Ancient Contraption by theviraldragon 2016-09-06T23:54:00
It's fun, but it's really annoying to have to rotate each stick individually and the nails are hard to get to work. There's also no delete button, which would come in handy, nor a way to move lots of objects at once.
Good idea, but the execution could be better!
LD39 — Running out of Power (22)
RESISTANCE by azlen 2017-08-18T00:30:57Z ♥ 0
Hahah I like the way you presented the game. It's indeed very broken. I feel like the time you spent on the dungeon generation was kind of ill-spent, as it would be better to have a single, fixed, playable level than having infinite levels that you can't play :P
Anyway, the graphics and audio go really well together and the game looks great, so I really hope you do a post-comp version with something actual gameplay.
Chase by Kuz 2017-08-18T00:21:16Z ♥ 1
It's a nice little game. It has kind of a design problem, which is that you really need to pick up lots of fuel tanks right at the beginning and hoard them until the end, because it becomes almost impossible to grab them half-way through. Maybe have a different method for grabbing the fuel?
The graphics are quite functional, though a nice skybox and less fog would make it look much better.
It was fun :)
The Last Stand by TeamMonumental 2017-08-18T00:11:05Z ♥ 0
I think I found a few bugs:
- You can press the "start round" button several times - You can shoot while reloading
I think it's pretty fun! Very simple, yet effective. The graphics look pretty good, although I think that huge text telling you to read the instructions could've been scratched.
Don't run out of Power by KennysPineapple 2017-08-17T23:44:12Z ♥ 1
Wow, I really like it! The graphics/interface should use some improvements:
- Everything is very grey and dull - There should be some indication of whether a turret is turned on or off - You should use Left Button Pressed to shoot. I would often shoot accidentally - There should be some indication of when energy is being spent. A little red "-10" should appear, slowly fly up and fade out whenever you shoot manually and the same kind of indication should appear when enemies hit you or turrets spend energy. Alternatively, you could include this information in the instructions, because I had to do some experimenting to figure out how much each thing spent. - The graphics could be prettier, in general. The background doesn't seem to make much sense and the amount of pixelization varies wildly. - The timer should be in seconds instead of steps :)
I think the key-pressing to generate batteries may be a bit broken, because I mashed all the keys instead of actually looking to see which was the correct one, but I'm not entirely sure my method was faster. Still, it was a lot of fun! It's a simple idea that works really well. I think you should wait a bit more before the enemies start coming, so players get used to the controls. And some sort of difficulty progression would also be nice, as the game is a bit hard (I beat it after a few tries, though).
ULTIMATE PROSELYTISM & MIRACLES SIMULATOR 2017: THE MOVIE THE GAME by Reuh 2017-08-17T21:36:29Z ♥ 2
It has a bit of polish to it, which is great, but ultimately I didn't like it. A large section of the game is about waiting, clicking an icon and then waiting some more. I know some people find that incredibly addictive, but I'm pretty sure to be effective it should give you rewards more quickly. On top of that, the platforming is incredibly bland and frustrating, so there goes all of the gameplay. Add some ugly graphics and a boring story that was written along as the programmer created the cutscene and what you get is not a very good game.
Like I said, there's some polish to it. The intro is pretty complex by Ludum Dare standards, but sadly I didn't find the story even entertaining. I'm guessing you trying to make a game that's "so bad it's good", but I'm afraid I just didn't find it funny at all :( Maybe the problem is that it shows you weren't trying to do something serious, "so bad it's good" works much better when you feel that the author genuinely tried to make something good.
Night Creep by thefudster 2017-08-16T19:00:50Z ♥ 0
There are few interface problems:
- It should be easier to control the game's speed. I want it to be as slow as possible as soon as the dawn comes, and it's annoying to have to click the speed button so many times, wasting precious time. There should also be a pause button, since you can pause teh game anyway by pressing the "Shop" button. - The shop should be a separate window. You can easily fit all the building icons in the game screen. - The upgrade button doesn't seem to do anything, so you should just remove it. - There should be a timer indicating how much longer the day or night will last. - The game could tell us how much the energy bar will fill during the day and how long it will last during the night. It just feels like I should have that information.
On top of that, the game seems waaaaaaaaaay too hard. I played it like 6 times and the best I got was 5 days. I don't understand how the game decides how many enemies to spawn, which means I can't even predict what I'll going to need for the next night.
I do like the simplistic graphics, and the idea is cool. With some balacing, it could be pretty fun! As it is, it's interesting but kind of frustrating.
Once Upon a Spaceship by PixzleOne 2017-08-16T17:40:53Z ♥ 2
The avoid-em-up part of the game was okay, but I didn't get the point of the animation with the spaceship flying by or the "spin the wheel to recharge" thing. Did they actually affect gameplay at all?
The graphics weren't bad, though.
Broken Shuttle by Zammalad 2017-08-09T23:27:10Z ♥ 0
Not bad! The graphics are really nice and I think the simple mechanic is elegant, though I didn't like the dialogues because they felt very tasteless and pointless. I also feel that the gameplay somehow off.
