Super Battle Cycle by PowerSpark 2016-12-25T13:21:00
I can't vote for you as sadly I didn't finish my entry, but I really hope this places in at least one category. There are a few flaws with the implementation (the smoke particles sometimes rendered on top of other objects and covered up important things I needed to see, and the damage that the player takes can feel rather arbitrary) but the mechanics are solid and the game is just really dang fun! Makes me wish I had more levels to play through, and I'd love to try out the grappling mechanic in a level with more open space. Often the biggest challenge in a level was being able to swing a box around without running it into a wall, or otherwise having trouble fighting in a confined area. A post-jam version of this would be awesome.
LD38 — A Small World (35)
Dwarf World by rnlf 2017-05-19T18:19:21Z ♥ 0
I'd like this game a lot more if there was a way to play it without all the lengthy animations. The puzzles are good, but I can't stand having to wait around so much. It's a waste of time, and tends to ruin the enjoyment. The puzzles are what make the game fun, and the long animations only serve to get in the way and distance the player from what they really care about. Fast mode is a step in the right direction, but it doesn't go far enough.
uP-8: Microprocessor by Spaceman 2017-05-17T00:55:29Z ♥ 1
I want to play this, but arrow keys not working in the editor is a deal-breaker.
coollapse by nicruo 2017-05-16T08:28:29Z ♥ 1
It's an interesting concept, but the execution is lacking in some ways. The ability to drill through quickly sideways, which allows the game to be completed in as few as 15 seconds, is interesting, but seems accidental rather than intentional, and it seems kind of arbitrary when the game chooses to flip the world vs. when it doesn't. I also wish I wouldn't get moved so far when the world flips. It's not clear why some cubes are colored green and yellow, as they all seem to behave the same... visual variety, I guess? It would be cool to be able to play randomly generated levels, instead of just the same one over and over.
Space Brawls by jcsirron 2017-05-16T08:07:24Z ♥ 0
I tried to do something similar for a previous jam and wasn't able to get it to work the way I wanted. I'm glad to see someone give this concept the attention it deserves! I ran into a couple bugs: first, the AI bullets appear to rotate in a weird way sometimes, like the sprite is offset away from the bullet's center before being rotated, and second, the audio begins to glitch out after a while and then goes silent altogether if you play for long enough, like the program is running out of sound channels or something. And I do think the control scheme is a bit awkward/unintuitive - I wish I could change the cannon power by holding down the button instead of tapping furiously until I give myself a repetitive strain injury. But overall, it's a lot of fun.
50ft by 50ft (or How I Died In Space) by RockhopperGames 2017-05-16T03:03:18Z ♥ 2
I've seen a lot of cringe-bad twines, but this one was seriously well-written. There were inevitably some typos, and I ran into one screen that was broken/unfinished (image below). Also, I think the link-reveals were overused in some places. It seems like overkill to click on the same bit of text several times and have it only reveal a couple of extra words each time if you're not using it for dramatic effect. Overall though, I really like this one. I'm a sucker for crushingly depressing stories, and this one surely hits the mark. You captured the oppressive mood perfectly.
Screen Shot 2017-05-15 at 9.22.12 PM.png
Aim for the Star by NightShadow0 2017-05-16T01:56:35Z ♥ 1
I don't have much to say about this, except that it's good fun. My only complaint is that it would be nice if the level restarted faster after the planet leaves the window.
A Cage of Love by Quetzakol 2017-05-15T23:40:53Z ♥ 1
Some issues:
- There are some issues with movement, like not being able to move diagonally and getting stuck on objects because the hitboxes aren't where you'd expect them to be. - I'm not sure if this is intentional, but you can shoot the enemies that move down the screen repeatedly as they fly by, and the ones you shot will stay dead the next time that group flies by. That allows you to cheese some of the timing-based sections by just killing all the fly-by enemies. - You can get to the tree without trapping yourself, in which case the monologue about being trapped doesn't make much sense.
The strongest point of this game imho is the use of simple narrative to deliver a complex message. Despite the fairly short buildup, the ultimate decision has a lot of weight behind it. It's tough to make a genuinely reflective game without being hammy or pretentious, let alone in just 48 hours. But this game does just that. It really *means* something, and I think that's worth a lot.
