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dkomnen

133
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A member registered Oct 07, 2019 · View creator page →

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I think it would be much better if I could pick when I want to level up. As it is currently, leveling up mostly debuffs me due to the speed decrease and makes it impossible to get to new coins. Since leveling is a debuff, it makes only one upgrade make sense(more spikes). Bigger spikes doesn't seem to bring much value when the best strategy is walk backwards and rotate a bit to apply damage.

Cool idea but the core mechanics could benefit from finetuning.

Nice game, cool mechanics. I think from a design perspective, it might be better to make the shape appear and increase in size WITHOUT holding the left click. Pressing left click would then activate the shape(even if it's not the full size yet). It's essentially the same control scheme, but I don't need to keep my mouse pressed constantly.

I like the visuals, it's a very nice art style. Though I think from a gameplay perspective it's frustrating that enemies have the same speed as me. Everything is moving too fast, and while im escaping some enemies and shooting at them - new ones appear from the different side of the screen. I turn away from both groups but they basically are very close to my tank all the time and my strategy is just drive away and keep shooting behind.

I think this is one of the better interpretations of the 'scale/transform stuff' platformers in this jam. I think locking the rotation pivot around the player actually adds the necessary amount of strategic depth to this game where I need to think where I need/want to pivot from. The other interpretations were very bruteforceable towards a solution. Good job!

I like this. It's really nice to see other people's drawings.

Some prompts were odd though. I got Mont Blanc, but in terms of zoom levels I either have the whole planet(am I supposed to draw how big/wide it is in europe?) or the next zoom level where I see a high-rise building and the scale seems way smaller than what I need to draw 4km.

Is this similar to that OSU game? I like the visuals, though I feel there is a bit too much visual noise on the bullet proximity effects. Makes it hard to see where my marker is and how close I am to the projectiles.

I like the game, it's a simple numbers go up style and I enjoy playing those things. The UI needs work though, the current way to select planets is not very useful. The gameplay loop almost immediately boils down to "click around every planet in your system and 10/100/1000x build random stuff which has a '-' right now. You can go for a 'slower' scale of increase but make the decisions be more strategic.

Anyway, it's a jam game so often we have to make a lot of compromises to finish something quickly. It's a good entry, and I think going for a 3D universe was ambitious and well executed. Good job.

I want what these guys had when they made this game

Why the robots kinda... ( ͡° ͜ʖ ͡°)

Great interpretation of the theme. Not only is there a mechanical aspect(scaling the scales), but you've also interpreted the theme in a few different ways at the same time. Great job!

Lol it's that japanese human tetris show. It's very creative but the controls are confusing, it's very hard to map in the head what two buttons I need to press for a specific scaled/unscaled pose.

Nice and simple, I like it.

I'm a rock climber so I really like this game, though I think you should get money based on height instead of clearing holds. By getting money for clearing holds, I'm not focusing on getting as high as possible or making risky jumps - I just jump around in circles on the lower heights.

Great game, very creative.

Nice controls, game really feels fluid and the UI/visuals serve their purpose well. I enjoy playing it but I can't say that I understand how fighting works, as cells are rotating too fast for me to see what's the difference in my vs enemy cells after a collision.

Cool game, reminds me of old flash games in a way.

Cool idea and fun to play. The controls feel very smoth and the game is overall polished. 

There does seem to be a 'cheesy' tactic that might need to be addressed in some way. You can find a relatively still asteroid near the drill and pull it in VERY slightly. After it starts moving, go to the side or above it and just start scaling it up. Since it's slow, once it hits the drill and breaks up, the smaller parts are also slow so you have time to increase their size a lot before they hit the drill(in which case I think they again spawn more small parts?). I think it would be better if the asteroid was sold as a whole once it reached the drill.

I think you could work on this more if you wanted to make this project into a full game. There is potential in it, and it's a very good quality entry for a game jam.

Though if you do decide to work on it more, I'd really recommend focusing on a way for the players decisions to have more strategic impact. Right now it doesn't feel like I need to think too much about what's happening on the stage - I can place the fast bots and restore bots randomly and rerun the stage until I win.

So obviously right now there's two ways to make a strategy decision:

1) Which units you place

2) Where do you place them

1 has a significant impact to the outcome, and you can find the 'right' choice for a stage to a certain degree. 2 seems RNG, as enemy units don't have deterministic movement and I don't know in advance where they'll move.

Anyway, obviously it's a jam game and I don't take these as faults, it's still a high score. I think most of the times creators are aware of these issues anyway. Great job!

Great job on this. I usually don't like games that aren't focused on mechanics, and while I don't think this jam project can be made into a full fledged game - I really do think it's a piece of art in some way and you can probably push it further to some degree.

I think the idea of chosing partners based on their 'morally gray' and ambigious interpretations on how they live or want to live life is amazing. Reading through the dialogues I'd actually stop and think about how I feel on what the potential partner is saying - and in most games I just skip all dialogue. The one that stuck with me was some weird bird thing talking about not wanting to work more than necessary, and how it's considered lazy by some but he just wants to enjoy life. That one really resonates with me, because I think often I try too hard at work or on some 'self-improvement' journey instead of just pausing and trying to enjoy life, yknow?
 

