Sling Fling by drapple 2016-09-17T03:34:00
Pretty simple, kind of like the game better when I wasn't attempting to throw the egg. I liked that the camera followed the egg when you threw it up into the sky really high!
Strangely, despite the controls feeling responsive, I felt that the egg simply spun too fast. It would have been nice to see the egg have a maximum velocity so that it would not go out of control.
LD37 — One room (33)
Giiver's Hop by MrTroy 2017-01-07T04:36:00
Very late, but as promised at MAGFest, I finally got to plaing this game!
I really like this game! The difficulty is in the challenging-but-fair end of things: I always felt like every death was my fault. I do like the Pacman-style gameplay of "hit every square." The only big flaw, I'd argue, is that you always restart from the beginning. It's the only thing I felt a bit unfair.
Same Room, No More. by Ampera 2017-01-02T03:46:00
Hm, a help command would have helped. I find it difficult to discern what commands were available to interact with the room.
Cute Reign by kawaiineko 2016-12-27T04:46:00
I really liked this...
=== MAJOR SPOILERS BELOW! ===
...rather dark game of one girl's make-believe fantasy in troubling times. Though the, "in your dreams" was a bit too blunt; I thought the fading background in the good ending was enough to convey that. I did like that that bad ending was oddly ambiguous on whether the war against the mouse lead to the grim decay depicted in the ending, or the ending was the reality the poor girl lived in, and everything else was a fantasy (the good ending clarifying that ambiguity was a nice touch). The contrast was pretty cool, though admittedly not that big of a surprise.
Oh yeah, and no morality meter anywhere in sight is a good thing in my book. Though the morality on each action you could take was comparably more ambiguous on which side of the scale they were on. Wasn't too detracting, though.
Would have liked to see a skip button, since I ended up choosing mostly the same options in subsequent playthroughs.
Class Notes by tellus 2016-12-27T04:00:00
I like the text a lot, as well as the notes themselves. I'm not as certain the note-passing part works as well. I would have liked to see more reactions from other characters. Also, making the choices is made really hard by not being able to see your own cursor.
Lock and reload by Avant-Marde 2016-12-27T02:48:00
Yay, figured it out after reading through the comments. So the game is just an endless loop, after all? It was kind of obvious what all those photos meant...
I did like the posterize effect that really gave the lo-fi feel to it. The game's general attempt at creating a creepy and alien environment works quite well in its favor. I can't say I was much of a fan of trying to figure out the password to the computer, but outside of that, most things were pretty easy to figure out. I think it would have been nice to provide some highlights when you mouse-over something so I know what I'm clicking on; clicking the shelves next to the computer, for example, merely prompted the computer password, which was confusing.
Overall, a pretty nice point-and-click that achieves quite a lot with very little. Color me impressed.
One Tough Room by Beardo Games 2016-12-27T01:57:00
Uh, does the score reset after every session? Because it looks like the score just accumulates all the time... It kind of makes the score system meaningless. Eek!
I tried my best to understand the system, but it was difficult to discern a pattern. Without much understanding, I find it hard to have fun with this game. Let alone the lack of meaning with the high scores. More clear patterns would have been appreciated.
120202 by gdcvdqpl 2016-12-27T01:39:00
Like timgarbos, I cannot run this game, either. Here's the error log on Pastebin: http://pastebin.com/rmkM037t
In the Dark Room by Mennalus 2016-12-27T01:12:00
Yikes, when you have a lot of enemies on the screen, the slow-down can be quite infuriating. I wasn't bothered too much by the tank controls, since the walls have very little friction, but I did get confused with the floors and walls looking very similar to each other. I largely felt the game was pretty slow-paced, and could have used the action coming in sooner to make the game more exciting.
RoomOne by Geckoo1337 2016-12-27T00:31:00
The shader is really cool, and the audio helps bring about a mysterious mood. The platforming was quite comfortable, and I found that collecting each star lead to a new power to be a fascinating aspect to the game. But...
Grr...those shrinking and growing puzzles (both your character and the gems) were infuriating: you could miss your jump and be unable to grab the sphere star after growing back to normal size. From the irreversible sequences of action that have dire consequences, to the fact that the location of all the stars are not obvious, I constantly felt like I had to read the mind of the developer with very little hints to aid me to each solution.
Dark Room by Sarge3v 2016-12-26T18:35:00
The game felt like it relied too much on trial and error. The item combinations weren't exactly obvious. I didn't like that figuring out the combination before collecting all the items in the room causes bugs to happen, and the game effectively soft-locks.
The plot seemed a bit minimal, which albeit is probably due to the time limit. It felt like it was going in an interesting direction, but was cut short. Still, it was a neat experiment. The presentation is really well done.
spring cleaning by 01010111 2016-12-26T17:44:00
A passing mention of Trump, and a casual promotion of Managore!? This entry is edgy!!1!
