FoonLudum Dare ExplorerUsers → Takusan

Takusan

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201738A Small WorldSlightly Angry Maxjam3403.443.552.242.633.713.423.383.23

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Takusan

LD38 — A Small World

Toy Racer by Avon 2017-04-25T22:37:52Z

I like this so much (I'll explain why) that I'll tell you everything that's wrong with it :D

Good stuff:

* you managed to visually keep it consistent, and really feel like it's toys, not some scaled -down models, which is not as easy as it seems. Kudos for that! * The race track is great! * Looks great graphics-wise

not so good stuff

* driving model indeed needs some work. I'd recommend some arcade model because of the theme - let the car keep at least some momentum. Now, I know it's a toy, but still, for a racing game it's crucial - it allows to make tight turns and all that :) And even matchbox cars keep momentum. * if you jump off track, there's no reset and no way to get back on track.

the funny stuff

* I jumped off track and discovered that I can drive *under* the carpets. So I went on a spree throughout the room :D

All in all, I like your project very much, an I'd love to see an updated version after LD is over.

Cheers!

Toy Racer by Avon 2017-05-01T12:38:23Z

Since the voting is up, I've added rating to my earlier feedback. Cheers!

Solitary Freedom by CMLSC 2017-05-03T12:48:58Z

Difficult, with retro feel, polished (it's good you decided to work on what content it has, instead of trying to squeeze in more, sacrificing working out the kinks).

Solid in the puzzle department, more content would mean just designing new levels, since the mechanic - partially knwn, partially innovative - is pretty much spot on.

'p' button doesn't work for me, neither in compiled version or with the source, unfortunately.

Good job overall, leaving my rating. Cheers!

Earth Quest by Jiri_One 2017-05-14T11:41:18Z

Good job on finishing the project. Interesting mechanic, simple gameplay. Very neat graphics :) Scored 9874.

**Let's see what could be improved if you decide to update your game post-jam:**

- trees: adding trees seems to reduce the happiness, even though the help says otherwise. - different sound should be used for when you click an action and there's enough funds to do it and when you click an action and can't perform it. Only after a while I noticed that to know if action was performed I have to watch the money counter while clicking - Why does adding trees and energy-efficient lamps decrease overall happiness? More greens, lower energy bills - less happiness? :) Over-population and too much oil usage could be the sources of un-happiness. - help says red lamp, but there's a white icon, which is confusing :D

Differentiating action success/fail and clearing up the help would improve the feedback to the player very much - sounds for that are extremely easy to create in SFXR / BFXR in little to no time. Pair that with clearing up the help screens, and basically all the confusion that might arise for a new player would be gone. Question of the happiness/un-happiness source is a matter of debate.

I don't mean to be overly critical, it's just the things that come to mind how the game could be improved without changing it too much. It's a fun idea, so why not make it even better :)

Cheers and stay awesome!

Space Travel 15 by jk5000 2017-04-25T12:32:28Z

Very nice indeed. Didn't expect it to get chllenging after the initial two airports :) If you consider adding some navigation tweaks and fleshing out the UI, this game could really make it out there, otside the LD I mean. Good work!

Space Travel 15 by jk5000 2017-05-01T12:39:54Z

Since the voting is up, I've added rating to my earlier feedback. Cheers!

Space Travel 15 by jk5000 2017-05-01T16:05:03Z

@richard-michael-smith @jk5000 @aviv871 Yeah, once you give > 100 points worth of comments, more doesn't influence the balance. It's designed to give less commented games a chance, and not turn Feedback Friends into just a popularity contest tool :) Once you get the ball rolling thanks to Feedback Friends, to get more exposure it's worth to promote your game through other channels, like twitch streams of LD games, twitter, new posts and all that.

Still, Feedback Friends remains useful all the time, since at the moment ldjam.com doesn't allow you to sort games or even track mentions, responses or your own comments.

Routine by Breno_M 2017-05-09T12:52:43Z

Very interesting take on the theme, spot on I'd say. Audioviusally very polished, and a fun mechanic to add. Gameplay is actually very fitting, buys into the 'supervisor' vibe, very much alike the 'Papers, please!'.

Great work! And nice to see such polish in compo, really great.

What could be improved

**(but what is perfectly understandable because of time constraints):**

- either active pause, or ability to assign work / visit at any time, taking effect on the nearest date (day) possible. It woud make more sense that way.

- ending (well, I expected something more ;) )

- more content, i.e. actual information and story you'd see unfolding.

- day/night transition where map doesn't briefly disappear (taht's a tough one to crack, but I believe in you :D )

This is a great entry, if you decide to take it further I'd be very glad to see it.

Leaving my rating, cheers!

REDBOW by PixzleOne 2017-04-26T18:29:54Z

Nicely done! Plays really well, good controls and mechanic, presentation consistent, affordance thought out.

Personally, I'd add an option to shoot diagonally, but that's just a personal preference - h/v shooting desn't break anything and is actually more challenging.

I'm still amazed with the work you all did in compo. Maybe next time... or next year I'll also join, who knows :)

REDBOW by PixzleOne 2017-05-01T12:46:05Z

Since the voting is up, I've added rating to my earlier feedback. Cheers!

Space Balls by Dejvo 2017-05-16T21:43:09Z

Oh, a clever one ;)

Good job on conveying the scale. In my opinion general emptiness was just right - after all, that's a photon! Mechanic is interesting, and after initial struggle (since the path changes slowly I was unsure if I'm steering correctly - but that's also not an issue, again - photon, though some kind of tutorial added post-jam could clear that up.

I like how in general meeting an atom is an event in itself. Drifting through nothingness, everything's fine, good course, straight to the eye, la la la, BAM OHMYGOD NONONONONONO NOOOOOOOO... <- my first playthroughs in a nutshell :D

It's a tough one to suggest changes, I think I must spend some more time with this game to really know if something needs re-balancing. For now, it's good fun, and a very solid jam game with nice visuals, clever concept and a good take on the theme.

Cheers, and stay awesome!

The Adventurer Davidson by Hlavik 2017-05-13T20:53:14Z

Good concept, good visuals, you got that covered :) Mechanics are simple, but the whole idea has a good concept behind it.

I generally have one 'but': it would be great if you could give player some time to get used to controls. Some non-random levels in the beginning for example. The problem is, that when you don't know what the next level will be, and you have less than second to react to the new layout, it gets really difficult.

With less steep learning curve players would be ready for situation where you exit the portal and start falling towards insta-death spikes or lava instantly. For a beginner, it's impossible to react properly, and there's really no time to even take a look at what killed you.

With that improvement it would be really more welcoming for newcomers, and longer playthroughs would be a given. You worked hard, so letting players properly enjoy your game would be beneficil on both sides.

And hey, it's a good job overall. And it's great you entered LD and shared your project with us - just cut us some slack, we're not as good as you hoped :D

Cheers and stay awesome!

Abaddon by Geckoo1337 2017-04-25T14:40:38Z

Awesome! I like it, plays really well, and leaderboard is a nice touch. Good mechanics, creepy feeling.

One downside: 'r' restarts game... and I'm used to hit 'r' every time there's no need for shooting to reload. I do it automatically, so you know how this ends :D

Could I ask you how you got that camera shader working, or is it a secret? I was trying to do something similar, but failed miserably.

Cheers!

Abaddon by Geckoo1337 2017-04-25T22:48:10Z

@geckoo1337 Well to be honest I somehow got a bit hooked. Since the movement reminds me of first Quake, I felt a bit nostalgic, and the scoreboard really puts it into perspective. All in all I played for at least half an hour total so far, and I kinda like it as a quick break from other things I do. So, well done, and I'll be waiting for an updated version if you decide to make one :D

Abaddon by Geckoo1337 2017-05-01T13:16:14Z

I've added rating in addition to my earlier feedback. Cheers!

Hopper by Porcus_Pie 2017-05-08T18:09:21Z

You decided on a simple, but not simplistic, and did a really good job.

Level design really takes learning curve into account, introducing new elements very well, game is fun overall, and I haven't had any issues with the playthrough (everything behaved as expected, controls were tight and responded as they were supposed to).

Can't really seem to find anything I could suggest to do better. The only thing you could do IMO is add more levels or even more mechanics and expand the game. It's great as it is :)

well, maybe one thing - the gray planet/blackhole art concept doesn't really seem fitting somehow... But that's not an issue, that's just a matter of taste ;) And everything else is consistent both design- and programming-wise.

And that little bastards face when it's falling from the jump, damn it's funny. Probably more funny than you anticipated ;)

Leaving my rating, cheers!

World Destroyer by Move127 2017-04-26T15:36:43Z

Okay, this is great. Good idea and fun mechanics, especially with the bullet making trips around the planets :). Only thing I'd change is the bomb button (RMB instead of B), but I guess that's just for mouse / keyboard, and on a pad it would be much easier.

You've made a very interesting game, simple, yet comple enough to keep playing. I'd love to see a more fleshed-out version, it could really hit off.

Cheers, and thanks for your feedback you left for my game!

World Destroyer by Move127 2017-05-01T12:44:38Z

Since the voting is up, I've added rating to my earlier feedback. Cheers!

Land of the Sun by HolyBlackCat 2017-05-14T13:20:11Z

Damn, this is good :D

Very interesting mechanic overall, an it has 'Journey' mixed with 'Shadow of Colossus' vibe for me (not that it copies anything, just the vibe seems akin to those).

Very nice audiovisuals, and a quite creative approach to learning mechanics. Though white orbs could be confusing for new players (from what I see in the comments, there was such an issue), after trial and error - which does NOT feel aggravating, points for that - it all boils down to the fact, that each boss needs a different approach and you need to spend some time to get to know environment, the mechanics and the boss itself. It also gives you the 'alien' feeling of the whole world, which, again, gives off the same vibe like the titles I mentioned earlier. I like it very much.

What got me, is that the music and overall movement is actually relaxing, even though the fight needs your attention and quite a bit of focus. It's something I'm very fond of - see for example the contrast with music and action scenes in animated [original] Ghost In The Shell (Not the ungodly hollywood rendition, let's not talk about that), or, as I said before, Journey for example. Very nice touch.

Didn't manage to beat the game yet, I'm still at second boss and I'm actually interested what you prepared for those who manage to beat the game without dying :)

**what could be improved** - movement, especially stopping could be a bit tighter - currently player's stopping is a bit floaty, which leads to many deaths. I know that current type of movement buys into the whole 'relaxing' vibe better, but just a bit tighter would help tremendously.

- a tad faster orbs - just the way they circle around the player. Not much, just a bit, to loosen the restrictions but still keep the overall feeling.

- sky / background - since it's a repetitive pattern, akin to those 'cross your eyes to see 3d' pictures, it sometimes puts a strain on the eyes too much. I, for one, actually unconsciously treated it like that 3d picture, and it made my eyes loose focus at times.

Tremendous work with making all the assets and putting it all together. Very fine work. With 3 days to go, put that game out there, it really deserves recognition. It's one of the better project I've seen in this LD, it would be a terrible shame if it went barely noticed!

Cheers, and stay awesome!

Protolife by icxon 2017-05-16T22:23:02Z

A game of life, in a game about life, based on actual biology. Oh you nerds! :D

Very polished, very consistent, surprising simple-yet-complex mechanic... this is a great jam game! Affordance is created well, the fact that you managed to squeeze in a very good tutorial is a huge plus. Infection really *does* look organic, biology rules apply very well. A lot of work went into this, and it shows!

Graphics are spot-on here, I wonder if you decided on this style and then chose the game of life as a part of your mechanic, or was it the other way around?

Not much room to actually improve, except for building upon this and adding more content. Well, maybe the tutorial could explicitly mention 'tab', or show a longer scenario, but that's optional, since gameplay is easy to pick up even without it.

I wish I had more constructive feedback, but for now it really works well and I had no troubles with how it works - just an issue between the brain and the keyboard to actually beat all the levels ;)

If I'll have any solid suggestions I'll be sure to pass them to you.

Cheers, and thanks **so** much for your feedback and gameplay video, that was really nice of you. I'm still not used to people actually playing something I make, it's a real pleasure.

Stay awesome!

Planetary Remains by Imphenzia 2017-05-17T23:09:40Z

Well now, this is very interesting ;)

It needs a bit clearer instructions, because it took me a while to understand the mechanic (and the asteroids are pushed very slightly, I simply didn't notice it at first). You know what would greatly help? If in menu it was shown (a clip, or actual auto-gameplay beneath the menu) how to proceed.

The gameplay, after you get the machanic down, is very relaxing and fluent. A sphere or voxel sphere would add a nice polish, but a cube is also fine :) I found myself playing quite a bit.

I like your project, i think it would do just fine as a mobile game for example. I'm glad I found it, and I hope you'll gather enough ratings!

Cheers!

A Small World Cup by rujo 2017-05-17T21:17:00Z

Holy hell, this is freakin' hilarious :D

Spot on, the only thing I'm missing here is audio - some fitting announcers would be the cherry on top. Either totally random, or blase as hell. Just something to add eben more humour to this.

I absolutely love how the ragdoll mechanic makes the players look like 'meh, whatever'. Oh, I'm in the air? Now i did a faceplant, who cares. Straight up spat out my coffee (yes, it's 11pm here and I drink coffe, don't judge), I'm not even kidding.

What's best, it would already be a great game to release on mobile even in this state. I haven't had any issues, so I can't really give you any constructive criticism - You chose a simple mechanic, and it just works *so* well.

I was going to say something about the pixel shader, because it's not an exact pixelation - but it looks good, and reminds me of the huge displays, so it actually buys in into the football theme.

Great job. Please, pretty please, try to add the announcers :D

Cheers, and stay awesome!

Gaia by PowerSpark 2017-05-15T06:17:30Z

Well done overall. Interesting mechanic, not as hard to catch on as I thought it would be.

Timing makes it hard, especially just after the the beginning - on the next level after the one introducing restart i got stuck *so* many times it was almost annoying :) But that's something only extensive playtesting could deal with, so not a compo issue.

But that's something you can work out. For the time being, game has a good feel to it, music is fitting, art is nice, and the mechanic itself seems thought out, although I expect you had your share of troubles while making it :)

**what could be improved if you will be updating**:

- overall movement: probably something to do with physics, byt the camera seems to flicker/shake a bit - timing on levels: this *will* require quite a bit of playtesting. - variety (obvious, if the game would be longer in the end) - restart mechanic: maybe an auto restart, or death mechanic? Something to think about :)

Very solid compo entry, and quite polished at that. Cheers!

Carefulzilla by glimaleite 2017-05-09T08:58:00Z

Oh by the gods old and new, this is so great :D

From what I see this would already play very well on mobile.

Slight issues when it comes to tiny glitches (leg severing on intense movement [YES, I leveled the whole city, sue me], or joints going 360), the camera work could need some love, but that can be easily fixed by allowing to zoom out. But all of that can be ironed out with enough playtesting.

But what struck me is the perfect take on the theme, great mechanic and polish. The only thing I really lack here is more levels and contenet, which is not a complaint for a jam game - on the contrary, that's a plus if players want more :)

Humour is spot on.

I really wish I could say something more constructive (I usually leave longer feedbacks), but there's not much to improve on - just give us more and we'll be happy :D

Leaving my rating, cheers and stay awesome!

[EDIT] I did find one bug - you can continue after you lose, end screen changes to win text if you kill the attacker then. Just I thing you could address ;)

ATLANTIS by OccultOne 2017-05-16T06:42:04Z

The music and the world you put the player in remind me of the good ol' days and titles like Hero Quest. This has a really great vibe to it :) Nice touch with music change on activating the towers.

** what could be improved ** I haven't play enough to really give you feedback on balance. Seems rather hard, but that's the whole point. There's many aspects to look out for, including different hero abilities, so I have to spend more time with it.

Visually, ability to zoom in/out would definitely help.

