YOU ARE FIRED! by urbanhelsing 2018-12-04T06:58:37Z ♥ 3
This game really stands out from others I have seen in quality. It was very fun to play and never had a dull moment. Everything felt intuitive and I picked up the flow of the game in a matter of minutes. Despite this, I do have a few complaints. First of all the text and who you are going to kick out could be aligned better. I found that more than once I found a bad employee and pressed space only to send the guy next to him flying out the side. I will admit it was pretty funny but it also took away from my experience as I felt a bit cheated. Additionally, the money required for a new floor doubling every times seems a bit too fast for my liking, It makes the game feel like it has an artificial cutoff point at around the 7th or 8th floor which I feel should be removed and replaced with something else such as an ending. All in all great job with the game! I would love to see this as an actual game with some more polish and a couple shiny new features.
LD44 — Your life is currency (8)
you need believers by Querk 2019-05-01T06:34:59Z ♥ 3
Playing through the game I had a few bumps from time to time, but overall the game was relaxing, enjoyable, and simple. I enjoyed the concept of spending your faith in order to gain more faith and I think the way it was executed prevented the exponential growth common to these types of games. Good job on that. I also enjoyed how relaxing it was, just floating back and forth and getting a rhythm of w - q - e down to replace dead bushes. There are a few things that could be changed though. First of all it should be possible to delete a tile without killing the people on it. This could be part of the challenge but considering you can't always tell exactly what tile a person is on it does not seem very fair to me. Simply moving them off to the side or preventing the deletion of a tile while someone is on it would alleviate this problem. Secondly, a life bar above people and bushes to tell when they will die would be nice. By adding that it would allow the player to pre-plan their route and where they need to stick around instead of just flying back and forth to find all the bushes near a totem to be gone. Finally, the addition of more types or tiles or some form of end goal should be implemented. After you get started and gain around 200 faith the game becomes the same thing over and over with no chance of losing. Perhaps there could be some form of disasters and you would have to move the people around to keep the safe, or maybe there could be farms which require people to work them but produce more food. There is quite a bit of potential to add more content into this game to make it last much longer and be a lot more engaging. Although, on it's own it still is quite a nice simple game to play. Good work.
Tod Lost His Dog by Atwooooooood 2019-05-01T05:55:34Z ♥ 1
This was certainly one of the more interesting games I have seen so far. Although it felt a bit rough around the edges it more than compensated for that with the story and implications. Everything in the game felt just a bit surreal, enough to put you off, and with the constant talking of tod being your only connection back to real life it brings an atmosphere of a bit of stress and worry to the game. You certainly conveyed your opinions on what the theme really meant in the game and it came together to be quite the experience. Furthermore, the graphics in the game were very beautiful. Although the rest of the game doesn't compare to the start menu scene, that scene alone is enough to gain you a high rating on the graphics section. Among the praise, I do have some minor complaints. The movement in the game felt a bit unresponsive and it wasn't very smooth to control in general. I also experienced the camera clipping through any wall I went close to, which I tired to abuse to find what to do next. This ties directly into my next point: the direction you are supposed to go is a bit too unclear for me. I can certainly see the reasoning for making it a bit mysterious as to what to do, but I believe there should be more pointers to to know exactly where you need to shoot. I was stuck in the last room for quite some time shooting the fan thinking I needed to destroy everything to progress. I recommend making the light source a lot more obvious in the last room to shine on the destructible wall. I applaud your game and i'm very happy you did not give up on the game jam. Felt a bit unnerving to play and had a great atmosphere to it. Great game, i'd recommend it to anyone.
