Holiday Parking Panic! by FormalCloud 2017-12-04T14:40:19Z
Really enjoyable game. Theme is great!
Foon → Ludum Dare Explorer → Users → Keppu
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Bloogy | jam | 1089 | 3.42 | 3.30 | 3.27 | 3.90 | 2.08 | 3.31 | |||
| 2020 | 46 | Keep it alive | CODENAME: SPROUT | jam | 154 | 4.06 | 3.67 | 3.41 | 4.17 | 4.32 | 4.08 | 4.00 | 4.04 | |
| 2019 | 45 | Start with nothing | God of the Elements | compo | 31 | 4.01 | 3.71 | 3.65 | 4.16 | 3.74 | 3.54 | 3.84 | ||
| 2018 | 43 | Sacrifices must be made | Oblation | compo | 259 | 3.39 | 3.02 | 3.00 | 4.00 | 3.94 | 3.07 | 2.63 | 3.07 | |
| 2018 | 42 | Running out of space | Space Hauler | compo | 118 | 3.78 | 3.62 | 3.69 | 3.58 | 4.09 | 3.62 | 2.54 | 4.00 | |
| 2018 | 41 | Combine 2 Incompatible Genres | Alchemist Adventure | compo | 174 | 3.66 | 3.51 | 3.14 | 2.79 | 3.54 | 3.45 | 3.03 | 3.46 | |
| 2017 | 40 | The more you have, the worse it is | Slimefestation | compo | 312 | 3.42 | 3.17 | 3.18 | 3.95 | 3.69 | 3.50 | 3.27 | 3.00 |
Really enjoyable game. Theme is great!
Really intense! Good fit for the theme. Graphics are kinda ugly, but they do their job. I ran into bug where the enemy kept running out of screen.
I liked it. Some collateral damage!
Aesthetics are the best part of the game. Graphics are on par with Don't Starve for sure. Music is beautiful and haunting at the same time. Well done Melanie and Greg!
However the game feels sluggish and too slow. Part of the sluggishness was probably my low end laptop, which experienced lag when the monster appeared on the screen(who is gorgeous by the way!).
Picking the wisps up was not very fun and engaging experience. I finished the game just to admire the beauty of the artwork that kept changing while I advanced in the game. Ending was visually very satisfying.
Feels like real time lemmings for some reason. Good idea and execution!
Cool game. I slaughtered some bunnies with my fist and gave some meat to a hungry fella. Got myself first party member. Bought few axes and cut some wood for another. Ended up having good sized party. Music was nice and I like the theme.
However lack of UI was frustrating. Would have been great to display how much resources I had in a resource based game. Player movement felt too slippery. Sometimes tree fell out of the screen. Party members didn't follow me to another screen. Party member chat came in the way of the dialog option. Lot of small stuff like this that I believe will be resolved with more play testing.
Good luck with the game!
I tried the game again. I can see the UI when I click the full screen, but they don't seem to fit when not in full screen mode. It might be my windows display settings as I have 150% scaling of the 1920x1080 resolution. I'll update my rating. :)
Game fits theme quite well. I don't particially like the genre, but that's just me.
Nice little game. I think audio was the best part. Music was very fitting and SFX great.
Points from theme and mood. It's bold to use so red color theme. However 2 and 3 controls didn't work for me so it was unplayable, I'm sorry to say.
To give slimes away, pick-up blue one, walk right next to the other guy and press space. I also uploaded HTML5 version and lowered difficulty a whole lot. Hope you have better experience now. :)
Silly me. The itch.io page was still on draft mode. It should work now. Thanks for feedback!
All the art you see is made by me in PyxelEdit during the compo, there are no other artists or copyright issues.
Small update. I upped player movement speed and lifted the spawnrate of Slimes. Feels like good adjustment. What you guys think?
Added Protips for Higher score in the game description for those interested in becoming pro at slime management!
As for the pickup key. I could add other use keys like "E" besides Space but it might be against rules now that the development time is over?
12000 points? Well done. I can barely get 1200! Sucking at my own game, haha.
I was planning on having multiple people coming to help with the slimes, from multiple directions and having multiple dialogues. But that ended up being a flavor stuff that I didn't have time to do for the compo. Maybe I'll continue this project to it planned conclusion some day.
Made a little update. Thank you all for the feedback! It's really shaping the game to be more balanced.
Pretty game over all. Although I felt like the controls were hindering me. I felt the need to drop the bucket on my feet with maybe space key instead of mouse click.
Clever use of theme. Solid game over all. 5/5 for audio due to narration!
Pretty game and nice idea. Reminds me of plague inc, which I played to death. Some minuses: Current theme has not been utilized to fullest extent I feel and game play is not engaging enough.
Very nice simple and polished game! There is even some potential to learn some of these concepts relating to the study subject. Nice.
Game fits the theme 100% and is the most innovative game I've reviewed yet. Graphics look professional, smooth and clean.
I had few problems. Words sometimes got stuck and physics stopped working. Mouse click also didn't always register properly. Maybe because of this I didn't find the game play as satisfying as it could have been. Technically this could be something related to Unity raycasting and object overlapping. I've had this kind of problems before myself.
Music is repetitive and doesn't loop accurately. Otherwise the sound effects are superb.
Humor and mood was top-notch.
Overall one of the top contenders for sure. Well done. :)
@tuism I played the HTML5 (web) version. I just tried again and the clicking issue persists. I tend to click quite fast and somehow not all the mouse clicks register on top of the words when I try to quickly get rid of stuff.
I blocked myself on the start of the level 3 and couldn't find a way to restart the game. In a case of being trapped, it would be nice for the game to restart.
Otherwise it's a nice light puzzle game. Fits quite well for the theme, moderately innovative.
Graphics and audio are both functional.
I could imagine this being nice game for mobiles.
During this jam I've rated few of this kind of warehouse management games, but I like this the best. The tempo is just right(for me at least), the variety of different boxes is great.
I'm a sucker for arranging stuff, so this game is triggering my OCD in a good way. "Hmm... Green boxes that are waiting for correct order number to pop up, are arranged top in alphabetic order.." "Pink boxes similar shall go in the middle in similar fashion and blue ones go bottom". Nice!
Graphics are functional and clear. I wish there would be sound effects. I leave humor unrated, as there are none. Overall nice entry that fits the theme well.
(Reviewing compo version)
I used to play some text based adventure games in my early childhood. This is nice throwback into nostalgia. The writing seems decent and tickles my imagination. Some commands like "ascend" or "descend" could be useful as synonyms for "down" and "up".
The more I play the game, the more I end up wanting to build more of the "mental map" of the world. This is a sign of good writing. Well done!
What did I just play? My Gastroesophageal Reflux didn't approve!
Very innovative idea for sure and fitting for the theme. You have to juggle with the different actions of your body in order to survive the ordeal of eating. Puke is kind of a panic action when everything goes horribly wrong. Just like in real life.
Graphics do the bare minimum, but it might be best that this kind of action is not drawn in more detail. My esophagus is already starting to react to the sound effects. I played alone, which is quite boring. To get most of the fun you might need a friend to play against.
First VR game I've encountered during LD Jam. Got me interested instantly!
Things feel very trippy. Not necessary a bad thing.
Game reminds me of Toy Story.
Difficulty was just right I think. The Space Toys were just discoverable enough.
Music was annoying so I muted it. Mute didn't hold through the level, so I had to mute it every level.
I liked the stuff responding to clicks like the robot waving back on level 2 and the crocodile lurking. Nice touch!
Really interesting take on the theme. I've played few "running out of space" platformers and i think this one nails it the best. it feels like level procedural generates while you advance keeping things fresh. It's really innovative and satisfying.
Audio is little bit lacking and the game could use some nice action music. I don't see this game taking humorous approach so I just leave that unrated.
Level could use little bit variety and maybe include score system of some sort.
Makes me want to play Stardew valley again. Good amount of variety with the levels. I know that it's time consuming and risky to add content as most players won't play games to the end. It was nice to see the strategy & puzzle aspect increasing steadily with though but into the level design. Game is turn based so player can take all their time to think their next move.
Game fits the theme 100% and is innovative. Mood is okay and could be enhanced with more detailed pixel art and work on the audio side. I didn't get the music to play in Chrome. However it played nicely on IE, but won't loop, so it just plays once. :( Nice relaxing country music fits the game nicely. As for the sound effects, swiping sounds nice. Walking sound and the "thud" you get from bumping into a wall could be clearer as they are barely audible, especially when music is playing.
