Tiny Plague by Kindred 2018-12-27T22:35:24Z ♥ 0
HONEST RATING it was fine. the art looks super well done. Game was too hard to start out then it got too easy after the initial hump. love u dood, keep at it.
Foon → Ludum Dare Explorer → Users → IceGold
IceGold leaves an average of 13.5 feedback comments each event.
HONEST RATING it was fine. the art looks super well done. Game was too hard to start out then it got too easy after the initial hump. love u dood, keep at it.
That created some genuinely crazy moments with the music and having to dodge anvils just in the nick of time to get to the volcano. I had fun. I didn't know I had to leave the mountaintop and when I did it was like a moment of epic realization. As enormous anvils fell from the sky. And epic music swelled. It worked really well lol
Having to keep an eye on the skies to dodge incoming trouble while trying to see where you're running was also an interesting core mechanic idea to expand on.
It got kind of hard to see what the anvils were doing when god was super unhappy with me, though.
Well done! Can't wait to see your future work. Cheers!
I liked it a lot, especially the visual style was amazingly clean.
Here are my thoughts while playing: - Since the game is about placing things on the screen the right way, there's going to be a few restarts, and the current setup of clearing every slime when you restart doesn't help with that. - Placing slimes could be improved if we were allowed to drag them from the icon onto the scene, instead of clicking the icon first, then dragging the summoned slime. - Hitting space to apply slime placement is unnecessary. All slime placements should be automatically finalized when the player hits the start button. - Moving between screens can be made easier by allowing the camera to slide to the left and right and/or adding keyboard controls. - There were screens that didn't add much to the game. the first level could be fit into one scene instead of three, for example.
I'm really looking forward to checking out your progress as a developer in future jams! Cheers!
I had fun playing it. The sensation of exploring dark caverns mixed with the urge to keep running back to protect your lifeline makes for a fun experience. It felt a little quiet at times, though. Maybe some sort of subtle ambiance or non-intrusive music would help. Hope to see more of you next jam! Cheers.
Cool concept. there's definitely room to keep expanding this and fleshing out a whole story with the world you made, and the mechanics were fun to get used to. The fights didn't feel too repetitive because of the health vs damage choice you were constantly presented with, but they did get a little easy once you had more than 2-3 bots helping out. I kind of wished there was a second weapon or an alt fire mode, to break up the pacing of the fights even further, so if you do want to keep working on this that'll be cool to see. Great job! Hopefully I'll see more of you next jam. Cheers!
No, game. Thank YOU for YOUR time. (This was a nice experiment for real. I love stuff like this.)
I still come back to play it from time to time. Addictive. Was an honor working with You!
Hi! I appreciated how smart the concept was and how well it played into the theme. I loved the way the layout of the maps were, and how you had to actually think about which door to take based on bits of the map that were revealed to you off the sides of the screen. The player felt very nimble and fun to control, and the ending goalpost being called a MacGuffin tickled me in just the right way.
All That being said, the sacrifices never felt like they were a big deal. I just nerfed my armor whenever possible because the character's way too quick even without dashing for the hostiles to catch up to him, and when I had to pick something else, I picked projectile speed or accuracy cause with a high enough fire rate nobody can get close to you anyway. I tried blindly picking options and it never actually made the level that hard.
Maybe there's a way to combat that, like having bonus areas unreachable unless you have a specific component on your suit totally intact, or making the hostiles more challenging by introducing diverse enemy types, each of whom needing a specific trait to defeat. For example, some would need accuracy cause they'd attack from afar, some would need higher fire rates and armor by swarming you, some being tanky and requiring higher dps to take out, that sort of thing.
This was really fun to play and I genuinely think you can expand this out to a larger project. Cheers!
I really enjoyed that experience. Thank you!
I was kinda under the impression that there's gonna be a demonic person sitting at a table to whom i would deliver things, and I assumed picking items up wouldn't require me to HOLD the mouse buttons, so I was kinda confused for a couple minutes there.
After i figured it out, though, I just wanted it to keep going! Whimsical horror is a rarity I really love and you nailed it here. Well done!
Cheers!
Fun game! And I'm fascinated by it being built on the blender engine. I don't see that very often.
About the game, it was really enjoyable and I appreciated the fact that it had an ending when it could have been an endless survival game which isn't something I personally enjoy. There's lots of game play ideas to expand on with it though, like having different robot types that have different amounts of damage and firing speed, different monster types with varying health and walking speeds, and with having a series of levels to go through with ramping difficulties.
Well done! Cheers.
51 kills and proud of it. Tough to start out but you get good after a little while. Mechanics would be SO much fun on a touch-enabled device. Good game. Well done.
I had a bug where the game glitched and froze whenever I fired anything. (HTML5 online version) I downloaded the windows version and all was fine.
Here we have it folks. The world's first top-down ASMR shooter. The mechanics were interesting, they have serious scalability for a larger scale action adventure type game, whether you keep the top-down camera or not.
Nicely done. Cheers!