Ninja-Vu by doomshmuck 2017-05-15T08:54:13Z ♥ 0
You need to fix your hitboxes. I've been whacked by a guard when I was visibly way outside the range of his radar (which I can only assume is some form of pointedly useless radar and not vision because it goes through walls), presumably because the hitbox is larger than the visible portion of the sprite. The "whack" screen could use to be quicker, as most players will prefer to get right back into the action and don't want to have to wait around for no reason. The text between levels disappears too quickly (rule of thumb: it should stick around for at least as long as it takes for you to *slowly* read all of it out loud), and should probably be skippable. Also, your title screen does not look like a face. It looks like a butt with eyes.
Other than that, it's pretty good.
Operation: Small World by mikethewayne 2017-05-15T08:25:23Z ♥ 1
Controls are broken for me. I couldn't walk to the left, and if I pressed two directional keys at once the game would freeze me in place (this is on OSX, if it matters). Two more small suggestions:
1. The text disappears too quickly in the opening cutscene. A good rule of thumb for that: try reading the text slowly out loud, and if it disappears before you're done reading aloud, then it's too fast. Though in this case, it might be better to just give the player control over when they want to advance to the next line of dialogue. 2. The text that says "[T] Press to skip" should probably say "Press to continue" instead. "Skip" implies that you'll be missing something (presumably a cutscene) if you move on, so players will think there's going to be a cutscene to watch, whereas actually the same animation just keeps playing indefinitely until the hit 'T'.
Hugely Unpopular President Simulator by CliffracerX 2017-05-15T07:49:33Z ♥ 1
Writing this comment as a list because it makes more sense that way:
- Tiny white text with no background is basically impossible to read. Even the text of the game over menu is hard to read against the background. Thankfully none of the text seems to be necessary - Hitting buildings doesn't always destroy them, but *does* always stop you in your tracks, making the physics feel sticky and making the destructive mayhem less satisfying than it otherwise could be - Ability keys are laid out in an awkward and seemingly random way - Text on protestor signs is also tiny, and hard to read if you're avoiding protestors like you presumably are supposed to - The control scheme is just... what even? - Shallow political commentary but oh well, the game is fun - Hilarious to see a crowd of protesting giants bowling over buildings to get to you - Sound effects are on point - Blast ability seems to be very inconsistent in its effects - Graphics need a lot of work. Much more than proper character models or variety in buildings, I think this game needs visual effects for the different abilities and their effects
Don't Crush Me by Thirrash 2017-05-15T07:18:41Z ♥ 2
A fun concept, but the orthographic projection makes it difficult to tell which key you're under, and therefore where you need to run to when a key starts to come down. I couldn't manage to wrap my head around it, so I never got very far. Also, the camera really freaks out whenever the game-over screen appears.
The Time of Our Lives by tddawson 2017-05-15T07:02:37Z ♥ 1
I didn't really understand the mechanics at first, but was able to figure them out quickly enough. Adding a bit of text saying "New Acquantance:" or some such when the new acquaintance's picture comes up might make it more clear what's happening, as would keeping it on screen for a bit longer. I suck at memory games, but I still had fun with this, especially laughing at my obituary after I died of social isolation. Good sense of humor and tongue-in-cheek social commentary in one... I like it!
Little Rocks in the Sky by acotis 2017-05-15T05:14:46Z ♥ 1
The core mechanic is awesome, and really satisfying, but the controls are a bit buggy. Moving left/counter-clockwise caused some weird movement issues, including getting permanently stuck in place if I ever tried to jump while holding the A key. It's a bit too difficult to escape the 3 planets at the far right side of the map (I thought it was impossible for a while), and it isn't entirely clear what the goal is - until I unpacked the jar and looked into the game files (while looking for the source code), I didn't realize the things I was collecting were rocket parts, or that I was supposed to travel back to that one piece on the center planet that I couldn't pick up. That could be fixed with more readable sprites, or better explanation, or both.
P.S. If you change the `dl=0` in your download link to `dl=1`, it will download straight away instead of taking you to a web page.
Not Enough Room by rubyleehs 2017-05-15T04:32:30Z ♥ 0
The concept is great, and it's impressive that you managed to implement it in just 12 hours, but for me the input lag is a deal-breaker. It's only about a third of a second (and jumping is instantaneous), but that's long enough to make the controls feel really indirect. That's the only thing getting in the way of me really enjoying it right now. If you manage to fix the input lag, @ me. I'd love to give it another go.
