77 Years - A Game of Expansion by David Cookie 2016-09-02T19:42:00
Deceptively challenging and interesting game; at first I was completely lost and thought it was too random, but I once I realized that there needs to be a flint next to a square in order to place other types it made a lot more sense and I did a lot better on my second playthrough.
The music is nice too!
LD37 — One room (62)
Shadow Fencer Theatre by ShuddaHaddaLottaFun 2017-01-02T17:35:00
Great entry! The physics were really fun to play with, and the concept is solid. It isn't a particularly inventive use of the theme, but the game itself is fun, the designs are great, and overall it felt very polished. The audio was an especially nice touch (though the levels could have used a bit of editing; I had to turn my volume way up to hear it).
Ring of Fire by dollarone 2017-01-02T17:10:00
The idea behind the game was cool. I'm not sure if I was ever playing against other real people, but it's definitely an interesting concept.
Before I knew that it was multiplayer, I was a bit surprised by the enemies moving in real-time. It has a lot of the hallmarks of a roguelike and I expected them to be taking turns only when the player moved. Having it be real-time also caused some issues with the controls I think: if it were turn-based, the expectation would be that pressing a key would move you one tile, but because it's real-time, you can accidentally move further than intended if you hold the key too long (which is quite an issue when that single extra tile is a one-hit-kill lava tile!).
Of course, doing it turn-based wouldn't quite work with the multiplayer concept, so it isn't exactly a trivial problem to fix, haha!
Tomb of the Glitch King by KappaIX 2016-12-18T13:59:00
Great entry! This is fairly simple game, but you've used the mechanics quite effectively. The audio was a great mood-enhancer too.
I feel like the player and background sprites could have used some more work. The contrast on the level is very low making it hard to see the layout properly, and the player kind of looks like a cyber Finn the Human. The player's sprite also seemed to be significantly taller than their hitbox, which made some of the puzzles feel a lot more difficult than they actually were. The glitch effects on the other hand were all really nice!
STEREOJO by ChuiGum 2016-12-17T21:55:00
Nice entry! Like most people are saying, the walljump being finicky made some rooms a lot harder than they were probably meant to be, but other than that is was fairly fun.
The illusion mechanic is pretty interesting, but I have no clue what the connection to "one room" is; it honestly seems like an idea for a different theme entirely that you just went with anyway! (I suppose that's why you opted out of the theme voting, haha)
Hamsterical Nuts by mirta000 2016-12-17T21:48:00
Nice entry! The hamster animation is pretty good, but there is quite an artistic disconnect between the hamster, the enemies, and the room itself. They all seem to be drawn with wildly varying styles.
1 biT Strike by SamuelSousa 2016-12-17T21:10:00
Not particularly original or relevant to the theme, but a solid execution of a simple concept!
The Chinese Room by Pierrec 2016-12-17T20:04:00
This is a very clever entry! Controlling a Chinese Room-inspired robot inside a literal Chinese room made this possibly the best use of the theme I've seen.
I did manage to "win" eventually, though I get the feeling you're intended to play multiple times in order to complete all the objectives (I only managed to get the location, identity, and survive). The length made it get quite repetitive, and the thought of having to play another dozen times trying to figure out how to trigger the other paths was demoralizing. At one point (when you're prompted to prove who you are) it feels as if you even know that's the case; that moment definitely feels like "HAHA NOPE! Now you have to do the whole thing again!"
Tedium aside, it's an interesting game and well-worth playing a few times!
Lost in pandation by deepnight 2016-12-17T19:17:00
This is a fantastic entry!
I found this to be tremendously well-balanced. I died quite a few times before beating it, but every time it felt like I had learned an important lesson during the run and managed to do better the next time. The only death that felt a bit unfair was getting caught out in a blizzard while already low on heat: even if you have supplies, sometimes it just takes too long to get them to the fireplace in time.
There's so much depth in such a tight package of mechanics, and then on top of that the pixel and art and background audio are great too! Definitely one of the best entries I've played.
Some minor criticism:
-I froze to death while in the air, then landed and stood back up while the UI stayed put. Very very minor thing, but it seemed a little weird when it happened!
