Outer Reach - LD38 by Sandman1294 2017-05-17T22:32:15Z ♥ 2
I found this one to be pretty interesting. Something about it reminded me of the simple fun I had making space games that got me so into Unity in the first place. It's a shame you ran out of time before you could add in more playable elements, but striking the right balance with how much time you spend on what is exactly the sort of thing you'll improve on as you do more jams!
I'd like to offer a few points of critique that stood out for me: - When making title text, always consider the background! I think light-coloured text would work better here. - Whack up the resolution/tiling of the starfield by a few factors, I think it'd make a big difference - I didn't notice if there was already, but a slight randomisation on even simple elements can add a lot of replayability.
Anyway, good luck with future games! =)
LD42 — Running out of space (17)
Air Dream by wolar 2018-08-23T20:38:58Z ♥ 0
It's been said by others, but I'd like to just reiterate that the ending transition where you actually fly is excellent. I could see it being left out by more utilitarian designers, but I actually think it's pretty important. Apart from serving as a momentary breather, it somehow makes all that frantic fitting together feel like it was worth it :)
Zero Grace Megadrive by triplefox 2018-08-23T19:37:40Z ♥ 1
Love the styling of this one! Nice gameplay and story too. Now I need to look up more about PICO-8...
Populists Land Use Simulator by JulianMH 2018-08-23T19:12:18Z ♥ 1
Plays really well, managed to survive for 6 years just about. The feeling of running out of space is captured perfectly.
Treasure Hoarders 2018 by SuperEndeg 2018-08-23T18:57:34Z ♥ 1
Takes a while for the difficulty to pick up, but that's not necessarily a bad thing. Surprisingly very addictive. I feel like I should have been planning ahead based on what was coming up, but in practice that was much harder than just hammering at matches as fast as I could. Wasn't sure if different items also had additional effects, such as healing you when matched? If not, I think this would be an interesting way to add variety to the items themselves.
THEY CAME FROM OUTER SPACE AND YOU'RE OUT OF SPACE! by DigitalQR 2018-08-23T00:24:27Z ♥ 0
Cleared space for the Vive again, looking forward to giving this a go in the next couple of days
RE:Boot by hollandgeng 2018-08-23T00:22:47Z ♥ 1
Found it hard to figure out if I was doing the right thing, but overall heartily encourage wholesale destruction of planets B-)
Tunnel Racer by legatus 2018-08-23T00:09:38Z ♥ 0
Simple, but very nicely done and an excellent take on the theme. Controls did seem a little rough at the edges, but then they are absolutely core to the gameplay so getting them perfect just isn't doable in a Jam timeframe I think. It was certainly highly playable and nicely complete, but there's plenty of room for expansion on the idea; like recording Best Times and moving beams.
Space is Key by BytingGames 2018-08-20T00:05:23Z ♥ 2
Moving the walls to splat aliens was highly satisfying! I like the balance between crew and walls, deciding what to spend that one precious move on was tough. Once you understand how it all works, you can really keep on top of things for a while through careful spreading out of your crew to cover all bases... but as soon as it starts to go down the pan, it's pretty much time to abandon ship, haha!
In all, really enjoyed it :)
Floating Island by Echo Team 2018-08-19T23:24:59Z ♥ 0
Hey! Thanks for playing my game; tried this back when the link was down, but now I see it's working and thus gave it a go.
A classic use of the theme, the sinking island is a powerful motivator. I'm sure you had many more ideas to implement... always the way of LD. Still, what's here seems to work and forms a loop of gameplay, even if aspects of it still need fleshing out.
Kingdoms Fall by LandoSystems 2018-08-19T23:02:52Z ♥ 2
The combined effects of unit placement on their Attack/Defence was initially confusing, as I couldn't work out how the enemy were always so strong! But the feature definitely adds a large amount of depth to combat. I liked the styling and the UI felt very solid.
Line 42: Space Subway by isubka 2018-08-16T19:09:35Z ♥ 2
One of my favourites so far (and not just for being a fellow alien-intergalactic-transport-system game :) ). The level of polish here is stunning; animations, flourishes and sound design. Nor does the gameplay let it down, either; presenting a tricky balance of needs and interesting exchanges between the alien types. Top job.
Drown Drown Revolution by Sibi 2018-08-16T18:53:17Z ♥ 0
The penalty twist was a great addition to an otherwise-straightforward rhythm game. I found the timing sometimes felt contrary to my instinct, but then I'm neither a drummer nor a dancer. Great use of theme and innovation overall.
Refugee Rescue by William Akins 2018-08-16T18:45:01Z ♥ 1
I found this one to be pretty fun, the variation in voices and the quotes was a nice touch. Overall management seemed to have enough depth but still be easy to grasp. Wasn't a fan of the minimap rotating with the player (especially given that the main view did not); I prefer a consistent north, but it's more the discrepancy between the map and main view that felt disorientating. Other than that small niggle, it was pretty solid!
Commercial Mars: Lunar Lander + Tetris Mash up by Yaro 2018-08-16T17:42:08Z ♥ 1
Combining the lunar lander mechanic with tetris worked really well. There's a few issues, such as the 5-wide blocks causing an unavoidable game-over if they're your first block, but this idea has a lot of potential.
Step into the Void (Web) by Bilzc10 2018-08-16T07:55:09Z ♥ 1
I quite like @Sidnoea's idea. Routing from the start point would leave some element of random failure, but routing from the player's position would mean if you went slow enough, it would always be possible. That might still work well, as you score better by speeding up.
An interesting eventuality to this approach would be if you came to remove a tile and there was no tile that could be removed without blocking out the player. In that eventuality, you could remove the one the player is standing on instead: "took too long!"
In all, it's a simple concept that is actually pretty engaging and addictive.
Space Hauler by Keppu 2018-08-16T02:00:53Z ♥ 1
I love it. There's definitely something satisfying about the movement. Even though the EVA aspect is hard to balance, its great to have the option and really helps to flesh it out into a more rounded experience.
Cluster by Ignacio Zamorano 2018-08-16T01:59:12Z ♥ 1
Really well polished and an amusing concept!