Fading Points by SMILEY_4_ 2017-08-15T01:30:13Z ♥ 2
Interesting and unique puzzle game that sticks to its aesthetic well.
Graphics are nice and simple. They convey most everything the player needs to know well, although I would have liked something to tell me how many right clicks I had remaining.
The game was fun as a puzzle game, but I could tell it would get dull relatively quickly. Personally, I stopped playing it before I really ran into that, so it wasn't too big a deal for me.
I didn't find the game very well fit the theme, unless that's supposed to be how/why the grey walls keep disappearing.
I ran into a bug that broke one specific level, but could easily break any level: Small red dots appear to not realize that the large red dot is not navigable. I had the situation pictured below where one red dot was stuck behind the large red dot and would never move itself from behind it, so I could never destroy it. Not a very big issue, unlikely, and definitely not game-breaking, but it is level-breaking, and it shouldn't be too hard to fix. ss (2017-08-14 at 01.49.24).png
The puzzles appear to be randomly generated, which lead to some interesting (nearly impossible) first puzzles after learning the mechanics. The game feels almost too easy on almost all the larger puzzles (it's easy to split up enemies and set up walls to destroy each one at a time) and extremely difficult on smaller ones. I never found myself actually using the second of blue dots, as the usual strategy tends to be bottleneck on one route and destroy anything that comes through while hoping your grey walls hold up. As a side note, it would be interesting to change up the pathfinding algorithms from time to time to keep the enemy dots from being totally predictable when there are multiple optimal routes, and the game could definitely be improved with some better random level generation (look into some maze generation or terrain generation methods, some may suite this game well)
Overall a very interesting game that just needs some more polish and TLC to really shine.
LD41 — Combine 2 Incompatible Genres (9)
Modern Fairway 4: Spec-Ops in the Rough by Lost Dutchman Software 2018-05-13T05:05:08Z ♥ 1
Very impressive title. Graphics, mechanics, weapon detail, audio effects, ammo, scope, weapon swapping, all of it very impressive. The game itself got fairly boring fairly quickly.
I can understand trying to remain faithful to the shooter genre, however I feel like this game could have benefited from straying from the CoD formula in a few regards: limited ammo, stamina limiting sprinting, and pretty much all of the automatic weapons.
Lootbox Simulator 2018 by aaranos 2018-05-13T04:10:26Z ♥ 0
I get it. It ain't making me laugh, but I get it.
A clicker game without the automation that leads to addictive play, and lootboxes that don't appear to actually give you anything.
I liked the music, sound effects, and what graphics were there were nice, but the humor ran out after about a minute of play.
M3 DEFENSE by rplnt 2018-05-12T15:17:15Z ♥ 1
Personally, I didn't care for it much. I couldn't ever tell if any of the colors made a difference, or if they were there purely for the match-3, I (like others here) ran into the issue with turrets randomly not firing (if you did this in unity, depending on your implementation I may have a few tips), and not being able to reposition the pairs of turrets was very frustrating. The attacks from my turrets never felt like they had any impact. It'd be nice to see if the enemies took some recoil on being hit or lost health, but I know my own Tower Defense could have used this as well.
That all being said, I just personally didn't find it much fun. To me, it felt like it was missing several key elements to hold the player's (or at least my own) engagement.
Raucous Raccard by noumenus 2018-05-12T14:59:00Z ♥ 0
In general a great game. I really enjoyed the theme and humor, and the feeling of trying to plot out how your next turn is going to go only for it to fail spectacularly.
I do wish you could de-select cards in the event you change your mind or accidentally select the wrong card, or similarly be able to return cards back to your hand for the same reason. I also had trouble understanding exactly which direction I was going to be moving when I landed on platforms, and the walls weren't very obvious why they applied to the player but not the NPCs (perhaps doors to illustrate that the people can get through them, but not a raccoon?) but besides those few minor gripes, still a very enjoyable game.
Wizsnooks by kroltan 2018-05-11T16:20:32Z ♥ 4
A visually polished title, but definitely lacking in gameplay polish.
The physics definitely needs work when banking shots. It looks like many smaller colliders were used as hitboxes, leading to a problem where balls with hit the corner of one hitbox and bounce off of it at a weird angle instead of reflecting off the wall as the player intended and expected. This makes banking shots difficult if not impossible at times, not that they're necessary. The way the game is currently set up, does not incentivize any tricky shots other than hitting enemies into one another. Rather than taking one shot to bounce off a wall and hit an enemy towards a lava pit, it's far more effective and reliable to use 6 taps to line up one shot. Not really in the spirit of billiards, in my opinion. The lack of being able to pan your screen to see your farther shots also doesn't help with this issue, as it's far safer to take small taps to navigate rather than let yourself hit a dragon at the end of a path you couldn't see down.
