Master of Tiles by Protagonist-kun 2020-10-20T03:51:02Z ♥ 2
Nice take on the theme, and nice presentation overall. It felt like I wasn't understanding something though, it feels more like a pretty proof of concept or something? Unless I really was missing something... the sort of puzzles felt really arbitrary to me, meaning to say I don't understand the point of one after completing it. Pleasant to play though, if that was your goal I can safely say you've done it quite well.
LD50 — Delay the inevitable (13)
The Witch's Curse by clue 2022-04-12T01:28:22Z ♥ 1
this game is super fun, there's so much to keep track of and it's bound to get overwhelming but it always feels like you're balancing your attention and taking risks and all in all i just really enjoyed it. You did a great job crafting a simple set of rules that spirals into a bunch of really engaging gameplay decisions. I liked the presentation a lot too, it's a good balance of readable and hard to keep track of and complements the gameplay well. It could maybe use a bit of fine tuning in balancing but this is a really solid game
2D Platformer by Noobman64 2022-04-11T01:41:03Z ♥ 1
great attempt for a first game, it was very playable and i liked your take on the theme. i don't use unity but everyone else seems to have you covered on the technical side of things. Good luck on your next project
Ride the Sauze by Meta-link 2022-04-10T17:13:47Z ♥ 1
I really enjoyed the graphic style you used and the game was pretty fun to play once I got used to it. I think the controls could stand to feel a little more responsive, i like that moving horizontally takes a bit of a wind up but I couldn't get used to having the jump mapped to releasing space rather than pressing it and I feel like it could have had more of an effect, it definitely wasn't high enough to overcome most obstacles and it only felt worth using when coming up on a steep part (maybe that was intentional), but all in all this was a fun little game
You will die anyway by OnlinE_Play 2022-04-10T16:59:57Z ♥ 1
The physics were really finicky and I think you'd benefit from avoiding that sort of complicated system while you're still getting used to game design, for something like this game i think it would help to just be able to move the block in four directions, and then you might have an easier time designing puzzles out of that simple & predictable result of whichever side you push towards it will move there. you did a good job putting together all the different systems that make the game function, i think you should keep at it and maybe try something a little more straightforward for your next game
Ground From Under Feet by wild_fat 2022-04-09T17:08:42Z ♥ 1
The game looks and feels really nice and there's a cool element of balancing your focus between the enemies and stabilizing platforms.
having a ranged and melee weapon that perform different tasks works well i think, but switching between them wasn't very intuitive to me, ideally if you're going to use the mouse wheel you should make it so either way you spin the wheel will toggle your current weapon to the other, because paying attention to which direction you have to spin it is an unnecessary complication when you're trying to focus on playing the game. I also don't think it's necessary to have the player switch between them, you could have the hammer mapped to lmb and the gun mapped to rmb so they're both equipped at the same time & that would make it a little easier to focus on the action.
Having so many platforms to target across such a large play area also felt overwhelming to me at the start of the game, i think specifically there was so much going on outside what the camera is showing the player and you could have made do with a smaller play area or made the platforms falling less of an immediate threat so I have time to notice a falling platform and make my way over there before it's already fallen
you did a good job with gameplay feel and feedback and I think the basic gameplay premise is well realized, all in all i had fun playing this game
HungryBot by Aka Black Dog 2022-04-06T22:26:55Z ♥ 0
I don't use godot, but if i had to guess it seems like you included a download for the application but not any of the associated data files it would need to run. I'm going to guess when you package a game for release with godot it will spit out a .zip or file folder with all the game's necessary files, and what you did is include just the executable itself. i'm assuming it should work if you upload the entire folder
The End by pommicket 2022-04-06T22:19:34Z ♥ 0
the intermittent music between periods of silence helped to set a nice mood and sense of momentum, and i liked some of the gameplay decisions that arise from the concept, such as going into the ash to reach a bush without being sure whether or not it has berries on it. The game lacks a sense of urgency but the slow gameplay does itself help to set a particular atmosphere. The controls were a little awkward to me but the game was slow enough that it wasn't too much of a problem, in particular i'd like a different input for eating than casting a spell, because those two actions don't intuitively go together and it can feel off to perform them both with the same input. Also for selecting spells my instinct is to use the mouse wheel rather than the number buttons because that action is faster and feels more directly tied to the action being performed. Overall, i'd say i found this game to be quite interesting, and i think it works very well for what it is.
