I couldn't figure out how to win, lol. Oh well. Neat concept, plays alright. Maybe it would've been better if there was some explanation of the strategy for us dimwits 'cause it just seemed like the intro described to me. Speaking of the intro, man, maybe keep it a bit shorter. Wish the game had more sound effects for what was going on.
Unlike other players, I was able to get the block to work, but it still seemed pointless, it was better to just mash attack. It's nice that the sound effects tell you a little bit about what's going on, but obviously could've done a lot more with that. I didn't realize where the health bar was, at first. The screen-turning-red effect seems to not be affected by your health total, i.e., if you've bought a lot of health, the screen turns very red long before you're dead.
At the end of the day, you've got one-on-one combat that just isn't very good; there's not much to do and the optimal tactic seems to be to spam attack. There's a lot of roughness around the edges, but making the combat exciting and fun should be your first priority if you work on this or something like it.
As everyone else commented, what IS up with the bullet trajectories? Lol. Fun to run around shooting things. Took me a bit to figure out what I could click on and what they did. Also the fade=health mechanic was reasonably clear, but could've been explained up front. Pity the ships don't collide. I think the weapon choice was kind of uninteresting, I'd've preferred something more powerful with a lower rate of fire, maybe something that arcs up and comes down.
Wow. Impressively large. Maybe too large, the grey level just goes on and on and the map isn't adequate to find my way around it (since you only see a few sections around you). Eventually I gave up on it. Had a lot of fun while it was going.
Played the LD version and kind of regret it, lol. Yeah the unskippable intro is way too long, but you know that already. ;) The wave start is just weird, all this stuff coming at you and little you can do about it. The aliens in-game look terrible. I like the store art. Took me a bit to figure out how to operate the store, I tried clicking on things and that just buys/sells whatever's selected, or the first item if nothing's selected yet. On the second wave I started off "zonked" - I still had full health but I was gone?
Interesting start. Wish they didn't die so quickly, though! And maybe took a little bit of care of themselves, like maybe wandering towards water when hungry. More to the point, they have a bunch of stats, about half of which aren't clear at all. Something to do with breeding? Thanks for something interesting to play around with.
Very cool that you completed an effective card game. I like the art, the UI is pretty decent, obviously could use better sounds and animations but hey it's a jam. I don't think you should have the ability to play on top of your own cards, since that's purely negative - maybe for longer games when your table is already full, sure, but not as is. The AI does it sometimes, lol. The game itself isn't great; there's very little in the way of strategy and the winner is almost exclusively determined by who draws higher numbers, the AI seems to have a built-in advantage in going second (though it rarely takes advantage of that even when it should), and there's no basis on which to make betting decisions (maybe let you bet after seeing your first hand?). Thanks, it was fun figuring it out, though!
Not bad. I couldn't get the shield block to work properly, seemed to be too slow to respond to attacks, maybe? I wish I could look around and it was annoying when there's no opponents around and I can't find them.
Great concept, functional execution, it's pretty good. The physics are a bit wonky, the sounds are mostly missing, could use some more animation and maybe some more level concepts even for a jam project. Still, I really liked this, it was neat.
This was fun. Good graphics, nice little planet thing going on. Maybe too easy. I killed everything and explored everywhere I could but I didn't find a "boss" or win state? I don't know if that was intentional. Oh, and playing in 16:9, trees at the side of the widescreen view don't always render, lol.
Very impressive. I couldn't get past level 3, I thought I fully upgraded range, and it even launched viruses, but those viruses didn't clear the gap. I don't understand the virus selection, there's different looking viruses you can select but it's not clear what they do (and doesn't seem to include crossing that gap). I would probably tone down some of the sheer time involved, maybe smaller levels, especially early in the game. Took forever to complete the first level - I wanted to get as many upgrades as possible, not realizing they don't carry over, lol.
The core mechanic seems like it has potential. The game turns into a memorization puzzle when you try it again, and there's not nearly enough life to make it very far otherwise. Even so, I got past level 10 and quit. At the very simplest, adding more life per level and randomizing the levels would make a better game IMO. Love the cute pixel art.
Very cool concept, but a bit boring to play in practice, due to the length of the various timers and the way you're just not doing anything while they come down. Needs adjustment, and maybe more interesting levels? Like I could see how to beat the level but just couldn't be bothered, lol. I would work on the basics and then maybe add some different enemies, too. Overall a pretty good puzzle entry. I had issues with the webpage scrolling while placing blocks up and down, despite trying shift and/or ctrl to do it (using Edge).
