The Temple of the Clockwork One by kardfogu 2016-09-17T18:52:00
The difficulty jumps all over the place, which is unfortunate. The puzzle for unlocking the secret ending was pretty clever. (Though I'll admit I had to look at the assets to even know it was a thing.)
Visuals were good. So was the flavor text.
There were a few issues (coughgrindcough) but overall this was a pretty solid entry.
LD37 — One room (10)
Legacy by rojo 2016-12-31T07:46:00
Well, deciphering the messages took longer than I care to admit. Overall the actual puzzle solving was fairly basic, but I still had fun doing it. Putting everything together at the end felt satisfying.
I like the visual style.
BattleTub by NoobPete 2016-12-31T06:56:00
You should look into locking the cursor when attaching camera movement to the mouse. It's a game breaker when playing windowed.
It's an interesting premise. Nice level progression, and while the game itself isn't exactly hard, the time attack aspect does allow for a bit of self-imposed challenge.
Good work
Orbital Engagement by tompudding 2016-12-21T03:19:00
Infinite nukes feels wrong. But hey, they're just "asteroids", right?
Interface is a pain to use with a touchpad, but otherwise it works fine. Solid physics, and it's a nice touch that the projected trajectory is less precise than the actual one (intentional or not).
Clean and simple visuals. Nice effects on the CRT.
Good job!
Defend One Room by Fib 2016-12-21T02:49:00
Attempt 1: Bad tower placement, resetting...
Attempt 2: Softlocked at wave 3 (1/18 remaining)
Attempt 3: Died on wave 7. Between the low amount of towers, high number (and density) of enemies, inability to remove a tower during a wave, short distance from spawn to base and high number of potential routes, it's just way too many variables. Playing on a touchpad doesn't help with quick decisions either...
Attempt 4: Oh, I can trade off HP for extra turrets, huh. But softlocked at wave 7... (1/38 remaining)
It's a nice take on the genre, but strangely enough I think it's doing too much with too little. Too much information to take in a short time, with not enough control to react properly to said information. Some tweaks like fully mobile towers (or maybe cooldown-based) or some information on the upcoming waves would make this a lot more interesting.
Still fun. Visually simple but clean and effective.
+1 for stray hits still hitting stuff behind the intended target. That's always nice.
Good job!
Boss Room - A 2-player game by Qui 2016-12-14T10:53:00
Neat. The boss has a nice variety of attacks, but it still feels somewhat balanced. Chaotic and fun asymetric gameplay.
Won't speak up on the assets as I'm not too sure what you've made and what came from elsewhere, but everything's fluid and creates a nice mood.
Nice game overall. Good job!
The Cell by Iluvatar 2016-12-14T10:42:00
Alt tabbing was a bad idea, colors and everything turned weird. Fixed by going windowed, but first had to rename the exe as the setup file was looking for "One Room.exe".
Otherwise I couldn't progress too much either - feels like there should be a way to open an inventory and use the stuff you've picked up, but can't quite figure it out. Doesn't seem to be any keyboard key, anyway. Will wait for more details and give it another try.
Game otherwise looks clean, and nicely sets the atmosphere. Intrigued by where it's going...
Velocity Glyph by sudojess 2016-12-14T10:20:00
Already mentioned, but was the game overall faster (I'm talking like 4x speed here) and the AI more aggressive (even if it has to cheat a little), this could be really fun.
The AI opponents are fairly stable, if really slow. (though that seems to be mostly from taking turns as wide as possible). Had a bit of fun watching them go, then I accidentally went past them, and then one of them was gone. Probably fell off the track, and didn't really restart until I turned around to check on them.
The normal checking for staying level with the ground could use a little more work, it's a bit wobbly when passing over the seams along the track. Otherwise everything runs really smoothly.
Fairly simple design graphically, but it still looks great. The hovercars in particular. Sound design is really good. Had fun playing.
Good job!
Schrödinger: Story of a Ludum Dare failure by kardfogu 2016-12-14T03:52:00
Well, that's... um... a failure, alright. A Windows failure, that is.
You should remove accented characters from all your filenames. (Specifically the ö's in Shrödinger.) It seems to break the RMXP decompresser, and even after decompressing it with another tool (hi 7zip) and attempting to repair the corrupted filenames, it just won't find the files.
Or that's what I assume is going on, anyways...
Isolation Knight by dylanwolf 2016-12-14T03:40:00
Good idea on paper, in practice it felt a bit off. That said, I'm a bit biased (see below)
The main reason for me was that RNG can completely screw you over: I killed the first monster on first try by chance, and ended up getting quite frustrated at the imbalanced third fight - only learned about the Shield skill when looking into the source to try and cheat my way past. After that, it went pretty well.
The increasing complexity of adding new layers to each fight was neat. RPG Maker's somewhat... rudimentary battle system made the whole experience a bit shallow, but you've made good use of the cards it dealt you.
Neuroleptic by pratess 2016-12-14T02:51:00
That was certainly unique. Great atmosphere, from visuals to sound to the game's overall pacing.
The risk-reward mechanics are well designed. They take a while to figure out, they're sometimes outright confusing; for example, first time around I ended up using all the pills as soon as stuff started happening, since I didn't really catch the time-sensitive events. Didn't end well. Still, slowly figuring things out was fun.
Good job!