A few smaller gripes: I wish there was some way to take no/reduced damage during attacks (two balls collide, the one going x% faster than the other is considered the attacking ball or attacks first and can kill before taking damage, if neither are going fast enough then they both attack simultaneously) as it was frustrating that I couldn't strategise the be more effective while at low health (perhaps all enemies face the cue ball, and hitting the back of the enemy causes you to take no damage?). This leads into a general gameplay flow gripe of how the game currently forces you to constantly stop your gameplay in order to heal up after every engagement. I know it's only a few clicks/taps to go to inventory, select unnecessary equipment, and disenchant to heal, but it was frustrating to do that after killing every single enemy when I was trying to recover from a low health situation. A sidebar with your most recent pickups that allowed you to disenchant from there could help with this particular issue, so the player could stay in the flow of the game without being interrupted by inventory after every kill.
All that being said, I did still enjoy the game. I love billiards and RPGs, and I think this was an interesting mix of the two. Unlike some of the other people here, I was quite fine with the lava pits being instant death, as it does still keep it consistent with how the enemies interact with them, and it further drives the point that the player needs to make sure none of their shots sink themself, only their enemies. As far as the game itself goes, I just feel that a few key elements were missing to let this mix of 2 great genres really feel like it was in the spirit of either.
Dragoon Drop by jhandsy 2018-05-04T15:51:22Z ♥ 1
Easily among my favorite games this jam. I was able to get a good feel for how the game worked after my second or so try. I especially liked how each card explained mechanically what it did (although I think a few of these terms could use some better clarification, "Leap" "Quick" and "Attack All" for a few examples) so it was very clear what the player's options were.
The game may benefit from having specific abilities that can be semi-reliably used (using this card leaves it "tapped" or flipped over for X turns) as I often found myself with a lot of attack cards when trying to platform, and a lot of movement cards when trying to engage with enemies. Any such permanent cards could be used as "Hero"/Class cards that are specific to the character you're playing, if that were the type of play you would consider trying.
Besides that, the game was very solidly designed. As long as the player is paying attention to the environment around them, they generally have the space to naturally figure out how the environment works in relation to what they're doing, and what enemies are doing, as well as how the turns interact with one another. The audio was very fitting, and the graphics were good looking pixel art that was all consistent with itself. I hope you make sure to rate plenty of other games, as I look forward to seeing this title among the top titles this jam.
MechaSnek by bluescrn 2018-05-04T15:18:55Z ♥ 2
Extremely impressive. Controls are tight, camera works well with the player, gameplay naturally makes the game harder and harder the more you progress, everything looks and feels well polished, and the game itself gives off a very fast paced vibe to match the fast paced gameplay. There's not much to say about this title that hasn't already been fawned over by the comments above, this is just one very well designed and well polished title. This will definitely be one of the top titles for the jam.
Dungeon Typist by the_noffs 2018-05-04T14:41:01Z ♥ 0
I love the idea of this, and I think with more depth, this concept could work as a legitimate full scale game. That being said, I think this iteration of the game is sadly lacking in a lot of the potential depth this could easily achieve.
Because OPEN and CLOSE both appear to have infinite range (so long as your letters can reach their target) it took me about 5-10 minutes of kiting an enemy before I realized I wasn't dealing any damage to it, and had to wait for it to get very close before I saw those damage values ticking. The game could definitely use some way of better illustrating that HIT has a limited range. Judging from the comments, I don't think I was the only one who struggled to realize this.
One other nitpick I had was that it felt awkward going back and forth from regular typing to the arrow keys. I'm sure the player could eventually get used to it, but something about it just felt a bit off/odd as it was.
Other than that, the game was just very simple. I don't think this is necessarily a bad thing for games, but this is the type of game that absolutely could benefit from plenty of depth. I really do hope you can expand upon this more than what's in the post-jam version (how do you eat the apples, and what does SLAM do?), as I do think this could be a novel addition to the Dungeon Crawler genre.
C://TEXTRIS.EXE by Ryan Gannon King 2018-05-04T13:50:52Z ♥ 0
Very interesting game. Shows a great concept with good execution, but still a bit buggy: I had words that would trigger from off the edge of the tetris workspace, and caused the entire workspace to shift 1 letter to the left somehow, I found that the game doesn't appear to handle clearing multiple lines at the same time quite right (the bottom line is darkened, then all lines disappear), and there appears to be a slight issue with triggering words when you're also placing a tetrimino that would complete a line (that could be a balance decision, however considering how difficult the game is already for the player to impose control over the text scenario, that seems unnecessary).
My biggest gripes with the game was that I could never keep up with reading the new text every time I completed a word to figure out what just happened or what my next action should be, and it seemed rather difficult to try and control what I was doing. At some point, I had to stop worrying about what letters I was putting where, and concentrate entirely on where I was putting the tetriminoes, which lead to completing several words without being aware of what I did, or what was happening because of it. It would have been less frustrating if the player had at least some better control over what letters showed up so they could at least impose some control over what they do.
Unfortunately I couldn't get very far through the game. The bugs I was encountering made it difficult to progress much farther than I already had, but with a few bugfixes, and possibly a few balance changes this could make for a very unique and interesting experience.