Steven Seagal: Hard to SWAT by farmergnome 2013-08-28T05:39:00
Nice game, maybe a bit more instructions on the crashing car into walls part.
Foon → Ludum Dare Explorer → Users → Kragnir
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 29 | Beneath the Surface | Small sacrifice | compo | 1117 | 2.53 | 2.41 | 2.20 | 2.00 | 1.94 | 1.59 | 2.78 | 2.20 | 100 | |
| 2013 | 27 | 10 Seconds | The last time crystals | compo | 994 | 2.56 | 2.50 | 2.08 | 2.30 | 2.14 | 1.40 | 1.86 | 2.10 | 100 |
Nice game, maybe a bit more instructions on the crashing car into walls part.
I have a hard time to understand how to control the ninja. It seems to move sometimes more or less randomly.
Nice idea, the different games need some work though.
The idea is nice but the game is very repetitive. When I alt tabbed to lower the volume almost one hour had passed in game before I got back.
@Zer0Kelvin
Yes they died 260 times I believe.
Casual game, I would like it a bit harder.
A nice short platformer. Would probably have been better without the time mechanic.
I get dizzy from the scrolling. The rest of the game seems nice.
Kind of lacking in gameplay.
Nice graphics.
The flashing graphics was annoying. Interesting puzzle game.
Nice idea. Nice music. A bit too much waiting and too many of the solutions was simply to wait. It did have some interesting levels though.
I like the idea and the mechanic after I understood how it worked.
Nice effects and weapon, the gameplay is lacking a bit.
Kind of nice game, it does not have the content for 128 levels.
Nice how some of the levels shared the beginning with the end of the previous one.
Restarting form the beginning on death is a bit too harsh. You should be able to keep trying until you run out of time.
Like the idea, the steering was a bit too hard though. It felt like I never really had any control.
Interesting idea. Very complicated way of determining a puzzle that I did not find very interesting to solve though.
Interesting game. The amount of hp the base have is way too high.
Nice game but it needs a harsher death penalty and some kind of thing that give meaning to all the building. Just getting somewhere is too easy and the build challenges only take time.
Interesting puzzle game, the enemy seemed a bit meaningless. Could be a great game with some more polish.
I like the idea and think it go well with the theme.
It seems like the first 5 seconds lose its meaning after the first few levels since you need to be lucky to pick the right wire to follow preemptively.
The different colors add quite a bit of luck in the wire configuration since sometime you get all different and then you can simply pick by color.
For later levels much of the difficulty come from not being able to tell which one of 2 wires that intersect each other go where and that should probably be fixed.
Most things are lacking good feedback and it seems like the only gameplay is trying too guess where hitboxes are. The timer is stuck at 10 all the time for me. Don' know if this is intended.
Like the idea. Have no idea how the players would actually guess where a frequency they could not hear is.
A nice platformer, should expand a bit on making the acceleration part more clear and understandable since it is used quite a bit if you want to be fast enough.
Like the concept, the mobs are a bit too avoidable and they seem permanently gone after you kill them. At some places you can jump on walls don't know if that is intentional.
The jump where you have to make one long left jump then jump up and then jump right is much much harder than the rest of the game.
It did take me a while to understand the game but it turned out to be a kind of interesting puzzle game. It quickly turns very complicated and I am wondering if this puzzle is an NP-complete problem or if there is some strategy I am missing.
Getting the graphics improvement was a nice idea.
Nice idea, can become really fun with some balancing. As it is a tiny early advantage will pretty much always lead to a win.
With some spawns the distance to certain resources for one player make it impossible to win against proper play.
Nice platformer. The tapping part seems unnecessary.
The attacks seems quite clunky. The light part is pretty odd and the boss didn't seem to do much. Nice graphics.
Nice concept and pretty well balanced for the mechanics it has. A larger and more polished version would have to cut back on the rng a bit.
Nice idea, game got repetitive quickly and combat need some work.
Like the sound and the idea was nice. The sound repeating so quickly got a bit annoying though.
Interesting game, there really should be a way to make the text appear faster.
There appear to be some kind of bug:
After making a bad decision and ending the game I tried starting over and got back to the same decision as I failed on. After picking a better option this time it jumped back to the second decision of the game.
