Foon → Ludum Dare Explorer → Users → YinYin

YinYin

View on ldjam.com

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201841Combine 2 Incompatible Genres👥TETRITIONjam7753.283.043.743.972.742.502.712.86
201534Two Button Controls / GrowingTubutten Beetlecompo4633.253.502.993.822.862.812.862.87100

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by YinYin

YinYin leaves an average of 44.0 feedback comments each event.

LD41 — Combine 2 Incompatible Genres (42)

Tejuru (Tetris & Jump & Run & Digger & Unicorns) by larzan 2018-04-26T07:39:38Z ♥ 1

A few things made casual tactics very unsustainable and thus killed the fun a bit:

The lava was rising quite fast from the very beginning. Sometimes lines wouldn't clear at all (perhaps I was in them ...?). The wall breaking mechanism via space was very cumbersome to get around.

I could only sustain myself a bit longer by building a tower to climb on one side to sit atop and then focus on playing Tetris in the pit. I'd expect that to become necessary later on, but not from the get go.

Platforms you can jump through from below instead of block breaking would've been easier.

edit: ah, now I get it - lines aren't cleared traditionally but via "block weight" - that may have been a bad decision when invoking Tetris mechanics (it's unexpected) - so you gotta spam blocks quickly with a good rather than perfect fit to stay above the lava ...?

Deadly Coin Demo by John Timora 2018-04-24T19:15:45Z ♥ 0

Got the coins! What do you mean next level? No more torture!

People are probably having trouble with the bullets because the gun isn't aligned towards the reticle. And they fly so much slower than you can move, so it all ends up looking wonky.

The mouse wasn't visible for buttons after getting all coins. Had to search for it via button hover feedback.

MechaSnek by bluescrn 2018-04-24T19:02:16Z ♥ 3

A follow cam on 90° turns is quite nauseating. Something less dynamic or fully analogue turns might have been better. Especially for this detail level. It was quite hard to judge the grid as well.

In the end I got shot down because I could neither pay much attention to the health bar at the bottom (focus was at the top towards targets/movement direction), nor did I dare to enter the nooks and crannies of the level to risk crashing for pickups (like, can my fat snek even *fit* through there?).

Still 32 is a respectable first mechasnek length.

Also locking the camera while shooting was a good choice 👍🏻 it would have been much worse without that.

Click for Speed by Borodar 2018-04-24T18:37:12Z ♥ 2

*This is my jam.* If only it loaded up on my phone. Good thing I've got a tablet. Would hate to play it with a mouse.

But I gotta nitpick some things!

First of all the procedural generation rules were lacking.

Jumps frequently led right into blockades rather than over them. Thus I didn't see much use taking them, ever. You don't want to make your player avoid the fun jumps!

But worse than that, I frequently spawned right into a barrier after a scenery change. At speed there was no way to dodge or destroy them.

Besides that the barrier collisions felt a bit too wide. In my first play through I didn't realise that the target highlight on them indicates that I can click and destroy them. Instead I thought those were just a heads up and was annoyed that it didn't instead only come and stay up while being on a collision course and requiring me to steer (feedback on being clear or not), have I steered enough?). I had a hard time getting around them all and it made the game *slow*, but at least I got a lot of pickups that way.

Then I read up that I can destroy them, which sped things up and completely removed steering from the equation. Swapping between clicking an upcoming barrier and the ship is infinitely easier than steering, where clicks need to come in the right dosage (and hit various areas of a moving *and* rotating target). Even at later stages when the track wobbles all over the place, barriers remain the easier targets you can just mash on. And on top of that it guarantees that the upcoming game over threat is entirely eliminated. The consequence being that I no longer went out of my way to collect anything.

Gacha's Paradise by Cynical Monkey 2018-04-24T16:44:34Z ♥ 1

I can't seem to do anything except walk around, look around and call a hotline ...

And this is yet another command line entry that doesn't let me access previous commands by pressing up :(

Real-time Turn-based Battle Royale Card Game by Stevie Bushman 2018-04-24T16:32:13Z ♥ 0

"You are the green human" among a hundred green zombies ...

That gave me a lot of trouble to begin with.

Also didn't notice that you can *turn* cards until after I survived longest in the bottom right corner once. (those buttons are just too dark and small - and why are there multiple per card?)

It seems that lava coming from the top left is the most pressing threat. So most of the time all I'd ever do is go down right and then spam whatever attack I have.

Lava spiralling in from all sides making the *middle* a fought over place might be more interesting. That's harder to maintain than a corner.

Shot! Shot! by smbe19 2018-04-24T16:18:11Z ♥ 1

Ah, I wish shooting was a little more worthwhile towards the end.

Also wish the barrel was fully simulated (clicking on an empty round, firing on the next if you slotted a bullet there).

Minor League Baseball Chef 2018 by Dan Thompson 2018-04-24T16:01:31Z ♥ 0

That worked flawlessly.

I would've loved to use the wrong one on occasion and then make a big mess of it trying to fix it.

Also the first 5 were all bad, because I couldn't resist trying to cover as much as possible. Realising stuff overflowing at the sides is icky everything with a decent margin onwards was perfect.

A bit long though with 20 individual sides to cover.

Gone Home to Mushroom Kingdom by theboss510 2018-04-24T15:40:03Z ♥ 0

I was really looking for some kind of ending. A "YOU'RE DONE" instead of standing in an empty bedroom ...

Also torn on the glaringly bright jump platforms. Good to know where you're going on the one hand, but so horribly out of place among everything else on the other.

Let's Circle Back Later by Vahakn 2018-04-24T15:19:25Z ♥ 0

I can't really tell if I'm telling everyone to work/stop, everyone on the level I'm floating through or the single one closest ...

