Mr. Cheeks Sweet Dreams by MrTroy 2020-10-06T02:37:10Z
This was a nice Halloween treat :) Great humor and while I wouldn't call it too innovative, I do like how you handled the theme for this one! I had fun with it :)
Foon → Ludum Dare Explorer → Users → MatchaFlavor
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | Co-Routine | jam | 783 | 3.50 | 3.14 | 3.44 | 3.11 | 3.68 | 3.23 | 2.63 | 3.15 |
This was a nice Halloween treat :) Great humor and while I wouldn't call it too innovative, I do like how you handled the theme for this one! I had fun with it :)
I couldn't tell what was interactable and what was not. Also I wasn't quite sure how this relates to the theme.
I can say however the graphics are beautiful so I'm giving you a 5 :star: on that one.
A fun and interesting one! I love how you guys wrote an email system for this! Unfortunately I did encounter some glitches where the page would freeze, though I'm not sure if this is a glitch or to add a more realistic feel in comparison to the email my work uses LOL. Well done overall!
A start of something good I'm sure. I can't say much for ratings, but keep developing this, it could be good :)
A cute game, it's like a cross between Untitled Goose Game and Goat Simulator. Definitely not within the theme parameters, but I thought it was a pleasant play, albeit not much to do.
Very addicting! I found it a little difficult sometimes trying to see over the boxes you collect and I do agree that the obstacles need a bit more substance to them to make things a bit more challenging.
Other than that, the graphics and music are very charming and the game is super fun to play. Well done!
A VR project probably isn't the best way to go with game jams (Unless it's a VR themed one of course!) and the reason for that is not everyone has a VR headset. Unfortunately I can't rate this.
Great story and artwork! Personally, I had a hard time understanding how to play however and the NPCs- er, players rather, were pretty chatty and it looped through the same chatter over and over again. I think that's part of it's charm at the same time though, it makes you feel like an NPC. I just think it needs balanced with more decision making.
Overall, I had fun playing it. I wouldn't mind buying a full-length game of this if it's more fleshed out.
Insanely fun! This one's a winner for sure! The mechanics are awesome and the attention to detail is stunning. Well done!!!
OH MY GOD :joy: That's absolutely hilarious! I loved how this game played it's so much fun. The artwork and sound design is just great, and it's a clever interpretation of the theme
WebGL is broken but the executable works great! Very fun with very responsive controls and great sound and graphic design. Well done!
I feel like with more mechanics it could be fun, but the game just seems so basic and bare bones in its current state...
Very meta! :joy: This was a blast, basically described what I went through, only I submitted for the jam lol. Very well done overall, I don't have much to contribute here in terms of feedback, the game is simple in it's gameplay but deceptively challenging.
The story was pretty touching and the mood and general vibe of the game is nice, though I think the texturing on the environment was out of place with the simplistic models.
Other than that, it's a short, sweet game that gets its point across and doesn't try to be anything else but that. I like it :)
Really great interpretation of the theme with nice looking artwork and sound design. I found it humorous you left a glitch in where you can set the time to 0 and watch the fireworks :joy: A very simple game that I could play for a good chunk of time. Well done!
Very well done! The polish on this is brilliant and I can see a lot of love went into it. I just wish there was more to do, but it's a very entertaining game overall with great charm and excellent design. Good work all of you!
Pretty fun, but gets repetitive quickly and the difficulty definitely needs to be ramped up. I feel like increasing the damage vandals do to the tracks would be a good start, and maybe you could do the game in waves and in-between waves use points to purchase upgrades for the cart.
I think that would help make the game more engaging and enticing for players to spend more time shooting up vandals to spend their hard-earned points on becoming a superior wagon defense system. :joy:
Great visuals and animation, albeit with performance issues. The premise of the game is nice, but I felt like there could have been better focus on the puzzles. So much could be done with the death mechanic but I was able to win with only three or so deaths.
Overall, this game is highly polished and beautiful, but I felt like a lot more could have been done for the gameplay.
Good take indeed! It's a very unique approach to being stuck in a loop. I enjoyed this one and other than what FC had to say, I don't have anything to add as far as critiques or suggestions. I hope you continue working on this one!
Wish I could play. Ping me please when it's up.
It's very cute, but I feel the movement is too floaty and the key mechanic is a tad frustrating when you have it stuck in the hay.
