Step-Squish by NumNumDude 2017-05-17T01:30:04Z
fun game hahaha
Foon → Ludum Dare Explorer → Users → marbles
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | Tesla Coil | jam | 706 | 3.55 | 3.53 | 3.66 | 3.88 | 3.52 | |||
| 2020 | 47 | Stuck in a loop | Cursed Labyrinth | jam | 891 | 3.43 | 3.10 | 3.26 | 3.84 | 3.21 | 3.45 | ||
| 2020 | 46 | Keep it alive | Prototype Towers | jam | 1534 | 3.35 | 3.49 | 3.57 | 3.40 | 2.80 | 2.14 | 2.68 | |
| 2017 | 38 | A Small World | Strategic Survival | jam | 437 | 3.28 | 2.90 | 2.61 | 2.61 | 3.27 | 1.94 | 2.78 |
fun game hahaha
Movement was slow but I think it helps with the mood and theme coupled with the music. I like the music. I felt some warmth because of the music and mood. lol!
Wow nice game! The art and music is good and it even has voice acting!
Very nice game for a jam! I really like the art!
Nice art! But it was very short
@cvetk0 I updated the JAR file. If that doesn't work, it might be a graphics driver problem! According to my research, it's a problem with NVIDIA's latest graphics drivers. See these references: http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=25706 http://badlogicgames.com/forum/viewtopic.php?f=11&t=25673 https://stackoverflow.com/questions/41842970/opengl-support-broken-after-updating-gpu-drivers
@ethereal-psyche-games Thanks! @Burgee Yeah, you will have high hopes since you have 2 minutes to prepare but after that it will change. Haha! About the lumber, doesn't it look a forest? Thanks btw!
@Mordokay There's a tooltip when you hover over the buildings in the UI, it shows you how much you need. There's a "You win!" feedback when timer is at 0 and all enemies are gone. @Burgee Where the heck did that come from, I don't have those assets. Lol
lol! Really weird!
@bentglasstube I don't have a linux to test it but that is noted and thanks btw!
@cvetk0 Thanks! But I'm going to say that I did not do this alone, my friend did the art for me. He just didn't have an account here in ldjam. I don't know how I wasted a lot of time on low level stuff (like collisions, etc). Had I used a game engine I would have been able to focus on the content and gameplay aspects. Glad to hear to liked the concept of resource gathering and tower defense combined. Because of that, I might make a new game based on it!
@Odefus Thanks! @Number6406 Oh nice suggestion, thanks!
@s-ol thanks for your feedback!
@ben-mceldowney thanks for your feedback!
nice shark model!
The game is nice with different types of obstacles or "maps".
I agree with @dink-dunk, the attacking doesn't feel good and it feels slow. But I like the pixel art!
Although the 3D models seem basic, I like it, it's so clean!
I like the graphics! Maybe add a time counter so you know when it's gonna be night.
Neat game but it's a little hard to control because of the acceleration.
I like how the stickmen orbits around first before landing on a different planet. It gets pretty hard when multiple planets start to overpopulate but it's fun.
Nice! I like that graphics and music!
nice concept!
Overall great game! I like the music and the art!
There's no instructions and clear goal. I didn't know what to do. I raise my shield and deflect bombs which just look like balls and then that's it.
It's a little hard for me and you can't control your flight when you're using the jetpack. Music is repetitive. There is no onscreen instructions. I didn't read your post and just downloaded the game so when I played the game I didn't know that I need to shoot asteroids to get fuel (I kept on pressing and holding space and I didn't fly).
Simple but fun game! The music has some classic bomberman feel. The buckler seems to be randomly going around the player, sometimes it easily goes back to you but sometimes it doesn't.
I was about to say that I don't know where the next wraith will come from (and I die before I found one) but then I saw the arrow beside my character telling me which direction is the wraith. Good job!
Awesome puzzle game. It would be more interesting if there was sound. And maybe it's just me but I didn't understand "Mouth needs to be connected on one side, noses two, and eyes three" at first so I was doing trial and errors in the first two levels until I realized what that instruction meant.
Nice clean graphics and being able to break the wooden walls (with some elasticity) is so awesome!