OptiShot by NoNiMad 2018-04-24T15:10:15Z ♥ 1

The invisible walls really seem to be the largest problem here. Especially since unwalled track sections are part of the challenge.

Bailing things up (going out of bounds) and general swapping between players could really proceed a bit faster.

Oh and you can kind of abuse the unstuck menu option to flap yourself over larger jumps. That was a bit more fun than just hit and pray.

StarPath by foodzilla 2018-04-24T14:52:08Z ♥ 0

Well, I liked what was there.

Perhaps teleporting straight onto an opponent shouldn't work though. First round I didn't realise there is an actual green pickup, because I got it right away instead of slicing past it.

Turbo Rallye Clicker 4000 by Monplaisir 2018-04-24T14:04:47Z ♥ 0

All the unlocks/progress in the garage are lost after a race D:

Also I cannot idle this game as it doesn't keep running without focus.

DiscoSpy by KiiroHanabi 2018-04-24T13:59:48Z ♥ 1

Got stuck in the disco mode without more points coming down (no gameover/retry).

It would help if the guards had a distinct turning cue, so you know when they turn without observing their path first.

Point and Shoot by beetracks 2018-04-24T13:51:53Z ♥ 0

Capture.PNG

Nice with a tablet (faster colour swapping). Not so much with a mouse. Keyboard shortcuts would help.

Miss Paws and the Runic Maze by FireSlash 2018-04-24T13:47:46Z ♥ 0

Arr, trying to figure out the ??? card killed me.

Are there some hidden health upgrades? At that point the first aid spell only recovered a sliver instead of nearly the whole bar.

Infinitris by gatinmnsok 2018-04-24T13:30:24Z ♥ 1

Aww snap. It started lagging once I used second bricks to fill upcoming holes and crashed.

Speeding up to clear over fixed holes more quickly instead of waiting would be good.

tanktextshoot by aFoolsDuty 2018-04-24T13:22:30Z ♥ 0

I won because they all shot each other or fell off ...

If I had access to previous commands via the up arrow I might've actually landed an aimed shot.

Just Relax by plufmot 2018-04-24T13:18:40Z ♥ 1

I get a little fanfare sound when the loading bar is full, but it remains there - just a full loading bar.

StressFall by Xiledx 2018-04-24T13:07:35Z ♥ 0

Hey, that's similar to mine!

I figured doing both at the same time is too stressful, so I broke tetris and platforming segments up.

It's also somewhat important to jump higher than 1 block ;)

Disco Death Race by Wouter Deferme 2018-04-24T12:47:42Z ♥ 1

Ahhh, the classic pat your head and rub your tummy at the same time. In digital racing DDR format. I hate it! :D

I was really afraid of creating something like this by making the player play two games at the same time.

Would have garnered a bit more points if there was an actual DDR board with someone dancing on the roof of the car.

KalashKnight by eptwalabha 2018-04-24T12:41:09Z ♥ 3

I survived multiple box showers with some boxes magically disappearing before stomping me.

I didn't quite understand a lot of the unique box mechanics. It was really hard to tell what would react how.

If there was no card auto moving time forward it would have been a lot better. As is I often had no time to even take notice of what special card was currently active and occasional automatic versus turn based progress appeared rather too random that way. That results in mostly scrambling to survive rather than having any strategy.

rtsClicker by Beelzeboss 2018-04-24T12:32:26Z ♥ 1

Getting a 403 Forbidden trying to play the web version.

Atila el 1 by Rick95 2018-04-24T12:20:12Z ♥ 0

I ended up solving most of my problems with more boxes. Nothing else seemed of use.

Like most other command line entries, I wish this one allowed to get back to the last command by pressing up. Had to use copy paste instead.

Would have been great to *use* the collected things in the command line as well.

Capture.PNG

Driftout by Matsudasu 2018-04-24T11:55:54Z ♥ 1

So, which of the phones offers the recommended 270x480 (9:16)?

Might have been better to force that or visibly mark the death walls to the sides.

Winning Condition by Yondermore 2018-04-24T11:51:14Z ♥ 0

I lost

Bazzoccer by Invixel 2018-04-24T11:44:23Z ♥ 1

That works rather well! Great to have a really quick restart, too. Even if the final score/ending doesn't tell you about it.

Jumping with space rather than W to match A/D was a bit awkward in a 2D game.

And I wish the projectiles had more of an effect on the characters as well.

Trouble at the Thirsty Stag by foxor 2018-04-24T11:35:21Z ♥ 0

It got a little obtuse once start node, get, set *and* then were introduced. Too much at once and too little connection to the new task at hand. Up till that point I could easily proceed without even seeing the level first.

Also a zoom/indication for nodes off screen would've been great. At first I accidentally pushed things out of view and didn't quite realise that they were still being used.

Shattered Melodies by yancharkin 2018-04-24T11:20:29Z ♥ 1

I like the title music!

At first I thought the game might be a bit too easy being able to play along without penalty and repeat until you got it for sure.

But then I died to my second opponent repeatedly being dead sure about having it right.

Oh well.

Flying By Yourself by Stending 2018-04-24T11:11:38Z ♥ 0

Way to crush expectations.

I really enjoyed the art and audio, but the gameplay/glitching/screenshots/photos really destroyed any fun to be had :(

Fashion Fight by dexfrost89 2018-04-24T10:52:25Z ♥ 0

I could only get into one fight before reaching the shop. And all I could seemingly do was slap myself?

After that I went into massive debt buying everything and couldn't find anything else to do except put on different stuff.

Dungeon Drifter -- A roguelike racing game by Triceraptodactyl 2018-04-24T10:40:51Z ♥ 1

This felt *and* sounded much more like a boat than a steam punk car.

Instant death on touching walls was a bit too harsh for me, especially with things like this: hn9YbG9.png

You'd think the quick restart would remedy that, but you still have to drive quite a long distance after every restart before you get to a new room (and cannot actually speed up on long straights).

The projectile/target aspect was pretty tough too. Either larger targets or larger projectiles would have helped conserving brake resources.

Brake and health indicators on the UI elements were a bit too subtle for my liking as well. While beautiful, the art around them distracted from communicating what they are meant to display.

I eventually got by via holding down the fire button continuously and making generous use of the brake. But once that runs out I don't get much further. Slowly replenishing brake power would help a lot.

PlaTower by FredFilo 2018-04-24T10:15:23Z ♥ 0

Hmm.

My first instinct was to go left to the door arc showed to me at first. But despite my ungodly fire frequency I couldn't seem to take the enemies over there down. The turret with much lower fire frequency didn't seem to do much either (where are the other two?). But at least it acted as a damage sponge I guess?

I always lost two hearts on any damage, effectively turning 3 hearts into just two. The fire range limit felt quite unfair against targets that get to shoot in all directions.

And my first run ended before I could get the heart pickup! I thought it might extend my hearts to 4. But neither that nor replenishing one heart can make you outlast more than two hits.

In the end the tower defence part was mostly a very generous timer for the action platforming.

At least the graphics are nice :D good job on doing all that within compo time.

See this for the health bit ;) (if there is technical trouble - just increase health to match! - 6 hearts)

[break points](https://www.youtube.com/watch?v=A_e_qu9ghHk)

Basketball Wars by Samuel Henderson 2018-04-24T09:56:02Z ♥ 1

The 3D assets were fine!

But the UI was quite a problem. The instructions had little contrast and were hard to read being right in front of the hoop (I played full screen - I realise it's fine at embedded resolution). Couldn't read all of it the first time either because I had to click into the game after all. It's missing the space bar instruction too, but I did figure that out without reading the description here!

I like that you are differentiating different kills.

The death/restart loop was a bit too long for how easily you get stabbed down.

City Surgeon by Bitoddgames 2018-04-24T09:41:38Z ♥ 3

Hah. Actually nailed the very first gig without casualties. Just to rack up 242/200(?) acceptable after the fact.

0 on the second as well (and I'm amazed at how that's possible with those wonky physics!). Self preservation on the NPCs be blessed! (had to wait for quite a while on 3 shocked pedestrians to clear the site)

Unfortunately crashed on loading the third one, but it was fun never the less.

The Colour Room by CliffordSix 2018-04-24T09:28:48Z ♥ 1

Shooting felt good. Toggling both walls and targets was great.

It might have been better to make the buttons round just like targets. Or at least a bit more elaborate outline to distinguish them from being short wall protrusions (they have the exact same thickness).

The vehicle is a bit too sluggish for my taste. Camera requires moving rather close to the edge and scrolls quite jerky (at some point it stopped moving right/up - I think toggling full screen did that). All that discouraged me from moving around so I mostly just took my stand.

The visibility would've been easier to understand early on if it also revealed walls (even if they don't block movement).

And shooting doesn't work after a restart :(

Evil Bunnies by Team Luminous 2018-04-24T08:53:01Z ♥ 3

Haha, super hot in chunks.

In a way reaction was still required because of the idle animations. And occasionally they even walked a bit during my own turn. Made me miss a few times. Might have enjoyed the tactics a bit more without that.

Eventually got shot down by a bunny spawning with a gun behind me (coming out of the same door I came through).

Obelisk by SgtCoDFish 2018-04-24T08:31:09Z ♥ 0

It would've been great to see the various timers progressing. Be it a card cool down, upgrade or overall progress.

I did survive with 1 live left (2 lost right at the beginning when I only got upgrade cards and my one tower was out of commission for a while).

Story Collabs by Maakep 2018-04-24T08:25:14Z ♥ 1

Unfortunately can't play it.

213.113.173.58 took too long to respond.

7575 by Shivur 2018-04-24T08:23:12Z ♥ 0

Is anything supposed to happen when you bring all of them to one side?

Claude Van Clam Presents: Roberto Fishermun's Horrific Fishing Adventure 2019 by The Enigma 2018-04-24T08:18:24Z ♥ 4

The clam scored some humor!

Took me a while to realise my placing range is limited by the player position.

Swapping between walking and fishing wasn't very responsive a lot of the time. I found myself wanting to stop fishing to lure units into my towers, but that never worked as quickly as necessary.

A different button for skip and fishing would've also helped to not accidentally skip placing phases (perhaps just walking right near the water could activate fishing and pulling the lure all the way back in deactivate it).

Also tried to buy fishing upgrades *during* fishing ...

The Dungeons of Indianapolis by Coda Highland 2018-04-24T08:08:20Z ♥ 1

I wish I could've pressed up for the last command.

But copy paste did the job as well. Tires blew out on lap 42. Never again.

LD35 — Shapeshift (4)

Photagogue by ChuiGum 2016-04-26T16:29:00

This'll be harsh, but honest. The only thing I liked about it was the few dinosaur sprites/frames it has. Those look good.

The music got annoying very quickly and didn't fit the scene/action.
Sound effects were minimal, tired out very quickly as well and didn't telegraph any extra information. So fortunately I could mute the game after hearing everything once.

Controls were extremely clunky. Both holding attack and jump only worked if I didn't hit anything else in between and seemed more of an accident than deliberate design feature (?). The wall jump chimney was particularly frustrating as naturally you'd try to jump over the lowest spike wall and start to wall jump from there. Since you barely cannot jump high enough you have to jump onto the left wall first and then carefully slide the not spiked sections up and down between wall jumps. At some point I just started to jump tap up the left wall. Invincibility frames make the penalty for going past spikes quickly so low that there is little reason to put up with this. Also wall jumps generally feel a lot better if you take away x control from the player for a bit and auto push away from the wall (better for a dedicated button instead of up direction though). Naturally that wouldn't allow for yo-yo wall slide sections, but those are awkward anyway.

As you can see at the end of my recorded run (https://youtu.be/NRTTJFzBJfk) spikes also don't do anything to prevent me from jumping into walls ...

The worst offender on the whole game however were the dinosaur attacks. I still don't know how or when they are active. Sometimes I even seem to get them stuck inside an attack action and thus take as many hits as I dish out. You've put some effort into giving them walking and getting hit frames, but absolutely nothing telegraphs when they are attacking (apart from the fact that they sometimes animate faster and rush towards you - but that never correlated with actually getting attacked). And this is way more important than the other animations. Walking animation could've been scrapped for the purposes of this game and getting hit could've been indicated by blinking much like the player.
A colour (brightness/hue/...) change to indicate when dinosaurs damage you would've already done the job. Better would've been at least a single distinct frame that has a different shape to all the other frames (walking/getting hit and so on are just variations of the same shape). Anything that can be recognized very quickly.

Party at the Knightclub by Elisée and friends 2016-04-19T15:44:00

Welp, I turned into the sewers and that got me stuck.
The bridge doesn't stay lowered if you immediately go back to get another body.

Really liked the art and most of all camera movement.

I'm sad you couldn't at least finally shift back into your body and cue the credits. Would've been a decent enough ending point.

Sub Dragon by deepnight 2016-04-19T14:36:00

Unfortunately the vertical axis for my xbox controller is inverted in this game :(

"Wizard Prototype" - Unfinished- by SinclairStrange 2016-04-19T14:08:00

I'll not delve into the bugs I encountered (respawn death loops, transitions not covering the whole screen, fish glitching out of bounds) and instead get some thoughts out on things I reckon would not have changed under ideal circumstances :|

It was a bit sad that the first/original form is entirely outclassed by the first spell (the bunny). It jumps higher and shoots further. Not sure if I'm missing something, but even the turnip seemed to have more value as a joke and hint at the boss.

I think you could've done more with up/down inputs. Not necessarily adding anything new and complicated, but for example using down for the aerial mole action and thus allowing the ground attack in the air. I can understand if that was deliberate to tie the mole controls closer to the ground, but why can't I dig down while standing in that case? I got stuck for a while on the first digging room, because digging down wasn't very intuitive. And it makes the mole rather unpleasant to play even though the attack is so powerful.

I wish you would've used some environmental effect like wind (horizontal gravity on flying characters) or introduced the bird spell after the no flying levels. Anything besides sings forbidding it, while bird enemies keep merrily flying at your face.

Also I got all spells besides the one below the turnip. Is that one implemented?

Overall sadly not the snappy kirby controls I hoped for with the visuals (no perceivable ground acceleration, no short/high jumps, no collision interactions - I love how kirby can squish bump into walls). The character switching via menu to adjust to situations was quite tedious. Don't think I'm interested in seeing it finished as it lacks flair setting it apart from kirby (maybe it's the missing music?). It didn't hook me like ourobos.

I'd say once again the scope was too large and you put way more focus on quantity over quality. Reserve a whole day for testing and polish maybe? One good world and boss can be way more satisfying than a long chain of both.

Nothing for you to test back this time :c I focused on learning mechanim and creating satisfying platformer physics. Achieved these goals, but got no actual content done.

LD34 — Two Button Controls / Growing (86)

Desperate Vessel by mr. a 2016-01-05T01:51:00

Using that preset touch button graphic as a helper to get back on screen was smart. Unfortunately it distracted me from what I was controlling at first (pink square went off screen faster than I could notice it being relevant and all my inputs did was spin the circle).

A better solution would've been adding a marker/arrow ad the edge of the screen when going off that way. Perhaps with a little cut out bubble showing your pink cube so you still see what you are controlling.

Orbital Defender by Bocodillo 2016-01-05T01:26:00

Like my own entry this could've picked up pace a bit more quickly. More specifically, it could've started to shoot back sooner, cause that's the point where it got interesting.

Ultimately I still got bored and waited for it to grow.

FleshTotem by 14Hertz 2016-01-05T01:08:00

I went down rather randomly mashing 123ef with all fingers of my left hand. Something definitely needs some kind of automatism. Be it picking up things, healing or deploying a certain corpse type. Really you could've gone easy on yourself, the player and incooperated the two button controls as well.

It was still pretty solid beyond that. Just the preview screenshot already had me laughing.

Circle Runner by Janek 2016-01-05T00:33:00

Pretty neat. Once the boost arrows came it it got frustrating though. Would've much preferred a hold both mechanic to jump whenever I want. And a bit more traction.

A Machine With Growing Capabilites by MorganaBot 2016-01-05T00:26:00

A couple of buttons too many. really needed keyboard/controller input as well. Enjoyed it up to the 4th button regardless.

Thrust by Lo-X 2016-01-05T00:20:00

I liked the zingy pickup sound. Matched the ship visuals.

Music loop got tiring before it actually looped the first time though ... and the high submission doesn't work. In fact no buttons below the name input worked for me.

Cityblock by Ellian 2016-01-05T00:17:00

Why don't green areas count for anything as well ...?

Also being able to scroll wrap around was a bit confusing - could I actually move the area getting judged that way?

I think I might've much preferred aiming for a mixed city including green patches (would require different kind of blocks being dealt).

Star Jumper by Linear (Cinderflame Studios) 2016-01-05T00:07:00

Mouse buttons would've been a better choice to Q and E

Coalesce by alyphen 2016-01-05T00:01:00

I couldn't see the blue line I got placed on at all.
And I have no clue why you did not prioritize a single player mode for this. It would be perfectly playable alone. Even some basic AI could easily be thrown in if you really need another ball eating away blobs.

Hacka Runna by crabcrabcam 2016-01-04T23:51:00

hahahahaha - keep getting stuck jumping/falling into a wall. How do I reset?

ZZXXX the Gremlin by Thingo Studios 2016-01-04T23:47:00

Good job on getting a version running with music last minute :p
I liked the music and pixel art of the actual game play segment.

The game play itself is rather confusing. It took me a while to figure out that a typo is made when I touch the right orb as the letter passes (and is she making the first typo on her own? I'm missing feedback on the text scrolling through to actually see the text missing a letter - or just the fact that I successfully did a thing). I still don't know why I would ever want to reset an orb.
I got up to the coffee leaking bit - but then couldn't figure out what amount of typos I want to hit at the end. Any seemed to hand me some kind of 'bad ending' - although the story and ending descriptions made it rather unclear why they were bad per se and what I was truly aiming for ...

I'd suggest you to focus less on story and more on mechanics (especially the player-game feedback loop) for your next game.

hARBOuR by Aurel Bílý 2016-01-04T21:42:00

I saved the galaxy!? Somehow? One human left, loved the fact that there was a reason for having several beyond different stats (initially thought this would just be a difficulty setting and finishing the game with the weakest would be a challenge).


I really liked the graphics. The audio however was agonizing and the controls, especially jumping, were pretty rough. The exit triggers didn't seem to work initially and it took me some time to figure out I could double jump (a notion on that would've been great) - only to finally get the lower exit working, which didn't require double jumping at all.

Also had a lot of trouble recognizing when I was loosing energy. I lost those two humans rather suddenly - first due to water, second due to ... I don't know? Was missing more feedback beyond the bar going down.

Knitted Fighter by Usanio 2016-01-04T10:19:00

Opponent keeps walking through my lines and walls :c

Choo Choo by Madball 2016-01-02T17:17:00

Arr too bad the little wagons didn't start growing and bursting with passengers as you pick up more and more.

A temporary slow down via holding left and right would've been really helpful on the more complex levels - could've rewarded not using it by adding bonus points for clearing it fast.

Glow&Grow by Ivan Volkov 2016-01-02T11:13:00

Some colour contrasts weren't all that good. The magenta pellets on a similar background as well as the orange on a similarly bright grey.

You could do something special upon holding both directions (clear/absorb all visible for example in return for losing a portion of your collected shells?).

Edo Arena by PowerSpark 2016-01-01T15:23:00

I sadly always got stuck on the item shop. No inputs worked.

ORB LORDS by TravisChen 2015-12-23T21:44:00

Would've been great if the two lords had also held down the keys alongside me, since holding up a paddle in pinball can be so crucial.

Mead Runner by Wuschli 2015-12-22T18:37:00

Text upon running into things has bad contrast to many parts of the scene. A subtle black outline or slightly black boxing it would make it more readable.

Main menu takes forever to load without any progress bar - instead the whole game freezes. Makes replaying the game rather painful. (it displayed as offline - I guess some failed network call causes the delay?)

Music sounded quite off key and once the percussions chimed in also out of rhythm.

On top of all that the collision detection was extremely punishing. Either having a bit more leeway or being allowed to collide a couple of times with audio/visual feedback before failing would've made it more bearable.

The graphical assets and lighting worked rather well though.

Kitty McBlubberton by MartianGames 2015-12-22T11:45:00

217 kg!

You should've definitely spend a few minutes on searching for some fitting sound effects and music.

Jetpack Every Day by Dietrich Epp 2015-12-22T11:30:00

That was neat.
Too bad it had not sound.

Would have been a lot more fun if power ups stacked, like getting a triple rapid fire homing missile.

Also I would have preferred the standard shot to be perfectly straight instead of having such a large stray.

Super Lefty Garden Fighty by hexagore 2015-12-21T11:35:00

That green lightning looks horribly out of place among the pixel art :p

Loss of Fluid by nothke 2015-12-21T11:14:00

touchdown on first try!

this was epic

desperately needs a skip for the intro though now that I checked how it plays out if you crash

PISTIL PISTOL: BOTANY BLAST II by HacksawUnit 2015-12-20T21:37:00

The whole get set back when hit mechanic was a bit too unclear.

Hitting targets and getting hit as well (explody green things instead of red bullet was just a little too late of a feedback and the sprite change before was too subtle).

Tech Rider by MrJoshuaMcLean 2015-12-20T21:09:00

I loved the menu music and finally playing something fzero like here, but it all ended in frustration D:

Here are the problems:

No rail parts in a track and drop-offs are usually one of the toughest features to introduce in such a game, you outright started with that.

Not being able to skip/hop over those no rail corner drops was very frustrating. Either doing that automatically or adding a hold left+right short hop would have helped the game a lot.

The second track suddenly introduced full turns after I thought this would only go straight (and wondered why you made the vehicle turn rather than move sideways).

I thought the green arrows on the ground would redirect me - having an interactive effect much like boost pads. As a simple decoration to notify me of a corner they were all placed too late (I need to know about the corner before it's coming, not when I'm already falling off behind it - you did get it right on the third track).

Square Exit by LeReveur 2015-12-20T20:48:00

I liked this a lot.
It got a little tedious and could use more mechanics, but just moving around already felt pretty good.

BoltStorm by Kuality Games 2015-12-19T22:29:00

The camera was rather bad in a lot of places, so I ended up camping on a wall. Reached level 41 while lazily swinging my aim back and forth between the spawn points. Got bored of doing that and waited for death.

Besides that it is very nicely polished.

Kitty Glacier Surfing by HUMANICS 2015-12-19T21:43:00

Aww, got the white unshaded objects as well. No way to play like that.

Andi, You're a Star by Dmitrix 2015-12-19T21:18:00

Love the black hold ending. When going for a high score an indicator when you are close to being too large would be great though.

