-sette. We are going to work over that tips.

1 - Soon. 2 - It's how we design that button, but we will talk about that in the next reunion. 3 - We are thiking about that, maybe we will use that kind of challenge only on later game.

:)

Scraps by gustavo.christino 2017-12-06T22:38:03Z

@rankaquion, thank you so much! :)

Scraps by gustavo.christino 2017-12-06T22:46:50Z

@diego-santos-leao, thank you...

The team intends to give continuity in what it means to create even lower levels to teach the basics.

We should also take a look at physics. Hahahahahah. Prevent those insane jumps with this center of gravity of "roly-poly toy".

Hey look at this by Sugiuro 2017-12-26T12:02:01Z

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.

Robot Runaway by Benjamin Bos 2017-12-26T13:36:54Z

Piskelapp... I will take a look.

Survival Christmas Madness by Eugene Myach 2017-12-26T19:26:56Z

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.

AdBlock Doesn't Work! by talisra22 2017-12-26T15:27:48Z

Combo. '-'

It would be nice to put punctuation in the center of the screen after the video.

ESCAPE KEY by Empyrean 2017-12-23T14:29:30Z

Great concept and art. :)

Jade by flynn 2017-12-23T13:31:45Z

I liked the art (graphic and sound). Unfortunately the problems pile up too fast. I have recalled complex challenges, but these seem to me to be more interesting to apply to later parts of the game.

Fire Tornado by EduardoLM 2017-12-26T13:24:20Z

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.

EGO JOE - THE IDIOT MALL COP by Dead Jester Studios 2017-12-26T15:11:47Z

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. ^^

Interview at Cacophony by Christoph 2017-12-26T19:57:30Z

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.

Feed by Genesis 2017-12-26T14:03:23Z

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).

Bleeding by allanolivei 2017-12-23T14:50:00Z

Hard! Hahahahah. Good music and graphics.

Gold Digger by 4Knights 2017-12-26T12:39:34Z

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.

Hairball by instantnoedel 2017-12-26T13:58:09Z

I can't play the game because of the antivirus. =/

LD42 — Running out of space

Days to Come by Cassio Eduardo 2018-08-14T20:41:11Z

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. :)

Days to Come by Cassio Eduardo 2018-08-23T12:31:55Z

Avaliação...

0 - Mecânica Principal: A mecânica principal de encontrar os itens necessários para sobreviver é desafiadora (apoiada nas mecânicas secundárias). Ter de sobreviver durante o processo de busca é de muitas formas difícil (às vezes é bom um desafio).

1 - Mecânicas Secundárias: Cuidar da própria alimentação e hidratação é algo difícil no jogo, porque não há um sinal claro (fora do menu de informações) sobre o estado atual do personagem (seria interessante se houvesse um sinal quando estivesse abaixo dos cinquenta por cento, ou algo assim; mesmo que a pessoa tivesse que ativar (mostrar só para quem quer)). Cuidar da massa máxima do inventário é interessante, nos faz ter que pensar antes de tomar uma decisão. Como o tempo não para nesses casos, fica parecendo que o tempo está super rápido (por um lado é uma decisão lúdica de desafio, por outro, no caso da continuação do projeto, eu sugeriria que a velocidade dessas barras fosse reduzida). A respeito do sistema de desenvolvimento do personagem, seria interessante se os tratos fossem explicados no jogo (com a seta do mouse em cima mostrar um texto explicativo ou algo assim). Entretanto, poder-se-ia querer que o jogador jogasse até entender todos os tratos. O sistema de consumo de itens pode ser melhorado, pois eu estava usando "comida" e quis trocar para "água", infelizmente não bastou clicar em "água", eu primeiro teria que cancelar ter clicado em "comida".

2 - Curva de Aprendizado: Os comandos com ASDW e mouse não foram difícil de perceber. O acesso ao inventário (tecla I) e lidar com os menus acabou sendo um pouco menos intuitivo, mas ainda assim deu para pegar sem maiores dificuldades.

3 - Flow: Ao que entendi a dificuldade cresce tanto por tempo (quanto mais demora, pior fica em relação aos suprimentos), quanto por tamanho do grupo (quanto maior o grupo, mais difícil pode ser de administrar e de manter o povo suprido) e em relação às ilhas (há ilhas onde os inimigos caem com trinta pontos de vida, em outra eu ataquei com todo o meu grupo equipado e o cara continuou de pé; isso que ele era só o primeiro de um grupo com quatro inimigos). Em nenhum momento o jogo ficou entediante, em alguns pontos (logo no começo, e mais para o final) o jogo se tornou "difícil". Eu sugeriria suavizar um pouco a dificuldade no late game, ou estender o jogo para essa experiência ser mais balanceada.

4 - Love Points: A possibilidade de entrar ou não em combates e a mecânica de navegar com o barco foram pontos muito agradáveis. A ideia de evolução do personagem também ficou bacana. O desafio baseado no tema da Ludum Dare também ficou muito interessante (daí cabe a você mensurar se esse ponto positivo é apenas para o escopo da jam ou se ele continua atrativo fora do evento, em caso de continuidade do projeto).

5 - Apresentação da Narrativa: A narrativa dentro do jogo parece dizer respeito à sobrevivência em um evento apocalíptico ou naufrágio de muitas pessoas (isso foi incerto para mim, dentro do contexto do jogo, isoladamente). Essa narrativa é muito interessante. Os possíveis aliados não foram tão bem explicados, mas poderiam ser explicados de alguma forma (talvez colocá-los como reféns em lutas, em vez de reféns no mapa, focalizando a ação de salvá-los como justificativa do vínculo, ou algo assim). Seria interessante saber mais sobre os motivos para ter de reunir os itens necessários.

6 - Art Polishment: Do ponto de vista visual, o jogo ficou muito bom para tempo de jam. Parabéns. Há sempre espaço para polimentos, como seria o caso de criar um pouco mais de carisma nos personagens (mas daí teria de abandonar iniciar com personagem aleatório e passaria a ser mais limitado, mas com mais profundidade; daí caberia a você saber se vale a pena, ou se até mesmo faria sentido em relação às suas pretensões). A parte sonora pode ser aprimorada majoritariamente. Há muito que pode ser feito para aprimorar a experiência de jogo (que já está muito boa).

Days to Come by Cassio Eduardo 2018-08-23T12:32:09Z

7 - Atrativos de Monetização: Creio que o jogo possa ser transformado em MMO por rodadas (ou seja, um vencedor semanal ou diário para o jogo). Nesse sentido poderia monetizar vendendo skins ou até mesmo em um sistema de vencedor ganhar, mas para entrar ter que pagar (realmente não sei se isso funcionaria, já vi jogos mais ou menos assim). Se a ideia for monetizar vendendo o jogo, eu diria que criar mais carisma nos personagens, situações problemas (narrativas) e polir a arte sejam mais interessantes e priomordiais.

8 - Geração de Comunidade: Caso publicado creio que logo geraria comunidade (tanto vendendo o jogo, criando uma página no Facebook (chame-me para curtir), quanto no caso de MMO).

9 - Diálogo Cultural: O jogo faz referência ao medo humano por um "fim da sociedade" (alguns anseiam por isso, hahahahah). Também remete à solidão e à sobrevivência mais básica. Caso a narrativa seja bem trabalhada, ele pode acabar influenciando no sentido contrário (jogo -> cultura).

Days to Come by Cassio Eduardo 2018-08-23T12:32:24Z

---

Evaluation...

0 - Main Mechanics: The main mechanics of finding the items needed to survive is challenging (supported by secondary mechanics). Having to survive during the search process is in many ways difficult (sometimes challenging).

1 - Secondary Mechanics: Taking care of one's own food and hydration is difficult in the game, because there is no clear signal (outside of the information menu) about the character's current state (it would be interesting if there was a signal when it was below fifty percent or something; even if the person had to activate (show only to whoever wants to)). Taking care of the maximum mass of the inventory is interesting, it makes us have to think before making a decision. As time does not stop in these cases, it seems that the time is super fast (on the one hand it is a playful decision of challenge, on the other, in the case of the continuation of the project, I would suggest that the speed of these bars be reduced). Regarding the developmental system of the character, it would be interesting if the dealings were explained in the game (with the mouse pointer above show an explanatory text or something). However, one might want the player to play until he understands all the dealings. The system of consumption of items can be improved, since I was using "food" and wanted to switch to "water", unfortunately it was not enough to click on "water", I would first have to cancel having clicked on "food".

2 - Learning Curve: The commands with ASDW and mouse were not hard to perceive. Accessing the inventory (key I) and dealing with the menus turned out to be a little less intuitive, but it was still easy to pick up.

3 - Flow: As I understand the difficulty grows so much in time (the longer it takes, the worse it is in relation to supplies), and the size of the group (the larger the group, the harder it can be to manage and maintain the people supplied) and the islands (there are islands where the enemies fall with thirty points of life, in another I attacked with all my equipped group and the guy continued standing, that he was only the first of a group with four enemies). At no point did the game become boring, in some points (from the beginning, and more towards the end) the game became "difficult". I would suggest softening the difficulty in the late game, or extending the game for this experience to be more balanced.

4 - Love Points: The possibility of entering or not fighting and the mechanics of sailing with the boat were very pleasant points. The idea of ​​evolution of the character was also nice. The challenge based on the theme of Ludum Dare was also very interesting (it is up to you to measure whether this positive point is only for the scope of the jam or if it remains attractive outside the event in case of continuity of the project).

5 - Presentation of the Narrative: The narrative within the game seems to relate to survival in an apocalyptic event or shipwreck of many people (this was uncertain for me, within the context of the game, in isolation). This narrative is very interesting. The possible allies were not so well explained, but could be explained in some way (perhaps placing them as hostages in fights rather than hostages on the map, focusing on saving them as a justification for the bond, or something like that). It would be interesting to know more about the reasons for having to gather the necessary items.

6 - Art Polishment: From the visual point of view, the game was very good for jam time. Congratulations. There is always room for polishing, as would be the case to create a little more charisma in the characters (but then you would have to abandon starting with a random character and would be more limited, but in more depth, then it would be up to you to know if it's worth it , or whether it would even make sense in relation to his claims). The sound portion can be improved mostly. There is a lot that can be done to enhance the gaming experience (which is already very good).

Days to Come by Cassio Eduardo 2018-08-23T12:32:43Z

7 - Monetization Attractiveness: I think the game can be turned into MMO by rounds (ie a weekly or daily winner for the game). In that sense I could monetize selling skins or even a winning system win, but to enter have to pay (I really do not know if that would work, I've seen games more or less like this). If the idea is to monetize selling the game, I would say that creating more charisma in the characters, situations, problems (narratives) and polishing art are more interesting and priomordial.

8 - Community Generation: If published, I believe that it would soon generate community (both selling the game, creating a page on Facebook (call me to enjoy), and in the case of MMO).

9 - Cultural Dialogue: The game refers to human fear for an "end of society" (some crave it, hahahaha). It also refers to solitude and the most basic survival. If the narrative is well worked, it can end up influencing in the opposite direction (game -> culture).

Too Many Gems by Quetzakol 2018-09-04T01:15:07Z

In the next comment I will make a more detailed evaluation.

I exaggerated to take advantage of the bug. Hahahahahah.

TMG.png

Too Many Gems by Quetzakol 2018-09-04T01:31:31Z

Evaluation ...

0 - Main Mechanics: Exit certain point of the stage and reach another point, avoiding predetermined objects in the path (creatures and others).

1 - Secondary Mechanics: I would place here each item to be used, though they are more complements to the main mechanics, than really isolated game mechanics. A particular item needs to be mentioned, this "ball" that allows "climbing levitating a wall"; in my previous comment I mentioned that it allowed to escape to the top of the level and thus pass it without major difficulties (I had this same type problem in my game project, when using object translation, I ended up losing the limitation of the wall).

2 - Learning Curve: I'm not the best person to talk about, because I get so confused when I have to entwine my fingers to be able to do everything I want at the same time. So understanding what can be done turned out to be easier than actually performing the intended actions (for me). Each level is a new challenge, there are clues as to which tools should remain, in this sense the game tries to give clues on how to learn to pass each region of play.

3 - Flow: I believe that the first point to mention is the question of having to return fully from the beginning, at the first level. This was uncomfortable because the phase is relatively long (it ends up penalizing a lot, boring because the person already knows what he needs to do so he will not go wrong again). For this first level it might be more interesting to break into several smaller levels (because creating a checkpoint system would not make sense in relation to what is on the other levels (the possibility of choosing the wrong tool to lose). Because some movements are not fully fluid (requires polishing), we end up with "box-crunching" problems. I need to resume the game and play more (because I overdid the use of the bug quoted in my previous review).

4 - Love Points: The diversity of tools. The relationship of the character with the sixth item.

5 - Presentation of the Narrative: I believe it can be worked on in a way that strengthens the efforts and has better results. In the time of Ludum Dare is of good size, I would like to see more in that sense in a continuation of the project.

6 - Art Polishment: In Ludum's time Dare is fine. There is always room for polymetn (sonorous and visual). I liked the art representing the objects and the character (mainly).

7 - Monetization Attractiveness: I believe that with minor, challenging phases and narrative / artistic polish; the game could sell by itself (with the appropriate size in terms of levels and with a greater diversity of mechanics, on Steam perhaps).

8 - Community Generation: Focusing on the relationship between character and object can lead to the creation of a community, perhaps a Facebook page is a good tool to support this (if the project continues). PS: If you create a page, invite me to follow.

9 - Cultural Dialogue: I can not see how the game would apply. I know that if there is the proper treatment of elements when inviting new players, using cultural themes present in the game, it is possible to find the right group of players. In this way, the game starts to feed the culture, influencing it. With greater narrative intensity and specific focus perhaps this may become clearer.

Rocks Fall, Everyone Dies by unnamed1334 2018-09-03T04:13:18Z

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.

Deadlock by Geckoo1337 2018-09-03T16:49:56Z

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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What's in the crates ?! by LooksLikeSomething 2018-09-04T00:19:14Z

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).

There’s No Place Like Home by Dubgron 2018-09-03T03:33:23Z

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.

ThereIsNoPlaceLikeHome.png

Trapped Dwarfs by Vivoubos 2018-08-27T14:51:43Z

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.

Final Push by Rik_Thunder 2018-08-29T18:31:09Z

Nice experience! :) I will evaluate better in the next comment.

Final Push by Rik_Thunder 2018-08-29T19:28:08Z

Evaluation ...

0 - Main Mechanics: The mechanics of pushing boxes (with several different characteristics) to reach the end of the level was interesting and challenging as the stages progressed (until I was stuck without understanding how to solve, involving three "engineer", or something). At the last level I played I took a key from inside a wall (it seemed), so I was curious to know if there were more hidden items (but the restart button prevented me from having an interest in it). When I threw a "box" over a hole it covered the hole (as expected), from there I threw a second box and it seemed to make a mistake (this in the last level I played).

1 - Secondary Mechanics: As the main mechanics are quite varied, I believe there is not much to talk about secondary mechanics.

2 - Learning Curve: With each new element there is a curve to be analyzed, since there is no explicit tutorial at play. Some elements were well presented, clearly. Only two things were confused (the key in the first level where there are "engineer" and "engineers" themselves.

3 - Flow: The stages provided challenges that did not limit me (the three times I played), except for the last two levels that I managed to reach. The level of challenge in the previous ones corresponded to my growth in terms of learning the game. Maybe I missed some reference or I stopped trying specifically what I needed to learn what was needed for the levels mentioned. One thing that broke my game experience flow was reset not to send to the same level but rather to the beginning of the game as a whole (it may be that implementing a maximum number of chances is ideal for the Ludum Dare version of this game).

4 - Love Points: The challenging mechanic itself was the most interesting shot.

5 - Presentation of the Narrative: I did not notice narrative to be presented, perhaps fit more as "sport" than as "game based on narrative". So there is not much to evaluate here. In case of continuity of the project, it may be interesting to add playful narrative elements to cover the routing between levels (as well as present new forms of interaction).

6 - Art Polishment: The music irritated me after playing twice, so I believe that changing the song (even if small) between the stages can maximize the use of the music created for the game. I say that, but I recognize that it was a good job, I'm not a specialist in the field. The graphic art elements were good, most explained without further investigation. Of course there is always room for polishing, but given Ludum Dare's time, I think it would be for the possible continuity of the project.

7 - Monetization Attractiveness: I think the game can sell to smartphones, apparently to be casual. Monetizing by direct selling (less interesting in my view, but I may be wrong) or through advertisements, and even through the sale of "lives" in case of an interconnection with social networks and such.

8 - Community Generation: To generate community I would suggest a page on Facebook, but I do not know if it would be ideal (invite me to follow the page if you create it).

9 - Cultural Dialogue: The game can talk more about culture (in the sense of adding to culture, or being influenced by culture, increasing the niche of players) with the addition of narrative, hence new opportunities could emerge.

Final Push by Rik_Thunder 2018-09-03T18:20:58Z

:) Congratulations, @rik-thunder. :)

Climate Change Simulator 2018 Chinese Hoax Edition by smbe19 2018-08-24T01:02:32Z

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.

Running from ⭐⭐Space⭐⭐ by sobakaduka 2018-08-22T20:31:28Z

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.

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Robotron's Inventory Quest by AlucardX60 2018-09-03T03:47:40Z

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).

Gravity Well by Arch 2018-09-03T23:11:25Z

The game is very good. I will do the evaluation in the next comment.

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Gravity Well by Arch 2018-09-03T23:19:45Z

Evaluation ...

0 - Main Mechanics: The main mechanics based on physics, in positioning massive bodies to reach the exit of each level became very interesting.

1 - Secondary Mechanics: I believe that the "meteorites" and the possibility of accelerating the ship (or not accelerate the ship) are the set of secondary mechanics. Also quite interesting. There is not just one way to beat each level, so it was even more fun to try in a number of ways.

2 - Learning Curve: Quickly learn the main mechanics and the secondary. The set of commands is simple and clear.

3 - Flow: At each level the difficulty actually increased according to my skill climb. I think in terms of game flow is adequate (there is room to create more intermediate levels and add new mechanics).

4 - Love Points: The use of gravity. The challenge itself.

5 - Presentation of the Narrative: There is not a very large narrative presentation, it seems. Looking in a subjective way, I believe that (with the messages and the challenges) I was someone who went away from home and was on a journey to return (with the playful question of the entity that placed super massive bodies and infinite meteorites in the way).

6 - Art Polishment: For Ludum Dare's time is excellent, and goes beyond (in both sound and image). There is always room to polish and create new elements, it can be a good case of continuity of the project.

7 - Monetization Attractiveness: I believe that (in case of continuity of the project) could sell as a casual game for smartphones. It would then be necessary to evaluate whether it would be through sale of the game, consumables (rebuilding the maximum number of items to be used per level) and many other possibilities (in case of game design expansion). It can also monetize with advertisements.

8 - Community Generation: If you create a Facebook page invite me to follow. It may be that the game grows in terms of community. :)

9 - Cultural Dialogue: The game talks about outer space, so it attracts those interested in the theme (getting enough of the culture in that sense). For the game to influence culture (in the opposite direction) it would be necessary to generate a good community and, preferably, to have a more elaborate narrative. Overall, it's very cool! :)

CapyBarbra: A New Brow by Ratherjolly 2018-09-03T02:07:48Z

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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Dirty Duty by grahhhhhhhhh 2018-09-03T03:17:36Z

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Dirty Duty by grahhhhhhhhh 2018-09-03T03:20:08Z

I finally had time to play ... ^^

But I could not download and the game (unfortunately) did not run on the online version. = / Call me if I upload a version that I can download from the game. o/

Roguenoc by gustavo.christino 2018-08-23T00:24:18Z

@sheldonzs, with "Accelerate" you can turn faster (not too fast, but a little better)... We are working on it! :) Thanks for your feedback!

Roguenoc by gustavo.christino 2018-08-27T20:15:21Z

Thanks, @rahim-pxr. :)

Roguenoc by gustavo.christino 2018-08-27T20:20:04Z

@frogcheese, thanks. :)

We had some ideas to improve the movement and rotation (the camera too), we are working on them and we should soon publish a version with better gaming experience.

Roguenoc by gustavo.christino 2018-08-29T17:51:29Z

Thanks, @sollara-games. :)

Roguenoc by gustavo.christino 2018-08-29T19:29:55Z

@vivoubos, currently the defeat happens only when the character gets too big to pass through the corridors, the idea is to continue developing and to put life points and a way to develop the character (either by items, ie by attributes, in addition to powerups). :)

Thanks for playing!

Roguenoc by gustavo.christino 2018-08-31T12:37:27Z

Thanks, @ratherjolly. :) We are working on improvements.

Roguenoc by gustavo.christino 2018-08-31T12:39:57Z

@rik-thunder, I am posting about your YouTube channel on the page I manage on games (events, curiosities etc, here from Goiânia, Goiás, Brazil) on Facebook. :)

https://www.facebook.com/gamejamgo/

Roguenoc by gustavo.christino 2018-09-02T23:27:22Z

Thanks, @tj101010. :)

Roguenoc by gustavo.christino 2018-09-03T14:00:44Z

Thanks, @squirmonkey. :)

Roguenoc by gustavo.christino 2018-09-03T17:31:55Z

Thanks, @geckoo1337. The "post-jam" version is more about putting the art that was made during the time of Ludum Dare than actually making changes and such.

The version with changes will be placed today, with more speed and such.

Roguenoc by gustavo.christino 2018-09-03T17:34:39Z

@atom0520, the yellow mushroom affects the other objects of the scenery (pink cube, which will be transformed into a creature with weak artificial intelligence (Cogumonster, which appears in the publication image, made in time of Ludum Dare, but unfortunately his AI was not ready in time), diary pages (which unfortunately did not finish the art) and the mushrooms themselves).

Thanks. :)

PS: About crossing the wall during acceleration ... Actually, this happens because the wall is very thin, as I'm using Tranlate for the movement, this happens. I'll try some methods to solve this (maybe extending the wall is the simplest).

Roguenoc by gustavo.christino 2018-09-03T18:31:17Z

@atom0520...

Making the diary in Portuguese (Brazilian) was intentional, because I intend to create games that follow the same universe portrayed in the game.

Within the scenario (universe) that I intend to create, each language in it corresponds to some foreign language.

I know that because of this fewer people will understand Roguenoc's narrative context a priori. Hahahahah.

Roguenoc by gustavo.christino 2018-09-04T11:42:37Z

Thanks, @martintristan and @evelyn-hagan.

Stack Master by Filipe da costa lopes 2018-09-04T19:46:42Z

Playing and rating... I will evaluate (in writing) later because the time is running out. :)

Stack Master by Filipe da costa lopes 2018-09-04T22:43:52Z

Evaluation ...

0 - Main Mechanics: Form a complete row of boxes (so they disappear and guarantee points). This mechanic is interesting and challenging.

1 - Secondary Mechanics: Physical limitation of the character (unfortunately some physical issues seem to be in need of polishing, as would be the question of the force necessary to drag objects). Dynamite box (normal mode), this dangerous box is useful (unfortunately not having to decide where the boxes fall out is very difficult to use this box better, but it is a main part of the mechanics).

2 - Learning Curve: The tutorial is small and visual, this helps a lot to have an interesting experience, however only after playing once it is possible to understand exactly what it means when the dynamite falls on the side of the character. I would suggest animating the death scenes involving dropping box on top and exploding dynamite (as if it were a gif, still in the tutorial screen). Learning to play is quite simple, however, some things will only become clear after a few games.

3 - Flow: As the fall of the boxes is random, often the level collaborates, but often the victory is very difficult to achieve with medium and low levels of game skill. Then the game ends up leading to anguish to desistance in these cases. I suppose adding powerups (specific invulnerability (maybe a special helmet, with thorn etc), touching a box's disintegrator (or a glove with thorns or boxing), select the moment of TNT boxes drop for a few moments, temporary superforce etc.) can be elements that favor the continuity in the game on the part of intermediaries and beginners. Starting with cleaner lines allows the player to have a more satisfactory experience as to the fittings; all this leads me to believe that for the more experienced the experience is fun for a reasonable time, to only then become something boring.

4 - Love Points: The challenging mechanics itself. The design of the main character.

5 - Presentation of the Narrative: I did not notice much narrative, perhaps with the development of the narrative the game can open space for novelties in the sense of powerups and diversified levels.

6 - Art Polishment: Very good for Ludum Dare time. There is always room for polishing (in case of continuity of the project).

7 - Monetization Attractiveness: I believe that with many levels and more mechanical, the game can be sold as casual to smartphones (perhaps with monetization based on advertisements); if the game really grows, I think it might sell to consoles or Steam (but it depends on a lot of growth and development). On the other hand, if the game changes to another format, it could become a serious game for companies that want to teach their employees something.

8 - Community Generation: With the narrative development and in case of continuity of the project, I believe that character design also; you could create a Facebook page to house the players (if you create, invite me).

9 - Cultural Dialogue: It needs more narrative for me to assess in this way (how culture influences the game, and brings players, and how the game influences culture (directly or through community generation).

Amistad by Raphael Maia 2018-09-03T19:07:04Z

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.

SpaceLab 42 by Wassim 2018-09-03T03:10:42Z

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.

32D by Préda 2018-08-22T21:15:20Z

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).

32D by Préda 2018-08-23T11:07:05Z

Thanks, @preda. I'm hoping it will continue to develop. Gogogo!

Starship Panic by Evelyn Hagan 2018-09-04T19:44:04Z

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.

memBrain by Sciman101 2018-08-22T23:31:03Z

memBrain.png

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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Tribe Terror by Monkosum 2018-08-23T23:57:21Z

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.

Clot! by Ghoster 2018-09-04T19:46:58Z

Playing and rating... I will evaluate (in writing) later because the time is running out. :)

Clot! by Ghoster 2018-09-04T23:05:46Z

Evaluation ...

0 - Main Mechanics: Given limited area, escape from other entities (which attack in various ways).

1 - Secondary Mechanics: Shoot at monsters by generating stop pieces (which can be pushed and docked): it's interesting and fun to be able to shoot (I tried inviting a second player so one could move and the other could shoot, it was challenging to do that). Accelerated walking (same command to push stopped pieces): can be useful (mainly against the green beings and in situations of risk). Snap pieces to punctuate: it took time to understand that this could be done (even having written that there is a dual utility for the button in question). I believe that this difficulty may have been found only by me, but if it is not, I believe that the ideal would be to do an introductory level, putting elements to be combined. Or even create (in a menu) the possibility of playing in "plug-in training" mode.

2 - Learning Curve: Understanding the elements (except for details cited above) is simple. For me the most complicated was being able to play with only two hands (hahahahahah, the commands were difficult, but I did not play in a comfortable position). The first encounters with each different entity are sufficient to reveal their intelligence (this is positive).

3 - Flow: The game becomes more difficult with time, given the reduction of the illuminated area and given to the transformation of the entities into stopped pieces. Also, having to split the time between pushing and "running away" is quite distressing, hahahahah. The game is action from the beginning, with brief intervals (maybe letting the intervals between waves be clearer).

4 - Love Points: The graphic art of standing pieces. The "charisma" of the main character. The challenge itself. The diversified intelligence of enemies.

5 - Presentation of the Narrative: There is not much to evaluate at this point (I do not know whether it matches the game, it seems to be more of a "sporting" type than a "story-based game" but it might be interesting to add (in case of continuity of the project, possibilities for insertion of novelties)).

6 - Art Polishment: The graphic art was very interesting (there is always room for polishing). Visual effects could be added (sparkles etc). The enemy when nearby could make sounds sometimes (maybe it was an interesting feedback to give players, which would allow the development of the game flow).

7 - Monetization Attractiveness: I believe that the game could sell by itself, if they create different levels, giving more time of game.

8 - Community Generation: A Facebook page could help the project generate community (if you create invite me).

9 - Cultural Dialogue: By not having narrative, the game brings interest to be similar to other games of combination of pieces; contributing culturally from the moment it is added in the set of games like that. The game would say more about culture and influence it more if it had a greater focus on narrative and / or character design (I believe). Congratulations.

Pool Watch by Plukers 2018-08-24T00:38:52Z

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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Homos Save the World by atom0520 2018-09-03T18:40:47Z

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.

Drifting Statuary by squirmonkey 2018-09-03T15:41:59Z

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.

Crowded Prison by Fernando Tonon de Rossi 2018-09-04T19:47:12Z

Downloading, playing and rating... I will evaluate (in writing) later because the time is running out. :)

Crowded Prison by Fernando Tonon de Rossi 2018-09-04T21:54:18Z

Evaluation ...

0 - Main Mechanics: Walking around the environment killing the other characters.

1 - Secondary Mechanics: Equip and unequip the weapon. Open and close doors.

2 - Learning Curve: It took a while to understand the possibility of equipping and unequipping the weapon (after that the game was simple). The first time I played I could not identify myself (maybe I bugged the character, or I just stayed at an unseen point (my advice would be to somehow identify the character, since (of course) the prisoners are in uniform).

3 - Flow: There is no big challenge, once you learn how to use the stabbing mechanics, the game is limited to touching other characters and assassinating them at once. It would do well for the game flow to add some restrictive element, or it could reverse the advancing situation in the direction of victory (maybe hide bodies, incriminate another, have life bar etc).

4 - Love Points: I'm not sure if it was intended, but there was a social critique regarding prisons (Brazilian prisons are very crowded, so it was not difficult to see this as a reference to prisons).

5 - Presentation of the Narrative: The narrative was delivered at once in writing, perhaps (in case of continuity of the project) it should be carried out gradually. Who knows, backing up a bit and allowing the player to get the necessary items to arm.

6 - Art Polishment: The graphic art became interesting with regard to the main scene and the characters (in Ludum Dare's time, mainly); I would say polishing should happen in case of continuity of the project. Menu art can be improved (adapted to the context of the game); the letters were very small (although legible), it may be interesting to break the explanations at different narrative moments to make room for texts with more readable typographic fonts. The sound part can be enlarged, better setting the game.

7 - Monetization Attractiveness: If the game becomes a larger project with chapters, one could deliver the first one free and sell the next one by one, showing the sequence or even the prequel of the character's story. I think this would suit smartphones better.

8 - Community Generation: In case of continuity of the project and the form of monetization mentioned above, I believe that between one title and another, information (in a fictional news format about the narrative scenario of the game) could be published on a Facebook page. This could attract new and curious players. PS: If you create a page, invite me to follow.

9 - Cultural Dialogue: The game talks about "prisons" and "psychopathy", I do not know if the term "psychopath" is being used properly (in scientific terms); I believe it was mainly used because of the cultural influence of using the term and to cause humor (perhaps also critical); in this sense there is potential to attract the interested parties to the game. On the contrary (the game as an influencer), I believe that a continuing project could talk about prisons around the world, revealing interesting facts and allowing players to know a little more about reality.

DataSkream by Sollara Games 2018-08-29T18:06:34Z

I don't know why, but it never uploads my name. :) Hahahhahahahah. Evaluation on the next comment.

DataSkream.png

DataSkream by Sollara Games 2018-08-29T18:23:04Z

Evaluation ...

0 - Main Mechanics: The mechanics of runner with decreasing platforms was good. Somewhat difficult when the platforms are going down, I could not analyze if by code is totally random, or if in some way the emergence of platforms has to do with the current position of the ball.

1 - Secondary Mechanics: There is not much to say here, maybe I fit into this topic the choice to have an initial platform to prevent the ball from falling early in the beginning. It is hard to see at first, but after a few matches it is possible to see, understand and take advantage of it. If the project continues, possibly the addition of powerups will increase what I have to say about secondary mechanics.

2 - Learning Curve: With two or three matches it is possible to learn to play. Obviously it's not yet the most you need to know to play well, but learning happens in time to maintain your attention (the number of buttons used also helps, just the typical move buttons and the typical jump button). I think you can add in the initial screen to enter the game with "return", "enter", "space" etc, allowing you to play without taking your hands off the keyboard.

3 - Flow: In a few games you learn to play, the challenge is increasing according to the progress of each player. In a complete game (in the case of continuity of the project, out of the time of Ludum Dare) I believe that more stages can be elaborated, so that the challenge is presented gradually (allowing a learning curve vs. softer challenge).

4 - Love Points: The luminosity of the platforms became very interesting. The typographic font chosen also seemed to match the game (from my point of view). Having a table of scores is very interesting as well. The challenging mechanics itself is something positive, which can be worked out for a larger gaming experience (in the continuity of the project).

5 - Presentation of the Narrative: I did not notice narrative to be presented, perhaps fit more as "sport" than as "game based on narrative". So there is not much to evaluate here. In case of continuity of the project, it may be interesting to add narrative ludic elements, to cover the routing between phases etc.

6 - Art Polishment: Apart from the outside art of the game (menus etc) I found it comfortable / enjoyable. On the platforms, the ball and the initial containment platform, they could be worked out in time outside the Ludum Dare (putting styles on the platforms, effects on the containment platform and different skins for the ball, especially if the ball changes with powerups , skins and phases). The song matched my mind, but there's always room for review and refinement (but I'm not an expert to point that out).

7 - Monetization Attractiveness: I think the game can sell to smartphones, apparently to be casual. Monetizing by direct selling (less interesting in my view, but I may be wrong) or through advertisements, and even through the sale of "lives" in case of an interconnection with social networks and such.

8 - Community Generation: The game generates community with the scores table, could evolve to connect through social networks, allowing the relationship between players in some way. If you create a page on Facebook, call me to follow, hahahahah.

9 - Cultural Dialogue: The game can speak more with culture (in the sense of adding to culture, or being influenced by culture, increasing the niche of players) with the addition of narrative and also through the generation of community of players.

LD44 — Your life is currency

STR!PES by Geckoo1337 2019-05-21T17:48:11Z

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.

Catch them all ! by sroelandt 2019-05-15T13:57:37Z

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.

don't give up, skeleton! by stefenism 2019-05-20T13:38:23Z

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).

Meds of Honor by anidealgift 2019-05-20T23:59:49Z

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).

You life is just currency! by alexhonor 2019-05-20T23:25:50Z

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).

Library of Madness by ectucker1 2019-05-21T19:15:29Z

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.

Lost Hearts by gustavo.christino 2019-05-05T16:44:52Z

Thanks, @duke. We are working on it. :]

Lost Hearts by gustavo.christino 2019-05-15T20:37:21Z

Thanks, @lodugh. We are working on it. :]

Lost Hearts by gustavo.christino 2019-05-20T13:39:41Z

Thanks... @wigner-matos, @ectucker1 and @cristihkj.

We are working on it. :]

Lost Hearts by gustavo.christino 2019-05-20T21:33:23Z

Thanks, @joshua-stone. :]

Lost Hearts by gustavo.christino 2019-05-21T11:38:09Z

Thanks, @behrooz! :]

Lost Hearts by gustavo.christino 2019-05-21T12:19:50Z

Thanks, @peterfonts. We are working on it! :]

Lost Hearts by gustavo.christino 2019-05-21T17:25:55Z

Thanks, @aurel. We have answers, but not our game, yet. We are working on it. :]

Lost Hearts by gustavo.christino 2019-05-21T17:49:54Z

@meenakshi, I will do it right now. :]

Lost Hearts by gustavo.christino 2019-05-21T18:03:20Z

Thanks, @matu. We will do it. :]

Lost Hearts by gustavo.christino 2019-05-21T19:26:53Z

Thanks, @corny. We will make this better. :]

Mani by Tex Killer 2019-05-20T14:21:32Z

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.

The Soul Machine by Ian M 2019-05-21T18:12:10Z

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.

GEMiNiD S484 by PopDaddyGames 2019-05-15T18:46:54Z

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.

Sick Business by very dark lord 2019-05-21T18:39:14Z

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).

bETween us by Zariel 2019-05-15T20:57:36Z

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.

Servant to the Reaper by MediocreMonty 2019-05-15T18:14:35Z

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.

Rainbow Rampage - Twitch Overlay Game by Instafluff 2019-05-15T13:21:34Z

Is this game just for streamers?

Super Psychic by Jackson_makes_games 2019-05-20T21:32:50Z

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).

Sacrifice Knight by QuackedDuk 2019-05-21T19:32:15Z

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).

Sacrifice Knight by QuackedDuk 2019-06-03T14:16:44Z

@cristihkj...

If you want me to test your game, just flag me over here or leave a comment on the page of any of the games I made for the Ludum Dare, and I'll take a look. :)

Click Heartbeat by Hangacs 2019-05-15T20:32:59Z

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).

Shaman Kaguya by Wigner Matos 2019-05-15T13:29:16Z

Is it possible to play the game from itch.io? I'm looking for the link (maybe the site has changed).

Shaman Kaguya by Wigner Matos 2019-05-15T21:00:05Z

@wigner-matos... Now it's possible. Maybe your team was updating the game page.

Shaman Kaguya by Wigner Matos 2019-05-21T18:53:10Z

Kg.png

Shaman Kaguya by Wigner Matos 2019-05-21T19:00:46Z

Evaluation...

1 - Mechanics and Learning: Understanding the mechanics was simple, running the mechanics was challenging. It was not long before I understood how attacking and attacking worked in the area. Unfortunately the minimap did not seem to work perfectly (or it might have depended on the character being turned to the right side for the creatures to appear on the minimap (perhaps creating temporary objects to keep the view of the place in line with the shaman idea and solving the minimap situation) ).

2 - Flow: The game is in waves, so he was climbing the difficulty as I learned the mechanics of my character, the intelligence of the enemies and playing as a whole; I think it's balanced (as I lost after a few waves, I think there might be some way to restore some things, or even create traps etc).

3 - Narrative and Polishment: The narrative was excellent, and all presented within the game. The graphic polishment was very good (on a big screen the letters get lost a little, but this is more of my problem, I decided to use a big screen for today's games). The background music was good for jam time and the sound effects were medium (great for jam time, suggestion to review for jam post).

4 - Culture: The narrative is totally cultural and refers to certain real situations, so this already attracts the eyes to a certain niche; the community generation of players can be linked to this (and maybe a page for the game on Facebook, if you ask me).

5 - Monetization: I believe that the game would sell in some store, if the part of waves was something from time to time and he was a traveler that passed in several villages around the world helping, maybe he could conciliate the mechanics of waves with something deeper and not only in the style "action". I think I would value it a lot (it's just as an impression I had based on art and everything).

Cyber Radiation by Alex Stacciarini 2019-04-30T02:15:44Z

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?

GGame.png

BnB 666 by Darkmax14 2019-05-21T12:19:16Z

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.

Corporate Hamster by Anandhi 2019-05-21T18:02:23Z

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.

Corporation Management Assistant Program by PHILIBERT Pontacier by Mister Ornicar 2019-05-20T14:55:20Z

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).

The Soul Broker by soundgnome 2019-05-20T13:50:10Z

It's possible to drop the golem floating.

Soul Broker.png

The Soul Broker by soundgnome 2019-05-20T14:00:45Z

Evaluation...

1 - Mechanics and Learning: The mechanics are very simple, intuitive and well implemented. I quickly learned everything I needed to know to get through the two stages of the game.

2 - Flow: The learning was fast and there was little challenge, the game was short so I did not feel bored; It was good to show the concept. In a post-jam version, I suggest you rework about the difficulty of the stages. The part that annoyed me was having to redo several parts, because I took the risk of getting off the standard path; that is, I did not feel rewarded for exploring (with secret things, items etc); I understand that in jam time this is not easy to do, so this also comes as a suggestion for a post jam version.

3 - Narrative and Polishment: The narrative was presented through written text (pleonasm). I believe that some graphic elements have passed the notion of "dream world", however this can be improved with the insertion of secondary characters (perhaps personifications of thoughts of the own character, of the last boss or of other personages (directly or indirectly related to the narrative context The main character was very simple, maybe he could be reworked (and also his narrative depth, with personality etc.) The main character in controlling the golem it was a very beautiful and interesting animation (as I see it). The music does not pay much attention, so it played the role of the background (maybe in the post-jam version it can be further worked and enriches the experience).

4 - Culture: I remembered "sleep paralysis" when I read the narrative for the first time. I think the game can take advantage of this theme and other interesting themes related to sleep and dream to generate a community of players (maybe with a Facebook page, invite me to enjoy it if I create it).

5 - Monetization: I imagine the game can be sold on smartphones or on Steam full case (more levels, polishment and narrative deepening). As I see it: it would be sold only once (maybe with free or paid DLCs over time).

README.btc by Vaclav Kucera 2019-05-15T20:00:18Z

GameOver.png

README.btc by Vaclav Kucera 2019-05-15T20:10:44Z

Evaluation...

1 - Mechanics and Learning: Understanding the workings of puzzles was challenging at first. Then it was complicated to also reflect on the implications of the actions taken on the "desktop". I'm not sure why I missed it exactly (it did not take six days, according to the explanation, and in the email there was something threatening me, but it seemed to be for the next day). I think screens that explain more or less how each desktop icon works when we pass the mouse pointer over it would be positive for learning.

2 - Flow: Initially it was challenging, although it did not get to the point where I felt distressed. However, after playing twice (one until having to stop, and another to the end), I ended up noting that the anguish does not come in the puzzles, but in the general context. And that was very interesting.

3 - Narrative and Polishment: The narrative is presented during the game through text and at the end, also through text. This forces the player to read a lot, I think is typical of most strategic games. The graphic art was cool (especially considering the jam time). The sound was average, I think the song ends up becoming a point of tension and agony after some time (I do not know if it was the intention exactly).

4 - Culture: I believe you take advantage of current issues, moral issues, and current employment issues. This may attract some people, forming a community of players (favoring the sharing of different endings). This can be expanding stage to stage, with images to increase.

5 - Monetization: I do not see many ways to monetize; perhaps selling the game in its entirety, and then expanding some DLCs (some free, some not).

LD45 — Start with nothing

PROJECT BIND by Plepletier 2019-10-10T03:11:38Z

Bind.png

PROJECT BIND by Plepletier 2019-10-10T03:21:09Z

Avaliação...

1 - Mecânicas e Aprendizado: A mecânica principal de atirar em inimigos até zerar os pontos de vida deles é muito bacana, casou muito bem com a mecânica modular de encaixar mais e mais armas de tiro (em vez de simplesmente fazer upgrade de armas). O número de botões a serem utilizados é pequeno (cinco até onde pude contar), isso facilita aprender o jogo (ainda mais que são usados setas, ASDW e Space; bastante comuns). Senti falta de poder jogar no joystick, acredito que minha mão estaria doendo menos (de tanto jogar, hahahahah).

2 - Flow: O desafio vai aumentando aos poucos, então creio que esteja equilibrado. Por mais que seja doloroso morrer e jogar novamente, a cada tentativa a gente consegue melhorar (creio que seja bom uso de arcade). Senti falta, para não haver quebra de flow, de reiniciar o estágio mais rapidamente (é muito doloroso ter que ficar esperando tanto por saber o score e ter que apertar novamente para começar). Creio que, seria interessante ter atalhos no teclado (tirar o dedo para o mouse também parece prejudicar um pouco). Fiquei curioso para saber mais sobre as naves inimigas (se há naves com inteligências diferentes em partes mais avançadas).

3 - Narrativa e Polimento: A narrativa ficou mais a cargo dos conceitos iniciais, que se apresentam uma vez. Creio que seja possível entregar a narrativa aos poucos, a cada vez que se joga tendo uma ou outra frase na tela de score ou algo do tipo (apenas para quem quer saber mais); mesmo a narrativa sendo simples nesse jogo. Creio que a arte gráfica e o áudio estejam muito bons para tempo de game jam (excelentes). O foco dos polimetnos seriam para o caso de continuidade do projeto (acompanhando expansões etc). Pode ser uma boa incrementar achievements etc (isso pode levar jogadores a outras formas de jogar).

4 - Cultura: Suponho que o jogo converse bem com títulos anteriores para jogos de tiro, nave e até mesmo de temática espacial/futurística. Creio que seria bom ter uma página no Facebook (convide-me se for criar), ou mesmo tirar proveito da página da equipe (já existente).

5 - Monetização: Creio que o jogo possa vender bem para smartphones (embuindo propagandas) e sempre expandindo (com conteúdos novos a serem desbloqueados e estágios com diferentes temáticas a serem compros/liberados).

PROJECT BIND by Plepletier 2019-10-10T03:21:29Z

Evaluation...

1 - Mechanics and Learning: The main mechanics of firing at enemies to zero their hit points are very cool, very well matched with the modular mechanics of fitting more and more guns (instead of simply upgrading weapons). The number of buttons to be used is small (five as far as I could tell), this makes it easy to learn the game (especially as arrows, ASDW and Space are used; quite common). I missed being able to play on the joystick, I believe my hand would be hurting less (from playing so much, hahahahah).

2 - Flow: The challenge is slowly increasing, so I think it's balanced. As painful as it is to die and play again, with each attempt we get better (I think it's good arcade use). I missed, so there would be no flow break, to restart the stage faster (it is very painful to have to wait so long to know the score and have to press again to get started). I think it would be interesting to have keyboard shortcuts (taking your finger to the mouse also seems to hurt a little). I was curious to know more about enemy ships (if there are ships with different intelligences in more advanced parts).

3 - Narrative and Polishing: The narrative was more in charge of the initial concepts, which are presented once. I believe it is possible to deliver the narrative gradually, each time you play having one or another sentence on the score screen or something (just for those who want to know more); even though the narrative is simple in this game. I think the graphics and audio are very good for game jam time (great). The focus of the polymeters would be on the case of project continuity (following expansions etc). This can be a good boost for achievements etc (this can lead players to other ways to play).

4 - Culture: I suppose the game converts well with previous titles for shooter, spaceship and even space / futuristic themes. I think it would be nice to have a Facebook page (invite me if you create it), or even take advantage of the existing team page.

5 - Monetization: I think the game can sell well for smartphones (embedding advertisements) and always expanding (with new content to be unlocked and stages with different themes to be bought / released).

Nullified by Coda Highland 2019-10-21T17:42:42Z

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.

Nullified by Coda Highland 2019-10-23T12:47:11Z

Maybe was something with my computer (about the life bar). ^^'

Gogogo! o/

Cerrado Rangers by gustavo.christino 2019-10-07T19:24:41Z

@toxiccomputer, we have changed some stuff. Can you review about?

We had left out evaluation by several categories, but we did everything (it was a misinterpretation). Hahahahahah.

Cerrado Rangers by gustavo.christino 2019-10-07T20:02:33Z

@toxiccomputer, @sam-awk and @danielclarc...

We have uploaded the most current version, with bugfixes and audio implementation (as it's still time so far (before jam ends), you can reevaluate and make new reviews).

Thank you very much. o/

Cerrado Rangers by gustavo.christino 2019-10-21T16:58:09Z

Thanks, @eduardo-yukio! o/

Cerrado Rangers by gustavo.christino 2019-10-23T12:47:43Z

Thanks, @eva. ^^

The Tragic Tale of No Bones Jones by darefus 2019-10-16T00:22:57Z

Is the dog (in Itch.io) in the image a reference to Gantz?

Super Nova Loader by Thulium Games 2019-10-10T19:37:57Z

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).

---

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).

Super Nova Loader by Thulium Games 2019-10-11T14:53:04Z

Nice to hear/read this, @thulium-games. Hahahahahah.

LD46 — Keep it alive

Isochronism by FireSlash 2020-05-12T05:41:58Z

SHARA... ARASH...

OMG.png

OVER.png

I3.png

Bobbleheads want to dance by jk5000 2020-05-10T21:04:43Z

Oh, no! @.@

OHNO.png

Bobbleheads want to dance by jk5000 2020-05-10T21:17:25Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica é realmente simples, clicar em cima dos bonecos e manter eles se movendo (enquanto uma história vai sendo contada). Aprender a jogar é simples, difícil é manter acertando o passo em tempo (o que requer estratégia e bastante capacidade de reflexo, além de um mouse (melhor que o meu)). O fluxo de jogo vai aumentando com o tempo, bem claramente, o que demonstra certo balanceamento e desafio crescente. Infelizmente meu mouse não foi o suficiente. Creio que o jogo ficaria muito melhor utilizando touch screen, ou se implementar alguma acessibilidade no teclado (mas acredito que seria muito difícil balancear isso e talvez se tornasse ainda mais desconfortável nesse sentido, dado que a atenção precisa estar na tela). Algo que eu não gostei muito foi o fato de não ter me dado tempo para ler a mensagem inicial (sei que para nativos da língua inglesa foi tempo mais que suficiente, mas seria interessante se demorasse mais um pouco ou se fosse baseado em clicar na tela).

2 - Gráficos, Áudio e Narrativa: Os gráficos são bem simples, ao mesmo ponto que são suficientes para transmitir o conceito. O áudio tem realmente foco muito grande, porque também é a forma através da qual a narrativa é entregue (e eu não consegui entender tudo que era dito, porque ao mesmo tempo eu tinha que avançar enquanto ouvia). A narrativa foi transmitida durante a sessão de jogo por dublagem (infelizmente legendas ficariam ruins para este projeto, dado que a atenção dos olhos precisa estar na ação rápida de clicar).

3 - Cultura: O jogo envolve ação rápida, reflexos e manter coisas em movimento. Eu gostaria de ter alguma opção a mais para interagir (como puxar o boneco por mais tempo e ele ficar mais tempo balançando, talvez). Apesar das dificuldades, creio que o projeto possa ser formato para contar histórias.

4 - Monetização: Creio que o jogo possa vender através de propagandas, via smartphone. Especialmente se houver mais histórias a serem contadas e variações sutis na mecânica. Além de polimentos gerais. ^^

Bobbleheads want to dance by jk5000 2020-05-10T21:17:42Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics are really simple, click on the dolls and keep them moving (while a story is being told). Learning to play is simple, it is difficult to keep hitting the pace in time (which requires strategy and a lot of reflex capacity, in addition to a mouse (better than mine)). The game flow increases over time, quite clearly, which shows a certain balance and growing challenge. Unfortunately my mouse was not enough. I believe that the game would be much better using touch screen, or if it implements some accessibility on the keyboard (but I believe that it would be very difficult to balance this and perhaps become even more uncomfortable in that sense, given that attention needs to be on the screen). Something I didn't like very much was the fact that it didn't give me time to read the initial message (I know that for native speakers of English it was more than enough time, but it would be interesting if it took a little longer or if it was based on clicking on the screen ).

2 - Graphics, Audio and Narrative: The graphics are very simple, to the point that they are sufficient to convey the concept. The audio really has a very big focus, because it is also the way in which the narrative is delivered (and I was unable to understand everything that was said, because at the same time I had to move forward while listening). The narrative was transmitted during the dubbing game session (unfortunately subtitles would be bad for this project, given that the eye's attention needs to be on the quick action of clicking).

3 - Culture: The game involves fast action, reflexes and keeping things moving. I would like to have some more options for interacting (like pulling the doll for longer and swinging, maybe). Despite the difficulties, I believe that the project can be a format for storytelling.

4 - Monetization: I believe that the game can sell through advertisements, via smartphone. Especially if there are more stories to be told and subtle variations in mechanics. In addition to general polishing. ^^

Keep Your Faith Alive by Geckoo1337 2020-04-22T20:45:35Z

Geckoo1337's.png

Keep Your Faith Alive by Geckoo1337 2020-04-22T20:57:15Z

Avaliação...

1 - Mecânicas, Aprendizado e Fluxo: O jogo é puzzle, no estilo encaixar as peças que se movem juntas, mas que sofrem limitações individuais de movimento. Comparando os estágios, na maior parte do tempo concordo que exista um desafio crescente. Não me senti aprendendo muito do terceiro estágio em diante (creio que muita coisa fiz por "micro-epifanias" e "tentativa-e-erro", muito mais que dominar a mecânica). O fluxo do jogo não caiu no tédio, tendo mergulhado diversas vezes na ansiedade (mas não por completo ao ponto de abandonar o jogo).

2 - Gráficos, Áudio, Narrativa e Polimento: O gráfico é simples e voltado a mostrar com clareza a jogabilidade (ele alcança esse objetivo). A escolha de mostrar frases motivacionais me pareceu pouco funcional, porque elas aparecem apenas embaixo na tela, isso me faz não ler (só percebi que perdi muitas frases depois de vários níveis). Creio que seja interessante colocar as frases numa parte separada da tela e fazer ela piscar ou algo assim (de forma que chame a atenção para a leitura). O áudio foi confortável, mas quase me deixou cansado, talvez mudar de trilha de três em três estágios possa ser algo benéfico. Se for interessante ter uma "micronarrativa", seria interessante acompanhar tal mudança em áudio.

3 - Cultura: O jogo conversa culturalmente com outros puzzles (especialmente do gênero). A forma enxuta/minimalista que e funcional que foi apresentada colaborou bastante para ficar bom. Os textos do jogo conversaram com a situação do mundo (Pandemia 2020), creio que tenha por objetivo entreter e levar mensagens com boas vibrações.

4 - Monetização: Se o foco for monetizar, creio que seria interessante ter mais estágios e conjuntos de estágios, com mecânicas novas que seriam apresentadas aos poucos. Quem sabe monetizaria com propagandas ou vendendo direito a tentativas (daí haveria limitação por tempo, ao meu ver, quem sabe usando número de jogadas como outra forma de pontuação).

Keep Your Faith Alive by Geckoo1337 2020-04-22T20:57:53Z

Evaluation...

1 - Mechanics, Learning and Flow: The game is a puzzle, in the style of fitting the pieces that move together, but suffer from individual movement limitations. Comparing the stages, most of the time I agree that there is a growing challenge. I didn't feel that I learned much from the third stage onwards (I believe that a lot I did for "micro-epiphanies" and "trial-and-error", much more than mastering mechanics). The flow of the game did not fall into boredom, having plunged into anxiety several times (but not entirely to the point of abandoning the game).

2 - Graphics, Audio, Narrative and Polishment: The graphic is simple and aimed to clearly show the gameplay (it achieves this goal). The choice of showing motivational phrases seemed to me not very functional, because they only appear at the bottom of the screen, this makes me not read (I only realized that I lost many phrases after several levels). I think it is interesting to put the sentences on a separate part of the screen and make it blink or something (in a way that draws attention to the reading). The audio was comfortable, but it almost made me tired, maybe changing the track every three stages can be beneficial. If it is interesting to have a "micronarrative", it would be interesting to follow that change in audio.

3 - Culture: The game talks culturally with other puzzles (especially the genre). The lean / minimalist form that is functional that was presented helped a lot to look good. The texts of the game talked to the situation of the world (Pandemia 2020), I believe it aims to entertain and carry messages with good vibes.

4 - Monetization: If the focus is to monetize, I think it would be interesting to have more stages and sets of stages, with new mechanics that would be introduced gradually. Who knows, I would monetize with advertisements or sell right to attempts (hence there would be time limitations, in my view, who knows using number of moves as another form of scoring).

In the Valley of Souls Deluxe Edition by Syrapt0r 2020-05-11T16:39:54Z

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

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In the Valley of Souls Deluxe Edition by Syrapt0r 2020-05-11T16:48:48Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: O jogo é um plataforma muito divertido. Aprender a jogar foi extremamente bem explicado por tutorial via áudio. O fluxo de jogo pareceu bastante balanceado também, além de jogar de novo ao começo após o tutorial, para experimentar tudo como um jogador iniciado.

2 - Gráficos, Áudio e Narrativa: Gostei muito dos gráficos de fundo. A escolha pelo personagem do jogador (PdJ) ser um quadrado eu não entendi bem (não me desagradou de qualquer forma). O áudio ficou claro e agradável. A narrativa não ficou clara, não sei se era o foco do projeto.

3 - Cultura: Parece ser uma releitura de um jogo anterior (não sei se próprio ou de outra pessoa). De qualquer forma o projeto pareceu muito bem acertado em vários pontos. O estilo de jogo que narra sobre o próprio jogo (um tipo de metalinguagem) me agrada bastante; por ser muito divertido e bem-humorado.

4 - Monetização: Creio que eu precisaria ter acesso a mais conteúdo para saber mais. Entretanto o projeto já parece bastante vendável, creio que uma narrativa seria bem vinda em algum ponto, com desenvolvimento de personagem. Só consigo imaginar o potencial para o projeto, creio que polido e estendido poderia vender em boas stores.

In the Valley of Souls Deluxe Edition by Syrapt0r 2020-05-11T16:49:05Z

Analysis...

1 - Mechanics, Learning and Flow: The game is a very fun platform. Learning to play was extremely well explained by an audio tutorial. The game flow seemed quite balanced as well, in addition to playing again at the beginning after the tutorial, to experience everything as an initiated player.

2 - Graphics, Audio and Narrative: I really liked the background graphics. The choice for the player's character (PC) to be a square I didn't understand well (I didn't like it in any way). The audio was clear and pleasant. The narrative was not clear, I don't know if it was the focus of the project.

3 - Culture: It seems to be a reinterpretation of a previous game (I don't know if it is itself or someone else's). In any case, the project seemed very successful in several points. The style of game that narrates about the game itself (a type of metalanguage) pleases me a lot; for being very fun and humorous.

4 - Monetization: I think I would need to have access to more content to learn more. However the project already seems quite salable, I believe that a narrative would be welcome at some point, with character development. I can only imagine the potential for the project, I believe that polished and extended could sell in good stores.

Burned by the Poi by Risist 2020-04-29T14:12:37Z

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.

Burned by the Poi by Risist 2020-04-29T14:13:21Z

Analysis...

1 - Mechanics, Learning and Flow: I found it very interesting to use two light sources (torches in chains) as attack mechanics, lighting, protection and interactions. Get out of a safe spot, confront enemies, avoid traps, the puddle that burns (I don't know if it's some kind of oil puddle). I liked that region where the fire changes color (I didn't quite understand if it had something to do with the air in the place or if the runes symbolized some spiritual change there). Learning to walk with the torches was a little difficult (I died many times), yet I still did not completely dominate. Sometimes the torches were attached (by chains) to parts of the stage (I don't know if this was on purpose). I didn't understand if the enemy cats were finite (it would be nice to have a way of knowing if you are making progress towards confronting them). I liked the presentation of the game through the lines of the blue-eyed cats (this already puts both the story, and the tutorial itself in a skippable way, and that was something positive (in my view)). I believe that if there is more time for the project (after Ludum Dare's time), a positive thing would be not to be placed directly in this place of action, but to have a room with fewer enemies to learn better how to use "chain torches" . The game flow was a little confusing in my view, as well as a little anxious, as the main character dies very fast and the mission is not 100% clear (given that a blue cat says it is to kill the "red eyes" , but I didn’t feel that I was moving far and it didn’t seem like a possible task to complete, because hurting when attacking is very easy). If the other parts of the stage can interfere with the victory condition, it would be a good thing (for post-game jam time) to give some more feedback on the usefulness of that. Putting a life bar on each cat can be interesting too (something that does not pollute the screen, for example allowing you to disable it by pressing a button). The use of the theme in the mechanics was interesting and fun, despite the difficulty. Congratulations to the ideation and programming team.

2 - Graphics, Audio and Narrative: The dark aesthetic, combined with the illumination of the light / fire sources was very interesting. The main character and the cats could be polished (outside the time of the event), especially if the idea is to continue the project and augment enemies with different behaviors. The sound effects pleased me (mostly). The soundtrack did its background work (something that could be polished too). The narrative of "evoking the hero" could be better worked out if the project has time to be broken up in several stages (post jam).

3 - Culture: The game draws on the source of stories in the style "evoke hero" (common in Eastern comics), as well as the use of humanoids similar to cats (main character). Cats are also widely used culturally, which favors finding a niche for the project (although killing cats will put that niche away a little, I think). With the proper polishing, this game (in several stages) would be something pleasing to this target audience and possible other lovers of dungeon and action games.

4 - Monetization: I believe that the project, being polished and extended, could sell in stores like itch.io. If the work on the project progresses further, I think it could sell on Steam.

The Wait by devilqube 2020-04-24T14:02:27Z

The Wait.png

The Wait by devilqube 2020-04-24T14:19:41Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica de manter recursos que acabam com o tempo através de explorar, coletar e entregar recursos na hora certa. Achei interessante que tenha recursos distribuídos no coletor e também na "base". Sobre o controle do personagem do jogador (PdJ): achei o giro um pouco lento em alguns momentos (mas aumentar a velocidade provavelmente levaria à instabilidade). Em alguns momentos a lenha demorava para sumir da mão (não sei se era na saída da fogueira que ela realmente sumia, isso me deixou mexendo perto da fogueira por um tempo sem ter certeza). As caixas de colisão das pedras atrapalharam o deslocamento um pouco. Sobre aprendizado: não demorou para aprender o básico do jogo, para concluir eu precisei de duas tentativas. Sobre fluxo: creio que o maior desafio seja realmente ir buscar recursos longe em um mapa proceduralmente gerado (ao que entendi), porque não se pode decorar onde estão os recursos entre uma partida e outra. Apesar disso (que é positivo), creio que o fluxo não se mantenha após concluir o jogo uma vez (nesse sentido, não sei qual seria a saída para uma possível continuidade do projeto). Para tempo de Ludum Dare o jogo foi muito divertido e interessante. Parabéns.

2 - Gráficos, Áudio, Narrativa e Polimento: Sobre os gráficos, primeiramente falarei sobre a iluminação, não entendi totalmente o porquê, mas a lanterna não fazia a sombra da árvore "sumir" (hahahahah, isso não é um problema, só tive a incerteza de ter coletado algo na sombra de uma árvore uma vez e a lanterna me ajudaria com isso). Achei os gráficos bacanas, especialmente em tempo de game jam. O som ambiente ficou bom, assim como a narrativa. Eu apenas apontaria que a dublagem lembrando jogos como GTA (PS1), LAPD (PS1) CS (PC) não me pareceram combinar perfeitamente (por parecer alguém falando pelo rádio). Como o personagem estava (ao que entendi) sozinho, faria mais sentido para mim outra abordagem. Digo isso como sugestão de polimento, porque para tempo de LD46 esteve muito bom.

3 - Cultura: O jogo aproveita de interessados por sobrevivência e também leva em conta questões sobre problemas que podem realmente ocorrer. Creio que existam formas de encontrar o nicho para entregar o jogo. Caso mudasse o ponto central da trama em vez de estar perdido, para estar resolvendo o problema de outras pessoas (como se o PdJ fosse um guarda florestal ou algo do tipo), creio que daria para criar um jogo com vários estágios com desafios diferentes e desconectados, ou mesmo um jogo com narrativa específica montada.

4 - Monetização: O jogo ficou muito bom como desafio para uma só rodada de jogadas. Creio que se aumentar o conteúdo possa ser vendido para smartphones ou mesmo no Steam (considerando-se polimentos e pesquisa de nicho).

The Wait by devilqube 2020-04-24T14:20:21Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics of maintaining resources that run out of time by exploring, collecting and delivering resources on time. I found it interesting that it has resources distributed in the collector and also in the "base". On the player's character control (PC): I found the turn a little slow at times (but increasing the speed would probably lead to instability). In some moments, the wood took a long time to disappear from the hand (I don't know if it was at the end of the fire that it really disappeared, that left me moving around the fire for a while without being sure). The collision boxes of the stones hindered the displacement a little. About learning: it didn't take long to learn the basics of the game, to conclude I needed two attempts. About flow: I believe that the biggest challenge is really to get resources far from a procedurally generated map (as I understand it), because you can't decorate where the resources are between one game and another. Despite this (which is positive), I believe that the flow will not continue after completing the game once (in that sense, I do not know what would be the way out for a possible continuity of the project). For Ludum Dare's time the game was very fun and interesting. Congratulations.

2 - Graphics, Audio, Narrative and Polishment: About the graphics, first I’ll talk about lighting, I didn’t fully understand why, but the lantern didn’t make the tree’s shadow “disappear” (hahahahah, this is not a problem, I just had the uncertainty of having collected something in the shade of a tree once and the flashlight would help me with that). I found the graphics cool, especially in game jam time. The ambient sound was good, as well as the narrative. I would just point out that the dubbing reminiscent of games like GTA (PS1), LAPD (PS1) CS (Personal Computer) didn't seem to fit me perfectly (because it sounded like someone talking on the radio). Since the character was (as I understood it) alone, it would make more sense for me to take another approach. I say that as a polishing suggestion, because for LD46 time it was very good.

3 - Culture: The game takes advantage of those interested in survival and also takes into account questions about problems that may actually occur. I think there are ways to find the niche to deliver the game. If I changed the central point of the plot instead of being lost, to be solving other people's problems (as if the PC was a ranger or something), I think it would be possible to create a multi-stage game with different challenges and disconnected, or even a game with a specific narrative set up.

4 - Monetization: The game was very good as a challenge for a single round of plays. I believe that if the content is increased, it can be sold on smartphones or even on Steam (considering polishes and niche research).

MagniFire by Ogma 2020-05-12T06:55:11Z

Stuck.png

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. ^^ '

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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! :)

MagniFire by Ogma 2020-05-12T19:39:02Z

:smile:

iNanny by weeping-rupee 2020-05-08T04:14:46Z

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iNanny by weeping-rupee 2020-05-08T04:24:18Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: O jogo tem a mecânica de proteger um personagem utilizando o personagem do jogador (PdJ) como barreira. Para que o PdJ possa proteger o outro personagem, ele deve navegar através do estágio de forma tática, acionando as alavancas corretas e se posicionando corretamente para ter êxito. Aprender a jogar foi facilitado por um tutorial em jogo, explicando através de poucas palavras e imagens bem-elaboradas. Outra parte do aprendizado compete ao jogador, ao decorrer da sessão de jogo, por tentativa e erro, conhecendo as diversas formas de interação com as peças do jogo. O fluxo de jogo começa com ares de dificuldade, demandando do jogador que perca muitas vezes até conseguir avançar. Do ponto de vista de um jogo apenas para game jam fica bom em termos de desafio, mas eu creio que check-points permitiram os jogadores experimentarem todas as mecânicas (apenas para ter o feedback de tudo por mais pessoas quanto forem possíveis). Em termos de jogo pós tempo de evento, creio que a dificuldade seria crescente, mas em um modo mais suave, permitindo aprender as coisas mais lentamente (assim estendendo o projeto), ao meu ver. Outra coisa muito boa é a parte procedural do projeto (parabéns!). :)

2 - Gráficos, Áudio e Narrativa: Gostei bastante dos gráficos durante o tempo realmente jogando (a cena antes do jogo ficou engraçada, mas seria a primeira coisa que eu sugeriria polimento). Entretanto está ótimo para tempo de evento. Parabéns. Senti falta de áudio, realmente poderia ter valorizado bastante se bem-aplicado. A narrativa não é o foco, apesar da introdução, dado que não há desenvolvimento narrativo entre diversos estágios e mudanças significativas no comportamento do PdJ ou mesmo explicações maiores sobre o que está acontecendo. Em caso de desenvolvimento do projeto (pós jam) talvez faça sentido mexer nisso, mas não seria realmente necessário (jogos podem não precisar realmente de explicativas assim). Seria uma possibilidade/escolha fazer o jogo mais narrativo.

3 - Cultura: Acompanhar o movimento de um personagem enquanto o protege de unidades inimigas. Fábricas. Robôs. Cuidar de alguém. Muitos tópicos sendo encaixado sem uma sessão de jogo divertida. Creio que o jogo já seja uma boa peça de exemplo do encontro desses nichos.

4 - Monetização: Creio que venderia para stores como itch.io ou mesmo poderia ser colocado (em caso de acréscimo de estágios) para jogar no smartphone (com propagandas, a baixo custo ou com um sistema de muitos estágios e quantidade limite de tentativas diárias e venda de mais tentativas, além de sistema de pontuação mundial).

iNanny by weeping-rupee 2020-05-08T04:24:42Z

Analysis...

1 - Mechanics, Learning and Flow: The game has the mechanics of protecting a character using the player's character (PC) as a barrier. In order for the PC to protect the other character, he must navigate through the stage tactically, using the correct levers and positioning himself correctly to be successful. Learning how to play was facilitated by an in-game tutorial, explaining through few words and well-crafted images. Another part of learning is up to the player, during the game session, through trial and error, knowing the various forms of interaction with the game pieces. The flow of the game starts with an air of difficulty, demanding that the player lose many times until he is able to advance. From the point of view of a game only for game jam, it is good in terms of challenge, but I believe that check-points allowed players to try all the mechanics (just to get feedback from everything by as many people as possible). In terms of game after event time, I believe that the difficulty would be increasing, but in a smoother way, allowing to learn things more slowly (thus extending the project), in my view. Another very good thing is the procedural part of the project (congratulations!). :)

2 - Graphics, Audio and Narrative: I really liked the graphics during the time really playing (the scene before the game was funny, but it would be the first thing I would suggest polishing). However it is great for event time. Congratulations. I missed audio, I really could have valued it a lot if applied well. The narrative is not the focus, despite the introduction, given that there is no narrative development between different stages and significant changes in the PC's behavior or even greater explanations of what is happening. In case of project development (post jam) it may make sense to change it, but it would not be really necessary (games may not really need explanations like that). It would be a possibility / choice to make the game more narrative.

3 - Culture: Track a character's movement while protecting him from enemy units. Factories. Robots. Take care of someone. Lots of threads being docked without a fun gaming session. I believe that the game is already a good example of finding these niches.

4 - Monetization: I believe that it would sell to stores like itch.io or could even be placed (in case of increased stages) to play on the smartphone (with advertisements, at low cost or with a system of many stages and a limited amount of daily attempts and selling more) attempts, in addition to the world scoring system).

iNanny by weeping-rupee 2020-05-08T15:42:18Z

Thank you very much for your stream on our game! :) It helped a lot. @weeping-rupee

We have the polished version (we have made several corrections so far). :) If you want to play it too.

Again, thank you very much. \o

Do Androids Dream of Electric Sheep by maskinmask 2020-05-12T19:07:29Z

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...~~

Cabele.png

Finished.png

**:)**

Spirit of Resistance by arzi 2020-05-12T04:47:26Z

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. ^^'

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In the Enemy Line by Plepletier 2020-05-06T06:12:25Z

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). (:

In the Enemy Line by Plepletier 2020-05-06T06:12:55Z

Analysis...

1 - Mechanics, Learning and Flow: The concept of helping the friend / companion / ally is very interesting to be addressed. The mechanics are platform, very realistic in terms of mobility (and lethality). For me this matches well with the reality of the conflict and can be very positive for quick games. Learning to play took some deaths (unfortunately dying has a lot of punishment, death is a slow process, it forces us to always see the beginning of the scene, even if it is possible to skip the introduction). In addition to starting the music over and over again. My suggestion would be to have a check-point at the beginning (so the person could choose to return to the check-point or start over from zero). Something that hindered me a little with the game flow was having to switch between keyboard and mouse (after losing, having to select with the mouse). If it's interesting, I think a good thing would be to put a shortcut to the menu on the keyboard (even if you keep the mouse).

