Private Universe by Zathnic 2019-10-19T11:15:22Z
I liked this! But I think it could be more clear, how the blocks change the gravity, as it had me guessing if darker means being lighter.
Foon → Ludum Dare Explorer → Users → Le Don
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Laser Signals | jam | 747 | 2.98 | 3.07 | 2.57 | 2.48 | 2.82 | 3.05 | 2.15 | 2.90 | |
| 2025 | 58 | Collector | Snake Cube | jam | 487 | 3.38 | 3.37 | 3.47 | 3.17 | 1.89 | 2.69 | |||
| 2023 | 54 | Limited Space | Mecha Walker | jam | 865 | 3.21 | 3.05 | 2.88 | 3.00 | 2.80 | 2.16 | 2.68 | 2.84 | |
| 2023 | 53 | Delivery | Level Delivery System | jam | 912 | 3.25 | 3.46 | 3.67 | 2.55 | 3.16 | 2.79 | 3.44 | 2.98 | |
| 2020 | 47 | Stuck in a loop | Hackermon - Evil Edition | jam | 780 | 3.51 | 3.43 | 3.71 | 3.14 | 2.91 | 2.28 | 2.65 | 2.83 | |
| 2020 | 46 | Keep it alive | The Spark | jam | 1322 | 3.46 | 3.53 | 2.97 | 3.26 | 3.21 | 2.30 | 3.19 | ||
| 2019 | 45 | Start with nothing | The Terror that came from Nothing | jam | 505 | 3.50 | 3.66 | 4.00 | 3.48 | 2.83 | 3.16 | 3.10 |
I liked this! But I think it could be more clear, how the blocks change the gravity, as it had me guessing if darker means being lighter.
Great game! I like the different character classes and how you can switch the attacks. But maybe it would be neat to have a little desciption of the status effect, as I was wondering if fire and poison are just doing damage over time and why I should choose one above the other.
I enjoyed this! But as someone mentioned, I feel as the slow-down item makes it harder, as it changes the rythm of the game. Maybe it could change to allow a more generous timing. Also its not easy to check your health, while you're trying to hit the notes. Maybe that would be easier, if the health would be a health bar next to the notes, to let the player have a feel of how much life they have left.
Well, that's the first game I played that I would call a 5 out of 5 game. Not only are music and art great, but also the controls are also very nice. Love the idea and how it adds some replay-value in a smart way.
Maybe one thing: When looking up/down, the eye could also move up/down.
Amazing game! First I didn't got "it," but then I turned left and then it clicked. I like the idea of the missing limbs and how it becomes a small Metroidvania a lot.
But there seems to be something fishy with the elevators and hit boxes. Sometimes I got stuck in a wall, when I stand half on the elevator and the elevator moves down (as it seems to also move the player down, into the walls) or when standing under a moving elevator. And it seems some of the elevators are getting "out of sync" and I'm not sure, if those shouldn't keep the same rythm.
But overall I liked this game!
Nice game! I like the idea a lot, especially the light mechanic. It's also a neat base, to add more levels and an online mode to make a full game out of it (and maybe some more polish). Maybe even a 4 vs 4 mode or something like that.
Nice game. I think it would help, if you would have some bar or values, that show how much space you have on your island and how much is left.
Interesting game! I had to quit when the little thoughts run around and you connect them. Sometimes it felt like the collision doesn't respond properly.
The ray casting effect is great, but it's also hard to see. Some times I got detected and didn't know why. Maybe there sould be some "fill" time, like how in modern stealth games guards have a bar, that fills when they see the player.
The concept is amazing.
Great game and I like some of the ideas, like distracting npc's or having different npc's (teachers/pupils and janitors/director). But here are some negatives:
I think the vision coins can be quite confusing, as they move to the player, without the npc seeing him (I quess that's because of the conversations mechanic - maybe make this an interactible action, as it should only move, when you interact with the npc).
I got stuck some times at the doors. I guess there's something weird with it.
The npc's move way to fast. As there are so many of them, it's hard to keep track of the right timing to move and as they are moving so fast, there's hardly any chance to react or safe yourself, when you "guessed the timing" wrong.
But still, great game.
I couldn't get pass the big pitt. As for the charging, I guess it might be better if you could still re-orient the camera and cancel the charging, as you must otherwise commiting to every charge you do.
The art and setting are great and I like the kind of simple gameplay - going out and find ressources before the storm comes makes for an interesting loop.
How did you do the purple effect when the cloud arrivess? Did you use another set of sprites or did you use surfaces?
Overall great game. But I didn't like the clicking at all. It also seems there's quite some inbalance of the ressources, as I had plenty of rock and wood with just one factory each, but almost no exp or gold.
Nice game! As someone mentioned, the text could get in the way and might need some other trigger - maybe an interact button or make it trigger only once. Also it seems the games slows down quite a bit, when there are too many enemies on the screen and sometimes enemies could pass locked doors. I also think collecting 1000 complexity felt a little bit too grindy. But overall I liked it a lot. I liked especially some of the dialog being like "Hey, I did try to talk to you earlier" and the upgrades you collect.
Nice game! But I got at the decode part, as I didn't know you had to open/read the file, to decode it. I also think you should deactivate 3D movement, when you're using the consoles. And maybe don't reboot the nodes, when you're re-visiting them. I wanted to re-read some of the AI-text, but had to restart the game to read them. But overall I liked it!
Love the art and the music. The beginning is quite hard, as the fire goes out quickly and the goal of the game isn't clear at that point.
Nice concept! But I also felt, that I had to rely too much on the 'guide' command, to know what I'm supposed to do or how to progress. The command window could also be bigger and I think it would be neat, if you could browse through older/used commands with the up/down arrows, as you can do in the console of internet browsers.
Please add an exit button, even as I hardly wanted to quit the game, as it's quite amazing. Art and music are great as is the whole concept of getting your senses back. I also like little details like the shield being behind the character, when you block up (and up-left or up-right).
I think it might be more interesting, if the senses would also bring some advantages. For example 'hearing' is interesting, because it doesn't just let the player be scared, but also the player can actually hear the enemy attacks. And more variety to the enemy attacks would be great.
Also maybe it would be useful, if there would be a sign or a tell, when the enemies are stunned (or there is and I oversaw it). In the last battle I wasn't sure when to attack and when not. And I couldn't figure out, when my character is hurt.
But again, overall it's a great game.
Quite charming. Seems a little rough, as there are no animations and, as some people already mentioned, there's no timer. I like the cute screen explaining the Win/Lose-conditions.
Congratulations on your first game! As a first-time game, I like it a lot, but there are some parts that needs some work. What I wished:
- the quote at the beginning should be skipable. I retried the game a few times and having to wait everytime for that quote (even if it's short) is quite bugging - I hard a hard time reading the "Use spacebar to interact" text, as it's only shown when you can interact with something. Maybe it should be there the whole time and highlight interactible items. - Sometimes it seems I got stuck. Or it was because I reached the Game Over state; that one could be more clear - I thought I would be stuck in the manual, until I figured out how to close it again - More explanations. I couldn't figure how out how to use the life and shield generator
But overall it's a great start.
Love the visuals of the game! But also got stuck in the second level and after reading the hints on this page, got stuck in the third level. Also as others already mentioned, it's a little bit too hard to see and the visible area could be a little bit bigger.
Amazing art and sound. But as some people already mentioned, it depends a lot on guessing the right way and trial & error. Checkpoint per water should help a lot. And I think the hitboxes of some of the objects could be smaller, to make the game feeling a little smoother.
@danilo-freirem Dude, I know - if I could, I would do that ;).
@tui Yes, there are those eyes veins piling up with each hit, but I think they don't really stand out. There could be more feedback.
@benjamin Oh yea, that's a great idea.
@avon oh yes, right at the beginning of development I figured, I won't have enough time to balance the game in a way, that would satisfy everyone and replaying the game from the beginning or a checkpoint wouldn't be that interesting (debugging the game, I didn't even play it myself from the beginning everytime). So I figured respawning with a death counter as some form of highscore challenge might be the best way to go.
