Modular Mayhem by Dovakla 2019-10-29T05:36:19Z ♥ 0
II liked the game overall, but I don't think shooting asteroids is the right concept for this idea. Properly clearing an area is best done by basically sitting still and continuously shooting everything around you. Making it so that you lose all your modules (except for 2) once they get hit makes it really hard to justify going anywhere with any sort of speed, especially with the weird controls (no turning friction especially)
When I picked up a 2nd booster modules, things started getting weird. I had accidentally picked it up on the reverse direction of my primary booster which meant I couldn't actually control the ship anymore. After I detached the 2nd booster, things started getting weird and it acted like it was still half-connected. After re-attaching it my ship started spiraling out of control and basically blew up (I then collided with some asteroids and got reset to the basic ship)
LD46 — Keep it alive (17)
Call of Planty by zirconcode 2020-05-11T09:34:56Z ♥ 1
I didn't really enjoy the gameplay. It was incredibly simplistic: choose the right power and click. There's no real decision making, and nor is it an engaging reflex challenge. The need to click a dozen or so times to destroy the flamethrower tanks was annoying, but without that the game would've been even easier and it was already pretty easy.
Perhaps the hotkeys were the issue? If I had to go back and forth with the menu it'd be annoying but there'd be at least some challenge. Maybe if the flamethrowers came from both sides and the planes came from all angles?
The art was certainly unique- I'm not sure if I'd call it good, but it was attention grabbing and it wasn't bad. The song fit well, but the lack of any sound effects was noticeable (though the sheer repetition of doing the same action so frequently is potentially worrying)
Do Androids Dream of Electric Sheep by maskinmask 2020-05-11T09:14:43Z ♥ 1
I enjoyed the game's puzzles. It was kinda funny how every cable+3 was a trap.
It's hard to say much about since the game itself is so simple. I feel like you needed to have a few more interacting mechanics if you wanted to make it longer, but the game was short enough that it didn't get too repetitive.
It took a minute for me to fully understand what everything did so more explanatory text in the tutorial would probably be appreciated, but it wasn't really a major issue. The simplistic graphics were clear and unambiguous, though obviously could've used quite a bit of fancying up.
Eater of Worlds by Havok06 2020-05-11T01:20:07Z ♥ 1
The game has major technical issues: left clicks often didn't register, and the game started lagging horribly if I tried to use the arrow keys to move the screen and once the main blob got large.
The gameplay of figuring out which towers needed to be on or off at any given time was reasonable, but the technical issues made it an exercise in frustration rather than the fun that I think the premise holds.
The Last Lighthouse by magus24 2020-05-11T01:04:18Z ♥ 1
Amazingly good atmosphere, but I found the controls to be very problematic. They felt laggy, and first-person platforming is always something inherently hard to get feeling right. The lack of any coyote time (or at least that's what it felt like) was particularly noticeable, particularly paired with the strong aerial mobility as that meant that the best way to jump from a small area was to do a vertical jump and then shift+forward after having left the ground which just felt incredibly awkward.
I found it kinda funny how only the arm+lantern cast a shadow and there was no person shadow, but that's not really a problem.
Soulbond by JazzatheFOSS 2020-05-11T00:50:59Z ♥ 0
I didn't read the itch.io description, so I had no idea what the controls were for playing until I looked a second time. It'd be very useful to have those listed on the ldjam page as well (preferably they'd be in-game, but that can be harder)
As for the game itself: it seems like it has some interesting potential, but none of the puzzles ever really puzzled me. It was funny watching my soul fly away if I recalled it while falling, and I was really expecting that to be a major mechanic since it seemed to trigger the soul detectors as it flew by them.
The graphics are pretty good, though I'd suggest making sure that the background is clearly distinct from the foreground- there were some background purple tiles that looked like they might've been actual blocks.
Protector Of Zinoth by Sinci1 2020-05-11T00:15:07Z ♥ 1
I found this game simple but fun. I wish there was some other thing to do though, just moving the mouse around felt simplistic even though it's quite challenging to aim and block appropriately.
Having the difficulty spike right at the end of a long level is really annoying, since I have to fight through all of the relatively easy parts just to get one more chance at the hard part. Perhaps if each wave was its own individual level that'd feel more fair?
The UI in the center was for some reason placed behind the planet, making the wave progress bar less useful and the success screen almost completely unreadable.
BeamTron 5500 by Panagiotis Iatrou 2020-05-09T22:45:06Z ♥ 1
I felt like it needs more complexity. I got to wave 10 before quitting and never felt like I had any hint of a challenge. If I typo'd a word I'd maybe take a bit of damage but I could just spam heal and thus no consequences.
If the game added another couple meters like oxygen that drained at varying rates or maybe introduced resources like ammo and a RELOAD command that could get the panic rising which leads to more fun gameplay, but as it is I found it too easy.
Nice graphics and polish, reasonably good audio, and a very neat idea that perhaps needed more content to get interesting.
Cub Valley by BinarySpark 2020-05-09T22:14:19Z ♥ 0
This is amazingly polished. The actual gameplay I found thoroughly mediocre (acceptable, but the whole element-combination thing felt like just a really awkward way of forcing me to memorize how to do which moves) but the graphics were amazing, the sound appropriately fitting if a bit repetitive and simplistic, and the fact that it included a complete story (if a simple one) is just amazing.