2 - Graphics, Audio and Narrative: The graphics were sufficient to convey the concept of the game. At first I found the characters' neck and head strange. And I didn't fully understand if they are soldiers in the war in question (because I didn't see weapons as far as I played). I plan to go back and play more after writing this review. The audio was really fun at first, but adding to having to hear it from scratch every time, it ended up getting a little dull (even though it got good). I believe that the death scene could have variable sounds (not to hammer too much in the head). You could also have a sound filter when you die and start over from the check-point (if you are going to continue the project), so you wouldn't need to start the music over again, it would just be muffled and come back (or some different solution). Anyway, the audio is too cool for Ludum Dare's time. The narrative had an interesting presentation, I was just in doubt about the characters being soldiers, or if they are miners or something. I know it can be both, but it might be a good idea to add something more to clear up the doubt (unless this is part of the plot on purpose). :)

3 - Culture: They say that war is a place where it is possible to create a lot of trust in other people (by having to care for or be cared for in proximity to death by others). I think the project is a good piece to question about this situation (I haven't finished playing yet, I intend to try a few more times to see the entire plot).

4 - Monetization: I believe that with due polishing (until then pointed out) the game can sell to stores like itch.io (or similar). (:

Apple Factory of the Insatiable by nanolotl 2020-04-28T17:17:25Z

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Apple Factory of the Insatiable by nanolotl 2020-04-28T17:23:49Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Gostei bastante do jogo e da mecânica do mesmo (planejo jogar mais algumas partidas, mas vou escrever aqui primeiro, hahahahah). Ao que entendi é possível liberar novas cartas para o deck as comprando com energias (uma estratégia que quero explorar melhor quando eu for jogar mais uma vez). De resto, com o tempo eu fui entendendo que eu tenho uma quantidade de turnos para conseguir alimentar uma quantidade de maçãs (a princípio eu pensei que era só ficar dando maçãs, sem um objetivo muito claro). O fluxo de jogo começa simples e vai se complicando (ao meu ver), entretanto os erros na primeira etapa levam a um late game complicado. Antes de jogar com o conhecimento de "late game", creio que o fluxo de jogo seja bastante puxado para a ansiedade (talvez a equipe tenha pensado em pessoas jogando várias vezes até conseguirem chegar ao final).

2 - Gráficos, Áudio e Narrativa: Gostei muito dos gráficos, achei interessantes e engraçados. Senti um pouco de falta de trilha sonora. Os efeitos sonoros ficaram bacanas. A narrativa é simples, então não há muito o que dizer (parece não ter sido exatamente o foco, apesar de contar uma história através da sessão de jogo).

3 - Cultura: O jogo conversa com gerenciamento de recursos, jogo de cartas, cuidado de pets/pessoas e outros tópicos. Cada um desses pode ser aproveitado para enriquecimento do projeto (em caso de continuidade por parte da equipe). Também é possível aproveitar cada um desses para ir atrás dos nichos de interesse, para publicar mais sobre o jogo em redes sociais e coisas assim.

4 - Monetização: Creio que com os devidos polimentos, o jogo poderia ser vendido no itch.io ou como jogo casual (com propaganda ou a custo baixo) para smartphones.

Apple Factory of the Insatiable by nanolotl 2020-04-28T17:24:28Z

Analysis...

1 - Mechanics, Learning and Flow: I really liked the game and its mechanics (I plan to play a few more games, but I'll write here first, hahahahah). As I understand it is possible to release new cards to the deck by buying them with energy (a strategy that I want to explore better when I play again). Besides, over time I started to understand that I have a number of shifts to be able to feed a number of apples (at first I thought it was just giving apples, without a very clear objective). The game flow starts simple and gets complicated (as I see it), however the errors in the first stage lead to a complicated late game. Before playing with the knowledge of "late game", I believe that the flow of the game is very drawn to anxiety (perhaps the team has thought about people playing several times until they reach the end).

2 - Graphics, Audio and Narrative: I really liked the graphics, I found them interesting and funny. I felt a bit of a lack of soundtrack. The sound effects were cool. The narrative is simple, so there is not much to say (it seems not to be exactly the focus, despite telling a story through the game session).

3 - Culture: The game talks to resource management, card game, pet / person care and other topics. Each of these can be used to enrich the project (in case of continuity on the part of the team). It is also possible to take advantage of each of these to go after the niches of interest, to publish more about the game on social networks and things like that.

4 - Monetization: I believe that with due polishing, the game could be sold on itch.io or as a casual game (with advertising or at low cost) for smartphones.

Apple Factory of the Insatiable by nanolotl 2020-04-28T18:14:49Z

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Global Warning: The Smogocalypse by Ale 2020-04-23T15:54:20Z

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). ^^ '

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Global Warning: The Smogocalypse by Ale 2020-04-23T16:08:00Z

Avaliação...

1 - Mecânicas, Aprendizado e Fluxo: Fiquei bastante tonto e curioso enquanto navegava pelo céu do pequeno mundo. Tentei pegar todas as moedas voadoras (foi levemente difícil). Infelizmente não tem um contador para saber o número máximo (teria sido bacana). O controle da nave/avião foi um pouco difícil/impreciso, mas acabei me acostumando. Seria bom ter alguma orientação no sentido GPS para saber se está mesmo onde pensa que está (num mundo redondo há alguma desorientação). No que diz respeito ao personagem andando, a câmera dele também atrapalha um pouco e está lento (se tivesse forma de acelerar seria bom). Mirar o tiro também facilitaria, ao exemplo de segurar um botão (parando de andar) e continuar mirando só o tiro (se a missão for mesmo quebrar os quadros nas paredes das fábricas). Ao sair da fábrica eu notei que todas as moedas e o contador haviam zerado (oh, no). Sobre o fluxo de jogo: achei interessante poder navegar livremente no começo, mas senti falta de desafio e de apresentação de objetivo.

2 - Gráficos, Áudio, Narrativa e Polimento: Achei o mundo (terreno) muito bem elaborado e interessante. O personagem principal teve um modelo muito interessante e a forma como a luz reflete nele também valorizou bastante. Para tempo de game jam o áudio fez o trabalho dele, mas muitos polimentos poderiam ser feitos (combinando áudio e uma trilha que poderia levar a sentimentos diferentes, aventura-ação etc). Dentro do jogo eu senti falta de narrativa, apesar da apresentação externa (em tempo após Ludum Dare poderia investir nisso (se o plano for dar continuidade ao projeto)).

3 - Cultura: Creio que o jogo tenha por objetivo chamar atenção sobre o aquecimento global (por conta do nome) e de formas ativas de confrontar os grandes vilões (fábricas sem responsabilidade ambiental e outras fontes). Se o jogo for polido e muito bem trabalhado em cima das verdades por trás de tudo isso, creio que possa funcionar como ferramenta de conscientização (além de forma de entretenimento).

4 - Monetização: Por ser um jogo que foca esse tema, talvez o ideal seja entregar gratuitamente ou render dinheiro através de fundos que investem em projetos desse tipo. Mas, com o desafio e a jogabilidade ajustados, creio que o jogo poderia vender para Steam.

Global Warning: The Smogocalypse by Ale 2020-04-23T16:08:18Z

Evaluation...

1 - Mechanics, Learning and Flow: I was quite dizzy and curious while sailing through the sky of the small world. I tried to get all the flying coins (it was slightly difficult). Unfortunately there is no accountant to know the maximum number (it would have been nice). The control of the ship / plane was a little difficult / inaccurate, but I got used to it. It would be good to have some guidance in the GPS direction to know if you are really where you think you are (in a round world there is some disorientation). Regarding the character walking, his camera also gets in the way a little bit and is slow (if there was a way to accelerate it would be good). Aiming the shot would also make it easier, such as holding a button (stopping walking) and continuing to aim only at the shot (if the mission is to break the pictures on the factory walls). Upon leaving the factory I noticed that all coins and the counter had zeroed (oh, no). About the game flow: I found it interesting to be able to navigate freely at first, but I lacked a challenge and a lack of objective presentation.

2 - Graphics, Audio, Narrative and Polishment: I found the world (terrain) very well elaborated and interesting. The main character had a very interesting model and the way the light reflects on it also gave a lot of value. For game jam time the audio did his job, but a lot of polishing could be done (combining audio and a track that could lead to different feelings, adventure-action etc). Within the game I missed the narrative, despite the external presentation (in time after Ludum Dare could invest in it (if the plan is to continue the project)).

3 - Culture: I believe that the game aims to draw attention to global warming (because of the name) and active ways to confront the great villains (factories without environmental responsibility and other sources). If the game is polished and very well worked on the truths behind it all, I believe it can work as an awareness tool (in addition to a form of entertainment).

4 - Monetization: As it is a game that focuses on this theme, perhaps the ideal is to give away for free or to raise money through funds that invest in projects of this type. But, with the challenge and gameplay adjusted, I think the game could sell to Steam.

Soccer Life Story by jrap 2020-05-12T05:17:52Z

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Soccer Life Story by jrap 2020-05-12T05:28:38Z

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Potater Toss by BoxedMeatRevolution 2020-04-23T20:10:54Z

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Potater Toss by BoxedMeatRevolution 2020-04-23T20:17:19Z

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Potater Toss by BoxedMeatRevolution 2020-04-23T20:17:27Z

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Potater Toss by BoxedMeatRevolution 2020-04-23T20:28:51Z

Avaliação...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica diz respeito a manter objetos "quicantes" no ar (sem que eles caiam). Também requer que o jogador controle alguns desses objetos para se misturarem no ar (consigo imaginar muitas variações interessantes em cima dessa mecânica). Além dos objetos quicantes, há também de se evitar alguns riscos, enquanto os anteparos são braços prolongáveis do personagem do jogador (PdJ). Aprender a controlar tudo isso não foi muito difícil. Alio a isso o fato de a dificuldade ir crescendo com o tempo (com algumas pitadas de aleatoriedade). Creio que tudo ficou balanceado e divertido, além de desafiador.

2 - Gráficos, Áudio, Narrativa e Polimento: Os gráficos ficaram levemente bizarros e engraçados. A trilha cumpriu o papel de fundo, enquanto os efeitos sonoros foram levemente repetitivos (quem sabe mais variações seriam interessantes, hahahahah). A narrativa foi simples e ao mesmo tempo assustadora (do ponto de vista de colocar personagens com cara daquelas bonecas antigas e ao mesmo tempo roupas infantis e facas). Creio que a entrega tenha sido boa em termos artísticos, algo que poderia ser polido (fora do tempo da Ludum Dare).

3 - Cultura: Brincadeiras como batata-quente foram colocadas "literalmente" em um jogo desafiador. Infelizmente o jogo é curto (e não vejo boa forma de prolongar, a menos que se torne um jogo de culinária em geral, expandindo bastante os horizontes do projeto em tempo pós game jam).

4 - Monetização: Caso o projeto migre para algo no estilo "culinária" (quase real, com receitas sendo "ensinadas"), daí creio que poderia ser algo válido para smartphones e/ou Internet. :) Creio que poderia vender um pouco via itch.io.

Potater Toss by BoxedMeatRevolution 2020-04-23T20:29:08Z

Evaluation...

1 - Mechanics, Learning and Flow: Mechanics is about keeping "bouncing" objects in the air (without them falling). It also requires the player to control some of these objects to blend in the air (I can imagine many interesting variations on top of that mechanics). In addition to bouncing objects, some risks must also be avoided, while the shields are extendable arms of the player's character (PC). Learning how to control all of this was not very difficult. I add to this the fact that the difficulty increases with time (with a few hints of randomness). I think everything was balanced and fun, as well as challenging.

2 - Graphics, Audio, Narrative and Polishment: The graphics were slightly bizarre and funny. The track played the role of background, while the sound effects were slightly repetitive (who knows more variations would be interesting, hahahahah). The narrative was simple and at the same time scary (from the point of view of putting characters with the look of those old dolls and at the same time children's clothes and knives). I believe that the delivery was good in artistic terms, something that could be polished (outside Ludum Dare's time).

3 - Culture: Games like hot potatoes were put "literally" in a challenging game. Unfortunately the game is short (and I don't see a good way to prolong it, unless it becomes a culinary game in general, greatly expanding the project's horizons in post-game jam time).

4 - Monetization: If the project migrates to something in the "culinary" style (almost real, with recipes being "taught"), then I think it could be something valid for smartphones and / or the Internet. :) I think I could sell a little bit via itch.io.

Polka Never Dies by A-Flat Miner Studios 2020-05-06T05:25:23Z

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.

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Polka Never Dies by A-Flat Miner Studios 2020-05-06T05:48:33Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica ficou muito interessante, ter de apertar os botões certos no momento certo (combinando com a música e com a bolinha vermelha). Infelizmente o aprendizado fica prejudicado, porque falta um pouco de tutorial prático, pois quando entra som e ter de tirar a atenção da ação na tela com tudo ao mesmo tempo, fica difícil de ter certeza se está fazendo a coisa certa na hora certa. Falta um pouco de feedback ou desse tutorial para aprender melhor. O fluxo de jogo parece estar razoável, achei bem difícil avançar (na primeira vez passei de dois mil pontos, nunca mais consegui novamente). Sinto que apertei botões "aleatoriamente" e tive melhores resultados do que quando estava realmente aprendendo. Então, apesar de ser uma mecânica muito boa, creio que peque um pouco em aprendizado (principalmente). Gostaria de ver uma versão melhorada (caso seja do interesse da equipe produtora dar continuidade ao projeto). De qualquer forma, parabéns porque realmente ficou interessante. Talvez o pulo fique melhor em outro botão (espaço talvez), porque há quatro instrumentos e me pareceu algo a se experimentar ter o pulo separado.

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram incríveis, gostei bastante. Creio que apenas apontaria melhorias na HUD. Centralizar a parte da bolinha (talvez). Se o objetivo for apertar quando ela estiver em determinado lugar, talvez um ponto, linha ou símbolo venham a ajudar (especialmente para novatos, talvez apenas nos primeiros níveis do jogo, caso seja a ideia criar mais estágios). Parece-me que os corações já indicam as direções que precisam ser apertadas para dar andamento aos respectivos personagens (talvez seja uma redundância pretendida para facilitar a sessão de jogo dos testadores, mas creio que poderiam (após o tempo do evento) alterar os corações levemente para já conterem as setas em questão). O áudio também ficou muito bom (apesar de repetitivo depois de tentar dezenas de vezes). Hahahahah. Se (fora do tempo de evento) for possível criar mais música do mesmo estilo, talvez seja uma boa ir variando (caso a ideia seja ser sempre o mesmo estágio). A narrativa não é muito explicada no jogo, mas fica a cargo do ícone de coração (que achei muito bem empregado). Suponho que o retorno de membros mortos-vivos poderia ser uma boa (quem sabe também com a cura deles mediante alguma sequência musical especial). Só viajando um pouco nas ideias.

3 - Cultura: O jogo faz uso artístico muito bom, o que já entrelaça bem com os aspectos culturais. Além de ser uma peça de jogo experimental, tanto pela música, quanto pelo estilo curvo da plataforma. Além de unir o tema de apocalipse (ou fim do mundo). Creio que o jogo sendo polido e estendido possa reforçar ainda mais esse encontro de temas/tópicos.

4 - Monetização: O jogo sendo bem polido poderia vender em stores como itch.io (creio). Caso (além de polido) seja estendido, com maior narrativa e estágios diversos, creio que poderia vender para Steam. A venda nos celulares parece outra forma possível (em ambos os casos). Creio que com propagandas entre tentativas e uma versão barata (mas paga) sem as propagandas.

Polka Never Dies by A-Flat Miner Studios 2020-05-06T05:49:00Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics were very interesting, having to press the right buttons at the right time (matching the music and the red ball). Unfortunately, learning is impaired, because a little practical tutorial is missing, because when sound comes in and you have to take your attention away from the action on the screen with everything at the same time, it is difficult to be sure if you are doing the right thing at the right time. Lack a little feedback or this tutorial to learn better. The game flow seems to be reasonable, I found it very difficult to progress (the first time I went over two thousand points, I never got it again). I feel like I pressed buttons "randomly" and got better results than when I was really learning. So, in spite of being a very good mechanic, I think it lacks a little learning (mainly). I would like to see an improved version (if it is in the interest of the production team to continue the project). Anyway, congratulations because it was really interesting. Maybe the jump is better on another button (space maybe), because there are four instruments and it seemed like something to try to have the jump separate.

2 - Graphics, Audio and Narrative: The graphics were amazing, I really liked it. I think I would only point out improvements in the HUD. Center the part of the ball (maybe). If the objective is to press when it is in a certain place, perhaps a point, line or symbol will help (especially for beginners, perhaps only in the first levels of the game, if the idea is to create more stages). It seems to me that the hearts already indicate the directions that need to be pressed in order to proceed with the respective characters (perhaps it is a redundancy intended to facilitate the game session of the testers, but I believe that they could (after the time of the event) change the hearts slightly to already contain the arrows in question). The audio was also very good (although repetitive after trying dozens of times). Hahahahah. If (outside the event time) it is possible to create more music of the same style, it may be a good idea to vary it (if the idea is to always be the same stage). The narrative is not very explained in the game, but it is in charge of the heart icon (which I found very well used). I suppose the return of undead members could be a good one (who knows, perhaps with their healing through some special musical sequence). Just traveling a little on ideas.

3 - Culture: The game makes very good artistic use, which already intertwines well with cultural aspects. In addition to being an experimental game piece, both for the music and for the curved style of the platform. In addition to uniting the theme of apocalypse (or end of the world). I believe that the game being polished and extended can further reinforce this meeting of themes / topics.

4 - Monetization: The game being well polished could sell in stores like itch.io (I believe). If (in addition to polished) it is extended, with greater narrative and different stages, I believe it could sell to Steam. Selling on cell phones seems another possible way (in both cases). I believe that with advertisements between attempts and a cheap (but paid) version without the advertisements.

Arthur by asfdfdfd 2020-04-28T00:42:24Z

Quê? Hahahahahah.

What? Hahahahahah.

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Arthur by asfdfdfd 2020-04-28T00:48:04Z

Hum...

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Arthur by asfdfdfd 2020-04-28T00:55:20Z

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Arthur by asfdfdfd 2020-04-28T00:55:39Z

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Arthur by asfdfdfd 2020-04-28T01:01:18Z

...

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Arthur by asfdfdfd 2020-04-28T01:05:48Z

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Arthur by asfdfdfd 2020-04-28T01:06:17Z

O jogo tem algum final diferente?

Does the game have a different ending?

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Arthur by asfdfdfd 2020-04-28T01:12:16Z

Hum...

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Arthur by asfdfdfd 2020-04-28T01:23:50Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: O jogo é um Virtual RPG (VRPG) no estilo "em turnos" (com a complicação de a cada turno os inimigos sempre agirem, ou seja, eles agem duas vezes mais rápido que os personagens do grupo (que estão em maior número nas batalhas, apesar disso)). O recorte das colisões acabou permitindo coisas muito estranhas, como sair do estágio em uma tela preta (vide as print-screens). O segundo personagem continua curando depois de morto na mesma batalha da morte dele. Não pareceu ter um final positivo (apesar de eu não ter encontrado finais nomeados de 6 até 7, e também ter encontrado um final diferente com o mesmo número). Houveram alguns erros, como poder continuar andando durante o diálogo com a mulher fantasma (o que gera uma luta bizarra à distância). O comando de defender não parece ter utilidade real (o dano continua o mesmo), seria interessante um "defender e planejar" (dando um pouco mais de dano no turno seguinte do personagem e proporcionando um pouco mais de defesa (redução de dano) antes disso). Aprender a jogar não demorou. O fluxo de jogo ficou bom, com exceção do último inimigo (mulher fantasma), que até consegui vencer, mas deu muito trabalho (mais do que eu esperava).

2 - Gráficos, Áudio, Narrativa e Polimento: Os gráficos ficaram bonitos, apesar de só serem animados em uma direção (fica a sugestão, caso continuem o projeto, que façam o devido polimento para isso). O áudio é confortável para alguns minutos, depois se torna repetitivo (principalmente a trilha fora de batalha). Os efeitos sonoros ficaram interessantes (faltou apenas um pouco mais de feedback quando se usa magia, e um botão de cancelar a ação selecionada, se possível). Achei interessante a escolha narrativa por ter diversos finais (isso ficou divertido também).

3 - Cultura: O jogo parece beber da fonte da história do "Rei Arthur" (a qual não conheço totalmente). Creio que o jogo sendo polido, seria possível continuar esse diálogo cultural entre o jogo e a história, quem sabe entregando-a (mesmo que em releitura) para quem não conhece (ao meu exemplo).

4 - Monetização: Creio que tomando o jogo entregue como base, seria possível expandir o VRPG em questão para algo maior, com capítulos e muito mais conteúdo; assim sendo, poderia ser vendido no Steam ou na itch.io.

Arthur by asfdfdfd 2020-04-28T01:24:55Z

Analysis...

1 - Mechanics, Learning and Flow: The game is a Virtual RPG (VRPG) in the "turn-based" style (with the complication that each turn the enemies always act, that is, they act twice as fast as the characters in the group (who are in greater numbers in battles) , despite this)). The cut of the collisions ended up allowing very strange things, like leaving the stage on a black screen (see the print-screens). The second character continues to heal after being killed in the same battle as his death. It didn't seem to have a positive ending (although I didn't find named endings from 6 to 7, and I also found a different ending with the same number). There were some mistakes, like being able to keep walking during the dialogue with the ghost woman (which generates a bizarre distance fight). The defend command doesn't seem to have any real use (the damage remains the same), it would be interesting to "defend and plan" (doing a little more damage in the character's next turn and providing a little more defense (damage reduction) before) of this). Learning how to play didn't take long. The game flow was good, except for the last enemy (ghost woman), which I even managed to win, but it was a lot of work (more than I expected).

2 - Graphics, Audio, Narrative and Polishment: The graphics were beautiful, although they were only animated in one direction (it is suggested, if they continue the project, that they polish up for that). The audio is comfortable for a few minutes, then it becomes repetitive (mainly the track out of battle). The sound effects were interesting (there was only a little more feedback when using magic, and a button to cancel the selected action, if possible). I found the narrative choice interesting because it had several endings (that was fun too).

3 - Culture: The game seems to drink from the source of the "King Arthur" story (which I don't know entirely). I believe that the game being polished, it would be possible to continue this cultural dialogue between the game and the history, perhaps delivering it (even if in re-reading) to those who do not know (in my example).

4 - Monetization: I believe that taking the game delivered as a basis, it would be possible to expand the VRPG in question to something bigger, with chapters and much more content; therefore, it could be sold on Steam or on itch.io.

Arthur by asfdfdfd 2020-04-29T23:47:37Z

@asfdfdfd... OMG. Without the apple? o.o Is it possible or it's a death ending? :o

Needy Slime in a cozy house. by digitaldude555 2020-04-27T17:56:43Z

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...

Slime.png

Needy Slime in a cozy house. by digitaldude555 2020-04-27T17:59:47Z

Acredito que essa slime não goste de comida crua.

I believe that this slime does not like raw food.

Slime-2.png

Needy Slime in a cozy house. by digitaldude555 2020-04-27T18:27:02Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Eu entendi que você deve cuidar da slime, sendo que você poderia controlar a caixa. E que você precisaria atender os pedidos da slime (dentro do tempo estabelecido). E que cada pedido levaria o personagem a interagir com o cenário (de formas diversas, incluindo minijogos). O controle do personagem acaba sendo difícil por conta da caixa de colisão (creio) que só mostra a interação se estiver bem próximo, além de (em alguns momentos) travar ou passar direto. Creio que para resolver isso seria interessante não precisa chegar tão perto de cada objeto (ou seja, aumentaria a caixa de colisão para uma área maior e faria o objeto selecionado destacar na cena). A forma de apresentar os objetivos pode ser melhorada, pois a princípio (considerando apenas o jogo), não se sabe ao menos interagir. Então seria interessante destacar mais o balão de pedidos da slimes. Seria (também) interessante ter maior feedback visual (e sonoro) quando algo é coletado, entregue (inclusive quando o objetivo é alcançado). Sobre o fluxo de jogo: ao meu ver seria uma boa aumentar o tempo para as tarefas (não muito), mesmo que apenas nas primeiras duas a quatro tarefas, apenas para permitir que o jogador aprenda a interagir. Há alguns desafios que não parecem ter funcionado bem (o do fogão eu tentei de tudo, mas não consegui ter retorno se eu estava acertando ou errando). Sei que errei porque não tive resultado positivo (mas poderia queimar o cachorro quente se eu falhasse, e me fizesse pegar outro na geladeira). De qualquer forma: parabéns por sua entrada! :)

2 - Gráficos, Áudio, Narrativa e Polimento: Os gráficos estão simples e é possível entender a cena (então, com exceção da HUD e de feedbacks, é possível entender bem o projeto e cumprem o papel). Sinto falta de áudio (acredito que ajudaria bastante o projeto). A narrativa é pura e simplesmente de cuidar de um ser que pede para ter seus desejos/vontades/necessidades realizados.

3 - Cultura: Creio que estabeleça relação com cuidar de pets e (até mesmo) de pessoas. Se o jogo for polido e tiver problemas de interação resolvidos, creio que o próximo passo (em caso de continuidade do projeto e interesse em dar retorno social) seria aumentar as interações (quem sabe assim vá um pouco além de entretenimento). :)

4 - Monetização: Atualmente não vejo como monetizar tal projeto, mas se fosse um estilo de Tamagotchi seria algo a se pensar (com ciclos de dia-e-noite etc).

Needy Slime in a cozy house. by digitaldude555 2020-04-27T18:27:26Z

Analysis...

1 - Mechanics, Learning and Flow: I understood that you must take care of the slime, since you could control the box. And that you would need to fulfill slime requests (within the established time). And that each request would lead the character to interact with the scenario (in different ways, including mini-games). Controlling the character turns out to be difficult due to the collision box (I believe) that only shows the interaction if it is very close, in addition to (sometimes) stopping or passing directly. I think that to solve this it would be interesting to not need to get so close to each object (that is, it would increase the collision box to a larger area and make the selected object stand out in the scene). The way of presenting the objectives can be improved, because at first (considering only the game), it is not known to even interact. So it would be interesting to highlight the slimes order balloon more. It would be (also) interesting to have greater visual (and audible) feedback when something is collected, delivered (even when the objective is achieved). About the game flow: in my opinion it would be a good idea to increase the time for tasks (not much), even if only in the first two to four tasks, just to allow the player to learn to interact. There are some challenges that don't seem to have worked well (the one on the stove I tried everything, but I couldn't get back if I was hit or miss). I know I made a mistake because I didn't have a positive result (but I could burn the hot dog if I failed, and make me get another one in the fridge). Anyway: congratulations on your entry! :)

2 - Graphics, Audio, Narrative and Polishment: The graphics are simple and it is possible to understand the scene (so, with the exception of HUD and feedbacks, it is possible to understand the project well and fulfill the role). I miss audio (I believe it would help the project a lot). The narrative is purely and simply to take care of a being who asks to have his / her desires / wants / needs fulfilled.

3 - Culture: I believe it establishes a relationship with taking care of pets and (even) people. If the game is polished and has interaction problems solved, I believe that the next step (in case of continuity of the project and interest in giving social return) would be to increase interactions (who knows, maybe go a little beyond entertainment). :)

4 - Monetization: I currently don't see how to monetize such a project, but if it were a Tamagotchi style it would be something to think about (with day-and-night cycles etc).

Space Support by Jaacob 2020-04-22T23:24:58Z

:o

Space Support.png

Space Support by Jaacob 2020-04-22T23:34:12Z

Avaliação...

1 - Mecânicas, Aprendizado e Fluxo: Gostei muito da mecânica, com uma ou duas tentativas eu consegui entender o conceito (até onde joguei, pretendo voltar e jogar mais porque gostei bastante do jogo). O fluxo deixa a desejar, porque começa muito difícil (ao meu ver); talvez seja porque não fui muito longe (ainda). Então fiquei mais ansioso (nada entediado). Gostaria de saber se no late game isso se inverte ou se continua difícil. Talvez seja interessante ter diversos estágios com novas mecânicas que atrapalhem que venham surgindo (não sei se já existe, porque (novamente): eu morri muito, hahahahahah).

2 - Gráficos, Áudio, Narrativa e Polimento: Os gráficos são simples e intuitivo (especialmente depois de entender a mecânica). Então (ao meu ver) ficou bem feito. O áudio também cumpre o papel. Com o aumento de conteúdo surgiria a demanda por maior polimento e manter tudo coeso como parece estar. Pode ter narrativa, mas a mecânica não demanda por isso atualmente.

3 - Cultura: Pode conversar muito bem com Ciências e com ficção científica ou filmes baseados em ciência não fictícia. Isso pode expandir (facilitar encontrar) o nicho para entregar o projeto. O jogo indo bem, pode fortalecer no sentido contrário: atraindo pessoas para Ciências.

4 - Monetização: Creio que o jogo possa vender no Steam (nada muito ambicioso, mas creio que possa render alguma coisa). Especialmente se o jogo tiver diversas camadas (estágios com cada vez mais mecânicas). Para isso, creio, haveria melhor balanceamento do fluxo de jogo (já citado em [1]).

Space Support by Jaacob 2020-04-22T23:34:35Z

Evaluation...

1 - Mechanics, Learning and Flow: I really liked the mechanics, with one or two attempts I was able to understand the concept (as far as I played, I intend to go back and play more because I really liked the game). The flow is poor, because it starts very difficult (in my view); maybe it's because I haven't gone very far (yet). So I became more anxious (nothing bored). I wonder if in the late game this is reversed or if it is still difficult. Perhaps it is interesting to have several stages with new mechanics that hinder any that may arise (I don't know if it already exists, because (again): I died a lot, hahahahahah).

2 - Graphics, Audio, Narrative and Polishment: The graphics are simple and intuitive (especially after understanding the mechanics). So (in my view) it was well done. Audio also plays the role. With the increase in content, there would be a demand for greater polishing and keeping everything cohesive as it seems. It may have a narrative, but mechanics does not demand it today.

3 - Culture: You can chat very well with Science and with science fiction or non-fictional science-based films. This can expand (make it easier to find) the niche to deliver the project. The game going well, can strengthen in the opposite direction: attracting people to Sciences.

4 - Monetization: I think the game can sell on Steam (nothing too ambitious, but I think it can pay off). Especially if the game has several layers (stages with more and more mechanics). For that, I believe, there would be a better balance of the game flow (already mentioned in [1]).

Tiny Fragments by Daniel Moreno 2020-05-06T16:26:55Z

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. @.@

Bug.png

Tiny Fragments by Daniel Moreno 2020-05-06T16:43:56Z

TheEnd.png

Tiny Fragments by Daniel Moreno 2020-05-06T17:09:10Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica se adequa muito bem ao tema, ao manter o personagem vivo enquanto and por um cenário com possibilidades de morte (espinhos diversos ou mesmo queda). Ao controlar o jogo através do movimento de partes do cenário, nós precisamos fazer o personagem pegar coletáveis (especialmente a fruta que é o grande objetivo de cada estágio). Ao mover o cenário eu tive algumas dificuldades, talvez seja problema no meu mouse (ou na escolha de uso de mouse como única ferramenta). Ter apenas uma ferramenta é ótimo na maioria dos casos, mas neste caso eu gostaria de ter acesso a pausar o jogo em outro botão (dado que pegar uma carta já faz isso, não seria adicionar muita cois a mais), a menos que seja intencional ter o custo do desconforto em manter a parte de estágio erguida. Outra possibilidade para permitir pensar mais, seria deixar o personagem parar em um botão ou deixar ele mais lento. Todas essas sugestões são apenas pensando no desconforto que senti. O personagem caiu da minha tela no oitavo estágio, depois de andar de um lado para o outro algumas vezes. Infelizmente isso fez o jogo travar e eu precisei recomeçar para chegar novamente naquele ponto do jogo (talvez sair da tela pudesse ser um gatilho para reiniciar o estágio, acho que o jogo travou por excesso de processamento fora da tela, não sei). Aprender a jogar foi muito divertido, o básico a gente aprende com uma ou duas tentativas no primeiro estágio, depois a gente vai dominando melhor a mecânica. O fluxo de jogo está muito bom (ao meu ver). Com exceção do último estágio, que penso ter sido feito para apreciar a arte final, creio que tenha sido bastante divertido (e imersivo). Suponho que (em caso de continuidade do projeto pós LD46) uma boa ideia seria criar conjuntos de estágios com novos desafios. Outra coisa seria ter um limite de vidas (caso a ideia seja fazer uma campanha), ou algo do tipo. Creio que o projeto tenha bastante potencial de extensão.

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram muito bons para o tempo de evento, especialmente a árvore final (gostei muito dela). Há polimentos que podem ser feitos para o personagem do jogador (PdJ), creio que (em caso de continuidade) ele poderia ter o projeto de personagem desenvolvido (assim como a arte). O áudio ficou bastante agradável (trilha e efeitos). :) A narrativa é muito simples, não há muito o que falar sobre ela.

3 - Cultura: O jogo me fez lembrar de antigos jogos para computadores pessoais, os quais requeriam que eu movesse as peças dentro do quadro (estilo puzzle de bloco); com a diferença de ser um jogo com ação e PdJ. Dada quantidade de avaliações, creio que o jogo já seja uma boa peça de retorno cultural. Serve também como ponto de partida para novos jogos similares.

4 - Monetização: Acredito que esse jogo ficaria bom para smartphones, com diversos estágios e temáticas (narrativas e mecânicas). Creio que venderia tentativas de passar de estágio. Creio também que o conteúdo poderia ser estendido de tempos em tempos, mantendo a comunidade viva.

Tiny Fragments by Daniel Moreno 2020-05-06T17:09:44Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics suit the theme very well, keeping the character alive while walking through a scenario with possibilities of death (different spines or even a fall). When controlling the game by moving parts of the scenario, we need to make the character pick up collectibles (especially the fruit that is the main objective of each stage). When I moved the stage I had some difficulties, maybe it is a problem with my mouse (or when choosing to use a mouse as the only tool). Having just one tool is great in most cases, but in this case I would like to have access to pause the game on another button (given that taking a card already does that, it would not be adding too many more), unless it is intentional have the cost of discomfort in keeping the stage part up. Another possibility to allow more thinking, would be to let the character stop at a button or slow it down. All of these suggestions are just thinking about the discomfort I felt. The character fell off my screen in the eighth stage, after walking around a few times. Unfortunately this caused the game to crash and I had to start over to get back to that point in the game (maybe leaving the screen could be a trigger to restart the stage, I think the game crashed due to excessive processing outside the screen, I don't know). Learning to play was a lot of fun, the basics we learn with one or two attempts in the first stage, then we will master the mechanics better. The game flow is very good (in my view). With the exception of the last stage, which I think was done to appreciate the final art, I think it was quite fun (and immersive). I suppose that (if the post LD46 project is continued) a good idea would be to create sets of stages with new challenges. Another thing would be to have a life limit (if the idea is to do a campaign), or something like that. I think the project has a lot of potential for extension.

2 - Graphics, Audio and Narrative: The graphics were very good for the event time, especially the final tree (I really liked it). There are polishes that can be done for the player's character (PC), I believe (in case of continuity) he could have the character project developed (as well as the art). The audio was very pleasant (track and effects). :) The narrative is very simple, there is not much to talk about.

3 - Culture: The game reminded me of old games for personal computers, which required me to move the pieces inside the board (block puzzle style); with the difference of being a game with action and PC. Given the amount of evaluations, I believe that the game is already a good piece of cultural return. It also serves as a starting point for new similar games.

4 - Monetization: I believe that this game would be good for smartphones, with different stages and themes (narratives and mechanics). I think it would sell attempts to pass the internship. I also believe that the content could be extended from time to time, keeping the community alive.

PIZZA was plentiful and nothing hurt by niklasriewald 2020-05-06T02:38:25Z

I need to return? :o

Pizza.png

PIZZA was plentiful and nothing hurt by niklasriewald 2020-05-06T03:13:11Z

piteça.png

PIZZA was plentiful and nothing hurt by niklasriewald 2020-05-06T03:19:39Z

Mahahahahah!

fim.png

PIZZA was plentiful and nothing hurt by niklasriewald 2020-05-06T03:38:02Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Sem tutorial ou leitura prévia logo pude entender que se tratava de um desafio no estilo plataforma. Então percebi que havia muito de simulação de física, também. Que os controles eram simples (deslocamento horizontal e pulo). Verifiquei que seria um jogo engraçado de tão difícil. Convidei duas pessoas para jogarem comigo, para a gente se desafiar. Em resumo: pular de pedaço de chão em pedaço de chão para alcançar um local-objetivo (onde estava a pizza), pegar a pizza e retornar para o ponto de partida. Demorou bastante, mas a gente conseguiu (dois de nós). Hahahahahah. O fluxo de jogo foi de dificuldade, mas o senso de humor, o desafio próprio e assistir outras pessoas tentando mantiveram um tipo de imersão muito interessante.

2 - Gráficos, Áudio e Narrativa: Os gráficos são simples e suficientes para o que o jogo se propôs (fora do tempo de evento seria interessante dar maior atenção aos mesmos, caso a ideia seja prolongar o projeto). Não que seja necessário. O áudio não é enjoativo e achei muito interessante começar apenas quando a partida realmente começa (interação com os blocos começando). Descobrir pela primeira vez que eu estava a caminho de pegar uma pizza foi algo bastante engraçado (pareceu realmente muito esforço para apenas isso). Se bem que eu adoro pizza. A narrativa não é o foco do projeto, mas deu para perceber que o personagem saiu para buscar algo que queria muito. Então acredito que seja suficiente para esse tipo de jogo.

3 - Cultura: O jogo envolve simulação de física, plataforma e pizzas. Creio que reúna as três coisas de forma confortável e divertida. Creio que seja uma boa peça para esse tipo de encontro cultural. Gostaria de ver um jogo com mais estágios, diversos desafios e tal (se fizer uma versão estendida me convide a jogar). :)

4 - Monetização: Creio que o jogo venderia no Steam se estivesse em um formato completo e polido. Com conteúdo de inúmeros estágios. Não sei como seria para colocar para smartphones, creio que se ficasse bom de controlar, poderia vender direito a jogar mais tentativas (recarregando as tentativas de tempos em tempos gratuitamente). PS: Creio que poderia criar mais estágios com novas mecânicas: pulo duplo (um ou mais), queda rápida, chão que quebra e muitas outras coisas.

PIZZA was plentiful and nothing hurt by niklasriewald 2020-05-06T03:40:36Z

Analysis...

1 - Mechanics, Learning and Flow: Without a tutorial or previous reading, I soon understood that this was a platform-style challenge. Then I realized that there was a lot of physics simulation, too. That the controls were simple (horizontal shift and jump). I realized that it would be a funny game, so difficult. I invited two people to play with me, to challenge ourselves. In short: jump from piece of ground to piece of ground to reach an objective location (where the pizza was), pick up the pizza and return to the starting point. It took a long time, but we did it (two of us). Hahahahahah. The game flow was difficult, but the sense of humor, the challenge itself and watching other people try kept a very interesting type of immersion.

2 - Graphics, Audio and Narrative: The graphics are simple and sufficient for what the game proposed (outside the event time it would be interesting to pay more attention to them, in case the idea is to extend the project). Not that it is necessary. The audio is not nauseating and I found it very interesting to start only when the game really starts (interaction with the starting blocks). Finding out for the first time that I was on my way to get a pizza was pretty funny (it seemed like a lot of effort for just that). Although I love pizza. The narrative is not the focus of the project, but it was clear that the character went out to look for something he wanted very much. So I believe it is sufficient for this type of game.

3 - Culture: The game involves physics simulation, platform and pizza. I think it brings the three things together in a comfortable and fun way. I think it is a good piece for this type of cultural encounter. I would like to see a game with more stages, different challenges and such (if you do an extended version invite me to play). :)

4 - Monetization: I think the game would sell on Steam if it were in a complete and polished format. With content of numerous stages. I don't know what it would be like to put it on smartphones, I believe that if I got good at controlling it, I could sell right to play more attempts (recharging attempts from time to time for free). PS: I think I could create more stages with new mechanics: double jump (one or more), quick fall, breaking ground and many other things.

PIZZA was plentiful and nothing hurt by niklasriewald 2020-05-09T15:41:15Z

Call me (@) if you make more levels, please. :)

My BFF! Glorpol! by xel 2020-04-24T18:33:06Z

Portal.png

My BFF! Glorpol! by xel 2020-04-24T18:58:32Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Achei muito interessante ter a sala antes do local dos combates, com interação com os outros dois personagens, fora o personagem do jogador (PdJ). Senti que há ilusão nas escolhas entre as falas, mas que cada escolha faz a narrativa ser um pouco mais individualizada (mesmo que algo ilusório). Toda a mecânica foi muito interessante, só não gostei da dificuldade em se posicionar para lançar as magias (entretanto eu não saberia dizer a melhor forma de resolver isso, por conta de ser em tempo real e qualquer modificação nas velocidades dos personagens alterar bastante o balanceamento). Aprender a jogar foi rápido, ainda mais com o tutorial (em jogo). O fluxo de jogo foi crescente, mantive-me imerso dentro das batalhas, entretanto sair da cena de batalha me fez parar para resolver algo (na vida real), então é um momento de descanso, mas é também um momento de saída da imersão (talvez proposital). Caso o interesse seja na imersão em conjunto com a ação, talvez seja interessante adicionar um botão para "próxima onda" em vez de voltar para a sala (mas isso pode quebrar o fluxo narrativo). Para tempo de Ludum Dare, creio que tanto as mecânicas, quanto o aprendizado e inclusive o fluxo de jogo foram bem aplicados.

2 - Gráficos, Áudio, Narrativa e Polimento: Achei interessante a forma como foram feitos e a escolha por rotacionar o sprite (isso ficou engraçado também). Sobre ter como sair da câmera, indo para além da tela, eu não sei se é uma coisa muito boa (especialmente sem uma seta mostrando a própria presença e a de inimigos na área externa). O áudio ficou bacana para tempo de game jam, apenas apontaria polir/melhorar o áudio fora de batalha (por ser um pouco cansativo). O tema de batalha me agradou bastante.

3 - Cultura: Culturalmente vi referência ao Fullmetal Alchemist Brotherhood. Não sei se foi proposital, mas o "esqueleto/ceifador" me lembrou uma animação que passava na televisão também (The Grim Adventures of Billy and Mandy). Lida com vitomancia e com a questão moral de manter vida (dando como saída o simples fato de pagar um preço para fazer algo que (a priori) seria errado (aos olhos da "morte")). Creio que o jogo possa ser polido e que, se for do interesse da equipe, fazer a "prequel" da história, justificando a solidão do aprendiz/feiticeiro (talvez envolvendo a família dele). Assim o jogo poderia dar um retorno cultural, sustentando na mecânica base já elaborada.

4 - Monetização: Creio que se o jogo for estendido para antes do início, ele possa (tirando proveito das mecânicas e do aspecto artístico) ser vendido em stores como itch.io. :)

My BFF! Glorpol! by xel 2020-04-24T18:58:59Z

Analysis...

1 - Mechanics, Learning and Flow: I found it very interesting to have the room before the fighting location, with interaction with the other two characters, apart from the player's character (PC). I felt that there is an illusion in the choices between the lines, but that each choice makes the narrative a little more individualized (even if somewhat illusory). All the mechanics were very interesting, I just didn’t like the difficulty in positioning myself to cast the spells (however I wouldn’t be able to say the best way to solve this, due to being in real time and any changes in the speed of the characters change the balance a lot ). Learning to play was quick, especially with the tutorial (in game). The game flow was increasing, I kept myself immersed in the battles, however leaving the battle scene made me stop to solve something (in real life), so it is a moment of rest, but it is also a moment of exit from immersion ( maybe purposeful). If you are interested in immersion in conjunction with the action, you may want to add a "next wave" button instead of going back to the room (but this can break the narrative flow). For Ludum Dare's time, I believe that both the mechanics, the learning and even the game flow were well applied.

2 - Graphics, Audio, Narrative and Polishment: I found it interesting the way they were made and the choice to rotate the sprite (that was funny too). As for getting out of the camera, going beyond the screen, I don't know if it's a very good thing (especially without an arrow showing your presence and that of enemies in the outside area). The audio was nice for game jam time, I would only aim to polish / improve the audio out of battle (because it is a little tiring). The battle theme pleased me a lot.

3 - Culture: Culturally, I saw reference to the Fullmetal Alchemist Brotherhood. I don't know if it was on purpose, but the "skeleton / reaper" reminded me of an animation that was on television as well (The Grim Adventures of Billy and Mandy). It deals with vitomancy and with the moral question of maintaining life (giving as a solution the simple fact of paying a price to do something that (a priori) would be wrong (in the eyes of "death")). I believe that the game can be polished and that, if it is in the interest of the team, do the "prequel" of the story, justifying the loneliness of the apprentice / sorcerer (perhaps involving his family). Thus, the game could give a cultural return, based on the basic mechanics already elaborated.

4 - Monetization: I believe that if the game is extended to before the start, it can (taking advantage of the mechanics and the artistic aspect) be sold in stores like itch.io. :)

Sun up by Trigueiro 2020-04-28T00:29:24Z

Hahahahahah.

Sun up.png

Sun up by Trigueiro 2020-04-28T00:35:17Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Achei a mecânica de utilizar o jogo de sombras e luzes para movimentar o personagem muito interessante. Infelizmente a implementação foi incompleta (conforme apontado na própria descrição). Aprender a jogar levou alguns segundos, mas pude notar o carro ficar para trás e os marcadores na HUD, então logo tentei mover o sol (dito personagem do jogador (PdJ)) e consegui fazer voltar a rodar. Não há exatamente um fluxo de jogo, mesmo porquê não há condição de vitória, nem tão pouco se trata de um arcade (até agora).

2 - Gráficos, Áudio, Narrativa e Polimento: O modelo do carro ficou bacana e o sol ficou interessante. Gostaria que tivesse trilha sonora e alguns efeitos sonoros, teria sido interessante verificar como implementaria isso e como isso ajudaria com a mecânica e com a imersão. A narrativa é direta e simples, não tendo desenvolvimento de personagens etc.

3 - Cultura: Creio que jogos desse estilo surgirão mais com o tempo (talvez eu quem desconheça o nicho, mas para mim é novidade). Carros elétricos vêm sendo cada vez mais importantes, então deve surgir demanda por arte/cultura (inclusive em forma de jogos) para esse nicho. Ou seja, este jogo pode ser um ponto de partida (não só para carros elétricos, mas também para o quesito luz e sombras tendo mais implicações mecânicas diretas (além do ciclo dia-e-noite)).

4 - Monetização: Apenas com o projeto funcionando por completo eu poderia pensar mais sobre monetização para este jogo.

Sun up by Trigueiro 2020-04-28T00:35:55Z

Analysis...

1 - Mechanics, Learning and Flow: I found the mechanics of using the play of shadows and lights to move the character very interesting. Unfortunately the implementation was incomplete (as pointed out in the description itself). Learning to play took a few seconds, but I could see the car lagging behind and the markers on the HUD, so I soon tried to move the sun (said player character (PC)) and managed to get it going again. There is not exactly a game flow, even because there is no winning condition, nor is it an arcade (so far).

2 - Graphics, Audio, Narrative and Polishment: The car model was nice and the sun was interesting. I wish it had a soundtrack and some sound effects, it would have been interesting to see how it would implement this and how it would help with mechanics and immersion. The narrative is direct and simple, with no character development etc.

3 - Culture: I believe that games of this style will emerge more with time (maybe I who do not know the niche, but for me it is new). Electric cars are becoming increasingly important, so there must be a demand for art / culture (including games) for this niche. In other words, this game can be a starting point (not only for electric cars, but also for light and shadows with more direct mechanical implications (in addition to the day-and-night cycle)).

4 - Monetization: Just with the project fully working I could think more about monetization for this game.

Raiders of the Rural Realm by SpiRiTs 2020-04-27T16:02:58Z

Tentando novamente...

Trying again...

Raiders.png

Raiders of the Rural Realm by SpiRiTs 2020-04-27T16:27:46Z

Tem um fim atualmente?

There is an end currently?

Raiders of the Rural Realm by SpiRiTs 2020-04-27T16:40:37Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A implementação das funcionalidades ficaram muito interessantes. Aparecerem novos inimigos é algo divertido de confrontar (vi de três tipos: slimes, dragões e goblins). Como já mencionado (e eu concordo), levar dano por simplesmente encostar nos inimigos tem sido uma penalidade desconfortável (especialmente se acabaram de ser atingidos, então minha sugestão seria dar um tempo sem gerar dano após as slimes dividirem e após os outros inimigos serem tonteados). A colisão da cerca parece um pouco ruim, então eu penso que poderia evitar danos através da cerca ou daria uma olhada com mais calma sobre isso. Seria interessante se tivesse pontuação (assim poderíamos acumular pontos e comparar). Digo isso porque não entendi se há um final, então ao menos comparar scores seria algo válido e geraria movimentação/desafio. Quando avanço sobre os limites do estágio, eu não consegui causar dano ao goblin, mas ele conseguiu causar dano a mim (não sei se isso é um bug). Deixaria o personagem um tempo um pouco maior invulnerável (pois há momentos que se perde muitos corações seguidos). Tirando isso: as mecânicas ficaram muito interessante e divertidas. :) Gostaria apenas que fosse possível pular a introdução (ao menos depois da primeira vez). Sobre aprender a jogar: leva algum tempo (uma a quatro mortes), mas vale a pena. O fluxo de jogo me pareceu bom também, conforme aprendia, o desafio crescia (e com ele a imersão) enquanto minha ansiedade diminuía (por não estar conseguindo jogar bem). Se tiver um fim (para wave ou estágio), creio que seria ainda mais divertido (deixe-me saber se houver algo do tipo, na HUD não pude perceber isso.

2 - Gráficos, Áudio, Narrativa e Polimento: Os gráficos ficaram muito bons para tempo de Ludum Dare. O áudio ficou bom também, senti falta de alguns efeitos sonoros (coletar coração por exemplo). A narrativa tem uma introdução bacana, mas sinto falta de um fechamento ou desenvolvimento narrativo (talvez não seja o foco, e talvez não caiba fazer algo desse tamanho em tempo de game jam).

3 - Cultura: O jogo me fez lembrar de jogos feitos em Game Maker e em RPG Maker, além de jogos como Harvest Moon (e similares), além de beber da fonte de jogos de proteção da base (em diversos níveis). Nesse sentido, é possível encontrar interessados no jogo em diversos nichos de jogadores (e ir além, como há temática envolvendo plantação). Creio que uma continuidade do projeto permitiria (a depender de como fosse feita) avançar ainda mais sobre uma narrativa que chamaria mais atenção cultural.

4 - Monetização: Se for um jogo com propósito mais claro, ou mesmo score, creio que poderia vender no Steam ou no itch.io (ou stores similares); especialmente com um preço acessível e com possibilidade de relacionar de forma comunitária (ranking etc).

Raiders of the Rural Realm by SpiRiTs 2020-04-27T16:40:45Z

Analysis...

1 - Mechanics, Learning and Flow: The implementation of the features became very interesting. The appearance of new enemies is something fun to confront (I saw three types: slimes, dragons and goblins). As already mentioned (and I agree), taking damage by simply touching enemies has been an uncomfortable penalty (especially if they have just been hit, so my suggestion would be to take a break without causing damage after the slimes split and after the other enemies are stunned ). The collision of the fence looks a little bad, so I think I could avoid damage through the fence or take a more relaxed look at it. It would be interesting if it had scores (so we could accumulate points and compare). I say this because I didn't understand if there is an end, so at least comparing scores would be valid and would generate movement / challenge. When I stepped over the stage limits, I was unable to damage the goblin, but he did damage me (I don't know if this is a bug). It would leave the character a little longer invulnerable (because there are moments when many hearts are lost in a row). Other than that: the mechanics were very interesting and fun. :) I just wish it was possible to skip the introduction (at least after the first time). About learning to play: it takes some time (one to four deaths), but it's worth it. The game flow seemed good too, as I learned, the challenge grew (and immersion with it) while my anxiety decreased (because I was not able to play well). If there is an end (for wave or stage), I think it would be even more fun (let me know if there is something like that, at HUD I couldn't understand it.

2 - Graphics, Audio, Narrative and Polishment: The graphics were very good for Ludum Dare's time. The audio was good too, I missed some sound effects (collecting heart for example). The narrative has a nice introduction, but I miss a narrative closure or development (it may not be the focus, and it might not be possible to do something this big in game jam time).

3 - Culture: The game reminded me of games made in Game Maker and RPG Maker, as well as games like Harvest Moon (and similar ones), in addition to drinking from the source of base protection games (on several levels). In this sense, it is possible to find people interested in the game in different niches of players (and go further, as there is a theme involving plantation). I believe that a continuity of the project would allow (depending on how it was done) to advance further on a narrative that would draw more cultural attention.

4 - Monetization: If it is a game with a clearer purpose, or even a score, I believe it could sell on Steam or on itch.io (or similar stores); especially at an affordable price and with the possibility to relate in a community way (ranking etc).

Hibernation Journey by Lerg 2020-04-24T14:49:06Z

Tão perto e tão longe...

So close and so far...

Quase.png

Hibernation Journey by Lerg 2020-04-24T14:58:53Z

Nave-2.png

Hibernation Journey by Lerg 2020-04-24T15:13:18Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Gerenciar recursos em ambiente de escassez para manter viva a tripulação. Achei interessante a forma como tudo foi apresentado, logo deu para aprender o básico de como as coisas poderiam/deveriam ser feitas. Entretanto, para se tornar bom, seria necessário ir além e ter estratégia para manter partes em boa manutenção. A minha sugestão é polir a HUD, quem sabe permitir alternar entre os painéis apertando um botão. Sendo possível desacelerar e acelerar a nave com atalho também (sei que clicar é bom que o jogo pode ser jogado só no mouse, mas dar uma possibilidade a mais poderia ser bacana). Sobre o fluxo de jogo: achei ele bastante balanceado. Foi um bom desafio (precisei de duas tentativas). :) Parabéns.

2 - Gráficos, Áudio, Narrativa e Polimento: Vários polimentos gráficos podem ser implementados (ao exemplo do encosto da cabeça da pessoa dentro do tubo de hibernação). O personagem hibernando poderia estar com o pé tocando o fundo do cilindro, enquanto a cabeça poderia estar apenas tangenciando o topo do cilindro. Gostei muito da música de fundo, creio que alguns efeitos sonoros poderiam fortalecer o projeto. A narrativa é simples: você tem que chegar ao destino. Senti falta de saber o porquê de precisar fazer a viagem (mas nada muito relevante, ainda mais em tempo de Ludum Dare). Para expandir o projeto, creio que uma narrativa com várias viagens e naves diferentes poderia ser interessante.

3 - Cultura: O jogo faz referência cultural a diversos filmes e jogos que envolvem viagem espacial, cuidado e ficção científica. Nesse sentido, há muito o que se procurar em termos de nicho (podendo encontrar grupos de interesse no Facebook e em outras redes sociais). Caso o jogo seja polido e tenha mais estágios, ele poderia fortalecer as fontes de onde ele bebe.

4 - Monetização: Creio que o objetivo inicial não tenha sido vender o jogo como produto. Entretanto, caso implemente diferentes estágios (cada qual uma missão de viagem, quem sabe com diferentes naves); somando, também, os devidos polimentos; o projeto poderia ser vendido (no Steam ou em alguma store equivalente).

Hibernation Journey by Lerg 2020-04-24T15:13:51Z

Analysis...

1 - Mechanics, Learning and Flow: Manage resources in an environment of scarcity to keep the crew alive. I found it interesting how everything was presented, so I was able to learn the basics of how things could / should be done. However, to become good, it would be necessary to go further and have a strategy to keep parts in good maintenance. My suggestion is to polish the HUD, perhaps allowing you to switch between panels with the push of a button. It is possible to slow down and speed up the ship with a shortcut as well (I know that clicking is good, the game can only be played on the mouse, but giving it one more chance could be nice). About the game flow: I found it quite balanced. It was a good challenge (it took two tries). :) Congratulations.

2 - Graphics, Audio, Narrative and Polishment: Various graphic polishes can be implemented (such as the person's headrest inside the hibernation tube). The hibernating character could have his foot touching the bottom of the cylinder, while his head could only be touching the top of the cylinder. I really liked the background music, I believe that some sound effects could strengthen the project. The narrative is simple: you have to reach your destination. I missed knowing why I needed to make the trip (but nothing very relevant, especially in Ludum Dare's time). To expand the project, I believe that a narrative with several different trips and ships could be interesting.

3 - Culture: The game makes cultural reference to several films and games that involve space travel, care and science fiction. In this sense, there is a lot to look for in terms of niche (you can find interest groups on Facebook and other social networks). If the game is polished and has more stages, it could strengthen the fountains from which it drinks.

4 - Monetization: I think the initial goal was not to sell the game as a product. However, if you implement different stages (each a travel mission, perhaps with different ships); adding, also, the due polishing; the project could be sold (on Steam or an equivalent store).

Guilty Transplant by AntaresValdemar 2020-05-12T05:02:52Z

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Omiga Daycare by Wheffle 2020-04-27T20:53:40Z

Omiga Daycare.png

Omiga Daycare by Wheffle 2020-04-27T21:25:42Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Muito interessante a mecânica de colocar diversos pets (estilo Tamagotchi) lado a lado para que sejam cuidados enquanto se gerencia (também) o posicionamento de cada um. Começa em ritmo adequado ao aprendizado da mecânica individual (alimentação, limpeza e medicação), para então começar a trabalhar o aprendizado do gerenciamento da mesa. O fluxo começa tranquilo, avança sem maiores dificuldades, até que alcança um ritmo frenético e muito complicado (hahahahah). Gostaria que o jogo tivesse um fim (uma condição de vitória), mas está trabalhando mais como um arcade (da forma como está). Digo isso por querer ter a sensação de progresso (ainda mais que não há (diretamente implementado) um sistema unificado de pontuação). Em tempo de Ludum Dare, está tudo muito bacana em termos de jogabilidade (ao meu ver).

2 - Gráficos, Áudio, Narrativa e Polimento: Os gráficos são simples (e cada criatura possui variantes em sua apresentação visual (e vai além)). O áudio pode se tornar repetitivo/enjoativo (principalmente para quem não está jogando (ficar ouvindo a música repetidamente)), para quem joga também é repetitivo (mas bem menos e demora bastante para ter o efeito negativo). A narrativa é simples e direta (não há muito o que falar sobre ela). Polimentos podem ser feitos (fora do tempo de game jam). :)

3 - Cultura: Faz referência ao cuidado de pets, pessoas e Tamagotchi (envolvendo também jogos como Digimon World e (em partes) Pokémon). Tudo isso permitiria (caso o projeto fosse continuado, polido e incrementado) ir atrás de um nicho (para entregar o jogo a eles) e, através disso, o jogo contribuir para o fortalecimento do próprio nicho.

4 - Monetização: Se for bem trabalhado, pode se tornar um bom e divertido jogo em stores como itch.io ou (se possível), alterado para um formato para smartphones (onde teria como ver no máximo 3–5 por tela e ficar alternando entre as telas).

Omiga Daycare by Wheffle 2020-04-27T21:26:39Z

Analysis...

1 - Mechanics, Learning and Flow: Very interesting the mechanics of placing several pets (Tamagotchi style) side by side so that they are cared for while managing (also) the positioning of each one. It starts at an appropriate pace to learn the individual mechanics (food, cleaning and medication), and then begins to work on learning to manage the table. The flow starts smoothly, progresses without major difficulties, until it reaches a frantic and very complicated rhythm (hahahahah). I would like the game to end (a condition of victory), but it is working more like an arcade (as it is). I say this because I want to have a sense of progress (especially since there is no (directly implemented) unified scoring system). In Ludum Dare's time, everything is very cool in terms of gameplay (in my opinion).

2 - Graphics, Audio, Narrative and Polishment: The graphics are simple (and each creature has variants in its visual presentation (and beyond)). The audio can become repetitive / sickening (mainly for those who are not playing (listening to the music repeatedly)), for those who play it is also repetitive (but much less and takes a long time to have the negative effect). The narrative is simple and straightforward (there is not much to talk about). Polishments can be done (outside of game jam time). :)

3 - Culture: It refers to the care of pets, people and Tamagotchi (also involving games like Digimon World and (in parts) Pokémon). All of this would allow (if the project were continued, polished and increased) to go after a niche (to deliver the game to them) and, through this, the game contribute to the strengthening of the niche itself.

4 - Monetization: If done well, it can become a good and fun game in stores like itch.io or (if possible) changed to a format for smartphones (where you would see a maximum of 3–5 per screen and switch between screens) .

Lumina Vitreus by lilkrit 2020-05-11T17:57:05Z

Finished.png

Lumina Vitreus by lilkrit 2020-05-11T18:24:03Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: O jogo de ação tridimensional é muito interessante. Gostei bastante de encontrar check-points na maior parte do jogo (creio que a sessão final não ter check-points tenha sido proposital para fornecer um desafio final). Aprender a jogar também foi rápido, pular, interagir e me movimentar. Achei um pouco estranho ter um objeto que se torna visível ao tentar interagir, mas é bom que a gente tem feedback que tentou interagir de alguma forma (creio que eu preferiria se fosse um feedback sonoro). De qualquer forma, foi muito tranquilo aprender a jogar. Além disso, o fluxo de jogo também ficou bom; pareceu-me adequado e bem balanceado.

2 - Gráficos, Áudio e Narrativa: Achei os gráficos bonitos, conseguem transmitir o necessário (considerando ainda mais que o tempo de evento é curto). Parabéns. Senti falta na parte sonora, gostaria de ver uma implementação que combinasse. Fica como pedido para o caso de continuarem o projeto. A narrativa é simples e direta. Gostaria de ver uma versão polida com algo mais forte neste sentido.

3 - Cultura: Culturalmente o jogo é uma peça interessante de jogo de aventura, remetendo também a desafios de mobilidade humana (muito comuns em alguns shows de televisão). Por conta dessa referência eu acabei rindo um pouco, além de me sentir desafiado.

4 - Monetização: Creio que o jogo precisaria de muitos estágios e quem sabe uma forma concorrente de multiplayer, no estilo corrida; acredito que ficaria ainda mais engraçado e poderia vender em stores como itch.io ou mesmo Steam (em caso de extensão do conteúdo, polimento e outros ajustes).

Lumina Vitreus by lilkrit 2020-05-11T18:24:27Z

Analysis...

1 - Mechanics, Learning and Flow: The three-dimensional action game is very interesting. I really enjoyed finding check-points in most of the game (I believe that the final session without having check-points was intended to provide a final challenge). Learning to play was also fast, jumping, interacting and moving. I thought it was a little strange to have an object that becomes visible when trying to interact, but it is good that we have feedback that tried to interact in some way (I think I would prefer it if it was audible feedback). Anyway, it was very easy to learn to play. In addition, the game flow was also good; it seemed appropriate and well balanced.

2 - Graphics, Audio and Narrative: I found the graphics beautiful, they manage to transmit the necessary (considering even more that the event time is short). Congratulations. I missed the sound part, I would like to see an implementation that matches. It is as a request in case the project continues. The narrative is simple and straightforward. I would like to see a polished version with something stronger in this regard.

3 - Culture: Culturally, the game is an interesting piece of adventure game, also referring to human mobility challenges (very common in some television shows). Because of this reference, I ended up laughing a little, in addition to feeling challenged.

4 - Monetization: I think the game would need many stages and perhaps a competing form of multiplayer, in the racing style; I believe it would be even funnier and could sell in stores like itch.io or even Steam (in case of content extension, polishing and other adjustments).

Boundary by William Derksen 2020-04-27T19:02:22Z

Finished... The end is a new begining. '-'

Restart.png

Boundary by William Derksen 2020-04-27T19:46:57Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Há bastante simplicidade no controle e desafio nos estágios. O aprendizado se dá em bom passo, mostrando o funcionamento básico, o funcionamento padrão e depois incrementando/apresentando desafios interativos. O fluxo de jogo ocorre de forma agradável (desafio versus habilidade em uma crescente). Eu apontaria o uso de quatro botões consecutivos como algo que poderia ser repensado (alguns estão acostumados e outros não fazem uso de tal configuração, portanto creio que seria mais interessante dividir entre duas mãos (dado que o jogo já usa toda a atenção do jogador e o mesmo não demanda o uso do mouse)). Fora isso, parabéns por todo o projeto de estágio e pelos estágios construídos (seria bacana aumentar, hahahah). ^^

2 - Gráficos, Áudio, Narrativa e Polimento: O foco do projeto não é apresentar gráficos bem-desenhados, mas transmitir os conceitos de forma minimalista (direcionando o jogador ao desafio sem maiores distrações). A arte gráfica, mesmo que mínima, portanto, cumpre o papel. Senti falta de algum tipo de música para relaxar (a música já é relaxante, mas poderia polir nesse sentido, assim sendo, o som estaria muito bom para tempo de game jam), algo que não recomece a cada partida preferencialmente (como já está), creio que possa aliviar o estresse de quem está jogando. Efeitos sonoros poderiam ser implementados, mas apenas se fosse algo que viesse a somar (quem sabe ao concluir ou recomeçar um estágio, apenas para dar uma sensação de "parabéns" e "pronto para agir!". Não há narrativa (dificilmente haveria uma forma de transmitir uma narrativa sem implementar arte de alguma forma que pudesse tirar a atenção do jogador). Penso na possibilidade de algo entre níveis e algo escondido no projeto visual de cada estágio (no máximo).

3 - Cultura: Há diversos jogos de natureza puzzle e ao mesmo tempo minimalista; este projeto bebe muito bem de tais fontes (querendo ou não). Creio que (em caso de interesse do produtor), caso o jogo seja expandido, seria um jogo a incrementar ainda mais como peça/exemplo desse tipo de jogo.

4 - Monetização: Acredito que o jogo venderia com propaganda entre estágios para smartphone.

Boundary by William Derksen 2020-04-27T19:47:48Z

Analysis...

1 - Mechanics, Learning and Flow: There is a lot of simplicity in the control and challenge in the stages. Learning takes place in a good step, showing the basic functioning, the standard functioning and then increasing / presenting interactive challenges. The game flow occurs in a pleasant way (challenge versus skill in a crescent). I would point out the use of four consecutive buttons as something that could be rethought (some are used and others do not use such a configuration, so I think it would be more interesting to divide between two hands (given that the game already uses all the player's attention and it does not require the use of the mouse)). Other than that, congratulations on the entire internship project and the internships built (it would be nice to increase, hahahah). ^^

2 - Graphics, Audio, Narrative and Polishment: The focus of the project is not to present well-designed graphics, but to convey the concepts in a minimalist way (directing the player to the challenge without further distractions). Graphic art, however minimal, therefore fulfills the role. I missed some kind of music to relax ((the music is already relaxing, but it could polish in that sense, so the sound would be very good for game jam time)), something that does not start again with each game preferably (as is already), I believe it can relieve the stress of those who are playing. Sound effects could be implemented, but only if it were something that would add up (perhaps after completing or restarting an internship, just to give a feeling of "congratulations" and "ready to act!"). There is no narrative (there is hardly a way to convey a narrative without implementing art in any way that could take the player's attention). I think about the possibility of something between levels and something hidden in the visual design of each stage (at most).

3 - Culture: There are several games of puzzle nature and at the same time minimalist; this project drinks very well from such sources (like it or not). I believe that (in case of interest to the producer), if the game is expanded, it would be a game to increase even more as a piece/example of this type of game.

4 - Monetization: I believe the game would sell with advertising between stages for smartphone.

Seeking Power by gustavo.christino 2020-04-23T04:47:19Z

Thanks, @ale. We will work with our graphics in order to improve our results. Thanks for your tips. :)

Seeking Power by gustavo.christino 2020-04-23T14:50:39Z

It's nice to hear that, @geckoo1337. Thanks. :)

Seeking Power by gustavo.christino 2020-04-24T13:31:28Z

Thank you for playing and talking about our project. :)

@pythooonuser, @nicolasjl9, @duck-reaction and @thibaud-ligneul. o/

Seeking Power by gustavo.christino 2020-04-24T16:12:44Z

Thank you for playing and talking about our project. :) We will work on that (graphics and the wall-bug-problem). ^^'

@digitaldude555, @spirits, @pedro-miranda and @patrick1. \o

Seeking Power by gustavo.christino 2020-04-25T05:59:53Z

@xel, @gorypixels, @william-derksen, @gammaflight, @wheffle, @vertuga32, @brachistosauro, @lorwon and @kkrac...

Thank you all! :) We will work with all you said.

And for playing! (:

The 'O', @wheffle, is not for charging (and it's the first next fix). \o Thanks.

Seeking Power by gustavo.christino 2020-04-27T13:32:41Z

Thanks, @red-ash and @monish-vyas! :)

@lerg and @trigueiro, we will try to make an HTML version. Sorry.

As we don't have an Mac, it's hard to check if the Mac version works (this has been tried in some previous game jams via Unity3D and it didn't quite work out, hahahahahah).

Seeking Power by gustavo.christino 2020-04-27T15:52:52Z

Thanks for your feedbacks, @nanolotl and @larsspawn.

We will add some speed to the character (at the three speed levels). So the feeling of speed will be less frustrating.

We chose to start with a low battery (which implies starting with the lowest speed possible), precisely to reduce the feeling of frustration (so taking charge would come as a movement energizer (otherwise it would be more seen as a penalty)).

On motion and collisions: yes, we will work more on that (we have not fully mastered the Tilemap, so we will find another solution for the horizontal collision and the state machine being used for gravitational displacement).

Seeking Power by gustavo.christino 2020-04-27T22:22:59Z

Thanks, @sypdev and @asfdfdfd!

The jump near to walls is a problem that we want to fix as soon as possible. :)

Seeking Power by gustavo.christino 2020-04-29T15:28:04Z

Thanks for your feedbacks!

@peterbuo, @eduardogacn, @hiremedeveloper, @aflatthrasher, @trogoq, @elio and @brenno263!

I will take a look at each of your game too! :)

Seeking Power by gustavo.christino 2020-05-01T02:47:48Z

@zubspace, thanks for your feedbacks. :) We will work more with all this. \o

So many artists, but we are working with art unification now, @fabula-rasa.

Yes, the art was somehow out of place, @nachodlv). Hahahahah.

Seeking Power by gustavo.christino 2020-05-06T20:24:08Z

Thanks, @lazzydev72! :)

Seeking Power by gustavo.christino 2020-05-08T14:07:25Z

Thank you very much for your stream! :) It helped a lot.

PS: The language that was used below English in the messages is Portuguese (PT-BR to be more precise).

@weeping-rupee

Seeking Power by gustavo.christino 2020-05-10T18:04:15Z

Thank you very much, @gameovermexico and @adam-clayden! :)

Adam, the theme is about "keep alive" the battery. Taking advantage of the common expression in international series) and in my country of origin as well) about saying that the device died (when the battery runs out).