@dxk2294 The one from Google Drive should work for Mac since it's a Unity build and changed the one in Itch to Web just a few minutes ago.
@likai Thanks for your feedback! Yes, the 3rd tower is an area damage that also blows up your towers and it's meant to be used as a last resort or for strategic placement.
@blue-pin-studio How could I forget such a simple feature! I apologize for not having a pause and restart button. And thanks for your feedback. I made the button sequences long so that in the late game where you have many towers, there's a sense of rush and urgency but at the same time requiring focus. Perhaps if I expand the game I could make the sequences shorter for some of the basic towers.
@joleon Thanks! I was losing motivation towards the end but I said No, I need to have a variety of monsters and towers and up the difficulty. Glad you liked it :smile:
@singleshoe Thanks! I'm so glad I upped the difficulty haha!
@ladislavodstrcil Thanks for your feedback! Do you mean the pacing is slow? Break time too slow?
@joekinglake I should have informed the player that the 3rd tower is an area attack that can also kill your towers. About the reduction of clicks, that's a great idea.
@nova31 It looks useless because it has lesser shots before it overheats compared to tower 1 but it deals more damage than tower 1.
@rohezal Thanks. And Yes, I've actually thought of that after some folks said it is difficult :)
@bmacintosh Thanks. Tower 3 made me chuckle too haha. I agree that the deploy button should be removed altogether. It is specially important that you can deploy quickly during intense waves.
@delph When I played it for the first time, I was also surprised it engaged my brain! I think I entered the flow state :smile: . The last turret is not able to shoot itself per se, its attack is an area attack that can also affect your towers so a good strategy is to place it somewhere where it cannot destroy itself or other towers.
@sndr Thanks! I want that kind of experience where there's some decision making. Not the typical tower defense where you just put a new tower and just watch them kill the monsters.
@meelo Thanks! I'm working on the post jam game now with all your feedbacks taken into account. I made Tower 3 to have only 2 shots (but I have increased it for the post jam version) before needing to be repaired and to have area attack so I hoped there was risk vs reward there but yeah I would like to add more towers with some other abilities or effects. For the WASD input I was thinking of adding it along with QWER and put in hard mode difficulty (randomly use arrow keys, WASD, or QWER). But I will also add them as an option in the easy mode.
@lcstark I think if there was no timer there would be no adrenaline rush. But I have already decided that I would put that in easy mode. Normal mode would be the default settings and I am thinking of hard mode.
Thanks for having the time to give feedback even if the event is done!
Very nice concept but I was expecting feedback when I hit the correct keys. It is more satisfying to hit the correct keys if there was feedback.
nice graphics. I liked the roll animation
very innovative!
The concept is fun but it's also very hard, I couldn't get past level 4. But based on your gameplay video it's funny too as you could throw the fish and bounce it off the spring haha!
cute little platformer. I think the colors are too dark. It is nice that you added a screen shake every time you shoot, it adds life to the game.
Great artwork!
Beautiful pixel art. I love the projectile hit effect! I also like that you incorporated different elements to keep the Unicore alive because health alone is too common.
Didn't really know what to do so I just kept on playing napping and feeding. I like the graphics and the gameboy colors.
Awesome puzzle game, very innovative. I really enjoyed it! And there's a lot of content too. The only thing that bothers me is that once I put a boulder I can't relocate it so I have to press the restart button. It's a UX issue when many boulders have been placed already but then you have one that needs to be relocated.
Cute graphics! I think it is better that when you water (or use the other tools) the plant it doesn't disappear so that you don't have to click back and forth the plant and the tool (and can be cancelled by right clicking). It's not a good UX for me.
Here is mine, it's also a tower defense game https://ldjam.com/events/ludum-dare/46/prototype-towers
It's so challenging but it would make a nice mobile game!
Great game! I enjoyed it. On my first try I tried to hide behind the barrel, didn't know that it could explode and I chuckled.
Once I click on a spot, the UI opens and I can't change the spot I want to build in. The lighting is dark.
Very polished game. Music fits the game and the art is clean and crisp. I love the attack animation and screen shake feedback.
I found it hard since you need to go back and forth. The enemies come from the top and to be able to get a plant you must get to the bottom and bring it there one by one.