The artwork is nice though :)
Very nice art style and I love the message behind it. But there doesn't seem to be any sort of change in-between each scene, which fits the symbolism but with the long scene transitions, it just doesn't work very well in execution.
Certainly pretty odd :joy: I wish there was more depth to the racing but it just feels like a constant straight dash.
Uh... I'm more confused if anything really... The artwork is nice but that's all I can say about it unfortunately.
*~~How is Eileen's back not broken...?~~*
My antivirus flagged the executable as a virus for some reason. What engine was this made on exactly? (EDIT: NOT A VIRUS AT ALL)
Why not host on itch.io?
@brinegamers-productions Ah okay, sorry about that :joy:
Anyway, the game is pretty basic with an interesting idea for a mechanic. That's about all I can say unfortunately. It seems like if you keep using the prior control scheme you'll never have to switch back. Also the controls and platforming feels really drifty.
A good start, but you've got some work ahead of you.
It's fun, but I wish it was a tiny bit longer. I'm unsure what King is talking about to be honest because I have full control of the camera and the sensitivity can be tweaked in the options. The door colliders were a bit janky and I noticed some objects clip to some weird places. I just wish there was a tiny more to do.
Kinda sad that I'm not able to play it. For future jams, the best thing you can do for yourself for proper feedback and ratings is to make it as accessible as possible.
For the time being, I just can't rate this.
Top notch! The game looks absolutely amazing and while insanely difficult, I managed to beat it just in the nick of time. I can't really think of any critiques really, you did very well on this one!
Cute, but I can't say this is a game worth rating. Sorry :neutral_face:
Not bad! I think it's a bit annoying when you run into a wall you kind of just pause there until you turn the right way and you snap back to full speed.
I think the game would feel better if the car's movement was more momentum-based and you get knocked back on a wall collision with your momentum reset so you can correct yourself afterwards.
I don't really see how the game relates to the theme and I don't feel the gameplay is intuitive enough to just say "have at it, move pieces where you want." However, the artwork is just incredible
A lovely experience and a charming story that fits the theme very well! For me, it shows me two different perspectives of being "stuck in a loop," positive and negative. A very creative way to tell a story and I can't really find any faults with it at all. Well done!
I wish you could have exported this to more platforms. Us Windows and Linux users can't play.
Great art and low poly models, but the lighting is pretty lackluster and there's no clear objective.
Also, just a note on developing with mouse controls, you'll want to lock your cursor. It may not seem like an issue besides the cursor flying around the screen as you control the camera but I have a multi-monitor setup, so when I move the cursor towards my second monitor and try to fire, I'll end up clicking off the game instead. There's a simple snippet of code that Unity has which will do that for you:
``` Cursor.lockState = CursorLockMode.Locked ```
I was unsure whether or not the fixes were made post-submission phase so I decided to cast my ratings based on the older version.
The first thing that sticks out is the music, not in a very good way. I suggest checking out how chord progressions work and then making a melody that goes with that progression. There are actually some useful chord progression generators out there that'll help you make the music, that helped me a ton this jam to make at least some sub-standard music on my part :joy: . However in it's current state, I'm pretty tempted to just mute.
The graphics are great, incredible reflections, I like the bloom, but I was thinking maybe it was a bit too bloomy. Otherwise, solid graphical entry here.
Finally, I think the gameplay was pretty boring. It felt pretty bare bones, just look for a signal, pick it up, and throw it into the goal. I suggest figuring out some mechanics to make things challenging. For example, what if there are enemies or traps that could make you drop the signal? What if you turned it into some sort of color matching puzzle? Just something to make the journey from point A to point B more interesting.
I hope you'll keep working on this, because with some more mechanics and direction, it could be very fun!
@beavergames Thanks for the feedback. I had planned on a better tutorial and ways to map out which button affects what on the level but I simply ran out of time. I intend to keep up with the project though :)
@iluvatar Thanks! Camera manipulation is still pretty iffy with me lol. I'll try and work on that next time. I appreciate the 5-star!
@gamedev-and-architecture Yeah I took some heavy inspiration from B-MO :) Thanks for playing!
