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Integrating a flashlight into a game like this is cool. The strategy is tricky to work out at first, but comes eventually. I did encounter what seemed like some invisible enemies (or maybe they were behind other corpses?)
Great tower defense implementation with charming graphics! It took me a little bit to figure out how to place units and what they actually did. I'm still not sure exactly how to switch from placing one type to another type, but I had fun!
Great use of minimal graphics and a fun mechanic. The sound and music suit the game feel well. As others note, the switches are difficult to operate. Maybe consider automatically grabbing them?
Very simple concept, but very polished execution. It was much more fun to play than I thought it would be!
I liked this a lot, so here's a dump of what I would do to improve gameplay:
- Greater visual indication of where the platform ends. Show more of the gap on each side and let the player see the boxes falling.
- Don't spawn powerups/downs until X time has passed, and don't spawn them directly above the player.
- Make the red/green outline around powerups/downs bigger and a different shade than the background.
- Add patterns to the boxes dropping and cycle between those patterns.
- Have a different, crunchier sound for boxes hitting the car vs hitting the ground.
Really love this one! When I saw the bugs being pathed over roads it blew my mind! Just the right amount of decisions for game length. As others have commented, the metrics view is a lot. The mouse over text was helpful, but I was still confused about red vs green arrows and the "+/-" values.
Really interesting mechanic and absolutely beautiful art! In particular, the backgrounds and platforms are gorgeous. Like the other commenters, I encountered some bugs and had difficulty using the touchpad to guide the stem. I also wished there was a way to advance through dialog quickly if you've heard it before. Overall, great entry!
Thanks for the excellent feedback! I'm sorry it froze on you. There was a bug causing a resource leak that slowed the game down after each map change (including player death.) If you want a second look at the boss without this bug, type "item" and then "boss" on the keyboard when the game starts to move directly to outside the boss room with the orb.
Really fun! The concept is very cool and well executed. Gameplay is very chaotic though. It seemed like the same strategy in the same level would sometimes result in 3 stars and sometimes a game over, with a microsecond difference.
It's awesome to see another game where you build your ship! The building part was intuitive, although it took me a while to understand that the red shaded ship parts mean they can't be built. I also could never figure out how to make the fin for the right side. The graphics in the level itself are gorgeous, particularly the animations of the cracks appearing. It looks almost like film animation. It had a throwback 50s space vibe to it (that reminded me a little bit of Earthworm Jim?) I don't think it was too difficult, but it does require slow, careful flying that players may not be prepared for.
If you want to see another take on ship building, check out my entry.
It was really refreshing to see a text game in the mix! It drew me in slowly. I wasn't completely sold during the dorm section, until I got to the spiral. Then I was hooked. I loved the terminal puzzle. It was the perfect difficulty for a jam. The whole thing was just really cool.
I love that big beautiful ship!
Looks like there's a problem though. Your ship should be way too big to fly nicely with just one heavy rocket. Turns out there's a bug with the mass of containers. I've pushed a fixed version, in which -- sadly-- your beautiful monster ship no longer has enough thrust to get off the launch pad. :(
If you want to experiment with ship design in the fixed physics, typing 'idkfa' on the shipyard screen will pad your wallet. ;)