Soaring with the Ancients by xzippyzachx 2016-09-12T01:22:00
The music and look of the game are quite relaxing!
But the plane didn't want to let me relax, haha. If I wasn't holding onto the brakes, the plane would too easily zoom miles away from the terrain, which would be quite hard to find again if I went too high as well (white would be everywhere).
Maybe having another key to manually press to go, rather than automatically going all the time, may give me some time to take in the scenery without having to grip the leash so tightly so the plane doesn't get away, haha. :P
Very nice graphics and atmosphere though. Well done!
LD37 — One room (22)
Chemical Chaos by danielilett 2017-01-02T23:04:00
Gosh, that's the cutest jar of water I've ever seen! :P
I reached a score in about the 500s or so, both with focusing on tending to distillation and John, and distillation and colored flames. Majority of my attention had to go to either John or the colored flames, as they both fairly quickly reach a point where action is required every second. By contrast, the distillation temperature was little/no issue requiring only minimal attention.
I think for a more "juggling-like" experience, the difficulty increase could be slowed for John and the colored flames, and perhaps slightly increased for the distillation.
I might've lasted longer when focusing on distillation+John, because while John gets increasingly fragile, he takes far less effort to maintain (a click or few as fast as I can manage) compared to the colored flames (click, walk, and another click if dropping in trash--and not to mention all the stuff I might accidentally knock off the table in the process). Additionally the colored flames corner was much farther away too, so running to/from its corner took even more time. (Maybe the room could be made smaller and the experiments brought closer together?)
John's faces, the elements' descriptions on the wall, and the captions informing of the experiments' statuses were amusing to look at/read! The table-of-the-elements style fit nicely too. Pretty unique idea too! Good job, especially for a compo entry!
Plastic Regiment by quadtree 2017-01-02T04:40:00
Bombs are OP, haha. Was probably just luck, but I 1HKO'd the hard level with one! I had a hard time finding weapons other than 1 and 4.
This is a great amount of work for a compo entry! It brought me back to those N64 days of playing Army Men, and being able to blow up the environment was so satisfying! Very enjoyable! Well done! :)
Journey to Mars by brainchewer 2017-01-02T04:20:00
Died four times (one of those times was insta-death on the launch pad, haha), and survived once. Very humorous! I wasn't sure if I saw a scenario where STR came into play... A longer adventure would've been nice, but overall this was enjoyable for what it was. Good job!
One Roomba by KevinWorkman 2017-01-02T03:57:00
Gameplay was easy to understand. I liked the personality that the dialog added to the otherwise "just harder levels" progression. Just the right amount of challenge! And I thought the ending was pretty cute. It's amazing that you worked on this on your phone! Extra applause just for that. Well done!
Sweet Dreams by abcdef65g 2017-01-02T03:48:00
Wow! Solid game you guys got here! I played on the web build embedded here on LD, and lasted 'til a score of 1240. I think this is well done, but since you politely asked to leave as much feedback as I can, I'll try... :P
When I tried to use the bombs, all of them got spent with only a single right click. I'm guessing that it has to be changed to be triggered by a Input.GetMouseButtonDown instead of an Input.GetMouseButton.
I think the lighting change was a cool idea! Not sure if this was intentional, but they way the shadows were constantly moving during gameplay may have been a little distracting. I'd personally prefer keeping the lights dimmed down during nightmare time, and just flicking them on during shopping time between waves. Maybe the enemies could have some glow-in-the-dark parts on them too!
All the music fit really well! Additional sound effects for item drop/pickup and bomb explosions, and different sounds for different weapons, and different grunts for different enemies would be nice to have too!
Towards the later levels as enemy numbers start becoming slightly overwhelming (or maybe just "whelming" :P), I was kinda wishing I could upgrade the guns to be stronger, besides just buying more ammo for them.
Level transitions were totally sweet. I am also fond of the art style found in the shop. I had good fun playing this! Quite nicely fleshed out and polished compared to many other entries. You guys did a great job! :)
Sight by alfie275 2017-01-02T02:41:00
Going from flat colors and complete silence to chaos taking over was an amazing contrast. Simple but very effective! Great job, especially on the sound!
The Chore by cxsquared 2017-01-01T20:26:00
Very clean art! Calming music (except when the wife comes home angry!). Even though it's short, the story was great too. Maybe a clock showing how much time we have left could be helpful, but overall this is really well done! I played until I got 3 endings, couldn't figure out the 4th... but I'll have to try more later! :)
The Path to Freedom by TheProClaimedOmnivore 2017-01-01T20:10:00
I couldn't figure out how to get the item combining to work. I really wanted to put the battery in the flashlight (even though the room was already pretty lit)... Upon right clicking, the first item would show in the "Carrying out" area, but after swapping over to the other item I wanted to combine it with and right clicking again, nothing seemed to happen (also tried left clicking, and a different order). Either something broke, or I need more instructions, haha.
