Land of the Sun by HolyBlackCat 2017-05-14T12:47:17Z ♥ 0
I'm rather fond of the artstyle, it gives a nice atmosphere. Just the leg movement felt a bit odd to me.
I'll have to say, the ruleset behind controlling the aiming direction of the orb seems very interesting and creative.
Overall, I had fun. :)
LD39 — Running out of Power (2)
Delivery To The Underpass by Bocodillo 2017-08-02T15:28:34Z ♥ 2
I have to say, I believe the atmosphere this game produces is golden. The increase of blur (technically static) and sluggishness when the power capacity is low really gives off a feeling of weakness and lack of *power*, making it very suitable to the theme. Also the ending got me.
Still, if I had to say something negative about it, well, this one's pretty minor, really.
The Player might not understand what the functions of the switch panel and the yellow walls are if they go to the left after getting on the first elevator, especially with how the battery box lures them to go there (since, when they go back to the right later, they won't notice the difference in the wall), and if they go straight to the right, they'll get stuck if they fall down and keep going right. Since they're likely to use the recharge panel over there (they likely wouldn't want to risk falling to 0 percent, assuming they don't know anything about the path that lies ahead), once they realize that the path they were through is blocked, they will be unable to respawn, since it only moves them to the latest recharge panel they've used, and would be forced to restart the game. *Assuming* my speculation's actually correct (Not saying it really is, though), if it had to be fixed, I'd say move one of the walls by the crossroad on the path on the right, so when they return back there, they will be likely aware of the change with the wall, and will definitely prevent them from being stuck.
I apologize for hogging so much space for explaining such a minor problem, even though it's not anything truly bothersome this time, since it's only at the beginning of the game and a restart would not nullify much progress. Still, it's a great entry!
Take my charge by josehzz 2017-08-02T01:38:15Z ♥ 1
I have to say, the puzzle mechanic might be quite creative. Having to deliver a specific instance to certain locations with a limited capacity, but requiring that the player is unable to take out a lone instance for anything other than the final location. And the elevators and the buttons taking it temporarily (could they perhaps give a challenge when taking it permanently too?) can take major advantage of that. And this can really be tied together visually without the need to explain the rules directly - "the battery can't hold more than 3 pieces because it can't fit in the tiny battery cylinder, and if it doesn't have any, it's going to be unable to do anything anymore, so it certainly cannot take back the battery piece from the elevator anymore if it used its last one there.". I love it. It's a shame that's everything, though.
...still, if I had to state any negatives, the only thing I was capable of finding was that the "bulb" quantity counter on the top right might be hard to notice right far there from everything else. Perhaps try having it align next to the "battery" counter somewhere? Still, it's just speculation and I could be wrong.