FoonLudum Dare ExplorerUsers → James Coote

James Coote

Games

YearLDThemeGameDivisionRankOvFuInThMoCo
201635ShapeshiftAtlantis Darecompo4893.193.043.503.463.0453

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Mood vs Overall

Comments by James Coote

LD35 — Shapeshift

2D-Tris by Monofraps 2016-04-22T22:34:00

Cool idea! Definitely possibilities with building up against more than one surface!

My big issue with it is that sometimes I'd get so far and find it was (as far as I could tell) impossible to fill in the remaining area, since no shape would fit and no matter how I moved or rotated, that wasn't going to change (since there's no rotation of the pieces, only the fall direction).

The other problem is that there isn't quite the same time pressure as Tetris as I can just keep rotating round and round so the piece didn't land, giving me as long as I wanted to think about the move I was going to make.

Subverse by Mekuri 2016-04-26T18:00:00

Interesting interpretation of the theme. Was not expecting...rock throwing rocks :p I guess if you were to expand it, could have all sorts of surprise transformations, so you never know whether something new will turn out to be a surprise or just another piece of junk at the bottom of the sea.

Needs some sort of indication of health of the sub though. If not a health bar, then maybe some cracks appearing on the sub (or maybe there was a health bar but was cropped off the bottom by gameJolt webview frame in which I played, as some of the how to play text was).

SHAPE.SHIFT() by Xanjos 2016-04-21T16:32:00

Conceptually, I like the idea. My main criticism would be that there isn't enough time to get from top hole to bottom hole given the speed of the up/down movement. I think it'd make more sense to tie up/down to the mouse and use keys to change shape.

The other issue I had was with accuracy. I think the game needs a bit more to indicate whether I'm slightly off-line and about to die (maybe some sort of line projecting out the front of my shape?)

The music is really good!

The Cargo Shift by DesignerNap 2016-04-22T21:59:00

Interesting idea. I don't think it quite achieved the sense of quickly trying to work out where this or that shape fitted and getting really fast and efficient at it.

I think the cargo boxes move just a bit too slowly to make me feel like "oh yeah really nailed that final cargo at the last possible second!" (Maybe you could even just spawn them closer to the ship).

Might also have benefited from having lots more anchor points all over the ship, not all of which might necessarily be used and/or where one cargo box might cover more than one anchor point. But if you miss when aiming, you end up on slightly the wrong one, and that then messes up your plans (like in a car park when someone parks too close to the edge of the space and then everyone else still needs a gap to get out of their cars and then the whole row gets shifted across and it's all a mess).

PowerShift: The People's Republic of United Democristan by nintendoeats 2016-04-19T20:31:00

I struggled with the game's ending. I lost all my underlings in the first round and from then on, was just waiting to see if the rebels ever won. They kept beating me in combat, but never toppled me. I assume I just had to keep the rebel civilians in -ve territory and embezzle enough to win. But that felt a bit easy. Equally wasn't quite sure if I could ever reduce support for the rebels enough to defeat them counting aside combat/war.

The tax sliders worked quite well, as did the balancing between stashing money and trying to keep people in line.

If anything, the game kinda went on a bit long without me feeling like I was about to win or lose. I only played it through once, but still took quite a while.

Shapeshifters and the Moon Adventure by Vidsneeze 2016-04-19T22:51:00

Good stuff! Maybe a little on the easy side balance wise (or maybe I just got lucky), but don't think that's a big problem anyway. The story was good and each of the surprises added to the game and help make it feel like part of a much bigger world!

Combat I wasn't quite sure what I was doing, especially to start with. Would be good to be able to choose who in your party attacks which enemy. Then the different animal types become more relevant and it comes down to using the right animals strengths to target specific enemy weaknesses. But I'm guessing that was planned and you just ran out of time.

Music and visuals were also good. Some of the grammar needs tightening up, but that didn't get in the way of my enjoyment. (I'm guessing English isn't your first language?)

I also liked how the map added in a little extra risk vs reward with the side-quest-like paths.

ICBM by psilon 2016-04-22T15:39:00

I'm guessing from reading the description that your launcher is vulnerable when open, so you have to time your launches so as to catch the enemy with open pads but not be open yourself?