Fire Punch by Stefan Funke 2022-04-05T22:53:12Z ♥ 1
the player control immediately came off to me as nice and responsive, though the camera shifting when looking up/down wasn't as smooth as it could be. The graphics were also nicely done. as far as the difficulty goes, i think you generally didn't leave enough room for player error while learning how to play, specifically in this case getting used to how the encounters are designed, which is a very common mistake among new devs or when you don't have other people to play your game. difficulty in general is both a fine line and a loose cannon because while it takes a lot of fine tuning to make sure an experience is both fair and engaging you can never make it work for everyone and everything appeals to someone... if that makes sense. The advice I would give to you is to make sure you can as the developer overcome any challenge in your game without taking a hit (to be sure it's fair) and to consider how players who know nothing about your game are going to experience your learning curve, because it never ends with the tutorial. an easy example of something like that in this game is how you put motionless targets that block your progress before you expect the player to fight a proper enemy, so you know they've had a chance to experience every aspect of the control scheme at a basic level. This is something to be considering with every part of the game, not just the beginning. I'd like to stress i'm not talking about teaching specific mechanics or even difficulty curves in general, but getting players accustomed to the nuances of playing your game before you expect them to demonstrate mastery of it... i hope that makes sense
sorry that kind of went on, all in all you did a pretty good job with this game and I really enjoyed it
Ball Boy's Cool Party by BrothersT 2022-04-05T21:17:25Z ♥ 1
great idea and executed with a lot of personality, the dialogue and animations are a lot of fun. i'd like to have more options but can't really complain about a lack of content in a jam game, and what you've got here is great
RIG WRECKENING by WhyNot 2022-04-04T22:03:44Z ♥ 4
I liked the presentation and though the controls felt finicky I found it was more consistent and fun to play than i'd expect. Low-poly graphics are always my cup of tea. It wasn't clear to me how the turrets were helping, but I didn't play long enough to see the meter at the bottom drop to zero, assuming that's the helicopter's health. I might suggest putting together a more clearly defined and communicated gameplay loop, but I think for what it is this game was fun to play and nicely chaotic
Ludare OS by foxwater 2022-04-04T21:44:54Z ♥ 1
great presentation and engaging gameplay, at least once it clicks how you're supposed to play. The tutorial you put into the game feels a bit bulky and is fairly overwhelming, it's hard to follow what you're going to be supposed to do before you've even been introduced to the environment. For this sort of game I think I would like to have a tutorial that's presented more like a manual I can look at while i'm learning how to play, which you did provide in the itch.io description, over something stuck in between the menu and the game. Other than that I had fun playing this and most of the gameplay quirks at worst didn't bother me, it's a neat concept executed as well as one could hope
Enlit by HGJake 2022-04-04T21:11:27Z ♥ 1
i found the atmosphere here to be very effective, and i think you did a good job conveying your message. it's clear this was meant to be kind of a simple idea, so it's hard to find anything to criticize, and i'm not about to start complaining about pixel sizes, so i'll just say, nicely done
Hungry Bird by GameDevAlexandr 2022-04-04T20:44:29Z ♥ 1
I had fun with this game once I got the hang of it, there was a lot more to keep track of than it seemed at first. I enjoyed the bright aesthetic and the music and sfx went well with the gameplay. The biggest thing that sticks out to me I can criticize would probably be that it feels like you were trying to make a casual, relaxing sort of game and it ended up being actually quite tricky! But I had a good time with it regardless. Maybe for a more laid back feel to the gameplay you could try and use one or two fewer elements, or communicate them in a more concise manner. For example, I had a difficult time keeping track of the breath meter while trying to focus on stamina and movement, and that caused the game's control to feel finicky/inconsistent in a couple of scenarios