When it comes to polishing up the graphics / visual presentation, there are a few easy things you could do to make it more consistent /polished 1) players feet at the centre of hex instead of somewhere near the bottom would make their position clearer, and visually better (wouldn't look like sprite on 3d plane) 2) buildings bases looking more 3d (i.e. towers especially) and aligning with hex on which they stand on - 3) Working with scale to make it look more pixel-perfect 4) UI polishing, but that's a more complex thing - somehow, I feel that darker panels with gray-white font would actually do better, but that may be just my taste ;)

Jam-wise, you did a tremendous job. A complex mechanic like that must have been a pain to code, especially with all the events and map, so very well done. Mood and vibe is clearly there, you captured the situation of a dying civilization well, and the calamity system works just fine.

Actually after a few playthroughs still the only things I clearly see could be improved are matters of graphics consistency / polish (ones I mentioned before, and standard things like consistent fades and so on). And that's not really a Jam issue - in jam it's the mechanics that count. So well done, and keep updating!

If I find something that could be imprved mechanics-wise, I'll let you know :)

Cheers!

Fancy meeting you here by Local Minimum 2017-05-15T20:16:35Z

The pure randomness captures the essence of bull***t small talk so well I'm out of words (pun intended) :)

And with the ending... you really weren't kidding with the horror, were you 0_0

Interesting visuals and matching audio. Surreal as hell, just the jam-my vibe we all love :)

Mini-games are fine, but the space-mouth would need some work for me. While others were straightforward, that one I couldn't get right. It's not easy to navigate, and though I finished the game (again, the ending...) with that one it was rather random. Maybe if you added something like an exhaust to know in which way player is adding force at current moment to make it clearer?

Overall, I had fun, I was surprised, I chuckled really sensibly and laughed other times. Randomization in conversations works well with the game.

Well done, very good jam entry. Cheers!

Dream World by Mordokay 2017-05-15T18:53:49Z

Okay, let's start from the top :)

Surreal as hell (so I used '666' as a seed for my first playthrough).

** the good **

- Mechanics were actually quite easy to grasp after just skimming the instructions and some trial and error - either we think alike, or you did a good job mapping the input and designing the whole thing, can't really say, you should see from the rest of the feedback ;)

- Graphics are nice and look fun, (though thick cel-shading border can make things unclear at some maps, but it's not bad, just something to consider). As I said, surreal as hell.

- After a minute or two I knew what's what and the real playing began. Quite fun, quite solid, good controls. Gathering, though a bit random, was also understandable after a brief moment, so I had no trouble overall.

** the 'a bit less good', a.k.a. What Could Be Improved If You Decide To Develop Further ;)**

- first and foremost: the big balls with spikes floating in your direction are *resources*... Well, mate, that's not intuitive at all :D I get that it buys into the whole surreal vibe, but I spent half of my first play running away from them. Though if that's what you were aiming for, spot on :D

- resource usage: my PC's not a potato, but it suffered from a quite decent case of slideshow at times. That's not really a grievance for a jam game, compo especially, but something you could look at in the future.

- death condition: that's a tough one. I died > 5 times with health well above 50%. Still can't quite figure out why.

- Enemy audio/visual feedback: something to look at: currently those bastards are stealthy as F, so the only way is to keep a constant lookout. Some discernable noises would really help a brother out in this situation :)

That said, I had fun. Good jam game, though a tad rough on the edges, yet It's a tremendous work for a compo entry and plays very well as it is. I'd very much like to see some updated and more polished version if you have the time, I'm quite certain I'd have even more fun with it.

TL/DR: Great job, huge amount of work, good outcome, would play again :)

Cheers, and stay awesome!

Pod2000 by nidup 2017-05-01T18:47:38Z

Cleverly done, and quite immersive I must say. Good idea for a text-based exploration/adventure, and you clearly put a lot of work into interaction and feedback systems. Lots of nice little touches, especially with the interface and audio.

I'd have to play a bit longer (which I intend to do) to give you some constructive feedback, If I find anything that undoubtedly needs improvement, I'll comment further.

With more polish this would make a noteworthy game outside of this jam, so I'd really love to see it developed futher. Cheers!

Plonat Atek by s-ol 2017-05-14T22:36:54Z

Okay, you've done something I couldn't even try during LD. I've done my share of coding on oldschool machines (Atari, C64 and Amiga), but this takes the cake. It looks awesome, and the sound really adds a great vibe... I'll just leave my rating for you guys. You're nerds among nerds, 10/10 :)

@jon-tiburzi actually that's a funny story - first video game was made for oscilloscope, look it up. Yet nowadays, it's indeed an real innovation... again. Fun times :D

SUPER METROARIO by puppetmaster 2017-05-08T13:25:33Z

A very good idea and a considerable amount of work!

I can see you're polishing the game further, so a few issues I'd like to address:

- jumping, while a lot better than the original submitted to LD, is still a bit awkward. The momentum that builds up, plus stopping time/distance would suggest physics-controlled movement, and that's really tricky in a platformer. With more precise controls, and less momentum, it would allow for both faster movement, and more dynamic gameplay - though that probably would mean you'd have to ditch physics and program the movement from ground up. For platformers, that's unfortunately usually the case.

- there's a problem with background/foreground sprites: it's not that easy to differentiate them at a glance. Shadow on background sprites - or blur, anything that would hint at 'distance' would really help.

The mechanic with crouching is awesome :) As is the whole game and idea behind it, really fun. If you manage to work out the movement and background/foreground differentiation, it should really win some players over :)

Cheers, and leaving my rating, thanks for your feedback on mine :)

Antology by ragnta 2017-05-14T21:37:59Z

Oh my f-in god, the sheer creativity with all the caps and little boots on the ants, I laughed much harder than I should, especially whith the lvl4 ants with their thunder + the game over screen:D

Okay. This is actually fun :) For me, mostly because of the visuals. Gameplay, while quite simple (you can get the grind down after a few tries and barge through the game quite easily then), still managed to keep me playing for a few runs.

**A good addition** would be some **randomization**, so you couldn't mathematically know if you're really going to win - you could either randomize the damage a bit, or levles (e.g. ant in cap - 1 or 2, ant in booties 3-4 and so on). That would make the game more challenging and would make the player use 'run' option much more.

I liked it. You really went full on with the developer art, and the mechanic is actually quite solid :D

Cheers, and stay awesome!

Too Big For This WorLD38 by joemid 2017-05-17T22:08:57Z

Dude, want to do something really evil? Make the download **twice as big** by adding a copy inside :D Nah, just goofin'. But seriously, that's a huge package (no subtext, I just mean the archive size ;) )

Very interesting visually, though unfortunately at the same time resource-heavy, so I couldn't enjoy it in full on my machine (laptop, though with strong i3 and GF 840 in only 1366 x 768 struggled quite a bit). But that's the way it is, you didn't have time to make much optimizations.

I need some moree time with the game to discover all the mechanics. It's a bold move to make a game which needs longer time to get all the hidden stuff in a jam, but hey - it keeps the player interested, so that's a good hook.

I like the overall vibe and mood it sets, well put together. The cinematics are awesome, way beyond things I usually see in jams.

The downsides I see for now is that - especially with not very high fps - it's not easy to navigate both zoomed in (don't really see what's happening) and zoomed out (too much in the first plane of view). Clearing the view a bit would help very much.

It's a completely different entry than any other I've seen and rated so far, that's for sure :) I like it, especially since it conveys the 'alien' vibe very well.

Cheers, I'm waiting for the update!

Supermarket Sneak by Rick 2017-04-25T11:17:37Z

Fun idea, I can relate to the whole sneaking through public space in a small town :D Will you be taking this game further and releasingand updated version?

Supermarket Sneak by Rick 2017-05-01T13:10:49Z

I've added rating in addition to my earlier feedback. Cheers!

Low Orbit by quadtree 2017-05-08T17:30:12Z

A fun idea and a huge amount of work for compo.

Unfortunately, there's one crucial issue that probably bars players from fully enjoying the game: physics approach when it comes to car collisions and steering. The mechanics behind driving shows promise, but unfortunately basically every collision ends in car skidding uncontrollably - the same goes for rocket thrust.

I have a feeling, that making just two tracks and just one or two car types would leave you more time to work out the mechanics and camera work (it was easier to navigate with minimap than with the actual view).

Still, I cannot just simply ignore the amount of work you've put into all the content you've made. That's awesome, and now just work on the mechanics to make the races more enjoyable, and make feel players in control of the vehicles.

It's not a bad game - the idea and theme is there, it just needs more dev love when it comes to the basic mechanic, and that's not easy with compo restraints It's a valuable lesson for future jams ;)

Cheers!

Run, U Fool! by zgragselus 2017-05-08T17:47:03Z

Hot damn. Well this is good :)

Graphics are great. Idea is fun. Gameplay is great. And you managed to squeeze in some humour, too.

This doesn't really play like a jam game, at least not the type I'm used to :D

And a really neat mechanic with barriers and colour shifting, really defines the playstyle for your game.

I'd have two issues with your project:

- Music could be more creepy instead of 'chilout-y', with all the shadows, hanging chains and overall grittiness I'd expect that type of mood

- controls, though sorted out nicely, sometimes felt more in the way than flexible. Slightly off turn -> stuck on corner, few seconds lost. I do think it was at least partly intentional, but comes off as unnecessarily frustrating at times - especially when running into the tleport. It's either controls, or hitboxes/materials you used - maybe some more forgiving hitboxes ore materials with less friction would do the tick?

But, I can frown as much as I want to, that's an extremely solid and polished game as it is. Feels complete, all elements are there, there's enough content to showcase your idea.

Really, really great job. And that decaying corridors, just wow.

Leaving my rating, cheers!

Paper traveller by dunin 2017-04-25T12:44:17Z

Awesome idea. Keep it up! Text needs proofreading, but that's about it, great entry.

Paper traveller by dunin 2017-05-01T13:09:12Z

I've added rating in addition to my earlier feedback. Cheers!

Swords of Xalavus by 64mega 2017-05-20T19:09:16Z

I love the fact that I could attack myself with bare fists and actually lose HP :)

I like this more than I should, probably because of the strong nostalgia factor, reminds me of the good ol' days too much.

Balance needs adjustment of course, and more content (plus some sfx, but not much) is obviously needed, but the base is fun as is, and neatly done.

As for the controls, they're confusing, but that's actually like it should be here in my opinion. Feels more like the old games that way, where working out the controls was part of the fun.

Good job - I like it, I had fun, cheers!

Mouse and Blade by superpokeunicorn 2017-05-14T11:57:43Z

Oh my, wasn't expecting that. A really solid, oldschool platformer!

In the beginning I was just about to complain about controls, but then I noticed, that they're really what I remember from oldies on Amiga and 386-era PC's. Stiff, but solid and tight, so in the end you really have control of your actions, none of the 'floaty' physics controls (which I couldn't get right in my game btw :P ).

Graphics and sound very fitting, learning curve is just right, difficulty ups with every checkpoint (good checkpoint system).

Well, what can I say - very good take on the theme, and a solid job on capturing the oldschool platformers spirit. From visual/audio to mechanics, this really plays like and oldie, and quite a solid and difficult one at that. You have to know what's next, you have to learn the patterns, you have to react quickly.

Well done! Cheers!

Food Fight by nick.bota 2017-05-03T10:25:57Z

Frist of all: great job!

Very polished visually for such a time restraint (both graphics and the animations). And including an arena mode is usually a good step to squeeze out maximum fun from games like this :) Also good, that you included singleplayer to test out the game quickly.

What could be improved:

- if falling speed would be just a tad slower, it could give player more control, making arena mode more intense

- I feel like moving platforms could work better, if the collision only occured if you hit it from the top, not bottom (although full hitbox is consistent with other platforms, so that's a design decision)

- adding a help (even in description) would actually help - I didn't have trouble, but someone might, since attacks are bound to mouse

- web player can be funky when it comes to arena mode. That's not your fault, web builds are picky - it's something you can work out through playtesting.

Again, great job! Really fun and polished, you worked hard.

Leaving my rating, cheers!

The Cookie Knight by aaranos 2017-05-02T14:29:35Z

Audiovisually consistent and retro-styled as hell :)

Good call with allowing to browse through content you created even without complete playthrough. The base mechanic - jumping - could use some tweaks though, in which I agree with @pkenney - to be fully enjoyable, it would need to be a bit more forgiving. In its heartless fairness in regard to hit detection, it kinda feels unfair to player (which is of course a bias on the player side, but a game is for players, not the other way around ;) )

And just a small tweak to allow full keyboard control (without mouse-menu) would be awesome.

That said, a lot of hard work went into making this one and it shows. I like it, and how much you managed to do in such short time that compo allows. Great job, leaving my rating.

Cheers!

Planet Desumaton by SiegfriedCroes 2017-05-01T17:06:14Z

Simple, but the mechanic is loads of fun in itself, and very fluid. Good decision when it comes to art (feels simple and polished, really helps the whole idea).

UI could really use some other kind of indication of player's health, though - I didn't notice that it was signalized by expression up until my 4th playthrough.

That said, it's really fun overall.

Cheers!

Pity About Earth... by mwcz 2017-05-09T17:59:27Z

Ok, first off: you know what would make this game **totally awesome**? If it was *rhythm-based*.

Game is solid and I enjoyed it very much. But I'd absolutely LOVE if the asteroid impacts were tied to the music. You've got everything: *great* soundtrack, mechanics, even the satisfying, drummy impact sound is just spot-on, just sync the asteroid/shield impacts to the rhythm. The game itself is just asking for it, listen to the call :D

As it is, it's a really fun shooter/defender. Whole mechanic is really well made. My suggestions list is not long: - It could use some graphical tweaks regarding explosions (more frames to make them gratifying, instead of simple fades you have now). - A bit less lag when it comes to rockets could make it more dynamic.

But please, please, pretty please consider making a rhythm-based update. I'd buy it on the spot, actually :)

Cheers!

Puppy's World by Gao Ming 2017-04-25T15:32:09Z

Make a longer one, I love it! Especially the voice acting :D

Expand Your World by Ovidios 2017-04-25T14:09:46Z

Love it. Good job - make it grow, this has potential for a bigger game :)

Neuroso by gamechoy 2017-04-25T11:30:44Z

Game runs allright, but after loading menu nothing happens when I click on start or help - thus I can't get past the start screen. Could you provide a small FAQ on how to play it? It seems interesting from the description :)

Neuroso by gamechoy 2017-05-03T11:01:35Z

Yes, now it works just fine :D And I'm really glad it does.

Intro and cutscenes, especially the dialogues with the muses (nice touch ;) also 'TALL SPIDER CLOWNS' ) is extremely well done. Even though visuals are simple, game really manages to be immersive and keep the mood, with humour in right places.

With the 'fear' level, I was going to complain that spikes are barely visible, so i had to take little steps not to accidentally impale myself, until it came to me that it's a mechanic to keep you walking like you're, indeed, afraid. And the soulution to that level, damn. Well, no spoilers, so just: hell yes, well done, especially the first mask/face :D

About the faiulre level... well, I gave up after 20 minutes, actually. Couldn't fight the hands, every time I got somewhere far up, some quick hand spawned right above me. Don't know if this is intentional or not, but it really delivers the point :)

All of the mechanics/metaphores for fears you've decided upon feel really good. Though the ghost didn't feel as strong as the rest of them, still it's all very solid and consistent.

I'll give it another spin and see if I can conquer the last fear.

What could be improved - small tweaks, like having skip and talk bound to one button, better text wrapping (that would require some tampering with formating), some hitbox tweaks. Nothing really crucial, since everything that matters for gameplay itself seems to be a conscious, and justified decision, nothing random/arbitral. And that's a hell of a work from Game Design point of view.

Now I'm leaving my ratings... basically one of the highest scores I've submitted so far. I love what you did. Cheers!

SUPER Space Barrel by aamatniekss 2017-05-09T18:06:30Z

Simple, polished as it is, dosn't try to do more than it's intended to.

Also: can be hard. Meat Boy hard.

Mechanics are very well made, I also love the art. Feedback to player is clear, and game loop with fast replay but punushing death really serves the game well. Even some humour squeezed its way in :)

Controls are tight, no issues regarding hitboxes or glitches, movement is spot on.

And basically nothing I could think of to add. Solid entry.

Cheers!

