Starting From Nothing by sorlok 2019-10-12T02:55:46Z ♥ 0
Game gets reeeally laggy, and I'm not sure making the player hit "action" before each throw is a good idea, it messes with the pace a lot. The actual gameplay is as solid as any bubble bobble clone tho.
LD46 — Keep it alive (11)
Food Chuck by PeachTreeOath 2020-04-23T00:21:12Z ♥ 1
The win condition for each level was a bit obscure, and for how tight the shots need to be the gun projectile is really too big. I would have also liked a display for the food available that made it more clear which way to scroll, since your menu was always changing. Fun and well executed tho.
The Last Guardian by civmaniac 2020-04-23T00:04:04Z ♥ 2
It's a nice juggling of mechanics, mostly related to the clouds. The attack sound effect was a bit too low-pass and hurt the ears when too many or too frequent attacks occurred. The cloud-summoning song could have stood to have been more obvious, and the tree being in danger of wilting could have used a sound effect to clue you in while you were busy fighting monsters, but all in all it came together well enough.
Root Quest by thebreakfast 2020-04-22T23:51:34Z ♥ 2
This is an interesting dual-game interaction. I do feel there are some things that are a bit cheap: the dungeon locations seem like all you can do is memorize their locations, and without the option to look below you a lot of the worm placements in the dungeon are gotchas which, again, require you to just try, fail, and memorize where all the enemies are. Good platformers play fair in that they teach you about a pattern before slamming you with it in various ways, and this lacked that.
This game oozes style. The audio of the root digging is really well done, and the flailing run animation is great. I also enjoyed the route tracing, as it made retreading after a cheap death that much easier, and did a lot to make sure that, while cheap, those deaths were as minimally frustrating as possible.
Rumble in the Bronchs by ballipilla 2020-04-22T23:37:43Z ♥ 2
Controls are a bit slippery. The level layout suggests that you can wrap left->right or up->down, but it doesn't. I would either surround the whole level in cell wall, permit wraparound, or wrap the whole level in empty space. No sense having two visuals for the same concept. Getting stuck in the cell walls was frustrating, but once I got the hand of flying around it was a non-issue.
Magic Valley by SpicyPaper 2020-04-22T21:51:47Z ♥ 0
Design-wise, there's some frustrating elements: the fact that all resources disappear at night (instead of just re-rolling at dawn), the fact that enemies collide with resources (meaning they build up and cause fps lag during the day), the aiming is hard, and the waves of enemies during the daytime makes it hard to actually gather resources (until you've made your base impervious). It feels like if resources despawn at night, enemies should despawn during the day.
It's really just a game of setting up a core of towers around your treasure but off the path enemies will use to get to it, and then putting spike traps on all critical paths. Eventually I just spent nights traveling around the world looking for choke points and putting traps down where they caught on corners and it eliminated the vast majority of incoming enemies easy. By day six or so I think I had it impervious, and I eventually destroyed all my spike traps to see that I slogged through to day 14.
Graphics and music are pretty good. The day/night cycle is not obvious at all, and I would have preferred a timer to the vague circle graphic we've got.
It was your fault by Gavin Camlin 2020-04-22T01:05:32Z ♥ 1
Game froze on me twice on opening. Third time I was able to move around, but the camera is reaaaally not calibrated for the mouse. Was constantly having a hard time keeping it looking straight. Eventually I fell through the ground and fell forever, which was around when I finally started to gather what the core conceit is. Ah well.
Zima by Stefan0198 2020-04-22T00:41:09Z ♥ 0
So first off: it's beautiful. Definitely best looking game so far. The gameplay does a good job of evoking toil, but there's not really any *challenge*. You harvest far more turnips than you need, and there's no downside to rejecting the people asking you to give stuff away. Wood *almost* comes close to being a problem, but it basically comes down to doing your chores each day and you're more than set. Ended with close to a hundred turnips myself.
Honestly it could probably be "survive a week" and you would get 90% of the same experience without the IRL toil.
Also, I think the word you're looking for is "satiated", not "saturated".
Saving IT by InsideTheBox 2020-04-21T23:39:35Z ♥ 0
I fell through the floor twice randomly. The prisoner bot is also easy to accidentally knock over and thus make him move around flat on the ground, which means he gets caught on any slight threshold gaps. I would advise locking rotations on your physics and/or make the important parts kinematic so they don't have to worry about getting unnecessarily bumped.
Also, is "next mission" actually a different level, or is it just "replay"? A simple wording change would make that less annoying.
Escape With Alive by Arefnue 2020-04-21T22:56:58Z ♥ 0
mechanic seems workable enough, although it seems a bit *too* simple at times. Decent idea, decent execution.
Are you kitten me, Cthulhu? by BIG EVIL CORPORATION 2020-04-21T22:09:00Z ♥ 2
Sign says you can pet cats, can only pick them up. 2/10 would not recommend.
The Last Humans by FumiKnight 2020-04-21T21:59:31Z ♥ 0
Took me a minute to realize I was supposed to move with wasd/arrow keys. The mouse-based interface for the instructions implied that would be the primary mode of interaction, but that was not the case.
All the resources run out at the same rate, which offers no distinction or importance. You should try to have each one tied to some other stat, such as speed or shields or resource-acquiring speed or something, to give the player a reason to care.
You put a border around the world in what's supposed to be a space game? No no no. Make it loop seamlessly (hit the top and subtly teleport to the bottom, etc) or procedurally generate more as needed.
Where's the win condition? I see a loss condition, but no *goal*. If survival is literally the only component, then there at least needs to be a score system so I can have the implicit goal of "score more".