Super Sellout by Moski 2018-12-06T23:36:31Z ♥ 5
Wow, just wow! Graphics are shockingly good, and I really enjoyed the take on the theme, super novel! The only criticism I have is that the jump feels a little weird.
I love the art direction. That comic-book feel is pulled off flawlessly.
LD51 — Every 10 seconds (8)
Frantic Belt by wheybags 2022-10-21T06:53:14Z ♥ 0
I'm a huge fan of Factorio, so when I saw the thumbnail for this game I was seriously excited. The execution here is great! Its a fun mix of thoughtful planning for the future and frantic action of trying to get as much throughput as possible in the 60 seconds you're given per product.
I'm very familiar with this genre, but it still took me a bit of experimentation to figure out what some of the buildings do. It might be helpful to provide a short description of what each structure does, which would be especially helpful for people who may not have played a similar game in the past. Additionally, I've found that putting perhaps an hour into audio work (in your case, maybe to make a short background track and a couple of sound effects for buildings being placed or products being delivered) over the course of the jam makes the end product feel just that bit better, so in the future I'd definitely recommend it!
With that said, those are my only real criticisms. This game is awesome! I especially loved the data at the end that displayed which scores are most common. I played it a few times and managed to get a score of 578, which I was pretty happy with. My designs had some issues (I think I could have doubled my score in the last level by adding a second set of blue-half-bottom producers and top-half bottom-half combiners to match the throughput of the two top 1/4 producers... wow its hard to write that in a way that makes sense), so I'll definitely play this again tomorrow and try to surpass 600 points. Its rare that a Game Jam game has me coming back for seconds, and that points to the quality of this entry!
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Sweet Seconds by Jag 2022-10-21T02:21:46Z ♥ 1
Super cool game! The feel is definitely similar to the old Flash hot dog stand games you used to find on addictinggames and miniclip, but this one totally stands out. This genre usually is all about frantic action and being constantly overwhelmed, but this is much more laid back and chill. That's not to say it doesn't get challenging towards the end managing milkshakes, hot dogs with/without condiments, donuts with/without frosting, etc. The unique color palette and relaxing music really help fit the aesthetic and create a generally cool vibe. I also really liked how you didn't just dunk the player in head-first, but introduced the mechanics gradually over time.
I do wish there were slightly more mechanics at the very end (I just want it to go a little deeper haha), or there was some kind of progression system. But end-game complexity is my only real complaint about this otherwise flawless game!
If this isn't at the top of the rankings for "Mood", the ranking system is broken
Growth Spurt by Cole and Jordan Studios 2022-10-21T01:49:38Z ♥ 1
The presentation on this game is great. The music sets the stage well and as it goes it gets goofier and goofier. The fact that the eating noise is a vacuum cleaner is hilarious and I audibly giggled when I saw the SpaceX rocket. I wouldn't be surprised if the inspiration for this was a fever dream you had the night before lol
House Hitman by adjo 2022-10-20T22:30:39Z ♥ 2
This was pretty cool, definitely simple but fun. There were a couple of interesting mechanics at play that I liked. Procedural generation was neat and meant I could play through it more than once without feeling like I was repeating levels. I also never got a level that I thought was impossible, but got several where I just barely finished under the time limit, so it felt balanced quite well. There was also the mechanic where you can shoot at doors to get them to open slightly and I felt badass when I killed an enemy by doing this without ever going in the room he was in.
As other commenters have mentioned, audio would go a long way! A really simple background track and sound effects for shooting and taking damage would be quick to whip up but aid the presentation of the game as a whole. Also, additional types of enemies (or maybe some kind of terrain like having to go outside of the house) would add some variety.
This is a great base and definitely a fun take on procedural generation :)
Rain Systems by thebmxeur 2022-10-20T20:13:56Z ♥ 1
This is awesome! What a creative use of the theme and a neat puzzle. You said that you removed some of the complexity due to feedback from testing which I totally understand (and given the other comments it seems that was wise lol), but I really wish this had gone further. Maybe this could have been level one and the next puzzle required files or some other similar complexity.
After I beat the game, it didn't sit right with me that my solution wasn't automated and required several lines of human input, so I scripted it into one file. Here's a GIF of me beating it in Turbo mode using a file:
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Raidar by Paul Merkamp 2022-10-20T19:06:18Z ♥ 1
This game's presentation is incredible! Seriously, the art and sound design are both top notch. I love the fact that the controls have you physically pressing buttons on your space ship and are written on sticky notes like the pilot kept forgetting and eventually wrote them down. In tandem with the music and damage sounds which trigger an alarm like your hull was just breached, this makes for a very immersive experience. This plays similarly to "Iron Lung", a pretty successful indie game so there's definitely a potential full game here.
I do feel like this game has a couple of rough edges that could be smoothed. First off, I actually quite like the radar pings every 10 seconds. It builds a bit of tension and I was often surprised where I had ended up after navigating blind for the duration. With that being said, it felt bad to take damage from something I was entirely unable to see or respond to. One idea might be to have a proximity sensor on board the ship that gave you some warning chirps if you came very close to an asteroid and were about to take damage. This means you'd still have to remember your surroundings from the radar ping earlier to know which direction you need to travel to avoid the asteroid, but it would give you some countermeasures to help preserve your health. Also, as mentioned by some previous commenters, a motivating system would be nice to prevent you from only moving when the radar ping is active (maybe oxygen meter, deadly space radiation, moving asteroids or aliens that might damage you if you sit still, etc).
This is a sweet start to a game with a great visual and audio style. You guys nailed the atmosphere and I think only a couple of small changes to the gameplay would make this something truly special.
Thunderstorm by Paul Nadan 2022-10-20T16:56:42Z ♥ 2
I'm impressed by how far you were able to take this idea! The concept is good but not groundbreaking, but your execution of it definitely carried the experience. The sheer variety of enemies is impressive and creates a number of unique experiences. Dying to the anglerfish-style enemy is one of my favorite moments from this jam! I also was a big fan of how fast dying and respawning is, which quickly relieved any frustration as you're able to try again immediately.
As others have noted, the lightning strikes are too infrequent, but there's not much you can do about that given the theme. I often stood at a ledge and waited several seconds for zeus to bless my eyes instead of making a leap of faith into the darkness.
Overall in my opinion, the strengths of this game are the enemy/level variety and soundtrack creating a neat horror aesthetic. There are definitely some rough edges but I thought the experience as a whole was fun and very unique.
The monster and I having a friendly chat:
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Eleventh Second by Jeremy Ryan 2022-10-20T16:16:34Z ♥ 1
Its a minor thing, but I absolutely love the fact that the gears in the background actually mesh. It would have been so easy to place them randomly in the background and have them spin at random speeds and a random direction (that's almost certainly what I would have done) but you took the time to add in that small detail that few people would notice. I think that's emblematic of the general polish of this game as a whole. It looks and plays SO well.
As others have mentioned, making the platforms and batteries more sparse as the game goes on can make it a bit frustrating towards the end, but dying and restarting are so seamless and quick that I hardly minded. As long as the game didn't screw me on platform placement, I welcomed the challenge towards the top as it sometimes required new strategies like grabbing a battery while still rising to continue your ascent. It also would have been super cool to have an endless mode with a leaderboard, but that might be ambitious for a compo entry.
The graphics are great (I really like the grappling hook animation), the sound design is simplistic but great, the game feel is great, and the replayability is great. This is definitely a contender for one of the best in the compo!
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