Inky Towers by Shane Gadsby 2022-04-11T20:17:32Z ♥ 2
I really like that the game can be played in different ways and the mechanics are so versatile that it allows you to try different strategies. Physics is not very predictable. Although in general it adds hardcore and strangeness in it can be perceived as part of the challenge.
LD51 — Every 10 seconds (11)
Miller's Palm by kr4ft3r 2022-10-06T22:51:19Z ♥ 1
A very interesting story that falls into the Ludum theme. A good narrative in the game. I like that when going through the cycle, there is a development due to learning new facts. Art is very suitable for the subject of history. A very atmospheric work. I couldn't solve the riddle, but I liked the game.
Cat That Steals Stuff and Gets in Trouble by PizzArt64 2022-10-06T22:23:32Z ♥ 3
Charming cat! It is very comfortable to play, nothing frustrates and does not interfere. Well done! It was a little unclear where the light from the cameras falls and where it doesn't. However, these little things are not annoying. I like audio and sound. Combined with the character and humor, it creates a wonderful atmosphere.
Sailing through life by Chase of Bass 2022-10-06T21:46:59Z ♥ 2
I really like the concept of "introspective narrative experimental thing". Precisely because I was hooked on the idea and I see potential in it, I would like to give a very detailed criticism. I hope that in the future this will make the works even more expressive.
It seems to me that in your work the gameplay exists separately from the story. No matter what I do, the story will go on by itself. Games where the player contemplates rather than acts exist. However, in this case it is necessary to give more content that works according to the laws of cinema or painting. That is, there are more animations, sounds, visual development – like in a cartoon. In your case, it could be not only the appearance of boats, but also, for example, a change in the weather and the state of the sea.
Sometimes your gameplay and story interfere with each other. For example, when I played for the first time, I did not read the beginning of the text, because I was impressed by the rotares of the sea and it was interesting to collect stars. Then I restarted the game and started reading.
I understood your idea that you control the ship and read at the same time, but specifically your mechanics make player concentrate and "aim". It distracts from the text. (Distracts some of the players, at least). Usually, in games with simultaneous actions, an important narrative is not put in parallel. For example, in "Brutal Legend" during an intense chase on the bridge at the beginning of the game, where you need to concentrate, the characters say information that is additional. The player will not miss anything important without it. (This is done because there are a lot of actions: drive the car with maneuvering, attack, dodge enemy attacks.) And in the game "Psychonauts 2" in interactive cut scenes, where information is IMPORTANT, the player is left with very, very simple actions (jumps and move) and does not give a goal at all ... And in both cases the story is told in parallel with the actions through audio.
In your case, the game would be improved by replacing text with audio. Listening and acting is much easier than acting and reading.
Or the second option is to visually include the text in the level design. I.e., for example, player float along the level from left to right and see lines of text.
It would also be very cool if the player's actions developed the plot. You can make it so that by collecting stars, you open new replicas and move further along the story. So mechanics and history would become one.
Unfortunately, it is difficult for me to fully experience the story due to the language barrier (I use automatic translators). But I really liked the theme. And also you have absolutely charming art and music. The work itself is poetic and really is a work of art. 💚
minigames! by thyoi 2022-10-06T20:56:51Z ♥ 1
A simple idea of a "collection" of mini-games, but therefore ingenious. I really got the fun and relaxed. Not all the games were clear to me, the scoring system was also not obvious, but the narrative and atmosphere of the game suggests that the main thing is the process. Charming character and audiovisual style.
Sandcastles by paloobi 2022-10-05T23:55:22Z ♥ 4
Very pleasant and relaxing atmosphere.
It seems to me that your idea of sand castles is more suitable not for a fixed location of objects, but for a more free one. Even if the objects intersect unrealistically, this gives more creative freedom. At the same time, I like the opportunity to put one object on top of another, which results in a "two floors". Песочный замок.jpg
I like that the wand seems to have been brought by the sea, it needs to be picked up and dragged to the castle. Very beautiful cover. In game art, a similar visual style would look great (hand-drawn textures, for example).
Carton Carrier by dimlight 2022-10-05T23:26:02Z ♥ 1
The game has a cool atmosphere. Mice and a cat are adorable. The art and sound are cool.
I like the idea of the constructor, but some details are frustrating: 1. 10 seconds is not enough to realize the capacity of the structure. 2. Cars often behave unpredictably due to realistic physics. Either the car falls from the wreckage under the details of the "tank", or they fall on their side because of the shots. 3. Random! And it wouldn't be critical if I had the opportunity to remove the interfering details. For example, "throw away" them by moving them beyond the "zone" of the constructor.
