Mission to Io by DeathBySnail 2018-12-11T22:00:38Z ♥ 0
I found the game quite immersive, which was surprising to me, because I don't normally find text adventures compelling at all. On my first and only playthrough I was able to succeed at finishing the story successfully, as far as I could tell. I didn't have to drop the cargo or anything like that, so I didn't really experience the "sacrifices must be made" aspect of the game at all. I enjoyed the game. Good work.
LD44 — Your life is currency (12)
Koe by velvetlobster 2019-05-02T01:27:20Z ♥ 2
I haven't made any LD games this time, so I cannot rate, but I can leave some feedback:
1. I think the art is quite coherent. Obviously some assets, like the spider and the protagonist don't look as polished as the environment, but this could work in the game's favour, as I was struggling to find interactive items. 2. I first realised I could press the Spacebar key to sweep the floor. This led me to playing the game sweeping things for a while. At some point the game got interrupted by a message that reprimanded me for doing that, and holding space through it would play a loud and obnoxious sound in a loop. Not in the sense that the sound would loop once it was finished, but rather in the sense that the sound trigger would play every frame. Quite a bothersome bug, really. 3. I was told by the game to click around, and I eventually did that. 4. I thought the messages constantly interrupting what I was doing were a nuisance. Especially when I was in the middle of making some kind of choice, which would subsequently get interrupted by these messages. I would not allow these messages to be as frequent as they are, and I wouldn't allow them to interrupt other messages. 5. I quit the game when clicking on the bed reset the level. I perceived that as a status reset, sort of like pressing "New Game", so I stopped. 6. Many of the messages are attempting to break the fourth wall too hard, in my opinion. It ceases being interesting or amusing fairly quickly. Due to their frequency and content they become a nuisance fairly quickly.
Conclusion: Fairly atmospheric, fair enough, but I found it to be rather shallow.
Faery Tales by Ryan Wine 2019-05-02T01:14:58Z ♥ 1
I haven't participated in this LD, so I cannot rate, but I can give feedback:
1. The art is fairly consistent, though some background assets look less polished than the characters and enemies. 2. There's a good variety of enemies on display here, which I enjoyed, however, some of their behaviours are erratic. For instance, the attacking dwarf seems to be able to fly to some extent, which made no sense to me. 3. I understand the mechanic of using health to shoot, but I must say I didn't find it particularly enjoyable or compelling. I did the whole first level avoiding contact. Seemed the best way to approach the level. In the second level, I attempted the same tactic where possible, but I failed 5 out of 5 attempts. 4. The second level was a little long with very few health pick ups, so it resulted in a lot of repetition of the early parts of the level, which grew monotonous for me. 5. As far as I can tell, there is no grace jump, which bothered me, as I sometimes missed jumps, either because the character "thought" it wasn't grounded, or because I would just already be airborne as I was leaving the platform.
Conclusion: Not a bad entry, but really rough around the edges.
Town of Currency by Drauthius 2019-05-02T01:04:05Z ♥ 2
I haven't made an LD game this time around, so I cannot rate, but I can leave some feedback:
1. I liked the aesthetic of the game. The pixel art was cute. 2. The music was a little repetitive over time, but it fit the context. 3. I had fun playing it. It gave me that "oh go on, one more" feeling, which few LD games achieve. 4. I didn't understand the currency thing at all, until I died near the $150 mark. As far as I can understand it's only a method to gain a life. So it's not really currency at all, and I would say that the theme was missed all in all. 5. My least favourite thing was the corpses being in the way of the action.
StuckInStocks by MrSchlag2 2019-05-02T00:54:05Z ♥ 1
I haven't made a game for this LD, so I cannot rate, but I can leave feedback:
1. I think the aesthetics work pretty well and the theme has been hit quite well, if somewhat literally. 2. I broke the gameplay almost immediately. I discovered that the character is affected by physics, so I could let him slide down on slopes and the hit the low point, hold space to the peak and let go. This was possible because my character could stop. I wouldn't have allowed the character to stop, but perhaps the forward arrow could speed up instead and give a bonus for speed of investment? Just a though.
The Bloody Merchant by Lombax 2019-05-02T00:46:19Z ♥ 1
I haven't participated so I cannot rate, however, I can leave some feedback:
1. It's not obvious how to interact with the game. I kinda realised there were those two red and green microbuttons later in the experience. Once I did, it was fine. 2. The game is quite shallow, all I did was click on yes if offered value above sticker price, click no for every other possibility. It became tedious fairly quickly.
The Iron Syndicate by Hare Software 2019-05-02T00:32:17Z ♥ 1
I haven't made an LD game this time around, so I cannot rate yours, but I can leave some feedback:
1. The aesthetics work pretty well. They are coherent and the game looks charming all in all. 2. There are very few sounds, so the game feels a little bare when you work, for example. 3. I was forced to play the protester route, despite the fact that I didn't want to. I tend to resent game developers that more or less seriously force me to embrace ideologies or moral that I don't want to. Nevertheless, I did it to see where the game was going, after 3 days of unpaid work. 4. I encountered a crash while working the first time, then a soft lock after the protesters took the factory, where the owner would come back to life every time I entered the factory and had to be executed again. The same applied to the guards who were being hanged. In essence, in my experience, the game doesn't work at all.
I Burn by mamoniem 2019-05-02T00:05:38Z ♥ 1
I haven't participated so I am not able to rate, but I can give some feedback:
1. The visuals are pretty well done for what it is. The erosion of the candle is very subtle.
2. My life isn't long enough to spend watching a candle decrease in vertical size over time. I would say "I'd rather watch grass grow", but on this occasion, the two are comparably dull.
3. This is not a game. You did mention it's more of an "experience". All I experienced is loud music and a mildly bored anthropomorphised candle staring at me.
