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kiddforce

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A member registered Jun 11, 2020

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It's a simple platformer but I had a fun time with it!

I was a bit disappointed to see that the delivery part was only contextualization and didn't really feature more prominently as a game mechanic. 

Overall the level design is alright but there's a few sections that have close to leap of faiths that I would recommend avoiding especially in a game that's intended to be played fast as being unsure if you can even make a jump will most likely make the player have to take their time.

I think the objective of playing through the game fast and the fact the game is pretty challenging kind of goes against each other a bit, it's not that you can't combine them but it does make the game less accessible as a result. I was able to get an all coins complete within 14 deaths so it wasn't a major problem for me but I can see it being frustrating for less skilled players.

It took me a bit to understand how the game worked at first, it's a bit unconventional.

The movement can get quite janky when you start having a few wagons due to the fact they have collision with each other, nothing that gets in the way of the gameplay but it does make navigation feel a bit more confusing than it already is.

I'm not really sure on the fact you can pick which wagon to throw since it didn't seem like there would be a reason to throw anything but the last one? If you could recover detached wagons that'd be one thing but from my experience this mechanic just made me more frustrated as I would sometimes accidentally select the second to last wagon instead of the last one and start losing some without any way to recover them.

Always moving makes attacking enemies a bit awkward at times, when they start amassing a bunch it feels hard to counter since you mainly end up attacking through drive by attacks.

The basic concept of having to park your car perfectly has potential but I think the current two levels aren't enough to fully judge how fun that idea can get.

The second level being brake only is interesting but it goes for a bit too long without any indication that you'll eventually park, this should be communicated a bit better I feel.

The game is also maybe a bit too unforgiving? A system that rates you for how accurate you are may be a better fit than a simple pass/fail.

I think there's room to make some cool levels with this setup with the addition of more mechanics so I'd be interested to see the concept taken further.

The game gives a good first impression, an art style that stands out and core mechanics that feel fun to use and while I had fun with it, it left me wanting for more as I don't feel like I really got to use those mechanics a ton or see that style flexed to the degree it could be.

I wish there were audio sliders since the audio mixing is tuned pretty high and SFX overpowers the music.

A bit more impact on enemy kill would be nice, they kind of just disappears without much fanfare.

Overall, I think this is a good base that I'd love to see expanded upon further since I do see potential in it.

I got the good ending and thought the game was okay.

Referencing the ending text aside, I thought this was a very cozy experience! Despite being short I liked the small sense of progression the game provided. I'm not sure this could be expanded much as is but for its current length this was definitely one of my favorite games this jam. The newspapers were a fun addition!

It would be nice if the boats didn't run into each other with auto-pilots, having to micro manage them to keep earning money is slightly annoying. It also generally seemed like getting more terminals was just worse for money making with the very long travel needed.

Glad to see you got it playable before the voting period ended!

I understand the inertia mechanic but I think the implementation is a bit flawed. Using it leads to a lot of scenarios where you kind of have very little control of yourself which is pretty inconvenient in a level with very little safe zone. Most of the time I would try using it, I'd either miss the timing a bit or flung myself way further than I wanted and I didn't find the dash a good enough tool to correct my jumps.

It doesn't help that basically every jump but the last one can be done with just jumping + dashing even if some are precise (and I'm not convinced that last one is truly impossible). It's a lot more consistent and just overall easier. This led me to play the game as if the inertia mechanic was a hazard and not my main tool for movement which I don't think was the intent?

I think there's potential to it but it needs to receive more iterations to make sure the player has a bit more control over their jumps.

It's a bit hard to fully judge the game since there's a few key issues that affect the gameplay loop.

I was very confused on why I died a lot of the time, despite having a bunch of health I would sometimes just blow up?

You can just go to the central house and instantly get to the upgrade menu regardless of doing deliveries or not it seemed. The upgrade screen is obviously quite unfinished as well.

3D isn't easy to do on a short timeframe so despite those issues it's nice to see what was accomplished! 

Extremely well done game, from the concept to the art and music it's a very well rounded package! I loved the atmosphere throughout.

The tentacle and imp mechanics both caught me by surprise, very well executed horror despite the limited art style and the kind of game this is.