-Dropping an f-bomb when you get killed by the enemy seemed a bit unnecessary. This game is pretty much "E for Everyone" in every other way (it even stars a cute panda)!
-Some sound effects would nice and add to the level of polish.
-It's not a great use of the theme: the central area, the generator, the cable car, and the battery dispenser all felt like separate "rooms" to me.
The Princess Trap by David Cookie 2016-12-17T18:29:00
Nice entry considering the even shorter than usual dev time! Incorporating the theme by limiting the view was a clever way to make the most of your resources, though it does unfortunately make the game get repetitive fairly quick. One of the best parts of tower-defense games is when things really start to ramp up and the enemies and defenses visually get increasingly chaotic, but you don't really get the same effect here.
Xenopunch by Pietro Ferrantelli 2016-12-17T17:54:00
This is great! It's not particularly innovative, but definitely one of the most polished and fleshed-out entries I've seen this LD! The audio in particular was really well-done.
Some criticism:
-I feel like the first wave should be shorter. I appreciated that you didn't have to start from the beginning when you died, so the length of later waves feels justified, but the first one went on so long that I was starting to wonder whether the game was bugged/unfinished and I'd seen everything it had to offer.
-Playing with a MOBA-style keyboard layout was a bit annoying; I think this would map really well to gamepad controls.
Nice entry!
MFBFS by pixelpotions 2016-12-17T00:15:00
I think the concept of a "souls-like but just the boss fights" behind this is pretty solid, but in addition to being a bit of a tenuous connection with the theme, the boss is far too easy. I died a couple times at the start while getting a feel for the controls, but once I caught on to the fact that you can just roll towards the pillars it was a breeze. With better balancing, I could see this being a lot more fun!
Perspective by akirassasin 2016-12-16T22:59:00
It's an interesting concept, kind of reminds me of Fez, but I feel that the lighting doesn't provide enough information for a player to effectively navigate a 3D environment like this.
I also fell out of the world pretty quick, haha!
Dethroned by Devastus 2016-12-16T22:26:00
This is definitely one of my favourites gameplay-wise. The sprites are well-done (especially the snazzy title animation in the intro), the audio does a nice job of complementing the feel, and the game had me playing for a lot longer than I would have expected.
Criticisms:
-I think would be a lot more interesting if instead of simply having a UI overlay, the directions you need to press were actually worked into the animations taking place. I found that I rarely did anything except look at the one spot on the screen that displayed the next arrow to press.
-Checkpoints: making it to wave 48 and then dying doesn't make me excited for having almost won, it makes me incredibly frustrated and annoyed that I'm going to have to do all the early fights again, except even easier this time. Giving the player the ability to restart from 10, 20, etc would reduce a lot of the tedium, while also giving them some intermediary goals to work towards (starting at 0 and being told you have to get 50 is a bit daunting!)
-The theme feels a little forced; it kind of seems like you were hoping for "upgrade" and then went with it anyway, haha!
-It seemed like RNG was a bit too important. The only thing that determined (for me) whether I could beat a late-wave enemy was if I lucked into a long combo instead of a measly one or two hits on my turn.
-There 2 different fullscreen buttons (one on Ludum Dare's site and one in the Unity webgl export). You should probably try to set it up so that you only need one.
Overall, it's a great entry!
Roomba Rampage by PeachTreeOath 2016-12-16T21:28:00
A surprisingly fun entry, though I wasn't a fan of all of the silly environment sprites; I think I would have preferred if the game had been played straight and you were simply a roomba cleaning up a normal room.
Having the zoom magnification be an upgrade was an interesting idea!
Networking™ by erikiene 2016-12-16T21:01:00
It's an interesting concept, though the execution isn't as solid as it could be. I feel like if you had more time to work on this, a good place to focus your efforts would be in trying to force the player to struggle through conversations rather than let them simply walk away without any real consequence.
It's certainly a nice effort for a first game though! I think you did a good job of capturing the "feel" of an intolerable networking event; I was looking for an exit almost right away.
btw, there are 2 different fullscreen buttons (one on the itch.io embed and one in the Unity webgl export). You should probably try to set it up so that you only need one.
