This is a nice twin-stick! There's not really any reason to move from the back of the screen, though, so it felt a bit like a side-scroller shmup with a bit more control. I liked the physics of the enemies, it's quite appropriate given how viruses move through the body - well, except for those purple ones, but I liked those for different reasons. Nice work!
I like the nugget of this, but I'll echo the need for checkpoints. I quit after a few iterations because, despite wanting to play this all the way through, it's too slow to have to restart so many times.
This feels like something you could really flesh out into a really fun game. You'll need more in the way of player agency in a version 1.0, because making a choice between "known thing" and "unknown thing" is not much of a decision - just a binary guess. But the mood and loop of the game is pretty fun - keep working on this!
Is this a game? The amount of interaction was incredibly minimal. There's no "skill", no meaningful way to influence the ultimate outcome. It's a story, a poem, maybe a painting. Whatever it may be, the ending still managed to hit like a brick, even though I should have seen it coming. You created a world and situation that was engaging enough for me to get immersed in it, and never consider the inevitable conclusion that this story must hurtle towards. It genuinely hurt me.
Is this a game? I don't care. Bravo, and please grow this into whatever you think it should be. You have good instincts and vision - trust them.
12 Bazillion Years! I'm unsure of the click-drag as well, it honestly feels like controls for a tablet game. However, this is straight-up better than many commercial games, so bravo!
This was interesting! I was a bit confused what "synchronized" meant, but I eventually figured that part out. You may want to spell out that you're talking about same pitch / volume combination for all of them. Nice idea and interested what else could be done with it.
This is a great idea, well executed, smart, and every design feature exists on multiple levels. Recontextualizing the controls as both a way to control the player *and* a physical asset to fight back bugs via mashing is brilliant. Please expand this!
I'm honestly not sure what critique could be leveled at this game. Everything wrong with it is everything right with it. It's garbage, it knows it's garbage, it flourishes in trash and as trash. A gloriously hand-wrought shitpost that belongs in the Guggenheim. You, sir and/or madam, are an artist.
I liked the idea of this a lot. The zigzag level was really hard to execute on, for whatever reason - and the game crashed on me twice here, I think you might have a bug around switching targets while a goblin you're possessing is dying. But this is a fun package, enjoyable to play and look at, and is a complete game. Very nice work - I think you have an action-puzzle you could really flesh out here.
I jumped into a teleporter and got sent to a dead-end room from which there was no escape. Was that the end of the game, or was I caught in a cunning ruse?
This is a good start, but I'll echo @drewg8 here and say: don't implement features until you absolutely need them. That will let you get more done, and what you get done will be sharper and more cohesive. Nice work on getting something out there, though! First step is the hardest ✌️
I feel like I can't really approach this game, because I spend more time buying stuff to set up a run than I get actually playing the game. Additionally, the step of "place engine, give it gas, then kick it" is cute, but it was not at all intuitive.
Be careful not to waste your player's time or just dump them into a guessing game from the jump - unless that guessing game is the whole point, which I don't think is true for you here. I'd rather have a menu system that lets me click on supplies and then press "Go" to start than the "immersive" menu you've built here that takes longer to navigate through than I get with the actual gameplay.
You've got the WarioWare feel here, and the game looks cohesive and is pleasant to play. The control explanations at the beginning are snazzy and well-presented. Definitely a great start! With the right improvements (a way to lose, more mini-games) this could be a great pass-the-control game for parties.
I also tried to make games at your age, and I never got as far along as you did. Congrats!
Sound and scores would be great, as well as a reason to move the sword... rotating it in place is actually the optimal strategy right now, and it'd be good to get the movement controls in there.
Really nice job with spacing out the spiders - I never got a pattern that was unwinnable, and only lost because I made a mistake. That's not easy to figure out in a short time span, so nice work 😄
Has some nice fundamentals but it feels off. Could benefit from some time workshopping the controls - the part right after super jump killed me several times in a row, and it didn't feel like I had done anything differently when I did get through it. The knockback from enemies was also a bit too high - I got bounced between 3 enemies and effectively died in one hit. Like I said, though, it's a good start!
I think only having a Linux release is really going to limit who can try out your game - Unfortunately, I'm in that camp of excluded folks. Any chance of a browser version?
The "feel" of this game is really nice. It's graphically cohesive and pleasant enough to look at that it could be a released title. The music is a nice tune, and I really liked the seamless change you got when you went to the outer reaches.
