Kill or Kill by GreatBigJerk 2014-05-20T00:31:00
That was pretty hilarious! It was a bit awkward to move at times, and the little guide arrow was sometimes a bit wonky, but overall the instructions were clear enough, and the concept was disturbingly funny. Nice job! I wasn't able to beat the whole game but I'll give this game another go when I can.
LD30 — Connected Worlds (28)
Space Transport Tycoon by BMacIntosh 2014-09-14T05:36:00
Wow, you designed all this in 48h? Nice! I do have to admit that a lot of this game is going over my head at the moment, but it's clear that a lot of effort & thought went into it, especially the informative UI. The main thing holding this game back for me is a lack of concise instructions (the provided ones are much appreciated but it's hard to use them as quick referrals), given how many controls there are, but that's not too much of an issue for a 48h game. It would be cool to see an expanded version of this to see where you can take it!
Intergalactic Call Center by Troy 2014-09-14T05:15:00
Cool concept & interpretation of the theme, but it is a bit on the slow side. Despite that, it's a good thing there aren't any time limits or anything, because the game's hard enough as it is! It also took me a while to realize that the other languages were letter-by-letter "translations" of Earth letters, so I was thankful to have had the time to make that link. :P
It was also nice to see that there are quite a few responses for every call, so it's never in the player's best interest to guess an answer. It's also great that the four direct responses change per call, so the experience remains fresh for the whole game. Well done! (And yes, it was a good CALL (hahaha) to make the change to show the last message on the Phrase Book screen, just for convenience.)
Bipolar World by havana24 2014-09-14T04:57:00
Nice implementation of the theme, through both the story and the gameplay! The gravity mechanic was a lot of fun and used to its potential, and was strong enough to have driven the entire game. The levels were varied enough to keep the game interesting all the way through, and the added challenge of getting the pill in each stage was a nice touch that let the level design really shine.
The art style is cute & conveys the right emotions, and the happy/angry music (although a tad annoying after a while due to the MIDI keyboard sound used) was fitting, especially since both halves of the song were synced! Nice! The story was a great way to emphasize the theme, too (plus, I love happy endings <3). Great stuff!
Balance by miwuc 2014-09-14T04:40:00
Interesting concept! Even though there isn't much of a goal it's still fun to tinker around with this. It's also pretty unique & intriguing; there's something that draws me to maintaining the balance of life on a flat, two-sided micro-planet. :P
I really hope you do expand on this because there is so much that could be done with this concept... More items? Better interaction between sides? Multiple worlds at once? Stages of development--plains to forest, village to city? Sky's the limit, especially since the game has an identity of its own already. Nice work!
Lucy's Journey by ajopart 2014-09-14T04:17:00
You got some great level design here! Other than that little crush-trap near the middle of the stage (you know which one I'm talking about :P) the navigation challenges had just the right amount of difficulty: not easy by any stretch, but not so hard that they made me want to give up. I also liked how every piece of the stage felt like its own little trial; each part of the stage had a unique challenge to it. There was also a very nice mix of twitch platforming with think-two-steps-ahead puzzles. Controls were fine, graphics did their job (except maybe using a dark background was a bad idea, as I can image the black platforms being hard to see on some screens) (and nice intro screen!), checkpoints were laid out fairly, the game's length was just right...overall, this game is a lot of fun!
Pulley Planet by Patacorow 2014-09-12T03:17:00
The production values on this game are through the roof--great job on that! Unfortunately, the game starts out way too easy and progresses way too slowly to be engaging for very long. (It also runs significantly slower in Firefox for some reason. I'm glad I tried it in Chrome too, so I could know that the slowness wasn't a design choice!)
To me it seems like this game has everything ready presentation-wise: the art style, animation, effects, and visual coherence/communication are all top-notch; the controls & mechanics work great; the background music, sound effects and voice acting are perfect; and even nifty extras like combo counters are present. And despite being a green blob guy, the animations on the main character gave him a great deal of, well, character!
Nonetheless, the gameplay itself feels as though it's missing a few things, since it isn't much more than running back & forth and pressing the punch keys while at either end of the screen. As is, there isn't much strategy required to progress, as there's not much of a risk/reward factor in the world-swapping mechanic. Enemies move slowly enough that they can usually be dispatched without being exposed to their weakness, and even if you (as the player) decide to flee to the pulley, there's still plenty of time to run back to the enemies as if you never left. If there were other challenges to be dealt with, like enemy attacks, stage hazards, or even just faster enemies, the game could have been much more engaging. I hope you expand on this game, since it oozes so much style, personality, and potential that it would be a shame to see it stop here!