I don't know what the background is supposed to be, it would fit better as gemstones in a mining game.
Like the setup, a bit more information about the decisions would have been nice. Like how the decisions affect other decisions. As other have mentioned, I got the bug with text not readable on the last scenario conclusion description.
Nice game, was very disappointed that there was no special ending when you rescue all of them.
Found 1 bug and 1 feature that made the game easier. Sometimes when you puck up fuel you get twice the amount and you can strafe with the ship along the ground without wasting fuel.
Like the graphics and the sound effects. The ship dies a little to easy.
Nice idea but the game need some work.
The singing part was very difficult for me. Like the idea.
Like the idea, income is a bit slow in the beginning and then suddenly you can afford everything at once. You should do something to lower the amount of keypresses needed both for movement and for buying upgrades.
It seems like you fixed movement in the post compo version but something should still be done about buying upgrades.
It did take a while to understand the controls, after that the game was pretty fun. Maybe a bit to heavy on the traps.
When I reached 1000 time my gun stopped shooting and I quickly died. Nice idea that need some work and balancing.
After understanding how the game works the only limiting thing is how fast you can click. It should be made easier to build things.
Nice mechanics but a bit on the slow side. I believe getting hit should grant invulnerability for a short time. Nice graphics and nice music.
Like the game, like the music, like the graphics. The gameplay was interesting at first but got a bit boring towards the end. Think the ending screen should be a bit more final.
Like the idea, some puzzles and controls are a bit clunky and when I got to the final level I didn't understand what to do and only completed it by accident.
It did convey the running out of oxygen in a good way.
Nice game, like the music and the levels really explore all aspects of the game.
There seems to be quite a lot of dead ends. Decent platforming.
I hit the manhole twice without anything special triggering I just fell through and died when the time ran out.
I don't understand why the falling out of the window was made so luckbased.
Like the heartbeat sound, the graphics are nice and fitting. Need a restart button, I spent a lot of time waiting for new life. Would have been nice with an ending. Also you get stuck if you exit the difficult screen to the right.
Nice platformer, don't like how the levels repeat after you complete the last one. Would have been better without the time mechanic.
I am guessing the use of the theme is the rocket launch in the intro. Game is kind of interesting but enemies spawning very close to you make it difficult to play for long. Like the music.
Interesting platformer, the tiles outside the levels get annoying while playing.
The idea is nice but the levels need some work.
Nice idea, should have an ending. Too much is depending on holding the right direction when you start a scenario. Maybe you should give something like 0.1 seconds pause between scenarios.
Getting to level 6 is my record :)
Interesting game, the screen scrolling and shaking make me dizzy and was unnecessary. Really like that it has an ending.
Nice graphic and mood. Although Richard does not seem to be very afraid of the dark.
It make me kind of sad that 90% or so of the memoryusage in this game is 3 music files that are not used. With the radarupgrade you get a bit of gameplay also.
However when I had the radar I only looked at the bottom right part of the screen wasting much of the graphic and feel. I believe it should be changed to simply zoom out instead to get the most out of the resources in the game.
Like the animations, the sound effects and the graphics. I would like to see someone get to level 20.
Like others have said the collision detection is not perfect. You can stick too the ceiling for a while and picking the right starting position is key to completing most levels.
I do believe you have put a lot of time into testing the levels considering how tight the timing in them are, looking forward to your future games if you continue with the same attention to details.
It is a good second game but it needs a lot of improving. First of all some dynamic needs to be added to the combat. Maybe some more weapons, new ways of moving, powerups, bosses.
I appear to die all the time rithout being able to do anything, also counter starting as soon as the game start is an interesting interpretation of the theme.
Kind of interesting. Needs a bit more work though.
It did take me a while to understand the game. There should be a way to just advance time and maybe some other ending condition could be added.
Nice platformer, a bit slippery controls and although I like the implementation of the theme it was used to simply force waiting a few times too many. Like the ending.
Nice voice acting and music. Most areas seem underdeveloped.
Graphics is nice, music is nice. The gameplay is confusing. Lots and lots of crocodiles gathered below me and killed me pretty much instantly as soon as I landed.