Galactic Petting Zoo!!! by BoneDaddy 2016-12-16T20:25:00
That was certainly an interesting one, haha! The intro audio was a bit obnoxious the first time around, but the multiple "intro" screens and other sound effects were pretty hilarious.
In the room without an animal, I was kind of expecting that you had to progress by petting the room itself, and was a bit disappointed when I couldn't figure out if there was any way to progress.
Was there a reason for the second floating hand outside the room in space btw?
Taffer by Daedolon 2016-12-16T19:13:00
A solid effort, though I'm not really sure how it relates to theme?
It was fun to play around with the physics for a bit, but unfortunately I found the main mechanic of keeping the torches lit to be fairly boring.
Having said that, this is definitely impressive for a first ever attempt at a game jam!
FUNRiDE! by SUNFURY 2016-12-16T19:01:00
This is pretty great! I only played against the bots, but I'm sure it would be fun in the local multiplayer mode too.
The music was really fitting and well-done as well.
Some criticism:
-The feedback (for the mouse, at least) felt a little bit too loose. Obviously not having full control over your character is part of the fun, but I actually found it really hard to figure out what was even going on because I couldn't tell if clicking did anything at first.
-The UI was very minimal, and could definitely use some improvement.
One Room Hotel by NightShadow0 2016-12-16T18:48:00
Interesting entry! It was fun for a little while, but I found that the balancing was very heavily weighted against the player; if you messed up once or twice, it was very hard to recover because of how many elements were dictated by RNG. It also seems that the only way to keep the business afloat is turn away cheap customers and shower lions and pandas with television sets. It's a bit weird that the mechanics unintentionally encourage you to be discriminatory!
On the tv note, I also got tripped up by the fact that activities were consumed on use. It seems strange that you'd be buying single-use tvs, haha!
It does seem like a pretty solid base for a hotel management game though; nice work!
Vaultum by SkullPixel 2016-12-16T18:23:00
Interesting concept, though I found it very difficult to get more than one or two enemies.
There are also 2 different fullscreen buttons (one on the itch.io embed and one in the Unity webgl export). You should probably try to set it up so that you only need one.
Chamber Talk by invi 2016-12-16T18:07:00
This was a pretty great entry! Took me 11 deaths to get both endings. The artwork (although there wasn't much of it) was really nice, and the jokes were mostly funny.
The connection to the theme is fairly loose, and I would've loved if there was a bit of audio though; just a simple background track and a nice smashing sound when you lose would really punch this up a bit in my opinion!
Oni 'Room by madlee 2016-12-16T17:29:00
Played till ~400, but it seems there's little reason to do anything but spam the attack button and use the arrows to occasionally change direction. I never felt like I was in any danger of getting hit.
Void Inc. by Erkberg 2016-12-16T17:22:00
I think one major flaw with this game is that it does a poor job of enticing the player. Most clicker games make sure to always have multiple goals that the player is highly aware of and working towards, usually giving them lots of small but not particularly effective ways to increase their resources. In this game, aside from the boss in the last stage, I found that I was rarely working towards a goal and simply collecting resources because I knew that I'd need them later.
Other than that, it's a fairly solid entry.
Room 007 by Lancelot Gao 2016-12-16T16:32:00
This is adorable! The art assets are simple but effective, and I feel like you made great use of the limited number of interactions. There could have maybe been one or two more puzzles, but the game ended pretty much right when I was starting to feel like there wasn't anything interesting left to do. It was a really nice take on the theme as well.
Great entry!
Karate Basketball by SeaDads 2016-12-16T16:11:00
This is incredibly well-polished. Getting a live commentary that A) works, B) isn't cringeworthy, and C) doesn't sound like it was recorded in a tin can is really impressive!
With a few more mechanics, I could imagine this being really fun as a local multiplayer game. The incorporation of the theme isn't the best, but other than that this is a great entry!
Neon no Nakama by SimonHutchinson 2016-12-15T19:11:00
Can't say it was particularly fun or interesting gameplay-wise, but worth playing if only for the music!
