FoonLudum Dare ExplorerUsers → YinYin

YinYin

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201841Combine 2 Incompatible Genres👥TETRITIONjam7753.283.033.733.972.732.502.712.85
201534Two Button Controls / GrowingTubutten Beetlecompo4633.253.502.993.822.862.812.862.87100

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by YinYin

LD34 — Two Button Controls / Growing

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.

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.

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.

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.

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.

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?

HamsterX by UntitledQ 2015-12-17T23:09:00

8222 cm B)

Really the most dangerous thing up there are those blasted rockets.

HamsterX by UntitledQ 2015-12-18T14:21:00

Another component (and respective new button - yellow/green?) I'd like to see added in a future version:

A projectile module/gun. This module could aid in getting past the asteroids (in addition to the shields) as well as clear areas too crowded with unneeded modules (shoot them instead of equip and destroy). Similar to thrusters it could have a basic and a super version (super also adding a bit of recoil per shot, but for that destroying other objects with fewer shots).

You can even add destructible walls blocking the path and out of reach button mechanics with this.

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.

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.

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.

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.

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).

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.

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.

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

Quite hard to tell obstacles apart from background sometimes.

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

I'm missing MSVCP130.dll it seems.

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.

Star Jumper by Linear 2016-01-05T00:07:00

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

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

Web version works now. Great job.

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.

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.

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.

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.

BUBBLEGUM UPPERCUT! by Garris 2015-12-18T09:48:00

I guess it was simply too short to do that for me, i.e. I dashed towards an enemy and slowed down just before I got there (or the hurt box deactivated). Most of the time I dashed by accident anyway because I was trying to fine tune my position quickly.

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

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

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.

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.

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

311

nice

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

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

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.

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.

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.

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

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.

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).

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.

Ourobos by SinclairStrange 2015-12-19T14:20:00

Skip this first paragraph if you don't want to read a lecture :p
I'm giving this lowest score for innovation & theme, highest for everything else (except not rating humour) as well as 3 over all.
You made me play a super awesome pocket Metroid, while I could've reviewed another 100 smaller games in the same time! You also likely hurt yourself quite a bit making it this massive, while heavily shooting past the theme. You can argue about an unfinished story line and a 'growing' character all you want, it's missing the mark by miles for me.
Just collecting a few tokens that unlock abilities doesn't cut it. If you had at least changed her sprite during the process (even a palette swap would've done fine!) or added a little more context to her 'growing' I might've given a slightly higher theme rating (like Metroid Prime Corruption for example actually has a phazon tumour growing inside Samus with each upgrade). This way it's really not connected to growing any more than the coins collected number rising in a Mario game. 4 instead of 5 areas was totally fine. One innovative area instead of 4 done-to-death areas would have been much better.

TL;DR: I want to see you flex your innovation muscles instead of overstraining your creation capacity.

Now that this is out of the way, here some nit picking on the game itself to consider for the sequel - unless you can already proudly boast about having it on the to-do list or even implemented:

The title screen was horribly underwhelming for what follows! Make sure it shines bright on part 2.

It would've been great if the game remembered the 123 control settings. I often had to restart twice because I forgot to hit 2.

With enter and escape you already used a total of 4 buttons (disregarding directional inputs here). Add a quick toggle for weapons in the next game. Switching via menu is tedious.

As mentioned before, one screen transition lead me to a dark/black checker pattern screen upon using it for the first time (the bottom right door downwards into the lava area).

I didn't know what the third upgrade actually did and I could not find one weapon and one upgrade (those were cut with the 5th area or still hidden elsewhere?).

Killing something above the camera creates quite a heavy particle rain.

Shooting backwards during a skid but forwards again afterwards, while well intended, became a nuisance upon fighting the Metroid replacements. It made it really hard to hop around them and change direction to shoot without moving towards them again too much. Made me decide to rush this whole area with the shield instead, which is rather sad (stocked up on 999 ammunition before).

The game is in desperate need for more refined controls. There are already a lot of nice details in there, but things like turning around while crouching would really make it feel a lot better and also play easier. A Megaman like dash slide (down+jump) would also be a great fit for this game (unless it's the upgrade I was missing).

The whole planet exploded with all those survivors still on it! Success!? D:

Ourobos by SinclairStrange 2015-12-19T14:30:00

Extra stuff for the list I forgot:

As already mentioned by others: the jump didn't feel quite right. I get that it's quite important to get back down quickly for a lot of situations, but you can get short/fast hopping done as well as more relaxed feeling jumps.