;)
Nah, just kidding. Quite an adorable entry. Has a very, "The Stanley Parable" feel to it, where you just want to torture yourself just to see what happens next. Neat stuff!
eCubed³ by flwns 2016-12-26T16:53:00
I often struggled with the platforming, as they seem to require some precision. There's been a couple of times where I was essentially stuck and unable to progress: this includes a strange bug where after entering a portal, the gravity was stuck focused on a 45 degree angle to a corner of the room. Another bug is getting stuck wedged between the stairs and the wall; since the character's bottom is technically "in the air" despite it's sides are wedged between the stairs and the walls, it doesn't realize it can move or jump, so I'm unable to control the character.
I confess, with bug like these, it's difficult for me to like the game. It feels a lot like I'm fighting the game, than enjoying it.
Super Crash Box by Drury 2016-12-24T22:20:00
I can't figure out how to defeat the boss :(
This game is pretty hard. I did like the Yep block managing with the LOLs, but eventually found it faster to just camp until there were enough ?! blocks in the screen. While probably done for practicality's sake, I did find it annoying that blocks would trigger if they fell on your head. While this wasn't too bad for most blocks, Yep was particularly devastating with this rule.
Liberty Room by davisan 2016-12-24T21:49:00
From a switch-flipping puzzle game, it's pretty decent, but the oddly unresponsive platform controls feels like it drags down the puzzles. The platform spacing feels really tight given each prisoner's short jump arc. With the lack of lights, it makes it hard to judge the distance between platforms.
I also confess I'm not a fan of the first toggle switch. It makes it easy for the player to think they've messed up, and restart the whole level again without noticing the blue platform that suddenly appeared. It would have been nice to create a more visually obvious indicator that something new happened, such as a blue platform that can't be reached, but does appear near the switch.
Orb Room by ZpeedTube 2016-12-24T21:37:00
Heh, I think I played this game incorrectly, because I was getting stuck on walls to wait for the platforms, and used the blocks to fly to the other side. It's pretty good for a starter's puzzle game, and aside from the moving platforms, most puzzles were quite logical and rewarded careful observation. Would have been nice to create a more obvious indicator of what changed when the blue and red switches were triggered, but I did figure it out eventually.
emily VS everything by mooncalf 2016-12-24T21:08:00
Yikes, those aliens with laser blasters are brutal. If only Emily had long-range attacks, I would have felt the game was being more fair. As it is, it feels like the game goes from easy to hard very, very quickly. Would have been nice if it was possible to choose multiple upgrades instead of just one.
Interdimensional Chrono Janitor Service by foolmoron 2016-12-24T21:03:00
Feels like a prototype looking for a game. Given that you didn't have much time to finish the project, it's understandable. I do like the timeline mechanic, but they don't seem to add much to the "create more chaos" objective to me.
A cats life by mrcone 2016-12-24T20:57:00
Yikes, this game goes from zero to max difficult in a super-short amount of time. The controls aren't very good for a game that requires reacting to different sounds very quickly, as the added time to drag-&-drop makes it difficult to time the wall-knocking properly. The baby-rocking is only useful if there are moments of quiet, but it's rather often that 2 or more musics will be playing at once, making both quieting the neighbors and calming the baby an unmanageable act (unless there's a method to quiet those 2 rooms at once). I would have appreciated a much better balancing between the frequency new music play, and the effectiveness of silencing them.
Bruce, the escaping ant by pcmxms 2016-12-24T20:50:00
Yikes, the Simon Belmont syndrome is strong on this one. The super-tough jump controls makes this feel like an existential dread simulation rather than a challenging. Not to mention the global timer that makes it easy for one to put themselves in a situation where they cannot escape death.
Anyway, I won't repeat all the tips that I mentioned in our Let's Play (https://youtu.be/DoaflrbZfeY). I did play the improved version, and I do think the jumps are better improved. The throwing-projectiles is still strange, as it has appeared I've hit the spider a couple of times, and yet it never died. So some collision might need some help.
Good attempt at a challenging platformer.
Recursion by KaiseanGames 2016-12-20T04:51:00
The graphics were pretty polished, and I did like the lens-based puzzles. Most of the code-entering puzzles felt like I had to read the mind of the developer, though, which didn't make them satisfying to solve. The fact that you return to the beginning of the game felt like a cruel joke on the player. The hint helped for the lens puzzle, since the code still needed to be solved and entered by the user. The same can't be said for the majority of the puzzles, however; I merely felt like I was just following directions.
The Key by gironC 2016-12-19T06:09:00
I found the fact that you could only move on one axis despite existing in a 3D game to be fascinating. Might have been nice to actually have a 2.5D camera angle (top-down angle) to make the depth of the character more clear.
My main concerns, though, are that a lot of the game's interactivity and results of solving puzzles are not clearly labeled and obvious. For example, I could not figure out that the pipes was movable. When I did, and moved it to the right location, I had no idea what happened next. It took exploration to realize that a grid suddenly appeared, which leads to a very jarring experience ("where did that come from?"). I think with a better hinting system indicating what actions are available, as well as a clear visuals connecting your action to its results (e.g. hitting switch opened door), this game would have improved immensely.
Cool blender game, though!