It'd be really useful to have something to indicate which launcher is selected at the moment (like a colour change, arrow above it or highlight).

Also I found quite often I was clicking the buttons first, then thinking "ok, I've clicked open, now I want to click on this, this and this launcher to open them all at once". Rather than having to click individually back and forth between button and launcher. Also that way around, I can instantly see the result of my action (perhaps negating the need to have selection highlighting).

Wood for the Trees by ratking 2016-04-19T22:33:00

I love the shrinking trees and messing with my sense of geography, though reading the spoilers before helped a lot! (Was thinking before then that this was a _really_ small game).

Be nice if I could re-read some of the texts, as I got a bit stuck at one point and one of the clues I only half read, so not sure if I missed something or not.

Otherwise, looks fantastic and music fits well. I like that it's not dark, but still has an air of mystery and expectation. (Reminds me of eating outdoors on hot summer evenings).

I didn't like the 4th wall breaking with one bit of text/dialogue though. That kinda threw me for a bit.

RPS (no graphics) by Javabot 2016-04-19T18:58:00

Is a neat little game, I felt the lack of instructions frustrating; more than the reward of eventually figuring it out. I can see you didn't want to give the game away necessarily, but I very nearly gave up after a minute of literally not being able to see/do anything.

In the end, I gave up about 5 or 6 levels in after I got stuck. (the long strip one with red at the bottom, then a layer of purple and a layer of orange at the top)

Atlantis Dare by James Coote 2016-04-19T21:33:00

Thanks for the comments so far!

Strategy games are basically 90% UI - can never spend enough time improving the UI and UX! Tutorial is definitely on the todo list if I get time later in the year to polish it up

@nintendoeats, glad I helped you find the bug. Though I still like to think I won because I was just plain awesome :p

Atlantis Dare by James Coote 2016-04-20T08:58:00

@desmondyeong yes that's a bug (one I thought I'd fixed :s). The sequence shouldn't matter. Sorry about that

Atlantis Dare by James Coote 2016-04-24T09:03:00

@Vidsneeze - The tile generation is mostly random. It doesn't account for the player's actions, but it does take into account the previous lay of the land.

I wrote a slightly rambling explanation of the process here: http://ludumdare.com/compo/2016/04/17/mountains-will-crumble-seas-will-rise/ (scroll to the last section)

Lycan Trail by Souperstrawer 2016-04-19T19:40:00

The reload-shoot mechanic was very well balanced, as were the enemies. Barrels were a little tough to both shoot and then get the pickup, but guess that's part of the skill of the game.

Took me a while to survive one night, and looks like a nice idea to give the game a bit more depth/longevity. Guess in an expanded version, you could add people to your party/cart, add new weapons and all the other trappings of an RPG

Shapeshifter by Sublustris 2016-04-22T22:13:00

Looks great and controls pretty good (considering I'm normally ideologically opposed to virtual buttons on mobile games). The music loop was really short, but I didn't find it annoying at all, which is great!

It was a bit too hard for my personal tastes, and I didn't get very far into it. I also felt like maybe I it would have been nice to be able to kill the enemy spawner thingie.

Color Raid by Atmog 2016-04-22T17:48:00

Needs some differentiation between enemies, especially in the way they move. That way, it'd be possible to switch to one colour, collect all of that type of enemy and defeat them.

Currently, it's just a case of dodging the big mass following behind you and picking off the enemies that spawn in ones or twos coming from the other direction.

Was fun otherwise. The stickmen-like characters had a nice aesthetic to them that could definitely be expanded on.

Ohm My, Color Me Squared by amras0000 2016-04-19T19:50:00

I also had a GLSL error. I'm running Windows 7 x64 with an NVidia GT 740m:

Running Panda3D from "C:\games\LD\LD35 others games\OhMySquared\windows_build\pa
nda3d_build"
[>] CORE Using native core module
Warning: pandac.PandaModules is deprecated, import from panda3d.core instead
:express(warning): Filename is incorrect case: /c/games/LD/LD35 others games/OhM
ySquared/windows_build/panda3d_build/etc/config.prc instead of /c/games/LD/LD35
others games/OhMySquared/windows_build/panda3d_build/etc/Config.prc
[>] RenderPipeline Using Python 3 with architecture win_amd64
[>] RenderPipeline Using Panda3D 1.10.0 built on Apr 9 2016 06:24:28