@simex Thanks for the feedback! Yes I agree, I think the one takeaway I'm taking from this project is proper communication between the game and player, especially with something like a puzzle game. Actually, this was the first puzzle game I've developed! I wanted to try and branch from my comfort zone a bit and try to give it my all. I'll try to make a post-jam version on a later date :)
@matt-jones I really appreciate the kind words! I had intended to make a tutorial level but I just didn't get it done in time. A "how to play" booklet was my last ditch effort to add some sort of coherence lol.
@koolruz You know I didn't even notice I didn't specify that the swap was purple! :joy: Sorry about that! I'm glad you still enjoyed the game however!
@pete-valeo Thanks for the kind feedback! It was a stretch really, but the theme inspired the color change sequence for the robots, as you have to loop through them to solve the puzzles and sometimes inverse the order of the loop. It was the best idea I could come up with at the time.
Oh my gosh :joy: So many helpful comments! Thank you all @gamedevmatt @vem @darcytimms @tamail @thunderkerrigan @kisk @fingamer
I'm glad you all enjoyed this and I promise I'm taking good notes on this feedback.
@marc-antoine-girard Thanks for the feedback! I felt that if I just allowed players to swap on the same node, it would make the game way too simple for my tastes as you could just swap to the robot you need to move to without moving anyone else. I'm glad you agree with this decision!
Yes the camera needs some more work. I did use cinemachine for the majority of the camera movement so I'll tweak the rigs and see what I can get, or maybe find an alternative solution.
@tinykidtoo Thanks for the feedback! I'm sorry you feel that way, however at the time of development it was the best way I could think of to give my planned mechanic meaning. Otherwise, you'd just be able to swap to the color you needed at any given time. I'll see if this can be tweaked to feel less tedious as I continue developing this game, but I don't anticipate changing this feature entirely.
@roberto-nascimento-almada Thanks for playing! I had a tutorial stage planned but I was never able to finish it, nor was I able to convey the instructions well enough, so I do apologize for that. You are actually not able to stay on the node you ended any given robot on last time. That's part of the puzzle.
***YOU CAN PET THE DOG!!!!!!!***
*ahem*
With that out of the way, it's a funny little commentary on being stuck at home! I liked the artwork a lot, but I feel like the style of the 2D sprites stuck out a bit in contrast to the 3D models. The art isn't necessarily bad, far from it, I just feel like it's a mismatch.
Also, I had a hard time deciphering what the items were based on the resolution I played the game in. I would consider trying to scale them up a bit.
Overall, a fun little minigame :)
Looks cool, but it's very short and you basically just walk around and interact with a single object as far as I can tell.
@theogen I look forward to it!
It's a cute little game with some nice art, but I'm a little confused on whether the game is supposed to end abruptly or if it's a glitch. The gameplay is decent, enough to keep attention for a little bit, but I wish there was something more to it.
I will say right off the bat I didn't find the complaints button too funny. Part of the beauty in game jams is to receive constructive criticism to help further yourself as a developer. I may just be a stickler on this, but I don't think it was a necessary feature.
With that out of the way, it is an interesting concept, but I don't believe it was well executed. I was just able to stay in place, hold down the spacebar and shoot at any incoming enemies. The building didn't seem to provide any cover for me so if anything, moving around just seems discouraged. The intro screen was pretty neat and the alerts were funny, but I wasn't able to close them easily so sometimes it blocked the view of my tank and incoming enemies.
What would be cool for this is if you had some cover at the edges of the loops, similar to what you'd find in those classic Atari games. That'll give some more incentive to move around as you try to repair your tank!
I hope you guys keep at it!
The audio and graphics need some work. I like how the font looks like a creepy handwritten script, but for me it was a little bit hard to read.
The gameplay was pretty basic, I wish there was more to do other than move your shoot direction. I think trying not to kill the sprites is a good approach, but it needs to be executed a little better. Also, I don't quite get how it matches the theme.
@bunkai Ah I see. I guess I glossed over it :joy:, sorry about that. With looking at the description though, I still don't see it as a good fit for the theme personally, but I can see the logic that went behind it.
A very cute concept, but not much more other than that. I love the aesthetic. It almost feels like a Bill Wurtz music video in terms of the artwork, but just in black and white.
It's pretty fun! Bonus points for managing to squeeze in multiplayer!
As far as the graphics, the UI and lighting could use some work, but the modelling for the characters is pretty good!