At first I kind of like how the lights continued to act as physics objects after they started following you, but once it got to the maze sequences, that started to interfere with the game a bit. Occasionally they would get caught on a wall and suddenly slingshot outwards a few seconds later. If they hit you while doing this they could even send you careening out of control!
btw the web embed ~just barely~ doesn't fit in the viewport and has a tiny vertical scroll. You might want to scale it down slightly to make it fit or add the fullscreen button.
Nobi Sword by matthewpalaje 2016-12-15T18:54:00
Nice entry! I really enjoyed the cartoony aesthetic and the gameplay idea is pretty great.
One major issue I had with this game was that it was never clear whether your sword was big enough to hit enemies or not. I think this could be fixed if instead of making enemies a one-hit kill, give them different amounts of health have the size of the sword affect damage. That way you wouldn't feel as if you have to hunt down as many tiny enemies as possible and instead make it possible to take down a larger enemy with a few more hits if needed.
The traps were also a bit hard to distinguish from the rest of the environmental obstacles, but that's a fairly minor issue. I'm also not really sure how this applies to the "one room" theme?
If you haven't played Slash Quest from a few LDs back (theme was two buttons/growing), be sure to check that one out. It did a lot of cool things with a similar core mechanic!
Chrome Room by Palarus 2016-12-15T18:20:00
Nice entry! The core gameplay mechanic is interesting, it's a very polished experience, and very well-suited to a mobile experience.
The first dozen or so levels kind of felt like they didn't have any design effort put into them ("it's square!", "now it's a pentagon!", "now it's a hexagon!"), but I was happy to find that there were actually a decent number of intentionally-designed levels and new mechanics introduced along the way.
However, I think my main takeaway from having played this is that it doesn't really succeed that well as a puzzle mechanic. Beyond two or three bounces, players can't accurately predict how the ball is going to behave (our entry actually relied on ball-bouncing as well, but we tried to embrace the chaos that comes with it!). Because of this, completing levels rarely felt like solving a puzzle, and more often than not it was just a matter of randomly stumbling into a solution through trial and error.
Please don't take that criticism too harshly though; it's more of an opinion on the viability of the game being taken beyond a prototype than on its quality. It's obvious that an impressive effort went into making this!
The randomized backgrounds were a nice touch. I did find that once I got to more difficult levels, it was hard to refine a route because having the level fade-out and fade-in with different visuals meant you couldn't really use visual landmarks aside from the actual walls, but the effect itself is very appealing.
Conștiență by Uliana Galich 2016-12-15T17:35:00
This game was kind of a let-down to be honest. The mechanic of having new objects appear based on what you examine is an interesting way to present a narrative, but instead of using this to its full effect, the player only gets the barest hint of a story before having it all taken away for a ham-fisted twist ending. Sorry if this sounds a bit harsh, but this is about as emotionally effective as saying "Imagine a sad thing happening to a person. Isn't that tragic?"
On the technical side:
-I ran into a bug immediately on my first attempt: if you walk over to the poster and then examine it, the table appears on top of you and you can't move (I assumed this was game-breaking since I hadn't really seen what the game was going to be and restarted because of it)
-There are 2 different fullscreen buttons (one on the itch.io embed, and one in the Unity webgl export). You should probably try to set it up so that you only need one.
Rhythm Rink by shillingburg 2016-12-15T17:10:00
The visuals are well-done and I'm digging the overall aesthetic, but found the gameplay a bit boring unfortunately. Can't say I felt compelled to play for more than a few seconds once I got onto the beat.
Still a nice entry though!
The Dash Club by bigbuggames 2016-12-15T16:58:00
Interesting take on the rhythm genre! The floor switching in particular was a neat feature.
One thing that sort of threw me off is that I was never quite certain whether I was supposed to be on the blocks when they reached the last row or when they left the last row. The gecko being able to stand in-between blocks made this a bit more of an issue; in a more standard rhythm game I think the player would pick up on the correct timing faster since they'd be constrained to the grid.
Overall, a nice entry!
One classRoom to teach them all by Mikel 2016-12-15T16:32:00
Well that was a strange one, haha!
The idea that instead of trying to eliminate enemies you have to herd them was interesting, though the physics could definitely be improved. The challenge had a tendency to come from enemies getting stuck on the level geometry, rather than getting outsmarted by the AI.
