Xochipilli's Trade by Giezi 2019-05-09T02:52:10Z ♥ 1
Pretty cool roguelike, with an interesting central mechanic; sacrifice extra lives to extend the dungeon and give you more upgrades before a pretty tough boss-fight. You present the players with a pretty interesting and meaningful choice right up front (once they figure that out), which is very cool! The procedural dungeon-chunks felt pretty good, and connected well. The pixels were excellent, the animations good, and the sick guitar riff when you get stripped from your bones and leave a little conquistador skeleton behind was excellent. You managed to put together a really nice, compact roguelike experience, and I'm really impressed!
I love challenging games, and I try to play every game through to the finish before rating, but I had to quit after about 8 runs from a mix of frustration and minor bugs. In a game that centers around split-second reactions, precision, and making no wrong moves, it's really frustrating when the game drops inputs. I'd carefully time attacks to cut down arrows or enemies, or a jump to avoid them, but the buttons wouldn't register. And if it was a one-off bug, it wouldn't have been a big deal. But it just *kept happening* to me... really soured my experience.
There's a chance it was some form of latency with the WebGL build, but judging by the way it feels, I'm assuming the attack input checks were done in Unity's FixedUpdate function? This creates a problem I've run into before. FixedUpdate doesn't run every frame, so if input checks are done there, some frames just don't check for inputs.
Other critiques for things that felt unfair... clipping through the bottom of a platform and into an enemy, the fiddly platforming with low ceilings, the long runs of skeleton archers that are near impossible to pass unless you have a few lives to throw at it, the hitbox in the boss' fire hitting you while below the top platform... and finally, the jump down into the boss pit itself.
On my first run, with full upgrades, I jumped right down, and landed in the lava I had no idea was there. Which cost the whole run. In later runs, there'd be moments when the boss would already be in the middle of the fight as I fell, landing me directly into firebreath I couldn't see. Or directly onto a skeleton I couldn't see. Or onto a platform where I couldn't possibly outrun or avoid the attack. In a nutshell, it's important to give the player the information they need, so they could at least *try* to avoid a death... especially in a game where so much can be lost by something that's completely out of their control!
I mostly cite these frustrations because of how much I otherwise enjoyed the game! Really nice work here... solid music and visuals all around. Thanks so much for sharing this!
- Day
LD46 — Keep it alive (17)
Jerry Is Not Invited by kypello 2020-05-12T18:29:13Z ♥ 1
This was a brilliant take on the theme! Each level was it's own little puzzle vignette, to understand what was going on and how to stop it. Player interactions were all based on a versatile little pick up/throw interaction. Funny, super charming presentation with the visuals and audio, and all around a great jam entry. Definitely in my favorites from the jam!
Prometheus by Nathan Dimmer 2020-05-12T12:01:05Z ♥ 0
I noticed your entry was a few votes short, so I played it on Twitch and gave some live feedback. VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
What a beautiful, moody, satisfying platformer! The time limit imposed by the flame kept driving you forward and exploration feel risky, with campfires as waystations and places to collect yourself. The way new mechanics unfolded as you progress through the world was really great too. Appreciated the nuggets of narrative as you go along, and the meaningful choice of whether to avoid wolves, or spend your fire fighting them. Elegant, well-executed, and thematically strong platformer! Really had fun with this. Thanks so much for making it!
Propagate by ZipLockBagMan 2020-05-12T11:55:15Z ♥ 0
I noticed your entry was a few votes short, so I played it on Twitch and gave some live feedback. VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
This is honestly pretty brilliant? Had a satisfying, frantic feel very like playing Tetris, despite having very different mechanics! Made it to about 3 minutes in before I flubbed it. The rising difficulty of having more burnt wood cluttering the space, and more fuel dropping down spreading flames and messing up your plans, made for a nice challenge! Even with just 2 wood pieces with different properties/burn rates, there was a good amount of strategy at play here. I really enjoyed this! Thanks for making this.
