FoonLudum Dare ExplorerUsers → MeronSoda

MeronSoda

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201738A Small WorldAngry Worldsjam4543.263.292.203.263.202.902.532.91

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by MeronSoda

LD38 — A Small World

Marco Polo by Nathan 2017-05-03T02:33:01Z

Oh boys, I am not much into horror games, but I tell you: your idea is really good. I can see the core of your game design, right through the lack of an artist. It is ok, I get the picture, I get your message and I think it is good.

You know, games and art are languages, ways of communication. Although I can understand what you say, most people don't without a polished work. And that's why I actually think you guys **must** try to polish this. Because it has potential, but almost no one can see it right now.

P.S.: that centipede scared the hell out of me. Sorry, but THANK HEAVENS THE ART WAS MADE BY YOUR PROGRAMMER! I don't even want to imagine my heartbeat rate if this was a polished piece!

Marco Polo by Nathan 2017-05-03T04:24:03Z

The bugs you (@juri) reported in my game were patched. Thank you for dedicating some time to my prototype.

Marco Polo by Nathan 2017-05-06T14:26:41Z

Oh, and before I forget: there is too much text at once, it is overwhelming. You need a solution for that. Either reduce it or dilude it in several ballons throughout the game, I don't know. But you need a way to make them read without taking too long to get to the actual game.

Beetle Archaeologist by Kalkatos 2017-04-25T02:53:16Z

Honestly, I think it has good potential. I don't know if it is on purpose but it is impressive how punishing the denial sound can be after so many times! And it fits the game so well! :D

Last Bloom by NvrSkipGameDay 2017-04-25T02:44:54Z

I like it. I just wish I could attack with the keyboard, or play it completely in a gamepad, because this is such an ability-based mechanic. Nice job! Have you ever played Shank 2 survival mode? I reminds me a lot. :D

ANTIVIRUS by KappaIX 2017-05-07T01:26:26Z

Awesome concept, design and art. I really enjoyed your game. :smile: There are some flaws I would like to report:

+ :exclamation:Forced windowed mode + I can't finish your game, and its not my fault... The game is forced window, with no maximize and no full screen. So I accidentaly click off window, which loses focus and I die before I can go back to the game. :bulb:*Allowing stretched full screen or locking cursor inside of window could be solutions.* + :exclamation:The punishment is too harsh + I am sent back to the very first start when I die (which is mostly caused by the previous point). :bulb:*Adding savepoints could be a solution.* + :exclamation:No cooldown on shooting + I have a customizable mouse, and I can configure it to click one **BILLION** times until my processor melts when I hold a side button, but I usually keep it 20 per second (I bet you weren't expecting that :rofl:). I use it a lot in MOBAs to avoid getting my hand hurt. Check this: antivirus2.gif :bulb:*Adding shoot cooldown could be a solution.* + :exclamation:The bullet sound is cute and awesome, but can cause headache + The bullet sound pitch is very high and if you consider I can (and will) shoot 20 bullets per second, its a guaranteed headache. :bulb:*Lowering bullet sound volume could be a solution.*

Do not take these points too serious, I am not kidding when I say I like the game. The comment is simply about trying to help you improve your product.

Honey Home by dvdfu 2017-04-25T02:32:28Z

Its so beautiful! I **love** it! The art, the music, the visual storytelling. ^^

The Microns by Rodrigo Denúbila 2017-05-02T20:06:10Z

For some reason games hosted on GameJolt take forever to start here, and it lags a lot.

Nice concept and art. The music also fits the comedy mood.

The only problem are the controls, it feels like Superman 64 "car" controls :laughing: Idk if it is part of the gameplay to make it harder or something like that, but it is really unnerving to control characters like that, haha.

Good job, it is a lot in 3 days. Adjusting details like controls and difficulty (aka polishing) is always the part that takes longer and usually doesn't fit into a tiny window of a jam. :smiley:

Heey.... Wait a minute... Você é brasileiro, também, po? Estúdio Cafofo, haha

The Microns by Rodrigo Denúbila 2017-05-03T04:22:12Z

The bugs you reported in my game were patched. Thank you for dedicating some time to my prototype.