Getting hit should at least grant a short immunity and the battle system could use either some improving or some better explaining.
Like the idea but there seems to be a lot of issues. Sometimes you can attack during the opponents turns, sometimes they can attack during your turn, sometimes you can attack more than 3 times, sometimes they can move during your turn. Sometimes you can't attack an enemy, sometimes the health bar floats away from enemies.
It seems like nothing in the game really make any difference. Essentially you are just going to the terminals and then to the computer. The timing make no difference, logging seem to do nothing.
Starting at security level 6 the game get really slow since almost every time you will just be stuck and can't go anywhere. But really the game was the same all the time. The only thing you do is wait.
The idea was kind of nice but it focused too much on the theme and turned into a overly complicated waiting game.
Nice shooter a bit too much waiting.
Nice game, my arm started to hurt a bit by the end. You should be able to hold buttons to make it less stressful. Like the game overall.
Game doesn't seem to get harder.
The 10 seconds charging is too slow. When you get the bounce weapon the game get more interesting since then you can finally do something while your weapon is charging.
Also for those who wonder you can pick up both triple and bounce and it is exactly as good as you would think.
The concept seems interesting I did not notice any difference while playing though.
The game is interesting but I believe for the idea to work it would need more carefully designed levels.
Like the game. Nice mechanics and implementation.
After some problem getting the game to work at all the game itself is kind of lacking in content.
The controls keep getting stuck it seems to happen when you hold both directions at once and let go of one of them.
Interesting puzzle game, I believe it should not have put such a heavy focus on the clunky use of items.
Interesting idea and nice game, the 10 second time restriction is a bit much.
Maybe add so that you can keep trying a level until your time runs out. Lack of friction make the game kind of interesting.
Really like the menus, something with the clicking during the puzzle part is really off. Tried switching to keyboard mouse and it got so much better.
The puzzle is kind of uninteresting as it will randomly throw unsolvable setups at you unless you have very fast clicking speed speed or can instantly plan the entire round. It would be better if you got some time to look at the board before the timer started to be able to make a plan.
For me planning a round was too slow and the puzzle simply turned into click as fast as you can.
Getting the right timing when passing the ghost is critical. A nice short game that is lacking a bit in depth.
Interesting platformer. The controls work in a very odd way but after you understand how they work the game was kind of fun. Like that the game has an ending.
Kind of funny, died when I ran out of ammo. Health seems to never be an issue.
Interesting game, seem to be a bit hard to end it though. The opponent was out of the safe zone for 5 times in a row before I could eat him.
Something about the green spiral hitbox seems off. Nice game overall.
Interesting but a bit too extreme in some cases.
Liked the game overall, the battle system was a bit unnecessary. Nice story, nice music and nice graphics.
Good graphics, requiring more than 1 player might be a bit much.
Interesting game. Kind of sad that the choice I wanted to make was not available, seems like I was forced into a certain ending.
Kind of like the game, a bit annoying that you have no idea where to go first time in most levels. Don't understand why looking up and down is so slow.
Like the idea, a bit too much waiting though.
Nice idea, waiting 10 seconds for each level is very slow would be fun with some other winning condition.
Interesting game, a bit repetitive. Didn't understand the ending.
The instructions seems overly complicated for what the game actually is.
Thanks for all the comments people, will try to think of a way to make both a hard and an easy version.
A healthbar for the boss is a good idea I will definitely add it.
I am not aware of the boss reflecting shots at you and he should attack in a fixed pattern every time.
Your slash is short ranged so try to make a plan on how to damage him after looking at his attack pattern.
First boss have a pretty big weakness that can be used against him.
Thanks for all the comments and videos they really help.
Will definitely look into SFXR and try to add some sound.
After watching all of you play I realize the feedback is a big issue with the game, I will have to make it more clear when you get hit and when you hit the bosses.
Will add a checkpoint after the first boss also.
Also I will add some clarification on what the green and red bar represent.
Will move game reset from Q to some other key.
Interesting idea. The fighting needs some work.
The screenscrolling is a bit too direct in some areas. Respawning is very slow. Nice graphics.
Nice platforming, too much waiting.
It seems to have collision problems when falling, for most of the game you can not build any kind of speed but still there are time boxes everywhere so you wont die.
