Blob on the loose by The M
I appreciate the gameplay mechanics, and the slime squishing around was nearly excellently done, except for sometimes getting stuck between levels for some reason. The fact that you need to start over from the start after losing too much health is harsh, and the fact that it also happens when you get stuck between rooms is plain unfair. The fact that I didn't have any indication of how much health I have left didn't help, either. Overall, while I like the general concept - and the blob physics could be useful for other projects as well! - I feel the game is unnecessarily difficult because of bugs (robots) and glitches alike. ^^'
The visuals are alright, I especially like the blob animation and the semi-transparent goo covering the absorbed objects. Audio is good as well. Not much theme use, though.
Break The Game by qwertykg
A simple platformer, maybe a little clunky with the player sticking into the disappearing walls. Still, I appreciate how varied mechanics it had - a shooter enemy, some up-down bouncing enemies, disappearing blocks and also the spikes chase. Pretty much the only thing missing was some boss at the end.
I also appreciate how the glitching affected the game, though rather than going CPU (freezing) -> Sound unit (no audio) -> GPU (grayscale), I'd instead prefer the GPU -> Sound -> CPU instead. In part because it makes more sense for CPU to die last (since destroying it makes computer basically unfunctional, rather than just a little more laggy), and in part because the freezing annoying is kinda annoying. Still, I appreciate the glitches being properly reflected in gameplay itself, instead of being more of a decoration thing (together with insect-like bugs).
I wasn't too fond of the control scheme - WSAD + Space + mouse to shoot works for games where the mouse is used for aiming, but since the player always shoots either straight left or right, the control scheme could instead use another keyboard key for that, keeping things closer (and maybe also allowing for alternative control scheme with arrow keys instead).
The audiovisuals were more or less fine, though it seems gathering different graphics assets resulted in some stylistic inconsistencies?
The dialogue - while it had weird pauses when typing out the text - was pretty amusing. The computer in particular reminds me of those recent chatbot AIs that can be tricked into telling something they weren't supposed to (though sometimes requiring some kind of deception to do so). Considering how goofy real-life AIs can be, I find the computer helping the protagonist break everything much more fitting/realistic than maybe the author had planned for.
Bug Hunter X by Relic
Really nice continuous upgrade game. One scary thing is that once you die you must start over, but after you make it through the first levels, and especially after you get the magnet upgrade, collecting enough money to get the overwhelming power upgrades should be pretty easy afterwards. I found that extra bullets + bouncy bullets had a
really nice synergy, allowing me to mow down basically anything in my line of sight and then some, it was pretty satisfying! After a while with that combo, I managed to get the /*1000 required to more or less complete the game.
As for gameplay itself, the first two enemies were a bit boring, but also if spiders were introduced before the queens the player could have been cornered too easily early on, so maybe it's a good thing slow queens were introduced first. Things got properly tricky with the fourth enemy type that shot bullets at the player (though with enough bullets and bounces, not so tricky anymore). At any rate, I consider enemies decently varied for the span of the game. ^^
Graphics were fine, though the isometric perspective made aiming a little harder (back when I had to pay attention to each bullet, I'd sometimes find myself barely missing). Audio was good. I feel like maybe there could be more audiovisual feedback on being hit so the player is more aware when that happens (at some point I found myself with health brought down to like 1-2 seemingly out of nowhere).
Bug Killer by lyfe264_
I enjoyed this entry quite a lot, especially various amusing glitches like SAMESPRITE or MULTIPLAYER. The core gameplay was decently satisfying, too, though I found it annoying how I had to press E then Y to complete the level (instead of just having "press E to complete" thing). My biggest complainst would be that some glitches were too disrupctive compared to others, with the bigger offsender being the infinite enemies hp. Also, it would help to have some extra visual feedback for certain glitches that aren't as apparent, like the infinite hp or inverted controls, so the player knows when these start and end and can react accordingly (without having to look at the Debug.exe window).