[>] RenderPipeline Using git commit f0cd1ce3158e52c4b3b8ed338ec510c9d
2a33398
[>] MountManager Auto-Detected base path to /c/games/LD/LD35 others
games/OhMySquared/windows_build/RenderPipeline
[>] RenderPipeline Mount manager was not mounted, mounting now ...
[>] MountManager Setting up virtual filesystem
[>] MountManager Mounting auto-detected config dir: /c/games/LD/LD3
5 others games/OhMySquared/windows_build/RenderPipeline/config/
[>] MountManager Mounting ramdisk as /$$rptemp
[>] RenderPipeline No settings loaded, loading from default location

Known pipe types:
wglGraphicsPipe
(all display modules loaded.)
:display:windisplay(warning): SetForegroundWindow() failed!
:display:gsg:glgsg(warning): gl-debug enabled, but NOT supported.
[>] RenderPipeline Render resolution is 1280 x 720
[!] RPLoader Loading '/$$rp/data/gui/loading_screen_bg.txo' too
k 94.69 ms
[>] LightManager Tile size = 24 x 16 , Num tiles = 54 x 45
[>] GPUCommandQueue Allocating command buffer of size 4096
[>] GroupedInputBlock Native UBO support = False
[!] RPLoader Loading '/$$rp/data/environment_brdf/slices/env_br
df_#.png' took 140.59 ms
[>] PluginManager Loading plugin settings



[!!!] psetting:PCSS Penumbra samples Invalid value: 2



[>] PluginManager Creating plugin instances ..
[>] plugin:scattering Loading scattering method for 'eric_bruneton'
[!] RenderPipeline Experimental feature activated, no guarantee it wo
rks!
[>] StageManager Setup stages ..
[>] StageManager Preparing stages ..
[>] CollectUsedCellsStage Allocating 77760 cells
[>] CullLightsStage Using 304 culling lines
[>] StageManager Writing shader config
[!] RPLoader Loading '/$$rp/shader/default_post_process.vert.gl
sl, rpplugins/scattering/shader/scattering_envmap.frag.glsl' took 96.17 ms
[!] RPLoader Loading '/$$rp/shader/default_post_process.vert.gl
sl, /$$rp/shader/flag_used_cells.frag.glsl' took 80.14 ms
[!] RPLoader Loading '/$$rp/shader/tiled_culling.vert.glsl, /$$
rp/shader/cull_lights.frag.glsl' took 81.4 ms
[!] RPLoader Skipping further loading warnings (max warning cou
nt reached)
[>] ScatteringMethodEricBruneton Precomputing ...
:display:gsg:glgsg(error): Could not create a GLSL compute shader.
:display:gsg:glgsg(error): An error occurred while linking GLSL shader
Link called without any attached shader objects.

Assertion failed: _supports_compute_shaders at line 5936 of c:\buildslave\sdk-wi
ndows-amd64\build\panda\src\glstuff\glGraphicsStateGuardian_src.cxx
Traceback (most recent call last):
File "main.py", line 3, in <module>
from globals import base, render_pipeline, world, plug_nodes, HOLD_DISTANCE,
SNAP_DISTANCE, WORLD_BOUNDS, Sound
File "C:\games\LD\LD35 others games\OhMySquared\windows_build\globals.py", lin
e 19, in <module>
render_pipeline.create(base)
File "C:\games\LD\LD35 others games\OhMySquared\windows_build\RenderPipeline\r
pcore\render_pipeline.py", line 194, in create
self.plugin_mgr.trigger_hook("pipeline_created")
File "RenderPipeline\rpcore\pluginbase\manager.py", line 172, in trigger_hook
getattr(plugin_handle, hook_method)()
File "RenderPipeline\rpplugins\scattering\plugin.py", line 49, in on_pipeline_
created
self.scattering_model.compute()
File "RenderPipeline\rpplugins\scattering\scattering_methods.py", line 169, in
compute
}, (self.trans_w, self.trans_h, 1))
File "RenderPipeline\rpplugins\scattering\scattering_methods.py", line 157, in
exec_compute_shader
(ntx, nty, ntz), attr, Globals.base.win.get_gsg())
AssertionError: _supports_compute_shaders at line 5936 of c:\buildslave\sdk-wind
ows-amd64\build\panda\src\glstuff\glGraphicsStateGuardian_src.cxx
[>] MountManager Cleaning up ..
Press any key to continue . . .