I think the problem is that it feels too luck-based. I didn't spend that much time thinking about how the different objects could affect my course, but rather trying very very slight variations of the last thing I tried, until I somehow got it right. I think this is because the ship's control is too minute, so it's more of a precision game than a puzzle game.
The level with the moving planets is a bit better because it does seem that you have to think logically. But it's still plagued by the ship's sensitive controls: it should be more obvious that you're failing because you're not following the right strategy, instead of feeling that it's because you didn't control the ship correctly. So the solution is to make the ship easier to control, more predictable.
Ultimately, in it's current form it's not that much fun, at least for me. It didn't feel like a puzzle game that I was beating with my wits and learning with each level, and it didn't feel like a dexterity game where I learn to control the ship with each level. It just felt like, in each level, I had to start trying things out and hope for the best, and nothing from the previous levels helped me.
Man, maybe I wrote too much. I hope what I said makes sense!
Flying Aces - Going the distance! by jotson 2017-08-09T22:40:07Z ♥ 2
Like you said, it's too easy. It looks really nice, though! I found it a bit weird that the objective is to maximize your distance when in fact the distance is always going up, even when the plane goes backward :P
Running out of robots by Offz 2017-08-09T22:31:19Z ♥ 1
Sorry, but I had a very hard time playing your game, it's really confusing. Here are some questions that come to mind:
- What is the point of moving the captain at all? - How do you generate power for the ship? Does each work station have a different function? - How are you supposed to play the minigame? Do you just click on every square? It doesn't make any sense to have green turn to red to indicate success! I played it a few times and the icon didn't change, does that mean I failed?
And some observations:
- It's confusing to use the left mouse button for some things and the right button for other things. You should simply use the left button to do things and the right button to cancel whatever you've selected. - It's hard to tell what's selected, the green tint could be a bit more obvious. - It's not easy to tell what each station icon means. - The word "charge" is used for a number of things and it can get confusing. Robots can charge entertainment stations so they get charged or they can charge work stations to charge the ship, but the ship's charge can also be used to charge the robots themselves. See what I mean? - I'm guessing the robots are actually lazy monkeys in space suits because, first, they're so lazy they decide where they want to go and don't go there until you tell them to and, secondly, they need to be convinced to follow your orders.
But my biggest question is this: What's supposed to be the point of the game? Is the challenge to simply send the robots where they want to go? Clearly not, because you have a tool to change their minds. But then, what should you change their minds to? I guess you should send them to be charged when they're low on battery and make them work when they're full of energy. But you can also charge them by consuming your ship's energy. Or maybe I can just let them die?
I felt disoriented, I couldn't even figure out what my goal was, much less how and when to use my tools. Another problem is that the minigame feels out of place. If it's supposed to be a fast-paced management game, why does time stop every few seconds so I can solve a puzzle? That suggests to me that the wrench tool is supposed to be used rarely (which I don't think is true), but even then it's a huge break of pace. It reminds me of one of the developers of Diablo mentioning in a talk that playtesters wanted food and cooking to be in game. It's completely out of the focus.
Sorry for my harsh criticism, but playing this didn't feel fun because I couldn't understand the game, even after reading that carefully illustrated tutorial. I think half the problems are in the gameplay design and half in the interface. At least the graphics aren't bad!
Discharged Automaton by Serval Games 2017-08-09T19:26:20Z ♥ 1
Wow, the game surprised me! I was expecting it to be really bland, and the platforming kind of met that expectation, but the way the story developed was a very nice feature. It seemed like there were even multiple paths?
I have some Game Maker tips for you:
- Use 60 as your Room Speed instead of the default 30, it makes the game run much smoother. This will probably mess up your objects' speeds, but there's a trick to prevent that. Whenever you define a speed or a time in your game, write the time you want *room_speed, so it will always multiply. That way, you can change the Room Speed at your leisure, without having to worry about the whole game speeding up. - You seem to be setting the player's speed to 0 when landing, but you should only set their vspeed to 0, so that they keep their horizontal speed. - Turn off precise collision in each sprite's menu. Use rectangular hitboxes, they are much easier to handle and will help prevent your character from standing on their chin, going into the walls, etc. - Make your character's jump height vary, it makes the platforming much more interesting. It seems to me like you gave your player object gravity and upward velocity when they jump. It's unnatural, but in most platformers the player with move upward with constant speed until the player lets go of the jump button OR they reach their maximum jump height. Once one of those two things happen, the player either gets a constant downward velocity or gets some gravity, or mixture of the two. - It's really easy to glitch the player's sprite to they walk backward or walk without playing their animation, and it's fairly easy to fix if you write down the logic on paper before coding it. You should also freeze their animation when they're in the air. It's a small touch, but it makes the game a lot more professional. - Your levels could use a bit less blandness. Maybe add some more vertical levels, make more patterns like the ones in the last levels, more enemies, etc
Good job!