I don't know if it was planned or just emergent gameplay; when I left some vines alive which didn't threat my precious tomatoes they actually ate bushes that grew on top of them the next round, providing extra layer of protection. This strategy failed however when the seed buffs attacked the roots of the vines and my defensive line of vines stopped growing. I think I found myself in the middle of plan war! I played until the "When Vines Attack" level, which I couldn't complete. The addictive gameplay is carrying this game for sure.
Controls work as they suppose to. Pretty simple stuff.
Graphics are adequate. It's easy to identify different bushes and tomato plants from each other. Texture outside of the wall could be something different than dirt for variety. One thing bothering me was the fine font. It contrasts too heavily on the roughness of pixel art. It also has smoothing on, which doesn't fit the pixel art. Consider using rougher pixel font.
Overall I think this is my highest rated game so far. Nice!
I was constantly hoping I could bounce those bricks I hit off screen. Or hoping maybe the bricks would break upon impacting with the board. I just felt unfair when they end up fill the bottom when I do hit them. I feel like I needed more reward for hitting them than just +1 score.
Maybe add some brick crusher in the middle where players can(with carefully aimed bounce)throw brick to be destroyed. That would be very satisfying. In the future you could add some sound effects and maybe some camera shake when brick gets crushed for extra satisfaction.
Anyways, congratz on getting game done in such a sort time!
For the audio glitching, you could try setting small part in both end of the audio file to be silent. I've gotten over some similar audio issues in the past.
OK, lets review!
I'm not by default into platformers, so my review is therefore biased.
Difficult as hell, but we are in hell right? Dashing on the right spot is difficult to predict. I couldn't get too far with this came. I feel that the jump needs to be higher and more floaty, but that's just me who is bad at platformers. :)
Rising lava gives immediate goal of not getting horribly burned, tying this game with the theme.
Graphics are pretty as well as the animations and particles. Lighting adds surreal and dreamlike touch. I feel everything is kind of tasty and sugary.. Hmmm, yummy..
Music fits with the cutesy graphic style being as sugary and upbeat.
There's not much humor here so I leave that unrated.
Overall graphics, audio(-glitching) and graphics are the strong force here. Other areas need work.
@dom-harris Glad you got the audio glitch worked out. Yeah, I'll test the bug fix release for sure.
The Web Gl version of the game had quite long loading time, but after that I was actually pleasantly surprised by this game. Game is hugely innovative and fitting for the theme.
I would recommend people to download the game straight on. Playing in browser it's way too easy to accidentally activate "Sticky Keys" feature on windows or add browser bookmarks, save as, etc.. when you get going.
Graphics are functional. Not much to say about that. Sounds are kind of simple too. I left humor unrated as the game doesn't go for that.
I'm one stressful RNG buttloved robot! I kept on getting big and medium boxes for 16 deliveries and I knew this is going to end me into the scrapyard.
In the end the game mechanics were quite simple but there was some confusion for me at first. I think the biggest confusing thing was that I can place small box in the delivery zone first, totally messing up the arrangement. For example I couldn't place the medium box first. Why could small box then go first? Medium box has white /red colors, so it either looks like a Christmas present or some error box to just take place around, which I thought it first was as I couldn't place it to the delivery table. Anyways I was making things far to complicated for myself.
Game fits the theme well, is quite innovative and moderately fun. I like arranging and optimizing things so this is on my alley. Graphics are the nicest thing in this game. It's clear that it's game by a talented artist. I like the use of colors, as they make everything distinct and clear(except that medium box). Consider re-texturing it to have more down to earth colors like the other boxes. As currently it's visually standing too much apart from other boxes for no reason.
Environment is beautiful, but UI could use improvement. For example "Packages Delivered" UI counter is on the left, but physically you deliver packages to the right. This is same for the UI's "Deliveries pending" counter. I suggest switching their places to make things intuitive.
Also make it more clear that a "Delivery" is a set of 3 packages. Maybe instead of "starting pile", use "Drop zone" for clarification as things drop to it and the opposite is "Delivery zone". Drop zone -> Delivery zone. Nice. You could also place a text on the drop zone like there are on the delivery zone to make things super duber clear for a dummy like me.
Sound effects were nice, but music wasn't. It fits the game well, being pumpy stressful, hurry up music, but personally I didn't like it.
Overall mood was OK.
Last LD Jam I preview your last game DeathBall and it's nice to see improvement on your current projects. I hope to see your game nex time in December. Also thanks for playtesting my game in your stream. I'd recommend other Devs to also submit their game for play testing in: https://www.twitch.tv/siraeron
@nickname863 How about now?
@nickname863 Thanks for your patience. What did you think about the game? Honest review. :)
@serious07 Thanks. At one point I thought I bit off more than one can chew. Had to give up lot of sleep to get all done. I guess that contributed to the games sleepy atmosphere.
@dom-harris Thanks for the critical feedback. Do you find the control keys awkward or just the physics related to the controls? Do you think controls could be improved?
@fractalsunrise, @dom-harris Thanks for the criticism.
@wrenpirate Thanks for the criticism. I've been getting a lot of feedback that currently it's either too difficult or unnecessary to go outside of the truck. Something I need to revisit after the rating is completed. I've been getting tons of good ideas(many thanks to raters and streamers!) to improve gameplay on that part.
To my knowledge I haven't removed any links. At least the link to the browser playable game has always been there under "Downloads and Links". I've noticed the ldjam.com site going down every now and then, only displaying comments. Is this what you mean?
**:white_check_mark: 15/8/2018 v1.0.1**
- Physics balances (tractor beam strength, player speed, truck mass, debris mass) - Fixed some loot spawning issues - Made some info on the tutorial clearer
I hope these small fixes help to balance between truck and the character. Please let me know how gameplay feel now for both strategies.
@zeriver Quick follow up question: How much in your case would you be willing to pay for a Steam released game, if there would be more to the game. For example upgrading the station and the truck with the resources / cash you collect. There would also be some competing Space Haulers and Space Pirates roaming around which you would need to fight against.
@ursagames Thanks for taking your time reviewing the game. Really valuable input!
@mrjoshuamclean Thanks for the criticism. I found it constructive and fair.
Tower defense Tetris. Reminds me of the classic Amiga game Rampart. Oh man that was glorious. Anyways back to the review..
Graphics are for sure the strongest driving force for this game. Nicely done artist!
Theme is very well implemented and the game is innovating.
It really needs some sound effects for the turrets and the enemies to give much needed feedback on whats going on. For example scorpions stop animating when they attack. At one point I thought the game crashed. Music is awesome Synthwave stuff. There seems to be multiple tracks of music? Nice, but that's not alone carrying the audio side of the game unfortunately.
Help button says NOPE to me! WTF help button, you are not very helpful! :smiley:
Would be nice to have a button that would change the shape of the building as a keyboard key, like R is for rotate. Maybe pause key also. Just a personal preference.
The building HP isn't displaying in real time, so the player needs to click on the building again to refresh the HP.
Sometimes I ended up resource buildings all destroyed but got decent defenses up. Maybe destroying the building yourself could refund some resources? Or there could be very slight resource generation by default.
I hope the building block would stay with the cursor after I place the building, so that I could quickly build multiple similar buildings. Now you need to click the building icon again every time.
Both the enemy variation and building variation seems good. Had to have rocket launcher for the tanks and blast cannon for the fast horde of enemies. Yet I don't know what the expensive laboratory does.
One enemy from the top were shooting my wall off screen where turrets couldn't fire back. It kept shooting my wall for like 2 minutes, giving me unfair time to generate resource.
Overall, I give this game quite high score. Well done!
I was stuck on loading the HTML5 for long time at first don't know why..
Idea is unique and fun. Game fits the theme well. Graphics are nice. Sounds fit right in. I like the manly voice associated with home decoration. Adds nice amount of humor in. Music gives pleasant mood to the game.
What kind of destroys this game are the controls. The character flies all over the place for no reason. If it would be a drunken character, it would make more sense.
For the fonts. The rules(https://ldjam.com/events/ludum-dare/rules) state that using outside fonts are OK. you don't have to worry about that. :)
Throws me right back to the 8 bit era with the graphics and sounds. Reminds me of some Atari games. Game fits the theme nicely.
Web GL version was somewhat choppy, or laggy, making my eyes hurt so I couldn't play long. I eventually ran into non-passable full length block ending my game run short.
The UI buttons seems to be of different resolution than rest of the game.
Small and quick game. Actually it feels more like designed experience.. There are sometimes these games that provoke thinking and the gameplay is kind of secondary.