Graphics were mostly fine, though I feel the bugs sometimes blended with the background too much? Also, the UI sometimes covers gameplay elements (like the ticket in the top-left corridor), so expanding the room a bit so the UI elements land in a blank area in corner/edge positions would help, too. Audio was mostly fine, though it'd be nice to have some auditory feedback when the player is hit (some pained groan or something).
Bug the glitched bug by S.T.K.
It was a pretty cute gameplay, though the gameplay felt very clunky, especially with the way the wormbug stopped either when hit by the enemy or seemingly randomly when temporarily losing horn. Took me a bit of figuring out how to break down the walls, but once I did I completed the game on the next run (despite general movement clumsiness). I'm still not sure if I understand the gameplay mechanics fully, though. ^^'
The graphics were rough round the edges, but generally alright (and I appreciate drawing them yourself, rather than using premade resources like previously). The sound effects were quirky for sure. ^^' The music is from GM Asset pack, but I don't consider it a flaw (especially considering our entry used the BGM asset packs as well); these tracks are good, they are meant to be used.
--- EDIT ---
Upon reading some posts, I found out there are multiple endings depending on what you do to the enemies (though it wasn't very clear you actually could affect your karma with doing different actions to the enemies, even with the neutral ending hinting there could be more done). The good ending was nice, the evil ending... I'm getting a little tired of the eel humour, to be honest. ^^'
Bug-t Hunter by Fernando Gonzalez
Gotta admit, the first time I've seen this GM error screen, I thought it's a genuine one (custom-generated, but still the one you would get from
show_error
rather than put together from sprites). Only after I clicked Abort (not having an option to ignore) did I realise it was a fake.
This one had alright gameplay, if a little monotonous along the further levels. Can't argue that vacuuming the bugs is often pretty effective, though. The last level was a bit unfair, as it required me to do leap of faith without knowing the position of the bugs below.
The graphics are mostly fine, but the glitch effect feels too intense, kinda interfering with the gameplay. Audio was alright, I guess.
Bugged and Debugged by Poizen
That's a nice and pleasant hidden object game, though I wish there were more glitchy elements instead of a handful butterflies, bees and the like. Pretty nice audiovisuals, too!
Bugship Chaos by The Creative Cousins
Interesting concept, but I feel the execution needs better balancing. As it is now, finding and confirming the tell for the corrupted bot might be fine for two or three systems to watch over, but if it's more like 5 and 6 with ~30 seconds to browse them all, it becomes way too unforgiving. Maybe it could be better if the tell itself was briefly turning the eye red instead of none? With the current one, on the first signal I can't be sure whether I actually spotted it, or it was just me blinking.
Other than that, the game generally looked and sounded pretty well, it's just that the gameplay requires way more attention than I can provide. u_u
Centery Gun by NAL
A nice shooter, but I didn't feel like I was upgrading at all. I got these Agility+, Calibre+ and Sharps+ updates, but I didn't see any effects of theirs. In that regard, I much prefer Relic's upgrade path where you could make dozens upon dozens bullets bouncing around, spreading the cheerful chaos; I didn't feel that cheerful chaos here, the game felt sort of relaxed in a way. ^^'
At least the variety of enemies/patterns was good, but other than that, I don't feel very eager to play some more.
No complaints about audiovisuals, the graphics are neat (with some nice GFX too) and the song is funky too. ^^
Circuitry Invasion by Guds, Palf
One of the cooler uses of theme I've seen so far, having walls glitch when a bug passes through them, and depending on the glitch type there's a different behaviour (maybe they could be differentiated by slightly different glitch pattern aside from colour, to acommodate people with colour blindness). The platforming was tricky, but didn't feel clunky - when I would lose, it would be my fault. The levels provided also used the gameplay mechanics well.
The visuals were neat (colour-blindness aside), the audio was also good, except the losing sound felt really loud; I think with some slight balancing it would work really well. ^^
crashOS by RickRocket
Considering on my first attempt I just threw the calculator and theme into trash and then got the countdown to system update, I'd say the game gets into
Guide Dang It! territory. Or rather, had I not remembered about your guide somewhere, I'd just assume you only had time to implement themes and calculator and the scheduled system update, not knowing the victory condition is to reach the bluescreen. Personally, I think this game would have benefited from no time limit and no ability to get rid of the apps needed to reach your objective (like I made Calc disappear). ^^'
If there was no time limit and there was some hint that you're supposed to do anything you can think of to crash the system, it might have made for a nice puzzle-ish game, I think.