Come on, barbarian! by uchiro 2017-05-02T20:29:45Z

USE PHOTON CLOUD AND MAKE IT MULTIPLAYER

Thats it! The slow physics is perfect for a network-based game.

******

Awesome game, even better considering its a **jam**! Full five stars, I cannot rate less than that in any rating. You actually got me. :laughing:

Cons? Playing against the bot is kinda boring, because it applies all forces perfectly and it's movement doesn't feel clunky at all (which is the charm of game). Btw, how did you manage to code such a perfect I.A. in such a short deadline? o.O

Oh yeah, and remove the "confirm" button from . Why? If you pay attention to player's hands, one is at WASD, and one is at the mouse, there is no free hand to press (well... maybe there is if A.I. cuts one). :wink:

D4RK and the Small Worlds by abhimonk 2017-05-06T15:13:40Z

Ok, this game is **REALLY GOOD**. I see you focused 100% on mechanics and coding, but that has some drawbacks I'm listing below. (And I think I'll make a post about this game)

Pros:

+ Wall Jump + Meelee Attack + Dashing mechanics (<~ this adds a lot to your game) + Slightly funny plot + Fast-paced + Skill based + Good animations (sometimes - e.g.: laser beams)

Cons:

+ Some hitbox (glitches usually the floor) + Kinda glitchy wall jump mechanics + Requires too much precise frame timing. Maybe add a small tolerance to still wall jump after leaving wall, like 5 frames or something like that? + Art communication critical issues + Could maybe have a double jump? Idk, this is more like a suggestion.

Please notice I am a hardcore old school gamer, that means I don't think your game is too hard, but by the feedback in my game I bet people here are complaining about difficulty too. I won't do that. I had to die some times to kill Saturn and to pass the elevator, but **that is expected, that is part of game**. What cannot happen though is that I died due to **game flaws**, which I detail next.

Given that, your game suffers (as almost Jam game do, specially Compo games) from some serious problem with art, please read this until the end. When I say the art is bad, I am not talking about photorealism skills, I am talking about **COMUNICATION SKILLS**, your art must **BE CLEAR**, must inform **without a single sign of doubt** what is going on, and that is not the case. Your design choice is that everything in game is black, that means either the silhouette **is perfect clear water** or you need to add some **value changes**. See examples below: + Saturn missiles are hidden by Saturn himself + Moon wave attacks are hidden by the moons + Important attacks (Saturn and Moons) have no anticipation (but the laser beams do). + Enemy attacks require anticipation so the player can react. It doesn't need to be a lot of time, but some visual clue must be given. The more powerful the attack is, the bigger the anticipation is, as the attack is "building energy on cast" and the attack is stronger and the punishment is higher (yes, art relates to game balance). See this short video about **Anticipation from Disney's 12 principles of animation**: https://www.youtube.com/watch?v=F8OtE60T8yU

###### One more thing: add "Hey, listen" to Earth, lel ******

Edit

I want to add more details to this comment about *Anticipation*.

Please notice the reference above is for **FILM** industry, and this is the **GAME** industry. So adaptations must be stated.

In film industry you just watch and chill passively the final product. Well, for games you don't. Games build tension and release it constantly, create strong feelings and addictive focus. Too much anticipation is ok in films, but that doesn't hold for games as anticipation make games **EASIER**. Therefore, the principle of Anticipation must work together with principle of **Timing**: + Two much anticipation will make your game **easy**, **boring** and **childish** (like "Kirby's Epic Yarn") + Lack of it (what you did) will make your game really hard like "I wanna be the guy" and will attract only niche public that want to test their abilities **TO THE LIMIT**.