Seeking Power by gustavo.christino 2020-05-11T14:15:42Z

Thanks, @akitl and @duke. Your feedbacks will be taken into account for future project improvements. :)

Seeking Power by gustavo.christino 2020-05-12T03:27:46Z

Thanks a lot, @gameovermexico, @midnightmist, @emperor-eagle and @conroy!

I played your games and reviewed them too. :)

Seeking Power by gustavo.christino 2020-05-12T13:28:34Z

Thank you very much, @mikdionio, for playing both versions. :)

We intend to continue the project and correct the movement as soon as we have time (after the event).

\o

Seeking Power by gustavo.christino 2020-05-12T13:31:26Z

Thank you very much, @prodigalson, for playing our game. ^^

We really had a problem with maintaining the same graphic presentation (many artists at different levels working separately for the first time (many of them)), in any case, the learning remained for all of us.

o/

Seeking Power by gustavo.christino 2020-05-12T14:28:58Z

Thank you very much, @convg. :)

Seeking Power by gustavo.christino 2020-05-12T16:08:27Z

Thanks, @doot! :)

We used Tilemap, but we have not mastered yet. >< Thanks again.

Seeking Power by gustavo.christino 2020-05-12T16:48:37Z

@bluilisht, in our project we tried to represent applications for smartphones, in such a way that the contact with them would represent an increasing use of the battery (leading to the "death of the battery", as popular expression).

Red (fire) is a reference to Tinder (application to find people, relationships, etc.); green (static, which generates wear on the battery if touched) represents WhatsApp; and blue (as you’ve already noticed) represents Twitter.

Seeking Power by gustavo.christino 2020-05-12T17:37:22Z

I fully agree with the question of putting him behind being something that gets in the way of understanding. I'm thinking of just having a type of wall a little further back.

Color is unfortunately a problem, due to the reference to WhatsApp, which also seems to be a good tool (but it drains the battery, not to mention the possibilities of spreading rumors). Hahahahahah. I already thought about changing the color, but it didn't pass the reference anymore (even if the reference was not passed like that).

I believe that feedback should be improved in the case of WhatsApp (originally it was for the player's character screen (PC) to show an overload reaction when entering the WhatsApp action area.

Thanks again, @bluilisht. ^^

Seeking Power by gustavo.christino 2020-05-12T18:15:01Z

Thank you very much, @emil0227! :)

Keep It Alive top-down shooter by kkrac 2020-04-27T23:38:26Z

BalaShot.png

Keep It Alive top-down shooter by kkrac 2020-04-27T23:59:03Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Precisei de duas tentativas para vencer. A mecânica de tiros custarem pontos de vida e derrotar inimigos render pontos de vida tem duplo benefício e dupla penalidade (ou seja, acelera a vitória ou a derrota bastante). Precisei de algum tempo para aprender a atirar de forma adequada; então consegui perceber que a mira funciona muito bem e as coisas se tornaram mais simples. Enquanto eu dava voltas em torno dos meus inimigos (principal estratégia que utilizei para vencer as waves de monstros), eu conseguia tempo para aprender sobre eles, sobre minha movimentação e sobre o tiro (já mencionado). Os inimigos foram bastante implacáveis (rápidos, metódicos, hahahahah). Gostaria de ter visto algumas variações de inteligência neles (seria uma boa, caso você queira deixar o jogo mais interessante e, provavelmente, mais divertido). Sobre o fluxo, achei bastante desafiador a princípio. Depois peguei o jeito (não ficar preso fora da tela, manter-se em movimento, atirar sempre mirando nos inimigos). Pensei que não fosse sobreviver à última onda. ^^'

2 - Gráficos, Áudio, Narrativa e Polimento: Gráficos simples, minimalistas e reluzentes. Conseguiu passar a sensação pretendida pelo jogo, creio. O áudio ambientou bem e os efeitos sonoros foram suficientes. Não tenho muito a dizer sobre narrativa.

3 - Cultura: Por ser um jogo de tiro, experimental em ondas; acaba bebendo de diversas fontes que fazem referências culturais (suponho que tenha sido referência ao Matrix (ou a algum jogo ou filme dele derivado) no que diz respeito ao tiro em câmera lenta (um efeito muito legal ao meu ver)). Por conta da estética brilhante e da música "frenética", creio que faça referência a algo mais futurístico. Nesse sentido, para tirar melhor proveito de tudo isso, caso o intuito seja dar continuidade ao projeto, creio que o ideal será repaginar a arte e ir atrás dos nichos (em redes sociais como o Facebook etc). Creio que daria certo com o devido empenho.

4 - Monetização: Se o jogo avançar além do experimental, alcançando boa roteirização e uma boa arte final, creio que poderia vender no Steam e em outras stores.

Keep It Alive top-down shooter by kkrac 2020-04-28T00:00:28Z

Analysis...

1 - Mechanics, Learning and Flow: It took me two attempts to win. Shooting mechanics cost life points and defeating enemies yielding life points has a double benefit and a double penalty (that is, it speeds up victory or defeat a lot). It took me some time to learn how to shoot properly; so I could see that the crosshairs work very well and things have become simpler. While going around my enemies (the main strategy I used to beat the waves of monsters), I got time to learn about them, about my movement and about the shooting (already mentioned). The enemies were very relentless (fast, methodical, hahahahah). I would have liked to see some variations of intelligence in them (it would be a good one, in case you want to make the game more interesting and probably more fun). About the flow, I found it quite challenging at first. Then I got the hang of it (don't get stuck off the screen, keep moving, always shoot aiming at enemies). I thought you weren't going to survive the last wave. ^^ '

2 - Graphics, Audio, Narrative and Polishment: Simple, minimalist and shiny graphics. I managed to get the feeling intended by the game, I think. The audio set in well and the sound effects were sufficient. I don't have much to say about narrative.

3 - Culture: For being a shooting game, experimental on waves; he ends up drinking from several sources that make cultural references (I suppose it was a reference to the Matrix (or some game or film derived from it) with regard to slow motion shooting (a very cool effect in my view)). Because of the brilliant aesthetics and the "frantic" music, I think it refers to something more futuristic. In this sense, to take better advantage of all this, if the intention is to continue the project, I believe that the ideal will be to redesign art and go after the niches (on social networks such as Facebook etc). I believe it would work with due diligence.

4 - Monetization: If the game goes beyond the experimental, achieving good scripting and good final art, I think it could sell on Steam and other stores.

a new life by Angela He 2020-05-12T18:57:25Z

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.

HUM....png

T2.png

Please let me know if I am missing something or if it is an error and fix the Windows version.

Cloudy With A Chance Of Pain by ProdigalSon 2020-05-06T18:29:40Z

Hahahahahah. Still playing...

Eita1.png

Eita2.png

Cloudy With A Chance Of Pain by ProdigalSon 2020-05-06T18:32:41Z

\o

Eita3.png

Cloudy With A Chance Of Pain by ProdigalSon 2020-05-06T18:42:34Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Como nuvem eu tive duas formas de interação principais: jogar água e jogar raio. Achei muito interessante fazer tudo isso com apenas o mouse. Digo tudo, porque há sobrecarga de funções em jogar água para diversas finalidades (apagar fogo, fazer plantas crescerem, encher os continentes de água das ovelhas). Seria interessante ter mais funções para o raio também (em versão pós game jam, se o grupo quiser mexer mais no projeto). Aprender a jogar foi rápido, tive feedback suficiente (mesmo sem ler tutorial) para notar que era com o mouse e (apesar de ter demorado uma morte) eu consegui entender que os dois botões do mouse seriam possíveis. O fluxo de jogo escala rapidamente, especialmente se o lugar começa a pegar fogo (creio que o fogo seja muito rápido). Talvez diminuir a velocidade de avanço do fogo seja interessante. Outra coisa, talvez ter água no chão pudesse impedir o movimento de lobos (ou de outros animais numa versão futura). Isso permitiria criar novas formas de interação (creio).

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram muito bons para tempo de Ludum Dare. Parabéns. Ao meu ver, o áudio ficou bacana (levemente engraçado também). A narrativa é simples, não há muito o que falar sobre ela (dado que não foi tão focada no projeto até agora).

3 - Cultura: O jogo tem aspecto visual bem-humorado. Isso favorece encontrar pessoas interessadas (ao meu ver). Tem uma pegada de administração/gerenciamento ao mesmo tempo que tem diversos desafios de ação. Creio que com os devidos polimentos e extensão do conteúdo, o jogo tenha de tudo para ser uma boa peça para unir esses nichos.

4 - Monetização: Creio que devidamente polido e estendido, o jogo possa vender para stores como itch.io. :)

Cloudy With A Chance Of Pain by ProdigalSon 2020-05-06T18:43:01Z

Analysis...

1 - Mechanics, Learning and Flow: As a cloud I had two main forms of interaction: splash water and throw lightning. I found it very interesting to do all of this with just the mouse. I say everything, because there is an overload of functions in throwing water for different purposes (putting out fire, making plants grow, filling the continents with water from the sheep). It would be interesting to have more functions for the beam too (in post game jam version, if the group wants to change the project more). Learning to play was fast, I had enough feedback (even without reading a tutorial) to notice that it was with the mouse and (although it took a death) I managed to understand that the two mouse buttons would be possible. The game flow escalates quickly, especially if the place starts to catch fire (I think the fire is very fast). Perhaps slowing down the rate of fire advance is interesting. Another thing, perhaps having water on the ground could prevent the movement of wolves (or other animals in a future version). This would allow us to create new forms of interaction (I believe).

2 - Graphics, Audio and Narrative: The graphics were very good for Ludum Dare's time. Congratulations. In my view, the audio was cool (slightly funny too). The narrative is simple, there is not much to talk about (since it has not been so focused on the project so far).

3 - Culture: The game has a humorous visual aspect. This favors finding interested people (in my view). It has an administration / management footprint while having several action challenges. I believe that with the proper polishing and extension of the content, the game has everything to be a good piece to join these niches.

4 - Monetization: I believe that properly polished and extended, the game can sell to stores like itch.io. :)

Leafy Hero by Guilb 2020-04-27T13:05:54Z

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).~~

Leafy Hero.png

Leafy Hero by Guilb 2020-04-27T13:25:39Z

Consegui! \o

I did it! o/

WIN.png

Leafy Hero by Guilb 2020-04-27T13:42:40Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica é simples e intuitiva, apenas os controles que não funcionam tão bem no mouse (às vezes perco o controle do clique, talvez seja questão de ajuste de sensibilidade no meu mouse em específico). Creio que essa mecânica (ainda mais dada tela verticalizada na versão HTML) seja mais interessante para smartphones (então fica a dica, caso já não seja a intenção). Aprender a jogar foi intuitivo (como mencionado), apenas a parte que seria possível acelerar a extração que me deixou sem ter certeza antes de começar; depois fui aprendendo a lidar. Eu gostaria que tivesse alguma forma de eliminar lagartas (caso o jogo seja estendido para mais flores etc). O fluxo de jogo começa tranquilo (e favorecendo o aprendizado), mas na parte final se torna extremamente difícil (joguei quatro ou cinco vezes para conseguir concluir o estágio). Talvez uma forma de facilitar (mas não muito) seria fazer a lagarta precisar morder duas vezes para "quebrar o lado dela do tronco" (comendo primeiro a folha, depois o tronco), ou fazer um tempo de mordida (permitindo intervir contra ela ou deixar uma "bolinha" impedindo)... Algo que dê mais interações defensivas e tal.

2 - Gráficos, Áudio, Narrativa e Polimento: Os desenhos ficaram muito bonitos, parabéns. O áudio ficou bastante confortável também, parabéns outra vez. A narrativa é simples e direta (a menos que se planeje estender o projeto, creio que esteja muito boa para tempo de game jam).

3 - Cultura: Muitas pessoas amam plantas, então isso permite encontrar interessados no projeto. Na outra via, o projeto pode (caso estendido) ensinar sobre plantas para jogadores (creio que seja interessante).

4 - Monetização: Se o jogo for para smartphones e tiver diversos estágios, customização de plantas e vínculo com redes sociais; acredito que possa monetizar por propaganda e venda de cosméticos (ou de tentativas de jogo). Quem sabe vários modos de jogo (desde os bonsais mais simples até os pés de feijões mais altos, hahahahah).

Novamente, parabéns pela arte. :flag_br:

Leafy Hero by Guilb 2020-04-27T13:42:51Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics are simple and intuitive, just the controls that don't work so well on the mouse (sometimes I lose control of the click, maybe it's a matter of adjusting the sensitivity of my mouse in particular). I believe that this mechanics (even more given the verticalized screen in the HTML version) is more interesting for smartphones (so here's the tip, if it's not already the intention). Learning to play was intuitive (as mentioned), just the part that it would be possible to speed up the extraction that left me unsure before I started; then I started to learn how to cope. I wish there was some way to eliminate caterpillars (if the game is extended to more flowers, etc.). The game flow starts smoothly (and favors learning), but in the end it becomes extremely difficult (I played four or five times to be able to complete the internship). Perhaps a way to facilitate (but not too much) would be to make the caterpillar need to bite twice to "break its side of the trunk" (eating the leaf first, then the trunk), or to make a bite time (allowing to intervene against it or leaving a "ball" preventing) ... Something that gives more defensive interactions and such.

2 - Graphics, Audio, Narrative and Polishment: The drawings were very beautiful, congratulations. The audio was very comfortable too, congratulations again. The narrative is simple and straightforward (unless you plan to extend the project, I think it is very good for game jam time).

3 - Culture: Many people love plants, so that allows you to find people interested in the project. In the other way, the project can (if extended) teach about plants for players (I think it is interesting).

4 - Monetization: If the game is for smartphones and has several stages, customization of plants and link with social networks; I believe it can monetize by advertising and selling cosmetics (or gambling attempts). Maybe several game modes (from the simplest bonsai to the tallest bean feet, hahahahah).

Again, congratulations on the art.

The Fire by Jadw1 2020-05-06T04:18:25Z

Minr1.png

The Fire by Jadw1 2020-05-06T04:19:20Z

torch.png

The Fire by Jadw1 2020-05-06T04:35:17Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Jogo com mecânica de avançar sobre perigoso através do desbloqueio de ferramentas e capacidades. A apresentação visual é relativamente simples, mas bastante funcional. As formas de interação são facilmente compreendidas (e entregues pouco a pouco). O fluxo de jogo parece bastante balanceado (ao meu ver), talvez por se tratar de uma aventura curta, ou por nos dar (ao mesmo tempo) nostalgia (de jogos similares antigos) e uma narrativa (que por menor que seja, ainda é interessante).

2 - Gráficos, Áudio e Narrativa: Extremamente simples (com ressalvas, pois há alguns efeitos especiais). Como a música não está para ser avaliada, creio que não seja autoral (fica a dica de criar algo autoral de mesma ou melhor qualidade, caso pretendam avançar com o projeto). A narrativa pode ser reconstruída com base no que já foi feito, caso a ideia seja construir diversos estágios.

3 - Cultura: Remete a jogos de aparência similar do passado, isso traz nostalgia e outros sentimentos interessantes (quer o jogador conheça jogos assim diretamente, quer ele só tenha ouvido falar). Creio que se o projeto for estendido, seria algo muito interessante como peça de releitura desse passado.

4 - Monetização: Só consigo imaginar (até agora) que este jogo poderia monetizar para smartphones caso seja vendido em capítulos, com diversos gratuitos e alguns adicionais, além de propagandas. Creio que desta forma, poderia contar uma história maior (isso demandaria novas formas de controlar o jogo, por outro lado). ^^

The Fire by Jadw1 2020-05-06T04:35:34Z

Analysis...

1 - Mechanics, Learning and Flow: Game with mechanics to advance on dangerous by unlocking tools and capabilities. The visual presentation is relatively simple, but quite functional. The forms of interaction are easily understood (and delivered little by little). The game flow seems quite balanced (in my opinion), perhaps because it is a short adventure, or because it gives us (at the same time) nostalgia (from similar old games) and a narrative (however small it is, it is still interesting).

2 - Graphics, Audio and Narrative: Extremely simple (with reservations, as there are some special effects). As the music is not to be evaluated, I believe that it is not authorial (the tip is to create something of the same or better quality, if you intend to proceed with the project). The narrative can be reconstructed based on what has already been done, if the idea is to build several stages.

3 - Culture: It refers to games of similar appearance from the past, this brings nostalgia and other interesting feelings (whether the player knows games like this directly, whether he has only heard about them). I believe that if the project is extended, it would be something very interesting as a piece of reinterpretation of that past.

4 - Monetization: I can only imagine (until now) that this game could monetize for smartphones if it is sold in chapters, with several free and some additional ones, in addition to advertisements. I think that this way, I could tell a bigger story (this would require new ways to control the game, on the other hand). ^^

Like&Subscribe by Time Loop 2020-05-12T04:59:44Z

Oh, no. :t

JA.png

Parenting Crash Course by hollowspecter 2020-04-24T15:58:16Z

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.

ParentCourse.png

Parenting Crash Course by hollowspecter 2020-04-24T16:05:33Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica é analisar a cena, encontrar objetos que podem ser movidos, movê-los e girá-los adequadamente para impedir que o bebê (alvo) seja atingido (suponho que o jogo seria uma variante de puzzle). Aprender o que precisa ser feito (neste caso) é bem diferente de executar bem. O aprendizado de como jogar foi entregue sem maiores dificuldades. Alguns comandos são difíceis (girar o objeto e colocar o objeto pode dar algum problema de vez em quando, como não girar e depois ter girado muito, ou como pensar ter colocado e o objeto sair voando ou começar a cair). O fluxo de jogo vai mais perto da ansiedade que do tédio, porque escala muito rápido (ao menos para mim). Infelizmente o estilo visual não funciona muito bem para mim porque eu fico nauseado (creio que seja o estilo de câmera e algo no meu ouvido).

2 - Gráficos, Áudio, Narrativa e Polimento: Os gráficos ficaram bons para o tempo de Ludum Dare, conseguem transmitir os conceitos necessários. Senti falta de alguma metainformação para clarear que os objetos podem ser movidos (sei que ficam coloridos, mas creio que uma seta a mais meio transparente por cima facilitaria, ou quem sabe um minimapa). O efeito de áudio em câmera lenta ficou bacana (ao meu ver). A narrativa tem algum humor apelando para o humor com violência gratuita (não é a pior coisa do mundo, hahahah).

3 - Cultura: Creio que seja uma obra para dar uma relaxada durante a pandemia, caso a pessoa tenha senso de humor compatível.

4 - Monetização: Se o jogo for planejado para a dificuldade escalar mais devagar, creio que poderia ser vendido a algum valor no itch.io.

Parenting Crash Course by hollowspecter 2020-04-24T16:06:18Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics is to analyze the scene, find objects that can be moved, move and rotate them properly to prevent the baby (target) from being hit (I suppose the game would be a puzzle variant). Learning what needs to be done (in this case) is quite different from doing well. Learning how to play was delivered without major difficulties. Some commands are difficult (rotating the object and placing the object can sometimes be a problem, such as not rotating and then having rotated too much, or thinking of having placed it and the object flying away or starting to fall). The game flow is closer to anxiety than boredom, because it escalates very fast (at least for me). Unfortunately the visual style doesn't work very well for me because I get sick (I think it's the camera style and something in my ear).

2 - Graphics, Audio, Narrative and Polishment: The graphics were good for Ludum Dare's time, they manage to convey the necessary concepts. I missed some meta-information to clarify that objects can be moved (I know they are colored, but I think an extra transparent arrow on top would make it easier, or maybe a minimap). The slow motion audio effect was cool (as I see it). The narrative has some humor appealing to humor with gratuitous violence (it's not the worst thing in the world, hahahah).

3 - Culture: I believe it is a work to relax during the pandemic, if the person has a compatible sense of humor.

4 - Monetization: If the game is planned for the difficulty to climb more slowly, I think it could be sold at some price on itch.io.

Commodore Commander by Alex_ADEdge 2020-05-08T02:35:44Z

Oh, no! Hahahahah. Trying again...

OHNO.png

Commodore Commander by Alex_ADEdge 2020-05-08T02:48:06Z

AHH.png

Commodore Commander by Alex_ADEdge 2020-05-08T03:00:31Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Mover, atirar, girar, girar o canhão. Diversas interações muito interessantes. Eu gostaria que tivesse como atirar várias vezes seguidas (mesmo que demorasse um pouco) com o "fire", porque há momentos que o tiro erra o alvo (creio que seja um bug). Aprender a jogar foi bastante facilitado com o tutorial em jogo. Gostaria que tivesse como acelerar o texto (tive medo de apertar next e ir direto para a próxima sem ler tudo, mas o "Abot" fala muito devagar). O fluxo de jogo começa caminhando bem, ao meu ver, com o primeiro estágio apresentando movimentação e o segundo estágio introduzindo às mecânicas de tiro e dos inimigos mais simples; entretanto a escalada pareceu muito elevada no segundo estágio (hahahahah). Não sei se era o pretendido, mas precisar declarar "warp" para sair de estágio me pareceu redundante, a menos que faça parte do desafio não morrer antes de apertar warp em algum estágio. Gostaria que tivesse como mover o canhão de girasse de cinco em quarenta e cinco graus se eu quisesse, para atirar na diagonal.

2 - Gráficos, Áudio e Narrativa: Senti falta de música, tanto que (ao morrer) assustei bastante quando teve um efeito sonoro (que ficaram até bons para tempo de game jam). A arte gráfica está bacana e bem colocada. :)

3 - Cultura: Fez referência ao antigo Sistema Operacional que dá nome ao jogo (que eu não tive idade para usar). Além disso, falou sobre guerra; desta forma o jogo reúne as duas coisas e ainda mostra a realidade de sistemas controlados à distância (ao menos antes de Inteligência Computacional do nível atual, e bons Sistemas de Controle).

4 - Monetização: O passo do jogo é meio lento, ao meu ver, então creio que venderia mais para nichos específicos. Seria uma boa procurar a melhor store para vender e investir em publicidade para alcançar o público-alvo.

Commodore Commander by Alex_ADEdge 2020-05-08T03:01:09Z

Analysis...

1 - Mechanics, Learning and Flow: Move, shoot, rotate, rotate the cannon. Several very interesting interactions. I wish I could shoot several times in a row (even if it took a while) with the "fire", because there are times when the shot misses the target (I believe it is a bug). Learning to play was made much easier with the in-game tutorial. I wish I could speed up the text (I was afraid to press next and go straight to the next without reading everything, but "Abot" speaks very slowly). The game flow starts walking well, in my view, with the first stage showing movement and the second stage introducing the most simple shooting and enemy mechanics; however the climb seemed very high in the second stage (hahahahah). I don't know if it was intended, but needing to declare "warp" to leave the stage seemed redundant, unless it is part of the challenge not to die before pressing warp at some stage. I wish I could move the cannon to rotate every 45 degrees if I wanted to shoot diagonally.

2 - Graphics, Audio and Narrative: I missed music, so much that (when I died) it scared me a lot when it had a sound effect (they were even good for game jam time). Graphic art is cool and well placed. :)

3 - Culture: He made reference to the old Operating System that gives the game its name (which I was not old enough to use). In addition, he talked about war; in this way the game brings together both and still shows the reality of remote controlled systems (at least before Computational Intelligence at the current level, and good Control Systems).

4 - Monetization: The pace of the game is a little slow, in my view, so I think it would sell more to specific niches. It would be a good idea to look for the best store to sell and invest in advertising to reach the target audience.

Leap Of Faith by ryan123rudder 2020-05-12T17:18:12Z

Oh, no... Playing again...

OHNO.png

Leap Of Faith by ryan123rudder 2020-05-12T17:28:57Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica é simples e desafiadora. Aprender a jogar é algo rápido e intuitivo, entretanto é muito difícil acertar alguns movimentos. Parte da dificuldade vem da estratégia, creio que tenha sido escolha da equipe as janelas serem tão difíceis de ultrapassar. Isso faz a gente evitar elas sempre que possível, mas acabamos não treinando para elas o suficiente. Talvez fosse interessante (para melhorar o fluxo de jogo) colocar aros para ultrapassar no meio do caminho, antes de ter que entrar em janelas (ou apenas aumentar o espaço de ultrapassagem da janela, mas não parece a melhor escolha).

2 - Gráficos, Áudio e Narrativa: Gostei bastante dos gráficos, muito diversos e divertidos. O áudio é um pouco repetitivo, mas, ao mesmo tempo, se adequa bem ao projeto e não é tão enjoativo assim. A narrativa é simples, embora eu não tenha entendido tudo só jogando, o peixe tem que continuar vivo (água mantém ele vivo por mais tempo), enquanto ele desloca pelo cenário.

3 - Cultura: Isso de um peixe viajando por aí me fez lembrar do Nemo, não sei se foi uma referência direta e planejada. O nome do jogo me fez lembrar de outras referências (como Assassin's Creed, hahahahah, o que deu um tom bem-humorado). Há, ainda, referências do tipo "nadar com os peixes", o que foi muito irônico no final das contas.

4 - Monetização: Creio que o jogo possa vender se quebrado em diversos níveis diferentes, para smartphones (via propagandas e/ou venda de tentativas de jogo, em um sistema similar ao Candy Crush e Frozen Freefall, com possibilidade de ver em qual estágio outros jogadores chegaram) e em stores como itch.io.

Leap Of Faith by ryan123rudder 2020-05-12T17:29:15Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics are simple and challenging. Learning to play is fast and intuitive, however it is very difficult to get some moves right. Part of the difficulty comes from the strategy, I think it was the team's choice that the windows were so difficult to overcome. This makes us avoid them whenever possible, but we end up not training them enough. Perhaps it would be interesting (to improve the game flow) to put rims to pass in the middle of the way, before having to enter windows (or just increase the window's overtaking space, but it doesn't seem the best choice).

2 - Graphics, Audio and Narrative: I really liked the graphics, very diverse and fun. The audio is a bit repetitive, but at the same time, it fits well with the project and is not that nauseating. The narrative is simple, although I did not understand everything just by playing, the fish has to stay alive (water keeps him alive for a longer time), while he moves around the scene.

3 - Culture: That of a fish traveling around reminded me of Nemo, I don't know if it was a direct and planned reference. The name of the game reminded me of other references (like Assassin's Creed, hahahahah, which gave a good-natured tone). There are also references like "swimming with fish", which was very ironic after all.

4 - Monetization: I believe that the game can sell if broken on several different levels, for smartphones (via advertisements and / or sale of game attempts, in a system similar to Candy Crush and Frozen Freefall, with the possibility of seeing at what stage other players have reached) and in stores like itch.io.

TOTALLY NORMAL GARDENING SIMULATOR by plufmot 2020-05-11T18:30:00Z

O que eu acabei de ver!? What did I just see!?

Hahahahahahah!

HAHAHAHAH.png

TOTALLY NORMAL GARDENING SIMULATOR by plufmot 2020-05-11T18:38:16Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Que jogo insano... Hahahahah. Resume-se em jogar água em entidades inimigas que vêm até a horta para fazer todo tipo de travessura (incluindo comer as minhas plantas). Eu posso jogar água nas entidades inimigas ou regar minhas plantas para elas crescerem um pouco de volta. Aprender a jogar é bem simples, com exceção do botão de recomeçar o jogo (que precisa de informação de fora). Acho que temporariamente seria útil fazer aparecer um botão (ou o texto dizendo para apertar "R" caso queira recomeçar) na tela sempre que não tiver plantas. O fluxo de jogo é bastante desbalanceado, muito difícil se manter por ali por mais tempo e é difícil controlar o jato e água (o que torna o jogo bastante engraçado, mas faz a gente se sentir incapaz de avançar, ao menos eu). Creio que ir mais devagar com as waves iniciais de entidades inimigas seria um bom começo para melhorar o balanceamento. Hahahahah. Implementar a lista de melhores pontuadores (mundial) seria interessante.

2 - Gráficos, Áudio e Narrativa: Os gráficos são simples, mas transmitem bem todas as ideias necessárias. O áudio é engraçado e descontraído, ri bastante com essa implementação. A narrativa é bem simples e não é o foco: proteja seu jardim, senão ele morre!

3 - Cultura: Creio que o jogo seja para relaxar um pouco (estou até mais tranquilo aqui em casa, hahahahahahah). Obrigado.

4 - Monetização: Creio que o jogo possa viralizar bastante e possa render algum dinheiro se colocar propaganda nele, ao exemplo de ter ele num site que lhe renderá doações ou visualizações. :)

TOTALLY NORMAL GARDENING SIMULATOR by plufmot 2020-05-11T18:38:36Z

Analysis...

1 - Mechanics, Learning and Flow: What an insane game ... Hahahahah. It boils down to pouring water on enemy entities that come to the garden to do all kinds of mischief (including eating my plants). I can pour water on enemy entities or water my plants so they can grow back a little. Learning to play is very simple, with the exception of the restart game button (which needs information from outside). I think that temporarily it would be useful to have a button appear (or the text saying to hit "R" if you want to start over) on the screen whenever you don't have plans. The flow of the game is very unbalanced, very difficult to stay there for longer and it is difficult to control the jet and water (which makes the game quite funny, but makes us feel unable to progress, at least me). I think that going slower with the initial waves of enemy entities would be a good start to improve the balance. Hahahahah. Implementing the list of top scorers (worldwide) would be interesting.

2 - Graphics, Audio and Narrative: The graphics are simple, but they convey all the necessary ideas well. The audio is funny and relaxed, I laugh a lot with this implementation. The narrative is very simple and is not the focus: protect your garden, otherwise it dies!

3 - Culture: I think the game is to relax a little (I'm even more relaxed here at home, hahahahahahah). Thank you.

4 - Monetization: I believe that the game can go viral and can earn some money if you put advertising on it, like having it on a website that will earn you donations or views. :)

City Soundscapes by Firesplash Entertainment 2020-05-05T19:54:11Z

OMG.png

City Soundscapes by Firesplash Entertainment 2020-05-05T19:54:21Z

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City Soundscapes by Firesplash Entertainment 2020-05-05T20:12:38Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Ao que pude entender da minha primeira sessão de jogo (pretendo voltar e jogar mais uma), eu posso interagir com o jogo comprando torres para música e recontratando policiais que se demitem por terem apanhado de bandidos. Não há muita explicação sobre o funcionamento as mecânicas, mas algumas coisas vão sendo explicadas enquanto acontecem, ainda mais que só há uma forma de o jogador interagir (usando o mouse). Eu sinto que o jogo carece bastante de um estágio mais simples, antes de um estágio tão difícil como esse, talvez algo com uma torre e mais policias, além de ondas menos brutais de ladrões/malfeitores. Eu não aprendi a jogar muito bem, falta bastante feedback (apesar de já ter muito), porque o jogo tem uma mecânica interessante, mas não está tão divertida assim se não for possível aprender a interagir antes de abandonar o jogo. O fluxo de jogo está mais para a ansiedade do que para o tédio. Com certeza eu me senti impotente diante das entidades inimigas. Mesmo que não tenha um estágio "tutorial", seria bom começar com bons minutos de hordas menos complicadas. Senti falta também de guardas poderem ser chamados para confrontar problemas fora de seus pontos de vigília. Quando eu for jogar novamente, vou tentar focar em apenas uma torre e ver se consigo entender bem como as escolhas implicam em alterações na funcionalidade dos policiais e dos bandidos. Achei (também) o controle da câmera difícil (senti falta de poder arrastar a câmera clicando e puxando).

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram muito interessante (e o dragão ficou engraçado ali). O áudio (apesar de não haver indícios de ser autoral, pois não é uma categoria na qual eu possa votar) cumpriu o papel de ambientar. Os efeitos sonoros podem se tornar desagradáveis quando há muitas entidades, seria interessante encontrar uma solução para isso. A narrativa não é muito bem transmitida dentro do jogo (tive que ler muita coisa antes de jogar, fora do jogo). Seria interessante começar devagar e ir colocando a narrativa nas falas de personagens ou em suas respectivas ações (creio). Fica a dica fazer polimentos na HUD, colocar som autoral e trabalhar mais na narrativa; caso o grupo pretenda dar continuidade ao projeto fora do tempo do evento.

3 - Cultura: O jogo faz referências diversas à situação policial e de criminalidade. Não sei se foi intencional, mas o jogo me fez lembrar de "Future Cop: LAPD" (PS1), especialmente por também ser policial e por conta da estética das luzes. Além disso, a câmera e o "dragão" me fizeram lembrar de "Sim Theme Par" (PS1). Além disso, há muito (ao meu ver) de "jogo baseado em mecânica musical", "point-and-click", "iddle" e "tower defense". Creio que a continuidade do projeto, bem como seu polimento, possa representar um ponto comum entre todas essas referências. Além disso, a existência da tabela de pontuações demonstra que o jogo pode se tornar um ponto de desafio comunitário, o que facilita (ao meu ver) a busca por tais nichos.

4 - Monetização: Creio que com os devidos polimentos e desenvolvimentos narrativos, o jogo possa ser estendido e entregue ao público-alvo. Com os diversos modos de jogo (considerando que competir na tabela de pontuação seja apenas um deles em uma versão finalizada). Ao meu ver, seria jogo para ser adquirido via stores como itch.io (ou outras, a depender dos nichos da versão final e do intuito da equipe em avançar com o projeto).

City Soundscapes by Firesplash Entertainment 2020-05-05T20:13:15Z

Analysis...

1 - Mechanics, Learning and Flow: From what I could understand from my first game session (I intend to go back and play one more), I can interact with the game by buying music towers and rehiring police officers who resign for being beaten by bandits. There is not much explanation about how the mechanics work, but some things are being explained as they happen, especially since there is only one way for the player to interact (using the mouse). I feel that the game needs a much simpler stage, before a stage as difficult as this, maybe something with a tower and more police, in addition to less brutal waves of thieves / criminals. I didn't learn to play very well, I lack a lot of feedback (although I already have a lot), because the game has interesting mechanics, but it's not so much fun if you can't learn to interact before leaving the game. The flow of play is more about anxiety than boredom. I certainly felt powerless in the face of enemy entities. Even if you don't have a "tutorial" stage, it would be nice to start with good minutes from less complicated hordes. I also missed guards being able to be called in to confront problems outside of their vigil points. When I play again, I will try to focus on just one tower and see if I can understand how the choices imply changes in the functionality of the police and the bad guys. I found (also) controlling the camera difficult (I missed being able to drag the camera by clicking and pulling).

2 - Graphics, Audio and Narrative: The graphics were very interesting (and the dragon was funny there). The audio (although there is no evidence of being authorial, as it is not a category in which I can vote) fulfilled the role of ambience. Sound effects can become unpleasant when there are many entities, it would be interesting to find a solution for this. The narrative is not very well transmitted within the game (I had to read a lot before playing, outside the game). It would be interesting to start slowly and put the narrative in the lines of characters or in their respective actions (I believe). The tip is to polish the HUD, add authorial sound and work more on the narrative; if the group intends to continue the project outside the time of the event.

3 - Culture: The game makes several references to the police and crime situation. I don't know if it was intentional, but the game reminded me of "Future Cop: LAPD" (PS1), especially because I'm also a cop and because of the aesthetic of the lights. In addition, the camera and the "dragon" reminded me of "Sim Theme Par" (PS1). In addition, there is a lot (in my view) of "game based on musical mechanics", "point-and-click", "iddle" and "tower defense". I believe that the continuity of the project, as well as its polishing, can represent a common point among all these references. In addition, the existence of the score table demonstrates that the game can become a point of community challenge, which facilitates (in my view) the search for such niches.

4 - Monetization: I believe that with due polishing and narrative developments, the game can be extended and delivered to the target audience. With the different game modes (considering that competing on the score table is just one of them in a finished version). In my opinion, it would be a game to be purchased via stores like itch.io (or others, depending on the niches of the final version and the team's intention to proceed with the project).

Sachka, Heal-sitter by Darklim Henwitch 2020-04-28T14:31:11Z

Sachka - 01.png

Sachka, Heal-sitter by Darklim Henwitch 2020-04-28T14:31:20Z

Sachka - 02.png

Sachka, Heal-sitter by Darklim Henwitch 2020-04-28T14:49:02Z

It's so hard to pass the second round, hahahahahah, I think there could be a checkpoint just for the people of Ludum Dare to be able to experience the whole narrative, hahahahahah.

I'm just really curious, hahahahah.

Sachka, Heal-sitter by Darklim Henwitch 2020-04-28T15:17:21Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: O jogo tem forte caráter narrativo, tendo por desafio manter vivo (através de cura e outras interações) um grupo de batalha em uma cena típica de MMORPG. Além disso, o jogador pode interagir de diferentes formas no bate-papo do grupo de batalha (e ir descobrindo ações tóxicas por parte do chefe da guilda, que joga com personagem feminino, assedia sexualmente (ao menos) uma das integrantes do grupo e tenta tirar vantagem em tudo (pedindo mais loot, pedindo todo o loot, dando desculpas fajutas e até mesmo (segundo relatos) usando bot (no personagem anterior))). Aprender a interagir com o bate-papo foi extremamente rápido, intuitivo, divertido e interessante. Tomar as decisões na cena de combate, por outro lado, foi uma experiência que demandou mais prática (o que, infelizmente, demanda rever toda a história anterior, gostaria que tivesse check-point antes de cada cena de combate). Algumas habilidades simplesmente não funcionavam ao clicar (não sei se é a sensibilidade do meu mouse ou se eu entendi algo errado). A interface de usuário também não me foi muito amigável, não entendi o que era ter muita vida ou pouca vida (talvez utilizar a barra vermelha escurecendo para mostrar a vida dos personagens seria algo mais visível/compreensível (para mim)). O jogo tem tantas interações e habilidades, que eu realmente achei um excelente resultado por parte do grupo de programação. Há muito o que polir (inclusive seria possível melhorar a HUD e os feedbacks sonoros), além de dar maior sinal (quem sabe contagem regressiva) para começar cada rodada de combate. O scroll vertical do bate-papo parece funcionar ao contrário do comum (não sei se entendi direito). PS: A inteligência de alguns membros do grupo poderia ser mais clara ou melhorada (mas talvez tenha sido proposital para simular a inteligência humana). Sobre o fluxo de jogo: achei muito difícil avançar (e a punição muito agravada por cada derrota, coloque check-points por favor, hahahahahah).

2 - Gráficos, Áudio e Narrativa: Gostei dos gráficos, ainda mais considerando o tempo de game jam. Creio que o tamanho do bate-papo (ou mesmo a moldura dele) possa ser melhorado (quem sabe permitindo um pouco de redimensionamento por parte do jogador), isso em versões pós jam. A trilha sonora de fundo: achei engraçada, divertida e (brevemente) estranha. Isso porque eu não sei o que o cara estava falando (sensação de estar sendo hipnotizado ou algo do tipo, hahahahah). Senti falta de mais feedback sonoro do ponto de vista de efeitos sonoros. Sobre a narrativa: muito interessante (faz a gente refletir sobre o que as pessoas fazem e também sobre o que podemos fazer (nós estando errados, ou nós estando no papel de suporte).

3 - Cultura: O jogo bebe da fonte dos MMORPG com fortes críticas sociais, creio que seja um dos melhores jogos que eu joguei nesse sentido na LD46. Com os devidos polimentos, creio que possa ser feita uma campanha em cima disso (entregar esse jogo gratuitamente em algum bundle etc).

4 - Monetização: Não creio que o foco desse projeto seja monetização, apenas creio que alguma organização não governamental (ONG) poderia angariar fundos para o grupo produtor se manter em tempo pós LD, para entregar uma peça ainda mais polida.

Sachka, Heal-sitter by Darklim Henwitch 2020-04-28T15:18:30Z

Analysis…

1 - Mechanics, Learning and Flow: The game has a strong narrative character, with the challenge of keeping a battle group alive (through healing and other interactions) in a typical MMORPG scene. In addition, the player can interact in different ways in the battle group chat (and discover toxic actions by the guild boss, who plays with a female character, sexually harasses (at least) one of the group members and tries take advantage of everything (asking for more loot, asking for all the loot, making fake excuses and even (according to reports) using bot (in the previous character))). Learning how to interact with chat was extremely fast, intuitive, fun and interesting. Making decisions on the combat scene, on the other hand, was an experience that demanded more practice (which, unfortunately, requires reviewing all of the previous story, I would like to have a check-point before each combat scene). Some skills just didn't work when clicking (I don't know if it's my mouse's sensitivity or if I got it wrong). The user interface wasn't very friendly to me either, I didn't understand what it was like to have a lot of life or little life (maybe using the red bar darkening to show the characters' lives would be something more visible / understandable (for me)). The game has so many interactions and skills, that I really found an excellent result on the part of the programming group. There is a lot to polish (it would even be possible to improve the HUD and sound feedback), in addition to giving a bigger signal (maybe counting down) to start each round of combat. The vertical scroll of the chat seems to work contrary to the usual (I do not know if I understood correctly). PS: The intelligence of some members of the group could be clearer or improved (but perhaps it was intended to simulate human intelligence). About the game flow: I found it very difficult to move forward (and the punishment is greatly aggravated by each defeat, please place check-points please, hahahahahah).

2 - Graphics, Audio and Narrative: I liked the graphics, especially considering the game jam time. I believe that the size of the chat (or even its frame) can be improved (perhaps allowing a little resizing by the player), this in post jam versions. The background soundtrack: I found it funny, amusing and (briefly) strange. That's because I don't know what the guy was talking about (feeling like he's being hypnotized or something, hahahahah). I missed more sound feedback from the point of view of sound effects. About the narrative: very interesting (makes us reflect on what people do and also on what we can do (us being wrong, or us being in the support role).

3 - Culture: The game draws from the source of MMORPGs with strong social criticism, I believe it is one of the best games that I played in this sense in LD46. With the proper polishing, I believe that a campaign can be made on top of that (deliver this game for free in some bundle, etc.).

4 - Monetization: I do not believe that the focus of this project is monetization, I just believe that some non-governmental organization (NGO) could raise funds for the producer group to stay in post LD time, to deliver an even more polished piece.

Sachka, Heal-sitter by Darklim Henwitch 2020-04-28T15:23:09Z

@red-ash, I will download the new version. '-'

Sachka, Heal-sitter by Darklim Henwitch 2020-04-28T16:11:06Z

\o

My Friend Phil by Conroy 2020-05-12T02:55:10Z

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

J1.png

My Friend Phil by Conroy 2020-05-12T03:12:02Z

Ainda estou escrevendo a análise, primeiramente gostaria de deixar esta imagem mostrando outro erro que eu encontrei (para favorecer as correções). Ao arremessar o peixe de dentro da água a gente fica com um "clone" dele em uma animação de corrida.

I am still writing the analysis, first I would like to leave this image showing another error that I found (to favor the corrections). When throwing the fish out of the water, we get a "clone" of it in a running animation.

J2.png

J3.png

J4.png

Nice game.

My Friend Phil by Conroy 2020-05-12T03:25:11Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Gostei bastante da ideia de estar cuidando de algo, que, ao mesmo tempo é a sua arma (a mais segura, digamos, porque pular em cima é meio perigoso/arriscado, hahahahah). O jogo é um plataforma, com bastante verticalidade (gostei bastante disso). Aprender a jogar foi bem simples (só gostaria que não fosse usando o mouse obrigatoriamente, colocar o botão "J" para atirar poderia ser útil (mas poderia ser limitador quanto ao ângulo)). O fluxo de jogo me pareceu balanceado (só gostaria de ter mais estágios e um pouco mais de fluidez no movimento para continuar jogando mais e mais, hahahahah).

2 - Gráficos, Áudio e Narrativa: Gostei muito dos gráficos, achei tudo muito interessante (só citaria que há algo estranho, talvez algo nos layers das imagens, algumas vezes surgem marcas na tela). Também achei a música muito boa, parabéns por esses dois pontos artísticos. A narrativa é bem direta: mantenha seu peixe vivo e continue avançando entre os estágios. Fora do tempo de evento poderia ser desenvolvida ainda mais uma motivação para a jornada em questão. Ainda sobre a narrativa: sugiro aumentar um pouco o tempo quando mostra o texto inicial; ou deixar o jogador apertar algum botão para ir além. A mesma sugestão para o segundo texto, foi ainda mais rápido (acho que era o identificador do estágio.

3 - Cultura: Além de lembrar de personagens icônicos de diversas séries televisivas (personagens de "O Máscara" (The Mask), "O Incrível Mundo de Gumball" (The Amazing World of Gumball) e "Procurando Nemo" (Finding Nemo)); o jogo possui narrativa própria. Creio que possa aproveitar diversas referências para atrair pessoas de diversos nichos para o seu projeto (porque eu acredito que tenha sido um excelente trabalho de "character design").

4 - Monetização: Acredito que (com os devidos polimentos, correções e extensões) o jogo possa vender em stores como Steam. Caso crie alguma página no Facebook para o projeto, pode me marcar. :) \o

My Friend Phil by Conroy 2020-05-12T03:26:20Z

Analysis...

1 - Mechanics, Learning and Flow: I really liked the idea of ​​taking care of something, which at the same time is your weapon (the safest, say, because jumping on top is kind of dangerous / risky, hahahahah). The game is a platform, with a lot of verticality (I really liked that). Learning to play was very simple (I just wish it weren't using the mouse, putting the "J" button to shoot could be useful (but it could be limiting in terms of angle)). The game flow seemed balanced (I just wish I had more stages and a little more fluidity in the movement to keep playing more and more, hahahahah).

2 - Graphics, Audio and Narrative: I really liked the graphics, I found everything very interesting (I would just mention that there is something strange, maybe something in the layers of the images, sometimes marks appear on the screen). I also thought the music was very good, congratulations on these two artistic points. The narrative is very straightforward: keep your fish alive and keep moving forward between stages. Outside the event time, further motivation could be developed for the journey in question. Still on the narrative: I suggest increasing the time a little when showing the initial text; or let the player press any button to go further. The same suggestion for the second text was even faster (I think it was the stage identifier.

3 - Culture: In addition to remembering iconic characters from several television series (characters from "The Mask", "The Amazing World of Gumball", and "Finding Nemo"); the game has its own narrative. I believe you can take advantage of several references to attract people from different niches to your project (because I believe it was an excellent job of "character design").

4 - Monetization: I believe that (with due polish, corrections and extensions) the game can sell in stores like Steam. If you create a Facebook page for the project, you can bookmark me. :) \O

NOAS by ROBOWARRIOR1982 2020-05-12T04:29:27Z

JA.png

Keep it afloat! by Maka 2020-05-11T16:05:28Z

Fun.png

Keep it afloat! by Maka 2020-05-11T16:21:08Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Achei muito interessante unir ritmo, destreza, estratégia em tempo real e toda essa "diversão". :) Aprender a jogar demorou um pouco, porque eu não dei tanta atenção e acabei me enrolando na hora de ver o tutorial (não teve como eu voltar para ler as partes anteriores). Creio que o tutorial tenha ficado muito bom para o tempo de game jam, mas pode ficar ainda melhor se tiver como ir e voltar entre as páginas, retirar a seta de interação da mesma camada visual das setas usadas para explicar a movimentação do barco etc. Outra coisa boa para ser feita seria colocar um gif do funcionamento ali, talvez ficasse ainda mais claro e direto. O fluxo de jogo foi bem interessante, só fiquei um pouco confuso e eu perdi no final ou se eu ganhei (faltou apenas esse feedback). Sobre a vida do meu barco, eu fiquei um pouco confuso, creio que jogarei mais uma vez para confirmar algumas suspeitas. Então fica o conselho para o tempo pós evento em deixar esse jogo (que eu considerei um dos mais divertidos até agora) ainda melhor.

2 - Gráficos, Áudio e Narrativa: A arte gráfica ficou muito bonita, mexeria apenas em algumas coisas como escolhas de posicionamento. Pois eu gostaria de curtir mais a arte gráfica enquanto jogo, ficar olhando no topo da tela para acertar os controles no ritmo acabou tirando minha atenção da arte (que eu muitas vezes quis estar olhando no meio tempo). O áudio ficou incrível também. Parabéns. A narrativa é simples e direta, então não há muito o que falar sobre isso. Achei muito engraçado ter botões no menu para simplesmente fazer tocar efeitos sonoros. Hahahahahah.

3 - Cultura: O jogo faz, de forma divertida, uma vista sobre navegação no mar, sobre batalhas e, até mesmo, bestas marinhas. Creio que seja uma boa mistura de ritmo, destreza, RTS e ação. ^^

4 - Monetização: O jogo me parece muito bom e poderia vender em smartphones (ao meu ver). Além disso, com um modo campanha, com diversos estágios, além do modo sobrevivência (com geração procedural) e placar de pontuação mundial (semanal e também de todo o tempo) poderia ficar muito bacana e ser vendido até mesmo no Steam. Eu creio que adicionar o controle não apenas via setas (ASDW e outras) poderia valorizar e expandir o alcance do projeto. Novamente parabéns.

Keep it afloat! by Maka 2020-05-11T16:21:34Z

Analysis...

1 - Mechanics, Learning and Flow: I found it very interesting to combine rhythm, dexterity, real-time strategy and all this "fun". :) Learning how to play took a while, because I didn't pay so much attention and ended up getting involved in watching the tutorial (there was no way I could go back to read the previous parts). I think the tutorial was very good for the game jam time, but it can be even better if you have to go back and forth between the pages, remove the interaction arrow from the same visual layer as the arrows used to explain the movement of the boat etc. Another good thing to do would be to put a gif of the operation there, maybe it would be even clearer and more direct. The game flow was very interesting, I was just a little confused and I lost at the end or if I won (only that feedback was missing). About the life of my boat, I was a little confused, I think I will play again to confirm some suspicions. So the post-event advice on making this game (which I considered one of the most fun so far) remains even better.

2 - Graphics, Audio and Narrative: The graphic art was very beautiful, it would only affect some things like positioning choices. Because I would like to enjoy the graphic art more while playing, looking at the top of the screen to hit the controls in the rhythm ended up taking my attention away from the art (which I often wanted to be looking at in the meantime). The audio was amazing too. Congratulations. The narrative is simple and straightforward, so there's not much to talk about. I found it very funny to have buttons on the menu to simply play sound effects. Hahahahahah.

3 - Culture: The game makes, in a fun way, a view on navigation at sea, on battles and even sea beasts. I think it's a good mix of rhythm, dexterity, RTS and action. ^^

4 - Monetization: The game looks very good and could sell on smartphones (in my view). In addition, with a campaign mode, with several stages, in addition to survival mode (with procedural generation) and world scoreboard (weekly and all the time) it could be very cool and even be sold on Steam. I believe that adding control not only via arrows (ASDW and others) could enhance and expand the scope of the project. Congratulations again.

Space Mercenary by Lorwon 2020-04-28T16:50:21Z

Cut.png

Space Mercenary by Lorwon 2020-04-28T17:03:31Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica de mirar para onde se deseja navegar, avançar ou afastar dessa direção, atirar, comprar suprimentos e combater outras espaçonaves é bastante interessante. A implementação deixou alguns pontos a desejar, a HUD não apareceu para o meu computador (vide imagem anteriormente colocada); isso me deixou muito às cegas na hora de jogar. Aprender a jogar em termos de atirar/sobreviver foi sendo ensinado aos poucos (creio que a parte de andar para trás tenha sido a parte que requer mais ensino). Para mim, o jogo começa de fora da tela (então eu creio que o ideal seria o personagem começar sempre no centro da tela, porque vai que o jogo corta parte da imagem (como aconteceu comigo)). Sobre usar clique para começar cada rodada de combates: creio que poderia ter um desenho do botão W ou algo assim, para ser uma forma alternativa de começar cada rodada. Não consegui aprender a usar o meu dinheiro (eu não tinha acesso a tal informação na minha tela, então ficou difícil). Eu consegui comprar o primeiro item da loja, e creio que meu dinheiro era muito usado para novas naves (quando eu não tinha naves inimigas para usar). Um pouco de retorno visual sobre "o que já comprou, o que consigo comprar agora, o que não tenho como comprar agora" seria bom; talvez circundando os itens da loja em contornos: preto, verde e vermelho (respectivamente) ou algo assim... Sobre o fluxo de jogo: como começava sempre fora da tela, sempre fiquei ansioso. Mas se começasse em outro posicionamento, provavelmente eu consideraria o fluxo de jogo desafiador (bem mais confortável do que está agora). Os inimigos possuem inteligências diversas, fiquei curioso para saber qual seria o terceiro tipo. Infelizmente o jogo não fecha com ALT+F4 (só com ESC), senti falta disso como comando básico. No menu, infelizmente também, não tem como retornar (apertar EXIT significava fechar o jogo por completo). Sobre o compactado do projeto vir com todas as versões: não sei se eu baixei o arquivo errado (seria bom se tivesse um link de download para cada).

2 - Gráficos, Áudio e Narrativa: Gostei muito dos gráficos utilizados, muito bonitos, simples e ajustados. Só não coincidiram totalmente os gráficos da loja (creio que seria um bom ponto de partida, em caso de continuidade do projeto), redesenhar. Os efeitos sonoros foram bem aplicados, ao meu ver. Seria uma boa (para o caso de trabalhar pós Ludum Dare) construir algo autoral com a mesma qualidade ou superior, incluindo trilhas sonoras e áudio dinâmico implementados. A narrativa não foi entregue dentro do jogo, então fica meio "solto" quando chega ao menu (creio que poderia ter uma introdução com letras subindo (tipo filmes de ficção científica etc), só para introduzir ao contexto narrativo, algo que pudesse ser acessado do menu principal e que pudesse ser pulado).

3 - Cultura: Ao meu ver, o jogo bebe de duas fontes culturais: cuidado pai-e-filho e ficção científica espacial (ou futurismo espacial). Nesse sentido, o jogo (se polido) pode se tornar uma boa peça de cruzamento entre esses dois (e possibilitar encontrar nicho em redes sociais).

4 - Monetização: Ao meu ver, com as devidas alterações, quem sabe com uma narrativa que mostre onde na galáxia ou sistema solar a base estaria... O jogo poderia vender inclusive no Steam. Seria questão de polimento, expansão e encontrar o nicho. ^^

Space Mercenary by Lorwon 2020-04-28T17:03:53Z

Analisis...

1 - Mechanics, Learning and Flow: The mechanics of aiming where you want to navigate, move forward or away from that direction, shoot, buy supplies and fight other spaceships is quite interesting. The implementation left some points to be desired, the HUD did not appear for my computer (see image previously placed); it made me very blind when it came to playing. Learning to play in terms of shooting / surviving was being taught little by little (I think the backward part was the part that requires more teaching). For me, the game starts off the screen (so I think the ideal would be for the character to always start in the center of the screen, because the game will cut part of the image (as it happened to me)). About using click to start each round of combat: I think there could be a drawing of the W button or something, to be an alternative way to start each round. I couldn't learn to use my money (I didn't have access to that information on my screen, so it was difficult). I managed to buy the first item from the store, and I think my money was used a lot for new ships (when I had no enemy ships to use). A little visual feedback on "what I already bought, what I can buy now, what I can't buy now" would be good; perhaps surrounding the items in the store in outlines: black, green and red (respectively) or something ... About the game flow: as it always started off the screen, I was always anxious. But if I started in another position, I would probably find the game flow challenging (much more comfortable than it is now). The enemies have different intelligences, I was curious to know what the third type would be. Unfortunately the game does not close with ALT + F4 (only with ESC), I missed it as a basic command. Unfortunately, in the menu, there is no way to return (pressing EXIT meant closing the game completely). About the project's compressed version come with all versions: I don't know if I downloaded the wrong file (it would be good if I had a download link for each one).

2 - Graphics, Audio and Narrative: I really liked the graphics used, very beautiful, simple and adjusted. Only the store's graphics did not totally coincide (I think it would be a good starting point, in case of project continuity), redesign. The sound effects were well applied, in my view. It would be a good thing (in the case of working after Ludum Dare) to build something authorial with the same or better quality, including soundtracks and dynamic audio implemented. The narrative was not delivered within the game, so it gets a little "loose" when it comes to the menu (I think there could be an introduction with letters going up (like science fiction films, etc.), just to introduce the narrative context, something that could be accessed from the main menu and could be skipped).

3 - Culture: In my view, the game draws from two cultural sources: parent-child care and space science fiction (or space futurism). In this sense, the game (if polished) can become a good cross between these two (and make it possible to find a niche on social networks).

4 - Monetization: In my view, with the necessary changes, perhaps with a narrative that shows where in the galaxy or solar system the base would be ... The game could sell even on Steam. It would be a matter of polishing, expanding and finding the niche. ^^

MicroVore by Eran Haas 2020-05-06T02:14:52Z

Screen.png

MicroVore by Eran Haas 2020-05-06T02:14:58Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Não consegui entender qual seria o desafio do jogo (além de ele ser super "pesado" para o meu computador). Eu só pude notar que (com muita dificuldade) eu conseguiria me mover com WASD através do chão. Como o jogo tem foco em efeitos visuais, creio que valeria a pena possibilitar um menu antes, permitindo reduzir a qualidade gráfica para que todos possam dar suas impressões nas versões mais básicas (e assistisse o vídeo para dar a impressão da qualidade gráfica e (ao que entendi) sonora também). O fluxo de jogo foi quebrado por não ter como ter imersão (parte por culpa de meu computador não ser bom o suficiente, creio).

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram bastante bonitos (efeitos luminosos, sombras e outros). O áudio não pude apreciar, não sei se por conta da minha taxa de quadros. Os efeitos sonoros ficaram muito repetitivos (também não sei se esse barulho de lata amassando é algo que aparece por conta dos quadros ou se era mesmo a intenção, dando a entender o chão quebrando ou algo do tipo). Não pude notar muito de narrativa (pareceu uma flor desabrochando ou quem sabe uma árvore crescendo, mas poderia ser outra coisa).

3 - Cultura: Creio que culturalmente seja interessante como ponto de partida para utilizar mais os efeitos visuais da Unity3D (e de outras ferramentas). Também pode ser uma peça interessante como entrada para expressões artísticas utilizando game engines.

4 - Monetização: Não vejo muito como monetizar em cima, a menos que o interesse seja vender experiências interativas em salas VR, AR ou climatizadas. Nesse sentido seria possível encontrar nicho/público/alvo. ^^'

MicroVore by Eran Haas 2020-05-06T02:15:22Z

Analysis...

1 - Mechanics, Learning and Flow: I couldn't understand what the game's challenge would be (besides being super "heavy" for my computer). I could only notice that (with great difficulty) I would be able to move with WASD across the floor. As the game focuses on visual effects, I think it would be worthwhile to enable a menu beforehand, allowing to reduce the graphic quality so that everyone can give their impressions in the most basic versions (and watch the video to give the impression of the graphic quality and (at the I understand) sound too). The game flow was broken because there was no way to be immersed (partly because my computer is not good enough, I think).

2 - Graphics, Audio and Narrative: The graphics were very beautiful (light effects, shadows and others). The audio I couldn't enjoy, I don't know if because of my frame rate. The sound effects were very repetitive (I also don't know if that crumpling noise is something that appears because of the pictures or if it was really the intention, suggesting the breaking of the floor or something like that). I couldn't notice much of the narrative (it looked like a flower blooming or maybe a tree growing, but it could be something else).

3 - Culture: I think it is culturally interesting as a starting point to make more use of the visual effects of Unity3D (and other tools). It can also be an interesting piece as an entry for artistic expressions using game engines.

4 - Monetization: I don't see much how to monetize on top, unless the interest is to sell interactive experiences in VR, AR or air-conditioned rooms. In this sense, it would be possible to find a niche/audience /target. ^^ '

My Pet's Dungeon by N.O. Games 2020-05-06T19:23:55Z

I'm still playing... ^^"

Pet.png

My Pet's Dungeon by N.O. Games 2020-05-06T20:21:54Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Muito interessante e (um pouco) divertido também ser o responsável por esses "pets" que entram em masmorras. Infelizmente há pouco retorno de informação em relação aos itens (seria bom ter uma janela lateral que informa para que o item serve antes de comprar ou vender). Aprender a jogar foi um processo divertido. Quero retornar e jogar mais. Eu tive problemas em fugir da masmorra depois que passei do "gigante". Não sei se isso é proposital (por ter ido muito longe ou por ter muita carga) ou se há algum bug no jogo. O fluxo de jogo começa como algo bem desafiador, depois a gente vai se acostumando a jogar (tudo isso me pareceu bom, eu me senti bastante imerso). Infelizmente a música parou de rodar depois de um tempo. Não sei se isso é apenas para a versão HTML/Web. Há algumas coisas que eu não entendi bem, aparentemente o "pet" não gosta de tomar remédio para ficar curado, mas gosta de roupas novas. Fiquei muito contente de poder nomear a criatura.

2 - Gráficos, Áudio e Narrativa: Os gráficos são extremamente simples. Em sua maioria são suficientes para o propósito de experimentar o jogo (com exceção de alguns itens que eu não consegui diferenciar bem, não sei se era uma bota (ou não), não sei se era um biscoito (ou não)). O áudio ficou interessante a priori (senti falta de continuar funcionando). Alguma coisa de efeito sonoro também seria bom. A narrativa não é o foco, então não há muito a falar sobre isso.

3 - Cultura: Cuidar de pets e entrar em masmorras são coisas muito interessantes e divertidas. Creio que o jogo possa ser polido e evoluir para algo maior (com diversos modos de jogo).

4 - Monetização: Ao meu ver, com diversos modos de jogo, polimentos gráficos e polimentos sonoros, o projeto poderia ser vendido em stores como itch.io e outras do tipo. Isso se a equipe estiver interessada em dar continuidade.

My Pet's Dungeon by N.O. Games 2020-05-06T20:22:09Z

Analysis...

1 - Mechanics, Learning and Flow: Very interesting and (a little) fun to also be responsible for these "pets" that enter dungeons. Unfortunately there is little feedback on items (it would be nice to have a side window that tells you what the item is for before buying or selling). Learning to play was a fun process. I want to return and play more. I had trouble escaping the dungeon after I passed the "giant". I don't know if this is on purpose (because it went too far or because it has a lot of load) or if there are any bugs in the game. The flow of the game starts as something very challenging, then we get used to playing (it all seemed good, I felt quite immersed). Unfortunately the song stopped playing after a while. I don't know if this is only for the HTML / Web version. There are some things that I did not understand well, apparently the "pet" does not like to take medicine to get cured, but he likes new clothes. I was very happy to be able to name the creature.

2 - Graphics, Audio and Narrative: The graphics are extremely simple. Most of them are sufficient for the purpose of trying the game (with the exception of some items that I was unable to differentiate well, I don't know if it was a boot (or not), I don't know if it was a cookie (or not)). The audio was interesting a priori (I missed continuing to work). Something with a sound effect would also be good. The narrative is not the focus, so there is not much to talk about.

3 - Culture: Taking care of pets and entering dungeons are very interesting and fun things. I believe that the game can be polished and evolve into something bigger (with different game modes).

4 - Monetization: In my view, with several game modes, graphic polishing and sound polishing, the project could be sold in stores like itch.io and others of the type. This is if the team is interested in continuing.

Chaincards by Federico Giorgi 2020-04-22T23:04:11Z

Gostei muito do jogo. :)

I really enjoyed the game. :)

Chaincards.png

Chaincards by Federico Giorgi 2020-04-22T23:17:32Z

Avaliação...

1 - Mecânicas, Aprendizado e Fluxo: A sub-mecânica de card game sendo utilizada como mecânica de combate em um jogo de duelos consecutivos ficou muito interessante. Senti falta de atalhos para utilizar as cartas (1, 2, 3, 4; etc, com a tecla de atalho na HUD e tal). Aprender a jogar não demorou acontecer, logo percebi que havia duas habilidades disponíveis que independiam do meu turno (mas não entendi direito do que elas dependiam, se era de tempo ou outro fator). Seria interessante desenvolver essas habilidades também, quem sabe conseguir experiência para diminuir o tempo de recarga (com contador visível) e também aumentar "efeito crítico" para cura e a porcentagem de bônus da evolução temporária; aumentar pontos de vida também etc. O fluxo pareceu equilibrado, o último inimigo pareceu mais complicado que os anteriores. Fico na curiosidade para saber se um jogo maior poderia fazer bom proveito e se manter interessante em termos de flow. Era possível mesmo pegar as cartas elementais ao final (tentei e não consegui)?

2 - Gráficos, Áudio, Narrativa e Polimento: A maior parte da arte gráfica me agradou bastante os olhos. Algumas ficaram levemente confusas para mim (como as duas de introdução da masmorra). Além disso, a carta ficou muito pequena (independentemente da resolução). Quem sabe fazer ela com scroll vertical permita ler com mais calma a lore. Senti falta de alguns efeitos visuais (mas não daria em tempo de game jam). Então fica como sugestão para continuidade do projeto (caso seja a intenção). O áudio do menu foi confortável e o restante serviu bem de base, possivelmente trilhas poderiam ser melhor distribuídas e efeitos melhor aplicados caso pretendam fazer polimento. Especialmente se for casar tudo isso com um prolongamento da lore. A narrativa pode ser melhor casada em caso de um prolongamento do tempo de jogo.

3 - Cultura: Tira proveito de interessados em card games e de interessados em VRPG (RPG Virtual). Isso fortalece a chamada de jogadores. Se a narrativa for bem desenvolvida, pode fazer força no sentido contrário: o jogo somar à culta (já vi alguns jogos assim, mas em geral foram jogos experimentais, gostaria de mais estágios neste jogo; se fizerem algo assim me deixem recado).

4 - Monetização: Com base fortalecida, creio que o jogo poderia ir bem de forma mista, jogando de casa no computador pessoal e tendo como jogar contra outros jogadores via celular. Talvez vendesse com propagandas, tempo para novos jogos, ou mesmo venda de packs sortidos de cartas (daí creio que vencer masmorras dar cartas sortidas cairia bem, assim não ficaria pay-to-win se alguém jogasse muito tempo (conseguiria mesmas cartas)). Talvez comprar variações de cartas que já possui, mas com imagens diferentes (tipo fazer upgrade das próprias cartas para o versus).

Chaincards by Federico Giorgi 2020-04-22T23:17:54Z

Evaluation...

1 - Mechanics, Learning and Flow: The card game sub-mechanics being used as combat mechanics in a game of consecutive duels was very interesting. I missed shortcuts for using the cards (1, 2, 3, 4; etc, with the shortcut key on the HUD and such). Learning how to play was not long in coming, I soon realized that there were two skills available that were independent of my shift (but I didn't quite understand what they depended on, whether it was time or another factor). It would be interesting to develop these skills as well, who knows how to get experience to decrease the cooldown time (with visible counter) and also increase the "critical effect" for healing and the percentage of temporary evolution bonuses; increase hit points too etc. The flow seemed balanced, the last enemy seemed more complicated than the previous ones. I am curious to know if a bigger game could make a good profit and remain interesting in terms of flow. Was it even possible to get the elemental cards at the end (tried and failed)?

2 - Graphics, Audio, Narrative and Polishment: Most of the graphic art pleased my eyes. Some were slightly confused for me (like the two introducing the dungeon). In addition, the letter became very small (regardless of the resolution). Who knows how to make it with vertical scroll allows to read the lore more calmly. I missed some visual effects (but I wouldn't have time for game jam). Then it remains as a suggestion for the continuity of the project (if it is the intention). The audio on the menu was comfortable and the rest served as a base, possibly tracks could be better distributed and effects better applied if they intend to polish. Especially if you are going to marry all this with an extension of the lore. The narrative can be better matched in case of an extension of the playing time.

3 - Culture: Take advantage of those interested in card games and those interested in VRPG (Virtual RPG). This strengthens the call for players. If the narrative is well developed, it can be strong in the opposite direction: the game adds to the culture (I've seen some games like this, but in general they were experimental games, I would like more stages in this game; if you do something like that, leave me a message).

4 - Monetization: With a strengthened base, I believe that the game could go well mixed, playing from home on the personal computer and having the ability to play against other players via cell phone. Maybe it sells with advertisements, time for new games, or even selling assorted card packs (so I think that winning dungeons by giving assorted cards would go well, so it wouldn't be pay-to-win if someone played too long (would get the same cards)). Maybe buy variations of cards you already have, but with different images (like upgrading your cards to versus).

Keep What Alive by Valeth2124 2020-05-09T17:04:42Z

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).

F1.png

Keep What Alive by Valeth2124 2020-05-09T17:14:54Z

Oh, no.

E1.png

Keep What Alive by Valeth2124 2020-05-09T18:52:19Z

Ainda tentando... @.@

Still trying... @.@

Observação: Não sei o motivo, mas o sprite responsável pelo topo do móvel do abajour some quando estou fora do quarto ou algo assim (como é possível ver na imagem).

Note: I don't know why, but the sprite responsible for the top of the lamp's furniture disappears when I'm out of the room or something (as you can see in the image).

OhNO2.png

Keep What Alive by Valeth2124 2020-05-09T18:55:04Z

Ainda estou cozinhando para memórias mortas. T.T

I'm still cooking for dead memories. T.T

DeadMemories.png

Keep What Alive by Valeth2124 2020-05-09T19:12:53Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Achei bastante interessante ter de sobreviver durante uma crise pandêmica. Cuidar da minha família (compras, alimentação, proteção, suporte afetivo etc). Inclusive as falas (apesar de cortadas no meu navegador) muito interessantes e revelando os medos que as pessoas sentem. Gostaria que houvesse uma forma de realizar trabalhos para conseguir dinheiro (mesmo que da Internet); ou de outra forma de conseguir dinheiro (além de cometendo crimes). Achei ruim que havia apenas pessoas sem máscara na rua (hahahahahah, senti como se o resto fosse ignorante a essa possibilidade). Também não achei bacana eu adoecer sem motivo aparente (evitei contato o quanto pude, até mesmo ao tocar a campainha de vizinhos. Tentei salvar minha "humanidade" ao não cometer crimes na segunda vez que joguei (da primeira eu morri experimentando o cenário invadindo uma casa). Bem, não consegui salvar minha humanidade. Hahahahah. Nem tão pouco minha família (que morreu bem cedo, apesar de isso não interferir na quantidade de comida que eu gastava). Aprender a jogar foi fácil, acredito que o jogo esteja bem intuitivo nesse sentido. Há algumas portas na cidade que não permitiram algum tipo de interação (é uma escolha do seu time não dar um feedback apesar de haver portas). Quando alguém me "chamou" ao centro da cidade para conversar eu fui, mas não encontrei. Existia alguém esperando ali? O fluxo de jogo me pareceu balanceado, mesmo eu perdendo algumas vezes, eu reconheço que eu perdi porque eu não sacrifiquei alguns pontos de vista.