More Room! by Skosnowich 2017-05-15T03:40:53Z ♥ 1
A neat take on a common genre. The upgrade system provided some extra depth compared to the typical iteration of this concept, though I do wish the upgrades were explained better. There are some quality-of-life features I also wish I had - send all (so I don't get repetitive motion strain from all the right-clicking :P) and the ability to set up supply lines, and the ability to zoom out - but the basic features and mechanics are all there and they all work well, including the all-important tutorial (oft neglected in Ludum Dare). The one main thing I think could be improved is the difficulty curve. Two of the levels - the one where you conquer the world, and the one where you're conquering other solar systems (I think) - were far more difficult than the rest. I stopped playing at the latter of those two, but it still kept me entertained much longer than most entries. Overall, very solidly put together despite the fairly ambitious mechanics and visuals. One of my favorites so far!
P.S. After reading your response regarding the auto-send mechanic, the rationale makes sense, though I do think being able to zoom out and see all the action at once might reduce some of the tedium while still keeping the frantic multi-tasking feel.
This Is Not Enough Planet! by madjackmcmad 2017-05-15T02:24:22Z ♥ 1
The OSX download page gives me an HTTP 403, though the other pages seem to work fine.
Mini Shaders by bestnickname 2017-05-15T02:20:32Z ♥ 0
It's a shame this is Windows-only, as cross-platform builds are one of the selling points of Unity... still, I love Zachtronics games and this looks super interesting, so I'll play it as soon as I get my PC working again.
Pale White Dot by cosine 2017-05-15T02:03:01Z ♥ 2
Doesn't really function as a game, since there's no way to know anything about how the outcome of battles are determined, and therefore no way to know what you should be doing. The interface doesn't try to helpful in any other capacity, either. If a player attacks a planet and loses their fleet, they're given no information whatsoever except that they lost. There's no way to know how the battle played out, how many troops the enemy has, whether their attack had any effect on the enemy troops (let alone the extent of that effect if it exists), etc. This is generally the worst way that any game can begin, since the only thing it teaches the player is that none of their actions have any effect on the game world, and that when they fail, they won't be told why, and therefore won't be able to improve. Coupled with the lack of any compelling visuals, audio, or narrative, the game in its current unfinished state provides no reason for anyone to want to play it.
tl;dr you, the programmer, certainly know how your game works mechanically, but nobody else does, and if you make no attempt to communicate anything to your players, then you're the only one who will be able to have fun playing your game.
No One's Planet by Kate Kligman 2017-05-15T00:18:43Z ♥ 2
Well, telnet is certainly an interesting way to write a cross-platform game. I ended up playing this 3 times. The first time, the game bugged out and I got stuck in the right margin on an early level and had to restart. The second time, I was interrupted by something I had to do and got timed out while I was AFK. The third time, the game bugged out again and I got stuck on a later level. I decided to quit trying, since I had gotten pretty far and it looked like the gameplay wasn't going to change for the rest of the game.
As others have mentioned, there's not much to this game. Each level has the same solution: walk to the last dimension and then back to the first, picking up any creatures you can along the way. The only substantive change between levels is the number of dimensions and what the creatures look like, and the lack of challenge and variety lends itself to boredom, and can feel like you're doing a chore rather than playing a game. The controls are weirdly unresponsive (probably due to using telnet as the medium, if I were to guess). The portal hitboxes seem too large. And, for some creatures (especially the cyan ones on the first level), the number can be hard to read due to lack of contrast with the background, at least in the mac terminal - I suppose colors may be different for other platforms.
Still, the game's written text has a great sense of humor, and gets full points for that in my book.
Starstruck Ducky by HuvaaKoodia 2017-05-14T22:07:35Z ♥ 1
Interesting concept, but there's not a whole lot going on. Getting to the top seems to be more about random trial and error than any clearly established mechanics or careful decisions, and the ducks - despite ostensibly having very different personalities - all had the same few lines of dialogue. As a result, it feels a bit more like a comedic novelty than a fully fleshed out game.
Bamboo Life by candlesan 2017-05-14T21:51:16Z ♥ 1
I didn't get as creative with by farm as some other people did, but I still found this fun. It's got a lot of content for a jam game already, and I think it could easily be extended to have an even longer progression. I also thought it was very well paced. It didn't drag on for too long or introduce things too quickly. And it looks very cute and friendly, which definitely makes it approachable. Aside from the issue with the camera not zooming out quite enough, it's a good automation game.