Also player attack anticipation is not always required, because anticipated attacks are **WEAKER**, casting time is a **NERF**. So usually players don't like to have **their** skills anticipated, but like to have **enemy** skills anticipated, as non-anticipated skills are more **responsive**. A good anticipation time for simple skills could be 1~2 frames for instance. A mega strong boss attack anticipation could be between 2~4 frames. These values must be tweeked and could also be defined in time units within code instead of being defined by the artist through addition of similar animation frames.

D4RK and the Small Worlds by abhimonk 2017-05-07T15:35:17Z

@abhimonk Yes, I've killed Saturn before that attack, I didn't even know it existed actually. In that case I'll try it later as I am really curious about this apocalyptic attack. I actually wasn't expecting time-based pattern, instead I thought it was life-based.

And the desperation to kill it before you get some **"SURPRISE, M@$#%*& TOUHOU PROJECT MISSILE-BEAM COMBOS!"** is real, LEL :rofl:

Oh, and by the way I am adding more details to my previous comment.

Galaxy Glove by merlyboy 2017-05-02T19:14:47Z

This game deserves a multiplayer mode!

Really cool game, my suggestions below.

******

Pros

+ Nice game design + Fits theme perfectly + Excelent mood (fighter, crowd, ring/floor details, animations) + Graphics: simple but effective + Funny

******

Cons

- No "How to Play" screen; - A.I. too simple (I have no idea how to code a good one for this game, tough :laughing:) - Is there a multiplayer? (THIS GAME NEEDS ONE) - No BGM

******

Belaruse Panic by bitdecay 2017-05-03T02:07:22Z

Omg, LIBGDX! It is so hard to make a game in LibGDX, the hype! Your team used Tiled, right? Have you ever tried Overlap2D?

Well, back to the game. I like it, really fun. The core game design is good (maybe that is why it was successful, haha) and the mechanics are good, although **I** suck at controlling this kind of car. I think it is the game from this jam I've played the most (aside from mine due to bug testing, haha, which doesn't count). Your game really got me distracted.

Some problems you may want to fix: + Fuel tank GUI not updated + Mission pointing arrow is not clear enough (it is an equilateral triangle) + Some times the clients won't board the taxi + Map is weird at some spots (unexpected dead ends without signal make you hit a wall suddenly)

OH, AND I ABSOLUTELY LOVE THE REFERENCES:

+ Batman + Castle Crashers + Fez + Others

Supernova by Veralos 2017-05-02T18:58:27Z

The ship is so cool, haha. And the legs of robot as a continuous track is such a nice choice. It is amazing your control of project scope. It is like you know exactly how much you can make during the deadline (which few programmers can do). And I bet you also use these tools frequently, right (GMS, BeepBox etc)? :laughing:

###### Oh, and btw. Thank you for trying my game too, maybe you played an outdated version of it. I just noticed Itch.io was displaying the wrong one on top of the most recent one.

Dung Beetle by Louspirit 2017-05-10T13:38:11Z

Very innovative game with good concept. For some reason my PC cannot behold the almighty power of Unreal Engine (time to buy a new one! :smiley:). I've tried all settings in minimum, still can't get 60 FPS.

