Eviction Evader by NDHR Productions 2018-08-17T02:23:05Z ♥ 1
Good models and animations!
Foon → Ludum Dare Explorer → Users → phearbot
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | 👥 | Harvester Saloon | jam | 3.33 | 2.83 | 2.67 | 1.17 | 3.50 | 3.00 | ||||
| 2019 | 45 | Start with nothing | 👥 | RoboLair | jam | ||||||||||
| 2018 | 43 | Sacrifices must be made | 👥 | Skømp | jam | 46 | 4.12 | 4.03 | 3.20 | 4.33 | 4.41 | 4.01 | 4.03 | 3.86 | |
| 2018 | 42 | Running out of space | 👥 | The Custodian of ZX-42 | jam | 51 | 4.07 | 3.81 | 3.83 | 3.33 | 4.17 | 4.02 | 2.66 | 3.83 | |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Eyes on the Prize | jam | 956 | 3.04 | 2.94 | 2.66 | 3.03 | 3.10 | 3.00 | 2.33 | 3.09 |
phearbot leaves an average of 12.7 feedback comments each event.
Good models and animations!
Very nice! A couple small things, the game didn't seem to work full screen and I thought the levels weren't necessarily progressively harder. I did like the puzzles though and I feel like the number of levels you put together is pretty impressive! Some of the puzzle games I've looked at only have three or so levels because puzzle games are tricky! Well done!
Found your game through yourbr0ther's stream. Your game intro absolutely killed it. A lot of games (including ours I think) lack the polish of a good solid intro. The computer crashing (good sounds!), rebooting, going through the installs etc. was icing on the cake.
Not enough games do voices in their game! Did you record them yourself and if so how'd you get the effect on them? Either way, nicely done!
Saw your game on YourBro0ther's stream. Loved it. Best runner I've played this jam. The art was great, I loved the grayscale.
- I didn't like that tapping forward / back could kill you. I felt like it should cap at the edges - I also would have put a height threshold on the hover so it wouldn't let you do it 2 inches above the ground (sometimes I would hover rather than jumping when I meant to double jump)
I think I agree with some of the other feedback here, it would be nice to have a bit more feedback. It's definitely hard in a short timeframe to get all that into the game though. The hints on this page helped a lot, it would have been a lot harder without them. I also would have liked music/audio.
I really liked how smooth the camera panning felt and the water was nice.
I always enjoy "farm and upgrade" type games. I definitely would have found some sort of music to add to the background at a minimum. Audio would have been nice on top of that. I really liked how you could only have one menu open at a time (it's like the corner drawers that hit each other) and I liked how if I put a box in the corner, it would block them out.
Really cool to see a game seem this polished. I did feel like it needed music. Having tried to make a strategy game before (in way more time than a game jam) it's very impressive to see one done well in a game jam. Nicely done.
Nice! Haha, very nice take on a gallaga type game. I liked the dragon theme! I would definitely say make it so the bad guys can't spawn too far left/right so the player can't kill them. Also well done on making your own music!
Nice puzzle game! The sound when it shrank got me every single time, haha. I didn't do too bad either, 5360!
This is the coolest puzzle game I've seen so far. The first time you start using black and white to move each other around I was really impressed. I also liked the number of mechanics you fit in (gravity reverse, tiles unaffected by either color, etc.)
Also first godot game I've seen so far!
Hey, nice game. I couldn't get the controller to work in WebGL, but that wasn't a deal breaker. I liked the teleport thing. I just started playing without reading the controls first and it was a pleasant surprise to discover.
Good game! I liked how the boxes felt kind of springy. I also really liked the music and thought you picked a great asset for that. I think three levels for a puzzle game in a game jam is plenty. Puzzles aren't easy to come up with, and I felt the way the third level was structured was pretty fun. Everything seemed to fit as long as you cleared obstacles and you had to drag one all the way across.
I like seeing stuff I don't see tried much in game jams, and RTS I think falls into that category. Virtually impossible to complete a full RTS, and I think that this gave it a good go. I didn't actually think it was too dark, so I don't know if it was adjusted or if I just have different taste.