Anyway lol, great job!

Great art style, very cohesive and all around high production value for a jam game. I've heard of Balatro, but never heard of Kingdomino and not knowing either of these games it like some sort of tutorial. I think you can actually keep working on this game after the jam, I do see a market for it.

Cool animation and style. Feels very handmade and I like it. The characters have some parts 'blurry', e.g. the bootleg rick has some pixels in his hair that seem to be a mixture of the hair outline and base color. Not sure if this is some texture processing gone wrong or intentional?

I like the creativity and how the theme was addressed, and the scaling mechanics are very interesting. The controls are janky though and the jump is way too quick.

I like the creativity and how the theme was addressed, and the scaling mechanics are very interesting. The controls are janky though and the jump is way too quick.

I think this game is very cool. I don't agree with others that the interface is hard to navigate. It's not an amazing interface but I figured my way around it in ~30 seconds.

A piece of feedback I have is that currently it's hard to judge how I should split my resources between mech building and economy(especially at the very start). Having some better understanding of the strength of the enemy before a fight would help.

It's a very cool idea, I like simulations. I think you have room to improve the controls/first screen of the game. A better UI and an easier way to pick modifiers for the creatures would help. I'm also not sure of the value of having to play a card once to see it's effects. It's just a step I need to go through for no reason instead of knowing what it does immediately. Still, really liked it. Good job!

Good way to address the theme of the jam, I think it's very creative. Good job.

This is very creative. I also love the voiceover at the start, and the joke on how the game fits the theme lol.

Cool game, I like it. I'd add some way to move without having to click a button each time as my wrists quickly start feeling the repetitive movement.

Very creative game.

This is a weird game, very creative though and I like it. I got really confused on the first island because I didn't notice it changing size for some time and thought i was going crazy.

I like these types of games, and I think this one is good but I've had control issues. I really think refining the control scheme would help a lot for this game. I still enjoyed it, great job!

Nice visuals and cool mechanics. I like it.

This is a fantastic game, my favorite so far in the jam. I think it's mechanically really sound with good core gameplay loop that's actually interesting to play around with. The game is a bit too hard maybe, but it's difficult to hit that balancing sweet spot in such a short time frame in a game jam.

I think the visuals of the game are great, but I also think that's it's detriment. I'm supposed to be looking for the ingredients on the table, but I'm overwhelmed by the intense colors and glow(?) effects. I feel like I'm more limited by my eyesight than anything else in this game.

It's a nice game, well scoped for a jam. I didn't get too far into it as I'm not a huge fan of these types of puzzles, though I have two suggestions for improvement.

1. The holes provide no information on how much cable length I'll gain by reaching them. I need to do trial-and-error first instead of just thinking about the puzzle.

2. Make your animations skippable(including movement if possible). In the earlier levels especially, you can finish most levels within 10 seconds, and then I have to wait for the level transition animation. The movement and restart animations also take too much time imo.

Reminds me a bit of Grow Home. Good game.

Thanks for playing the game :)

The evolution has to be 'balanced'. If you move 1 slider left by X points, you have to mode another to the right by X points. But I get where you're coming from, that screen is not explained well at all and we didn't get time to program out animation to actually see what you inherit.

I really tried to understand this game, but I dont.

It;s definitely on theme and tries something new and experimental, but there's a few glaring design decisions that would need to be addressed.

1. It's not clear how any of the stats affect anything. Should I only address some of them when they are below zero? Doesn't seem like it, since my population will die way before that(even though food and water is still high).

2. The MEWA MEWA screen puzzle has no purpose. Maybe the feature was suppose to be more complex? As of right now, I just need to scroll down from the page to see the combinations and pick the one I need. Would be easier to just let me pick directly instead of creating these combinations.

3. What do these evolved Blubbs even mean? I can infer some like Ninja=Agility, but why does the third Blubb with bizarelly large hands affect multiple stats? What does the businessman do? Why don't you just write this in the picture tutorial so I can know what I'm doing?

4. Outcome is unrelated to skill/understanding of the game. I tried to understand it, I tried to modify my MEWA MEWA often. I would always lose due to a population crash or some random negative event. In my last game, I went to 'business' blurb in the second generation and just progressed generations until I lost at 70k points. This got me to #4 place. I'm pretty sure if I played enough, I'd luck out with enough positive events at some point to be #1.

I'm not saying it's a bad game, I think I would enjoy playing it if I understood the core mechanics. If you are creating a game in a game jam whose mechanics aren't similar to other popular games, you need to invest more time in creating a tutorial/explaining the mechanics.

Ah, I never looked at the game logo close enough. I like it!

Pretty cool entry. It's unclear if the minigun is better than the flamethrower. I'm assuming that the flamethrower does AOE damage and minigun doesn't. Hard to know which to pick without seeing their stats.