Either experiment with a floaty jump (hold jump to extend the apex), make a slightly longer jump default and add fast falling (press down to fall quickly), add short hopping (quick jump tap only makes you jump very little) or in fact all of it. I feel like you already have a little of the floaty jump in there, but it's just not pronounced enough - and fast falling might be annoying due to the shooting down mechanic (but you could add some recoil or just override the fast fall with a float while shooting). I hope jumping will feel better on the sequel.

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

Ending?

Too bad I didn't reach it.

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 ...

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.

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?).

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.

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.

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.

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

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

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.

Sushi Pit Cephalopod by kirbytails7 2015-12-16T22:47:00

Hehe, yeah I tried mashing a lot - but then due to that I figured I have to ferry over just one at a time.

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.

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.

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.

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

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

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).

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

Why can't I just eat all those cookies?

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.

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

Crashed during the first call.

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.

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

Could not launch the windows version either.
Am on 8.1

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.

2 button metroidvania by JaJ 2015-12-19T19:08:00

There is a required power up ...?

I only used a wall jump and turning mid air.

And because it seemed like I had to somewhat time my descent into the enemy pits following, I had to double tap turn a lot afterwards. And whenever I once again died down there I re spawned but was still turning half of the time thus falling off to the left again ... (and seemingly no way to kill myself to quickly re spawn up top)

Now that I think about it I should have probably gone back with the wall jump, but at the time it felt like there was only going forward.

I may give this another try, but even till that point it wasn't very fun with a double tap turn. I'd much prefer button hold/release combinations, but maybe these are taken for upgrades further down the road.

Really with those button restrictions and auto movement it's more like a tangled up runner than a Metroidvania. Doesn't work for me.

2 button metroidvania by JaJ 2015-12-19T19:53:00

Okay then, it does work much better once you have the jump shot as it suddenly opens up traversal by several magnitudes. Reached the "secret ending". It kind of ends there at a point where it's only starting to get a little fun.

By the way, is the rapid fire S+A intentional? I cannot remember getting an upgrade for that (without the jump shot I kind of thought I need this to get through the enemy crowded pits by using my amazing ability to "fall" in at the right moment).

2 button metroidvania by JaJ 2015-12-21T11:09:00

Aha! Then you introduced wall jumps too late ;p

Truly it would've been a lot better if you spend more time on level design. For example I really thought the pit you learn falling in was too wide to use the wall jump - if it had some visual cues on the walls matching the pit you get the wall jump in that may have reminded me to back track with it instead of pushing onwards.

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.

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.

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

Better put the one drive link up there.

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).

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

Some parallax background movement would've been nice.

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

I loved how each squad member had a name :D

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).

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

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

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.

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

778

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

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).

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.

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.

Turbo Tram Drift by Drury 2015-12-19T23:05:00

I'm curious as to what you'd add for full fledged controls. As two buttons really seems to be all you need to have snappy track switching movement as well as breaking. And using shoulder buttons on a controller feels really natural.

I guess you'll simply add dedicated accelerate/break/boost/whatever buttons?

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.

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

That hipster hobo line is quite low ...

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

Opponent keeps walking through my lines and walls :c

Tubutten Beetle by YinYin 2015-12-14T15:43:00

Thanks for checking it out everyone :D

I might really look into developing it further.

@icereci: This is by design. While the initial reason was to add more mechanics, it is now very useful to stretch out your hit box for catching berries otherwise out of reach (while jumping) or grab them without having to jump at high speeds. Because your hit box becomes very thin the faster you roll.

@Ildfuglen: There are mute buttons in the top left for both audio and just music. The tapping to speed up your score increase is definitely something that needs to stay, but not for everyone. If it were running at the intended 60 fps you could casually play this without excessive tapping and only nosh on the berries for speed boosts >_<

I updated all builds in an attempt to fix any problems on machines that refuse to throttle down to the targeted ~60 fps, but I'm afraid I missed out a few things (you may see the game running too fast and the score increasing too slow).

A future version shall be entirely frame rate independent! Like other games I made before - rushing the first day really made me forget about it, but at least I got it done pretty feature complete on time.

Tubutten Beetle by YinYin 2015-12-14T19:04:00

@gkxd: The red spiked ones are currently just as dangerous as the unripe spike ones, since TB has no means to remove their spikes (missing mechanic). So for now they are just a trap. Avoid them.