I ran into some unfortunate issues with the ice wrangling clogging up a 1 tile wide path, which was a fine challenge to deal with, but when you're down to the wire on water, the handling on those ice cubes becomes very important. If I'd lost because of that, I probably would have quit - feels unfair. Additionally, ice is generally useless unless you mess up like I did - I think making the stones not offer any regeneration would have been fine, and creates a need to bring back both the stones *and* ice in one go. I was also a bit bummed that, in a game with this level of visual polish, we only got a splash screen for winning. I get that time was limited, but I was very curious what the stones were going to do - awaken that snake beneath the tree, perhaps? Ah well, something for you to ponder for version 2.
I don't want to get too negative, though: this was a lovely game and you have a talent for creating atmosphere. Great work!
Kinda slow, and I wish you'd put an arrow or something over the first spots to plant seeds. It wasn't clear to me what I could interact with, and I nearly put the game down at that point.
The art style here is lovely, and the song is nice - although 4 bars in a game this centered on waiting isn't quite enough. I get it though, the jam doesn't leave much time for composition.
I think you've got something fun here - a seed, if you will. I hope it grows into something bigger!
I thought this was really cute, and *extremely* on-theme.
I'll echo the feedback that it's really hard, and sometimes it seems like the patterns aren't actually beatable (hah! get it?). The music really fits the gameplay, and when you nail a quick movement, it feels really good.
I have to wonder how much of the difficulty is due to how quickly you move when you click or release. Did you ever try a slower motion?
LD46 — Keep it alive (21)
Carnivorous by James Greenleaf 2020-05-07T04:08:41Z ♥ 0
This is a nice twin-stick! There's not really any reason to move from the back of the screen, though, so it felt a bit like a side-scroller shmup with a bit more control. I liked the physics of the enemies, it's quite appropriate given how viruses move through the body - well, except for those purple ones, but I liked those for different reasons. Nice work!
My inners are ours by AguaHervida 2020-05-02T02:13:31Z ♥ 1
I like the nugget of this, but I'll echo the need for checkpoints. I quit after a few iterations because, despite wanting to play this all the way through, it's too slow to have to restart so many times.
do not go gently by nsadie 2020-05-01T01:49:58Z ♥ 1
This feels like something you could really flesh out into a really fun game. You'll need more in the way of player agency in a version 1.0, because making a choice between "known thing" and "unknown thing" is not much of a decision - just a binary guess. But the mood and loop of the game is pretty fun - keep working on this!
Rebooting Flowers by Haoro 2020-04-27T02:28:28Z ♥ 1
I laughed when the first door opened and there's *six more flowers.* Great writing!
Keep Hope Alive? by Karenin Dmitry 2020-04-25T23:06:59Z ♥ 2
Is this a game? The amount of interaction was incredibly minimal. There's no "skill", no meaningful way to influence the ultimate outcome. It's a story, a poem, maybe a painting. Whatever it may be, the ending still managed to hit like a brick, even though I should have seen it coming. You created a world and situation that was engaging enough for me to get immersed in it, and never consider the inevitable conclusion that this story must hurtle towards. It genuinely hurt me.
Is this a game? I don't care. Bravo, and please grow this into whatever you think it should be. You have good instincts and vision - trust them.
Useless Machines Inc. by herniewise 2020-04-25T22:52:00Z ♥ 1
Very well done. Reminds me a lot of Keep Talking and Nobody Explodes. This concept could make for a fun "maintenance loop" game.
PLANET◯ by Jaun 2020-04-24T00:53:21Z ♥ 1
12 Bazillion Years! I'm unsure of the click-drag as well, it honestly feels like controls for a tablet game. However, this is straight-up better than many commercial games, so bravo!
missingBrainHeartbeat by grandtheftmarmot 2020-04-24T00:12:50Z ♥ 1
This was interesting! I was a bit confused what "synchronized" meant, but I eventually figured that part out. You may want to spell out that you're talking about same pitch / volume combination for all of them. Nice idea and interested what else could be done with it.
DEBUGGER by randomnine 2020-04-23T23:39:17Z ♥ 1
This is a great idea, well executed, smart, and every design feature exists on multiple levels. Recontextualizing the controls as both a way to control the player *and* a physical asset to fight back bugs via mashing is brilliant. Please expand this!
Baby Simulator by EdZ123 2020-04-23T04:59:23Z ♥ 6
I'm honestly not sure what critique could be leveled at this game. Everything wrong with it is everything right with it. It's garbage, it knows it's garbage, it flourishes in trash and as trash. A gloriously hand-wrought shitpost that belongs in the Guggenheim. You, sir and/or madam, are an artist.
7 Intelligence by twobitadder 2020-04-23T04:44:35Z ♥ 1
I liked the idea of this a lot. The zigzag level was really hard to execute on, for whatever reason - and the game crashed on me twice here, I think you might have a bug around switching targets while a goblin you're possessing is dying. But this is a fun package, enjoyable to play and look at, and is a complete game. Very nice work - I think you have an action-puzzle you could really flesh out here.
