Interesting concept, could use some more levels or a way to find the safe spots other than trial and error. Good job!
SudoDave
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Very polished and smooth experience! I felt like the difficulty was a bit too high, I'd only profit one or two gems a day and it'd only take one bad day to be back to square one. I really like the beam enemies, making you break the beam with your box of gems to disarm them safely. Maybe adding a bomb or other pickup to throw that would effect the traps or enemies could help as well. Good job!
Thanks! Yeah, I had to choose between removing the tractor beams of enemies you destroy before or after you reach your final destination. If I remove them before, then the square could change to be a different direction of tractor beam, which would change your final location which might be deadly. So I went with keeping the direction that was shown when you initiate the move so you can always plan for the results, which doesn't make sense if you destroy the ship on the way there. I do agree that the level length could use some fine-tuning and the longer ones needed something to mix them up a bit.
Very fun! I figured out all the mini-games on my second try at the latest, and managed to beat the game! I lost 11 lives and got 2/6 on the first boss and 7/8 on the second. The puzzle I had the hardest time on was steal, I kept forgetting to move when he looked away and moving only when he was looking lol. Very intuitive and I like how fast it resets!
I like the mechanic where you modify the deck, but I wasn't sure what all of the results from the mini-games did and which cards they effected. It might help to highlight cards that have been modified. The race mechanic is interesting, I like how it's random but balance, because if someone pull ahead early they have fewer cards to pull for the rest of the game. After the first race I got 4/5 biscuits but the continue button didn't work.
Good Job!
Very fun concept. I love the "watch AI fight games." I really like their "getting equipped" animations and sound effects, very fun. Most of the options seem very rare, the difference between yielding, injury, and dying being quite slim against high attack opponents. Maybe changing the bet to "yeild or more" would help, or having payouts greater than 1:1
Good job!
I really like the pirate theme and the idea of needing to defend yourself while your crew is pillaging islands. The boat driving and shooting mechanics also felt very fluid and fun! I managed to get five or six upgrades and notoriety 60 before they got me.
- It looks like healing at the pirate base doesn't cost anything, but I might be missing something.
- Maybe add a grace period at the start of the game where enemies spawn slower or not at all to let the player get accustomed to the raiding mechanics.
- It seemed like no matter how many enemies I killed they all came back super fast, so it was hard to try and make some space to give me time to raid an island.
- It might help to have a pause when the player reaches islands to plunder like you have for the pirate base to give you time to make decisions there too.
Good job!
That's a fun take on the platformer genre! I was a bit confused when I could pickup items I couldn't afford from the shop, but I figured it out. Maybe adding more items to chose from in each shop would reduce the number of soft-locks, or having one or two useful items that are always available. That might detract from the random challenge aspect as well though. Good job!
It's impressive that you made a tower-defense/rts game in a week! I seemed to do the most damage by just holding my rolling pin behind me and slowly walking away from the enemies, which doesn't seem intended. The environment is very large, so it's hard to get to all your animals and balance upgrading and getting more with healing the ones you have. It was hard to get the animals to go where I wanted them to at times. Over all good job!
Very fun take on the extraction looter theme. I love how smooth everything felt and how polished the game feels. I love the simplistic art and everything feels very clear and intuitive. Below are my notes as I played through.
- On my (English) keyboard "Q" was actually the drop button
- A bunch of items appeared in the drop zone at the end of the tutorial and I'm not sure why
- The guards seem very easy to loose by running away or running behind them
- With the health regeneration it seems like it's usually worth it to just run through the lasers rather than taking time to avoid them, especially if being chased.
- A map in the top left corner would be very useful
- The first map I went to was huge, I went back even though I hadn't gotten half the loot.
Very interesting take on a one-player gambling card game! Here are my notes as I played through the game
- The intro text and tutorial are very long. It might be better to not explain all the mechanics at the start so the player can get into the action sooner.
- If I pickup a card I can't place it back into the same location with left click.
- It's hard to tell the different multiply cards apart, maybe special artwork that shows their amount too
- It would be nice to have click and drag as an option for cards too
- After the post game upgrade screen, clicking on the [Click to continue] text box doesn't always continue. Sometimes only part of it works, other times the whole box can't be clicked on.
- An option to see the cards in your deck would be nice
- Is the amount on each card random every time it's drawn? I thought it would be constant. I'm not sure the best way of communicating that, I found out when I got an offer for a rare multiplier card
- I usually ended up risking all my cards on the first "risk it" and then just clicked risk it twice more after that. Buying cards for crumbs seems inefficient since I want to save those for upgrades.