Inside Inc. by OWC 2017-05-14T22:21:08Z

Guys, seriously. You suck at marketing - You've got a very nice game here, how come I haven't seen it all over the streams, plays and the front page of LD feed? :D

Okay, but game-wise: awesome. All the elements a shooter needs, very nice graphics (including the distorts, nice touch) and audio.

Only thing I'd work on is the maps (sometimes restricted movement becomes a bit annoying). But that last one is just a nitpick.

You even have a very decent screenshake, something people complain over and over my shooter lacks :P

Overall it feels really polished and consistent. Organic elements look the part, the backstory is fun, gameplay is fast-paced and controls behave accordingly. With a few tweaks and more content (maybe a developing story?) this is easily a game that can be released commercialy. It's amazing you've did it in a game Jam.

Now, enough with the praise, get some marketing going - twitter, reddit, few more posts in feed, anything, this game deserves to be seen and rated :)

Try to leave some more comments for others' games, too - I found that it really helps (people often rate back, especially the active ones)

Cheers, and stay awesome!

Rocket Roller Space Polo by pkenney 2017-05-01T17:49:53Z

Ha, this got me by surprise. I was going to complain about rules not being clear at first, but they become so clear after first play, I'm not going to :)

I like how you managed to squeeze in additional modes, and the core gameplay is fantastic. Easy to pick up, hard to master, and the 'polo' aspect is really cleverly executed. Clean, unobtrusive visual representation, also a big plus.

Among the thing's i'd suggest polishing up, an additional indicator from which side ball should enter the score line would be welcome for new players to clear things up (in multiplayer it could differ by colour). Yes, I'm joining the choir: add local multiplayer, you've got an incredible party game on your hands, your players want it *soooo* much :)

You made something really fun and worthwhile. Good job! Cheers and thank you for the feedback on my entry!

A world too small and no jetpack by mikel 2017-05-09T20:23:05Z

Hey, why the enemies hurt me and then on the game over screen seem to love me, hmm? :) They're deliberately sabotaging my escape, those right bastards!

Nice job overall. Could use some breather from time to time (some grace period after taking damage!) - it would be grand if you could work out difficulty curve further, e.g. spawn first barrel somewhere safe, and introduce enemies more gradually. Now, fully random spawn makes some playthroughs very easy, while other are straight from hell :)

Consistent overall, fun art and sound, I had no technical issues. Solid entry. Cheers!

Until Tomorrow by MSiddeek 2017-05-09T10:08:49Z

GREAT execution. Moody and meta story, more adventure than RPG-esque, but that's not an issue - though people migh be misled given the general design you chose :)

This game is very well designed. It manages to tell a very surreal and atmospheric tale in an entertaining, and I must say, a bit creepy way. Very clever catch with the title itself, and all the elements that come together in the end. I really thoroughly enjoyed the cryptic messages and hints all over the place. Very well done.

**[SPOILER]** I even got the secret message[s] (you know which ones :) nice work with hinting at it in the library!), though I admit I failed to decipher it, and had to look into the code to read it in the end. I even tried bruteforcing it using full ASCII table, and came up with nothing. Though I'm unsure If I tried correctly, since some characters are hard to make out in that case. I'd like to know what cypher you've used :D **[/SPOILER]**

I didn't find any bugs I could direct your attention to - it's very solid on this front, at least in my playthroughs.

So - great entry! I kinda wish it could be longer and with more hidden things you could miss. And that's a good thing :) I'm leaving my rating, cheers and stay awesome!

GALAXEN by mrerdalural 2017-04-26T10:47:12Z

Oh I like it, you artsy bastards! Interesting idea, well executed. One of those where you start thinking about the premise instead of just playing the game.

Technical issue though: for me quotes stop abruptly mid-sentence during travel - only the blackhole quote showed the whole text. "I know simply that the sky will" "You are the big bang, the original force" It's not the same amount of characters or words, not sure about timing.

I'd love to see this in its entirety though. And if you will be updating, would you consider adding some sort of scaling option to the world, which would allow to make the environment more distant or scarce (too feel more... space-y :) )? But that's just my preference, I suppose it's not a trivial feature to add in this case.

Love the concept, well done!

GALAXEN by mrerdalural 2017-04-26T21:57:11Z

@mrerdalural ah, that would explain a lot! I don't think you should update it now, but a post-jam update could deal with it - I was indeed darting at high speed through space, never occured to me that it was issue with distance (since I never tried moving slowly, and there's no indicator).

The ideal solution would need playtesting - get some different players and run the game with different settings for them, then check if someone falls into the same trap as I did.

I hope you'll get noticed though - as I said before, this is a good submission and I like it a lot :)

Cheers!

GALAXEN by mrerdalural 2017-05-01T13:09:43Z

I've added rating in addition to my earlier feedback. Cheers!

Chill Bill by drtizzle 2017-05-18T17:31:39Z

This is so deliciously mental, I love it.

Super extra bonus point for spot-on humour, poor life choices tattoo and 'omnomnom' sequence speedup :)

What could be improved:

- fart hitbox (that's a sentence I **never** thought I'd write) needs work IMO. Sometimes it felt unfair... then again farts generally feel unfair.

- when buying first sprite, there's always 'need more money' played simultaneously, even though the buy sequence starts properly

- chill bonus works too mysteriously - at times it didn't lower the mental breakdown meter at all

But that aside, it's freakishly fun. Just some tweaks and balancing, and it's perfect :)

Cheers, and stay awesome!

Hamsterscape! by Dzik 2017-04-25T10:54:51Z

How does it work after choosing level? I can't get it to do anything after choosing level 1, except go back to menu... nothing reacts. There's a small arrow over the squares which can be moved by arrow keys, though no other keys you listed seem to do anything. Halp :)

Hamsterscape! by Dzik 2017-04-25T15:54:51Z

@dzik yes, I was playing with keyboard and those keys (except arrows) did nothing... Since arrows work, it's not the antivirus containing the application. I'll try again later ;)

Here Be Fish by Diedickegg 2017-05-09T17:46:15Z

[You made me look, I'll make you look too](http://pix.iemoji.com/images/emoji/apple/ios-9/256/turned-ok-hand-sign.png)

That was hands down the most bizarre experience I've had during this LD.

Still haven't figured out why people want the beer6-pack casings (well, they show the signs), but every time I dropped it fish would swim to it and get stuck.

People demand campbell's soup cans and live in them. And procreate during wild parties from the looks of it. Their main pastime is either sleeping or twerking.

I'm prettu sure your main goal was to make people look at the 'ok' sign, you glorious bastards.

Cheers, youre awesome :D

[oh, and game is solid, love the art and the concept. Give us cheat keys for the coins, though :D ]

Gravity Wars by highlyinteractive 2017-05-17T23:18:30Z

Oscar for the soundtrack. And I'll even throw in a grammy :)

Though I found the gameplay a bit buggy - or I didn't understand some mechanic behind it, at some point I always got glued to the plane border :/ Nevertheless it's a really fun experience with really pretty graphics to match. Did I mention the sounds? :D

It's a project with loads of potential. I'd love to see it developed more - If I may suggest something, allow player to aim with mouse instead of just by positioning the sphere, it would make the gameplay much more fluent. You've got a great game on your hands, push it further!

BTW, we both made a similar crawl as an intro, though yours is of course much more Star Wars'y ;)

Cheers!

Hopper by TechnoNugget 2017-05-01T13:30:30Z

Brilliant! A very fun idea and mechanics, and really skillfully coded on that. I haven't found any inconsistencies, everything plays out, and from design point of viev, an excellent way to introduce player to determinism and rules of your world.

This would barely need any more polish, it's a game that's ready to publish after some playtesting (to check if there are any bugged situations in unlikely scenarios, and if the input is comfortable enough for most players). Really, really good job.

I'm leaving a rating, and I'm very jealous :D

Our Cramped Little World by ret44 2017-05-09T17:05:54Z

Haha, yeah, that's the thing about crappy small apartments ;)

Although I fund it relatively easy (didn't have to move anything after initial furnishing) - probably because I had to live in really small flats quite a few times :D

Graphics and sound are very fitting and well done, idea fits the theme. Basically only complaint I'd have is that mouse stops at screen border, so a few times I had to drop something halfway and re-grab it to put it in its place - other than that, everything is solid and works well. Good presentation, I'd actually want to play more of this. I hope you're planning more levels or story mode :D

Cheers!

Pixel Town by automatonvx 2017-05-02T14:38:20Z

Very neat. Good art concept, even the simplest sprites represent clerly what they're meant to be, that's a huge plus.

Actually it plays so well, the only thing I'd like to see in the future are some UI improvements and more variety (monsters, buildings etc) that would allow for more scenarios. Of course that would need some balance work, but I'm talking about a longer development :)

Cheers mate, really solid job!

Smalltrek by impbox 2017-05-01T18:12:19Z

Fun puzzle game wrapped in polished visuals and served with a geeky attitude. I love it :)

Gave it a good spin and didn't find any bugs or grievances to report. This would play well on devices with limited resolution, I'd love to see it as a mobile game.

Suggestions: undo button. Since it can get a tad complicated, it really would be a welcome feature.

And now I'll just leave my rating, and congratulate on a job well done :)

Gantan Guardian by lurumdurum 2017-05-01T16:40:42Z

Ha, good fun, simple idea, extended mechanic beyond the bare minimum. I like it! Has potential to be addictive. This would make a good mobile game, controls should be relatively easy to port to mobile devices.

Good approach on the theme :)

Good job! I'm leaving a rating, and I'll try to beat my high score :)

Small World Mining Company by paulhocker 2017-05-15T18:25:51Z

Nice project overall, good approach to pixel graphics (quite crisp and clear). Mechanics are easy to grasp, though it's good you gave players two rounds to warm up and see what's what :)

**what could be improved** - mining more than once in the same place doesn't yield anything, so there's basically no purpose in allowing it, and it actually confuses new players, since the cracks are getting deeper - plus, when spamming space, the sound can become aggravating. It would be advisable to get rid of this mechanic if it's not used (at least I didn't reach a point in game where it was used ;) )

- random enemy movement is not really the best way to create puzzle. If you were aiming at creating puzzle, there should be a pattern - complicated, of course, but still allowing to plan ahead; if you can't logically preduct the path, it's not really a puzzle, just a gamble. Unless that was your intention, of course, but the turn-based movement and overall mechanics suggest otherwise :)

...and that would basically be it. Well, some background sound too, but that's obvious.

In jam terms, it's a fun project, and the issues I mentioned above are to be expected in jam games. If you're planning on developing the project further, I hope my feedback will prove useful. You did some very solid work!

Cheers, and stay awesome!

World en abyme by lepatryckduffy 2017-04-26T16:03:25Z

Fun idea - if you want to take it further, I'd consider two main things: decreasing the hitboxes on both lava and the ball (they really seem arbitrary now), and making the ball much heavier, so it doesn't behave like a ping-pong ball.

The first is my main grievance - many times it seemed that just flying by the lava makes you dead.

Other than that - a fun entry and a job well done, nice spin on the theme.

World en abyme by lepatryckduffy 2017-04-26T21:49:30Z

@lepatryckduffy don't take my earlier comment the wrong way - it's a solid piece of work, those were just some suggestions if you're planning to release a post-jam, more polished update. And only those two things, the idea is good, plays well with the theme and it's awesome you completed this during the Ludum Dare!

Cheers!

World en abyme by lepatryckduffy 2017-05-01T13:04:35Z

Since voting is up, I left you a rating in addition to earlier feedback. Cheers!

Come on, barbarian! by uchiro 2017-04-29T16:28:24Z

QWOP story mode fighter, well that's a new one!

Well done, I'm amazed you pulled that off just during the jam time. Looks really uniform, and with a sense of umour thrown in. And good spit on the time - small world as in theatre and as in life on arena.

The controls are, amazingly, quite easy to pick up, the fact that you can't just easily smack your face on the ground wad a good idea :) Walking gets quite easy - hold a/d and alternate w/s, though incorporating introduction as tutorial was a great idea, really helps to get into the game.

I can only imagine what nightmare the hitboxes were during development.

Very well done, you definitely have my vote. Very interesting and enjoyable entry.

Come on, barbarian! by uchiro 2017-05-01T13:13:41Z

I've added rating in addition to my earlier feedback. Cheers!

What Remains. by Fiote 2017-05-07T20:32:20Z

First of all, enormous amount of work you've done :) Especially with writing engine from scratch.

A very good idea for a shelter game, mechanics look solid and thought out.

A few issues though I'd like to address:

bug I've encountered: - missing food icon (at least I've had this issue - while it's easy to figure out, it can be confusing)

what could be improved: - feedback that machine is broken is easily mistaken with feedback people give you about their needs - at first I thought that my dweller wanted to repair something badly [ :) ], when in fact he/she was standing on a broken water pump) - IMO feedback for broken machines should be constant, not a pop-up bubble, and look differently

- a health bar and an icon representing critical needs should be displayed on the sde of every dweller's portrait

Apart from that I see a solid game, which of course could be extended by more content and some additional events. While adhering to the formula games like Fallout Shelter or This War Of Mine set up, it's really well done and fun.

Cheers, leaving my rating, stay awesome! :)

Frag Saga by guoboism 2017-04-25T12:22:08Z

I like this. Take it further and release it with all the mechanics and polish you'd like to see :)

Frag Saga by guoboism 2017-04-25T14:06:57Z

One more thing - in unity, on your cursor texture, be sure it's 32x32, of type cursor and has 'read/write' checked - for me the cursor on windows has just black placeholder square, I had the same problem and it was both the size and the 'read/write' bool.

Polar Protector by AlexHoratio 2017-04-26T17:03:28Z

Oh, oh, oh! First godot entry I stumbled upon! I love that engine. Haven't made much in it, but I love it nonetheless.

This is a great game. Simple to pick it up instantly, yet has a more complex mechanic, intuitive (Everything's quite clear after the first fail: when to switch elements, what makes you lose health etc) and nice visually. You even did the screen shake effect I failed to produce in my entry :)

For me it's not missing anything. Great job, saving for the voting sime!

Cheers!

Polar Protector by AlexHoratio 2017-05-01T12:45:27Z

Since the voting is up, I've added rating to my earlier feedback. Cheers!

World of Echoes by multiplexor 2017-05-02T12:24:09Z

Extremely fun idea. Unfortunately I ran into a bug two times in a row - in the third chamber player drops through the lift and dies in an endless loop, no jumps or any actions could prevent that. But I get a great overall feeling about the game, and the idea really took me by surprise, so well done :)

If you could polish it up and debug it, I think it would make a really good commercial title - just needs some tweaks, debug and polished graphics (audio is surprisingly good for me :D)

Great job, leaving my rating ;)

Cheers!

Yours by binaryferret 2017-04-25T22:17:31Z

I sculpted a nice piece of land, carefully placed the trees and started a tribe. I watched them grow, build more houses, made them nice forests... and then switched back to sculpt mode and made a huge mountain that covered all their homes. After that, I watched them wander aimlessly, looking where did their houses go.

I am a bad person.

I like the idea very much, and I'd love to see a further version with more variety. It's one of those games that relaxes the player :)

Yours by binaryferret 2017-05-01T12:42:26Z

Since the voting is up, I've added rating to my earlier feedback. Cheers!

Super Collapse Guy by crazi456 2017-04-27T01:18:15Z

Oh dear lord, I laughed so hard. First at the cover image (oh that seal), and then when I saw the enemies :D This came to mind - http://static.fjcdn.com/pictures/Hamster_34936a_1165872.jpg :)

Now, for the game: that's a great idea, well executed, and fun to play. Flesh it out into a game that will be released commercially, seriously, this has loads of potential - and with level editor it could have a decent lifetime. I'm saving this for voting, awesome work!

Super Collapse Guy by crazi456 2017-05-01T12:47:33Z

Since the voting is up, I've added rating to my earlier feedback. Cheers!

Meteor Jam by PeachTreeOath 2017-05-09T07:55:47Z

Oh my, this is a fun one!

And it must've been one hell of a game to program. Okay, let's see what we have:

Pros:

- gameplay is very fun, ~~kept me going long and I'll definitely return to finally beat it (Pluto bested me for now :) )~~ Yass, I finally managed to beat it :D - difficulty curve progress is well thought-out - mechanics are implemeted well - graphics fit not only the theme, but also the type of the game - the idea is not the simplest, yet it's fairly easy to pick up and know what you're doing on the first playthrough - I like how after just seeing the title of the level you can estimate the planet's structure - nice touch - sound, though simple, fits very well - Final stage really feels like final stage, great job!