@elysiagriffin Thanks! I watched your stream live and enjoyed it a lot.
Great concept! I just think it could maybe explain some parts better - for example I couldn't figure out what Utilities are about and adding a price tag to each expense.
Loved the physik's in the game and liked to play around with it, as in filling the game with sheeps and plants, flooding the whole area and then making a whole and suck out all the water. But I feel it does need some goal - or I'm just bad in sandboxing.
Love the writing of it and the different endings. But it's hard to see if and how I as a player make any progess. Maybe some feedback would be great.
That one is one of my favorites games so far. I like the mechanic of keeping your zombie friend alive, while also having the risk of him eating the player and also how you can use zombies as puzzle solver. Some minor problems:
- at the shooting range I had to restart the level a few times because all the zombies were eating the first corpses. Maybe the corpses should have a "being eating by"-counter and when the corpse is "full", the zombies go to the next target. - it seems guards can get stuck at the doors, making the puzzles a little bit easier. - also the player can get stuck in a corner when Steve is too close.
But like I said, so far one of my favorites games.
Oh, I forgot to mention: I also liked the interactive tutorial a lot. It explains the game very nicely.
I love the idea! But it isn't very well balanced and it's easy to get overrun very fast.
I'm so glad that you did a version with level restarts. Playing the whole game from the beginning wasn't great. Otherwise I really liked your game a lot and your spin on the stealth genre.
Also your vision coins are amazing. How did you do them? I have a stealth game side project (and I did one for this LD) and I never could do them properly.
This is a great game! Love the idea (instanst childhood memories of keeping a balloon in the air) and the variete with the wind and power ups is great. Just as a minor point, I don't think the music fits very well, as it sounds more quit and introverted, but maybe that's just me. I really don't know what else could be improved, as this is a round, solid entry.
I liked your game! I especially liked how you uses some hidding spots, which helps to give the players a little breather. But for me the controlls felt a little too floaty and the second half, the forrest area, felt also very easy, as I sticked to the right wall. Wasn't sure if that was intentional.
Great concept! Haven't seen something like this here. As someone mentioned, I also wish there would be more resembling between the pictures in the book and the plants (but I also guess it's like this to add ambiguity) and I also found the cheat. But still, great game!
Just reading your comment about stunning and I think it might have been too much of a last minute decision, as getting hit stuns you also from rebuilding plants and in general making it way harder to recover when you're being overun once.
But besided that I enjoyed your game a lot! There are quite a few games with protecting/building trees themes (so not a high score in that regard), but this one might be my favorite of these games. Maybe I wouldn't start the waves with a timer, as it makes collecting resources and building trees (and reading the descriptions for first time players) more stressfull and I don't see how that supports the game, but still, this game is so far in my Top 5.
EDIT: Oh, I forgot, there seems to be something funky going on when you restart the game. The cursor doesn't seem to react anymore.
I think my wording might have been a little misplaced, as I think you nailed the theme very well. It's in the Innovation category that I only gave 3.5 stars (while the rest is a clear 4 or even 4.5), as there are quite a few games with trees. I hope that clears it up :).
Nice game! I liked the space concept, even though the controls could be a little confusing at times. I think it would be neat if there would be some recovery item.
I liked this game lot, as the pixel art is quite awesome and I can totally relate to Joe. But (as someone else mentioned) it seems you don't punish wrong inputs and it might lack some variation (but I guess that's due to time constraints)
I really like the art, sound and general mood of this game. But the balancing doesn't feel right and it doesn't seem the weapon is doing anyhting. Might need more power in that regard and maybe some player upgrades. But I liked the white body cells, that are fighting with the player.
I liked the idea of the game. It would be great, if there would be some endgoal (like survive until the night ends) and wolves could also be more aggresive.
I like the concept of this mini rts game. But I think it might be better, when the hit box of the bee might be a little bit bigger, to make it easier to click on them.
Nice game! I like the idea of having not to kill one enemy, but I also felt the levels a little bit too long.
Great game! But I think the beginning is a little bit overhelming as there's much to learn and figuring out. Also as far as I could tell there's no way to regrow the trees, which is a shame, as you can only hold your position, but not "conquer" back. And I personally thought the reward for selling plants isn't big enough to bother and could be a little higher (but the idea is nice).
That's a gret idea you have there! But I have a feeling, that some distractions need some kind of tell or better hints.
The sprites in this one are amazing.
Great art and music, but it got hectic way too fast. I think you should introduce and explain the mechanics better with some intro stage, as the player has right at the beginning to learn how the game works, while those crazy lumberjacks are going wild.
I like the atmosphere in this game a lot - music and art is great! But I didn't know where to go and gave up after a while. I think the camera is a little too close and the game might need a bigger overview, which might also help with the navigation. And I didn't understand what stealth mode is supposed to be. A little explanation might be helpful, as otherwise the player has to learn by failing, which isn't that much fun imo.
Dude, you're right, learning by playing can be fun. But that is not the issue here. It is learning by failing or punishing learning, which is not so much fun. I think you should consider, when learning by playing is fun and when not, what are the limitations of learning by playing, what should the played figure out by himself and what not, etc.
But yea, that's also just my opinion, no need to argue :).
I enjoyed this game a lot! I really like the retro look of it. I liked the idea of those red ghosts appearing when you killed someone, which opens the game up for small strategies like "I shouldn't kill the nearest people, it would makes this area harder" (but I think there should be a small note about these guys - I got killed in the first round because I didn't know they're deadly).
I noticed one guy in the upper left corner and it seems I couldn't reach him. Maybe an additional path might be nice.
Btw. I don't think a progression system is necessary. I mean, why you are killing the people? Because you want to feed the beast!
Great game! I agree with other people, that it might be better, if there are more checkpoints. I can imagine what games inspired you, but also being in a Ludum Dare, there a lot of games to play and people might not have that much time.
One other thing: When you transition via plattform to another screen/room, I would make the plattform move one or two tiles higher, so players have more time to react to a new room.
I like your concept and the art is great! I'm just really bad with tythm games, so I just spammed the shoot button...
@gargantus yea, you might be right about the spark not needing to be recharged. I decided to charge it when changing/restartting rooms, as the player might otherwise be locked (like, starting the room with only 10 energy). I should have recharge it at only max 50 or 75.
@pilarius Dude, I know and I will come to it when I have time :).
@chief141 I'm glad to hear this :).
@jesterseraph yea, I agree with your comment and I'm not sure if 75 is the right min value when the player restarts the level. I don't want to make it too hard, as there a lot of LD games to play, but making it too easy also hurts the recharging mechanic. I think about adding harder version with a lower number.
Also I'm glad to hear the colourbling mode might be helpful :).
@fer9001 yes, MGS was definitly an inspiration for this game.
@rongefilet Oh yes, I'm going back and forth about adding vision coins, but I think it doesn't fit with the NES-aesthetic I'm going for. I hope the yellow and orange states helps to give a little safety net.
@bjornkri Yea, I think I mentioned it in the describtion, but the lasers really don't work that great. That is one of the things I would redo, besides...
@phantomeniasll ... the lack of abilities, as the player has no real abilities. And I think it is this one, which leads to the game being...
@halflemonstudios ... not that innovative (but hopefully still fun :>). I think adding an additional twist to carrying the spark would also help to this.
I was thinking about having the spark creating a little ping when carried - the enemies would hear this ping, adding a little risk to it and also encourage to put the spark down, which drains the energy faster. But I scrapped it because of the time constraint.
He, love how I could combine your comments :).
@tyfus Yes, there's indeed only one table needed. I had to rush the last levels and couldn't properly think about how to use the tables better.
@sugarsores Yea, I think I mentioned it in the description, but that one is part of my debugging tool and wasn't meant to be in the game, but I forgot to remove it. I did remove it in the 1.1 version.