Very original touch to the theme. Anxiety keeps overpowering the player making the world smaller. Ambient sounds add to the dramatic atmosphere nicely. Very moody game. There could be even more sounds coming from the environment to intensify the experience.
Love the footsteps the character leaves behind. I think more games should do this kind of tracking. Zombie eyes glowing in the dark is a nice touch too. I think the bubble that keeps shrinking should be more pixelated to fit in with overall pixel art aesthetics.
Good start for your game designing. Hope to see you in the LD Jam also! :)
Really innovative idea. Played few rounds until I ran out of fuel. Some notes:
Would be nice to place the cargo with mouse instead of arrow keys.
Game needs sounds and music.
I would like more control over the random events that occur during the travels. Like in FTL and paradox games, you always have different options to choose from. Something like that.
I think this game would work best as a board game.
I leave humor unrated as the game is not going for that approach.
Overall the game fits the theme well. Graphics are clear and functional. Gameplay is solid and the idea is nice.
Quite unique idea. There are not many simulator games where you are inside aquatic ecosystem. Fits the theme nicely as the water keeps vaporizing, making the play area smaller. There is the big fish, on top of the food chain and needs to be avoided. I hauled all the fish as a cluster for maximal survival, but things can get difficult with more and more fishes.
There is a problem, if you force the fish above surface, they go off flying. Abusing this bug lets the player use the whole starting space whole game.
Graphics are functional, everything is clear and distinct from each other. The dino skeleton reminds me of some childhood comics. Those old comics use to always have skeletons underground. :skull:
Game would benefit from some music.
If you get over the graphics, this is a pleasant entry. I could have used more feedback during the game on the "Fine" and "Bonus" mechanics, but I learned them eventually. The icons were not all that clear from each other. It was sometimes hard to see what type of planet people preferred.
Overall. I kind of like this game. Graphics can be off-putting, but the actual game idea and mechanics are solid. I wish there would be sounds and better visuals. Otherwise solid entry. I leave humor unrated, because game isn't trying to be humorous.
I think others would enjoy playing this game also. Try to rate other Dev's games if you have some spare time. That way you will get more publicity for your game in the LD Jam system.
I've now played few of these gravesite management games during this Jam. I think this is so far the best take on the subject. The game is responsive
Sometimes controls bugged out somehow. For example the character wouldn't go left, until I pressed right first.
Graphics are unique. Dying animation is hilarious. This kind of job is not suited for the faint-hearted. Hope he gets paid well! So nice bit of humor involved and the mood is good.
Germans will love this game I'm sure.
Game fits theme like a glove, nicely done. I like to arrange and optimize stuff in real life, so this kind of game is heavily appealing to my OCD.
I like the forklift mechanic. Things are snappy and everything works smoothly. That being said, the game could be a little faster. I found my left hand pressing shift habitually to give some speed boost to the forklift. There could be some speed boost mechanic with equal disadvantages. For example if player presses speed boost, the game speeds up all around as well.
Music is repetitive, but the game manages to add some variety to it by changing pitch according to the progress. Audio is dominated by jarring motor sound, but that's to be expected when the game is about driving a forklift.
Graphics are adequate. Different box and receiver hues could be more defined. I found myself mistaking some closely colored boxes.
There are not much humor involved and the mood overall is kind of plain.
Congratz on making it through the compo!
Jumping to the direction of the mouse is not very intuitive. Maybe because it's not used that often in platformers. Once I got hang of it, it started feeling nice though. Level design is nice and tips make it clear what to expect.
I had some cardboard grinding sound that stuck looping after the first level. It didn't go away when restarting level. Mildly annoying. Death should be instant when it happens. Often I felt that I avoided death when the character didn't die instantly. I got stuck on the edge of the first ledger in level 3. On the same level went through wall on the right. Character wasn't always responding to my click for some reason. The music was destroying my ears, no offense! :smiley:
Base of this game is solid and the game fits the theme well. Bugs and the lack of polish all-around is what holds it all back.
Oh man all those poor people I blew under the train! I think their relatives weren't too happy and sued my Train filling company.
Game is fun, innovative and well fitting for the theme. Graphics look very professional. Audio is supporting the well working gameplay. Good bit of humor and mood is nice. I can't find much negative about this game. I got weird game overs at some point. Maybe I stuffed the wrong people on the train too much. Don't know..
Overall very nice entry for the Jam. Well done!
I really like the mechanic of clicking links as command, as well as clever use of text colors. Coloring makes it easier to follow stuff. The writing really tingles my imagination. The mood is really nice here. Overall well done experience!
A solid platformer with some unique mechanics. Weird growth is taking over the world and gives the sense of urgency instead of the classic timer. I liked the matter creation gun. It felt quite powerful as it could kill me if I used it too liberally and the fact that stuff grew from the created matter. I had to teach myself some trigger discipline to not kill myself so ofter. :D
I think waiting to revive after being killed is kind of unnecessary. In fact you might be encouraging the use of skip level button because you get back into game much faster pushing it. You could invert this, so that when you die you get button to restart instantly and if you wait 3 seconds you get to skip the level.
Music is good on it's own, but I don't think it quite fits the games atmosphere. It feels too pumpy somehow. Something calmer might go better. Otherwise sound effects are okay. Currently the music just dominates the audio too much.
Texts in the later levels were sometimes out of screen.
I think the unique mechanics makes this game stand out more than it would normally do. Pretty solid entry.
Congratz getting your first game done and published!
My first idea for this jam was actually to make a graveyard management game, but I switched it. Nice to see the idea being utilized however.
Theme is used nicely here. Player eventually runs out of space to bury all the bodies and needs to buy more graves and grave space. Progression on the game is nicely done, getting upper class bodies to bury to more expensive graves.
A lot more could be done with this game if you continue developing it. Trigger on the door could be automatic, so that "E" key won't be needed. Music runs only once and stops. Timer keeps running in the Game Over menu after you restart, but that's only cosmetic bug. I'm not sure why should I ever use the incinerator. It just costs money and new corpse appears.
Anyways nice to see new participants and new games. See you next time too, I hope! :v:
Small game of keeping the mantis alive. Controls are somewhat awkward, but that's something that brings challenge to the game. Graphics are functional, but nothing great. Not much SFX going on, but I like the music.
Sacrifice is only used thematically here, meaning you could replace male mantises with energy potion or something and the game would stay the same. Good effort thought as it is the hardest part of the LD Jam, to balance game mechanics with the theme.
++ For the score system.
Nice looking game. I like the art style. Audio is pretty great too and same goes for the use of theme.
However some few are hindering this game.
I sometimes get killed and spawn at the start little bit underground so I can't move. Maybe I got hit by others, but not entirely sure about that. Could use more feedback.
AI seems to drop a lot of stuff near the altar instead of properly sacrificing it. This leads to a lot of congestion. Camera bugs out sometimes when climbing to the altar and I can't see the character. The way up should be wider to relieve the congestion and maybe help with the camera problems.
Placing sacrifice at the altar picks stuff up from the ground at the same time. Mildly annoying.
Pretty brutal for text adventure game. I really like the sounds as they add a lot to the experience. Theme is utilized well and sacrifices has to be made. I'm not quite sure if I made the correct sacrifices. That could take multiple plays. I ended up dying after the gates. Overall pretty solid entry.
I found this game to be too hard. Mechanics fits the theme very well as you make big sacrifice with each attack draining your vision. However it doesn't really make the game fun, but rather makes it unplayable. Instead of making vision loss permanent, could it be temporary after each hit? It could make the game more fun.
Sort but solid platformer. Graphics are bland but clear. Audio feedback is nice, especially giving warning when stepping on those breaking platforms. The game is touching the theme somewhat lightly.
Clever use of Google Docs. Writing and story are both good quality. That is one bad ass therapist for sure!
Kind of beautiful game. Music is nice and fits the aesthetics. Gameplay is simple and you shoot projectiles and destroy the other player. I didn't have a friend in hand to test the multiplayer, which is a common problem when testing LD Jam games. Multiplayer games are risky because of this. Not much fun to play alone.
Projectile system was interesting as I had to focus on tapping at the right time to get right type of projectile. After that the available projectiles changed. I can imagine this to be quite fun game when playing with friend.
Oh man nice game! I'm sucker for pixel art and this reminds me so much of Kingdom game. A bear juggling with dual miniguns? Who wouldn't love this shit? All those pesky squirrels and seagulls trying to steal my honey. Fuck them up! SFX's are pretty much gold and gameplay satisfying yet frustrating. Overall I'd say you go far with this one.
