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.
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.