Gamepad support will be added in the enhanced edition, to be released within the next month or so. Thanks for playing!
Recent community posts
I'm pretty sure I'm doing this wrong. I feel like there should be a turning point where I can summon enough minions to turn the tides on the the red dots, like the fantasies of every domestic cat in the world. I really wanted to see if I could take down one of the larger ones, but no such luck.
Also, the framerate started to chug before too long; I'm not sure if you're despawning units that move way off screen/live for a certain time, but it's probably a good idea; the game would eventually become unplayable otherwise.
This one has plenty of character, but the driving physics are really hard to work with, and the camera's movement is very jerky. The lack of transitioning between tile types serves to make it all look quite rough. Still, the story gave me a chuckle.
This game has some of the most rewarding movement and gunplay of any jam game I've played in recent memory. Sliding down a slope, leaping into the air and unloading a shotgun into a zombie's face at point-black range is so very, very satisfying. Well done.
Everyone seems to like the dog! It was a bit of a last-minute addition; I realised it was too easy for the player to just hang around on the sides, waiting for an opening.
I haven't really done enemy behaviour more complicated than flying in a pattern before, but it's a lot of fun; will definitely have to do more in future. Thanks for playing!
It is just that first level, unfortunately. I was hoping to have more than one "board", as they were called back then, but time (and, admittedly, a lack of ideas) got in the way. It does get harder each time, though, since you have less time to rescue the scientists, and the dog's "thinking time" decreases and movement speed increases.
Thanks for playing!
Pixel art is nice, but the lack of sound is a shame. What's missing here is a lack of progression; an arcade-style game like this should get harder as it progresses, so that the player can't just settle into a rhythm.
The only real strategy seems to be to circle around the black hole while continuously shooting; it would be nice if you could play with a bit more finesse. The sound effects are quite grating, especially when they layer on top of one-another. Being able to choose one of three ships is a nice touch, though.
The presentation is nice; clean graphics, good music, good use of sound effects; but trying to actively control the ships is quite frustrating. It makes you think that if you're _just_ fast enough, you can control where the ship will go each time; but that sort of fast, stressy control goes against the zen atmosphere of the rest of the game, so I find it's better just to let things play out.
The gameplay works well enough, but too often it's just a case of waiting for the next fuel tank to spawn. It needs more things getting in the way, more problems to outwit rather than just "pickup the tanks, dodge everything else, burn while you still have fuel".
First of all, let me point out that I played this game on a laptop with roughly as much power as an abacus, so I probably wasn't getting the full experience here. Nonetheless, this was a fun time! Pinging from planet to planet and setting up your final shot is really therapeutic, in a way that's oddly similar to Kerbal Space Program. In fact, at one point I caught myself reaching for the F5 key to quick save after setting up a difficult shot.
The ambient track is nice - really helps to enhance the feeling of zen - but it's spoiled somewhat by the sharpness of the golf ball sound. The visuals, in so far as I could see them at three frames a second, are a little stayed, but understandably for a first 3D game, and there are some nice touches, like the gravity field, the motion trails behind the moon ball, and the "stuff" around the black hole.
All in all, I wouldn't mind seeing some more of this; I think there's mileage in the concept.
P.S. Points deducted for being able to land on the "surface" of Jupiter.
Okay, so the graphics are sparse, there's absolutely no sound, it has next to nothing to do with the theme, and you can't control the height of your jump in midair.
Apart from that, this game is fantastic. That puzzle mechanic is utterly brilliant and I implore you to develop it further. Seriously.
Really like the pixel art here, but the sound effects leave something to be desired; they would have been the sealing factor in making this quite an atmospheric experience. Besides a slightly floaty jump, the controls are spot on.
Oh my, the presentation. The polish. It's just spot on. Nevermind that the game seems to be a subliminal marketing campaign for male enhancement pills; it's got a good concept, and it executes on it pretty much flawlessly.
The weeping angels are cacti now. I was not prepared for this.
I'm a bit hard-pressed for things to critique. The concept is great, the controls work well, the puzzles are satisfying to solve, and the cacti are scary! Seriously, cacti! Okay, so I'm a complete wimp for horror games, but still.
A good concept, but the execution isn't quite there. The art is nicely drawn, but quite sparse; the levels often feel very empty, which isn't helped by the near-complete of any sound. The gameplay is a good concept (and the set-up had me laughing out loud), but the sluggishness of your ability to control your balloon-beau makes the challenge quite frustrating. The fact that you can't control the camera to check what's above you before you start ascending doesn't help.
I liked this one quite a bit. The pixel-art is spot on, the music sets the tone nicely, and the sound effects are... well, they're really silly, but it's quite charming.
