Fallen Girl by fullmontis 2018-12-27T00:43:55Z ♥ 1
The up and down arrows seem to cause my page to scroll up and down on Firefox. You might have to add some code to prevent that. Otherwise, fun game with a good atmosphere. Had a little Cave Story vibe going aesthetically.
LD46 — Keep it alive (14)
Perish alive by Lyrcaxis 2020-05-11T17:56:24Z ♥ 2
One of my favorite entries. Everything came together so well. Unfortunately I encountered a glitch a few minutes in where I couldn't zoom out of a room and ended up dying, but... I had a lot of fun playing in the meantime. The UI was mostly buttery smooth, the game was easy to pick up, and the micromanaging was a lot of fun. I think the game could and should be improved to the point where a small mobile release is in order. :)
Protect The Artifact by WillyPa 2020-05-11T17:43:20Z ♥ 1
This game has no business being as fun as it is. But it looks so good! You chose a great aesthetic for the time budget. The bloom and bright neon colors and bouncy feel sell it. I think around a minute in you should start amping up the difficulty every 30 seconds or so so that things don't become too stale.
Great job!
The Plant Shop by Conor Galvin 2020-05-11T17:35:20Z ♥ 1
I enjoyed it! I think all of the elements required for a compact and complete experience are there. The UI is pretty, consistent, glitch-free and the plants are gorgeous.
What's really missing is the jazz. Don't get me wrong, I love the background music and found myself humming along immediately. Keep it. But I think the UI needs some jazz. Animations which catch the player's eye so that they have a better time seeing when things pop into view. Our peripheral vision relies on these motion cues to focus our attention. I had a difficult time scanning and keeping track of what I needed to do next, because I was never sure how long an alert had been there before I noticed it. Without this information, I felt like I couldn't properly strategize.
Another thing, if you notice in my own submission I included an in-game cursor so that the player always knew what tool they had selected without having to divert their attention. Since their attention was usually on their mouse, keeping an icon of the current tool went a long way to communicating the player's actions effectively.
These are just minor UI nitpicks, of course. The game itself is enjoyable and I played through a few times. :)
SAVE THE DINOS! by marcusnystrand 2020-05-11T17:11:12Z ♥ 2
I like that the difficulty scales perfectly. You learn the basics, then get introduced to larger meteors, then carnage breaks loose. Everything multiplies. Some here seem to think it's too hard too fast, but when you're playing dozens of games in a day you come to appreciate a game that doesn't beg you to stay for too long.
The music similarly keeps the pace, getting more frantic over time. You also made me realize I should start including mute buttons in my games.
Despite its simple architecture and straightforward gameplay, the game is greater than the sum of its parts. The mating system adds complexity and gives use to a mechanic which might seem useless at first: pushing the dinosaurs. How to strike a balance between too many and too few isn't immediate apparent. The player is now micro-managing two separate systems, which elevates the game from a slog to a challenge which requires attention. The environment props give the player relief while breaking up the monotony. Each thoughtful detail adds up to a comprehensive arcade experience which could have been a hit a few decades ago.
How to improve? I think a destructible environment would have been cool. Maybe the trees heal over time, but a continued barrage destroys them. A point system would help the player feel a greater sense of achievement than a simple number would. Adding/subtracting for dinosaur death/births, meteors destroyed/missed, etc. And just to increase variety with little effort, perhaps a simple powerup/item system where the player can do things like momentarily freeze time, add more environment props, extra points, etc
Overall, great game with a lot of polish. I enjoyed it!
AMT: Alien Medical Technician by No Grapes Games 2020-04-23T04:53:20Z ♥ 2
I think there was a bit of input lag, but that is literally my only complaint about this otherwise stellar game. It's really well made and evokes the feeling of the flash era of yesteryear. Great portfolio piece and I would love to see a mobile version of this with more levels!
Trumpocalypse 2020 by aaranos 2020-04-23T04:46:01Z ♥ 3
I love the concept, ADORED the music and sound design, and enjoyed Trump's live tweets. Very nice touch. Good humor and mood, only thing is I had to quit around October because clicking so much was killing my wrist.
Gryphon Peaks by chainedlupine 2020-04-23T04:36:57Z ♥ 0
The flat shading and color mapping and resolution scaling are all easy enough but I am definitely interested in how you did the dithering. Overall the game was very fun, simple to learn and master, with fun controls and a functional, pretty map. I liked that I could just fly around after winning and explore the full map. I also like that you got everything in (except music). Win condition, lose condition, clear path to victory. It doesn't drag on too long at all. It could have even been longer! Looking forward to that technical breakdown!
Harvest Season by Devesh Sharma 2020-04-23T04:26:34Z ♥ 1
The main menu sucked me in immediately with the rotating background. I lost the first time pretty quickly but it was fun figuring out the best strategy. Patience was rewarded. Tomatoes make good vertical cover since their slow projectiles need less distance to travel. They operate well from the inside and not so much as a first defense. That goes to watermelons, which require light artillery support from peas and a tomato here and there.
I had an idea for a kind of plant, a painter plant which increases a target's visibility so that they can be hit from farther away.
The music, while simple, had good instrumentation and I found myself humming along. What software did you create the music and sounds with?
The Call of the Unicore by sndr 2020-04-23T02:30:57Z ♥ 1
Solid game! My first game ended with 275. I see myself coming back to try to do better. It started off deceptively easy and ramped up quick. The music and art are all solid. I like some of the design choices you made, like stretching sprites instead of animating them, the HUD is gorgeous. Most of the things I could think to add are simply a function of time available to you. Perhaps a powerup system with basic things like double shot, etc. Low-hanging fruit which takes little time to implement. Mines and turrets are another idea which help to increase strategic depth for late game. This game is definitely worth polishing off and adding to your portfolio!
Keep It Alive by Pennycook 2020-04-23T02:19:49Z ♥ 1
"What's Grandad got against instructions anyway?"
Superb lampshade hanging, there.
I like the ear-grating volume and esoteric music, together with the sparse graphics it leans into the unapologetically simple gameplay loop. The game simply is what it is, take it or leave it. Good job!
Kaoamaru Kaiju by SplitPainter 2020-04-22T12:42:57Z ♥ 2
Right from the bat I love the surreal cinematography and world building. Barren floating landscapes with a strange symmetry... very ominous and I immediately wanted to know more. Nice job easing your shots and playing with the depth of field, too. It has an exaggerated, spacey quality to it.
The creature model is really cool, has a bit of a creepy legendary Pokemon vibe to it. All in all, despite the short narrative it had an attractive cohesion and the sparseness of the design left much to be desired in the best way possible; the short glimpse into the universe you crafted raises so many questions I'd like to see answered.
Hell Yeah! by ryzy27 2020-04-22T12:23:01Z ♥ 1
I really like the visual and aural aesthetic, and the puzzles look cool... but I was immediately stumped on how to do the bartending minigame and ran out of time. The help images, while appreciative, weren't illuminating. Maybe a GIF next time showing the actions taking place in order?
Office, Inc. - Keep your sanity alive! by TheAidency 2020-04-21T12:35:50Z ♥ 1
I agree with @battlecat that it's balanced a little too hard early game. Perhaps a difficulty curve that increases as time goes on would be an effective way to onboard players to the rhythm of the game. On that note, playing into the rhythm by paving the way for predictable input sequences could help a lot. Over all, fun concept and great atmosphere!
CP-ARTY by willjardine 2020-04-20T05:35:07Z ♥ 1
This is so ethereal and lo-fi, I love it. Bookmarking this for later.