Blood Cleaner by Tanton-XHX 2015-12-19T20:44:00

Better put the one drive link up there.

S.E.N.T.I.N.E.L. by rnlf 2015-12-19T20:31:00

Web version works now. Great job.

StarShibe by gladers 2015-12-19T18:52:00

Two buttons and a growing skeleton. Nailed it.

Only really scoring low on graphics, because these were not only inconsistent in quality (rough hand drawn characters and different quality/detail levels for terrain/water/objects/materials all over the place), but often also somewhat hindering the game play (target reticule being easily covered, movement of your own ship being a little unclear unless your wing mates were close by and stationary, camera and ship making rather unfitting movements) as well as turning the aileron roll into all kinds of Lomcovák maneuvers (I had to look that up!). Seems like you are spinning around a world axis rather than the objects transform.forward.

Good fun regardless.

UPSQUID by 01010111 2015-12-19T18:33:00

Sadly far too small for the angle and position judgement required on a big screen. I sized up the game_swf div to 600x900 to make it playable in the first place ... and then enjoyed it a whole lot.
(tried loading the swf directly before that but this made the squid and title spawn next to the level with no way of getting back in or eating anything)

Needs a full screen option.

2 button metroidvania by JaJ 2015-12-19T16:17:00

My thoughts on the ^^AS checkpoint: please kill me.

Both before and after finally reaching it.

My verdict: it does absolutely not work.

Epic ooze escape by speciesUnknown 2015-12-19T15:37:00

I wish I could enjoy these ascii dungeon crawlers to play enough for a reasonable review. I've already tried a couple of times some days ago, but it always ends with me barely reaching the second screen and eventually quitting with a 'nope'. :c

Turbo Tram Drift by Drury 2015-12-19T11:15:00

Needs sound effects!
Stick the camera to the tracks! (you can still make it shake along with the train, just keep it pointed in the direction you are going, not where you are facing)
Maybe consider using splines for some smooth curves instead of 90° street corners only.

There were also a few times where two trains blocked the path and the controls were rather lacking to deal with the situation.

I'd suggest allowing a slow down without hopping onto both tracks by holding left and right (particles and sound will make it evident enough). You could still allow breaking during a multi track drift if it works like this:
While holding left on the left track, adding right will break without any track change. Releasing left during that break will make the back wheels switch to the right track and you can keep breaking by holding left again. Repeat to also switch the front wheels to the right track.
This would look pretty cool for drifting through a corner from the inside track while controlling your speed as well as giving you a bit more control over which wheels you are about to switch (front by only tapping towards the other track, back by releasing the direction of your current track while breaking).

tl;dr: add more control over speed and track switching (front/back) for differing hold/release scenarios of both keys.

Cube Wars by Chubb1337 2015-12-19T10:50:00

The varying level music was a bit too samey for me. It didn't really add a lot of variety. Similar thing with the levels themselves. If the different colours also produced noticeably different structures (straight/windy corridors, open square/wiggly spaces, few/many obstacles) it would make the game a lot more engaging. You'd be happy or afraid upon seeing a certain colour pop in.

I kind of expected the crates to drop power ups. Their damaging explosion wasn't quite clear till the point where it killed a lot of enemies at once that were far away from my bullet stream. If the power ups were dropped by crates (could retain exploding ones with a different colour) and also looked different depending on what they are, it would give the player a little more control over the action rather than just numbly shooting and collecting everything there is. There'd be things to decide besides how-do-I-approach-this-crowd.

Collision detection was a bit weird in some corner cases. Standing too close to a wall would often eat my bullets regardless of which direction I was shooting and the fire rate power up allowed me to hit through a single block wall.

Also the limited controls kind of hurt the fun of this game to me. With traditional wasd movement it would be way more fun. Considering the two button restriction I would experiment with two buttons for forward/backward movement and both for shooting (since most of the time you stop to shoot anyway since charging towards the target is usually a bad idea).

Ourobos by SinclairStrange 2015-12-18T23:54:00

Wait, what? Does this game have an ending?
I fell through a door into a black screen and gut stuck there.

Swarmonian Explorer by Teekeks 2015-12-18T23:15:00

This was splendid and has a lot of potential.

As I've already said it desperately needs some interactive audio.

I also think the switch tiles might read a lot better if they had a yellow hue similar to the related dots. Maybe make the exit tiles a shiny/brighter variant of it as well, to make the connection even more evident. This would also free green for a different use possibly related to your health dots (recharge/multiply up to an upgradable limit when greens are on warm sparkly green tiles? decimate on bright bubbly acid green tiles? definitely beats having every type always just wait around for the active swarm).

Would love to see many more pikmin like features for each colour and perhaps even more colours.

Growth by supajackle 2015-12-18T21:03:00

It's weird how the hands default to horizontal if you mash the button.

Also the double hands failed to work on the first loop, so I only went from one to four.

Flobe by Skinny Jean Death 2015-12-18T20:33:00

Well ... the controller available to me right now only has a dpad, so I could only turn and stretch the left end while the right remained stationary.

I don't quite know why you wouldn't simply keep wasd + arrow keys in there for alternate controls (one game here uses 8! analogue sticks and two buttons - but you can still use number keys instead, because who has 4 xbox controllers lying around ...).

At some point during both runs I did the bar got stuck and I couldn't move it any more ...

Walden: Thoreau It All Away by bearcabin 2015-12-18T20:12:00

Ending?

Too bad I didn't reach it.

Orbital Panic by Aelius 2015-12-18T19:34:00

Some parallax background movement would've been nice.

Damacreat by KayZ 2015-12-18T19:13:00

Could've used a camera zoom out as you grow and a goal to reach. Once you are larger than the majority of other objects you can simply set a moderate course and let it fill the screen all by itself.