The gameplay does stumble a bit; maybe I'm going into this with too much of a Metal Gear mindset, but I was expecting to have to move to a goal, not simply to remain in one place. It wasn't until I read your responses to some of the comments here that I realised what I was supposed to do.
That being said, though, it gave me a similar feeling to playing Metal Gear games, as I lie in hiding, waiting for one of the sheriffs to get an exclamation mark above their heads, darting out of my cover, only to discover that they were going to check the cactus I just moved into.
The problem is that the player has to rely on chance; they have to take a guess as to whether the sheriff is heading for their hiding spot or another one. Or maybe you're supposed to react in time when you see which cactus the sheriff is heading towards?
Either way, nice little game.
I promised you an LP for this, but I think my thoughts would be best written down; partially because I'm still flagging on energy from staying up all night to meet the deadline, and partly because there's very little I can say except: this is very, very, very good.
From a difficulty standpoint, this is a huge improvement over 12ToC. It's tough, but fair; anytime I messed up a challenge, I just needed to hit reset and be a few seconds away from trying again. I never actually felt annoyed with the challenges, but they were still satisfying to beat.
The atmosphere is brilliant; the sound effects are exactly what they need to be, and the relaxing music sets the tone perfectly. The moment when your cactus is silohuetted against the moon was genuinely beautiful.
That being said, the game's foreground graphics are probably its weakest part; everything is flat and unshaded, with nothing to mask the blocky grid-structure of the levels. It's unavoidable to some extent, when you're working with tilemaps, but it can be made less obvious.
The ending does sour me on it slightly. The challenge goes from enjoyable to aggrevating, and when you finally beat it, the ending sequence is less than thrilling. I imagine you were trying to go for poignancy, but to be, it simply came off as mean-spirited; an unpleasant shift in mood from what was previously a light-hearted, if minimal, story.
All in all, though, a really excellent game. Had a lot of fun with it.
Thank you very much, Dalton, but I can't take any credit for the music; it's Kevin MacLeod. Should've made that obvious.
With regards to a lack of engagement, is that because the only reward for beating a level is getting to the next one?
I haven't decided on whether or not I'm doing a post-jam version quite yet... but that hasn't stopped me from coming up with a list of changes if I were to. One of them was to add a world map, and make levels feature more like Mario 64; so getting 100% would entail beating every level on every mode. Would that sense of progression help to make the game more engaging?
Oh man, this one was awesome!
First off, that aesthetic. Dithered monochrome pixelart, oh my yes! I love the little details in how the slime's mass moves around from rising to falling. The music is perfect for getting me in a puzzle-platforming mood, and the sound effects are minimal, but everything they need to be.
The controls are a little bit rough - you have very little control over your jump, and you need to be extremely precise with when you activate each poison - but the biggest problem, I think, is how little the game explains what everything does.
Or... is that a problem? Because I still managed to beat it, I had a hell of a time doing it, and there was at least one moment when I literally shouted "AW YEAH!" out loud when I figured out the solution to a puzzle. The fact that the game gives you nothing makes it immensely satisfying when you figure everything out.
I had a blast with this one. Great stuff!
There's the potential for making this a fairly engaging process, as opposed to most games where you just craft something by selecting it from a list. There are a few counter-intuitive processes, though, and clicking on items to add them to my inventory seemed a fiddly task. I'd say you should definitely keep going on this one.
Should've called it Olympic Doping Test Simulator 2018.
There's a few neat little touches in here. The 3D effect on the hurdles looks really good, and I like the use of shaders. The lack of sound is a missed opportunity, though.
It's rather good at setting a grim tone, but I don't see how it relates to the theme. Also, moving from screen to screen seems a bit buggy; I can get to the guy who knows where the key to the church is by moving down from the bar as well as up.
As is well known, consuming alcohol will hamper your ability to aim while making you run like Usain Bolt.
I love the presentation. The town is beautifully modelled, and the flat-shaded low-poly aesthetic works really well. It's a pity that this jam version squeezes it through a mandatory low-res filter, because it affects more than your ability to take it all in; it makes aiming really hard, even while sober.
The gameplay is minimal, but "run around and shoot" is a pretty tried-and-true mechanic. I'd much rather play a game that executes well on a simple concept than does a complicated one poorly; and all the style you've heaped on makes this it very enjoyable.
I like the presentation, but either there isn't much strategy to it, or I suck at card games. I suspect more the latter than the former.
Also, the linearity of it means some potential is wasted; you could go off the beaten path to get some restorative items, say; or get items/weapons from defeating enemies. Incidentally, there was nothing to stop me walking straight past everyone except the first enemy, which is a good thing, as I'd never have made it to the final boss otherwise.