Nice concept for a tower defense game. I think focus is plentiful, I just placed towers all over or maybe the monsters are just easy to kill, never had the enemies reach the brain.
Awesome game, reminds me of Dumb Ways to Die
very clean looking graphics
I enjoyed this nice game!
I didnt understand what to do but I liked the pixel art of the vegetation.
I like the concept. It reminds of the Dumb Ways to Die minigames.
Had fun and it has very smooth movement
Very polished game. I like that it is fast paced and great pixel art.
Not so fun for me but I like the concept of "not knowing until you have a look inside"
It's so fun and innovative! I haven't played many tower defense games but I think this is unique because the enemies have no predefined path and also because the towers or chess pieces are not the usual towers with range. I enjoyed it so much. The UI could have some improvement, like, the cost of the chess pieces should be shown on mouse over.
Nice game but I think the art doesn't match with the other art. Not coherent? I think that's the word.
I like the multitasking concept. And when it crashed, the game literally closed haha.
The graphics looks so appealing just from the screenshots. Sometimes I (or enemies) would get stuck when there's incapacitated enemies in front of me.
I exploited the game by leaving out one enemy and playing tag with him while I wait for the summoning process, sometime later I just let the enemy get stuck so I can stay at one spot and wait :D
Good job on your first jam! But the meteors are predictable, it will always come from the right, left, up, then down
@kdgame Well, according to the rules, you can only fix bugs
It'so simple but it's so fun! I think adding a combo system would make it even more fun. I love the graphics. I agree with @ruddgasm that there should be a penalty to prevent button mashing.
It was a nice concept. The tutorial is nice and "scattered" (not giving lots of information at one time to the player). Controller the character is a little too hard when he's with the fire, I mean there are points where the limited jump is unnecessary, like when jumping across a small gap, you need to throw the fire first
Great pixel art. I like the design of the environment. I think the music fits the game but there is no sound effect feedback when attacking and hitting monsters. There is also no sound when trees are getting attacked so you won't know until you go to that tree.
Awesome pixel art! But the character movement feels so slow, but I think it is intentional
Cute game but there's no feedback for when I was attacking the chicken so I didn't really know if I was damaging it or not
Nice pixel art. It was amusing seeing humans run away from my character only to be carried to Cthulhu :D
I like the horse art. Movement is a bit hard to control, like when jumping from box to box. Could do something with feedback, like when I didn't know the platform could fall (the railings?) or the boulder that fell could actually kill me when I touch it.
The input doesn't feel right. I think it is lacking. I want to continuously place pipes while holding an arrow key and space. But I think it is a nice concept.
It is a nice mechanic and it really makes you think about where to place your towers for to make your losses as low as possible. It's an interesting take on the theme. I mean it's a tower defense game but at the same time you need to keep the enemies alive. I think the music doesn't the game.
Try my game, it's also a tower defense game!
Nice and simple puzzle game (Not sure if you would even call it puzzle though). When the commands reach over 9, it will cover the buttons, maybe you could make it so that the squares will automatically resize so that the buttons aren't affected.
I like the design of the tiles. The controls for interaction are not very intuitive. I think the jump is too exact. It's almost the same height as 2 tiles.
It was fun! I missed this kind of games in the arcade machines. At first, I couldn't block the enemy's projectiles right, I thought there was some kind of timing needed or it just hits too early (I was waiting for the projectile to get bigger and bigger as it gets nearer the player. But I learned I could hold my shield up indefinitely because I thought the meter below is a shield meter or something. Turns out it was a charge attack.
@bunkai Oh my goodness, thank you for that. I forgot to make it public!
@nikolai-shkurkin Thanks! Because there's no time, I wasn't able to make the attack and cast animations. The battle would have been more interesting.
@mikdionio Actually, the shop will open only when the dialog "A magical shop?" appears and you confirm (Spacebar/Enter) it.
@mikdionio I just realized now that I forgot to put a prompt below the dialog so players know they need to press Spacebar. Aaah it sucks that I forgot that important part when I was cleaning up.
@jonas-michael @arthur-paulino @seskon @mikdionio Thanks for your feedbacks! It sucks that I forgot the prompt for the dialogs when I was cleaning up.
