The Gargoyle Landing by BoopsGames 2018-09-04T19:47:24Z ♥ 1
Great game! I love match 3 genre mashes, and this is one of the great ones! The game works great and everything is made very competently, though there are a few gripes: - The different bits of art feel like they come from different games, which is a hazard with working in a team. Would be good if the art direction were tighter. - The music feels really in opposition to what the game is? Music feels pastoral and relaxed, but the game feels frantic. - The movement systems feel wrong - the player moves aren't governed by blocks but the blocks clearly are, and the gargoyles too. It creates a weird mismatch, even though it still works. - Similarly, the shots feel more analogue than digital, a "beam of light" doesn't feel like the right shots in a game like this, I think it would feel better as strict bullets and shots that you can see. A laser could maybe be an upgrade but it just doesn't feel like it gels. - The upgrade system is great, though the clear all blocks one is clearly the most needed one. - The analogue movement of the enemies and player also makes collision between them and you quite ambiguous, sometimes you feel like you not going to get hit and you do. Having a more defined movement would make that not feel so difficult to be certain of. - The grey gargoyles are not signalled properly. I bet most players wouldn't draw the connection between "I pushed some blocks off a minute ago" and "I'm getting grey blocks now". That's a problem. - A bug - when I get 5 in a row (2 and 2 and push one between them) only 3 disappeared, that's VERY VERY disappointing for a match-3 game :P
Good stuff! :D
LD56 — Tiny Creatures (38)
Blob, To the Top! by MetRiko 2024-10-28T08:00:05Z ♥ 2
I didn't see this during the ratings period, but saw it after results, and had to give it a go because hello fellow blobs! :)
- The presentation is TOP NOTCH. Music, graphics, UI, everything is slick and super well done, congrats for that. - The "awakening" mechanic is fun and cool :) - However the gameplay is an exercise in frustration - there doesn't feel like there's much in my control as a player, playing the game feels like I'm waddling through molasses - and I think that can be attributed entirely to one thing - the mechanic of holding the click to slowly increase the strength of a shot. This makes the game a race to haul as many blobs out of the hole as possible, while not really having any control over the finesse of the throws. If the throw strength were more immediately finessed with click and drag, distance = strength, it wouldn't be a matter of "I can't click and hold fast enough because the strength builds so slow". It would be a matter of working out good angles and good shots. Obviously if you swapped it out directly like I described it would make the game too easy right now, but retweaking the level to allow for shots to be more interesting would be a plus too. - I'm sure there are more mechanics in later levels but I really just didn't enjoy the "haul imprecise things with slow and jerky controls" mechanic. But the game really feels good other than that aspect. Good job!
Tiny Sanctuary by 03gramat 2024-10-14T13:29:04Z ♥ 1
Oh wow you're an exceptional person! 8 hours! Opted out of ratings! Whoa! Yeah there's not much to this as a "game", but it feels excellent, is adorable, the split resetting sizes is fun, and... Well yeah these are cool things. If only there were more!
Pot Life by chuckeles 2024-10-14T13:23:02Z ♥ 1
Man, what a fun little toy :) The magnifying glass that does double duty is a great touch. However... - Would have liked to see more... Of anything? The interaction is one-button shoot a flame to kill things. There's only really one thing you want to kill, and that's it. - When I realised what the magnifying glass does, I went "oh no" :p I would very much like an alternative wat of dealing with or interacting with things. - Feels like there's such potential for an ecosystem that has multiple points of interaction. For example, you got a little skull that's left behind - dead bugs fertilise plants, that's a whole thing, and could easily be represented in your ecosystem. - The fire apearing and the damage on the bug feels a little delayed, maybe the damage effect can also be a bit more obvious, like flashing the sprite white for example. - On the same line of thought as the more interaction thing - the fire really should have more interaction with other things, like with plants, with skulls, other stuff. Or at least give the player more interactions.