- Music could have looped better (was harsh) - spawning multiple units they would kind of stack - Warning on escape would have been nice, I accidentally closed the game once haha
Well done :)
I think a royalty audio track would have done a lot for gameplay. It's hard to just play sitting in silence. Decent number of bugs, but the idea is there, and with a full set of configuration options (I had a hard time with the inverted mouse vertical) on top of bug fixes I think it would be fine!
Note: we ran into issues with WebGL as well and had to remove our main menu to get a build to work in browser. Are you guys using Unity 2018.2?
I didn't read through everyone else's comments, but I did see one about using arrowkeys vs wasd. Implementing that would be pretty quick and easy (just use input.getaxis("horizontal") and vertical.)
I felt like however the falling movement was done was a bit stuttery, and I got stuck by accidentally cornering the block. I also would like the music to not restart every time I change menus. Aside from that, I thought it was good. The art and music were great!
Very fun theme. I liked the audio and laughed out loud just at the premise of the game, very clever. I also liked how the "health bar" was anxiety. Well done! :)
Awesome game. I thought the art style was really good, and with some more time in the animations could be great. The music was good, though the looping of the music was pretty noticeable. As far as the gameplay goes, I would say the start is too slow. After dying, I felt like it was a chore going through the start that was really slow again. There also seems to be no penalty to just button mashing. For example, if the enemy is a BBB, and I mash BAYBXB there is no penalty and it just works. There also is no reward for executing flawlessly, so it seems to just promote mashing buttons. Aside from those couple things I really enjoyed it and thought it was very well done!
This was absolutely awesome. I loved the art style and the new take on a runner. I didn't love how the coins would disappear when a dialogue would start. The parallaxing in the background was fantastic.
Great game! My only thought was I wish I had to type the whole word. Words like "Corridor" are 8 characters long, but only take 5 keystrokes as the order doesn't matter. I think it would be better if you actually had to type the words in order. 8 characters = 8 keystrokes.
I liked it!
- I think I would have liked if left click fired forward and right fired backward so I had more control, but I suppose it doesn't really matter with infinite ammo. - I also think another improvement would be if the camera were slightly dynamic. Rather than being centered all the time if you start moving faster pan out slightly and move the camera ahead of the movement a bit so you can see where you are going better. (GTA 2 does this kind of thing and is similar, see the link below)
https://youtu.be/Z9ZZX1uO7Hg?t=208
Very nice! I didn't think it was too difficult personally, having the five robots I felt like was a decent way of dealing with the fact that multiplayer fps is extremely ambitious for a game jam.
I think it has some of the typical Unity pain points that also aren't easily ironed out in a game jam. (Things like the first person controller Unity provides out of the box is a little clunky).
I probably would have also positioned the guns off to the side slightly so you can see more of the model, but there's not anything necessarily wrong with the doom style gun coming out of the chest. ;)
Nice work! I think it would be nice if there was a little more to the throwing, but with short turns that'd be tricky. I see in your comments above that you increased the time later though, which would maybe make a worms style charge up throw on the bananas possible.
This was absolutely awesome. Most polished game I've played so far.
Art was awesome, music was great. Took me a second to figure out how to subsist (disenchanting). I think I'd like a way to be able to zoom out somewhat and look around (think hotline miami where holding shift lets you move your cursor out further).
The production quality overall is much higher than most game jam games.
Loved it. Saw the game on Kroltan's stream. Hilarious idea, well executed. Two thoughts though. First, I felt like the hitbox on my character was slightly large. As with all fps players, I was taken aback in the unlikely event that I got hit. Second, I would love if momentum in a jump would carry you. I was trying to run/jump backward and start typing while moving backward.
I didn't mind the motion blur, and it ran really well even via WebGL for me. :)
Great game! I love the rampage meets city builder idea. The art is great. I felt like movement could have been faster even with the sprinting. I also think controllers would be nicer for the movement here rather than two people on a single keyboard, but game jam. Loved it.