I wish the game was a bit more forgiving, getting the spirits can be very slow and it's very easy to lose them. Being able to see a bit more whether that's a bigger radius on the fairy, some slight light around the spirits or another solution I think would help a lot with that as the lack of vision is really what makes getting souls a slow process.

I'm very curious of what the ending is if you collect all of the spirits but I don't have the time to grind for that right now.

I'll echo some of what others have shared that some aspects of the game are janky (axis-locked movement, offset collision).

The puzzles are pretty simple and they don't evolve too much since you just always put the orbs in a similar order.It would be worth trying to mess around with those ideas more or add more elements to make the puzzles less of a todo list.

I don't think putting a red orb into a yellow slot or a blue orb in a green slot is super intuitive, confused me a bit.

Also.. for a game called Mr. Orb a lot of the elements in the actual game are more like squares..?

Very unique idea, I'm not sure how well card game and racing game mix with each other but I'd be curious how you evolve the concept in the future.

I'll echo what others have said the racing line as well as a more proper end to a race would have done a lot in actually making me want to try different decks to see which one leads to a better result, as is that's a bit hard to do

The current variety in cards is a bit limited to really see how good this concept is so I hope you'll add more types that synergies with each other.

I liked the concept of delivering ammo to turrets in a tower defense, I think that has some potential.

The lag during the planning phase (which might be web only?) made the experience really rough, once in the actual wave it thankfully disappears but it made me really not want to replay stages.

I wish the ammo transport mechanic was a bit more fleshed out, it's very basic right now. Some of the level design is also a bit weird, very big space but you only get a few turrets. I generally wish you had more turrets to manage at once and that the game was more tuned around a bunch of turrets not having ammo as you try your best to supply them.

The setting menu doesn't seem to do anything on web at least. Landmines didn't seem to work either for me but maybe I'm stupid.

Picking up the king and using it to kill enemies is a creative interpretation of the theme.

I found the controls to be a bit wonky, I'd often bounce around when colliding with walls which let to a lot of situation where I had a harder time going where I wanted than I should have.

The music seemed to reset a bunch in awkward ways as I traversed through the world. Sadly means I couldn't exactly listen to the music in full as intended.

I made it through to the third king and kind of stopped paying attention and died, since the second king had a different color I was curious on if there was any specific end or milestone or if it truly is just an infinitely long game?

I enjoyed the train sokoban mechanic and I was quite sad to see it only had 3 levels, there's a bunch of potential to this but there isn't enough space in this game to see it.

The character art is cute but a lot of the rest of the assets make the game feel extremely unfinished, would have done a lot to make the game a more complete but short package.

Very silly game but I really liked the concept and had a ton of fun playing it!

I think some of the death can come a bit out of nowhere with no way to really see the cheese while moving forward which feels a bit anti-climatic at times. Dying by being locked in a pen also feels weird, I should be able to easily just jump out based on how it's visually represented.

Would love to see more levels!

Very simple game but I had fun with my few attempts.

I think the fact playing at your own pace is the most optimal way to score is a bit wrong. The scoring system should probably punish that compared to playing at full speed. Another approach could be putting some kind of time pressure.

I tried going north by reversing for a bit and I was surprised to see that seemed to have a unique sound when you have zero reason to really reverse, nice touch.

Not much to see in this game sadly, hope you'll be able to do more with it once the jam is over

I do really like the cat though, very cute model (and thumbnail)!

Very fun game and overall a very well designed puzzle game. I'm not sure where the idea of adding a potato came from but I welcome it!

I think some of the transportation can kind of drag towards the end but it is the theme of the jam so it makes sense to be there.

I'd really love to see the concept expanded upon including some of the other chess pieces, I think you could make eve n more puzzles out of those.

At one point I realized I could carry both a potato and a piece at the same time, that seems like a bug?

Really clean aesthetic and I like the general contextualization of everything around network and packets.

I think the current levels don't really use a lot of the tools in a very interesting way, encryption is something you're always going to put in the right nodes and the pathing is very obvious a lot of the time. I was expecting a stronger focus on puzzles than I feel is currently there.