Miss Tommybird the Protector by frenzyasii 2020-05-12T11:42:26Z ♥ 0
I noticed your entry was a few votes short, so I played it on Twitch and gave some live feedback. VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
So, if I understand... the world is spherical, right? And gravity is relative to the center of that sphere, no matter where you move around it? Because if you straight up put a custom dynamic spherical gravity system in this I don't think my brain can handle it. Between that, the extremely weird movement, the birds with guns, and the description up there that felt Deeply Done With Everything... this game came across as such a high-effort shitpost. And I mean this as a good thing. The best thing.
Music and graphics were rad. I couldn't shoot a damn thing. I just let the enemy birds crash into the tree and/or shoot themselves, and tumble away into oblivion. The squirrel simply would not acknowledge I existed. None of the acorns worked. Not even when I intentionally clipped through the ground to try desperately to unearth them. Everything was weird and clumsy.
And I had an amazing time with it. Thank you for making this.
Sim Cell by Archimagus 2020-05-12T11:32:50Z ♥ 1
I noticed your entry was a few votes short, so I played it on Twitch and gave some live feedback. VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
As a firm believer in the power of games and sims as teaching tools, what a neat project! I jokingly complained about it a bit on stream, but the fact that each unit was linked to a wikipedia article was pretty nifty! I had to do a deep dive into my rusty old Premed Dropout brain to remember what cell bits did what, and definitely struggled to manage the waste products in my cell, but I had a good time with this! I think my biggest complaint would be the death rate of cell machinery, and the difficulty I had with managing RNA to make bits to keep the cell going. A system for queueing up RNA orders, or setting target numbers of different cell machinery, would have taken a load off my poor bad-at-multitasking brain! That said, thanks a bunch for making this!
Defense of the Anka: Wraith of the Duck King by kogyblack 2020-05-12T11:26:47Z ♥ 0
I noticed your entry was a few votes short, so I played it on Twitch and gave some live feedback. VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
This was a pretty neat take on a tower defense sorta game! At first, I was pretty confused by how I might build more defenses and all that, until I finally managed to get workshops from the duck king. Really impressed this engine was made from scratch within the jam, and I found the art pretty charming and effective; good at communicating what things were! I had a good time with this. Thanks so much for putting this together!
ViolAnts 2: For Queen and Colony by Prakkus 2020-05-12T10:50:54Z ♥ 1
I noticed your entry was a few votes short, so I played it on Twitch and gave some live feedback. VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
As someone who struggles with micromanagement, I like the idea of a strategy game that aims to cut that out! I tried a good 6 or 7 strategies though, and nothing seemed to help against the exponential growth of the lava ant spawners... and I couldn't see a way, whether going full offense, full defense, or even focusing on just nurseries, that I could keep up with enemy ant production. Strategy games where each team is asymmetrical can be tricky to balance, but as a player without an intimate familiarity with game mechanics, it did feel imbalanced. That said, I can be kinda bad at games! I liked the clean, readable hand-drawn graphics; each ant type was easy to distinguish, so props on the visual design there! And I gotta say, every time sounds played when the mouse scrolled, and it warbled from doppler effect... the goofed up trumpet toots absolutely *sent* me. Thank you a bunch for making this game!
Bones to the Party by HALPCat 2020-05-12T10:38:23Z ♥ 1
I noticed your entry was a few votes short, so I played it on Twitch and gave some live feedback. VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
Sorry I didn't catch the line about needing to wiggle the audio nob before the music started; I ended up getting a fair way in before I actually heard the music! Loved the aesthetic of this... the VHS font, the subtle distortion and CRT effect on the corners... real nice! Impressive models and animations too! Enjoyed the challenge of doing a rhythm game with one hand, while controlling my slippery movements with the other. Thanks for making this! Any opportunity to shake my bony butt and keep Roller Disco alive is a welcome one.