@jonas-michael I'm eager to know if players will actually follow the demon's advice for the first time. I'm glad you got to the good ending! :)
@isac yeah, the battle would have been more interesting but sadly there was not much time left.
@snowinn It's an incremental game. Just continue on with the dialogs, you won't be watching for the whole game. It's actually more of story than gameplay.
@tree3 Yes it's from that game but I saw that it's public domain. Got it from gamesounds.xyz.
The incremental + combat is something I've been pondering about. I want to expand on it in the future :)
@doc-moustache Just continue, a few moments after it appears (3 more mazes after it has appeared) a new dialog will appear. I'm not very proud of the battle since it doesn't have much mechanics due to not having much time left. haha
@kpedatte Yes, of course! I don't think people have time for incremental games on game jams. I reduced the costs to make sure it's finished quickly.
@xorb I think I got what I wanted from people. I want them to wonder what's happening. I wanted the game to unfold :)
@doc-moustache I focused more on the story cause I don't think people have time for idle aspect in game jams. Guess you're the exception.
@spotline When that message appears, after 3 mazes, a new dialog will appear.
@layne-stokes Did you also try to follow the demon's advice? Do that and you get the good ending :)
@spotline Did you press space/enter? The dialog has to disappear first. If the dialog has already disappeared then that could be a weird bug.
@spotline Huh, that's weird. Did you try restarting the game?
@spotline @azagaya Ah, I see it now! You're correct @spotline, I didn't put a check if the locket was already opened so the timer keeps on resetting and the dialog will keep on appearing.
@flying-dog-fish Not sure if you're being sarcastic.
@cambryx Thanks! I figured people will want to replay the battle if they got curious what happens if they do the opposite.
@necauqua Thanks! Godot FTW! Yeah, the theme connection is the labyrinth is repeating so I made an incremental game.
@duke thanks! He'll get out, as long as he allows the demon to kill him haha!
@duke Don't you wanna see the other ending? :(
@justcamh thanks for playing! I forgot to say there are two endings, you would have seen the good ending!
It was really fun to play! After a while it becomes bullet hell. The particle effects for the bullets are really nice. It has great feedback as well.
The art is beautiful and it has a pleasant color. I like that the timer and health is in the background. The health meter is a little weird because it's a slider but at least it's not the usual red health bar cause I don't think it will fit the art theme (with all cogs, clock, and walls portraying a mechanical theme) so good job for that.
My highscore is 52 and died at round 10.
I like the fast and smooth movement speed but the collisions are not "smooth". Sometimes I would get stuck. I wish there were more levels though. It's fun.
Maybe you could expand on this later on. You could add changing terrain for example.
It's a nice idea. There's something with the drift though. If I start to drift it turns too much so I have to let go of the keys to make a "smooth" drift. Maybe it's just me.
I'm curious, how do you implement the ghost mechanic? How do you record your actions and play it exactly the way it had run?
Very fun and innovative!
Time already run out before we could even play.
Really nice animations! I like the character design.
Really good use of the theme here! I chuckled when I reached the end as a the human as it showed the exact scene that happened to the human. It was unexpected. An endless cycle of violence.
There's no little tutorial in the game. Little images can be added on the game itself as it scrolls.
And the color of the sword is the same with the tiles of the houses. When you stand in front of it, it looks like you're just holding a hilt :smile:
Very interesting puzzle game! Simple graphics are perfect.
Took many tries to finally enter all codes on one of the levels but nothing happened.
It can feel that it is fun if it's not too hard. I think the first set of spinning wheels is too hard. When I go down and then back up, I haven't landed yet and I hit the next wheel. Maybe they are too close together or I just suck :smiley:
I noticed the score on the screen is reduced by 100 when I die. Not sure if it was intentional.
Interesting mechanic and good amount feedback. But it's pretty hard to click on the small planets, maybe make its collision shape bigger so that the player doesn't have to click with precision. Also make the camera view bigger because it's hard to keep track of the small planets
Woah what a large team you have! The game is awesome! Very polished. It's good that you focused on the sounds and ambience as sounds are very important in horror games. The sounds really fit well together. You've created a polished game of this level with that size of team in just 3 days. What more if you made a game for a few months? If this game will be expanded, I am really interested to play!