ONE MILLION MICROSCOPIC KITTENS by Milestone Games 2024-10-11T19:00:15Z ♥ 3
Very strong entry! Great name and title that translated into a great idea (translated as in for a player coming into your game). Incredibly well polished! - The Doombas oscillated between a pretty decent challenge to being an absolute nightmare consistently. The design of the space with dividing paths that lets you dodge them is cool, but half the time they just appear around the corner and you couldn't dodge them at all and that sucks. And also half the game is just waiting for them to leave you randomly so you can proceed with the dash back. They are definitely necessary to the game or there's no tension, but they don't feel great yet. - The need to hold down right mouse feels.... Pointless? Like yes the left hand holding a ball of tiny kittens is cute and all, but is completely superflous I got tired of holding right mouse down. - I think the choice to incorporate the vertical axis in the scanning was unintuitive and annoying. Made the game harder but I think for a lot of players they'll never realise that up/down mattered and it just feels bugged and broken. - Eventually though, hitting Doombas and dropping your kittens and having to go and locate randomly placed goals while randomly-routed enemies may or may not be around one of several corners on your way back that you can't do much about repeatedly got tedious. But the novelty was great and the art + sound was puuuurfect <3
Shrine by blacksheepza 2024-10-11T17:03:28Z ♥ 1
The presentation is *top notch*, the colour palette, movement of the blobs, all the bits of art, are *really great* in the minimalism. However... - Was there any choices to be made? I get that it's a clicker, but I feel like even clickers need some kind of choices to be engaging. The game basically became whack-a-mole with clicking followers, not much more than that, unless I missed something? - A click on a follower correctly triggered should have a clearer feedback to confirm that you hit it. And/or they should have bigger hitboxes. - It was also not clear that they were meant to be clicked on - that is, once you clicked on them, they didn't react seemingly as if you were meant to. For a while I thought I chased them away and that was a bad thing. But I guess ultimately it was all non-destructive. Would have been good to feel like clicking on them was a good thing more immediately. - There weren't much in the sense of development and scope, which I feel was what you were going for. The land didn't expand, the culture didn't grow, whether explicit or implicit. I think that would have been something that gave the no-choice progression some feeling of impetus and outcome. - The mood is GREAT. Music + art worked well together. The low boops, weren't sure if they were followers' footsteps or something else. Proabably needed to be a little less bassy and distorted.
A Fish Based Game by rodney fan 2024-10-10T05:14:46Z ♥ 1
I appreciate a good experimental weird game, and what a weird experimental game this was :) - The idea is really interesting. Not directly being able to control anything, relying on breeding to get to what you need, I guess like pokemon (but you bypassed their patent so kudos lol), is rad :) - The gameplay though suffered from a couple of issues: - Half the fish in the new fish tank were like uncatchable because the claw couldn't get to them on the edges. - The way you basically need to go back and forth between home tank and catch tank to refresh for new fish felt like there should just be a button on the catch tank to give you new fish to catch. - The traits were pretty cryptic - "Swim in direction" really doesn't mean much? I assume there's a hidden direction that the trait picks? Seemed like there was never a trait that had to do with attacking, only with swimming away/towards. Is towards the equivalent of attacking? I think these need to be clearer since it's hard enough to try and get what you do want via breeding (which I assume results in a mix of random traits picked from parents), it shouldn't be hard to understand what they are in the first place. - The fish move very well, they have a nice character to them. Definitely enough for a jam title. - Selecting a fish to move on to the fighting stage was not very clear, I think a better, clearer instruction is needed, perhaps not something that can be removed from the UI. - The post-it note instructions were fun and cute, but not having access to them after you removed them is less great. People tend not to remember things and they should be able to access instructions during the game. - During a fight, is there literally nothing you can do? My fish eventually jumped out by themselves and just died, I assume that's some kind of timer that says hey if you don't win by whenever you just lose. That felt quite unsatisfying, perhaps a more explicit fight timer or something. But yeah if the fish don't attack each other there's nothing the player can do and that kinda sucks.
Tiny Tails by francoisvn 2024-10-09T05:43:56Z ♥ 2
Very interesting puzzle, I'm undecided about a few aspects of it, but it's not something seen before and that's rad :) - Not being able to tell which units are coming up feels bad. Though I understand that if you could predict next unit it would be too easy. Maybe something in between like knowing what remains "in the bag", like this were a bag builder and you know what's in your bag so that you know there are still pikemen left but no archers left, for example. - And bagbuilding I guess would be how meta progression could be handled? Though the design would have to be much more fleshed out to become like a deckbuilder with the levels offering different challenges to bagbuild around. Which sounds cool :) - No longer knowing what units already placed does is annoying, like I still don't know what 3 pikemen end up doing lol, so I think a mouse over to see what they do is needed. - Went back to see what pikemen does and "attack next 3 cells" doesn't make sense to me. Does that mean to the right? - Don't understand what a yellow outline of a space means? - Preview of results of placement would be nice - Music is perfect for this :) - Art is beautiful :)
Yeah I'm sure a lot of my complaints would be because you ran out of time. This is a crazy good amount of work for a jam!
Amoebalize by Big Nose 2024-10-09T05:27:11Z ♥ 1
Looks pretty good and moves pretty well. A technically competent jam game :) - The fundamental design space is interesting - eating smaller things and running from big things is cool. But it felt unexplored, your own size didn't seem to change through eating other things, so your relationship to the food/enemies didn't seem to change through the game? So all the smaller things could have been replaced with mushrooms or anything and the big things with whatever enemy sprite and it would have worked the same? - The movement controls worked pretty well. - Getting caught by an enemy seems like a one hit death as I couldn't really figure out any way to get away, the animation of your getting smaller over time is a nice touch, but only would matter if you could actually get away? - Resetting to the start of the whole game losing all progress is a huge turn-off, some sort of checkpoint system would have kept me playing. - Space button to eat seems completely unnecessary, does it make a difference whether you touched them to collect vs pressing space to collect?
Decay and Rebirth by MeowMeowLitClub 2024-10-08T06:51:18Z ♥ 1
This game LOOKS great, as in, the art is great. The idea is probably there, but it really doesn't come through. This is a case of overscoping of the highest order :p - There seem to be a lot going on, and there is, but without the juice and design to support all those mechanics, the game just isn't very interesting to play. I hope you'll consider this and learn to scope down, finish core bits, and polish those core bits up, before even thinking of expanding more stuff. - The player character should at least flip left/right depending on walking direction. Small details matter, especially when they're easy to do. - The attacks are just sounds and there's no indication of what's hitting what, of hitpoints, of anything. So it's all a bit of a toss up. - No indication that you're actually busy collecting something, when it takes a while to do. Which leads players to just wandering around moving and not picking anything up because they wouldn't know to stop. - Presumably building things cost resources - the costs of the things should be visible. - After clicking build there's no indication that you're building something with the next click. Well, after squinting, there's a very tiny square, but that might as well be invisible. - No idea what "boom" does, never got enough to build "big boom". Root seems to give you more blobs that follow you? Buildings don't seem to do anything interesting. As the mechanics stand, you could really just build units and that might be interesting. - Nobody wants to read that much outside-of-the-game stuff and remember it and go into the game. You need to put that information in the game. It doesn't even have to be all that complex like a tutorial or whatever, just text on screen helps a pile. - It's so pretty. Such a shame that it's so unpolished.
What Is This, An Empire For Ants? by Jaco van Hemert 2024-10-08T05:45:15Z ♥ 2
Great game! Well polished and plays well, everything is on a technically great level :D - The dedication to the bit with ant puns is very good lol, though like, is there a quit button on it just for the pun? It's a webGL game, why is there a quit button :p - Love that there are different abilities for the different ants, though it's hard to really see the differences, I guess it must really be there, but would like it to be more visible. Maybe abilities triggers could be shown explicitly in some way, like damage number in brackets, or growth number with (-10) for whatever their penalties incur. Not super important, but it allows the player to feel the individuality of each factions. - One gripe is that the button to send ants and the button for selecting a destination are distinct. I feel like it should be okay to click on the general area to start selection and on the general area to confirm destination. Or with a drag gesture. It's a minor gripe :p - The AI is quite good, or maybe I'm quite dumb, either way, there's enough challenge without it feeling too easy or too hard. Victory is hard earned and that's great. - I guess if I had to really think about it, the game doesn't really innovate much since it's a mechanic that's been used many times before. I think the abilities are an innovation? - The ability to change the speed of the simulation is great.
Ratscue by Eugen Rantev 2024-10-07T20:29:03Z ♥ 1
There's a lot in the game but they don't add up to a lot - I think there's so much diffused effort on various parts that there wasn't enough time to make any single thing truly shine, which is a shame. - Rudimentary character controls doesn't feel very good. Jumping is floaty and doesn't feel like a jump. Attacking doesn't have much nuance and just leads to the player repeatedly smashing the shoot button/mouse click. - The boss's hitpoints/energy is not shown to us, which really makes it difficult/impossible to judge how long it's still going to take. At least your attacks are visibly registering as hits. - The boss having different attacks is good. But they're so slow and predictable that it just doesn't feel enough of a challenge. - The bits of dialogue at the start sets the tone story-wise, which is cool, but it didn't feel like an entire JRPG dialogue section was worth spending time on as much.
a tiny HUGE escape by EricNS 2024-10-07T20:10:29Z ♥ 1
The premise is really cool, and the controls I feel are pretty innovative, but there are some improvements that could really elevate the design. - Controlling 3 characters by guiding them with a single mouse pointer, and toggling them on/off is a really cool idea. - The toggles 1/2/3 doesn't heuristically map to the characters so it was super hard to know which one I'm start/stopping. I think Red = 1, Green = 2 Blue = 3 is the closest to something intuitive since RGB is an established acronym. - The interaction between the screen moving to follow the group and using the mouse to control movement makes for a very difficult to account for oscillation sometimes when precision is needed, and that's a pretty big problem. I think for the sake of gameplay, the mechanic would work better with a static camera - that is, each view of a level is static and the player characters move around in a level that doesn't pan around. This would make pointing the mouse exactly where you want much easier rather than having to account for the whole screen panning around. - Other than that, the platforming character controllers could do with a lot of tightening up so that they feel more predictable and responsive. - The art is okay, though the animation was very charming. The various elements could do with some unified design direction though, they feel disjointed when compared to one another.
World's Tiniest Desktop Pets by PlusOneRabbit 2024-10-07T19:01:51Z ♥ 2
Wow! This is..... So much *fun*! I certainly didn't even know that you could do this with Unity? What?? That is super cool! Not much in the way of a game, but certainly a great toy! <3 - The dithering transparency is rad, is that for performance or a limitation of using the desktop as background? - Reminds me of the Gnorp Apologue, which is good :) - I guess my laptop is burning to a crisp as I write this, I should turn it off... 200,000 friends and I can barely see anything anymore lol
Fulcrum Attack by HKHbest 2024-10-07T18:39:39Z ♥ 0
Hey! I also wanted to make a Conway's Game of Life game, in fact have been for a long long time, but just haven't really found the right mechanic for it. Your game makes sense with the game of life so kudos for that design! - My biggest gripe is the music. It's absolutely drilling in my head and I can't really play with it going. - On the game design, a big thing about the game of life is that it's difficult to internalise the rules, and as a videogame, our design has a duty to make the challenge for the player as much about the challenge itself as possible. The challenge is to work out the puzzle and remove the bits that will maximise your losses, so our UI should assist with that - the player memorising the rules of the game of life isn't a good challenge, for example. So the rules should be on the screen as you play for easy reference, there's enough space for that. - Similarly, it would be good for the UI to show the player which units will expand and which will die before the next round - that visualisation will help immensely with understanding the challenge. It's like treating the player like the CEO of a company, and providing them with reports that enable them to make a good call - so if they fuck up, it's not because of the lack of information that they had to memorise or work out, it's because they fucked up, plain and simple. - The background grid doesn't quite line up with the grid on which the game happens, it should.
Tiny Aliens by GreatVV 2024-10-07T18:08:42Z ♥ 2
It's really a pretty well polished entry with what looks like a pretty novel mechanic, but that's let down by how uninteresting that one mechanic is. - The problem with this mechanic is that there's really no challenge to achieving it, other than tweaking it over and over so many times because you have no feedback on how and which bits are off. It's all very loose and imprecise. - The graphics are pretty great, well polished and presented. - The music doesn't quite fit but it's not terrible. - The searchlight on the spaceship doesn't follow your cursor when you hold it down and see through the trees. It feels like it should, since the area is revealed? It focuses for a moment and goes wandering off again. - - The one "twist" level was actually pretty cool, but there's no indication of it beforehand, nor is that same mechanic ever used again, which makes it a forced annoyance rather than a well considered puzzle design. But cool nonetheless!
Ephyra by Flipsy 2024-10-07T16:35:22Z ♥ 3
It's Flappy Jellyfish with energy management :D - Overall the game plays well and handles well. Made it through the first level having picked up everything. - There's a fundamental tension between two parts of the game - the energy management encourages you to be careful about moving, yet it's a game about exploring unknown spaces. Unless you go in first and then die to low energy and try to remember the layout, which isn't a fun thing to do. - Feels like a game like this would benefit from more visibility - as in, blindly moving expending energy, not knowing whether the direction you're heading in would have a payout, doesn't feel great. If say, the whole level were smaller (but you and enemies also moved slower, e.g. scale everything down), it could be played more like a puzzle and less like a "maybe there's something there, or not, Idk". Especially when players could forget about having been somewhere before or not, since it would take very clear landmarks in the level design to make it obvious where the player has visited or not. Memory games is not a fun game most of the time. - Not sure if the holding one direction button to glide is intended, as it feels like it's quite at odds with the rest of the energy mechanic. And it's also feels anti-fun to feel like I should hold a direction to "grind against" a wall so I can move horizontally after I reach the bottom of this wall. Hmmm. - 2nd level somewhere there was a corner going down and all of a sudden... Gravity stopped working? So I just died because I couldn't head downward. It's weird.
Fifty Six LilyPads by dhim 2024-10-07T16:13:23Z ♥ 1
I haven't played Hey That's My Fish, so I can't speak directly to a comparison, but I do know it is a well loved game among many people. The game looks pretty cool, and yeah the AI is dumb as a brick, but a ruthless AI is also not that fun to play against.
- The music is definitely more Fate Stay Night than Cute Frog Boardgame lol - The game design is interesting, I guess the boardgame doesn't have a setup that's like *this*, with (what looks like) randomly connected nodes? - I can't really figure out the rules of where you are or aren't allowed to jump, like you can't "turn"? But also there aren't really straight lines? It's like half clear. - This kind of game design annoys me in one way - counting up the amount of potential score between choices. Like these tiles are worth X and those are worth Y, is it worth me cutting those off for these, etc, which leads to a lot of counting. Not really an issue with the game design since it's basically what Hey That's My Fish is too. Just a gripe I have with these kinds of completely open game.
Micro Wars by OddballDave 2024-10-07T15:37:51Z ♥ 4
I really like the idea! There are some details that I think would elevate the game to a whole new level but as it is it's a well polished little jam game! - The core idea of surrounding an enemy to kill them is really cool! I like the idea of pushing for many kills at once - risk and reward. But there doesn't seem to be any incentive to do a combo kill right now, which is a shame, and I feel like should be a core design consideration. - I'm not sure how the spikey ones work, it's not really clear what their "thing" is. - Some variation in player powers and such would go a long long way. - This feels like it has the bones of a roguelite something or other with powerups and stats etc. - The controls are not fine enough, at least on keyboard. Being able to move slower, accelerating up to a speed over a longer time might help. Or just controller support I guess. - The circle around the whole arena is a nice touch, gliding along the edge feels great. - On THAT note, I would like to see some kind of warning before an enemy appears right on edge, as right now you can die without warning if you use the edge, and I just like the edge too much to feel like I shouldn't be able to use it. without adding more UI, you could have an invisible round wall which you can glide along, and beyond that you can see enemies appearing. - The music is a bit annoying :p
Last Rollbug by Tad I Guess 2024-10-07T15:24:27Z ♥ 2
The game is really charming in its presentation, pretty good art and music, sfx, but the core platforming mechanics are a bit of a mess. - Stick to walls to charge a jump? Well there's no indication of how much you've charged, sometimes I shoot right down off a wall, sometimes not. Not really sure how that works. The most consistent way I've found to jump higher is to stand in place and hold up and you'll jump higher and higher? Seems so? - The bug is always animating in the same spin regardless of going left or right, that should be a fairly easy sprite change, little details like this make platformers feel alive and responsive.
Are you listening? by Sockenpuppe 2024-10-07T15:15:23Z ♥ 3
A well polished VN. Thank you for telling a difficult story to tell. I'm sure there are many people who will connect with it and help them with their own difficulties.
Bugsies by sbackman 2024-10-07T15:02:22Z ♥ 3
Very pretty game, as is expected from an Unreal production. The ideas are kinda there, but I feel like it's hidden under a LOT of what feels like very buggy (lol pun) execution: - There are "two interacts" and it doesn't say at all what the differences are, or if the second one is even needed at all. The game needs to be much more explicit about this. - The way the interaction works needs to be much, much clearer. I have to click twice to "activate command mode"? Or something? Why twice? Why not once? And why does it only work *some* of the time? - I can only really tell one bug working, and that's after a lot of weird trial and error. Solving getting the 2nd key was interesting but A) The key was too well hidden/not visible and B) I honestly can't tell if I glitched it. - I guess the raycast was meant to be a lot more robust, sometimes it works and sometimes not. Again, can't tell if I'm doing what I'm supposed to be doing or if I'm just following buggy interactions. On the same surface, sometimes I see the raycast dot and sometimes not. - Poking around in the dark with buggy UI isn't great. - Feels like there's some puzzle potential, but it needs to be a lot more robust.
Tiny Creature Support Group by coltonphillips 2024-10-07T14:37:14Z ♥ 2
The music is great, I guess I should lean more into beatboxing acapella in my own musical endeavours too! The game... If you actually think about any of it none of it makes sense lol, why are you guessing species in a support group? Are you blind? But why hangman style? What is this world??? :P - I played this like wordle - start with vowels. Figure out the shape of the word, go from there. - The clues may or may not help, very red herring-y lol - Could benefit from a layout like wordle, where you change the colours of letters alreaedy picked, rather than having to interpret a list. A keyboard layout would also be nice (like wordle) - Number of letters could be easier to read, underscores just become one long stick and hard to count. - I guess the numbers are supposed to be completely forgiving? I can't see losing unless you're guessing everything. My guess is you just wanted people to be able to get through the whole game, which I guess is fine for a jam, but really sucks all the tension out. - A cute text adventure!
Skrungle Rescue by dooskington 2024-10-07T14:13:53Z ♥ 3
The game made a great impression with its graphics, I used to make all kinds of levels in all kind of games (back in modding days) that was basically players running around shrunken in my room! So nostalgic :) - The attack... Is a block? It doesn't really make sense, but more than that, the way to use the attack seems to be attack an enemy, turn around so you don't get hit, and turn around and attack the enemy again? Because there's no knockback on your attack on an enemy, they just keep coming at you anyway, so the best way to deal with enemies is to just run away from them, which isn't so satisfying. You want to strike a difference between being able to push the enemy back and continue attacking, and not being able to do that trivially for all enemies in all situations all the time. - The world is HUGE for your pitiful run speed. There shouldn't even be a run button - there's never a reason not to run. - The little blobs are super cute for such a minimum modeling job, which is rad. I just wished they had more personality or mechanical significance, like they are your attacks, or they moved in a livelier way when they follow you (a bit of randomisation would go a long way in this case, and making them collide with one another) - There were what sounded like a lot of low, crackling sounds, I wasn't sure if the audio effects were blown out or if they were just really odd bumps that were meant to be footsteps. In any case they sound like something was wrong.
AHHElevator by AlxJE 2024-10-07T13:55:48Z ♥ 0
Well done for innovating on something nobody ever thought to innovate! - Just overall very polished on all fronts - audio, visual, design. Very cool! - The people's representation is top notch, no fucking around with individual physics objects, just a series of lights like one of those Game & Watch relics, great design work with this :) - Can't believe you got this control scheme to work with just kb/m. It feels relatively good and still janky enough for it to be challenging to do. - I never got two mice to work - I *actually* have two mice on my computer all the time, so imagine my surprise when I run into a situation where it's suppose to be actually supported! Is there anything specific I have to do to enable support for two mice? - Hope you get to expand on this with more mechanics and interesting things. It could be almost Papers Please like with different characters and stories depending on who lives and who dies. Working in different buildings with different stories.
HONEY, PUSH!! by Waterflow 2024-10-07T13:39:44Z ♥ 2
I audibly went what the f when the game started in earnest and I understood the entire premise of the game ๐ - The game is too straightforward despite its many thematic twists... There weren't really that many interesting things you can actually do besides fire at enemies and grown heirs, and move away from anything that deals damage. That's it. - That first bit pushing the push button seems completely superflous lol - The voice acting is top notch meme work lol - I wish there were more depth to this mechanically, it's fucking hilarious ๐
Gossamer Glade by Deepfreeze 2024-10-07T12:58:33Z ♥ 2
A lot of things packed into a tiny tiny space, but it doesn't feel like a lot of what would make it a unique work... works? This is why "scope down" is often repeated as the number one lesson in jams ๐ - Yeah you already know this, the entire starting experience is impossible to understand. Some of the menu selections straight up crash the game. You could have disabled them? - The window is tiny and I didn't see any way of making it full screen or enlarging it or anything, that's no good. - The shooter part of the game works alright, nothing very interesting. No bombs, no movement mechanics. No powerups during a level. I understand that the metagame was meant to be the main hook, but like, the main game just feels flat. - The resources being outlined in white is a nice design detail. - There's nothing to tell you about the length of a level, and there's so much repetition that it feels like... Something's wrong, am I supposed to trigger the end of a level somehow? Players should have some way to easily tell how long till the end of a level. - Logic wise - you're flying, but you'll hit ground beetles walking. Other shooters have resolved this kind of thing in various ways (can't remember shooter names, but there are several well known ones that "throw bombs" to hit ground targets and you can fly over ground targets. If you wanted to have slow moving enemies that collide with the player you can quite easily just retheme the enemy sprite and change nothing else) - The boss was also completely flat and uninteresting, one single attack, repeated forever. - Everything is technically very competently executed. Music, graphics, animation, etc. But the game itself just isn't very interesting. Again I say - scope down, focus on getting the player to the interesting hook of your game AS QUICKLY AS POSSIBLE!