Nice entry!
Breach Lockdown by DesignerNap 2016-12-15T16:20:00
Nice entry! The visuals are well-done (couldn't run at a reasonable framerate on my computer unfortunately), though I found the game very frustrating to play. I'm glad you did a video walkthrough - I felt I got a much better feel for the work you put into the game through that. Having all the different endings was a nice touch!
13 jellyfish by Four Quarters 2016-12-15T15:01:00
This is amazing! By far, one of my favourites from this LD.
There are a few things that could be improved: I'm sure a lot of people would appreciate a more detailed explanation of how to play, as it does take awhile to figure everything out on your own (showing fish through gameplay sprites but food through UI threw me off a bit). Having a few unique interactions between the characters would have been cool too (though the amount of work you've already put into this entry is already impressive).
I also noticed that it bugged out a bit on repeated plays: the music stopped and occasionally no sprite would pass by when there was a warning the navigator had to avoid. I was playing the web version though, maybe this isn't an issue in the desktop build.
The gameplay was really well-balanced (I only just barely managed a win on my fourth attempt), the sprites and animations were gorgeous, and the music was great. Pretty much an all-around impressive entry!
Fox in the grange by DevForPizza 2016-12-15T14:18:00
The sound effects were really tough on the ears, especially the explosion! Sorry, but I couldn't really stand to play it for too long because of this.
(it was also a bit too fast-paced for me)
Hotel Z by ajmalr 2016-12-15T14:02:00
This is certainly well-polished and I was on board for the idea as it was presented in the intro, but I found that the game bit off more than it could chew. It's kind of hard to call it "one room" when there are 4-5 distinct rooms in the level layout, and the idea that you were controlling multiple characters seemed a bit unnecessary and only served to complement the large level layout.
What bugs the most is that there doesn't even seem to be a good gameplay reason for these additions! As near as I could tell, the best strategy seemed to be to take the standard gun character to the top-right and ignore everything else. The zombies didn't seem to spawn at a high enough rate for them to do much damage in the other rooms, and you could pretty safely camp the zombies spawning in that room indefinitely.
The music, sprites, and post-processing shader were all nice, but can't say I enjoyed this one unfortunately.
Apricot Drop by Nixxor 2016-12-15T13:46:00
This is really cute and the music was a nice touch, but the performance was really bad for me. It was probably running at ~15 fps at best. Might've been nice to be able to turn off the post-processing (especially the motion blur).
I also noticed you could clip through the ceiling by standing on the couch and accidentally launched the apricot out of the room by dropping it there.
spring cleaning by 01010111 2016-12-15T13:34:00
This is adorable! The soundtrack in particular made the whole thing a very pleasant playthrough.
One major criticism: I didn't realize I had to go back to the charging station to end the day at first. I actually was about to rate and move on when I saw that people were clearly commenting on more than what I'd seen and gave it another shot. I'm glad I did because this turned out to be one my favourites so far, but I'm worried some people might make the same mistake.
The One Room Experiment by Siegfried Croes 2016-12-15T13:14:00
Interesting take on the theme! It'd be cool if the idea was taken a bit beyond just a visual effect, and the fact that it's all just one room was worked into the gameplay a bit more (e.g. make it possible to lock a tile and use this to get over otherwise impossible areas).
I found myself wishing the transition animations happened a bit faster though; it was pretty annoying having to wait so long between each move, especially given how small the room is. I also found the game to be a bit too difficult. The monsters weren't really a threat, but the jumping was finnicky enough that I had to restart quite a few times.
Great entry!
The Chamber Scrolls by SamH 2016-12-15T12:55:00
Impressive use of PICO-8! I'm surprised you didn't choose to go for the dev-mode mouse input; I think having that at least as an option would have definitely made it feel more like a point-and-click.
The actual puzzle design wasn't particularly great (it got a little bit pixel-hunty) but I'm sure the tech side of things is what you were focused on anyway :)
Freeze & Crush by levubivenatus 2016-12-14T23:22:00
Haha, well this certainly isn't a particularly deep game, but it's fairly well executed! I had fun with it.