Artstyle is nice. Animation was smooth, but I seem to miss some punches that should connect. Over the metal music fits the game nicely. Reminds me of good ol' quake. Theme was somewhat missing, as I wasn't sacrificing much as a player. Overall a nice and solid game though.
Love this game! Simple and entertaining. Art specially is quite good.
Music is superb. However it covers the SFX's, which is slightly disappointing. I keep on waiting more audio feedback when throwing and hitting. Maybe adjust the volume on those sounds a little?
Gameplay-wise make it so that your own shield guys won't block your throws.
UFO is pretty bad ass and the weapon they give? No-one should wield power like that!
I like the pixel art. It's simple and functional. Game theme and mechanic is fun approach for the theme. I tried to hold on all my apples at first, but soon understood that I need to sacrifice some to keep more of them. I wish there were some sound effects though.
The green lizard thing with frog hat really got me. :smile:
Graphics are lacking, but voice acting lifts this game up nicely. Game is innovating and fits the theme on an unique way. It's really clever approach to have RPG mechanics but you have to decrease traits.
Quite standard side scrolling game. I kept trying to jump over the enemies like in so many similar games. Hitboxes kind of prevent this and I got damaged almost every time. Enemies won't flip their sprite when moving right, which is little bit weird. You could just multiply by minus one (*-1) the sprites x-scale to achieve flip.
SFX is ok quality. I also like to use mouth as it's fast and versatile. Music is, well.. There is music, which is better than no music at all. :D
I found shooting the fireball satisfying.
Theme is utilized somewhat loosely. The player loses one heart when moving to the next level, making things harder.
Game is an okay entry, but needs some fixing and polishing. Keep it up!
Nice and relaxing small puzzle game. Music is nice medieval tone. I actually went and googled cgmusic, which you used to make the music. The program seems pretty interesting. Sound effects could be more relaxing as well.
The game could use some graphical theme. From the music I can already imagine it having medieval theme. Red being rogue knights or robbers and player pieces wandering nomads or peasant trying to get to better lands.
++ for the options. That is rare thing to see in jam games(including my own games :D)
The factory is running out of money so sacrifices has to be made. That means you my fruit shaped factory workers! Mmmm tasty..
Overall solid entry. Relaxing game with chill mood. Maybe the fruit workers sound little bit too annoying. Otherwise great game.
Impressive game for sure. I was using a strategy where you first sacrifice all your bugs until you have used all the crowns for building up your infra. This is before the AI's gets to you. Then just rush to conquer some areas and repeat.
The game fits the theme as you have to sacrifice your bugs for resources.
Soundscape could be improved however. Click sound and bug sounds and neat, but conquering an area plays some windows message sounds or something which is a bit distracting. My ears were also missing some music. Some slight ambient would improve things nicely. For quick jam games I'd recommend using www.audiotool.com. Very fast to get some light music done.
Bug sprites are well done, but background could use some enhancement. It's very repetitive and frankly quite boring. Some variety for the ground sprites would go a long way. Also the circular base areas could use a graphical enhancement. Maybe but the whole playing area under some theme? Have bugs compete for example inside some house and conquer spots like hidey-holes in the floor? Just some quick thoughts..
Overall a fun game for sure. AI is proficient and competitive. I enjoyed the challenge and had fun playing. Good job!
Nice and traditional puzzle game. Nothing too innovative though what come to mechanics. Good touch with the theme, having to sacrifice some to save others. Big props for the undo button. That is a good addition. Controls work nicely with arrow keys or WASD keysm which I prefer myself. Graphics are functional but nothing too fancy. Same goes for the SFX.
Overall it's a solid puzzle game
I think minimalism can work. It almost does here. I echo previous reviews that the enemies (birds) should be with different color. Having some attention color to make them pop-up from the background would be nice. Smooth movement is nice and diving up and down feels nice. However instead of dying when you hit top or bottom, maybe there could be just collider to block player?
I ended up flying forward until I died to what could have been invisible enemy. Maybe there is a bug?
Game's theme is desert and you fly an old plane. I think this setting is an opportunity to explore something interesting like WW1 and add some variation to the enemies.
Hope this feedback helps. Good luck!
I really like the graphics. Color palette is well chosen and gives warm old-school vibe. Sound effects are good overall. They are just enough to give feedback on the action. I felt that the music was too jarring as it had rotating 3d effect. I'd personally like to have a button to turn it off.
Boss had nice feedback on hit with flashing sprite. Other enemies could have used the same effect for player feedback.
Weapon variety was nice. I found my favorite "branch" to be the orange one. At the start I used to avoid the orange power-ups as bombs. The orange color they use gave the feeling that they were part of the enemies or their projectiles. I had no such problem with the blue ones as their color was vastly different from the enemy palette.
I think this game is a solid foundation. It could use more enemy variety and indicator for player where the ship is currently with the weapon branches.
Hope this feedback helps you. :pray:
Really clever to turn this theme upside down. You venture with stuff but it's all a memory and you have to backtrack to your starting point, where you started with nothing.
Took a while to figure out, but the puzzles are quite good as well. Positively surprised by the use of theme here. Nicely done!
I started as we all do. Went to school and had a shitty job to earn my living. I was OK looking I think, but had neither time nor money for love affairs. Felt lonely.
I started hitting the gym. However at the same time I had burnout from working too much. I decided that it was best for my health to quit the job until I would graduate from school. At least I now had the energy to get in shape.
After quitting the job, I had some free time so I decided to visit the park for the first time. There I met Rebecca, who appeared to be avid reader. I usually mess up with the girls, but this time things went well and we managed to have a reasonable conversation. I got her number which was promising. She was pretty fit chick and overall nearly perfect. I decided that I would get on the same level with her.
I graduated from school and went back to my old job. I didn't receive any promotions or salary rise, but I guess I was lucky to still have a job. At least I had money for the gym to get fit. I messed things up as I lost Rebecca's number somehow. Hopefully I went to park to see her again. She happened to be jogging by and was quite tired and hungry. I had her favorite snack on me, which surprised her positively. We both laughed at the incident of me losing her number. I felt we had become close. After this we spent lot of time together and Rebecca ended up getting pregnant.
This is where my story ends however as the game run out of time..
Game was a nice experience. Random generation of the characters was nice surprise. There could have been some randomly generated clothes on the characters as well. :blush:
Vector graphics were right choice for this one, I think. Color palette is nice and positive. Clouds on the background give somewhat dreamy feeling. Background could have changed theme when you visit various places, visualizing park, workplace etc..
I never had enough money for a car or other expensive things. Also the club was closed for me. It might be for the rich ones as well? :slight_smile: I felt there could be more jobs around, or promotions based on your intelligence. Maybe some temporary jobs, which could provide more salary?
I found it problematic that I constantly lost the phone number of girls for no reason. It wasn't thematically communicated why this happened, or I missed something.
Overall nice entry for the jam. Good work!
Never knew alpacas are such bloodthirsty devils. :smile:
Game started to lag a lot after a while. Those alpacas seem to breed like rabbits and fill the world. Maybe that leads to optimization problems?
Purple armor sack continuously spawned new one after I picked it up. Next round I player the sword sack did the same. It seems to be related to fully upgraded gear.
I often outran the camera when going south. Maybe speed up the camera movement a bit?
Attack animation could be faster. Usually player attack animations are kept quick without delay.
Hope this feedback helps. :pray:
What a strange game, but in a unpleasantly good way. :smile:
Game uses BlackThornProd's unique graphic style with a twist. It revolves around distorting(and disturbing) visuals, flavored with nightmare inducing sound effects.
There is not much to play, but I do like the progression of the Howler monster. It escalates just enough to keep me playing to see what visual monstrosity is waiting on the next level. I would have liked to see some epic howling duel with the other monsters.
Mood is definitely 5/5. Nice work on the aesthetics and music. Effects are brilliant and my favourite part of the game. Did you use Nodewerk for those? Where can I get this program? :smile:
Content of the game was pretty easy. I found all the spells in 5 minutes I think. After that enemies were quite easy to beat. With the quality of effects, I'd definitely would like to see more spells. Some AOE ones like meteor storms etc.
Shield was pretty OP, as it did damage to the enemies. I ended up massing huge amount of enemies, activating shield and then just diving right in. Score text was too blurry for my eyes, but that's just nitpicking.
Nice work overall!
@cybersoftuk I would appreciate that. If you don't have any place to upload it, you can send it to -removed-. Thanks!
