Sir, we're running out of power! by rongon 2017-08-04T01:51:35Z ♥ 0
Nice idea!
The controls weren't quite tight enough and the physics were a little too loose to keep at it long enough to reach Eden.
It's almost charming, but the visuals are a little too inconsistent. The train/carriages look to be a different style to the rest of the game, and the enemies seem somewhat random up against the player character. There's some promise there for sure. Just needs a little more focus.
Overall, not bad, shows promise.
LD40 — The more you have, the worse it is (10)
Dudes Vs All Kinds of Stuff by gassasin 2017-12-13T20:45:37Z ♥ 1
Quite a nice take on the retro game - very NES era, even though it doesn't quite deliver on authenticity (rotating sprites, no horizontal sprite limit, etc.). But yeah, really solid visuals. The portraits are a great touch.
The shooting felt a little flat and the game didn't really progress much out of pea shooters prodding at mindless drones territory. I feel like you needed some form of a risk factor. I'd suggest maybe giving the elevator health and having the rocks/projectiles and monsters destroy it over time (I can even picture exactly how this would look and play out)! Just to give a sense of urgency/meaning/purpose to the game.
As others have mentioned, the key layout wasn't great. It would be good to be able to define controls (even add controller support).
Music was great by the way - the cherry on top of what was a very impressive jam for 3 days of work.
Too Much Slime! by Kizzyman 2017-12-13T01:33:10Z ♥ 1
You use Bosca Ceoil as well, nice!
I'm not sure why the shooting was actually shooting - it didn't kill enemy slimes. Perhaps the interaction would have made more sense as a boost? It's a perfectly good function, but your form is off.
That being said, I found the shooting difficult to combine with jumps - it sometimes just didn't work. I had some similar issues with the double jump timing too.
This might be some very subjective feedback, but I didn't like the mix of high resolution type with the pixel art visuals. It just looks a bit messy to me.
Nice as a first entry though - keep at it!
High Protein Diet Dungeon by Lex 2017-12-12T22:36:30Z ♥ 2
I wasn't too sure what shooting was for other than losing protein - does it hurt the enemies?
The dash felt really satisfying and it was interesting that the distance was tied to protein (though I'm not sure what that was for outside of health). Can't put my finger on it, but it's either that the balance was a little off, some additional feedback was required, or both.
Really nice to see more 3D games this year :)
Smack`Em! by mess110 2017-12-12T22:14:25Z ♥ 1
This looked great, but I couldn't tell if I was winning or losing. I assume the only way to restart was to refresh my browser?
Npigs by 6smith 2017-12-12T22:09:36Z ♥ 2
The falling sound is excellent :)
Heavy Gold by Poorwill 2017-12-12T22:01:19Z ♥ 2
You've done a lot with a little here. I only feel like you were missing more feedback from the loot picked up. There's definitely more you can do to sign post the quality of loot picked up. Similarly, some more feedback for when you take damage and when you kill enemies would have been nice.
The drop loot mechanic is cool, I just feel like it might have been missing a further goal. Perhaps needing to bring the loot back to a base? It needed a little extra anyway :)
Oh and the music reminded me of the first Mortal Kombat, nice :D
Yottaman by Racso 2017-12-12T21:19:11Z ♥ 2
The ending is pretty funny, though I do get a little triggered when I see a curse word censored.
Wasn't really sure what determined success either.
Quite a lot in the game for the time available though!
Heavy Hearts by Badly Drawn Rod 2017-12-12T21:01:48Z ♥ 2
Quite a simple twist on Balloon Fight/Joust formula.
As others have mentioned, it's a shame that there weren't procedural levels. As far as I could tell the same levels were repeated?
As a technical side point, I really liked that you could show on both halves of the screen when passing between edges - never worked out how to do that myself.
The enemy respawns seemed to happen once the currently spawned set are killed - this made it quite easy to exploit by keeping one at the start.
If I picked up all of the hearts at once I couldn't hit my space bar fast enough to even move... might have been nice to have a drop heart button if you're on the ground.
Nice try though!
Musk Mining Industries by GlintGames 2017-12-12T20:31:57Z ♥ 1
A nice little lander game - not exactly sure how it follows the theme though. Picking up the payload didn't seem to change my control or difficulty. Either way it was super difficult to control, though that's probably the point.
Really nice use of the CGA colour pallete and those are some super cute tiny pixels. Excellent polish on the front end too. Top notch presentation.
I also had the same bug that @tuism had, where I couldn't move/die. I think I flailed around on the keyboard until I accidentally found the restart key though.
I didn't see any alien blob monsters... false advertising! As far as I could tell, you didn't have a win condition? That would have been cool :)
Nice entry overall.
Clicker Thingie by ludipe 2017-12-05T13:49:47Z ♥ 3
I'm not a huge fan of these games (though I feel like this was a critique on these games anyway) but I feel like this was a good execution of this genre. I also got what I assume are both "endings" (the second whilst writing this), so you managed to hold my attention for a couple of minutes :)
The narrative is bizarre and shows a lot of character - it's a shame you didn't add any melancholic music to the background. But even without audio, there's a very grim atmosphere. Quite an achievement in such a minimalist game.
I was curious what determined the eye closing - based on a certain threshold, perhaps.
A couple of bits of feedback: - I felt like planks and hanging planks should be removed from the shop once they've all been bought - It would have also been nice to be able to sell or upgrade factories
Bugs encountered: - There were a couple of bugs where the text would carry over between different shop screens - Similar to the previous point, the rollovers for shop descriptions were often showing incorrect page items
Overall, nice entry!
Out of curiosity, was this built in Construct 2 or Construct 3?