Mut-ant by ketura 2020-05-12T10:17:27Z ♥ 1
I noticed your entry was a few votes short, so I played it on Twitch and gave some live feedback. VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
Oh my goodness though... where do I start? Between the quirky cool narrative, the clean ant art, the steep-but-fair difficulty, the elegant way this does deck-building, and the rich but simple card mechanics... this is easily one of my favorite games of this Jam! Definitely one of the most mechanically original and well-designed! I struggled a bit to recognize that cards cycled back through the deck when discarded, and stumbled a bit with the Infuse mechanic (I tried to combine parts with Tier-1 genes first, and it confused me when I couldn't do anything with it). A bit more feedback on what the different ant parts did would also be great; I could intuit some stuff, but it was hard for me to shift focus and read the text, when I was frantically futzing with cards, managing health bars, and trying to plan. That said, this easily kept me busy for an hour, and I plan to go back and play more now that I'm off stream! I'm real impressed by what you accomplished in a jam, let alone as a solo entry. Thank you so much for making and sharing this! I loved this.
Mama Mia Turreta-Alessandro's Challenge by BoarGames 2020-05-12T10:05:02Z ♥ 0
Hey! Saw your game was a few votes short, so I played it on Twitch and gave some live feedback! VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
Cool tower defense/shop sim sorta game! Definitely took me a while to figure out how to build guns. A popup message like for Repairs and Cooking, or the instructions letting me know I had to *click* on the guns, would've been appreciated. Nothing else used mouse, so it just didn't occur to me! I found the pixel art aesthetic really charming, especially Alessandro's cat happy-face and angle-bracket sad-face. It was a pretty unique concept too, and I enjoyed playing this. Thanks so much for making this!
Turkey's Plant Emporium by Turkey 2020-05-12T09:55:36Z ♥ 1
Hey! Saw your game was a few votes short, so I played it on Twitch and gave some live feedback! VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
I have never seen a gardening game model soil drainage before, but when I saw that sand drained water faster than soil did, I will admit I geeked out a bit. What a neat little gardening sim! I struggled a bit to learn the plant placement mechanics, though it was a lot of mechanics and different buttons to learn up-front. I think the input could've been simplified a bit, to use mouse as much as possible, and it might help make things easier to fumble your way into understanding. Honestly, I think I would've enjoyed this game if there was no character at all, and I was just planting and managing plants as a disembodied mouse pointer! That said, I enjoyed playing this. Thanks a bunch for making and sharing this!
Save the King by MrBamboo 2020-05-12T09:46:26Z ♥ 1
Hey! Saw your game was a few votes short, so I played it on Twitch and gave some live feedback! VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
I know you weren't able to get as much game in here as you'd wanted to, but this was a neat game! I really liked how the rock cubes, as they were mined, shrank down to ground level... it was a really elegant way to tell the player the resource was being depleted! The way the water cubes waved was another neat aesthetic touch. The graphics were really unified too! Between the low-poly models and flat shading, everything looked really good together. I definitely noticed some weird behavior trying to drag the king, and issuing multiple orders to one character, but I know how you don't often get time to test and check stuff. Especially when you have ambitious plans! Even so, I had a good time with this, and wish you luck continuing it! Thanks for making this!
Sector 7G by kennux 2020-05-12T09:35:04Z ♥ 1
Hey! Saw your game was a few votes short, so I played it on Twitch and gave some live feedback! VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
I really liked this management game! The mechanics took some familiarizing myself with... I couldn't get the intuitive thing I tried to do early on to work (big fuel rods, heatsinks, and fans), so I switched to Thorium Rods, Reflectors, and Coolant Cells. I liked the placement and adjacency mechanics, and how it gave you a degree of creative freedom in your strategy. Gameplay itself had a unique feel... almost like a digital board game! The art was clean, readable, and communicated information well (like how the more powerful fuel cells were more intensely green!) Despite repeat failures because I'd run the game too fast to react to power demand, I definitely enjoyed playing this! Thanks so much for making and sharing this!