What could be improved in post-jam version

** issue: jump** I was unsure about the multi-jump mechanic until Jupiter (In later levels yes, it could be used to jump over bigger chasms). When you hug the wall and spam jump, you can actually climb up, no matter the height (each jump caounts as new). I assume that's at least partially intended, since in some cases that's the only way of escaping - still, it can feel a bit glitchy in current state.

**my suggestion:** Differentiate between hitting block from the side and from the top/bottom. A 'wall slide' mechanic, utilizing multi jump could help this feel right :)

** issue: keeping upgrades ** I'm not sure about the consistency of keeping the upgrades. If we assume that player keeps all his personal upgrades between deaths, I'd remove at least the parts of the ship. Yes, I know it would up the difficulty, but it would be more fair - and death would have more meaning. It's not that much of a setback if you've already got permanent boosts, especially ore magnet and multiplier, though it would need some balancing (probably).

** my suggestion: ** On death, strip the parts of the ship already built if the player's keeping the personal upgrades. Or, introduce hard mode with this mechanic ;) I'm actually convinced that with parts stripped on every death, final stage would feel SO much better, you'd really have to work for it, yet it still would be manageable.

**issue: pause on craft ** - pause on craft would be welcome. From what I see you can't take damage while crafting, but the ship still can get knocked down. Pause would feel more consistent in this case.

Overall

It's really a great game you've made! I hope the suggestions I left can help in further development, but as a Jam game it's already good, and one of the games I've had most fun with in this LD.

Leaving my rating, and thanks for your earlier feedback on my project :)

Cheers, and stay awesome!

50ft by 50ft (or How I Died In Space) by RockhopperGames 2017-05-08T17:13:50Z

Great work.

I went for three playthroughs, got two different endings [SPOILER: stravation, drift away /SPOILER], and though I noticed a few bugs (like the acquaintance status with nina/aurora not resetting between playthroughs, some errors in if statements - though nothing game-breaking + some typos) it still was a well-designed choose-your-own-adventure.

You're using hypertext in a very entertaining way - I especially liked the one with the dream where 'something comes from between the cracks in space'; extremely well thought out and executed, gave me the chills actually. I wasn't expecting that from a text game.

Good writing, fun design, you managed to keep the mood consistent without graphics, adhered to theme, and managed a quite interesting approach to hypertext usage. All that while learning a new language.

** If that's not great work, I don't know what is. **

I hope you'll be able to iron out all of the minute bugs, maybe add some new paths to make the game longer, and release this game more widely, it deserves it.

Leaving my rating for your project - cheers, and stay awesome!

Godly Corp. by Zeriver 2017-05-02T14:47:17Z

Haha, very neat! And the game over zoom sequence geally got me laughing, plus #SoMuchPopCultureReferences :)

I'd love to see the houses tear off and fly away if you rotate the planet too intensely, I was kinda expecting that :D

the whole idea is fun and the game well made, though the bug swatting mechanic would need some improvement (since it's fairly easy to just spam the 'hand' by going all over the screen with mouse). That would basically be my only issue :)

Grat job, leaving my rating. Cheers!

A lone colony on a small planet by makiki99 2017-05-02T15:00:04Z

Solid and very oldschool idea. It's really neat that you decided on pico-8 for this. Really thought out, fun to explore, really brings back memories of old strategic games. You're riding my nostalgia here!

With more variety (content) included (building types/resources) or with some plot included, this would be a very solid game outside of jam.

With jam in mind, it already is. It's good that you made it well, without trying to sqeeze in more and breakinig it.

Leaving my rating, cheers!

To do list by Finlal 2017-05-14T11:23:08Z

"My favourite color... if it were green, of course". Golden :)

Well, this was a rollercoaster.

**[SPOILER! ...I think]** So surreal, so creepy, so eerie, I love it. Starts off Pretty happy and innocent if you ignore the floating island, but around painting the picture and the radio, the mood starts to set. Nice touches all the way throughout, especially when something you take for a simplistic game mechanic (like items resetting after sleep) actually looks like a part of the story. And the foreshadowings of what will come, with the axe for example. Good curve, It actually kept me interested all the way throughout. And I like the 'Salad Fingers' vibe it has (if you don't know it somehow, I think you'd like it - just search on Youtube :D ). Not that it copies it in any way, just the mood seems similar **[/SPOILER]**

Spot-on music, simple loops but not annoying, and they really compliment the mood.

** what could be improved** Gameplay-wise it could use some clarifications in descriptions (day 7-6, regarding simple tasks), unless the slightly off descriptions were intended. Also, sometimes not being able to just turn in place without walking was slightly annoying. But that's about it :)

Great entry, good gameplay, graphics and music are fitting, good story / writing. Very, very well done in terms of game design. One of my favourites so far, actually :D

Leaving my rating, cheers!

To do list by Finlal 2017-05-22T19:43:00Z

Hey, right at the top! Well deserved, this was a fantastic and straight up mental experience, cheers!

COSMOMOMOMOº by NueboMundo 2017-05-04T15:36:42Z

I like this idea very much (including these little squeaks, awesome :D ), though the goal and UI should be improved to communicate with player better. I'll give you a run-down of my playthroughs to help you understand what I struggled with:

- first game starts: I have a star and a sphere, I know that arrows move and space shoots. Okay, let's give it a spin

- I start flying and notice that something like a trail points in the direction I'm heading in. Okay, that's not intuitive, but I assume that's not a trail after all, I guess after something happens I'll know what it is.

- Nothing happens - in the sense that I don't encounter anything on my way

- okay, let's try shooting. Shot produces a ball which I seem to be attracting. Ball floats my way, through me, and finishes on point opposite to where it started on a sphere. Oh, so it's like a floaty powerup from r-type to block something?

- I start floating in another direction, my ball hits me and I'm dead. Well, didn't expect that. Why did it float through me earlier?

- After a few more tries I manage to float with more balls without hitting myself (usually keeping constant speed and and loop [release one ball while holding down, next ball while holding down+right] works like a charm, and then when I release the final, big ball... I die almost instantly. After > 10 tries i gave up for a while.

** core issue **

The problem is, I still don't know how to exactly finish level 1. A simple tutorial-like level with just one small and one big ball would be a **huge** help, I suppose, to give player ability to complete one level and get the hang of mechanics without concentrating on keeping alive, and to show them what are the win conditions - for now **I know that it's my fault** I die, but I'm still not sure **what to expect**.

Secondly, I find the trail pointing in the direction of travel a tad confusing. If it looks like trail, I expect it to face opposite direction, and it just feels wrong (I find that I concentrate on it too much instead of paying attention to what's happening with the projectiles). Especially since projectiles leave trails behind, not in front of them like the player.

** So, in short: **

- trail: if it's a trail, make it face the direction opposite to travel; if it's not, change its appearance (if it's supposed to be velocity, maybe an arrow? )

- Level 1: make it have just one/two small balls and one big, to allow player to easily finish it and learn what to aim for and expect at the end of level

- add some clear introductory text.

** Regardless, I think you did an awesome job that just has a bit hard time communicating with a player **

I really like your concept, that's why I'm writing all of this. I hope it'll help you address the issues players might have, to allow them to pick up the game more easily. It's clear that you've put a lot of hard work into this game, and it would be a damn shame if players couldn't play it properly. Art is great, audio fits perfectly, spin on the theme is fun, and the gameplay is fluent.

Please give me a shout if you're able to put some update, I'd love to give it another spin. Cheers!

It's a Small World by aviv871 2017-04-25T20:41:24Z

Simple, well made. Could be more polished (animation and sound) - but it's compo, so we all now that time doesn't always allow that. You managed to squeeze in some replayability, and that's a big plus :) My real suggestion would be to support some other resolutions - I'm currently on a laptop with 1366x768 screen and I simply can't see the bottom :) Cheers!

It's a Small World by aviv871 2017-05-01T13:00:36Z

Since voting is up, I left you a rating in addition to earlier feedback. Cheers!

Supernova by Veralos 2017-04-26T17:18:22Z

Great entry! I like the idea, and that you squeezed in two different mechanics in there. Everything works great and as expected, nice and consistent audiovisual theme.

And I'll join the previous voices: I'd be happy to see it expanded :)

Supernova by Veralos 2017-05-01T12:48:12Z

Since the voting is up, I've added rating to my earlier feedback. Cheers!

FANCY SEEING YOU HERE by funkeh 2017-04-25T11:15:03Z

I like this one. Coherent design, good story thrown in, solid idea overall. Good job!

FANCY SEEING YOU HERE by funkeh 2017-05-17T06:54:09Z

I was going through my earlier comments and I noticed that I just left you a short note long before the voting even started - I added ratings, and as for the feedback, I don't see anything in mechanics to improve, and the story is complete, so in the terms of a jam game this is simply solid work. Cheers!

Exit.. space left by HomineLudens 2017-05-02T14:19:28Z

I like that you put a lot of work into it, so I'm giving you an honest feedback :)

issue no.1 - it's not intuitive how to begin. Since the game takes base mechanic from 'MotherLoad', I expected that with laser I could drill the asteroid and get deeper, but couldn't. Only after accidentally falling through ground when I was checking how high I can get I discovered, that player is supposed to omit the 'grass' layer and use jetpack to get deeper.

issue no.2 - that accidental falling through ground - hitbox check fails if velocity is too high

issue no.3 - you cannot die when getting too far up, only down (getting too far away shoul mean game over regardless of direction)

issue no.4 - feedback on gathering the crystals. It's not really clear if I'm doing anything with the laser, so i just fire it near the crystals - sometimes gauges in my backpack show that somethin'g gathered, sometimes they don't.

All that said, It's a neat idea and it's worth developing further, but you should be wary not to end up with MotherLoad clone. The mood sets in pretty quickly, so I expect you'll manage to do it :)

The mechanic which involves balancing of hovering and gathering is fun, and really could be the central point, just make the feedback more pronounced and throw in some variations, monologue or something to make it more alive.

Cheers!

Destruction Zone by Chronosv2 2017-05-09T21:12:28Z

Really enjoyable, you did solid work with your project.

** What could be improved **:

- **background ** - small, gray tiles with contrasting outline make it look unnecessarily cluttered. Making tiles more easy on the eyes, more evenly coloured, would greatly help. For now, it just pops out too much, and doeasn't really feel like background to me.

- **overall palette** - Enemies and towers, on the other hand, could use some colours to make it more lively. Game is fast-paced, so it's really important to be able to assess the situation at a glance, without too much squinting. Also, **UI** could really use a slight, transparent background to make it stand out.

- ** bullets ** - blue on gray just don't sit well. This could use more contrast. Also, with the movement speed you've set, the could be a tad faster, actually.

- ** Visual feedback** - some **explosions** or other effects on enemy death would also improve the feedback player gets. Simple disappearance is not enough if the pace is high. On the other hand, **health bars** for towers obstruct the view - their health could be indicated by changing the hue, for example progressing red colour.

- **powerups** - somehow I feel that keeping powerups between playthroughs is a bug ;) game over should reset the powerups.

- **music** - it's good, but doesn't match the pace. Something more upbeat would really help the player to keep the tempo up :)

- Also, 'high' next to highscore is slightly confusing here, took me a while to figure it out actually

One more thing: if restricting player to 5 minutes, up the difficulty. Start slow, but after a minute, give'em hell, so only the best can withstand the whole time. For now, it's really easy to stay alive for the whole duration.

I'm writing all that, because you've made a really solid shooter, which main issues stem from visual side, not the mechanic itself. And it's in compo, which means you were all alone in making this, which is a huge feat in itself. Mechanics are in place, controls are good, shrinking platform adds tension, powerups are rewarding. And I played much longer than I initially expected :D

I hope this will help you, if you're planning to develop game further.

Leaving my rating, Cheers!

Globey's Revenge by gamesplusjames 2017-05-03T11:18:48Z

Good entry, with a strong retro (and sonic :) ) feel and solid mechanics.

And by gods, those people as ammo, I laughed harder than I should.

What could be improved:

- hitboxes (obvious thing, always needs loads of playtesting), since clipping happens, and jumps can be blocked. - clarification with ammo (on first play I depleted my people and ended up empty) - there should be some more feedback here, but the mechanic in itself is very fun - input: feels somewhat awkward at times (for me), but that's a matter of playtesting and checking out different mappings.

Overall, a solid piece of work, and really polished.

Leaving my rating, cheers!

Vixa by Spav 2017-04-28T00:23:35Z

I just saw the stream by togislp - this is a simulator of a party with *loads* of drugs and I refuse to think otherwise :D And that music, genius. Great job!

Vixa by Spav 2017-05-01T13:12:31Z

I've added rating in addition to my earlier feedback. Cheers!

Midnight Squansh by Feast 2017-04-28T22:39:02Z

Okay, first what's wrong (because it really got me) : - when you're out of ammo, the audio still plays when you fire. This leads to initial reaction, that bullets still hit, just get destroyed instantly because of close hitboxes - so I kept dying not knowing why enemies won't shrink.

- I'm so used to space being jump, that I keep pausing my game when I intend to jump. ESC is traditionally used for pause/in-game menu, right click for alternate fire or skill :) But a simple remapping option will fix that, so it's no biggie.

- the idea that you must shrink yourself to get more ammo, while neat, needs more work - it takes too long to actually get hit by your own bullet. Maybe that could be the skill under the right mouse button, just with a cooldown?

That being said, this has potential. Polished, neat idea, it could become quite addictive (even for me, if those issues I listed were addressed), everything seems to work smoothly code-wise - so in my opinion everything it needs lies in working on the mechanics, and adding some oomph to the graphics and audio to make it stand out. Well done.

Since this was submitted after the deadline though (based on the file dates), I'd advise you to include a changelog since the original release and the original submission from before the deadline for jam, people will be checking that.

Midnight Squansh by Feast 2017-05-01T13:13:24Z

I've added rating in addition to my earlier feedback. Cheers!

Sunken Mystery by Shubham Gupta 2017-05-17T21:38:12Z

You chose a difficult mechanic to get right in such short time :)

Overall you did good, and controls are well placed - but the issue lies in hitboxes and - since I see you used Unity - either in materials, or collision mechanic. In many places hitboxes make the player stuck (which can be alleviated with tweaks and less friction if physics are used).

Since it's a skill-based game, and fast paced at that, it feels unfair when player loses because of it. Don't get me wrong - you did an tremendous amount of work on this, it's just that in this type of games it takes a long time - and loads of playtesting - to get those things just right.

Besides that, and some minor tweaks (like more careful object placement not to leave gaps, and dealing with things like those moving boxes in lvl 2 going through walls) its all right. You made difficult but manageable levels, controls are easy to pick up, obstacles are understandable and not unfair.

I hope you'll have time to develop your project further :)

Cheers, and stay awesome!

P.S. Please, credit the music author :)

Diggy McDigface by jcheatley 2017-05-20T19:00:58Z

Okay, while dis doesn't stray far from Motherload... I like Motherload. A lot, actually ;)

Good job overall. While I'd love to see more mechanics in play, for a compo this is solid job. Graphics are clear, controls are well mapped. Sounds are nice and in place, feedback to the player is clear, the 'deny' sound is great :)

It's actually pretty chill, and I think it's good you didn't make it too hard, to allow less experienced players take a spin here. This type of games can become hard really fast.

What could be improved - controls a bit (movement could be more exact), and more content of course... but IMO it's already good as it is. Just expand it with some polish and minor tweaks.

Wery fun fo play. Cheers!

Holy Shit! A Spider !!! by Aurelien 2017-05-09T17:20:00Z

Okay, this was indeed funny :)

One issue right off the bat - no matter when exactly I squished space to save the spider, the small one marched right into the spray and died before I regained control of it (i.e. before arrows were responsive). That feels a tad unfair :)

That being said, as @lancescaterpie noted, basically seamless game loop is awesome. Whole idea is fun, and besides that issue I had with ...respawn? Dunno how to exactly call it :) the rest plays well and responds as intended.

