Wizard of Shapes by puppetmaster 2016-05-05T19:18:00
I really liked the moment I figured out that I had to "freeze" the shapes in the right ones to exit the room, it's a fun and simple premise. I would say I kept getting thrown off expecting to be able to shoot diagonally because I (and the enemies) could smoothly move on diagonals. I'd be curious if locking movement to the grid would clear up that confusion and still feel good to move around. Also, maybe bumping the projectile collision just a bit - I often felt I was lined up pretty well with an enemy but the projectile would zoom by. It felt really good when I got an enemy by my projectile bouncing off the wall, those were nice little moments. If you keep developing, that could be a fun advanced thing to play with down the line. At one point I was naked with a jester hat and I had no idea why. The lighting I think really made this stand out, especially with the effects on the projectile, etc. Nice work!
LD42 — Running out of space (6)
Clod's Quest by Sidnoea 2018-08-18T02:50:28Z ♥ 1
This game is great but it's really stressful! I like the inherent challenge of not being able to wander around and experiment because every single slight move has a consequence! Nice thematic representation of the mechanics, it made total sense why I was getting bigger and smaller without too much explanation needed. It was interesting how it wasn't enough to just know the path to solve a puzzle but that you had to be extremely precise with your movement in order to succeed even if you knew the right way. Nice work!
Pyramidion by Matank 2018-08-18T02:31:14Z ♥ 1
Nice use of the pyramid as a natural interpretation of the theme! It was intuitive about why the space was running out. I appreciated the clear animated tell and pre-attack sound on the snakes. It was interesting how the last level ended up being the easiest to deal with the snake when I was expecting it to be the hardest. However I was playing on easy difficulty so maybe this was addressed in later difficulties. Randomizing the timing of when it jumped will do the trick to make it hella hard! Curious if the hieroglyphs actually say anything ;) Nice work
VOXSOLAR by geekdrums 2018-08-18T02:18:00Z ♥ 1
Excellent work! Every aspect of this game works really well with every other aspect. They all support one another for a very clean package. I really appreciate how every visual in the game serves a gameplay function but still also looks amazing, and the audio is top notch! I'd say this game is ripe for expanding! I appreciated that it was sort of a rhythm game but was more about trial and error and experimentation than twitch skill and response time. Nice work!
Aeromancer by Ethan Allwood 2018-08-18T02:05:17Z ♥ 1
Really nice attention to detail in this game! Design-wise, I really thought the bubble bounce-back move was super interesting with a lot of cool potential. Normally in puzzle platformers like this players expect an air dash, but this a really interesting twist on that ability that unlocked a bunch of fun little interaction possibilities (I do think it would be cool that if you popped your bubble it made the cooldown shorter). The lock/box taking up ability slots ended up building in really cool progression in every single puzzle that I haven't really seen in a game like this before. It had a really cool outcome. Also I loved all the little details in the animation and the fact that you could punch a dead dude. The sound effects were very precise and did a great job of communicating impact. Very nice job!
Noah's Help! by Ian Kettlewell 2018-08-18T01:42:20Z ♥ 0
Super cute! I really like how well the simple graphics and minimalistic sound meshed really well together to make a nice cohesive aesthetic. Gameplay was pretty straightforward, but the themeing was a cute spin on it. Rockhopper penguin was immediately identifiable. I think if you do want to make this into a full game for mobile or whatever, consider ramping the difficulty and the introduction of shapes more slowly. Nice work!
Grid Weaver by HacksawUnit 2018-08-18T01:20:49Z ♥ 1
Great little game! I like how there was intentionality in little details that contributed to the difficulty, such as the fact that you got pushed backwards on firing and the fact that there is no way to rotate without leaving your square. It really upped the challenge and made me have to think about the movements I was making. It ramps up in difficulty SUPER FAST but that's fine for the game jam setting, however if you want to consider fleshing this out, I'd say you can do a lot of slow ramping up and teaching about the falling off of the web and such.