Some suggestions (as I always do): + :pushpin: Gamepad Deadzone + :scroll: There is no deadzone. A lot of analog sticks (like mine) still emit residual inputs in resting position (e.g.: 0.01), which leads to a slight and constant camera rotation or walking motion by the simple fact gamepad is plugged. + :bulb: When reading gamepad input, instead of doing this: + if (InputAxisX) Try doing this: + if (InputAxisX **>= DEADZONE**) I often use 0.3 or 0.2 as value for DEADZONE. Some people add an item in options with a slider ranging from 0 to 1. + :pushpin: Animation Sync + :scroll: Beetle's pushing animation is always the same, even when you walk slowly. This is a simple detail that could make your game look way more polished if changed. + :bulb: Set pushing animation speed to a value **proportional to xinput**: + animationSpeed = moveSpeed * xinput; + :pushpin: Player/Dung Controller + :scroll: Dung control is very very physics-based and feels too out of control, because the physics is push-only. I suppose you are applying force to ball on contact using as force the Vector3 that goes from player's center to dung's center. + :bulb: When we push stuff, we also hold it with the friction from our hands to prevent it from slipping away. You could simulate this and reduce ball sliding/strafing by using as force the Vector3 that is **playerCenter + Vector3(playerInput.x, playerInput.y, 0)** assuming z is up axis. + :warning: When doing this, do not forget to limit yourself to the case in which **y > 0** (use an if statement), or you will allow the player to pull Dung towards self. + :pushpin: Dung texture is fit for a plane UV map, not for a sphere one. + :scroll: Dung texture looks stretched closer to the poles and sides. + :bulb: Editing sphere UV map in a software like Blender or repainting the texture over the current UV map should solve this issue. + :pushpin: Credits Screen cannot be canceled. + :scroll: Credits screen cannot be interrupted on missclick. + :bulb: In credits screen do this: + if (ConfirmInput) //jump to Credits Final State

I hope my comment helps you in this project. Good job and let's keep improving! :grin:

Stardust - A space adventure by shiitman 2017-05-02T19:51:02Z

Certainly one of the most distinct games in this Jam. Everyone is trying to make some "small circular Little Prince world" or something like that, but you made a hand drawn point-n-click. Very impressive!

The humor is also a nice plus to this entry as the computer has a stronger personality than the human, and they try to interact with the player.

Of course developing a point-n-click is not an easy task, and considering the jam time limit the scope must be minimal (as it was).

Miniature Adventure by Tony 2017-04-25T03:11:08Z

Nice idea. I like the way the things are giant when you shrink.

Angry Worlds by MeronSoda 2017-04-25T00:46:19Z

My game. It lacks a some polishing, but it is hard to do it alone in 3 days. XD

Angry Worlds by MeronSoda 2017-04-25T00:47:34Z

Did I submit? How do I do it?

Angry Worlds by MeronSoda 2017-04-25T01:04:56Z

Well... I think it is over. I don't know how to publish the game. The upload button does not work. I have put so much effort in it... The game is at: https://meronsoda.itch.io/angry-worlds

Angry Worlds by MeronSoda 2017-04-25T01:05:01Z

Multi-click bug. [undeletable]

Angry Worlds by MeronSoda 2017-04-25T01:05:02Z

Multi-click bug. [undeletable]

Angry Worlds by MeronSoda 2017-05-02T16:40:35Z

Thank you for the review, Frankie. You played a **super outdated** version, though. For some reason, itch.io displayed the old version first (despite me telling it not to). The most recent has: + No installation required + **More save points** + **Improved jump physics** + Easier boss battle (apparently some people couldn't beat it, haha) + A **new enemy** (the binary) + **Secret passages** + Fixed spike collision boxes + Better level design that teaches how to deal with in-game mechanics and enemies + No visual bugged tiles + Control screen now tells gravity attack is "boss only"

All of your suggestions were already patched by the time you played, it was all **Itch.io's fault**! :rofl: Seriously, that version was from jam day 1 or 1.5, I think. '-' I already deleted the wrong one, so it doesn't happen again. :grin:

Angry Worlds by MeronSoda 2017-05-03T04:17:39Z

BUGS PATCHED

+ Freezing on star collision + Not respawning on death

Thanks for the bug reports, @frankiesmileshow , @omiya-games, @batmanasb, @Rixud ,@Juri, @abhimonk, @rodrigo-denubila.

I don't know if you guys above will receive notifications, but i'll try it anyway.