Attention Spam by DogeSquad 2024-10-07T08:56:12Z ♥ 1
Cool concept! - The writing on the notifications is top notch, love it! - Is there a fail state? I couldn't really see/figure one out. Seems to need a fail state, and what the fail state is would apply different kinds of pressure to the gameplay. I left the game running and saw the fail state, but I can't really tell how - AH I SEE - the eyeballs. So it moves so subtly that it's hard to tell that it was moving at all, it does a jump when you score, but that's still hard to tell unless you're already looking at it. One way of making a "meter"'s change state more obvious to the player is to make it in increments - so instead of 1 pixel every second, make it like a visible increment of 10 pixels every 10 seconds. The outcome is the same but it will look more obvious. - The notifications touching each other being removed - I guess I understand mechanically why, but it doesn't make sense :p - One of my notifications turned into a red spinning fireball and I have no idea why? - I think the game could use some speeding up - that is, faster critter movement, and/or faster progression, or an additional movement/traversal mechanic to break up the slow march towards the goal. - Maybe penalise the player for losing a critter, though it doesn't make sense to subtract from attention directly.
Flea Patrol by Sviborg 2024-10-07T08:29:24Z ♥ 7
I *love* the idea of the game, controlling a bunch of little entities in a simple way is very compelling. - However I never really feel like I am in much control of the little fleas, obviously controlling so many entities is never going to be exact, but I feel I should feel like I have enough say over their actions such that I *am* in control - this is especially true of platform games. - Without that feeling of exact control, most of the game devolved into just smashing space over and over. Most of the game is me going left to gather up a pile of them and trying to control the blob of fleas with some kind of hope lol - The art is adorable :) - I think perhaps the little fleas stacking up too neatly ruins a bit of the feel of them being a chaotic pile of little things. I think maybe they're on square colliders? Maybe if they were on circle colliders they would appear more chaotic.
Tiny Crowd by Kateryna 2024-10-07T08:13:59Z ♥ 1
A pretty good game that would work directly translated as a physical boardgame :) - The premise is good, though a bit clunky. I think it could do with some iteration to make it more streamlined. - You can discard cards but not not place blobs, so you could really extend the game almost indefinitely by skipping all lower scoring cards. Seems the game should have some kind of way to push you towards an end state rather than letting you delay it indefinitely. - A bigger variety of cards/conditions to fulfil would be more interesting. - The cards would be much easier to read with graphical representation of the conditions.
Rhythm of the Tinymon-Catcher by DropMania 2024-10-07T07:33:38Z ♥ 2
What in the fever dreams is this?? :D It's got all the bits in place, so many bits, but it feels like none of the very well done bits talk to one another? - A whole ass exploration thing with maps but there's really nothing to explore - A whole ass inventory of tinymons that... Do nothing? Well the first one gates the exit to the house, but certainly was not needed to actually do the gate. - I guess my biggest gripe is that if you had cut the exploring map top down bit and focused on the rhythm game, it could have come out with so much more in terms of feel and mechanics :p - I can't help but feel like the rhythm section's scoring was a bit rudimentary, but it does the job. No biggie. - Would have been nice for the dance bit to involve some kind of visuals other than the bars. But not a big deal. - The rhythm mapping + songs were surprisingly good considering this is was a jam. Do you have past experience mapping rhythm games?
GELATINOUS INVADER SIMULATOR by Fint 2024-10-07T07:09:42Z ♥ 2
Wow! This was a very undersold GOOD GAME! The graphics, while simple, really works, but the unique and simple mechanics really makes a great experience! - The one-click mechanic hides so much depth, the where is important, the how much is important. It's great! - I would have liked some more feedback on some details of the gamestates, like it looks like each blob can take some damage before perishing, but that's not visible. Not a major thing though. - WTF is that bomber plane? It doesn't look like I could do anything against it? Certainly gave me a "random event about to fuck my shit up and I can't do anything about it" sensation. - The way the visuals worked for the click was very well done, there being a delay after mouse release before it goes away is *chef's kiss* - The way the blobs always head to their destination makes sense mechanically, but them just waltzing past enemies looks weird, if it were made so they were like lobbed at the destination that would make more sense. Minor. - Would have liked a R to restart option - Would have liked a score of some kind - like if it kept the highest blob number you got to or something. - It's so hard! - Given some polish this would be just AWESOME!
