Would someone like to take over? I am not planning to put more time into this initiative.
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Pretty solid Asteroids clone; like the twist of having auto-fire (thus requiring no button clicks -- only a mouse to aim/move).
- The graphics -- overall presentation, theme, and especially the particles and special effects. Really well done.
- The gameplay -- fits well on the screen size, not too hard or easy, difficulty ramps up as you get closer to triple-shot
I think you can improve this game if you:
- Add some sort of goals or objectives like levels. I thought getting ten yellow triangles will complete the level, but it just gives me triple-shot.
- Increase the screen height. It's a bit short.
- Tweak controls when you're near the edges of the screen. It's easy to move the mouse off-screen and end up losing control momentarily.
Overall, really well done game. Would love to see a fuller version levels, upgrades, and stuff like that.
Disclaimer: I couldn't figure out the puzzles (other than the glass one) and would have really liked a walkthrough.
What I liked:
- The voice acting. It was pretty well-done.
- The story was really interesting; I want to know how it ends!
- The puzzles are simple if you can get them -- like the outside one.
- The setting and theme of a church -- a risk since people don't usually like religion in games. I think it works.
What I didn't like:
- There are no hints. If you get stuck, you're stuck, there's no way to figure out what to do or how.
- The lack of feedback. Beyond the radio and glass puzzles, if you do something right, you don't know.
- I got stuck! I couldn't figure out the letter puzzle, the shapes for the glass (once it was solved), or the numbers (the comment was a dead give-away).
For a 48-hour game jam, I think it's a really well-done game. I would have liked to solve it though :)
When I log in to the Dashboard, the Summary bar chart shows some days have views in grey; I can't mouse-over them and see what game they're from. Is this a bug?
The total number of views per day seems fine, and I can select any other segments/games in any of the days, but when I mouse-over the grey ones, nothing happens.
A couple of weeks ago, I found an interesting game made for one of the Ludum Dare competitions that puts you in the role of a chef chopping up living vegetables or something. I didn't bookmark it or add it to a collection, and now I can't find it.
Does anyone know what game it was?
Tried this. When I launch a game, the menu screen is zoomed in too much (doesn't even fit on the display) and I can't click on anything. Clicking a bunch of keys eventually starts the game.
I'm on Windows.
Hmm, interesting. I have two screens, and when I leave the game on the primary screen (square aspect ratio), everything is fine (highlighting included). When I move the browser window to my alternate screen (rectangular aspect ratio), the button neither clicks nor highlights.
I played through the full demo (three battles) in one sitting (30ish minutes). I liked the tactical aspect (which reminded me of Final Fantasy Tactics and friends), not so much the map overworld part -- the latter was more confusing (and the opposing force doesn't seem to do anything, which makes sense for a demo). The pixel art was very well-done, as were the effects (you didn't feel like it's lacking any animation).
Other than the learning curve (which is a bit steep) and the confusing infantry-beats-cavalry (which is explained in the comments), I really liked the tactical aspect; you really have to think how to deploy carefully (eg. cavalry can charge anywhere but can get overwhelmed quickly; archers can hang back and snipe; cavalry archers are confusing; infantry swarm cavalry).
Most importantly to me, the game was straight-forward to play through: there's a convenient "next unit" button, and it auto-cycles through units with simple options like move (which you can use multiple times for far-moving units) and attack; ranges (including attack range when you move) are clearly indicated with red/green squares on the grid; unmovable tiles (eg. houses) look good and are easy to navigate around.
I liked the trigger system a lot (and used it in my games). The only criticism I would say is that missing the trigger entirely should probably be less of a fail; taking a page from Super Mario RPG, a successful hit should be skillfully double-damage etc. while a miss should be just a regular attack. As a game designer, I would say the design of the battles is pretty standard, nothing special or new other than the trigger system.
On the other hand, the overworld part is confusing; it's not really explained that you have bases, you can generate units/gold, and command units to move. I eventually generated three more units and tried to marge them, but clicked X and one just seemed to disappear. Not sure exactly how this works. Also, opponents didn't seem to increase in units or gold over time.
The characters were pretty well-developed also (in how they develop over time) and the overall picture of the game world is easy to understand. There were a couple of confusing sentences, but nothing untoward.
Also: please add a settings screen with options to turn off music!
As discussed in this thread, a bunch of us are going to pick a game roughly every week or so and play/review/discuss it together. The goal is to give developers genuine feedback and/or ratings on their projects.
To keep this from becoming yet another self-promotion mechanism or voting ring, we have a few house rules:
- Anyone can join in at any time
- You can opt not to give feedback/ratings if you don't like a specific game/genre/etc. or don't want to give it a poor rating. (This should be in rare cases.)
- You can nominate someone else's game(s); but not your own.
Some suggestions on how to give useful constructive feedback:
- Mention specific details.