The visuals were pretty nice, in terms of both effects and basic pictures. The audio was fine too (it even had the floppy assistant voiced!), though the music at the end felt somewhat obnoxious to me. Maybe it's just this kind of track, or maybe it has something to do with audio balance? (i.e. it sounded louder compared to the previous track)
DA PROPAR GAEM 4 WUNCE by dadio
"I'm a man of my word", huh?
Gotta give it to you, this entry has some meaningful player interaction that can result in getting a higher or lower score (by colliding with the white screaming rectangle things), so there's that! I even got a score of 133 on my third playthrough, because I wanted to try and get a score larger than 100, so I'd say it works as a minimum viable game, at least.
I kinda liked the glitch aesthetic in the background and overall visuals. The screams were a tad too loud, and I'm disappointed there is no music given in the credits, since I kinda like it (I wonder if all those voice clips are part of the song or you added them yourself).
Also, I really hope the soundtrack is used with permission.
DeBuggers by Mightyjor
Pleasant short entry, though the levels were relatively trivial - just make sure to close off the exits and close in on the bug while doing so. According to Readme there were supposed to be special trap cells as the designated targets, but I haven't noticed any in the game proper (maybe I didn't look hard enough). Would be nice to have more variety there. Also, having the neighbouring cells connected with a line would make things easier to plan.
Audiovisuals were fine, no particular complaints, except after I completed the level I got the "YOU" message appearing near the right side of the screen, as if expressing the resentment of the bug just caught. I guess it's some mishap with the "YOU WIN" text placement, maybe related to Draw GUI mismatch (I played the game on 3840x2160 screen, for the record)?
Dental Revenge by Toque
Very much a Toque game, in a good way. The gameplay was fairly simple, but varied enough across its 3 levels. Audiovisuals were alright, story is a classic Toque story (I liked the bit at the end, calling back to Old Man Toque too). Good job overall. ^^
Doki Doki Debug Console by SoapSud39, Becca
It's a fine concept, even if adapting one's "form" to the opponent isn't entirely new. The platforming was fine in general - nice job with the ledge-grab, by the way - though attacks felt more clunky than they needed to be. Got a bit stuck on a spikes section in the first level, but then I found out I can just phase through them like through the glitches. Having a jump-dash would have been nice to have, though. The boss battles were alright, though somewhat schematic.
Audiovisuals were good, though I'd have liked more interesting backgrounds. I appreciate the voice acting, though requiring the player to wait until the voice clip ends is poor for replays (when I wanted to play again and check some things).
Downhill Ski by fisher_bcn
The entry is alright in terms of general mechanics, gotta admit sliding downhill is actually pretty fun in the way, though the game is pretty unforgiving. What's more, there's lots of time between failing one attempt and starting another, both with a long fade-in in the menu, and the long countdown at the start of the game. Retrying the stage itself without going to the menu as well as shortening the countdown would make subsequent attempts not as punishing. I checked out the GLITCHES AND BUGS mode, but didn't see much to it, aside from maybe the player jumping sideways and maybe some visual errors with the obstacle things? At any rate, the theme use falls pretty flat here...
The audiovisuals were alright, though not as outstanding as some other entries.
Fred by Richerama
Gahhh, this was so frustrating! Not a huge fan of precision platforming in game jams, especially late at night. And what's worst, there are these hidden spikes thing that will keep attacking me and wasting my previous lives. It wouldn't be as bad if the spikes location was more apparent, but right now they are like a sucker punch in what would otherwise be still a somewhat frustrating precision platformer, but at least a fairer one. At least the ending was sort of nice. Not seeing really much of the theme, though, except that multi-spawn could be considered as a glitch of sort, and there was bug crawling, and also the "Dead" in the menu. Then there was also a game freeze after I died on one of rotating saws, maybe got stuck in some while loop or something (had to start all over again, and this was one of last levels...)?