2 - Gráficos, Áudio e Narrativa: O jogo tem bastante conteúdo de qualidade para o pouco tempo de evento, então já começo dando os parabéns. A arte gráfica ficou muito bonita. As músicas podem soar repetitivas em alguns momentos (depois de jogar bastante), mas eu achei muito boas e adequadas. Inclusive a música combinou tanto com o dia, quanto com a noite, ao meu ver. A narrativa ficou muito interessante, só achei que falhou em algumas ramificações. Ao exemplo de algo escrito dizendo que a esposa e o filho gostaram da comida e tal (sendo que estavam mortos). Outra coisa meio confusa foi eles reclamarem de algumas coisas que aparentemente eu não teria como resolver (talvez fosse a dica para eu comprar uma arma). Como no meu país é meio estranho, eu também estranhei venderem armas no mesmo lugar que eu comprei comida. Hahahahahah. Se as lojas fossem separadas, talvez fosse mais interessante e diverso ter uma cidade para explorar.

3 - Cultura: O jogo fala muito sobre a pandemia de COVID-19 do ano de 2020 no mundo. Apesar de ser ilustrada por outra crise, talvez não a mesma. Cuidar de uma casa, fazer comida, cuidar da família, fazer escolhas difíceis (mas reais/possíveis). O clima psicológico/narrativo ficou muito interessante (mesmo considerando algumas falas deslocadas, já mencionadas antes, nada relevante, algo que pode ser corrigido caso o grupo continue o projeto após a game jam).

4 - Monetização: Creio que o jogo venderia em estado polido e com algumas ramificações narrativas a mais. Quem sabe em capítulos no smartphone (com alguns grátis e outros pagos); quem sabe como um jogo completo no Steam (com mais dias a sobreviver e alguns check-points).

Parabéns.

Keep What Alive by Valeth2124 2020-05-09T19:13:51Z

Analysis...

1 - Mechanics, Learning and Flow: I found it quite interesting to have to survive during a pandemic crisis. Take care of my family (shopping, food, protection, emotional support, etc.). Including the lines (although cut in my browser) very interesting and revealing the fears that people feel. I wish there was a way to do work to get money (even from the Internet); or in another way of getting money (in addition to committing crimes). I thought it was bad that there were only people without a mask on the street (hahahahahah, I felt like the rest were ignorant of this possibility). I also didn't think it was cool that I got sick for no apparent reason (I avoided contact as much as I could, even when ringing the neighbors' bell. I tried to save my "humanity" by not committing crimes the second time I played (the first time I died experiencing the scenario invading a home). Well, I couldn't save my humanity. Hahahahah. Nor did my family (who died very early, although this did not interfere with the amount of food I spent). Learning to play was easy, I believe the game is very intuitive in that sense. There are some doors in the city that did not allow any kind of interaction (it is your team's choice not to give feedback even though there are doors). When someone "called" me to the city center to talk, I went, but I didn't find it. Was there anyone waiting there? The game flow seemed balanced, even though I lost a few times, I recognize that I lost because I didn't sacrifice some points of view.

2 - Graphics, Audio and Narrative: The game has a lot of quality content for the short time of the event, so I start by congratulating you. The graphic art was very beautiful. The songs may sound repetitive at times (after playing a lot), but I found them very good and appropriate. The music even matched both the day and the night, in my view. The narrative was very interesting, I just thought it failed in some branches. To the example of something written saying that the wife and son liked the food and such (since they were dead). Another somewhat confusing thing was that they complained about some things that apparently I couldn't solve (maybe it was the tip for me to buy a gun). As in my country it is kind of strange, I was also surprised to sell weapons in the same place where I bought food. Hahahahahah. If the stores were separated, it might be more interesting and diverse to have a city to explore.

3 - Culture: The game talks a lot about the 2020 COVID-19 pandemic in the world. Despite being illustrated by another crisis, perhaps not the same. Taking care of a home, making food, taking care of the family, making difficult (but real / possible) choices. The psychological/narrative atmosphere was very interesting (even considering some displaced lines, already mentioned before, nothing relevant, something that can be corrected if the group continues the project after the game jam).

4 - Monetization: I think the game would sell in a polished state and with some more narrative ramifications. Who knows in chapters on the smartphone (with some free and others paid); who knows how to complete a game on Steam (with more days to survive and some check-points).

Congratulations.

Amalgamage by TheWustache 2020-05-12T19:44:14Z

~~Still playing now...~~ :)

I'm trying to figure out what is happening. Hahahahahah.

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I think I get it! :) o/ And it's fun!

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Blossom Blaster by skitzogamer 2020-05-12T06:58:07Z

Why? Hahahahahahahah.

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Friendly Fire by very dark lord 2020-05-10T19:51:41Z

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.

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Friendly Fire by very dark lord 2020-05-10T20:15:56Z

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Hahahahah. ^^'

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Friendly Fire by very dark lord 2020-05-10T20:25:25Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Gostei muito do seu jogo plataforma com muitos pontos em comum com o estilo metroidvania. Outra mecânica interessante foi a mecânica de dança (que tem algum bug para começar a dançar, nos primeiros passos de cada nova tentativa). Senti falta de condições de derrota (cheguei a morrer afogado uma vez). Isso demandaria check-points (creio), nem sei se eles foram implementados porque eu morri apenas antes (ao tentar ir contra o fluxo normal do jogo). Aprender a jogar foi muito fácil e intuitivo, além das explicações (muitas em divertida metalinguagem) dentro do próprio jogo. O esquema de conversas e diálogos também foi bastante divertido (também gostei da referência ao He-Man). O fluxo de jogo deixa a desejar pela falta de desafio, mas a narrativa é muito divertida e interessante (eu diria que poderia haver combate para aumentar a sensação de aventura, mas creio não ter sido a escolha da equipe por conta do tempo de game jam, ou pelo simples fato narrativo escolhido). Talvez em uma continuidade do projeto caberiam combates, inteligências diversas, jogo dentro da água, subterrâneo e outras interações.

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram muito bonitos e conseguiram passar bem toda a ideia do jogo. Eu talvez gostaria de ver a dança como algo em maior destaque na tela, para ficar mais confortável de fazer. O áudio ficou muito bom, parabéns. A narrativa foi o ponto forte, fiquei na dúvida se havia formas diferentes de concluir ou se as ramificações textuais se limitavam a curtir tudo que prepararam em termos de referências e tudo mais.

3 - Cultura: O jogo tenta nos dar (ao meu ver) diversas reflexões de forma leve e descontraída (lembrei muito de The Messenger). Creio que seu jogo tenha se mostrado algo muito bom ao reunir metroidvania e tais temas (sem contar a reflexão sobre a própria participação na Ludum Dare, com tal tema, hahahahah).

4 - Monetização: Creio que o jogo possa ser quebrado em diversos estágios para montar o mesmo desafio, mas com mais conteúdo no meio do percurso. Creio que o jogo já esteja ao patamar de vender em stores como itch.io e que pode abranger maior escopo que isso, caso seja do interesse da equipe avançar por essa direção.

Friendly Fire by very dark lord 2020-05-10T20:25:51Z

Analysis...

1 - Mechanics, Learning and Flow: I really enjoyed your platform game with many points in common with the metroidvania style. Another interesting mechanic was the dance mechanic (which has a bug to start dancing, in the first steps of each new attempt). I missed defeat conditions (I even drowned once). This would require check-points (I believe), I don't even know if they were implemented because I died just before (when trying to go against the normal flow of the game). Learning to play was very easy and intuitive, in addition to the explanations (many in fun metalanguage) within the game itself. The scheme of conversations and dialogues was also quite fun (I also liked the reference to He-Man). The game flow lacks the lack of challenge, but the narrative is very fun and interesting (I would say that there could be combat to increase the feeling of adventure, but I believe it was not the team's choice due to the time of the game jam , or for the simple chosen narrative fact). Perhaps in a continuity of the project, combats, diverse intelligences, play in the water, underground and other interactions could fit.

2 - Graphics, Audio and Narrative: The graphics were very beautiful and managed to convey the whole idea of ​​the game. I might like to see dance as something more prominent on the screen, to be more comfortable doing. The audio was very good, congratulations. The narrative was the strong point, I was in doubt if there were different ways to conclude or if the textual ramifications were limited to enjoying everything they prepared in terms of references and everything.

3 - Culture: The game tries to give us (in my view) several reflections in a light and relaxed way (I remembered a lot from The Messenger). I believe that your game has proved to be something very good in bringing together metroidvania and such themes (not to mention the reflection on your own participation in Ludum Dare, with such a theme, hahahahah).

4 - Monetization: I believe that the game can be broken in several stages to set up the same challenge, but with more content in the middle of the course. I believe that the game is already at the level of selling in stores like itch.io and that it can cover a greater scope than that, if it is in the interest of the team to move in that direction.

CAT 5 by Jared York 2020-05-10T23:15:42Z

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.

CAT 5 by Jared York 2020-05-10T23:15:56Z

Analysis...

1 - Mechanics, Learning and Flow: I was really confused trying to understand the proposal. I managed to enter several folders and everything (but deleting it didn't make any difference, entering again implied the reappearance of all folders). I noticed that there was a virus transmission footprint or something between infected files. But it didn't seem to matter, with time everyone got infected, even if I managed to reset the files temporarily (at least that's what I understood was happening). Learning to navigate was intuitive, because it referred to known operating systems (especially the Windows file system). The references were funny (including deleting the trash itself). The game flow was kind of frustrating in my view, as it was not easy to understand what could be done.

2 - Graphics, Audio and Narrative: The graphics were sufficient to understand the environment, but I lacked visual feedback to understand my objective and the conditions for victory and defeat. I missed audio (at least typical computer sound effects, or fun reinterpretations, as they did elsewhere). The narrative was not the focus, despite being the premise of everything that was happening.

3 - Culture: It talks a lot about the spread of viruses and keeping the operating system "alive" (although it lacks clarity of interactions and objectives).

4 - Monetization: It requires a lot of polishing, addition of sound effects and greater clarity in the project, so that only after that think about monetization.

Petra by vDovah 2020-05-10T16:53:00Z

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.

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Petra by vDovah 2020-05-10T17:28:44Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Achei o primeiro desafio interessante, apesar da obviedade. Infelizmente o jogo me faz repetir apenas a primeira sala (passei ela duas vezes e não tive feedback suficiente para acreditar que seria possível passar a segunda). Ao meu ver, para melhorar o primeiro desafio, creio que poderia mudar o estilo artístico dos desenhos na pedra em relação aos da parede, quem sabe um objeto esculpido numa alcova na parede seja a pista para o entalhe em baixo relevo na pedra). A escolha por uma placa de pressão pode permanecer bacana, apesar de uma alavanca talvez ser menos óbvia. A menos que em uma versão futura seja possível surgirem perigos caso aperte muitas placas de pressão (ou tenha tempo na sala para fazer isso, talvez porque cada girada das estátuas leve ao surgimento de algum risco eminente etc). O giro das estátuas poderia ser mais lento (não muito), para que a gente veja elas rodando. Acho que pode dar um efeito bacana. Algo está deixando o jogo bastante lento. Já vi jogos feitos em Unreal bastante similares, tanto mais lentos, quanto mais rápidos, deve haver alguma forma de otimizar tudo isso. Aprender a jogar ficou bastante intuitivo, há feedback sonoro e visual sobre as ações importantes, nesse sentido gostei bastante do game design do projeto. O fluxo de jogo não demonstrou desafios ou variações que me façam ficar preso a ele por bastante tempo, apenas a (grande) curiosidade em saber quais mais puzzles haveriam sido pensados pelo grupo de produção e se eu conseguiria ou não resolver (como só consegui acessar o primeiro, achei bem simples e de poucos riscos (como ter tempo limite ou ameaças paralelas)).

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram muito bons em geral, foi um grande trabalho visual e de iluminação (mesmo com a lentidão atrapalhando bastante a experiência). Eu apontaria algumas mudanças, ainda assim: a mudança já sugerida sobre a forma como transmite a dica do desafio visual; também a fonte utilizada ao pegar o objeto esférico (creio que poderia ser uma fonte mais própria ao cenário, fica como sugestão para o caso de continuidade do projeto); também acredito que a tela inicial possa ter maior cuidado (aquele botão parece muito de aplicativo, creio que algo próprio ao cenário cairia bem). O áudio é suficiente, mas não creio que combine totalmente, especialmente em termos de trilha. Creio que pareça mais uma música para uma noite em uma cidade de região similar, não de um clima de tensão, ação ou desafio em uma masmorra; sei que não é criação do produtor, então apenas penso que uma música autoral viria a calhar em caso de continuidade do projeto. A narrativa não foi o foco até o momento (pensando apenas no conteúdo dentro do jogo). Talvez não ter como eu avançar para o segundo desafio de forma apropriada tenha me impedido de ver mais sobre a narrativa.

3 - Cultura: O jogo conversa com filmes de ação no estilo exploração de masmorras, especialmente remetendo a algumas civilizações mais antigas. Ser um jogo do tipo puzzle, mas que demanda exploração do terreno, faz dele uma possibilidade muito bacana do encontro dessas vertentes citadas.

4 - Monetização: Creio que demandaria otimização, polimento, correções e extensão (tanto narrativa, quanto de jogabilidade); tendo isso suprido, creio que o jogo poderia ser vendido em stores como itch.io ou até mesmo Steam.

Petra by vDovah 2020-05-10T17:29:12Z

Analysis...

1 - Mechanics, Learning and Flow: I found the first challenge interesting, despite the obviousness. Unfortunately the game makes me repeat only the first room (I passed it twice and I didn't have enough feedback to believe that it would be possible to pass the second one). In my view, to improve the first challenge, I believe that I could change the artistic style of the drawings on the stone in relation to those on the wall, perhaps an object sculpted in an alcove on the wall is the clue to the low relief carving in the stone). Choosing a pressure plate can remain cool, although a lever may be less obvious. Unless in a future version it is possible for dangers to arise if you press too many pressure plates (or have time in the room to do this, perhaps because each turn of the statues leads to the appearance of some imminent risk, etc.). The rotation of the statues could be slower (not much), so that we can see them running. I think it can have a nice effect. Something is slowing down the game. I've seen games made in Unreal quite similar, the slower, the faster, there must be some way to optimize all of that. Learning to play was very intuitive, there is audible and visual feedback on the important actions, so I really liked the game design of the project. The game flow did not show challenges or variations that make me stuck with it for a long time, just the (great) curiosity in knowing which more puzzles would have been thought by the production group and if I could solve it or not (as I only managed to access the first, I found it very simple and with few risks (such as timeouts or parallel threats).

2 - Graphics, Audio and Narrative: The graphics were very good in general, it was a great visual and lighting work (even with the slow pace that greatly hinders the experience). I would point out some changes, however: the change already suggested on the way it conveys the visual challenge tip; also the font used when taking the spherical object (I believe it could be a font more appropriate to the scenario, it is a suggestion for the case of project continuity); I also believe that the home screen can be more careful (that button looks very much like an app, I think something specific to the scene would go down well). The audio is sufficient, but I don't think it matches up, especially in terms of the track. I think it sounds more like a song for a night in a city in a similar region, not a climate of tension, action or challenge in a dungeon; I know it's not the producer's creation, so I just think that an authorial song would come in handy if the project continues. The narrative was not the focus so far (thinking only about the content within the game). Perhaps having no way to progress to the second challenge properly has prevented me from seeing more about the narrative.

3 - Culture: The game talks to action movies in the style of dungeon exploration, especially referring to some older civilizations. Being a puzzle type game, but that demands exploration of the terrain, makes it a very nice possibility to meet these aspects.

4 - Monetization: I believe it would require optimization, polish, corrections and extension (both narrative and gameplay); having that supplied, I believe the game could be sold in stores like itch.io or even Steam.

Medically Inaccurate by Emperor Eagle 2020-05-12T02:21:13Z

Writing an analysis...

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Medically Inaccurate by Emperor Eagle 2020-05-12T02:41:10Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Gostei muito da mecânica de doar parte de sua vida para salvar o coração. Outra parte interessante da mecânica foi a de empurrar as unidades inimigas ao acertá-las. Isso eu achei muito bacana. Quanto a aprender a jogar, achei simples aprender (ainda mais com as explicações antes de começar). Por outro lado, demonstrou-se bastante complicado dominar e jogar bem (notei que muitas pessoas fizeram mais pontos que eu, hahahahah). Aliás, já quero adiantar também que o jogo atrai bastante em termos de pontuação. O fluxo de jogo é frenético, tornando o jogo bastante divertido. Podendo (também) ser ajustado, para favorecer a possibilidade de as pessoas voltarem e tentarem outra vez. Algo que eu não gostei foi o fato de o tiro empurrar os coletáveis de cura para longe. Gostaria que o tiro passasse direto, ou que houvesse um tipo de gancho para puxar inimigos e coletáveis para perto de si (permitindo retirar unidades inimigas de perto do coração, ou até mesmo reposicioná-las para fins estratégicos). Gostaria que fosse sempre possível atirar através das muretas, mas é um pedido específico meu (porque assim seria uma forma de ter alguma vantagem a depender de como se joga). Seria bacana ter algumas novas armas: deixar granada, fazer muro temporário que pode ser atacado, fazer um escudo em si, fazer um escudo no coração, gerar regeneração no coração entre tantas outras. :) Tudo isso (claro) apenas se a equipe estiver interessada em dar continuidade ao projeto. Apenas divagando um pouco. Hahahahah.

2 - Gráficos, Áudio e Narrativa: Gostei dos gráficos, mesmo sendo simples. Achei que eles transmitiram bem o conceito que se queria transmitir. Polimentos poderiam ser feitos além do tempo de evento (incluindo redesenho das paredes, com devidas alterações nos colisores). O áudio serviu bem ao propósito, como foi optado não votar, creio que não seja autoral (ou algo assim). Sugiro apenas após tempo de Ludum Dare criar algo autoral tão bom quanto o que foi aplicado. A narrativa é simples e direta: proteja o coração. Não há muito o que eu poderia falar além disso (seria possível quebrar o jogo em diferentes estágios, mas eu manteria esse modo de sobrevivência).

3 - Cultura: No meu ponto de vista, o personagem do jogador (PdJ) doar vida (sangue, HP, life) é uma propaganda simbólica à ideia de cuidar da saúde (própria e dos outros). Creio que o jogo possa, com os devidos cuidados, servir como propaganda para alguma campanha de saúde.

4 - Monetização: Uma das possibilidades seria o jogo ser utilizado como jogo sério em algum tipo de campanha de saúde (não sei qual seria a aplicabilidade dessa ideia na prática na sua localização geográfica atual). Quem sabe envolver a tabela de pontuação mundial com algum tipo de brinde e incrementar ainda mais o brinde se alguém for doar sangue ou algo assim (a depender da religião da pessoa, dado que em alguns países (ou religiões) doar sangue é visto como algo negativo/errado). Outra forma de monetização seria implementar um modo história e vender o jogo em stores como itch.io ou (a depender da qualidade final) outras stores maiores ou de maior retorno financeiro.

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PS: Pois é... Acabei jogando mais uma vez. Hahahahah. PS: Yeah... I ended up playing one more time. Hahahahah.

Medically Inaccurate by Emperor Eagle 2020-05-12T02:41:23Z

Analysis...

1 - Mechanics, Learning and Flow: I really liked the mechanics of donating part of your life to save your heart. Another interesting part of the mechanics was pushing enemy units when they hit them. I thought that was really cool. As for learning to play, I found it simple to learn (even more with the explanations before I started). On the other hand, it proved to be quite complicated to dominate and play well (I noticed that many people scored more points than me, hahahahah). Incidentally, I also want to say that the game attracts a lot in terms of scoring. The game flow is frantic, making the game quite fun. It can (also) be adjusted, to favor the possibility of people coming back and trying again. Something I didn't like was that the shot pushed the healing collectibles away. I would like the shot to go straight, or there would be a kind of hook to pull enemies and collectables close to you (allowing you to remove enemy units close to the heart, or even reposition them for strategic purposes). I wish it was always possible to shoot through the walls, but it is a specific request of mine (because that would be a way to have some advantage depending on how you play). It would be nice to have some new weapons: leave a grenade, make a temporary wall that can be attacked, make a shield in itself, make a shield in the heart, generate regeneration in the heart, among many others. :) All of this (of course) only if the team is interested in continuing the project. Just digress a little. Hahahahah.

2 - Graphics, Audio and Narrative: I liked the graphics, even though it was simple. I thought they conveyed well the concept that they wanted to convey. Polishing could be done beyond the event time (including redesign of the walls, with due changes in the colliders). The audio served the purpose well, as it was chosen not to vote, I believe it is not authorial (or something like that). I suggest only after Ludum Dare's time to create something authorial as good as what was applied. The narrative is simple and direct: protect the heart. There is not much I could say other than that (it would be possible to break the game at different stages, but I would maintain this mode of survival).

3 - Culture: In my view, the player's character (PC) donating life (blood, HP, life) is a symbolic advertisement for the idea of ​​taking care of one's own health and that of others. I believe that the game can, with due care, serve as an advertisement for some health campaign.

4 - Monetization: One of the possibilities would be for the game to be used as a serious game in some type of health campaign (I don't know how applicable this idea would be in practice in its current geographical location). Who knows how to involve the world score table with some kind of gift and increase the gift even more if someone is going to donate blood or something (depending on the person's religion, given that in some countries (or religions) donating blood is seen as something negative / wrong). Another form of monetization would be to implement a history mode and sell the game in stores like itch.io or (depending on the final quality) other stores that are bigger or have higher financial returns.

Dino spin by relixes 2020-05-06T19:08:44Z

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Dino spin by relixes 2020-05-06T19:16:20Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Achei bastante interessante o ovo quicar na cabeça do dinossauro como forma de carregá-lo. Infelizmente morrer é algo que me deixou muito chateado (hahahahah). Além de perder, ainda uma vida foi desperdiçada. @.@ Aprender a jogar foi relativamente fácil (mesmo eu não tendo lido explicativo antes e tendo jogado apenas com a noção de que seria um plataforma para computador). Senti falta de ter como controlar também via ASDW, além das setas. Creio que não seria ruim se as duas formas fossem usadas. Aprender é uma coisa, ser bom no jogo é outra. Isso fica bem claro neste jogo. Novas mecânicas vão surgindo as coisas vão se tornando mais e mais difíceis. Hahahahah. Nesse sentido acredito que o fluxo de jogo esteja adequado.

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram incrivelmente bonitos, parabéns. Inclusive o efeito de brilho do personagem ao fazer o pulo duplo. O áudio ficou divertido e (para mim) pareceu bem aplicado. A narrativa não foi o foco, então não há muito que dizer. Apenas um dinossauro tentando salvar ovos.

3 - Cultura: Lembrei de alguns aniamais que carregam seus filhos de formas inusitadas e também lembrei de pessoas fazendo embaixadinhas no futebol. Creio que seja um bom exemplo de jogo plataforma, com mecânicas funcionais e desafios interessantes. Gostaria de ver um placar de pontuação geral (comparar com outros). Acho que seria uma coisa bacana. Eu sugeriria colocar geração procedural como um modo de jogo para o placar mundial (se for feito adequadamente pode ser interessante todo dia ter uma sequência nova de estágios).

4 - Monetização: Creio que o jogo sendo estendido e polido (está bom para tempo de game jam, mas pode ter muita coisa desenvolvida), poderia vender para smartphones e até mesmo no Steam.

Dino spin by relixes 2020-05-06T19:16:51Z

Analysis...

1 - Mechanics, Learning and Flow: I found the egg bouncing on the head of the dinosaur quite interesting as a way to carry it. Unfortunately dying is something that made me very upset (hahahahah). In addition to losing, still a life was wasted. @. @ Learning to play was relatively easy (even though I didn't read explanatory before and only played with the notion that it would be a computer platform). I missed being able to control also via ASDW, in addition to the arrows. I think it would not be bad if both forms were used. Learning is one thing, being good at the game is another. This is very clear in this game. New mechanics are emerging things are becoming more and more difficult. Hahahahah. In that sense, I believe the game flow is adequate.

2 - Graphics, Audio and Narrative: The graphics were incredibly beautiful, congratulations. Including the glow effect of the character when doing the double jump. The audio was fun and (to me) it seemed well applied. The narrative was not the focus, so there is not much to say. Just a dinosaur trying to save eggs.

3 - Culture: I remembered some animals that carry their children in unusual ways, and I also remembered people playing football. I think it is a good example of a platform game, with functional mechanics and interesting challenges. I would like to see an overall scoreboard (compare with others). I think it would be a nice thing. I would suggest putting procedural generation as a game mode for the world scoreboard (if done properly it can be interesting every day to have a new sequence of stages).

4 - Monetization: I believe that the game being extended and polished (it's good for game jam time, but it can have a lot developed), it could sell for smartphones and even on Steam.

Schroedinger's Daughter by xarona 2020-05-10T23:42:43Z

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Schroedinger's Daughter by xarona 2020-05-10T23:56:46Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Gostei muito do conceito de mecânica. A divisão em diversas realidades. Todas elas acontecendo ao mesmo tempo (só que com apenas um observador real, o jogador). O objetivo do jogo não ficou claro (considerando apenas o jogo). Então fica como sugestão aumentar o feedback de ações e formas de interação, ou mesmo colocar um explicativo no menu do jogo, ou mesmo fazer um estágio tutorial. Creio que essa mecânica possa ser entregue aos poucos, com objetivos menores e mecânicas variadas. Acredito que pode dar origem a um novo nicho de jogos (desconheço outros que façam da mesma forma). O aprendizado foi muito complicado para mim, navegar pelo lugar eu entendi bem. Vi os gatos, o pai da personagem e tudo mais. Mas não havia retorno visual quando algo poderia ser feito ou mesmo quando algo tinha dado certo ou errado. O fluxo de jogo ficou confuso para mim, eu não entendia o porquê de estar perdendo (com quase três minutos de jogo, múltiplas telas e "chiado/interferência"). Ou seja, eu acredito que muito disso pode ser polido em caso de continuidade do projeto. Quando voltei, li o que havia no site da Ludum Dare, e joguei de novo, eu pude ter interações melhores. Ainda assim não consegui notar avanços claramente. Vi o pai carregando gatos.

2 - Gráficos, Áudio e Narrativa: Gostei muito dos gráficos para o tempo de evento. O áudio ficou bacana também (apesar de virar uma barulheira em algum ponto, mas foi engraçado). A narrativa fica em segundo plano considerando apenas o jogo, mas se torna mais rica quando se lê a página. Creio que valeria a pena transmitir ela em alguma forma simples e direta dentro de uma cutscene no jogo.

3 - Cultura: O jogo tem potencial para estabelecer novas mecânicas em jogos do tipo, possibilitando ser ponto de partida para novos jogos e para muitas variações de jogabilidade (ao meu ver). O jogo (também) conversa com a história (em especial a Ciência, em voga hoje). Creio ser um ponto de alívio cômico em relação a toda essa questão de importância da Ciência nos dias de hoje (que eu creio ser um tópico válido e sério).

4 - Monetização: Creio que uma vez o jogo polido, corrigido e tendo explicações (de narrativa e jogabilidade) dentro. Possa-se pensar em extensão do conteúdo e, consequentemente, venda. Acredito que seria algo para vender no itch.io ou (em caso de continuidade do projeto) até mesmo no Steam.

Schroedinger's Daughter by xarona 2020-05-10T23:57:23Z

Analysis...

1 - Mechanics, Learning and Flow: I really liked the concept of mechanics. The division into several realities. All of them happening at the same time (only with one real observer, the player). The objective of the game was not clear (considering only the game). So it is a suggestion to increase the feedback of actions and forms of interaction, or even put an explanatory in the game menu, or even do a tutorial stage. I believe that this mechanics can be delivered little by little, with smaller goals and varied mechanics. I believe it can give rise to a new gaming niche (I don't know of others who do the same). Learning was very complicated for me, navigating the place I understood well. I saw the cats, the character's father and everything. But there was no visual feedback when something could be done or even when something had gone right or wrong. The game flow was confusing for me, I didn't understand why I was losing (with almost three minutes of play, multiple screens and "hiss / interference"). In other words, I believe that much of this can be polished if the project continues. When I came back, I read what was on the Ludum Dare website, and played it again, I was able to have better interactions. Still, I couldn't clearly see progress. I saw the father carrying cats.

2 - Graphics, Audio and Narrative: I really liked the graphics for the event time. The audio was nice too (although it became a noise at some point, but it was funny). The narrative is in the background considering only the game, but becomes richer when reading the page. I think it would be worth transmitting it in some simple and direct way within a cutscene in the game.

3 - Culture: The game has the potential to establish new mechanics in games of the type, making it possible to be a starting point for new games and for many variations of gameplay (in my view). The game (also) talks to history (especially Science, in vogue today). I think it is a comic relief point in relation to all this issue of importance of Science today (which I believe to be a valid and serious topic).

4 - Monetization: I believe that once the game was polished, corrected and had explanations (of narrative and gameplay) inside. One can think about the extension of the content and, consequently, sale. I believe it would be something to sell on itch.io or (in case of project continuity) even on Steam.

Moodville: Peak 2020 by Vanea 2020-05-06T21:37:28Z

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Moodville: Peak 2020 by Vanea 2020-05-06T21:44:24Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Eu não tive certeza se o que eu fazia estava realmente funcionando. Sei que havia uma ferramenta para reduzir o contágio e outra para medir o contágio (foi o que eu entendi). Infelizmente não tive retorno de informação sobre estar aplicando o borrifador (apesar de parecer funcionar geralmente). A câmera também foi muito estranha, eu não podia girar totalmente, tinha que girar dentro de um certo limite (mas isso me ajudou a ter menos enjoo (eu tenho enjoo fácil com jogos tridimensionais)). Aprender a jogar ficou meio incerto, como eu venci, creio que eu estivesse fazendo o certo (apesar de duas mortes). Mas não consigo ter certeza. O fluxo de jogo ficou meio confuso ao meu ver (pode ser melhorado com mais feedback e um jogo que demore menos que dez minutos).

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram bonitos como um todo. Senti falta de HUD e mais retorno de informação. Também senti falta de efeitos sonoros e achei a trilha sonora um pouco cansativa depois de vários minutos (apesar de ter notado uma alteração no meio do caminho). A narrativa é focada em um vilarejo (ou algo assim) que está passando por um "praga" (forte referência à situação de pandemia em 2020). A narrativa é pano de fundo para a mecânica, não sendo tão desenvolvida. Eu tenho impressão que cada personagem tinha uma rota em acordo com o próprio estilo de vida (talvez foram pensadas histórias individuais para definir tais comportamentos e rotas).

3 - Cultura: Faz bastante sentido com a pandemia, mas fiquei sem saber (apenas jogando) quem era eu e o porquê de eu sair andando por aí no meio de uma praga (chamo assim por não ter certeza total se posso chamar de pandemia).

4 - Monetização: Se o jogo focar em algo educativo, creio que poderia ser vendido através de alguma ONG, mas atualmente não vejo como um jogo que possa ensinar algo ou esclarecer algo; além dos riscos (por conta das mortes).

Moodville: Peak 2020 by Vanea 2020-05-06T21:44:51Z

Analysis...

1 - Mechanics, Learning and Flow: I wasn't sure if what I was doing was really working. I know that there was a tool to reduce contagion and another to measure contagion (that's what I understood). Unfortunately, I didn't get any feedback about applying the spray bottle (although it seems to work generally). The camera was also very strange, I couldn't rotate completely, I had to rotate within a certain limit (but it helped me to get less nausea (I have nausea easily with three-dimensional games)). Learning to play was a little uncertain, as I won, I believe I was doing it right (despite two deaths). But I can't be sure. The game flow was a bit confusing to me (it can be improved with more feedback and a game that takes less than ten minutes).

2 - Graphics, Audio and Narrative: The graphics were beautiful as a whole. I missed HUD and more feedback. I also felt a lack of sound effects and found the soundtrack a bit tiring after several minutes (despite noticing a change in the middle). The narrative focuses on a village (or something) that is experiencing a "plague" (strong reference to the pandemic situation in 2020). The narrative is a backdrop for mechanics, not being so developed. I have the impression that each character had a route according to their own lifestyle (perhaps individual stories were thought to define such behaviors and routes).

3 - Culture: It makes a lot of sense with the pandemic, but I didn't know (just playing) who I was and why I was walking around in the middle of a plague (I call it that because I'm not entirely sure I can call it a pandemic).

4 - Monetization: If the game focuses on something educational, I think it could be sold through an NGO, but currently I don't see it as a game that can teach something or clarify something; beyond the risks (due to the deaths).

DR U's Magic Medicine by Adam Clayden 2020-05-10T17:10:12Z

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DR U's Magic Medicine by Adam Clayden 2020-05-10T17:43:35Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A proposta ficou divertida, não matar pacientes enquanto cuida do tratamento deles (pele etc). Tudo isso fica mais interessante com a pontuação após o estágio e com as possibilidades administrativas entre as sessões. Eu diria que o texto inicial ter tempo para passar sozinho foi uma escolha ruim, seria melhor se houvesse um indicativo de apertar botão (não deu tempo de ler). Não há muito feedback sobre como se livrar das espinhas, creio que um pouco mais de retorno visual quando clica em uma espinha seria uma boa. Ao exemplo de ter uma barra circular sobre o progresso de remover. Também não entendi totalmente quanto tempo demora até poder aplicar outra dose; talvez mais feedback sobre isso poderia ser bacana. Ficou muito bom ficar mostrando quando vai se conseguindo mais pontos. Isso ficou bastante divertido. Aprender a jogar tem esses prós e contras. Ter apenas espaço e mouse como entradas ajudou bastante. Eu aceleraria um pouco o tempo de pontuação após cada estágio, ou permitiria que fosse acelerado ao apertar algum botão. O fluxo de jogo pareceu algo bem feito. Eu me senti desafiado (cheguei a perder e a ganhar, então me segurou nisso).

2 - Gráficos, Áudio e Narrativa: Os gráficos são bem simples e servem ao propósito de passar a ideia do jogo (com exceção da falta de feedbacks em alguns pontos já citados). Sugeriria o polimento da arte do ponto de vista da fonte utilizada em caso de continuidade do projeto. Talvez com efeitos de contorno nos caracteres. O áudio ficou repetitivo em termos de trilha sonora. E engraçado em termos das falas do médico (hahahah).

3 - Cultura: Fala sobre problemas de pele, doutores malucos, desafio de clicar rapidamente (e outras mecânicas adjacentes). Creio que seja um jogo descontraído que reúne tais referências, que pode fazer pessoas rirem. :)

4 - Monetização: Creio que (com os devidos polimentos e extensões) o jogo possa ser vendido a baixo custo em stores como itch.io ou similares.

DR U's Magic Medicine by Adam Clayden 2020-05-10T17:44:00Z

Analysis...

1 - Mechanics, Learning and Flow: The proposal was fun, not to kill patients while taking care of their treatment (skin, etc.). All of this is more interesting with the punctuation after the internship and with the administrative possibilities between sessions. I would say that the initial text having time to spend alone was a bad choice, it would be better if there was an indication of pressing the button (there was no time to read). There is not much feedback on how to get rid of pimples, I think a little more visual feedback when clicking on a pimple would be a good thing. To the example of having a circular bar on the progress of removing. I also didn't fully understand how long it takes before I can apply another dose; maybe more feedback on that could be nice. It was very good to be showing when you get more points. This was really fun. Learning to play has these pros and cons. Just having space and a mouse as inputs helped a lot. I would speed up the scoring time a little after each stage, or allow it to be accelerated by pressing a button. The game flow felt like it was done well. I felt challenged (I got to lose and win, so I held on to that).

2 - Graphics, Audio and Narrative: The graphics are very simple and serve the purpose of giving the idea of ​​the game (with the exception of the lack of feedbacks in some points already mentioned). I would suggest polishing the art from the point of view of the source used in case of project continuity. Perhaps with contour effects on the characters. The audio was repetitive in terms of the soundtrack. It's funny in terms of the doctor's lines (hahahah).

3 - Culture: It talks about skin problems, crazy doctors, a challenge to click quickly (and other adjacent mechanics). I believe it is a relaxed game that brings together such references, which can make people laugh. :)

4 - Monetization: I believe that (with the necessary polishes and extensions) the game can be sold at low cost in stores like itch.io or similar.

Living Light by zubspace 2020-05-03T05:24:04Z

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Living Light by zubspace 2020-05-03T05:37:11Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica é muito interessante, avançar no estágio significa ser mais capaz de se planejar, entretanto aumenta a velocidade dos inimigos. O controle através do mouse parece ser a melhor saída, mas ainda sinto que falta alguma coisa em termos de mecânica (pois às vezes (talvez seja meu mouse) eu perco o controle e avanço mais do que eu gostaria). Aprender a jogar realmente não demorou (ainda mais tendo apenas o mouse como forma de interação). Adicionar o placar me pareceu algo interessante (deu realmente vontade de jogar mais e ficar em primeiro). Clicar no botão para começar um novo estágio poderia ser substituído por apertar um botão, mas entendo que se não for dessa forma, o jogador pode começar com o mouse muito longe do ponto inicial e ser "jogado para longe". Por isso talvez seja interessante dar um segundo de imortalidade no início, mas isso pode fazer acontecerem coisas muito loucas em termos de mecânica ou level design. Teria que ser testado. O fluxo de jogo é balanceado, o jogo desafia em movimentação, estratégia e paciência (ao meu ver).

2 - Gráficos, Áudio e Narrativa: Os gráficos são suficientes para o tempo de Ludum Dare (creio que caiba polimento após esse tempo, para ter uma versão mais interessante). Creio que uma coisa que me afastou a ideia de tentar mais (além dos recordes altíssimos dos primeiros) foram os efeitos sonoros (eu os achei muito repetitivos). A música ficou interessante, mas eu gostaria de um pouco de variação entre estágios ou até mesmo um pouco mais de ação (algo que poderia ser implementado após o tempo de evento). A narrativa não foi o forte no projeto, não há muito o que falar sobre.

3 - Cultura: O jogo bebe da fonte de jogos no estilo puzzle. Além de usar luz-e-sombras e movimentação. São estilos e jogabilidades muito interessantes juntas. Creio que possam partir disso para buscar nicho para o consumo e para a publicação do projeto.

4 - Monetização: Uma vez o jogo polido, creio que possa ser vendido para stores como itch.io ou mesmo lançado para smartphones (a custo baixo ou envolvendo algum tipo de transação, como permissão para jogar novamente, senão esperar um tempo). Nesse sentido, pode ser interessante ter recordes por estágio, ou conjunto de estágios. Fazendo os jogadores rodearem em torno de competição. Pode ser uma boa colocar o placar de pontuação por semana ou por dia, liberando conquista para quem ficar em primeiro em determinado dia (para a tabela de pontuações não ser algo eterno e impossível de alcançar). Liberar novos estágios toda semana pode ser algo interessante. ^^

Living Light by zubspace 2020-05-03T05:37:36Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics are very interesting, advancing in the stage means being better able to plan, however it increases the speed of the enemies. Mouse control seems to be the best way out, but I still feel that something is missing in terms of mechanics (because sometimes (maybe it's my mouse) I lose control and advance more than I would like). Learning how to play really didn't take long (even more with just the mouse as a form of interaction). Adding the scoreboard seemed interesting to me (I really wanted to play more and be first). Clicking on the button to start a new stage could be replaced by pressing a button, but I understand that if not, the player can start with the mouse too far from the starting point and be "thrown away". So it might be interesting to give it a second of immortality at first, but it can make things very crazy in terms of mechanics or level design. It would have to be tested. The game flow is balanced, the game challenges movement, strategy and patience (in my view).

2 - Graphics, Audio and Narrative: The graphics are sufficient for Ludum Dare's time (I think it will be polished after that time, to have a more interesting version). I think that one thing that put me off the idea of ​​trying harder (besides the very high records of the first ones) was the sound effects (I found them very repetitive). The music was interesting, but I would like a little variation between stages or even a little more action (something that could be implemented after the event time). The narrative was not strong in the project, there is not much to talk about.

3 - Culture: The game draws from the source of puzzle-style games. In addition to using light-and-shadows and movement. They are very interesting styles and gameplay together. I believe that they can start from this to find a niche for consumption and for the publication of the project.

4 - Monetization: Once the game is polished, I believe it can be sold to stores like itch.io or even released for smartphones (at low cost or involving some type of transaction, such as permission to play again, unless you wait a while). In that sense, it may be interesting to have records by stage, or set of stages. Making players surround themselves around competition. It can be a good idea to place the scoreboard per week or per day, freeing up achievements for those who take first place on a given day (for the scorecard is not something eternal and impossible to achieve). Releasing new internships every week can be interesting. ^^

Living Light by zubspace 2020-05-03T14:27:41Z

\o

Keep Gannet alive by Monish Vyas 2020-04-28T00:07:53Z

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Keep Gannet alive by Monish Vyas 2020-04-28T00:12:17Z

Melhorando... Hahahahah.

Improving... Hahahahah.

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Keep Gannet alive by Monish Vyas 2020-04-28T00:20:56Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica é simples e intuitiva, clicar em todos os objetos do tipo pedido e não clicar nos demais. Apenas no momento da transição que causou algum desconforto, pois não se poderia prever e (com coisas já em curso) isso se torna difícil de controlar (mesmo que exista algum cuidado do lado da programação, ainda gera uma tensão no jogador, não sei se era o pretendido). Como dito, intuitivo, portanto o aprendizado foi bem sucedido. O fluxo de jogo escala bem rápido, creio que para fazer o jogador conseguir experimentar todo o jogo sem ficar entediado. Ir muito longe, daí é com os mestres (eu só consegui ir até quarenta e poucos segundos, hahahahah).

2 - Gráficos, Áudio, Narrativa e Polimento: As comidas ficaram bonitas ao meu ver, a interface pode ser melhorada (no menu). O personagem principal está um pouco diferente da arte dos itens, não sei bem como resolver isso, mas parece um pouco discrepante. Algo a ser polido fora do tempo de Ludum Dare. A música ficou bacana para tempo de game jam. :) A narrativa não é muito presente, e isso de "manter vivo comendo (comida que levaria a pessoa à morte)" ficou meio estranho para mim; mas engraçado.

3 - Cultura: O jogo tem aspectos divertidos e que remetem ao fast-food. Quem sabe seja possível fazer variações em parceria com algum nicho que curte mais certos alimentos que outros. Hahahah.

4 - Monetização: Como sugerido antes, fazer polimentos e entregar para algum nicho ou fazer do jogo um "advergame" poderia levar à monetização do projeto. ^^

Keep Gannet alive by Monish Vyas 2020-04-28T00:22:54Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics are simple and intuitive, clicking on all objects of the requested type and not clicking on the others. Only at the moment of the transition that caused some discomfort, as it could not be predicted and (with things already underway) this becomes difficult to control (even if there is some care on the programming side, it still generates tension in the player, I don't know if it was intended). As said, intuitive, so the learning was successful. The game flow scales very fast, I think to make the player get to experience the whole game without getting bored. To go very far, then it is with the masters (I only managed to go up to forty seconds, hahahahah).

2 - Graphics, Audio, Narrative and Polishment: The foods were beautiful in my view, the interface can be improved (in the menu). The main character is a little different from the art of the items, I'm not sure how to solve this, but it seems a little outlier. Something to be polished out of Ludum Dare's time. The music was cool for game jam time. :) The narrative is not very present, and that "keeping alive by eating (food that would lead to death)" was kind of strange to me; but funny.

3 - Culture: The game has fun aspects that refer to fast food. Who knows, it is possible to make variations in partnership with some niche that enjoys certain foods more than others. Hahahah.

4 - Monetization: As suggested before, polishing and delivering to a niche or making the game an "advergame" could lead to the monetization of the project. ^^

Keep Gannet alive by Monish Vyas 2020-04-28T12:40:07Z

Nice! Call me then.

platformEGG by Tricky_Fat_Cat 2020-05-06T17:39:30Z

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... :)

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platformEGG by Tricky_Fat_Cat 2020-05-06T17:45:11Z

Ainda estou jogando.

Só passando para falar que poderia ser uma boa identificar que o controle (joystick) está conectado e alterar o termo "E" para o respectivo botão (se for possível). Sei que há diferentes botões para diferentes tipos de controle, então complica fazer algo mapeável e tal.

I'm still playing.

Just to mention that it could be a good idea to identify that the control (joystick) is connected and change the term "E" for the respective button (if possible). I know that there are different buttons for different types of control, so it complicates doing something mappable and such.

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platformEGG by Tricky_Fat_Cat 2020-05-06T17:55:33Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Trata-se de um jogo plataforma com o objetivo de "escoltar" o objeto vivo até o ponto de chegada (saída do estágio, final do nível). Sinto que o pulo não é muito fácil de controlar (como se o personagem escorregasse um pouco da minha mão). Não sei se é o tamanho da caixa de colisão, ou algum tipo de uso de física que mantém o personagem em movimento. Também tenho que dizer que ter que recomeçar tudo de novo é uma punição muito severa, talvez seja algo que majore a sensação de perder o controle do personagem do jogador (PdJ). Aprender a jogar é algo fácil e facilitado pelo jogo. Antes de jogar é possível controlar o personagem e está tudo muito bem disposto na tela. O fluxo de jogo é de desafio crescente, então creio que esteja ajustado (apenas o fato de ter que recomeçar tudo outra vez que acaba gerando desconforto e quebra da imersão).

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram bons e engraçados, especialmente considerando o tempo de Ludum Dare. Não vi bons motivos para pedir para melhorar alguma coisa, senão (quem sabe) uma fonte para as letras que fazem parte do tutorial. O áudio para a curta sessão de jogo que tive ficou ótimo. Creio que o volume dos efeitos sonoros esteja alto, isso pode assustar um pouco (a mim por exemplo). Sei que dá uma "jovialidade", mas poderia deixar a trilha sonora se destacar mais assim. A narrativa é bem simples, não tendo sido o foco do projeto até agora. Algo que poderia ser resolvido sem grandes problemas (ao meu ver), fora do tempo do evento. :)

3 - Cultura: O personagem principal me lembra muito um meme da Internet (creio que tenha sido uma referência). Hahahahah. Acredito que enquanto plataforma de escolta de entidade viva, o jogo possa encontrar um nicho. Especialmente se a cada conjunto de níveis esse ovo "chocar" e a gente ganhar uma nova habilidade ou um novo personagem jogável. Quem sabe isso leve o jogo a diversas e diferentes mecânicas e narrativas na passagem dos ciclos da vida (divagando um pouco).

4 - Monetização: Creio que uma vez polido e estendido, o jogo possa vender para stores como Steam.

platformEGG by Tricky_Fat_Cat 2020-05-06T17:56:04Z

Analysis...

1 - Mechanics, Learning and Flow: It is a platform game with the objective of "escorting" the living object to the point of arrival (exit from the stage, end of level). I feel that the jump is not very easy to control (as if the character slips a little from my hand). I don't know if it's the size of the collision box, or some kind of use of physics that keeps the character moving. I also have to say that having to start all over again is a very severe punishment, perhaps something that enhances the feeling of losing control of the player's character (PC). Learning to play is easy and facilitated by the game. Before playing it is possible to control the character and everything is very well arranged on the screen. The game flow is of increasing challenge, so I think it is adjusted (just the fact that I have to start all over again that ends up causing discomfort and breaking the immersion).

2 - Graphics, Audio and Narrative: The graphics were nice and funny, especially considering Ludum Dare's time. I didn't see any good reasons to ask to improve something, except (who knows) a font for the lyrics that are part of the tutorial. The audio for the short game session I had was great. I think the volume of the sound effects is high, it can be a little scary (for me, for example). I know it gives a "joviality", but I could let the soundtrack stand out more like this. The narrative is very simple, and has not been the focus of the project until now. Something that could be solved without major problems (in my view), outside the time of the event. :)

3 - Culture: The main character reminds me a lot of an Internet meme (I think it was a reference). Hahahahah. I believe that as a live entity escort platform, the game can find a niche. Especially if at each set of levels this egg "hatches" and we gain a new skill or a new playable character. Maybe this will take the game to different and different mechanics and narratives in the passage of the cycles of life (digressing a little).

4 - Monetization: I believe that once polished and extended, the game can sell to stores like Steam.

AMT: Alien Medical Technician by No Grapes Games 2020-05-12T04:14:42Z

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4 coins by Vertuga32 2020-04-27T21:41:52Z

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4 coins by Vertuga32 2020-04-27T21:51:30Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Jogo no estilo puzzle com inventário, combinação de itens e exploração (tudo via mouse, o que facilita bastante jogar). Como tem apenas o mouse como entrada, bem rápido é possível aprender a jogar (com exceção da combinação entre itens, que não ficou cem por cento clara se é automática ou se foi colocando os itens um em cima do outro, porque tentei encaixar e não funcionou, depois funcionou, então não tenho total certeza). Como o estilo é muito bem-estabelecido, creio que algumas coisas possam ser melhoradas (fora do tempo da Ludum Dare) para se destacar (em termos mecânicos). O fluxo de jogo pode entediar um pouco, pois não há risco, mas para quem gosta de point-and-clickers o jogo é muito bom (especialmente dada arte gráfica).

2 - Gráficos, Áudio, Narrativa e Polimento: Os gráficos ficaram realmente incríveis, parabéns. O áudio em termos de efeitos sonoros ficou muito bom (ondas etc). A dublagem do personagem ficou um pouco repetitiva (mas está muito bom assim, para tempo de game jam). A narrativa sobre "sobreviver por causa das moedas" ficou um pouco confusa, dado que o personagem é um fantasma. O que pode ser melhorado caso o grupo pretenda dar continuidade ao projeto (talvez abandonando a ideia de se aproximar ao tema do evento).

3 - Cultura: O jogo bebe adequadamente da fonte de jogos no estilo point-and-click (ao meu ver), fazendo bastante sentido mecânico, gráfico e sonoro. Pecando apenas quando tira proveito da história grega sobre a travessia de almas nos mundos inferiores, por conta da situação do personagem principal.

4 - Monetização: Caso o jogo possa ser estendido (quem sabe conforme sugestão dada na parte sobre narrativa, ou através de outra solução), creio que o projeto (dada beleza gráfica e boa implementação) poderia vender aos capítulos para smartphones ou mesmo como um jogo completo para Steam.

4 coins by Vertuga32 2020-04-27T21:51:56Z

Analysis...

1 - Mechanics, Learning and Flow: Puzzle style game with inventory, combination of items and exploration (all via mouse, which makes playing a lot easier). As you only have the mouse as an input, you can quickly learn to play (except for the combination of items, which was not 100% clear if it is automatic or if the items were placed one on top of the other, because I tried to fit and didn't it worked, then it worked, so I'm not entirely sure). As the style is very well established, I believe that some things can be improved (outside of Ludum Dare's time) to stand out (in mechanical terms). The game flow can be a little boring, as there is no risk, but for those who like point-and-clickers the game is very good (especially given graphic art).

2 - Graphics, Audio, Narrative and Polishment: The graphics were really incredible, congratulations. The audio in terms of sound effects was very good (waves etc). The character's voice acting was a little repetitive (but it is very good for game jam time). The narrative about "surviving because of the coins" was a little confusing, given that the character is a ghost. What can be improved if the group intends to continue the project (perhaps abandoning the idea of ​​approaching the theme of the event).

3 - Culture: The game draws properly from the point-and-click style game source (in my opinion), making a lot of mechanical, graphic and sound sense. Sinning only when you take advantage of the Greek story about the crossing of souls in the lower worlds, due to the situation of the main character.

4 - Monetization: If the game can be extended (who knows, according to the suggestion given in the part about narrative, or through another solution), I believe that the project (given its graphic beauty and good implementation) could sell in chapters for smartphones or even as a complete game for Steam.

Hisen's Heroes by Gilokko 2020-05-12T18:28:42Z

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.

BUG¿.png

Feed The Slime by PythooonUser 2020-04-23T19:25:27Z

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.

Feed The Slime by PythooonUser 2020-04-23T19:25:33Z

Evaluation...

1 - Mechanics, Learning and Flow: Explore the scenario, collecting the next item to be delivered (or replacing the item picked up). Learning to play was very easy and fun (except having to go far without some kind of running or jumping skills, hahahahah). The game flow is simple, it becomes more difficult if you have to go further. About the (happily skippable) part of the narrative, it was also very good; it was a good surprise to see that there was dubbing.

2 - Graphics, Audio, Narrative and Polishing: Graphic art is simple and functional (comfortable). The font chosen to tell the story may perhaps be improved in some way (for Ludum Dare's time it was fine, and I wouldn't even know how to improve). The audio was fun (especially the voice acting). The narrative was presented in a funny way too (it would be interesting if it had more than a victorious ending, I couldn't make it).

3 - Culture: In my opinion, he uses a popular creature (slime) that has an expected behavior and moves forward with good humor. I believe that the game could be a set of stories being told in practice (if they intend to expand); each tale teaching something about a different creature.

4 - Monetization: I see the game much more as quick fun, than as a marketable product (unless they extend the scope of the project enough in some way), to the example of telling several stories with moral / humor backgrounds.

Protect the Queen! by Clipper 2020-05-06T04:42:35Z

"The queen is dead!" Hahahahah. Still playing.

This image is just to say that you are cutting most of the screens.

Queen.png

Protect the Queen! by Clipper 2020-05-06T04:46:55Z

Ainda jogando... Still playing...

Eu creio que seria interessante os botões não ficarem por cima do tabuleiro (pois atrapalha, mesmo que pouco, a colocar peças).

I think it would be interesting for the buttons not to be on top of the board (because it hinders, even if little, to put pieces).

Bee.png

Protect the Queen! by Clipper 2020-05-06T04:52:22Z

A lot of honey! Mahahahahah!

Honey!.png

Protect the Queen! by Clipper 2020-05-06T04:53:58Z

safe.png

Protect the Queen! by Clipper 2020-05-06T05:04:42Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica é muito interessante (e divertida). Aprender a jogar (apesar de não ter tutorial) foi simples (só precisei perder algumas vezes e estou bem com isso ser desta forma). O fluxo de jogo deixa a desejar no late game, pois se torna fácil de mais, creio que formigas suicidas voadoras poderiam atacar células aleatoriamente de vez em quando em waves mais altas. A condição de derrota ficou clara, já a condição de vitória nem tanto (não sabia se eu teria que aguentar muitas ondas, ou se eu precisava alcançar certo objetivo em termos de acúmulo de mel). Achei muito bacana essa mecânica toda, fiquei curioso para saber se ficaria boa em jogo não-digital. Nas imagens anteriormente colocadas (acima) eu já falei sobre o corte na tela e sobre os botões das unidades ficar por cima do tabuleiro (atrapalhando a colocar peças). Achei interessante deixar as abelhas mortas no tabuleiro por um tempo, permitindo quem joga decidir se quer ter a mesma unidade ali, ou se quer colocar outra (suponho que tenha sido proposital). De qualquer forma, para uma só pessoa e para o tempo de LD46, gostei bastante e dou os parabéns.

2 - Gráficos, Áudio e Narrativa: Os gráficos foram suficientes para passar o conceito de jogo (e gostei bastante das unidades e dos botões das unidades, também do ícone do favo de mel). O áudio ficou engraçado (mas não tão agradável o tempo todo). Apenas algumas falas ficaram agradáveis e engraçadas ao mesmo tempo. Hahahahah. A narrativa é simples e não é bem o foco, então não há muito o que falar. Creio que expandir o jogo poderia envolver estágios diferentes de defesa, migração, ataque, busca de recursos etc (tudo envolvendo abelhas); ou poderia ser um jogo com cada grupo de estágios focando em um inseto diferente ou algo assim (só divagando um pouco sobre continuidade, caso seja o interesse do produtor).

3 - Cultura: O jogo parece conversar bem com jogos não-digitais. Também tira proveito da temática "colmeia", que é bastante interessante e pode chamar gente (propiciar encontrar nicho).

4 - Monetização: Creio que em uma versão polida e estendida (quanto mais diverso e maior, creio que melhor) o jogo poderia vender no Steam ou mesmo para smartphones como jogo casual (baseado em pagar para recarregar as vidas mais rápido, ou (principalmente) baseado em propagandas).

Protect the Queen! by Clipper 2020-05-06T05:05:11Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics are very interesting (and fun). Learning to play (despite not having a tutorial) was simple (I only needed to lose a few times and I'm fine with it being this way). The game flow leaves something to be desired in the late game, as it becomes too easy, I believe that flying suicide ants could attack cells randomly from time to time in higher waves. The defeat condition was clear, since the victory condition was not so much (I didn't know if I would have to endure many waves, or if I needed to reach a certain goal in terms of honey accumulation). I found this mechanic very cool, I was curious to know if it would be good in non-digital game. In the images previously placed (above) I already talked about the cut on the screen and about the buttons on the units being above the board (making it difficult to place pieces). I found it interesting to leave the dead bees on the board for a while, allowing the player to decide whether they want to have the same unit there, or if they want to put another one (I suppose it was on purpose). Anyway, for a single person and for the LD46 time, I really liked it and congratulations.

2 - Graphics, Audio and Narrative: The graphics were enough to convey the concept of the game (and I really liked the units and the unit buttons, also the honeycomb icon). The audio was funny (but not so pleasant all the time). Only a few lines were pleasant and funny at the same time. Hahahahah. The narrative is simple and not quite the focus, so there is not much to talk about. I believe that expanding the game could involve different stages of defense, migration, attack, search for resources, etc. (all involving bees); or it could be a game with each group of stages focusing on a different insect or something (just digressing a little bit about continuity, if it’s the interest of the producer).

3 - Culture: The game seems to talk well with non-digital games. It also takes advantage of the "beehive" theme, which is quite interesting and can call people (providing a niche).

4 - Monetization: I believe that in a polished and extended version (the more diverse and bigger, I think the better) the game could sell on Steam or even for smartphones as a casual game (based on paying to recharge lives faster, or (mainly) based on advertisements ).

Life-Line by Thiago Nascimento 2020-04-23T15:16:25Z

LifeLine.png

Life-Line by Thiago Nascimento 2020-04-23T15:29:30Z

Avaliação...

1 - Mecânicas, Aprendizado e Fluxo: Achei muito interessante ter controle das câmeras, de indicar a próxima sala a ir para a "cientista" e de poder selecionar uma porta por vez para abrir/fechar. A variação de posição do ovo foi uma saída interessante, entretanto eu creio que poderia ser modificada, com mais tempo (em tempo de game jam ficou ótimo assim). A escolha por a criatura atacar a cientista e também desabilitar as câmeras temporariamente ficou interessante. Ao que entendi a criatura segue barulho, testei várias vezes até chegar a tal conclusão. Pegar o ovo gerar um pulso de não-controle das câmeras também foi interessante (suponho que faça sentido dado ovo ser capaz de teletransportar). Aprender a jogar foi um pouco difícil no começo, talvez uma forma de facilitar seja fazer algum brilho em cima de coisas que podem sofrer interação (tipo, o ícone da cientista não me pareceu ter utilidade, já o da câmera dela sim). O fluxo de jogo combinou com o clima psicológico de horror. Em alguns momentos o próximo ovo estava perto, em outros demandaria estratégia/planejamento/tática.

2 - Gráficos, Áudio, Narrativa e Polimento: Em tempo de Ludum Dare, o gráfico e o áudio ficaram ótimos. Creio que polimentos possam ser feitos no que diz respeito ao design da criatura (garganta menos vermelha, talvez, e maior realismo, para combinar com o realismo aparente do cenário). O ovo destaca quase como elemento de HUD ou metainformação; creio que se ele pudesse ser menos "neon" seria mais adaptado ao cenário (mas isso implicaria em menor capacidade de distingui-lo do restante). Então seria algo a ser pensado (talvez uma seta vermelha em cima dele em termos de metainformação e ele mais realista fosse o suficiente). A narrativa ficou boa, creio que seja possível melhorá-la, deixando-a pulável, e, ao mesmo tempo, colocando um pouco dela durante o jogo (em uma forma prolongada do mesmo projeto). Nesse sentido, creio que o jogo poderia ser expandido para vários estágios ou (até mesmo) um versus (quem sabe um modo adicional de jogo, no estilo pique-pega) (o monstro saberia onde está o ovo e barulho também o guiaria além da visão).

3 - Cultura: O jogo faz bom uso cultural de horror e ficção científica, ao meu ver. Isso pode facilitar encontrar nicho na Internet (grupos de Facebook etc). O jogo sendo melhor polido, creio que seria (na contramão) uma forma de enriquecer o acervo de horror com mais uma boa peça.

4 - Monetização: Creio que o jogo possa vender se houver estágios gerados proceduralmente ou uma narrativa um pouco maior. Vendendo por completo no Steam (ou stores equivalentes).

Life-Line by Thiago Nascimento 2020-04-23T15:31:25Z

Evaluation...

1 - Mechanics, Learning and Flow: I found it very interesting to have control of the cameras, to indicate the next room to go to the "scientist" and to be able to select one door at a time to open/close. The variation of the egg position was an interesting way out, however I think it could be modified, with more time (in game jam time it was great like that). The choice for the creature to attack the scientist and also temporarily disable the cameras was interesting. As I understand it, the creature is still noisy, I tested it several times until reaching such a conclusion. Catching the egg generated a non-control pulse from the cameras was also interesting (I suppose it makes sense since the egg is capable of teleporting). Learning to play was a little difficult at first, maybe a way to make it easier is to shine some light on things that can suffer interaction (like, the scientist's icon didn't seem to be useful, but her camera's did). The game flow matched the psychological horror atmosphere. In some moments the next egg was close, in others it would require strategy / planning / tactics.

2 - Graphics, Audio, Narrative and Polishing: In Ludum Dare's time, the graphics and audio were great. I believe that polishing can be done with regard to the creature's design (less red throat, perhaps, and greater realism, to match the apparent realism of the setting). The egg stands out almost as an element of HUD or metadata; I believe that if he could be less "neon" he would be more adapted to the scenario (but that would imply less ability to distinguish him from the rest). So it would be something to think about (maybe a red arrow over it in terms of metadata and it would be more realistic enough). The narrative was good, I think it is possible to improve it, making it skippable, and, at the same time, putting some of it during the game (in an extended form of the same project). In that sense, I believe that the game could be expanded to several stages or (even) a versus (maybe an additional game mode, in the tag style) (the monster would know where the egg is and the noise would also guide it beyond the eyesight).

3 - Culture: The game makes good cultural use of horror and science fiction, in my view. This can make it easier to find a niche on the Internet (Facebook groups, etc.). The game being better polished, I believe it would be (in the opposite direction) a way to enrich the horror collection with another good piece.

4 - Monetization: I believe that the game can sell if there are procedurally generated stages or a slightly larger narrative. Selling completely on Steam (or equivalent stores).

The Last Guardian by civmaniac 2020-05-03T04:47:14Z

Why? >< I was alive... T.T My tree was not under attack and the rain was falling over it.

Died.png

The Last Guardian by civmaniac 2020-05-03T05:03:57Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Achei interessante ter de cuidar da árvore enquanto hordas e mais hordas de criaturas vinham combater minhas tropas. Hahahahahah. Joguei algumas partidas até aprender a "plantar um cacto". Eu notei de primeira que a poça aumentava com a chuva e que depois diminuía com o tempo, mas demorou até eu sacar que precisava interagir com a poça para iniciar o crescimento de um cacto. As diferentes inteligências dos diferentes inimigos também chamaram minha atenção e me deixaram curioso. Eu pretendo tentar mais uma vez (ver se foi um bug ou se realmente deu sinal de derrota mesmo estando "bem"). Aprender a jogar foi de boa, com o passar do tempo fui acumulando práticas e adaptando contra novas unidades e quantidades de inimigos. Especialmente bater com o cajado, que tem o passo correto para ser funcional em algumas unidades inimigas. A sequência de explicações ajudou um pouco a aprender, mas muito longa, creio que uma aproximação mais visual, ou um tutorial em jogo poderiam ajudar com isso (teria que ser testado). O fluxo de jogo pareceu difícil a priori, mas depois fui entendendo melhor a escalada de desafio e (agora) consigo enxergar como mais balanceado do que parecia inicialmente.

2 - Gráficos, Áudio e Narrativa: A arte gráfica ficou bacana para o tempo de Ludum Dare. Com maior tempo seria possível polir a arte. O áudio está confortável, não tenho certeza, mas senti que não tem perfeita sincronia em termos de looping. Os efeitos sonoros foram suficientes e ficaram bons para o tempo de game jam. A narrativa é interessante, daria para repartir em diferentes estágios/desafios (caso o interesse da equipe seja a continuidade do projeto).

3 - Cultura: O jogo me faz lembrar personagens de mitos religiosos, além de jogos de "defenda a base", além da narrativa (ao menos inicial) de Legend of Mana e de Legend of Legaia. Creio que seria possível partir desses nichos e avançar sobre outros envolvendo cuidado com plantas e outros mais combativos. Assim seria possível tanto identificar público, quanto fazer do jogo (em caso de continuidade e polimento) uma peça que viria a agregar todo esse conjunto.

4 - Monetização: Creio que caberia ao jogo quebra em diversos estágios. Com maior apelo narrativo (mundo, personagem e roteiro geral). Além de permitir o desenvolvimento de diferentes projetos de nível. Dessa forma (e levando em consideração os nichos culturais e de consumo), creio que o jogo poderia vender em stores como itch.io ou mesmo Steam.

The Last Guardian by civmaniac 2020-05-03T05:04:24Z

Analysis...

1 - Mechanics, Learning and Flow: I found it interesting to have to look after the tree while hordes and more hordes of creatures came to fight my troops. Hahahahahah. I played a few games until I learned to "plant a cactus". I noticed at first that the puddle increased with rain and then decreased with time, but it took me a while to figure out that I needed to interact with the puddle to start growing a cactus. The different intelligences of the different enemies also caught my attention and made me curious. I intend to try it again (see if it was a bug or if it really showed signs of defeat even though it was "fine"). Learning to play was good, as time went on accumulating practices and adapting against new units and quantities of enemies. Especially hit with the staff, which has the correct step to be functional in some enemy units. The sequence of explanations helped a little to learn, but very long, I believe that a more visual approach, or a tutorial in game could help with that (it would have to be tested). The game flow seemed difficult a priori, but then I started to understand the challenge climb better and (now) I can see it as more balanced than it initially seemed.

2 - Graphics, Audio and Narrative: Graphic art was cool for Ludum Dare's time. With more time it would be possible to polish the art. The audio is comfortable, I'm not sure, but I felt that it doesn't have perfect sync in terms of looping. The sound effects were sufficient and were good for the game jam time. The narrative is interesting, it could be shared in different stages / challenges (if the team is interested in the continuity of the project).

3 - Culture: The game reminds me of characters from religious myths, as well as games of "defend the base", in addition to the (at least initial) narrative of Legend of Mana and Legend of Legaia. I believe it would be possible to start from these niches and move on to others involving care with plants and others that are more combative. Thus it would be possible to both identify the public and make the game (in case of continuity and polishing) a piece that would add this whole set.

4 - Monetization: I think it would be up to the game to break down at various stages. With greater narrative appeal (world, character and general script). In addition to allowing the development of different level projects. Thus (and taking into account the cultural and consumer niches), I believe that the game could sell in stores like itch.io or even Steam.

Sacred Guard by larsspawn 2020-04-28T21:25:08Z

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. ^^

Buton.png

Sacred Guard by larsspawn 2020-04-28T21:30:00Z

Favor ignorar um pouco minha mania por alinhamento. PS: Talvez tenha sido apenas por conta da resolução da minha tela. Mas se achar oportuno e ainda não tiver notado (ou se não for proposital).

Please ignore my alignment mania a little. PS: Maybe it was just because of my screen resolution. But if you think it's appropriate and you haven't noticed (or if it's not on purpose).

Tela.png

Sacred Guard by larsspawn 2020-04-28T21:50:33Z

S1.png

Sacred Guard by larsspawn 2020-04-28T21:50:42Z

Finished.png

Sacred Guard by larsspawn 2020-04-28T22:02:20Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica de lutar para defender a própria base, enquanto ao mesmo tempo se constroem torres de defesa foi muito interessante. Só não foi mais divertida, porque carece muito em balanceamento (vencer foi muito fácil, apesar de ter sido dolorosamente demorado). Atirar mirando com o mouse foi interessante, gostaria que (ao menos no momento que eu virasse para o outro lado, minha arma continuasse mirando na mesma direção de antes, facilitando virar para os dois lados enquanto eu atiro (assim, ao usar o mouse, voltaria a mirar pelo mouse)). Seria interessante se alguns monstros pudessem deixar cair algo para recuperar a vida do personagem do jogador (PdJ). Consegui entender para que servem os upgrades para as torres de defesa (com exceção de uma vez, que tenho a impressão de ter deletado uma torre sem querer (talvez seja interessante devolver parte do dinheiro ao deletar uma torre, ou pedir confirmação para essa ação)). Seria interessante se o personagem pudesse andar mais pelo estágio (foi ruim ser atacado por cima e não ter como ir lá confrontar os inimigos pessoalmente). Creio que ficaria mais balanceado se as máquinas danificassem um pouco ao atirar, ou se precisasse comprar recarga, isso faria o personagem andar mais (teria que testar na prática para ver se funcionaria mesmo). Em suma, foi algo tranquilo aprender a jogar, creio que nesta parte não exista algo a reclamar. Sobre o fluxo de jogo, como já mencionei, foi mais entediante que difícil (com exceção do comecinho, onde os inimigos deram algum trabalho). Creio que o ideal seja colocar novos desafios (fora do tempo do evento, caso exista interesse em continuidade para o projeto).

2 - Gráficos, Áudio e Narrativa: Gostei muito dos gráficos, especialmente do efeito de sangue (vou tentar aprender a fazer algo assim, hahahah). Gostei dos efeitos sonoros e a trilha vestiu bem. Como já falei nas imagens anteriormente colocadas, seria bom alinhar (centralizar) melhor as coisas no menu. Gostei muito do menu, então minhas sugestões são para polimento, porque para tempo de Ludum Dare ficou muito bom/massa (ao meu ver). A narrativa foi simples, não há muito o que dizer.

3 - Cultura: O jogo é plataforma, tiro, defensor de torre e outras coisas mais. Caso ele seja polido, creio que tenha de tudo para se tornar uma boa peça desses gêneros (agradando vários nichos ao mesmo tempo).

4 - Monetização: Creio que, caso ele seja bem polido e a equipe queira continuar o projeto, talvez migrando para algo com maior apelo narrativo, poderia vender para Steam ou itch.io.