The windows loading cursor was weird, but not really a problem.
Custom Critter Fighter by Empty Set 2020-05-09T21:50:09Z ♥ 1
I liked the game overall, but as others have mentioned it gets pretty repetitive and is a bit too easy overall, and once you get to 5/5 difficulty you keep growing in strength whereas the enemies stay the same. Overlapping the different enemy waves would be an easy way to continue power growth (eventually ending once there are more enemies than can killed or dodged).
I really liked the editor, though I'm pretty sure one of my body pieces disappeared when I placed it down. Not sure how that happened.
Grovetender by ghast_neoh 2020-05-08T22:49:29Z ♥ 1
I liked this game quite a bit. At around 100 VP/day 60 though, the required amounts starting becoming impossibly high at an incredibly rapid rate: I'd need so many storage bins to get that high that it just wouldn't be practical. As soon as you fail one, the blight costs so much to prevent that either it spreads quick and you die, or you fail the missions and get blighted and have no money until you die. It's possible there's a mushroom strategy I missed (since that lets you get money by selling the mushrooms) but there doesn't seem to be the time/space necessary for that strategy to take off.
Lumina Vitreus by lilkrit 2020-05-08T22:11:05Z ♥ 0
Unfortunately, the game seems to freeze within a minute of starting to play for me and I need to use Task Manager to close it. I tried 4 times and each time it froze at a different spot, but always very quickly. As such I have not rated it. Sorry!
Servant Snake by C1FR1 2020-05-08T09:11:33Z ♥ 2
I liked the idea, but the teleportation mechanic and inability to self-collide made the game feel really weird. The enemies spawning could've had a telegraph- I died a few times due to running near the wall when an enemy snake spawned in and colliding instantaneously.
Keep Them Alive! by JaTDev 2020-05-08T09:02:13Z ♥ 0
The cooldown indicator is horrible. Using the same indicator for casting time and ability cooldown would be acceptable, but the casting timer overrides the cooldown on a percentage basis rather than a raw time basis, leading to very misleading periods where I thought the ability was ready to use but it actually needed a few more seconds.
More than that, I'm not sure if this is a bug or what but the game seems impossible without the pause button. The cooldowns continue to tick down while the game is paused. You can't heal so it's not perfect, but it seems like that's the only way to output enough hp/sec to survive this. Using that felt like cheating, and without it I managed to consistently get to the E ability before dying. Also the explanations really need some words: it took me a while to figure out what the 3 ability did (heal over time on that character) and I'm still not sure what exactly the W and E do though I can guess based on context.
Overall though an interesting game concept that seems like it has some good potential, but needs some balancing and explanations to be actually fun for me.
iNanny by weeping-rupee 2020-05-08T08:46:04Z ♥ 1
Great graphics reasonable audio, though I felt like the song didn't quite fit the feel of the gameplay. The story slides at the start were hilarious.
As for the gameplay, I found it to be good, but not amazing. I was quite annoyed when I found out that putting the robot on top of the laser doesn't actually stop the blast though. The non-grid movement of the world was quite annoying when paired with the explosive blocks, though I'm not sure why I found those significantly more annoying than the acid pits. The randomization seemed acceptable, good for adding replay value but very inconsistent in difficulty.
Save the Timetree by ResidualToast 2020-05-08T08:34:04Z ♥ 1
The game was interesting, but I didn't really find it fun. needing to repeat what I already knew worked to get to the part that I didn't know got annoying fast. My largest trouble was with the ladder- at first I didn't realize it could cross the river since I tried it while below the water, and after that I thought that I had to get on top of the pump to use it.
It fit the theme very well, but I just didn't find the game that interesting. Reasonably balanced, but not being able to just do a simple undo was incredibly annoying.
I also several times missed the end/death text since I was already using the arrow keys to make my next move when I realized I had actually died. Having a dedicated separate restart key (usable at any time) would probably be better.
Tetralon by frosty 2020-04-26T03:54:34Z ♥ 1
It doesn't really feel like the game hits the theme very well- you're building up the towns rather than trying to keep them alive.
715 my first try where I made smaller towns, 1051 my second try when I went with one giant wall (and then a smaller 2nd one with the extra walls from the first). I think that all landmarks should provide points every turn, with towns/towers just providing more. Not showing the whole map at once I think was a bad decision, particularly horizontally where there's a half-tile's worth of scrolling space.
Overall a fun game with some interesting decision making. Good job!
Pet Protecc TD by Ithildin 2020-04-26T02:20:11Z ♥ 1
Decent, but I felt like the genre combination didn't actually add anything to the genre: I just had to remember to press the "Feed" button at a semi-regular rate, keeping the pet just above starvation level. It feels too much like a skeleton of a generic tower defense game rather than an actually fun game in and of itself. The tower defense genre thrives on its content which makes the lack of it a major problem in terms of entertainment (even if it's entirely understandable given the time constraints).
The art is well done. Not my personal style preference, but it does what it's trying to do well.