I wasn't sure if I was entering the safe code correctly... Every three interactions, the light on the keypad would turn green, then gray again. Couldn't get the safe open. But an indication of whether a sequence of 4 numbers was right or wrong would be helpful!
This is quite a bit of modeling work for a game jam though! I liked the overall feel of the room, and I had fun opening all the drawers even if there was nothing in most of them, haha. :P Good job.
Shepherd House by Kurang 2017-01-01T19:23:00
Nice pathing you did here! The way the animals walk in squiggly lines rather than in straight lines is something I wanted to implement in my game too, but didn't get around to it... But you got it, and it looks great!
On my first play around, I was confused as to why the building crashed like it took damage, but I soon figured out that the charging bulls actually attack the building, and not me! A sound effect for when a bull is charging up its charge could be a helpful cue for me to run around and check on who's misbehaving behind off-screen. Maybe some sounds like snorting and/or a hoof scraping the ground would be appropriate.
Maybe another sound effect for when the whip hits something would be satisfying too.
Artwise, the animals look good, and the music felt fitting for a farm setting. Overall nice job! :)
Chamber Designer by Palys Plays 2017-01-01T10:21:00
Very unique concept. Clever use of the theme. Love the blueprint style, and art is very clean! I maybe want to hear how it'd be with sound effects for clicking and dragging the shapes, but overall I have no real complaints. Really well done game!
Ricochet by Liamzo 2017-01-01T10:04:00
With all this stuff flying around, I think the music was a little bit too calming! :P
I couldn't really get a feel of when I was successfully using the bullet reflect ability unless I was closely watching for bullets changing direction. I think some kind of feedback when using this ability would be cool! Like maybe a brief white flash on affected bullets, an accompanying sound effect upon successful reflection, etc. Maybe some kind of hint of the size of the "reflection area," so I could take more care to time my clicks for when bullets are in range, rather than click-spamming and hoping for the best!
This could be a really chaotic and fun game, just gotta add that juice! Having limited time to work on it sucks... but I think you did a good job for a day's work! :)
Dungeon 2.0 by TheMonsterFromTheDeep 2017-01-01T09:24:00
I tried out as many skills as I could. This was really satisfying to play!
It was initially confusing to me that putting a point in skill 1 unlocked (and allowed me to use) skill 2 already, instead of requiring me to put a point in skill 2 to use skill 2. But if I thought of it at it as "skill 1 is a prerequisite for skill 2" then it made a little more sense that way. But this confusion is probably my fault because I didn't wait for the tutorial, haha! :P
The arrow counts were a little hard to see, as they are black text over a dark background. Maybe the slimes could have a slight squash/stretch animation when they jump around, so they seem less solid.
A sound effect for picking up monster remains/exp could be delicious too!
-- But these are all only minor nitpicks. :P
I had a lot of fun with this. Love all the juiciness in your game. This is really well done! Great job! :)
Furni-Chore by AgentParsec 2017-01-01T08:18:00
This was very relaxing to play. No time limits, calming music and sound effects, and the satisfaction of making things fit just right!
The green highlights for valid placements are a nice and easy way for the player to see and remember what can go where! Thank you for implementing that! It was super helpful in solving the puzzles.
Like others have said, level 14 was the hardest. And I didn't have much of a problem with 15. They should probably swap places so that 14 is the last level, hehe.
Graphics are clean, the glitter is great, and the puzzles are nicely challenging! I really don't have much to complain about. Very well done!
Class Notes by tellus 2017-01-01T07:16:00
Though there were still default Unity capsules in there, I felt the amusing notes balanced that out. :P
On my first try, I didn't really look around (and didn't notice that the guy beside me was lit up), so instead my first instinct was to throw the note to the blue guy because he stood out the most... And then I felt dumb, haha!
The concept is unique and simple, but I enjoyed opening up the notes, and before I knew it, class was over! Mission success. Nice job! :)
The Room in The Ocean by zoopei 2017-01-01T06:37:00
I don't really have any new critiques that were already mentioned above, but... Story, progressing tutorial levels, multiple puzzles and puzzle mechanics, multiple rigged 3D characters, music, and a level editor? Wow. This is an amazing amount of work for so little time! I look forward to seeing what your next game will be like. Nice job!
Cryogenic by TeamCryo 2017-01-01T06:00:00
Lots of dialog and choices and branching paths made for good replay value. The art was clean and effective. The music was quite haunting and definitely made the mission feel like a hopeless one!
I couldn't figure out how to get good results in terms of a food source... and I feel like eating the Azotean is generally frowned upon... I reached the end a few times but I don't feel like I was able to get any good endings there either. I wanna try so hard to get a happy ending, but I must be clicking the wrong things in the wrong order!