Sacred Guard by larsspawn 2020-04-28T22:03:00Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics of fighting to defend the base itself, while at the same time building defense towers were very interesting. It just wasn't fun anymore, because it lacks balance (winning was very easy, despite being painfully slow). Shooting aiming with the mouse was interesting, I wish that (at least the moment I turned the other way, my gun would continue to aim in the same direction as before, making it easier to turn both ways while I shoot (so when using the mouse would aim for the mouse again)). It would be interesting if some monsters could drop something to recover the life of the player's character (PC). I was able to understand what the upgrades for the defense towers are for (except for one time, that I have the impression of accidentally deleting a tower (it may be interesting to return part of the money when deleting a tower, or to ask for confirmation for this action) ). It would be interesting if the character could walk more through the stage (it was bad to be attacked from above and not be able to go there to confront the enemies personally). I think it would be more balanced if the machines damaged a little when shooting, or if I needed to buy a refill, that would make the character walk more (I would have to test it in practice to see if it would really work). In short, it was a peaceful thing to learn to play, I believe that in this part there is nothing to complain about. Regarding the game flow, as I mentioned, it was more tedious than difficult (with the exception of the beginning, where the enemies did some work). I believe that the ideal is to pose new challenges (outside the time of the event, if there is an interest in continuity for the project).

2 - Graphics, Audio and Narrative: I really liked the graphics, especially the blood effect (I'll try to learn how to do something like that, hahahah). I liked the sound effects and the track wore well. As I already said in the images previously placed, it would be good to align (center) things better in the menu. I really liked the menu, so my suggestions are for polishing, because for Ludum Dare's time it was very good/nice (in my view). The narrative was simple, there is not much to say.

3 - Culture: The game is platform, shooting, tower defender and other things. If it is polished, I think it has everything to become a good piece of these genres (pleasing several niches at the same time).

4 - Monetization: I believe that, if he is well polished and the team wants to continue the project, perhaps migrating to something with greater narrative appeal, he could sell it to Steam or itch.io.

Cthulhu: The Cult Must Not Die by LaserPanzerWal 2020-05-10T19:02:45Z

Wa.png

wf.png

Vitória.png

Cthulhu: The Cult Must Not Die by LaserPanzerWal 2020-05-10T19:15:53Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Muito interessante a união entre a ideia de proteger a base (por assim dizer) e as histórias do H. P. Lovecraft. Ainda mais quando o ponto de partida é estar ao lado dos que buscam convocá-lo ao nosso mundo. A jogabilidade ficou atrapalhada por conta do travamento constante do jogo (a música e o gameplay sofreram bastante com falhas desse tipo, mas o jogo teve as soluções necessárias para não impedir de avançar mesmo assim). Aprender a jogar demorou um tempo, fui entendendo aos poucos sobre movimentação, ataque na hora certa, puxar ou não inimigos enquanto eles atacam outros evocadores, utilização dos pontos de alma para recuperar um pouco a vida e muitas outras coisas. Aprender demorou, ms deu para jogar; já a questão de me tornar bom em jogar demorou mais (só mais para o final que eu fui ter novos insights que poderiam fazer do começo algo mais fácil). O fluxo de jogo me pareceu bastante balanceado; eu gostaria de jogar sem tanto travamento, para experimentar o fluxo de jogo de outra forma. Acredito que muitas variantes mecânicas de ataque físico (incluindo ataque à distância etc) poderiam ser implementadas para aumentar ainda mais a experiência em uma versão pós game jam. Creio (também) que algo como evocar criaturas menores com habilidades diversas ou até mesmo utilizar algumas magias de efeito, poderiam permitir uma extensão do projeto fora do tempo de evento.

2 - Gráficos, Áudio e Narrativa: Gostei muito dos gráficos (apenas acredito que a câmera poderia ser melhorada de alguma forma, não sei se seria algo de responsabilidade do artista). Talvez um minimapa que poderia ser usados de vez em quando com mana (MP), não sei ao certo. Algo que poderia ser testado. Outra coisa que poderia enriquecer o projeto seria uma barra de progresso mais estilizada. Creio que o posicionamento do relógio que mostra quanto tempo entre uma e outra wave poderia ser alterado (foi bem complicado olhar para ele em alguns momentos. Se fosse possível fazer pausa no jogo entre as waves, seria bacana. Creio. A narrativa bebe de fontes externas, então não há tanto a questionar nesse ponto (especialmente para o tempo de Ludum Dare). Aumentar o jogo provavelmente seria um trabalho de avanço narrativo, quem sabe uma releitura da evocação de diversas entidades do mesmo cenário.

3 - Cultura: O jogo é sobre o universo de H. P. Lovecraft; isso já traz uma carga cultural própria com seus próprios padrões e expectativas. Enquanto jogo de proteção (proteção do ritual), creio que tenha sido uma peça muito interessante. Creio que o jogo tenha tudo para ser polido e estendido ao ponto de se tornar conhecido ou passivo de ser entregue para o nicho em questão.

4 - Monetização: Creio que o jogo poderia vender em stores como Steam, e até mesmo em capítulos, caso seja possível pensar em formas de aumentar o contexto narrativo para não apenas os confrontos principais. Quem sabe alguma possibilidade administrativa entre os confrontos (estilo aquele jogo antigo, Braveheart (para computadores pessoais)).

Cthulhu: The Cult Must Not Die by LaserPanzerWal 2020-05-10T19:16:16Z

Analysis...

1 - Mechanics, Learning and Flow: Very interesting the union between the idea of ​​protecting the base (so to speak) and the stories of H. P. Lovecraft. Even more so when the starting point is to be on the side of those who seek to summon him to our world. The gameplay was hindered due to the constant crash of the game (the music and gameplay suffered a lot with flaws of this type, but the game had the necessary solutions to not prevent it from going anyway). Learning to play took a while, I gradually understood movement, attack at the right time, pulling enemies or not while they attack other summoners, using the soul points to recover a little life and many other things. Learning took time, but it was enough to play; the question of becoming good at playing took longer (only towards the end I went to have new insights that could make the beginning easier). The game flow seemed to be quite balanced; I would like to play without so much crash, to experience the game flow in another way. I believe that many mechanical variants of physical attack (including ranged attack etc.) could be implemented to further enhance the experience in a post game jam version. I believe (also) that something like evoking smaller creatures with different abilities or even using some effect spells, could allow an extension of the project outside the event time.

2 - Graphics, Audio and Narrative: I really liked the graphics (I just believe that the camera could be improved in some way, I don't know if it would be the artist's responsibility). Maybe a minimap that could be used from time to time with mana (MP), I'm not sure. Something that could be tested. Another thing that could enrich the project would be a more stylized progress bar. I think the positioning of the clock that shows how much time between one wave and the other could be changed (it was quite complicated to look at it at times. If it were possible to pause the game between waves, it would be nice. I do. The narrative draws from external sources, so there is not so much to question at this point (especially for Ludum Dare's time). Increasing the game would probably be a work of narrative advancement, perhaps a reinterpretation of the evocation of several entities in the same scenario.

3 - Culture: The game is about the universe of H. P. Lovecraft; this already brings its own cultural load with its own standards and expectations. As a protection game (protection of the ritual), I think it was a very interesting piece. I believe that the game has everything to be polished and extended to the point of becoming known or passive to be delivered to the niche in question.

4 - Monetization: I think the game could sell in stores like Steam, and even in chapters, if it is possible to think of ways to increase the narrative context for not just the main clashes. Maybe some administrative possibility between the confrontations (like that old game, Braveheart (for personal computers)).

Mother Of Dragon by ceriseghost 2020-05-12T06:39:20Z

I liked very much. Evolving and protecting. :)

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Save the Fish by Duck Reaction 2020-04-23T20:34:00Z

Calma, peixe. Vamos tentar novamente...

Calm down, fish. Let's try again...

Fish-1.png

Save the Fish by Duck Reaction 2020-04-23T20:54:59Z

Avaliação...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica de seguir a sequência do estágio anterior, mas adicionando uma nova camada. Aprender não me foi muito trabalhoso, porque a cada tentativa temos retorno visual do que tentamos fazer, além de um texto explicando (creio que em alguns momentos com erros) no que erramos. O fluxo escala bem rápido (ao menos para mim), isso me deixa muito mais ansioso que entediado (realmente não me senti entediado em momento algum, e quero retornar para ver se consigo passar da quinta "camada").

2 - Gráficos, Áudio, Narrativa e Polimento: Os gráficos foram muito divertidos. O áudio muito engraçado. A narrativa não é o foco aqui. Polimento sempre pode ser feito, mas realmente não encontrei algo a ser apontado (considerando o tempo de Ludum Dare).

3 - Cultura: Por ser citado que o gênero do jogo fez alusão a outro jogo anterior, creio que tome partido por aumentar o número de peças de jogos derivados do anterior. O jogo não faz tanto sentido do ponto de vista de salvar um peixe (nem esperava isso, apenas ri bastante com tudo isso, hahahahahah).

4 - Monetização: Não sei o quanto o jogo poderia ser vendável, tomando pelo princípio de ser apenas um estágio (até agora).

Save the Fish by Duck Reaction 2020-04-23T20:55:07Z

Evaluation...

1 - Mechanics, Learning and Flow: The mechanics of following the sequence of the previous stage, but adding a new layer. Learning was not much work for me, because with each attempt we have visual feedback of what we try to do, in addition to a text explaining (I believe in some moments with errors) what we did wrong. The flow escalates very fast (at least for me), it makes me much more anxious than bored (I really didn't feel bored at all, and I want to return to see if I can get past the fifth "layer").

2 - Graphics, Audio, Narrative and Polishment: The graphics were really fun. The audio very funny. The narrative is not the focus here. Polishing can always be done, but I haven't really found anything to point out (considering Ludum Dare's time).

3 - Culture: As it was mentioned that the game genre alluded to another previous game, I believe that it takes sides by increasing the number of game pieces derived from the previous one. The game doesn't make much sense from the point of view of saving a fish (I didn't expect that, I just laughed a lot with all this, hahahahahah).

4 - Monetization: I don't know how much the game could be sold, assuming it was just a stage (until now).

Fighting Footwork by Wolfier 2020-04-22T23:50:17Z

Fighting.png

Fighting Footwork by Wolfier 2020-04-23T00:00:14Z

Avaliação...

1 - Mecânicas, Aprendizado e Fluxo: Estou um pouco confuso sobre como as coisas funcionaram (hahahah). Ao que entendi (julgando pelo conteúdo no jogo), você pode apertar botões no menu à esquerda (nem sempre funciona apertar ou há algum delay para processamento, sobre isso não pude ter certeza). Sua escolha combate a escolha da IA (num esquema similar ao pedra-papel-tesoura). Ao que vi no site da Ludum Dare, cada habilidade permite predeterminadas combinações após serem usadas (creio que simulando um combate). Seria interessante se existissem mais pistas dentro do jogo quanto ao funcionamento e quanto às combinações das habilidades (talvez uma janela flutuante com poucas palavras). Senti falta de feedback no áudio também (facilitaria para saber se estou esperando a IA ou se o click não foi processado). Tentei jogar seguindo a intuição do que seria o "lógico" em termos de combate (mesmo que isso não seja bem assim na prática), mas acabei perdendo (no nível intermediário). PS: O relógio não estava funcionando (não sei se foi problema com o meu computador). Tentarei jogar mais algumas partidas para ver se me perdi em alguma coisa.

2 - Gráficos, Áudio, Narrativa e Polimento: O jogo tem gráficos que fazem tentam transmitir as ideias usando texto, creio que seria bom ter iconografia trabalhada para transmitir ideias mais rapidamente (pode ser uma boa se continurem o projeto). Senti falta de efeitos sonoros e (sei que optaram por não fazer) uma trilha autoral (de qualquer forma gostei da trilha escolhida). O jogo não apresentou narrativa (também não parece carecer de uma a princípio, a menos que o sistema de combate em questão se torne ferramenta para um jogo maior posterior).

3 - Cultura: Uma vez os problemas sendo corrigidos (pelo vídeo notei que há funcionalidades que já devem ter sido corrigidas/implementadas); creio que o jogo faça referência a jogos com sistemas de combate. Quem sabe funcione como ferramenta para game design ou como sistema de combate para um jogo maior. Nesse sentido este jogo poderia ser visto como algo que colabore com sistemas de combate.

4 - Monetização: Creio que o jogo poderia monetizar caso se tornasse algo maior, por enquanto é um bom trabalho a nível experimental (ao meu ver). :)

Fighting Footwork by Wolfier 2020-04-23T00:00:31Z

Evaluation...

1 - Mechanics, Learning and Flow: I'm a little confused about how things worked (hahahah). As I understand it (judging by the content in the game), you can press buttons in the menu on the left (it doesn't always work to press or there is a delay for processing, I couldn't be sure about that). Your choice fights the choice of AI (in a scheme similar to rock-paper-scissors). From what I saw on the Ludum Dare website, each ability allows for predetermined combinations after being used (I believe simulating combat). It would be interesting if there were more clues within the game as to how they work and how to combine skills (perhaps a floating window with few words). I missed audio feedback as well (it would make it easier to know if I'm waiting for AI or if the click was not processed). I tried to play following the intuition of what would be "logical" in terms of combat (even if this is not so in practice), but I ended up losing (at the intermediate level). PS: The clock was not working (I don't know if it was a problem with my computer). I'll try to play a few more games to see if I got lost in something.

2 - Graphics, Audio, Narrative and Polishment: The game has graphics that try to convey the ideas using text, I think it would be good to have iconography worked to convey ideas more quickly (it can be a good thing if you continue the project). I missed sound effects and (I know they chose not to do) an authorial track (I liked the chosen track anyway). The game did not present a narrative (nor does it seem to lack one at first, unless the combat system in question becomes a tool for a later major game).

3 - Culture: Once the problems were corrected (through the video I noticed that there are features that must have been corrected / implemented); I think the game makes reference to games with combat systems. Maybe it works as a tool for game design or as a combat system for a bigger game. In that sense, this game could be seen as something that collaborates with combat systems.

4 - Monetization: I believe that the game could monetize if it became something bigger, for now it is a good job at the experimental level (in my opinion). :)

F.I.R.E. (Fel Ine Rescue Endeavors) by brenno263 2020-05-06T00:54:21Z

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. ^^ "

QUIT.png

F.I.R.E. (Fel Ine Rescue Endeavors) by brenno263 2020-05-06T01:03:30Z

Stage two! Gogogo!

L2.png

F.I.R.E. (Fel Ine Rescue Endeavors) by brenno263 2020-05-06T01:08:59Z

Oh, não. Meu machado foi parar dentro de uma sala trancada. Hahahahah.

Oh, no. My ax ended up inside a locked room. Hahahahah.

L2.png

F.I.R.E. (Fel Ine Rescue Endeavors) by brenno263 2020-05-06T01:12:22Z

It's hard. u.u

L2→L3.png

F.I.R.E. (Fel Ine Rescue Endeavors) by brenno263 2020-05-06T01:14:04Z

L3.png

F.I.R.E. (Fel Ine Rescue Endeavors) by brenno263 2020-05-06T01:29:00Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: O conceito mecânico ficou bastante interessante: subir até o topo do prédio, pegar o gato e descer com ele por dentro do prédio (resgatando). Não tive retorno total da utilidade de jogar móveis de um lado pra o outro (seria interessante saber se há mais o que fazer com eles). Aprender a jogar foi um pouco difícil, pois eu não tinha muita noção dos botões que eu poderia utilizar (seria interessante se após a tela de menu tivesse uma tela simples, apenas com os botões utilizáveis, já seria de muita ajuda, mesmo sem texto explicando). Apesar de difícil, eu consegui (após algumas mortes). Sobre o fluxo de jogo: considero difícil, não sei se era para sair correndo do jeito que eu saí, ou se caberia mais estratégia. A percepção que eu tive foi de que não seria fácil abrir caminho de forma mais tranquila. Talvez (em caso de continuidade do projeto) o ideal seja focar em fazer estágios com queima mais lenta e, assim, trabalhar de forma mais fluída a sessão de jogo de cada estágio.

2 - Gráficos, Áudio e Narrativa: Os gráficos foram simples, mas foram suficientes para transmitir os conceitos básicos. O áudio também foi simples, a música ficou boa para o tempo de game jam, mas um pouco enjoativa. Creio que seria bom repensar sobre como ela seria aplicada em caso de continuidade do projeto. A narrativa é simples e direta: salve o gato do prédio em chamas. Não há muito o que dizer sobre isso. O jogo não demanda foco narrativo muito desenvolvido além disso. A mecânica de salvamento parece suficiente para embasar a extensão do projeto.

3 - Cultura: Tanto salvamento, quanto desafios que unem tática e ação, foram base para o projeto (ao meu ver, no que diz respeito à cultura). Creio que possa servir como peça divertida em relação a isso. Se fosse ser mais responsável com tais salvamentos, creio que precisaria mudar a arte para colocar um bombeiro com as roupas adequadas e outros detalhes. :) Mas pode não ser o foco atual e nem mesmo o foco futuro do projeto.

4 - Monetização: Creio que o jogo venderia (caso polido e estendido) no itch.io ou stores similares.

F.I.R.E. (Fel Ine Rescue Endeavors) by brenno263 2020-05-06T01:29:16Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanical concept was very interesting: go up to the top of the building, pick up the cat and go down with him inside the building (rescuing). I have not had a full return on the usefulness of throwing furniture from side to side (it would be interesting to know if there is more to do with them). Learning to play was a little difficult, as I didn't have much idea of ​​the buttons I could use (it would be interesting if after the menu screen had a simple screen, with only the usable buttons, it would be of great help, even without text explaining ). Although difficult, I managed (after some deaths). About the game flow: I consider it difficult, I don't know if it was to run the way I did, or if there would be more strategy. The perception that I had was that it would not be easy to make way more smoothly. Perhaps (in case of continuity of the project) the ideal is to focus on making stages with slower burning and, thus, work more fluidly on the game session of each stage.

2 - Graphics, Audio and Narrative: The graphics were simple, but they were sufficient to convey the basic concepts. The audio was also simple, the music was good for the time of game jam, but a little sickening. I think it would be good to rethink how it would be applied in case of project continuity. The narrative is simple and straightforward: save the cat from the burning building. There is not much to say about this. The game does not require a highly developed narrative focus beyond that. The rescue mechanics seem sufficient to support the extension of the project.

3 - Culture: Both rescue and challenges that combine tactics and action were the basis for the project (in my view, with regard to culture). I think it can serve as a fun piece in this regard. If I were to be more responsible with such rescues, I think I would need to change the art to put a fireman in the right clothes and other details. :) But it may not be the current focus or even the future focus of the project.

4 - Monetization: I believe the game would sell (polished and extended case) on itch.io or similar stores.

Collect The Cores by TrogoQ 2020-05-05T20:40:46Z

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).

P1.png

Collect The Cores by TrogoQ 2020-05-05T23:14:25Z

F2.png

Collect The Cores by TrogoQ 2020-05-05T23:21:40Z

WIN.png

Collect The Cores by TrogoQ 2020-05-05T23:22:37Z

~~There was an error uploading the image and it was sent twice (or something like that).~~

Collect The Cores by TrogoQ 2020-05-05T23:52:57Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica é de um gênero bem-estabelecido (plataforma). O desafio consiste em coletar objetos em ordem sortida (ao que entendi das vezes que joguei), e (em seguida) entregá-los à máquina (de teletransporte). Achei interessante a ordem de coletar os objetos ser sortida, permitindo algum tipo de re-jogo. Outra ponto positivo, ao meu ver, foi a mecânica de carregar uma quantidade limitada de recursos por vez. O pulo não ficou totalmente ajustado, sendo possível pular a partir da parede (tive problemas similares no meu projeto, e creio que uma solução viável seja colocar colisor apenas na parte superior do chão, assim só permitiria pular novamente caso encoste nele, ou quem sabe usar raycast para verificar a distância para o chão). Outra coisa que também poderia ser melhor, a gravidade. Sei que o personagem foi teletransportado para um mundo estranho, talvez não baste fazer a aceleração na queda ser maior (para justificar tudo isso adequadamente). Então fica algo em aberto, para ser testado e balanceado (caso a equipe pretenda dar continuidade ao projeto após o tempo de Ludum Dare). Aprender a jogar foi algo simples, apesar de levar algum tempo para conseguir dominar o movimento do personagem do jogador (PdJ). O fluxo de jogo pode ser melhorado, pois uma vez tendo aprendido a jogar, não há desafio. Então é possível construir (após o tempo de game jam) um estágio simples, apenas para ensinar a jogar; para então cair em outros estágios (mais desafiadores). Creio que uma boa possibilidade de avanço do projeto (caso seja o pretendido pós evento), seria criar diversos níveis, como se o personagem nunca conseguisse teletranportar realmente para casa, mas ficasse vagando por todo o Universo. Divagando um pouco: quem sabe em alguns mundos o personagem fosse confrontado por raças repetidas e descobrisse uma trama de dominação galática e o motivo da falha nos teletransportes ser uma tentativa dele mesmo (no futuro) fazer ele resolver o problema antes que a Terra fosse destruída ou quem sabe de alguma raça mais frágil, pedindo ajuda. Hahahahah.

2 - Gráficos, Áudio e Narrativa: A música é simples, assim como os efeitos sonoros (ao meu ver), e funciona bem (em tempo de jam) para cumprir o papel. Os menus estão cortados e a HUD fora da tela (ao menos no meu computador), talvez seja uma boa ancorar as imagens de uma forma que sempre apareça (ou exportar para diferentes resoluções de alguma forma). A arte do personagem me faz lembrar de diversas referências, entretanto não faz um vínculo muito forte com alguma narrativa (então seria interessante avançar a narrativa ou deixar a arte mais característica/única). As demais artes gráficas podem ser polidas (foram do tempo de game jam). A narrativa tem muito que pode ser explorado em diversas formas. :)

3 - Cultura: Faz referência (acidental ou não) a diversas formas culturais que envolvem ficção científica e futurismo. Creio que um jogo bem-desenvolvido nesse sentido tem muito a contribuir de volta para a cultura. Bem como ter como aproveitar dessa cultura para encontrar o nicho (ou público-alvo).

4 - Monetização: O jogo sendo polido (graficamente, sonoramente, narrativamente e em termos de mecânica), bem como tendo seu conteúdo estendido, tem potencial de venda para stores como itch.io (a depender, até mesmo Steam). Como o gênero é bem-estabelecido, encontrar um diferencial se torna algo realmente importante neste caso.

Collect The Cores by TrogoQ 2020-05-05T23:58:25Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics are of a well-established genre (platform). The challenge is to collect objects in assorted order (as I understand it from the times I played), and (then) deliver them to the machine (teleportation). I found the order of collecting the objects interesting to be sorted, allowing some kind of replay. Another positive point, in my view, was the mechanics of loading a limited amount of resources at a time. The jump was not fully adjusted, being possible to jump from the wall (I had similar problems in my project, and I believe that a viable solution is to put a collider only on the top of the floor, so it would only allow jumping again if you touch it, or maybe use raycast to check the distance to the floor). Another thing that could also be better, gravity. I know that the character was teleported to a strange world, maybe it is not enough to make the acceleration in the fall be greater (to justify all this properly). Then something remains open, to be tested and balanced (if the team intends to continue the project after the time of Ludum Dare). Learning to play was simple, although it took some time to master the movement of the player's character (PC). The game flow can be improved, as once you have learned to play, there is no challenge. So it is possible to build (after the game jam time) a simple stage, just to teach you how to play; then fall into other (more challenging) stages. I believe that a good possibility of advancing the project (if it is the intended post event), would be to create several levels, as if the character never managed to really teleport home, but was wandering around the Universe. Rambling a little: maybe in some worlds the character would be confronted by repeated races and discover a plot of galactic domination and the reason for the failure in the teleports being an attempt by himself (in the future) to make him solve the problem before the Earth was destroyed or who knows of some more fragile race, asking for help. Hahahahah.

2 - Graphics, Audio and Narrative: The music is simple, just like the sound effects (as I see it), and it works well (in jam time) to fulfill the role. The menus are cut and the HUD off the screen (at least on my computer), it might be a good idea to anchor the images in a way that always appears (or export to different resolutions in some way). The character's art reminds me of several references, however it does not make a very strong link with any narrative (so it would be interesting to advance the narrative or make the art more characteristic/unique). The other graphic arts can be polished (they were from the time of game jam). The narrative has a lot that can be explored in different ways. :)

3 - Culture: It makes reference (accidental or not) to several cultural forms that involve science fiction and futurism. I think that a well-developed game in this sense has a lot to contribute back to the culture. As well as being able to take advantage of this culture to find the niche (or target audience).

4 - Monetization: The game being polished (graphically, narratively, in terms of mechanics and sound), as well as having its content extended, has potential to sell to stores like itch.io (depending, even Steam). As the genre is well established, finding a difference becomes something really important in this case.

Overjammed by Nachodlv 2020-05-03T03:19:27Z

Overjammed.png

Overjammed by Nachodlv 2020-05-03T03:24:17Z

Ovr2.png

Overjammed by Nachodlv 2020-05-03T03:28:46Z

Something seems wrong... Hahahahah.

Over3.png

Overjammed by Nachodlv 2020-05-03T03:43:31Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Você atua como o assistente de um grupo de game jam. A mecânica de apoio à produção é interessante, especialmente porque faz refletir um pouco sobre as necessidades de quem produz (o que permitiria expandir o escopo do projeto de vocês, em caso de continuidade pós LD46). As interações em geral foram fáceis de aprender (exceto a bolinha azul, que foi menos intuitiva um pouco, ou eu tive dificuldades de enxergar). De resto, ficou ótimo (ainda mais com comandos simples e a explicação das interações antes da sessão de jogo). O jogo realmente foi ficando mais difícil conforme eu aprendia (perdi uma vez, antes de vencer três consecutivas). Não tenho certeza (apesar da impressão), mas parecia que o jogo ficava mais difícil a cada vez que eu jogava (talvez seja só eu cansando de jogar, hahahahah).

2 - Gráficos, Áudio e Narrativa: Gostei bastante dos gráficos, especialmente da escolha da equipe em evidenciar os objetos com os quais se poderia realizar interações. A trilha sonora ficou divertida. Os efeitos sonoros ficaram adequados (para o tempo de Ludum Dare). Há pouco sobre narrativa além do que já conhecemos bem (um projeto em andamento durante o tempo limitado).

3 - Cultura: Nossa própria cultura (em participar de game jams, além da paixão por jogos, jogar-fazer-jogar-fazer). Creio que encontrar amantes de jogos como Game Dev Tycoon possa favorecer (em caso de continuidade e polimento/desenvolvimento do projeto).

4 - Monetização: Creio que o jogo possa vender, especialmente se o objetivo for viver várias jams, não apenas uma (repetindo num looping eterno). Acredito que (fora do tempo de evento), seria interessante (se for o objetivo) focar em algo assim. Creio que renderia narrativa e boas sessões de jogo (com uma penalidade diferente para a derrota).

Overjammed by Nachodlv 2020-05-03T03:44:06Z

Analisis...

1 - Mechanics, Learning and Flow: You act as the assistant to a game jam group. The mechanics of production support are interesting, especially because it makes you reflect a little on the needs of those who produce (which would allow you to expand the scope of your project, in case of continuity after LD46). The interactions in general were easy to learn (except for the little blue ball, which was a little less intuitive, or I had trouble seeing). Besides, it was great (even more with simple commands and an explanation of interactions before the game session). The game really got harder as I learned (I lost once, before winning three in a row). I'm not sure (despite the impression), but it seemed that the game got harder every time I played (maybe it's just me getting tired of playing, hahahahah).

2 - Graphics, Audio and Narrative: I really liked the graphics, especially the team's choice of highlighting the objects with which it could interact. The soundtrack was fun. The sound effects were adequate (for Ludum Dare's time). There is little about narrative beyond what we already know well (a project in progress for a limited time).

3 - Culture: Our own culture (in participating in game jams, in addition to the passion for games, play-produce-play-produce). I believe that finding lovers of games like Game Dev Tycoon can be beneficial (in case of continuity and polish / development of the project).

4 - Monetization: I think the game can sell, especially if the goal is to live several jams, not just one (repeating in an eternal loop). I believe that (outside the event time), it would be interesting (if it is the goal) to focus on something like that. I believe that it would yield narrative and good game sessions (with a different penalty for defeat).

First Day: Chicken Duty by ParadoxCrusader5 2020-05-06T05:52:52Z

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.

First Day: Chicken Duty by ParadoxCrusader5 2020-05-06T05:52:59Z

It is not easy to download the project, I think it is very heavy. Is it not taking more assets than it really needs to generate the project?

I once helped with a project at Unreal and we were generating with dozens of assets that we didn't even use (which came by default).

PS: Please ignore if you have mastery of the tool and it is not the case.

The Last Flower by Unimaginable_Code_Studios 2020-05-11T00:13:37Z

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.

Bug1.png

The Last Flower by Unimaginable_Code_Studios 2020-05-11T00:28:49Z

Finalmente concluí todos os estágios.

I finally completed all levels.

End.png

The Last Flower by Unimaginable_Code_Studios 2020-05-11T00:39:22Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: O jogo parte do pressuposto que você é um tipo de guerreiro gentil, que se dispõe a salvar a última flor. Primeiramente, parabéns por ter conseguido concluir seu jogo e por ter pedido dicas em relação à programação e à produção de jogos. Sobre a primeira imagem que eu coloquei, quero ressaltar que é possível colocar em código que a partir de determinada altura (caindo) é possível definir que o personagem morrerá (evitando o bug mais estranho que eu notei). Ao adicionar força ao personagem, seria interessante implementar uma variável que verifica se ele já pulou antes, isso impedirá de dar múltiplos pulos e de sair voando muito alto por apertar várias vezes para pular. Isso tudo desemboca em uma nova complicação de programar o pulo, mas é algo que passará a funcionar melhor/adequadamente. A câmera ser muito baixa na cena, acaba não combinando com atirar espadas, pois ao mirar para baixo, a gente pode acabar saindo da tela de jogo (se for no navegador). Aprender a jogar não foi muito difícil, mas há mecânicas que precisam ser polidas, pois deixa o jogo um pouco difícil (não de uma forma confortável). O fluxo de jogo precisa de algum balanceamento, em alguns estágios você praticamente começa destinado a morrer (quase não passei daquele estágio que exige que a gente saia correndo. De qualquer forma, novamente, parabéns. Ainda é um jogo com começo, meio e fim. Com diversos estágios. Com condições de vitória e derrota muito claras.

2 - Gráficos, Áudio e Narrativa: Vi que optou por não ser avaliado pela arte gráfica e pelo áudio, suponho que não sejam autorais. Então não há muito o que falar sobre a qualidade deles. Sobre a arte gráfica, diria que (em caso de continuidade do projeto) poderia fazer menus mais bonitos com a cara do jogo. A música, em termos de programação, pode ser melhor colocada, para ambientar de forma mais confortável, mexendo apenas no volume, em vez de recomeçar sempre a cada vez que se joga. Os efeitos sonoros estão com o volume um pouco alto no meu ponto de vista (acabam tomando um pouco o espaço da trilha sonora e se tornando repetitivos). Outra dica é fazer vários efeitos para a mesma ocorrência. No final das contas, terá de sortear entre os efeitos existentes a cada vez (por exemplo ter cinco diferentes barulhos de queda, para quando tocar o chão).

3 - Cultura: O jogo é um plataforma, com desafio a nível de projeto de nível e confronto de unidades inimigas. A ação parece ser o forte do jogo. Creio que valha a pena investir em diferentes inteligências para novas unidades inimigas (em caso de continuidade do projeto).

4 - Monetização: Creio que o jogo tenha muito caminho pela frente antes de pensar em monetização, entretanto, uma versão polida e estendida do jogo, com as devidas correções e arte autoral, poderia vender em stores como itch.io.

The Last Flower by Unimaginable_Code_Studios 2020-05-11T00:39:52Z

Analysis...

1 - Mechanics, Learning and Flow: The game assumes that you are a kind of gentle warrior, willing to save the last flower. First of all, congratulations on being able to complete your game and for asking for tips regarding programming and game production. About the first image that I put, I want to emphasize that it is possible to put in code that after a certain height (falling) it is possible to define that the character will die (avoiding the strangest bug that I noticed). When adding strength to the character, it would be interesting to implement a variable that checks if he has jumped before, this will prevent him from making multiple jumps and flying too high by pressing several times to jump. This all leads to a new complication of programming the jump, but it is something that will work better / properly. The camera is very low in the scene, it doesn’t match shooting swords, because when aiming downwards, we can end up leaving the game screen (if it is in the browser). Learning to play was not very difficult, but there are mechanics that need to be polished, as it makes the game a little difficult (not in a comfortable way). The game flow needs some balancing, in some stages you practically start destined to die (I barely got past that stage that requires us to run away. Anyway, again, congratulations. It is still a game with a beginning, middle and end. With several stages. With very clear victory and defeat conditions.

2 - Graphics, Audio and Narrative: I saw that you chose not to be evaluated by graphic art and audio, I suppose they are not copyrighted. So there is not much to talk about their quality. About graphic art, I would say that (in case of continuity of the project) I could make more beautiful menus with the game's face. The music, in terms of programming, can be better placed, to acclimatize more comfortably, changing only the volume, instead of always starting again each time you play. The sound effects are a little loud in my point of view (they end up taking up a bit of the soundtrack space and becoming repetitive). Another tip is to do several effects for the same occurrence. At the end of the day, you will have to draw among the existing effects each time (for example, having five different falling noises, for when you touch the floor).

3 - Culture: The game is a platform, with level design challenge and confrontation of enemy units. The action seems to be the forte of the game. I believe that it is worth investing in different intelligences for new enemy units (in case of project continuity).

4 - Monetization: I believe that the game has a long way to go before thinking about monetization, however, a polished and extended version of the game, with due corrections and authorial art, could sell in stores like itch.io.

Stellar Ride by agentrsdg 2020-05-12T19:20:19Z

~~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).

Still.png

Hahahahahah. First death we never forget. Hahahahahah.

OHNO.png

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).

AHH!.png

Error code: 107222 by emil0227 2020-05-12T16:41:19Z

It makes me a little/bit sad. Hahahahah.

OHNO.png

I'll write a review about the game...

Error code: 107222 by emil0227 2020-05-12T17:05:35Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Muito interessante a história do seu jogo. As interações me desafiaram um pouco (e o lado bom é que teve check-points). O fluxo de jogo não cresceu tanto em desafio, mas como primeira entrada em Ludum Dare está muito bacana.

2 - Gráficos, Áudio e Narrativa: A arte como um todo ficou interessante e ambientou bem a narrativa. A narrativa é o ponto forte do projeto e é contada de forma clara. Parabéns pela ambientação narrativa (e pelo plot-twist).

3 - Cultura: O jogo tem muito a ver com narrativas sobre ficção científica e questionamento da realidade (Matrix, Décimo Terceiro Andar, Ghost in the Shell etc).

4 - Monetização: Creio que o jogo precisaria de bastante extensão se formos pensar em monetizar (quem sabe implementar para smartphones permita vender ele mais facilmente). Parabéns!

Error code: 107222 by emil0227 2020-05-12T17:05:48Z

Analysis...

1 - Mechanics, Learning and Flow: Very interesting story of your game. The interactions challenged me a little (and the good thing is that there were check points). The game flow has not grown so much in challenge, but as a first entry in Ludum Dare it is very cool.

2 - Graphics, Audio and Narrative: Art as a whole was interesting and set the narrative well. The narrative is the strong point of the project and is told clearly. Congratulations on the narrative setting (and the plot-twist).

3 - Culture: The game has a lot to do with science fiction narratives and questioning reality (Matrix, Thirteenth Floor, Ghost in the Shell etc).

4 - Monetization: I think the game would need a lot of extension if we are going to think about monetizing (maybe implementing it for smartphones will allow you to sell it more easily). Congratulations!

Keep Him Alive by Convg 2020-05-12T14:01:51Z

Oh, no! Hahahahah.

Velho - 01.png

It is possible to stay outside the rooms fishing for enemies, as they stop following.

Velho - 02.png

Gogogo!

Velho - 03.png

Velho - 04.png

End.png

\o

Keep Him Alive by Convg 2020-05-12T14:18:31Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Gostei bastante de jogar este jogo, porque eu sinto falta de jogos nessa perspectiva mecânica de explorar masmorras (ao menos nesta Ludum Dare eu vi poucos assim, talvez por azar meu). Outro fator interessante, foi o "homem velho" ficar me seguindo. Eu não sei se ele se machuca, pois eu sempre morri antes de ter qualquer feedback sobre isso. Nesse sentido, creio que seria bom ter alguma noção sobre a saúde (pontos de vida, HP) dos personagens (senti muita falta disso). Gostaria que tivesse mais uso para o dinheiro, quem sabe no início de cada sala, com uma pequena loja para melhorar equipamentos (para ambos) e recuperar os pontos de vida. Outra possibilidade simples, seria ter um placar de pontuação (mundial), ou ao menos ter um placar com os próprios recordes. Em termos de aprendizado, o jogo ensinou rápido. Creio que apenas movimentar e atacar sejam formas simples e (ao mesmo tempo) interessantes de agir. Sem contar a questão estratégica de guiar o "homem velho". O fluxo de jogo me pareceu bastante desbalanceado, pois as unidades inimigas são muito rápidas e muito difíceis de desviar. Creio que "emburrecer" essas unidades poderia ser um passo interessante (quem sabe jogar uma moeda para elas irem ver do que se trata, ou poder se aproximar por trás andando lentamente segurando outro botão). Sei que mudaria bastante o gênero, mas seriam novas formas de interagir (caso pretendam dar continuidade ao projeto). Como mencionado em imagens acima, é possível enfrentar os inimigos sem se arriscar muito (na minha última tentativa, eu consegui avançar até o penúltimo nível sem maiores problemas, fazendo isso). Há dois ou três inimigos que não se movem (não sei se estão com bug, ou se eram para ser assim mesmo, ou se indicam alguma passagem secreta (o que também seria interessante)). A possibilidade de ter arma de ataque à distância também me agrada (arco e flecha, crossbow ou algo do tipo).

2 - Gráficos, Áudio e Narrativa: Os gráficos são bastante simples, mas são capazes de entregar a experiência pretendida. Senti falta de HUD para acompanhar os pontos de vida das unidades do jogador. Gostaria muito que tivesse áudio, com música ambiente de fundo bem distante. Talvez que o som aumentasse ou adicionasse uma camada sonora estando a meia sala de distância de qualquer confronto. Efeitos sonoros também fizeram muita falta (ao meu ver). Creio que poderia ter implementado para melhorar a experiência. Com diversos sons diferentes para cada tipo de golpe (para não ficar tão repetitivo). A narrativa é simples e direta, você tem uma unidade a ser protegida (homem velho) e deve avançar entre os estágios. Seria possível realizar o polimento disso. Em caso de continuidade do projeto, seu serviço poderia ficar atravessando diferentes pessoas com diferentes histórias e esses personagens poderiam ajudar e/ou atrapalhar nas masmorras. Além de conversarem e lhe pagarem (talvez isso avançasse a própria história do personagem do jogador (PdJ)).

3 - Cultura: Creio que o jogo converse bem com outros jogos com visão de cima no estilo RPG virtual (VRPG). O que me deixa na expectativa de jogar uma versão melhorada/polida/estendida/com som. Além disso, o jogo fala sobre cuidado (com outra pessoa). Então creio que seja um ponto forte, um potencial interessante para o projeto a nível cultural/social.

4 - Monetização: Com as extensões e os polimentos indicados, creio que o jogo poderia alcançar outro nível e se tornar algo vendável em stores como itch.io e outras.

Keep Him Alive by Convg 2020-05-12T14:18:56Z

Analysis...

1 - Mechanics, Learning and Flow: I really enjoyed playing this game, because I miss games in this mechanical perspective of exploring dungeons (at least in this Ludum Dare I saw few like that, maybe because of my luck). Another interesting factor was the "old man" following me. I don't know if he gets hurt, as I always died before I had any feedback on that. In that sense, I think it would be good to have some notion about the health (hit points, HP) of the characters (I missed it a lot). I would like it to have more use for the money, perhaps at the beginning of each room, with a small store to improve equipment (for both) and recover the life points. Another simple possibility would be to have a scoreboard (worldwide), or at least have a scoreboard with the records themselves. In terms of learning, the game taught fast. I believe that just moving and attacking are simple and (at the same time) interesting ways of acting. Not to mention the strategic issue of guiding the "old man". The game flow seemed very unbalanced, as the enemy units are very fast and very difficult to deflect. I think "dumbing down" these units could be an interesting step (who knows how to throw a coin so they can see what it is about, or be able to approach from behind by walking slowly holding another button). I know it would change the genre a lot, but it would be new ways of interacting (if they intend to continue the project). As mentioned in the images above, it is possible to face the enemies without taking too much risk (on my last attempt, I managed to advance to the penultimate level without any major problems, doing this). There are two or three enemies that don't move (I don't know if they have a bug, or if they were meant to be, or if they indicate a secret passage (which would also be interesting)). The possibility of having a ranged weapon also pleases me (bow and arrow, crossbow or something like that).

2 - Graphics, Audio and Narrative: The graphics are quite simple, but are capable of delivering the desired experience. I missed HUD to track the health of the player's units. I would very much like it to have audio, with background music in the distance. Perhaps the sound would increase or add a sound layer half a room away from any confrontation. Sound effects were also sorely missed (in my view). I think it could have been implemented to improve the experience. With several different sounds for each type of blow (not to be so repetitive). The narrative is simple and direct, you have a unit to be protected (old man) and you must advance between the stages. It would be possible to polish that. In case of continuity of the project, your service could be crossing different people with different stories and these characters could help and / or hinder the dungeons. In addition to talking and paying him (perhaps that would advance the player's own character (PC) story).

3 - Culture: I think the game talks well with other top-view games in the virtual RPG (VRPG) style. Which makes me look forward to playing an improved / polished / extended / sound version. In addition, the game talks about care (with someone else). So I think it is a strong point, an interesting potential for the project at a cultural / social level.

4 - Monetization: With the extensions and polishes indicated, I believe that the game could reach another level and become something salable in stores like itch.io and others.

Keep Him Alive by Convg 2020-05-12T14:38:19Z

\o

Untitled Mouse Game by Binney 2020-05-12T19:32:05Z

~~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.

WHH.png

Now that I've played the second level, I understand a lot more how I interact.

DOIS.png

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.

TRÊS.png

DI(e)NO(t) by Thibaud Ligneul 2020-04-23T22:15:20Z

Ainda não...

Not yet...

Dino-3.png

DI(e)NO(t) by Thibaud Ligneul 2020-04-23T22:35:44Z

Dino-S.png

DI(e)NO(t) by Thibaud Ligneul 2020-04-23T22:38:24Z

Avaliação...

1 - Mecânicas, Aprendizado e Fluxo: Bem, você tem uma barra de energia e pode gastá-la guiando seu conjunto atual de dinossauros na direção onde clicar. Além disso, os dinossauros possuem um comportamento de bando com alguns movimentos aleatórios (ao que entendi) e alguma pegada de bando (não sei se o aleatório é mais forte, ou se manter coesão é mais forte neste caso). Aprender a jogar foi muito simples, porque é um jogo de apenas um botão (para computador parece funcionar bem com a velocidade atual, ao menos se o objetivo for chegar apenas um pequeno grupo ao final). O jogo tem um fluxo mais para a ansiedade do que para o tédio (creio que isso o tenha tornado mais desafiador). Senti falta de alguma diversidade nas ameaças e no cenário de fundo (mas as skins dos dinossauros já foram algo interessante e característico). O final não teve uma tela de vitória (ao que entendi), foi tudo muito rápido e dei um clique errado e já reiniciei (infelizmente).

2 - Gráficos, Áudio, Narrativa e Polimento: Gostei muito da arte usada (infelizmente não vi diversidade de ameaças entre as eras). O que me deu impressão de um bando de titãs intergaláticos estarem tentando me impedir de vencer (hahahahah). O áudio ficou a cargo dos efeitos sonoros (uma trilha de fundo com base em cada período viria como algo bom, mas para tempo de Ludum Dare, creio que apenas uma já seria bacana, talvez com algum acréscimo de camada sonora ou mexendo no volume). A narrativa é simples: sobreviva. Hahahahahah. Seria possível ter como reproduzir e existirem micronarrativas entre as épocas, mas não seria trabalho para tempo de game jam.

3 - Cultura: Envolver dinossauros sempre traz algumas pessoas (é interesse de bastante gente saber mais sobre tais animais). Hahahahah. Se cada era tivesse um problema de extinção, poderia tirar mais proveito ainda do foco cultural. :)

4 - Monetização: Por ser um jogo de apenas um botão, creio que combine para ser vendido para celular.

DI(e)NO(t) by Thibaud Ligneul 2020-04-23T22:38:58Z

Evaluation...

1 - Mechanics, Learning and Flow: Well, you have an energy bar and you can spend it guiding your current set of dinosaurs in the direction you click. In addition, dinosaurs have a flock behavior with some random movements (as I understand it) and some flock footprint (I don't know if the random is stronger, or if cohesion is stronger in this case). Learning to play was very simple, because it is a one-button game (for computers it seems to work well at the current speed, at least if the goal is to reach only a small group at the end). The game has a flow more for anxiety than for boredom (I think that made it more challenging). I missed some diversity in the threats and the background (but the skins of the dinosaurs were already something interesting and characteristic). The end didn't have a victory screen (as I understand it), it was all too fast and I clicked wrong and restarted (unfortunately).

2 - Graphics, Audio, Narrative and Polishment: I really liked the art used (unfortunately I didn't see a diversity of threats between the ages). What gave me the impression that a bunch of intergalactic titans are trying to stop me from winning (hahahahah). The audio was in charge of the sound effects (a background track based on each period would come as a good thing, but for Ludum Dare's time, I think only one would be nice, maybe with some addition of sound layer or changing the volume) . The narrative is simple: survive. Hahahahahah. It would be possible to reproduce and have micronarratives between seasons, but it would not be work for game jam time.

3 - Culture: Involving dinosaurs always brings some people (it is in the interest of many people to know more about such animals). Hahahahah. If each era had an extinction problem, it could take even more advantage of the cultural focus. :)

4 - Monetization: Because it is a one-button game, I think it matches to be sold on mobile.

Don't Let The Samba Die by Pedro Cordeiro 2020-05-12T15:29:57Z

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).

BACK-PROBLEM.png

Estou escrevendo uma revisão/análise sobre o jogo.

I am writing a review/analysis about the game.

WHAT.png

DIFFICULT.png

Don't Let The Samba Die by Pedro Cordeiro 2020-05-12T15:48:23Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica consiste em manter as sequências, representando alguém que pega comida, bebida e anima a festa. Senti falta de maiores explicações sobre como jogar (apesar de ter entendido depois de jogar duas vezes). Nesse sentido, um tutorial facilitaria aprender a jogar. O fluxo de jogo é o esperado dessa categoria de jogo, entretanto tem um fator que nem sempre surge, que é a dublagem como forma de fixar a ordem das ações. Creio que impedir a interação fora do tempo de interação seria ideal (ao menos de apertar o botão para validar a sequência). Pois fica um pouco confuso se a gente está ou não inserindo uma entrada.

2 - Gráficos, Áudio e Narrativa: A arte gráfica tem uma estética muito agradável ao meu ver. O áudio está bacana (gostei da referência). A música também está bacana. A narrativa é simples, mantenha a festa viva, mantenha "o samba vivo" (não deixe o samba morrer).

3 - Cultura: Muito interessante a referência ao personagem "Seu Boneco" da "Escolinha do Professor Raimundo", hahahahahah. Há também referência cultural à frase "não deixe o samba morrer".

4 - Monetização: Creio que o projeto poderia ser estendido para diversas expressões culturais brasileiras e (assim) conseguir apoio de algum fundo cultural (como forma de monetizar).

Don't Let The Samba Die by Pedro Cordeiro 2020-05-12T15:48:34Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics consists of maintaining the sequences, representing someone who takes food, drink and animates the party. I missed further explanations on how to play (although I got it after playing it twice). In that sense, a tutorial would facilitate learning to play. The game flow is what is expected in this game category, however there is a factor that does not always arise, which is dubbing as a way of fixing the order of actions. I believe that preventing interaction outside the interaction time would be ideal (at least pressing the button to validate the sequence). Because it is a little confusing whether or not we are entering an entry.

2 - Graphics, Audio and Narrative: Graphic art has a very pleasant aesthetic in my view. The audio is cool (I liked the reference). The music is also cool. The narrative is simple, keep the party alive, keep "samba alive" (don't let samba die).

3 - Culture: Very interesting the reference to the character "Seu Boneco" from "Escolinha do Professor Raimundo", hahahahahah. There is also a cultural reference to the phrase "don't let samba die".

4 - Monetization: I believe that the project could be extended to several Brazilian cultural expressions and (thus) obtain support from some cultural fund (as a way of monetizing).

Save the Plant by burg113 2020-04-22T21:09:27Z

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).

Save the Plant.png

Save the Plant by burg113 2020-04-22T21:11:34Z

E quando voltei para jogar deu esta mensagem... Hahahahahah. Vou reiniciar o jogo.

And when I came back to play it gave this message... Hahahahaha. I will restart the game.

Game Over.png

Save the Plant by burg113 2020-04-22T21:41:33Z

Avaliação...

1 - Mecânicas, Aprendizado e Fluxo: Ao que entendi, você tem por objetivo manter-se vivo e manter a planta viva durante o fim dos tempos. Como o corte da tela foi severo (tanto no topo, quanto embaixo), não deu para saber se há uma HUD que me diz quais os próximos suprimentos conseguir. Ao que entendi a dificuldade não vai aumentando, mas suas armas vão mudando (ainda não consegui identificar o que faz as armas mudarem; se mudam com o tempo e depois param em determinada arma). Tirando tais problemas, o restante foi até simples entender (há alguns bugs sobre colisão, por exemplo: balas sendo paradas por coletáveis).

2 - Gráficos, Áudio, Narrativa e Polimento: O recorte dos colisores não coincide totalmente com os desenhos. Há alguns desenhos que eu não consegui entender exatamente o que pretendem representar (não sei se é fertilizante). Seria interessante ao pegar o item ter um retorno informativo mais eficiente (e polir as artes para serem melhor compreendidas). A narrativa se apresenta (apesar do corte superior da tela) de maneira simples e funcional. Os efeitos sonoros me pareceram adequados.

3 - Cultura: O tema de sobrevivência e manutenção de vida é algo bastante usado em diversas formas de arte e entretenimento (o jogo faz bom uso, ao meu ver). Poderia haver outros pontos de conexão com a cultura, para fortalecer o jogo como um todo e para trazer mais pessoas para dentro dele. Quem sabe variar o conteúdo de imagem da planta que está sendo cuidada possa permitir jogadores de diversos tipos conhecerem diversos tipos de plantas etc (isso fora do tempo de game jam).

4 - Monetização: Se o jogo for muito bem polido e tiver os bugs resolvidos, creio que possa ser vendido no Steam. Daí dependeria de uma boa abordagem publicitária (quer seja paga, quer envolva pesquisar o nicho no Facebook etc). Se os controles puderem ser migrados para uma forma automatizada, talvez possa vender para smartphones com outra forma de monetização.

Save the Plant by burg113 2020-04-22T21:41:52Z

Evaluation...

1 - Mechanics, Learning and Flow: As I understand it, you aim to stay alive and keep the plant alive during the end times. As the screen cut was severe (both at the top and bottom), I couldn't tell if there is a HUD that tells me what supplies to get next. As I understand it, the difficulty does not increase, but their weapons change (I still cannot identify what makes the weapons change; they change over time and then stop at a certain weapon). Apart from such problems, the rest was even simple to understand (there are some bugs about collisions, for example: bullets being stopped by collectibles).

2 - Graphics, Audio, Narrative and Polishment: The cutout of the colliders does not fully match the drawings. There are some drawings that I could not understand exactly what they intend to represent (I do not know if it is fertilizer). It would be interesting when picking up the item to have a more efficient informative feedback (and polish the arts to be better understood). The narrative presents itself (despite the upper section of the canvas) in a simple and functional way. The sound effects seemed adequate.

3 - Culture: The theme of survival and maintenance of life is something widely used in various forms of art and entertainment (the game makes good use, in my view). There could be other points of connection with the culture, to strengthen the game as a whole and to bring more people into it. Who knows, varying the image content of the plant being cared for can allow players of different types to get to know different types of plants, etc.

4 - Monetization: If the game is very polished and the bugs are resolved, I think it can be sold on Steam. Hence it would depend on a good advertising approach (whether it is paid, whether it involves searching the niche on Facebook etc). If controls can be migrated to an automated way, you may be able to sell to smartphones with another form of monetization.

Flippy Fish by Doot 2020-05-12T16:15:28Z

Estou escrevendo uma análise. :)

I'm writing an analysis. :)

WRITING.png

Flippy Fish by Doot 2020-05-12T16:21:28Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica é simples e fácil de aprender (pular e rolar para continuar vivo por mais tempo) (só é difícil dominar a jogabilidade). Um placar mundial seria muito bacana para esse tipo de jogo (após tempo de LD). O fluxo de jogo pareceu balanceado até onde joguei. :) Gostaria que surgissem novas interações com o tempo. Não entendi totalmente o propósito do botão "learn more", nos créditos. Gostaria que abrisse outra página em vez de tirar do jogo (não sei se deu erro aqui ou se era isso mesmo, hahahahah). :)

2 - Gráficos, Áudio e Narrativa: A arte gráfica ficou boa e bastante clara ao transmitir o conceito. A fonte tipográfica poderia ser melhorada em alguns pontos (apenas um ou outro caractere, que ficou meio ambíguo, "d" and "o"). Gostei bastante da trilha sonora (não colocaram para ser votada, então creio que não seja autoral ou totalmente autoral), de qualquer forma a escolha ficou boa. Especialmente divertida a música dos créditos (dentre outras trilhas e efeitos sonoros engraçados). Gostaria de sugerir que trabalhasse a subida e a descida do volume em vez de cortar a música na transição do menu (acredito que daria um efeito mais imersivo). :) A narrativa é simples e direta, sendo bem-humorada. Apenas sobreviva enquanto tentam lhe preparar (engraçada é a cara do peixe no final, quando perde, hahahahah).

3 - Cultura: Este jogo conversa com diversos outros jogos no que diz respeito ao desafio bem humorado e de pensamento rápido. Parabéns. \o Espero que o time continue o projeto após o tempo de evento.

4 - Monetização: Creio que o jogo (com a devida extensão de conteúdo e áudio autoral) poderia vender bem para smartphones. Hahahahah.

Flippy Fish by Doot 2020-05-12T16:21:46Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics are simple and easy to learn (jump and roll to stay alive longer) (it's just difficult to master the gameplay). A world scoreboard would be very nice for this type of game (after LD time). The game flow seemed balanced as far as I played. :) I would like new interactions to emerge over time. I didn't fully understand the purpose of the "learn more" button in the credits. I would like you to open another page instead of removing it from the game (I don't know if it was a mistake here or if it was that, hahahahah). :)

2 - Graphics, Audio and Narrative: The graphic art was good and very clear when transmitting the concept. The typeface could be improved in some points (just one or the other character, which became somewhat ambiguous, "d" and "o"). I really liked the soundtrack (they didn’t put it to vote, so I don’t think it’s authorial or entirely authorial), anyway the choice was good. The credits' music (among other tracks and funny sound effects) is especially fun. I would like to suggest that you work up and down the volume instead of cutting the music in the menu transition (I think it would give a more immersive effect). :) The narrative is simple and direct, being humorous. Just survive while trying to prepare it (funny is the face of the fish at the end, when it loses, hahahahah).

3 - Culture: This game talks to several other games regarding the humorous and quick-thinking challenge. Congratulations. \ o I hope the team continues the project after the event time.

4 - Monetization: I believe that the game (with the proper extension of content and authorial audio) could sell well for smartphones. Hahahahah.

Keep the Conversation Alive by Hearpaulroar 2020-05-12T06:43:56Z

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.

Helping¿.png

I wish there was a little more time to respond. Hahahahahah.

// Then I had an error (shortly after talking about "harem").

Harem.png

Resquack by SorgardTeam 2020-04-29T19:14:34Z

Duck.png

Resquack by SorgardTeam 2020-04-29T19:25:24Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Mecânica simples, direta e divertida de atravessar a rua para retornar escoltando (filhotes). Aprender a jogar (com os diversos tipos de cenário) foi rápido (só é difícil executar o que aprendeu, mas essa é a graça do jogo, hahahah). O fluxo de jogo está adequado (talvez alguns estágios gerados sejam mais difíceis que outros mesmo sendo do mesmo nível, talvez valha a pena dar uma olhada nisso fora do tempo de game jam).

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram engraçados e bem-feitos para o tempo de Ludum Dare (sendo possível manter assim, ou polir, a depender dos interesses de continuidade do projeto). O áudio vestiu bem ao jogo (seria interessante ter algo mais autoral em caso de continuidade). A narrativa consiste em algo direto e simples, não há muito o que dizer sobre isso.

3 - Cultura: O jogo parece partir do pressuposto "por que atravessou a rua", acho que isso pode facilitar atrair jogadores. Além de ser uma boa peça de humor, ao meu ver.

4 - Monetização: Creio que o jogo possa vender com propagandas (ou barato) para smartphones. Também é possível vender em stores como itch.io. Mais polimento e variação de conteúdo podem ser bem-vindos (inclusive como itens cosméticos ou variações cosméticas para ter mais jogos publicados ou vender dentro do jogo (microtransações)). Creio que um posicionamento de recordes mundiais também ajudaria. Se o jogo tiver limite de estágios (por não ter conseguido ir mais longe do que a imagem que eu coloquei (apesar de ter jogado mais vezes e chegado no mesmo nível)); creio que geração de desafio ou expansões no conteúdo de tempos em tempos possam ser boas estratégias.

Resquack by SorgardTeam 2020-04-29T19:26:14Z

Analysis...

1 - Mechanics, Learning and Flow: Simple, direct and fun mechanics to cross the street to return escorting (puppies). Learning how to play (with the different types of scenery) was quick (it is only difficult to execute what you have learned, but that's the fun of the game, hahahah). The game flow is adequate (perhaps some stages generated are more difficult than others even though they are at the same level, it might be worth looking at outside the game jam time).

2 - Graphics, Audio and Narrative: The graphics were funny and well-made for Ludum Dare's time (being possible to keep it that way, or polish, depending on the project's continuity interests). The audio suited the game well (it would be interesting to have something more authorial in case of continuity). The narrative consists of something direct and simple, there is not much to say about it.

3 - Culture: The game seems to be based on the assumption "why you crossed the street", I think this can make it easier to attract players. Besides being a good piece of humor, in my view.

4 - Monetization: I believe that the game can sell with advertisements (or cheap) for smartphones. It is also possible to sell in stores like itch.io. More polishing and variation of content may be welcome (including as cosmetic items or cosmetic variations to have more games published or sell within the game (microtransactions)). I think that setting world records would also help. If the game has a stage limit (for not being able to go further than the image I put (although I played more times and reached the same level)); I believe that generating challenges or expansions in the content from time to time can be good strategies.

Dog Walk Danger by Patrick1 2020-04-27T12:29:40Z

Dog Walk Danger.png

Dog Walk Danger by Patrick1 2020-04-27T12:51:42Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Realmente há bastante simplicidade da mecânica fundamental; há o lado positivo (ao meu ver): é possível diversificar bastante no formato dos estágios, implementar plataformas móveis, colocar desafios de tempo, desafios com check-points etc. A mecânica de jogar osso e o cachorro correr na direção do osso poderia ser desenvolvida (pós tempo de game jam); ao exemplo de colocar a mira de para onde o osso segue. Aprender a jogar não foi demorado, porque há uma tela inicial indicando os principais controles (ASDW e mouse). O fluxo de jogo pode ser polido, pois não vejo desafio tão distante entre os estágios (apesar de encontrar a descida ter sido um pouco difícil e apesar de percorrer curvas ter sido um pouco difícil também); para tempo de Ludum Dare foi suficiente, mas seria bacana (no caso de estender o projeto) criar uma progressão no desafio (indo de mais simples que o atual primeiro nível, até mais difícil e desafiador em estágios futuros).

2 - Gráficos, Áudio, Narrativa e Polimento: Os gráficos foram muito simples, tendo funcionado para passar o conceito. Para uma possível continuidade eu sugeriria uma modelagem que permitisse colisões melhores e saltos naturais da parte do cão (acho que seria positivo). Acabei imaginando formas de ter outros animais com pequenas diferenças mecânicas. O áudio fez o papel (ainda mais em tempo de jam). Creio que seria interessante polir essa parte e ir mudando a trilha de acordo com os estágios ou com partes do estágio. A narrativa foi simples: alguém guiando um cão até a comida, evitando a morte dele (e de si). Caberia uma narrativa mais trabalhada com mais tempo para produzir e entregar; mas com a narrativa atual já temos algo compreensível e (até mesmo) que gere algum tipo de aproximação com o jogador.

3 - Cultura: Cuidar de pets (em específico de cães) é algo que cativa muitas pessoas. Portanto é mais fácil (eu creio) encontrar nicho em redes sociais (ao exemplo de grupos de interesse no Facebook); para os quais entregar o projeto. Além disso, há uma pegada de ação e "encontre o caminho certo", o que pode atrair outras pessoas. Se o projeto for para frente, creio que ele terá algo a prover para essas pessoas do ponto de vista cultural e de entretenimento.

4 - Monetização: Com o jogo polido seria possível colocar ele para jogadores dos nichos. Creio que para expandir, seria interessante um modelo de vendas com pets de diversas espécies (gratuito para jogar, monetizando com propagandas, talvez, ou muito barato) e formas de adquirir skins interessantes e (até mesmo) liberar novos animais jogáveis. Acredito que (nesse caso) seria interessante entregar novos estágios de tempos em tempos.

Dog Walk Danger by Patrick1 2020-04-27T12:52:30Z

Analysis...

1 - Mechanics, Learning and Flow: There really is a lot of simplicity in fundamental mechanics; there is the positive side (in my opinion): it is possible to diversify a lot in the format of the internships, implement mobile platforms, pose time challenges, challenges with checkpoints etc. The mechanics of playing bone and the dog running towards the bone could be developed (after game jam time); to the example of placing the crosshairs where the bone goes. Learning how to play did not take long, because there is a home screen indicating the main controls (ASDW and mouse). The game flow can be polished, as I don't see a challenge so far between the stages (although finding the descent was a little difficult and despite going through corners it was a little difficult too); for Ludum Dare's time it was enough, but it would be nice (in case of extending the project) to create a progression in the challenge (going from simpler than the current first level, even more difficult and challenging in future stages).

2 - Graphics, Audio, Narrative and Polishment: The graphics were very simple, having worked to convey the concept. For possible continuity I would suggest a model that allows better collisions and natural jumps on the part of the dog (I think it would be positive). I ended up imagining ways to have other animals with small mechanical differences. The audio played the role (even more in jam time). I think it would be interesting to polish that part and change the track according to the stages or parts of the stage. The narrative was simple: someone guiding a dog to the food, avoiding the death of him (and himself). A narrative would be more worked with more time to produce and deliver; but with the current narrative we already have something understandable and (even) that generates some kind of approximation with the player.

3 - Culture: Taking care of pets (specifically dogs) is something that captivates many people. So it is easier (I believe) to find a niche on social networks (like interest groups on Facebook); to whom to deliver the project. In addition, there is an action footprint and "find the right path", which can attract other people. If the project goes forward, I believe that it will have something to provide for these people from a cultural and entertainment point of view.

4 - Monetization: With the polished game it would be possible to place it for niche players. I believe that to expand, it would be interesting to have a sales model with pets of different species (free to play, monetizing with advertisements, perhaps, or very cheap) and ways to acquire interesting skins and (even) release new playable animals. I believe (in this case) it would be interesting to deliver new stages from time to time.

Dungeon Farmer by TheQiwiBoy 2020-04-24T15:22:10Z

Tem um fim?

Has an end?

Farmer.png

Dungeon Farmer by TheQiwiBoy 2020-04-24T15:31:51Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica é bem simples, mate todas as aranhas e continue vivo. Infelizmente não há uma finalização (ao menos não até a pontuação que eu consegui). Senti falta disso para ter um objetivo claro e factível. Aprender a jogar também foi algo rápido, logo percebi que o mouse seria suficiente para jogar. Também pude notar que as ondas de aranhas se aproximando tinham um padrão de proximidade (permitindo o jogo ser sempre possível de avançar). Nesse sentindo, o fluxo é basicamente de desafio de dor no braço de tanto girar o cursor do mouse (hahahahah). Isso não é realmente um problema. Sugiro nesse sentido que diminua um pouco a velocidade de chegada das aranhas (ao menos no começo, para depois aumentar um pouco). Também creio que seja uma boa adicionar outros monstros (quem sabe alguns com comportamento aleatório pela tela, outros que pulem para trás caso a arma esteja apontada para eles e eles estejam longe ainda etc). Caso seja possível, criar estágios, cada estágio com uma onda diferente de inimigos etc.

2 - Gráficos, Áudio, Narrativa e Polimento: Os gráficos precisam de bastante polimento, entretanto são suficientes para transmitir a ideia. O áudio é agradável (mas depois de bastante tempo é cansativo), então poderia ser interessante ter alguns efeitos sonoros para complementar (e alterar entre estágios, se o objetivo for fazer lago fora do tempo de Ludum Dare). A trilha lembra mais mistério que ação (então dá a impressão que algo pode ser descoberto, não sei se há tal intenção). A narrativa é simples e ingênua (isso não é problema). Se achar interessante continuar o projeto, sugiro que adicione mais narrativa.

3 - Cultura: O jogo me faz crer que faz uso do imaginário infantil e de desafios de pura ação. Nesse sentido polir e expandir esse projeto pode promover algo muito positivo culturalmente (ao menos no meu ponto de vista).

4 - Monetização: Se o jogo for muito bem polido e tiver muitos estágios, poderia vender no Steam (ou outras stores similares). Se o jogo for entregue como está (ou com poucos polimentos) creio que seria possível monetizar um pouco no itch.io ou outras stores similares.

Dungeon Farmer by TheQiwiBoy 2020-04-24T15:32:20Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics are very simple, kill all the spiders and stay alive. Unfortunately there is no submission (at least not until the score I got). I missed that to have a clear and doable goal. Learning to play was also quick, so I realized that the mouse would be enough to play. I also noticed that the waves of spiders approaching had a pattern of proximity (allowing the game to always be possible to advance). In this sense, the flow is basically a challenge of pain in the arm from turning the mouse cursor so much (hahahahah). This is not really a problem. In this sense, I suggest that the spiders' arrival speed decrease a little (at least in the beginning, and then increase a little). I also think it is a good idea to add other monsters (maybe some with random behavior on the screen, others that jump back if the weapon is pointed at them and they are still far away etc). If possible, create stages, each stage with a different wave of enemies, etc.

2 - Graphics, Audio, Narrative and Polishment: The graphics need a lot of polish, however they are enough to convey the idea. The audio is nice (but after a long time it is tiring), so it might be interesting to have some sound effects to complement (and change between stages, if the goal is to make a lake outside Ludum Dare's time). The track resembles more mystery than action (so it gives the impression that something can be discovered, I don't know if there is such an intention). The narrative is simple and naive (this is not a problem). If you find it interesting to continue the project, I suggest you add more narrative.

3 - Culture: The game makes me believe that it uses children's imagination and challenges of pure action. In this sense, polishing and expanding this project can promote something very positive culturally (at least in my point of view).

4 - Monetization: If the game is very polished and has many stages, it could sell on Steam (or other similar stores). If the game is delivered as is (or with little polish) I think it would be possible to monetize a little on itch.io or other similar stores.

Gerald's dog by Ikrad 2020-05-06T21:09:24Z

Oh, no...

Dogied.png

Gerald's dog by Ikrad 2020-05-06T21:18:42Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Foi difícil começar a jogar porque o jogo funciona em poucos navegadores (mas consegui, no final das contas, hahahah). A mecânica é baseada em cuidar de um pet, alimentar, levar para passear e viver em função de cuidar dele (trabalhar e fazer compras). Creio que um pouco mais de feedback poderia ajudar (como um mostrador para como estão as necessidades do pet, ou efeitos sonoros ou visuais que mostrem quando ele precisa de algo). Aprender a jogar foi relativamente claro (só faltou retorno de informação mesmo). O fluxo de jogo não ficou tão claro, porque eu não sabia se havia alguma avanço na direção de condição de vitória (apesar de ser intuitivo que há condição de derrota (inclusive perdi)). Creio que fica como sugestão de melhoria aumentar esse tipo de informação para o jogador. O controle do personagem falhou às vezes (não sei se é culpa do navegador, do flash ou do meu computador, mas só tive tais falhas neste jogo até o momento). Um dos minijogos (alimentar) ficou confuso. Não sei se o objetivo era acertar o cão com o osso ou escapar dele. Se demorar alimentar me faria perder energia (faltou algum feedback nisso também). Passear foi mais claro, mas muito mais difícil. Algumas vezes era basicamente impossível evitar chocar com outros cães na contramão.

2 - Gráficos, Áudio e Narrativa: Os gráficos foram extremamente simples, mas passaram a maioria dos conceitos (aumentaria a passagem de informação de algumas coisas, mas está bom para tempo de game jam). O fundo sonoro ficou legal, mas faltaram efeitos sonoros em alguns pontos (com o tempo a música vai se tornando um pouco desagradável também, mas nada que polimentos fora do tempo de evento não consigam resolver). A narrativa não foi o foco, apesar de estar bem claro que é "cuidar do animal". Então não há muito o que falar por agora. Se a ideia for continuar o projeto, uma coisa bem simples seria dar um pouco mais de personalidade aos personagens. :)

3 - Cultura: Cuidar de pets é algo que chama bastante atenção cultural; tanto por ser algo educacional, quanto por fazer sentido para muita gente. Creio que o jogo possa ser evoluído partindo de conceitos assim (ou de outros, como o humor etc). Tirando proveito dessas facilidades para encontrar o nicho de jogadores.

4 - Monetização: Creio que o jogo em estado polido e estendido poderia ser vendido em stores como itch.io.

Gerald's dog by Ikrad 2020-05-06T21:19:25Z

Analysis...

1 - Mechanics, Learning and Flow: It was difficult to start playing because the game works on a few browsers (but I managed, after all, hahahah). Mechanics are based on taking care of a pet, feeding, taking them for walks and living in order to take care of them (work and shop). I think a little more feedback could help (like a display for how the pet’s needs are, or sound or visual effects that show when he needs something). Learning to play was relatively clear (there was only a lack of feedback). The flow of the game was not so clear, because I did not know if there was any progress towards victory condition (although it is intuitive that there is a defeat condition (even lost)). I think it is a suggestion for improvement to increase this type of information for the player. The character control failed at times (I don't know if it's the fault of the browser, the flash or my computer, but I've only had such flaws in this game so far). One of the mini-games (food) was confused. I don't know if the goal was to hit the dog with the bone or escape it. Taking too long to feed would make me lose energy (some feedback was lacking in that too). Walking was clearer, but much more difficult. Sometimes it was basically impossible to avoid hitting other dogs against the grain.