Angry Worlds by MeronSoda 2017-05-04T11:26:54Z

Update

Even more save points (two of them). Guys, 6 saves in a single level... I don't understand this generation. :rofl:

Angry Worlds by MeronSoda 2017-05-07T15:53:04Z

@Megalink Thank you, I never take the critics to the heart, actually I like it because that is the way I improve. The amount of experience earned from this jam is a big deal. The current version is already full of fixes/requests from several people, and I am pretty aware I didn't build it alone but **with all of those feedbacks**. I don't know about any music or similar glitches in the **downloadable version**, are you playing from **browser**? Because if that is the case, it is not my fault. The only way to export to browser (so Mac and Linux users can play) is to use the beta version from Game Maker Studio (Early Access v1.99.533) in which the music is glitchy for HTML5 and all I can do is to wait for a stable version to be released.

Angry Worlds by MeronSoda 2017-05-07T15:57:12Z

HTML5 VERSION HAS AUDIO GLITCHES

Known issues:

+ Audio pause/stop functions usually don't work + Restarting the game won't stop credits BGM and won't start the stage 1 BGM + Audio sometimes delays a lot when compressed + Boss BGM will stop playing after player dies and goes back to save point in previous screen

It is a Game Maker Studio (Early Acess v1.99.533) issue, the only version that can at least generate HTML5 builds with GMS Physics. It was already patched but not released, and all I can do is wait for a stable version to be released.

The HTML5 version is meant to be played by Mac and Linux users, because I am poor and cannot generate those builds. :rofl:

Angry Worlds by MeronSoda 2017-05-08T14:25:17Z

@somethinboutgames The game used to be harder, but people couldn't pass the first pit before the flag, so I made it easier and easier in order to help people reaching the boss. At first concept it was like Megaman, only a save at the middle of stage (before the abyss), and another one before the boss.

To actually solve this issue, I would have to make several levels of difficulty, which is out of scope.

The secrets are like in Donkey Kong, you have to search for it, and those passages usually help you avoid stuff. It is indeed well hidden, lol.

Yeah, the boss can be polished, but it takes some time to do it. But I am aware of what you say, I've already spotted a lot of stuff I could do about the boss. It used to be more challenging (faster moons). But it is still possible to catch the moons even the closest ones, it adds to the unpredictable factor. :grin:

The fake spikes are a clue, its on purpose. :wink:

Angry Worlds by MeronSoda 2017-05-08T14:29:04Z

@ohsqueezy I would like to add some procedural stuff too, but not going full of it like *Spelunky* :video_game:. Procedural content was also out of scope though, so its better to stick with deterministic approach. :smiley:

congamoeba: the amoebic friendship simulator by Kev Adsett 2017-05-10T12:14:54Z

Sound effects 11/10 would beatbox it again.

congamoeba.png

The line gets messy closer to the tail, because amoebas keep hitting each other trying to organize themselves, lol

The entry is so good I don't have any suggestion. :grin:

ZEUS VS MOLES by Fouralex 2017-05-03T22:20:25Z

Really impressive game for the Compo. Simple and concise. I am not the best person to evaluate casual games, but this certainly have its market. With some polishing, it is easy to see people playing this on smartphones. Mobile controls are certainly an impressive addition (I tested on computer but it doesn't lower impact of the feature). And its actually harder to play at browser (as expected from WebGL exporters).

Suggestions: + When a user clicks/taps the sky, until a certain tolerance limit range, move to horizon. + Make the camera Lerp faster or slower, not this speed. It is too slow to wait for it to finish, and too fast to tap while it is moving.

My best score ldjam38 test.png

Miniverse by sebasrez 2017-05-02T21:44:09Z

Really good game: fun, innovative, nice graphics, nice audio and good mood.

Sadly, I got out of memory from my browser. :laughing: Dat PC

It is awesome to see people making good games and trying these crazy ideas, haha. It is a "card game", man (cards are debris)! And you loot cards by exploring the world!

Taco Giant by Kichiguy 2017-04-25T02:58:05Z

I like the way the characters dance along with the samba. And the game reminds me of Rampage.

