Dish It Out by recursor 2018-08-21T18:52:31Z
It's fun, and pretty satisfying, but feel like it would be even moreso if the dishes shattered when they fell on the floor. Other than that, the gameplay seems pretty much perfect, if a little tough.
Foon → Ludum Dare Explorer → Users → The_Icy_One
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Personal Space Invaders | compo | 695 | 2.53 | 2.51 | 2.19 | 3.01 | 2.51 | 2.48 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Sneaky | compo | 667 | 2.59 | 2.52 | 2.07 | 2.22 | 2.33 | 2.65 | 1.91 | 2.11 |
It's fun, and pretty satisfying, but feel like it would be even moreso if the dishes shattered when they fell on the floor. Other than that, the gameplay seems pretty much perfect, if a little tough.
How did you find my PC from like 10 years ago? I miss that mouse trail :(
You've made me giggle and the gameplay is quite relaxing, although the mouse detection seems to occasionally miss a swipe. Also, is this in the right category? The graphics largely seem premade.
Text made my eyes bleed 10/10
It's hard to tell what the values stand for, and the controls aren't immediately apparent, but it seems like it has the potential to be a lot of fun.
The game and sounds themselves are beautiful, and I love the shrinking screen, just a few minor issues: Text itself is unreadable, the font looks nice but I think you need to reduce the spacing. Animations are too slow, most of them I would put at double the speed. Your hitboxes feel slightly off too.
It looks absolutely beautiful, but I didn't really feel like the other boats were actually relevant in the slightest. They'd occasionally bump into me, throwing me into the air and flipping my boat, but never seemed to actually catch a fish. It'd also be quite nice to see a count of the fish caught, maybe in place of the timer which IMO isn't that useful as the water level is a good enough indicator of that.
The grappling is so much fun, if a little buggy, but currently there doesn't seem to be much reason to bother with actual fighting. I went the full way without firing a single shot without too much hassle.
It looks pretty and could be a lot of fun, but the weird physics with cube collisions makes it really unintuitive to play.
The combining mechanic is neat, but imo could use some tweaks to allow the player to control where the combined building goes, or at least see where they will combine to. It seems like it always combines on the position of the oldest building, but that wasn't obvious in the gameplay. Also it seems that buildings that combine lose their blocks.
It's pretty fun, especially for the time you had to make it, but the collisions are a bit off and the shadows are pretty useless for determining where a block will fall at present.
That was actually much deeper gameplay than I expected, the only issue I really had was that it can sometimes be awkward to place crew. Also, your shop window currently states that the red box to discard is on the left, rather than on the right where it is actually placed.
Collision with the moving boxes is pretty awkward, I fell through a few times and heard that ear-shredding death sound.
I feel like the ball is too slippery at present, especially with the speed at which the platform ends up shrinking making it tough to catch up at the end. A replay button would be nice too.
Pretty fun, although I have to agree with @bichodust about the spikes, with the amount of drain you get in the short time it takes to notice the hit and manoeuvrer away it seems to make levels impossible if you have a single bump. Base gameplay is really fun, just needs tweaking on the spikes and maybe a little feedback on why air is being lost. The initial audio on your splash screen is also a little too loud, IMO.
It's really quite hard to see what's happening, especially with the info panel which is illegible at the display resolution, maybe change the colouration on it slightly.
That is absolutely beautiful, nice work.
Loved the way you handled the shrinking, it took me a while to figure out how it worked. My only complaint is that the controls feel a little loose, I think most noticeably when trying to jump precisely.
This was fun, but it seems like once you've found a pattern of resources there's not much to do except wait to run out of space.
@listonos Strange, I'll have a look into that.
@stefan-jovanovic Nah, I was lazy with this one and used Godot.
@commanderstitch Something about that statement is absolutely hilarious to me.
Just an FYI, the repair action seems to be bound to right click rather than space.
Looks absolutely beautiful, although it's pretty much impossible for me to play with my wrist injuries ;)
It feels like sometimes the bow doesn't quite reach to where I click, especially when clicking on a desk outside the play area. Otherwise a pretty fun little game :)
It's a pretty interesting game, and with a few more levels you've got the makings of something great. My only issue is that the hitboxes seem a little off.
The walking simulator aspect infuriated me, but the narrative calmed me, especially when Morgan Freeman came along to lend you his voice. That was nice of him.
Very pretty, and such fantastic music. Only issue IMO is that the police cars can sometimes be sat next to you on respawning.
From the description, Dungeon Scrawl seemed like one of the awful "educational games" which often end up as neither education nor game. It most certainly was not. I ended up playing about half an hour and only stopping after I realised the time. The typing prompts are beautiful, and I love the little animation they do when popping out of existence.
Occasionally a monster did spawn right next to me at the start, which was a little disconcerting, personally I think I'd prefer a little time to prepare before jumping into combat, although this wasn't a major concern as I only noticed it once or twice in my play session. There were a few times with word movement where I got stuck in the word for one direction, but this was escaped with a backspace. I'd also like to be able to use backspace to undo an error, although this is only a minor gripe. Ooh, and pausing. Pausing is nice.