Not much more to say actually, game is good as it is. Maybe with some more polish on the graphics/UI front it could be a quite good commercial game - for mobile, for example? I'm curious to see how it will develop further :)

Cheers!

SHAKEDOWN by LancesCaterpie 2017-05-09T12:10:06Z

Good atmosphere, music and overall idea. Take on the theme, while not clear in the beginning, is also an interesting one.

The rasterization effect could be a bit easier on the eyes - the same idea, bit with slightly smaller dots would help during longer gameplay :)

Opening is awesome, although a bit confusing the first time (took me a while to understand I'm the inspector, not the father), game plays well later. I'd merge ctrl and space button to operate (it would resemble an atari game then :D ), since it would be more convenient and I can't really see a reason not to.

I didn't manage to beat the game in my playthroughs though. I've seen (I think) all the scenes that play out during the day, searched the room while they were empty, but still I didn't manage to avert the death. Got two bad 'endings'. I somehow cannot replicate the dialogue with Pizzeria owner about the mob boss situation, and I get the feeling that to complete the game you have to be either extremely precise, or really frantic about your actions :)

Overall, a solid project, and well executed. With a tad more development it could easily become a bigger game.

Cheers!

The Life Amoebic by Baby Dino Herd 2017-05-15T19:20:15Z

After a few moments control becomes clear, and the playthrough is very relaxing. It could benefit from some more variety though, like moving (just as @icxon siggested) through the environment and some more challenge, although carefully, not to become too close to some other games based on the principle 'eat to grow and evolve'.

Fun entry, well done :)

Itsa Pixel! by damnscout 2017-04-25T23:50:08Z

Well if this your first game you're off to a good start, mate. Good decision to keep it simple, good mechanics, plays well - I can't really say anything that is not positive.

Well done! Saving this for vote.

Itsa Pixel! by damnscout 2017-05-01T14:31:13Z

I've added my arting in addition to earlier feedback. Cheers!

No Minor Task: Party of a Lifetime by XAVIER_INDIE_GAMEDEV 2017-05-09T11:34:55Z

Fun idea, and i like your take on the theme (small world as in school/teen world). Intro sequence is funny (sometimes extremely cliché funny, but I assume that's intentional ;) ).

What could be improved in future updates

- **visual feedback - player health** I have no actual idea if there's health involved, or first collision with enemy sends you to game over screen.

- **visual feedback - enemies** After a few plays I still don't know why / in what exact situation enemies change colour to red / green - I assume that means they've spotted you

- **performance** - about 50% of the time there was a considerable slideshow (< 10 FPS) which makes playthrough unnecessarily tough

- **text speed switch** - while between scenes it works only when you actually keep enter/space pressed, the permanent switch in the scenes with another key to cancel the fast forward doesn't work well. I'd opt for 'fast forward only while pressed' - just like in visual novels for example, and option for tab to be a permanent switch if someone prefers that.

- **consistency** - that's a tough one, I'm aware of that, especially since you met through Reddit and probably don't know each other well enough to always know what to expect :) But to make the game more polished, both art style and music should adhere more to general design - at this point it often feels like they were taken from completely different projects. I don't mean to discredit the variety - just try to make it feel like it actually all belongs together.

I don't mean to overly criticize your project - it's fun, holds strong and considerable work went into its development. I'm just trying to leave some hints how to make it even better.

Leaving my rating, cheers and stay awesome!

Mr. Fishy's Small World by SheepTree 2017-04-25T16:55:17Z

Mr Fishy II died for no reason and I'm sad now :(

Mr. Fishy's Small World by SheepTree 2017-04-25T20:29:33Z

@sheeptree yeah, I think that's it. After the first one died from over-eating I thought that I'm a heartless monster and I'll do better this time, then BANG. Mr Fishy II deserverd better ;(

Although, you being a heartless bastard aside, well done. Didn't expect any of it :)

Mr. Fishy's Small World by SheepTree 2017-05-01T12:39:13Z

Since the voting is up, I've added rating to my earlier feedback. Cheers!

Retro Rabbit by wtoa 2017-05-18T07:04:25Z

A good idea, simple and straightforward, akin to pacman ;) Well polished, I like it as a whole, and I had fun, definitely something I'll play more in the future.

What I would work on in the future (since you're planning to go mobile with it):

Mechanics: - I actually hoped the whole game would be in the perspective you see on start screen... In the perspective you chose for stage, you don't see the rabbit's front, and it's plain white back doesn't really make the same impression :) have you considered using other perspective?

- movement: it would be (for me) more fun if objects were moving (at least slowly), but the player's turns were a bit tighter

- munch mode meter on UI. Most of my deaths were because I wanted to push it to the max, and died because munch mode ended a split second before I hit the last ...mine? What even are those? :)

- Better visual feedback for leaks, like slight wave through whole planet

Visually: - Rabbit animation, to make it more rabbit'y and less like a slime ;) - neon glow! How can you have retro neon colours and retro wave music without neon glow? :) And it would help with leaks feedback.

It's a solid job overall, and you've made a very fun game so far, but those aspects could realy help it further in my opinion.

Cheers!

Cat Ed by Fedor 2017-04-25T20:24:49Z

Nicely done. IMO it would be even better (and harder) if it challenged not to overshoot, by not allowing to steer backwards, or only allowed a little amount - thus punishing jumping too far.

Cat Ed by Fedor 2017-05-01T12:40:52Z

Since the voting is up, I've added rating to my earlier feedback. Cheers!

SlapR by MewSoul 2017-05-15T18:02:15Z

Oh, good one!

Since it's already pretty complete and fun, let's focus on what could be improved :) Not as is - I'm thinking if you decide to take the project further with some updates or release it outside of the jam.

- ice floe balancing: while fun in itself, the floe doesn't feel too slippery. Would you consider making it more slippery, like ice, to add some challenge? It would fit the theme pretty well, actually. And let's be honest, penguins sliding on ice AND being slapped at the same time are hilarious, period :D

- obviously, some slapping animation would be nice - better feedback for the player, more humour in the whole setting.

- 'wetter' slap sound; while hilarious as is, a wetter, more penguin-flipper'y sound could fit here even better instead of pretty standard punch sound. Something to add a nice touch to the whole thing.

- obvious little things like difficulty levels, leaderboards and such, to challenge players further, and increase replayability / game lifespan.

Very simple, yet solid project with nice audiovisuals. With some more work and tweaks, this could be a pretty releasable game, well done!

Cheers, and stay awesome!

Eine Kleine Insektmusik by davidthelazar 2017-05-15T19:32:49Z

Okay, that's a clever idea :)

And that clueless, happy bug is surprisingly funny, especially with as sudden death as you implemented. Happy, happy, jump, jump, happy, *SQUISH*.

As a jam game it's spot on. If you plan on developing it further - maybe advertise to musicians, and represent the hammers 1:1 with the real piano? I play a bit and from what I see it's simplified, I'd actually enjoy a game where the knowledge of the real piece would be a factor in how well you'll do in a level.

And making that bug survive Chopin with all his passages, ha - that would be something!

This idea really deserves to be taken further.

Well done, cheers!

Escape From The Bottle by Twaldigas 2017-05-17T23:34:35Z

It's great you chose Godot and tried with your first game during LD!

Game is simple, but you caught the spirit of so-called metroidvania. And *you made a complete game in a first try in ludum dare compo*. That's commendable!

I hope you'll keep on developing this project, and won't stop at this. If you will, keep a lookout on the text stretching, and if possible, add more content. Jump mechanic would need work, since it's not easy to control, but I think you'll get there, in the beginning those arte the things we all struggle with. Especially when getting to know the engine.

Cheers, and stay awesome!

Legends Of Block by sagarpatel25700 2017-05-01T19:09:48Z

Interesting mechanic with balancing the resources (health, ammo and fuel) dropped by enemies. Very clevely done. Fast-paced, can get intense, but still a strategic approach is needed to succeed. Very well done indeed.

Apart from improving the visual presentation, I guess some playtesting would be needed to balance things out for most players, and you have a qute solid and ready game on your hands. Commendable, given all the limitations on Compo, Great job!

Bubbletoy by jorjordandan 2017-04-26T00:01:26Z

Goddamnit, you almost owe me a laptop. Because of your voice acting I just spat my coffe, fortunately missing the computer, but it was close :)

This is absolutely great, I love it. Nothing wrong I could point out. Cheers!

The Deep by GertJohnny 2017-05-09T13:31:43Z

First of all, that company really need to get their shit together, starting with free meals and oxygen readings.

But the game... This is a great game! Right form the start to the "7 years isn't really that long, you know?" (btw, again, screw the company)

Very polished, sound really makes the atmosphere stand out. And the mechanics, oh boy. I really love how well it works together, and how enjoyable it turns out, not to mention that you managed to be consistent with it even in the game description.

You create affordance really well, all interfaces are very intuitive to use and *really* help to make the game immersive as a whole. Navigating blindly trhough leviathans, eating gods know what, getting strange telex every now and then... brilliant.

This really reminds me of the vibe the updated version of MotherLoad had (the game itself is vaguely similar when it comes to base concept, but that's it, so no other point of comparison aside from atmosphere) - something creepy beneath, and almost surreal on the surface. Who's the company, who lives in the habitats, what does it all loo like, what's happening?

So far I couldn't find anything wrong with it, so I assume a hellish amount of work went into developing it. The only 'issue' I'd have is that when I loaded up on minerals and went to sleep, cargo was empty in the morning - but that's actually also understandable and I refuse to believe that it's a bug. It's the company who treats its contractors like crap, they stole my cargo.

Impressive work. Really impressive.

Leaving my rating for you, you five-star bastards. Well deserved. Cheers!

P.S but please, pretty please develop it further, we need more story :D

The Deep by GertJohnny 2017-05-22T19:41:56Z

Hey, straight at the top overall - well deserved! Cheers, I had so much fun with this!

Planet Bash by killerkun 2017-05-15T19:09:27Z

Okay, seriously. This might be my favourite game in this jam.

You can just **feel** that anger. That moon really doesn't care for what happens down there, and he's pissed as hell.

The mechanic is simplicity itself for the player (though I imagine it was quite a hassle to code just right), but enjoyable beyond belief. You really nailed the animation, audio/visual feedback and general feedback for the player.

What amazes me here, is that you very clearly create affordance for all the elements - after a few brief moments it was clear that tall buildings = more health and more movement, rockets = bad, smashing = good, all that without a single word. That's good design.

Music may not suit all the players, but I love it, for me it's just right. And all the animation and little touches (screenshake, debris and so on) really give it polish.

So far, with a few plays and highscore **891932** I can't really find anything I'd improve here. For me it's great as it is.

Tremendous work, really well done.

Cheers, and stay awesome!

Planet Bash by killerkun 2017-05-18T00:29:09Z

Clipboard02.png

ok, now that I've well beaten my previous hiscore - do you consider adding a hard mode? Or is my score still sucky by the game standards? :)

Colorfly by Zelos 2017-05-18T17:56:55Z

Holy hell, this is compo...

Okay, first my thoughts:

1) you're either a good pianist or can program piano music well, but I assume that's you playing, awesome compositions.

2) don't try to deny it, you took acid :D I don't even car how you managed it, but it's perfectly psychedelic.

Music has the same vibe some Japanese piano soundtracks do... There's sadness and melancholy in there, but very delicate, not the western in-your-face kind. I love it.

It has the playstyle of 'Flow', and holds well. I'd have some suggestions, but they're just in case you'll be developing this further (please do!), they're at no point criticism for a game with compo restraints.

- in updated version, music could fit thematically - now, in some cases, especially when there's more melancholy in background music, the happy feedback music seems a tad out of place (while still perfectly good in itself)

- put some more restraints / challenge on the player. Make it harder - after all, game is the only medium who refuses you the access to further parts if you're not good enough. Don't be afraid, it won't discourage the players - your world is so entrancing we *want* to see more.

- some screen shaders could help make it even better looking and more dreamlike / surreal.

You managed to make a great soundtrack and SFX, tell an absolutely out-there story and encapsulate it all in a game. That's just awesome. I hope we'll see it developed further!

Cheers, and stay awesome!

The Witless by pogo 2017-04-25T11:20:08Z

I like it overall, though I must give a bit more time to finish. Good job! :D

Monolith by samlo 2017-04-28T00:00:13Z

Okay, this looks and plays so good I don't really know what to say. Exceptional and unnerving vibe, everything fits extremely well.

This is great. Saving for vote. Really well done.

Monolith by samlo 2017-05-01T13:11:57Z

I've added rating in addition to my earlier feedback.

Still one of my favourites in this LD.

Cheers!

Miniverse by sebasrez 2017-05-02T15:12:20Z

Fun idea, neat mechanics, easy to pick up, intuitive if you manage to think a bit outide the box (modern titles dulled that a bit). And FUN! Really fun.

Some tweaks would be welcome to make the UI give more feedback to player, like outlines on items you're able to pick up vs those on your planet, 'cause sometimes it's confusing - for example in the combat where you're only allowed to bring 2 items. Also, it could use some background for the grid, not to confuse floating items with items placed on grid.

Great entry, really enjoyed it.

Leaving my rating.

Cheers!

Brainstorm 38 by DocGeraud 2017-04-25T11:02:09Z

Oh, the struggle... Holy hell, I love this. This is great! Coherent design, humour and everything. Good job!

Rocket-Dream by KillDeer 2017-05-14T12:23:45Z

I tried to place the globe inside the 'parts' box, and I got sot out to outer space :D But I managed to get all the parts after all.

Sound (voice lines) are indeed activated multiple times - there's a solution to that, just add a bool to trigger to know of it was played already.

Player controller capsule (default from FPS controller in Unity) casts a shadow. But since the parents also look like capsules, I see you managed to make that work :D

This game is indeed in need of work, but its current state is not as bad as you make it out to be. The whole premise is silly, so all the little glitches actually can turn out funny, as it was in my case. I mean, come on - tradition to go to space on birthday, dick-shaped parents, nintendo controller for a rocket? That's all a good laugh :)

LD indeed needs tight schedule management, I learned it the hard way, and my game also didn't turn out even half the thing I wanted it to be. But yours has a certain character, and I actually like the whole experience. BTW I laughed wayy to much at dick parents in their bedroom, the 'FUD' boxes and bedsheet as a parachute :P

Just like in your ending - see you next ludum dare. You've made a big effort here with everything you made so far, it managed to make me laugh and made me finish the game to see what's next. Now you know more and will deal faster with things you struggled with in this project.

Cheers, and stay awesome!

Down the Rabbit Hole by those-30-ninjas 2017-05-18T17:15:59Z

Okay, really solid. Except for maybe making it pixel-perfect (movement) and adding more levels, I have absolutely no suggestions otherwise - graphics are good and adhere to pixel graphics rules, music is very fitting, game is pretty much complete.

Awesome job! I'd love to give some more constructive feedback, but the mechanic is good as it is. Probably only extensive playtesting would reveal some issues.

Cheers, and stay awesome!

Diminishing Lands by drazil100 2017-04-26T12:19:56Z

Wow! Great entry. I actually can't seem to find anything to criticize (well, maybe if the coins wouldn't get covered with ground it would keave less to random luck - but I guess that's the part of the intended mechanic). Simple, doesn't try to be anything more than it actually is, tight controls, sticks well with the theme, audio-visually consistent.

Great job!

Diminishing Lands by drazil100 2017-05-01T13:02:06Z

Since voting is up, I left you a rating in addition to earlier feedback. Cheers!

#Delete by Forgeio 2017-04-28T21:51:10Z

Oh, this could be a game in itself - hack ldjam.com to remove the submission! Yeah, I know I'm silly now, but think of it :D

Deep Bottom by LMG613 2017-05-04T15:02:14Z

Neat idea, though I found some issues with it.

- art could be grittier overal (which could be easily achieved with just palette and more 'sketch'-y feel to it - pursuer has a HUGE hitbox, so narrow escapes are not really a possibility - girfriend seems to be placed randomly (or the maze is really confusing), but each time I was just about to reach her, pursuer showed up behind her, and again - his HUGE hitbox always caught me before I could touch her (since we were colliding head-on). I gave up after 30 minutes, so I never reached the finale.

The 'tron' like trace the pursuer leaves is a good idea, adds to the feeling of desperation and closes paths, fitting nicely into the premise you set up.

Audio seems fitting, though not with the game over / dead screen.

Idea, though aiming at a deep metaphor, takes a really simple approach - intro sequence starts out good, but the overall backstory is a bit too formulaic. It could e.g. hint better at depression, or something carrying a bit more weight than a simple breakup (that's what it looks like to me at least).

Overall, I like your take on the theme, but, even with LD constraints, this had the potential to leave a bigger mark. With games that take on serious topics, it's really important to work on immersion and the philosophy behind the game itself.

Leaving my rating and please don't take my feedback in a wrong way, it's meant to give you some pointers on how to make this game better - you did not choose an easy task, after all.

Cheers!

Crater Creator by navot 2017-05-15T20:40:28Z

Damn, talk about difficult to master...

But hell, you've made a very solid game in compo. Nothing seems unfair, it's just 'Git gud or go home'. Remember lunar lander on old PC's and Amiga-alikes? Something like this :)

Controls and mechanics are well programmed, feedback is clear. I don't really have any improvement suggestions - what's in is good, difficulty is rather high, but the machanics never seem to work actively against the player.

Very well done. Cheers!

Membrum by Rongo Matane 2017-05-01T18:21:37Z

A realy cool idea, and I get the spin on the theme - managing body as if it was a small world in itself.

Unfortunately UI is really confusing at the moment - when starting, it's unclear which gauge represents what, and how to expand the body - or even what's actually clickable. An expanded howto would be welcome, and the interactive elements should really communicate the affordance to a player more. Indicators, effects and pointers would really help with that.

Mechanic is comprehensible, but complex, and that's a good thing. And I like how surrealistic the body looks :)

I'm leaving my rating for you. Cheers!

Johi Farm by AVAVT 2017-04-26T11:01:27Z

Oh nuts. Can't get past the second round (three-level plant). Either it dries, or worms eat it.

I like the idea (if it was about futility of struggle with forces of nature - even more :P ) and the execution. Has a nice, surrealistic vibe to it, and the shovel mechanic is something I never came across before.

What could make it better: glow around interactable objects, or some other indication (I know it's hard, I struggled with it in my game with pickups :) ) - always create affordance that is clear to the player. And maybe difficulty setting? It could really cut us some slack in the beginning ;)

All that said, good job. You made a fun game!

Johi Farm by AVAVT 2017-04-26T21:53:22Z

@avavt haha, I understand the struggle with difficulty balancing completely :) Took me loads of time to get my game to the state where it didn't feel overwhelming or underwhelming for me, yet still players' opinions vary *greatly*. There's just so much factors to take into account, and it really shows only through playtesting.

Well, that's why most of us plan a post-jam update after all :)

Cheers!

Johi Farm by AVAVT 2017-05-01T13:05:18Z

Since voting is up, I left you a rating in addition to earlier feedback. Cheers!

Booster's Day Out by paulstraw 2017-04-25T15:49:35Z

Great job! If this is the first game you released, I'm waiting for the future ones :D

Cartography by Zorg 2017-05-08T16:38:23Z

I like this! You worked out how to tech the player about mechanics in the beginning without worded explanation. When the machanic speaks for itself, it's good design. Example playthrough:

"Ok, so we have a small circle of columns, and a wall. What's that yellow circle-cross'y thing? Oh, jump platform. Ok, I'm higher, I see another jump platform and a red stone, I bet that does something. Jump higher, touch the stone, oh, it lit up and one of the columns lit up also - that means I'm supposed to do that. And there should be more stones.

But how am I supposed to remember what is where when the fog is so close?

I better scribble down some map... oh, *that's* why it's called *Cartography*"

That's simply good design.

As for the rest of the game, It's very solid (I couldn't find any glitches to take a shortcut, you took care to add symbols to colours, movement and feedback is good).

What this game could use is some moody music, and something to add to the overall experience - scattered notes to collect for example, something apart from the main puzzle that would make the player strive to reach the end.

Very solid idea, good take on the theme, well designed, and programmed with attention to detail. Minimalism is also a plus for me, so - very, very well done.

Leaving my rating, cheers!

Globe Trot by Richard Michael Smith 2017-04-25T14:01:47Z

Oh man... I can really see your experience here. This is **awesome**, and I'm glad you're in compo - I'll be able to take a peek on your source code.

Intense gameplay, good graphics, non-intrusive, yet upbeat music - got my vote allright :)

Globe Trot by Richard Michael Smith 2017-05-01T12:24:11Z

Thank you for rating, returned the favour :D

Cheers!

Rise of the Termites by Togis 2017-04-28T15:03:20Z

Saw it on your stream last night and gave it a spin - it's very interesting (once again, those tiny bulldozers and beds melt my heart :D). I like the take on a faimiliar mechanic with base building, helps to pick up the game. Also, the controls are quite intuitive and not intrusive, which also helps a lot :)

I should only assume you're not strangers to strategic games :)

I'd like to see the game expanded, even if that would incline just polishing it up. It's easy to manage when you familiarize yourself with it, but not so easy it becomes boring, which as we all know it's all about.

I like this project, that's why I spent some time gathering what you could improve :D

Issues I'd report (checked on web build):

- I'd love to see termite spawn rate indicated somewhere - just a timer or a clock icon would suffice. Or maybe some indication on the queen to make it more immersive?

- changing the sfx/music volume slider also moves the map :)

- after taking more than 70% damage soldiers are indistinguishable from workers at a glance - and from the dark layer of soil - an outline would fix the soil problem, and adding a characteristic feature in shape of soldiers would help

- not sure how, but enemy entering a room that was in process of digging reset the progress on dig (that's a weird one...)

- tooltips can flicker when termites of different type overlap, showing different tooltip each frame

That said, It's a solid and well made project. It's great you managed to build it in such short time, also counting for the problems during the LD.

Cheers! and DeveloperArt4Life :D

Rise of the Termites by Togis 2017-05-01T13:01:20Z

Since voting is up, I left you a rating in addition to earlier feedback. Cheers!

Science of a Small World by GamingDudester 2017-04-25T23:32:40Z

Actually you did well :D Fun idea, and good execution with that amount of time for everything.

Apart from extensive dialogue and breathtaking cinematic cutscenes :innocent: the premise is fun and it's a base for a very decent arcade game. It's the idea that counts the most in compo :)

Downside is that on my resolution only a small part of the planet was visible and the robot was huge, so it was unclear that it shrinks at first ( and I know that working with multiple resolutions in unity is not that easy).

Menu was surprising, but in a good way :)

All in all, and taking only 12 hours into account, good job! Cheers!

Headspace by fueelin 2017-05-05T15:03:53Z

I like the audiovisual approach and your take on the issue very much. The idea that the first stage revolves round social anxiety is clear and well delivered.

That being said, since feedback should be constructive, I have a few issues I'd like to address, mainly regarding symbolism.

The whole idea behind symbolism is that, while being clever, it should also allow the recipient to ** easily associate symbols ** with their cultural meaning, and understand the message you're trying to convey. In this case, good symbols include e.g. light, darkness (you used it well), the tremors representing inner turmoil - also, well done on your side.

But the symbolism of apples, ants and the figure at the end seem too vague. Are you literally trying to 'protect the *fruits* of your labor' [ :) ] from attacks? Are those emotions, picked apart by external forces? I'm really not sure how to interpret it.

Symbolism is actually very problematic for creators - since you spend so much time with your project, it may seem clear as day what something represents, but someone lacking just one cultural association you have could miss the metaphor completely.

So, the whole idea, ** while hinting at coherent symbolism, comes off as more surreal than I expected it to be. ** Surrealism is very interesting, but at the same time usually needs much deeper context to interpret properly - see Salvador Dali as an example (where, without knowing his biography, interpretation is sometimes impossible - like his fear of grasshoppers).

Then again, overall the game creates a good experience. Of course it would be clearer with more work, and LD restrictions make working with serious topics really tough. So I'm glad you accomplished what you could in such short time, and your project would really benefit from further development.

** If you're going for surrealism, it should be more pronounced right from the beginning; if you're aimimg for symbolism, research the symbols and their clarity well. ** For me it looked like symbolism, but lost its clarity.

I hope you'll find my rant helpful :)

I'm leaving my rating, Cheers!

Pigs Mayhem In Space by arielsan 2017-04-25T11:33:30Z

@GhostAndShell dude, everywhere I go there's your comment with 'indiexpo.net'. We get it :) Maybe throw some posts on the main feed? I think it would work better :)

Pigs Mayhem In Space by arielsan 2017-04-25T11:39:23Z

Nice idea, and looks good. After some work (plus adding vertical aiming and sounds) you could really make it a bigger game. Good job!

Seagazer by Turncoda 2017-04-25T23:11:07Z

Excellent idea indeed, I agree with @shodanon. Actually I don't really know what I could add not to be repetitive. I especially liked that this game makes you actually think - not about a puzzle, but about its whole premise. Dark planet, monoliths, no way of finding a path except the stars, the sheer minimalism - all works great together.

It is a fine example of a game-meets-art project, and I like it very much. I hope you get noticed! Saving this for my vote list. Cheers!

Seagazer by Turncoda 2017-05-01T12:43:35Z

Since the voting is up, I've added rating to my earlier feedback. Cheers!

Finitely Big by gemcc 2017-04-29T16:52:28Z

While I do like the ontological and a tad nihilistic approach to existence (only the world we actively function in gives us purpose), and the approach to theme (both in-game and game presentation) the problem is: it unfortunately lacks the elements to classify it as game.

While it's somewhat interactive, game needs to have set rules, optimally communicated to player (via instructions or through gameplay). I didn't encounter any hint at option to achieve anything through walking, thus I assume that walking and reading the story is all your project provides.

In game design, game is more or less defined as 'an activity, especially a competitive one or providing challenge, played according to rules and decided by skill, strength, or luck', while toy is defined as 'an object, providing amusement through interaction'.

If your game does not provide interactivity that allows to change the outcome or achieve something (get score, solve puzzle, progress through story by your actions while being challenged) it's unfortunately not a game - it's more of a toy.

Or, more precisely, an art installation. It's a nice piece of art on its own, but, unfortunately, it does not meet the criteria to classify as game, since there is no challenge.

It's great that you took part in LD, compo at that, and made something of your own. You have a base for a game that would really drive your point home - make the player actually do something, achieve, overcome some obstacle, and **then** make the world disappear, and his existence meaningless or even questionable. That would get me much harder than just observing it happen.

**Don't take me wrong**, I mean it as an encouragement to develop it further and flesh it out into a game with an underlying philosophical aspect, that would help to deliver the morale of the story. Especially since you had virtually no time to work on it during LD.

Cheers!

Finitely Big by gemcc 2017-05-01T13:14:37Z

I've added rating in addition to my earlier feedback. Cheers!

Universal Journey by mundell 2017-05-01T17:00:24Z

I like that nuke explosion propulsion is much more scientific than it seems (and it's an actual proposed method for high-speed interstelar travel).

Love the mechanics, you managed to create a concise framework and play with physics is just awesome. Taking mass loss into account is also a nice touch :) I have a soft spot for all particle simulators and physics-based games, so I'm probably a bit partial, but it really is a solid piece of work - including the minimalistic, but very functional UI.

The only downside - it's very easy to complete the whole playthrough (I did it on the first approach, with one retry at stable orbit and 72,5% integrity in the end). The problem is, that when you wit on some levels, planets enter a state where they destroy each other and make it much easier.

That being said, very well done - I'd like to see it developed further and with a bit more challenge :)

Cheers :)

The Wonky Wizard by MHGameWork 2017-05-03T12:40:34Z

A *VERY* nice shooter, great camera work and overall polish. Really good job. Lots of content for a simple game, yet everything seems fitting and never out of place.

Good tutorial! That's a fine addition.

What could be improved in post-jam version: - ai / pathfinding (I struggled with the exact same thing in my game - enemies blocking mindlessly behind obstacles) - feedback - to make events, like gate opening, clearer - weapon balance (weapons are a tad OP in my opinion - it's really easy to plow through enemies) - replayability - modes, like harder enemies, or weapon cooldowns etc. to give player other goals. Or more maps :)

As a jam game - it's great, doesn't stray from general shooter formula, but feels fresh nevertheless.

Very well done. Cheers!

More than a Pixel by CAREFACE 2017-04-25T10:47:10Z

I like it, it really plays well. And it has the right feeling to it. Throw in some chiptunes there! :)

Slightly Angry Max by Takusan 2017-04-25T13:48:53Z

@richard-michael-smith Ah yes, I remember - I played it years ago (I'm 30 :)), but I never had c64 (amiga 500 ftw!). I wasn't aiming to replicate it, but yes, now that you point it out - it does play similar :)

I'm kinda new to actually making games though - I made some simple games on amiga, then I stopped for some time. Now I've strapped down, learned some basics to get me going and starting again.

Thank you for the feedback! I'll be developing it further, because gods know that it's just playable for now and it's missing much, but it's good to know I've got the base to go further.

Slightly Angry Max by Takusan 2017-04-25T14:32:15Z

@richard-michael-smith Whoa, I think I stumbled across that one - two player game, tanks shooting each other? Yeah, I also started with AMOS, couldn't finish antyhing :D The first time I ever finished any game was with Unity, just a few months back. Eh, I should've started sooner instead of just focusing on my daily job and playing other's games :)

Slightly Angry Max by Takusan 2017-04-25T15:01:29Z

@richard-michael-smith Yeah, that's the one :D I think it was among some floppies I got in a bundle, because I'm pretty sure I played it on amiga and not emulator... And my A500 is still very alive, just sitting quietly in my parents' home for now. I'll check it out when I visit :D

Slightly Angry Max by Takusan 2017-04-25T20:35:08Z

@jk5000 I hear you - and I'm aware of it, didn't have enough time to code a better solution in (ideally it would be that they can get stuck a bit, to use terrain to your advantage). Thanks for pointing it out!

@avon yeah, I thought that it could be too much, though I didn't have time to playtest enough. More weapons and upgrades, plus balance tweaks, will be in the updated version. Thanks for the feedback!

@sheeptree Yep, I'd love to polish it up into a game that could be released as a full-fledged product. The reason behind the slow crawl was to take the slower readers into account, but I think I overdid it :D Cheers!

Slightly Angry Max by Takusan 2017-04-25T21:42:57Z

@teslov - harsh, but fair. Although in the polished version I'll address those issues, yet most people said that it was too hard as it is, so I'm surprised by the 'hold mouse button to win' :D And yes, the enemies ideally will still be held back a bit, but not indefinitely. Green boss is supposed to be bullet sponge - unless you have double or triple fire rate upgrade. Thanks for the feedback!

@Fedor - thank you :) Yup, as I said - there will be an updated, much more polished version. Better enemy follow, more weapons, more story behind it, balance tweaks, all that jazz. Cheers!

Slightly Angry Max by Takusan 2017-04-25T22:09:05Z

@binaryferret Yes, I'm going to give it a proper update after LD: balancing, better AI, more variety of enemies, more upgrades and weapons, more story (amd a faster intro) all that jazz. Thank you very much! Cheers!

Slightly Angry Max by Takusan 2017-04-26T10:28:31Z

@turncoda the 'awful' feeling of default fire rate is kind of intended - to make the powerup (or multiple powerups) feel mor satisfactory. Still, I didn't manage (during the jam) to spawn them more often without completely overpowering the player. But I see that the intended satisfaction from multiple pickups works as planned, and that's a good start :D

@mrerdalural Thank you! I know this isn't revolutionary in any way, but since I still often struggle with Unity quirks, I primarily focused on completing the project and making it consistent (bcause base sprites weren't made by me). I'm glad you addressed that :)

And yes, all of those issues - enemy pathfinding, more variety, balance, adding some novelty (or hopefully innovation) are noted and will be addressed in the updated version.

Thank you for the feedback! Cheers!