2 - Graphics, Audio and Narrative: The graphics were extremely simple, but they passed most of the concepts (it would increase the information flow of some things, but it is good for game jam time). The sound background was cool, but there was a lack of sound effects in some points (over time the music becomes a little unpleasant too, but nothing that polishing outside the event time can't solve). The narrative was not the focus, although it is very clear that it is "taking care of the animal". So there's not much to talk about right now. If the idea is to continue the project, a very simple thing would be to give the characters a little more personality. :)

3 - Culture: Taking care of pets is something that draws a lot of cultural attention; both for being educational and for making sense to many people. I believe that the game can be evolved based on concepts like this (or others, such as humor, etc.). Taking advantage of these facilities to find the niche of players.

4 - Monetization: I believe that the game in a polished and extended state could be sold in stores like itch.io.

Plox by GammaFlight 2020-04-27T20:00:24Z

Oh, não! Oh, no!

Hahahahahahahah.

OhNo.png

Plox by GammaFlight 2020-04-27T20:03:46Z

PLOX.png

Plox by GammaFlight 2020-04-27T20:10:25Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: As mecânicas são bem simples, substituir um espaço em branco por um quadrado pisável (ou que serve para fazer pular). Apagar blocos (vermelhos) que atrapalham a passagem (gostaria de ter como apagar os demais também, hahahahah). Infelizmente não ter botão de reinício, não ter opção de pular a introdução (entre outros controles) é um pouco ruim para o jogador que falha (precisa atualizar a página (ou reiniciar o jogo, ao que entendi). Aprender tem esse empecilho de reiniciar, mas não é difícil (tem que conseguir ler o tutorial e pensar rápido, apenas). O fluxo de desafios não está realmente estabelecido, ao meu ver este poderia ser o tutorial para aprender as mecânicas básicas e o jogo ter muitos estágios baseados em diversas combinações etc.

2 - Gráficos, Áudio, Narrativa e Polimento: A arte visual é minimalista e se presta a transmitir o puzzle/desafio de forma imediata, para que o jogador possa pensar rápido sem distrações. Nesse sentido a arte é suficiente. O áudio frenético é também divertido (apesar de levemente repetitivo). Senti alguma falta de um ou outro efeito sonoro (mas teria de ser colocado de forma harmoniosa). A narrativa é engraçada.

3 - Cultura: Bebe da fonte de diversos jogos com arte minimalista (querendo ou não), e isso é uma coisa boa. Sendo possível (em caso de polimento e aumento de conteúdo etc) que o jogo se torne um bom exemplar desse nicho. O nicho também pode ser usado como forma de procurar possíveis jogadores (ao exemplo de páginas em redes sociais, grupos etc); isso se a equipe quiser dar continuidade.

4 - Monetização: Para o jogo monetizar, creio que teria que expandir bastante em termos de nível (daí talvez vendesse no itch.io ou mesmo com propaganda entre estágios para smartphones).

Plox by GammaFlight 2020-04-27T20:11:18Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics are quite simple, replacing a blank space with a touchable square (or used to make jumping). Erase (red) blocks that hinder the passage (I would like to erase the others too, hahahahah). Unfortunately not having a restart button, not having the option to skip the introduction (among other controls) is a little bad for the player who fails (needs to refresh the page (or restart the game, as I understand it). Learning has this obstacle to restart, but it is not difficult (you just have to be able to read the tutorial and think fast). The flow of challenges is not really established, in my opinion this could be the tutorial to learn the basic mechanics and the game to have many stages based on different combinations etc.

2 - Graphics, Audio, Narrative and Polishment: Visual art is minimalist and lends itself to transmitting the puzzle / challenge immediately, so that the player can think fast without distractions. In that sense, art is sufficient. The frantic audio is also fun (although slightly repetitive). I missed some sound effect or other (but it would have to be put in a harmonious way). The narrative is funny.

3 - Culture: Drink from the source of several games with minimalist art (like it or not), and that's a good thing. It is possible (in case of polishing and increasing content, etc.) that the game becomes a good example of this niche. The niche can also be used as a way to search for possible players (like social media pages, groups, etc.); this if the team wants to continue.

4 - Monetization: For the game to monetize, I think it would have to expand a lot in terms of level (then maybe it would sell on itch.io or even with inter-stage advertising for smartphones).

Anti-Matter by MikDionio 2020-05-12T14:35:05Z

Joguei de novo e eu estou escrevendo uma análise.

I played again and I am writing an analysis.

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Anti-Matter by MikDionio 2020-05-12T15:05:53Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Gostei bastante de jogar, só achei muito difícil. Hahahahahah. Aprender a jogar é bem simples, uma vez que apenas é preciso controlar o mouse. O fluxo de jogo é frenético, isso deixa a gente se sentindo incapaz de avançar muito (mas quando a gente consegue, a gente se sente bem). Eu creio que algo que poderia melhorar a experiência, seria a capacidade (ao passar algum tempo) de usar um energizador que permite o tempo passar mais devagar (para todos), assim o jogador pode pensar melhor de vez em quando em como fazer as coisas se moverem.

2 - Gráficos, Áudio e Narrativa: Os gráficos são bastante simples, mas são suficientes para passar a ideia do projeto. Além disso, possuem estética confortável de se ver. Como os produtores optaram por não serem avaliados pelo áudio, creio que não tenha sido um trabalho totalmente autoral, então não há muito o que falar sobre isso. Apenas reitero que se for implementar algo no sentido de "câmera lenta", uma boa coisa seria passar um filtro sonoro nesse momento. O foco do projeto não está na narrativa, apesar de ela existir de forma simples e direta (envolvendo existência do universo, matéria e anti-matéria (ao que entendi)).

3 - Cultura: Une tópicos de futurismo, Ciência, ficção científica com mecânicas de simulação bidimensional de física com ação e arcade. Creio que seja uma união muito interessante de tópicos. Poderia reforçar o caráter arcade com uma tabela de pontuação (mundial), para as pessoas competirem (para isso o fluxo de jogo precisaria ser menos frenético, ao meu ver, hahahahahah).

4 - Monetização: Imagino que precisaria da adição de diversas mecânicas e bastante polimento. Creio que o jogo poderia ser colocado em um site com propaganda para monetizar dessa forma, ou mesmo adaptado para smartphones e vender com propaganda entre estágios (podendo ter não apenas um formato infinito de pontuação mundial, mas também estágios com novas mecânicas).

Anti-Matter by MikDionio 2020-05-12T15:06:19Z

Analysis...

1 - Mechanics, Learning and Flow: I really enjoyed playing, I just found it very difficult. Hahahahahah. Learning to play is very simple, since you only need to control the mouse. The flow of the game is frantic, it leaves us feeling unable to progress much (but when we succeed, we feel good). I believe that something that could improve the experience, would be the ability (when spending some time) to use an energizer that allows time to go more slowly (for everyone), so the player can think better from time to time on how to do things move.

2 - Graphics, Audio and Narrative: The graphics are quite simple, but they are sufficient to convey the idea of ​​the project. In addition, they have a comfortable aesthetic to see. As the producers chose not to be evaluated by the audio, I believe that it was not a totally authorial work, so there is not much to talk about. I just reiterate that if you are going to implement something in the sense of "slow motion", a good thing would be to pass a sound filter at that moment. The focus of the project is not on the narrative, although it exists in a simple and direct way (involving the existence of the universe, matter and anti-matter (as I understand it)).

3 - Culture: It unites topics of futurism, science, science fiction with mechanics of two-dimensional physics simulation with action and arcade. I think it is a very interesting union of topics. I could reinforce the arcade character with a (worldwide) scoreboard, for people to compete (for that the game flow would need to be less frantic, in my view, hahahahahah).

4 - Monetization: I imagine that it would need the addition of several mechanics and a lot of polishing. I believe that the game could be placed on a website with advertising to monetize in this way, or even adapted for smartphones and sell with advertising between stages (it can have not only an infinite format of world scoring, but also stages with new mechanics).

CampFire by MatheusBorba 2020-04-23T04:14:42Z

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

CampFire by MatheusBorba 2020-04-23T04:15:21Z

Evaluation...

1 - Mechanics, Learning and Flow: As I understand it, the game is based on searching for materials that are becoming increasingly scarce (because they are ending and because it is getting more and more difficult and distant to find). I must admit that in the first ten attempts I was unable to find wood (luckily someone in the comments revived my spirit in finding wood, hahahahah). The camera doesn't really help and the fire has spent even when the match doesn't start. To make the game less difficult, it might be interesting to be able to collect several wooden units in each collection and to be able to store and spend gradually pressing a button (or clicking on the fire), so it would be possible to waste less (who knows); or burn beyond the edge of the fire. I was curious to know if the game would end, unfortunately I haven't finished yet (I don't know if it's my impression, but between games the clock was renewed, but the wood was not (I may be mistaken)). Learning how to play was quick, once I found the resource (character carrying one at a time, going back and forth). The flow of the game made me anxious at first and had a psychological ambience (but after playing it several times it was decreasing a little (except for some peaks of fear)).

2 - Graphics, Audio, Narrative and Polishment: The models were very good. Despite the howling loop breaking my immersion a little (not the first few times), I also really liked the music. If the clock is really important, I think it would be good (in time after game jam) to polish to give more feedback on the progress of the progress (I believe that the objective is to survive for a certain time). Also (out of Ludum Dare's time): I would pay attention to the outline of the fire bar. As the rest of the art is very bad, I believe that it can be improved in some points. As the guy goes out in the cold to catch fire, I want to believe that he is doing this not only by himself (it would be nice if in the narrative he was helping someone else in the house); maybe he had his own temperature bar in this case, which would recharge separately in relation to the time of fire (just a loose idea), hahahahah.

3 - Culture: In my view, the game makes reference to certain cultures where the people must keep the fire burning during the winter time in order to avoid a "bad year", in addition to making direct reference to maintaining the same fire. I believe that the environment, in communion with the character (lumberjack style) and the howling, refer to something between terror and loneliness, and may favor doing more culturally related things from the same work (if it is in the team's interest to continue) . If the game goes on, invite me to play again, I would be happy to give more feedbacks.

4 - Monetization: The game being a little better polished, I think it would sell on itch.io and others. If you have a reconstruction in game design and (perhaps) a narrative increment, you can sell more. If you build a Facebook page, invite me to like it. \o

Chabones Argentinos bizarre adventure by Juan Ignacio Ranedo 2020-04-23T19:41:57Z

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Chabones Argentinos bizarre adventure by Juan Ignacio Ranedo 2020-04-23T19:43:27Z

Um "tower defense" ofensivo? Hahahahahah.

An offensive tower defense? Hahahahahahah.

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Chabones Argentinos bizarre adventure by Juan Ignacio Ranedo 2020-04-23T19:53:18Z

Avaliação...

1 - Mecânicas, Aprendizado e Fluxo: Ao que entendi trata-se de um "tower defense". Até consegui estabelecer algumas "torres", mas não consegui distinguir bem os custos, o que eu estava selecionando, o dano e o tipo de dano de cada torre. Seria interessante fortalecer esse ponto para melhorar a transmissão da mecânica e favorecer o aprendizado. Ao que entendi, aos poucos vinham ondas de inimigos que me causavam dano caso chegasse até o povo (ou um bairro), não entendi totalmente. Achei divertido; infelizmente acabou sem acabar, eu venci os inimigos, não vieram mais, e eu ainda tinha vida e algum dinheiro.

2 - Gráficos, Áudio, Narrativa e Polimento: Há colagens de imagens de pessoas públicas, creio que o foco era humor e crítica social (como conheço pouco a realidade, apesar da proximidade dos países, então não tenho muito o que questionar sobre as escolhas para ícones de poder etc). Senti falta de áudio para dar algum feedback e para ambientar o jogo (quem sabe poderia mostrar sobre pontos de vida a partir de um bom trabalho de áudio (isso quando falamos das entidades inimigas e de "quando virá a próxima onda de inimigos")). A narrativa parece tentar tirar proveito da situação política argentina. Muito poderia ser feito em termos de polimento, caso a equipe pretenda estender o projeto. :)

3 - Cultura: Creio que o jogo tenha forte apelo humorístico à crítica política (ao menos é o que parece "de longe da situação"). Toma proveito da situação e, ao mesmo tempo, serve como peça crítica.

4 - Monetização: Não vejo como esse jogo monetizaria, a menos que tivesse um fluxo de estágios bem desenvolvido e vendesse através de propagandas (mas daí as colagens com imagens de políticos poderiam gerar processos, daí talvez coubesse usar caricaturas etc).

Chabones Argentinos bizarre adventure by Juan Ignacio Ranedo 2020-04-23T19:53:30Z

Evaluation...

1 - Mechanics, Learning and Flow: As I understand it is a "tower defense". I even managed to establish some "towers", but I couldn't quite distinguish the costs, what I was selecting, the damage and the type of damage for each tower. It would be interesting to strengthen this point to improve the transmission of mechanics and favor learning. As I understood it, little by little waves of enemies came that would do me harm if I reached the people (or a neighborhood), I didn't fully understand. I found it amusing; unfortunately it ended without ending, I defeated the enemies, they didn't come anymore, and I still had life and some money.

2 - Graphics, Audio, Narrative and Polishment: There are collages of images of public people, I believe that the focus was humor and social criticism (as I know little about reality, despite the proximity of countries, so I don't have much to question about the choices for icons of power, etc.). I missed audio to give some feedback and to set the game in motion (who knows, I could show you life points based on good audio work (when we talk about enemy entities and "when the next wave of enemies will come")) . The narrative seems to try to take advantage of the Argentine political situation. Much could be done in terms of polishing, if the team intends to extend the project. :)

3 - Culture: I think the game has a strong humorous appeal to political criticism (at least that's what it looks like "from a distance"). It takes advantage of the situation and, at the same time, serves as a critical piece.

4 - Monetization: I don't see how this game would monetize, unless it had a well-developed internship flow and sold through advertisements (but then the collages with images of politicians could generate processes, so maybe it would be up to using caricatures, etc.).

Hot Day by sypdev 2020-04-28T01:39:26Z

Is this really necessary?

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Hot Day by sypdev 2020-04-28T14:12:40Z

@sypdev, thanks. :) Downloaded.

Hot Day by sypdev 2020-04-29T14:30:06Z

Em partes do estágio, uma releitura interessante do projeto de estágio do Toy Story 2 (escolhas de mobília e algumas referências). PS: Ainda estou em processo de escrita para uma análise completa.

In parts of the level, an interesting reinterpretation of the Toy Story 2 level design (furniture choices and some references). PS: I am still in the process of writing for a complete analysis.

Hot Day by sypdev 2020-04-29T14:47:31Z

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Hot Day by sypdev 2020-04-29T14:54:55Z

Estágio/Nível um completo!

Stage/Level one complete!

Gogogo!

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Hot Day by sypdev 2020-04-29T15:22:48Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Avançar através dos níveis evitando ficar muito tempo exposto à luz/temperatura elevada para coletar esferas amarelas (dinheiro, creio). A ideia de perder "vida" em exposição é bastante interessante (e pode ser incrementada com pontos de restauração (geladeiras ou coletáveis) e pontos de maior dano (fornos, luz de lupas etc)). O menu principal pode ser polido/melhorado através de deixar claro que o cursor está em cima de um botão (ter que apertar duas vezes para acessar o botão foi algo um pouco ruim, no primeiro momento pensei que não estivesse funcionando). O tutorial é bem-vindo, achei interessante ter como aprender nele. Isso fortaleceu bastante o aprendizado. O pulo é um pouco difícil, a inércia do cubo de gelo faz perder um pouco o controle (talvez seja proposital, dado que gelo pode ser escorregadio (às vezes, hahahahah)). A câmera poderia ser melhorada (fora do tempo de Ludum Dare); eu sempre tenho problemas com jogos tridimensionais, especialmente feitos na Unreal, porque eu fico meio enjoado/tonto. O primeiro estágio foi um desafio (apesar das colisões um pouco difíceis de dominar). O segundo estágio se demonstrou algo "não passável" para mim, subir numa caixa e percorrer uma linha muito grande, sem melhor controle de pulo/aterrissagem, simplesmente não funcionou bem. O terceiro estágio foi um desafio interessante, e a parte mais divertida (ao meu ver). O fluxo de jogo: creio que (além dos polimentos citados) o segundo estágio definitivamente é mais difícil que o terceiro (apesar de menos diverso).

2 - Gráficos, Áudio e Narrativa: Gostei de boa parte da arte gráfica, lembrei-me bastante de Toy Story 2 (por conta da tridimensionalidade e da própria mobília utilizada). O gelo ficou engraçado, tanto no modo normal, quanto fazendo cara de "dor/sofrimento" enquanto esquentava. O áudio pareceu muito baixo (tive que colocar no volume máximo aqui para conseguir ouvir a trilha sonora). Os efeitos sonoros não demandaram isso, então estavam em volume razoável (ao menos no meu computador). O barulho de pulo ficou meio repetitivo (sugeriria haver variações ou uma reconstrução, caso a ideia seja você dar continuidade pós game jam). A narrativa é simples e direta. Não há muito o que comentar sobre ela.

3 - Cultura: Com os devidos polimentos, creio que o jogo possa se tornar uma boa peça de jogo tridimensional de aventura e alcançar (também como peça experimental) um patamar de conhecimento.

4 - Monetização: Creio que (polido) o jogo possa vender em stores como itch.io.

Hot Day by sypdev 2020-04-29T15:24:28Z

Analysis...

1 - Mechanics, Learning and Flow: Advance through the levels avoiding being exposed to light / high temperature for a long time to collect yellow spheres (money, I believe). The idea of ​​losing "life" on display is quite interesting (and can be increased with restoration points (refrigerators or collectibles) and points of greater damage (ovens, magnifying glass, etc.)). The main menu can be polished / improved by making it clear that the cursor is over a button (having to press twice to access the button was a bit bad, at first I thought it was not working). The tutorial is welcome, I found it interesting to learn how. This greatly strengthened learning. The jump is a little difficult, the inertia of the ice cube makes you lose control a little (maybe it is purposeful, since ice can be slippery (sometimes, hahahahah)). The camera could be improved (outside Ludum Dare's time); I always have problems with three-dimensional games, especially made at Unreal, because I get a little sick / dizzy. The first stage was a challenge (despite the collisions a little difficult to master). The second stage proved to be something "not passable" for me, climbing on a box and traveling a very long line, without better jump / landing control, just didn't work well. The third stage was an interesting challenge, and the most fun part (in my view). The game flow: I believe that (in addition to the aforementioned polishes) the second stage is definitely more difficult than the third (although less diverse).

2 - Graphics, Audio and Narrative: I liked a lot of graphic art, I remembered Toy Story 2 a lot (because of the three-dimensionality and the furniture used). The ice was funny, both in normal mode, and making a face of "pain / suffering" while heating up. The audio sounded very low (I had to put it at maximum volume here to be able to hear the soundtrack). The sound effects did not demand this, so they were at a reasonable volume (at least on my computer). The jumping noise was a bit repetitive (it would suggest variations or a reconstruction, if the idea is to continue post game jam). The narrative is simple and straightforward. There is not much to comment on.

3 - Culture: With the proper polishing, I believe that the game can become a good piece of three-dimensional adventure game and reach (also as an experimental piece) a level of knowledge.

4 - Monetization: I believe that (polished) the game can sell in stores like itch.io.

Keep It Charged by LaZZyDev72 2020-05-06T06:31:03Z

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Keep It Charged by LaZZyDev72 2020-05-06T06:41:37Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: O jogo faz bom uso do tema, limitando os movimentos do personagem de acordo com a bateria. Não ter um botão de reinício para os estágios realmente foi algo que fez falta na versão original. Aprender a jogar foi fácil (eu já joguei jogos assim, mas com regras bem difernetes, antes). O fluxo de jogo não teve grandes acréscimos com o tempo. Creio que adicionar entidades adversárias que fazem ronda (e que não preocupam com bateria) talvez fornecesse maior desafio (ou mesmo adicionar tempo em alguns estágios, assim a pessoa precisaria pensar um pouco mais rápido). Senti que o controle falhou em alguns momentos também (principalmente quando a bateria estava baixa). Não sei se foi algo com atrito do personagem, ou se era para ser assim mesmo. Só sei que foi brevemente desconfortável.

2 - Gráficos, Áudio e Narrativa: Gostei do personagem principal, parabéns por suas modelagens, ficaram interessantes. O áudio foi um pouco desagradável do ponto de vista dos efeitos sonoros (de resto ficou bom para tempo de Ludum Dare, meus parabéns por suas composições e tudo mais)! ^^ A narrativa é simples e direta, não é o foco também, então não há muito a falar sobre.

3 - Cultura: Creio que o jogo tenha conexão cultural no que diz respeito à expressão temática usada ("keep it alive" para manter algo eletrônico funcionando). Além disso, é um bom puzzle (que pode ser melhorado, polido e expandido). Assim teríamos um retorno cultural no jogo e poderia encontrar o nicho de consumo mais facilmente em redes sociais.

4 - Monetização: Caso o jogo seja polido e expandido, creio que poderia ser um jogo casual com propagandas para smartphones, vender em stores como itch.io (ou até mesmo Steam). PS: Não sei até onde os memes podem ser usados para fins comerciais, entretanto em termos de fins comerciais, creio que a mensagem final possa dar problemas. Então é bom substituir (mesmo que faça referênca). ^^

Keep It Charged by LaZZyDev72 2020-05-06T06:42:00Z

Analysis...

1 - Mechanics, Learning and Flow: The game makes good use of the theme, limiting the character's movements according to the battery. Not having a reset button for the stages was really something that was missing in the original version. Learning to play was easy (I've played games like this, but with very different rules, before). The game flow has not increased significantly over time. I believe that adding opposing entities that do a round (and that do not worry about the battery) could provide a greater challenge (or even add time in some stages, so that the person would need to think a little faster). I felt that the control failed at times as well (especially when the battery was low). I don't know if it was something with friction from the character, or if it was supposed to be like that. I just know that it was briefly uncomfortable.

2 - Graphics, Audio and Narrative: I liked the main character, congratulations on your modeling, they were interesting. The audio was a little unpleasant from the point of view of the sound effects (it was also good for Ludum Dare's time, my congratulations on your compositions and everything)! ^^ The narrative is simple and straightforward, it’s not the focus either, so there’s not much to talk about.

3 - Culture: I believe that the game has a cultural connection with the thematic expression used ("keep it alive" to keep something electronic working). In addition, it is a good puzzle (which can be improved, polished and expanded). This way we would have a cultural return on the game and could find the consumer niche more easily on social networks.

4 - Monetization: If the game is polished and expanded, I think it could be a casual game with advertisements for smartphones, selling in stores like itch.io (or even Steam). PS: I don't know how far memes can be used for commercial purposes, however in terms of commercial purposes, I think the final message can be problematic. So it is good to replace (even if you refer). ^^

Solar Colonizer by The Missing Bracket 2020-05-08T03:57:11Z

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.

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Solar Colonizer by The Missing Bracket 2020-05-08T04:07:05Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: O jogo é muito interessante e a mecânica envolvendo apenas o mouse ficou bastante chamativa (um tipo estendido de idle-clicker, com muitas características de gerenciamento). Gostaria que tivesse um botão para acelerar o tempo, especialmente se tiver coisas além de cometas e alienígenas para me preocupar. Infelizmente o cinturão de asteroides não parece ter tanta função (além de ganhar pontos) (além de eles serem exageradamente grandes, hahahahah). Tudo que eu digo é para uma versão pós evento, pois para tempo de evento achei muito bom o resultado que obtiveram. Quanto ao aprendizado, foi tudo simples e rápido. O tutorial no menu (apesar de longo) foi bem claro. Sem contar que cada aquisição tinha explicações próprias. O fluxo de jogo vai perdendo força com o tempo (ao menos no modo normal de jogo), pois não há muitas coisas o que fazer. Se houvessem alguns sistemas próximos (de onde viriam os alienígenas) para dominar, e cada um com sua economia e interrelações; crio que seria um desafio interessante. Hahahahah. Só divagando um pouco.

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram bons para o tempo de vento, cumprindo os papéis deles. O áudio está (igualmente) adequado (ao meu ver). A narrativa poderia migrar para algo além do idle, especialmente fora do tempo de Ludum Dare, onde poderiam incrementar bastante as diversas ocorrências aleatórias ou mesmo adicionar uma narrativa.

3 - Cultura: O jogo reúne elementos de diversos gêneros (idle, clicker, administrativo etc), compreendendo também elementos de ficção científica, futurismo e outros. Com o devido polimento e/ou extensão, pode se destacar como peça que reúne todos esses tópicos.

4 - Monetização: Creio que o jogo poderia ser colocado em um site para que seja jogado online (com banners de propaganda). Outra forma de monetização (ao meu ver) dependeria de regras mais firmes em relação ao posicionamento de planetas e envolveria rodadas de jogo com placar de pontuação com múltiplos jogadores online.

Solar Colonizer by The Missing Bracket 2020-05-08T04:07:33Z

Analysis...

1 - Mechanics, Learning and Flow: The game is very interesting and the mechanics involving only the mouse was very striking (an extended type of idle-clicker, with many management features). I wish there was a button to speed up time, especially if I have things besides comets and aliens to worry about. Unfortunately, the asteroid belt doesn't seem to have much of a function (other than earning points) (in addition to being extremely large, hahahahah). Everything I say is for a post-event version, because for event time I found the result they obtained very good. As for learning, it was all simple and fast. The tutorial in the menu (although long) was very clear. Not to mention that each acquisition had its own explanations. The game flow fades over time (at least in normal game mode), as there are not many things to do. If there were some systems nearby (where the aliens would come from) to dominate, and each with its economy and interrelationships; I think it would be an interesting challenge. Hahahahah. Just digress a little.

2 - Graphics, Audio and Narrative: The graphics were good for the windy weather, fulfilling their roles. The audio is (equally) adequate (in my view). The narrative could migrate to something beyond the idle, especially outside the time of Ludum Dare, where they could greatly increase the various random occurrences or even add a narrative.

3 - Culture: The game brings together elements from different genres (idle, clicker, administrative, etc.), also comprising elements of science fiction, futurism and others. With proper polishing and / or extension, it can stand out as a piece that brings together all these topics.

4 - Monetization: I believe that the game could be placed on a website so that it can be played online (with advertising banners). Another form of monetization (in my view) would depend on firmer rules in relation to the positioning of planets and would involve rounds of game with online multiplayer scoring.

Solar Colonizer by The Missing Bracket 2020-05-08T14:09:30Z

(:

~~Edit: I ended up commenting something out of place here. ^^~~

Unfurmiliar Territory by marumaroo 2020-05-10T23:03:38Z

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. :)

Unfurmiliar Territory by marumaroo 2020-05-10T23:03:51Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics are quite simple, platforms and shots. Learning to play is simple and intuitive (shooting, walking, jumping). I didn't get much feedback on the effect of catching the "fish" (so I took a chance several times trying to catch it without knowing if it would be interesting). This could be polished if the project continues. The reloading mechanics are interesting, although the bullets are endless. In an extended version of the project I would say that there could be some limitation of shots, or some additional effect of spending too many shots. But just the question of having to pay attention to the load already gives a game session with something more. The game flow seemed balanced, except for the last enemy (I didn't see him acting, I just shot him until he died).

2 - Graphics, Audio and Narrative: The graphics and audio were very pleasant / comfortable. I would say that the scene seemed to demand a more action song (in case the project was polished). The narrative was very simple, so there is not much to comment on. I would just ask to take more time on the final screen or have an end-of-game screen, so that the person stops for a while and thinks about the achievement that was completing the game. Hahahahah.

3 - Culture: It seems to put something like "cats vs dogs" (because of the boss in the third scene and because of other parts that made me think about it). In addition, shooting games have their own appeal and several mechanics that arise and can be planned. I believe that it is possible to look for a niche for a polished and extended version of the project starting from groups on social networks (like Facebook) to expand the reach.

4 - Monetization: I believe that the game needs several stages and varied artificial intelligences. In addition, check-points or hit points would come in handy (to touch enemies is not so punitive). With that, I believe the game would sell in stores like itch.io. :)

Yakka by MidnightMist 2020-05-12T01:58:08Z

Just to make corrections possible, pointing out the layer of this stone that could be corrected. :) Maybe you already noticed.

F1.png

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).

F2.png

F3.png

Yakka by MidnightMist 2020-05-12T02:06:58Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica de utilizar a língua é bastante interessante. Tendo potencial para ser explorada de diversas formas. Sobre o aprendizado, creio que tenha sido tranquilo. Dentro do jogo há um menu inicial bastante simples que mostra os controles utilizáveis. Algo que atrapalhou meu fluxo de jogo foi a areia estar escondendo a tábua (eu não consegui enxergar isso, mesmo depois de vários minutos tentando). Apenas ao verificar o que poderia ser feito (em mensagens e no registro de desenvolvimento) que eu consegui realmente avançar. De qualquer forma, parabéns pelo projeto. :) Creio que (em caso de continuidade) algumas coisas possam ser melhoradas (deixei uma mensagem acima apontando duas coisas simples de serem resolvidas). Sobre os peixes, eu pensei que eles se chocariam comigo e que eu seria jogado para trás ou cairia da tábua. Hahahahah.

2 - Gráficos, Áudio e Narrativa: A arte gráfica é muito bonita e atrai o olhar. O áudio faz referência a algumas questões culturais (li sobre o intuito do projeto em relação ao tema). Senti falta de mudança na música, para ela não se tornar repetitiva. Caso continuem o projeto, creio que seria bom ambientarem cada local com uma música diferente que reflita mais o desafio. A narrativa foi me entregue ao final e através de mensagens no fundo da cena.

3 - Cultura: O projeto me deixou curioso sobre mitos locais da região retratada. Não entendi o que aquele homem mais velho estava fazendo fora de casa (seria uma referência?)... Caso façam a continuidade do projeto, favor mandar link para mim (ou me marcar aqui). :)

4 - Monetização: Creio que o jogo precisaria de muita extensão para ser vendável, mas a arte é muito interessante. Se derem continuidade, polimentos, diversificarem nas mecânicas e reforçarem temas narrativos, creio que o jogo poderia ser vendido como peça de expressão cultural em stores como itch.io ou mesmo Steam. Por outro lado, como o jogo possui poucos botões para controlar, seria possível fazer algum tipo de portabilidade e colocar ele para smartphones.

Yakka by MidnightMist 2020-05-12T02:07:10Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics of using the tongue are quite interesting. Having the potential to be explored in different ways. About learning, I think it was easy. Within the game there is a very simple start menu that shows the usable controls. Something that hindered my game flow was the sand hiding the board (I couldn't see it, even after several minutes of trying). Only by checking what could be done (in messages and in the development log) did I really move forward. Anyway, congratulations on the project. :) I believe that (in case of continuity) some things can be improved (I left a message above pointing out two simple things to be solved). About the fish, I thought they would hit me and that I would be thrown back or fall off the board. Hahahahah.

2 - Graphics, Audio and Narrative: The graphic art is very beautiful and attracts the eye. The audio refers to some cultural issues (I read about the purpose of the project in relation to the theme). I missed a change in the music, so it wouldn't become repetitive. If they continue the project, I think it would be good to acclimate each place with a different song that reflects the challenge more. The narrative was delivered to me at the end and through messages at the bottom of the scene.

3 - Culture: The project made me curious about local myths in the region depicted. I didn't understand what that older man was doing outside the house (would that be a reference?) ... If you continue the project, please send a link to me (or bookmark me here). :)

4 - Monetization: I think the game would need a lot of extension to be salable, but the art is very interesting. If they continue, polish, diversify mechanics and reinforce narrative themes, I believe the game could be sold as a piece of cultural expression in stores like itch.io or even Steam. On the other hand, as the game has few buttons to control, it would be possible to do some kind of portability and put it on smartphones.

Yakka by MidnightMist 2020-05-12T03:30:54Z

(:

Plant Man by Broken Robot Studios 2020-05-06T20:49:48Z

Oh, no. Hahahahah.

DryDead.png

Plant Man by Broken Robot Studios 2020-05-06T21:00:24Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Achei interessante a sua arma ser (ao mesmo tempo) seu ponto fraco. Usar a planta como arma não me pareceu intuitivo (eu tive que jogar mais que uma vez e encontrar informações fora do jogo para saber fazer isso). Aprender a jogar, portanto, fica um pouco complicado. Mas é possível jogar sem usar a planta como arma. Os inimigos poderiam ser menores ou atrapalhar menos a movimentação do jogador (não sei se é algo com o atrito). Eles realmente se acumulam muito. Eu entendi que eu precisaria ficar indo de um lado para o outro (e está tudo bem com isso) na fábrica. Para pegar o material necessário para eu manter a planta viva. Eu só não entendi o porquê de a água estar tão pouca do lado direito da primeira vez que eu peguei (não sei se foi intencional, ou se ela está diminuindo com o tempo desde que eu começo a jogar, porque eu não tive a impressão de ter sido muito lento em fazer isso). O "pula-pula" funciona de forma meio confusa para mim, não sei se devo tocar nele ou se preciso pular no momento que toco ele. Creio que o jogo possa ser polido nesse quesito. De qualquer forma parabéns por tantas mecânicas em tempo de game jam (especialmente por ser uma pessoa só).

2 - Gráficos, Áudio e Narrativa: Os gráficos foram suficientes para transmitir a maioria dos conceitos (creio que seria bom desfocar o fundo mais, tirar nitidez e contorno) para ficar visualmente mais limpo para jogar. O som está meio enjoativo (ao menos colocar variações do barulho de pulo poderia ajudar bastante). :) Quem sabe uma trilha sonora de fundo poderia melhorar a experiência. A narrativa não é o foco do projeto, então eu não tenho muito o que falar. Apenas algo tentando salvar uma planta (falo isso com base no que há dentro do jogo). E está bem em ser assim para tempo de LD46 (sugestão, caso pretenda avançar com o projeto, seria colocar algo mais nesse sentido, para ter mais estágios).

3 - Cultura: Cuidar de plantas atrai pessoas, talvez isso seja uma forma de atrair a atenção de nichos que envolvem tais cuidados e refletem sobre o meio ambiente.

4 - Monetização: Creio que o jogo precisaria aumentar bastante em conteúdo e de bastante polimento, assim poderia ser vendido a baixo preço em stores como itch.io.

Plant Man by Broken Robot Studios 2020-05-06T21:00:33Z

Analysis...

1 - Mechanics, Learning and Flow: I found it interesting that your weapon was (at the same time) your weak point. Using the plant as a weapon did not seem intuitive (I had to play more than once and find information outside the game to know how to do this). Learning to play, therefore, gets a little tricky. But it is possible to play without using the plant as a weapon. The enemies could be smaller or less disrupt the player's movement (I don't know if it's something with the friction). They really accumulate a lot. I understood that I would have to keep going back and forth (and that's okay with that) at the factory. To get the material I need to keep the plant alive. I just didn't understand why the water was so little on the right side the first time I took it (I don't know if it was intentional, or if it has been decreasing with time since I started playing, because I didn't have the impression that been too slow to do that). The "pogo stick" works a little confusing for me, I don't know if I should touch it or if I need to jump the moment I touch it. I believe that the game can be polished in this regard. Anyway congratulations on so many mechanics in game jam time (especially for being one person).

2 - Graphics, Audio and Narrative: The graphics were sufficient to convey most of the concepts (I think it would be good to blur the background more, remove sharpness and contour) to be visually cleaner to play. The sound is kind of sickening (at least adding variations to the jumping noise could help a lot). :) Maybe a background soundtrack could improve the experience. The narrative is not the focus of the project, so I don't have much to say. Just something trying to save a plant (I say this based on what's in the game). And it is fine to be like that for LD46 time (suggestion, if you want to move forward with the project, it would be to put something more in this direction, to have more stages).

3 - Culture: Caring for plants attracts people, perhaps this is a way to attract the attention of niches that involve such care and reflect on the environment.

4 - Monetization: I believe that the game would need to increase a lot in content and a lot of polish, so it could be sold at a low price in stores like itch.io.

The Dark Cave by Tom Stephenson 2020-05-06T17:20:01Z

Limboso.png

The Dark Cave by Tom Stephenson 2020-05-06T17:27:53Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Ao que entendi você é um cara super resistente à queda, mas extremamente frágil ao toque de espinhos e criaturas das trevas (hahahahah, achei isso divertido e engraçado, não é uma crítica). A mecânica é muito interessante, personagem de jogador (PdJ) com controles de plataforma e efeito colateral de movimentação na geração de som que permite outras entidades reagirem ao ambiente e ao movimento do PdJ. Infelizmente a luz parou de me seguir e me seguia apenas por conta do som, então eu tive que avançar sem muita iluminação. Talvez eu perdi alguma coisa no caminho (passei por lugares escuros) por conta de não estar com a luz até o fim. Aprender a jogar foi bem simples, fazer o personagem já cair fazendo barulho e (assim) mostrar a mecânica, foi algo muito bem aplicado. O fluxo de jogo desafia um pouco por conta do estágio, mas se torna fácil (só sair correndo loucamente no final). A aranha não ressurgir no ponto inicial dela após você morrer para ela foi algo que me deixou pensativo. Será que foi planejado para ser assim? Fiquei pensando que se for, então não teria como passar de primeira o jogo (não sei, vou jogar mais uma vez para fazer alguns testes). PS: Gostei bastante da água também (o efeito de boiar das toras de madeira).

2 - Gráficos, Áudio e Narrativa: O estilo visual fez muita referência a jogos como LIMBO, incluindo a aranha e outras escolhas. O personagem (ao meu ver), fora do tempo de Ludum Dare, mereceria uma nova aparência, mesmo que não mude tanto. Para tempo de game jam está bom (ao meu ver). O áudio tem pontos positivos e negativos, creio que seja um barulho que estresse, caso se repita sempre (o som que faz quando pisa em algo). Talvez mexer um pouco nesse som possa deixar ele mais confortável (seja abafando ou criando diversas variações, para não ficar repetitivo). A narrativa é simples, parece ser: você caiu em um buraco, saia vivo daí e corra por sua vida. Creio que poderia ser melhorada em caso de continuidade do projeto por parte da produção.

3 - Cultura: O jogo conversa com outros jogos do mesmo gênero e faz bem muitas coisas que já estão consagradas (ao meu ver). Poderia ser polido e incrementado, distanciando de suas referências de base, ganhando características mais próprias/únicas.

4 - Monetização: Com o jogo polido e estendido, creio que seria uma boa vender em stores como Steam.

The Dark Cave by Tom Stephenson 2020-05-06T17:29:19Z

Analysis...

1 - Mechanics, Learning and Flow: As I understand it, you are a super resistant guy to fall, but extremely fragile to the touch of thorns and dark creatures (hahahahah, I found this fun and funny, it is not a criticism). The mechanics are very interesting, player character (PC) with platform controls and side effect of movement in the generation of sound that allows other entities to react to the environment and movement of the PC. Unfortunately the light stopped following me and followed me just because of the sound, so I had to move on without much lighting. Maybe I missed something on the way (I passed dark places) due to not being with the light until the end. Learning to play was very simple, making the character fall down making noise and (thus) showing the mechanics, it was very well applied. The game flow is a little challenging due to the stage, but it becomes easy (only run wildly at the end). The spider not resurfacing at the starting point after you died for her was something that made me thoughtful. Was it planned to be this way? I was thinking that if it is, then there would be no way to pass the game first (I don't know, I will play again to do some tests). PS: I really liked the water too (the floating effect of the wooden logs).

2 - Graphics, Audio and Narrative: The visual style made a lot of reference to games like LIMBO, including the spider and other choices. The character (in my view), outside of Ludum Dare's time, would deserve a new appearance, even if it doesn't change that much. For game jam time it's fine (in my view). The audio has positive and negative points, I believe it is a noise that stresses, if it is repeated all the time (the sound you make when you step on something). Maybe tweaking this sound a little can make it more comfortable (either drowning out or creating several variations, so it doesn't get repetitive). The narrative is simple, it seems to be: you fell into a hole, get out of there alive and run for your life. I believe it could be improved if the project continues with the production.

3 - Culture: The game talks to other games of the same genre and does a lot of things that are already established (in my view). It could be polished and increased, moving away from its base references, gaining unique characteristics.

4 - Monetization: With the game polished and extended, I think it would be a good sell in stores like Steam.

SAVE THE DINOS! by marcusnystrand 2020-05-10T20:34:36Z

SuperRecordHahahahah.png

SAVE THE DINOS! by marcusnystrand 2020-05-10T20:54:06Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Há um misto de sensações ao jogar; (especialmente na versão de navegador) há certa dificuldade em controlar o cursor do mouse (porque ele tem potencial para sair da tela de jogo). Talvez seja uma boa pausar o jogo quando isso acontece, não sei qual seria a melhor forma de resolver isso. Hahahah. O jogo é simples, mantenha os dinossauros vivos (eles vão reproduzindo enquanto isso). Destrua os meteoritos (etc) enquanto suporta a passagem do tempo. Há um detalhe, como os dinossauros podem ser fêmeas ou machos, então há momentos em que é preciso tomar rápidas decisões em "qual deixar morrer". Mas o passo do jogo é muito rápido, fica bem difícil tomar essa decisão importante tão rápido. Acho que seria bom diminuir a frequência dos meteoritos no começo e nos primeiros minutos, para que o jogador possa se acostumar (mesmo que isso implique em demorar mais para os dinossauros reproduzirem). Quem sabe eles possam botar ovo (o que daria uma variação a mais em termos de "proteger algo parado"). Aprender a jogar foi fácil e intuitivo. Tornar-me bom no jogo é outra coisa. O fluxo de jogo escala muito rápido e com o descontrole do cursor (deve ser culpa do meu mouse e de jogar no navegador), acaba gerando certa ansiedade. Ser possível pausar o jogo é algo interessante para pensar (não sei se foi o objetivo da equipe).

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram muito agradáveis, parabéns. A música também ficou numa batida interessante. A narrativa é simples e direta: mantenha os dinossauros vivos, ajude destruindo meteoritos.

3 - Cultura: O jogo tem muito sobre "dinossauros", "extinção", "proteção", "reprodução", "arcade", "clicks". O jogo mistura esses estilos, podendo ser polido para alcançar melhor esse cruzamento de temáticas.

4 - Monetização: Creio que seja um jogo arcade, poderia vender com propagandas para smartphones. Ou poderia ser vendido a alguma ferramenta online, que pode embutir no download do aplicativo para os usuários jogarem se a Internet falhar (hahahahah, referências).

SAVE THE DINOS! by marcusnystrand 2020-05-10T20:54:30Z

Analysis...

1 - Mechanics, Learning and Flow: There are mixed feelings when playing; (especially in the browser version) there is some difficulty in controlling the mouse cursor (because it has the potential to exit the game screen). It might be a good idea to pause the game when that happens, I don't know what the best way to solve this would be. Hahahah. The game is simple, keep the dinosaurs alive (they will reproduce in the meantime). Destroy meteorites (etc.) while supporting the passage of time. There is a detail, how dinosaurs can be female or male, so there are times when you have to make quick decisions about "which to let die". But the pace of the game is very fast, it is very difficult to make this important decision so quickly. I think it would be good to decrease the frequency of meteorites at the beginning and in the first few minutes, so that the player can get used to it (even if it means taking longer for the dinosaurs to reproduce). Who knows, they may lay eggs (which would give an extra variation in terms of "protecting something stopped"). Learning to play was easy and intuitive. Becoming good at the game is another thing. The game flow scales very fast and with the uncontrolled cursor (it must be the fault of my mouse and playing in the browser), it ends up generating some anxiety. Being able to pause the game is something interesting to think about (I don't know if it was the team's goal).

2 - Graphics, Audio and Narrative: The graphics were very nice, congratulations. The song was also an interesting beat. The narrative is simple and straightforward: keep the dinosaurs alive, help by destroying meteorites.

3 - Culture: The game has a lot about "dinosaurs", "extinction", "protection", "reproduction", "arcade", "clicks". The game mixes these styles and can be polished to better achieve this crossing of themes.

4 - Monetization: I believe it is an arcade game, it could sell with advertisements for smartphones. Or it could be sold to some online tool, which can be embedded in the application download for users to play if the Internet fails (hahahahah, references).

Save the torch! by eduardogacn 2020-04-29T18:35:13Z

Fire.png

Save the torch! by eduardogacn 2020-04-29T18:49:19Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Achei a mecânica muito interessante, pegar o fogo e arremessar contra os inimigos. Na prática é um pouco difícil pegar o fogo para jogar (notei também que a vida dos inimigos foi reduzida do GIF na página do jogo na LD46 para a minha sessão de jogo, acredito que tenha sido uma boa escolha). O pulo também é um pouco difícil, mas ficou interessante. Infelizmente a cada vez que se morre, deve-se começar o jogo todo do começo (isso é bem ruim). Sobre o aprendizado, devo dizer que entender como jogar e conseguir ser bom jogando são duas coisas diferentes neste jogo, hahahahah. O fluxo de jogo é mais próximo do difícil (ansiedade) do que do fácil de mais (tédio), senti-me desafiado cada vez mais (entretanto com a penalidade de morte tão severa (recomeçar tudo) eu não consegui experimentar além do "chefe" (inimigo vermelho) do terceiro estágio). Além de check-points entre estágios, creio que poderia ser implementada alguma chance de inimigos comuns deixarem cair recuperadores de vida (corações, poções, algo assim).

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram incrivelmente bonitos (ao meu ver), todos combinando bem (inclusive). A trilha sonora (ao que entendi, escolhida de fonte externa) combinou bem com o jogo (ao menos para não deixar ele no mudo); seria interessante se tivesse implementado o áudio de forma mais dinâmica (abaixando o volume fora da batalha, ou algo assim). A narrativa não me foi apresentada exatamente, eu seria um personagem que precisa sobreviver/passar o nível.

3 - Cultura: O jogo tem estética que permite encontrar nicho com maior facilidade. Partido do pressuposto que continuem o projeto, com maior polimento, trilha autoral, balanceamento e conteúdo; creio que o jogo se torne uma peça interessante de cultura para os nichos dele.

4 - Monetização: Com todo o polimento e balanceamento, acredito que possa ser vendido em stores como o Steam.

Save the torch! by eduardogacn 2020-04-29T18:50:36Z

Analysis...

1 - Mechanics, Learning and Flow: I found the mechanics very interesting, catching the fire and throwing it at the enemies. In practice it is a little difficult to catch the fire to play (I also noticed that the enemies' lives were reduced from the GIF on the game page on LD46 for my game session, I believe it was a good choice). The jump is also a little difficult, but it was interesting. Unfortunately every time you die, you have to start the game all over from the beginning (this is really bad). Regarding learning, I must say that understanding how to play and being good at playing are two different things in this game, hahahahah. The flow of the game is closer to the difficult (anxiety) than the easy to more (boredom), I felt more and more challenged (however with the death penalty so severe (starting all over again) I could not try beyond the "boss" "(red enemy) of the third stage). In addition to checkpoints between stages, I believe that some chance could be implemented for common enemies to drop life retrievers (hearts, potions, something like that).

2 - Graphics, Audio and Narrative: The graphics were incredibly beautiful (in my view), all matching well (including). The soundtrack (as I understand it, chosen from an external source) combined well with the game (at least not to leave it mute); it would be interesting if you had implemented the audio more dynamically (lowering the volume outside the battle, or something). The narrative was not presented to me exactly, I would be a character who needs to survive / pass the level.

3 - Culture: The game has aesthetics that makes it easier to find a niche. It is based on the assumption that the project will continue, with greater polish, authorial trail, balance and content; I think the game will become an interesting piece of culture for his niches.

4 - Monetization: With all the polishing and balancing, I believe it can be sold in stores like Steam.

Save the torch! by eduardogacn 2020-04-29T18:50:39Z

~~(ignore please, duplicated comment)~~

Save the torch! by eduardogacn 2020-04-29T23:49:11Z

(:

Catch The Mouse keep it alive by GameOverMexico 2020-05-10T17:06:04Z

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Catch The Mouse keep it alive by GameOverMexico 2020-05-10T18:15:05Z

AHH!!

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Catch The Mouse keep it alive by GameOverMexico 2020-05-10T18:16:58Z

Uhul! Hahahahah.

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Catch The Mouse keep it alive by GameOverMexico 2020-05-10T18:24:24Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: O jogo é de plataforma ao mesmo tempo que o personagem do jogador (PdJ) permanece correndo o tempo todo. Os estágios possuem desenho vivo, cada tentativa de jogar pode levar a uma diferente experiência (por conta da movimentação de algumas entidades e do sorteio da queda de alguns desafios). Infelizmente você já começa correndo em cada estágio (o que pode levar a mortes certas). Isso talvez possa ser mudado em uma versão pós evento do jogo, para a possibilidade de esperar o melhor momento para ir (apesar de ter um desafio embutido em já começar correndo). Aprender a jogar foi fácil, o jogo favorece dado que há apenas o comando de pulo a ser utilizado (o resto depende da percepção). O fluxo de jogo me deixou um pouco frustrado em diversas vezes, mas não perdi o interesse no jogo. Apenas me senti levemente injustiçado ao mesmo tempo que eu me senti bastante desafiado a prosseguir.

2 - Gráficos, Áudio e Narrativa: Os gráficos são bem simples, especialmente do PdJ (que deu bastante trabalho (em cena) para eu entender do que se tratava). De resto os gráficos ficaram muito bons e me deram uma experiência confortável, nostálgica e imersiva. O áudio cumpriu o papel dele (ao meu ver). A narrativa não parece ter sido o foco, não há muito que falar sobre isso. Corra loucamente de um lado para o outro até chegar no final (vivo).

3 - Cultura: O jogo me faz lembrar de runners e de jogos de plataforma antigos, com desafios exagerados (tamanho de alguns objetos bem diferente da escala imaginada). Senti falta e concorrerem por humor, porque achei bem engraçado.

4 - Monetização: Creio que o jogo possa ser muito polido e ser construído em diversos "mundos", cada qual com uma pequena variação temática, de forma que cada mundo deveria ser passado com uma quantidade inicial de vidas. Nesse sentido, o jogo (em caso de interesse na continuidade por parte dos criadores) poderia ser vendido em stores como itch.io ou até mesmo Steam.

Catch The Mouse keep it alive by GameOverMexico 2020-05-10T18:25:01Z

Analysis...

1 - Mechanics, Learning and Flow: The game is a platform game at the same time that the player's character (PC) remains running all the time. The stages have a lively design, each attempt to play can lead to a different experience (due to the movement of some entities and the draw of the fall of some challenges). Unfortunately, you already start running at each stage (which can lead to certain deaths). This could perhaps be changed in a post-event version of the game, for the possibility of waiting for the best time to go (despite having a built-in challenge to already start running). Learning to play was easy, the game favors given that there is only the jump command to be used (the rest depends on perception). The game flow left me a little frustrated on several occasions, but I didn't lose interest in the game. I just felt slightly wronged at the same time that I felt quite challenged to proceed.

2 - Graphics, Audio and Narrative: The graphics are very simple, especially from the PC (which took a lot of work (on the scene) for me to understand what it was about). Besides, the graphics were very good and gave me a comfortable, nostalgic and immersive experience. The audio fulfilled his role (as I see it). The narrative does not seem to have been the focus, there is not much to talk about. Run wildly from side to side until you reach the end (alive).

3 - Culture: The game reminds me of old runners and platform games, with exaggerated challenges (size of some objects quite different from the scale envisioned). I missed it and competed for humor, because I found it very funny.

4 - Monetization: I believe that the game can be very polished and built in different "worlds", each with a small thematic variation, so that each world should be spent with an initial amount of lives. In this sense, the game (in case of interest in continuity on the part of the creators) could be sold in stores like itch.io or even Steam.

Catch The Mouse keep it alive by GameOverMexico 2020-05-10T22:26:58Z

\o

flamaraderie by bluilisht 2020-05-12T17:49:42Z

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. :)

Just Dead.png

BEFORE.png

flamaraderie by bluilisht 2020-05-12T18:11:59Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Tomar a decisão de quem vive e quem morre, canibalismo como ferramenta de sobrevivência e ciclo de dia e noite. Foram as mecânicas que eu consegui apreciar durante minha sessão de jogo. Eu não entendi exatamente como eu morri, acredito que tenha sido por falta de fogo (seria interessante adicionar à condição de derrota o motivo da morte (lembrando que eu ainda vou jogar a versão pós-LD). Aprender a jogar ficou comprometido no meu computador (ao que entendi). Pois não vi formas de ir atrás de mais recursos (os dias passavam e o meu povo não caçava sozinho e eu não conseguia indicar que eles caçassem); se houver alguma forma me diga (joguei na versão Windows). Sobre o menu de navegação entre os recursos, eu demorei um pouco, mas consegui enxergar a seta (eu que sou meio ruim de ver, creio). Sugiro que na primeira vez deixe a seta emitindo contornos vibrantes para que o jogador saiba que aquela interação é possível.

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram muito bons (gostaria que houvesse um pouco de animação nos cervos e nas pessoas, só por questões de polimento). O áudio ficou muito bom também. A narrativa eu não consegui entender totalmente, pareceu-me que seria necessário manter todas as pessoas vivas, o fogo vivo (que também manteria as pessoas vivas), talvez eu perdi alguma referência a mais. De qualquer forma eu consegui sentir algum apego aos personagens (mesmo na versão original, com poucas interações e tudo mais).

3 - Cultura: O jogo parece falar sobre antropofagia (canibalismo), mas fiquei um pouco confuso. Alguns povos do meu país (de antes da colonização) comiam carne humana, mas era com o propósito de absorver a força e as capacidades dos demais. Nesse sentido, o jogo mistura sobreviver com a carne daquelas pessoas e essa referência cultural (dada transmissão de capacidades). O jogo é sobre sobrevivência em grupo, então ele tem potencial para experimentações sociais diversas (talvez aplicação na Psicologia, inclusive). Por conta das escolhas que as pessoas podem fazer nele.

4 - Monetização: Eu dei uma olhada rápida na nova versão (depois jogarei com mais calma) e achei que o jogo está avançando bem, creio que ele poderia ser vendido no itch.io. Estou tentando imaginar como ele pode aumentar no quesito "voltar e jogar mais" para o mesmo jogador. Ou se ele teria uma mensagem-objetivo e seria publicado em cima disso.

flamaraderie by bluilisht 2020-05-12T18:12:16Z

Analysis...

1 - Mechanics, Learning and Flow: Make the decision of who lives and who dies, cannibalism as a tool for survival and day and night cycle. It was the mechanics that I was able to appreciate during my game session. I didn't understand exactly how I died, I believe it was due to a lack of fire (it would be interesting to add the reason for death to the condition of defeat (remembering that I will still play the post-LD version). Learning to play was compromised on my computer (as I understand it). For I saw no way to go after more resources (the days passed and my people did not hunt alone and I was unable to indicate that they hunt); if there is any way tell me (I played on the Windows version). About the navigation menu between the resources, it took me a while, but I managed to see the arrow (I am a little bad to see, I believe). I suggest that the first time leave the arrow emitting vibrant contours so that the player knows that that interaction is possible.

2 - Graphics, Audio and Narrative: The graphics were very good (I wish there was a little animation in the deer and people, just for polishing reasons). The audio was very good too. The narrative I could not fully understand, it seemed to me that it would be necessary to keep all people alive, the fire alive (which would also keep people alive), maybe I missed some more reference. Anyway, I managed to feel some attachment to the characters (even in the original version, with few interactions and everything).

3 - Culture: The game seems to talk about anthropophagy (cannibalism), but I was a little confused. Some people in my country (from before colonization) ate human flesh, but it was for the purpose of absorbing the strength and capabilities of others. In this sense, the game mixes surviving with the meat of those people and this cultural reference (given the transmission of capabilities). The game is about group survival, so it has the potential for diverse social experimentation (perhaps even in Psychology). Because of the choices that people can make in it.

4 - Monetization: I took a quick look at the new version (later I will play more slowly) and I think the game is progressing well, I think it could be sold on itch.io. I'm trying to figure out how he can increase the "come back and play more" for the same player. Or if he would have an objective message and be published on top of that.

Dungeon Day-Trippers by Stephen Toth 2020-05-08T03:06:21Z

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.

IsThat.png

Dungeon Day-Trippers by Stephen Toth 2020-05-08T03:15:49Z

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Dungeon Day-Trippers by Stephen Toth 2020-05-08T03:32:57Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Achei bastante interessante essa ideia de manter os "turistas" vivos enquanto a masmorra é explorada. A câmera ficou muito estranha (ao menos no meu computador). Incluindo controle muito ruim da câmera e algo brilhante no lado esquerdo. O tempo é bem curto, então sempre ficam coisas de fora do nosso escopo, de qualquer forma parabéns pelo esforço e resultado da dupla. Algo a ser melhorado o quanto antes seria o ataque, ao menos uma animação de corte onde está atacando (mesmo que não anime a espada). Outra coisa seria parar de fazer efeito sonoro de espada quando já morreu (na tela de pontuação). Sobre a tela de pontuação, se puder sair dela apertando algum botão será muito interessante. Hahahahah. Aprender a controlar o personagem foi simples, havia um guia (por assim dizer) no chão. Infelizmente eu fico tonto facilmente com jogos tridimensionais. Isso me atrapalha bastante com muitos jogos. O fluxo de jogo deixa a desejar quando o assunto é pular, pois fiquei bastante ansioso de não conseguir pular os espinhos mais facilmente. Há um atraso entre o comando de pulo e o ato de pular, que é bastante letal. Algo que pode ser melhorado quando cai em espinho é a questão de ficar preso à parede se estiver caindo para a morte (acredito que basta tirar o controla do jogador no caso do personagem do jogador (PdJ) passar de certa altura na armadilha dos espinhos (mas outras formas melhores de fazer isso, talvez adicionando um material com física e atrito zerado ou muito baixo, teria que testar)).

2 - Gráficos, Áudio e Narrativa: Gostei bastante do estilo artístico bidimensional combinado com o cenário tridimensional. O áudio baseado apenas em efeitos sonoros pode ser polido bastante, e alguma trilha de ação pode ser adicionada. A narrativa é simples: salvar o máximo possível de civis enquanto avança entre os níveis da masmorra. Algo que pode ser alterado ou melhorado em caso de continuidade do projeto.

3 - Cultura: O jogo tem aspectos de 2D com 3D em mesma obra, além de remeter a "armadilhas", "masmorras", "salvamento" e "escolta". Creio que possa ser melhorado bastante, ao ponto de se tornar um bom exemplar desse encontro de vertentes.

4 - Monetização: Caso o projeto seja polido, estendido e corrigido, creio que possa vender em stores como itch.io.

Dungeon Day-Trippers by Stephen Toth 2020-05-08T03:33:26Z

Analysis...

1 - Mechanics, Learning and Flow: I found this idea of ​​keeping "tourists" alive while the dungeon is being explored quite interesting. The camera was very strange (at least on my computer). Including very bad camera control and something shiny on the left. Time is very short, so there are always things outside our scope, anyway congratulations on the effort and result of the pair. Something to be improved as soon as possible would be the attack, at least a cut animation where you are attacking (even if you don't animate the sword). Another thing would be to stop making a sword sound effect when you are dead (on the scoring screen). On the score screen, if you can exit it by pressing any button it will be very interesting. Hahahahah. Learning to control the character was simple, there was a guide (so to speak) on the floor. Unfortunately, I get dizzy easily with three-dimensional games. It gets in the way with a lot of games. The game flow leaves something to be desired when it comes to jumping, as I was very anxious to not be able to jump the spines more easily. There is a delay between the jump command and the jump act, which is quite lethal. Something that can be improved when it falls on the thorn is the issue of being stuck to the wall if it is falling to the death (I believe that it is enough to remove the player's control in case the player's character (PC) passes from a certain height in the thorn trap ( but other better ways to do this, perhaps adding material with zero or very low physics and friction, would have to test)).

2 - Graphics, Audio and Narrative: I really liked the two-dimensional artistic style combined with the three-dimensional scenery. Audio based only on sound effects can be polished a lot, and some action tracks can be added. The narrative is simple: save as many civilians as possible while advancing between levels in the dungeon. Something that can be changed or improved if the project continues.

3 - Culture: The game has aspects of 2D with 3D in the same work, in addition to referring to "traps", "dungeons", "rescue" and "escort". I believe it can be improved a lot, to the point of becoming a good example of this meeting of strands.

4 - Monetization: If the project is polished, extended and corrected, I believe it can be sold in stores like itch.io.

Deer Quest by Brachistosauro 2020-04-28T16:09:31Z

What?! Hahahahahah. Another savior.

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Deer Quest by Brachistosauro 2020-04-28T16:18:35Z

Quê? Hahahahah. What? Hahahahah.

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Deer Quest by Brachistosauro 2020-04-28T16:25:38Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica de explorar o local (floresta), cumprir objetivos, enquanto combate inimigos (e pessoas "aleatórias") para "salvar uma pobre doe" (falante)... ficou bem implementada (ao meu ver). Aprender a jogar foi simples e rápido, dado que havia poucos botões e que eles foram prontamente explicados. Tornar-me bom no jogo (ao ponto de concluir) demorou um pouco mais (morri uma vez durante o confronto final). O fluxo de jogo ficou bom, ao meu ver, mesmo eu tendo morrido uma vez (hahahahah). PS: Que bom que tem check-point.

2 - Gráficos, Áudio, Narrativa: Os gráficos foram realmente muito simples, mas foram suficientes para transmitir a narrativa. Senti falta de um pouco de trilha (para ação principalmente, e ambientação da floresta, talvez); bem como senti falta de algum efeito sonoro. A narrativa foi divertida e engraçada, apesar de ter uma pitada de "criminosa".

3 - Cultura: Faz referências culturais diversas e (também) faz uso de metalinguagem. Tudo isso com uma pitada de humor.

4 - Monetização: Creio que o jogo poderia ser prolongado um pouco mais (em uma versão pós Ludum Dare) caso queira vender no itch.io ou em outras stores.

Deer Quest by Brachistosauro 2020-04-28T16:26:23Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics of exploring the place (forest), fulfilling objectives, while fighting enemies (and "random" people) to "save a poor doe" (speaker) ... was well implemented (in my view). Learning how to play was simple and fast, as there were few buttons and they were readily explained. Becoming good at the game (to the point of concluding) took a little longer (I died once during the final confrontation). The game flow was good, in my view, even though I died once (hahahahah). PS: Glad you have a check-point.

2 - Graphics, Audio, Narrative: The graphics were really simple, but they were enough to convey the narrative. I missed a bit of a trail (for action mainly, and forest setting, perhaps); as well as I missed some sound effect. The narrative was fun and funny, despite having a hint of "criminal".

3 - Culture: It makes diverse cultural references and (also) makes use of metalanguage. All of this with a hint of humor.

4 - Monetization: I believe that the game could be extended a little longer (in a post Ludum Dare version) if you want to sell on itch.io or in other stores.

CAN you stay alive? by Gorypixels 2020-04-27T18:41:32Z

CAN you stay alive.png

CAN you stay alive? by Gorypixels 2020-04-27T18:48:24Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: A mecânica é interessante e divertida. A cada partida a gente aprende a jogar um pouco melhor. O fluxo de jogo gera mais ansiedade do que tédio, então posso considerar que fica difícil muito rápido (talvez prolongar o tempo mais fácil no início permita o jogador aprender melhor ainda na primeira partida).

2 - Gráficos, Áudio, Narrativa e Polimento: Considerando que tudo foi feito durante o tempo de Ludum Dare: meus parabéns ao artista gráfico e meus parabéns ao responsável pelo áudio, ficou muito bacana. A narrativa não é o foco do projeto, ao que entendi, então não cabe falar muito a respeito disso. Polimentos podem ser feitos em relação à HUD e ao espaço em torno da cena propriamente dita.

3 - Cultura: A estética do jogo permite conversar com efeitos artísticos (tanto gráficos, quanto em termos de áudio). O jogo remete a jogos de administração de parques de diversão, mas (obviamente) não é o objetivo. Os soldados (oi-oi-oi) fazem lembrar de brincadeiras do tempo de criança; então o jogo bebe da fonte do imaginário infantil.

4 - Monetização: Se o jogo for reprojetado para ter uma narrativa (mesmo que simples/direta), poderia haver diversos estágios; quem sabe vendesse em stores como itch.io (a baixo custo) ou para smartphones (neste caso com propagandas, creio). Trazer jogadores poderia fazer proveito do que foi dito em [3], em seguida uma pesquisa e a procura por nichos de interesse em redes sociais (como Facebook etc).

CAN you stay alive? by Gorypixels 2020-04-27T18:48:49Z

Analysis...

1 - Mechanics, Learning and Flow: The mechanics are interesting and fun. With each game we learn to play a little better. The flow of the game generates more anxiety than boredom, so I can consider that it becomes difficult very quickly (perhaps prolonging the time easier in the beginning allows the player to learn even better in the first game).

2 - Graphics, Audio, Narrative and Polishment: Considering that everything was done during Ludum Dare's time: my congratulations to the graphic artist and my congratulations to the responsible for the audio, it was very nice. The narrative is not the focus of the project, as I understand it, so there is little point in talking about it. Polishing can be done in relation to the HUD and the space around the scene itself.

3 - Culture: The aesthetics of the game allows you to chat with artistic effects (both graphics and audio). The game refers to amusement park management games, but (obviously) is not the goal. Soldiers (oi-oi-oi) remind us of childhood games; then the game draws from the source of children's imagination.

4 - Monetization: If the game is redesigned to have a narrative (even if simple / direct), there could be several stages; maybe it would sell in stores like itch.io (at low cost) or for smartphones (in this case with advertisements, I believe). Bringing in players could take advantage of what was said in [3], then a search and search for niches of interest on social networks (such as Facebook etc).

Crates N' Gates by HireMeDeveloper 2020-04-29T18:59:40Z

Crates N' Gates.png

Crates N' Gates by HireMeDeveloper 2020-04-29T19:10:06Z

Analysis...

1 - Mechanics, Learning and Flow: Very interesting the mechanics of being losing life and needing to find resources in boxes. Each attempt starts at a different point (as I understand it), even with the stage changing. Learning to play was easy, with few controls and overload of interactions (that was fine, in my view). The menu was also quite functional. The game flow can be improved, I believe it is very difficult (or that the bleeding gets faster with time, I'm not sure). Because of the difficulty, I was a little anxious and discredited to go further (hahahahah). I think it is possible to slow the bleeding and add other elements of danger to balance the late game. Another suggestion: create negative drops if collected, forcing the player to risk catching unintentionally if he is desperate (such as slowing down, or even hurting himself a little).

2 - Graphics, Audio and Narrative: The graphics were very good (especially for Ludum Dare's time). Polishing is always welcome (obviously). I missed the audio very much (I would like some sound effects when bursting wooden boxes and gates). An action soundtrack would also come in handy (being softened in case of defeat and having another track for the menu). The narrative is simple and straightforward (it would be interesting to invest in this outside the game jam time, if you intend to continue the project).

3 - Culture: The game is reminiscent of several others (with different mechanics), mostly due to aesthetics and character design. I believe that finding a niche for the game is facilitated by this; and that the game (polished, balanced and extended case) can be a good piece / example that attracts more people to this style of play.

4 - Monetization: With the necessary improvements, the game would sell to Steam or itch.io (in my opinion).

Crates N' Gates by HireMeDeveloper 2020-04-29T19:10:29Z

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Muito interessante a mecânica de estar perdendo vida e precisar encontrar recurso em caixas. Cada tentativa começa em um ponto diferente (ao que entendi), inclusive com o estágio mudando. Aprender a jogar foi fácil, poucos controles e sobrecarga de interações (isso ficou bom, ao meu ver). O menu também foi bastante funcional. O fluxo de jogo pode ser melhorado, acredito que esteja muito difícil (ou que o sangramento fique mais rápido com o tempo, não tenho certeza). Por conta da dificuldade, fiquei meio ansioso e desacreditado de ir mais longe (hahahahah). Creio que seja possível deixar o sangramento mais lento e adicionar outros elementos de perigo para balancear no late game. Outra sugestão: criar drops negativos caso coletados, forçando o jogador arriscar pegar sem querer se estiver desesperado (ao exemplo de deixar mais lento, ou mesmo de se ferir um pouco).

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram muito bons (especialmente para o tempo de Ludum Dare). Polimentos são sempre bem-vindos (obviamente). Senti muito a falta do áudio (gostaria de alguns efeitos sonoros ao arrebentar caixas e portões de madeira). Uma trilha sonora de ação também viria a calhar (sendo suavizada em caso de derrota e tendo outra trilha para o menu). A narrativa é simples e direta (seria interessante investir nisso fora do tempo de game jam, caso pretendam dar continuidade ao projeto).

3 - Cultura: O jogo faz lembrar de diversos outros (com mecânicas diferentes), mais por conta da estética e do projeto de personagem. Creio que encontrar nicho para o jogo seja facilitado por isso; e que o jogo (caso polido, balanceado e estendido) possa ser uma boa peça/exemplo que atraia mais pessoas para esse estilo de jogo.

4 - Monetização: Com os devidos melhoramentos, o jogo venderia para Steam ou itch.io (ao meu ver).

LD47 — Stuck in a loop

Sputtering around the Loop by Rialgar 2020-10-24T23:48:12Z

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Sputtering around the Loop by Rialgar 2020-10-24T23:55:01Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: A mecânica de trocar de lane para um "circular infinity runner" ficou muito interessante. Se o personagem do jogador (doravante PdJ) fosse menor, creio que haveria mais rejogo. O jogo foi feito de tal forma que alguns energizadores e algumas maldições poderiam funcionar bem. Eu imaginei que em algum momento poderia surgir outra janela com uma corrida paralela nos mesmos controles como forma de ganhar mais ouro (seria um desafio meio tenso, hahahahah, eu ri pensando niso). O fluxo de jogo parece aumentar um pouco do início para as próximas voltas, creio que a dificuldade seja se manter por muito tempo (não joguei muito para ver se a velocidde aumenta e tal).

2 - Gráficos, Áudio e Narrativa: Os gráficos são simples e servem ao propósito deles (suponho que complicar esses gráficos possa fazer perder a nostalgia "arcade" que vem com o jogo, talvez não se aplicado algo no sentido nave espacial (em vez de carro)). O áudio também é simples e também serve muito bem ao propósito dele. A narrativa não foi o foco ao que notei.

3 - Cultura: O jogo tem fortes referências ao estilo arcade (não identifiquei condição de encerramento por vitória, talvez em um modo estágios poderia rolar algo do tipo). Também há referências a runners, ao que pude pensar. Gostei bastante do formato e acredito que seja promissor enquanto projeto.

4 - Monetização: Pode ser interessante vender o projeto para minimáquinas como entretenimento específico (estilo as máquinas que vinham com Tetris). O jogo, com algum polimento e novos elementos poderia vender com propagandas no smartphone.