Nice submission! I love the 3d tetris-like idea. I've never been huge on the unity built in first person character controller prefab, but for a game jam game (especially one focusing on puzzle elements rather than combat) it makes sense.
Great entry! I'd recommend having some sort of on-screen legend showing rock > paper > scissors with the key bindings. Something similar to this maybe?
https://commons.wikimedia.org/wiki/File:Rock-paper-scissors.svg
I had a hard time grasping which was which right away and something more visual may have helped.
Awesome game, loved it. Both the roomba and the bird got an audible laugh. Very clever.
This game was awesome! Biggest thought is I would like if I couldn't attack my own stuff by walking into it. Took me a sec to figure it out, but I really liked the difficulty. I kind of like a game where I die pretty quick and realize "oh, ok I get it now". I think I'd also like if you could see what you need to be preparing without going to the house. Loved the music.
Edit: I also ran into a bug where my inventory said I had 22 tomatoes, but the turn in screen said I only had 2 and wouldn't let me turn it in. Expected in a game jam game, still absolutely solid. Loved it.
LD43 — Sacrifices must be made (8)
Jesus Take the Wheel by PeachTreeOath 2018-12-05T06:06:07Z ♥ 2
🙏
Agent of Sacrifice by relampmarquin 2018-12-05T05:53:42Z ♥ 0
Well done puzzle and artwork! I enjoyed it! Sounds were well done as well. Not sure how exactly to address it, but sometimes I wasn't sure if I wasn't supposed to be able to interact with something, or if I was just too far away. I'm not sure what indicator you could add though without making it easier.
Nice work and thanks for doing WebGL!
Trials of K'zhak by DrEvilBrain 2018-12-05T05:43:28Z ♥ 1
Nice game! One thought, when you start the game all enemies take two hits to kill. You then get an upgrade that gives you more damage, but all enemies still take two hits so it doesn't really feel like an upgrade. Having varying enemy HP could make it so the first upgrade would let you one shot some making it feel "more powerful"
Bloop Bloop! by Meenners 2018-12-05T05:30:50Z ♥ 1
Fun game! I think I wish that I could sacrifice the white balls that way I would have an incentive to not miss. Took a while to figure out the combo thing (read it on the page after playing first time), I think a combo counter would be the first thing I'd add to this so the play can know what they are doing is good without reading.
I really, really like the art. The hand drawn looks great.
Ho Ho Hold Up by SeanW 2018-12-05T05:24:55Z ♥ 0
Fun game, would have liked some gore particle effects or audible screams when I sacrificed the elves. Also not sure why I was limited to 11 of each kind of elf... I think I would have rather just been able to suck everything up and make the required cap higher. From a gameplay perspective I'm guessing it was added to force pathing back to the sleigh? Great work!
Brownie Cove Cancelled by Sand-Gardeners 2018-12-05T05:04:46Z ♥ 2
This game was amazing. These kinds of games are tricky for me because sometimes I worry there might be something I am missing. What if I could sacrifice myself on the alter with the stocks that I kept returning to after each exploration. What would happen if I waited 6 hours? Great game.
At least one of the areas to pass time wouldn't enter any sort of animation for me.
Hunger Sings by Swanijam 2018-12-05T04:20:28Z ♥ 1
I think this is the most unique game I've played so far. I did see the same bugs as some other people like looking all the way down would rotate me and you could see the top and bottom of the black screens. making the panels xy scale 1.1 would probably fix it. I liked how I didn't realize the white text in the top right was thoughts at first. Super creative. Dialog felt really good.
Super Sellout by Moski 2018-12-05T04:07:23Z ♥ 4
Game polish goes far. I really liked all the artwork and liked that to increase replayability you had unlocks. I think I liked the chroma glasses best. If you don't mind my asking, how did you do the chroma effect?
I think would have liked more hazards that affected the way it looked like the glasses. Add film grain, black and white, lower resolution, etc. I did feel like adding the obstacles made it harder, but also made it easier to make money so it felt like pretty balanced progression.
I had some bugs related to the selecting of sellouts where I couldn't click them and had to move the mouse around for a bit. Also had once where I super jumped or something for like three rooftops. Well done!