HamsterX by UntitledQ 2015-12-17T22:37:00

Short moment of glory http://i.imgur.com/ZZ2xw8D.png

But I think I've seen 9k scores before? Does it clear periodically?

Abyssal Zone by Leddev 2015-12-17T12:13:00

web/windows port please I wanna play this

GLYPH by JaCkJoKeZ 2015-12-17T11:59:00

same problem as candlesan

CodeTyper 0506 by David 2015-12-17T10:23:00

Bright green text on a bright grey screen was a rather bad contrast.

While I get that having all control buttons on the right is what created most of the difficulty I think putting either delete or reset on the left would benefit the game (you would still be able to go too far or too short for hitting enter).

Z4KM4STER - Zookeeper DJ by candlesan 2015-12-17T09:57:00

Exceptionally good interactive music that doesn't break if you miss something. Very nice. Only the bananas were a bit dim.

Carp'e Diem! by Archonthewizard 2015-12-17T00:35:00

Very well done.

The only gripe I have at times is that the camera doesn't pan out far enough showing me things ahead of me (since that's the shooting direction).

Stickman Sam in the High Fly Sky by Simple Potential 2015-12-17T00:28:00

Quite fun. I had a lot of trouble fetching the pick ups while flying loops to avoid the birds.

The falling tumble reminded me a lot of my own game :) alternating that and flying was great.

Bridge Balance by blohod 2015-12-16T23:19:00

778

Wasn't as hard as other streamers made it look.

CMDR LR by timtipgames 2015-12-16T17:41:00

Can't say it's innovative or humorous, but 5 stars in every other category.

I'd love to see more levels, perhaps even a larger cave adventure with less blocky/arcade style progression.

Growing Silent Night by KreXor 2015-12-16T16:09:00

Crashed during the first call.

This Little Piggy by ruthiepee 2015-12-16T15:31:00

Why can't I stomp the puny little humans.

It got pretty boring when I stopped growing with no increasing difficulty in sight.

Parascythe X by Neonlare 2015-12-16T12:23:00

Quite hard to tell obstacles apart from background sometimes.

Pandora by pokipsy 2015-12-16T11:34:00

Hm, can't say I've had fun defending turrets for turrets sake. For some reason I couldn't put a fence on the left entry at the top (instead a fence got placed right inside the centre room). At some point enemies got stuck outside of the level, which made me unable to progress at 9850 points.

The controls would've been a lot better if you could directly right click a turret to select it instead of the tedious right-left click (still show the overlay if you right click anywhere else, but accept any button for selection).

BUBBLEGUM UPPERCUT! by Garris 2015-12-16T11:13:00

A double tap dash is always a bad idea if you also need precision twitch movement (placing yourself just right to avoid damage or hit a foe above). It would help if the uppercut had some more horizontal control, even if it was just a little, instead of going so straight for quite a while. If the dash took care of enemies as well that would help a lot too to make this game more fun.

Otherwise it worked rather well.

Dryad by RikuKat 2015-12-16T11:02:00

Top notch mood/ambience. The controls were quite unintuitive and it would've been great if they were introduced as you need them instead of crammed into a menu.

A Shot in the Dark by thecatspajamas 2015-12-16T10:30:00

I really like this. The controls were a bit clunky, but I really like the character model/animation and concept.
It just needed to be a bit more snappy, faster swap between perspectives and a less agonizingly long and not immediately visible arrow charge (lerp it so the initial backwards movement is quick, but a full charge still takes some time!). Metroid Other M comes to mind as a good example of snappy perspective change like that (this could be great on a WiiU with the remote really).

You could also add more conventional wasd/analogue stick controls for movement in the future without the theme restrictions, but pointing where to go did work well enough.


The shadows being far off from her feet at some point were a bit weird (they seem to work right in the last level).

Sound or animation (even just a colour change) was really missing on the buttons.

Grow The Hole by Elit3dGaming 2015-12-16T09:27:00

So at first I thought I have to only collect purple stars as they matched my colour. Then when spiky things started to chase me I noticed that I do grow upon collecting anything.

This is the first game I play here that actually zooms out upon growing, so that's good. Unfortunately that also made the controls more sluggish - which made it less fun to play as I progressed.

Finally I conjoined with a fellow black hole because that looked like a good level exit ... oh well.

I wish it had more different interactive sound effects.

Sushi Pit Cephalopod by kirbytails7 2015-12-16T08:59:00

Without 8 sticks this was really difficult due to ghosting on the keyboard. I wish it would've also simply allowed 8 buttons on a controller.

MONSTER KING by rogberth 2015-12-15T22:38:00

It totally works in chrome.

The main character is adorable.

With the difficulty XZ controls were however really bad on a qwertz keyboard D:

Where It Begins by newbeings 2015-12-15T21:43:00

Too short and unpolished. But still very beautiful and powerful.

That shape shifter eye and the trees reminded me a lot of ektomarchs work.

Very Hungry SNAKE by boddiul 2015-12-15T21:25:00

At first I was 'meh' ...

When the screen started scrolling I was 'well okay'.

But when the GTA police rampage chimed in I was *sold*.

That was quite an epic fun blend.

Planet God by Doctor_N 2015-12-15T20:04:00

Could not launch the windows version either.
Am on 8.1

Beetle Thomas by NuggetTeam 2015-12-15T18:16:00

21.869! Just can't seem to get past that stump just beyond the new terrain. Always a bit too small.

This entry does much better on meeting the theme than my beetle! :D

Here is what I liked:
The parallax background, it's beautiful. The foreground terrain could really do with a similarly calm style to make the other objects pop out even more.
The kawaii beetle sprites, a nice over the top combination.
The puddle warning sign, really useful.