Fluid Perspectives by Jezzamon 2014-09-09T03:24:00
That was a lot of fun! I'm impressed by how many levels you were able to put in here, and by the variety of the game's puzzles. You did a very good job of introducing mechanics with simple challenges to prepare the player for the more complex puzzles ahead, especially given the level of experimentation involved in using all of the moving parts (blocks/characters as shields/platforms) provided in every level.
I also can't forget to mention the waterfall effect, which was really cool! It also served as a significant gameplay mechanic, so kudos for making a nifty graphic effect that has a direct impact on level design. The music was also a great way to emphasize the different mood of each character, although the "happy" song was way better than the "angry" one. The level of all-around polish is also very impressive. Overall, nice work! You can definitely beef this up into an even bigger game.
Divided We Fail by ninjascript 2014-09-06T16:48:00
Fun game! It's simple & intuitive enough to just hop in and play. And it's actually a lot trickier than it looks! My only complaint is that horizontal movement in the air is a bit too slow, so it's harder than it should be to jump over obstacles. But overall, nice work! Also, nice touch with the watering can / laser cannon symmetry. ;)
Space Vikings by sharpcoder 2014-09-06T16:36:00
This is pretty fun! There's a good deal of strategy and forward-thinking necessary to advance in this game, and it does get pretty tricky once level 2 begins. I do have to mention, though, that the game would have been a lot easier if action costs were shown. Since the crew size (and maybe even other things) changes how much actions cost in food/metal, it's not possible to know costs in advance and managing resources becomes a series of gambles. If that were fixed there'd be no problem.
The calming music did a nice job of setting up a "floating in space" mood, which was strangely fitting despite the game's objective of PLANETARY ANNIHILATION. The silly sound effects (chickens!) supported this style, and frankly I'm glad you went the silly route since it made the game more inviting to play.
Sinister by Joe Williamson 2014-09-06T16:02:00
Breathtaking! This is hands down the most beautiful game I've seen this LD so far, and the most atmospheric one too. That introduction sequence was very well done, and feels as if its the start of a grand, classic adventure. The background music was also amazing and didn't just fit the mood, it strengthened it. Don't let LD be the end of this game! You clearly put a lot into it and it's just begging to be made into a full game. A proof-of-concept with this caliber of production quality is more than enough to get people excited.
HopSlide by managore 2014-09-06T07:10:00
Oh wow my head really hurts. What a fantastic usage of the theme! I didn't even know it was possible for games to interact with each other like this. It was also great to see this mechanic be used to craft such amazing puzzles and wasn't just a spiffy gimmick. The puzzles here actually involve a great deal of thought, and are a good mix of both spatial puzzles and abstract problem-solving. The fact that nothing at all is explained was also a great decision, since it makes the game so much more rewarding once everything is figured out.
Best yet, as cryptic as the game is, everything ultimately makes sense in the context of everything that's presented, since the game explains itself by being played with. Experimentation is key here, and that's what leads to the best kinds of puzzles! The only puzzle I disagree with on a fundamental level is the one in the yellow room, since it follows different rules than the rest of the game. Other than that, everything is indeed solvable...but maybe not immediately. :P Great job!
Mega Golf by Jedi 2014-09-06T05:03:00
Golfing + explosives is a pretty cool/fun idea. It would have been really nice if there were obstacles or terrain that could get blown up too, since the game is pretty simple as it is right now. But that's all the more reason for me to be glad you plan on expanding on this!
PitBall by dcampos 2014-09-06T04:48:00
There's potential for this to be something really cool! As is, though, obviously it could have used a few more levels & varied challenges, and it's a shame its "connected world" mechanic didn't really get utilized. But I would love to see what more you could do with this idea, as it can definitely lead to some delicious world-navigation puzzles.
As for the rest of the game: the graphics get the job done, and the little ball guy is so cute! The bouncing sound is appropriate, but gets too loud if you bounce a lot. Controls are a bit wonky; the height gained by pressing "up" feels almost like a double-jump, but not quite, so it's a bit jarring at first. The left/right movement is also a bit weird since you keep moving after letting go of a key, but pressing either key puts you at max speed in that direction right away. If you accelerated to a max speed instead I think it would have felt more consistent & appropriate for the kind of platforming involved in the game.
