A Wild Sheep Chase by Rost 2021-10-18T14:38:24Z ♥ 1
Nice little game. Congrats on making this for the jam!
I think the levels are a bit too big. If you had kept the game to a single screen, I think you could have created more interesting and rewarding 'puzzles' and eliminated the problem of the player not knowing where the exit is. Also, it was a little frustrating that sheep kept getting stuck in corners. And that I could only effectively herd one sheep at a time because they ran back to their default spots too quickly. This made levels more tedious and gives players less opportunity for skill expression or strategy by being able to 'juggle' herding multiple sheep.
A great effort and neat idea, just could use a bit more polish! Well done :)
LD50 — Delay the inevitable (8)
ORANGE ROLL 🍊 by Yokin 2022-04-08T12:15:13Z ♥ 1
Ah, pink juice? I see you're also a fan of cara cara navel oranges ;)
This is a whacky concept. I live for jam games like this. Congrats for making such an odd and neat little game for the compo!
I don't think I quite understood the controls. I saw the arrows and read a few comments, but I kept crashing at the first and sixth (end of the narrow straight) and couldn't finish a lap or see more content. More clear instruction would have helped a lot. The little sprite art is fantastic.
Keep making games!
Elephant In The Room by kylerhoades 2022-04-07T16:30:20Z ♥ 0
I had a really hard time figuring out what the "game" part of this was. Is there anything to do when the music and pointing isn't going on?
That being said, this is a really fun idea and I loved my few minutes with it. Very well done. Getting these little goofy mouse people to talk about random things was amusing, but seeing them segue into related topics was even more entertaining.
Not much game but certainly entertaining. Well done! And for a jam game? Congrats!
R.A.T. by Kyle Reising 2022-04-07T12:57:44Z ♥ 1
Y'all have a really goofy art and music style and it's beautiful and perfect. I love it. Well done!
I found the controls a little unintuitive. Having each bullet correspond to a different mouse button felt weird and took me a bit to figure out why I couldn't fire when I still had a bullet. Melee attacks not following the same mouse-direction as shooting also felt weird. Melee also had a bit too much of a windup/delay when pressing it, making it even harder to use. I also think using collision on the rats to prevent them from stacking up would feel better. As it is, once they clump up, your bullets feel like they do nothing because it only hits 1-2 of the 20 or so chasing you. Making the bullets kill more stuff would help the player feel more powerful and make the game more fun. I understand the point of this theme was to make defeat inevitable, but empowering the player to feel like they have more agency in delaying that inevitable is also important.
Sorry if that all feels like too much negativity. I do really like your style. The overly dramatic story text on the itch.io page made me think you were going for an ultra-dour FromSoft-esque world. But when the game loaded up with the snappy music and main character that looked like a dancing sentai hero, I had a good chuckle and it all made sense. Well done!
Keep making games and congrats on finishing in just a few days!
Where do you go after you win by ded 2022-04-07T12:17:17Z ♥ 0
Congrats on finishing your game!
I found the game to be a little frustrating and difficult. Not having a checkpoint + unclear enemy hitboxes made for a lot of deaths that felt unfair or unclear. I couldn't get more than a few jumps into the second section. After nearly 15 attempts, I decided to give up. Sorry!
I REALLY liked your art style. The simple sprites read super clearly and the attack, however basic, looked really cool. The controls felt pretty good after I got used to them. I'm used to jump being space so my first few deaths were just getting used to controls lol.
Neat little jam game. Keep making games and learning and improving! :)
Crystal Castle by oneowerse 2022-04-07T12:06:26Z ♥ 1
A neat active puzzle game. Congrats on finishing your game!
Once I figured out how it worked, I liked what I saw. You have a good core concept. For your next jam/game, spend some time thinking about how to more clearly display the consequences of the player's actions. In this game, it was a little difficult to perfectly line up a move due to larger grid size. Highlighting the row/column of your mouse hover might help with that. Also, some feedback as to why a player can't move off the edge might help. I thought the game was broken at first, but then I realized it prevents you from self-destructing.
You did a good job with the art direction. I like the cool color palette and the simple objects with character. Well done!
Overall, you should be proud for making this in just a few days! Keep making games!
Rising Tide by VivianMochi 2022-04-06T18:22:40Z ♥ 1
LD really brings out the coolest games in folks. Fun idea and cranked out in such a small time frame. Well done!
For jams, it's a really nice QoL addition to include volume controls. Your game ran a bit on the loud side and the volume scaling with water level made the audio range pretty wide. Even if it's just a master volume slider, that can be nice for folks.
Uncovering seashells felt a little weird sometimes. I quickly found out that seashells are worse than other squares in that they're neither seaweed or blanks, so they gave no information about adjacent jellies. Perhaps removing them from the board and replacing them with more information might make them feel a little better?
I really liked the mashup of picross and minesweeper. I'd love to see this combo explored more and it got my brain juices going thinking about other ways to mix and match these two. Great idea!
Congrats on finishing the jam!
Market Maker by Roitchie 2022-04-05T15:03:56Z ♥ 4
Ooh a card game! I'm still a pretty new dev but this is on the list of things I'd like to make one day. Congrats on making this for a jam!
The core gameplay felt pretty solid. Card effects were clear, but a little underwhelming when compared to the enemy cards. I understand that's to serve the jam's theme, but I'd like to see a version that lets the player feel more powerful. Another way to do this would be to allow the player the choice to play more than one card at a time. For example, if you choose to play two cards, the AI also then gets to play two cards. It would let you feel better about combining buff cards with attacks while also increasing the feeling of risk and reward because the AI could do the same.
For the presentation, I think the big green background was a little much. Maybe it was supposed to feel like felt-topped gaming/poker table? Also, moving the "flavor" text to the bottom of the card might make them a bit more readable. Not quite an issue because the player cardpool is small enough. Oh, and putting individual buff timers on the screen might help. Maybe keeping the card out with a number/counter in addition to the net % change? Small things that make the game more player friendly.
Overall, this is a cool thing you did. Well done team and keep making games!
The Demon Trainer by drentsoft 2022-04-05T03:06:38Z ♥ 3
Cool little game you've made here. Well done!
I like the take on the theme here. It's a little silly and pretty clear about what it wants to do. The game itself was straightforward, but I think you could have streamlined it a bit more. 10 reps felt like a lot of repetition for each combination. It might keep jam players more engaged if it were even as few as 5 or 3 reps.
I also discovered you could "cheese" it by hitting all the buttons at once, but that was a bit difficult to do simultaneously, and I'm guessing some keyboards won't register all those presses at once.
Overall, good job and congrats for finishing a jam game!