@virtuaworlds Ha, yea, I thought about using it as a ability in the game, but hadn't enough time to do it properly. It could work really well with a cooldown (or once per level charge) and as a code "Orange" distraction (meaning the guards will check out the pinged location, but will be alarmed and search the map afterwards, as opposite to a ceode "Yellow", when guards just check a distraction and go back to their route).
I love the art, music and generell mood of this game. However I had to quit, as I couldn't get pass the second light outs moment. I also couldn't figure out how to use the roll to my advantage, as it lead me most of the time right into a knife. And (but I'm not sure on this one) it seems the enemy might be in advantage, when you approach him from the bottom. At least it felt like I could get a hit when the enemy is above me. But still, overall I liked the game a lot.
Yea, great game! I'm not sure about the mouse control, as it seems to make dodging a little harder, but I also don't think WASD- (or arrow)-controls would convey the same dynamic. I also didn't know you can choose an update, as I thought you have to take I first and II second and so on - maybe add a little "Choose your upgrade" text and remove the numbers. But also no one else seems to have this problem, so maybe it's just me. But yea, like I said, it's a great game.
I also like how all the bodies pile up. Is there a limition of how many bodies are piling up or how does this work, if I may ask?
The art and mood of that game is great. I also liked the dialog and intro cutscene. I personally just wished there would be more gameplay-wise. And also in later staged I thought it get's a little hard to keep track of the mouse cursor. Maybe a bigger, custom made might work better.
Nice work!
I love the look of it this game! Really nice.
Man, great game! Like the art and sound and it also feels satisfying. But I didn't like how one upgrade just might replace a previous one, as it makes the previous choise feel like a lost choice. I guess it would be better, if they would upgrade each other. And as the previous comments mentioned, some effects like the XP orbs look like attacks and the transition into the upgrade menu like a dying animation. But yea, overall this is one of my favorite games so far!
EDIT: Oh and I forgot to mention, the intro and tutorial is just great. I also liked to be able to skip it when replaying.
I liked this a lot! The controls felt weird sometimes. Maybe it would be better, if there would be a visible grid to help the player.
I liked the game and while it is slow, I also think the issue might be because of the big spaces.
I didn't know there are multiple levels - I got the text message at the end and went through the gate, touched the rope at the beginning, but nothing happened. Maybe I did something wrong or there might be a bug.
Oh, I did know that! Yea, that might have been the problem.
Overall I liked the game. But even though I could finish it and defeat the boss, I had the feeling that I didn't really "get" the game and the upgrade system and that I was missing something. All trees seem to have the same upgrades, I didn't understand what some upgrades were suppose to do and I didn't know why it looked like I was only using fire attacks, when I upgraded all trees. You are throwing a lot to the player right at the beginning and it might be better, if you ease up a little.
Great game! Really like the idea, even if it might feel a little stressful. I think it might be neat, if the player would also have a little upgrade or progression going on, instead just having to deal with more plants, but at the moment I also don't know how you could expand this game.
I liked this one! The art is neat and I love your checkpoint system. As someone else already commented, it would be good if you would show the stamina and walljumping can be tough when jumping to another wall.
Overall I feel the same as most other commenters: The art is amazing, but the game may be too hard. I couldn't finish the second level. Mainly because of the controls, but I think the hit box of the spikes (or the player) could be smaller and more generous.
Also as a minor note, I didn't like the highlighting of the Start/Quit menu at the begnning. There is an arrow on the active option, but the other one is highlighted.
Yea, I agree with the above comment, it might be better to add a button, that ends the game.
Otherwise I liked it and I also liked the little voice acting. But when the player moves too quickly the voice interlaps with the new messages. It might be better to "kill off" the active voice line, when you start a new one.
I like this one a lot! By reading the description I didn't understand what 'smash-like' was suppose to mean, but it made sense, when I started playing - great concept! Also I liked the parallax effect, but I think it might be a litttle too strong. I also didn't know there's appararently double jumping and dashing, as I just read in the comments. And the exploding effect when enemies are off-screen (like in Smash Bros) didn't seem to fit. Otherwise I thought the art looks really neat.
Neat game! For Some reason the controls doesn't seem to work properly.
Nice stealth puzzler, I enjoyed the graphics a lot. A lot of people already mentioned the slow pace and path finding would also be nice. One other suggestion:
You should add an button to reload the level (as far as I could tell, there is none). Because otherwise the player might be stuck in a level, in which one animal is depending on the other one. When the wrong animal leaves the level, the player has to play the whole game from the beginning.
I liked it a lot! But I thing the green boost made the game to quick and chaotic. Maybe there should be some limitations for it, as I couldn't even tell what's going on.
I liked it! I especially liked how you change the sprite and the speed. It is getting very slow at the end, but also there's clearly a point to it, so I don't think it's not bad at all and the last part also doesn't drag on too long - it ends at the right time. I only wish there would be more information about the guests, as the numbers didn't tell anything and the decision, which one to "sacrifice" didn't have any meeaning.
I love the soundtrack of this game, but maybe it could loop better, as the track just ends and restarts. I also like all the small effects, But gameplay-wise I didn't understand how you kill enemies and there doesn't seem to be much going on besides staying alive (which of course is perfect for the theme :)).
Man, it sounds and looks great! As others already mentioned there are some crashes and it would be great, if you could skip the title cards.
The game looks great and it also has a great concept, but I just couldn't get over the second rythm stage. Maybe the timing window is too tight.
I like the simple style of that game! But feeding didn't seem to have an effect, which is a shame. Maybe you could add some effects like a recovering shield or an attack, when thirst and hunger is low. Some gameplay-wise motivation to keep those numbers slow, as otherwise they're just another clicking point.
The art of this game is amazing! But I think the font is a little hard to read.
It looks great. But I think the game has to be explained better, as I couldn't figure why I should use those defends pencils or in generell how the economy in this game works.
I like this a lot! Great concept and art style. But dealing with the slugs wasn't great and the sound effects seems a little inconsistent, as in you're using mostly 8-Bit sound effects, except for being hit and something else.
I liked this one! Especially the idea and how you used the loop-theme.
Great game! I like this a lot. Maybe adding an option to not play a game would be nice, in case the player changes decision their decision or just walked to the wrong game, but as every game has to be played, it might not be that important in the end.
What a great game! I enjoyed this a lot. But also there's some room for improvements. The controls can be confusing and there needs to be a function to edit or remove stuff. Sometimes I used the wrong key and placed an object at the wrong place and had to start all over again.
Great game! I appreciate the solutions at the itch page, as I felt the difficulty might be ramping up a little fast, as I needed some time to get comfortable with the main mechanic.
Great game!I like the simplicity and how oyu manage to show so much on this small screen.
Great game! I appreciate, that it isn't too hard, but it felt a little long. Also a short description for the items might be helpful - I needed a moment to figure out, that you can use the barrels for the fire. And I think I got stuck at the end. I killed the one dude, but it seems I could pick up the knife again. But that also meant, I couldn't interact with the other objects anymore. But as I said, great game.
Oh, and I forgot, I also got stuck at the second pack of dogs. I threw the meat in the door frame of that tower and couldn't move forward because of the meat and the dogs. Mabye the dogs should be outside of the tower.
I really like the style and the look of this! But I think you might explain your game better. Like I couldn't figure out how the time mechanic is supposed to work. Also a little timeframe between the round end and the selection of the next pick up might be helpful, as the player might click on them accidently, while still shooting.
Great game! I disagree with previous comments about killing the dude. First, the player doesn't really know, if they really killed the thing - it might come back anytime. But also not being able to down him would also make the game more repetetive, as the only option to deal with him would be to run again. I think the gun adds some sort of needed variation. But I would add an ammo counter to build tension. Like, picking up the gun, having 10 bullets, downing the monster with ~8 bullets and having ~2 bullets left might add a feeling of helplessness - the player has a gun, but it won't help if this or another monster comes back.
Alright, yea, I think that one is the best game I played so far. Great entry!