Got to agree with @wildcard that it could be a fantastic tool for teaching typing and word recognition, and with some modifications could be incredibly powerful for teachers up to even high-school to use with their classes. For example, the words used in game could be user-configurable with "language packs" of sorts, to allow for custom word levels for differing education levels, as well as potentially use in foreign-language education, maybe even with full sentences at level 5. Analytical information may also be a useful feature for educators' use, for example the number of mistakes made on words, letters or letter combinations, and the time taken to type them. So much potential for feature-creep :O
Also, pressing escape didn't seem to exit the game, but that's not important, who would ever want to leave? ;)
It's actually amazing how immediately clear the aim of the game was just from your stage design, nice work with that.
That was really difficult, I feel like it might be a little easier if there were a way to reveal the tiles for a short period again, although I don't exactly have a great memory anyway.
@GameDevMumin ah, didn't notice that, I'll give it another try in that case
Definitely got a little closer using the blue bullets, didn't manage to catch a green one though, what do they do?
It seems like a 50/50 that the towers actually hit anything, is that intentional? I also have absolutely no idea what the dice in the hat are doing.
The core gameplay feels solid, but the UX just seems a little poor at present. It'd be nice to have an easier way to build towers without needing to long press, and maybe being able to combine elements without drag and drop, rather just clicking on them in the inventory. It might also be handy to have onscreen indicators for elements in large piles, I lost on the stage after tutorial twice because I didn't realise there were earth elements piled in the bottom corner.
It's really quite hard to tell what's going on from your instructions alone, I didn't even realise both characters were player-controlled until I tried tapping wasd because the character wasn't starting the game.
That was fun. Loved the time skipping mechanic, although it felt a bit weird that the moving platforms didn't jump about when using it.
It feels like bodily functions are a little too frequent early on, even going as fast as I could it seemed impossible to get from one toilet to the next.
Loved the art style, very impressive work especially given the time period. Sound effects felt a little lacking though, and it took me a while to notice the umpire's speech bubbles.
I didn't find much use for the strong shot, especially given that the AI didn't seem to cope very well with soft shots nearer the net anyway. It was also quite difficult to deal with balls being left in play after a point is scored, as the AI had a tendency to fire them at me.
Faith seems to generate really slowly compared to the cost of miracles. I've spent a significant amount of time just sat on the far side of the island so that I can get enough faith to do anything useful.
Loved the lighting, it felt a bit like a disco in there ;) The zoom from weapon charges was also quite an interesting mechanic, as others mentioned. It feels really close to an amazing game. One thing I would like to see if you were to continue on with this is is a way to 'fast move', as walking down longish corridors sometimes felt a little tedious.
You have a nice prototype, but the early grind is, quite frankly, excessive. It took me over 1 mile of travel at the basic 0.01 speed from holding space to get an engine, and even that was from a random powerup giving me some money. I gave up at 4.5 miles when I was still 100 gold off the AI driver after hitting the majority of coin powerups.
It feels really awkward to control this mouse-only, I feel like keybindings for the card slots would make this a lot easier to play.
It felt really difficult to avoid asteroids even without paying attention to the phone, which may have diminished the message somewhat, but I have a feeling that might just be me being bad at driving. Is there meant to be a way to put the phone down? I couldn't really see any control for that.
The tracks are quite fun, but as @niborious mentioned, 3 laps are a little long for what feels like a casual game to pick up and play, since that works out to about 150 simulations at minimum. The AI dodgems at the start of the game was also surprisingly exciting once I had the hang of the controls.
Starting dialog with the professor seems to sometimes become scrambled, feels 50/50 as to whether it will be legible. Also seems like enemies attack after losing a fight, although I haven't had them hit yet.
Just came back to say that I loved the look and feel of the game but had been unable to make it to the first platform, that tip in your comment about the lever definitely helped though. Not quite my cup of tea, but still a brilliant game.
It was pretty fun until the seasickness hit. I'm still feeling pretty dizzy now. Nice work :)
Weird, the thing was working last night. I'll have a look and fix the launch if possible.
@gemberkoekje I think the linux build should be functional now, not certain about the others.
@morphine It's actually twofold, a small amount from time that rises quickly as you go up in the levels, and a large portion from completing the levels which falls off as more and more levels are completed.
@gemberkoekje I was actually working on both of those, but my schedule got the better of me. Fortunately, the skeleton of the code and some of the effects are lying around so they'll be easy to add later.
@bentglasstube You're certainly right there, that'll be one of my main aims when I get back to working on this.
It looks and sounds amazing, kindof sad I couldn't rate this on graphics. IMO the difficulty is perfect, although the controls are tough to get the hang of early on.
That was really stressful. I feel like the random variation in waves, while sometimes providing a welcome respite, was occasionally a little too random, and a few times a new wave would spawn just after I cleared one. Maybe wave timers could be dependent on the difficulty of the wave before them? I'd also personally like the difficulty to increase with the number of tiles found, along with possibly some small bonus for completing a set of tiles like bonus time to next wave or health regen.