A World In Her Eye by OrbitalBlueprint 2017-05-11T08:57:47Z ♥ 0
This is just the kind of game I'd love to see more of in Ludum Dare. It's rare to see a game with such an eye for beauty and penchant for emotional impact. I normally nitpick the heck out of games, but other than the weird walk cycle, I can't find anything to complain about here. There's an impressive amount of polish for a jam game, the soundtrack is stellar (or planetary, I guess), and the story gives me a lot to think about. Very well done overall.
P.S. the mac version works for me without any problems.
LD38: Platformer 2 by LunarFuture 2017-05-11T06:50:55Z ♥ 0
I wrote out an entire helpful comment before realizing that you basically submitted an existing engine demo as an entry. ★✰✰✰✰ to you for wasting my time, and ★✰✰✰✰ to Mike for still not having a way to report games on the new site!
Fatal System Error by David Bocek 2017-05-11T06:18:59Z ♥ 0
This game starts out great - movement mechanics feel good (except that the mouse sensitivity is way too low and there's no way to adjust it in-game), the guns are satisfying to shoot, and the art style is a treat - but it has an achilles' heel: the ammo despawns way too quickly. As it stands, the combat scenarios mostly consist of running away from large crowds of enemies as you gradually whittle away at their numbers. Because your weapons can't clear out enemies very fast, you're always on the retreat. That creates an interesting power dynamic, and it means that when you kill an enemy and it drops ammo, you usually can't pick it up right away because there's a mob of enemies already on top of it. Normally, that would be fine. You have a sweet triple-jump after all, so you can kite enemies all over the place... except that because the ammo drops despawn almost immediately, there's never enough time to kite enemies away and come back around to pick up the drop. 9 times out of 10, that leads to you being locked in a room with no way to reload your weapons and no choice but to commit suicide. It seems like a minor thing, but unfortunately it's a complete showstopper that leads to the game being basically unplayable. Which is kind of sad, because otherwise it seems really cool.
DNAPet by Yirggzmb 2017-05-11T05:42:15Z ♥ 0
That wheel noise was really annoying. I agree with some other commenters that creating weird creatures was the most interesting part of the game. It honestly might have been more fun to be able to mix and match the DNA and see the results immediately, rather than having to sit through the incubation period to see whether the creature you created was interesting or not.
LD38 - Big Dreams by Iron Leonem 2017-05-11T05:18:29Z ♥ 1
The upgrades are kind of fun, but I think the game overall is in dire need of better game feel (or "juice" as others have called it). There's almost no feedback when anything happens, which makes the action that's happening seem very distant and detached. A bit of knockback, a few visual effects, and some better sound effects would go a long way. That said, I do think the enemy AI is a bit arbitrary, and it's not really possible to play strategically because of how the level is laid out. There's no benefit to climbing on top of the platforms, and eventually enough enemy spawners appear that no matter where you stand, there will be enemies falling on your head that you can't shoot.
World on the Tip of a Ballpoint Pen by HacksawUnit 2017-05-11T05:02:26Z ♥ 2
It's fairly obvious this one is unfinished. I love the art style, but there's no gameplay to speak of. This seems like a classic example of spending too much time on the little details and not having enough time left to pull everything together into a working game. However, there are also some details that needed more attention, such as making it visually apparent what objects and UI elements are interactive. And I do wish the camera wouldn't trail so far behind.
Spacey Super Shmup by misson20000 2017-05-11T00:46:17Z ♥ 0
Great game feel. A lot of fun to play, and manages to be very difficult without being frustrating. I didn't mind flying through the same chaotic section over and over, because shooting turrets and frantically dodging bullets is inherently satisfying. One of my favorite entries I've played so far.
LD38: Planetary Command by schiapu 2017-05-11T00:31:12Z ♥ 1
The game ought to have another key bound to fire. Using modifier keys without providing a way to remap them is an iffy proposition in general, since they are not in the same place on every keyboard and they're likely to cause conflicts with keyboard shortcuts on various platforms. For example, on a macbook, using ctrl with A+D is awkward, and using ctrl with left+right is impossible because ctrl+left and ctrl+right are used to switch between desktops. It's also not intuitive - not many people would think to use ctrl, most people will probably try the spacebar at first.