Interesting idea. The game need some work.
The platformer you are attempting to play is kind of glitchy and annoying. Like the idea.
Interesting and short game. The mouse sensitivity was too low for the kind of game it was, you should be able to look around you faster.
There seems to be not much you can control in this game, the battles fight themselves and the only thing you can do it determine when to use potions and what to buy. Most of the time you will die without having had any chance to prevent it. It seems like it could be fun with some rebalancing.
Not bad for a first game, many things that can be improved. As the game is, imo the first thing it needs is a proper ending screen to make the player 100% certain that he actually won.
Really like how the game starts considering the name.
Interesting platformer, levels are a bit easy and the mechanics are never really explored could be a great game with some work. The missing ending message make me sad.
Interesting puzzle game, solid and well thought out mechanic. Could be turned into a full game with some more work.
After figuring out how to play the game it seems kind of interesting. Requiring more than 1 player is a bit much though.
Sometimes enemies get stuck making the level impossible.
Interesting idea, gets repetitive quickly.
I liked the game overall. The duels took too much time, combined with having to restart when you make a mistake it turned into a real problem.
Nice music, kind of like the graphic. Like that you used a black hole to slow down time although certain other physical properties of the black hole have not been conserved.
As others have mentioned the up down is way too slow, it make the game unplayable.
Nice platformer, the part where you have to wait after reaching the end is unnecessary though.
Very odd walking animation. Kind of interesting game.
Like the idea and implementation. Nice use of the theme.
Nice short puzzle game, like the mechanic and the levels do a lot to shown how to us the mechanic.
Interesting game.
Too much time is spent waiting.
I did complete the game but the instructions are way to complicated.
It was much easier to just avoid blocks, shoot blocks that are not dark and avoid bullets that are not dark.
Like the graphics and the music.
The instructions need to be made much clearer.
Interesting idea. Gets a bit crowded after a while should be some other kind of goal then simply surviving.
Nice start for a game. With some depth to the combat and a high score system or ending it could be really nice. Like the graphics and sound.
Fun game, reset only reset the timer for me. Thought I would have to park in the right direction but I didn't. Game is a bit on the easy side without that. Like the graphics and the sound.
Nice controls, nice game, nice graphics, the restart button could have been a bit quicker and the amount of particle effect could have been toned down a bit.
Like most parts of the game.
The weapon system seems unnecessarily complicated and time consuming though.
The instructions could have been made much easier since the only thing you need to know is that you need to avoid the edges.
Interesting game.
Played for a few minutes without noticing any increase in difficulty. If the difficulty do increase it should probably be increased faster.
Like the moving around, didn't figure out when the character stops at pickup. Think the game would be better without stopping after pickups since it would give the opportunity to learn the level.
Like the idea.
It feels very odd to drag something without having it follow the mouse, a click system would probably have been better.
Should consider equalizing the tables and the ingredients it seems as if they take different time to reach.
There is a bit much waiting between the very intensive pizza orderings for me.
Like the graphics, animations and the music.
An interesting idea and nice graphics. Seems to be lacking content. Requiring more than one to play is a bit much. A simple AI could have been included.
I don't understand how the boss work. I tried slashing it until I died and that was not a good idea.
The tree collision is very annoying, when moving close to them from the top I get stuck a lot.
Liked the humor in the game.
The theme might have been stretched a bit too far.
Nice game, might consider adding some way to see if you or any opponent is getting hit.
Nice idea, nice implementation of the idea. Really like how you see the clock in the end.
To kill enemies you need to find the arrow first. It is in the room to the left of the start.
@HuntTheWumpus
I thought I fixed the saving while dead bug but I made a mistake. Sorry about that.
@Everyone
Thanks for all the comments.
@Diptoman
Thanks for the comment, I know what place you are talking about I fixed it with only a few hours left so that you could no longer get the arrow stuck at the powerup it is a bit tight and I am going to remove the lower part of the wall in the postcompoversion. That should fix both issues.
@GarethIW
Yes the arrow being a 1 is intentional.
@GarethIW and Christina Nordlander
I don't understand what you mean by floaty could any of you or someone else who thinks the same expand on that?