Endless Shipshifter by Multiplexor 2016-04-19T19:25:00

I enjoyed it! I would have liked something to allow me to rotate or navigate a bit better (or maybe I just didn't find out what those controls were). A lot of the time I was just tumbling around in a general direction rather than feeling like I had full control over the ship.

Also, maybe try zooming out the camera a little. I only got to 5 or 6 pieces, but I felt like at that point, I wanted to maybe have a little more space to see ahead/around me. Then maybe I could have got a sense of where I was going beyond just whether to turn left or right at the next corner. Would have also been nice to have some more open areas to contrast with the tight maze. (Or maybe the game had that and I just didn't discover it :p).

A few things didn't make sense, like being unable to kill the turrets with regular white lasers, and the red enemies still damaging the ship even when I hit it with my battering ram piece.

Music and sfx were great! Shame the music didn't quite loop. I also liked that you got some story in there and the dialogue was cool, the intro looked great and the graphics looked great!

buki buki! by cowboycolor 2016-04-21T17:02:00

Nice! Great simple cartoony visual style. I liked the way the blobs moved around! The music/sfx were good also.

I really liked the way the bow and arrow could be used both for fast travel and for killing enemies. However, was really awkward to aim with keyboard controls. Aiming with mouse I think would really help. Also, it was really hard to hit enemies at anything other than point blank range. Even when I thought I had them lined up, I'd often miss. I wonder whether it'd be an idea to make the arrow hitbox larger? I ended up often running away from an enemy for a bit, then turning 180 and firing. However, even then, the multi-step turning around (whilst it looks cool), made that more frustrating than it ought to to pull off.

Also as the arrow, I often got pinged off into the trees, which then made navigating and movement difficult, especially as I couldn't see the enemies under the trees. I guess that could be like an extra skill to the game to aim both at an enemy and towards somewhere you won't get stuck, but I felt like having that almost everywhere right from the start was too harsh. (Maybe if you continue developing the game, you could expand that idea, so that in some environments, there's walls you bounce off or walls you stick to or some walls that if you hit as the arrow, you die?)

Overall though, was fun!

Potholing by pss 2016-04-19T19:10:00

Took me a while to get how to avoid the dynamite, and even then, it was a little bit tricky to judge the timing. I think with a bit of refinement, it could be quite fun to shape-shift mid air at speed to avoid stuff.

As well, probably needed a few more reasons to change mass/size. Most of the time I could just speed past the chasms of death in small mass mode. I guess again maybe if there was more time, would probably be more traps or hard to reach places, tight sections, maze sections or whatnot.

Desert Trader by WERT Studio 2016-04-22T17:11:00

I think the game needs better indications of the differences between cities, what different cities supply or demand what resources (beyond just the apple or oil barrel on the choose your disguise screen), and what effect being from a city would have when trading in other cities.

Like maybe that you can go between cities, buying low and selling high, with a cost to travel between the cities (so that you can run out of money and potentially lose the game). But you're kinda scraping on thin margins unless you use your shapeshifting/disguise properly.

Also on the choose your disguise screen it's not immediately obvious that you're choosing two different things.

In fact, I'd actually say consider taking the car bit out, because it doesn't seem to add much, aside from just giving you random resources.

FLESH TO STONE by tjmolinski 2016-04-19T20:43:00

It feels a little harsh to die on contact with any enemy, but I can also see how it makes sense and the game feels otherwise balanced.

Graphics look great, music and sfx are also great, and it's fun to play! I guess my only other criticism is that it lacks a little depth.

Maybe you could expand it into a dungeon crawler, so eventually you defeat a room and move onto the next.