Solid platformer. Expanding on mechanics as you progress in the game fits the jam theme nicely.
With some white background the player appears too bright and outlines can't be seen. It would be better to stick with dark backgrounds. Otherwise the graphics are fittingly minimalistic.
Sound effects a nice. Especially like the snappy building sounds. Building brings good secondary mechanics to the game. Music sounds quite standard.
Overall nice entry. Well done!
This is really cool idea. Even more impressive is the fact that you managed to do this under 24 hours.
I didn't have a second player so I review this from one player perspective. I can imagine things getting pretty intensive in multiplayer. Thief has to be really careful with flashlight use, but can also get lost really easily without it.
Having main menu as a tutorial scene is clever idea. I found things easy to adapt and jump in. Music is thematically fitting. It has kind of desperate undertone. Maybe thief is desperate for loot? Otherwise there are not many sounds in the game. Maybe there could be footstep sounds when the thief is moving and the guard is close enough.
Pixelart is really good. However using such a distant camera on main level, makes the effect of the pixel art suffer a bit.
Overall pretty good entry!
This is an unique take on the theme. Intro transition to the game was superb. :smile:
Dynamically changing music was nice. Reacting to player choices. Often the music got a bit distorting when there was lot of zombies and things at once..
Graphics are nice and use of colors is well though of.
I like how things evolve and that there is quite a bit of humor involved. I laughed when my things decided to shoot themselves in their boredom. But at least computer games were born out of that boredom!
Well done team!
@kromeboy Due to running out of time I had to rush the end game and assembled this current tech ending just to have something the game could end with. It was in my wishlist to make more diverse end game but sadly no. :smile:
Thanks for playing!
@arielle-stroman Good idea on the combination storing system. Thanks for playing! :)
**UPDATE:** I added feedback questionnaire. Using it is entirely optional, but would help me with my game development journey!
@shunaky Thanks for stepping by. :slight_smile:
@marcin-j, @kuviman Thanks for such a great feedback! That space colonization idea makes me want to expand on this game. :slight_smile:
Graphics are high quality for a game jam. Music fits the western theme like a glove and supports the humorous approach well. There's a nice bit of humor. My favorite was the good ol' miner that lurker behind the barrels. Outpost was kind of generic. Maybe it could be replaced with some person to give it more personality? Some youngster perhaps that is too afraid to shoot most of the time, making him slow..
Sounds are nice and don't draw too much attention. Gatlin gun sound could use an upgrade though. Some feedback on enemy hits could be nice. Like flashing their sprite white. I agree with previous reviews, that screenshake on the explosives could give much needed juice.
Overall very well done!
Immediately after launching the game I get strong Don't Starve vibes. Main menu art is stunning, nicely done there! Music also fits the art style well and extends the Don't Starve vibes.
The art in the main menu kind of promises me more visual treat when I start the game, but the game world starts constructed with 1's and 0's, which is somewhat disappointing.
Having the number 1 as both, walls and enemies is a bit confusing to me personally. I kind of understand that the binary world consist only of these two. Maybe you could color the enemy 1's differently? Or have them as a bug in the system and be presented with some other symbol. It's your world, you can bend the rules. :wink:
I'm not totally getting how the game jumps from the binary into the visual world and what is the connection, if I don't read the game description. You could try explaining the connection inside the game more clearly, so player don't have to rely on the meta elements to figure things out.
Personally I enjoy the art style great deal. Besides Don't Starve it reminds me of the upcominghttps://twitter.com/fluckyMachine game. I think it's the strong suit and should be focused more on.
Hope this feedback helps you. :pray:
Cute little game. Sound effects are nice "scrap-like".
Game could use drop mechanic. Maybe drop by pressing space after you have something picked up. Return box for the cog-part seems hidden at first. Maybe consider placing it on the same wall as the other two.
I feel robot's energy shouldn't be draining when robot is still. Or maybe the robot is using the energy for the idle animation? On the same note, the robot could use separate animation for moving and idling.
Somekind of indicator for the scrap dissappearing could go a long way. Now scrap on the ground just dissappears and there is no way to tell when.
Good job on completing a game Hope this feedback helps! :pray:
Heavy agar.io vibes. White noise is soothing in the start but there is a cut in the audio loop that bothers a bit. Music in the end game is pretty nice and adds to the mood a lot. Eating sound could be more rewarding, now it sounds like you are taking damage. It could be more upbeat like the coin sound you hear when you smash green dots.
I felt the controls were solid and mechanics addicting. Not much bad to say about this game. Very solid entry. I like the ending where you become all-consuming black hole. Nice touch!
Well done. I can see this entry going far!
Nice to see Twitch integration explored with this theme. I think this is executed really well. Overall atmosphere is satisfying and I like the fact that audio is minimalistic. Only echoing keyboard clicks are heard from the environment. It gives more room for the coin sound, that acts as a satisfying player feedback. Graphics are solid and I like the toned down color palette.
I wonder what is the maximum player amount that can play this game at once? Have you stress tested it?
@0xkalle Well, that would be a positive problem wouldn't it. I bet eventually your game reaches that game crashing popularity. :smile:
It's really nice to have games coming from Russia. They always have fresh flavor and angle of approach. The game seems to have good amount of social commentary, which I would have liked to explore more. Instead I got stuck in the first puzzle. I felt the game wasn't communicating what the numbers meant, clearly enough.
Graphics were decent and the music was atmospheric. I also liked the idea of starting as a newborn, from "nothing".
Nice execution on the formula of adding game mechanics when game progresses. At first i thought this would be a typing game. Could have been mix of typing game and platformer. :thinking:
I like the idea of moving platforms besides the player. Arrows on the platform remind me of good ol' Super Mario Bros 3.
Music is kind of repetitive. Game also could also some sounds for feedback. I personally like the camera shake feedback on jump. This would go well with juicy jumping sound.
Graphics and colors are minimal, but working well.
Nice entry overall. Well done!
What I see is a Sidescroller Hack & Slash game where you progress your visual and auditorial experience by slaying slimes. Neat idea and the theme is used innovately. Good work!
There is a problem at the start, where hit registration feels weird (maybe a hitbox or animation problem?). It might be design decision where you wanted player to have more reach to the punch in order to survive longer. If this is the case you could try extending the arm swing on the animation cartoon style on the full area of the hitbox. This would give player better visual feedback on the hit registration area. Hitting enemies seems to be the core loop of the game (done 99% of the game time). Try juicing it up with something. Player taking hit could also use some visual feedback like flashing player sprite white for a while after taking damage.
Another problem is that everything starts gray and uninteresting. I think it's kind of a design problem where game gets more visually interesting by playing, so starting over feels like a huge setback. Maybe this could be addressed by juicing up the core loop of hitting the enemies
I see this a first LD game for both of you. Good start! Hope this feedback helps you. :pray:
Good concept on building platformer mechanics when player progresses. Player starts as a black blob and turns into this demon-like red cell. I like the idea of metamorphosis. Maybe it could have been used to more extend.
I found that the first checkpoint on the wings was well placed. After that I would have placed another checkpoint closer by.
Dynamic music was pretty nicely done. Picking up upgrades trigger more intense music loop. Mechanics like jumping and flying could have used some sound effect.
Graphics are functional. Everything is clear and use of color is well thought off. All the important things in the game use red.
Overall good entry. Well done!
Very sweet little game. Art is awesome and music is relaxing. Tech behind the plant growth seem interesting. I think this is best game so far I've played during this jam. Well done.
There is so much good stuff going here I don't know where to begin. I usually skip downloadable games and only play HTML5 ones, but I made exception just for this game. Graphics are very retro and nostalgic. Audio effects fit the retro aesthetics perfectly. Game play is fun and everything is juiced to the max when it comes to the game feel.
Best entry for the jam yet! Good luck guys, you're going top!
Quality of this game surprised me. Graphics are excellent and I love all the little polish that have been added. Gameplay is solid and it's something different from all the other games. Good entry!
My kind of a game. I like space and tweaking tech stuff. I can imagine this being more fun with multiple players. Well done.
Very nice graphics and overall feeling. Dragon surprised me quite a bit. I felt somewhat bad for hitting it thought. :)
Interesting take on the theme. You are a walking castle destroying medieval world. Game play brings memories of the old Rampage game. Intro trumpet and music brings lot to the game. I personally don't like the aiming part. Maybe add some spread to the shots instead of resetting aim to the bottom. Upgraded weapons could reduce the spread.
Overall very good entry, I enjoyed the game!