Nice game! I like the idea of adding dialog and dialog options during gameplay. But I guess it might be better, if gameplay and dialog would be more connected, as regaining health felt like guessing the right answer and there also didn't seemed to be any reason to gain speed (but I appreciate that this game isn't that much challenging).
Great game, one of my favorites! I just feel like some elements like the pushable boxes and the trampolines didn't add much to the theme and I also had some trouble with the trampolines - maybe the timing window of those could be a little more forgiving.
Great game! I guess people with colour blindness might have some trouble, but I also wouldn't know how to fix this.
Great game! I feel therte could be more enemies, that might exporer different fighting styles, as it seems there isn't a lot of tactic involved in the fights, but I guess that's also a matter of the time constraint.
Love the art style! But I wished there would be a freeze button in all levels, as the challenge seems to be mostly to move an object very quickly, but I think the game is more fun when the player has to think about how to use the objects. Also maybe adding some kind of grid, that the objects snaps to when placed, might be helpful. That one level with the 3 floating crates seems to be harder, because the dog turned when one crate is just a few pixel higher than another crate.
Great concept! I also like the artstyle a lot. But I stopped after the 4th loop and didn't know, there are only 10 loops. But interestingly, I also think this sort of helps to get the point across.
The game has some great ideas! I like the concept of fighting a powerful boss and coming back every loop being more powerful. However, I agree with another comment, that just collecting coins might not be the most interesting solution, as there's no reason to fight and the player might just die, after they collected all the coins.
Charming game! The transition is a great effect.
Nice game! But I have to admit, at some point I gave up. It seems there's no way to enter or leave certain rooms without being detected and trying to be sneaky and careful, while being chased, was honestly too hard for me.
@kuro Hey, dude, thank you for playing and for your comment. Well, the end of the game is when the screen says something like "Congratulations, you beat the game, thank you for playing" or something like that. So I guess there might be one last riddle you haven't solved... or more like one last loop.
@shugor huh, strange, it seems this never happened to me. I guess I have to check this out. Did you happen to have the error message? Posting that helps a lot to fix this.
@shugor thank you very much!
@bajtix strange, if you have the key and the room is hacked (see checkmark) the door should open. I will look into it!
Thank you, everyone for the feedback and the comments. Unfortunatly I hadn't much time to answer some of you.
@knatt Yea, with more time I would have added more options and so on. Ideally, I would let the player just write on their own.
@matootsy Oh yes, door.locked = true is wrong, it was supposed to be door.unlocked = true. A small (but important typo).
@archgame The logic of the key riddle is, the player keeps on picking up the key, if the number of keys in his inventar is >=, == or <= 0. Since you picked up one key, you stop picking up keys when you set it to 0 <= "Number of keys in the inventory." I hope that clears it up.
@TheVideoGamester About using WASD and the arrows keys, I think at some point I had the player to being able to move and hack at the same time. But I would also like to keep it separated, to keep the feeling of "This is the player area/Side, this is the hacking part."
I like the artwork of this! But I couldn't figure out what to do after the second puzzle and it seems I had to redo this one in every loop. Also, since the game is in fullscreen, please add an escape key to close the game.
Great game, I liked this one a lot! I agree with previous comments about the sound effects being similar and I had problems to figure out the exact "jump beat."
Really great game! I like the concept a lot and it also feels very unique.
Great game and mechanics! But I think coordinating the button on the right side can be hard. But it would be helpful if there is some kind of alt-fire, that let's you kill your previous clones. Also what makes it really hard and even a bit unfair are the sudden enemy spawns. Maybe you should check the distance between a spawning enemy and the active player, before the enemy spawns. And please add an escape exit key/button, otherwiser there seems to be no handy way to exit the game in fullscreen mode.
Great idea and I love the setting! As previous comments mentioned, it seems to be easier to just walk through the level and not picking up any bone, as the risk/reward behing that isn't very well balanced. I guess showing the path might be incredible helpful, as of right now it feels like guessing which robot will react if I pick up this bone, as the overview isn't big enough to just observe the robots. And the mechanic behind the bones would also be more clear to the player.
Needs some improvements. For example it seems the player is stuck, when he's too close at a plattform. Besides that I honestly don't feel the theme that much in this game.
Great game! I enjoyed this one a lot. At some point I felt like the game loop gets a little stale and something vital might be missing, but still, I enjoyed it and loved the idea.
I like the idea! As other people mentioned, it needs some work. I also played the second version and I think, you should add some visible barrier. It's strange when a player can't move with no visual indication.
Nice game! I had a lot of fun with this. It seems you can off screen when moving to the left.
I like the idea, but I agree with the previous comment, that there needs some kind of direction. Maybe being able to write (or select) an answer to some posts and the other guys responded, setting up another loop of never ending responses (we all have been there).
This game has solid mechanics, but it really suffers from the level design. Especially having guards looking at the start point right at the beginning of a level is really unfair. Also don't forget an option to quit the game via menu or some key.
Nice game! But I had problems with the controls.
Man, I really like the artstyle of the game. It looks so great! As some people mentioned, the rope physics feel a little too heavy. I also think having the items hidden behind the walls is also a problem - maybe adding some transparency in that case. And it seems strange, that the cops are chasing the player, when they are still roped.
Great game, like it a lot! But maybe you could add some sort of live system - having to replay a whole level might be a little tedious.
Nice game! I like the concept to start a new loop with the previous knowledge a lot, but I I'm not sure, I understood how I escaped. Also when I beat the game, the end statistics mentioned I killed 3 dudes, but I only shot the lights. I guess some of the enemies killed there friends and that one counted as a kill, but it seemed weird to me.
I really like the look and feel of the game.
Great idea and I liked the floating police robot! I think gameplay-wise the objects could feel a little heavier, as moving them around kan be quite tricky.
Hey, Liam, great game. Really like the background graphic. I also got confused why I couldn't jump over the big boxes, but later I figured it out.
Nice game! But I also I think every shoot the players take, is punishment or just accomplishing the larger goal and I wish there would be some cushion between those.
The atmosphere in this is great! For my personal taste, there were a bit too much f-bombs, which makes the dialog a bit repetetive. I also wasn't able to solve the puzzle ':) - I guess the pictures are related to it, but I didn't understand the relation between those.
I really like the somple art style and it did remind me of those earlier GTA games! I also liked the traffic getting more crowded. I had to get used to the controls, but they are fine overall.
This is actually a great game! I really like this one a lot. I needed some time to figure the controls and concept out, but overall I think planing the routes is quite fun. The art and background music fits also really well. There might be room for improvements. For example, I wish there would be a pause button, because setting up those paths while being under time pressure can be a bit rough. I also wish there would be an escape button, so I wouldn't have alt+F4 to close the game.
Great game! So far this is my favorite of those "Car driving delivery" games. I really like the minimap and the simple art. Maybe a scoring system would be a nice addition and also having some NPC cars roaming around. It seems kinda hard to make a comeback and to catch up with all the packages, but as I mentioned, I really liked this one!
This has a great concept and I really like the presentation. But gameplay-wise the balancing seems a bit off and I found myself fixing stuff all the time, while the hired scientist didn't do anything, because something was always broken. I think it might also be helpful if there would be a progess bar for every action (like repairing or studying). It might also be helpful to be able to order multiple parts, as that might give the players more options and choices to make with that extra money, as otherwise it seems the best strategy is just to order new parts. But besides those points, it is still a very interesting game with great art and sound!
Great game! Really enjoyed it a lot. The upgrades didn't feel like they changed a lot and I am not sure about the limited amount of packages and running out of money at some point, but overall I did enjoy it a lot - one of my favorites so far!
Very interesting game! I like this one a lot. I struggled a lot to figure out the controls and how this actually works. I also had to reload a lot, as I did kinda place some bad connections. So I think there is certainly room for improvements, like being able to remove connections, so the player doesn't have to start all over again and also adding some kind of transparent "preview" block when selecting something from the shop, so the player knows what they selected and if they can place something. I also had the problem of a certain color not spawning on the playing field, making it impossible to place blocks of that color I guess? But again, overall very interesting game!