Some criticism:
-I got the impression that all of the objects were shattering in pre-defined ways. Obviously it would have been more work to make the shattering dynamic, but it would have been interesting if you were able to smash things multiple times to break them into successively tinier pieces.
-There weren't any colliders on the pillars
-There was nothing preventing the player from jumping outside the level and falling into the negative space
-Enabling the time freeze cancels out any trajectories (i.e. if you shatter a pot then freeze and unfreeze, all the pieces fall straight down instead of continuing to fly outwards)
One Room Personality Test by columhiggins 2016-12-14T22:56:00
The choice to go for FMV piqued my curiousity, but I can't say I found the content interesting.
From a technical side, it was a bit strange to have some of the narration presented as video and some of it presented as voice-over with very clearly different audio quality. Similarly, having wildly varying lighting in some of the video was also weird. It gave me the impression that the content hadn't been planned out properly beforehand, and was recorded in multiple sessions in order to fill in gaps as needed.
The Milu by ayame9joe 2016-12-14T22:44:00
The artwork in this is very nice, and it has a very relaxing feel to it. Unfortunately the translation is holding it back for me: There was a line near the start of the English version which hadn't been translated, and there were quite a few strange word choices (can't say I've ever heard someone use the phrase "a fit of pique" before). I wish I was able to play it in the original language; I don't think I was able to appreciate the effort that went into the writing having only played the translation.
Falling Tower by xbcw 2016-12-14T21:38:00
Interesting idea, though it wasn't fun enough to keep me playing for anywhere near 100 floors. The artwork could certainly stand to be improved, and the controls felt very floaty: there was so little friction that walking around seemed more like sliding on ice.
A Claustrophobic Nightmare by loveapplegames 2016-12-14T21:01:00
It seems like a decent start, but the gameplay isn't particularly fun and there doesn't seem to be any sense of balance. I tried all three levels, and in all three the player simply gets overwhelmed within seconds.
Btw the mute button doesn't seem to work (at least on the menu, the snoring keeps playing).
Sorcerer's Room by hugofock 2016-12-14T20:12:00
Interesting idea, but the aiming controls being opposite the actual was kind of weird. My guess is that it's meant to represent winding up and releasing, but it feels out of place with casting magic spells.
There are also 3 different fullscreen buttons (one on Ludum Dare's site, one on the itch.io embed, and one in the Unity webgl export). You should probably try to set it up so that you only need one.
Pico Factory by caranha 2016-12-14T20:01:00
This is mechanically pretty solid, but unfortunately, I personally did not have the patience to find this game fun! As a couple people have mentioned, the controls could definitely stand to be improved. It might have been worth it to just go for the dev-mode mouse input and forego all the tedious cursor movement.
Reckless Redecoration by qbicfeet 2016-12-14T19:30:00
The spritework is nice and I'd be interested in seeing a more fully-fleshed out version of this concept, but as it stands it's a bit underwhelming.
I have a feeling that it would have been more interesting if instead of having multiple variations of each furniture piece, more time was spent on the puzzle aspect (I assume the variations are actually worked into the gameplay though, since others seem to be having trouble dealing with the second client's wife).
It was also a bit annoying that the double-height furniture always started one square below where it should in order for you to place it.
I hope you plan on continuing this one beyond the jam; it does seem like it has potential!
Captain's Room by Nicolaigd 2016-12-14T19:04:00
Nice entry!
I'm a big fan of your take on the visuals; the connection to the theme is a bit of a stretch but the lighting did a great job of communicating the isolation and cramped feel of the boat. Top marks on graphics/mood for sure!
On that note, I would've liked to see a bit more perspective in the environment. The boat had an interesting pseudo-3D effect to it, but the landmarks were all fairly static. I think you could have really pushed the pseudo-3D by having the layers offset slightly based on their distance from the boat.
Some criticisms:
-It felt a bit strange using an orientation based compass with a fixed view. I think it would have made more sense to use directional markers on a circle around the boat or possibly a minimap style interface.
-The little text pop-ups showing the captain's thoughts were a nice touch, but could have probably been used more effectively if there was more of a narrative and a conclusion beyond "you found the things, thanks for playing"
Moving In by impbox 2016-12-14T18:37:00
Really great entry! I haven't made it through all the levels, but it's fun enough that I'm probably going to come back to this one later. As many people have already pointed out, having the NPC shout out your mistakes was definitely a nice touch.