- Start with some positives that you liked.
- Suggest a few things that could be better.
- List anything you didn't like. Focus on problems, not so much on potential solutions.
I will post another message here every time we are done with our previous game and are starting on another one (roughly every 1-2 weeks).
If you want to add some games to the list of things to check out:
- Please use this same thread I mentioned already to post suggestions.
- Please mention only freely-available games; this is not a place to get free sales for your game either.
- Try to look for games with no comments; those are lesser-known and probably need the feedback more.
- You can use the Itch Randomizer to find cool stuff.
For any given week, you can view the queue and the current item in this gist.
You're welcome to join, although we're not doing any sort of review trade or anything like that. Just agreeing to review a third party game every week and discuss it in some detail together.
We're going to go with games nominated by one person who's not the owner. Someone actually cares about that game. If you decide to nominate something that has no comments, that's cool, that's up to you; I would probably pick something that someone on Twitter mentioned as "please give me feedback" or something I thought looks interesting.
And yeah, we'll try for one game every 1-2 weeks and see how quickly people can respond.
Thanks for showing interest! If you read the thread (I know, it's long), we decided to ditch ratings in favour of posting detailed feedback. I think we'll end up posting a couple of placeholder comments and/or ratings (comments are the important bit) and a link back to our weekly thread where we say "here's where we discussed it in detail."
Megaflops is finalizing the choice of game. Keep your nomination link handy for the second week/iteration of this.
Agree to all of the above. Hopefully this takes off and we have a bigger pool in a couple of weeks.
I'm fine with Away Team. How about: if you can't get it running in 24 hours, pick something else? Either is fine, let me know and I'll put it in the "official" thread.
BTW, Itch has a concept of Collections (I just learned about this recently). It's a good way to track games you want to check out later. I forgot that I have three games saved up in there.
Just to clarify, we're not doing this as a reviewer duo. We're just agreeing to play the same game at the same time and give the developer some sort of useful (detailed? actionable?) feedback on it.
Since we're just starting out, sure, that's okay. But if I can put some restrictions, I would suggest:
- Free games only. (Otherwise, if this picks up momentum, it'll be another easy self-promotion / free-sales thing to spam.)
- We should avoid genres either or both of us really don't like.
For me, IF and visual novels are not my thing. At all. But since we're starting, that's cool.
I'll make an "official" week 1 thread for this shortly and we can use this thread to coordinate stuff.
Oh, and although it's not required, I plan to leave a comment and/or rating on the game itself for developers, for any games that I end up playing because of this. Thanks for being the second person! This is now officially a "thing" :)
Okay, let's try it. I guess the implicit assumption is that the game developers will read our comments/feedback/etc. We may not get feedback on our feedback, but that's cool.
I actually don't mind if you pick first. I haven't really looked at many games on Itch yet, other than my own.
I thought a lot about this the last few days, and you bring up some good points. Here's what I'm thinking:
- Ratings are very niche on Itch right now. You can only see them one view (Top Rated), and they're going to be revamped soon anyway.
- It's imperative to rate honestly (to not create a voting ring/gang). Therefore, it's better to rate something good (if you like it), or not to rate it at all if you don't (unless we have 3-4+ people rating each game).
- Feedback is more valuable to developers anyway; especially if they want feedback on specific things (eg. a specific mechanic, a specific level or weapon).
- As you brought up, it's better to let people submit their/others' games than to randomly pick something.
What I had in mind is that a few people submit games, and a few people pick/critique whatever games from that list they find interesting. I think this would avoid most of the problems above, but still be useful for game developers.
What do you think?
There's also a list of developers on Twitter asking for feedback on their Itch games. We can engage them, and/or use that as the list of games to rate to start. Maybe.
I uploaded a game via the web upload form and tagged it as a Windows executable. What channel name do I use to upload an updated version via Butler?
I tried "windows" but butler indicated that this is the first upload to that channel.
I posted three prototypes today and they all show a "CTR" (click through ratio + impressions) statistics. But I checked my older games and they don't have this data.
Is there a way to get the same stats on things I published before today?
I have seven published (finished) games on my Itch page. I would like to add a few (now, and more later) unfinished prototypes, too, to get feedback. But, I'm not sure how to display them nicely, since there are no "categories" or headers or anything I can use to separate my games.
If I lump them all together, I might get people thinking I only make small/weird/unfinished prototypes, and I would rather get eyes on completed games first/more (although maybe I shouldn't care about this).
How have other people handled this? What can you recommend?
It looks like Collections are a nice way to handle this. But how do I display a game only in a collection? And is that the right way to go?
Just wanted to follow up and see if there's any way to see unrated games. I tried browsing, and apparently "Top Rated" is the only view that even shows ratings to begin with. Without this, I'm blocked; any idea how I can achieve this?