@Jupiter_Hadley: Nice! Thank you. Goes to show I probably need to make at least one edible appear a lot sooner (else you are missing out on all the real fun).

Tubutten Beetle by YinYin 2015-12-14T23:31:00

@Piode: Thanks, I intentionally left a variable amount of time there for a new player to get used to the controls (taking it slow, jumping around a bit and figuring out how to speed up by tapping) as well as proficient ones to rapidly skip past that time frame (speed up and it'll be over within a few seconds).

Tubutten Beetle by YinYin 2015-12-14T23:34:00

@nunesbarbosa: are you using the web version? Maybe the game doesn't have focus (I've had this reported from other players before, yet they got it working later).

If you can't get one version to work maybe try another one (web/download)?

Tubutten Beetle by YinYin 2015-12-17T00:23:00

@bazkur98: being able to change direction is very important to navigate the screen once it gets more crowded. It's also useful to shorten your air time at the beginning by just jumping around obstacles - as being off the walls slows you down faster than just rolling on a wall without tapping towards it.

Tubutten Beetle by YinYin 2015-12-19T00:10:00

I did not know about redline and must kindly thank you for the music reference pointer! Or whoever first suggested that on Imagos Softworks stream :D

Tubutten Beetle by YinYin 2015-12-19T14:49:00

@Ioxo: what exactly happens? If it's just a black screen I'm sure the server is just slow at delivering all the data to you.

Tubutten Beetle by YinYin 2015-12-19T15:33:00

@speciesUnknown: it's a feature :D

You can either eat berries or tap hard enough to reach higher speeds.

Tubutten Beetle by YinYin 2015-12-19T22:48:00

@Drury: not with a button cam (I use arrow keys), but here is me beating it: https://www.youtube.com/watch?v=j-ZHXGuHXEc

I can only reach the first low fire speed with mashing myself (not even all the way into solid red like eating a berry), but I know a player who can reach up to yellow speeds through mashing (essentially it doesn't get any harder, it's all endurance once you've ignited).

However you don't really need to tap hard to beat the game, ever. That just helps getting to some berries quickly and then retaining any boosts longer.

Tubutten Beetle by YinYin 2015-12-20T20:06:00

@simon.parzer: very much intentional, it allows you to reach higher value berries and berry frequencies faster. The obstacles being easy to evade is intentional as well. I may experiment with changing the speed, but I prefer keeping things within the average reaction speed limit (and that's where this is currently at). Also fixed lanes are rather boring to me. As you go faster you also become slimmer, which is a deciding factor when it comes to judging whether you can squeeze past the spikes or not.

@Drury: Well done! Trophy awarded!

Tubutten Beetle by YinYin 2016-01-02T20:00:00

You don't have to spam buttons - eating berries will do just fine. And your goal is getting 100 of them.

Tubutten Beetle by YinYin 2016-01-04T19:11:00

@SinclairStrange: Ah, but you didn't have quite as much material to review. And you've spotted all the real important issues I've already addressed more or less in my new build :D so that's reassuring!

Music was a first for me and I spend a lot of time making sure it would not tire me out while play testing.

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.

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.

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

same problem as candlesan

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

web/windows port please I wanna play this

Abyssal Zone by Leddev 2015-12-17T19:55:00

6/6 I'm gold!

You are getting 5 across the board except for 4 over all, because of a few tiny little things:

First of all XZ buttons are awful on qwertz keyboards. Please avoid them or throw Y in there for good measure.

The first puzzle with the spiked moving pearl holding the button was far too hard. The last one after that was a little easier, but even that wasn't too well suited for introducing the mechanic. Far better would've been a section where all you do is open a door which releases one of these to move onto a button without fail.

Also if you expand on this in the future (and I really hope you do) the game would benefit from traditional directional keys (or dpad) for easy movement, while keeping the spin in place mechanic to advance the step timer or turn wheels etc.
You could even make that an upgrade you only get during the game (as well as add a second upgrade & button to spin in the other direction - this opens up more possible level designs once everything without spin or a single spin has been exhausted).
Alternatively just upgrading to a counter spin during the game in addition to retaining only forward movement would also work as a relief without using full directional input and staying closer to what makes these puzzles great.

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.

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).

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.

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

This would be really great if it had some sound.

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.

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.

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).

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.

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

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

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

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:

LD35 — Shapeshift

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.

Photagogue by ChuiGum 2016-04-26T16:30:00

Also that story ... tl;dr

Is the shapeshift theme hidden in there?