A decent start, nice concept. I had a really hard time telling what was going on a lot of the time. My "shots" are barely visible, which wouldn't be so bad except most of them disappear instead of hitting and I'm not sure why? I had to basically fly into enemy's faces to hit them. Also, I'm pretty sure I was taking a lot of damage and again, not always clear when or even why. I liked the colorful graphics, enemies, and enemy attacks (with the possible exception of the "leaf"-looking rocket explosion lol seems those things are actually really dangerous).
A very impressive achievement. Everything seems to work, lots of level geometry. Honestly got bored and a bit nauseous (dang grog) by the time I was done with the second island, so I had to call it a day.
Wow this is pretty. Adore the aesthetics, although I kind of wish maybe the main character was a little more like everything else in-game. Gameplay is reasonably solid, level design is okay. I'm getting a pet peeve about attack cooldowns that are not indicated in any way, it's hard to know when I can swing again. The crows are frustrating, I wish they had a "telegraph" animation that indicates when they're about to dive. Maybe there could be something in the level design that gives clues towards where the souls are hiding?
Anyway, absolutely gorgeous game, but the gameplay could surely use some polish. Thanks, had fun with it!
This plays a lot like a typical endless runner, but the perspective is sideways instead of head-on, which makes it a LOT harder to play (the shadows were a good idea but insufficient in the heat of the moment). Reasonably fun, the store items were too expensive for me to get to. I really liked the background.
Played the post-jam version. Worked well, not too tough to get into and doesn't outstay its welcome, so overall alright. I hate to be harsh, but I feel like you did just one thing with this and didn't do it very well. The attack ranges are unclear for both combatants, the cooldown is longer than the animation and there's no indication of when you can attack again or how much damage enemies have taken. (There is a nice animation for them taking damage, so that's good.) I can't tell you what this game needed, but I think it needed more than is there to be fun for me. Music's nice.
Great take on the theme. Fun for a bit. Camera was just awful for me. The worst was when I'd get near a wall, because then the camera won't do much but stare at the wall with my back to the enemies. I got to 50 cents, whereupon the chaos, the high jumps, and the repetitive noise was just too much to take. Amusing start, needs a ton of polish and some more points of interest, thanks for sharing!
Decent core idea and mechanics. Game functioned well, very playable. Didn't work in Edge, worked in Chrome. Pretty much HAD to go full screen, at default size I kept clicking out of the window which would cause me to lose input; a problem with all of these "mouse aims direction" type of games. I found the "white" part of the health bar confusing; "why is some of my health white, and why am I already dead" lol. Really *really* needs better non-fatal-hit feedback. This is a problem for both the player and the enemies. Am I hitting them? Am I being hit? Also, different enemy types (ranged versus melee) that look identical? C'mon. Finally, game should've started off easier so people can ease into figuring things out without dying constantly. Decent work overall, thanks for sharing!
Starts off a bit confusing, gets fun in the middle, then the last few levels are just too obnoxious, trying to make difficult shots and having to reset from the start each time. It's a good puzzle effort that certainly could've been a bit clearer IMO and maybe needed a bounce-indicator or something later in the game to make it more puzzle-solving and less trick-shooting. Good idea and a nice start! Thanks.
Very solid. Didn't notice any bugs, gameplay is reasonably fun and easy to understand. Map had enough interest to use it against the enemies but still get caught out. Good work all around. I would've appreciated more interesting enemies (or maybe I just didn't last long enough lol), so that might be something to work on.
Neat concept, cute chefs, idea has potential. Maze was kind of dull, competition never felt like I was having to make interesting decisions. Doesn't outstay its welcome, I suppose, but I did end up wishing there was more to it, so that's promising.
Cute, simple, achievable, and complete. Not bad, all around. I felt it needed something more, though; as is, it's kind of TOO simple, without seeming to try anything new, unusual, improved upon, or particularly interesting.
I played the WebGL version and had a lot of trouble with the mouse. Sometimes it disappeared (in fact it started invisible at the main menu), without full-screening it was virtually unplayable, in fullscreen it was better but I still eventually lost the mouse pointer and couldn't use aim the spike spell against missile weapons and died. Game is fun, though, I really enjoyed it while it was working properly. Good spell set, not too big. Kinda felt the bodies disappeared too quickly.
Very well done! Lots of fun, pretty easy to understand, just challenging enough, just long enough. Mouse pointer tended to wander off the game. Vertical shooting galleries kind of sucked because you can shoot and be shot but can't see your opponents. Would've probably benefitted from not picking up duplicate weapons and maybe having the health cans able to stack in one spot? Then you wouldn't even need to drop things. Anyway, very solid entry.