@jebouin Hi, thank you for your feedback, much appreciated! Honestly, I don't know why this is happening :>. I can replicate the error on the web and windows build, but it does not happen when testing debugging. I will definitely look into this.
@jebouin Hey, I was able to fix the problem and the game should now fine and as intended... hopefully :>.
For anyone using Godot: Turns out, you have to tell Godot explicitly to export json files. Didn't know that one.
Amazing art style and sound! Gameplay-wise I felt there was a lot of text at the beginning and later I was missing some direction. I built some stuff, sometimes without knowing why I am building it. Or I picked up items without knowing what I was picking it up and what to use it for. So I think there could be some improvements for usability.
I like the idea of the packages blocking the view of the guards, adding some additional functionality to some. But I am not sure about being able to throw the packages three times. I think this could also be explained earlier, before you have to use the packages as cover. But besides that, this is a nice little stealth game!
Great game! The artwork is great and I really like the concept. As other people mentioned, it seems a bit simpel and easy. Personally, I haven't figured out how to hire a new unit, as the head buttons were dark (and therefore unavailable for hiring) and I thought there would be a 'Hiring' button later. I think it might also be better to have the days only count up when a unit is travelling, as otherwise I felt rushed making decisions and I wasn't planning , as I didn't want to lose any time.
I like the simple art style! I had some problems to understand how this game works and as someone else mentioned, there doesn't seem to be a reason to never use the 's' key.
This game is quite moody, which I like a lot. I also liked some of the core mechanics, I just felt it was a bit too slow and the guards are kinda hard to read - as in, they didn't seem to mind seeing me, but started to follow me a bit early.
The artstyle of this is amazing! I especially really like the background-art. I also like those small details like the feathers still being there after a death, showing where I previously died. The length is also perfect - it doesn't feel too short and stops before it overstays it welcome. Great game overall!
Great atmosphere! I think this is a nice little horror game. First I couldn't figure I had to interact with that object at the first gate. At the last gate I threw the package over the gate and considered the job done :).
Really like the concept of this! It's just very overhelming and there is a lot right at the start. As other mentioned, the tutorial text is a bit much right at the beginning and I missed the part where it mentioned how to close the tutorial text (which also doesn't actually mention the 'Help' button). It would be helpful if there would be some indication which unit is currently selected and I think it would also be really helpful to see, which places is currently asking for materials, as searching for 'Warehouse XY' on the map is also a bit overhelming with that time pressure. EDIT: Looking at the screenshots right now, I guess I also couldn't figure out how to set those path points. It's really a bit much right at the beginning :/.
Really like the presentation of this and it's quite fun if you get some momentum. BUt it's also kinda hard to get into it. I guess it might be easier if there where no gravity pulling the ball down.
Great, game! The art style is amazing and I really liked the stealth gameplay.
The presentation of this is great and I really like the concept. But I also think some parts could be explained better. For example the first moments I had no idea how to play at all and after making it to the kings castle, I haven't figured out how or why to use the stemps on the left side. And I don't think I managed to complete some of those side missions, since I had no idea where some of those places where supposed to be. But again, there is potential and with some more polish it could be great!
Cute little game! First I didn't know there is a double jump and after checking the comments I realized there is more than just the first floor. There might be a lot of room for improvements, like the colission box of the floor not quite lining up with the graphics.
Surprisingly very charming! I had quite some fun and I was pleasently surprised to have someting like a small Metroidvania with checkpoints. Unfortunately I wasn't able to finish it, as I couldn't catch up with one of the turtles. The "sand mazes" were a bit confusing. Maybe it might be better if the crab could move freely in the sand.
I really like the concept and walking around in this city. But I felt there was way too much going on and it was kinda hard not getting hit - even with the dash it felt kinda unavoidable.
Great stealth game! I like being able to take cover by crouching, which is a nice detail. I just would prefer not losing a chest when dying, as it basically means having to start all over again. And I wish you would add an Escape key for closing the game when being in full screen.
This has some charme! I liked it, but it was a bit hard to figure out the throwing mechanics - maybe something like a preview curve or something might be helpful.
Really like the simple artwork of this! Gameplay-wise I think you should try to avoid hhaving enemies/traps when the player can't see them. For example falling or jumping right into a trap without knowing it's there fells a bit cheap. A checkpoint would also be quite helpful. But I liked it overall!
As other people mentioned, very cute game! I also think the mechanics worked really well, even though it might be helpful if there is some kind of preview curve for the throw, as it felt like throwing the items blindly. Personally I am not a big fan of the limited continues and having to start all over again, as there are so many jam games to play. So I think I stopped playing at that one level with the deep pit, which also felt like having to do some leaps of faith. But again, overall very cute game!
Nice game! I don't think the combat was fine. Maybe a small indicator for the level exit (like an arrow could be helpful.
I really like the art stlyle - very charming! For my personal tasty, the controls feel a bit too floaty and the throwing confused me a bit - I didn't know I needed to use the mouse. But overall this is a fun little game!
As other people mentioned, the artwork is really great! I also liked the basic mechanics. Personally, I don't think a tutorial is necessary for the first level, but I would add a small indicator, that "Throwing package into the hole" activates the door switch (maybing adding a light to each hole). I also liked the small dialogs, but I think the text is geting way too small to read. I stopped at that one level where I had to dodge those packages - that was way too brutal :).
The art style is amazing! I really like looked at it and also the background music is really well made.
Gameplay-wise I think it's interesting how the second level feels easier than the first one, as the junk is adding a nice breather and having a second truck helps a lot. I couldn't finish level 3, as for some reason I got fired and I don't know why, as no packages weren't damaged. Maybe there could be more feedback to it.
But again, based on the artwork and the chill music, this one is one of my favorite games so far.
Great game, this is really fun! But sharing gold with the friendly trucks didn't seem to be very helpful (or at least I didn't noticed an effect) and the rocket launcher didn't felt to be as powerful as the gatling gun. As for some smaller details, I would also suggest to add an escape key, so I don't have to use alt+F4 to close the game and maybe use a button for the tutorial text instead of making it timebased disappear (or adding the tutorial text to the game page - the first time playing it I was quite confused. But again, this is a great game.
Quite charming! As other people mentioned, the third level is a bit hard, as it feels a bit like guessing how to avoid those traps.
Great artstyle! Gameplay-wise I think being able to drive on the sidewalk and also being able to drive backwards would be great additions, as it can be easy to be stuck at a corner.
I really like the concept and the art and sound is great! Gameplay-wise there could be some improvements. I had no idea there is a certain distance of being able to collect stuff. It might be good to have some indication for that, maybe making some tiles red or green, which would also make it easier to plan a route. I think it might also be helpful to be able to move the camera with the arrow keys or WASD or something.
Great game! Really like the PSOne-like art and I really liked the ending! That one was great.
This is charming little game! The audio sounds a little rough with the soundeffects being way louder than the background music. I like the addition of those water bottles and making the game not *that* hard.
This is amazing! The loading/unloading effect is so great. As another commenter mentioned, I also felt there is just something missing for the loading mechanic to really take off. Currently it feels just like an old school Zelda game with small breaks for loading/unloading screens.
Art style and audio design is also great. This is seriously so close to being a 5 star game in my opinion.
This is a fun game! I felt I was just a bit too depended on the RNG and it might be nice to have some form of control, but also it's basically an endless runner with an highscore at the end, so the RNG aspect should be fine. For my perosnal taste I thought the background music went a bit too hard, but otherwise the art and soundeffects are great.
This game is great! I was a bit confused at the beginning, as the customers didn't seem to be happy with my food (I oversaw the flame icon at the order) and it might have been nice to have some area (like a table) to store ingredients. For example, I was trying to put tomatos to the side, as I am not supposed to cook those and I didn't know they wouldn't get cooked if I place them on another ingredient. But again, great game!