I did make it to the end, I had 24 biscuits left and 40 ish crumbs. It was an interesting challenge to try and find the optimal strategy. I really liked the upgrades, they seemed helpful and well thought out. Thanks for making a fun game!
I really like the controls, very intuitive. I ran into a bug where if I was still in the mini-game for a book while the timer ran out, sometimes it would immediately pick to go up or down for me and I would leave the level. Other times it would let me keep doing the mini-game and once I completed it, it would let me keep picking books and doing their mini-games. It's unclear to me the difference between the three icons at the top. The books icon seems to represent how many books I've completed successfully, the brain might be the stage or level, I'm not sure, and the ladder I have no idea. I seem to have 317/130 but I'm not sure what that means or what I should do because of it. Very nice art and animations. Good job!
Fun game! I found a couple bugs (listed below) but nothing game breaking. I also have a couple suggestions for game clarity.
- If you don't maximize the game, the UI overlaps and goes off the screen
- I managed to get the first attack to hit two enemies at the same time, not sure if this is intended
- It can be hard to know when the player is taking damage, having the sprite flash red or something like that might help.
- I had a hard time knowing when my abilities would fire, maybe adding a visual cool-down in the top left would help me plan when to turn around and fire at the enemies (This could also be a skill issue).
- I'm not sure how the jam jar is targeting, but I had an instance where I had one enemy to my east, and one to my south. The jam jar fired straight south east and missed both of them. If you're finding the average of nearby enemies it might not work well. One option would be to find all the positions of enemies rounded to the nearest 50 or 100 pixels and pick the most populated location.
- Not sure if it's intentional or not, but if the chance to double your upgrade is proportional to the area of the slices, then on average you'll get less than just taking the standard upgrade. Meaning the safe option will also get you more upgrades in the long run.
Fun game! I found a couple bugs (listed below) but nothing game breaking. I also have a couple suggestions for game clarity.
- If you don't maximize the game, the UI overlaps and goes off the screen
- I managed to get the first attack to hit two enemies at the same time, not sure if this is intended
- It can be hard to know when the player is taking damage, having the sprite flash red or something like that might help.
- I had a hard time knowing when my abilities would fire, maybe adding a visual cool-down in the top left would help me plan when to turn around and fire at the enemies (This could also be a skill issue).
- I'm not sure how the jam jar is targeting, but I had an instance where I had one enemy to my east, and one to my south. The jam jar fired straight south east and missed both of them. If you're finding the average of nearby enemies it might not work well. One option would be to find all the positions of enemies rounded to the nearest 50 or 100 pixels and pick the most populated location.
- Not sure if it's intentional or not, but if the chance to double your upgrade is proportional to the area of the slices, then on average you'll get less than just taking the standard upgrade. Meaning the safe option will also get you more upgrades in the long run.
That did work,
With the instructions I was able to make it to the end! Here’s a few suggestions on how to improve the game.
I think the different parts of your game work against each other. The main parts of your game are A: a platformer, B: an automation game, and C: a puzzle game. A, platformers tend to work best when presenting new challenges to the player. It’s important that players know where to go and don’t get lost. Often repeating the same challenge becomes frustrating quickly with platformers. B, automation games work best when it’s easy to build and fix mistakes, see factorio. It’s important that players who know the solution can fix it easily otherwise they feel like they’re wasting time after they’ve already figured it out. C, puzzle games are very hard for game jams, no two people like the same difficulty of puzzle and everyone figures things out it different ways. They tend to work best when there are more hints than needed available, but not given to players who don’t ask for them. Your combination of the three causes some issues in my opinion. It’s also important that the puzzles are either intuitive or spelled out for you. I think your game does this rather well, but the puzzles are quite simple, leading it to be a smaller part of the game. I was initially confused as to what the recipe screen meant, I had to get my brother to help me understand. The platforming while trying to assemble the machine hurts both as once I’ve done a platforming section once, repeating it isn’t fun, but I need to repeat it to assemble the machine. Then once I’ve figured out the machine, I just want to build it rather than run around finding all the parts and finding places to put my machines.
One option would be to simply have a platforming section, then a machine building section. This would prevent the two mechanics tripping over each other. Or you focus on one or the other.
The visuals were very thematic but made platforming difficult as I couldn’t always see where I was going. They were also problematic when trying to figure out where to go. I often got lost forgetting where certain reagents were. This was only escalated with the machine adding the filter over the screen. It would be very cool as part of a cutscene but was frustrating when trying to finish the final level. The controls were a bit difficult to get my head around. I also felt that I needed all the UI elements visible to do the puzzles which also made the platforming harder. Possibly add them as smaller permanent UI elements.
All in all it was a good game, but I think it was frustrating for people to play.