I think a good addition would be a "target moves" for each level. It'd be interesting to see if people can come up with more efficient solutions than the developer can!
A couple of the layout requirements bugged me though:
-desks needed a space free in front of them in addition to a chair. It seems a bit silly that you wouldn't be able to get at the desk from the chair!
-both fridges and lounges need an open space in front of them, but it doesn't seem like they can share this space
Spell Bear by torcado 2016-12-14T17:19:00
Nice entry! The laser beam felt like it was going to be way overpowered, but you did a really good job of balancing its power with the lack of mobility + accuracy that comes with it.
The amount of content was just about perfect as well; it ended only a level or two after I'd gotten a triple laser and started to feel like the rest of the upgrades weren't going to matter anymore.
It's a bit simple overall, but also fairly polished and hard to find much to criticize. Well done!
Chest Quest! by Jamie Rollo 2016-12-14T16:45:00
The visuals in this are great, but the gameplay felt very clunky to me, mostly due to the controls. It's sort of halfway between grid-based movement in the vein of a roguelike and free control, which ended up causing me to get stuck halfway between tiles when trying to change direction.
I also feel like there wasn't much attempt to incorporate the theme: the room itself doesn't really have any special properties or feature prominently, and there isn't much reason to see the different levels as one room.
On a positive note: the controller rumble was a nice touch to give the hammer smashes more impact in the absence of audio!
visje by TomBoogaart 2016-12-14T16:17:00
This is really cute, but it doesn't really seem that well-suited to a desktop game. I feel like it would work a lot better as a mobile title that you check once or twice a day. There simply isn't enough content for me to feel compelled to keep it around on a desktop. Maybe it would also work if it ran in small window in the corner of the screen?
A couple minor criticisms:
-I wasn't sure what was going on at first when it prompted for a name; it probably would help to say "enter a name" or something similar there.
-Having the fish explode in a cloud of blood is a bit dramatic for having underfed it!
My Friend Bubba by TijmenTio 2016-12-14T15:55:00
This is a really neat entry! One of the best uses of the theme I've seen yet, and cute to boot!
Unfortunately I found that mechanically, it was kind of annoying to play. The gameplay ideas are all interesting, but the block stacking almost never works, the combat (the nerf battle especially) is really dodgy, and even the crayons can be hard to line up properly with the wall.
The visuals on the other hand are great. The cartoony look and bouncy physics of everything all fit together perfectly!
Btw, I played it with a gamepad, but when I briefly tried playing with the keyboard I found that the player character movement was messed up, and I could only move very slowly. Possibly a bug related to starting the game while a gamepad is connected?
One Room Dungeon by Trasevol_Dog 2016-12-14T15:21:00
Nice entry! The variety of the tilesets and the enemies is probably my favourite part.
I did find it a bit too difficult for my tastes, and on my best run only managed to get to 2-2/3-0/4 (this level notation is really confusing btw!). Once the chain-chomp enemies show up, I start taking hits every level and it just goes downhill from there.
I found that having the health pickup be a consistent factor of the room layout made the game a lot more tactical. If they spawned randomly, the player would just have to avoid getting hit as much as possible and hope for the RNG to help out when needed, but being able to rely on a single health pickup in every room meant you could choose when to play it safe and when to tank a couple hits and go for the pickup in the next room.
The visual effects are great as usual too!
Spellbound by ijzm 2016-12-14T04:05:00
Nice entry! The music was particularly good, and it was a good incorporation of the theme.
Some criticism: I didn't like that you could only shoot one fireball at a time instead of putting it on a time delay; It got kind of annoying having to wait so long every time you miss a shot.
The torches being the key to progress in the water segment wasn't made clear at all. I don't think I would have know what to do if I hadn't accidentally shot one when trying to hit a ghost.
Room 753 by local minimum 2016-12-13T21:33:00
This was very creepy. I'm glad there's a "mood" category, because I think that's the best way to explain how this game succeeds; I wouldn't say it was particularly "fun", but I definitely enjoyed playing it!
