Lights Out! by rubr 2017-12-28T17:19:36Z ♥ 0
A brilliant game. These first few levels are very well paced so that we learn at a comfortable rate. I'd love to see not only more types of lava lamps, but also more dynamics in the level geometry. What if one lamp reversed gravity? What if you only had a limited number of shooty things?
A lot of potential here.
LD42 — Running out of space (10)
Big Crunch by Dave Grey 2018-08-19T07:33:03Z ♥ 0
Took a bit for me to realize that I was controlling the little astronaut, and then another bit to realize that I needed to grab the purple jet pack. Work on communicating that to the player at the start of the game. Add sound effects and maybe music! To make the game more dynamic, the blackhole should maybe move around the screen, or add a camera and make the play field bigger and the jetpack more powerful. A solid game overall.
Blocks by Anubhav Kashyap 2018-08-19T07:23:02Z ♥ 1
This game is begging for more precision. Make the jump better by increasing jump height while the jump button is pressed, this way players can choose how much to risk when the jump up. And jumping up is indeed risky because you may hit blocks on your way up and you don't know what kind of board you're coming back down to. I like that sort of challenge.
Hell's Highway by magicera 2018-08-19T07:07:28Z ♥ 0
Great art and music, I wish there were sound effects too. I never knew what the goal was except to drive forward. Avoiding the cars is basically not possible, so inevitably I end up just being pushed along by a clump of cars, and it's not really an interesting challenge. The game would end seemingly randomly. I don't know what exactly ends the game, for lack of feedback. Is it damage to the car? Is it the car becoming stopped?
I think if there were a little more predictability to the traffic, and if player feedback were clearer, you'd have a good game. This could be a 2D top-down Burnout. I'd love to play that.
Exhaustlands by Sand-Gardeners 2018-08-17T22:39:43Z ♥ 2
Raindrops keep falling on my head... Once again, my favorite game of the jam so far. Some technical critique: navigating the menus at the various locations was a bit clunky since I had to click on the building again if I wanted to e.g. fill and switch characters. I never needed the mould character to drive without fuel, I didn't see a map to make the cartographer useful. I wasn't sure how much faith was needed, but I got 8 faith, went to the HQ and "lost".
The world-building and story-telling was just wonderful. Your inspirations are so clear to me and it's awesome to see such a fantastic world built from them. This is a great addition to the Brownie Cove series.
P.S. The whole time playing, I kept thinking back to Gregory Weir's 'Looming' or 'Ossuary'. https://twitter.com/GregoryWeir
Ouch! by Zachary Shah 2018-08-17T00:44:44Z ♥ 0
I played the webGL version and the player movement was really sluggish, like the framerate was low or something. Fix the sluggish movement, add a high score that's preserved between sessions, and voila you have a really nice simple, fun to play, and a bit addicting game.
Good work!
Last Shot by jeke 2018-08-17T00:35:48Z ♥ 1
I was placing black holes and they were not doing anything to the ship's path, so it would just fly off screen every time, no matter what I tried. I couldn't play the game. If there is some trick to it, I don't know what it is.
Sugar Withdrawal by Raccoon_JS 2018-08-17T00:26:12Z ♥ 1
The music was mono at times, and stereo at other times. It seems like the way you count levels completed might be off, because I died on the last level, restarted at the first level, then completed the game after finishing the first level.
As far as level design: there was really no reason to grab the sugar cubes or the clocks because you had to sacrifice time to get them and you might as well just run to the exit.
I liked the classical music though!
Farmageddon by Karai17 2018-08-16T03:00:31Z ♥ 0
It seems like a lot of the systems are there to make this a coherent farming game, which I think is impressive given the time constraints. The music and sound effects were good, and I appreciate the relaxing gameplay. I think the biggest thing that needs work is player feedback. I didn't really know how to navigate the harvest menu or the phone menu very well, and the chest in front of the house kind of just sit there and did nothing visually when I was interacting with it.
On my system (Arch Linux, RX480 with open source amd driver) some UI elements flickered regularly.
Overall, great work. I am especially impressed with anything 3D made in Love. I'd like to get dive into Love3d at some point my self.
VoidStalkers by Iori Branford 2018-08-16T02:24:07Z ♥ 1
I like the concept of your enemies pulling the void inward like that, and I thought the sound effects were nice I'd say the biggest issue was not being able to fire in 360 degrees. That made the game extremely difficult. If you wanted to keep the 4-directional firing, then perhaps reduce the number of enemies per wave or slow down the rate at which the level shrinks. Maybe only certain, less common spiders will shrink the level, and the others will just criss-cross and pose a threat.
Sir Dashaton by tjakka5 2018-08-16T02:04:47Z ♥ 0
This is definitely a beautiful game. I found it extremely difficult though and I got only a little bit of damage on the Omega skeleton.