@Christina Nordlander
If you acquire all powerups you have 10 hitpoints, this means you can almost take one hit for each time you hit the boss. Cutting hp in half would make it so you can get hit twice for each time you hit the boss. Getting hit twice can be done by standing still almost anywhere and shooting the boss when it is close it would remove the entire boss fight.
@People with restart trouble
Press R as soon as you die so the character don't have time to run on top of the savepoint while dead. I would like to fix this but it would probably be against the rules.
@Everyone having trouble with the boss
When you meet a boss like this one spend some time looking at its attackpattern and search for a weakness. You can stand in the screen with the savepoint for as long as you like and think about how to best attack the boss after seeing the attackpattern. You can also try just avoiding it at first and then figure out a way to do damage. The boss is absolutely beatable by all of you.
I believe in you!
Nice story, would be nice with a bit more gameplay. Don't know how to feel about that ending.
I am impressed with the amount of depth in this game. Even though it is quickly obvious that most of it can be ignored but that is part of having depth. Plenty of good things here. I like that the game has an ending although I am not a fan of the textanimation.
Pretty fun game, main issues are explaining what the powerups do and how long they last. Would be nice if the enemies were a bit more different from each other as well.
The music got annoying very quickly, might have imagined it but it seems like the whales can change hitbox by turning around. There doesn't really seem to be any depth to the gameplay, surviving until you get surrounded is trivial.
Nice game, it should have ended at floor 12, the game is not strong enough as it is to have an infinite amount of floors. The enemies need some work, at the moment the only danger is having enemies spawn on top of you.
The boss was a nice touch but need to be expanded a bit it isn't really a boss in it's current state.
If you are going for a roguelike it is important that put some kind of risk rewardsystem into the game to have the player make some interesting choices.
I tried staying at a level for a bit and the game started lagging, this needs to be fixed.
When I played the game the sounds were mostly pretty quiet they could probably be made a bit louder.
An impressive amount of good content in this game. The teleport on the safe zone pipes seems a bit unfair. A bit more challenging jumps would be nice.
Nice idea, the messages were a bit fun but it would be nice with some gameplay.
Interesting but a bit slow, didn't find anywhere where you could see how much it owuld cost to open a new site.
At level 30, I guess it will never end. Haven't seen anything new for the last 20 levels. You should have put an ending at about level 20 with a boss.
The animations and particles are really good but the enemies are a bit bland. Also I think you hype level 10 too much I expected something special and got nothing. The game needs something to add challenge and variety such as timingwindows for attacks, parries, dodges, weakspots.
Nice idea, it gets difficult very quickly. Is the framerate intended to be in the hundreds? As it is the game is very fast but it could be because it was balanced for a slower framerate. The customers only able to eat what is above them make the game quite unforgiving.
Game is pretty slow. Seems like it could be interesting but there is too much waiting. It seems like fuel is a bit expensive and overall like the game is relying too much on luck and conserving fuel.
It seems like there is no ending in this game, it would be nice if it had one or at least had some score that was increasing while playing. The shooting is pretty nice once you understand how it works, the screenshift when you turn left to right is way to quick and caused me to feel a bit sick.
The fact that you managed to make an actual rpg is very impressive. Lots of good things in this game. The skill menu was a bit confusing before you got all skills and you could see how it was intended to work. Nice story and graphics, some battle music would have been nice.
It seems like there is no way to avoid losing. 10 cave ins will happen sooner or later. The game need some depth and is more a start of a game at the moment.
Nice put together game, if you extend the runningarea you can avoid the problem with having the edges harder to hit. Could use some extra depth and I got very surprised when the game suddenly ended. But endings are always nice to have.
Need something to add some kind of depth to the gameplay.
Please do not use an installer. Some nice ideas. Have the same problems as most point and click games.
The game have a clear theme going, the bullets are not handled in a good way however making the challenge pretty odd.
Controls are quite unresponsive and overall the game is lacking content. It looks great though.
The difficulty increased too slow. Could play for a very long time before the mobs slowly killed me. Would be nice with some more depth to the gameplay and some more interesting enemies.
The jumping feels really odd. If you didn't respawn right were you fell it would be unplayable and it almost still is. Got to a ladder but I fell through it so I don't know how to go forward from there. The story seems interesting but there need to be something done to make the jumping better.