Defend Home: Mars by sgt3v 2017-08-09T18:38:29Z ♥ 1
It's a pretty boring game, I'm afraid, at least for someone who's played a few shooters, like me. I have some ideas to make it more fun:
- Difficulty progression, so enemies become faster, spawn more frequently and vary in behaviour (some of them could target the player instead of the generators) - Make enemies spawn all around the base, instead of just those few predefined spots (maybe simply add more spawn points) - Give the player a jetpack with limited control and fuel (having it recharge over time would be the easiest way to balance it, but fuel drops might be more interesting). A high double or triple jump might also work. - Make bullets spray randomly a bit, so the weapon isn't 100% accurate. I always killed the ants easily, regardless of how far away they were. - Don't let the player pick up items if it's going to be wasted.
Technically, it seems to be very well executed, though! The graphics aren't so bad. Making an FPS in 48 hours doesn't seem easy at all. With a bit more focus on the design, it could be pretty addictive.
THIRST by Togis 2017-08-09T18:19:03Z ♥ 0
It's pretty interesting, but I was a bit confused because sometimes pieces didn't seem to connect when they should. I also wasn't sure how the radar works, is it based on your direction or on your position?
As some people have pointed out, it's a bit too luck-based. But fun, nonetheless, it's a shame I couldn't get past the first level :P
The Will to Live (a game about willpower) by twainwright 2017-08-09T00:21:53Z ♥ 1
Wow, I really liked it! It sets the mood very nicely, and it's a lot of fun. I like how each stat behaves differently and little story elements affect the gameplay from time to time. I died the first two times because I ate the coconut. There are few things I'd like to point out:
- There are a lot of misspelled words - Talking to the coconut friend doesn't take up an action, is that on purpose? - The end of the game is a bit awkward: dying resets it, but it seems to be glitched, as the stats don't show up. And when you win, the dialogue box tells you that you were reunited with your family and then it disappears, leaving you with the stats and the image of the island with no way to progress. I guess you didn't have time to finish it up, as it's a pretty minor issue. - I wish there were a stormy background, too ;) - It would make the stats easier to read if you had a transparent rectangle behind them, or something.
But yeah, I think it's my favorite game of the event, so far. Good work!
Frankenstorm by TerraCottaFrog 2017-08-08T20:16:01Z ♥ 0
The graphics and audio go REALLY well together and are really funny. I love how you even animated the game's title. I wish you didn't have infinite lives, because it kind of removes the purpose of it being challenging, but it's fun anyway (a bit too hard, I think, as the water attacks often seem unavoidable).
It reminds me of an old GameMaker game called Puffy Star Speed, which I'll upload once I reboot Windows. I did find a link to it online, but the site seems really dodgy, so I thought it best not to take chances.
EDIT: Here's a link for Puffy Star Speed. It runs on my machine, hopefully it will run on yours :) I downloaded it from the original source about 10 years ago, so it's certainly safe.
https://app.box.com/s/1ho1yihx4ba2refwjqjuqezjlw8ce14r
Dorgus Needs Power! by WillData 2017-08-08T18:32:04Z ♥ 1
It's a cool idea, but kind of frustrating because you need to be very quick to grab the energy, yet your character is extremely slow and the guy's recoil is huge. On top of that, it's really easy for the movement to glitch out, making the character slide on the floor infinitely.
It's still fun, but it's otherwise well made, and it would be really enjoyable if it weren't for those movement quirks.
SPACEJAMMED by Ava Skoog 2017-08-08T13:58:41Z ♥ 1
What you accomplished in such short time is pretty impressive! The audio, graphic and gameplay go really well together, though I'm sad to say this kind of puzzle simply isn't my cup of tea, because it takes frustratingly long to get each piece where I want it. Great job!
Escape The Power by Fawaz.Strawberry 2017-08-02T00:32:55Z ♥ 1
Hahah, the game was pretty funny. I didn't really like the tank controls, I thought they were a bit too sensitive. The music is okay, but some sound effects would've made it better. The graphics were pretty ugly, but they served their purpose. I had fun!
The Lunar Invasion by MCjammydodger 2017-08-01T23:39:44Z ♥ 2
Wow it's really good! I played about 6 times and beat it. I thought the meteors were kind of unfair, but then I realized I had to buy the forcefield to counter them. My main complaint is the mouse sensitivity.
I found it really funny that the base in 3D and first-person while the main game was a programmer art sidescroller. Great work!
Crystal Rush by jakylgamer 2017-07-31T20:30:09Z ♥ 1
I had a lot of fun :D I like the way the game progresses, as you figure out the mechanics and so on. My only complaints are with the controls. The very first jump was really precise, and there were a few more like that. I also dislike that you can't aim upward next to a ladder. But otherwise, very entertaining!
On Demand: Power by Remus 2017-07-31T17:00:17Z ♥ 1
Good work. I wish guns had their Damage per Second written along with their other stats. I REALLY wish the enemies would come to you, because I found the game to be really boring because I spent most of my time wandering trying to find them so I could actually play. Oh, I also think you could've gone for a different camera angle, as full top-down is pretty boring.
Thaka hu' a by Kirill Nepomnyaschiy 2017-07-31T16:57:29Z ♥ 1
What can I say? It feels very unfinished. There's no goal, it seems, just some bare mechanics to play around with. You could at least have written a bit about what your idea was! The graphics blend very well together, though.