This is a great game - Looks great, has a great concept! As other people mentioned, I thought this is way too hard. First I didn't understand why I failed and that there is a time limit for the boxes - maybe a little progress bar filling up might be more intuitive instead of the smiley faces. I am also a bit unsure about having to move into the direction of an interactible object to interact with it, instead of being just nearby the object (I guess otherwise the small space makes it hard to determ which object to interact with?). The white silhouette when interacting with an object is a nice touch.
Great and charming entry! I really like the idea, but it seems a bit too easy. It also seems the attack animation doesn't work sometimes. But again, this is quite fun!
Great game! I love stealth games and this one is really great. It might be helpful to have a counter or a signal for the automatic turns. I also thought it can be kinda hard, as it's not easy to anticipate which blocks are in the line of sight of the guards. So some levels have a certain trial and error feel to them. But again, overall I feel this is a great game.
Great game! And so relateable! I really like the soundeffects. Maybe some small effects like little explosions or some sparks might be a neat addition.
Great game! Reminds me a lot of Unpacking and I think this is a solid jam version of it. There might be some room for some minor improvements, as sometimes the game felt a bit clunky and moving items around could be smother. Since one item occupies one room square it might be helpful to make those squares stand out more. Assembling the bed was also a bit hard, as I just couldn't understand what those parts were supposed to be. But again, overall I think this is a great game!
Great game! There might be some room for improvements here and there (maybe showing an arrow to indicate enemies position outisde of the screen), but overall I think this is really great.
Great game! I really like the book-style optic a lot. This looks just amazing.
Gameplay-wise I didn't know I can change the weapon and I was a bit confused when I didn't have the sword anymore. It also seems if you change weapons the old weapon is just gone, but I think it would work way better if the old weapon was placed in the world, in case the player change weapons by accident or just want to test the other weapon.
While looking at the bottom part of the screen, it felt sometimes a bit hard to see what part of the text in the upper part was added to the existing text. Maybe it might be helpful if the old text part were grey and have only the new text in white, so the player can easier spot the new text.
But again, overall I thought this is a great game!
Haha, yea, thank you, @feor, much appreciated! I am honestly not that surprised, as there are some serious issues here, like the bugs you mentioned (which might also have resulted in balancing issues). But I am thinking about improving this and maybe making a "full released" game. There might be something there.
But also, I am mostly surprised about the Humor category. I thought I had some solid jokes, but I guess not :>...
There is some neat stuff in this, like the wall jump working pretty well. Level design-wise I felt it was easy to get soft locked and I had to restart the game a few times. Maybe a button to restart the game without having to close it might be a neat addition.
Amatzing idea! I like this one a lot, but I had a hard time to understand how it works. Maybe you could add some text to explain the ship building/management system. Playing the game, I didn't realized there were upgrades for the shield, generator and so on. I also wasn't sure if the placement of the items is important and if I should but all the weapons to the front of the ship. I also think the second level is a bit hard. Maybe the asteroids should be solid objects, otherwise the player can walk into them and lose almost instantly.
Great concept, I really like this one a lot! I think there might be a bug when using the backspace key too often, resulting in the cursor being in front of the first letter and not being able to move the cursor back.
Great game! I really appreciate that the whole game doesn't start all over when the player dies and the level and timer counter are a nice incentive for highscoring. I think the walls collapsing effect could be a bit slower, as it's hard to recover when it's about to start. I also had some room transition that directly lead into a pit, which felt a bit unfair.
Great game! I like the art style a lot and the concept is amazing. For my personal liking, I felt the game was a bit long and the tasks got a bit too repetitive. It also seems strange how I had to go to the same servers multiple times, instead of the tool telling me about all the missing files in the first place and the light switch didn't seem to do anything. But again, overall I thought this is great!
Amazing idea, I really like it a lot! I also had a hard time to understand the game, as I thought you have to end the line at the pillow - like a goal or something.
Great game! Personally, I thought the movement of the character could be a bit snappier - stop walking felt a bit like having a slight delay. But overall, this was great!
Cute little game! The artstyle is great. Gameplay-wise it seems it can be hard to recover if the bug is running out of fire breath, as some of the berries can be tangled up in the brambles, which you can't burn if you are out of fire breath. Maybe adding some sort of a very slow regeneration might be helpful.
This game has a lot of potential and the concept is great! Unfortunately I think this game suffers a lot from RNG. I dominated the first two maps and lost both, because my land sinked. I also feel the sinking land option is a bit undercooked. Maybe it might be better if the player can sink land multiple times in one round, so it might be easier to "store" sacrifices and being able to counter the RNG at least a little bit. Sacrificingn land comes with a high risk itself, as the player is losing trops. But I really liked the strategic options that comes with sacrificing land and being able to cut off the enemy.
EDIT: I forgot to mention the camera control. I played on the browser and I don't know if that is the newest version, but I thought the camera was hard to control and for me personally the sensivity needed to be way higher. Maybe the option to control the camera with WASD or arrow keys might be a nice addition.
The concept of this is great and I really like the vibes of this! I needed some time to really understand the rules. I oversaw the part about certain items not allow to touch each other and so I kept wondering why I wasn't able to place some of the items.
The art of this game is really amazing! As other people mentioned, the gameplay is quite confusing and it's hard to know what to do. And honestly I am not a big fan of the smartphone format, which makes it harder to see when playing in the browser.
What an amazing game. I think a restart button might be good addition and maybe a little icon to show which plants aren't happy, as it can get hard to keep track of the sad plants in the later levels.
This is a great game! It's easy and simpel and also fun without trying to be too complicated. Maybe more feedback when the player falls of the track like a collision sound or explosion might be nice, as at some point I wasn't sure if I fell off the track and it just Game Over'ed me.
This is honenstly a fun game! Sometimes it felt hard to get some of the trash out of the corner, but I think it's part of the difficulty. Maybe some highscore or showing how much trash is left in percent or "xx of xx trash cleared" or something similiar might be a neat addition.
This is a great game! I really appreciate the time freezing when selecting a satellite. I think being able to de-select a satellite without changing anything (by using the right mouse button for example) might be a neat addition. But overall I liked this a lot!
The mood in this is amazing! I feel some of the pickup could be more rewarding, as sometimes it didn't feel worth taking the detour to pick them. And I honestly didn't like some of the dead ends, as there is no way for me as a player to know if I am going to be trap, which feels quite cheap. The art is also great!
This is a great game! Really liked the sound design and how some of the later messages in some way sounded creepier. At the earlier messages I had to pause sometimes to read them, as I felt they spawned a bit too close and I (also not a native speaker) couldn't read them fast enough (come to think of it, I also couldn't finish reading the intro text), so I spent some time walking backwards, so I could read the messages without pausing. But I also liked how the creepier messages were also right in my face - that felt appropiate for them. Again, overall I think this is great game!
Charming coop game! I am honestly not sure about the collision of the items. I think they are breaking a bit too easy. But I also played it solo, so the dynamic might be completely different when playing it in coop.
Really like the concept and the art is charming! Gameplay-wise I think the game might a bit too unforgiving. In the later levels I jumped and tried to place a block on the elevated blob (which I guess was the intention behind those levels), but being able to actually place the block wasn't easy. Especially in the last level I failed a lot, not because I didn't know the solution, but because acting through my solution failed a lot, which is not great for a puzzle game.
This is a solid game and I am always happy to see a stealth game! The idea of the level filling up, which means the player has less room to move, is also quite interesting. As other people mentioned, this game could be a bit harder. Maybe a bigger vision coin and not knowing where the delivery guy is about to go might be helpful. Maybe it might also be a good addition if the delivery guy would do something like a "sweeping round" to flush the player out of the hiding spots (the upper or lower corner for example). Lastly I think the waiting period between the "X stops remaining" is a bit long, as nothing is happening and as a player I am not sure if I should do something.
This game looks amazing! Great GameBoy optic. As other people mentioned, I didn't realize I was supposed to go down to get to the other rooms. Maybe the player should start in the middle room or maybe put signs in the room to show is water, map and engine are down there, as the instructions only say "Go there" and "Press Space" - I thought that's the whole game, until I looked in the comments here. But asides that, I think this is a great game!
Always love seeing a stealth game and the idea of reducing the inventory space with each hit is great! Level design-wise I thought it can be a bit difficult, as it is hard to anticipate where some of the guards might be and some guard placement is really cheap. It's also a bit difficult to sneak up on a guard and to pull off a one hit kill. The collision or distance check for that might be a bit too tight.
Great concept and an interesting spin on the genre! First I couldn't figure out how to move the windows - maybe some highlighting would be helpful if the player has the mouse over the dragable area? Being able to stack and move the windows also felt a bit overpowered.
I really like the vibes in this.
Great game! I really like the concept and I think the mechanics like wall jumping and ledge grabs are very well implemented. Unfortunately I got stuck at the corner with the pipes (shortly after your third screenshot) and I wasn't sure how I was meant to continue.
Also a small suggestion, maybe it might be a neat addition if the checkpoint would also save the direction the player is facing. Otherwise they have to reorientate everytime they fell.
This is a very solid entry! Artwork and audio are great and I also really like thoses changes in the level layout.
Love how well this is put together. The BFXR sound effects are great and the animations are also well done.
I really like the atmosphere! I got a bit confused about what I am supposed to be doing, but in the end everything worked out quite nicely.
Great game! I think the cards could be a bit bigger and there is some empty space. Maybe you could use that space to show which upgrades have been unlocked so far.
Charming! I really like the background music. I think it might be great if there was some incentive to explore the map, since I just kept driving the main road, but I noticed there was some interesting stuff outside of it like a ramp.
Great game! I enjoyed the pixel art a lot. The game was lagging a bit for me, but it might have been my internet connection. Otherwise it might be a nice addition to be able to enter and use car and be able to move around faster, but I guess the police would still have to chase the player, which might end up being messy.
What an amazing game! I just felt it went on for too long, especially as it seems as it seems there is only one event per day and otherwise nothing happening at all the different time of the days. It also seemed like the stats like friendliness or security are not really doing anything, as I had negative friendliness and my security was over 100%. More transpancy might be great in that regard or having "failed" events like "A kid tried to break something, but your security was too high."
Amazing game! First I played the web version and I had a lot of lags. I am not sure if this might be a problem on my end (no one else seem to mention this), but I then downloaded the windows build and that one worked totally fine. I really liked the progression and exploration in this game and how every stranger adds some potential upgrade, but I also hesistated to get those upgrades, since finishing the game needs 10 of the same currency. But then again, there is plenty of those, so in the end there wasn't a problem at all.
I really like the idea to work with morse code. But I felt kinda lost, as I guess the correct code is shown after an input (which I appreciate, as I am really bad at encoding morse code), but I guess I have to repeat the same letter 5 times? I got a bit confused.
Cute game! Rarely I had the problem that one item was behind and covered by another item. Maybe the game could also improve by showing the current items the player had collected, as the player might pick up items unintentionally.
Honestly, I think the art style is great.
This is a really fun game! Thankfully the time limit of the rounds is not too low, as I guess the randomness could otherwise screw the player over, but I didn't ran into that problem.
Btw. since the game is jumping into full screen, you guys might consider adding some sort of quit key (like 'escape' or something).
Cute game! I really like the basic idea to look for items and using other items for some interaction. Having more items and puzzles would be neat, but I understand that the time might have run out. Otherwise I think it might be really helpful to add some basic explanations to the game page - I honestly needed some to figure out what I was supposed to do. The music itself is also fine, but the looping point sticks out quite a bit. Lastly it might be a good choice to have the camera and interaction action on different buttons, as the player might accidently move the camera, instead of pick up the items. But again, overall I really liked this game!
Great game! I really like the concept and atmosphere a lot in this one. I think having the pop up windows open while moving a car takes a bit too much of the visibility. Maybe it might be better if those windows would have some transparency or maybe putting them on the side. Also it kinda gets hard to remember what plants I had and what ressources they produce. Maybe there could be some sort of overview about that information. Maybe little icons and numbers on the cars. But again, overall this is a very great game.
I like the concept and gameplay loop a lot! The artwork of the tax collector with his long legs is also amazing (though the animation is a bit too much for my personal taste). I think this game is great, but it also took me few runs to finally understand how it works. I did not understand how taking notes works and gathering information almost felt random. It might be helpful if there would be an icon over the head of citizens if a note worthy action takes place and also if the location were easier too read (maybe just with simple text). So when I see someone entering a school, I could deduce that they might be a teacher. It also seems all citizens start work at the same time. It might be interesting if some people are working different shifts, so there might be someone around all the time. But again, overall I think this is a great entry.
Very fun and great game! The music fits perfectly and sets the right mood. At the beginning I felt a bit overhelmed by the rules and especially the instructions at the 'How to play' button. I feel those could be presented in a better way and a basic description on the game page could help to slowly ease the player in, instead of presenting the information all at once.
Great game! The polish and having those additional goals for the levels is amazing.
I wasn't too happy with the jumping mechanic and some of the leg levels felt a bit hard in an unfun way - maybe some of the plattforms could have a bit more lenient. I also didn't finish the last level, as one of my legs felt unto the blue button and it seems I hard to start all over again.
But as I previously said, overall this is a great game!
Hi @morepixels, thank you for the feedback! Yea, I totally agree, I also think it does feel a little too slow. I did a test with a faster speed and it seems the fruit would kinda sync out of the cube lanes. I will definitely give it another try.
@bumble Yea, I am also very happy how the lanes worked out in the end.
@cambryx That's a good suggestion. I still hope I will be able to speed the game up properly to make it a bit more challenging.
Hi @ludumdaredevil, thanks for the feedback, much appreciated! As multiple people mentioned the snake speed, I just finished an update, which addresses the speed and it should be faster now (the original release is still download- and playable for Windows if anyone prefers to play that version).
I did use sharp edges in an earlier build, but I thought it could get easily disorienting for the player.
Great game, I enjoyed it a lot! I think the acorns could be spread out a bit more, as I needed some time to find some and then it seems a lot of them were around the same trees. Maybe there could be one or two acorns right at the start area to ease the player in. I am also not sure if I really understood how slowing down with shift worked, as it seemed not to work sometimes. But again, this is a great game!
Great game! Really like the concept, but it might be really helpful if there was some kind of battle log. It felt kinda hard to keep up with the battle events. I also got the impression that the enemies were able to heal and attack in one turn, which felt kinda unfair (or I am mistaken, but a log would be helpful to notice this). The shield also seems to be active for one turn, but the shield effect is still visible.
The art and music of this game are amazing! As mentioned by other people, I also thought the controls and especially steering might need some fine tuning.
I really like the art style and I think the idea is great. As mentioned by other comments, I felt some elements of the game were a bit confusing - at some point I collected multiple hogs, but their cards were green and they didn't seem to spawn (or I overlooked them being there). It might also be helpful if there would be some information about the size of the enemy units, as it seem the enemies can be stacked onto each other. In those cases I thought there would only be a single enemy, when it was actually a group of enemies being on the same position (I think the last mission has multiple bears, but it looks like a single bear).
Very cute game! I like the ending part a lot - kinda reminded me of Katamari Damacy. It just was just dragging on a bit, but I thought it was a cool twist regardless.
Art style and audio is amazing! This really looks and feels like a GB game. I also like the gameplay, but I feel the game does suffer a bit by not being grid based. As some other people mentioned, I was also stuck at the first level and when I solved it, it doesn't seem to do anything.
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@roroto-sic I see, thank you for the information!
I like this one! The art is great and the mechanics are simpel. The tutorial had me a bit confused, since I kept attacking the jar, thinking it was supposed to break or something. Maybe you could add some progress bar and a "Tutorial complete" sign or something.
Really polished game! The art is just amazing. I think it can be a bit confusing when the materials in the construction menu aren't listed the same way as they are on the left side, with aether sometimes being the first element and so on.