Wanted by KJG 2019-05-01T05:30:23Z ♥ 0
I can see a lot of potential in this game to be great, but at the moment it's just lacking too many features for me to give it a good rating. Despite this, the idea is there and there were some good design choices in the game. Starting off, having the game be an open world opens up many doors for features to add to the game. This does come at a price though, and in one run I was trapped in a square where the enemies could not reach me and I was invulnerable. Adding mandatory holes in all the lines of blocks would prevent this. Moving on, given that it's randomly generated it might be worthwhile to add some randomly generated stores that you can spend your hard earned money on for better guns, more ammo, increased health etc. This would add much more game play and give the player a solid direction instead of just 'kill enemies'. Additionally, to compliment the new stores a ramping difficult could be added where more enemies would spawn as time goes on, possibly with better and better stats. New enemies could also be introduced later on in the game such as an enemy that rides a horse which is faster but turns a lot slower. The choice of having the player rotate as the mouse rotates is a feature I just can't get behind, it doesn't feel intuitive and I believe that it would be much better to just have the player point towards the mouse at all times. That alone would make the player feel much smoother to control. Another feature that would be nice is a minimap to show where in relation to the player the enemies are. This way the player would easily know if they should engage or run away from threats and plan before the heat of action. A health bar would also be appreciated so instead of dying in one hit you can make some mistakes and still recover. Finishing off, my final and biggest complaint was the lack of UI elements. There was nothing to show the ammo of the player, nor was there a health bar (which to be honest isn't very needed at the moment given the lack of health). At points I found the enemies were running towards me and I click to shoot only to see 'reloading' above my character. All in all I think the idea is there and with some more features and improvements I can see this game having some real depth to it. Good work on the base idea, it stayed with the theme well and has a lot of potential.
Ye of little faith by Andrea 2019-05-01T02:29:20Z ♥ 0
I had quite a bit of fun playing through this game, having initially played on the easiest setting and absolutely destroying it I felt hard mode might not be so difficult. I was wrong. The game is quite simple, yet has enough depth and strategy to it to make it worth playing over and over to try and win. I enjoyed playing the game and I might just have to come back to play it some more, great job on the game! Despite all this, I still do have some things to bring up. The building system could use some light improvements such as showing some display to make it obvious you are currently trying to build something, I built more than a few buildings on accident thinking I had nothing selected. Additionally, a nice visual addition would be a red overlay of sorts on tile which cannot be built on. On the subject of the people, it would certainly be nice to be able to assign them to prioritize a resource. At some points during the hard mode run I didn't care about food and just needed more wood for housing to stop the fast decay of happiness. Another nice to have would be more statistics. Tiles could show exactly how much they are producing on right click and the meters on the right could show the current production and theoretical production when you have the required workers. My biggest complaint though is the lack of buildings and options. Once you build a building that's it, nothing more to it. An upgrade system or demolish ability would be very nice especially for those late game moments when you're just building buildings over and over. As an example the house could have an ability for 5 wood to increase capacity by 3, but would cause food requirement to increase by a few extra percent. Random events such as an extra cold winter for less food or longer summer for more food would be interesting, however these events would have to be controlled lightly to prevent ruined runs on the first year and the such. Additionally, the non buildable tiles could have some other interesting characteristics. The water tile could have the option to build a fishery which would produce more food than farms, but has the chance to produce nothing during extra cold winters, preventing a reliance on the better tiles. In the end, the game is a very nice product. It brings a lot of strategy to the table and I genuinely had a lot of fun playing it. I hope you are able to polish this game in the future to create a more in depth experience. Again, great work on the game!
Miserable Game by WTMK_BK 2019-04-30T04:27:48Z ♥ 2
Nice short game, delivers exactly what is promises. The spin you took on the theme was interesting, but it worked out in the end. I'm impressed you managed to make an idle game and still relate it back to the theme. By far my favourite feature in the game would be the ability to visibly see your money pile up, at first I thought it was just a particle effect but was pleasantly surprised to see that they were physics objects. Watching your money cut in half when you bought something was quite fun to watch, I think it was a very smart choice to make your money visible like that. The game does feel a bit empty though and you complete it very fast, only taking about 3 minutes to win. It would be nice to add just a few more things to buy such as maybe a money cloud that rained money every now or then or the ability to sacrifice your health for more money. This would compensate the exponential growth since your cash income doesn't scale exponentially while the prices do, leading to a block where there's no point in playing after a bit. Additionally, more explanation on how the gamble button really works would be appreciated. It is unclear that the cost is how much you are wagering. Adding a green/red number for money gained/lost above the button would make it much easier to understand. Also it would be nice to be able to select how much you want to wager instead of a random number. Final note on the gamble button was that I found that you needed at least $25 in order to gamble, which is not stated anywhere. Finally, The button to increase payment frequency stopped doing anything after a point but was still an option to buy causing wasted money. All in all it was a nice quick game to play. fast, to the point, and related to the theme, just a little too short for me. Nice game overall.