I did not find the concept of "positioning your ship backwards to collect the garbage" fun =( Also, the collision shapes are small. The ship is already touching the mine but haven't actually collided with it yet but I guess it would make the game harder. The music is good though, it fits the game.
Also, a note on UX. When I die, a game over screen is shown but it tells me to press enter to go to the menu. I want to try and play again. Why are you telling me to go to the menu? Give the player the option to "retry" and "go to menu".
Fun little game! It was easy until I reached the level where there are four stars in the middle. It was more challenging.
Let me guess, this would be your game if the theme was "Control the world, not the player"?
I enjoyed it but at first I thought there's nothing to do except do the task (while providing interactions with other objects to make the game "lively") then sleep and repeat then later I realized the notes are telling something. I managed to get to the glitch part but after a few moments the game crashed. Also there are times that the interaction button appears even if I am far away from it. It mostly happened on the dishes.
A note also on the UX: when I interact with E, I have to close with Esc. It's inconvenient. A better way would be just to press E again to close.
@jeremia Ah, I see. I got out of the loop!
Fun concept. This could be a great time killer on mobile!
It would also make a great cooperative multiplayer game! The more players, the bigger the circle will be, and the more balls will need to be kept. There could be two game modes: If a ball goes out, either all people lose or a random person will lose.
It's fun but I think the screen is too bouncy.
I like how the projectiles are part of the turns. The design for the platforms is nice. I didn't get the thing on the top right.
I didn't know there were powerups. I read your game description but completely forgot about it then I read the comment above mentioning about powerups. When I was playing I thought they were the neon signs, I jumped and I thought my depth perception was wrong, lol. I seriously didn't see any powerup. So I played again and now I notice the powerups. Maybe I was busy at first trying to coordinate my key inputs to have a smooth run. When I got the powerup some inputs got automated and then I was like "oh so that's why my jump input got automated on my first run". Maybe add more feedback to let the player know the inputs have been automated because when I first saw the arrow keys on the top right I figured it's just a little guide and just stopped glancing over (there's nothing really there to look at).
It was fun when I finally got used to it! Music is good.
I had fun with this. I especially liked the swoosh effect when moving and then killing the enemy. I felt like an assassin! :grinning:
The tutorials are loaded with text.
It's a refreshing clicker game! Very fun but also very tiring. There should be an upgradable automation. I like how you used a real image and put pixel art on the hamster. Expand on it and it could become the next thing in the incremental subreddit!
Really good animations! I miss the small platforms a lot, it's either the movement speed is too fast or the platform is too small.
Nice art colors. Movement is awkward and pacing feels very slow because of it. A hopping animation would have been better instead of actually replicating the hop on the code itself.
A pretty challenging game since it requires timing. Couldn't get past the level where the broken wires was introduced. But it's nice that you introduced the player on how to do the objectives before you added an obstacle.
Really fun! I keep on making clones that keep on shooting to cover for me but I still die anyway :smile: But I can't get the gun on the left side.
I'm curious, how do you record your actions and play it the exact same way?
@etrealjunior You're back at it again with the same comment. You're just copying and pasting.
There is audio feedback when hitting enemies but there's not much "juice"
Very interesting concept! It makes you test out different ways. I screenshot it below.
lupi.png
Please expand on it. It's a really fun puzzle idea!
I can't get past Level 2. I can't jump to the other side. Either the jump is too low or I'm doing something wrong. I like the concept of fixed sequence of actions though.
I like the idea interact with the mouse while you move around the level. It paves the way for more puzzle ideas that require simultaneous actions (whether near or far) from the keyboard and the mouse.
Like other people said there's no guide in game for the controls. But I only knew right away how to play because I saw your post about unclear controls. Little images on the background of the first level would suffice which would show arrow keys and a mouse with an arrow pointing to the first interaction.
I think the maze part was out of place.
The camera movement on the horizontal axis is too fast, it makes me dizzy. Maybe slow down the speed and lerp the movement so camera won't move right away.
I agree with the comment above that there is not much depth perception. I don't know if I'm about to get the coin or not.