Robotron: Reloaded by SuperDisk 2016-12-19T05:41:00
Very solid game, had a lot of fun with it! I felt like the sound effects could have used some more variety. Don't have much other complaints, otherwise. Definitely goes for the old-school feel, and succeeds in it.
UNH4CK3D by Tkachov 2016-12-19T05:16:00
Awesome experience! Really liked the parts where you had to learn the OS's command lines and sequence of events to get to the end goal. I think if the search was more robust, and provided an easy way to look for what commands you need to progress, this can be blown up into a larger, more engaging game. Would have been nice to provide some tutorials on what pipes are, and why "| dash" would run the commands. Also, why man pages?
Tiny World by Ednei 2016-12-19T04:48:00
Gah! Fetch quests! My mortal enemy!
Had a lot of funny bugs happening in the game. For example, pushing some books off the desk led to them floating off in the nether, without allowing me to platform my way up. Also, the box just flew as I jumped right next to it. I had to repeat these segments twice for that.
There were a lot of jarring parts I'm not entirely sure worked as well. Any climbing sections, for example, felt sudden, as if I teleported there. This was very disorienting to experience. I couldn't see my legs, either, making it hard to judge a lot of jumps. Fortunately, the level was accommodating for that lack of information, but more would have helped. The E command came in suddenly when I least expected it, and the results were not immediately obvious. I thought the balance beam to the center table was always there (rather than being placed there by my actions).
I think a lot of polishes could be made to create a more cohesive experience. And hopefully rely a lot less on collecting things.
The IT Room by Bumblepie 2016-12-19T04:16:00
Looks like a great start! Definitely thought that it was strange for the character to not flip when turning to the right. The fact that the fire extinguisher had to be used when the character is placed on the lower-right hand corner of the fire was really strange and unusual. Personally, I like run meter a lot, and would like to see that mechanic fleshed out a little more.
Room & Gloom by batmanasb 2016-12-19T04:04:00
Pretty cool old-school game. I liked the new ball types that made the formula more fresh. On the other hand, I'm not entirely sure I'm a fan of the line-generating and following ship controls. They're pretty fickle. I often started ending up making lines when the original intention was to merely move around.
Just pick a number by BoltKey 2016-12-19T02:20:00
Cool stuff! Reminds me a lot of "The Tragedy of the Commons" economic theory. Nice to see it in practice, and realize how many people are likely to take a greedy choice. Makes sense in circumstance, of course.
It'll be cool to see some sort of counter-acting game that forces the player to see the big picture, and devise a way to take the most economically optimal path. I don't know how one would do that, but I would like to see a contrast to this.
Live to Die Again by FisherG 2016-12-19T01:16:00
Hey, this is pretty fun top-down shooter with solid controls, camera, and balanced gameplay. Really like the variety of weapons you've added into the game. Would have liked it if enemies didn't spawn on top of me the moment I spawned in a procedurally generated level. Also, the lack of sound effects for certain events, such as gaining more ammo, or just even opening a treasure chest, made it hard to discern whether your actions were effective or not. Overall, enjoyable entry!
Holy Tomada by ExplosivePowder 2016-12-19T00:15:00
The graphic style of the game is consistent, and quite likeable. While playing, though, I felt like I had to read the minds of the developers, and that's not a particularly pleasant feeling. I guess as a simulation, it works, albeit with some wonky physics that makes it difficult to open shelves. Still, some more work might be necessary for hinting the player what to do.
INF by jack-lance 2016-12-18T05:13:00
That was really cool! Loved the momentum aspect of the game. I would love to see more coming out of this.
I would have liked more tell on what your expected trajectory is. The momentum aspect, for me, was the hardest to understand. Either more tutorials or some arrow making it clear where your next path is going to be would be useful. Some levels appeared more complex without this clear distinction.
Cool stuff! And you're right, it is a lot like my game in 2D!
One Room Hotel by TerraCottaFrog 2016-12-18T03:32:00
Thought it was pretty cool to create basically an elevator game. It was neat to think through the necessary combination of actions to get the optimal results for your customers. I think the game has a lot of potential to something larger.
There's a point in the game, though, that I think gets too difficult for me, and makes me want to quit early. I'm not sure how to prevent that from happening. Maybe some sort of power-ups?
Storage by Steven Miller 2016-12-18T02:29:00
I will play more of this when I'm not streaming, but this does capture the feel of Zachtronic Games really well. Including how infuriating they are (but I was satisfied).
No real flaws outside of a wall-of-text instructions. I think the levels could have used a better tutorial. Otherwise, nice job!
Flight Attend-A-Thon by Evergreen Games 2016-12-18T00:27:00
Ooh, turning a mundane task into a game! I love encountering those stuff. Great job in taking a well-known and well-observed task, and turning it into a game! I liked the race aspect of it, and felt the game was pretty balanced. Sure, I didn't beat insane, but I definitely like I could (an important detail).
Would recommend adding pitch variations next time when playing sound effects. The right-click to move mechanic felt a little weird, slow, and clumsy. Having a more obvious indicator as to why you can't move forward would have been nice.
I do think the core concept is solid. From memorization to deciding on an optimal strategy, I felt a lot could be done with this formula. Great job!