Great work! I love the selection of upgrades, the way the game starts easy and then gets more difficult (most game jam entries fall down hard on that basic concept). I had some issues with the controls, mostly with the mouse capture being kind of sporadic (so the pointer would end up off the window and the mouse controls would stop working). With the fire rate being so low, some kind of recharge indicator would've been nice. Also, I really think the scrap should be visible on the radar. But really good overall.
This is a lot of fun, thanks for making it! Plays well, fun to play, my six-year-old daughter loved it, lol. There's kind of a fundamental problem with using the left-mouse-button without locking the mouse cursor: My mouse tended to drift off the game, and then I'd *click* off the game, and all input would cease working until I clicked back on the game. Honestly I'd just change the fire button to like spacebar or something. Or you could lock the mouse, or make the game pause if it loses focus. I agree that making collisions take life would improve the game; it would also make life more relevant, because when we played it, we never came close to running out of bullets. The side background could be a lot better. All that aside, great game, great work!
I really liked the idea, but I felt the combat wasn't fun enough and the items weren't interesting enough. It seemed like there's a lot of items that don't do anything? Like the light bulb and soldier legs.
Took a few tries to figure out - maybe the instructions could've had a picture? But it was fun once I knew what I was doing. My suggestion would be to have a consistent visual language that distinguishes between things you're supposed to get and things you're supposed to avoid.
I kind of dreaded playing this - like, I wouldn't want to do this for a job, after all. But it was more fun than I expected, juggling the various demands of the job. Mostly I'd complain that I found it very glitchy. I played the 1.01, and I had a lot of problems. Just starting the game was a challenge, and there was such a long delay when I finally got it to take the "Start" click that Windows told me the application wasn't responding! But I eventually got in. Many of the names didn't appear, which was very confusing at first because I thought I was supposed to type them in. At the end of the day a bunch of money appeared out of nowhere and then fell on the ground, which apparently penalized me. The first customer repeated. I was told I did well with customer happiness but it listed it as -12,000 or so. Thanks for the game!
Hah, fun and funny. Didn't have any trouble completing it, got 650 gold. Definitely needs a lot of polish, but hey, it's a game jam, and I had a good time with it. Thanks! BTW, the level two right-side wall is mostly missing, you can just walk out of the building, lol.
Everyone else was overpowered and I ended up too weak, lol. I watch the video and you place a room and get one or two guys, I placed a room and got dozens! Anyway, this was pretty cool, definitely fun. I would probably tone down or even remove the drones, it's more fun to shoot enemies than have them do it. Also, enemies can be kind of bullet spongy and with no health bar, that's obnoxious. I would prefer a better way to direct fire, but eh, fine for a jam.
A lot to like here, good concept, well put together, good sounds. But, c'mon. It's too difficult to be any fun. If it started off easy and got harder as you played it'd be really cool. As it is, I could never actually advance, and the only items I could afford to buy didn't even do anything. In addition, you should probably make the death screen skippable (I sure saw that a lot and it got annoying how long it is) and you should definitely leave some kind of message up telling you how much you lost and gained in each fight.
A neat idea, well executed, kind of outstays its welcome. I lasted 11 rounds and by that time I was ready to quit anyway. Nice to see a working RTS in a game jam, though! Wish I could've ordered the treants about, they don't path very well. Also, I would've appreciated some better way to tell when and where enemies were coming rather than constantly scanning around. ...In the options menu, the mouse pointer stayed behind the window, lol. Good thing it's translucent!
Pretty, occasionally amusing, nice sounds, nice atmosphere. Prattles on way too long at the beginning, and the lack of feedback to your responses after all that buildup is kind of obnoxious. Found it a bit dull and tedious, I'm afraid. The presentation is great, just wish that what was being presented was more interesting.
Not bad. A bit of walking, a bit of collecting, a bit of stealth/evasion. I think the parent could've used something like a vision cone to show when they were going to start tracking you. That part was pretty tough. Could've used a bit more polish on the text, sometimes it appears off screen, and in one place (the closet above the second bathroom) it appears partially behind the sink.
Damn cool, neat to find a game like this in a jam. I'm afraid it's a bit dull, ultimately; too few gameplay mechanics spread over too much time. Would've been cool if the cannon balls could go through targets or something so that it felt like there was strategy to it. Music got scratchy/staticy by the time I finished the plotline.
After playing a bunch of jams, it's nice to play one that just works. Sound, gameplay, upgrades, didn't notice any bugs, not a whole lot of difficulty but still a few tricky jumps. Good job. ...Weird that the gun isn't visible when you're jumping. Would be helped a lot by more active enemies, maybe someone that shoots back or some such. Also, you can wall-jump right out of the level, lol. Thanks, good work.
