Wow, that's compelling. I got all but one, and I appreciated the ability to skip it! Great gameplay and colour choices - it's very rewarding when the pattern suddenly goes white! All it needs is some nice calm music and a sound for when you get the pattern synchronised. Maybe that is not important for this jam, but I am just a passer by so I feel like I can say it :P
Hyperlink Your Heart
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That's a really great arcade experience. The sound and graphical effects enhance it a lot, but the gameplay stands pretty well on its own. The burst powerup was very satisfying, but it could have used a wider variety of powerups and weapons I think.
I might have liked independent movement and aiming controls - I tried the desktop version with an XBox 360 controller to see if that was how it was implemented, but it did not work at all. The desktop (MacOS) version also ran really poorly for me - not sure what that is about as the web version was just fine.
Overall a very juicy and fun game
Oh, peertube! Here's my peertube account if you're interested, just one video so far because I had to move from an instance with a really small upload limit: https://peertube.social/accounts/hyperlinkyourheart/videos
Thanks for playing!
This game is my favourite entry that I have played so far in the Alakajam game jam. It is about trying to slack off at work by playing solitaire, while also not letting your mindless paperwork get on top of you. Also for some reason the better you are at solitaire, the more you get paid. I think it really captures the mood of doing a boring office job well, without being boring itself!
Maybe offworld? I would be interested in more answers to this question as well because I have lots of ideas for short narrative games. By way of research I went looking for press coverage of one of Angela He's games, You Left Me, which was on the front page here for a long time, so I thought it might have had some coverage. All I found was an article in PC Gamer, so maybe you shouldn't rule anything out. On the other hand, it seems likely to me that there are sites out there focusing on these types of games.
Using images as section headers is cool, but yours might be nicer if they weren't blocks of wall. Like maybe you could do pieces of wood bookended by those torches or something?
The wall pattern is cool as a background though, I like that.
Thanks for playing! Sorry you felt the ending was a bit of an anti-climax, but I appreciate the feedback. FWIW I thought it was pretty strongly implied that the farmer killed himself, but I guess it wasn't as clear as I thought...
Dirt is a short narrative game about an ecological and personal catastrophe. I put it together over the last couple of days for Alakajam.
- Completely linear narrative - no pesky anxiety inducing choices!
- Heartbreaking story about descending into destitution and despair! Yay!
- Droning, discordant chiptune/industrial/noise soundtrack!
- 10 minutes of gameplay! What, you don't have 10 minutes?
Have a play of it here if that sounds like your idea of a good time.
Oops, I missed this last week! I played the game today and really enjoyed it, though there are a few problems of varying severity. I think the best way for me to explain might be in bullet point form! Tbh this kind of game is not really one I give a lot of thought to the design of, so my suggestions might be way off.
- The MacOS build doesn't appear to be packaged correctly. It is a zip file containing the contents of an application package. However, you can run the main executable and it works fine, just a bit weird.
- There is no scaling applied, or obvious way to resize the game. This means I'm squinting at a tiny box in the centre of my screen.
- In the introductory battle some of the sprites were flickering and stuff, and sometimes disappearing altogether depending on where the camera was focused. This didn't seem to occur in subsequent battles.
- The main problem in my mind is that there is really no challenge or strategy involved in the map/world view - you can just keep clicking and waiting until you've built everything up to the max, have money pouring in each turn and a full roster of level 5 soldiers, then steamroll over the next territory. The last battle was laughably easy for me. Having some threat of attack, needing to keep territories defended, something more required for upgrades than just money and clicking, those sorts of things, might round out this side of the game.
- The battle arenas were a bit small, and nothing about them really added much, tactically. Only the first one was larger than a single screen. Having a lead in to battles, multiple smaller engagements, chokepoints to defend or attack, things like that might add some depth.
What I Liked
- I really liked the way the attacking worked, requiring some degree of skill on the player's part to determine damage/crits rather than just using an RNG, I thought it made it more engaging.
- I thought the counterattacking, and the way it suggested which types of units to use for what, was really cool.
- The story was really great, and the way the dialogues were presented, with the target of a line of dialogue semi transparent, was really good.
- The art was really good, both the main game art and the full size character art for the dialogues.
- The music was really great, although the battle music felt a little bit repetitive after a while. A transition to some victory music would be a nice addition, it feels a bit anti-climactic at the moment to win and have the battle music just keep going.
Overall I really enjoyed this game and I hope the overarching strategy side of it in particular gets fleshed out a little more.
Ok, that makes sense, and I guess the criteria for choosing a game will be no/few comments then? There's a lot of back and forth in the thread above, but I guess it has also been decided to just focus on one game each week?
Great game! Though some of the puzzles were a bit beyond me, the ones I could manage were very satisfying.
Some people on the forums are trying to get a game rating weekly event going and I nominated yours, since I didn't rate it on itch.io during the jam: https://itch.io/t/237333/itchio-community-services
I did some fan art of the character Ryn from the TV show Siren yesterday, and put a timelapse of the process up on my YouTube channel:Here's the finished piece:
I try to do timelapses for most of the art I do and there's a few on my channel now, check them out and subscribe if it's the kind of thing you're into.
Any chance of a way to set the resolution in-game? It seems to use the full system resolution, which for me is normally 1920 x 1200, at which performance is terrible. I have to set my resolution to 1280 x 800 before running the game, and then the performance is great, but it is annoying to have to do that.
I experienced something similar on Gamejolt - one game in particular that I hosted there suddenly started getting hundreds of plays per day, about a week after I published it, without me really doing anything to promote it. Unfortunately their analytics are not as good as here, so I was never able to tell where the traffic was coming from, which was really quite frustrating. I think their forums are more active than here, and it might have been that somebody posted my game there, but I didn't think to check at the time.
Yes, good assessment. I would say also that he often dispenses with screenshots in favour of gameplay gifs, or even just art gifs, and really stretches things out vertically. I think a lot of the appeal for me is how much less cluttered they feel compared to most pages on itch. They really are works of art in themselves as you say. Actually one I forgot to point out was Sandstorm, and maybe it is the best one - the page itself is telling a story as much as the game is.
It looks fine, but not amazing. Here's what I would be inclined to try:
- The star texture in the bottom of the header image looks a bit crap. It gives me an immediate impression of low-effort cheapness, and it's clearly avoidable because the stars don't look like that in the screenshots. Sorry if that sounds a bit harsh, I think the game art looks really nice, but the header is not representing it well.
- I'm not really a fan of the stars as a background of the page. If you could have stars in the header that matched the background, so that it looked like the ships were fighting on the page, that might elevate it, otherwise I think they are kind of distracting.
- The text feels a bit cluttered. A bit of colour in the headers and the bolded text, and a bit of space between the bullet points, would make it more readable I think.
Does your game have any sort of story/narrative? If so you should definitely mention it.
Your trailer could be improved by cutting together action from lots of different battles, rather than showing a single battle in its entirety. That would make it a lot more exciting, I think.
I don't really have an opinion on when to start charging, sorry!