I'm not sure how I feel about the hacker mechanic, it's a more active thing to do than this type of game usually involves which isn't bad in and of itself but it's also very one note right now.

I'm interested in seeing what additional levels post jam will bring to the table as I do think some of the foundation is pretty nice but it's not used as well as it probably could right now which is something just further iteration should naturally improve.

Very basic gameplay loop but very fun and addicting!

The controls are a bit slippery and kind of awkward around some parts of the level but otherwise it's very satisfying to learn how to navigate. I was surprised at how well things flow together once I got a bit more used to the map.

There's a bunch of small things like the environment moving when you run into it that adds up to the overall spooky charm of the game. I do wish the candy boxes were more finalized assets because that's the main thing that holds back the game's art but it overall gets the halloween vibes across just right.

Definitely one of my favorites from this jam!

This is a very cool concept and while I do have some issues with the execution It's a pretty creative game for your first one!

The idea of picking the right option based mainly on sound is good but one issue I've had playing is what the sound actually corresponded to wasn't always clear and the movement options I could choose was also not very intuitive. It made the game feel a lot more trial and error than a puzzle.

You spend a lot of time just slowly crossing the screen when your only gameplay choice happens multiple seconds before any of that happens so it ends up leading to a more frustrating experience if you aren't able to pick the correct choice right away.

I think this is the kind of game that would benefit from a consistent design language( i.e. elements that behave in a known and consistent way) that you slowly teach the player through each stage. This would make those multiple choice stages feel a lot better as they would both be about trying to interpret the sounds and about recalling your past knowledge.

It's a shame the game had to be rushed, I'm curious what kind of things would have been added in otherwise?

The controls are a bit awkward but with the small length of the game it adds a tiny bit of challenge to it which probably works in its favor in practice.

I wish the map was a bit less square, it leads to a lot of awkward times hitting the walls.

I still had an alright time with what was there, gave it a few runs to try and get a good time, best I could get was ~37.90 secs but that can definitely be done faster.

The art in this game is very cute and very well executed!

I think the movement and projectile speed in this game should be higher, it feels too slow and sluggish, every time I want to go across the river I feel like I'm just dragging my frog along which is less fun than it could be.

A bit more enemy variety and having pressure (more dangerous / frequent enemies) increase the longer the players play would have really benefited the design of this game. When you let players keep playing endlessly, I think it's a good rule of thumb to make sure they stop playing because of an obstacle and not because they are eventually done doing the exact same thing with no way to possibly fail.

The lack of sound is a bit of a shame, I would love to hear what those bugs dying would sound like as right now killing them is a bit unsatisfying.

It's a very simple shmup but it's still a pretty good time, don't have people to try this in co-op so can't comment on that aspect.

I was not expecting to see Sand Bird from Sunshine in this jam, that's for sure.

The general atmosphere at night is pretty nicely accomplished despite the very small amount of assets.

The game is a bit janky at times but it's at least not very frustrating due to there not being any consequences for dying but it also removes a lot of what makes this kind of game fun since in the end you are kind of just following an extremely basic script when you play this.

Since you mostly just end up waiting for you to be able to deliver I was a bit disappointed not to see the Sand Bird used in a more creative way, I think there's room to do more things than Sunshine ever did with that concept.

The art is nice but I'll echo what a lot of people have said, despite a lot of attempts the game was essentially impossible.

I understood the idea of delivering colored boxes to the colored areas but the exact behavior of the enemies was confusing, there's a few things I picked up on but none of it was helpful in actually being able to string a successful run.

I would be curious on how this game feels with the enemies toned down whether that's speed, detection range or other changes.

You can get out of bounds on the level where your spawn exit faces south by going to the sides behind the building but there's nothing interesting you can do with that.

The idea of a narrative focused experience aboard a train seemed interesting but I think this game lacks a bunch of things to make it work.

The art is nice, I like the character portrait a lot, there's a lot of personality in those!

The UI is kind of rough, for a game that is essentially mostly UI, it definitely should have had more focus put on it. The visuals there could have been cooler. Having to select a dialogue only to click through a dialogue box that's 90% of the time the exact same text is very unnecessary and slows down an already slow experience. 

