Write Only by randomhuman 2016-09-02T04:21:00
Really enjoyed the game but unfortunately my shootin' skillz must not be up to robo-heritic levels as I died a lot :(. I fear I may never be able to project the commandment of 'don't touch Colin's stuff'.
The imagery, 8-bit and clean color palette really came together nice. Great job and presentation.
LD37 — One room (3)
Cozy Christmas Village by juxipolo 2016-12-15T03:26:00
Fantastic work for a game jam. The scenery and sprites makes it feel like sim-Santa.
On the downside... not sure how this fits the "One Room" theme.
Robot Retreat! by barkergames 2016-12-15T02:53:00
I can sum what I like about this game up in one word - "Details". I liked the extra effort of having the roller ball spin when you would travel on the ground. Although this game is 2D - the size, placement of objects, and even the color palette seemed to give a weight to the objects. When you are buzzing about the screen you never feel like you are moving a 2d sprite but that you are propelling around this hefty iron orb. Well done.
Namcap's Nightmare by bigpan 2016-12-15T02:31:00
I really liked this re-imagining of a classic game. The first time I played I didn't know what the "You might feel that you've played a similar old game before. " reference was about as I spent a few moments exploring the initial room and inspecting the painting on the wall when I was jumped by a ghost. Second time around I chuckled when I started getting the energy pellets and hit my first power pill I realized I was playing Pac-Man. The mood really changes once the hunted becomes the hunter :P.
So lets break it down... I liked the graphics and they gave me the "Evil Dead" movie vibe of being stranded in a haunted cabin. Most the models seemed adhere to the creepy cabin theme with exception to the power pill which just kinda jumped out to me as being out of place. I felt the game could of benefited by having a mini map or compass as the dark setting without many different textures makes it difficult to know where you have been or where to go. Perhaps the the lack of these type of helpers where omitted to compound the claustrophobic feel of traversing dark hallways, if that were the case I wold suggest adding a few more art pieces to the walls to give the player a sense of where they are.