@san2020 @laau. I'm glad you both liked the game. I had to cut some endings to get the game out in time. You can lose the game by going negative on the balance, starving the alien, or letting it get too smart or big with too high IQ. Otherwise it's endless game ATM.
Thanks for playing.
@invixel Thanks for taking time to write this valuable feedback!
Little bit of thinking required. Bird effect on the cloud could be clearer. I echo others that navigation would be nice with arrow keys.
Clever mechanics and take on the theme. However my ball just goes through the trampolines. I don't know what to do..
Nice idea of binding characters to each other. Checkpoints would be nice addition. Audio would be quite nice also.
Nice idea for a game. Graphics are strong and gameplay is sound. The bird is an a-hole but what can you do. Good overall entry!
Interesting take on the theme. You go around the town trying to keep people safe. Shame that they really didn't listen so I had to put them down with my pistol.
Enjoyed this quite a bit. The controls seemed confusing at first, but I got hang of them. Graphics are nice and sounds are satisfying enough.
Interesting idea for a game. Control scheme is kinda messy. Could it be done with mouse clicks instead?
Great looking game! Graphics with the CTR-shader are gorgeous! Music is also spot on with the rhythm of the movement. All the little polish like screen shake really add to the game feel. Gameplay however falls a little flat. Could use more routes to the enemies and more tactical elements.
Overall good entry. Well done!
Graphics and animations are really nice. Music complements the moods nicely. Controls are a bit akward and UI could use some work. Overall quite solid entry!
Another gem within the jam games. Graphics are really top-notch and overall mood gives strong papers please vibes. It's a casual mixing game and complex enough to keep up the attention. Music score supports the overall mood quite nicely and sfx fit as well.
Overall well done!
Congratulations for your first public game! Keeping the inspiration alive. Nice take on the theme. It's quite simple clicker and doesn't last long. Audio is good quality and supports the game play.
Overall good game for a first one. Well done!
Very strong graphics. Audio is also nice and juicy. Idea and game play are quite simple, kill enemies and defend the heart. Some variety would be welcome, like enemies with different speeds so you'd have to prioritize your targets.
Overall very strong entry. Well done!
Tiny doses of satisfaction. You follow the little guy as he journeys through a pipe full of coins. That's all though and I feel it could be a lot more..
I've not read any of the comments so I write my review as a pure first experience.
The idea behind the game is weird, but it twists the brain in a good way, which is always refreshing. What comes to the theme, I feel that going deeper does not serve a gameplay purpose here. It seems to be purely visual as the player drops lower to another level.
The player onboarding is clever as it's built on the level itself. This could be skippable after the player has been it through once. It would speed up the process of getting back to the game after death.
Also nice that the player HP is visualized on the player's cube. The more damage the more damaged the cube gets. Although it's not clear at the beginning when it's going to break completely just by looking at the cube. It could be clearer for example if the cube would flash red when it's the last HP.
I like the aesthetics of the game. Always nice to see retro stuff. Overall nice entry. Well done!
I've not read any of the comments so I write my review as a pure first experience.
The main menu music feels spooky, setting up the mood for the game.
The graphics are clear even though they are lo-fi. They also support the nightmarish theme of the game. A minor thing gripe for the graphics is that I can see the moon through the ground blocks, which makes them feel thin and taking away immersion.
I feel that the wind sound is too loud for an ambient. The same goes for all the ambient sounds even interior ones. The audio clip could also be a little longer as the looping point is very clear. Otherwise, the sound design is juicy and the sounds give the right amount of feedback.
Controls for the game feel nice which is the most important part of the platform genre as precision is the key.
The game follows the theme quite well as the player goes deeper into the dungeon searching for treasures.
Nice entry overall.
sweetspot.png
I've not read any of the comments so I write my review as a pure first experience.
The game is simple and linear descend lower into the depths of the sea while evading hostile animals.
The art style is simple and everything is clear. The oxygen tube is painted orange so that it can be distinguished from the environment. This is nice because you only need one hit and it's gone.
The music is a little bit jarring. Maybe some ambient would have been better instead to promote the feeling of isolation and darkness that one could expect from going to such depths. Maybe have some breathing sounds to add to the immersion.
I saw two kinds of enemies. Some kind of swordfish that attack with a delay. They force you to just keep going instead you'll lose the oxygen tube. The second ones are some kind of turtles that you don't want to step on. I was expecting that jumping on top of the enemies would kill them. This wasn't the case.
I found the best tactic is just to head down as fast as I can. Usually sticking to the far right(see image) in the "Sweet spot" where the level generation does not seem to generate too many obstacles. The game became super easy as the challenge didn't seem to scale as I went further.
The best part of the game was scaling the walls to slow down the descent. This could be something worth investigating and turn into a more meaningful game mechanic. Now it seems to serve no purpose. Maybe you could add an oxygen resource that the player needs to collect to maintain the descent. Scaling the walls could allow the player to jump the farther the longer the player scales. This could give the game more tactical depth.
Overall nice entry. Well done!
I've not read any of the comments so I write my review as a pure first experience.
The intro text on the page is interesting and adds a nice bit of mystery. Main menu music adds to this mood of mystery.
The game could use a loading bar after the main menu as I had a black screen for a while.
Onboarding is clear with a nice female voice. Is it voice acting or synthetic voice?
Mouse controls over the camera is a little fiddly. With my dual monitor setup, I ran into problems where my view was backward and I couldn't get it turned right. Maybe disallow the camera from going all around the ship and have some rubber band to return the camera in proper place after panning.
The atmosphere was beautiful and the music complimented the action nicely. If I heard correctly there is dynamic volume scaling tied to player velocity? If so well done as it feels good.
Finding the items was not that hard, but more effort into signposting would have been nice. I also ran into a bug where I was carrying Fuel Cell and tried to pick up Plasma Relay and it just disappeared.
I feel that the driving around feels nice and juicy, but isn't enough alone to carry the interest. It would require some more skill elements like avoiding enemies, pits or falling meteors. Something like that.
Overall good entry that feels quite nice to play, but lacks a key (skill)element that would make it interesting. The game fits nice into the jam theme of going deeper.
Thanks @ghubert! The lava was kind of hurried game mechanics on my part. It cannot be destroyed currently. I needed something to challenge player to find different routes rather than digging straight down on one column. It also lets the game have a definite end as I didn't want it to break. I was thinking of adding a tool to counter lava blocks, but I ran out of time.
I've not read any of the comments so I write my review as a pure first experience.
The game is an interesting combination of tactics and RPG elements. Maybe the most complex entry so far, in a good way.
The audio of the game is quite nice. Everything sounds clear and supports gameplay. If something, the game could use more sounds like drag and drop sounds for enhanced feedback. Music I feel is a bit too modern for the aesthetics of the game. Maybe something less electronic could fit in better? Possibly more earthly ambient could even replace music entirely to give a more underground feeling.
The space key doesn't seem to work. It scrolls the page down, so I couldn't pause the game.
I can't really figure out how the HP system works. I see HP stats for the units, but those do not move when taking damage. I fail to see where is the current HP. This would be vital information for more tactic depth. I could place less damaged units in harm's way while keeping more damaged ones back.
Also, maybe the game should restart when everyone is dead. I know there is a possibility to summon more stuff if the player has ore, but to me, the game just feels stuck.
Art is probably the strongest aspect of the game. Everything is super clear and pleasant to look at. The animations look really professional.
Overall super solid entry! A game I've played longest so far.
I've not read any of the comments so I write my review as a pure first experience.
The game feels really relaxing and pleasant. Graphics and audio are both assisting perfectly in that regard. I like the use of gradients for the level. Overall the colors could use a bit more variation. It's nice that enemies are distinguished from the environment by a different color. Maybe the player could be too?
The game fits the theme nicely as the player is going deeper into the whirlpool of juiciness. The challenge could be a bit complex to keep the player engaged a little bit longer. I know it's a short jam game, but if you want to continue with the project it would be interesting to explore timed obstacles that would turn on/off. Maybe the player could jump back to previous layers to avoid some enemies coming their way. This would add nice risk-reward mechanics where safe-playing players could decide to play it safe and wait for better opportunities vs. aggressive players going for really close timings. Combo bonuses for fast transition between layers could also make the game more impactful and push the player for more risk-oriented gameplay.
Overall nice entry. Well done!
I've not read any of the comments so I write my review as a pure first experience.
Some technical issues with the WebGL version: Skip button doesn't work or works with a delay. Not sure. Also clicking some links at the credits screen doesn't work and the game has to be restarted if clicked. Also, the save PNG button, in the end, is faulty.
