Nice platformers. Just hard enough to be rage-inducing, but not so hard that it's futile. I liked that the slimes pushed you instead of just killing you on touch.
kelskye
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It's competently set up and the level design has some nice platforming in it. The tutorial was well implemented. I liked the opening animation to start the game off! A couple of little things that could be improved like speeding up the enemy death animations when they are killed, and being slightly more generous with movement before falling off platforms. On the latter, so many times when I tried to jump and move I had to remember "jump first, then press arrow key".
Good use of an ARPG setting. The dungeon was nicely laid out with a good progression of difficulty. Definitely could have used some sound effects, and knocking up the amplitude of the music, and setting up some sort of visual indicator when the enemy is hit. Half the time I had no idea if my attacks were successful as even the attacks that killed enemies had a delay before they disappeared.
I found the hidden level. Not really sure how because I totally got lost on the first level once I collected all the coins and I couldn't see how the level ended. I think the game needs a bit more of a challenge - the third level with the tank at least had some platforming challenges to it. Was it deliberate that you could shoot the tank by staying just out of its range?
It was a nice surprise that once you get hit the enemy slimes gives you some respite to relocate. That sort of design is a nice touch! I'll echo what others are saying here in that you really need SFX and music to help with the immersion. Perhaps adding something like power-ups to either gain life back or zap enemy slimes. You've got the makings of a fun game.
A very literal interpretation of the theme! It was nice little pool simulator with good artwork and appropriate music. One thing I would have liked to see was the friction on the planets be a little stronger. It sometimes took quite some time between strokes while waiting for the planets to slow down.
We both had the same thought! The low poly 3D aesthetic worked really well, and the gameplay worked. Perhaps an in-game 101 on the economics of the world would have been handy - I got to the point where I could build nothing and do nothing. That repeating music got really grating after a few repetitions!
This looks amazing! Along with the peaceful music and well-chosen sound effects, there's a lot to like aesthetically. I think the challenge for the player needs to be better explained. I think it had something to do with landing on flowers, but I didn't quite grasp why or what for. The flying was pretty intuitive except for my natural reaction to use the arrow keys to steer - but that's on me.
A nice little maze game. The choice of music was really good for the game! I would have liked it if the slugs provided something of a challenge as killing them felt like a sterile exercise. A couple of sounds like for the blaster shooting and the slimes being hit may have helped with the feel of the game.
I really enjoyed the puzzle design in this game. There was a moment in one of them where I was able to reason out exactly what I needed to do and was able to execute it. The graphics work for the game and the background music is as unintrusive as one could hope for. One difficulty I had with the controls was that worry of getting near pixel-perfect in movement because it was easy to accidently go over or hang over just a little and it affected the ability to push things effectively. I had to be very careful in my movement.
This is a good effort. Little things like the level wipes are nice touches. The level design for a platformer is decent, and quite challenging. The graphics and sound/music is appropriate. Keep up the good work!
btw, there is a bug on one of the levels where you need to jump on an enemy to avoid the spikes because if you hit the spikes after killing the enemy, the "try again" doesn't reload that character making it impossible to finish the level.
This was a really neat idea. Reusing the puzzles with unique solutions thanks to the soul split was really interesting. That final puzzle was a real pain to get right. It's as though nothing can go wrong... One thing that was slightly annoying was the need to hover over to find what the efficient solution would be - it would have been easier to have that count running on the screen. That UI quibble aside, nice work.
Really like the minimalist look to this, and the music fits really well. The intro was amusing. I liked that idea of being able to harvest money on the left and the upgrade system. One thing I found was I just clicked my mouse button and never let go, just dragging the cursor wherever needed. There was no need to lift as far as I could tell.
Thanks for the comprehensive feedback. It's the small adjustments you mentioned that really can make a difference with game feel. The idea of having to stay at a console for a short while might be really good if the console is also on the path of a guard, adding a jeopardy to that. I think I'll use that in my next iteration of the game.
Thumbnail has been updated to something slightly less bad.
Interesting premise, I think a survival game like this can work, but it did feel like it's just playing with randomness as I couldn't see a way that my actions made any sort of difference to what was happening. If there was a way to hint at where the red squares are (sound or visual indicator), it would really help.
That intro is a nice setup to the game - that nice mix of comedy and absurd sci-fi premise. The choice of art was especially nice. (Whose is it? I'd love to use it for my own project.) The shooting part of the game was straight-forward but a challenge, especially when there's not enough time to count the number of zeros to guess the gate right (once I got the 64-128 gate correct it became trivial). It would have been nice if the music loops because that high paced start becomes an eery silence in its absence. Beatable given enough time, but no means easy.
It's a really audacious attempt, with a clever use of a time mechanic that's on song for the theme. The keys feel a bit clunky - it took me a while to get the hang of the controls and the mechanism (definite PEBCAK), but I like the attempt. I think some sounds and even an ambient track could have enhanced the game experience.
I think you've hit the nothing can go wrong theme with this. The idea of having to balance the crates while driving made it interesting. There aren't many isometric games I've come across this jam, so that was refreshing to see. It perhaps could have done with some extra levels - it felt over before it really began.
Thanks for the good feedback. The "blurriness" might be because I used a translucent ColorRect to darken the scene - it was too bright otherwise and I was trying to make the guards' light stand out. The plan was for 3 levels, but time and lack of variety got in the way - I didn't want 3 levels of the same thing. Didn't even think to change the background colour, but a darker background definitely would have looked better.
Thanks for the feedback. I'll definitely be taking those suggestions on board when I make a more elaborate version of this. The sound was a last minute (well, last morning) and I didn't even think to synchronise it with the animation. And a turn is definitely something I think would look cool - if I can make it work with the 4-direction art I have for the robot. If I can, I want the enemies to occasionally stop and look around so there's a lot of room for improvement.
The light thing was a pain, especially as I couldn't use Godot lighting in compatible mode. Ended up with a solution that builds a complex shape from ray casting and using collisions to mask it.
I like the idea of reusing the same mechanic and varying it from level to level. A few of them were quite challenging (the speed one was especially hard to control). The lighting looked really cool too. Add a bit of variety in each of the puzzles (was there much difference between moon and strong legs?) and you've got a decent puzzle platformer.