Star Fuel by riv_roy 2014-09-06T04:34:00
What a gorgeous little world you made! Nice work! This game is a joy to play, especially given how open it is; between using the buildings scattered about for target practice and boosting around the large and varied landscape, there's plenty of fun to be had here even before starting to tackle the game's main objective. Other than the non-sticky mouse controls, maneuvering the ship is a breeze and just flying around is quite enjoyable, especially with the perspective-warping boost ability! Nice usage of that camera effect there. The only big problem I had with movement is the camera's tendency to remain tilted after the ship turns for a while, but that's something I'm willing to forgive given how well everything else works.
The visuals are *very* nice, and the one piece of UI there is--the 3D crosshairs--do a great job of letting the player know exactly where the ship & its bullets are headed. Most importantly, the sound design in this game is incredible! I played it with headphones on and I was impressed by the attention to stereo sound, and how well it made me aware of the direction of oncoming fire. Speaking of fire, the little warning alarm that sounds right before a laser is shot is just great, as it's timed just right so as to actually be a good warning. The fact that lasers are also always aimed a tiny bit ahead of the ship is also great, they provide a threat while providing ample time to be avoided by pure reaction.
Some other minor issues, though, are 1) that targets probably need a bit too much fire before being destroyed, and 2) once a few turrets are destroyed there isn't much of a challenge left. Maybe if the turrets were easier to destroy but respawned after a while, the game would feel a bit more balanced. But overall, nice job! I had fun with this one.
Connect and Conquer: Emperors by Moosefly 2014-08-30T20:19:00
Wow, what a blast! Free-for-all strategy games are always a ton of hectic fun, and this game doesn't disappoint. In a 4-player match, there's always a fair bit going on, and the multitasking that's required to stay alive is exhilarating. I started out playing a 2-player game, though, and was felt that many of the game's mechanics (ship caps on planets, being able to send less than 100% of ships over a bridge) didn't have much of an effect, but these fears evaporated once I booted up some 4-player mayhem & upped the planet count. There is indeed a lot of strategy involved in this game!
Also, great work on the very appealing menus, the minimal yet informative UI, the fitting soundtrack, and *especially* the breadth of gameplay customization options. They really give this game a ton of depth & replayability.
Connector by TeamEagle 2014-08-30T19:36:00
This is a lot of fun! It's one of those games that you can really play with, if you know what I mean. The mechanics were simple enough to be quickly understood but open-ended enough to feel fun. And the on-screen reminder that enemy ships can be hijacked is a great help; as soon as I saw a ship, I immediately thought, "Uh oh! What do I do?" followed by "Oh, okay, I better do that". It was a good decision to keep that bit of info out of the main tutorial text near the home planet.
If I have to complain about something, it'd be the difficulty: there's not much challenge to be found here. The enemy ships aren't enough of a threat due to the abundance of asteroids to repair connections with, and the time limit is so large that the game can be beaten 4-5 times in the same session.
So great concept, great execution, and great game!
Galactic Tollway Authority by AdricZero 2014-08-30T18:59:00
This is a fun game, but it was hurt by cryptic UI. It took me a few tries before I could tell what was going on and what I was supposed to do, but that wouldn't have happened if the the game's visuals did a better job of explaining things.
For instance, entry & exit wormholes are coloured differently from each other, but that doesn't inherently indicate which is which until the player sees how ships interact with them (the chosen colours are also hard to tell apart). If they each had a different icon, like an O for an entry and an X for an exit, there would have been no problem. It's also not possible to know which wormholes are paired until they're clicked on or when a "repair/offline" message pops up on them; maybe each wormhole could have a little number beside it that's the same as the one it's paired with.
Also, it looks like the only indicator of a ship's destination is the direction in which it travels. It would have been nice to have colour-coded the ships the same as their destination planets, to make it easier to set up efficient wormhole paths without having to wait & see where ships are trying to get to.
The game itself is enjoyable, though! If you fixed those UI issues and maybe added some new features, like roadblocks or something, this could shape up to be pretty interesting.
Ian Sync by kidando 2014-08-30T04:40:00
This turned out to be a lot better than the first few levels suggested it would be! Mainly since each level brings a new kind of challenge. The fact that some levels have 3 separate worlds instead of just 2 was really cool & unexpected! I just wish you didn't make that one really long level...one mistake sends you aaaaall the way back, and it's a sharp contrast with the quick levels that precede it. Other than that, this game is a ton of fun! Nice work!
Bi-Bob by Donar 2014-08-30T04:22:00
Nice job, this was tricky! It never got too difficult or cryptic, though (the only time I got stumped was when I didn't know that the purple block can be pushed). There was a nice mix of puzzles & platforming (the white platform section was great!) and there was always some new challenge ahead to keep things fresh all the way through. The little story was a nice touch, too!