The game itself is a beautiful piece of art in all aspects. First off the voice acting is superb and takes advantage of the French accent to the fullest giving life to the main character. It also makes the story more interesting to hear.
The sound design is good and it creates a relaxing mood for the player. It's soft and delicate, but still hopeful and compliments the art style of the game nicely.
Art is truly professional quality. The only thing lowering the quality is how the art is zoomed in (planets) as it blurs the art sprites.
Gameplay-wise the game is quite simple. Pick from the best options and try to survive/fill the science bar. There is lot to expand here. Upgrades to the ship. Alternate routes to unlock. More FTL the game stuff.
The theme is well used as the player dwells deeper into the Universum finding more and more bizarre planets.
Overall my favorite entry so far. Well done!
I've not read any of the comments so I write my review as a pure first experience.
The game was surprisingly intense.
Graphics are functional and clear. The effects give nice feedback and a feeling of success when killing the enemies. This is companied with clear and satisfying sound effects. Some polish is in as well with the camera shakes and the alligators signposting their arrival with particle effects.
I was missing one thing and that was autofire. It wasn't really healthy for my fingers to keep spamming the manual fire. Maybe the autofire could be unlocked by breaking a specific score? That way it wouldn't make the early game too easy.
Overall nice entry. Well done!
I've not read any of the comments so I write my review as a pure first experience.
The premise is a classic miner game. One can not go wrong with that, although there might be a lot of competition. ;)
The game is clear and it's immediately clear what to do. The pickaxe can mine from everywhere on the screen which seems a bit odd. It could be worth investigating to have it mine only 1 or 2 block in distance near the player like in Terraria. With this system, it would also be nice to have the gained gold be block-based like in Minecraft, so when you mine these it would yield the coin instantly. This might be the affordance (player expectation) from playing similar mining games from the past. Currently the player can pass some gold blocks and gain the gold without actually mining it, taking away from the core loop of mining.
The game could use more sound effects for the most important game events like a loss.
Nice game you got going here. I could see it be expanded with pickaxe upgrades and harder blocks to mine when the player gets deeper. Maybe add some un-minable so that the player needs to use some tactics on what routes to mining downwards.
Had an error happen when I was getting my dwarf drunk. Replicable when just spamming beer on the dwarfs at the start of the game.
error.png
I've not read any of the comments so I write my review as a pure first experience.
The game is an awesome take on the good ol' Lemmings game. Super cute overall aesthetics. The pixel art brings a nice retro feeling and the music is playful.
It's easy to see when the dwarfs are getting too "hot" and need a drink. Nice touch that the dwarfs can get back up via rope.
If there is something to improve with the game IMHO, it would be adding an extra layer to the economy so that the dwarfs would mine gold and other valuables and then convert those into beer. Mining these kinds of things would make more sense thematically and the conversion to beer could be automated not to burden the play away from the core game loop. Having more variety to things to mine would allow the player to prioritize a bit and that could lead to interesting tactical scenarios.
The jobs could also be selected by clicking in addition to number keys. I intuitively tried to click them multiple times.
Really good entry. My favorite so far!
I've not read any of the comments so I write my review as a pure first experience.
One minor technical thing first: Cancel button could be different in WebGL version as the ESC quits the full-screen mode.
Don't know how to make all the rooms reachable when constructing the submarine. Tried various combinations, turning stuff around. I don't have enough cash for the corridors that could perhaps remedy this? Maybe there should be a check when the player rotates the room if it's reachable in its current place so less trial and error would be needed. The room could be highlighted green if so, red if not.
To onboard the player without too much frustration, it would be recommended to have available only the rooms that are essential for the submarine at first. Then add more parts later on the catalog when the player has the money for them. The initial parts could act as a tutorial when constructing the submarine.
Shame I couldn't get any longer with the game. It has a nice bit of humor going on and constructing the submarine seems an interesting take on the jam theme.
I've not read any of the comments so I write my review as a pure first experience.
I always enjoy clever one-mechanic games like this. It's all about timing correctly.
Visually the game is minimalistic and here it could benefit from using more player animations, particles, etc when the player gets the timing correct. There is a good amount of room for juiciness and satisfaction from the successful player action.
The audio follows the art as being minimalistic, but that's not necessarily bad. It's kind of hypnotic. One thing that could improve things would be to add more "umpf" to the audio. Maybe use more audio channels for the sound effects as now it feels a bit muffled.
The theme fits the gameplay as player descents deeper. This could serve gameplay more if there would be something more deeper. Like more difficult patterns, twist and turns, etc.
Overall nice entry. Well done!
The HTML5 version kind of crashes and flickers when I first move my mouse. Can't get to play. :(
I'm running Win10 Pro with Chrome Version 65.0.3325.181 (Official Build) (64-bit).
I tried the Windows version on my Win 10 Pro but it won't run.
Audio is fantastic! That simple song stuck'd to my ear. Idea is very fitting and fun. Controls are intuitive(PC) and hints are spot on. Difficulty curve is well thought of. Can't find anything bad to say about the game. My favorite game so far. I was constantly exited for the next challenge and what the next chess pieces would do.
**Two things I miss: ** 1. Pawn becoming a Queen when it hits the top edge 2. Game Over when King dies
Definitely unsettling. Models look pretty and environment is a success. Technically everything seems right. Control mechanism is fresh. Audio is pretty basic.
It feels really weird telepathically controlling a psycho and torturing myself. This guy has quite heavy split personality disorder right there being both perpetrator and a victim. Also this guy can take a beating! Electrocuted in the face, left hand hammered, right hand cut off, stabbed to chest and what else! Psycho got confession out from me and continued to beat me with fists. Maybe the final confession and salvation comes only upon death. Yeah, this game made me sink into deep philosophical thoughts in a creepy way.
Very creative mix of genres. Visuals are great. I like the fact that request change every game, that's a plus. Quests of collecting plants to get souls is nice, but I feel like everything grows too fast. There is no point using all the fields. I would like to spend more time on growing and organizing my plants. Maybe start with some souls to get initial defense setup and face one wave while cash crops grow. Also would be cool if enemies attacked the plants first!
Control mechanism and attacking feel a bit clumsy. Seeing the requests on the door disappear if you accidentally click forward to attack. I'd rather have attack on separate key so I don't accidentally attack my own towers.
I feel dragging and dropping is not working right. I can't drop the health token anywhere. Graphics and game idea look promising at least. I'll revisit the game when you decide to patch it. :)
Music is nice and playful. Sound effects fit with the overall cuteness(Wilhelm scream dino WTF? :laughing: :ok_hand:). I like the fact that you have chosen what appears to be a Velociraptor as the main character. They might have been smart enough to play with things like this. Much like modern Crows..
Ahem, anyways back to the game..
- Mouse pointer has to be back for arrow to point forward. I would prefer this another way around. More intuitive in my case at least.
- Some restart button would be nice.
Graphics do their job. Raptor could use few more polygons when viewed up close. From away perspective the topology is about right. I like the feeling of the environment and the way things fall apart.
- Maybe add sound and camera shake when ground breaks as a way to inform player of the impending doom?
Setup that HTML5 correctly and I'll come back to review the game. :)
Graphics look very professional. Audio is juicy. Controlling and attacking feels a bit off, but thats maybe because it has to be this way mechanically. Player attack doesn't seem to be that attached to the front grid as much as the enemies. I often attacked beyond the front tiles gaining advantage over enemies. I would also prefer attack button be more intuitive, like space instead of Z. Maybe add WASD movement also. This would make controlling whole game with just left hand plausible.
I like the royal look of the environment and adventure for glory. Music complements this nicely. Maybe music could get more battle oriented once player leaves the castle? I would like the pawn to advance the chess hierarchy to more powerful units and eventually become a king? It's Rogue Pawn, so pawn going rogue and becoming his own king would be fun. :fist:
There is lot of potential here for the future. Don't know about the fit price you're asking about, that depends on the production quality of the final product. 5€ could be right..
I started by calmly picking up cash when AI was hard at bounding my goal with Zerg rush style cheap manpower tactics. My goalie held on bravely while I bought stadium full of fans. Revenue increased exponentially which ended up drowning me in cash. Upgraded goalie for maximum tanking ability while AI was leading 2-0.
More cash to my pockets, yeas. Time to buy the heavy hitters. Soon medics had hard time keeping up with my bouncers beating up enemy team.
Score 2-3 and full blown riot on the area of enemy goal. Medics come and destroy the ball? It appears they called it quits. Anyways I declare economic victory!