Wanted some more content when I started this game. You can't really do much with the limited options available. Need something to give it some more clear depth. Only having a single very difficult to predict mechanic control the entire game is not enough. Especially if you are going for something like a match 3 game.
The game get more difficult way to slowly if it at all get more difficult. Would be nice if there was something in the game to give it some depth and a scorecounter.
Nice idea, the game could use some more clear instructions and hotkeys for the different things. Once you understood how it worked it seemed to simply require clicking as fast as possible but it is a nice idea.
The game has a problem with the paths sometimes not appearing. The majority of the difficulty comes from the fact that mobs can pretty much spawn on top of you when you enter a screen. The fire rate and knockback chance changes doesn't seem to do much. Would be nice with some depth and other ways of achieving difficulty.
I like the graphics.
The dig idea is interesting but in this case doesn't really seem to add anything other than complicating the gameplay for no gain.
The game camera seems to work in an odd way and is in the wrong place most of the time.
The amount of momentum the character can build up make the controls feel bad for a platformer which is something you seem to have noticed considering you don't need to do a single difficult jump to complete the game. There are plenty of platformers where you can have good control of your character even with a keyboard I don't think that works as an excuse.
When you notice yourself redesigning the levels to fit your controls and camera you should probably take a step back and think about what you really want from your game.
Overall a pretty nice looking platformer. Some depth and difficulty would be nice.
I like the idea. Could have used at least one level where the magnet was visible the invisible magnet was a bit overused.
If you could just find a way to make everything else completely dark and maybe make the minimap brighter and maybe add one checkpont I think the game would be much better
Nice idea with charging jumps a bit too unforgiving though. Should be able to see a bit further ahead.
Nicely made game. Got a bug where I suddenly teleported to the bottom of the level once don't know what caused it. Could use some more variety in the challenges but the final level is a good start.
Very nice graphics. The gamesegment is a bit dragged out it could be half as long without any problem. Actual gameplay seem to rely too much on simply being in the air all the time. It was nice that the game had an ending.
The game is barely playable- Other than that I don't see how you could ever make an interesting puzzle with these mechanics. ABCD are not good controls you should pick buttons that are close to each other on the keyboard.
A bit too heavy on unimaginative traps. Even something that is just there to kill the player needs to be thought through.
Could be made into a very nice idlegame, a shame that the game pause if you click somewhere else.
I must say that you managed to make an impressive amount of stuff in the short time available. The game might be a bit slow and relying on covering the screen with fish a bit too much.
Well put together game. Lacks some kind of difficulty increase and something to give it a bit more depth. Some nice opportunity in this game to play on the inevitable doom of the player that is not really used.
Like the use of sound and graphic, the gameplay could use some expanding though since it is just one difficult to time jump repeated over and over. I like that it actually had and ending.
Basically I thought I would add the idea of the boss. I wanted a boss that does not live only on a big health pool.
For this to be possible he need to fully use his movement speed but still move in such a way so that someone seeing the boss for the first time will chase the shadow of the boss and in general have the boss run circles around him while someone who understands how the boss works can beat him in a few seconds.
This make me have to limit the range of your weapon so that you can not beet the boss without having an understanding on how he moves. It also force a more or less 6:1 ratio on bosshp and playerhp to avoid the player being able to simply facetank the boss.
The only randomness in the bossfight is the bullets that appear on the edge of the screen and the by far easiest way to beat the boss is to understand how he moves. The boss is just a tiny bit faster than you he feels much faster because you are moving to the wrong place. If you take the innercurve you are probably even faster than him.
Another important part is that while you are going for doing damage you are taking a risk and moving away from the more or less safespot in the middle.
I did not experience everything being hard to see when I tested it but it is a good point I should have changed the background color to something else.
@Mental Atrophy
The fact that the boss could almost outrun bullets is a good point I didn't think of that. It is an unintended extra bit of difficulty.
I am very impressed that you managed to beat the game. I don't see how acceleration would make it easier to control the player though. I thought the feedback of having the bosshp lowers when you hit him was enough but I should have made it more clear.
@Everyone
Thanks for your comments I believe in you, you can beat this boss.