It took me a while to figure out that the parts could be rotated. Even despite the tutorial. This happened because when I started playing, I was distracted by the comprehension of details and basic controls. Only in the 3rd race I remembered that there is a rotation. x)
The basic gameplay is very good. It needs polishing, but I still liked the game!
10 Second Mixtape by Scott Steffes 2022-10-05T23:22:05Z ♥ 4
Very cool game! It's great that you were able to realize the presence of the results of other players.
For the melody editor, I would like the following improvements: 1. Add the ability to move notes. 2. Make it so that when composing a melody, you can select a fragment of a song that will be played in a loop, and at this time it can be edited. It is not very convenient to listen to the recording again many times for the sake of changing in one place. 3. It would be very convenient if it was possible to lengthen/shorten notes manually. It is clear that during the jam it is quite difficult to implement on a par with other things.
In my opinion, you have done a great job. There is a lot of beautiful art, there is a design of different characters, a selection of sounds, the composition of melodies, an implemented editor, the presence of the results of other players. Amazing job!
Lava Crossing by GibsS 2022-10-05T21:31:55Z ♥ 1
A very interesting concept with a perfect hit on the topic!
I played with both the mouse+keyboard and the gamepad. It's much easier to play on the gamepad! Control on the gamepad seems more responsive and predictable than with the mouse+keyboard.
One of the two is very lacking in mouse+keyboard control: 1. Clearer machine control, less inertia 2. The ability to slow down.
Beautiful, minimalistic art that helps the player to understand what is dangerous, what is not and how the lava will spill.
I liked the game, but I can't get to the end. The longest distance covered is about 66%.
Sally's Scribbles by Enjl 2022-10-05T20:47:39Z ♥ 1
A very cool idea and implementation! You've done a great job! As an artist, the theme of working for a customer is very close to me. Charming characters, it's great that everyone is uniquely voiced and offers their own tasks.
A significant disadvantage of gameplay and narrative is that the game does not punish the player for incorrect drawings and does not encourage accurate ones. Perhaps you didn't have time to implement it during Ludum Dare, but it's good that you chose to simplify the game, but give the player fun rather than the pain of a poorly working evaluation. I would like the payment to depend on the accuracy of the work, and in the case of careless work, the characters expressed dissatisfaction, paid little or did not pay at all.
It is still unclear whether the game takes into account color matches in the order and drawing. There is not enough feedback, whether you got into the order or not - the feeling that you have a world with ideal customers and they are happy about everything.
Perhaps a solution in the spirit of the mechanics of spells from the game "Harry Potter and the Sorcerer's Stone" would suit you. Гарри поттер.JPG
This leaves freedom in drawing, but prompts when the drawing is circled accurately. Or another option is to make a barely noticeable coordinate grid on the "order" and "paper" so that the player can assess the coincidence of the original and the drawing.
But even now it's a lot of fun to draw! 💙 I liked the characters, the gameplay itself and the presence of a story. Art, music, various little things like the weather are the frosting on the cake. The game has a huge development potential.
Disco Roller by owca 2022-10-05T19:10:43Z ♥ 1
I really like the atmosphere. The gameplay is intense, but the music is pleasant and relaxing.
I want to make 2 feedbacks clearer in the gameplay: 1. Which of the colors is "correct" and which is "dangerous"? When you just start playing, it is not very obvious on a new segment of the track which color to jump on. It seems to me that this problem can be solved visually. For example, add any pattern to the wrong color (for example, a large cross). 2. It is unclear how many more touches are left when landing on the wrong color. The animation of sparks and shaking is not very noticeable and does not make it clear how many more mistakes can be made. Possible solution: you can show the "destruction" by sound or on the model of the ball (for example, it darkens or cracks appear).
I agree with the previous comments that it would be good to add "coyote time".
All these little problems do not interfere with playing and having fun jumping. And personally, I would like to record the best result from the player in the final – I like to compare the current race with my best in runners.
Thanks for game!
Boood night by MrHumannn 2022-10-05T18:43:05Z ♥ 1
A very cute game! I am delighted that the short format of the game included a full-fledged plot with a beginning, progression and end.
It's great that there are several goals in the gameplay. Good player training with intro and hints.
I think the size of the metrics is a little too small for such a gameplay, it feels like the room is holding down movement. And another problem when you try to get into the closet so as not to get caught by mom: you stand next to the closet door, but when you click the response is incorrect and the monster does not enter anywhere.
A small wish: I want the player to perform the action for fright in the final, and the cut scene would have already started.
Art and sound is very cool. The design of the main character is amazing. Thanks for game!