I've had a lot of trouble gauging how large the ball needs to be for the ground obstacles. Just fitting below stuff overhead was easy enough, but how large exactly do I need to be to get over a stump? A fix would be making the exact height of all ground obstacles really obvious and requiring the ball to be at least twice as high (rotational axis being above the height it has to get over). Because the height of overhead obstacles *is* really obvious, which makes them easy to get past. This would mean you'd have to drop the puddles/holes or make their interactions a little more dynamic (perfectly getting stuck in the hole or simply losing size while moving over a puddle instead of breaking for example).
Some simple visual true/false indicator of whether you will get past the next obstacle at your current size would do as well (you can be subtle about that by for example making the beetles expression look worried if you won't make it and normal/calm if you will).

I also wish there was either some way to manually speed up, so you can get past the early section you already know quickly (hold both buttons perhaps), or instead making the obstacles random/different every time. I stopped going for a higher score because replaying the beginning got boring.

And it would've helped if the story/description was in game additionally to some sort of progress indicator. Had I known how close I got to feeding the family I might not have given up.

Last thing: qwertz keyboards. They exist and I'd like you to never again use the all too common XZ button combination without thinking about those.

CHILL PILL by alvarop 2015-12-15T12:22:00

NO CHILL

That's the best growing two button theme thing I've seen so far.

Garden Grow by justinooncx 2015-12-15T01:32:00

311

nice

NO HOBO by Teren 2015-12-15T00:15:00

That hipster hobo line is quite low ...

Enliven by Patacorow 2015-12-14T23:57:00

If you had just realized this a tiny bit earlier and started to wrap up what you had. A little intro and ending would've done the trick. Level amount and mechanics were all juicy enough - even if you had to perhaps cut one level/mechanic.

Overall it looks, sounds, plays and feels good enough to me. Lots of stars shall rain either way.

The only thing I would wish for in a final version would be short hops (jump low for a tap, normal height for a hold) as well as respawning seeds instead of being forced into a level reset.

Slash & Dash by Fartenko 2015-12-14T23:03:00

Excellent. 5 audio and mood stars for sure.

Also just slightly below your screenshot high scores on first try 21000.

Sticky Stuff by bradur 2015-12-14T22:47:00

5 stars across the board, it's a gem.

Especially love how the player input sounds fit right into the music.

grOw by Piode 2015-12-14T19:51:00

This would be really great if it had some sound.

Ep by Blagino 2015-12-14T19:47:00

An indication on when tiles are about to disappear would be great. I've only died to that so far.

The music loop sadly didn't pass the long term annoyance test even though it was catchy at first.

Run Forest by WilpelMakeGames 2015-12-14T19:41:00

The mood is incredible. Love the audio. Except for that one single floating block to overcome 3 deers it wasn't all that challenging, but I had a lot of fun with the levels where you needed to ease down on the right button to not fall and thus fall back closer to the crumbling front.

At some point the level intro text only spouted the "do you want to try again?" line or none at all.

Snake by FacticiusVir 2015-12-14T17:00:00

Doesn't run on windows 8.1 (only pops up shortly in task manager).

Sugarcane by bobismijnnaam 2015-12-14T16:59:00

I'm missing MSVCP130.dll it seems.

Button Flower by jacobturn 2015-12-14T16:58:00

Why can't I just eat all those cookies?

Growing Orbs by icereci 2015-12-14T16:44:00

The not so hard edition was still super hard.
Music restarting on every reset was quite annoying.
And I would've preferred if the triangle was just directly tied to mouse movement rather than having to click/hold.

JetTeam by Firellon 2015-12-14T16:11:00

I loved how each squad member had a name :D

Croc Climber by thegypsyknight 2015-12-14T15:56:00

I didn't recognize the spikes for what they are until I jumped in, haha.

Potatiana Jones by Ildfuglen 2015-12-14T15:31:00

I liked the concept, but the execution didn't really blow me away.

A music/sound mute/toggle would've been nice. The floating icons during the levels were confusing (especially the very first one). The drop inside the first level leading you out of bounds was jarring (and not required since there is a reset key?). I would've really preferred some regrowing seeds instead of forcing the player to suicide or reset upon running out. Sometimes vines didn't grow on dirt patches making me waste my seeds.

The second level ramped up in difficulty quite suddenly and it was weird that you could climb below a vine that had not fully grown yet. The grass seeds got me stuck/overgrown inside a pit the moment I got them.

As already noted having spaces to shoot at out of view is problematic as well (I crossed the large gap without every planting a vine in between, and the following chimney also has the ceiling dirt out of view).

The seed switching buttons being all big and distracting for two whole levels of not having more than one seed type (if any seeds left at all) wasn't helping.

The game would benefit a whole lot if there was more polish on fewer features.

Evilator by Dyn 2015-12-14T13:03:00

Oh boy this was fun. I killed so many people without any bad intent. They've had a little too much trouble taking a small step (1px height?) just outside the elevator when I parked nearly perfectly (I figured they need to drop).

It would've been great if all the UI also used quick pixel graphics and fonts.

Also can you visually tell what story you are on without counting from top/bottom? If so I missed that.

Rosebud (Growing) by cynicalmonkey 2015-12-14T12:52:00

It took me one agonizing long first run during which I never got over level 3 to realize that running into sticks isn't good, haha.

Then I made it up to level 10, but had a lot of trouble quickly telling green and yellow drops apart.

And all that while thinking I can only move left and right! (lots of games including mine work like that because of the theme/s)

It's substantially easier using all directions. If the objects were spaced out differently it could've also worked with just left and right I guess.

Eatvolution by raatmarien 2015-12-14T12:37:00

It would've helped if your amoeba was less stretched like all the other cells to better judge/compare size. Or maybe having a faint circle glow around/below every object indicating the exact size.

Destructive Power by DarkGrisen 2015-12-14T12:29:00

Sadly doesn't start on windows 8.1 (mouse cursor loads for a second and it pops up in the task manager, but it's gone again right after).