Shrimptopia by Instafluff 2024-10-07T06:44:36Z ♥ 1
Very cute, I wonder if the shrimps grow bigger or anything like that? Since that's what the food implies? But there lacks feedback on whether that's the case and waiting for a long time since the game requires focus... Doesn't work for me :P Cool for a practice toy! :)
Make Your Board & Climb In It by HacksawUnit 2024-10-07T06:41:23Z ♥ 1
Hole-eee-cow, that is a REALLY GOOD GAME for a jam! The idea of building your own level to play on is done really well here, with a somewhat original mechanic (I remember Gals Panic and from back in the days) - The spinning part is REALLY hard and I probably wouldn't put it in level one, it's very soulslike lol. Also it can seem to have an ambiguous hitbox. Or it just reaches too far lol - The controls are easy but also not so much at the same time. The space to dash mechanic has gotten me jammed up a few times. I guess git gud. - It's a fun time exploring, I wish it weren't so hard! So some kind of progression that's not that punishing would be good, but that's out of scope for a jam!
Niblo and Mubbit by milq 2024-10-07T00:34:23Z ♥ 2
It *is* charming, but the mechanics are... Just quite torturous to play. You know exactly what needs to happen, but actioning it is another thing. I wonder if the same mechanics would be more fun if you controlled the hand with the mouse cursor? Other than that, the writing is fun, the characters are fun :)
Tiny Humans by neanderg 2024-10-07T00:23:12Z ♥ 1
I have no idea what it is I can do or am supposed to do here... It seems like you're switching between 3 celestial bodies, and waiting for bubbles to appear, and drag and release them to put them on the celestial body that it was found around in the first place? Like, what are your choices?
I tried to "throw" items from the sun to earth/mars and I wasn't sure if it worked - like the object would float a few seconds then "ignite" or something, burning very bright. Don't know what that means. Some of them landed at the other celestial bodies when I've aimed well enough through "my hands".
I think this game could do with some player information and feedback. Like what the effects are of what you're doing - and indeed, which are the things you should be doing. Guiding players towards them is good.
I think you should be able to click on a planet in the distance and zoom right over, instead of having to click those carousel buttons at the top. They're cumbersome for what they do.
Scroll wheel scrolls too slowly.
The 3D style is quite cool. It's like the little people from that Introversion game... Darwinia.
RiboJam by Wispeh 2024-10-07T00:06:48Z ♥ 5
So a rhythm type game, it works in theory, but there are a few things that would probably improve the experience: - There's not enough feedback on player action - at first I could see that you would "collect" a note even if you hit it way outside of the scoring zone, and then later I realised my score was dropping when I did that? Clear negative feedback should be given when a note is collected negatively, as should a positive feedback for hitting the timing right. The changing number alone isn't enough, as most people aren't focusing on that tiny number off the the side when playing. - The alignment of the notes on-screen are vertical, but the keys assigned to them are horizontal. That means an additional mental gymnastics hop between reading the notes to executing. One could turn my keyboard around, but I have a laptop and that's not really easy to do. You want to make the control mapping to screen as intuitive and immediate as possible. - The rhythm mapping is a bit straightforward AND dense. But that's difficult to get right anyway, designing maps for Guitar Hero and co is a super hardcore discipline that few can do well. - Would like more visual aids to "line things up" between the different colours, sometimes it got so dense things just looked like continuous lines. A lot of rhythm games space the notes out a lot more and moves faster - which SEEMS to make it harder but when there are a lot of notes together, it actually makes it easier for the more experienced rhythm players.
Attack on The Piper by kiv 2024-10-06T23:50:57Z ♥ 1
*This* is what's under the dictionary entry for "don't judge a game by its meme pfp". A short but well-reasoned deduction game wrapped in memes and terrible collection of gifs from whherever, I thoroughly enjoyed its brief brain-scratch, even though mostly it's just following prompts around in circles. The "real time" pressure was administered just right, the slow-mo a nice bonus. Really fun!
I Have Put The Creature Into My Gun by Jezzamon 2024-10-06T23:38:57Z ♥ 0
Just super solid, gives Animal Well vibes, which is NUTS considering this is a compo entry! Doesn't quite excel on individual aspects, but as a whole it's very difficult to not like it.
- The "was hit" state was very confusing the first few times I encountered it. Pressing buttons didn't seem to do anything, so I stopped pressing buttons when I got into that state again, but then it DOES take button presses to recover? The sudden stop and then nothing was very unexpected. I guess at least a flash to indicate a hit? Or a clearer "fall down" look? - Lack of distinct landmarks made it so sometimes I see a path that looks like a new place, go/fall through and realise I had already been there and have backtracked a bunch. The inability to look ahead downwards or another direction also contributes to that, but it's a minor gripe considering. - The quips being bottom left didn't feel right. Having to look so far away from the action to read tiny text... Maybe centre upper screen? Also no biggie. - I had to play cross-armed because I'm used to left hand on wasd and right hand on action keys... Z and space is incompatible with wasd, which actually does work. Also not a major thing for a jam.