4. I'm not a huge fan of pretentious "experiences", my apologies.
BulletHearts by beta 2019-05-01T23:51:24Z ♥ 1
I cannot rate the game because I haven't participated this time around, but here's some feedback:
1. The game's visuals are very distinctive and striking. I think that for a LD game it looks excellent. The one gripe I have about the aesthetic is the excessive use of peripheral colour aberration. For want of a less grandiose word, it's almost "painful".
2. I didn't enjoy that enemies can ram you and you can't do the same to them. I think the ramming would have been fine, as long as their ramming you would not remove your hearts permanently, but rather scatter them around the field, or perhaps steal them temporarily. I'm not sure about solutions to the problem, but bottom line is, I didn't dig the ramming situation.
3. I thought the Japanese theme was cute and fun.
Conclusion: All in all, an enjoyable entry, if somewhat short.
Social Livestock by Cikyt 2019-05-01T22:43:19Z ♥ 0
I am not able to rate games, because I haven't participated this time, but here's some feedback:
1. I think the graphics look pretty decent. The presentation, in general works OK and is kind of funny. I like the music loop as well. The sounds in the main menu, however, are too long and don't really fit a menu. I found them quite offputting.
2. I encountered some bugs with corridors generating correctly, but my character not turning the right direction to follow the correct straight line.
3. I found it difficult to predict the cost and gain of coins, cats, and luxury items. I couldn't make informed decisions because of that. I think having visible price tags or similar may have helped. Not sure, but I do know I didn't enjoy the guesswork.
4. The game concept is a little derivative. I've played many similar endless runners.
Conclusion: Doing a few runs of this was relatively fun, but it became repetitive rather quickly.
Million dollar robot: Fear the forklift by squirrelsoft 2019-05-01T22:31:22Z ♥ 3
I am not able to rate games because I have not participated this time, but here's some feedback:
1. I wasn't able to understand the game to any degree. I don't know what I was supposed to do. I saw those blocks that looked like my vehicle, but I coudn't do anything with them.
2. I obtained one of those power ups by collecting the white placeholder capsules, but I don't know what the powerups were for. in my case I got this grinder looking thing in front of my vehicle. It didn't do anything as far as I can tell, other than making it more awkward to move around, as I climbed over the cube things.
3. I had a lot of trouble adapting to the controls, given that up is top right, up-right is right, and so on.
4. I had trouble understanding how much health I had.
5. The game's visuals are fairly good looking.
Conclusion: Too unclear for me to play, unfortunately.
Bet Your Life by Star Garden 2019-05-01T18:14:01Z ♥ 1
Cannot rate the game, because I was not able to participate, here's some feedback. :)
1. Really enjoy the presentation of your page. It's concise and to the point. Explained what I was going to do in your game fairly well and it's pleasant to look at.
2. I like the art in your game. The character look and animations are cute and engaging. The environment is clear, in that I can tell background apart from interactive areas. That's useful for gameplay.
3. The lack of grace jump (meaning the ability to jump for a short amount of time after you have left a platform) ruins the game for me. I was not able or willing to adapt my brain to the absence of this feature. In my opinion, this is a must have for fast, precision based platformers such as your own.
4. I didn't like it that I cannot dash while clinging to a wall. It seems arbitrary to me that I am forced to jump first, then dash.
5. I don't quite understand the reason for detaching the player from the wall as much as you do when jumping off of a wall. Perhaps to be far enough from wall spikes. Still, my brain didn't want to accept that as a "normal" thing.
6. I have a slightly older controller with which I played your game. This means the left stick doesn't like to return to its resting position as precisely and effectively as it should. This made my character unexpectedly run full blast to the left, causing unexpected deaths. Not sure what deadzone value you used, but I would recommend a higher one, especially considering that your game has not analogue input whatsoever. You could easily have a 0.5f deadzone and the game would work perfectly well, and this problem would be avoided.
7. Music was catchy, but quite loud, and I didn't enjoy it fairly quickly in the experience.
Conclusion: All in all a pretty good entry, however, the gameplay/controls blunders I have mentioned damaged my experience of your game enough that I didn't want to play it again after the first game over screen.
Dudes of Wizardry by Nerzal 2019-05-01T17:31:04Z ♥ 1
I can't rate games at this time, because I couldn't participate, however, here's my feedback:
1. I enjoyed the art. I think it's fairly pretty. The characters look like they are suffering from substantial aliasing, whereas the environment is much more elegant. There are a few bugs with the environment art as well, for instance, platforms that extend too far, or lights that disappear into the wall. I really liked the shader on the health bubble, however, it did make it hard to read when you were using health.
2. For some reason, the game performed really poorly for me. I played the Win installed version, and frame rate was low and the game felt pretty slow to respond to commands. Especially jumping at the right time was difficult. I had to jump well in advance to get where I wanted.
3. There is a problem with the UX when casting spells incorrectly. They play the sound, but nothing happens. This made it difficult for me to understand if I was doing things right or not.
4. I initially used the purple spell a lot because it was pretty clear what it was doing. I then changed to the green spell that comes from the ground up, and found it to be much more effective at dealing damage. From that point on I considered the game "solved". I only used that.
5. Sound effects have a few bugs (like loops that don't actually loop), but that's minor. The crowing SFX is repetitive, but I think this was part of your intent to deliver humour.
6. The game's writing was attempting too hard to be funny, in my opinion. It's more a question of tone than it is one of joke. In essence, there weren't many funny jokes in the game, just many "dudes" and "mans". I didn't find it particularly funny myself.
Conclusion: I appreciate the polish in the art in particular, but, unfortunately, between the performance being choppy, the controls, and what I perceive to be try-hard-humour, the game fell a little flat for me.