Shred-A-Bunch! by HayriCakir 2023-01-23T18:39:35Z ♥ 1
This game looks really nice! I enjoyed the comic effect of crushing the zombies, and the bouncing harvester ^^ The clunky controls are funny to!
So here is some feedbacks:
You kill the zombies when you collide with them, but they also hurt you when you collide with them, which shifts the challenge to pure randomness... A way to deal with that would be to have 2 types of mobs: - some you kill by colliding with them, - and some that just damage you when colliding (explode?)
It took me some time to know when I was hurt, and I didn't see the health bar. Could be nice to screenshake, screen FX + bump and blink the health bar... I would also place the bar on the top hand corners.
Its hard to figure out your goal, and what are the dynamics in place. I see some "levels" that grow when collecting sunflowers. I'm not sure if you earn points for "levels" when you kill zombies, but I guess it's the case (I would make it more clear). So I guess the goal is to get the biggest level possible? Unfortunately, at one point all of the sunflowers are exploited, so I just reach the zombies and get killed ๐ค So different possible dynamics could be nice: - Idea 1: you must collect sunflower to finish the map, and protect the sunflowers from zombies. When all of the sunflowers of the map are collected (by you and the zombies), end of the level, choos ean upgrade and you go to next level, etc. - Idea 2: you must survive infinitely: sunflowers grow, you collect them, with this resource you improve your harvester. And there is infinite waves of zombies coming and trying to kill you. There is several types of zombies. The upgrades shift your balance of power against specific types of zombies (for example, the "Armor" upgrade helps defending against a zombie).
The important problem here is the winning condition. Either infinite with progressive difficulty, or defined by an ending state (with successive levels, or not!).
LD54 — Limited Space (13)
Experiment "Square" by DK Game Labs 2023-10-15T09:44:52Z ♥ 1
Fiew I went through something, and was happy to let its chance to this game!
Unfortunately, people are often not very patient when playing and reviewing LD jam games, so maybe what could keep them "motivated" would be a sort of progressive thing? But at the same time this game makes totally sense to just keep us a bit bored, and then... things happen!
So yeah for me it's a strong entry! (if other people see my comment, I can just recommend to continue even if it looks like repetitive)
Kung Fu Alien by betovf 2023-10-15T09:26:41Z ♥ 1
Strong concept, very funny fighting situations, interesting puzzles, this game is cool!
Some tiny feedbacks: - I think it could get a bit fresher with faster actions. - Maybe putting the camera a little bit upward could help visualise the positions on cells? - Also the repetitive sounds of hit get a bit annoying after a while.
Carrotiles by ValentinWB 2023-10-15T09:09:33Z ♥ 1
That game is really nice, with very interesting challenges! The second one is a lot harder than the first, so having more levels with a progressive difficulty in between could be nice :) Also an improvement could be done on the drag&drop which is a bit hard to use.
Tetradom by vfqd 2023-10-14T17:15:50Z ♥ 1
A nice take on the theme! There is plenty of interesting ideas in this game :o It makes me think about Thronefall and Loop Hero
Compact Domain by avareii 2023-10-14T16:56:42Z ♥ 1
Impressive that you managed to make such a city builder during a jam :o And it works well!
Carl's Limited Adventure by Ranzor 2023-10-14T16:01:23Z ♥ 2
The twist is very effective! Quite a hard game, yet it's possible to progress by being very patient ^^
Maybe making the opponents' projectiles more visible could help a lot (like big red circle but with same small collider, instead of tiny dots with the color of the sky).
Matrioshka Containment by Shigor 2023-10-14T15:53:13Z ♥ 1
I was hooked by the gameplay loop, neat art direction and music. Controls are clean. I was just not confortable with the mouse vertical axis (I would have loved to be able to invert it ^^).
Also there is a broken strategy which consist of staying far from towers and destroying them one by one without fear of being target.
As it's quite challenging to aim precisely, I always stopped to aim and shoot. Maybe it could make the game more dynamic to instead having an ability like the missiles in Zone of The Enders 2: if a potential target is near the center of your visor while you hold "fire" button, it's added to the list of targets being locked. And when you release, projectiles are sent on all of the targets. I've seen there were a lock ability with T in the game but I couldn't use it to auto-aim my opponents (my lasers still went in my visor's direction).
There could be a great game experience with some polish.
That said it was a still a cool experience!
Limited Seats by squirrelsoft 2023-10-14T13:54:01Z ♥ 2
Smart game, I enjoyed figuring out how to make characters reach new places! Some problems that I've encountered: - it was hard to figure out my progression on each map (am I near from losing or winning?) and the defeat/victory conditions. - as mentionned by the previous comment, it's a bit hard to drag & drop characters on trains because you have too many skills to operate in tight timeframes (figuring out which character to pick + trying to drag&drop them on the train while it's moving). Not impossible, but I think the fun is more into the decision of placing characters than trying to drop them on the fly ๐ค
Two ideas that could improve the gameplay without changing the overall game would be: - Easier "put character in train" controls (maybe you just have to drop the character "around the train", and they are placed on the first available seat). - Possibility to pause at any moment (so you can plan your actions).
Space: 10000km by TinySalad 2023-10-14T13:30:36Z ♥ 1
Impressive cinematics, charismatic characters, intense narrative, I was hooked from start to end!
Disc Runner by rasblo 2023-10-14T13:22:26Z ♥ 1
Nice entry! I especially enjoyed that change direction you can apply to the projectile, and the natural transitions between phases. There is some interesting situations also!
Here are some feedbacks trying to be constructive: - Maybe it could be less punitive when you fall. - The fact you have to hit a target twice did not feel right to me. But if it's necessary in terms of pacing/rythm/difficulty, maybe adding a simple feedback on that first hit would improve that.
Hazel & Hector by cassowary 2023-10-08T22:44:56Z ♥ 1
As usual, an awesome puzzle game! Well done for this one. I wonder how you come with such spotless mechanics
Burn Beetle by Pious 2023-10-08T22:02:16Z ♥ 2
Refreshing game, I loved the character's squish when moving + the fire mechanic. There were some strange uncertainty with the red plants growing back without any warning but it did'nt prevent me from enjoying the game and reaching the end! The tiny music is nice too :) And the art direction also, neat!
Tethered by mattiejas 2023-10-08T20:59:24Z ♥ 2
That's a very smart game! The dialogs between both characters with voices do a great job for immersion, despite having only a few sprites. At the begining it was hard for me to know whether my characters were moving or not ^^ Maybe because of the background's interpolation which does not hint on that. Watching a bit of the video and reaching the spaceship helped me a lot, and after that, no problem. Great job!