If you ever decided to revamp the unit types later on (bearing in mind it could be a lot of work) you could consider having different types of damage, like magic damage versus physical damage, or elemental resistances. That's one way a lot of games create a rock-paper-scissors dynamic.
IFcoltransG
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It was fun to see your progress as your horde made its way closer and closer to the enemy, and I admire how there were different types of tower to force different strategies, although honestly the game was very very easy. I had two strategies: most of the time, I made a bunch of tanks and occasionally a few ghosts, which would have cover because of the tanks and then could sprint to the princess once the tanks ran out. Or if there were lots of area-of-effect turrets, I also made lots of tanks and occasionally a few ghosts, well, a few more ghosts, which ran out ahead and distracted the area-of-effect turrets so the tanks could keep encroaching.
Great stuff! The UI is polished, and the animations and sounds are presented well. I got through several levels.
Would have been great to have a rewind-one-turn button when you fall off, instead of needing to start again, and also a keyboard control for the popups like the restart level popup. There was one level where I got to the same point maybe five or six times, and for some reason couldn't help myself pressing the wrong directional button each of those times!
I'm not sure if this shows up after level 6 but: it would have been cool to see some more interesting dynamics that come from moving the level rather than all the penguins, so it's not a game about moving all the penguins at once with reversed controls.
It's also great that there's options for turning on and off the sound.
This game clearly has a very large map created for it. It's a little unclear where to go — I ended up just dropping down to the bottom and trying to escape that way, before falling into some sort of infinite drop beyond the castle? Which I'm going to count as escaping. The enemies didn't seem threatening because they could be jumped over relatively easily.
The controls are mostly good, a little jerky but nothing too bad. No sounds or music, which makes it feel a little empty. The art is a little mono-tone because there's not too much colour variation across the large map. But it has fine platformer fundamentals, of jumping onto platforms, which I enjoyed.
My first few playthroughs I didn't realise you could heal players when they defeated a slime with the red thing (making it impossible not to kill the players). I figured that out eventually though!
Occasionally the game hangs on game over screen instead of going to the main menu. Cool concept and UI art. I loved the frantic feeling of all my slimes being busy and needing to wait to buy a stalling barricade.
I don't think that image has alt text so here's a transcription of the text in case anyone needs it.
anna anthropy 2019
Epitaph
The next time you kill a nameless enemy in a video game, immediately stop the game and compose a eulogy for the deceased. Mention their early life, their dreams for the future, the loved ones they leave behind. Find someone to deliver the eulogy to.
Do this for every enemy in the game.
The main page is entirely images and none of them have alt text. For anyone who can't view the text in the images, here's a transcription:
Picture of an open book with a computer mouse on one page and a game controller on the other. Planets and clouds in the background.
Picture of three women surrounded by balloons and holding cake, in a cutesy chibi style. The cake says "second".
Narrative Driven Jam: is a game jam focused in narrative driven games. this games focus on one or more than one of this 3 aspects.
Plot: it's the actual storyline of the piece. It's what you get if you strip away everything but what happens.
Characters: character writing is the aspect of the game writing that fleshes out the characters and focuses on their lives and their struggles.
Lore: everything that makes the world feel vibrant and alive. It's the stuff that makes it feel like the world you're playing in existed long before your characters got there, and that it exists outisde of whatever your character is doing.
If you want to know more about this three pillars go check out this awesome extra credits video:
(we actually got some info for the descriptions from there ♥).
Discord: https://discord.gg/TGktG6Xjqz
Prize: For this special ocassion there's going to be a PRIZE for the winner
Picture of an astronaut or a robot, holding a present, blushing. It's wearing a bowtie.
A customizable prize ☺
Any game, asset pack or gamedev software under US $20, because we have no sponsor and we're poor ☺
ND Jam #10 winner
Picture of a wide-eyed dog giving a crown to another dog in a box.
Theme: anachronism
Picture of a clock and a cog merged together.
A week or so before the jam starts we'll be opening the #theme-vote channel so you guys can submit your theme ideas. After that we'll be closing the channel and decide between the admins what theme to actually choose.
Anachronism: Something that is out of place in terms of time or chronology.
Optional themes:
Strategy: A picture of chess pieces.
Besties: A picture of a robot raising its arms. It has no face, just a lightbulb.
Deus ex machina: A picture of two wrenches in a cross shape, with angel wings.
They're as the name indicates: optional themes. You can use them if you want but you don't have to. Not having them won't affect the score of your game. These optional themes are revealed at the same time as the theme.
Strategy game: move forward my peon! do as my will and we shall be victorious (or maybe not).
Besties: Add a lovely companion to your game, impactful or not to your gameplay it'll surely make you smile.
Deus ex machina: An unexpected power or event saving a seemingly hopeless situation.