Main issues are the lag and the fact that you can pass through diamonds, other than that it is a pretty well made game. Like that you did not go overboard with the screenshake.
Every time I enter the ship the game crash. Seems like a nice adventuregame aside from that.
I played the fixed version, and it was probably not because of memory leak since it happened at the same place twice.
Would have been nice if it was a bit more zoomed out and more clear on what you can actually grab on to.
A bit too much focus is put on being able to control exactly how close you want to be to the wall before jumping. Especially when obstacles start to appear you need to have very precise timing to survive. I feel like the death by landing on the cliff does not really fit into the game there seem to be no reason for why you would not simply be able to land on them.
I don't mean when you touch the walls from the side I mean when you land on top of a wall that is further out than the wall above it.
Death when you touch the wall is reasonable since I guess the ninja have trouble absorbing the impact and lose momentum.
The restart seem to be quite buggy, it caused attacks to behave in quite an odd way and also seemed to launch the music twice. The boss and enemies are not much at the moment but there is plenty of room for improvement.
Lots of nice ideas in this game. The jumping is a bit poorly planned a few landing on platforms you can't see is fine but here it is pretty much every jump. With the kind of combat system that seems to be intended things deal damage too fast.
The clickbeep gets very annoying after a while. I liked the graphics and the music was ok. Would be nice with some challenge or at least one more difficult puzzle.
This game seems a bit long for the amount of content it has. Mainly there is a lot of lost potential with all the different enemy sprites. There is plenty of oppertunity to use different AI. Same with the levels, there are lots of levels but they are all pretty much the same.
Nice start for a platformer, needs some more interesting challenges. Going back to buy extra jumps was a bit tedious and from the final level it appears as if I wasn't able to go back at all. The music got a bit loud, might have some problem with playing the same sound multiple times at once.
I like that has game has an end. There seem to be some issues with collision detection I fell through the floor many times and you can also shoot through walls.
Nice entry, a bit simple for a jamgame. Need some depth added and to get harder a bit quicker. Like the music in the game.
Mining is a bit slow and it feels really weird that you have to mine away the grass. There are a lot of good things in the game but the balance of the player size and such needs too be looked at. Seems like I got stuck in walls all the time and had to mine my way out.
Not much to do.
Combat seems buggy sometimes when you hit targets very far away. Noticed you uploaded a new version and it is a nice improvement that the game actually ends. Got stuck in walls quite many times. I find the menu very annoying to use and would suggest dropping the zoom out zoom in thing entirely.
I expected the sound waves to be used to detect things not to control the character. Seems to be some graphic bug where lines of dark brown appear. Didn't really like the controls they could use some work to be more natural.
Need something that adds depth.
It seems a bit unfair to judge graphics if you didn't actually make it, don't know what to do about that.
Like the mood and the setup. In the stairs it seems like the enemies get strong too quickly even if you pick up the better sword. Levels don't seem to have any noticeable effect so I don't really know why they are in the game. I guess the point is to just run around and avoid all enemies.
Judging what you actually did: The mapping is nothing special, the story is nice, the mood is nice. The polish and balance I don't know since I can't tell how you intend for the player to go through the dungeon but I would guess that the mobs are too strong for what you are going for especially since you buy and find new equipment and gain abilities.
Nice that it had an ending. Movement and finding gems was way to slow and in the end the boss only seemed to be a way to force you to grind money. Needs some upgrades and if you add a boss it needs to do something more than just walk.
Nice touch with the messages. Gameplay is lacking some kind of depth and the messages that should just have been something extra is the entire gameplay instead.
The graphic, sound and story fit together nicely. Gameplay was a bit lacking. Nice that it gets harder and that you can see your score.
Really nice graphics, the gameplay was lacking however. The idea to force the player to go back to base to refill ammo all the time seems odd. The enemies were pretty uninteresting. The gunplay was bland.
Almost every jump is a leap of faith, try to use some other jumps as well. It wasn't clear exactly how the wall grap worked when playing, sometimes it was possible to use multiple times and sometimes not.
The first cut to static was pretty well times after that it got a bit annoying. I expected a bit more of the story.
