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Really relaxing game. I would love to know how many more pieces I can use. Also its hard to plan ahead, so its just about making the best out of the situation. But I felt like I can only win if I perfectly place everything.
Also it would be nice to see the blocks that Im placing, even if they are where blocks already are placed. Which is hard since you need to make sure that players still know that they already placed one. But without this its hard to visualise where the blocks will be when rotating.
The highest score I got was 94 and it was fun! Well done
I stopped at the match level. Doing that repeatedly was to much. I didnt understand the collider of the match. Only the fire should collide with the wind. So I always let the wood hit the wind and bam died :3 Other than that I liked the differnt mechanics you put in here. All with hte same purpose to get the water warmed up. Well done!
The level design is good! I like how it became harder over the course of the game, and didnt make me run out of time in the first level, even though I was horrible. The jump felt off, I often felt like I should be able to jump but I wasnt able to. Meaning I was still not falling since I was on the platform but coudlnt jump. Well done :)
Cool mechanic I really like it! The player movement and umbrella controls could feel more responsive to feel better. But then you gotta make the game faster paced too which might not be your intention. The yellow stars become less saturated when they hit the ground which made me not see them until my third attempt to beat the game. I made it to 15 stars at one point and had fun with it :) Good job
The lighting is really good, I like the atmosphere it creates.
The controls are hard to use. I couldnt make the stone move unless I moved the mouse way to much, which destroys any precision. Giving an option to set the sensitivity for the mouse would solve this problem.
The graphics are just the standard unity assets. Only in there so you can see whats going on. Im sorry that it was looking that bad, but I really just wanted to play around with the idea itself and not worry about any art for it.
There is a valid strategy which allows you to dodge everything early on. Later on its about dodging as much as possible. I fear the strategy is to hard to find if only played for a short time, which the game is made for.
Thank you for taking your time to play my game and to give me feedback as well, it means a lot to me!
Intriguing is what mark probably would say about this, and I agree! :D
It reminds me a lot of the mechanic in celeste. Where you can do an air dash once, and if you hit a gem you can do it again. There is something about this that is really satisfying. Sometimes the game is to random, leaving me optionless. So an option could be "jumping on (some) enemies". Which could be really hard to do, but really usefull (high risk, high reward). Also giving me a bigger dash bar would be really cool, idk when but at some point in the game :D Making me start with 3 out of 5 health feels bad. It feels like your punishing me right of the bat. Maybe dont show how many lives I can have hmmm not sure
Apart from that it was really fun to play it, gave me cool ideas for future games, so thank you a lot for making this game :) Cheers
You marked the file as windows, mac and linux. But I think your file cant do that (Im just assuming so I might be totally wrong here. If I am please tell me how you made a file for all 3 platforms). I guess its just a windows file, since its a .exe If you're using Unity, you have to change what your building for. One of these options is for windows linux and mac, but in that option you can still pick which one of these 3 your building for.
I think a flipper always gives you the possibility to get the ball back up, if you react fast enough (unless it goes throguh the middle).
But thats boring to me. So mechanics that allow me to influence the ball while its up, like you did, are really interesting to me. But if I can influence the ball at all times, I should be able to do something fun with it. "High risk high reward" and "low risk low reward" elements should be in it. That probably means redesigning the flipper though. Maybe the current flipper has that, but I cant really see these. They should be visually distinguished from each other and show how they are low or high risk areas.
I think I spent to much time with your game, but I really enjoyed it. Its really fun to always have a random mechanic that you now have to play with. Would be nice if I have to make the best out of each mechanic. So maybe having 3 lives and each a different mechanic, and at the end you get the score, or the mechanic just switches after a specific timeframe.
Well done :) Cheers
Did it in 24h XD I wanted to do more with the levels. Like climbing up a slope which has a more than 90° angle D: Ran out of time. I thought the start wasnt to slow paced since players would learn the mechanic still, but I guess it was to slow paced :D
Generally I like the concept its really fun to run away from the enemies with my towers. Its refreshing since Ive never done something like that! But I think there should be a possibility to kill the enemies. Not with towers! Maybe some enviroments kill them, so I have to bait them into those.
The camera could help me more. Its pretty hard I think, but the camera is never where I need it (because Im occupied with building). It would be better if the camera follows me. Meanwhile I can give it a offset with the WASD movement that you have (which works, but can be expanded upon). Also the camera could be between the enemies and me, so that the camera tells me who Im running away from.