Rules:
1. No NSFW game (slightly suggestive or violent games are ok. just don't go overboard).
2. Reusing existing code and assets is allowed to an extent. No re-skinning of games made outside of the jam. A majority of the code and/or assets must be made in the jam's time frame.
3. Submissions may be removed at the sole discretion of the organizers.
4. Follow the theme.
5. Pls don't overwork yourself too much and don't forget to eat and sleep.
FAQ:
Can I edit my game after the submission time is due?
The files are going to be locked but you can change your page design and content.
Can I sumbit after the submission time is due?
No. so try to manage your time well.
What game engines are allowed?
All of them, there' no limitation on that regard.
Can I make a TTRPG or board game?
Yep! all game engines are allowed ☺
Can I work in more than one game?
Yep! Don't overwork yourself tho.
Can I use online assets?
If they're free yes. read the terms of use and if you to credit do so.
What about paid assets?
As long as paid assets comply to the terms of use you're good.
Can I submit my game to other jam as well?
Yep. as long as the other jam is ok with it and the game fits both themes.
Semi professionals or professionals are allowed?
There's no limitation in that regard.
If I don't like the thheme can I make my game with one of the optional themes?
No. you have to follow the main theme. The optional themes can't replace the main one.
Voting:
At the end of the Jam, there will be a rating period of 5 days. Your game will be rated on:
Theme: How well our game uses the theme.
Enjoyment: How much you enjoyed your time with the game.
Concept: How interesting or unique the main focus of the game was.
Story: Is it good? Well written? Good characters or'and good world building? If neither how da plot?
Graphics: Does it look good?
Audio: Do you like the music? Does it fit the game? What about the sounds effects? Voice acting, oh mai gad this game has voice acting?!
What a neat little puzzler! You've managed to do a lot with only a few mechanics.
Bug detection squad report. I had to reset the game a few times.
- The first one I was victim of my morbid curiosity: I stood on a platform and froze the water under it.
- The second time I exited a room to reset it, ended up in a room where a conveyor belt was leading right into the exit I had returned through, and got stuck (the room where you put three blocks on conveyors right up to the exit, with the other conveyor going down the middle).
- The third time I was holding some movement keys when I walked into an exit and seemed to end up changing rooms diagonally, or at any rate ended up stuck in the wall in a room's corner.
- Then a fourth time I teleported into the right side of a room with two boxes and pushed them wrongly, without access to the room's exit (having gotten the item from the top dungeon, but not from the bottom one).
I agree with Let's Chat (about liking it and about UI concerns). I would have been content with an indicator that shows if you can link with a node when you hover over that node. To be sure, it could detract from the puzzle of managing the properties yourself, but perhaps that's a worthwhile tradeoff.
I would describe this as a fine little scroll with some easy puzzles to complement it.
The second puzzle (00004) only works if you list it in one direction, not the other way. I'm trying to avoid spoilers there, but hopefully the dev will understand in the context of how the solution works. A more minor thing also for 00004 (which could be part of the puzzle) is that what you say has to be absolute rather than relative, in terms of the orientation. My first thought was to input it in the way someone would actually follow the instructions, rather than the sort of bird's eye view of it all, as it were. I hope that wasn't too vague or too spoilerific. For the puzzle after, (00005), it only registers you putting in the right command *after* you've done the action that allows you to find the code; on my second playthrough I already knew, and had to enter the same thing twice because I got ahead of myself.
The parsing is pretty lenient; as far as I can tell it just searches for case insensitive key words, which is sufficient.
It's a bit short. It might have been better having more time to set up the things the page says, but within the game itself. It might not need any more puzzles, just some more buildup. A video with comments referencing the way feedvid works, perhaps.
Having taken the time to download each individual file, I find the game neat. I'm not a fan of the genre you picked, but I'm certain that those who are would be similarly intrigued. I found it unwieldy to click all the individual bullets; maybe instead of clicking and dragging them, you could hover over an area to deflect things that are in it.
This is a nice concept, (and admirable execution). The lack of angular momentum makes the lobster responsive, and it is entertaining to smash the blobs. It's a bit hard to tell when you get hit though, and the collision the hit detection looks like its a circle rather than a triangle or complicated lobster shape. My other complaint is the type of enemy that appears at the start of the second wave: when you ram them both at once, only one dies, and in fact the one that survives can damage your health. Obviously it's not critical to the core of the game, which wasn't flawed at all.
I'm guessing the conceit is that you can just go around the post to win easily. I found the steering to difficult to figure out if I was right, but I think I am. This is probably either a typical racing game with some control problems, such as no steering when reversing, or a very easy one with some control problems. It could also be an unclear game that would otherwise be a masterpiece, but it's not clear enough to tell.