Soulbond by JazzatheFOSS 2020-04-23T03:52:34Z ♥ 2
I jumped into a teleporter and got sent to a dead-end room from which there was no escape. Was that the end of the game, or was I caught in a cunning ruse?
This is a good start, but I'll echo @drewg8 here and say: don't implement features until you absolutely need them. That will let you get more done, and what you get done will be sharper and more cohesive. Nice work on getting something out there, though! First step is the hardest ✌️
Milk Trail by Mr_Field 2020-04-23T03:42:36Z ♥ 1
I feel like I can't really approach this game, because I spend more time buying stuff to set up a run than I get actually playing the game. Additionally, the step of "place engine, give it gas, then kick it" is cute, but it was not at all intuitive.
Be careful not to waste your player's time or just dump them into a guessing game from the jump - unless that guessing game is the whole point, which I don't think is true for you here. I'd rather have a menu system that lets me click on supplies and then press "Go" to start than the "immersive" menu you've built here that takes longer to navigate through than I get with the actual gameplay.
Adrenaline Rush by Elmeri 2020-04-22T21:41:52Z ♥ 1
You've got the WarioWare feel here, and the game looks cohesive and is pleasant to play. The control explanations at the beginning are snazzy and well-presented. Definitely a great start! With the right improvements (a way to lose, more mini-games) this could be a great pass-the-control game for parties.
Alright, We're Gonna Walk Now... by Inkajoo 2020-04-22T04:54:40Z ♥ 2
I really liked the audio work here! Great voice acting for a game jam 😁
Here's a speedrun, maybe WR?
walk-speedrun.gif
Dungeon Farmer by TheQiwiBoy 2020-04-22T04:37:52Z ♥ 0
I also tried to make games at your age, and I never got as far along as you did. Congrats!
Sound and scores would be great, as well as a reason to move the sword... rotating it in place is actually the optimal strategy right now, and it'd be good to get the movement controls in there.
Really nice job with spacing out the spiders - I never got a pattern that was unwinnable, and only lost because I made a mistake. That's not easy to figure out in a short time span, so nice work 😄
The Power of The Five Books by Marcelo Zoletti 2020-04-22T04:27:52Z ♥ 1
Has some nice fundamentals but it feels off. Could benefit from some time workshopping the controls - the part right after super jump killed me several times in a row, and it didn't feel like I had done anything differently when I did get through it. The knockback from enemies was also a bit too high - I got bounced between 3 enemies and effectively died in one hit. Like I said, though, it's a good start!
Friend Limit by Wesxdz 2020-04-22T04:17:55Z ♥ 0
I think only having a Linux release is really going to limit who can try out your game - Unfortunately, I'm in that camp of excluded folks. Any chance of a browser version?
Econaut by tyranosaw 2020-04-22T04:08:51Z ♥ 2
The "feel" of this game is really nice. It's graphically cohesive and pleasant enough to look at that it could be a released title. The music is a nice tune, and I really liked the seamless change you got when you went to the outer reaches.
I ran into some unfortunate issues with the ice wrangling clogging up a 1 tile wide path, which was a fine challenge to deal with, but when you're down to the wire on water, the handling on those ice cubes becomes very important. If I'd lost because of that, I probably would have quit - feels unfair. Additionally, ice is generally useless unless you mess up like I did - I think making the stones not offer any regeneration would have been fine, and creates a need to bring back both the stones *and* ice in one go. I was also a bit bummed that, in a game with this level of visual polish, we only got a splash screen for winning. I get that time was limited, but I was very curious what the stones were going to do - awaken that snake beneath the tree, perhaps? Ah well, something for you to ponder for version 2.
I don't want to get too negative, though: this was a lovely game and you have a talent for creating atmosphere. Great work!
8-Bit of Farming by StinkyKitty 2020-04-21T05:01:41Z ♥ 2
Kinda slow, and I wish you'd put an arrow or something over the first spots to plant seeds. It wasn't clear to me what I could interact with, and I nearly put the game down at that point.
The art style here is lovely, and the song is nice - although 4 bars in a game this centered on waiting isn't quite enough. I get it though, the jam doesn't leave much time for composition.
I think you've got something fun here - a seed, if you will. I hope it grows into something bigger!
LifeLine by pomeroyb 2020-04-21T04:36:37Z ♥ 1
I thought this was really cute, and *extremely* on-theme.
I'll echo the feedback that it's really hard, and sometimes it seems like the patterns aren't actually beatable (hah! get it?). The music really fits the gameplay, and when you nail a quick movement, it feels really good.
I have to wonder how much of the difficulty is due to how quickly you move when you click or release. Did you ever try a slower motion?