It's a nice idea for an endless runner.
The graphics is nice and simple but I don't know which asteroids will come first and I have no idea when I am about to get hit.
In the menu, I clicked invert controls but it went to play. Oh, I just realized as I'm typing this that it's because it's the jump button. Because I was thinking the 3 buttons were meant to be clicked.
The music fit the theme. Graphics are clean and simple.
I really like the cartoony art of the powerups! The bounce back during wall collisions feels so slippery.
Art is nice except you left the red box to be a red box. Other than that it has a nice polish, I think there's enough feedback and juicyness.
Nice art. It's fun and has good feedback and juice. Without the screen shake, it wouldn't be as fun.
I got stuck in the walls and it kept going to the right until it stopped at the right most part.
easymode.png
Really nice graphics and good music. It's difficult since you have to get all gems in one playthrough.
I think Crypt of the NecroDancer is what you are referring to. But we can't play your game.
Very nice animations. It's fun but it's more fun if the movements look faster because the movement is really slow.
Hi @etrealjunior you're not providing useful feedback. That's the same exact comment you put in my game page. You're just copying and pasting.
I like the art for the player and the upgrade girl. It's nice that there is a recoil knockback. Also, not an issue but I noticed the sound of the gun sounds like the MP5 from Counter Strike. I also liked the music, it sounds temple-ish.
- There's no visual or audio feedback when getting hit by enemies - Coins have solid colliders instead of triggers. It slows the player down when collecting. Not a big issue but it feels unnatural - Map is too big and when you go to the portal you're warped back in the beginning and you need to backtrack. Feels repetitive and sometimes I'm not sure about the way since there's no minimap or at least an arrow pointing to the opened door
I love the idea of a platformer plus block clearing game. The intro stage as tutorial works well. Cool design for the colored blocks.
@skallywags Thanks! My initial plan was to ramp up difficulty over time and increase enemies' hp but when I was playtesting it, I thought the difficulty would be more about protecting yourself from the tesla coil. Different tesla coil configurations would be interesting. PS: I didn't do the art except for the tesla coil and umbrella so that I can focus on polishing
@circle Thanks, but the art isn't mine except for the tesla coil and umbrella as I wanted to focus on polishing and adding game juice.
@camden-cecrle Thanks! Me too, but I wanted to focus on the tesla coil. Glad you enjoyed!
@kwiper Thanks! I thought it was communicated during the brief intro but oh well, I guess you just wanted skipped that part. I probably should have made a quick tip during the game or I should have added it in the TL;DR part.
@kwiper I agree there are a lot of games to go through haha, and I'll keep that in mind in future jams. And about the controls in the title screen, I wanted players to be able to try the controls right away instead of introducing them on a separate screen or something. Glad you saw that!
@dcy11011 Thanks! Although art is not mine except for tesla coil and some few. I agree, I should have made the player's damage higher (not lower hp enemies coz damage of tesla coil is already high)
Question for people who's gonna see this: Is it allowed to modify the game a little post-jam? I want to increase the player's damage so it's easier to kill enemies
Note: I increased the player's damage on the Web version. For those who want to play the original entry, you can download the PC builds
@idan9000 That's a nice idea. Thanks again for playing!
@matterlinx Yeah, I didn't realize the UX issue when I was making it. Thanks again for playing!
@jackaljk I agree with the UX issue. I should've made it like 1,2,3,4 or something close to WASD. But I didn't make it WASD since I want the player to still be able to move while inputting keys but apparently you can't since you have to move your hands to the arrow keys.
I think I'm gonna just leave it that way, I want people to have fun instead of having a hard time killing enemies
Fun and challenging. The graphics is simple and minimalistic which is enough for this type of game. Good job!
Cool game! I really enjoyed it! Sounds and music fit the game. The level design is very good. And the tutorial is well done and there were enough levels to explore and enjoy the mechanic. I finished all the way through.
Cool concept! I like how the how-to-play is presented using images only. It's easily understandable. The graphics is good as well. It's good that the far surroundings are blurred out since they aren't very important but still adds to the ambiance. Overall, it's a simple but good management game.
It's simple but fun! Interesting concept. I lasted for 19.7 seconds in my 2nd try.
