This deserves a timelapse over the rating period.
Darn
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Interesting literal take on the theme. I feel as if the concept is a little flawed. Balancing the weight is not difficult, and actually gets easier over time (e.g. adding 3 kg when there's already 100 kg on each side is not gonna significantly tip the scale). But then, if the challenge is not in balancing each side, then the point of the game is to pack the ubicados as densely as possible in the size available. Which begs the question: are the scales important for that? There isn't any consequence for dumping an ubicado you don't want (which also makes packing compactly easier). Overall I feel the need of an additional twist to make the concept interesting.
This is great, and I'm happy to see on the game page you're planning on a full release. This is satisfying like a tile placement games (with all the items giving each other bonuses based on being adjacent and other rules), but in a realtime hectic way. Super satisfying and I played it a lot (got 1000+ score!). The only critique I have is that if you avoid making the conveyor go faster and the food production increase, then the difficulty doesn't increase much.
When I was in the brainstorming stage of the jam I was worried a platformer where the player scales would be really common. The portal mechanic puts a fresh spin on that, which made for some good levels here. I initally somehow missed you can drag portals and only figured it out later when I was stumped on a puzzle (if you get that feedback from other people it's a problem, if not, it's just me being a dumbass).
The game was engaging and I got stubborn and kept playing it until I beat it.
There are a lot of things here, and some ended up not meshing too well. The energy capacity is very low, and you're a sitting duck when you're out of energy, which also makes the weapons more of a liability. The best strat for me was to hover close to the lava and use the hook as a weapon. But this also means I didn't use the hook for mobility by grappling to walls, and I didn't want to pick weapons from upgrades. A more minor issue was the upgrades offering duplicates.
I don't mean to sound harsh, I enjoyed playing it. There are good things in there, like the knockback on the hook made combat feel great against multiple enemies. It just feels like it needs some tweaks. Give me a reason to use weapons. Give me a reason to use the hook for mobility. Not sure how to tweak it, but more generous energy seems like a good start.
This scratches my itch as a player. I love Balatro and the likes, I love tile placement games. This is competently made and satisfying to play. I would pay money for a full version of this, with more polish (especially for scoring, sound effects at the very least), and balance (I found it a bit easy). Being able to zoom out would be nice too. BIG shame about the crashes.
This is great. The mechanics create some great puzzles and overall they play really well. The artstyle is also very pretty and looks clean: I think the pixels properly being on a grid really helped it (I will admit that's not something I ever pay enough mind to for a jam).
I only encountered a couple issues: 1. it seems like the water stops building up at some point even though it's not leaking anywhere 2. I got stuck on level 8, where the blue shiny didn't shrink the other vine, even after I brought water to it.
This is such a good puzzle game once it clicks. Absolutely great mechanics with tons of potential, and decent puzzles. The one critique I have is how the player is not slowely eased into the mechanics, and the lack of order to the puzzles doesn't help. Like, I initially stumbled on the "Basement Dweller" puzzle, which is way harder. I restarted and played the other levels in order to truly get into it.
I agree with what Kibate said. The pieces should not be sticky. Let the idea go wild, I want to drop a piece at full speed and bounce everything around!
I would recommend you check out Not Tetris 2, which is a version of Tetris with rigidbody physics. It handles line clears by cutting the pieces like you mentioned in your video. I expected a softbody version of Not Tetris 2, but the stickiness of the pieces doesn't help.
I had reverse snake as an idea in the first hrs of the jam. But adding extra enemies that you use the snake to clear is what really make this. Super clever! And more and more elements just keep on coming, adding variety and keeping the gameplay fresh.
It is super challening, but it kept me playing as I wanted to get to lvl 15. I managed to get to lvl 15, but died shortly after :(
I am a fan of Mental checkpoint and watched the video after playing. I would love to see a fleshed out version as there's a lot of good ideas.
I would mention issues, but you've covered most of them in your video, but here's a couple thoughts.
Another interaction you may have missed is using Sentience as a double jump, as you can stand on it and lift yourself off the ground, then jump.
In terms of puzzle design, I would like to see levels that need more than 1 ability to solve. I think the design space is there to be explored, but understably not explored fully for 48h.
Once again mhch love to Mental Checkpoint. Was a lovely surprise to see a gmtk jam from you, and I enjoyed seeing the development process.
This was super interesting. Slowing down time and slicing is satisfying. I think the optimal strategy is to wait until there's a value with a lot of points, since there's no penalty for letting dice go by and doing nothing. I think the timer/end condition needs a redesign, and then this game would be truly great!