The pharaoh fight was hard lol The ult was too strong against everyone, I suggest putting a cooldown on it so people can't casually spam it when confronted, and the regular weapon needs to be stronger/more fun to use so people don't shy away from it. Keep it up! I want to see how your skills progress!
Such an amazing entry! Bravo! I adored the music choices, the art was wonderful, the shifting gameplay elements kept me on my toes, the physics of the objects and the tiny versions of them getting thrown out of the balloon showed incredible attention to detail and the story was well fitting.
Can we have slower moving exposition texts or control over them please? Those went by too fast for me.
Absolutely fantastic work. You guys should be proud!
Cheers!
Really great. Everything had amazing polish to it, which is rare in jam games. I didn't encounter any bugs and I liked the Metroidvania style locked areas. The locked door and the golden key being stuck in plain sight was a good touch that titillated players to try and find secrets.
The theme of the jam wasn't present as strongly as other games I've seen, but given how amazing the execution is, I'd say this one's a super solid entry. well done. Cheers!
Camera felt a little sluggish and the environment was a bit lackluster.
Everyone's said it, it must be said, the voice acting was amazing. The sacrifice blobs were cute and I appreciated the butt jiggle trait. I love 2D pixels in 3D space so thank you for that as well.
Cheers!
I got confused thinking I should keep mashing both the left and right buttons to run faster but i figured it out. It's a nice concept to expand on. This could be a good way to open an adventure game where what you take with you alters the story (Similar to "60 Seconds" or "60 Parsecs")
Well done. Cheers!
The first part before i had the hover thing were the hardest part. I appreciated how you hinted at bigger story implications with all the robot heads in-game without really being too on the nose about it. As others have said, sfx and music can make or break a game so I suggest you look into it if you want to keep working on this game.
Keep up the good work! Cheers.
Well done! This is easily one of the smarter games I've seen this jam, and It's well polished graphically. The music was great too. Add more levels, mix the character voices in a little bit better, add some sfx/music controls and you can ship this out I'd say. Great job.
Cheers!
Amazingly executed art, and obviously put effort into the soundtrack! very nice.
I noticed a few bugs. when you decide to eat a party member it says you get x amount of meat but it actually adds twice that amount to your inventory. Also I didn't have any meat to give someone after a scorpion bit them, and that made me have negative meat.
Balance wise, the easy mode was too easy and the hard mode was too hard, mostly because resistance and skills gets too expensive too quickly. I suggest either make higher level upgrades cheaper or buff the upgrades a bit so they're worth the price.
Overall, it's a solid entry. I think there's room to elaborate on the mechanics with more diverse choices and events, and you could have an over-arching story if you want to work on it post-jam. Cheers!
Great art style. Very atmospheric and poignant, with a provocative story line. Only real gripe i had with it is moving around takes a long time, and that's doubly upsetting when you're put back where you started after every sin. It'd be nice to have an alternative method of getting around.
Overall a very solid entry. Cheers!
I had fun playing this. Story was straightforward and self-contained, and I liked what you were doing with the propulsion gun and the weapon choices.
That being said, movement felt sluggish, something you could possibly fix by increasing fall speed or giving the player a grappling hook or a slam move to let them reach ground faster.
Most Enemies were essentially one-hit kills, and to be honest, I liked that. It puts emphasis on positioning and reaction speed to prevent death. My personal tastes aside, since you have a health BAR implemented, this current setup feels like it could be improved upon. I suggest you either decrease the damage taken from enemies, look into giving the player invincibility frames to avoid instant death, or replace the health bar with hearts.
The boss fight was alright. There's a tiny gap where you can just hang out above the demon's head and shoot his horns through his shield until he dies though.
By the way I lost my extra guns when i died in the boss fight, not sure if it was intentional or just a bug. maybe look into that.
Thanks for your game. Hopefully I'll get to see more of you in later jams!
The text was slightly illegible at times and there was a desperate need to skip or speed up dialogue. the movement felt awkward and broke immersion. my character fell off the scene where the neighbor brought pie, so possibly forgot an invisible wall there. All that being said, I really appreciate how this game stands out graphically, third party assets or not. It shows you put the effort to make it look good and that's something to applaud. There's not that many story-driven games here so that's also very welcome. Cheers!
Impressive for a 1-hour work. "Sacrifice Other" was confusing, could have just said "Sacrifice Firepower", unless I'm missing some lore or something. Fun core mechanic, could have used a menu or some form of limiter on the audio, whether it limited the number of death sounds playing simultaneously or if you just slapped a limiter on the audio mixer.
This was really cool for a game jam game. Felt like the payoff wasn't as good as it could be, and you missed a couple of opportunities with not letting the player kill the narrator or the characters not finding ways to fight back. I enjoyed your voice work and art as always.
LD44 — Your life is currency (2)
Pew Pew Crew! by Jonas Tyroller 2019-04-30T01:42:17Z ♥ 4
It turned out really beautiful. Great work guys.
Spirit by Connell 2019-04-30T00:14:54Z ♥ 1
Good work. It's pretty simplistic and calm, but the sound effects deter that. you'd need less harsh sounding effects for this be the way it's trying to be. Otherwise it's a nice foundation for a game.