Save your money by Denis0601 2019-04-30T02:56:12Z ♥ 1
Nice job with the game. Admittedly when I first played through it I wasn't super impressed by it, but despite that I couldn't help but play it again and again trying different strategies to try to reach the end with the most money left. I enjoyed the concept of it and thought it was a very original idea which fit the theme very well. I also enjoyed the challenge of trying to speedrun the game which given the speed the character moved felt natural to do, I can imagine this game being expanded with more levels and concepts and seeing people fly across levels taking zero damage. However, before any of that happens there are a few key things that could be improved. First of all is the camera. Given the style of game the camera should at the very least be centered on the player, but ideally it should be showing the majority of the right side of the character in order to let the player plan on how he will engage the enemies. Secondly, additional features to how the money is thrown would add a lot more depth to the game. Having the ability to chose to throw less or more money and having the enemies take time to collect the money from the ground with the time being based on the amount of money on the ground would be nice. This would also open up doors for a cover system where the enemies would not try to attack you unless they had line of sight on you, allowing for the player to throw money down and jump to more cover ahead while the enemy is picking up the money. With the addition of just those two features the game play would expand a lot and player interest would jump up massively. Great work on the concept and the overall idea, I would love to see the game have those features added to compliment the base idea.
LifeCurrency by user75641 2019-04-30T02:40:42Z ♥ 1
Initially getting into this game my attention was immediately drawn to the iron ore patches on the ground, I think it's quite nice to drop the player into the world and let them find out what things do themselves and given your game I think it goes well with the whole zombie theme. Although the grass messed with me a bit at first the colour variation patterns in it look quite nice, feels natural. I do have some issues to raise though. First of all attempting to full screen the game caused a crash every time on my computer, which lead to me mashing every button thinking I just didn't know the controls. The lack of any instructions also helped in causing the frustration while trying to figure out exactly what did what. However, the game and controls are very intuitive, so even with the lack of instructions it didn't take long to learn how to play. Extending that thought, lack of information was a big problem through the game. Without health bars for the zombies you start to wonder if you're even doing damage at points, and how much longer until they are dead is a complete mystery. Health bars are not required, but it must be obvious in some way that you are doing damage to the enemies. As for the player's health bar it was far too small for me, something as important as the player health should be in an obvious spot and large enough to see at a glance. Finally, The aerial controls in the game are a bit much in my opinion, given the other design choices in the game it seems like the control in the air could be toned down quite a bit. With the implementation of these changes I think this game would be much easier to play and more enjoyable. Despite all of this, I like your idea. I played through the game for more than 5 minutes hoping there would be more to explore and find and I think if you added some more content even if just another rock to mine or a day night cycle it would be much more interesting. Your game has a lot of potential to be worth playing for a bit but unfortunately right now it's just missing too many features. Good work on the basics though, I hope you can use this to improve the game further.
Evil Current by raoz 2019-04-30T02:20:37Z ♥ 2
Aside from a few bumps at the start, this game was quite interesting and had me thinking for a bit on some of the levels. The physics and collision seem very impressive for something done in only 70 hours, Great job on that! Furthermore, the concept of the game is very unique and had me laughing when I realized the connection to the theme. Some things could use some improvement though. Specifically, it was not very obvious the switches were closed when the circles were touching them and led to confusion as to how to activate them. Another thing I noticed was that you can click the red '+' sign to turn the current on and off to the whole circuit but it does not state that it is a switch or show whether or not it is on. Those issues are very small though and overall, it was definitely worth my time to play. Level design was solid enough to show me how to activate the switches without the animation so good job on that! Solid game considering the engine was made from scratch.