Slightly Angry Max by Takusan 2017-04-26T15:26:28Z

@move127 I hope to add that in the updated version, which will require some work. But yes, that would be great. I tried to make at least good old exploding red barrels, but I ran out of time. Still, we'll see what the future holds :)

Thank you for the kind words and feedback!

Slightly Angry Max by Takusan 2017-04-26T18:19:32Z

@alexhoratio @pixzleone thank you so much! Yep, of course it needs more screenshake, and it definitely needs improvements and variety, I've collected a list of features to add in the updated version (I was set to finish in 48 hours, so that was inevidable). Thank you both for the suggestions!

Slightly Angry Max by Takusan 2017-04-26T23:02:34Z

@xxdoombox Thanks for the feedback! And thanks for pointing out the link - I'll fix that in a minute, I was just migrating my site. Heh, having the same problems as ldjam.com :) And of course there will be an updated version of the game with much needed tweaks and more content.

I'm happy that the ! boxes give the satisfaction as intended :D

Cheers!

Slightly Angry Max by Takusan 2017-04-27T11:14:55Z

@crazi456 Thank you! Means much from the creator of Super Collapse Guy, I love that game :D

@@veralos Once again, I really enjoyed your entry :) As for the music and graphics comment - that's the exact amount I'm expecting: if I made the right choice. If it fits together, means I'm going in the right direction :) Player speed and other grievances players reported so far will be addressed in the updated version (I'm thinking about upping the speed, and adding a speed slider in in-game options to allow players to fine-tune their experience). Sound issue is tougher to crack, I think I should replace the sample at high fire rates.

Cheers, and thank you so much for the feedback!

Slightly Angry Max by Takusan 2017-04-28T12:31:30Z

@xmatos Thanks for the feedback! Yes, there's already a whole list I collected from fedback (speed, variety and AI included), and my own ideas. I'll be sharing the post-jam update when I finish, but that will take some time (many other things to attend to).

@@undefinist Yeah, I should've gone with smaller camera, then it looks like it's pixel perfect. In the post-jam version I'm aiming to make it look much more oldschool, bigger pixels and I'm planning a slight screen shader (delicate scanlines or something like that). Thanks for the feedback!

Slightly Angry Max by Takusan 2017-04-28T15:07:48Z

@togis thank you! I've also left you some feedback on your project, nicely done!

Slightly Angry Max by Takusan 2017-04-29T15:54:00Z

@drazil100 Thank you! Although I'm surprised, because out of more than a 100 people that played it and left feedback this way or another, you're the first to report this issue - usually once player started firing, everything became clear. But it's a good point - in the future version I'd like him to drop a few lines of monologue, but I'm not sure if it's a good idea. I'll think of a way to make it more noticeable, thanks for pointing that out!

Cheers!

Slightly Angry Max by Takusan 2017-04-29T19:03:09Z

@la-mecanique-du-plastique yes, I'm thinking about deveoping a spin-off instead of just building upon this game, especially sine the sprites are licensed under CC-BY-SA 3.0, which is fine for a jam game, but problematic if I wanted to publish it even as a pay-what-you-want item. Plus I've got some neat idea for new sprites, and a ton of feedback from players with multiple ideas, so there's a lot to work with.

Cheers and thanks for the feedback, I really love your 'Den'!

Slightly Angry Max by Takusan 2017-05-01T17:37:36Z

@pkenney thank you so much for the detailed feedback, I really appreciate it. All noted, and all will be addressed during further development :) Cheers!

Slightly Angry Max by Takusan 2017-05-02T14:34:53Z

@automatonvx oh, great, mate! I really could use some of the feedback your game got (great job btw), and I just played your entry (I've seen it before, on @Togis 's stream :D). As for Max, later version would support at least a twin-stick system, but full keyboard is also a nice idea, I just have to check if a standard keyboard would allow diagonal shots. Cheers!

Slightly Angry Max by Takusan 2017-05-05T15:15:56Z

Oh my. Since I'm busy leaving feedback for each and every one of people who took time to comment here, I can't answer to all of you personally. Nevertheless I'd just like to thank you all very much for constructive information, and I'm trying to do the same for your games. This is priceless, I never had so much playtest opportunities before :) Thank you @luigi-lupo @fueelin @grena @nuebomundo @nettleflap @sondrian @gamesplusjames @gamechoy @nick-bota @rongo-matane @slash-random @samlo @sebasrez - I've already left you some thoughts on your projects, and all your issues are noted and landed in backlog for future consideration and update. Stay awesome!

Slightly Angry Max by Takusan 2017-05-09T06:53:49Z

@porcus-pie Thank you for the feedback, noted :) Interesting that you find intro sequence too fast, players mostly told me it's too slow :D But that's the way it is, lots of fine-tunung even for such a detail.

@peachtreeoath Thank you! I'm trying to keep alive, since there's so many games that need feedback, and I know that playtesters, especially devs, really help out with fine-tuning the game. I'm glad the stacking powerups worked as they were intended to :) Music, I must confess, was chosen mostly because of the overall design decisions, I know it's not an absolutely perfect fit for 'mad max-y' theme, but that came after the initial mechanic. First - small area shooter mechanic and music, then the idea with 'Slightly Angry Max' came to life. Noted, I'll ponder on that further :D And, since from what I see I haven't left you a feedback yet, I'll get right to it. Cheers!

Slightly Angry Max by Takusan 2017-05-09T12:26:42Z

@lancescaterpie yeah, it's exactly that - too much sounds at once because of play() retriggering :) It will be substituted with looping sound to prevent that, death sound will also get a new crisp sound effect, much less jarring :D

Thank you for the feedback!

Slightly Angry Max by Takusan 2017-05-13T20:34:57Z

@zorg - spot on, mate :) The idea was exactly that: exercise in coding the whole thing, making it coherent (including the menu) and implementing playable mechnics. I'm not very experienced (yet) in making games, much more in programming per se. So all you noticed is exactly that - a stepping stone to making something truly of my own, and a test if I could do it in short time. Cheers and thanks for the feedback! I'll be working on a future version with all the feedback I got, and I'm thinking about my own graphics and music.

Slightly Angry Max by Takusan 2017-05-14T10:39:34Z

@cenullum I like that idea with quest system and drivable cars very much. Getting closer to mad max might indeed be the way to go :D Cheers!

Slightly Angry Max by Takusan 2017-05-16T20:44:20Z

@mewsoul Oh cheers mate, thanks for the feedback! Yes, there should be some more distinctive UI feedback regarding stats, and some powerup timer indicator, noted. Screenshake is something I wanted to add, but I failed at making it in time, so it's pushed to updated post-jam version ;) For powerups, you noticed correctly that they stack up, but in the jam version it's potentially infinite stack. Sound gets buggy unfortunately. Yeah, it gets confusing, through playtesting I never got more than 2-3 powerups simultaneously ;) Thank you very much for all the info, I'm adding it to my backlog - screenshake, UI improvements, powerup meter, sound issues and shooting sound with more punch. Cheers!

Slightly Angry Max by Takusan 2017-05-16T20:48:51Z

@local-minimum hah, that tree is more trouble than good, actually - when it was first placed there it had buggy hitbox, which made player stick to it, fly-trap style. I think it needs to retire altogether :) As for the player speed, from time perspective I think at least a bit more speed would be good - not wipeout mode, but a tad more dynamic movement would be better. Powerup timer UI feedback is something I indeed missed (it was intended to be like that, but it's too confusing for player), so you're exactly right on that one. Glad you liked my project! Loved yours btw. Cheers!

Slightly Angry Max by Takusan 2017-05-16T22:34:59Z

@icxon Thank you for taking so much time to review it and put up a video, that's absolutely great! And yes, I'm totally guilty for not making barrels explode, I couldn't get the mechanic down in time. Still, it kinda fits - now you know one of the reasons why max gets angry [beep-boop, not-a-bug-a-feature] :) Everything you pointed out is true, and I'll try my best to address it when developing max further. It actually turned out better than I expected , since I never tried to get things done so quickly, but it still needs loads of work, and the feedback I got so far is extremely helpful. My backlog and todo is full, so I'll be busy in no time, just have to get the everyday work out of the way :)

Thank you, you're awesome!

Slightly Angry Max by Takusan 2017-05-17T18:29:18Z

@joemid - haha, I get you :) Yeah, didn't manage to make even barrels explode during the jam (a great sin on my part), but people suggested drivable vehicles and environment destruction - I'm seriously considering it, and it's already in my backlog. So I hope I'll manage to get that working. Cheers, and thanks for the feedback, your game is in my queue for this evening :D

Slightly Angry Max by Takusan 2017-05-17T18:31:37Z

@richard-michael-smith oh cheers! Yeah, angry mostly because I didn't have much time to develop him further, I just started a new job about a week after LD - and in the evenings it's mostly leaving feedback on LD and daily routines :) I hope I'll squeeze in some serious time for him soon... Did you make any considerable changes to Globe Trot in the meantime? :D

Slightly Angry Max by Takusan 2017-05-17T20:59:53Z

@rujo Thank you! Post-factum, I could probably manage to make my own in the future, but I was uncertain If I could get everything down with short deadline. And those were just right, so I decided to use them in this project (had my eye on them for some time). Glad you found them consistent with the rest of the game ;) Cheers!

Slightly Angry Max by Takusan 2017-05-18T17:58:12Z

@jupiter-hadley Oh cheers! I was wondering if you'll have the time to check it out, thank you! :D

Little Sky Farm by H4kor 2017-05-09T21:37:39Z

Okay, first my fanboy side: Godooot!!! Ahem. I love that engine ;D

Very relaxing game, pleasing audiovisually, well made and with good approach to the theme. Interesting tactic with leaving the mechanics discovery to the player, overall game is intuitive enough to make this work :)

** What could be improved **

- counters on items are barely visible. They could be positioned over the square, to make it better, especially since in some instances item in the square (stone and dough for example) seems to cover the counter - night: it looks like it's timming too much, plus there's probably sprite sorting issue: both night 'fog' and stars seem to be in front of UI and trees (especially visible with stars). Tool UI is barely visible, and I can't make out the counters during the night. - mechanics/balance when it comes to managing resources - sticking with basic resources up to flour seem most profitable. - feedback for crafting - if there's not enough resources, some feedback other than closing the panel would be welcome (i had issues with this since, as I've said before, I also have problems with making out the counters on resources)

- a **bug** - after building the bridge, if I plant wheat on the middle ground (where bridge begins), when the wheat grows and I gather it, I get nothing. Wheat disappears, but resource doesn't increase. Any other place works fine, but that's the best place to do it :( Also, it made me run out of wheat, and I was stuck at 0. Trees still work ok though.

But, as I say, improved. The game is already fun as it is :)

Okay, that said... back to mining stone. Gotta get that ring.

Well done :D

Cheers!

P.S. Awww, I got bad ending after 37 minutes... Well, as you hinted, gotta be faster :)

Lost In Space by nhidares 2017-04-25T21:55:28Z

Very nice, good premise, nice visually.

It's buggy though - when transitioning, it looks like the player lags a bit between getting input and starting, thus, even with proper release you can be thrown way off intended course. I checked with a ruler, because I got really frustrated at some point:D But after fixing that, it will be really great. Cheers!

I Want To Explore by joekinglake 2017-05-14T21:21:38Z

While I did struggle with the controls a bit, I personally wouldn't change it. Your project has such an oldschool vibe, that it actually fits - I remember to this day working with trial and error on hundreds of Amiga games I got with no instructions (and for titles like 'UFO enemy unknown', 'Settlers', or even friggin' 'Reunion' and 'Utopia'), so for me it's really a part of the game. And the struggle wasn't that annoying to make an issue out of it :)

I like it very much. Nice take on the theme, I find the little, but endless world really spot on. While there could be some more gameplay, I can see that your aim was to get the vibe and theme right, and you did indeed.

Great pixel art, I actually went through the whole thing three times and sometimes just played with the pixels (very good job with the cursor!). Music is also just right, while the loop is short it's never annoying.

This was a surprisingly nice experience, for me it's a very good project. I expect many people will find it lacking gameplay, but hey, you can't please everybody, especially in compo.

Cheers, and stay awesome!

Afterbirth by xxDOOMbox 2017-04-26T00:06:36Z

I bet there's more to that baby than meets the eye. I'd love to see a sequel where its complicated relationship with medical staff and its mother is resolved ;)

Good entry, especially humour-wise. Cheers!

Afterbirth by xxDOOMbox 2017-05-01T12:46:51Z

Since the voting is up, I've added rating to my earlier feedback. Cheers!

SUN GOD by palemachine 2017-05-15T21:47:23Z

Very fine entry. Although hard as F. At least for me ;)

Very well made graphics, one and only thing I'd add - stars or stardust (or anything in background), like @iamteekay suggested, would greatly help in sensing direction.

Difficulty is where you excel - for now, I am yet to finish the game. Maybe it would need a smudge of balancing, because it feels a bit random for now, at times I get almost to 40m easily, while at other plays I barely get a few thousand.

Visually it's really nice, and the overall polish, including the well-made intro and tutorial is very refreshing.

Leaving my rating for You. Cheers!

Tiny Invasion by James Hartley 2017-05-15T05:38:30Z

Well, what can I say - it's a hard as hell SHMUP with good controls and hitboxes, good pace, nice graphics and fitting music :)

What I'd consider if there were further updates, is some more pronounced feedback on hit (when player/earth loses health), health drops and some planning regarding the alien waves.

Very good compo entry, well put together. Cheers!

Run the World! by Monty 2017-05-09T08:48:27Z

I get 'ERR_CONNECTION_TIMED_OUT' - is something wrong with your host?

Be Like Bee by athomicus 2017-05-13T20:31:33Z

Your artistic take on bee is very surreal, I like it :D

In the future, if you'll be updating the game, it could use an indicator that game over is near (if flower count is too high from what I see), and some control tweaks, maybe a lower default mouse sensitivity or ability to set it.

Good job overall, especially with making all the assets, idea is simple but executed coherently, graphics are interesting (while simple, still not too simplistic - and map doesn't feel repetitive).

Cheers!

Ark Initiative by Teslov 2017-04-25T22:05:23Z

Looks great! Simple (but complex enough) idea from what I see, neatly packed, well animated, has a professional yet indie vibe to it.

Downsides: UI doesn't support my current resolution (1366x768), even after going fullscreen in browser (f11) I can't see or click the lowest animal or food icon (the lowest I see is the fox and the carrot, which I discovered only after carefully viewing the screenshots), so I can't play it properly.

Ark Initiative by Teslov 2017-04-26T11:27:25Z

@teslov yes, works great, thank you. I'll give it a try again after I'm done with work ;)

Ark Initiative by Teslov 2017-05-01T12:41:47Z

Since the voting is up, I've added rating to my earlier feedback. Cheers!

PAINT by Baron Mercury 2017-05-14T12:32:11Z

This is actually surprisingly fun :D Why don't you advertise your game more, I found it only via Feedback Friends, with no comments at all...

Controls are just right, graphics are fitting, gameplay is fast-paced but structured, and the outcome is real fun. Some sound effects, and a bit of balancing would really help, but it's well done even in current state. But the general idea with bombs and paint is spot-on :)

Except from audio, and maybe working out some matters regarding the speed of hero/slimes (to balance it out), I don't really have any suggestions to make it better - it's already there.

Cheers!

Landshift by undefinist 2017-05-01T12:52:18Z

I like how polished it is. Though hard (and let's be honest, it's not really possible to balance this kind of mechanics in such short time), it's fun, and shows hard work. Idea and premise is simple, but the nature of puzzle allows for a long and rewarding play.

Great choices, great job overall! Left you a rating, and thanks for your earlier feedback!

Cheers!

This is my spot by k8n 2017-05-15T07:05:24Z

Kicking people smash-bros style, as a fish, on a minecraft'y island with accordion playing soothingly in the background. Golden.

This is a fine Jam game. With further work, this could be a nice (releaseable) game on its own, though it would need a tad more mechanics/strategy (just a bit more than kick/positioning, and increasing difficulty in singleplayer).

And - of course - a multiplayer, because we all know what people would really want here ;D

Good audiovisuals and delivery overall. I had fun, and I [chuckled sensibly](https://media4.giphy.com/media/26xBAWyeiw4ig5u3S/giphy.gif).

