Oh interesting, it wasn't a 3d effect? Whenever I moved between rooms, it felt like there was some added depth.
I'll have to give it another shot to kill the monster. It always killed me first
The presentation is spot on - from the in game art to the UI, the intro and all the other little pieces. I was definitely drawn into the style of it all as soon as I launched the game. I liked the upgrade / fishing loop, and having to search while avoiding the creatures, it was fun to navigate and only left me wanting more to explore, but that would probably require more than 7 days to expand further.
My only nit pick would be around the controls. It was tough to handle navigation, fishing, and other abilities all together as most things were on the left side of the keyboard. I think I might have preferred the fishing controls and the abilities on the right side, but I'm sure that would take some time to experiment with. Well done!
What an interesting concept. I really like this. It encourages a lot of experimentation and creativity combined with strategic placement. The art was also fantastic. Very nice looking and cohesive style. The effects were also great. I do think there is some balancing to do, but that only makes sense with a 1 week jam. Something I wasn't sure of was how the storms would arrive. Was it based on number of cards played or was it a timing thing?
Either way, I really enjoyed it, and played it a bunch of times.
I really liked my play through. Though I realized at some point that I wouldn't be able to build up the walls in time, I was still compelled to try! The gameplay is intuitive enough that it doesn't require the player to be able to read to figure out the systems in play. I liked the simplicity of the 5x5 tileset, though I could also see this being expanded to other shapes and sizes alongside new features. The art was simple, colourful and conveyed what it needed to. The music was also a great choice. It was very nice.
My only wish would be that there be at least one more dynamic that the player can engage with while the worker's countdown is active, since sometimes it felt like I was just watching the worker clock. That being said, I do think the countdowns add a sense of urgency and make you hope that they finish in time.
Very nice game.
A cool set of systems and a great atmosphere. The base building worked very well, and the 3d added a surprising and nice touch of visual depth. I never did find out of the gun actually did anything to the monster. That thing freaked me out, with what looked like a procedural walk animation? The ladder definitely hurt a bit, but really great project for getting it done in a week!
Cool concept. I like the idea of just calling the shots in the bunker. I found it fairly tough to balance having enough infantry to survive to the next round, though I did like the push and pull of the various upgrades and decisions the player has to make. I also think the design of the world it great right down to the typewriter style text and old style phone.
Seems like a pretty nice start to a RTS. The collecting and building worked quite well but I couldn't figure out how to get them to put the rocks into the smelter They did it a couple times, but mostly they were filling storage. I tried highlighting the smelter and clicking on it a bunch, but it mostly didn't work. Any tips?
Very enjoyable take on tower defense. I really like the puzzle-y nature that comes out of this symmetrical grid style approach. Very nit picky thing, but I would have loved to see a mouse-over tooltip for the unit types, as I forgot how the healing tower worked. It was a lot of fun though. I'll add this to my collection to give it another go.
It's a nice looking game and I appreciate that there was some forgiveness with the wall grabbing mechanic. I'm not the best at first person platforming, but I was able to get up to the top and then head back down during the storm. I think the mechanics like the sliding and the multi jumps were nice, but might need a bit of tweaking, as it was quite sensitive for the movement. I couldn't figure out what to do at the end once I collected enough souls. I thought I might have to go back to the start area based on the path, but nothing happened there. Was there something I missed?
A straightforward concept with a hilarious implementation. That shove button was both silly and necessary. The models were deformed as they should be in such a game. I enjoyed the rush of idiots running in and the numbers going up. I did get to cheese things a bit because you can stock one of the shelves from inside the storage room, though even if I didn't do that I think I would have liked a little more of a challenge (maybe big annoying characters that take 10 things at once or something). Regardless, that was good frenzy!
I was caught off guard by this one. I saw some cool jelly fish art and stuff, thought it might be an interesting game, but I was blown away. First off, the animation and movement is so fluid (yeah). It was pretty fun to navigate around. The only thing that tripped me up a little was that sometimes it felt like my jump wasn't going high enough, but other times it was fine.
The build up of different types of mechanics worked very well and had a nice pace to it. They were pretty fun to try to master. I did have to stop part way. The green flame that you use with right click didn't work so well on my laptop track pad. I'm going to try playing again when I have my mouse.
The music combined with the nicely lit atmosphere and interesting filter made for a great underwater aesthetic. Well done!
Oh man, I was so close. What a cool game for so many reasons. The combination of being able to destroy terrain and a giant beast who can destroy it better makes for some really fun dynamics. The simple art style worked very well, and I enjoyed the design of the wurm.
I do wish I could see the range of the towers, but that's just nitpicking at this point. I'm going to play this one again tomorrow. Nice work!
I really liked the flag mechanic for making safety zones. Makes you want to push your luck to see how far you can get out. The effects were also fantastic. All the lights and indicators really made the game shine, not to mention the nice little character.
It was pretty cool to see the ship coming together more and more. I got a tonne of the pieces, but I must have missed one or 2 that I couldn't quite find. Really great job on this game!
Woah, what a great game. Nice sprites, fun stealth mechanics, and great level design. I had a fun time exploring the town and enjoyed the little details along the way (like the hidden bed). It was great that you gave the player a vantage point. It really helped me grasp the situation and plan out my next path. No war plz
I know who I'm not saving during a storm! A nice little challenge once you get the hang of things. I think the art worked well and I liked that tripping animation. There was an odd situation where I would be putting items in storage and the game would just end even though the storm meter was only half way (I wasn't close to the text to end the game).
Nice work. I went back a few times to see how many stars I could get.
Hey that was pretty good for a first go. I beat the game and had a good time doing it. I liked the switch to detonation mode and how the changed as a result.
The jump could use a little bit of work - maybe just need to adjust the spacing of platforms because in some areas I kept bumping my head. Another option is to use a Platform Effector2D component on your platforms, to allow the player to jump up through them but still land on top of them.
I also liked the level design. Reminded me a lot of Metroid for sure. Nice work!
What a fun shooter. It was nice to find a classic zombie horde game here. The variety of weapons was great for changing up tactics and it seemed fairly well balanced. I didn't do nearly as good as you - I got 484,700 points.
But yeah, that was super fun.
By the way, if you ever feel like trying to set up a leaderboard online, give loot locker a shot. I set that up for our game, and it's pretty easy to use. Ours is not working perfectly, but that was mainly my part for missing one line of code... ah well D:
Regardless, great job!
This was such a striking game. Seeing the Darkest Dungeon-inspired art style, I knew I was in for some mental-breaking moments. It was a cool little distillation of survival against all odds. I was able to reach a couple of the endings (one to my demise, one to the light).
The sound was great and fit the general feel of the game. The writing was exactly what I hoped for in this time of game.
Feels like a game you could really flesh out into something interesting. Nice work.