Quite good, though basic. I found myself playing quite a few times, so you're doing something right. It's quite hypnotic, and that's not a good thing (after a long game ends the screen appears to be moving even though it isn't!) It's a bit dizzying. Try playing with different colour combinations to combat that. Maybe also make the pickups and objects different shapes. The mechanics are solid, but needs some variation. Perhaps different game types.
This is pretty fun. It can be a little too easy to kill hostages, but actually each level is a puzzle that needs to be solved rather than a run n gun. Please, PLEASE let down open doors. Using space just feels really clunky.
Loved it. Well polished for a jam game. I got the secret, but don't get the logic. Is there a reference I'm missing? Anyway, having levels of puzzles would be great.
Far-fetched Shovel Knight reference. I cut building more content so that I could polish what was already there. This was my first Ludum Dare and I'm not quite efficient enough with my game jam time management to get both polish and more content in there ^^
Some of the achievements are not well balanced. "Active Gambler 5: manually scratch 3125 cards" getting this far was an ordeal, I doubt I'm going to manually scratch many more. "Threedom" actually becomes essentially impossible once you've bought a couple more icon slots as the chance of getting 3-pairs are greatly diminished.
I really wanted to like this more, but man I hate the timer. Not only are the timings really tight, but you don't even get a chance to check out the level before it starts. You should really make it pause and then start when you first click.
I just can't. Even for the badges. You've perfectly simulated a monotonous slave-wage job. I think what bothers me is that there's no creativity or choice. It's literally just following instructions. And yeah, as for the fake loading screens...
Okay, I've figured out a useful tactic to prevent getting stuck in limbo for ages because your blocks are bursting through the walls: keep your block width low once you've prestiged a few times. 25 works for me.
I was so excited the moment I saw this, but as soon as I started playing, it all looked very familiar. Disappointed that I was able to go straight to the end puzzle and complete it. A real shame because I do love these guy's games.
I absolutely love this series and would quite happily throw a few quid your way for a decent length mobile app. My only criticism, and I suppose it's a minor thing (and I'm not going to mark you down for it), but it really bugs me that there's inconsistency between the graphics. There's a difference of pixel size/slight graphic style.
Thank you a lot for your kind comment. About the graphics, you're right. I often use free custom pixel art for my games, and they don't always match very well together. I'll try to be more careful next time, thanks again!
What a dreadful game. Long, boring cutscenes (even when you speed them up using X). Awful, motion-sickness inducing camera movement. Unnecessary and over-the-top screen-shake. Poor contrast between background and foreground. I like the idea, and the controls are solid, but the rest is bad.
Far-fetched Shovel Knight reference. I cut building more content so that I could polish what was already there. This was my first Ludum Dare and I'm not quite efficient enough with my game jam time management to get both polish and more content in there ^^