Cheers!

Sushi's Small World by paines 2017-05-09T19:29:42Z

I downloaded love for windows, ran your .love file through it and this happens:

http://imgur.com/a/bunXy

Did you come across something like this? Shark shows up, and endlessly swims backwards, increasing speed constantly, while the camera is focused on him.

Seven Pillars by Jeremy Ryan 2017-05-01T19:00:25Z

Very interesting mechanic, and commendable that you manage to squeeze out an exe from pygame, I know it can be a pain in the ass, as I've spent some time both with pyglet and pygame ;)

The approach to controls, while at first confusing, is really fun when you get the hang of it. Although, since you assumed QWERTY layuot and numpad, this will bar some people from fully enjoying it (I'm for example on a QWERTY, but tenkeyless and slight modified layout).

What could be improved: - supporting more layouts (although a simple remap unfortunately won't do, since setup phase would be long for the player before they can enjoy the game properly). - help (could use a bit more introduction to pick up the game instead of a trial-and error run)

All in all this is a good entry, with a clever idea behind it and consistent presentation, offering an interesting gameplay. Leaving my rating, and well done :)

Space Raiders by Smeax 2017-05-01T17:30:34Z

Okay, after I got it all figured out it became really entertaining. My suggestion when it comes to signalling the player that something is happening: use a louder sound, and give some visual feedback. In my case, the sound when you break down wood/stone is almost inaudible, main music covers it up, and since there was no visual cue, I had no idea that the process of breaking wood/stone was taking place. I discovered that it needed some time only after a few, very brief plays (since ammo was finished instantly).

Also, it'd be a good idea to make the interaction area of rocks/trees a bit more forgiving - since player moves really quickly, and the position to begin chopping wood or stone needs to be precise, it can get a bit frustrating, if you make n-th circle around the tiny area.

And there's a nasty bug: when using 'retry', and about 30% of the time just when loading the level on new game, it's all garbled up:

Clipboard02.png

But, all that aside, since it's subject to improvement, not core issue, it's a fun idea and game looks like it has high replayability, which is very welcome. Pacing seems fitting, and it's really challenging to get far. So, overall, good job and keep developing it and smoothing it out :)

Cheers!

P.S. if not all audio is yours, please check opt-out for audio on your game page. I left you a rating, but without audio category (it's still active).

Insufficient Data by lord-bobyness 2017-05-14T12:56:22Z

Ok, you got me with the first screenshot - The Last Question is one of my favourites by Asimov, it just shows the scale and the problem so well.

Good job on capturing and conveying the scale to the player. Though the game itself (game-design wise) is more an interactive experience (not a challenge), I see what you're getting at. It's the part of Asimov's story from the mankind's viewpoint (and I can't even imagine what would be needed to convey the rest of it visually for example).

Good idea with commandline input. On the whole it's actually surprisingly immersive, and that's really good for the story you tried to tackle.

Are you thinking about expanding this? Polishing up the UI, continuing the story? Because I'd personally LOVE to see the whole Last Question in this format.

Cheers, and stay awesome!

RASHLANDER by ryguydavis 2017-05-09T19:48:28Z

**"Tough", as in "trying to thread a needle while being beaten by a gorilla on bath salts"? Oh, well then, indeed.**

But yes, learning how to play is half the fun ;)

Very well done - didn't notice any bugs, game is unforgiving to the point I feel it's unfair, though I **know** every crash is my fault.

Exceptional graphics, very nice shaders you got there, and very good feel overall, including the fitting sounds. Feels very professional - surprisingly polished for compo restraints, might I add.

Although I still feel that while hinting at dynamic gameplay doesn't sit well here, I believe that with much practice it could be dynamic indeed, it's just me who tries to beat the level going grandpa speed.

One of the better entries this LD. Great job!

Daily Routine: the smallest worlds are the ones we get stuck in by Samurai Spark 2017-05-15T19:25:22Z

Game is polished and thought out, and the take on the theme is very interesting indeed. I wondered if something like this would come up ;)

Implementing multiple mechanics was a very nice touch, and quite a bit of work I'd assume, bonus points for that :) Humour is spot on, all the little references and everyday bullshit, great job here.

I can't really suggest much to improve here - more variety would actually defeat the purpose, make the player feel less stranded. As much as I would like to give some constructive criticism, the truth is it's good as it is.

Great job, cheers!

FUEL by KCreanor 2017-05-15T19:42:17Z

Really well done. Especially controls, I expected some issues, but the steering is just spot on. The small planet / sphere mechanic plays out extremely well in this case.

From what I see some people found the insta-death annoying, but with such tight controls and rather unforgiving time limit, this game is about precision, so insta-death seems fair, and the loop to restart is not long. At lest it didn't break immersion for me, so, again IMO ot was good decision.

Issue I noticed - it's possible to get 'level failed' and 'level complete' at the same time if you catch the last crate at the last second, but that's a matter of adding a simple check / bool, so just letting you know.

Suggestion to remove countdown and substitute it with firing off the timer when player starts moving is something I'd suggest as well - it would make the game loop more seamless, and in this case it should prove beneficial.

Great compo work, for me it feels really polished, and very well designed and coded.

Cheers!

Tiny Dentist by JoshuaJumbles 2017-05-15T06:56:06Z

This game is funny as hell. Great little touches all over (like grabbing the moustache), and the whole concept is hilarious.

**What could be improved though**

- controls unfortunately are a bit too floaty/laggy for me to be precise. And I didn't manage to get to the golden tooth, no matter what I tried. Got the pulling teeth down in no time, but that jump to tooth, even when swinging from the moustache, was impossible for me. Keybinding unfortunately doesn't help, as somehow with keyboard only controls I always use right hand for movement ;)

- SFX - but that's a matter of further updates. Some hilarious SFX!

For now, this is an excellent compo game, really well done. Somehow it becomes intuitive how to proceed, so kudos for that - that's good design. And great art to match :)

Cheers!

MITOA by xmatos 2017-05-01T12:59:09Z

A fun idea and premise. In the future, for this kind of playstyle you could aim for even simpler, but more polished graphics, that would e.g. help differentiate background from platforms (affordance plays a vital role in simple games, and the overall impression they make).

Commendable, that you decided on building platformer-puzzle hybrid, it's not an easy task and you managed to put all the mechanics in place.

Good job overall, and I hope you continue developing (mostly polishing) it. Left you a rating, cheers!

War of Quiz! by orquigames 2017-05-17T21:28:07Z

Interesting concept, works without issues - a fun jam game, where planetary defense meets who wants to be a millionaire ;)

I'd have two main suggestions, if you plan to develop your project further:

**1**: make the questions harder. In jam I get that it wasn't easy to come up with harder choices, but if you have more time, it would be great to have tougher choices, it would make the game much more challenging overall

**2**: make the planetary defense mechanic more than a gimmick. Currently, game would play out similarly without it. If for example **each turn you get only one question**, but you could choose the difficulty, and the **number of rockets would be based on difficulty** you chose, it would be more fun, and more challenging.

You made a fine mechanic overall, I'd love to see it developed further. Cheers!

Amoebros by Spinaljack 2017-04-25T22:52:30Z

Holy hell, this really *does* follow DNA model :D Awesome, yet I'm a tad overwhelmed by its complexity at first. It's not over-complicated, but the vast amount of choices kinda makes it look so.

Visually I really appreciate the shading effect which makes the screen look like the microscope view.

And I'm really surprised you could pull off the mechanics behind DNA combinations in this amount of time :)

Cheers!

Amoebros by Spinaljack 2017-05-01T12:42:56Z

Since the voting is up, I've added rating to my earlier feedback. Cheers!

Den by La mecanique du plastique 2017-04-28T13:51:45Z

Great atmosphere and art overall. After some input tweaks this could be a really viable mobile title (I guess you're aiming at it with the steering mechanic), although I think some optimization will be required, because it can get a bit laggy.

This is a great job overall, I'm really impressed. Aside from some tweaks I don't think it would need anything more :D

Den by La mecanique du plastique 2017-05-01T13:02:49Z

Since voting is up, I left you a rating in addition to earlier feedback. Cheers!

Techium Eclipse by Kenney 2017-05-15T21:37:19Z

Oh my, I was wondering if I'll find you here!

Huge fan of your work. And yes, I used one of your assets this LD :D

As for the feedback, well... I don't really know where you did acquire your demigod powers. I just assume that, like Obelix, when you were little you fell into the cauldron of game potion. Or a radioactive game bit you.

Gorgeous graphics, good controls, and great polish. Not much I could constructively criticize, gameplay is thought out just fine, game is challenging but not obnoxiously hard, affordance is signalized clearly, audio fits. Though I initially thought that circles makring impact should get bigger with time, after some time I feel like remebering the order in which they show up and reacting quickly challenges the player better.

Let me just leave the rating and I'll be on my way. I'm not in position to give you any pointers... yet, I hope :D

Cheers!

The Fleas In My Head by cenullum 2017-05-08T08:50:27Z

Solid work you did there.

As for the issues, nothing game-breaking, but some improvements could be made in future version:

Improvement suggestions.

- First and foremost: the game requires precision, so it would be best to make player movement less floaty (maybe use translate instead of force to allow for precise controls?)

- clearing up the sky to make text more readable - in fact, maybe just ease with the background altogether to make the front objects stand out, that would make things clearer for the player

- making help text in the beginning optional

- balance tweaks (nothing major, just to keep the difficulty consistent)

- feedback on what exact area is going to be struck by hand (though it's quite clear already, and hit detection seems tight) - at times it still felt like hit was too wide for the area visually represented by hand

- add some time in the beginnning of the wave for player to accomodate with the unusual controls - some initial blood to pick up

- to keep the play consistent with Gameboy style of controls, it could be changed to z-build, x-hide and 'up' to upgrade (it would be easier to pick up IMO)

- make blood sprite more suggestive of blood ;)

The game 'as-is',

is very neatly done. You picked both a challenging art style to work with, and an unusual mechanic. You did a good job putting this all together, and it's commendable given the time restraints. And as I've said before, all of my suggestions are just for post-jam further development, your project does very well as a jam game :)

Cheers, leaving my rating for you, and stay awesome :)

Planet Spin by SoulPixel 2017-04-27T15:43:12Z

Hah, jolly good idea! I like it very much, it has lots of potential and a very simple premise, easy to pick up. It would actually make a nice mobile title after some obvious work (audiovisual and UI)

FREEDUMB! by Brothers Arcade 2017-05-09T17:29:02Z

Well made, though could use more gameplay (other forms of freedom :D ). Still, works well the way it's intended to, It's surprisingly fun to fnid the clues among the chatter. Like @lereveur stated, it could use the difficulty modes, like timer and more cities to 'liberate', or continuous gameplay with leaderboards to see who would bring the most freedom. That would require more cities and varying clues, so not really jam material, but it could sneak into further updates :)

Well done, I was surprised by it as a whole.

Small Worlds by Damien Remars 2017-05-14T22:08:06Z

That falling into nothingness sound and animation got me ;)

It's a fun game/toy - as others said, it really could use more gameplay. Not necessarily content - just a challenge or obstacle to overcome.

For example, and to be constructive - you could limit the amount of jumps a player can do in the stage in total, the counter is already there.

That way, it would quickly become a puzzle - you've got 50 jumps total, visit all the planets, go!

Jumps could be more pronounced, or explained in the beginning not to confuse new players (I didn't have trouble, but I can see that others did)

That's the only hting I'm missing here, other than that it's fun and audiovisually pleasing, at least for me.

Cheers, and stay awesome!

Tumblin' down by Shodanon 2017-04-25T22:26:17Z

Fun idea, albeit a bit too complex to leave player without any pointers how to proceed. Just a help screen would suffice :) I like the game visually, but in the beginning it's unfortuntely too confusing, and no help means trial and error.

Still, I like your project. It was a big thing to pull it off in such short time, ant it's playable, which matters the most. Just drop us some hints in the game description and we'll be golden ;)

Cheers!

Masked by fpwong 2017-05-17T20:56:13Z

It's fun, well put together and quite dynamic. Good job with tutorial, works also as an intro - bonus points for that :)

** what could be improved if you want to develop your game further ** - fog of war could be more ...foggy. With sharp edges it feels arbitral. - barrier looks a bit like a glitch. I suppose it's intended, but ideally it would be clearer that it's *supposed* to be like this - it's a tricky one to get right, I'll provide a visual example I got somewhere on my hd, but I must dig around a bit ;) - second (middle) gun could point a bit more up - it looks like it's directed at the floor. Not a big issue, but it doesn't feel exactly right - make the terrain and paths more recognizable. It doesn't necessarily need to be more textures, just characteristic shapes would do. For now, it's easy to get lost just because passages look so similar. Navigating is actually the hardest part in the game. - as with fog, transition between differently textured areas should be much more smooth. Sharp, arbitral changes doesn't make it feel more surreal, just give off an unfinished vibe - especially since models and textures you used look professional. - difficulty: something that would make the fights more challenging. I'm not an FPS pro, but still it felt easy. - ability to set mouse sensitivity (it's devilishly high for me)

Your project sets an interesting mood, it just needs some love when it comes to level design, and some polish. It's solid work, don't take me wrong ;) But it could be even better. Mechanics and atmosphere are there, now it's mostly polish, tweaking and adding content if you want your project to grow.

Cheers, and stay awesome!

New God in the Town by erdiizgi 2017-05-01T18:36:48Z

I'm unsure about the goal here. Is there a measurable benefit by not allowing enemies to bump into each other and steering friends towards one another? Because even without any interaction, there always seems to be a steady stream of 7-8 people on the streets, but no visible reward or punishment for the player (or even a 'game over'). I'd like to get to know the mechanic here to give constructive feedback.

My Other World by Formona 2017-05-16T21:28:53Z

Very clever idea. Well made - fitting music, magical / surreal world where words carry more weight than they normally do. Great atmosphere.

While I like it very much, I have some suggestions, because I'd absolutely **love** to see this project go further. I want a bigger, longer game like this :D

** mechanics / gameplay** - option to skip intro text on replay - instruction text not auto-fading, but with 'continue' button (it's disappearing a bit too fast at the moment) - level 2, while the goal is clear, is extremely easy. Maybe if there was a smaller margin of error it would be more challenging? I'm also really missing the words there, maybe the spheres should have words in them?

** some thoughts on language ** It so happens that I also majored in philology, so I'd have some suggestions regarding the language and words, since it's both the theme, and the mechanic in your game.

In level 3, I actually had a hard time choosing the right word - e.g. brave / hope / cheerful vs jealous, or contentment / satisfaction / pride vs cruel. Those are complex ideas, not black/white oppositions, and it took me 7 minutes to go through on successful play (I failed twice). This level, while the mechanic is clear, needs some careful work, and - ideally - not random word choices. In my opinion, that is :) It's actually very subjective in some pairings, and I found that in many cases my word associations were completely different. It's a great mechanic nevertheless, and worth developing.

Also, in level 1, I think the instructions could be worded differently. Not 'don't let the words reach you'. But that's a tough one to crack, because you're trying to simply convey that once the 'bad' words reach your part of screen you lose health. Though in my mind it's simultaneously a message 'if you don't hear the words, you can't get hurt' wich equals 'safe bubble'. A better message would be 'don't let the words hurt you', byt then the mechanic isn't conveyed clearly. I hope my wording isn't confusing, and maybe I'm reading too deep into it, but you see what I'm getting at.

**So...** those suggestions are up there only because I simply love this project. Very clever, quite brave to take on this kind of mechanic in a jam. Great mood and creatively crafted enemies, it plays well and it kept me interested. Consistent delivery overall :) I hope I've been helpful with all my babbling, if something's unclear or if you'd want to discuss it further - hit me up.

Cheers, and stay awesome! Fight for those ratings, this game is well worth it! I see it's at 19, I hope I tip the scales.

Cubical by earthcollapse 2017-04-25T11:26:49Z

Game looks grat visually, but I'm stuck. Could you provide some details on how to play it? I move the cube, but that's it, nothing else seems to be happening :) Just a quick help text on the itch page would do, I'd really like to play it properly. Cheers!