First time, I barely got through the first level, I didn't quite make it to a boss to heal, so I got a little bit of upgrade and it made the game much better but I still died. Tried to play some more, but the first level is so boring while not being particularly easy, I didn't get past it. Aiming at the mouse without SEEING the mouse is a bad choice; sure you can see the direction, but it's not the same. Also, a better indication of cooldown would be appreciated; ideally there would be a sound effect but I also strongly recommend that you put like a small fire on the character to make it clear without having to look away. Seems like it has some potential, but again, I didn't get far.
Okay, the announcement tells you how to calculate their pay, is there anything else you're supposed to do? I felt like I needed more instructions. Is there a time thing? I saw people pile up. What do the debt and exclamation buttons do? Seemed unresponsive. Also, it seemed like I couldn't pay the first person, the Pay button didn't do anything until the second person. I feel like there could be an interesting game in here, but I couldn't find it.
I like the idea. The writeup at the beginning really needs to be something you click out of, instead of timed; I couldn't read it fast enough. It wasn't particularly clear what I was supposed to be doing, as others have commented on. Is it just fulfilling an approximate quota, or do different people give different adjustments based on the conversations? Could use more feedback about how you get judged. Couple of bugs: long conversations tend to exceed the chat window, and after newspaper events I would frequently be asked to rule on an Age:0 nameless baby; how I ruled on that seemed to put huge swings on the meters, too.
Love it! Trying to save juuust the right amount of people is a terrific mechanic. RPG elements were cool, though the ramp up in price made it seem like spreading points out was by far the best bet. Love how it works with the theme and the sharing, and the frantic trying to spread just the right amount of fuel around while still rescuing people is good. I have a couple caveats, I think the big one is that you need to explain that you "ram" cars to save people, at first I was dodging the cars because that made the most sense to me! I found the side-to-side controls frequently unresponsive, where I wouldn't be able to go all the way to one side or the other, frequently leaving me unable to rescue people. Last... Is there a way to get back to the main menu? Like, to quit? Lol.
I never got the "ctrl" charged shot? Was that an upgrade I just never got? I kind of wished I could choose which upgrades to sell. The round shooty enemies are WAAAY more difficult than anything else, I just couldn't evade all their shots while they're still off-screen and can't be shot. I liked the basic theme idea, upgrades but at a revocable cost. Gameplay solid enough.
Game desperately needs instructions. Frankly I still understand the interplay of real time and allocated time, nor why I get text that says I completed a game when the progress bar hasn't finished. Also, I got a crash dialog the first time I played. Found out you have 12 hours to allocate only by experimentation. Not sure if I was supposed to change those in real time as the game/game progressed and events happened.
LD44 — Your life is currency (46)
It's Our Last Stand by derpylz 2019-05-14T08:00:47Z ♥ 1
I couldn't figure out how to win, lol. Oh well. Neat concept, plays alright. Maybe it would've been better if there was some explanation of the strategy for us dimwits 'cause it just seemed like the intro described to me. Speaking of the intro, man, maybe keep it a bit shorter. Wish the game had more sound effects for what was going on.
The Colosseum by Benjamin123 2019-05-14T07:49:50Z ♥ 1
Unlike other players, I was able to get the block to work, but it still seemed pointless, it was better to just mash attack. It's nice that the sound effects tell you a little bit about what's going on, but obviously could've done a lot more with that. I didn't realize where the health bar was, at first. The screen-turning-red effect seems to not be affected by your health total, i.e., if you've bought a lot of health, the screen turns very red long before you're dead.
At the end of the day, you've got one-on-one combat that just isn't very good; there's not much to do and the optimal tactic seems to be to spam attack. There's a lot of roughness around the edges, but making the combat exciting and fun should be your first priority if you work on this or something like it.
Explosive Escape by exilegl 2019-05-14T07:38:06Z ♥ 1
As everyone else commented, what IS up with the bullet trajectories? Lol. Fun to run around shooting things. Took me a bit to figure out what I could click on and what they did. Also the fade=health mechanic was reasonably clear, but could've been explained up front. Pity the ships don't collide. I think the weapon choice was kind of uninteresting, I'd've preferred something more powerful with a lower rate of fire, maybe something that arcs up and comes down.
Signal by HitchH1k3r 2019-05-12T08:39:48Z ♥ 2
Wow. Impressively large. Maybe too large, the grey level just goes on and on and the map isn't adequate to find my way around it (since you only see a few sections around you). Eventually I gave up on it. Had a lot of fun while it was going.
Cashteroids by RumSquawks 2019-05-12T07:19:17Z ♥ 0
Played the LD version and kind of regret it, lol. Yeah the unskippable intro is way too long, but you know that already. ;) The wave start is just weird, all this stuff coming at you and little you can do about it. The aliens in-game look terrible. I like the store art. Took me a bit to figure out how to operate the store, I tried clicking on things and that just buys/sells whatever's selected, or the first item if nothing's selected yet. On the second wave I started off "zonked" - I still had full health but I was gone?
