I think the ones with a bit more fun or action are probably these:
Second Dimension Games
Recent community posts
I think the ones with a bit more fun or action are probably these:
The jam is over, so a big thank you to everyone who took part! I'm really glad this jam helped some people get motivated, especially glad for those who managed to finish something for the first time.
I've done 2 of these now, with the second being roughly double the size of the first. My plan is to do another one next year, but as always I'm open to suggestions. This year went pretty well, but not perfectly, so please let me know your thoughts below. I'm open to suggestions on the following things:
- Community here on itch
- Twitter (hashtag and account)
- Discord (did it work, how to make it better etc)
- Time limit for jam and for ratings
- Voting and voting categories (how to get more people voting?)
- Collaborations and finding people to work with
- General vibe of the jam (aim was to be relaxed and encourage people to get something done)
- Anything else you can think of
Thanks again for participating!
Very nice atmosphere and mysterious world. Reminded me a lot of the Witness. My only small problem is that it was a bit fiddly to control sometimes, so a few times I had figured out the puzzle and the correct path, but I'd just be slightly in the wrong place and fall off. It's a very nice idea though
This was completely insane, but in a good way! Felt like a strange other world and I wasn't sure what I was going to find. There are a few things that needs polishing, things like the music stopped whenever I went inside a building and out again. But this is a great effort for your first game.
I was considering a smaller'Tutorial' difficulty level actually, although the casual levels are easy if you use tile-locking. I think my biggest challenge is how to explain the locking mechanic to players and make sure they understand.
Hi, thanks for trying the other builds. They are pretty experimental as I did no testing whatsoever (I had no way to test either of them). I am hoping to get some testers on board to try and figure out these issues before we move past the demo stage. I was sort of expecting the Linux build to fail, but was hoping the Mac one would be OK. Back to the drawing board I guess!
Loved it! Nice progression and the extra mechanics were added in a good pace. Just a super enjoyable box puzzler. Also liked the slight air of mystery, would have been good to explore the island more.
This was hardcore, I was expecting to use the mouse to aim, but I guess the keyboard controls did add an interesting challenge to the game. Ultimately I found that I was defeated by the controls before the difficulty of the game, I like the mood of the it though, for some reason it really made me smile (and the shotgun sound made me laugh).
I think this actually has real potential, I enjoyed the core mechanic. Sometimes one line of fish got really long, and it felt like there was no way back from that, so some tool to combat that would be good. Also I did have to mute the sounds as it was a little grating. I think for something made from scratch in a month it's fantastic though
It needs more polish, but actually it could work - the idea of a 3D pong game that plays up the comedy effect of the physics. I would have like some kind of indication when a point was scored (normally the game resets and the player who conceded gets to serve again).
Wow, loved this. Used to play this at school every day, and still a classic. Really nice implementation of the rules as well, all works and is solid. I appreciated the chance to switch up the cards, as English East Coast rules say the 4 is invisible. Would love to play against 3 other computer players (unless I missed a way to do that?). Also my only small complaint is that the fullscreen didn't work so well.
Hey really nice, the story mode was well done in terms of the little snippets of text and pictures etc. Once I did the tutorial I had a lot of fun taking out the portals and using all the different weapons. It was genuinely fun! I think the camera shake was fine, but the automatic zooming was the only problem, when it zoomed right in you couldn't see what was going on, I'd say vastly reduce the difference between the max zoomed in and zoomed out view - seeing more of the screen was much better. When I survived for the 2 minutes, I was really expecting for the little picture to become coloured in to tell me I had finished the level, as it was it just kicked me out and I wasn't sure if I'd done it or missed something. Really nice game though!
Very nice 80s vibe, definitely good marks for mood. I know that the skills were meant to offer a progression, but I think I would like some smoother movement up front, the 'jumping' between rows was a little frustrating at times.
Some suggestions that I would make (just based on my own preferences)... The collision was a bit too accurate, I think it would be very satisfying and fun to move to the correct lane and very closely miss a box (like you made it just in time), but in reality you would always just clip it and end the run. These near-misses would feel pretty exciting, so allowing the player a bit of an error margin could be good.
The other thing is to have couple of special collectibles, that maybe shot you up onto the ceiling, or jumped a box? Just to mix up the possible movements you can make.
Overall it is a very nice and polished runner game though, good work.
Feels great to play, pretty hard but that's probably because I'm terrible at games. The whole thing ties together nicely, in terms of audio/visual and mood. I ended up just holding down the spacebar, so maybe an autofire option would have been cool, but not essential.
I think maybe you have a fair point that a lot of games are not the highest quality, but I think the relaxed rules encourage people to submit who maybe would have been a bit scared to do so for a bigger jam like Ludum Dare. So probably a lot of young/inexperienced people, or those getting something done for the first time. Sometimes getting something a bit crappy out there and having a few people play it can mean a lot if you've never done it before, so I'm happy to help with that!
I think there are a lot of jams out there that are much stricter with the rules, so I always felt I wanted this one to be more relaxed. Maybe that translates to more half-finished things, experiments, toys and betas etc? I don't think I necessarily mind though, as quite a few people have said "I didn't get it finished by I got further than I ever have before". I would call that a win.
I'd like to keep doing this jam, but I am more interested in it helping people to get motivated and achieve something, rather than it becoming a well known or big thing. Not sure if that is noble or naive, but either way it probably means that the games won't all be amazing, and we maybe need to be a bit lenient when judging.
I like the idea, and I'm a fan of Hoplite. I wasn't quite sure how some of the enemies would react though. Think some more visual indicators would really help. I feel like with this kind of game there should be no surprises from the enemy behaviour