I'll figure this out someday... Kept me hooked for a while though! Great game! :)
Bat Cave by schizoid2k 2017-01-01T04:33:00
Hahaha, my bird went NUTS over the bat death sounds... They must've sounded too much like another bird screeching in pain! He must have been very concerned and wanted to do his best to answer all those calls for help... with more screeches of his own. Thanks, bird! :P
Anyway, I played the web build. Though the description says the bullet powerup should last 10 seconds, it seemed to last forever! I felt this was kind of necessary anyway though, as at some point, it becomes humanly impossible to shoot enough bullets to get rid of all the new bats coming in, haha. I found that 2-3 stacks of heroin made a nearly impenetrable wall of bullets. More than that though, and I'd be shooting a lot of blanks.
The flat vector graphics look cool, and the textured walls look cool! But together, they feel kind of mismatched. I think going for a full vector style would be my personal preference--and easier to do too! The stalactite drips were also kind of hard to see against the dark background, and I tended to miss them a lot. Maybe the drips could be brightened up so they stand out better.
At some point, jumping felt too risky due to the sheer number of bats swooping down, so I mainly ended up camping in a corner, holding the Ctrl button until I died, haha. I think I tended to hold out until about 24K points at best.
I liked something about the bat animations, and the constant background sound brought me back to those old arcade days. And mowing down all those bats sure was satisfying! Nice compo entry! :)
Test Chamber by ema1ih 2017-01-01T03:42:00
The little cutscenes and dialog definitely made this more interesting. I felt like the challenge of this game came more from nailing jumps with touchy controls rather than having to think about where to push the blocks. In the future, I would perhaps like to see more rooms that make me think a bit about their solutions!
This game had a pleasantly surprising amount of levels and story content for a game jam. I enjoyed it. Overall nice job!
Cyborg Ninja Training Room by MrErdalUral 2016-12-31T04:22:00
Art is great, music is catchy, and controls feel solid and responsive. The way the cyborg dashes forward with the melee attack does a nice job of adding some "oomph" to it!
People before me already gave valuable feedback, so I have to think of something else to nitpick on... Maybe either the fire-wall/poke or fire-dog could employ a different attack, as they both seem to do the same thing (attacks strictly left or right with fire, except that one moves). But I understand this similarity may have been a side-effect of time constraints. :P
Or maybe in a future version, having a little bit of anticipation prior to an enemy's attack (like seeing them "charging up" an attack first before they actually fire) may be helpful in making attacks feel less random and deaths more the player's own fault.
Overall this was fun to play! The little cutscene between levels with the scientist walking out of the door was a nice touch too. Nicely done!
One room to another by arputikos 2016-12-21T09:31:00
Quite challenging! At first, the stick man was moving way too fast for me, but I sorta fixed this by relaunching the game in a higher graphics quality mode rather than the default "Fastest" or "Fast" mode. Maybe movement speed needs to have a Time.deltaTime multiplier in there so it's more consistent across frame rates, I think.
I was able to do most of the levels! Except for level 3. Jumping on that tiny moving platform took a bit of practice, but doable! But I was totally stumped at what I was supposed to do to get onto the second tiny platform. The nearest platforms I considered jumping to it from are either too far, or in the wrong dimension. I even tried to see if I could run at full speed off of the larger platform in blackworld and lodge myself onto the side of the tiny moving platform, but it was still too far to do even that. Or maybe my timing was still off. I only reached that point twice, haha.
Really made me think! I couldn't think hard enough, but I still liked the challenge! :P I liked the simplicity of the graphics too. Sometimes that's all you need! Nice job!
No Exit by PlasmaErnst 2016-12-21T08:37:00
The monster's model and bubbliness is hecka creepy. Well done! Gotta see him textured someday! :) Seeing its field of vision was a helpful addition too. The sound effects seem to have disappeared in the updated version though.
When I realized I could just exit through the same door I came in and still have the room numbers go up--I felt like I was cheating! But doing this was kinda necessary for avoiding the monster in those narrow hallway rooms, especially since I usually didn't have a gun on me...
Of course, I wish the guns had more bullets, but only because that'd make the game even easier, hahaha. Good effort, even if unfinished! The learning experience is much more valuable!
Freedom by Cody Hansen 2016-12-21T08:13:00
I went through it two or three times juuuust to make sure nothing special happened upon multiple successive completions, haha.
The game was easy to understand, and the growth in difficulty was at a logical pace. Music and graphics are simple, but do a nice job of moodying up the lonely dungeon. I liked the bit of personality in the dialog too. Kept me curious to see what it had to say next!
This may be non-trivial to pull off, but I think it would also be cool if lit candles and the little glowing orb attached to the character emitted a some light when the room went dark. Otherwise, I don't really have any suggestions that weren't already mentioned.
Speaking of the character, I thought it was interesting that you chose a ghost to be the one stuck in this room, as if there's a deeper story behind this! Perhaps this room is where he died, and he's now doomed to haunt this place forever. His face definitely makes me think he's been here for quite a long time already! AHHH how spooky!
Brings back fond memories of dungeons in Legend of Zelda games. You did a nice job planning out a reasonable game for the time available to you--unlike myself! ;P Well done! (And thanks for the comment!)