I found that the layouts were a tad too confusing at times. Obviously the repetition and feeling of being lost is meant to be a part of the horror aspect, but I did feel kind of guilty for running around randomly and lucking into the solutions by the end. I was going to suggest that it should start out with less teleporting and glitching to ease the player into it, but realize that a less jarring intro could just as easily make people think that the game has no real content and quit before it starts the puzzles. It's a tough problem to solve!
On a more minor note: as someone else mentioned above, it would've been nice if the ending was a bit more involved. I was kind of expecting for the last elevator to open into room 753 instead of just cutting to an end screen.
Other than that this was a solid entry! The screen glitches, the rare flickers of silhouetted people, and the sound effects especially did a good job of hammering home the atmosphere. I'm not sure if this was intentional, but I noticed that when I stopped trying to puzzle my way through areas and just rushed it instead, the little thump in the move animation started to sound like a heartbeat. Really bumped up the feeling of stress!
The Archwizard's Room by uheartbeast 2016-12-13T20:47:00
Nice entry! The spritework and audio are great. The interaction felt quite polished; I had a lot of fun just hopping the wizard around.
It does unfortunately feel a lot more like a prototype than a completed game: It only takes a couple minutes to kill all the enemies and then there doesn't seem to be anything you can do but wander around. I also never once found a need to use the fireball spell; the diagonal attack gave the player a huge advantage over the enemies, and they don't really have an opportunity to surround you.
Having said that, this is still a really solid entry, and I'd definitely be interested in playing an expanded version.
I was a bit confused as to why it's mouse input only; the diagonal attacks mean you can't just use the arrow keys, but I have a feeling this would play really well on a numpad or WASD + QEZC!
Homes under the Hammer by Tijn 2016-12-13T20:29:00
Nice entry! I found the main mechanic to be confusing at first; it took me awhile to realize that it was kind of like playing minesweeper, but once I got it the game made a lot more sense.
The audio in particular is great. I find that doing sound effects with voices usually ends up sounding wrong, but it works really well here!
Bug report: you can click the "buy and renovate" button multiple times while the game is transitioning, causing you to lose extra money before starting the level.
Tangent by rxi 2016-12-13T19:37:00
Solid entry; simple, but elegant! Some of the visuals seemed a bit incoherent (why are computers transporting you in magic bubbles? why can't a cat fit under a door when the tip of its ear is ever so slightly above the threshold?), but overall it was cute.
One major complaint: the area which introduces the transitions based on position instead of the computers has nothing to indicate or force the player into moving forward to discover the new mechanic. As it stands, it relies on the player walking to the other side simply because they have nowhere else to go, and I imagine some people are just going to stop or get stuck there. I feel like this mechanic should be introduced by having it in the middle of an expected puzzle solution so that you can't accidentally miss it.
It'd be interesting to see if you can actually construct a single 3D "room" by layering the different areas based on transitions, or if this game exists in some weird impossible space!
Non Euclidean Room by NuSan 2016-12-13T19:00:00
Really clever use of the theme! The overall style is great, and the transitions through the portals were really smooth. I have a feeling that if the geometry and general premise didn't immediately give it away, you might not even realize you're teleporting!
A couple complaints: The sketchy effect being just a static screenspace overlay felt a little rushed (I found it drew too much attention to itself and away from the world), and the puzzle aspect of the game seemed a bit linear (though I can't really criticize you there - I wouldn't even know where to begin when designing puzzles in a space like this!).
Other than that, great entry!
Line Them Up by Geti 2016-12-13T18:34:00
This is amazing. Connection to the theme's a bit tenuous, but it's really fun! I kinda suck at tetris and so I only ever managed to make it about halfway, but I spent a lot longer playing this than I thought I would.
A bit of feedback: I found that having a small maximum ammo count detracted from the fun. I would often get a good streak going in the tetris game, but would end up wasting quite a few shots because I didn't switch back and forth often enough. I also noticed that you're missing the "image-rendering: pixelated;" CSS rule, so even though you've got a bunch of the other ones Chrome still blurs when it upscales the canvas.
Quieting the music when you tab out was a nice touch btw!