Overall, the gameplay is pretty fun, but the sound effects really grate on my ears.
SmallHexWorld by japes 2017-05-03T01:03:59Z ♥ 2
This is pretty cool. While it sometimes feels like too much of the outcome is based on luck, the ruleset makes the interaction between the different tiles really interesting. I kind of want to see if I can write a program to play this optimally.
Also, I beat your high score. Screen Shot 2017-05-02 at 8.00.31 PM.png
Membrum by Rongo Matane 2017-05-02T23:35:17Z ♥ 2
The concept is awesome, but the gameplay isn't good yet. The game progresses too quickly to be playable unless you already really know what you're doing, and having menus pop up in your face literally every few seconds is not fun. It would be nice of the head menu was always present, and the organ controls would probably be better as a combination of click-and-drag to move, and buttons on the edges of the organ's outline to expand. The visual cues for which organs are healthy could use to be a bit less subtle, there should probably be a clear visual difference between clickable and non-clickable status effects, and hotkeys for common operations (like healing the current organ) would be nice. Also, sometimes multiple bits of music play over one another. With a bit of rebalancing and less obnoxious popups, though, I think this game could be excellent. It's an ambitious project for a ludum dare, and the game so far is impressive despite its flaws.
Also, the download on itch.io is marked Windows-only. You might want to change that.
Godspeed Mankind by cvetk0 2017-05-02T22:44:56Z ♥ 1
Interesting concept and nice visuals, but the core gameplay isn't especially interesting. The winning strategy seems to be the least interesting one (spin around the planet counter-clockwise and transport the maximum amount of each resource each time), and it's not very clear to see how strategy even affects the outcome. It's pretty much a matter of just spinning around the planet until everyone dies. Still, I think an interesting strategy game could be built on this premise, but the mechanics and game balance would have to be changed or expanded upon.
Nitpicks: the sound effects cut each other off, when it seems like it would make more sense for multiple sounds to be able to play at once. Also, you can't use `cmd+q` or the menu bar to quit the game on OSX, and it seems to trap the mouse for a random amount of time when you first start the game.
Toad in the Wormhole by jamesh-uk 2017-05-02T22:23:52Z ♥ 0
It's not really clear how anything in the game works - what causes the level to change, why I can survive a worm touching me sometimes but not always, why they turn red and dash forward occasionally, what significance it has when they do, why they bunch up in the corners, whether it matters if they reach the bottom corner and disappear, or even what the ultimate goal is.
Global Good Guy by Ian W 2017-05-02T21:30:09Z ♥ 2
The itch.io link gives me a 404 page.
Dean's World by Laguna 2017-05-02T19:01:59Z ♥ 2
It's a promising start, but seems unfinished. The inventory system is obviously inspired by Minecraft, and would benefit from some of its features, such as placing one stack onto another to swap them, or being able to place down one item from a stack at a time. Placing down half the stack instead doesn't seem to have any benefit, and just serves to make crafting frustrating. Also, because there's no way to drop items out of your inventory, there's a genuine risk of running out of inventory space and making it impossible to complete the game because you collected too much stuff.
The game makes no attempt to teach the player, and the only way to progress is to follow the guide step by step, at which point it's less of a game and more of an exercise in following instructions. Even just adding tooltips to the items would do a lot to improve this. Some items are easy to discern (logs, pickaxe), but others are completely baffling (a green lowercase cursive letter 'b'? oh, that's used to make cloth) and impossible to guess what they're used for without reading the guide. Additionally, I think the difficulty curve of the game is too steep, and bad RNG in the world generation (i.e. not finding fiber right away, because bushes don't visually indicate what they drop) can make it virtually impossible to survive past the first minute or so, leaving you in a position where you're essentially standing around waiting to die so you can generate another world and try again. It's a race to craft the first few items in time, but after you have a tent and campfire, there's no more challenge, and the rest of the game essentially turns into a fetch quest.
I noticed a few things that seem like bugs. First, the character's center seems to be slightly to the east, meaning they can only interact with things to the right. Not a big deal but kind of weird. Two rocks generated in the same square in one of my worlds. And it's possible to use the stone pickaxe from anywhere in the inventory without degrading its durability.