There's a lot of typos throughout the text that end up really taking me out of the experience. I would be fine with a few here and there but I felt like there was at least one every other line. When text is your key gameplay element, that's not great.

Unfortunately the characters mostly sit there and while you can talk to them there is very little progression or changes for doing that, you end up getting a lot of exposition that sadly never seems to be too relevant.

I was extremely confused by the fact you spawn right next to the "start the next event" part, I shouldn't have to go out of my way to learn more about the characters when that's the best part.

The events also seem to just happen with no consequences? It's hard to know if it's bugged or if that's just how it is but it ends up creating a narrative game without a story which is a shame, I did want to see where those characters may be going but what you see when you boot up the game seems to be all there is to it.

I really liked the core mechanic in this game. There's a lot of potential to it and I think the mechanics currently there are already a pretty good use of the tool kit.

I think the idea of relying on a natural tutorial rather than specific instructions is pretty good for a platformer but I think it probably could have been done in a bit more forgiving way, I spent a bit too long on that first spike jump a bit unsure on how to actually solve it.

Some of the level design in general can be a tiny bit too precise, some of the levels felt more trial and error than anything but I think that could easily be ironed out.

It's a shame the game lacks sound since I do think the drill lacking it make it a lot less impactful and it would add a lot to the experience.

Still this is a pretty good proof of concept and I'd definitely be interested in seeing those mechanics developed further!

The idea of a snail delivering mail is pretty cute, unfortunately the game has some issues that stopped me from completing the game but I enjoyed the parts I could play.

I wish the snail was a bit bigger visually, it's a bit too small right now. The background doesn't fit too well with the foreground, which makes it hard to tell what kind of environment the snail is in.

Falling off the map takes a while before you actually die and it doesn't decrement the life counter when you do.

(Part where I got stuck since the purple mushroom have no collisions).


The controls can be a bit clunky and I think the level design is a bit haphazardly put together where some of the obstacles don't flow too well together but this was still a pretty fun experience.

I didn't quite understand how overheating worked in practice? The UI going behind the ground didn't help but it was too confusing and didn't seem like an actual factor.

The art is a bit sparse but somehow I actually end up liking how that turns out, gives me a bit of an old cartoon vibe. I do think the platforms probably would have looked better with just a single color instead of the repeating texture it uses.

The first impression was a bit rough, the gunplay is rough and the enemies very unforgiving but after a bunch of attempts I ended up having quite a bit of fun with it!

I enjoyed the movement a lot, I wish the level design was more built around it. There's a lot of obstacles and the enemies are really aggressive so it never leaves you with enough time and space to really express your skills with it which is a bit of a shame.

I liked that there were a bunch of different weapons it gave something else to try after every death but I wish the ammo dropped by enemies was a bit more obvious, it took me way too long to realize those weren't just random confetti.

The delivery aspect of the game could have had a better contextualization rather than only the UI, I was quite surprised to just be jumped by a "FINISH" overlay at the end of what looks like a random room, I wasn't sure why or to who I delivered anything.

Some checkpoints or way to heal would have made the experience a bit smoother to go through but I assume that and a bunch of things came from a lack of time. Still had a fun time overall!

Oh yeah, you can also get out of bounds at one point, sadly nothing much to see or do there and since there's no death plane you'll have to restart the game if that happens.

When I saw this entry named Trucky RTS, I was hoping to have an army of trucks under my control but this ended up having a lot more turrets than I expected. I think it would have been more interesting for more units to be vehicles.

I felt like the game balance was off, the zombies seemed to take a lot of damage before dying and there's not a ton of feedback that they're actually taking damage at all, it ends up making you wonder if you're playing correctly or not which should be avoided. I never felt too excited getting new units because they didn't seem to have a big impact.

The harvester seem to also just go for odd paths, they'll ignore trees directly in front of them which is frustrating as you get swarmed and are out of resources you can't help but blame the game for your inability to generate resources faster rather than your own strategy.

I really liked the silly texture on the front of the truck, I can't tell if the TODO guy was intended to actually be done or just a nod to things never having a chance to be finished but it somehow added a tiny bit of charm to a very simple world.