Pretty fun! The sound effect for downloading is satisfying. I think the first level after the tutorial is hard or maybe the UX contributed to the challenge of it. The commands are too small, it's hard to click on it and they didn't look like they were clickable. I had the same experience with mickm above in that I didn't know what to do at first. Also, not sure if it's the game or if it's itch but the mouse movement seems slower and combined with the small commands it's difficult to click.
Good tower defense game. I like the fact that it's an open space and you're free to place your tower anywhere. It has good game feel because of the screen shake. I made a game similar to this as well during LD46 in that my towers also overheat but you repair it manually with a sequence of buttons.
Awesome 2d style in a 3d environment!
Fun and difficult!
It's funny that you could replace limbs with different objects. I had a fish head replace the right hand. The music doesn't fit.
Overall, even if it's simple I think there's fun in it and the mechanics can be expanded to make it even more interesting.
cool polished game but not much fun during the levels. The boss battle was fun but short. I think the screen shake is too much for a single small shot.
Amazing game. It's really polished. The UI design and colors remind of some AAA game not sure which. The game also reminds of a minigame from Crash Bash in PS1.
Pretty enjoyable game! Good job on your first jam! I liked the "bounce" walls.
Really fun physics game! But the 2nd level is a little difficult
Nice and simple game. But movement felt too slow and I think the collision boxes are too big, I had a few tries before I was able to make the horse go down 'cos he's always taking the food lol. Also, before the horse got down he was floating in the air because his tail is still on the platform.
@alina-baybulatova During my last participation in LD (LD47), I saw someone just copying and pasting the same comment over and over in different entries. Can't believe I'm seeing it again. I saw the same comment from you on another entry.
@alina-baybulatova Okay. But I'm not saying you're the same person who I saw during LD47.
The web version is cut on the bottom part
You get a high score on humor. I agree with the above, scrolling should be faster and the delay between the dialog and continuing your walk should be lesser.
Nicely done! I enjoyed it. My only issue is that the delay between levels is too long, like how long does it take you to read "Nicely done"?
I don't know what's going on. I didn't understand what's happening in the codon UI. I think you focused more on the content, as there's lots of abilities and mechanics. But you forgot about how to guide the player, like, you presented all mechanics right away (eg. add, substitute, remove, etc) and didn't guide the player how each would work. I think this would make a fun game if those things are fixed.
I liked that your speed and jump is affected by your size. The bright colors are nice but I think the art isn't cohesive. Overall, it was pretty enjoyable. I think this would make a good speedrun platformer.
Interesting concept but it felt too slow. Good job on your first jam! And it's compo, wow!
Enjoyable physics game when it's not bugging out. Sometimes the objects won't drop on where I clicked. Sometimes when resetting the bike will lean over. I liked the acronyms!
UX issue: No indicator which object is selected.
I made to it Wave 33. I liked that the enemies have to go back after getting a flower unlike the usual tower defense game where the enemy is gone once it reaches your base. Some "disasters" aren't very interesting but you can further add things like getting a random tower to attack nearby towers. I liked the music and the sounds of the bugs. I also like the humorous tutorial.
UX issues: - When selecting a tower to build, you don't immediately know which one is selected. You have to look at the right to know the selection. You can improve this by simply having a clear outline or highlight on the button or make it look it is depressed like a button. - At first I thought that there's no way to select a deployed tower but then realize I don't need it since I can see the details just by hovering over it. So I thought the towers cannot be upgraded. Maybe it's just me but I didn't notice that there's an "Upgrade Cost" below and I didn't know I just need to click the tower to upgrade it. - No indication if selected tower can be built (insufficient gold) - No visual range indication
interesting mechanics which can be expanded further
The character is funny as hell and when you float it adds to the humor, I don't know why lol. Eventually, I floated high up and can't reach my pick-up point. The graphics is clean and simple and it's sufficient for this game. I like phone feature and the map which zooms out.
Nice simple horror game but it lacks the atmosphere and sound effects to evoke uneasiness. Small issues: Player can turn during dialog. Flashlight changes direction while character is in the different direction when trying to move at two directions (ex. Left and Down)
Nice and simple puzzle game with clean art and fitting music!
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