Slime Knights by Kittennation 2020-05-12T09:14:14Z ♥ 1
Hey! Saw your game was a few votes short, so I played it on Twitch and gave some live feedback! VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
This game has a really charming aesthetic! The contrast between cute colorful slimes and the mute-colored menacing BG/demon-slimes was nice. Something about the wet, bouncy-sounding lead instrument in the music lent itself to slimes too!
Like a couple other folks, I was confused by the controls for a bit, until I realized you clicked the *portraits* and not the slime knights or the environment, to move them. A bit more clarification of that in the description up top would've helped out! Retreating all the knights back into the healing zone, so they fought the enemies while being healed, did seem to be a bit of an unbeatable strategy too; it felt hard to lose, when they were being healed all the time!
I appreciate the simple controls which could even work on mobile, and the slower-pace as a strategy game (good for me, since I have some trouble multitasking while under stress). This was a fun little game with a real polished look. I enjoyed it. Thanks for making this!
Dying Ember by Michael Sjogren 2020-05-12T09:03:11Z ♥ 0
Hey! Saw your game was a few votes short, so I played it on Twitch and gave some live feedback! VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
I always like a good precision platformer, and this one was short, sweet, and pretty charming. I appreciated the clever way of imposing a time limit on the player too, by having the fire burn down! The lighting effects, particularly the way the ember's glow was blocked by terrain, was a nice, subtle touch! Appreciated the clean easily-readable terrain, and the movement physics felt responsive and easy to control. Thanks so much for sharing this! I enjoyed myself.
Feed the Tree by Outfrost 2020-05-12T08:52:20Z ♥ 1
Hey! Saw your game was a few votes short, so I played it on Twitch and gave some live feedback! VOD is up on Youtube, if you'd like to see it: https://www.youtube.com/watch?v=Gi6oja9yekY
This was a really pretty collector game! I couldn't find out if the Axe had a use (the tree didn't seem to care for it, understandably), or if there was a difference between Potions and Fertilizer for the tree. The low-poly terrain looked nice, and was fun to explore (I liked some of the little areas farther from the tree). The way the camera oriented to face the tree always was a nice way to know how to find your way back was nice, but there were moments when I wished the camera looked where I was trying to move. I also noticed the tree's glow changed based on how well it was fed, but a little more feedback on it's wellness (maybe some indication of maximum health versus current) might've been nice, and helped create a sense of urgency.
Thanks for putting this together! I enjoyed playing it.
Cryoloop by Freya C 2020-04-26T18:18:32Z ♥ 1
Loved the mood and setting here! The chunky, angular geometry felt very retro sci-fi, the CRT effect is real nice, and I really appreciated the bits of low-fi greeble! The lights, and faint view of components within the vents and so on make the setting feel bigger than what we get to see, in a neat way!
My first loop was spent listening to the banter instead of doing my actual job, which probably pissed off my operator/partner. But hey... I assume time loops are on the client's dime, not ours. With more time, would've been neat to have their conversation change between loops, in a way that maybe characterized the player's character and/or the operator (depending on who all retains memories/information between time-loops!) Also left me wondering if the CRT effect is meant to imply we're viewing a video log of time-loops... perhaps we're an investigator later on, considering the footage of the strange Space Mystery that resulted... hmm! Really piqued my curiosity, so good work crafting a bite sized narrative that left me wanting more!
Like some folks said I appreciated the 45-degree-angle view, even if part of me wishes I could move diagonally too. Makes me want to look into modifying Bitsy's movement code to support that now! Also, more stuff to examine and distract you from actually doing your job would've been fun too, given more time. It created a neat sort of tension between farting around because I technically had all the time in the world, while also being pressured to solve a very time-is-of-the-essence problem. A classic sorta sci-fi "What If...", rendered into a simulation. Cool stuff!