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: The mechanics of switching lanes to a "circular infinity runner" were very interesting. If the player's character (hereinafter PC) was smaller, I think there would be more replay. The game was made in such a way that some energizers and some curses could work well. I imagined that at some point another window could appear with a parallel race on the same controls as a way to win more gold (it would be a bit of a tense challenge, hahahahah, I laughed thinking about it). The game flow seems to increase a little from the beginning to the next laps, I think the difficulty is to keep it for a long time (I didn't play much to see if the speed increases and such).

2 - Graphics, Audio and Narrative: The graphics are simple and serve their purpose (I suppose that complicating these graphics can make you lose the "arcade" nostalgia that comes with the game, perhaps something not applied in the spaceship (instead of a car) sense. The audio is also simple and also serves its purpose very well. The narrative was not the focus of what I noticed.

3 - Culture: The game has strong references to the arcade style (I did not identify a win-win condition, maybe in a stage mode something like this could happen). There are also references to runners, as I was able to think. I really liked the format and I believe it is promising as a project.

4 - Monetization: It may be interesting to sell the project to mini-machines as specific entertainment (like the machines that came with Tetris). The game, with some polish and new elements could sell with advertisements on the smartphone.

The Basement by Geckoo1337 2020-10-25T15:40:21Z

[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.

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The Basement by Geckoo1337 2020-10-25T15:57:19Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: Infelizmente não consegui concluir (fiquei preso na segunda parte). Tentei muito do que eu imaginei que poderia ser a solução, mas (como sinto enjoo fácil com esse tipo de 3D, acabei tendo que parar sem ver o final (sad)). Conforme mencionei antes, delimitar com contorno (amarelo por exemplo) tudo que pode sofrer interação teria sido algo que me ajudaria bastante. Gostaria de ter sido apresentado mais lentamente aos desafios e que tivesse um pedido de confirmação ao apertar Escape e [R]; isso porque eu só pretendia tirar a tela cheia (não perder o progresso) e isso acabou me fazendo repetir muita coisa. Hahahahahah. Algo muito interessante foi a aplicação do tema.

2 - Gráficos, Áudio e Narrativa: Muito bonitos, com estética interessante e algumas referências simbólicas. O áudio é simples, gostaria de algo mais na parte sonora para aumentar feedbacks (talvez a sugestão por som substituísse a ideia de contornar elementos supracitada). Creio que o foco não tenha sido tanto a narrativa, acredito que por não ter finalizado o jogo eu não tenha visto o ambiente como um todo contextualizado.

3 - Cultura: Bebe de fontes como o jogo Portal (ao que entendi) e outros puzzles do tipo.

4 - Monetização: Reitero (conforme já mencionei em outros eventos) que seria possível reunir todos os seus jogos em um tipo de compilado ou bundle; creio que assim haveria um conjunto interessante de jogos/desafios que poderiam ser vendidos.

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: Unfortunately I couldn't finish it (I got stuck in the second part). I tried a lot of what I imagined could be the solution, but (as I feel easily sick with this type of 3D, I ended up having to stop without seeing the ending (sad)). As I mentioned before, delimiting with outline (yellow for example) everything that can suffer interaction would have been something that would help me a lot. I would have liked to be introduced to the challenges more slowly and to have a confirmation request by pressing Escape and [R]; this is because I only intended to take the full screen (not to lose progress) and that ended up making me repeat a lot. Hahahahahah. Something very interesting was the application of the theme.

2 - Graphics, Audio and Narrative: Very beautiful, with interesting aesthetics and some symbolic references. The audio is simple, I would like something more in the sound part to increase feedbacks (perhaps the suggestion for sound would replace the idea of ​​circumventing elements mentioned above). I believe that the focus was not so much on the narrative, I believe that because I didn't finish the game I didn't see the environment as a contextualized whole.

3 - Culture: Drink from sources like the Portal game (as I understand it) and other puzzles of the type.

4 - Monetization: I reiterate (as I mentioned in other events) that it would be possible to combine all your games into one type of compiled or bundle; I think that there would be an interesting set of games/challenges that could be sold.

Nuclear Loop Labs by Jesús González 2020-10-25T15:22:36Z

[PT-BR] Engraçado. ^^. Hahahahahah.

[EN] Funny. '-' Hahahahah.

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[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.

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Nuclear Loop Labs by Jesús González 2020-10-25T15:28:44Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: A mecânica é bem simples, avance e saia do local (entretanto há pistas sonoras baseadas em efeitos sonoros para detecção de radiação no ambiente). Um tipo de labirinto que deu algum trabalho de desvendar. >.< Gostaria de ver mais mecânicas que poderiam surgir em uma versão estendida.

2 - Gráficos, Áudio e Narrativa: O gráfico está bom considerando o tempo de game jam. Também ficou bom do ponto de vista de passar com clareza o que se pretendia. O áudio se adequa e faz parte da mecânica de jogo, tornando-o funcional e dando início à imersão. A narrativa é simples e isso facilita a compreensão (seria interessante expandir, adicionando mais personagens, em uma versão polida pós-jam).

3 - Cultura: O jogo faz lembrar de labirintos, o que atrai pessoas que gostam desse tipo de desafio/puzzle. O jogo parece ter algum tipo de referência ao seriado Dark (da Netflix), a menos que eu esteja enganado. A câmera e o formato do personagem também possibilitam a conversa com outro nichos de consumidores (por conta da simplicidade da forma, detalhes do personagem permitem comunicar mais diretamente alguns detalhes narrativos).

4 - Monetização: Creio que o jogo polido e estendido poderia vender em stores como itch.io. Com mudanças maiores (especialmente no controle), seria possível pensar em outras plataformas (como smartphones).

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: The mechanics are very simple, go ahead and leave the place (however there are soundtracks based on sound effects to detect radiation in the environment). A kind of maze that took some work to unravel. >. < I would like to see more mechanics that could come in an extended version.

2 - Graphics, Audio and Narrative: The graph is good considering the game jam time. It was also good from the point of view of passing clearly what was intended. The audio fits and is part of the game mechanics, making it functional and starting immersion. The narrative is simple and it facilitates understanding (it would be interesting to expand, adding more characters, in a polished post-jam version).

3 - Culture: The game is reminiscent of mazes, which attracts people who like this type of challenge/puzzle. The game seems to have some kind of reference to the Dark series (from Netflix), unless I'm mistaken. The camera and the character format also make it possible to talk to other consumer niches (due to the simplicity of the form, details of the character allow to communicate some narrative details more directly).

4 - Monetization: I believe that the polished and extended game could sell in stores like itch.io. With bigger changes (especially in the control), it would be possible to think about other platforms (like smartphones).

Loop Invader by Ale 2020-10-26T01:31:18Z

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Retrospective by Cole and Jordan Studios 2020-10-25T02:10:04Z

**[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.

Oiram Trak by jkniest 2020-10-24T21:36:04Z

[PT-BR] Ganhei da minha namorada. Mahahahahah.

[EN] I beat my girlfriend. Mahahahahah.

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Oiram Trak by jkniest 2020-10-24T21:51:19Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: Muito interessante que tenham conseguido concluir algo no nível jogo de corrida em tempo de game jam. O uso de coletáveis com diferentes funcionalidades ficou interessante. A região de trigger para demarcar o avanço no estágio ser visível foi uma decisão complicada. Por um lado a gente para de ter "cortes de caminho", por outro fica mais claro que o objetivo é percorrer todo o estágio. Os bots são (até onde consegui notar) muito melhores que o controle atualmente permite (como joguei com a minha namorada, não foquei tanto em avaliar eles na primeira sessão de jogo). Em alguns momentos o carro fica preso (principalmente se nunca pegou check-point (ants de passar da linha de largada (bastaria começar já com a linha de largada salva, creio)). Aprender não demorou, mas conseguir controlar bem o carro foi muito complicado (virar com o carro ainda é difícil).

2 - Gráficos, Áudio e Narrativa: A arte gráfica do estágio ficou legal, assim como a maioria dos elementos modelados (3D). Os coletáveis ficaram um pouco estranhos em relação à estética geral. O áudio não me causou estranheza. O jogo parece não ter foco em narrativa.

3 - Cultura: Há possíveis referências a jogos como Mario Kart e Crash Team Racing (isso permite que o jogo converse com títulos anteriores). Senti alguma falta de novidades que distanciassem um pouco de tais jogos. Lembrei ainda de GT e NFS.

4 - Monetização: Creio que em uma versão polida e com os devidos diferenciais, o jogo possa vender com propagandas no smartphone (quem sabe com venda de DLC ou mesmo pagando a retirada de propagandas). No computador pessoal, eu não tenho certeza, pois é um jogo para jogar com a família, talvez venderia a um custo em conta no Steam (após os devidos polimentos).

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: Very interesting that they managed to complete something on the racing game level in game jam time. The use of collectibles with different functionalities was interesting. The trigger region to mark the advance in the stage to be visible was a complicated decision. On the one hand, we stop having "path cuts", on the other it is clearer that the objective is to cover the entire stage. The bots are (as far as I can tell) much better than the control currently allows (as I played with my girlfriend, I didn't focus so much on evaluating them in the first game session). In some moments the car gets stuck (especially if you never got to the check-point (before passing the starting line (it would be enough to start with the starting line saved, I believe)). Learning didn't take long, but being able to control the car well was very complicated (turning the car around is still difficult).

2 - Graphics, Audio and Narrative: The graphic art of the stage was cool, as well as most of the modeled elements (3D). The collectibles were a little strange in relation to the general aesthetic. The audio didn't make me feel strange. The game does not seem to focus on narrative.

3 - Culture: There are possible references to games like Mario Kart and Crash Team Racing (this allows the game to chat with previous titles). I felt some lack of news that took some distance from such games. I also remembered GT and NFS.

4 - Monetization: I believe that in a polished version and with the due differentials, the game can sell with advertisements on the smartphone (perhaps with the sale of DLC or even paying for the removal of advertisements). On the personal computer, I am not sure, as it is a game to play with the family, perhaps it would sell at a cost on Steam account (after due polishing).

The Magic Steak by chispaLBC 2020-10-25T14:29:00Z

[PT-BR] Eu ainda estou tentando concluir o jogo. @.@

[EN] I am still trying to complete the game. @.@

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The Magic Steak by chispaLBC 2020-10-25T14:34:10Z

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The Magic Steak by chispaLBC 2020-10-25T14:55:24Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: O jogo de plataforma ficou muito divertido e desafiador (mesmo dando raiva em alguns momentos, faz parte da diversão, no meu caso). Eu joguei utilizando o teclado (alternando entre ASDW e ↑↓→←), gostaria de ter experimentado jogar com joystick. As mecânicas vão sendo apresentadas conforme o jogador vai aprendendo a lidar com elas (então creio que seja um flow bem aplicado em termos de jogabilidade). Seria interessante dar uma polida em algumas questões (segurar o pulo fazer pular novamente: não sei se foi projetado ou acidental). Como o som não foi produzido por vocês durante o evento, basta dizer que foi algo suave e engraçado (principalmente os gritos do personagem do jogador (doravante PdJ)).

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram muito bons (especialmente para o tempo de game jam). A narrativa não parece ter sido tanto o foco (no caso um universo fantasioso cheio de problemas diversos, ao nível fantástico). Gostaria de ter uma introdução à narrativa e cutscenes (talvez adicionar antagonistas e coadjuvantes teria sido algo muito favorável ao tópico).

3 - Cultura: O jogo bebe bem da fonte de outros jogos de plataforma similares (em cenário e mecânicas), tendo (por outro lado) graça própria.

4 - Monetização: Creio que com o devido revestimento narrativo seria possível distribuir em dezenas de estágios, tornando o jogo mais robusto. O polimento artístico poderia ser aplicado (especialmente para dar melhor uniformização visual (há alguns elementos que distoam um pouco)). Outro incremento artístico seria ter sons originais/autorais que revistam o projeto adequadamente (aumentando a imersão e a característica de jogo único). Assim o jogo poderia vender em stores como o Steam.

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: The platform game was very fun and challenging (even if it makes me angry at times, it is part of the fun, in my case). I played using the keyboard (alternating between ASDW and ↑ ↓ → ←), I wish I had tried playing with the joystick. The mechanics are being introduced as the player learns to deal with them (so I think it is a well applied flow in terms of gameplay). It would be interesting to give some polish to some questions (hold the jump and make it jump again: I don't know if it was designed or accidental). As the sound was not produced by you during the event, suffice it to say that it was something soft and funny (especially the screams of the player's character (hereafter PC)).

2 - Graphics, Audio and Narrative: The graphics were very good (especially for the game jam time). The narrative does not seem to have been so much the focus (in this case a fantasy universe full of different problems, at the fantastic level). I would like to have an introduction to narrative and cutscenes (perhaps adding antagonists and assistants would have been very favorable to the topic).

3 - Culture: The game drinks well from the source of other similar platform games (on stage and mechanics), having (on the other hand) grace of its own.

4 - Monetization: I believe that with the proper narrative coating it would be possible to distribute it in dozens of stages, making the game more robust. Artistic polishing could be applied (especially to give better visual uniformity (there are some elements that slightly distract)). Another artistic increment would be to have original / copyrighted sounds that search the project properly (increasing the immersion and the unique game characteristic). So the game could sell in stores like Steam.

Inferno of Espantalho by gustavo.christino 2020-10-25T01:30:34Z

Hi, @cole-and-jordan-studios. Yes... We should have increased our features. Unfortunately the game engine failed and only worked in the middle of the second day. In addition to having two other major events on the same weekend.

But we are very happy to have delivered at least the basics. We focus on results in the "procedural" generation of scenario and enemy units.

We use an Artificial Intelligence paradigm, within the area of Computational Intelligence, called Genetic Algorithm (which tries to simulate populations of entities that cross and undergo the process similar to the "evolution of species").

Inferno of Espantalho by gustavo.christino 2020-10-25T03:58:08Z

@tolmera, we added the WebGL/HTML5 version.

Inferno of Espantalho by gustavo.christino 2020-10-25T04:30:18Z

Yes, @mz-dino; the game is really very easy. I hope you got to see what happens when the days go by. :)

We will work on improvements to have some difficulty in the project (currently there is only damage from touching the locusts (in the head area), but that was not the only damage condition we had imagined).

:) Thanks for playing our game.

Inferno of Espantalho by gustavo.christino 2020-10-25T13:33:17Z

@chispalbc; we agree that the days are too long. Especially without what we intended to add to the gameplay (movement of enemies, interaction with training dummy, rest (that would skip time) etc.).

:) Thanks for playing! \o

Inferno of Espantalho by gustavo.christino 2020-10-25T15:04:07Z

Thanks, @jesus-gonzalez.

I will study about web version stuff. :)

Inferno of Espantalho by gustavo.christino 2020-10-25T16:51:28Z

Thank you for your suggestions, @ashkman! :)

Our jump is limited, but we leave a "hold to reach a little higher" effect (but it was bad, we will make corrections, thanks again).

We planned to implement shake screens and some other effects in the case of grasshoppers (making them blink, having hit points for a while when attacked and stuff).

We left both ASDW with J to fight, and ↓ ↑ → ← with X (we were thinking about keeping X to universalize the joystick too).

Yes, we miss sound effects a lot (one of the first things we should implement, even if basic).

Inferno of Espantalho by gustavo.christino 2020-10-25T23:01:26Z

@ale, we will definitely work on making the gameplay fun. Thank you so much for playing!

Inferno of Espantalho by gustavo.christino 2020-10-25T23:02:21Z

@geckoo1337, thank you for your comments too. :)

Inferno of Espantalho by gustavo.christino 2020-10-27T13:06:59Z

@silurus; damage can be taken if you touch their heads, we are working on moving the insects. Thanks for playing our game. \o

Inferno of Espantalho by gustavo.christino 2020-10-27T13:07:39Z

Thanks, @angiekatneko (I will tell our artist). :)

Roll 'em Up by BytingGames 2020-10-24T22:37:09Z

[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.

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Roll 'em Up by BytingGames 2020-10-24T23:21:21Z

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Roll 'em Up by BytingGames 2020-10-24T23:35:02Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: A mecânica principal é muito interessante, bem-aplicada e divertida. Poder utilizar joystick fez a dinâmica ser ainda mais interessante. Aprender a jogar é fácil, dominar bem o controle é outra história. O jogo realmente vai ficando cada vez mais complexo e desafiador. A mecânica da mola é muito caótica, seria interessante ter um botão para apontar a mola para baixo (ou poder girar mais rápido no próprio eixo, permitindo maior controle da mola). Deu para notar que novas mecâncias poderiam ser aplicadas futuramente (demonstrando potencial). Os espinhos são muito complicados de serem evitados.

2 - Gráficos, Áudio e Narrativa: Os gráficos em geral são simples (a avalanche ficou muito interessante). O aúdio ajuda bastante na experiência (tanto efeitos, quanto trilha). A narrativa é simples (salvamento), nesse sentido não vi muito vínculo com o tema de loop.

3 - Cultura: O jogo faz lembrar de diversos outros jogos no estilo e similares, conversando bem com o gênero em questão. A ideia da neve salvar pessoas ficou um pouco confusa para mim na hora de relacionar com salvamento, mas é um jogo e nem sempre a gente vê sentido em tudo.

4 - Monetização: Creio que o jogo em versão polida poderia vender bem no Steam. Eu creio que alterar o personagem do jogador (PdJ) seria interessante, para um personagem com personalidade (um bicho redondo e tem os atributos da bola de neve em questão), talvez ficasse mais vendável e poderia levar a narrativas interessantes.

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: The main mechanics are very interesting, well applied and fun. Being able to use joystick made the dynamic even more interesting. Learning to play is easy, mastering control well is another story. The game really gets more and more complex and challenging. The mechanics of the spring are very chaotic, it would be interesting to have a button to point the spring downwards (or to be able to rotate faster on the axis itself, allowing greater control of the spring). It was noticed that new mechanisms could be applied in the future (showing potential). Thorns are very complicated to avoid.

2 - Graphics, Audio and Narrative: The graphics in general are simple (the avalanche was very interesting). The audio helps a lot in the experience (both effects and soundtrack). The narrative is simple (rescue), in that sense I didn't see much connection with the loop theme.

3 - Culture: The game is reminiscent of several other games in style and similar, talking well with the genre in question. The idea of ​​snow saving people was a little confusing for me when it came to relating to rescue, but it's a game and we don't always see meaning in everything.

4 - Monetization: I think the game in polished version could sell well on Steam. I think that changing the player's character (PC) would be interesting, for a character with personality (a round bug and has the attributes of the snowball in question), maybe it would be more salable and could lead to interesting narratives.

Lights by oda 2020-10-25T15:01:14Z

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Lights by oda 2020-10-25T15:10:31Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: Uma mecânica muito interessante, sinto que a velocidade da bola pode acabar atrapalhando a ideia de ter limite no número de movimentos (caso isso seja pensado para gerar um sistema mecânico mais desafiador). Aprender a jogar é um misto entre tentativa/erro e planejamento (creio que seria possível demorar mais em estágios simples). Seria possível adicionar novos elementos (como blocos que não podem ser girados e blocos que fazem girar para a esquerda; também sendo possível um multiplicador de bolas (tendo que retirar todas do estágio) etc.). Tendo dito isso, o jogo ficou incrivelmente interessante e divertido. Parabéns.

2 - Gráficos, Áudio e Narrativa: Os gráficos são extremamente simples, mas entregam o que precisa ser entregue. Suponho que em uma versão arcade seria possível adicionar elementos fora da tela que permitam acompanhar score para engajamento social. Senti bastante a falta de efeitos sonoros básicos (quem sabe sons diferentes para cada célula e cada direção tomada ao chegar na célula seria uma possibilidade de gerar um jogo jogável por pessoas com deficiência visual. A narrativa é simples, ajude o personagem a sair o estágio (mesmo sendo uma bola, já temos a construção de personalidade bastante interessante).

3 - Cultura: O jogo fala um pouco sobre medo e necessidade de cuidado. Também conversando com outros jogos de mecânica experimental similares e puzzles com estratégia em tempo real. Além de dar margem ao arcade.

4 - Monetização: Creio que uma versão polida facilmente venderia em smartphones (com propagandas e a venda de não ter mais propagandas).

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: A very interesting mechanic, I feel that the speed of the ball can end up hindering the idea of ​​having a limit on the number of movements (if this is thought to generate a more challenging mechanical system). Learning to play is a mix between trial and error and planning (I think it would be possible to take longer in simple stages). It would be possible to add new elements (such as blocks that cannot be rotated and blocks that rotate to the left; it is also possible to multiply balls (having to remove them all from the stage) etc.). Having said that, the game was incredibly interesting and fun. Congratulations.

2 - Graphics, Audio and Narrative: The graphics are extremely simple, but they deliver what needs to be delivered. I suppose that in an arcade version it would be possible to add off-screen elements that allow you to track scores for social engagement. I really missed the lack of basic sound effects (maybe different sounds for each cell and each direction taken when reaching the cell would be a possibility to generate a playable game for people with visual impairments. The narrative is simple, help the character to leave the stage (even if it is a ball, we already have a very interesting personality construction).

3 - Culture: The game talks a little about fear and the need for care. Also talking to other similar experimental mechanics games and puzzles with real-time strategy. In addition to giving scope to the arcade.

4 - Monetization: I think a polished version would easily sell on smartphones (with advertisements and the sale of no more advertisements).

Nugget by plloyer 2020-10-25T02:38:36Z

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Nugget by plloyer 2020-10-25T02:46:47Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: São três diferentes formas de jogar com o personagem principal: o ovo, o filhote e a galinha adulta. Cada qual com suas próprias características e capacidades. O passo do jogo é bastante frenético, então é um pouco difícil pegar de primeira (ou nas primeiras tentativas) o funcionamento de tudo. Infelizmente o jogo ficou lento em alguns pontos (não sei se por conta de haver muitos objetos acumulados em cena). Algumas vezes a galinha não respondia ao comando de pulo (talvez por conta desse delay). Apesar de tudo isso, o jogo foi bastante divertido.

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram muito bons para o tempo de game jam. A música é muito animada e divertida (com os efeitos sonoros auxiliando nesse resultado). A narrativa é bem direta e relacionada ao tema (não há grande desenvolvimento de personalidade, mesmo porque a ideia parece ser dezenas e dezenas de galinhas morrendo uma depois da outra).

3 - Cultura: O jogo me fez lembrar dos abatedouros (os quais poderiam ser menos "sofridos" para os animais). Fora isso, fez-me lembrar de algo divertido, como o filme Fuga das Galinhas (além de ter me feito lembrar de Toy Story também).

4 - Monetização: Não consegui chegar a algum final, então não tenho certeza se seria um jogo quebrado em estágios, ou se seria infinito com geração procedural (em formato final). O que poderia alterar a estratégia de stores para venda com propagandas em smartphones, como principal sugestão.

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: There are three different ways to play with the main character: the egg, the chick and the adult chicken. Each with its own characteristics and capabilities. The pace of the game is quite frantic, so it is a little difficult to get everything working first (or in the first few attempts). Unfortunately the game was slow in some points (I don't know if there are many objects accumulated on the scene). Sometimes the chicken did not respond to the jump command (perhaps because of this delay). Despite all that, the game was quite fun.

2 - Graphics, Audio and Narrative: The graphics were very good for the game jam time. The music is very lively and fun (with the sound effects assisting in this result). The narrative is very direct and related to the theme (there is no great personality development, even because the idea seems to be dozens and dozens of chickens dying one after the other).

3 - Culture: The game reminded me of slaughterhouses (which could be less "suffered" for animals). Other than that, it reminded me of something fun, like the movie Chicken Run (besides reminding me of Toy Story too).

4 - Monetization: I couldn't reach any end, so I'm not sure if it would be a game broken in stages, or if it would be infinite with procedural generation (in final format). What could change the strategy of stores for sale with advertisements on smartphones, as the main suggestion.

Kill the Zombies by Gurrg 2020-10-25T00:17:30Z

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Kill the Zombies by Gurrg 2020-10-25T00:24:36Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: A mecânica principal é sobre atirar em mortos-vivos enquanto eles tentam matar você de perto. O tamanho das unidades talvez não seja o ideal para a movimentação ser significativa, dada a velocidade dos projéteis que eu atiro. Por outro lado a escala dos personagens parece razoável para passar a ideia do que eles são (então um dash poderia ajudar, talvez). Aumentar a velocidade de tiro, ou fazer ele alcançar além de onde está a mira poderia facilitar (quem sabe possibilitar projéteis que atravessem os inimigos facilite). A ideia de ser arcade (ao que entendi) ficou muito interessante. Senti falta de coletáveis para a restauração da vida, ou aumento das defesas (em caráter temporário ou perecível).

2 - Gráficos, Áudio e Narrativa: O gráfico é bem simples, mas consegue passar a ideia do jogo (obviamente caberiam muitas melhorias em uma versão polida, incluindo efeitos visuais para os disparos, fragmentos e novos objetos). O som segue essa mesma pegada, incluindo uma trilha que poderia mudar com o tempo ou com coletáveis específicos. A narrativa parece ser simples e não ter sido tão focada (considerando-se o experimentado dentro do jogo).

3 - Cultura: O jogo possui diversos concorrentes similares (inclusive no Steam). O tema apocalíptico com mortos-vivos é recorrente; nos retirando culpa no ato da defesa pessoal (desdobramentos disso poderiam ser expandidos na narrativa para uma versão polida do projeto).

4 - Monetização: Assim como há jogos similares no Steam, creio que este também poderia ser jogado em computadores pessoais (com diferentes estágios e outros componentes interessantes, além do polimento artístico).

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: The main mechanic is about shooting the undead as they try to kill you up close. The size of the units may not be ideal for the movement to be significant, given the speed of the projectiles I shoot. On the other hand, the scale of the characters seems reasonable to convey the idea of ​​what they are (so a dash could help, perhaps). Increasing the speed of fire, or making it reach beyond where the aim is could make it easier (who knows, making projectiles that pass through enemies easier). The idea of ​​being arcade (as I understand it) was very interesting. I felt a lack of collectibles for the restoration of life, or an increase in defenses (temporary or perishable).

2 - Graphics, Audio and Narrative: The graphic is very simple, but it manages to convey the idea of ​​the game (obviously there would be many improvements in a polished version, including visual effects for the shots, fragments and new objects). The sound follows that same footprint, including a track that could change over time or with specific collectibles. The narrative seems to be simple and not so focused (considering the experienced in the game).

3 - Culture: The game has several similar competitors (including on Steam). The apocalyptic theme with undead is a recurring theme; removing guilt in the act of self-defense (developments of which could be expanded in the narrative to a polished version of the project).

4 - Monetization: Just as there are similar games on Steam, I believe it could also be played on personal computers (with different stages and other interesting components, in addition to artistic polish).

Sad Knight by HumphreysMedia 2020-10-25T05:19:06Z

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Sad Knight by HumphreysMedia 2020-10-25T05:26:14Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: Percorrer o ambiente completando algumas tarefas de interação. Senti falta do uso de algumas mecânicas adicionais que deixassem o jogo mais interessante (creio que a pegada principal foi o horror neste projeto). A lista de tarefas no canto da tela ficou muito pequena (isso dificultou ter uma melhor experiência). Demorei perceber que eu poderia correr (por sorte os inimigos que confrontei tinham uma animação de ataque que me permitiam fugir andando de boa). O jogo travou um pouco (talvez por ter muitos elementos na mesma cena, não tenho certeza).

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram interessantes. Apesar de quebrar a uniformidade do estilo visual, as fotografias nos quadros deram um ar de humor. Senti muito a falta de efeitos sonoros e quem sabe de alguns sons ambientes mais contínuos. Sinto que teria aproveitado melhor a narrativa se os textos fossem um pouco mais legíveis (tarefas muito pequenas no canto da tela).

3 - Cultura: O jogo dialoga com narrativas de horror, terror e com o Halloween (ou elementos também usados neste). O jogo também tem uma pegada de pique-esconde e de caçada ao tesouro.

4 - Monetização: Suponho que depende bastante de como a equipe quer evoluir com o projeto. De qualquer forma creio que stores para computadores pessoas seriam as escolhas de vendagem mais adequadas.

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: Walk around the environment completing some interaction tasks. I missed using some additional mechanics that would make the game more interesting (I think the main catch was the horror on this project). The task list in the corner of the screen became very small (this made it difficult to have a better experience). It took me a while to realize that I could run (luckily the enemies I confronted had an attack animation that allowed me to get away walking with ease). The game crashed a little (maybe because it has a lot of elements in the same scene, I'm not sure).

2 - Graphics, Audio and Narrative: The graphics were interesting. Despite breaking the uniformity of the visual style, the photographs in the pictures gave an air of humor. I really missed the sound effects and maybe some more continuous ambient sounds. I feel that I would have made better use of the narrative if the texts were a little more readable (very small tasks in the corner of the screen).

3 - Culture: The game dialogues with horror, terror and Halloween narratives (or elements also used in this). The game also has a peek-a-boo and treasure hunt footprint.

4 - Monetization: I suppose it depends a lot on how the team wants to evolve with the project. Anyway, I believe that stores for personal computers would be the most appropriate sales choices.

Vrochos by Christos Avramis 2020-10-25T04:26:57Z

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Vrochos by Christos Avramis 2020-10-25T04:42:16Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: Suponho que trabalhar com enforcamento (mesmo que pareça algum super herói da Marvel) seja suficiente para marcar como impróprio para menores (mas não tenho certeza). Hahahahahah (minha criança interior deve ter ficado com medo). O jogo (principal, ao que entendi) é divertido e um pouco desafiador. No começo é possível se manter encostado no carrasco sem maiores problemas e isso talvez seja um bug a ser corrigido (não sei ao certo). Os minigames ficaram bastante confusos e meio sem sentido (creio que não tenham muito a ver com o que está acontecendo principalmente, a menos que eu não tenha entendido alguma coisa). A dificuldade vai aumentando enquanto o aprendizado em controlar o personagem do jogador (doravante PdJ) vai aumentando também (então tem um bom fluxo de jogo).

2 - Gráficos, Áudio e Narrativa: Os gráficos do jogo principal ficaram interessantes e uniformes com a proposta (novamente há uma quebra de imersão ao pensar nos gráficos dos minigames). Os efeitos sonoros ficaram muito interessantes e imersivos. A narrativa não foi bem o foco (em termos de desenvolver ao passar do tempo); quem sabe algumas falas do prisioneiro ou do carrasco poderiam dar mais humor e personalidade.

3 - Cultura: O jogo fala muito sobre pena de morte (não ocorre essa pena em todos os países). O carrasco remete à idade média. O jogo tem uma pegada de verticalidade que me faz lembrar alguns jogos do ano de 2019 (parecia haver uma onda crescente do uso de verticalidade).

4 - Monetização: Sugestão: adicionar piadas, novos prisioneiros e novas mecânicas (armadilhas, obstáculos e outras). Uma versão estendida e polida poderia vender em stores como itch.io. Se migrarem para smartphones: poderiam monetizar com propagandas.

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: I suppose working with hanging (even if it looks like some Marvel superhero) is enough to mark it as inappropriate for minors (but I'm not sure). Hahahahahah (my inner child must have been scared). The game (main, as I understand it) is fun and a little challenging. In the beginning it is possible to stay leaning against the executioner without any major problems and this may be a bug to be corrected (I am not sure). The minigames were pretty confusing and a little pointless (I think they don't have a lot to do with what's going on mostly, unless I don't understand something). The difficulty increases as the learning to control the player's character (henceforth PC) increases as well (so there is a good flow of play).

2 - Graphics, Audio and Narrative: The graphics of the main game were interesting and uniform with the proposal (again there is a break in immersion when thinking about the graphics of the minigames). The sound effects were very interesting and immersive. The narrative was not quite the focus (in terms of developing over time); perhaps some speeches by the prisoner or the executioner could give more humor and personality.

3 - Culture: The game talks a lot about the death penalty (it doesn't happen in all countries). The executioner goes back to the Middle Ages. The game has a verticality footprint that reminds me of some games from the year 2019 (there seemed to be a growing wave of using verticality).

4 - Monetization: Suggestion: add jokes, new prisoners and new mechanics (traps, obstacles and others). An extended and polished version could sell in stores like itch.io. If they migrate to smartphones: they could monetize with advertisements.

Spirit Scouts by Emiliabea 2020-10-24T22:23:58Z

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Spirit Scouts by Emiliabea 2020-10-24T22:32:43Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: O jogo agrada quem curte leitura e relacionar contextos. Estar preso ao loop de tentar encontrar o personagem com a história (texto) que melhor se relaciona com a pista (outro texto) é interessante (mas muitas vezes passa por um filtro de subjetividade que complica um pouco). Aprender a lidar com o jogo foi fácil. Ele vai se tornando cada vez mais fácil com o passar do tempo, porque diminui a quantidade de "almas" que ainda não reencarnaram. Eu sugiro que experimentem aumentar o número de almas não-compatíveis (e também compatíveis futuramente) a cada nova alma "encontrada".

2 - Gráficos, Áudio e Narrativa: O gráfico principal ficou muito interessante (especialmente em contraste com o fundo). Os gatos possuem estilo visual uniforme entre eles (isso é interessante), fico imaginando se seria possível deixar eles também compatíveis com o personagem principal (entendi como "espiritualidade"). A narrativa parece partir do pressuposto da reencarnação e do encontro de narrativas/histórias de vida (achei bem interessante). A música vestiu bem e foi uma boa surpresa não ser apenas uma.

3 - Cultura: Conversa bem com as diversas religiões onde a reencarnação está presente. Fala também sobre filosofias de vida e sobre resolvermos questões (antes e depois da morte, para quem acredita).

4 - Monetização: Creio que o jogo poderia ter mais estágios, com o contexto em cutscenes em vez de texto, talvez isso mudaria e expandiria o conteúdo. Não sei bem se venderia em stores como itch.io ou se seria um jogo mais interessante a instituições cuja religiosidade seja compatível.

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: The game pleases anyone who enjoys reading and relating contexts. Being stuck in the loop of trying to find the character with the story (text) that best relates to the clue (another text) is interesting (but it often goes through a subjectivity filter that complicates a little). Learning how to deal with the game was easy. It becomes easier and easier with time, because it decreases the number of "souls" who have not yet reincarnated. I suggest that you try to increase the number of non-compatible (and also compatible in the future) souls with each new "found" soul.

2 - Graphics, Audio and Narrative: The main graph was very interesting (especially in contrast to the background). Cats have a uniform visual style among them (this is interesting), I wonder if it would be possible to make them compatible with the main character as well (I understand it as "spirituality"). The narrative seems to start from the assumption of reincarnation and the encounter of narratives / life stories (I found it very interesting). The song wore well and it was a good surprise not to be just one.

3 - Culture: Talk well with the different religions where reincarnation is present. It also talks about life philosophies and about solving issues (before and after death, for those who believe).

4 - Monetization: I think the game could have more stages, with the context in cutscenes instead of text, maybe that would change and expand the content. I'm not sure if it would sell in stores like itch.io or if it would be a more interesting game for institutions whose religiosity is compatible.

Lamps by Dimini Inc. 2020-10-24T17:29:02Z

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Lamps by Dimini Inc. 2020-10-24T19:57:54Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: Fazendo a análise do ponto de vista da entrega original. A mecânica me pareceu interessante. O não funcionamento da rotação de alguns elementos me deixou frustrado e confuso. O gasto de movimentos mesmo quando a ação não é frutífera também me frustrou. Perde-se o botão de reiniciar o estágio se mexer muito no zoom da tela (isso atrapalha). Se utilizar as setas e o espaço as coisas ficam meio confusas (criando duplicações da "mira" e fazendo elementos sumirem).

2 - Gráficos, Áudio e Narrativa: Os gráficos são simples e suficientes para o conceito pretendido. Senti falta de algum efeito sonoro para me dizer cada vez que eu fazia ponto (ou quem sabe uma mudança temporária na cor dos elementos). Creio que narrativa não tenha sido o foco do projeto.

3 - Cultura: O jogo fala bastante sobre eletricidade (Circuitos Elétricos 1 ou Física de Ensino Médio).

4 - Monetização: Ao falar sobre Física, seria possível entregar o jogo para instituições de ensino. Especialmente elevando os atributos lúdicos ao mesmo ponto que aumentando os diferentes desafios com diferentes elementos eletro-eletrônicos.

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: Doing the analysis from the point of view of the original delivery. The mechanics seemed interesting to me. The failure of the rotation of some elements left me frustrated and confused. The expense of movements even when the action is not fruitful also frustrated me. The stage reset button is lost if the screen zooms too much (this gets in the way). If you use the arrows and space, things get a bit confusing (creating duplications of the "crosshairs" and making elements disappear).

2 - Graphics, Audio and Narrative: The graphics are simple and sufficient for the intended concept. I missed a sound effect to tell me every time I made a stitch (or maybe a temporary change in the color of the elements). I believe that narrative was not the focus of the project.

3 - Culture: The game talks a lot about electricity (Electrical Circuits 1 or High School Physics).

4 - Monetization: When talking about Physics, it would be possible to deliver the game to educational institutions. Especially raising the playful attributes to the same point as increasing the different challenges with different electro-electronic elements.

Nine to Five by Kristian Kurktchiev 2020-10-24T15:39:41Z

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.

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Nine to Five by Kristian Kurktchiev 2020-10-24T15:59:21Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: Há pouco controle do personagem (proposital, mas desconfortável). O controle da interface do computador está interessante (salvo o erro (imagem acima)). Senti falta de um relógio. Senti falta de um objetivo claro. Aprendi a evoluir, mas não encontrei uso para meu avanço.

2 - Gráficos, Áudio e Narrativa: Aplicação interessante de modelagem tridimensional. Focaria em usar fade-in e fade-out mais duradouros ao dormir. Seria interessante ter como clicar no relógio para desligar ele ao acordar (alarme irritante). Senti falta de narrativa que conduzisse a experiência ao patamar de jogo.

3 - Cultura: The game talks very well with the current situation of people (pandemic COVID-19 in 2020). The game also talks about the idea of work (routine and interpersonal relationships).

4 - Monetização: Não consegui imaginar uma forma de monetização para este projeto atualmente.

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: There is little control of the character (purposeful, but uncomfortable). The control of the computer interface is interesting (except for the error (image above)). I missed a clock. I missed a clear goal. I learned to evolve, but found no use for my advancement.

2 - Graphics, Áudio and Narrative: Interesting application of three-dimensional modeling. I would focus on using longer lasting fade-in and fade-out when sleeping. It would be interesting to be able to click on the clock to turn it off upon waking (annoying alarm). I missed a narrative that would take the experience to the next level.

3 - Culture: The game talks very well with the current situation of people (pandemic COVID-19 in 2020). The game also talks about the idea of work (routine and interpersonal relationships).

4 - Monetization: I couldn't imagine a way of monetizing this project today.

G.R.E.E.N. T.E.A. and The Grandfather Paradox by MZ Dino 2020-10-25T05:41:31Z

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G.R.E.E.N. T.E.A. and The Grandfather Paradox by MZ Dino 2020-10-25T05:48:12Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: O jogo é simples e direto. Atire nos inimigos para proteger a sua própria existência (protegendo o avô, no caso). A caixa de colisão que impede atirar para baixo infelizmente atrapalha a defender o avô. Senti falta de poder me movimentar (ao menos em cima da plataforma que o personagem fica).

2 - Gráficos, Áudio e Narrativa: Os gráficos são bastante simples, permitindo passar a narrativa. O áudio é interessante, mas se torna repetitivo rapidamente durante a etapa de combate. A narrativa é engraçada e descontraída.

3 - Cultura: O jogo faz lembrar de filmes, animações e seriados com o foco em paradoxo temporal.

4 - Monetização: Suponho que o jogo precise de bastante polimento e expansão caso queira monetizar em cima (suponho que seria possível desdobrar a narrativa para mais missões e aumentar o leque de possíveis interações).

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: The game is simple and straightforward. Shoot enemies to protect your own existence (protecting the grandfather, in this case). The collision box that prevents shooting down unfortunately hinders the defense of the grandfather. I missed being able to move (at least on the platform where the character is).

2 - Graphics, Audio and Narrative: The graphics are quite simple, allowing to pass the narrative. The audio is interesting, but it becomes repetitive quickly during the combat stage. The narrative is funny and relaxed.

3 - Culture: The game is reminiscent of films, animations and series with a focus on temporal paradox.

4 - Monetization: I suppose the game needs a lot of polish and expansion if you want to monetize on top (I suppose it would be possible to unfold the narrative for more missions and increase the range of possible interactions).

Loop Cure by pedrocoden 2020-10-25T13:30:57Z

[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).

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Loop Cure by pedrocoden 2020-10-25T13:37:27Z

[PT-BR] Ainda jogarei! Já que venho fazer uma análise mais ampla... Tenho um questionamento antes... Seria possível não ter tantos arquivos na primeira pasta do projeto, o que facilitaria encontrar o executável certo?

[EN] I'll still play! Since I come to do a broader analysis ... I have a question before ... It would be possible not to have so many files in the first folder of the project, what would make it easier to find the right executable?

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Loop Cure by pedrocoden 2020-10-25T13:45:29Z

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Loop Cure by pedrocoden 2020-10-25T13:54:21Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: A mecânica é simples e fácil de aprender. O fluxo de jogo inicia já no difícil. A não possibilidade de coletar os objetos de curta distância (tendo sempre que passar por cima deles) acaba punindo um pouco. O tempo para pegar as poções é curto, então foi bem difícil vencer o jogo. Muito bom que tenha tela de título e menus. As poções desaparecem muito rápido, hahahahahah. Seria interessante (talvez) colocar algum sinal visual que estão sumindo (tipo elas começarem a sofrer fade-out).

2 - Gráficos, Áudio e Narrativa: Os gráficos analisados individualmente ficaram bons para o tempo de game jam (apenas as poções que poderiam ter sido trabalhadas de outra forma). Ao analisar a composição geral: o chão, as poções e os personagens não combina muito entre si (mas isso não é muito problema para tempo de evento). A música ficou boa, não me senti enjoado/irritado; ao meu ver é um loop bem aplicado. A narrativa não é tão presente, sendo direta e simples: "pegue todas as poções para escapar do loop".

3 - Cultura: Poções remetem à medievalidade (e épocas anteriores), especialmente colocadas nesses termos (caso fosse algum tipo de remédio ou "kit de saúde" seria outra a visão do todo). O personagem principal me pareceu remeter a esportistas da atualidade, não sei se essa era a intenção.

4 - Monetização: Suponho que com obstáculos (paredes) o jogo poderia ter diversos estágios e novas mecânicas. Com os devidos polimentos e forte expansão do conteúdo o jogo poderia vender em stores como itch.io.

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: The mechanics are simple and easy to learn. The flow of the game starts in the difficult. Failure to collect objects from a short distance (always having to go over them) ends up punishing a little. The time to get the potions is short, so it was very difficult to win the game. Very good that it has title screen and menus. The potions disappear very quickly, hahahahahah. It would be interesting (maybe) to put some visual signal that is disappearing (like they start to fade out).

2 - Graphics, Audio and Narrative: The graphs analyzed individually were good for the game jam time (only the potions that could have been worked otherwise). When analyzing the general composition: the ground, the potions and the characters do not mix very well with each other (but this is not a problem for event time). The music was good, I didn't feel sick / irritated; in my view it is a well applied loop. The narrative is not so present, being direct and simple: "take all the potions to escape the loop".

3 - Culture: Potions refer to medievality (and earlier times), especially put in these terms (if it were some kind of medicine or "health kit" the whole view would be different). The main character seemed to refer to sportspeople today, I don't know if that was the intention.

4 - Monetization: I suppose with obstacles (walls) the game could have several stages and new mechanics. With the proper polishing and strong expansion of the content the game could sell in stores like itch.io.

Loop Cure by pedrocoden 2020-10-25T18:14:43Z

@pedrocoden, talvez um arquivo de atalho em pasta superior, não sei.

Loop Cure by pedrocoden 2020-10-26T01:44:04Z

Oh, no. Hahahahah.

Milk Store by Dinoraz 2020-10-25T13:11:30Z

j16.png

j16b.png

Milk Store by Dinoraz 2020-10-25T13:23:52Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: O jogo tem mecânica simples e intuitiva, bater recorde em velocidade de realizar uma sequência fixa de ações. Creio que o jogo poderia ser mais atrativo para rejogo caso houvesse alteração na posição dos elementos (mas sem os deixar mais distantes de pontos obrigatórios de passagem). Aprender a jogar foi rápido, não tendo um fluxo de dificuldade crescente (suponho que o foco seja em bater o recorde.

2 - Gráficos, Áudio e Narrativa: Os gráficos são simples e engraçados, são suficientes para transmitir o conceito do jogo. Senti falta de qualquer efeito sonoro para dinheiro sendo pego ou gasto, para o carro em movimento (principalmente). A narrativa é simples e direta.

3 - Cultura: O estilo visual evoca referências a algumas animações engraçadas (isso pode permitir variantes de mecânica num mesmo estilo visual chamativo e simples). Jogos de corrida contra o tempo também possuem algum charme cultural, sendo atrativos por conta dessa mecânica para muitas pessoas.

4 - Monetização: Suponho que o jogo precisaria ser muito expandido a fim de se tornar comercialmente viável.

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: The game has simple and intuitive mechanics, breaking a speed record to perform a fixed sequence of actions. I believe that the game could be more attractive to replay if there was a change in the position of the elements (but without leaving them further from mandatory points of passage). Learning to play was fast, not having a flow of increasing difficulty (I suppose the focus is on breaking the record.

2 - Graphics, Audio and Narrative: The graphics are simple and funny, they are enough to convey the concept of the game. I missed any sound effect for money being picked up or spent, for the car in motion (mostly). The narrative is simple and direct.

3 - Culture: The visual style evokes references to some funny animations (this can allow for mechanic variants in the same flashy and simple visual style). Racing games against time also have some cultural charm, being attractive due to this mechanics for many people.

4 - Monetization: I suppose the game would need to be greatly expanded in order to become commercially viable.

Bloody Loop by Ashkman 2020-10-26T01:43:46Z

j24.png

Exolvuntur by towergame 2020-10-25T04:48:54Z

[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.

j13.png

Exolvuntur by towergame 2020-10-25T04:58:59Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: Muito interessante a implementação de sempre alterar o estágio a cada partida (isso facilita bastante a questão de o jogador querer jogar novamente). Infelizmente o jogo travou muito comigo (gostaria que houvessem opções de utilização de gráficos menos avançados, para rodar melhor no meu computador). Ao que entendi há diversos tipos de inimigos, alguns causam dano por toque e outros disparam projéteis que possuem alguma liberdade de movimento. Não consegui entender perfeitamente como funcionavam os coletáveis, entretanto eu notei que havia caixas (não sei se eram para restauração da saúda ou se eram recargas para a arma). Gostaria de saber o que queria dizer apagar o progresso (no menu da tela de título). Ter uma tela de título também foi muito bacana.

2 - Gráficos, Áudio e Narrativa: Gostei da estrutura do estágio (até mesmo a câmera). Também a iluminação com o disparo ficou interessante. Os efeitos sonoros são simples e estão bons para tempo de game jam. A música é um pouco repetitiva. Não notei muitos traços de narrativa (mesmo uma masmorra possibilitando isso); talvez tenha sido problema das vezes que rodei o jogo terem me dado experiências muito travadas.

3 - Cultura: O jogo parece beber da fonte de jogos como Diablo e roguelites/roguelikes diversos. As balas terem alguma autonomia me fez lembrar de partidas que assisti de alguns jogos mais recentes.

4 - Monetização: Creio que com os devidos polimentos (inclusive de otimização), poderiam alcançar público para compra em stores como Steam. Isso depende da possibilidade de bem-implementarem narrativa e expandirem o conteúdo (com polimentos).

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: Very interesting the implementation of always changing the stage at each game (this makes it easier for the player to want to play again). Unfortunately the game crashed a lot with me (I wish there were options for using less advanced graphics, to run better on my computer). As I understand it there are several types of enemies, some cause damage by touch and others fire projectiles that have some freedom of movement. I couldn't quite understand how the collectibles worked, however I noticed that there were boxes (I don't know if they were for health restoration or if they were refills for the weapon). I would like to know what it meant to delete progress (in the title screen menu). Having a title screen was also very cool.

2 - Graphics, Audio and Narrative: I liked the structure of the stage (even the camera). The lighting with the shot was also interesting. The sound effects are simple and are good for game jam time. The music is a little repetitive. I didn't notice many narrative traits (even a dungeon making this possible); maybe it was a problem that the times I ran the game gave me a lot of experiences.

3 - Culture: The game seems to drink from the source of games like Diablo and various roguelites/roguelikes. The bullets having some autonomy reminded me of games I watched from some recent games.

4 - Monetization: I believe that with due polishing (including optimization), they could reach audiences for purchase in stores like Steam. This depends on the possibility of well-implementing narrative and expanding the content (with polish).

Remember the Way by ilopes 2020-10-24T21:15:01Z

**[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.

Temporal Tether by fatrobin 2020-10-24T20:23:33Z

j3.png

Temporal Tether by fatrobin 2020-10-24T20:45:49Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: Mecânica bem simples e fácil de aprender. Como não há maiores implicações em falhar, puramente repetir o desafio parece repetitivo. Em caso de continuidade do projeto, sugiro adicionar algo que é acumulado com o passar dos ciclos temporais que force a pessoa a tomar cuidado (talvez barra de vida). Senti um pouco a caixa de colisão em alguns pontos (mais do que o esperado); a sugestão é que ela tenha o tamanho reduzido.

2 - Gráficos, Áudio e Narrativa: Os gráficos são simples e passam o que precisam passar. A narrativa me foi entregue principalmente ao final, quando eu notei o que eu estava fazendo (em uma versão polida, seria interessante adicionar ao menos pistas mais intensas da narrativa aos poucos).

3 - Cultura: O uso de cristais com relevância mística/metafísica é recorrente (é possível aproveitar bem isso). O aspecto de masmorra em um lugar misterioso ajudou a evocar a sensação de desafio sobre o próprio fluxo da realidade.

4 - Monetização: Suponho que o jogo possa vender a baixo custo em stores como itch.io, Game Jolt e similares (especialmente em versão polida).

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: Mechanics very simple and easy to learn. Since there are no major implications of failing, purely repeating the challenge seems repetitive. In case of project continuity, I suggest adding something that is accumulated over time cycles that force the person to be careful (maybe life bar). I felt the collision box a little at some points (more than expected); the suggestion is that it be reduced in size.

2 - Graphics, Audio and Narrative: The graphics are simple and convey what they need to understand. The narrative was mainly delivered to me at the end, when I noticed what I was doing (in a polished version, it would be interesting to add at least more intense clues to the narrative little by little).

3 - Culture: The use of crystals with mystical / metaphysical relevance is recurrent (it is possible to take advantage of this). The dungeon aspect in a mysterious place helped to evoke a sense of defiance about the very flow of reality.

4 - Monetization: I suppose the game can sell at low cost in stores like itch.io, Game Jolt and the like (especially in polished version).

Resurrection by etrealjunior 2020-10-25T16:11:50Z

[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

j22.png

[PT-BR] E então... O fim (e o recomeço).

[EN] And then ... The end (and the restart).

j22b.png

Resurrection by etrealjunior 2020-10-25T16:47:09Z

**[PT-BR] Análise...**

1 - Mecânicas, Aprendizado e Fluxo: Três etapas: queda (controle vertical/horizontal (sobrevivência)), plataforma (ataque/pulo (sobrevivência e exploração)) e voo (controle horizontal (pontos-objetivos)). Queda: sugiro diminuir o número de pássaros e remover pontos de sobrevivência garantida (conforme fotografia anterior). Plataforma: sugiro aumentar a velocidade de ataque (deixaria o jogo mais dinâmico ao meu ver). Sugiro deixar o pulo alcançar maior horizontalidade (talvez deixe mais dinâmico também). Em geral ficou bom e interessante, especialmente com o tutorial em jogo. Voo: seria interessante ter obstáculos ou concorrência para deixar um pouco mais desafiador. De qualquer forma esta parte reforçou a ideia de loop da vida.

2 - Gráficos, Áudio e Narrativa: Os gráficos ficaram majoritariamente bonitos. A aplicação do Efeito Paralaxe na parte de queda deu um toque interessante ao jogo. Os efeitos sonoros na queda poderiam ser menos repetitivos (talvez com 3 ou 5 variações do barulho do pássaro a serem randomizadas). A narrativa tem seu ápice ao início da segunda queda (seria interessante ter um fade-out nessa parte) e encerrar com os créditos (creio eu). Mas é apenas uma hipótese.

3 - Cultura: Por relatar sobre o ciclo da vida, o jogo acaba se destacando como peça sobre Biologia e Consciência Ecológica.

Vi por alto a discussão sobre spam, não sei se entendi totalmente (acredito que a Ludum Dare deve ser um exercício de honestidade, com feedbacks sinceros e gentis, organicamente a gente conseguindo visibilidade; além disso, já existe o feed para fazer (de tempos em tempos) publicações que atraiam jogadores). Dito isso, boa sorte.

4 - Monetização: Assim, o jogo poderia divulgar a equipe (entregue em smartphones). Pais poderiam deixar filhos brincando, mas poucos pagariam. O projeto poderia ser vendável em outras plataformas se expandirem para o ciclo de vida de diversos outros seres.

**[EN] Analysis...**

1 - Mechanics, Learning and Flow: Three stages: fall (vertical / horizontal control (survival)), platform (attack / jump (survival and exploration)) and flight (horizontal control (objective points)). Fall: I suggest reducing the number of birds and removing guaranteed survival points (as per previous photo). Platform: I suggest increasing the attack speed (it would make the game more dynamic in my view). I suggest letting the jump reach greater horizontality (maybe it will make it more dynamic too). In general it was good and interesting, especially with the tutorial in play. Flight: it would be interesting to have obstacles or competition to make it a little more challenging. Anyway, this part reinforced the idea of ​​the loop of life.

2 - Graphics, Audio and Narrative: The graphics were mostly beautiful. The application of the Parallax Effect in the fall part gave an interesting touch to the game. The sound effects in the fall could be less repetitive (perhaps with 3 or 5 variations of bird noise to be randomized). The narrative reaches its peak at the beginning of the second fall (it would be interesting to have a fade-out on that part) and end with the credits (I believe). But it is only a hypothesis.

3 - Culture: For reporting on the life cycle, the game ends up standing out as a piece on Biology and Ecological Awareness.

I overlooked the discussion about spam, I don't know if I fully understood it (I believe that Ludum Dare must be an exercise in honesty, with sincere and kind feedbacks, organically we gain visibility; in addition, there is already a feed to do (from time to time) time) publications that attract players). That said, good luck.

4 - Monetization: Thus, the game could publicize the team (delivered on smartphones). Parents could let children play, but few would pay. The project could be salable on other platforms if they expand to the life cycle of several other beings.

LD48 — Deeper and deeper

Vast Trivia Of The Void by JorgeGameDev 2021-05-16T01:25:52Z

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

Vast Trivia Of The Void by JorgeGameDev 2021-05-16T01:48:26Z

**Análise...**

1 - Mecânicas, Aprendizado e Fluxo: O jogo possui algumas mecânicas muito interessantes e que funcionam muito bem juntas (jogar dados para saber quantos movimentos você fará, tirar cartas que podem afetar o movimento entre as casas, responder perguntas (geralmente com quatro opções, sendo uma delas verdadeira) e (ainda com as mesmas cartas) poder usar algumas cartas para afetar a parte do jogo que envolve responder perguntas. Há, ainda, um sistema de pontuações e um sistema de aquisições de cartas (compras). Aprender a jogar o básico é simples, ainda mais que o principal comando se dá pelo mouse; apenas há alguns pontos que poderiam ser facilitados (comentei alguns deles no vídeo gravado para YouTube). A mecânica do temporizador poder dar pontos adicionais também ficou muito bacana. O jogo não aumenta em dificuldade, mas o fluxo se dá pelo aumento no risco em continuar jogando, o que eu achei muito interessante e imersivo.

2 - Gráficos, Áudio e Narrativa: A arte gráfica está incrível. Parabéns. Apontarei dois polimentos que poderiam ser implementados: evidenciar mais o texto central (que indica nossa próxima ação); melhor delimitar para onde o personagem está virado (algumas vezes me confundi, e isso é importante para o uso de cartas). O áudio ficou excelente também, parabéns. A narrativa é simples e não parece ter sido o foco, mas há sinais de um tipo lúdico de desafio sendo proposto ao jogador.

3 - Cultura: O jogo é cheio de referências culturais diversas. Além de ser um exemplo de jogo de perguntas e respostas, com adição de cartas e alguns outros elementos. Tudo isso permite explorar bastante em redes sociais para encontrar público interessante para propaganda.

4 - Monetização: Creio que o jogo já esteja próximo ao que se poderia esperar de um jogo para smartphones, quem sabe aumentaria o banco de perguntas para permitir jogar por bastante tempo (jogando poucas vezes já tive diversas questões repetidas). Talvez uma versão com polimentos possa se especializar em algumas áreas do conhecimento a depender do país para onde o jogo fosse distribuído.

Vast Trivia Of The Void by JorgeGameDev 2021-05-16T01:49:04Z

**Analysis...**

1 - Mechanics, Learning and Flow: The game has some very interesting mechanics that work very well together (play dice to know how many moves you will make, draw cards that can affect the movement between houses, answer questions (usually with four options, one of which is true) and (still with the same cards) to be able to use some cards to affect the part of the game that involves answering questions. There is also a scoring system and a card acquisition system (purchases). Learning to play the basics is simple, even more than the main command is given by the mouse; there are only a few points that could be facilitated (I commented on some of them in the video recorded for YouTube). The mechanics of the timer being able to give additional points was also very nice. The game does not increase in difficulty, but the flow is due to the increased risk of continuing to play, which I found very interesting and immersive.

2 - Graphics, Audio and Narrative: The graphic art is incredible. Congratulations. I will point out two polishes that could be implemented: highlight the central text (which indicates our next action); better to delimit where the character is facing (sometimes I got confused, and this is important for the use of cards). The audio was excellent too, congratulations. The narrative is simple and does not seem to have been the focus, but there are signs of a playful type of challenge being proposed to the player.

3 - Culture: The game is full of diverse cultural references. In addition to being an example of a question and answer game, with the addition of cards and some other elements. All of this allows you to explore a lot on social networks to find interesting audiences for advertising.

4 - Monetization: I believe that the game is already close to what you would expect from a smartphone game, who knows, it would increase the question bank to allow you to play for a long time (playing few times I have had several repeated questions). Perhaps a polished version may specialize in some areas of knowledge depending on the country to which the game was distributed.

Tunnel48 by Geckoo1337 2021-05-15T03:07:10Z

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

Tunnel48 by Geckoo1337 2021-05-15T06:20:37Z

**Analysis...**

1 - Mechanics, Learning and Flow: The mechanics of infinite running in three-dimensional space became very interesting (unfortunately in video time I did not realize the possibility of running out of space). Learning how to play is simple, difficult is getting good, because things get even more complicated. The flow of play is comfortable, you have some time to breathe at the beginning of each stage and this allowed me to explore the construction of the internal space. The table for best times is a very interesting implementation, in addition to covering the best times themselves, allowing to save (with different names), different times (which earned me a dispute at home). I was curious to know if the same name will be replaced, or if it would not be enough to have the same name. I made a comment or two about gameplay on the YouTube video.

2 - Graphics, Audio and Narrative: The graphics are sufficient to show the concept and have very hypnotic patterns (at least for me). I also have to say, that, I don't know why, but the game made me rest from my problem with 3D games (which make me nauseous), so it was a comfortable experience for the eyes. The sound becomes a bit repetitive after a while, so it would be one of the polishments I would suggest for a post jam version. I do not believe that narrative is the focus of this project. Perhaps a longer version could have, from time to time (after a certain depth) the appearance of specific elements that would compose the narrative (even if collectibles that go to the menu and tell something (even if only visually)). I'm not sure if that would work.

3 - Culture: The game reminds me of runners, but because it is 3D it ends up reminding me of Sonic challenges. The game has a strong experimental character and, it seems to me, could generate attraction for a specific niche (even if it contains similarities with other works). The main character could be changed in a menu to create elements, keeping the skeleton orchestrated by the procedural code of movement). What could make possible, in addition to the ranking for better times, a new space for sharing with social networks.

4 - Monetization: The game serves as the basis for several advergames (in my view). Also as a starting point for the expansion of 3D runners with new approaches. The game as it is (and with some additions and polishes) seems to me to be interesting as a business card for the company's website. It is still possible to make a version for smartphones that could maintain the attractions already present (and the aforementioned creation and avatars) and monetize through advertisements.

Tunnel48 by Geckoo1337 2021-05-15T17:28:09Z

:)

Roots Puzzle by wdebowicz 2021-05-11T13:18:22Z

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

Roots Puzzle by wdebowicz 2021-05-14T23:11:54Z

With 170% zoom on my browser I finally found the goal for this stage. Hahahahahah. Playing again before completing my analysis.

Roots.png

Roots Puzzle by wdebowicz 2021-05-14T23:19:49Z

I found enlightenment. '-' ASDW allows me to browse the map.

Hahahahahahahah.

Roots Puzzle by wdebowicz 2021-05-14T23:31:23Z

Now I can do the analysis. @.@

Roots2.png

Roots Puzzle by wdebowicz 2021-05-14T23:48:25Z

**Analysis...**

1 - Mechanics, Learning and Flow: The game is based on resource management. Get minerals, water and oxygen so that your roots can grow and reach the target point in the soil. I found it very interesting (it took me a while to finish the game, but I did it, without using cheats). I separate the question of learning into two parts. (1) The very well designed and explained gameplay with the mouse. (2) The difficult to perceive navigation through the stage using ASDW. I would like to have the ASDW buttons in each corner of the stage, at least in the first one, so that the person had a clue that it would be possible to navigate (even though they are so common buttons for computer games). I suppose the idea is to expand to smartphones and that would be exchanged for another type of input, but using ASDW could come along with using Arrows and pushing the screen with the mouse itself (at least if it is on top of some corners, but this could generate new headaches). The game flow is very well planned, keeping the challenge constantly growing as you learn to play. Some balance may be interesting for a more polished version of the game (as I would like to see more stages and vertical challenges, including, with not only roots, but leaves forming part of the stage). Perhaps the tree may, in later stages, become "strong enough" to generate a root variation that goes through concrete or something else.

2 - Graphics, Audio and Narrative: The graphics are very good as they already eliminate everything with their "square to square" format and the elements of the HUD combine and are well built (I would just allow them to be minimized to a smaller version and with transparency, to reduce the screen space waste) . The soundtrack is very repetitive, it would be interesting to focus on polishing it, or a bigger loop for the game to be more comfortable (it didn't bother me so much, but whoever heard me from afar complained, hahahahahah). The sound effects can be more diverse (more variants of the same sound event could enrich the gameplay). The narrative is not the focus of the game, but there is a journey with a beginning, middle and end, so it already sells itself in its gameplay and assimilable path.

3 - Culture: The game is a very interesting example of puzzles, I would venture to politicize it a little more and add elements that reflect on ecology. So it may be that the game sells more easily in advertisements targeted at interest groups (in addition to being quite interesting as puzzles by itself); I say this without a great intention of making it reflect intensely, it would be basic things in the gameplay itself.

4 - Monetization: I suppose the game can have a free version with few stages and a cheap version for smartphones. In addition to a possible full version for Steam.

Deep Sea Explorer by interface 2021-05-08T05:22:52Z

@interface…

I've played your game here (as you asked). :)

I will make the full analysis soon.

https://youtu.be/lciF4F6MkJw

Deep Sea Explorer by interface 2021-05-09T03:22:36Z

**Analysis...**

1 - Mechanics, Learning and Flow: Mechanics of exploring the environment with time limited by oxygen consumption (which can be recovered by collecting a finite number of oxygen cylinders), also aiming at the accumulation of more and more coins (treasure chests). In addition, there are foods that can cause damage (there is a health bar that is reduced whenever you touch harmful elements (shark, anchor and underwater mine)). Learning to play is simple, it is difficult to be able to complete the map completely. Over time we will learn the limitations and details in relation to mechanics (such as the arrows indicating approach and removal of anchors). The flow of the game brought me some anxiety, because it is difficult to get many points (I played a game that I got around 230 points, for example). I suppose that starting oxygen consumption only after starting to play (pressing a button) can be a way to pause at the beginning of the game (other than on the score screen, which I immediately feel like leaving, because losing gives a little bit of anger, hahahahahah). In addition, I suppose it is interesting to be able to recover oxygen at the points where it is possible to climb to the surface (in this case new elements should enter to balance the cost versus benefit of doing so).

2 - Graphics, Audio and Narrative: The graphics are simple and, at the same time, very clear about what is being experienced. The user interface is friendly (I say this because of the arrows indicating about the anchors). Perhaps adding some texture to the ropes (or chains) of the anchors can avoid confusion (in the video I mistook it for something else, hahahahah). The audio mixes fun with tension, perhaps it gives lightness and, at the same time, reminds the player that he is not safe. The narrative is very simple: get gold before you lose (zero oxygen or injure yourself too much). I think it works well for this type of game.

3 - Culture: The game reminds me of films that involve the bottom of the sea, and the music reminds me of animations that involve happier moments on the bottom of the sea. So there is something very interesting to take advantage of in this regard. The game can be polished so that, through gameplay, the submarine can have greater exploratory capabilities (including in waters with different properties (luminosity and others)), in that sense the game could create a new playful approach about machines on the seabed .

4 - Monetization: I suppose the game could have more content, in the sense of starting with simpler goals and growing in terms of complexity and size (but nothing too big), because I thought of monetization as a faster and lighter challenge for smartphones (who knows with advertisements).

Deep Sea Explorer by interface 2021-05-11T11:35:22Z

:)

Sprookies by tanis 2021-05-11T13:26:15Z

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

Sprookies by tanis 2021-05-15T00:39:54Z

**Analysis...**

1 - Mechanics, Learning and Flow: The mechanics consists of moving the stage so that the ball (player's character, henceforth PC) can advance to the lowest part of the stage. This proposal is quite interesting and it looks promising. I found it interesting that by rotating the stage, it is possible to keep the character still for a while (making the game a little less slippery, which ensures a little more control for the player). Learning how to play with the basic elements is simple and is facilitated by the presence of textual explanations on the screen (my suggestion would be to make this as iconographic as possible, so that no one knows how to speak English, increasing the possibility that the game can be easily understood by more people. ). After the initial elements, the game presents new elements, which would not be too complicated to learn, were it not for the obligation to return to the game zero whenever it gets lost (I missed check-points) and the fact that, take a long time to start an internship (I'm not sure what happens, but sometimes you keep repeating the initial cry before starting the internship). The game flow is hampered by the punishment of having to return to the beginning, which makes the player give up knowing all the content because of that. I suggest that, for broader tests, allow skipping stages, but the ideal would be to add check-points anyway. The game is very interesting and fun for the event time.

2 - Graphics, Audio and Narrative: The graphics are very simple and are able to show exactly all the elements of the game, allowing to have good clarity of what is happening. I missed something that would mark the end of the stage (or perhaps some element of HUD that will help reduce anxiety about whether or not I am close to the end of the stage). The audio has an interesting style and fits the game well for the event time, some people feel very comfortable, others may find it a bit repetitive (I say that because I showed it to someone else, in addition to the experience with games). So it may be interesting to have different filters for each stage (changing the voice a little) among other possible solutions (keeping the style delivered). All this after the time of the event (because they have already delivered a lot, congratulations). In addition, when I played recording for YouTube, I had the feeling that the sound doubled or tripled at some point, generating a great deal of dislike. But it doesn't seem to have been repeated when I went back to playing for a while longer before writing this review. I do not believe that the narrative was focused on this version of the game, although it fits a simple narrative. Despite this, the game broadcasts a journey through what it already shows.

3 - Culture: I believe that a narrative coating would be necessary for the game to have greater cultural connections (which would allow it to find niches to publish the game directly). Despite this, the game seems to be an example of games that can use the gyroscope to find the way, so it is an example of this "genre" of mechanics, which already allows us to perceive and enjoy cultural connections.

4 - Monetization: I have difficulty with games with this camera movement, but this is something particular. I suppose that for smartphones, due polishment and expansion of content, the game can sell with advertisements.

Let's Go Deeper by Deozaan 2021-05-06T23:45:40Z

@roidz...

As soon as possible I will make my analysis. :)

https://www.youtube.com/watch?v=hJ5NvUWYiJM

Let's Go Deeper by Deozaan 2021-05-07T02:06:31Z

**Analysis...**

1 - Mechanics, Learning and Flow: The main mechanics are to keep the ball in play (without letting it cross the "bottom line", while it bounces off reaching elements that are (little by little) broken. There are still elements with different interaction, and there are also mobile elements with images derived from the art of Space Invaders, further increasing the degree of identification with the game scenario. Learning how to play is not very difficult, the difficult thing is to become really good (and put your name on the table of best scores). The game has a good flow too, it ends up challenging more and more (how far I managed to get).

2 - Graphics, Audio and Narrative: The background art has a little to do with the art of interactive elements in the sense of the playable part. The music didn't seem to match the game much, but the sound effects played their role very well. I don't think the narrative was focused on this project (and that's okay).

3 - Culture: The game explores the ability to generate identification by adding elements of Arkanoid and Space Invaders. In addition it ends up bringing people together through the use of a table of better scores.

4 - Monetization: I believe that if there is a harmonization between the artistic elements and the mechanical elements, this game could be sold for smartphones (with advertisements, and the possibility of acquiring new chances to play). In addition, I suppose that a system for the team to create new stages can serve to keep the game's lifespan longer.

Let's Go Deeper by Deozaan 2021-05-07T02:07:06Z

Thanks, @roidz.

Vertigo by GaryS 2021-05-08T05:23:11Z

@garys…

I've played your game here (as you asked). :)

I will make the full analysis soon.

https://youtu.be/lciF4F6MkJw

Vertigo by GaryS 2021-05-09T00:15:23Z

Cain.png

Vertigo by GaryS 2021-05-09T03:51:43Z

**Analysis...**

1 - Mechanics, Learning and Flow: The player's character (PC) must descend, jumping (or simply dropping) between platforms. The screen space is limited at the top (as if there was a solid limit) and the lower limit (slightly below the visible) limits the character's descent (going down more than this limit leads the character to lose a life). Learning the basics is easy, there are few command buttons (attack, jump, move and a few other interactions). There are some rules that are learned with the passing of the game sessions (as is the case with the limits of the screen, the number of lives, the reach of the jump and others. The flow of the game makes us feel both anxiety and restlessness. Anxiety because the game has some difficulty (for example, it takes a long time between one blow and another and it is not possible to attack in the air, which greatly reduces the combinations of action). Restlessness because the screen descends a little bit slowly, in my view (I don't know if the solution would be a larger section of the screen (which could make the elements less visible) or an acceleration of the descent (combined with other forms of interaction that allow to advance more fluidly).