Yourselves by Kloki 2017-05-02T21:24:05Z

Nice puzzle. I guess you spent a lot of time planning the levels (which is basically 80+% of dev time for puzzles). Is this a custom shader applied to that default character from Unity? (this silhouette is somewhat familiar to me)

Anyway, it worked pretty well! Almost messed it up at the last level, because I got confused with the spawning and target point. I know there is a visual clue, but I get distracted since its not strong enough. :smiley:

A Growing Adventure by frankiesmileshow 2017-05-07T05:10:13Z

Well, I am not surprised. I expect so much of you already that I knew it would be something awesome. With monsters.

On the other hand, I am really surprised about the compelling power of **rpg + exploration**. It is really addictive, and it is not even that polished. I mean, we all know you are a skilled artist so it looks naturally considerably polished. I've watched your stream several times and both of us know your capabilities are far beyond that, given enough time. But professionally you know what I am talking about: no music, there is some *hurry art*, inconsistent code for player movement, lack of feedback and all of the same problems every compo game suffers of. Because a compo game **cannot** be **actually** polished. Even so it still reads well and drives us into playing, even though it is a bunch of static images (for it looks like a non-digital card/board game as it is now). Imagine this game with: + Menus + Better sound + Particles + Shaders and other effects + BGM + Animations to each character + Plot + Objective/Goal + Feedback to actions, events, end of game + Better planed mechanic for action points, life, attack, defense I don't know about you, but I glimpse a super addictive experience.

Congratulations for such a good job, for creating this amazing piece within these overwhelming limitations, and for being so proficient in art and code. You really deserve it. :clap:

:question: I have this doubt: It took me a long time revealing and killing everything in map. So is this the end, when there is nothing else to explore? frankie.png

AXL-5 by PUARSLIBURF 2017-05-03T14:18:14Z

Very good game. It has a lot of things my platformer don't have like: + Consistent art + Power-ups, Metrodvania stuff + Good use of screen transitions intead of unnecesary large single screen + WebGL export

Solid work. My suggestion? Add a delayed tolerance of 5~10 frames after leaving the floor (using alarms) to still jump, because the jump is too unforgiving by simple checking floor collision. This is the kind of detail that helps speedrunners, for instance.

*P.S.: I am having exporting issues with Game Maker too, are you using built-in Physics?*

Batter Bros. by fanatrick 2017-05-06T22:51:17Z

Simply perfect. Continue this, and release it. :smiley:

Gamepad support is a must have, and network play would be the finishing touch!

Le Petit Shooter by danisson 2017-04-27T01:13:53Z

How is it possible that I am the very first one to comment? This game is simply gorgeous. :D

Dungeon In a Bottle by jhandsy 2017-04-25T03:01:51Z

Awesome game design! Wall jump master simulator! haha :D

Naziverse by furazin 2017-05-02T23:14:16Z

Well, it is kinda short and the plot seems weird. I am not really sure about the goal of this plot so I am just assuming it was the jam time limit that makes the game feel unfinished (which is pretty understandable, actually).

I like the art, especially the destroyed city at the background (which reminds me a bit of Metal Warriors and Samurai Jack) and I also like the very very low resolution painting of a guy raising his hand in Hitler's house.

###### *Just reporting a bug I found in Hitler's house (at least in WebGL version): if you go right past the "small world", the scene is reseted and you are back to his house again.

Space Raiders by Smeax 2017-05-03T00:15:09Z

It is very very good. Some mix of Shank 2, Terraria, Magicite. You gotta craft the bullets and keep the fire lit, but the time is short. The hard mode is really hell, that tunnels and moving platforms make everything so much hard! Perfect! :thumbsup:

How do you make your art, what do you use? And how large (in resolution) are these landscapes? Btw...

Did I hear multiplayer support? :laughing:

Race against ferrum gigantes by JScotty 2017-05-02T20:44:37Z

GTA + Megas XLR + Iron Giant

*****

Pros

+ The GTA feels and radio (what? you want more than that!?). + Put the radio at some funk, wait for the robots to kill you, watch them dancing around your body. + Innovative, not another "Little Prince planet" game.

