SuperNinja by Kazik_210 2016-12-13T14:05:00
Fun little game, I enjoyed teleporting once I realized that you teleport to the cursor. As others have said, it would be nice if the attack area was larger. I also think it would be a big benefit to have the character attack in the direction you click, not just forward, so that you could move away from enemies while attacking. I found myself expecting that to be the behavior as I was playing. Also, just a quick heads-up: on levels that are vertical it can be nice to have the camera lead your character when you're falling, rather than follow behind. I went upward in the level and killed all of the slimes on those platforms first (it was fun phasing around platforms), but then when I came down I was near pits and slimes. Not getting much heads-up as I came down was a little nerve-wracking.
LD38 — A Small World (14)
Space Race by feips 2017-05-18T16:10:38Z ♥ 1
Really cool idea, and while it took a little bit to get my bearings, I thought it was interesting to play. My biggest comment is actually about the mood - the start timer and the music give it a sense of urgency, like it's some kind of race... But with the whole resource balance situation, the actual gameplay comes off more as a puzzle game. I think it would be worth trying to align those things a little better.
DEFEND YOUR TINY WORLD! v1.1 by Dragojt 2017-05-18T16:00:31Z ♥ 1
Tightly scoped and very complete little game! Nice work. Sometimes it seemed like the asteroids spawned very close to the planet, though, and didn't feel like I had a chance to respond. But, given a widescreen resolution with a radial and centered game, that's understandable (in fact, the game we made suffers the exact same issue).
Gravity Does Not Work That Way by karln 2017-05-18T13:53:11Z ♥ 2
Wow, seriously, I'm in love with your core mechanic! This was really cute and a lot of fun. I also really appreciate the intuitive, non-obtrusive, and forgiving health system. I literally lol'd when I heard the goblins. Good variety of enemies, and nice use of level design to teach the mechanic before raising the stakes. Great work, I loved it!
Blobbery by Odefus 2017-05-18T13:45:18Z ♥ 1
I had a fun time with this. Thanks for the positive message at the end :)
As others have said, I would have liked a little more feedback on how high I was going to jump, like a charging bar or a flashing outline around the character. Regardless, I did start to get a sense of how to finesse it by the end anyway, so maybe that was your intent. I did find the rolling off the edge of the blocks to be a little bit frustrating - was a bit more slippery than is standard for a platformer.
Human Tragedy by tiffi 2017-05-18T13:30:10Z ♥ 0
Very fun! I like the zelda-like action meets more of a puzzle/adventure mechanic quite a lot. Great job on the ending.
Tiny Planet Defender by Sintinium 2017-05-17T13:42:20Z ♥ 3
Nice work! There's an impressive amount of variation and content packed in for a jam game. As others have said, a fast forward button would have been nice. Or maybe just have the towers not autofire? I think if they had little cooldown bars, and the player had to manually click them to activate their abilities, it would make the game both more engaging and more challenging. Though I guess it would become more of a management game than a tower defense at that point...
NUKEBALL by camilovr 2017-05-17T13:23:05Z ♥ 5
I enjoyed this - essentially a scorched earth concept on a little planet with a twist favoring accuracy.
Echoing what others have said, the controls were a little confusing. Even after I read the help button, it took a little bit to figure how the mouse aimed the cannon. I'd recommend standard keyboard controls like left/right arrows to aim and space to fire. Or if sticking with mouse, just a little visual feedback... e.g., a handle where you drag and a little dotted line coming from the cannon indicating how its angle depends on where you've moved the mouse.
Crazy People, Friendly Giant by Jesus Perez 2017-05-17T13:13:12Z ♥ 1
Very cute idea and a lot of fun! I'm not really a mobile player, but I'll definitely share it with friends who are and see what they think. I enjoyed playing on PC so that I could cheat with the mouse by dragging it far out of the window borders. I got 823 meters on my second try, which I thought was decent.
Talk Isn't Cheap by Riker Greenslade 2017-05-16T16:32:59Z ♥ 3
Really wonderful! Listening to the ways the music layers as you upgrade the tech was really quite a treat.
Legend of the Mountain by Zathnic 2017-05-16T13:36:08Z ♥ 0
I played this for a lot longer than I thought I would. Once I got the orb's power, I found it really liberating and satisfying to get those orbs that were out of reach. Unfortunately, I wasn't sure if there was an end - I ended up rastering over the entire map in search for any I was missing but just couldn't find them. There's some blurriness that I don't associate with frame drops - seems like the draw calls are behind? Or maybe it just doesn't have vsync enabled? Anyway, that may have made it a bit harder for me to spot them while flying.
Great mood. The visuals and occasional clips of music somehow reminded me of wandering through the forests in Ultima Online (a very positive nostalgia).
Space Mailman by Kepons 2017-05-16T12:40:58Z ♥ 1
Really clean and beautiful graphics. I appreciate the fast and stylish gameover screen, too, because I got it quite a lot :P. Seriously, it's pretty tough.
Related to the difficulty, I had a thought about the UI: I spent so much time looking at the edges of the screen for either the envelopes or other planet markers that I would frequently lose track of which way I was facing. The ship is, afterall, just a triangle. Perhaps having a small reticle that projects out the forward vector (just a little ways) would help players keep track of their orientation out of the corner of the eye?
Stellar Swarm by mostlyHydrogen 2017-05-16T02:11:50Z ♥ 2
As others pointed out, there's not much reason to do anything except cluster the turrets in the very center.
Still, I thought it was quite a lot of fun, andI like the vibrant and detailed look of the sprites. I'd be curious to hear some of your stretch goals that didn't make it in.
Space Travel 15 by jk5000 2017-05-07T01:51:06Z ♥ 2
Really great work! Very challenging, thoughtful, and complete for a compo entry.
Not sure if it's been said, but some thoughts on the UI: I would have really liked if the different colored passengers all lined up in similar columns between all of the airports (with a strike/empty for that airport's target.. uh, demographic). Would have made the mental burden of optimizing a little better for me, I think... Though that would necessarily make the airport elements longer.
Also... Are the passengers OTHER UFOs?!
Here Be Fish by Diedickegg 2017-05-05T19:56:29Z ♥ 2
Whew, took a while, but I guess it was worth it since I'm a god now.
Overall an interesting concept, but I really wish the core mechanic wasn't clicking, or at least that the pace was faster - it made it drag. Also, I never actually never got to buy the expensive fish and didn't really have the heart to start a second playthrough.
I like the SFX- are they all generated by, uh, mouth?