Night of the Spook by dxk2294 2022-10-19T04:32:48Z ♥ 2
Spooky!
Fun game, and very impressive that it was finished within a jam. Graphics and sound were top notch, and it ran at a smooth framerate.
The enemies didn't feel distinct enough to me - I dealt with all of them the same way: run in a line until they're all lined up, then spookblast em.
Speaking of the spookblaster, it felt like any level-up that affected it was clearly the choice to take. The other upgrades didn't feel as impactful, partially because they all depended on deployable equipment you didn't always have.
I never made much use of the sticky grenades or force fields (whose behavior surprised me a bit - was expecting something that helped with my health.) I made some use of the turrets, which I fully upgraded after the spookblaster, but their use seemed anti-syntergistic with that of the spookblaster, which required you to move in a single direction for a while to line up enemies, whereas the towers required you to stay in a single area for a period of time (which was dangerous.)
Very nice work!
LD56 — Tiny Creatures (7)
Tiny H.O.C.'s Pro Creator by ltostes 2024-10-15T08:08:59Z ♥ 2
Very cool game! We ended up making something similar - including bonuses for selling things with specific characteristics. Was particularly impressed with all of the different variations in characteristics of the HOCS smoothly animated. The sound design was also spot-on.
Took me a little bit to figure things out, as I hadn't read the full description before playing the game. The main thing I missed as a result was the importance of buying new eggs to diversify the gene pool. The use of all of the other items was intuitive to me, though the costs felt a little steep. I also really wanted something to speed up the incubation of eggs - I don't _think_ the bed helped with that, but I wasn't certain.
I also never fully understood the ui elements on each HOC, particularly the circle and dot.
I also accidentally dropped a few HOCS off the side of the world. It probably led to an exciting adventure for them, but was frustrating for me.
Right To Bear Fins by deadroach 2024-10-15T07:25:25Z ♥ 1
Fun game! Enjoyed the graphics, particularly the cutesy fish juxtaposed with the assault rifle. The rigging of the piranha responding to your aim and your movement direction was also well done.
Couple of thoughts:
- Some visual feedback when a bullet hit a fish would significantly improve the visuals via a modest investment in effort. I think it would particularly help with providing feedback when hitting the big, beefy fish that take multiple hits (as I'm not sure I'm doing damage currently.) It might enhance killing the smaller fish, as the transition of living->dead graphics currently feels a bit abrupt. Particle effects could be useful for all of this, plus could be used for greater clarity when the player takes a hit. I sometimes missed the blurring effect currently used. - Pausing after the suicide graphic briefly so the player can see the final frame. Currently the fade to black feels abrupt. - I never figured out if the spin does anything. If it doesn't, tying the reload to the right mouse button might feel better - clicking to the left of the fish to reload felt awkward.
Shrink & Slime by Xwilarg 2024-10-15T07:03:23Z ♥ 2
Good take on the theme! The interplay between shrinking enemies and then consuming them with the slime was interesting. Couple of comments:
- I found the slime frustrating to deal with, in particular trying to get it up the ramp leading to the book before the rat missile launcher. I was able to eventually to get it to clip under the small opening beneath, but then it got stuck. - I missed the HUD elements the first time I played - they're too far apart from each other, and not where the player would naturally look. - Running out of energy for the shrink ray was frustrating, since the only way I could figure out to replenish it was to wait as it very slowly recharged. Felt like it either needed to recharge faster or another mechanism replenish ammo, like the slime eating something. - Given its importance, I think a little time should be spent improving the graphics of the shrink ray so it is more than just a flat blue beam. - For the transitions in the intro, I'd recommend registering a click anywhere rather than requiring the player to click on the buttons. Simpler to implement and more intuitive. - I was confused by the flow of the intro graphic - it doesn't seem to read top to bottom, left to right, like I would expect.
7777777 by Zhz 2024-10-15T06:45:02Z ♥ 1
Didn't realize what the goal was until I think my third attempt. At that point, I realized that having 77 clicks and 777 dollars would be extremely challenging with auto-clickers, given the tendency to overshoot, but would probably be impossible without them. I made another attempt to see how close I could get, but then gave up.
Ideally there should be some sort of adjacency bonus with the grid, or perhaps the grid should be removed so that adjacency effects aren't implied. Also, I think the game might benefit from some simplification - not having each clicker provide a different amount of money _and_ have an effect. Maybe just one or the other.
Also, found the descriptions a bit confusing - "Get 1$ per clicker" made me think it would scale with number of clickers. Also thought the auto-clickers might just affect adjacent clickers.
Things that I Treasure by Gamayun.Games 2024-10-15T06:28:52Z ♥ 1
Impressive to have a cohesive experience completed by the end of the jam! Particularly enjoyed the painted art, and the gradual increase in difficulty of the puzzles felt on-point.
Thought that the music could be a little louder - I realize it's atmospheric, and you don't want it to drown out the later sounds, but I found it a bit distracting, kind of straining myself to hear it.
I would have preferred to be able to drag the bugs out of the box instead of having to right-click on them - I found myself doing that, even knowing better, because it felt more intuitive to me.
Papufel Energy Inc. by Cafearatus 2024-10-15T06:08:13Z ♥ 1
Very impressive visuals! Really enjoyed the retro industrial vibe.
I almost missed the animations of the Papufels though, since I didn't originally realize you could back out of the control panel. It would have been a shame!
🐸 The Toads Guardian by Natahan 2024-10-08T19:02:33Z ♥ 1
I think disabling collisions between the control frog and the spawned frogs would help - you do explicitly call out the risk of getting stuck, but it's still frustrating when it happens. Similarly, sometimes the spawned frogs would get stuck in the geometry and I'd have to restart the level.
It would also be nice if the dangers interacted with the player frog somehow - perhaps stunning them, with a brief period of invulnerability afterward so you wouldn't get chain-stunned?
Overall, fun game! Very good visual clarity.