*****

Cons

+ Terrain collision boxes are unforgiving. + Car turning speed too slow. + Controls feel weird (specially the camera). + Giants area of effect are too large.

*****

Suggestions

+ Add an auto-camera option, it faces the speed vector of car (when it is moving: speed >= LIMIT). + Well, I don't know. Maybe use Photon Cloud and make it multiplayer with assymetric gameplay being player 1 the car and the other players the giants?

*****

Highscore: 4033

Little Wild Invasion by Titangea 2017-05-07T15:21:27Z

I like your shaders a lot, and the model style also stand out. There are some details and mechanics that I think could improve your game:

+ :pushpin: The wall collision boxes are larger than its models + :scroll: You usually want it smaller so it can give the player some break. And if its larger then the model/sprite you will run into **invisible wall** issues, which in this game means **instadeath**. :bulb: *Reducing the collision boxes to a size slightly smaller then the actual model may be a solution*. + :pushpin: Enemies are too fast and they seem to chase the player in strange ways + :scroll: It seems to me that every frame plants and balls calculate the current player's position and move to that point with a constant speed. Unless they are really close, in that case they move just enough which causes them to approach **faster** then your move speed but they remain right at your back in a jittery pattern when they finally "reach" you (they actually never do reach). This makes the player powerless and prevents almost any chance of counterplay, because the plants (and specially the bombs :bomb:) **will get you** it doesn't matter what you do. But at the same time it also makes **THE PLANTS** powerless, because *THEY REACH YOU, BUT DON'T HIT YOU*. :smiley: :bulb: *Suggestion: try to double the game speed, player speed, enemy speed everything aside from the invasion counter; make it a fast game and set the enemy speed to 90% of player speed (you actually have to tweek this value until it reads well). Also, as they are slower than you now, increase the penalty for being caught by a plant (like insta damage). If it is still slow, make the game even faster.* + :pushpin: Field of view is blocked by enemies in your neck + :scroll: As an art style choice, the models are cartoony with big large heads. This immediately influences camera design as it is blocked by these models. Those big heads get in front of camera, denying almost the whole vision. + :bulb: *Possible solutions:* 1. *Increase camera distance* 2. *Change the camera pitch angle or allow the player to change/control it* 3. *Play with shaders/render stuff to make enemies transparent when they are beetween camera and player*

Your game is indeed a nice job and I'm sure people liked the art style a lot. :grin: Good work, and let's keep improving! :clap:

******

#### Btw, I noticed you like shaders and so do I. Maybe you want to see a crackable energy shield shader I made once (in Unity). I coded the shader and drew the cracked glass texture to apply to it (in Medibang Paint Pro, or was it Krita? I actually don't remember it anymore). It is in my team's [Global Game Jam page](http://globalgamejam.org/2017/games/lunar-tide) :smiley:

Bubblenaut by TheFunAttic 2017-05-02T21:32:06Z

I am stuck at tutorial. God tells me to move, then he says nothing else. The room available to walk is somewhat narrow. There are roots blocking my way from both sides. Spamming spacebar everywhere, nothing happens.

The art is ver nice and the asset-animator-based animation also helps saving memory and smoothing stuff. Sadly, it seems I can't play.

Cosmic Cleaner by Burgee 2017-05-02T23:00:36Z

The planet faces are just perfect! Their desperation face when the asteroid comes closer! -> :cry: Really nice concept and execution ^-^ I finished your game but at some levels it is kinda random. Well, I guess that always happens in physics simulations, haha :laughing:

But I think the multiplayer pun is sort of misleading if you don't click it. **'-'**

Cosmic Cleaner by Burgee 2017-05-03T02:44:26Z

Hey, @burgee, I don't know how to reply in this site, so I am putting it here. Thanks for playing my game. Since you were interested in the controls, I'll tell you this:

1. The player controller is a **finite state machine**; 2. The states are: + Idle + Walk + Air + Damage + Death + Gravity (the moon handling state) 3. What makes the controllers feel good is probably a tolerance of 1/12 seconds (actually 5 frames) after leaving the soil to jump without spending the double jump. 4. The physics is built-in with Game Maker (and the mother source of all bugs).