This game makes you think deep. Good stuff. :thinking: It's not "fun" or "humorous" so that excludes some rating categories.
Graphics are fitting and effects are nice. Good amount of variety with the game play. Second level was my favourite. I feel it received most attention by the dev.
Music is somewhat disorienting adding to the uneasy feeling. This is a heavy game emotionally. Don't know what else to say. It didn't feel like a game. More like an experience.
Super cute aesthetics is not something you see too often. This gives me good ol' James Pond 2 Amiga game vibes. Definitely fitting for young students. Is this game their making? Is this critique going for them? I don't know so I direct this to an adult, in hope this will help you improve. :pray:
More contrast is needed between background and the characters. Making background color a bit more darker would go long way. Game badly needs sound effects to be more responsive. Shooting that laser and hitting enemies at bare minimum.
Player hitting enemies should give more feedback. Like knock-back. For the health I would probably use hearts instead of health bar.
Heroic heavy metal soundtrack feel a bit off in such cute world and leads me to believe the game would turn more violent. Which it doesn't. There seems to be no way to hurt enemies. If you'd make the laser disable them that would lead to fun game play mechanic of flying over them instead of below.
Bugs are breaking this game. Worst is hitting enemy once drains all your life.
That's about all. Good luck!
Always nice to see artist branch out and try different stuff!
It felt good to freeze that ball on the air and maneuver behind it to get perfect angle to launch it towards enemy face. Enemies tend to explode to pieces quite satisfyingly. Otherwise the game didn't deliver all that much.
It's always good to keep eye on what is actually fun to do in the game, even though it might not be the main goal or the original idea and expand on that. Maybe you could expand on that object throwing and exploding enemies to pieces and refactor your game goal accordingly? It's much more fun to crush the enemies with the ball than push the ball towards inanimate goal for +1 on score board. Go towards what emerges as the most fun stuff during development and you will make great games!
Keep up the good work!
@tygrak Thanks for feedback. Controls added to description.
@wildcard Very good points there. Thank you. Made me realize that it's actually kind of semi grid-based. That can be confusing.
@wildcard It's 1 for normal and 2 for freeze bombs. Also make sure you got more than 0 bombs. If you go through tutorial dungeon there are disarm tiles which take away all the bombs in the end. That can also cause confusion.
If this will not help there is a bug I'm not aware about. :)
@amras0000 Thanks for taking time to write this. Really valuable input! :pray:
With your feedback and some previous ones I've decided that the water just blocks the player. What comes to explosion radius. It is locked for mechanical reasons to 1 Unity unit(1 block). Otherwise blast will go through walls. I didn't have the skills to fix that issue. :monkey_face:
There is a brief explosion ring that displays how large area is affected by the blast. Being 1 frame sprite, it seems not to display in HTML5 half of the time. I made it last longer now.
Also the camera now shakes properly when explosion happen.
I hope you can find some time to tell how you feel about these updates.
There has been some interest about the music. You are all free to toy around, mix and use it: https://www.beepbox.co/#6n31s0kbl0be00t7m0a7g0fj7i0r1o3210T0w1f1d1c0h0v0T0w4f2d1c0h0v2T0w7f1d0c0h0v2T2w1d1v0b4x4i04kn0yc04g0000ch8w4h00000h4i4i808N8h4icp23yFzH1y4d8osd8qwP46IeKSMdgqWGwMgq0M8tlJwqwSRl1G3i5j3HT-khE8Q4q2ewzg6Yd96wzkOYebjfzvGJHKIkUQKbGUtp-pN58-98RxgFBI12w2os0E5gawiD6n0ceOgE8aspYO9cvQXU1FEt2E5I1lVNUUKlcKuqS0kRYullOVOULBlaVYUUd0kNe8R4qid97ihF3i6wzihQAqid96AdJuIHm6Azih0
@amras0000 Thanks again for your time and valuable input. I'm thinking of reverting the build to 1.0 from 1.0.1 now that you mentioned it. I reviewed the rules to refresh my memory and it's allowed to fix some things: >"You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. "
I would love to have other people comment on this also to reach some consensus should I revert back? I kind of took away a feature now that the player can't drown anymore. Also camera shake can be thought out to be an added feature, however I had that code ready, but failed to apply it. Can this go into fixing stuff not working correctly? Tweaking blasting radius visibility should be okay at least.
First thing I did when I started coding this project was to make decent raycasting system that would register all the stuff around the explosion. With numerous failed attempts(:baby:) I ended up using Physics2D.OverlapCircleAll class(Unity C#) which has it's limits. Game is kinda awkwardly semi-tile based. Environment is grids and tiles, but everything else work freely and not tied to tiles in any way. This would mean refactoring a lot of stuff to get that Bomberman style. That would be cool thought. :smiley:
@gemberkoekje Are the skellies annoying in challenging way or would you improve on them somehow? Criticize freely. :ok_hand:
@dumivid I toned the shake down now.
@amras0000 Sounds fair. I reverted the changes and made that version the default. There is also 1.0.1 download link now.
@jfraser314 I thought this game could be good to play with your students. How did they react?
Thanks @arden for your deep analyzis. I pretty much agree with everything you said. :slight_smile:
I've been developing the game little bit and fixing things. I update the HTML5 version after voting is done.
Thank you everyone for playing and rating. It was fun LD! :smile:
Brrrrutal game. I was not prepared for this! :dog: God damn bunnies and blow fishes, ripped up my piggy bank and ate all my savings! I'll show them!
Cute aesthetics contrast with the rampant violence making it stand out more. This gives initial shock value to the game. Graphics on the characters are spot on but environment lacks depth. It feels like playing game boy with low batteries actually. :D
Music fits game nicely and sfx are juicy.
There seems to be no clear end goal for the game and it's lacking a challenge. This leads it to becoming boring quite fast.
Visual remind me heavily of Don't Starve. Shame they are not used more as the game is mostly black. Player going around with some light source like candle, torch or lantern would be better. The light could get dimmer the closer you get to a Meme? I don't know, just throwing ideas.
Ambient lightning sound volume could be toned down. It kind of masks other important sounds and listening to these are the main game play mechanic.
Music is creepy and fitting to the Don't Starvish visuals.
I'm not much of a Meme person myself so I don't get so much out of this game probably. Just saying, that the Memes can limit the scope of target audience.
I watched some game play of the Goosebumps. I feel the same criticism stands for it also. They have that lovely aesthetics that you see just flash every now and then. Jump scares don't require complete darkness imho.
Feel free to expand from the original inspiration and include different ideas to your game. You don't have to make exact copy of another game. :)
Nice color domination strategy game with a touch of rhythm game. Could use some funky music. Something like this: https://www.beepbox.co/#6n31s0kbl00e0ft4m0a7g0fj7i0r1o3210T0w0f1d0c0h0v1T0w2f1d1c0h0v0T0w3f1d1c0h0v1T2w1d0v4b4h4h4h4h4h4i4x8i4x8i4x8i4x8i4x8i4h4h4h4h4h4p21DFzY6wd0q0M8q0Q1E20GotsG9DN0RgaK7e74Vllcckl0946h1U2aw585cuuWS05cYdjbzx5j7DyZy5S1kQ-0aoDgsBjljljljljljli0
Feel free to use the music after Compo! :slight_smile:
Little problem with the game: I was left with 2 yellow squares and no space to place anymore cats. However game didn't end.
Skill based gameplay kept me engaged until the "fin" even thought the graphics are not that good. Mastering rat-whacking was surprisingly hooking. I would have preferred to have whack button on SPACE instead of SHIFT.
Ended up syncing my moves to generate delicious sounding music from those PC-Speaker sounds. Haha!
Easy to learn. Nice and responsive controls. Graphics look professional. Sounds are kind of meh, kind of all around too bassy.
I was somehow running negative score. :dog: You should prolly cap that to 0. Hehe.
Negative score feels like the game is not just sending me back to start to score 0, but actually defeating me. :D
I don't know what to make of it honestly.
Interesting idea and system of risk and reward. I Like the feeling of getting lost in the dark underground. There is however lack of challenge when you learn to avoid the turrets. Goal seem to be to get more score but is there end? Maybe purchasing all the upgrades could be the end goal?
Game runs smoothly for me, but somehow I get no sounds? Are there any or is this problem on my end?
With what tools did you make this game?
@yanek That's a shame. Some gloomy underground ambient would be perfect. Somehow I just love underground atmosphere. Ever since playing Arx Fatalis..