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.

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.

LD41 — Combine 2 Incompatible Genres

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

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.

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

Way to crush expectations.

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

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

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 :(

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

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 :thumbsup_tone1: it would have been much worse without that.

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

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.

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

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.

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

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 ...?

Tejuru (Tetris & Jump & Run & Digger & Unicorns) by larzan 2018-04-26T08:09:57Z

> Why making tetris lines is not enough to make them disappear?

@nonimad probably because it would mess with the platforming if lines you are in/above/below would suddenly disappear - so instead everything is just pushed down (including lava) via weight

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

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).

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

Unfortunately can't play it.

213.113.173.58 took too long to respond.

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

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.

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

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

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

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.

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

I lost

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

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.

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

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 :(

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

Capture.PNG

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

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

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.

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

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.

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

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.

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

"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.

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

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.

Bazzoccer by Invixel 2018-04-24T13:43:25Z

Certainly not just you. Getting multiple games with A/D movement and space jump.

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

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 ...

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

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.

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

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.

TETRITION by Cody1712 2018-04-24T08:33:13Z

@carvster You can still stomp on the enemy!

Also it starts flashing more and more violently as you do damage and there is a score/rating/summary upon beating it.

If you give it another go try focusing on building the arena itself :D The enemy health scales with how many resources you collect in the Tetris phase.

TETRITION by Cody1712 2018-04-24T09:45:17Z

@samuel-henderson your health in the top left corner goes down. You can actually die.

TETRITION by Cody1712 2018-04-24T15:04:38Z

@yancharkin up for rotation and space for hard drop is actually standard with Tetris games - the only thing I was worried about was not getting some of the rotation behaviour right (a lot of Tetris entries rotate the square around one corner rather than the middle for example > no effective rotation)

title screen should still include that info I guess

TETRITION by Cody1712 2018-04-24T15:31:01Z

Added them here :)

I was sure the hand full of relevant keys on the title screen and a slow start to each phase would be enough.

TETRITION by Cody1712 2018-04-25T21:02:59Z

@smbe19 yep, the quick speed increase is intentional.

You are meant to clear just a few lines for resources before being pushed into the next phase (and be a bit strategic about focusing on resources or level building).

The red thingy can be damaged via shooting (space bar shoots all non red blocks you collected via cleared lines) or just jumping on it.

I knew the platforming was going to be hard to get for some players. Basically you can stand on any block that doesn't have another above it. In the holes. You can thus build yourself an easy or a difficult tower for the fight (or an impossible one too, if it only contains 4x high chimneys).

We had a late idea on how to make falling off less frequent/frustrating, but I'm not sure I'll get back to implement it.

TETRITION by Cody1712 2018-04-25T21:18:30Z

@smbe19 agreed

It scales with how much health/ammunition you collect. Longer fight, higher possible score.

Balanced roughly to match your resources (2/3 of your shots). The target starts flashing stronger/faster and shoots at you more frequently as it takes damage.

If you just want the ending quickly: don't clear a single line, build a really easy tower, bounce on the thingy 3 times.

TETRITION by Cody1712 2018-04-30T06:08:04Z

@Kainkun at what point of trying to play the game do you get stuck?

Is it not loading up at all? (~~can you play other untiy html5 games?~~ nvm you got your own unity web entry)

Does the spacebar on the title screen not work to start the game? (then it probably doesn't have focus - clicking into the game/using the maximise button in to corner may help)

Or do you have trouble with the controls/mechanics afterwards?

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

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.

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

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)

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

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.

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

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.

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

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.

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

Getting a 403 Forbidden trying to play the web version.

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

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

Just Relax by plufmot 2018-04-24T13:45:17Z

Chrome Version 66.0.3359.117

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

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).

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

*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.

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

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 ;)

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

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.

Fashion Fight by dexfrost89 2018-04-24T14:47:58Z

Ah, yes. I've been to the bar and office - but perhaps being in such high debt prevented me from regaining any self-respect. Although my hp remains at 100 on the map at all times.

I did look at the tutorial. It even made me read a bit to figure out how to close it again :D

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

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.

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

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.

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

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.

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

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

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

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).

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

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 ...

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

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.

Deadly Coin Demo by John Timora 2018-04-24T19:28:35Z

The bullets appeared fine, the gun just doesn't point in the same direction. It points a bit left. All you gotta do is turn it.

And the mouse does work, you just can't see it because you hid it for the FPS part and didn't reveal it again afterwards.