Forgotten Keep by burst 2019-05-12T07:00:26Z ♥ 2
Huhhh, my computer decided your game contained a virus.
Electric Sheep by player2point0 2019-05-12T06:49:48Z ♥ 0
Interesting start. Wish they didn't die so quickly, though! And maybe took a little bit of care of themselves, like maybe wandering towards water when hungry. More to the point, they have a bunch of stats, about half of which aren't clear at all. Something to do with breeding? Thanks for something interesting to play around with.
Cards Against Sanctity by Corqi 2019-05-12T06:38:26Z ♥ 2
Very cool that you completed an effective card game. I like the art, the UI is pretty decent, obviously could use better sounds and animations but hey it's a jam. I don't think you should have the ability to play on top of your own cards, since that's purely negative - maybe for longer games when your table is already full, sure, but not as is. The AI does it sometimes, lol. The game itself isn't great; there's very little in the way of strategy and the winner is almost exclusively determined by who draws higher numbers, the AI seems to have a built-in advantage in going second (though it rarely takes advantage of that even when it should), and there's no basis on which to make betting decisions (maybe let you bet after seeing your first hand?). Thanks, it was fun figuring it out, though!
Skeleton Arena by someone 2019-05-12T04:52:47Z ♥ 1
Not bad. I couldn't get the shield block to work properly, seemed to be too slow to respond to attacks, maybe? I wish I could look around and it was annoying when there's no opponents around and I can't find them.
Your life is currency by pengda 2019-05-12T03:50:41Z ♥ 1
Great concept, functional execution, it's pretty good. The physics are a bit wonky, the sounds are mostly missing, could use some more animation and maybe some more level concepts even for a jam project. Still, I really liked this, it was neat.
Mojo by rEaX 2019-05-09T23:06:48Z ♥ 2
This was fun. Good graphics, nice little planet thing going on. Maybe too easy. I killed everything and explored everywhere I could but I didn't find a "boss" or win state? I don't know if that was intentional. Oh, and playing in 16:9, trees at the side of the widescreen view don't always render, lol.
Necrosis by Skosnowich 2019-05-09T22:36:33Z ♥ 1
Very impressive. I couldn't get past level 3, I thought I fully upgraded range, and it even launched viruses, but those viruses didn't clear the gap. I don't understand the virus selection, there's different looking viruses you can select but it's not clear what they do (and doesn't seem to include crossing that gap). I would probably tone down some of the sheer time involved, maybe smaller levels, especially early in the game. Took forever to complete the first level - I wanted to get as many upgrades as possible, not realizing they don't carry over, lol.
Nine Lives by markusfisch 2019-05-09T21:50:24Z ♥ 1
The core mechanic seems like it has potential. The game turns into a memorization puzzle when you try it again, and there's not nearly enough life to make it very far otherwise. Even so, I got past level 10 and quit. At the very simplest, adding more life per level and randomizing the levels would make a better game IMO. Love the cute pixel art.
Hide’n’run by Fractal 2019-05-09T03:25:14Z ♥ 0
Very cool concept, but a bit boring to play in practice, due to the length of the various timers and the way you're just not doing anything while they come down. Needs adjustment, and maybe more interesting levels? Like I could see how to beat the level but just couldn't be bothered, lol. I would work on the basics and then maybe add some different enemies, too. Overall a pretty good puzzle entry. I had issues with the webpage scrolling while placing blocks up and down, despite trying shift and/or ctrl to do it (using Edge).
Get Me My Drones! by floxy 2019-05-09T02:54:38Z ♥ 1
A decent start, nice concept. I had a really hard time telling what was going on a lot of the time. My "shots" are barely visible, which wouldn't be so bad except most of them disappear instead of hitting and I'm not sure why? I had to basically fly into enemy's faces to hit them. Also, I'm pretty sure I was taking a lot of damage and again, not always clear when or even why. I liked the colorful graphics, enemies, and enemy attacks (with the possible exception of the "leaf"-looking rocket explosion lol seems those things are actually really dangerous).
Assault on Crown Archipelago by aurel 2019-05-08T07:55:39Z ♥ 0
A very impressive achievement. Everything seems to work, lots of level geometry. Honestly got bored and a bit nauseous (dang grog) by the time I was done with the second island, so I had to call it a day.