2 - Graphics, Audio and Narrative: The graphic art and the sound art are very good (not only because the event time is short, but it really seemed pleasant). The narrative within the game is not very expressive and the logic behind why the fall could be reworked after the event (in post-jam version).

3 - Culture: The game makes use of cultural elements based on the characters available and on some elements such as creatures and objects, allowing you to connect to a scenario that makes reference to the sacred versus the profane (which runs through several moments in terrestrial history as a reference). The game also draws from the source of other games with a challenge of survival, appearing to be a type of arcade. I suppose that having a better timesheet available could generate even more engagement (even more thinking about updates, keeping history and the possibility of playing in previous versions). The game being also for two players is also very interesting for times of social distancing (or a certain resumption of social proximity, depending on how the local government has resolved itself in relation to vaccination).

4 - Monetization: I suppose the game could be sold cheaply on Steam, or in smaller stores. I also suppose that it would be possible to implement waiting screens for game sessions, with advertising, perhaps (especially if it were made available for free to smartphones). In any case, a ranking system between players of the same version could be implemented (as mentioned in the previous item).

Yerlik by gord10ahmet 2021-05-11T13:00:37Z

Yerlik.png

Yerlik by gord10ahmet 2021-05-11T13:17:19Z

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

Yerlik by gord10ahmet 2021-05-14T22:18:01Z

**Analysis...**

1 - Mechanics, Learning and Flow: The main mechanic is based on collecting keys to advance to the next stage. At each stage new mechanics elements are added, adding to the challenge. Learning how to move is simple, the challenge is to become better at controlling the character depending on each challenge. It took me a while to understand how the element of attraction worked (which is in certain stages), this was what took me the longest, but I noticed that there are very clear clues about it before departure (the clues worked well, and the "attempt and error "on top of each mechanic also allowed learning. In terms of game flow, there are certain challenges initially with the emergence of new challenges, however there is plenty of space to balance/polish the last two challenges (in post-event time, since with Ludum Dare 48 you have achieved an excellent result) . In the stage where there is fire/magma it would be interesting to reduce the collision box a little or to clarify a little better about the fire reaching even the character being levitating (the first time I tried it I found it a little strange, but nothing much, enemies also levitate and I didn’t think it was bad they were hurt

2 - Graphics, Audio and Narrative: I found all the graphics very interesting, although I do not believe that the obscure background matched well with the simplest arts for collectibles (in terms of polishment (after event) I would bet on hating everything in a single visual style, for highlighting the elements better could put a yellow outline around them, as is done with items that can be interacted with in games like Diablo (at least the old ones, which I played the most)). The audio was very nice (in terms of music), I would like to see a little more in terms of SFX, but it was excellent for the time of the event. The narrative is very interesting, with a representation beyond the reality of inner conflicts of the main character (congratulations).

3 - Culture: The game talks directly to situations of anxiety, while also making use of references to games to escape rooms after fulfilling certain conditions. I believe that the game could be further expanded using these concepts (and others from Psychology) by shifting the focus from the main character to those who serve people. It would only be a little strange to control a new character at each stage, with different problems. Still thinking about how problematic this could be, or if the solution would be to have a game franchise (all with a similar focus).

4 - Monetization: In addition to the possibility of making polishment to sell the game as a support or clarification tool, I suppose it can be sold at a low price in stores like itch.io. There is some potential in the case of formatting and expansion (from there it would be a great expansion, with an entire universe being created) so that the persongle would go through several different traumas and challenges and only then would reveal the final treatment plot; so I think it could be sold on Steam to an audience that expects more gameplay time. Anyway, it is worth investigating better what kind of game exists for this niche market and where players find information, and then work on advertising and test whether the game has potential for sale.

7 DEEPS by ardorugus 2021-05-08T05:22:20Z

@ardorugus…

I've played your game here (as you asked). :)

I will make the full analysis soon.

https://youtu.be/lciF4F6MkJw

7 DEEPS by ardorugus 2021-05-08T11:35:53Z

2.png

7 DEEPS by ardorugus 2021-05-09T02:46:02Z

**Analysis...**

1 - Mechanics, Learning and Flow: The main mechanics of the game are making decisions, in a way the decisions are based on textual clues (some seem to be based on the narrative behind everything that is being told, while other decisions seem to be illusory and/or rather subjective to those who built the narrative). Learning to play is a little difficult, as there is little feedback about doing it right or wrong, just the non-repetition of the elements and the appearance of new elements tells us, approximately, that we are advancing. The game flow generates some anxiety, as there is little control over the gameplay (in part it also depends on being able to understand English, understand expressions, tune in to the intended narrative and capture imagery messages).

2 - Graphics, Audio and Narrative: I separate the images into three groups in this game: (1) the basic images (sometimes the text tries to guide us to understand what they are about (for example the door)); (2) the figures (mainly of the fish, but, sometimes, of elements added to the most basic figures; (3) the fuller figures (like the last two images that I saw in the times that I finished the game, like the example of flying fish through the skies). (1) It would be interesting to improve these images to better pass the narrative and save text. (2) They look good. They last a short time on the screen, I would like to see them for a longer time. They can be polished in a post-jam version. (3) They were very good. I felt like having a picture with the final picture (which I put in my previous comment). About the audio: (1) the sound effects were interesting (I even got scared at a certain moment); (2) the soundtrack was very interesting, engaging and immersive in my view. The narrative has a content that I found to be quite subjective and enigmatic, I still have many doubts about what it was exactly (it seemed to me a reflection on the relationship between some people and on what happened with those people and, as I understood it, with the world).

3 - Culture: With the narrative clear, I think I could draw some parallels. In addition, the game seems to reach good references for the visual arts (very good figures). In addition to involving human relations issues and, as I understand it, the unfolding (or reflection in the world) of past events. I'm still trying to understand.

4 - Monetization: I believe that with greater clarity the game can strengthen the portfolio of those involved and, in my view, the arts (very good figures) could even be placed in paintings and hung on walls. Hahahahahah.

7 DEEPS by ardorugus 2021-05-11T11:34:56Z

:)

Redtape by NeitherNathan 2021-05-16T01:26:00Z

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

Redtape by NeitherNathan 2021-05-16T01:59:44Z

**Análise...**

1 - Mecânicas, Aprendizado e Fluxo: A mecânica principal se dá em percorrer uma narrativa realizando algumas tarefas a pedido dos interlocutores, na expectativa do personagem principal conseguir a assinatura do Diabo para seu papel. Aprende a controlar o personagem foi rápido, tive apenas algumas dificuldades com alguns pontos específicos como: não poder me afastar de personagens enquanto converso (mas poder pular); pequenos cortes nas caixas de texto (o que talvez tenha me impedido entender totalmente algumas frases); ficar preso no "magma" que não me matou (mas consegui aprender a pular (pulo bem alto e longe do meu ponto de partida, o que me rendeu alguma ação jogando algumas vezes); cair no infinito ao passar de algumas "paredes azuis". Não consegui concluir o jogo para dizer com toda a propriedade sobre seu fluxo, mas fiquei interessado em saber o que mais aconteceria (o jogo me pareceu ser bastante baseado em crítica ao comportamento de algumas pessoas influentes e na própria burocracia).

2 - Gráficos, Áudio e Narrativa: Gostei muito dos gráficos (fiquei um pouco pé atrás de ser processado por algumas pessoas, então eu passei "direto" por alguns papéis afixados que faziam algumas críticas (mesmo eu concordando com boa parte do que vi)). Não tinha áudio na versão que baixei, suponho que poderiam construir algo interessante e que pudesse ajudar, inclusive, a guiar o jogador em alguns momentos. Infelizmente não consegui apreciar toda a narrativa, mas pude notar que houve um bom trabalho em construir algumas personalidades e diálogos; além de terem apresentado uma narrativa inicial interessante e elementos de cenário que corroboraram com isso.

3 - Cultura: O jogo tem muito a ver com a visão que compara o Inferno com a burocracia, além de ser recheado de simbolismos e referências. Isso pode facilitar o jogo se conectar com pessoas por intermédio da cultura.

4 - Monetização: Creio que o jogo, em uma versão finalizada (e com os devidos polimentos), poderia ser vendido a baixo custo no itch.io.

Redtape by NeitherNathan 2021-05-16T01:59:58Z

**Analysis...**

1 - Mechanics, Learning and Flow: The main mechanic is to go through a narrative performing some tasks at the request of the interlocutors, in the expectation of the main character getting the signature of the Devil for his role. Learning to control the character was quick, I had only a few difficulties with some specific points such as: not being able to get away from characters while talking (but being able to jump); small cuts in the text boxes (which may have prevented me from fully understanding some phrases); getting stuck in the "magma" that didn't kill me (but I managed to learn to jump (I jump really high and far from my starting point, which gave me some action by playing a few times); falling into infinity when passing through some "blue walls" . I was not able to complete the game to say with full propriety about its flow, but I was interested in knowing what else would happen (the game seemed to me to be quite based on criticism of the behavior of some influential people and on the bureaucracy itself).

2 - Graphics, Audio and Narrative: I really liked the graphics (I was a little behind being processed by some people, so I went "straight" through some posted papers that made some criticisms (even though I agree with a lot of what I saw)). There was no audio in the version I downloaded, I suppose they could build something interesting and that could even help guide the player in a few moments. Unfortunately I was unable to appreciate the whole narrative, but I could see that there was a good job in building some personalities and dialogues; besides having presented an interesting initial narrative and elements of scenery that corroborated with that.

3 - Culture: The game has a lot to do with the vision that compares Hell with bureaucracy, in addition to being filled with symbolisms and references. This can make it easier for the game to connect with people through culture.

4 - Monetization: I believe that the game, in a finished version (and with the necessary polishing), could be sold at low cost on itch.io.

Rock Shark Diamonds by Amar Ravi 2021-05-09T07:22:53Z

Shark.png

Rock Shark Diamonds by Amar Ravi 2021-05-09T07:41:42Z

I will put the full review here as soon as possible.

Here is the video with my gameplay of your game.

https://www.youtube.com/watch?v=2ST9BbBj8Sk

Rock Shark Diamonds by Amar Ravi 2021-05-09T08:30:54Z

**Analysis...**

1 - Mechanics, Learning and Flow: The mechanics of going down risking your life to seek treasure is enriched with the addition of elements such as descent saving oxygen, speed gain when going down holding stone(s) among others. I liked how the challenges were proposed and delivered, the way to play became clear with the passing of the attempts. The game is not extremely challenging, but it has a comfortable measure to present a challenge, and it is not extremely easy.

2 - Graphics, Audio and Narrative: The graphics were good (especially considering the time available for the game's production and the intended visual style). The sound was also very pleasant and comfortable. The narrative is not so focused, but it is always the character who wants the treasure at the bottom of the sea (perhaps not only being chests can start the expansion of the narrative). Who knows how to give good reasons for the character to do this (even if it is presented in a very humorous way).

3 - Culture: The game makes references to the sea, the search for treasures, swimming, the dangers of the ocean depths (lightly) and the very context of using pixelated graphics and more direct and simple narratives. All of this helps to build an identity (including cultural) for the game.

4 - Monetization: I suppose that with the due variations for the mechanics the game can be placed both for small stores with low cost, as well as stores for smartphones with advertisements. This will depend on whether the game is longer and more interesting (to keep the audience playing). Who knows with some way that allows a survival version (I'm not sure how it could be done).

Rock Shark Diamonds by Amar Ravi 2021-05-09T16:47:44Z

:)

Pheromones by Shakedimus 2021-05-09T07:28:47Z

Not my best try. Hahahahahahah.

Ant.png

Pheromones by Shakedimus 2021-05-09T07:41:36Z

I will put the full review here as soon as possible.

Here is the video with my gameplay of your game.

https://www.youtube.com/watch?v=2ST9BbBj8Sk

Pheromones by Shakedimus 2021-05-09T08:17:07Z

**Analysis...**

1 - Mechanics, Learning and Flow: The mechanics roughly reproduces the behavior of ants, being both intuitive (for those who have seen ants in childhood, as I did) and challenging. At times the ants can get stuck and the buttons have even confused me (since many games I've played use Space to jump). There is a special unit (in addition to several ant units) that is the queen, I know she reproduces when she is standing, however her "flight" mechanics could be polished (after the event time, because the game already has enough considering how long it took to reach that level). Learning how to play takes a few tries, especially if you have a problem with coordination when the buttons in question are used. I missed having at least the names of the buttons that would serve for something more visible within the context of the game. The flow is under the control of the player, apparently, however, increasing the difficulty only made me have a complicated experience, as the game becomes challenging at a level of decorating the best path (as I understand it), since in the second level the jumps ants do not seem to be enough to continue to depend on the "hole" where they end up falling. The internship project was interesting, in the sense of giving some challenge and making me spend a good time trying to understand how to switch between ants and how to jump forward. I missed a better signal for the end of the internship.

2 - Graphics, Audio and Narrative: The graphics are simple and can clearly display the figurative elements. I reiterate that adding images to teach which buttons I can use, as well as adding better signaling to the end, will be very positive for a post-jam version. The use of sound is very subtle (with some effects and other details); it is certainly a part that can evolve considerably in the case of project continuity. The narrative seems very simple: escape with the ants, save yourself, save your colleagues and save the queen. There is no personality development for ants (and that's okay, especially since they can reproduce and you can change ants at any time).

3 - Culture: The game makes use of references to Computational Intelligence paradigms and natural behavior; besides being a platform game with some time challenge in horizontal descent. All of this builds something towards a more or less recognizable atmosphere, generating identification with many elements of the game.

4 - Monetization: I believe that a better work with the stages can lead to a game with many different challenges (I believe the idea is to simplify it even more, and then go on adding elements and new mechanics). Maybe this will make the game a good casual game monetizing by advertisements for smartphones.

Power Station Beta by Dock Frankenstein 2021-05-15T03:06:51Z

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

Power Station Beta by Dock Frankenstein 2021-05-15T05:15:13Z

**Analysis...**

1 - Mechanics, Learning and Flow: The main mechanics of the game is based on the exploration of a three-dimensional environment and advancement according to being able to overcome the challenges (in the puzzle style). By controlling the player's character (PC), you can walk, jump, control vision and activate objects using a type of lightning. The game puts us in control of a character that we cannot see, but it suggests that we are humanoid. Learning to move was easy for me, perhaps because I played games with similar aspects previously (Portal, Portal 2). So I will not be the best person to analyze this specific point in the maximum scope. In terms of game flow, I felt distressed and anxious a lot of the time, especially in the corrected version. This improved when I played the post event version. I believe that in part this has happened because falling is quite punitive. In addition, there are some elements that could have their speeds changed (the blue radius is very fast and the character's movement movement is very slow (in my view)). Despite this, I found the work very interesting, considering the short time that exists for the event.

2 - Graphics, Audio and Narrative: The graphics are a highlight of the project, congratulations. There are few elements that I would suggest changing. And it would be interesting to hear news of expansions in terms of more stages and challenges. Unfortunately I get nauseous when playing games in this style (I suffered a lot playing Portal 1 and 2, I suffered/suffer a lot playing Minecraft). The audio was good for event time, which is more interesting because there is how to adjust the volume (unfortunately there is no way to do this by pausing the game, only in the home menu). I would start, as polishment post jam, the smoothing of the step sound effects (they made my ears hurt a little after repeating time, especially when they were the only elements, maybe lowering the volume or creating variants to draw that are softer could help quite). There is a narrative, I'm not sure if I fully understood the ending (and I would like to know, if someone reads this and wants to mark me by explaining the ending better it would be interesting).

3 - Culture: The game talks a lot about games with the same style of camera and mobility, also approaching puzzles and room escape games. I feel that due attention to the narrative can be quite interesting and could be a good starting point to facilitate finding a niche for advertising.

4 - Monetization: I think you will need to do a lot of polishment and adding stages, but you have an interesting and valid starting point. Narrative work can be the difference between being salable or not.

Power Station Beta by Dock Frankenstein 2021-05-15T18:33:34Z

:)

Aqua Mine by kypello 2021-05-11T13:17:02Z

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

Aqua Mine by kypello 2021-05-11T16:19:21Z

** Analysis ... **

1 - Mechanics, Learning and Flow: The mechanics of the game consists of accumulating coins/treasures/money as you dive deeper and deeper into a submarine with a drill; to do this, the player needs to dodge some obstacles, while against others the player will need to decide whether to dodge or try to hit them with the drill (because it is risky to take damage or suffer temporary debuff); in addition, there are chests with coins and rocks (many of them with precious metals or minerals). The idea of ​​mechanics seemed to me quite interesting, promising and fun; perhaps due to lack of time for testing and balancing, I believe that there is enough space to rethink the size of the rocks, or even their life points (in addition, the size of the submarine seems slightly exaggerated for the speed and life points of the rocks, I would suggest touching some of these elements and experimenting with how it would look). Learning to play had easy and difficult parts. For example, learning to move was easy, so I tested and saw how to do it; the use of the missiles was not so clear at first. Another thing that confused me was the fact that I was close enough to think I had been hit by the squid ink, but not been affected, which made me think that it would not affect me (reading the instructions, later, I realized that she would generate debuff in the vision). Anyway, the game is mostly intuitive and easy to learn the basics in the other elements. The flow of the game starts quite difficult, giving a feeling of anxiety for not being able to advance. I suppose that creating different layers of procedural generation, for different depths, can solve somehow. I would like to take this opportunity to suggest that you do several stages, with different themes and elements, as a possible way to expand the game with a view to commercialization.

2 - Graphics, Audio and Narrative: There is a certain simplicity in the graphics, but they manage to deliver practically everything that they aim to deliver. I would only suggest adding some interface element (in the teaching sense) that states that the arrows are used to use the missile (as I suggested in the video, the act of using the arrows without having missiles could generate a fault sound or something) . I liked the audio and sound effects, they were good for the event time. The main loop becomes repetitive after three or four starts, so in a version with polishment it is possible to do some intervention to make it even more interesting. The narrative is not the focus of the project, however it is evident the motivation of the main character in relation to getting money and it is also evident, from the description on the game page, that there was a certain amount of good humor in defining this.

3 - Culture: The game already makes use of several interesting cultural factors (in addition to the most obvious ones, such as the deep descent, the exploration of minerals in the ocean, sharks and even ecology), the game talks about searching for lost wealth and treasures). This makes me think that the notion that the game can be expanded in a number of different ways is even more relevant. This implies that it is possible to find interest groups on each of these topics on social networks to develop marketing (and similar) plans.

4 - Monetization: I believe that, with the necessary polishing, corrections in the descent experience (a little difficult nowadays), polishments and the addition of new stages; the game has everything to be sold on smartphones at low value or monetize through advertising. About selling in stores like Steam I suggest that the potential be confirmed through social media (still considering a polished version).

Last penny by Advarsky 2021-05-06T23:46:16Z

@tomz-best...

As soon as possible I will make my analysis. :)

https://www.youtube.com/watch?v=hJ5NvUWYiJM

Last penny by Advarsky 2021-05-07T02:49:13Z

**Analysis...**

1 - Mechanics, Learning and Flow: The mechanics are very simple in terms of possibilities, click on the screen where you want to swim (approximately) and do not click if you want to wait. Despite this simplicity, the game guarantees fluid gameplay. Learning to play the basics is simple, however it lacks a little feedback as to how much oxygen you still have. With that more evident value, the feedback given through the collisions (which already exists) and the sound effects themselves will connect everything else. The game difficulty is practically constant (not too difficult), despite the increase in elements there is not much increase in difficulty (I see no problem with that). Even an expansion of the game could mean that the character started to dive in several other places in search of things for other people and that could expand the game in content and mechanics.

2 - Graphics, Audio and Narrative: The graphics were very beautiful in general (there is one or the other design that could have some texture treatment to make it more interesting, however it is very good for the event time). The audio was also amazing, congratulations. The narrative is simple and funny, in addition to having a finish that brings the feeling of hope in humanity and/or better days. Note: I thought, initially, that it was a suicide scene, maybe the initial animation might take a while on the falling coin or something.

3 - Culture: In the initial animation and in the final animation, very serious themes are explored about the human condition in a capitalist world (always with a tone of humor). I believe the game has the potential to be expanded by showing diverse cultures and realities (as well as exploring local myths and customs as well, maintaining the good humor and "fable" footprint that I believe it has).

4 - Monetization: I suppose that in a properly extended and slightly polished version, the game can sell on Steam.

Last penny by Advarsky 2021-05-08T01:48:49Z

:)

Inner Pieces by Eckkert 2021-05-11T13:00:10Z

Inner Pieces.png

Inner Pieces by Eckkert 2021-05-11T13:17:27Z

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

Inner Pieces by Eckkert 2021-05-14T23:03:49Z

**Analysis...**

I played the game again and finally managed to understand what was going on with my controller that was not working properly.

1 - Mechanics, Learning and Flow: The mechanics consists of opening the way to overcome through a cloud of feelings (as I understand it). You need to pass some feelings (recall memories) to be vibrating in the right color to overtake certain parts of the map. It got me stuck in some spots. In addition, you can join symbols that are used as projectiles to "annihilate memories" generating a "cloud of feelings", this allows you to shape the way forward. Learning to play, then, is not that intuitive, but the experience is quite interesting and meaningful, since it makes an interesting metaphor with overcoming traumas. The game flow starts quite anxiously and remains so until the person understands exactly how to play (I think it is just a matter of transposing the explanation that is on the game page on the Ludum Dare website into the game in an interesting and well structured); when the player masters the gameplay, then the game flows much better (with a few moments getting stuck and depending on some "memories ghosts" passing by). About the controls: it seems to me that the arrows and the ASDW have a small inversion of movement (right left versus left right). I don't know if that was on purpose.

2 - Graphics, Audio and Narrative: The graphics are a mixture of simplicity (shadow of the ghosts) and exuberance (the forms that end up appearing when a "ghost" is annihilated and everything, which gives a feeling of traversing the inner cosmos of a mind). The audio has some effects and an atmospheric sound, which helps a lot to make immersion possible (I think it is more than enough for the event time). The narrative is very symbolic, although the text is also very clear, which makes it interesting.

3 - Culture: The game talks about "mind" (as I understand it) and the search to overcome the traumas themselves (and what everything indicates with the support of a professional). In addition, it is a game with interesting navigation mechanics, which can be better polished (especially when you get stuck; perhaps a small pulse of dark energy will allow you to destroy the surroundings, but it needs to be loaded; who knows with some price).

4 - Monetization: I suppose given the experimental nature, the game is more interesting as a portfolio, learning and advertising the team's capabilities; however, a version with the appropriate polishments could be sold at the level of experience. My main suggestion, in this case, would be to reuse the experiment to create games with other themes (something viral could come from this type of movement mechanics, in my view).

DeepTech Industries by Acdia 2021-05-15T03:06:58Z

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

DeepTech Industries by Acdia 2021-05-15T05:35:07Z

**Analysis...**

1 - Mechanics, Learning and Flow: I believe that the mechanics of navigating the missile was a good idea and I really liked how the movement was implemented (I would have liked to see this topdown in a two-dimensional form, not because I didn't like the graphic art, but because I get nauseous when I play 3D games, and I believe that the essence of the mechanics would have been maintained in some way). Learning how to control the missile is not a trivial task, it has a very large collision box and controlling the missile is very difficult (at least for me), especially when using the S and W keys. Hitting the target at the right time was also a challenge, I would like to have a simpler room for training, in the initial menu, just to learn how to do the drifts and maneuvers to get out of the stage (without having to repeat the entire challenge of the phase). With the exception of the difficulty of control and my particular difficulty with 3D games; I believe that repeating the entire stage was what made me most anxious in terms of the game flow; moreover, i missed some interactions beyond the basics (but i really don't know how it could be implemented without getting weird or disrupting the game).

2 - Graphics, Audio and Narrative: The graphics were very good, congratulations. I especially liked the furniture and the shattering blocks. As they chose not to be evaluated in audio, I do not know exactly if there is something authorial in the audio sense, I can only say that it is a little repetitive, so I suggest that for each character action, draw between three or more recorded sounds, or use some type of filter that can be programmed to affect sounds. The narrative seemed flashy based on what I could notice, I was very curious to know the ending (if someone can mark me and tell me how it is).

3 - Culture: The game is humorous, taking to the extreme the reaction (expected and fair, hahahahah) for the control (in terms of technology use) of a certain company. I suppose it is possible to work on the market niche and generate engagement from that.

4 - Monetization: With the proper work of polishment, both artistic (graphic and sound), as well as gameplay, I believe that the game can be formatted and sold, even on smartphones (probably here with the use of advertisements, but for that it would be interesting to have a type of ranking for the best times of each stage and, who knows, an infinite procedural mode "survival" (also with ranking)).

DeepTech Industries by Acdia 2021-05-17T18:30:40Z

Thanks.

Zombified by chesschaser 2021-05-05T22:33:49Z

@chesschaser...

As soon as possible I will put my analysis here too. I hope you enjoy the video.

https://youtu.be/7dy-tdwK9eQ

Zombified by chesschaser 2021-05-05T23:45:53Z

Analysis...

1 - Mechanics, Learning and Flow: The main mechanics identified was the platform in a three-dimensional environment. With exploration and advancement within the stage using jump, displacement and (perhaps in an unplanned way) climbing. The objective of the game is to arrive at some point in the stage (usually with a flag and visual markings to indicate the end). The game has some increase in difficulty between stages, presenting diversification of challenges and addition of layers and combinations of mobile and static platforms. The jump can be a little bit bigger, the player's character (PC) could spin (even if the camera doesn't rotate together) and it would be interesting if the character could accelerate his speed a little while on the ground (this could generate balance challenges and reduce monotonous parts of long corridors that currently exist in some stages). Consider reviewing the collision box in the lakes, just getting close to it will lead to defeat (which can be quite uncomfortable).

2 - Graphics, Audio and Narrative: The graphics are clear in relation to most elements, especially considering the time to produce the game. I don't know if it was planned, but elements like the character itself and trees can impair vision at times (it may be interesting to allow a first-person camera (or have a "first-person mini-camera at the top of the screen"), just as it could be interesting to make trees that are already outdated become transparent or invisible. The audio can be a little quieter (in the menu) and can be muted for a more comfortable experience. It would be interesting to have some track inside the game loop. The sound effects can be diversified, for each time you perform a certain repetitive action draw between one of them. The narrative depends on the reading of a text, fortunately the text is inside the main menu (it would be interesting if it were presented in another format, however it might hinder the pacing of the game); so I couldn't imagine a good way to integrate the narrative further (but I noticed an interest in delivering a narrative).

3 - Culture: The game reminded me of games like Spyro, Rayman and Crash. Fortunately I remembered more of the last two, because the camera was not so mobile (which makes me sick, unfortunately) because I like the three games mentioned. With the proper work in character design it is possible to build a deeper narrative using the same mechanics as the basis (I don’t know how much cloth for the manga the narrative could give, but the question and zombies can be worked on as a partially reversible curse and that could go on being resolved in more scenarios, with more and more elements).

4 - Monetization: I currently don't see how to monetize this game. To reach a commercial level, it will take a lot of artistic polish and expansion of features, but you have a base that seems solid to work on.

PANEMUAN by etrealjunior 2021-05-06T23:45:55Z

@etrealjunior...

As soon as possible I will make my analysis. :)

https://www.youtube.com/watch?v=hJ5NvUWYiJM

PANEMUAN by etrealjunior 2021-05-07T02:32:21Z

**Analysis...**

1 - Mechanics, Learning and Flow: There are three main mechanics, the first is free-fall mechanics, I suppose there is no way to lose at this stage (which could be altered in some way, perhaps getting more attempts at the second stage when collecting objects). The second mechanic consists of moving to the right while running away from something (it seems to be a creature or a negative thought), there are obstacles in the way and avoidance is the main thing to have a good result (not to lose). The third mechanic consists of moving away from the school, noting that there are figures that appear (they seem to give clues to some narrative). When the first time away from school ends, the scene repeats itself, but going to the end means losing (when I played for the first time I was left behind on moving away from the school, but I didn't get the first victory condition (this can be seen on video)). Learning how to play the second part takes one or two attempts, so the game easily teaches the gameplay of that part. Learning how to complete the game can be a bit more work, but there are clues (both in the figures that appear, as well as by the ball itself that starts moving in opposition to the "forward" movement of the player's character (PC)). The pacing of the game varies between "observing the narrative" and "psychological suffering", with some action challenge in the second stage (it seems to me a good way to convey the intended idea).

2 - Graphics, Audio and Narrative: Graphic art is simple and seems to fulfill what was intended for it. I just couldn't understand what my stalker was in the second half (with more precision), maybe it was the idea that it was like that. And, when I reached the end of the second stage, I could see the edge of the map detached from the bottom (not much). The art of the figures "that come and go" in the third part is a little difficult to understand, maybe it would be interesting to give them a little more clarity or time on screen (but it is very good for the time of the event). The dubbing audio seemed to me to come in a tone that took me away from the message a little, or brought it in a very painful way, because it made me laugh a little. The music they chose for the background gave some depth, I wish they had used something authorial, but because the time is short, maybe it was the best. The narrative seemed to me to be based on some kind of reflection on depression or something similar (I didn't fully understand why the dpener girl returned to school, I don't know if it was someone who liked her, a brother or something; I was curious ).

3 - Culture: The game makes use of psychological themes in an environment that takes part in reality and part in the mental world. The sensation of falling, the sensation of escaping with obstacles and the "ghosts" with different narrative sensations greatly enrich this character.

4 - Monetization: I suppose the game, with some changes, could sell on itch.io itself (for example, giving a different clue when you leave school and "losing", with some meaning that does not lead to defeat, but reflects on the choice (I'm not sure )); or, with a greater number of alterations, it could be used as a serious game (hence there would be great interventions by trained professionals).

PANEMUAN by etrealjunior 2021-05-07T02:32:56Z

**Analysis...**

1 - Mechanics, Learning and Flow: Há três mecânicas principais, a primeira é a mecânica de queda livre, suponho que não exista forma de perder nesta etapa (o que poderia ser alterado de alguma forma, talvez conseguindo mais tentativas para a segunda etapa ao coletar objetos). A segunda mecânica consiste em deslocar-se para a direita enquanto foge de algo (parece ser uma criatura ou um pensamento negativo), há obstáculos no caminho e evitar é o principal para ter um bom resultado (não perder). A terceira mecânica consiste em se afastar da escola, notando que há figuras que surgem (elas parecem dar pistas de alguma narrativa). Quando termina o primeiro afastamento da escola, a cena se repete, mas ir até o final significa perder (quando eu joguei pela primeira vez fiquei pé atrás sobre avançar afastando da escola, mas não consegui a condição de vitória de primeira (isso pode ser visto no vídeo)). Aprender a jogar a segunda parte leva uma ou duas tentativas, então o jogo ensina com facilidade a jogabilidade dessa parte. Aprender a concluir o jogo pode ser um pouco mais trabalhoso, mas há pistas (tanto nas figuras que aparecem, quanto pela própria bola que começa em movimento contrário ao movimento de "avanço" da personagem do jogador (PdJ)). O pacing do jogo varia entre "observando a narrativa" e "sofrimento psicológico", com algum desafio de ação no segundo estágio (parece-me uma boa forma de passar a ideia pretendida).

2 - Graphics, Audio and Narrative: A arte gráfica é simples e parece cumprir o que foi pretendido para ela. Apenas não consegui entender o que era meu perseguidor na segunda parte (com maior precisão), talvez tenha sido a ideia mesmo ser assim. E, ao chegar ao final do segundo estágio, pude notar a borda do mapa descolada do fundo (pouca coisa). A arte das figuras "que surgem e somem" na terceira parte é um pouco difícil de entender, talvez seria interessante dar a elas um pouco mais de nitidez ou tempo em tela (mas está muito bom para o tempo do evento). O áudio da dublagem me pareceu vir em um tom que me afastou um pouco da mensagem, ou aproximou de forma muito dolorosa, porque me fez rir um pouco. A música que escolheram para o fundo deu alguma profundidade, gostaria que tivessem usado algo autoral, mas por o tempo ser curto, talvez tenha sido o melhor mesmo. A narrativa me pareceu se pautar em algum tipo de reflexão sobre a depressão ou algo similar (não entendi totalmente o porquê de a garota depener de retornar à escola, não sei se era alguém que gostava dela, algum irmão ou algo do tipo; fiquei curioso).

3 - Culture: O jogo faz uso de temas psicológicos em ambientação que toma parte na realidade e parte no mundo mental. A sensação de queda, a sensação de fuga com obstáculos e os "fantasmas" com diferentes sensações narrativas enriquecem bastante esse caráter.

4 - Monetization: Suponho que o jogo, com algumas alterações, poderia vender no próprio itch.io (por exemplo dar uma pista diferente quando afastar da escola e "perder", com algum significado que não leve à derrota, mas reflita sobre a escolha (não tenho certeza)); ou, com maior número de alterações, poderia ser utilizado como jogo sério (daí caberia grandes intervenções por parte de profissionais capacitados).

Johnny Dreams Bad by JacobRutter 2021-05-08T05:23:58Z

@jacobrutter…

I've played your game here (as you asked). :)

I will make the full analysis soon.

https://youtu.be/lciF4F6MkJw

Johnny Dreams Bad by JacobRutter 2021-05-09T00:15:51Z

JDB.png

Johnny Dreams Bad by JacobRutter 2021-05-09T04:38:09Z

**Analysis...**

1 - Mechanics, Learning and Flow: The game consists of finding the exit of each stage on a map with a superior view (as I understand it). At each stage there may be some kind of clue that leads to the exit. In addition, the exit is always in the same place, which ends up being a matter of trial and error with memorization after some time (it would be interesting (after the game jam time) to do some stages with variants). I thought of something like some stage where the door moves and leaves traces (even if it starts at the same point, it could move following some randomness). There are also opposing elements that make the game challenging (I found it quite interesting). Learning to play is, at most times, an easy thing. In some moments new elements are introduced and, due to the graphic art, it is not possible to be completely sure what it is about (until we have tried it). For example the "boxes" of the second stage, which appear to be flowers when touched (at some point I thought they would be chasing missiles or something, hahahahahah). The game flow at each start of the internship takes us to the challenge, with some common elements (pursuers) and new elements. Repeating the stages ends up taking us to a new way of interacting with the game (also based on memory). In parts this can be bad, depending on the experience intended by the designer. Anyway, there is a lot of content (considering the time that was invested in the production of the game).

2 - Graphics, Audio and Narrative: The graphics are quite simple, serving specifically to pass on the main concepts and make some (smart) moves in relation to some tracks to get out of some stages. The sound effects are interesting (including giving clues about danger and away from danger). The soundtrack varies in terms of being present (I suppose that even contributes to the fright that is losing and "waking up scared"). The narrative is simple and straightforward.

3 - Culture: The approach to delving into dreams (or nightmares) is quite interesting and can be further developed with several challenges with clues, including new stages with varying challenges and more content. The dream idea can be approached in different ways in a post-jam version.

4 - Monetization: With the necessary polishing and the addition of several stages, I believe that the game could be placed in stores for smartphones with monetization based on advertisements.

Johnny Dreams Bad by JacobRutter 2021-05-11T11:37:38Z

:)

Sticky Diagnosis by made3 2021-05-11T13:17:11Z

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

Sticky Diagnosis by made3 2021-05-12T20:38:21Z

**Analysis...**

1 - Mechanics, Learning and Flow: Main mechanics: advance with the tongue depressor collecting coins, avoiding obstacles (teeth?) And annihilating bacteria (resembling the shape of some viruses) with the use of leftover food (what, hahahahahah). In addition, the game has the possibility (very interesting) of acquiring improvements (example: increasing hit points). The bacterium moves in such a way that (sometimes) it is impossible to escape (example: when they reach the bottom corner of the screen). My first suggestion: change the movement of the bacterium a little (the bacterium leaves the screen if it reaches the bottom, or the bacterium follows specific points on the tongue depressor). It would be interesting to be able to drop the food, to pick up again with another part of the tongue depressor, this would allow a better control capacity on the part of the player. The advance in the scenario depending on the position of the tongue depressor is something that I'm not sure is the best option, but it is something quite interesting anyway (it currently influences more the appearance of more elements and the displacement of fixed elements, not influencing a lot with regard to bacteria). The collision of the food with the bacteria could be more noticeable, or the food could attract a little bacteria if it were in the tongue depressor (to facilitate the hit). About learning to play: I really liked the menu, I thought the camera would be equivalent to the menu camera, which would make me think that the menu would be teaching how to play (but the background style of the scenario in the main loop of the game was also very interesting and well resolved). As for learning in the main loop: I found it easy to understand the workings of the elements and difficult to advance a lot (I believe it was on purpose to take the person to the mechanics of improvements). The game starts out difficult and becomes very difficult in a few moments (not that constant). I suppose it is good on the one hand (because it has improvements to buy) and that it can be improved on the other (balance more, but that outside the event time). The game seems to me to be arcade (I haven't identified a win condition (so it is a suggestion to have a ranking for better scores in a post event version)).

2 - Graphics, Audio and Narrative: I liked the graphics that incorporate clippings of images, I thought it was well finished in terms of Ludum Dare's time. It would suggest (as a form of polishment) the improvement of the menu screen (it would give a rethink for the most important elements to be at the minimum height) and only little used elements to be higher. I would also suggest changing the main screen's framing a little to give you a feeling of freedom (but this should be better reflected with the project's game designer, as it may not be the intended experience). I really liked the audio and I thought it was really cool to change it after some game time in the same "race". The music, however, becomes repetitive in a few games. Which makes me summarize for: it was very good for the event time, but there could be variations and / or other effects and mechanisms that would make the audio stay pleasant for a longer time. The narrative is not the focus of the project. Despite this, we can find a funny and funny character in a kind of surreal search for an exam.

3 - Culture: The game makes a lot of connection with the good mood it presents, it makes us laugh about our current situation (pandemic) and about exams in general. The game could be more connected to culture if it opted for a closer approach to reality by using other elements (but I couldn't imagine elements that could replace food as weapons against bacteria (perhaps medicine blisters?).

4 - Monetization: With polishment, the game could sell with advertisements on smartphones (especially if they add a table of better scores (distance and total money (even the money spent would go into that account)). Or maybe the game can be formatted to serve as tension relief during visits medical.

Sticky Diagnosis by made3 2021-05-13T20:27:34Z

:)

HELL deep is your love? by Villanelle 2021-05-06T23:45:21Z

@felo07...

As soon as possible I will make my analysis. :)

https://www.youtube.com/watch?v=hJ5NvUWYiJM

HELL deep is your love? by Villanelle 2021-05-07T01:32:31Z

Stage 3.png

HELL deep is your love? by Villanelle 2021-05-07T01:44:40Z

**Analysis...**

1 - Mechanics, Learning and Flow: Platform mechanics with limited top and bottom are quite challenging (at times really very difficult) and interesting (from the point of view of the applied diversifications). The speed of descent is good, so there is nothing to complain about. In my view, the game could be polished in order to allow you to walk down, to have better ability to hold on to ropes and ladders (sometimes the button is pressed and, I believe that due to a collision box or precedence of buttons, we simply do not grabs, looking like it should, at least compared to games with similar mechanics), the size of the character, in my view, could be slightly reduced (this would probably increase the need for strength for the jump). The game flow is challenging, for a more polished version I would be in doubt between maintaining the difficulty to keep a certain audience, or making the level design more friendly for players less specialized in this type of pacing.

2 - Graphics, Audio and Narrative: The graphics are very good in the overwhelming majority of the time. I was just surprised at the image of the main character when he clings to ropes. For the rest, I found everything quite harmonious and well built for the time of the event. The music is very interesting, it only becomes a little more repetitive when (like me) the person dies a lot. I don't know how it could be improved. The narrative is very interesting, it would suggest only a change in the presentation of the text (it ends up being quite distant from the rest of the graphic art), then it would suggest another typographic font or another moment (perhaps between stages). However, this would not be as dynamic in the middle of the stage as it is now.

3 - Culture: The game establishes some references, the main character seems to be a faun or a satyr (I know that the main reference would be to the pagan deity, who was the target of defamation in other points of view). The "meduza head" seems to be a direct reference to Castlevania SOTN, this gave a feeling of familiarity. Unfortunately, I was not able to complete the game, as I was not able to have so much fine control to finish the third stage, I got to the second mobile platform and I was curious to know if there was a long way to go (this makes me think that a progress bar or check- points could be enabled for players who are just experiencing the game or playing in a slightly easier mode)).

4 - Monetization: The game seems to have great potential for commercialization, it even seems (before I see the end) to have the potential to continue exploring the main character itself in other titles.

Psychology of the Depths by saintchristopher777 2021-05-08T05:23:33Z

@saintchristopher777…

I've played your game here (as you asked). :)

I will make the full analysis soon.

https://youtu.be/lciF4F6MkJw

Psychology of the Depths by saintchristopher777 2021-05-09T04:26:16Z

I wish there was a "48h" web version too. @.@ Sad...

**Analysis...**

1 - Mechanics, Learning and Flow: The game consists of consuming all the cards in your set. To do this, you need to use each card. Each card has a type and can only be played if that specific type is allowed at any given time. There are other mechanisms that determine the gameplay, such as the possibility of losing due to lack of movement (that is, the cards in hand cannot be used). Learning the basics is quick, however there are some things that make the experience less interesting (such as hiding the cards if you don't have the mouse pointer over the card region), or even the fact that it isn't always selected. the letter you would like (because you are still selecting one next to it (maybe it is a question with the collision box used (or equivalent))). Learning how to deal with the mechanics of each card is a new layer of challenge, which demands more time. The graphic arts are well finished, so over time it is possible to distinguish the cards without actually having to read them in full (perhaps just by looking at the name and the image or even just by looking at the image only). The flow of play depends on the player's patience in reading the cards and making the best decision with each move.

2 - Graphics, Audio and Narrative: The graphics were, for the most part, very good (especially considering the short time of the event). The audio is interesting (the dubbing seems to be funny and stereotyped (I suppose no one will complain about this stereotype)). The narrative focuses on advancing the levels of difficulty, suggesting that it reflects the difficulty of delving into the human mind (at least I understood it this way).

3 - Culture: The game talks a lot with the area of ​​Psychology. In addition to being very interesting when approaching very popular card games (like Magic: The Gathering).

4 - Monetization: I suppose that the due artistic polish (allowing greater saturation of some part of the graphic art, so that it becomes more clear) and some improvements in the interface (suggestions previously mentioned) can make this game something fun for some people. If the game can be edited by a "provider" (a psychologist, for example) so that it can be used as a way to reach a patient, perhaps (here I open a big parenthesis, as I would have to consult someone in the area) the game could be sold as a support tool (accessory).

Morse Caverns by LSK 2021-05-05T22:33:25Z

@lsk...

As soon as possible I will put my analysis here too. I hope you enjoy the video.

https://youtu.be/7dy-tdwK9eQ

Morse Caverns by LSK 2021-05-06T00:02:06Z

Trying more...

MorseCaverns1.png

Morse Caverns by LSK 2021-05-06T00:54:28Z

I've been trying to understand how the game works. As I understand it there are three features "light", "cave" and "triangle" (I did not fully recognize). And by putting a line to "produce" I get some resources and that frees me to build other things in other places.

I noticed that there is a door, a chest, a lever and a red pair of eyes as the most difficult items to find. I don't know if I need to focus on them, or if I'm still a long way from finishing the game.

Is the log part of the gameplay or does it come by default in the tool you used to build your game?

[I will still do my analysis.]

Log.png

MorseCaverns7.png

MorseCaverns8.png

Morse Caverns by LSK 2021-05-06T01:14:47Z

Analysis...

1 - Mechanics, Learning and Flow: By choice in the creator, the game does not have much indication of how to play. There is only an indication of which commands can be used (input button and button to reset the game). The mechanics consists (to what I was able to understand) of establishing "constructions" in one of the sixteen spaces of the grid, once the "construction" is established, it is possible to make it produce something (being able to trigger the production of the entire line at any moment). All this interaction is based on Morse Code, with possible inputs with dots and dashes in specific quantities (I thought it was interesting to be done this way, I just thought the window for the code was very small, maybe in real life with the right machine it will be easier keep this time window, but using controller or keyboard things get a little bit complicated, so I would suggest two separate buttons and have a time window just to differentiate the sequences that have one, two or three inputs).

2 - Graphics, Audio and Narrative: The interface is simple and, with some persistence, the player who accepts the challenge will end up understanding how the game works at a basic level. One thing that gets in the way of gameplay is the iconography, which does not always seem to fully deliver the functionality of each building or "item that can be produced" (most are clear, but not all). There is no audio, which could make it easier to learn to play (in terms of short signal, long signal, functional processed chain, useless chain, etc.). It would have to be done properly to please, teach and, at the same time, maintain the current feeling (which seems to me to be of concentration). I didn't see a projected narrative, but I was imagining that some "constructions" seemed to reveal some kind of narrative construction possibility that would depend on how it is played (I was curious to know if the game would be something with only one solution, or if there would be several paths to victory (which I was unable to achieve, unfortunately)).

3 - Culture: Because it is a very experimental game (as I see it), in addition to reminding me of spy movies and leaving me thinking about several puzzles for RPGs, I was only able to connect to the Morse Code technology itself. Which can be a good sign, if the game can be expanded.

4 - Monetization: I thought of a version that grows in size for the grid, with narrative between stages, which could be sold at low cost for smartphones or even for Steam (or similar).

Deeper and Deeper in the Woods by Mizatorian 2021-05-08T05:24:16Z

@mizatorian…

I've played your game here (as you asked). :)

I will make the full analysis soon.

https://youtu.be/lciF4F6MkJw

Deeper and Deeper in the Woods by Mizatorian 2021-05-09T00:17:15Z

DaDITTW.png

Deeper and Deeper in the Woods by Mizatorian 2021-05-09T04:48:04Z

**Analysis...**

1 - Mechanics, Learning and Flow: The mechanics is based on choosing between two exits, one that leads to the next stage and another that leads to the belly of the big bad wolf. The audible hint on each exit gives you the right exit, so I suppose some element could be added to limit the character (such as possible enemies or time to complete). Currently the biggest challenge is to understand that the soundtrack exists (and to be able to hold on in relation to going too fast). Another way to elevate the experience could be to give clues on the right path to follow with greater intensity, in such a way that, allied with the addition of other elements, the player's attention can be slightly divided between seeing clues and moving forward quickly, safe and tactical. Learning how to play is simple, the controls are basic and just require some attention and a little patience. The game flow is currently compromised because there is no real challenge (once the sound mechanics are understood).

2 - Graphics, Audio and Narrative: The graphics are simple and clear (serving the purpose of showing the concept of the game). The audio work was very interesting (despite what I mentioned earlier); this mechanic has the potential to be better explored in future projects (inclusive). The narrative is simple and it is an excerpt from the story already known (I missed some change, not because it was necessary, but because I would like some kind of re-reading or humor derived from this type of thing).

3 - Culture: The game is related to the story of "Little Red Riding Hood", which made me think of making new reinterpretations with other similar tales, exploring more narratives, each with the use of interesting (mechanical) elements.

4 - Monetization: I suppose a franchise could be created, each game in the franchise could address several (perhaps a fixed number, for example 7, 10, 12 or 14) games from a particular country. In addition, polishing and improving the challenge could be interesting. With a "multicultural" game at the franchise level and quite different at the level of each game, I believe it could be made available as a cultural piece (perhaps closing an agreement with an institution focused on the cultural strengthening of each country or region).

LD49 — Unstable

Take Your Meds Darling by Geckoo1337 2021-10-21T19:32:37Z

'-'

What.png

Death.png

Project Stallion / Zherebets Proyekta by dob 2021-10-21T14:52:02Z

"What am I doing?" T.T Hahahahahahah.

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Project Stallion / Zherebets Proyekta by dob 2021-10-21T14:59:34Z

o.o Hard. Hahahahah.

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Project Stallion / Zherebets Proyekta by dob 2021-10-21T15:01:48Z

:o The horses is going after celebrities... o.o

Project Stallion / Zherebets Proyekta by dob 2021-10-21T15:43:35Z

I managed to pass this one, but I couldn't pass the previous one. :t Hahahahah.

I liked the humor of your game. And it have an interesting game mechanic.

Hey.png

HotHead by johnnysix 2021-10-20T21:59:19Z

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

Zandaka by lilkrit 2021-10-21T19:03:45Z

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! :)

Zend.png

Umine by gustavo.christino 2021-10-04T20:55:44Z

Thanks for playing @dob.

I will improve the experience and put the goals in the HUD (as I will do with the timmer and the hearts of life). Then the gaming experience will become clearer.

Press [return] to remove instructions from controls faster.

There are a group of creatures in the dungeons (bats) that can kill you and your bird.

Your bird will fly more slowly if it passes through a region with gas.

Note that the mine is unstable, so don't break every type of block you see ahead (there are some important building blocks).

I'll still improve the mining system... And I'll add the other sound effects that I produced during the time of composing and didn't finish implementing.

Thank you again!

Umine by gustavo.christino 2021-10-04T21:21:38Z

Thanks, @ukulelefury! :) I will make some testes in order to improve de experience based on what you said too. :)

Umine by gustavo.christino 2021-10-07T17:02:31Z

@kellenkarol, I plan to reduce in quantity and magnitude, and change the type of shake for the camera. I also thought about putting something in the menu that would allow me not to have a shake screen or something like that.

Thanks for playing! :)

Umine by gustavo.christino 2021-10-20T03:17:17Z

Thank you, @lilkrit. I am thinking about a better way to make screen shakes. :)

Umine by gustavo.christino 2021-10-20T04:29:31Z

@rjmarzec, thank you for playing! :)

Umine by gustavo.christino 2021-10-20T04:41:41Z

@matthewrobo... :o I'm sorry if it really hurt your eyes. o.o

If you are speaking metaphorically I would say not to use the bomb on yourself... Hahahahah.

But seriously, as others have pointed out, I urgently need to improve the way I handle screen shakes.

The game was delivered very quickly, but I will take this as a learning for future opportunities.

Thank you so much for playing and for commenting.

Umine by gustavo.christino 2021-10-20T14:20:31Z

Hahahahahahahah. Thanks for that, @animawish.

Umine by gustavo.christino 2021-10-20T19:26:18Z

@fromthechasm, thank you. Maybe the bomb exploded that much because of some area with gas in the mine. Did you check if your bird was slower in any region?

Umine by gustavo.christino 2021-10-21T14:32:12Z

@fabula-rasa, thank you for your feedback. I will improve all that you said. o/

Wobble Waddle! by Gen Liu 2021-10-20T21:35:30Z

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

Unhitched Isles by MickM 2021-10-20T21:51:14Z

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

The Eye of Glower-On by UkuleleFury 2021-10-20T21:52:55Z

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

The Eye of Glower-On by UkuleleFury 2021-10-21T15:44:16Z

:) It's a very good game. Then I thank you. Hahahaahah.

Disconnection Bridge by matthewrobo 2021-10-21T19:13:58Z

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!

Space-Fix-Attack by John llyod Apolo 2021-10-20T22:36:34Z

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

Un-Stabled by funemaker 2021-10-20T21:45:21Z

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

Un-Stabled by funemaker 2021-10-20T23:11:49Z

:)

Don Muchacho: Vigilante by javi7 2021-10-20T22:07:40Z

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

Restable by zPikA 2021-10-20T21:57:23Z

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

Unstable Genius by Doc Kaos 2021-10-20T21:41:39Z

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

Disturbed Void by haivron 2021-10-20T21:49:27Z

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

Temple Tumble by MatterLinx 2021-10-20T22:56:17Z

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

Clammy and the Seven Seas by IanTheBee 2021-10-20T23:14:17Z

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

Unstable Mechanical Warframe by Astropower 2021-10-20T21:47:42Z

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

Hardwork Simulator by cabjhegas 2021-10-20T23:08:49Z

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

Reliable Reactors Co. by EthanZech 2021-10-20T22:13:18Z

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

Unstable Aviation by IcedJaM 2021-10-20T21:38:59Z

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

Uns' Table by ValidDark 2021-10-20T22:48:02Z

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 am NOT drunk! by AlexYam 2021-10-20T23:11:11Z

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

Diamonds in the Rough by animawish 2021-10-21T19:08:30Z

I'm so good at this (contains irony).

Diamend.png

ecosystem except there is no equilibrium and everyone dies probably by parafactual 2021-10-20T21:55:42Z

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

Usher 651 by FromTheChasm 2021-10-21T19:19:43Z

I finished with zero peril. I will try with other choices.

Thanks for the game.

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Usher 651 by FromTheChasm 2021-10-21T19:21:31Z

Nothing has changed. Hahahahahah.

LD50 — Delay the inevitable

Mini Game DUD by gustavo.christino 2022-04-10T01:15:17Z

Thanks, @0x-void-x0 and @parker8283! We are working in the post-jam version of the game. :)

LD57 — Depths

Back From Abyss by resty 2025-04-26T06:17:51Z

:flag_br:

endsss.png

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.

Back From Abyss by resty 2025-04-26T06:18:53Z

:flag_us:

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The game made me angry at many points, because not having checkpoints is very punishing. On the other hand, it was quite challenging and kept me engaged.

I wish there had been some kind of music to help keep me calm while I tormented myself trying to complete the stages.

It’s not exactly a huge innovation, but I found it pretty unique and interesting to have this mechanic of lighting the torch to unlock movement in the stage.

I didn’t really notice much of the theme within the game — it was mostly the title that referenced it, due to the graphic style and the kind of passive narrative it conveyed.

The visuals are fine considering it's a game jam title — actually, the green contrasted well and began to suggest an interesting narrative.

The atmosphere, because of the lack of music, felt a bit lacking. I would’ve liked to experience more immersion and psychological tension (even if the game didn’t focus on subjective exploration).

I think it’s a really cool experimental game that could be expanded into something with more stages—maybe even start a journey from the return out of the Abyss and then branch out into new horizons (like exploring a new apocalyptic world, foolishly believing it was still the same world or the same time after coming back). Just daydreaming here. Congrats!

Escape From GR0K Tower by paulhocker 2025-04-26T06:42:58Z

:flag_br:

Isso

death1.png

foi

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difícil.

death3.png

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).

Escape From GR0K Tower by paulhocker 2025-04-26T06:44:35Z

:flag_us:

It

death1.png

was

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hard!

death3.png

Overall, the game made me really happy and entertained — I just thought a hundred stages was a bit too much to try again (maybe it doesn’t need that many, hahahahahahah).

It was fun, especially when I noticed there was procedural generation in the code and the challenges started piling up. I did miss being able to scratch my arm while playing. @.@

It’s not exactly a huge innovation, but I found it quite different and interesting to play with various mechanisms for opening paths. Maybe some mechanics could be introduced from time to time — either to speed up the descent or to make it harder (I think the number of acid pools and the size of the platforms between them seemed to decrease a bit after a certain depth, but I’m not sure).

The use of the theme was nice.

The graphics are really pretty, especially considering the time you had. I think the spears that come out of the ground might have some kind of visual glitch (not sure if it’s just my web browser).

The sound didn’t wear me out, but I wish it was a bit less anxiety-inducing so I could use it to calm down a little. Hahahahahahahah. Very tense — and dying to a spear is quite a scare. ^^'

I don’t think humor is the focus, but I did laugh at my own tragedy.

The atmosphere was nice. With a bit more in-game narrative explaining the descent, maybe I would’ve felt even more immersed.

I think the game — with a finite challenge plus an arcade mode — could have great potential for mobile and/or other platforms (if the ranking is online, maybe have weekly challenges with new skins for the winners and things like that).

Thoughts from the Depths by gustavo.christino 2025-04-08T19:18:57Z

@clymm, as soon as possible I will try your game. Thanks for your analysis. :)

Thoughts from the Depths by gustavo.christino 2025-04-26T06:48:00Z

Thanks, @katastudios.

Yeah, I definitely fell short in that regard (I ended up in a crazy rush trying to make the game while also coordinating the jam site, hahahahahahah — my team always ends up a bit shaky because of me). Thank you for your feedback! I’ll try to have a plan to at least include an image that tells part of the story before the first playthrough, in case putting the narrative inside the game itself isn’t possible next time.

Thank you!

Thoughts from the Depths by gustavo.christino 2025-04-26T07:54:01Z

Thank you, @lloydlobo. We really wanted to give more feedback for the acceleration — both subtle audio cues and visual effects (like bubbles). The creature AI could definitely have been much better. I wish I had been able to work on it with more focus. Thank you so much for your feedback.

Thoughts from the Depths by gustavo.christino 2025-04-26T17:52:28Z

Thanks, @antoine-bodin. I completely agree. A stamina bar for swimming is essential for the game. Unfortunately, I had little time and focus, but I’m practicing this kind of thing so that it’ll be easier to implement in the next game jam. :D

Diggin' Deeper by gquibao 2025-04-26T17:10:52Z

:flag_br:

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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.

Diggin' Deeper by gquibao 2025-04-26T17:11:59Z

:flag_us:

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Without reading the instructions, it was hard to tell that the Play sign was meant to start the game. I think this happened because the buttons were placed outside the main scene and drew more of my attention. My suggestion is to allow both clicking on Play and pressing the A or D keys to start the game. That way, even if someone gets confused, everything will still work out. (Adding to this, there’s the idea that mouse and keyboard are not always ergonomically compatible spaces, so it might be something worth reflecting on — and maybe keeping as it is, depending on the case, but it’s something to consider.)

It was fun — I needed one defeat to really understand what was happening. So I believe it became quick to start experimenting with the game.

The use of the theme was very good, especially considering the descent getting darker. The art shows a progression of transformation, which is really cool for a game jam timeframe.

For a game jam, having sound in the game is already a milestone by itself. However (and maybe this is just a personal take), it’s not the strongest point of the project. It’s possible that I didn’t experience it fully — maybe more effects and transitions happen after progressing further down.

I don't believe the emphasis is on humor.

Although the deepening descent grows darker, I couldn't really connect to a subjective and/or psychological immersion, so the mood/atmosphere didn’t hit me that strongly (maybe it’s a combination of factors).

My suggestion is simply: "Publish the game" for mobile and/or on Steam. It’s a great opportunity to gain market experience (if the team hasn’t done so already). Congratulations!

The Depths by digital bacon 2025-04-26T05:49:49Z

:flag_br:

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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).

The Depths by digital bacon 2025-04-26T05:51:13Z

:flag_us:

tdgo.png

Overall, the game entertained me and challenged me to think a bit about the kind of tough choices I’d have to make in more complex levels.

It was fun (the chosen music matched the game's vibe and helped liven things up). I wanted to see more stages, but it was still pretty cool to reach the end of the fourth one.

One interesting point in terms of gameplay mechanics was having to be at a certain height relative to the collectibles in order to pick them up—I noticed there was careful attention to that detail.

The use of the theme was okay.

I liked the graphics; they’re easy on the eyes and fit the game’s topic. I wanted to see a bit more narrative in the game—I think it would’ve helped me feel more connected (bringing together the art and gameplay).

I don’t think humor was meant to be the focus.

The atmosphere felt like “quick challenges,” which isn’t a deep psychological mood, but it was enough to start getting into the game’s rhythm. I think with more stages, that feeling could grow stronger.

I believe the game could have potential on mobile, at least as an experimental project for market testing. I'd work on a custom soundtrack and add a few dozen more stages (introducing new mechanics, like a vertical drill or collectible items). Maybe a minimap could be added too—perhaps unlocked after exploring more than 50% of the current stage map, or something like that.

The Depths by digital bacon 2025-04-26T12:14:41Z

Nice.

Into The Deep by clymm 2025-04-13T15:49:32Z

PT-BR :flag_br:

win.png

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.

Into The Deep by clymm 2025-04-13T15:49:57Z

EN :flag_us:

win.png

First of all, thank you for playing my team's game, @clymm.

Overall, the game left me quite happy. It has an atmospheric feel and entertained me with its challenge. There are some balance issues, but it's incredibly polished given the time frame.

It was fun, especially when I saw the part about the music. That added some depth to the character.

Not that it's a huge innovation, but I found it quite different and interesting to play with those objectives, abilities, and so on.

The use of the theme was nice.

The graphics are very beautiful, especially considering the time you had and the fact that you worked solo.

The game’s sound can get a bit tiring after a while (but only after a long while, beyond the game’s actual duration). And the voice acting was well done, so it worked really well.

I don't think humor is the main focus, but there was a moment that made me laugh (right before leaving with the ship).

The atmosphere was also really nice. If there were a day and night cycle, I think it would be harder—maybe imagine a solar battery for lighting around the ship, and the first mission could be building one.

I believe the game could have potential on mobile, especially if the narrative shifts from just repairing the ship to something involving multiple stages and a pest control job or exploration of various worlds to collect something bigger for a larger purpose.

The Way Back Down by lilyspren 2025-04-26T16:28:34Z

:flag_br:

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.

The Way Back Down by lilyspren 2025-04-26T16:29:06Z

:flag_us:

The game was surprisingly challenging and interesting. I say this because the opening scene of the character flying from one point to the starting location gave a humorous impression, which was soon replaced (not entirely, since I kept laughing at many moments) by a real challenge.

Overall, the game is engaging and presents an interesting learning curve.

I had a lot of fun trying to find all the parts (but I had to leave for work and stopped after collecting three or four parts).

Although it’s not a major revolution, I found the dynamic of staying "in the shadow of certain elements" to survive very interesting. All of this while exploring the map.

In my opinion, the use of the theme was sufficient.

The graphics look nice, especially considering the event's timeframe.

The atmosphere, to me, relates in this case to the dimension of survival and scares. I believe that for a polished version, this aspect could receive some extra attention if the goal is to immerse the player in some kind of psychological/subjective experience.

I also started thinking about other possible mechanics, like adding a stealth mechanic, for example.

Depths by lloydlobo 2025-04-26T07:57:20Z

Is it possible to try the demo? I'm not very good with Git, then I lost myself easly there.

Depth to Horizon by YibiRabbit007 2025-04-26T17:23:18Z

Congratulations for your first Ludum Dare. ^^'

Depth to Horizon by YibiRabbit007 2025-04-26T17:30:15Z

:flag_br:

cubesplus.png

Foi difícil compreender algumas coisas relacionadas ao objetivo final do jogo. Mas deu para entender que objetiva-se permanecer em cima da plataforma (só não tive muito feedback sobre ser melhor ficar lá por um determinado tempo específico ou se faria sentido derrubar adversários).

No geral é um jogo experimental, que acaba trabalhando com diversas variações de comportamentos de objetos tridimensionais, então foi uma experiência geométrica interessante.

Não me diverti tanto, mas foi um desafio quem me entreteve por um tempo ficar tentando não cair e tentar derrubar.

Não entendi muito sobre o uso do tema, para além de o ponto de derrota ser no fundo do estágio. Creio que faça sentido para o jogo experimental, então de certa forma alcança o uso temático.

Gostei da trilha sonora e achei a dublagem um pouco deslocada do estilo da trilha, creio que deixar como opcional em um menu seria um próximo passo interessante para quem estiver buscando jogar experimentando mais a imersão. A dublagem foi criada em um leitor de texto? Fiquei curioso.

Não creio que a ênfase seja no humor.

Não creio que a ênfase seja no clima psicológico ou imersão subjetiva.

Minha sugestão é: faça um trabalho de maior clareza de objetivos dentro do jogo (sem precisar ler de fora) para publicar para smartphones e ter uma experiência de mercado (caso já não tenha).

Novamente, meus parabéns por encarar o desafio de criar o jogo. :)

Depth to Horizon by YibiRabbit007 2025-04-26T17:31:02Z

:flag_us:

cubesplus.png

It was difficult to understand some aspects related to the final objective of the game. But I was able to gather that the goal is to stay on top of the platform (I just didn't get much feedback about whether it’s better to stay there for a specific amount of time or if it makes sense to try to knock opponents off).

Overall, it’s an experimental game that plays with various behaviors of three-dimensional objects, so it was an interesting geometric experience.

I didn’t have that much fun, but it was a challenge that kept me entertained for a while as I tried not to fall and attempted to knock others down.

I didn’t fully grasp the use of the theme, apart from the idea that defeat happens when falling to the bottom of the stage. I think it makes sense for an experimental game, so in a way it still achieves thematic use.

I liked the soundtrack, but I found the voice-over a bit disconnected from the style of the music. I believe making it optional in a menu would be an interesting next step for players who want to experience more immersion. Was the voice-over created using a text-to-speech tool? I got curious.

I don't believe the emphasis is on humor.

I don't believe the emphasis is on psychological atmosphere or subjective immersion.

My suggestion is: work on clearer in-game objectives (without needing external reading) and consider publishing for smartphones to gain some market experience (if you haven’t already).

Once again, congratulations on taking on the challenge of creating the game. :)

Seacat by mavrick 2025-04-26T06:02:06Z

:flag_br:

ending1.png

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.

Seacat by mavrick 2025-04-26T06:02:52Z

:flag_us:

ending1.png

I pressed the buttons and released what seemed to be a dolphin or something like that, and placed a stone on what looked like a volcano or something similar. But I couldn’t get a second ending. T.T How do I do that?

I missed having sound feedback in the game to help understand and differentiate the promised endings. Overall, the challenge entertained me at first, but once I found out there was more than one ending, I went back to try again.

It was fun — and even a little funny — catching a crab.

Seacat by mavrick 2025-04-26T08:35:52Z

:)

The Depths, A Floppy Cat Adventure by KataStudios 2025-04-26T07:22:59Z

:flag_br:

hardtoplay.png

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.

The Depths, A Floppy Cat Adventure by KataStudios 2025-04-26T07:31:19Z

:flag_us:

gato.png

The game demanded a lot from my computer’s processing power. I got a little scared. Hahahahahahah. But it’s all good.

I should mention upfront that I tend to get a bit "dizzy" when playing 3D games, so it’s not the type of game that suits me best (mainly because of how the camera moves).

Overall, the game shows great potential from the creator, because each individual element was well made when analyzed separately. A nice menu with options that allow a bit of connection to the character. A starting point that anchors the experience. Terrain generation happening right in front of my eyes. A character that walks a bit awkwardly, but it gives off a cartoony vibe.

I didn’t have that much fun, since I struggled a lot with controlling the submarine, and walking/swimming to the boxes to grab them was difficult and slow for me.

Still, I could notice some potential for innovation when appreciating the game’s polish — especially considering how little time there was to achieve such a level of interconnected mechanics and systems.

The use of the theme was OK.

The graphics look nice for the chosen style (my poor submarine ended up in pieces).

The game’s sound, at least from what I noticed, is mostly in the sound effects. So there isn’t much to evaluate in terms of immersion or narrative (in this case), but within what the sound effects could offer, they helped with action feedback (in the menu and in other moments).

I don't think the focus was humor, but the clumsy cat made me laugh a little.

For me, the atmosphere ends up feeling a bit reduced because of my personal difficulty with 3D. Trying to set that aside, I did miss having some sort of connection to a narrative beyond just picking up the boxes (like a reason or a sense of purpose). I’ll try to play a bit more.

I believe the project could be published for the development team’s learning and to gather more feedback — I feel like I’m not exactly the target audience, but I hope I contributed!

LD41 — Combine 2 Incompatible Genres

Puzz Snake by Igor KinGamer 2018-05-10T03:26:54Z

Very interesting! :) I want to play more levels! o/

ULTROÏD by Geckoo1337 2018-05-01T21:43:19Z

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).

Ahh.png

Meta Defense by ragnta 2018-04-30T14:45:09Z

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).

Mortal Keybat by dob 2018-05-07T22:42:47Z

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.

Rock Bottom by Jungle 2018-04-30T13:45:25Z

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! :)

---

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! :)

---

RTHM by fashionbatman 2018-04-30T14:28:12Z

Very funny, I've been trying for a long time, but relationship applications are not for me. Hahahahahah.

Addictaiter by Dark1knight 2018-04-30T18:10:06Z

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. :)

Between Dimensions by lautregars 2018-05-01T22:34:58Z

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).

Life and Death by AVAVT 2018-05-07T22:25:15Z

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! :)

Battle Bots by Human 2018-04-30T13:57:32Z

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.

Learn Runner by gustavo.christino 2018-05-02T00:19:14Z

Thank you very much, @Lazlo319. We will improve our sound (post-jam). :)

Learn Runner by gustavo.christino 2018-05-02T00:19:28Z

Valeu, @Jungle. :)

Learn Runner by gustavo.christino 2018-05-02T00:20:22Z

Thank you, @Human. We are going to improve the graphics as soon as possible (post-jam). :)

Learn Runner by gustavo.christino 2018-05-02T00:21:20Z

@ragnta... We are going to solve about our ending screen (post-jam). :) And we will "purify" our SFX. Hahahahahah. Thank you very much.

Learn Runner by gustavo.christino 2018-05-02T00:21:33Z

Valeu, @Zhao! :)

Learn Runner by gustavo.christino 2018-05-02T00:22:44Z

@lautregars... "Frango Assado". Hahahahahah. We are working in improvements. Thank you very much for your feedback. o/

Learn Runner by gustavo.christino 2018-05-03T03:20:52Z

@patvanmackelberg... Thank you, we are working on it. :)

Learn Runner by gustavo.christino 2018-05-07T22:28:22Z

@Dreamer, @Brillie Phan, @dob, @ViridianGames, @MacDoom and @Yohoho Games 2... Thank you so much! :)

Beat Street by solluxx 2018-05-01T22:49:23Z

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! :)

TaiChi by Dreamer 2018-05-07T21:59:47Z

The music and ambiance were the strongest points in my view. The concept of the game was very nice (I found the third phase difficult, but I need to work my patience, hahahahah).

Fire Duck Football by Yohoho Games 2 2018-05-07T23:13:20Z

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).

STEW'M by Bradalli 2018-04-29T02:56:08Z

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.

-------- Noisy - Ninja -------- by ThePhennix 2018-05-01T21:26:37Z

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.

Hoop Tactics by MonstermanMFR 2018-04-30T15:03:04Z

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. :)

Tactical Chef by Lazlo319 2018-04-30T13:33:05Z

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.

Tactical Hydra by MacDoom 2018-05-07T23:03:02Z

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).

Nanashi by JSD 2018-05-02T01:48:47Z

Very nice graphics (congratulations). Your soundtrack too. :)

A bit difficult to control sometimes. Sometimes my ship stays at the fringe (image)...

Ahh.png

Where am i? by RobertoHigor 2018-04-29T01:35:20Z

Good luck next time. :)

A Knight of Music by Danny88881 2018-05-08T16:33:17Z

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.

Super Ice-Cream Roller Ultra by Probe31 2018-05-01T21:15:20Z

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.

Way Out by Victor Lima 2018-04-30T16:07:06Z

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! :)