Congrats on your top 20 placement! Well deserved!
mkreitler
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Thanks for the kind words. Agreed that it's too easy. I was so busy trying to finish the core game loop I didn't have time to balance it. I will address that after judging is over.
That said, having played your game, I am almost embarrassed by the entry. "One Day at Sea" is so original, fun, and polished that I was completely floored! Makes your feedback on Do or Die all the more appreciated!
Very interest game and mechanics. Unfortunately, I got stuck early because it seemed like my "crafting table" got bugged and I couldn't drop anything onto it? Or maybe I just misunderstood the basics of crafting. However, your tutorial seemed straightforward (and was most helpful!), so I'm no sure where I went wrong.
In any case, it's a great jam entry and shows a lot of creativity. It's a great example of what indie games should be about. Nice work!
Very interest game and mechanics. Unfortunately, I got stuck early because it seemed like my "crafting table" got bugged and I couldn't drop anything onto it? Or maybe I just misunderstood the basics of crafting. However, your tutorial seemed straightforward (and was most helpful!), so I'm no sure where I went wrong.
In any case, it's a great jam entry and shows a lot of creativity. It's a great example of what indie games should be about. Nice work!
Great music, and fun retro aesthetic! I didn't understand the controls: it seemed like something was automatically rotate me when I went around certain corners? Wasn't sure if the boxes could be destroyed, and, if so, to what end? Could have used a tutorial, but I think there was some good fun in there.
Great work -- well produced, fully playable, and just the right amount of cheek! Impressive work, especially considering you did everything yourself in the course of a short jam!
Can't really see how to improve on anything, here, unfortunately. I wish the plane were a bit faster and easier to control, but I don't think that's in the spirit of the RC design you were shooting for -- so it's a "me problem," not an actual issue with the game.
Stellar work!
Great job -- brutally hard! The idea of rescuing your fellow adventurer's souls was a great fit with the melancholy music. Both lent great atmosphere to the experience. I wish the controls had been a bit more crisp, as I often failed to clear pits or defeat enemies in time to avoid hits...BUT, that is part of the learning curve, and with practice, it was possible to master the game, which is what matters in the end.
Nicely done!
Great job -- brutally hard! The idea of rescuing your fellow adventurer's souls was a great fit with the melancholy music. Both lent great atmosphere to the experience. I wish the controls had been a bit more crisp, as I often failed to clear pits or defeat enemies in time to avoid hits...BUT, that is part of the learning curve, and with practice, it was possible to master the game, which is what matters in the end.
Nicely done!
Very interesting game! I haven't played a merge RTS before and found the mechanics hard to grasp at first, then compelling once I understood. I love the retro aesthetic! Sure, sound and music would have been nice, but are just extras around a core that is already solid. I hope you have a chance to flesh it out.
Great game! Hilarious premise, smooth controls, and solid mechanics. You did an excellent job of managing scope for a short timeframe so as to deliver a fully playable and fun experience. Big kudos!
The only thing I found myself wanting as the ability to cycle backwards through the colors using the right bumper. I think the directions said that was possible, but it didn't seem to work for me (user error?) -- but just the fact that I *could* play on controller is impressive.
Nice work!
Excellent work! As a developer of EDU games, I can appreciate the mechanics you have used to help students understand prime factorization. The game aesthetics are highly polished, the controls are smooth, and the concepts easy to grasp but hard to master given the time pressure (I got killed in my first game by a '30' because I didn't factorize 6 into 2 * 3 ... and I have a degree in math, lol).
Impressive work on such a short time frame!
Nice work, especially as a solo dev! I liked the mechanic of getting knocked away from the thing you were supposed to protect -- I felt like you didn't even need lives at that point: just have the aliens knock you away and then demolish the Earth. That said, I'm glad you didn't do that, because the knockback effect, coupled with the lower thrust on the player ship, made navigating back to Earth brutally hard. :P
A fun game that evokes arcade classics. Wish you had had more time as I think you are on to something fun!
What an ambitious project! I loved the music and the underlying aesthetic. I wasn't able to figure out how to use my weapon or interact with the NPCs, so I didn't get very far. That's unfortunate, because I feel like there is a lot to explore in this game.
Good work -- I look forward to seeing where you go from here.
This game delivered exactly what it promised: gut-twisting, zombie-killing mayhem! Fits the theme exceptionally well. I wish the gun had felt more "weighty," but it's probably better for the sense of desperation that it didn't. The enemies were suitably horrifying, and I loved the hellish red glow of your destination.
I'm not a shooter guy, nor am I horror guy, so this was not up my alley, but I can recognize good work when I see it. Well done!
Solid mechanics and clean UI. Everything worked smoothly, as far as I could tell. It's not an easy thing to get a game working that solidly in such a short time -- good work!
EDIT: just read your reply to the first comment -- this is your first game? Then "great work!" -- not just good work. Keep it up!
Filled out the submission form, but wasn't sure if I needed to press the "submit" button, or the button to create a new project. I chose the latter, and it took long enough that the submissions were closed by the time I finished (at exactly 3:00 PM MST).
I don't see my project in the submissions list, but I also don't know how much lag time there is between submitting it and seeing it.
How can I confirm my submission, and if I didn't submit, can I please get a "do over" -- you can check the time stamp on my "Do or Die" project to confirm it was created before submissions closed.