Rock Hammer by Airman4 2017-05-08T01:54:21Z

I like your cartoony art as I usually aim for that kind of style too (like *Viking Squad* :video_game:). Making a game for jam is not easy so I understand the limited scope. As I always do, here follow some suggestions I think could improve your game:

+ :pushpin: Too simple (even for casual players) + :bulb: Add some enemy behavior variations + :bulb: Add some player behavior variations + Look for some power-up inspiration from *Arkanoid* :video_game:, *Touhou Project* :video_game: and other 2D shooting games + :pushpin: Player has only one chance (or two) to land hammer correctly, and he/she can't do anything about it + :bulb: Allow player to increase walking speed by spending a gauge that auto-fills with time + :pushpin: No replayability (game is always the same) + :bulb: Increase level of difficulty with time (speed increase for instance, game becomes faster and faster). But remember: higher risk, higher reward. + :bulb: Add other changes based on match duration or score, like new enemies, new patterns.

:warning: What I said above is just a bunch of suggestions. Its just the way I approach the games I create, maybe it helps you, maybe not. :smiley:

:star: A nice point of your game is being mobile (and casual) friendly as it requires only a single input (tap). This is the kind of constraint its super hard to handle for mobile stuff, but also has a high market value for that public.

Actually I don't think the core design should be changed. I think it probably works this way if you just add a bunch of new mechanics. It should work.

High Noon Robots by RoxXx88 2017-05-10T12:28:02Z

Good game. Sadly, my PC cannot handle it, like 20- FPS here. Specially considering the processor's cooling paste is outdated. It is hard to rate in this situation, so I don't know what to say.

It seems to be a very nice competitive game, and I'm pretty sure it would be a lot of fun to play this in a decent computer with some friends. Its like a couch party game. :smiley:

:pushpin: Some suggestions (as I always do): + :bulb: Power-ups, different bullets (like modifiers from Arkanoid) + :bulb: Random spawn itens (health-packs, shield energy etc) + :bulb: Interactive environment (random or deterministic hazards, item spawn points etc) + :bulb: Assymetric characters (different mechanics) + :bulb: Online multiplayer + :bulb: Optimize code and provide option to lower graphic quality

Just in case you intend to keep working on that. :grin:

Destructo Island by morbidcamel101 2017-05-07T08:25:59Z

Well, I am not the FPS expert (actually I am an old school 2D guy, lel) so it is hard for me to judge and suggest. Here is my **opinion**.

Pros: + Bump maps + Light probe in weapon? Ooooh, shinyyy :grin: + Levels of dificulty + Good menus + Dat in-game jam page link + The goal is clear, as the enemy counter *decreases* + Water reflection

Cons: - It seems to me it is not feasible to play Extreme mode, and kill a wave (but I am not sure) - Maybe I am terrible at FPS games, but to me it feels like the bullet speed is altered by **current** camera transform values. I don't know, the aim just feels strange. :smiley:

Good thing my PC didn't explode, the processor's cooling paste is outdated, so it cannot run at maximum capabilities. Therefore, when a game does not limit FPS, its not unusual to see my PC shutdown to prevent overheating. :rofl:

Smallest MMORPG Ever by VadeMetro 2017-05-06T19:20:21Z

Network coding during a Jam ceartainly stood out to me. It is not super-innovative or mechanically complex, but its an **MMO**, and that only is just a **hude deal**.

The art is very attractive as it is clearly influenced by Disney (and I love it).

*To the devs Sorry for quiting your chat so suddenly, my processor's cooling paste is outdated so my PC just shutdown running your game. It is an issue I have when games don't limit fps, because my processor can't handle its maximum capabilities since it is unable to cooldown and turns off to prevent overheating.