Sun God Star Bridge by Ted Brown 2014-08-30T04:06:00
Wow, this game's soundtrack is amazing! It really shows the whimsical side of flying through space blasting meteors. And that ending cinematic...the music was WAY happier than it had any right to be. :P
As for the game itself, it's a ton of fun! It felt a lot like a simple Mode-7 shooter, which is cool. Speaking of Mode-7, you really nailed the look down! The camera tilting sealed the deal. It's a shame there wasn't more variety, though; every single planet & star bridge had the exact same enemies over and over, but the game was still enjoyable despite this thanks to the fair difficulty curve. Overall, nice stuff!
The Bacon Uprising by Tigro 2014-08-29T20:27:00
That was certainly...an experience. :P I don't know what I would have done without the walkthrough, haha! Funny stuff, and the overwhelming sensory overload was a blast.
VENN by OFF 2014-08-29T16:34:00
Very cool concept! I see what you mean when you say this game would work best for smartphones, because having a multi-touch interface would make a lot of the puzzles in this game much easier/intuitive. Playing it with just a mouse is difficult, but then again, it adds a timing aspect to the game, which is enjoyable.
The minimal graphics really support this game's simplicity, and the sounds do a great job of creating a calm atmosphere that helps combat getting frustrated by the puzzles. The puzzles themselves are fun too, but to me it feels that there could be a bit more variety in hazards & "circle" types, since a lot of the puzzles felt similar to each other. Still, very good job, and I hope to see more of this!
John and the Arbitrary Gem Hunt by SteveSalmond 2014-08-29T16:27:00
Wow, that was really something! Playing with an open-world concept like this is a lot of fun, and it was pulled off very well (climbing beanstalks is easy, planets' gravity pulls you in from a decent range, etc). And even though there was no real goal/challenge other than "explore", planet-jumping is satisfying enough to be the game's main draw. The silly dialogue was a nice touch too, and made me want to keep playing. My only complaint is that beanstalk leaves acts as walls and can screw up a climb, but it feels as though the stalks have their own gravity so you don't end up falling. Nice work!
Worlds Collide by Rage Paint 2014-08-29T07:06:00
Wow, this is a lot of fun! It's immediately accessible, quick to pick up, and pretty addictive thanks to the just-too-short time limit. I started off not liking the time limit but I soon realized it made it so much easier to play the game again and again to shoot for a high score. Also, big thanks for marking the planets when they're too big! So many "eat-em-up" games don't do that and it's frustrating not knowing whether or not a pickup is actually a hazard. Great game!
Parallel Horizons by kebabskal 2014-08-29T06:51:00
Great job on the breathtaking visuals! They really add a lot of personality to this game. The levels' puzzles were fun for the most part, but the slippery controls detracted from the experience for me. Much of the game requires precision jumps from high places to build up fall speed, but hitting a wall slows you down and ruins your jump. Given how easy it is to keep moving left/right in the air after letting go of a key makes it very difficult to complete a full jump without hitting a wall & slowing down. But overall the concept is sound, and a lot of fun!
Azuroj by Buttsteam 2014-08-29T05:38:00
This was an interesting execution of a "world-swapping" mechanic, because it has a pretty heavy emphasis on motor/platforming skills rather than just puzzle skills. And it works very well! It sometimes even feels like a Mega Man block puzzle, except the player controls the blocks. The level design is doubly impressive, then, since it implements a great mix of mental and physical challenges that mesh together beautifully. The visual style is pretty cool, too...I love how each world's moon is different.
Complaints: having the swap key right next to the movement keys is really uncomfortable, and floors are a bit too slippery for a game that demands precision jumps. But neither of those are major issues. Nice job!
BOND by ConflictiveLabs 2014-08-29T05:31:00
It's a shame you couldn't get the levels ready in time for the deadline, but releasing the post-compo version so soon was a GREAT idea, because this game rocks! It's a really unique & especially mind-bending concept that really makes you think twice about your actions. I hope you plan on making this game even bigger and better in the near future, because there is still so much room for more!
Heart Star by AdventureIslands 2014-08-27T22:47:00
Great use of the theme on this one! Having both characters exist on the same plane while each is in a parallel stage layout is a really clever idea, and this concept was explored pretty in-depth despite there being only ten levels. And I loved the visuals! The adorable idle animations really added a lot to the experience. I'm excited to see what's in store for the post-compo version!