Well done on that entry, cheers :)
Less health on enemies would be nice. Not changing who I am after I beat one, and continue with my health would be a possibility then. => Defeating someone without loosing hp is a high priority (to defeat as many enemies as I can), but you could add something like "if you defeat the enemy within 5 turns, you can reroll one of the cards. Apart from that the its a card game with gambling elements well done on that :)
I think in a shooter you would get more enemies that also move towards you. It felt like a puzzle to me :/
But as a puzzle game it was pretty good! You have to understand what to do and then time everything good, or else you will fail. Thats prety good Design!
Escape should definetly not end the game XD I dont know how far I was, but I wont redo, because I was probably at hte last level. Holy you got a lot of levels!
I think you could have started out slower with all the different mechanics, I felt a little overwhelmed. I didnt have any problems finishing the levels since you designed them well. But at the same time it was to easy (you just walk through the level basically. Which makes sense for a platformer, but the puzzle part was to simple. Great entry!
I didnt get it. I dont understand what Im supposed to do. In level 1 I get different results, while doing the exact same thing. First white then grey, gives me a win or a game over- First moving grey then white only gives me game overs. In the following levels I didnt understand why I won or lost. I stopped playing at level 5
Now I like the controls, now they really do feel like pedaling ^^ My bad I didnt realize, thats how you control it. Maybe the wrong way to do it (holding arrow keys) shouldnt be possible at all then.
Oh wait, thats how I lost. I thought its them hitting me, after I throw a bomb at them. XD
Well they just take of with the chest, maybe instead they open it. Also instead of saying "Game Over" you can say "they took your chest, Game Over". And when the explosion kills you, you can write a pun or something ^^
Good job right there! Im just gonna get to the point and count up the things you can do better. Not saying you didnt do good, which you definetly did.
In level 1 I had a hard time finding the path since the paths look like walls do.
When using the shotgun and railgun, the purple enemies needles are everywhere. I thought the needles could damage me (they should have their color change, like a purple enemy killed by the assault rifle, or they do damage me).
The visuals looked good, but they where all over the place. Especially the boss fight was really messy. What I mean is that I couldnt see the enemy bullets, because of all the visual effects (mainly explosions). And if I cant see the bullets, then I cant dodge them. The visuals look good though, its just to much at the same time.
With the railgun, the best option is to hide behind walls and shoot everyone from afar. Enemies beeing able to destroy walls could solve this.
In a week you made a fun and solid game, well done!
I like your game. Heros beeing a threat after beeing bombed is cool, but it took me quite a while to understand that I died to them.
I feel like space would be better for jumping and dropping bombs could be "s", while "w" can still be jumping (if you dont need the key, just give it a mapping that another key has). Since its Unity, you can create buttons. Instead of hard coding "Input.GetKeyDown(KeyCode.Space)" you can say Input.GetButtonDown("Jump"). Then you can say what jump is in Unity, and when I dont like it I just change it.
A really good entry it is!
I thought that Im on team Floating points, and now after playing the game for 5 minutes and reading the name I realize I was the dealer o.O and I still dont know what my goal in the game was. Also I dont know how I created troops to sell. The idea is really creative and I like it. The mechanic, just beeing selling units to one side to give them the upper hand is really cool. Maybe it should have a drawback, like the other side gets mad at you and then does idk.
Anyways you created a fun game there, well done :)
Hey there, I made a game for the ludum dare 40. Its called super coin here is the link: https://bluemirror.itch.io/super-coin.
I would love to get some feedback on it!
The game is a 2D top down shooter. The more health you have the less damage you deal.
It got a global highscore so maybe you just want to be the best? :D
about the first part you wrote, all that was given birth because of the bad level design. Stopping and returning was supposed to be able in some parts, but that was just if you would be really good.
Running wasnt supposed to be mandatory, it was supposed to be a "too fast" thing, which you use to accelerate. Holding the run button was supposed to be a short thing, of some seconds. I just didnt get the numbers right in time for the runspeed and walkspeed.
Sorry for the inconvenience that all that caused you. I took notes, and I will do better next time.
Thank you for playing, and even more thank you for taking your time to write all this!
See you at the next game jam :D
No thank you for mentioning it.
Everything I did in this game was new to me, so the time was over before I could start tweeking the numbers and change the movement a little to make it feel better. Your the first that realized how weird the jump is. It would be a lot better with a mario jump ^^
Thanks for playing, and for your feedback :)