Ninety Eight by AndreSilvs 2016-04-19T21:20:00

Game failed to load for me (windows 7 x64, Nvidia GT 740m). Just says "The application was unable to start correctly (0xc000007b). Click OK to close the application" (might be just my dodgy laptop mind)

Befitting Perpetual Owl by hijomo 2016-04-19T20:56:00

Took a bit to work out, but quite fun. As others have said, required a bit more mental effort than I'd like to get into the mode of spamming spacebar thoughtlessly and concentrating on actual navigation otherwise.

Probably needs a bit more to make it interesting, like the background image making a difference (like whichever colour you're in makes a difference, or maybe from time to time, the lines on the background image come out of the image and form walls that affect both yours and the enemy's movements).

Aqualution by DevDad 2016-04-26T15:11:00

Nice idea. The scenery looks great! I really like all the corrals and kelp, and the other fish look good too.

Mostly technical issues stopped it from being fun. Being able to hide in the little cracks and crevices as a small fish would have been neat were it not for the fact both I and the bigger predators can swim straight through apparently solid objects. Also after picking up the first couple of food blocks, I found I couldn't eat them anymore? Wasn't sure if this was because I had levelled up and now needed to be eating small fish or what (also couldn't find any small fish after the first couple right at the start of the game beginning). I'd also say leave the predators' appearance until a bit later on (liek maybe when it gets dark, but that being after 3 or 4 minutes rather than just 1 minute).

Spacetime Shifters by Atridas 2016-04-22T16:48:00

Overall, it was enjoyable and looked good. Graphics wise, my only issue was with the slow fading out of colours in the background. That was just weird.

I played with keyboard controls and by spamming the arrow keys (rather than holding them down) I got a really high rate of fire. I'm guessing this was unintended, as I played for about 10-15 minutes before giving up as I was easily beating all the enemies.

I also subsequently never felt the need to use the transform/time shift.

Also took me a while to work out the controls. Although the slow acceleration makes sense in some ways, it meant that at the start, I was hitting W, not seeing a reaction and so letting go before my ship started moving. In fact, there wasn't ever really a reason to not hold it down once I did get going. The enemies were also really slow to start spawning and ramping up in difficulty. I did though like the way the keyboard controls were placed around the ship to teach you which each of them did. That part was done well!

Continental Trade Route Association by Swedishpancaces 2016-04-22T16:14:00

Looks good! I really liked the map and the mechanic of linking together cities was fun to build up in the initial stages of the game.

After a while though, there wasn't much challenge to the game, since there wasn't anything draining on my money as far as I could tell. I could kinda build whatever trade routes and it'd all be good. I guess there would have been a maintenance cost per-mile of trade route and/or cost to keep the traders supplied? I only later worked out you could hover over the traders. Being able to click on them any maybe micro-manage them a bit would have been good as well. Likewise for the cities, and for areas on the map, some better indication of what goods were in supply/demand.

I'm guessing that then, it'd be all about carefully adjusting the roads to, say, avoid hidden robber hotspots or make the most of going through certain areas to maximise the amount of goods acquired versus not using up too many supplies and having the merchant train starve?

There were a few odd things as well, such as the bug with where the road placement started. That got me really confused before I figured it out. Highlighting the city where the road starts would have also been good. And so many times I tried to right-click to cancel placement. This seems to have been trained into me subconsciously from playing so many strategy games over the years, so might be worth putting in as well. Also, it seemed like sometimes the water/mountains were blocking my route but not other times? Again I'm guessing that was a bug and the idea was to make mountains impassible or affect the trade route so you had to think carefully about not just drawing a straight line through a mountain range or over a desert or across the oceans.

Overall though, I liked the direction it's headed!

DBCEC210 Survey by subpixel 2016-04-19T23:09:00

Really enjoyed the game, though not sure whether I missed something at the end, or whether the twist was just it. Would love to play more post-twist game in any case.

The general audio levels were just a bit too high / grating, or was that intentional? Also I'm another one who took a minute to work out how to get through the doors.

Shifter by sP0CkEr2 2016-04-26T16:49:00

Interesting. Took me a while to figure out the controls. Initially I thought I had to hit D to travel to the change-shape-box and A to modify it. Worked it out in the end though. I was expecting multiple boxes to show up at an earlier level, and the game was a touch slow with the pacing in the first two levels.