For the gameplay, I think it's in major need of a rebalance. It's easy to dodge most of the enemies no problem and if you just camp the spawns at the beginning you're pretty much invincible. I didn't even know you could destroy the spawns until I accidentally shot at one so it was just this endless barrage of bots that upgraded my cannon to absurd levels of strength. I couldn't see a clear relation to the theme either.
Overall, a fun one, but needs some work.
Firstly let me just say congratulations on finishing the jam. No matter what critiques you get, you made a game in such a small timeframe and that's a great achievement, more so than what the average person could say. Be proud of that and remember, we're all learning here. :grin:
The game feels pretty boring. There's not much to do except go counter-clockwise, shoot the enemies, grab coins, and upgrade when and if you collect enough coins. Also the camera is so zoomed in I have no warning of any enemies coming in or any grasp of my surroundings. I didn't even know if I was moving sideways since I couldn't see any curbs up ahead. The enemy AI needs some tuning and perhaps just a few more variants (I think enemies that try to crash into you would be cool since you get damaged by touching them anyway). I feel like a cool direction you could go for this is to make things round-based and have more enemies or even stronger enemies spawn with each round, or maybe even expand the loop every round.
The void mechanic for the borders just seems like an unnecessary hassle if you're just going to avoid it entirely anyway. It would have been nice if you added some void-based obstacles to make this mechanic a bit more fulfilling and it would add an extra layer of challenge trying to navigate the loop.
Overall this could be a really cool concept, but it just needs some more work to make things fun.
Pretty interesting concept. I feel like the zombie movements weren't clear enough and it seems both the player and zombie pathfinding is a little drifty. Some of the zombies didn't seem to detect me, but it was unclear whether it was because I was behind them or not. If that was the case I'd say either scale the zombie and player models up or maybe just change their FOV to a cone facing where their eyes face.
Other than that, great job. I could see this being a really cool puzzle game, perhaps some survivors would have to scavenge food and reach the exit, or maybe more puzzle elements could be added such as sending multiple survivors to different positions to cause distractions or pick up guns to defeat a zombie, etc.
It just doesn't seem very fun...
Glad to see someone hosting on GitHub that actually put a release in! The last few games I came across that were hosted exclusively on GitHub didn't have a release but kept their build in their source code so I had to download the entire source in order to play :joy:
This is exceptional. Simply exceptional. There really isn't much I can nitpick at at all!
The only possible feedback I can think of is the menu font was really hard to read and the win info screen could use a facelift, but I'd love to see a full version of this fully realized. Bravo and encore please!
You packaged your download incorrectly. Zip your entire build and post that for download.
As it stands no one can play your game.
This was really fun! I'm a sucker for good puzzle design!
I don't have much more to give in terms of feedback and critique. It was a nice play!
Came here after seeing @etrealjunior post about it :) Show him some love when you can. :green_heart:
This is definitely one of my favorites by far. You took the theme and incorporated the mechanics just flawlessly. If I really had to nitpick for anything wrong, I saw my mouse cursor when playing the game and there were some grammatical issues, but that's it.
This was just so wonderfully executed I'm so impressed. Well done!
For future reference, you've got to try and make the game more accessible. Imagine giving an average person with no prior knowledge of github this link and then you ask them to play it with no release published. People aren't going to know to download the source code and find the release in there or even how to do so.
The artwork is charming, but the sprite animations are pretty odd. I'm kind of at a loss on how to play or what to do.
It's a good attempt, but I can't call this finished.
I would have loved to see what you did have and discuss ideas with you. Don't feel discouraged. Just keep at it :thumbsup:
It's quite a stretch for the theme to be honest, though this was a funny submission. It really does help you appreciate modern keyboards.
The scale of the window made it hard for me to read the text to copy down. Maybe if the font was crisper it could help as well.
You could have just posted what work you had and posted it to the unfinished section of the jam. But making a jam post with nothing isn't very helpful :neutral_face:
Consider uploading to itch.io to make the game more accessible. I had to download the source code in order to play the game and that isn't very convenient for people trying to play and rate games, some of which aren't even familiar with Git. Publish as if you know average people are going to play it.
It just seems to me the gameplay is clicking on the little guys to keep them working ad infinitum, which isn't exactly compelling gameplay. It's actually more fun to watch the ship get torn apart by not doing anything :joy: