Very nice use of the theme! I really enjoyed how the mechanics perfectly balanced each other (such as having a limited weapon range so you have to move towards certain enemies and thus away from others) and I had a blast playing!
Wow, like you mentioned, it's so strange and cool to see someone else tackle the same concept we had- and this is really well done! Especially the first moment I realized I would have to make an extremely difficult choice between two important memories once my space was filled up. I spent a long time trying to decide. Another moment I really liked was: "sometimes I wish I could forget"... That really made me stop for a moment, and it is a very clever way to blur the line between 'right' and 'wrong' when it comes to choosing between memories. Being forced to choose between and essentially 'prioritize' the memories before seeing them all was a wonderful mechanic to bring out the poignancy of the story. The presentation was great as well!
Great character design! The sfx/music were a bit too loud but great game overall! I liked how moving to dodge and cast spells naturally balances against how many rooms you can see and fix.
Very Nice!! My only suggestion would be to implement some kind of visual indicator when a crowdy is fully grown (since it's not just a binary state and hard to tell sometimes when it's ~90% grown)
This is a really great idea! The ability to choose what YOU find sad, happy, etc. is exciting and allows the player to express their own morality without being prompted by the game- you have to really pay attention. Also, like everyone else mentioned, the audio and blurred painterly quality were both wonderful. Nice!
Great adherence to theme! All of the mechanics nicely balanced each other (i.e choice between dodging or shooting) and it kept me playing for a long time! The only tweak I would make would be the speed of the enemies- I feel if they were a bit slower then it would make the choice between shooting or dodging even more fun. Great game!
Very well done! Your use of the theme was wonderfully executed- I especially like the data corruption patterns- I I don't know how you did it exactly (I'm more of a designer-ish kind of person, not a programmer) but they somehow felt like they were bearing down on me and subtly guiding my way at the same time. Good touch. I especially like when, during one screen, you let the players see the exit but walled it off- I of course thought I would never make it because you did such a good job of making everything appear very dangerous, so it felt like a mad dash to the exit and picked up the pace nicely.
This might be my favorite entry I've seen thus far- you absolutely nailed the theme, using running out of space as an actual mechanic that changes game-play instead of just window-dressing. Not only was it engaging, but bokeh effects were impressive for a game created that fast, and actually worked as a visual indicator of distance without having to think about it. The only very small criticism I have is that I feel like the planet shrinks a bit too slowly near the beginning- maybe have some kind of time curve that starts off faster and slows down the smaller the planet? I also understand, however, that you need to give players time to acclimate themselves. Fantastic!
Wow, after I figured out exactly what to do, I really enjoyed this! It engaged me- and I love the idea of only having a series of limited, cycling actions to use. It made me think harder about how I was going to approach. AMAZING job!
That was really fun! Those little sounds are extremely relaxing and might be my favorite part. The only small criticism I have would be that the debris is too small to click and I ended up launching a few satellites by mistake attempting to do so.
LD42 — Running out of space (11)
Pizza Defender by Sloyd 2018-08-29T20:22:13Z ♥ 1
Very nice use of the theme! I really enjoyed how the mechanics perfectly balanced each other (such as having a limited weapon range so you have to move towards certain enemies and thus away from others) and I had a blast playing!
Take care of her by KiiroHanabi 2018-08-23T21:47:16Z ♥ 3
Wow, like you mentioned, it's so strange and cool to see someone else tackle the same concept we had- and this is really well done! Especially the first moment I realized I would have to make an extremely difficult choice between two important memories once my space was filled up. I spent a long time trying to decide. Another moment I really liked was: "sometimes I wish I could forget"... That really made me stop for a moment, and it is a very clever way to blur the line between 'right' and 'wrong' when it comes to choosing between memories. Being forced to choose between and essentially 'prioritize' the memories before seeing them all was a wonderful mechanic to bring out the poignancy of the story. The presentation was great as well!
memBrain by Sciman101 2018-08-23T01:42:28Z ♥ 1
I REALLY like the main mechanic of choosing which 'rooms' you can remember. Great adherence to theme as well!
Mindlapse by Vulture_42 2018-08-15T23:58:46Z ♥ 3
Great character design! The sfx/music were a bit too loud but great game overall! I liked how moving to dodge and cast spells naturally balances against how many rooms you can see and fix.
Crowdy Planet by arche-san 2018-08-15T20:20:52Z ♥ 1
Very Nice!! My only suggestion would be to implement some kind of visual indicator when a crowdy is fully grown (since it's not just a binary state and hard to tell sometimes when it's ~90% grown)
What Is On The Walls Inside by fullmontis 2018-08-15T03:36:00Z ♥ 1
This is a really great idea! The ability to choose what YOU find sad, happy, etc. is exciting and allows the player to express their own morality without being prompted by the game- you have to really pay attention. Also, like everyone else mentioned, the audio and blurred painterly quality were both wonderful. Nice!
Home by Grogge 2018-08-15T03:12:10Z ♥ 1
Great adherence to theme! All of the mechanics nicely balanced each other (i.e choice between dodging or shooting) and it kept me playing for a long time! The only tweak I would make would be the speed of the enemies- I feel if they were a bit slower then it would make the choice between shooting or dodging even more fun. Great game!
The Last Data by Nelios 2018-08-15T01:03:25Z ♥ 2
Very well done! Your use of the theme was wonderfully executed- I especially like the data corruption patterns- I I don't know how you did it exactly (I'm more of a designer-ish kind of person, not a programmer) but they somehow felt like they were bearing down on me and subtly guiding my way at the same time. Good touch. I especially like when, during one screen, you let the players see the exit but walled it off- I of course thought I would never make it because you did such a good job of making everything appear very dangerous, so it felt like a mad dash to the exit and picked up the pace nicely.
Planet Escape by jtoledo 2018-08-14T23:59:02Z ♥ 2
This might be my favorite entry I've seen thus far- you absolutely nailed the theme, using running out of space as an actual mechanic that changes game-play instead of just window-dressing. Not only was it engaging, but bokeh effects were impressive for a game created that fast, and actually worked as a visual indicator of distance without having to think about it. The only very small criticism I have is that I feel like the planet shrinks a bit too slowly near the beginning- maybe have some kind of time curve that starts off faster and slows down the smaller the planet? I also understand, however, that you need to give players time to acclimate themselves. Fantastic!
Encumbered - Deckbuilding Inventory Action by impbox 2018-08-14T23:43:48Z ♥ 0
Wow, after I figured out exactly what to do, I really enjoyed this! It engaged me- and I love the idea of only having a series of limited, cycling actions to use. It made me think harder about how I was going to approach. AMAZING job!
LEO by Bracula 2018-08-14T23:31:25Z ♥ 1
That was really fun! Those little sounds are extremely relaxing and might be my favorite part. The only small criticism I have would be that the debris is too small to click and I ended up launching a few satellites by mistake attempting to do so.