I liked the music also!

Plankton by Monklet80 2016-04-22T18:12:00

I really like the premise, though the nerd in me says multi-cellular life only started really evolving like that during the Cambrian explosion, which was only ~540mil years ago (not 1bil years ago).

I like as well the way each species has different controls and properties, yet you're still all washed around by the general current in slightly anarchic fashion.

KAIJU VS by plko 2016-04-26T15:56:00

Loved it! I made a good monster with words about love and happiness and coral reefs and pleasant autumn forests, and it beat my hellfiredeath Kaiju hands down! :p

I think my only criticism would be to make the title screen look more interesting. I very nearly passed this game by as it didn't look so great from just screenshots.

My Kaiju were :
eyJuYW1lIjoiS2FsaW1hdGFuIiwiVFlQRSI6MCwiSEVBRCI6MSwiTEVHIjoyLCJIQU5EIjowLCJIUCI6MTUzLCJNUCI6MTcxLCJBVEsiOjEyMiwiREVGIjoxODYsImNvbW1lbnQiOlsiSGVsbG8gOikgU21pbGUhIEJlIGhhcHB5ISIsIkhhcHB5bmVzcyBpcyBsaWtlIGEgZnJlc2ggc3ByaW5nIG1lYWRvdyBiYXRoZWQgaW4gc3Vuc2hpbmUiLCJGbG93ZXJzIGNhcnBldCB0aGUgZWFydGguIEV2ZXJ5dGhpbmcgaXMgbG92ZWx5LiBOaWNlIHRoaW5ncyB3aWxsIGZsb2F0IGRvd24gbGlrZSBmcmVzaCBzdW1tZXIgcmFpbnMiLCJQbGFudHMgYW5kIGdyZWVuIHNob290cyB3aWxsIGJsb3Nzb20gd2l0aCB2aXRhbGl0eSBhbmQgYmVhdXR5IiwiVGhlIGd1c2hpbmcgd2F0ZXJzIG9mIG1vdW50YWluIHNwcmluZ3Mgd2lsbCBlbmVyZ2lzZSB5b3VyIHNvdWwiLCJCZWxpZXZlIGluIHRoZSBwb3dlciBvZiBnb29kbmVzcyBhbmQgeW91ciBzcGlyaXQgd2lsbCBmbHkgaGlnaGVyIHRoYW4gdGhlIGNsb3VkcyIsIlRoZSBoZWF2ZW5seSBtb3VudGFpbnMgb2YgdGhlIHdlc3QgcmlzZSBpbnRvIHRoZSBjcnlzdGFsIGNsZWFyIGJsdWUgc2t5IiwiVGhlIHZpdmlkIG9yYW5nZSBhbmQgYmx1ZSBmaXNoIGRhcnQgdGhyb3VnaCB0aGUgdHJvcGljYWwgcmVlZiB1bmRlciB0aGUgc2hpbW1lcmluZyBvY2VhbiBzdXJmYWNlIiwiVGhlIHN0ZWFteSBqdW5nbGUgaXMgYSBjYWNvcGhhbnkgb2Ygbm9pc2UsIGFuaW1hbCBsaWZlIHRocml2aW5nIGluIHRoZSB2ZXJkYW50IGdyZWVuIGZvbGlhZ2UiLCJUaGUgZ29sZGVuIHRyZWVzIGluIHRoZSBhdXR1bW4gd29vZHMgdHVtYmxlIGdlbnRseSBvbiB0aGUgYnJlZXplIGluIHRoZWlyIG11bHRpdHVkZXMiXX0=

and:

eyJuYW1lIjoiS2FsaW1hdGFuIiwiVFlQRSI6MCwiSEVBRCI6MSwiTEVHIjoyLCJIQU5EIjowLCJIUCI6MTUzLCJNUCI6MTcxLCJBVEsiOjEyMiwiREVGIjoxODYsImNvbW1lbnQiOlsiSGVsbG8gOikgU21pbGUhIEJlIGhhcHB5ISIsIkhhcHB5bmVzcyBpcyBsaWtlIGEgZnJlc2ggc3ByaW5nIG1lYWRvdyBiYXRoZWQgaW4gc3Vuc2hpbmUiLCJGbG93ZXJzIGNhcnBldCB0aGUgZWFydGguIEV2ZXJ5dGhpbmcgaXMgbG92ZWx5LiBOaWNlIHRoaW5ncyB3aWxsIGZsb2F0IGRvd24gbGlrZSBmcmVzaCBzdW1tZXIgcmFpbnMiLCJQbGFudHMgYW5kIGdyZWVuIHNob290cyB3aWxsIGJsb3Nzb20gd2l0aCB2aXRhbGl0eSBhbmQgYmVhdXR5IiwiVGhlIGd1c2hpbmcgd2F0ZXJzIG9mIG1vdW50YWluIHNwcmluZ3Mgd2lsbCBlbmVyZ2lzZSB5b3VyIHNvdWwiLCJCZWxpZXZlIGluIHRoZSBwb3dlciBvZiBnb29kbmVzcyBhbmQgeW91ciBzcGlyaXQgd2lsbCBmbHkgaGlnaGVyIHRoYW4gdGhlIGNsb3VkcyIsIlRoZSBoZWF2ZW5seSBtb3VudGFpbnMgb2YgdGhlIHdlc3QgcmlzZSBpbnRvIHRoZSBjcnlzdGFsIGNsZWFyIGJsdWUgc2t5IiwiVGhlIHZpdmlkIG9yYW5nZSBhbmQgYmx1ZSBmaXNoIGRhcnQgdGhyb3VnaCB0aGUgdHJvcGljYWwgcmVlZiB1bmRlciB0aGUgc2hpbW1lcmluZyBvY2VhbiBzdXJmYWNlIiwiVGhlIHN0ZWFteSBqdW5nbGUgaXMgYSBjYWNvcGhhbnkgb2Ygbm9pc2UsIGFuaW1hbCBsaWZlIHRocml2aW5nIGluIHRoZSB2ZXJkYW50IGdyZWVuIGZvbGlhZ2UiLCJUaGUgZ29sZGVuIHRyZWVzIGluIHRoZSBhdXR1bW4gd29vZHMgdHVtYmxlIGdlbnRseSBvbiB0aGUgYnJlZXplIGluIHRoZWlyIG11bHRpdHVkZXMiXX0=

Centroid by syc 2016-04-26T16:11:00

Fun little game. One criticism I have is being able to move outside the playing area, so the player can't see where they are anymore. Maybe prevent the bottom/player-controlled part going outside the view of the camera, even if the arm and shape on the end can swing outside the playing area?

The Fox Prince by EighthNote 2016-04-26T16:19:00

Neat little idea.

I think sometimes the random spacing of the rocks meant it was very difficult to avoid them, especially given the speed at which I was running.

Related to that, like others have said, I also found the delay in transforming a little jarring. Reason being that sometimes, I'd have to do two or three changes in quick succession, so close as to make surviving impossible. That's the kind of "difficulty" where it's not really the player's fault or even the player's lack of quick reactions that is more frustrating than fun.

I did start to get the hang of it though the more I played, so maybe just a case of being too difficult at the start / not ramping up difficulty as it goes on?

Ikarauraga by Ramayana 2016-04-26T16:38:00

For the PC / keyboard version, having c to change shields is really awkward to reach. I feel like maybe shift or ctrl or enter (using my right hand) would have been better. Or even just have autofire on and use space for changing shields (as why would you ever stop firing?). Must admit I don't play these types of games very often, so I found it quite hard at the start. Once I got going, I found it mostly easier to just dodge and shoot and forget about shield changes.

I feel like also, be nice to have some sort of trade-off between shield types. Like you're slower with one shield type, but can shoot more bullets or something?

Also, the music didn't really fit? It seemed quite low fi, whereas the game was all action..

SquareShift - Sticky Squares by zugende 2016-04-19T21:13:00

Good fun. Think if I played it a bit more, could probably start working out different tactics. Music and graphics are good. UI especially, which is no mean feat for a game jam (though a bit too much bounce for my tastes).

My one criticism would be that I can't see too many places for the game to go beyond what is there at the moment. Maybe that doesn't matter, but always nice to think of ways to keep people coming back to the game on a bit longer term basis.