Shinigami's new assignment by Sun-Wukong 2019-05-08T07:30:55Z ♥ 1
Wow this is pretty. Adore the aesthetics, although I kind of wish maybe the main character was a little more like everything else in-game. Gameplay is reasonably solid, level design is okay. I'm getting a pet peeve about attack cooldowns that are not indicated in any way, it's hard to know when I can swing again. The crows are frustrating, I wish they had a "telegraph" animation that indicates when they're about to dive. Maybe there could be something in the level design that gives clues towards where the souls are hiding?
Anyway, absolutely gorgeous game, but the gameplay could surely use some polish. Thanks, had fun with it!
Currency Lane by Cody Nguyen 2019-05-08T06:46:15Z ♥ 0
This plays a lot like a typical endless runner, but the perspective is sideways instead of head-on, which makes it a LOT harder to play (the shadows were a good idea but insufficient in the heat of the moment). Reasonably fun, the store items were too expensive for me to get to. I really liked the background.
Little Dead Riding Hood by Aim 2019-05-06T07:03:06Z ♥ 0
Played the post-jam version. Worked well, not too tough to get into and doesn't outstay its welcome, so overall alright. I hate to be harsh, but I feel like you did just one thing with this and didn't do it very well. The attack ranges are unclear for both combatants, the cooldown is longer than the animation and there's no indication of when you can attack again or how much damage enemies have taken. (There is a nice animation for them taking damage, so that's good.) I can't tell you what this game needed, but I think it needed more than is there to be fun for me. Music's nice.
Coin Operative by davidsheadgames 2019-05-06T06:48:17Z ♥ 1
Great take on the theme. Fun for a bit. Camera was just awful for me. The worst was when I'd get near a wall, because then the camera won't do much but stare at the wall with my back to the enemies. I got to 50 cents, whereupon the chaos, the high jumps, and the repetitive noise was just too much to take. Amusing start, needs a ton of polish and some more points of interest, thanks for sharing!
Stick Dungeon by EnovyT 2019-05-06T06:21:54Z ♥ 2
Decent core idea and mechanics. Game functioned well, very playable. Didn't work in Edge, worked in Chrome. Pretty much HAD to go full screen, at default size I kept clicking out of the window which would cause me to lose input; a problem with all of these "mouse aims direction" type of games. I found the "white" part of the health bar confusing; "why is some of my health white, and why am I already dead" lol. Really *really* needs better non-fatal-hit feedback. This is a problem for both the player and the enemies. Am I hitting them? Am I being hit? Also, different enemy types (ranged versus melee) that look identical? C'mon. Finally, game should've started off easier so people can ease into figuring things out without dying constantly. Decent work overall, thanks for sharing!
TOSSC by Xtra_Festive 2019-05-05T07:06:17Z ♥ 1
Starts off a bit confusing, gets fun in the middle, then the last few levels are just too obnoxious, trying to make difficult shots and having to reset from the start each time. It's a good puzzle effort that certainly could've been a bit clearer IMO and maybe needed a bounce-indicator or something later in the game to make it more puzzle-solving and less trick-shooting. Good idea and a nice start! Thanks.
Box Hunter by xSooDx 2019-05-05T06:49:45Z ♥ 1
Very solid. Didn't notice any bugs, gameplay is reasonably fun and easy to understand. Map had enough interest to use it against the enemies but still get caught out. Good work all around. I would've appreciated more interesting enemies (or maybe I just didn't last long enough lol), so that might be something to work on.
100 Chef Island by BitJester Media 2019-05-05T06:36:28Z ♥ 0
Neat concept, cute chefs, idea has potential. Maze was kind of dull, competition never felt like I was having to make interesting decisions. Doesn't outstay its welcome, I suppose, but I did end up wishing there was more to it, so that's promising.
Tkaalis by Zlabya 2019-05-04T07:55:22Z ♥ 2
Cute, simple, achievable, and complete. Not bad, all around. I felt it needed something more, though; as is, it's kind of TOO simple, without seeming to try anything new, unusual, improved upon, or particularly interesting.
Necroxeon by Lyrcaxis 2019-05-04T05:55:35Z ♥ 1
I played the WebGL version and had a lot of trouble with the mouse. Sometimes it disappeared (in fact it started invisible at the main menu), without full-screening it was virtually unplayable, in fullscreen it was better but I still eventually lost the mouse pointer and couldn't use aim the spike spell against missile weapons and died. Game is fun, though, I really enjoyed it while it was working properly. Good spell set, not too big. Kinda felt the bodies disappeared too quickly.
Agent Bumble by Sockyman 2019-05-04T01:04:40Z ♥ 1
Very well done! Lots of fun, pretty easy to understand, just challenging enough, just long enough. Mouse pointer tended to wander off the game. Vertical shooting galleries kind of sucked because you can shoot and be shot but can't see your opponents. Would've probably benefitted from not picking up duplicate weapons and maybe having the health cans able to stack in one spot? Then you wouldn't even need to drop things. Anyway, very solid entry.