I really like the mini map and the art style of this! First I kept moving all my loot to the hub, but then I realized that I kept losing my progress, since the progress bars seem to reset everytime I revisited the hub. I think the game would improve a lot if you save that progress, especially pacing-wise, as the player would have a choice to load their loot into the hub in small chunks instead of doing it all at once, which can feel a bit tedious.
This game is amazing! But I also think it relies a lot on rng. I couldn't get past day 3, as it seems the last body part for my bots wouldn't spawn. Because of that restarting the whole game from day 1 also feels too hard for a punishement.
EDIT: Oh, I didn't realize the arms could be switched up. Now I could get to day 5, but in the end it still felt to rely heavily on rng.
This is a really solid Vampire Survivor-like! I really like the crafting system.
I really appreciate having to play a beat em up. Regarding the story, I think it's also a nice touch not having to buy an upgrade. The enemies just felt a bit too bullet-spongy, so it might be helpful if there would also be a healthbar for the enemies (at the least the last one being hit).
Great game! It took a bit to understand and the icons in the tutorial page are very small, but also having the colours and the little text helps a lot. It seems the coin shops offer the same value for my coins and it might be interesting if their offers have some variation. After I visisited a flea market I visited all the coin shops I discovered, hoping that the guys at the next shop would give me a better offer. The coin lockers, keys and auctions were heavily underused in my playthroughs, as I never had enough money to participate in those.
Great game and also one of my favorites so far! I really like the ping gameplay and the simple art a lot. I am not sure how I feel about the tank controls and I thought the more open levels were more fun than that one with the small corridors.
Great game! For some reason the beginning of the game is quite laggy for my PC - I used the web and windows build. I also got kinda lost at the beginning, but I guess that might be on me.
Really fun and great game! I had a lot of fun with it and I areally like the more tactical approach.
I really like this game! As other mentioned, it is kinda hard to tell the units apart and I was wondering why I couldn't use certain units - turns out those were the enemies. I also thought the tutorial could use some pictures, as they are basically just the text from the main page and don't really add new information. I also wish they were an option to just move a unit without using an action and maybe even have enough SP for every unit. Because I ended up underusing some units, as I needed the SP to move the units around. Lastly it might be more interesting in a tactical sense if the player might be able to see the next actions of the enemies.
Great game! The atmosphere is amazing and I really liked the generall idea of finding suspects based on some hints. The dialog of the npc's also weren't too long, which is something I really appreciate. A little mission debriefing with some statistics like how many of the right targets were killed might be a nice addition.
Hi @xientra, thank you for your feedback! Yea, that part became a bit too hard. I move some of the units around. Hopefully this a bit easier now.
Hi @grummelchen and @accelerate0814, thanks for the feedback! I did some adjustments and hopefully the game is easier now.
Really charming game! I was also stuck at the fan level - turned out, jumping from right to left to give the smoke some side movement did the trick. I was really laughing when the dude had his suit on - that was quite funny! LAstly I did stop at the boss, as I felt he takes too many hits and losing all the progress with just one hit was a bit too punishing. Maybe this game would really benefit if the player could take 3 hits or something instead of just one to be less punishing.
@cagibi Honestly, maybe I haven't paid enough attention and the boss might have only regenerated 2 hits.
Great game! The idea and the polish are amazing. There could be some improvements about the handling - sometimes I would grab something not intended and it also seems removing one item in the middle of a chain reset or remove some of the adjusted values. Maybe some kind of silhouette around the item that is about to be grabbed might be helpful. Also a small tutorial or some explanations for the items might be also helpful, as I am still not sure what all of them did.
But again, this game is great and one of my favorites so far. I think I got to complexity 4 and had to deal with two encodings in a row, which got too hard to solve for me.
Very charming game! But I also can't progress after the first area. It seems I am stuck at the end of the stairs and I can't find another way to go up. I am checking the comments, but noone else mentiones it, so it seems I am just too dumb to play this :')...
Charming game! As someone else mentioned, more variety might be good, as 'overheat' seems to be the best command. I also thought that there is a bit too much text at the beginning and some of it also covered what happened on the screen. For example I didn't see those fireballs coming out of the staff when pressing left click.
This is a very fun game! I couldn't quite tell those head aparts - maybe it's more helpful if they had different colours or adding a counter to the upgrade menu with the current number of heads. I was also bit confused why I couldn't place some of the statues (those were supposed to be unlocked), but otherwise this is a lot of fun.
Great game! There might be some room for quality of life improvements like being able to rotate items. I think someone else already mentioned it, but it might be better if the oscillerator might be build in. In its form it doesn't work as a puzzle element itself and is more like a tool to confirm how the graph is currently looking like. Not using it feels like flying blind and sometimes the player has to reorder and move stuff, just to confirm if the solution is right or not.
Also it might be useful if the axis might show some values. I was stuck a bit when I had to add 3 to the graph. It seems I was always a bit off, but I couldn't tell how much I was off. But again, great game, I like it!
This is a good game! I really like the concept and art & audio are also great! At the beginning I couldn't jump and I wasn't sure why, but I guess it was because a planet was blocking my path. Maybe some kind of indication if the jump path is blocked might be helpful.
Good game! I really like the setting. I had a similiar problem as someone else and I was solftlocked after I got shot during the dialog.
This is a good game! But I needed a second run to truly understand how it was intended to work. I started exploring more of the map, but not to get more points - I thought I was supposed to place only one building per hexatile. After I checked the gif on this page again I realized what I was supposed to do, but I am still not sure what those numbers when selecting a building to build were supposed to mean. Placing buildings could also be difficult, as I wasn't always sure what exactly blocked the new building. Also at around 900 points the game got quite laggy. But still, this is a good game!
Great game! I really like the idea. I needed two small runs to get the idea, but then I managed to get to Staten Island.
I really like the art style of this.
This is a great game! Really like the idea and art, audio is also great. I have to admit, I quit at level 5. I thought the rotating bits were a bit less fun, as I felt I am kinda depending on the robot and the rotating bits being in the right place, but it seems they wouldn't align properly, making that level way too long. The jumps also seemed hard, but spamming the signals by holding the key solved it.
The music is amazing! I disagree with a previous comment and I actually liked that the fuel wasn't a big issue, as I am personally not a big fan of survivor games and I thoughts it's kinda neat to be able to refill at the gas stations without being told implicity or explicity to refill.
Really great lightning and great atmosphere. But I also kept thinking that I must play a really tiny person, as the camera might be a bit too low on the ground.
This is an interesting game and I did really like the mechanics. But I also have to admit I am not sure if I really understood this. I was stuck at the same part as one of the previous comments and the last level. Then I saw the debug menu and after seeing the TTL counter I understood that part of the game. There might be some room for improvements regarding in-game explanations, as I also never used the dish tower. But again, this a really interesting game.
Good game! I really like the art style. As someone else mentioned, it might be better if the checkpoints were after the moving plattforms or if the plattform position would also reset, as it can get a bit tiresome having to wait for them.
... perfection!
Cute game! I really like the idea of wild trains roaming around and having to safe baby trains. As someone else mentioned, the scanner seems to get a bit awkward when scanning multiple trains and it might be helpful if there was some kind of indication in which direction the character would scan. I also thought losing health when failing at the scanner was a bit too punishing, so I stopped using it. It also seems the train and baby train placement was random, which meant some baby trains were impossible to save. Really like the art and audio in this, those are amazing.
Great puzzle game! Just to be nitpicky, but I wish there would be a counter for the current level.
Great game! It seems using the light beam with WASD is faster than using the mouse and it gets a bit too difficult at the end. I couldn't kill the demons faster than they spawned. Are they regenerating when the light is not on them? It also seems they kinda block the light, which makes it harder to kill them. There might be some ways to make it a bit easier. But again, overall this is a great game!
This is a good game! Really like the atmosphere and those characters. I also appreciate that there was enough fuel and the difficulty seemed to be just fine.