Nice idea for a puzzle game, the puzzle is pretty hard. Don't know how good this idea is try to make a few more puzzles and see if they are any fun to solve.
Doesn't seem to become harder over time in any way and the only real danger is going for dangerously placed powerups that most of the time don't even help. If it is going to last forever like it appears there need to be something made harder all the time.
Please do not use an installer. Lacking gameplay. Congratulations on making a game at least.
There is no reason for putting the player at the bottom where it is impossible to dodge.
Seems very difficult to control and to hit the waste. Controls need to be made much easier or the amount of precision required need to be lowered. Also there seems to be no real reason for why the waste is so hard to detect.
Nice controls and music. Like the powerups and the enemies. There doesn't really seem to be any goal though. Would like to have visible counter increasing if the goal is to get as deep as possible.
The drilling sound quickly gets annoying. Waiting so long for drilling to finish doesn't seem to serve any purpose. Overall a nice idea but too much focus on slowness and killing the player.
There is nothing in this game.
Seems to be a bit unbalanced. Your actions don't make much difference and the only thing that really matters is how lucky you are. Try to add some more interesting choices to the game.
Game started out pretty strong but quickly got repetitive. Lots of room to add interesting challenges in. Also the text appear for too short time and sometimes you can't get it to appear again, you need to balance it for slow readers such as me :)
Something need to be made harder over time or there need to be an end.
Like the idea, well put together mechanic that is used pretty well. Like the ending message although I would have liked some answers about the berries and forest. Navigating with sound turns out to be really really hard.
Fun game, there was some problem with picking stuff up every now and then and the game get too easy if you kill the cops. Pretty well put together game.
The game is very well put together. The gameplay is lacking though it could use some more depth.
I think the idea with controlling a ship with precision is good enough so that you don't need to rely on making it harder to control for some of the missions. There are lots of things that could be added to make this more fun without resorting to that such as time attack mode, score and extra objectives.
Don't understand how to solve one of the puzzles there seem to be no way to gain height with the balls. Maybe some additional information could be added on how to use the balls.
The game have some problems with collisions managed to throw one ball through the ground.
Overall changing property of items you carry could work but there seem to be no particular reason for why it has to be balls, the kicking and throwing seems to not really add anything.
Nice deformation effect. Very fluid game, would be fun with some more goal. Like the floating islands.
Doesn't seem to be much direction in this game. Gameplay is severely lacking, I think you focused too much on effects and forgot the game.
A fun short game, don't like the idea of balancing it so that moving around is too slow at large size. Like that the game zoom out. The growth rate of the droplet is probably too fast.
The fun for me with these kind of games have always been when you can just swim around and eat everything. In this game it seems that the extra hunger from increased size make it a bad idea to try and actually become big.
Avoiding the fish is too easy , not dying from hunger is too hard.
Nice platformer, not as much of a puzzle game though since almost all of the difficult is in using the jumps correctly. I have not played a game where the quicker you press jump the higher you jump before. Lots of possible improvement and you should probably try to lower the reliance of stacking jumps together.
It was pretty funny but in the end it is not much of a game.
Nice that the game gets harder with time. Would be nice with a visible timer for how long you have survived. Liked the use of poison. Audio was hard to hear most of the time. Controls were a bit unresponsive, this might have been a theme you were going for to match it with the fish but in that case you should make it more clear exactly why it is happening.
The game looks great there isn't much gameplay though. Need some depth, some challenge and some goal.
This game relies too much on waiting, since you need to wait for the fish to respawn all the time there isn't much to do. The diving controls gets bugged out all the time as well making the game more or less unplayable.
Surprisingly fun game, the game crashed for me when killing the wall I expected something to happen. Would have been nice with an ending and some more possible choices during battle. Would also have been nice with some goal or progresscounter.
Seems to be very difficult to hit someone in this game. It could use some balancing.
It seems to be very difficult to get the second play to go correctly, tried twice and managed to get to the second kill only. The story is a bit interesting but the game could use some more gameplay.
Nice game, a bit lag on a few sections and a bit trapheavy towards the end. Quite well put together.
The fact that you can only turn 60 degrees at a time can easily by countered by clicking more times. The difficulty increase way to slowly. Stopped at level 4 after suiciding in all previous levels.