S.A.S.S. by mcovert 2019-05-04T00:05:28Z ♥ 2
Great work! I love the selection of upgrades, the way the game starts easy and then gets more difficult (most game jam entries fall down hard on that basic concept). I had some issues with the controls, mostly with the mouse capture being kind of sporadic (so the pointer would end up off the window and the mouse controls would stop working). With the fire rate being so low, some kind of recharge indicator would've been nice. Also, I really think the scrap should be visible on the radar. But really good overall.
Lifo, The Forest Necro by kkyloves 2019-05-03T23:48:35Z ♥ 1
This is a lot of fun, thanks for making it! Plays well, fun to play, my six-year-old daughter loved it, lol. There's kind of a fundamental problem with using the left-mouse-button without locking the mouse cursor: My mouse tended to drift off the game, and then I'd *click* off the game, and all input would cease working until I clicked back on the game. Honestly I'd just change the fire button to like spacebar or something. Or you could lock the mouse, or make the game pause if it loses focus. I agree that making collisions take life would improve the game; it would also make life more relevant, because when we played it, we never came close to running out of bullets. The side background could be a lot better. All that aside, great game, great work!
Don't BET your LIFE away! by jandourek 2019-05-03T23:27:01Z ♥ 2
I really liked the idea, but I felt the combat wasn't fun enough and the items weren't interesting enough. It seemed like there's a lot of items that don't do anything? Like the light bulb and soldier legs.
Buckubus: suck 'em dry! by loveapplegames 2019-05-03T23:02:13Z ♥ 1
Took a few tries to figure out - maybe the instructions could've had a picture? But it was fun once I knew what I was doing. My suggestion would be to have a consistent visual language that distinguishes between things you're supposed to get and things you're supposed to avoid.
Teller Me More by hollowspecter 2019-05-03T22:53:17Z ♥ 1
I kind of dreaded playing this - like, I wouldn't want to do this for a job, after all. But it was more fun than I expected, juggling the various demands of the job. Mostly I'd complain that I found it very glitchy. I played the 1.01, and I had a lot of problems. Just starting the game was a challenge, and there was such a long delay when I finally got it to take the "Start" click that Windows told me the application wasn't responding! But I eventually got in. Many of the names didn't appear, which was very confusing at first because I thought I was supposed to type them in. At the end of the day a bunch of money appeared out of nowhere and then fell on the ground, which apparently penalized me. The first customer repeated. I was told I did well with customer happiness but it listed it as -12,000 or so. Thanks for the game!
Money Bag Kidnapper by digitaldude555 2019-05-02T22:11:36Z ♥ 1
Hah, fun and funny. Didn't have any trouble completing it, got 650 gold. Definitely needs a lot of polish, but hey, it's a game jam, and I had a good time with it. Thanks! BTW, the level two right-side wall is mostly missing, you can just walk out of the building, lol.
99Hearts by barret 2019-05-02T07:04:55Z ♥ 1
Everyone else was overpowered and I ended up too weak, lol. I watch the video and you place a room and get one or two guys, I placed a room and got dozens! Anyway, this was pretty cool, definitely fun. I would probably tone down or even remove the drones, it's more fun to shoot enemies than have them do it. Also, enemies can be kind of bullet spongy and with no health bar, that's obnoxious. I would prefer a better way to direct fire, but eh, fine for a jam.
Blood and goods by selewi 2019-05-02T06:35:57Z ♥ 2
A lot to like here, good concept, well put together, good sounds. But, c'mon. It's too difficult to be any fun. If it started off easy and got harder as you played it'd be really cool. As it is, I could never actually advance, and the only items I could afford to buy didn't even do anything. In addition, you should probably make the death screen skippable (I sure saw that a lot and it got annoying how long it is) and you should definitely leave some kind of message up telling you how much you lost and gained in each fight.
Heart of the Grove by johnnydalvi 2019-05-01T07:41:30Z ♥ 1
A neat idea, well executed, kind of outstays its welcome. I lasted 11 rounds and by that time I was ready to quit anyway. Nice to see a working RTS in a game jam, though! Wish I could've ordered the treants about, they don't path very well. Also, I would've appreciated some better way to tell when and where enemies were coming rather than constantly scanning around. ...In the options menu, the mouse pointer stayed behind the window, lol. Good thing it's translucent!
L.Y.L.A. - Your personal Living Your Life Assistant by Gruni 2019-05-01T07:20:14Z ♥ 1
Pretty, occasionally amusing, nice sounds, nice atmosphere. Prattles on way too long at the beginning, and the lack of feedback to your responses after all that buildup is kind of obnoxious. Found it a bit dull and tedious, I'm afraid. The presentation is great, just wish that what was being presented was more interesting.
GROW UP by Cody Foster 2019-05-01T07:04:39Z ♥ 2
Not bad. A bit of walking, a bit of collecting, a bit of stealth/evasion. I think the parent could've used something like a vision cone to show when they were going to start tracking you. That part was pretty tough. Could've used a bit more polish on the text, sometimes it appears off screen, and in one place (the closet above the second bathroom) it appears partially behind the sink.
EndlessRum by GabrielNied 2019-05-01T00:06:04Z ♥ 1
Damn cool, neat to find a game like this in a jam. I'm afraid it's a bit dull, ultimately; too few gameplay mechanics spread over too much time. Would've been cool if the cannon balls could go through targets or something so that it felt like there was strategy to it. Music got scratchy/staticy by the time I finished the plotline.
Risky Life by neowhoru 2019-04-30T23:30:24Z ♥ 1
After playing a bunch of jams, it's nice to play one that just works. Sound, gameplay, upgrades, didn't notice any bugs, not a whole lot of difficulty but still a few tricky jumps. Good job. ...Weird that the gun isn't visible when you're jumping. Would be helped a lot by more active enemies, maybe someone that shoots back or some such. Also, you can wall-jump right out of the level, lol. Thanks, good work.
Blood Mage by StereoPT 2019-04-30T23:16:19Z ♥ 0
First time, I barely got through the first level, I didn't quite make it to a boss to heal, so I got a little bit of upgrade and it made the game much better but I still died. Tried to play some more, but the first level is so boring while not being particularly easy, I didn't get past it. Aiming at the mouse without SEEING the mouse is a bad choice; sure you can see the direction, but it's not the same. Also, a better indication of cooldown would be appreciated; ideally there would be a sound effect but I also strongly recommend that you put like a small fire on the character to make it clear without having to look away. Seems like it has some potential, but again, I didn't get far.
PayTime by aqws3 2019-04-30T23:04:18Z ♥ 3
Okay, the announcement tells you how to calculate their pay, is there anything else you're supposed to do? I felt like I needed more instructions. Is there a time thing? I saw people pile up. What do the debt and exclamation buttons do? Seemed unresponsive. Also, it seemed like I couldn't pay the first person, the Pay button didn't do anything until the second person. I feel like there could be an interesting game in here, but I couldn't find it.
Minister 2.2K by Wilgnne 2019-04-30T22:43:35Z ♥ 3
I like the idea. The writeup at the beginning really needs to be something you click out of, instead of timed; I couldn't read it fast enough. It wasn't particularly clear what I was supposed to be doing, as others have commented on. Is it just fulfilling an approximate quota, or do different people give different adjustments based on the conversations? Could use more feedback about how you get judged. Couple of bugs: long conversations tend to exceed the chat window, and after newspaper events I would frequently be asked to rule on an Age:0 nameless baby; how I ruled on that seemed to put huge swings on the meters, too.
Apocarmalypse by CocaPasteque 2019-04-30T22:25:10Z ♥ 2
Love it! Trying to save juuust the right amount of people is a terrific mechanic. RPG elements were cool, though the ramp up in price made it seem like spreading points out was by far the best bet. Love how it works with the theme and the sharing, and the frantic trying to spread just the right amount of fuel around while still rescuing people is good. I have a couple caveats, I think the big one is that you need to explain that you "ram" cars to save people, at first I was dodging the cars because that made the most sense to me! I found the side-to-side controls frequently unresponsive, where I wouldn't be able to go all the way to one side or the other, frequently leaving me unable to rescue people. Last... Is there a way to get back to the main menu? Like, to quit? Lol.
Kill Paouf V by frnknstn 2019-04-30T20:59:16Z ♥ 0
I never got the "ctrl" charged shot? Was that an upgrade I just never got? I kind of wished I could choose which upgrades to sell. The round shooty enemies are WAAAY more difficult than anything else, I just couldn't evade all their shots while they're still off-screen and can't be shot. I liked the basic theme idea, upgrades but at a revocable cost. Gameplay solid enough.
Ludum Meta by howieV (binarygirl) 2019-04-30T20:45:12Z ♥ 1
Game desperately needs instructions. Frankly I still understand the interplay of real time and allocated time, nor why I get text that says I completed a game when the progress bar hasn't finished. Also, I got a crash dialog the first time I played. Found out you have 12 hours to allocate only by experimentation. Not sure if I was supposed to change those in real time as the game/game progressed and events happened.