The graphics are nice and atmospheric, if maybe a tad too reminescent of seemingly frequent "black boy with white eyes in mostly grayscale voidy space" artistic choice. ^^' That, and I'd have preferred if the ground was more... well, grounded, instead of having these thin platform/walls floating in space. Audio did a good job of setting the mood, though I'm not a big fan of atmospheric non-melodic scary tracks; especially in a game as frustrating as this one, the track just sort of drained my motivation.
Glebulon by TheSaurus
It took me a while to get used to the general idea, but once various oddities of the glitched movement clicked it made for a pretty interesting puzzle platformer. One huge flaw is that there are often some off-screen obstacles that the player would reach, having to restart the level, and in general because of narrow view (especially on the bottom side) there's lots of important information skipped. Also, when pressing down near the edge of a wall, but not overlapping with it, the character will still keep going down even if it should only go its own height down or so.
The graphics aren't very advanced (except for the MC sprite), but they work for this type of game, especially one that relies so much on the lines being clear. That, and I found the glitching MC animation amusing. Audio was fine as well.
Glitch Kicker by HayManMarc, Micah_DS, Siolfor the Jackal
Short but enjoyable entry; personally I found it more interesting than the other ladder-climbing bug-squashing game. Generally, the game was generous with its HP , so the one and only boss battle isn't much of a problem, except it took me way longer than I'd like to admit to find the passage to the top-left computer unit. After that, I kicked the rest of the bugs into nonexistence!
Visuals were nice, I liked the bugs - psychedelic coloured, but not overly bright/saturated. The darkness led to some trickiness in some cases, though. Audio great as usual. ^^
Glitch Runner by Sucram Studio
*doorbell rings*
"Who's there?"
"Me
"
- credits in a nutshell
A somewhat clunky and glitchy platformer, but at least not too terribly long. Though it would be nice to have some proper goal and conclusion, story-wise (as it is now, I don't know what the main character tried to accomplish by entering the gates to the glitch).
Visuals were pretty bright; would have preferred subtler glitchiness like in Doki Doki Debug Console. The photo-like background also clash with the gameplay elements, style wise. Music was fine, not sure if the most fitting, and I don't know what that "Oreo Jungle" thing was about (was it a sound effect or part of the music?).
Glitch Rush by Clever Dragon
Some kind of hi-score platformer. Personally, I'd have preferred if it had a clear goal of collecting all the stars (and maybe be divided into multiple increasingly difficult levels), but at least the way it is now I don't need to feel bad for not completing it. And that's especially useful, considering the platforming feels pretty clunky/heavy, especially with the man character taking awfully long to accelerate and various jumps being especially tricky. Too bad, because I feel in some other context and with slightly altered implementation the wall-destroying glitches could make for an interesting gameplay (e.g. in a puzzle platformer, where the player has to make the glitches destroy some inconvenient wall). For the record, the best score I got was 7 points.
The visuals are alright, though it would help to make the background darker and make the important elements (especially dark walls, the stars and the glitches) pop out more. The music feels like my early attempts at composing; are those your early attempts at composing? If so, good luck! ^^
--- EDIT ---
After seeing the streams and the secret thing at the bottom, I played around some more, gathered a best score of over 13 and then after many attempts managed to complete a boss battle of sorts. Gotta admit, there was more to this game I initially thought. However, I wish boss battle wasn't that hard, you basically need to nearly perfect this run so as not to get overwhelmed with the homing glitches. That, and the THE END after the battle was somewhat poor reward, just barely satisfying my completionist urges. Some more backstory how all the glitches were defeated or even a YOU WIN text would have been so much nicer.
HannaH Desynchronised by GameDevDan
It made for a nice puzzle. At first it seemed like it would have relatively trivial game loop of "place blocks where needed, move the player", but then it turned out the bugs can get stuck into one another, which made the puzzle logic a lot more interesting. The anti-bug gates added a nice variety, too, and so did the boss fight at the end (even if attack patterns were basically the same, but considering the boss battle restarts completely if you get hit, I consider it a good thing).
The visuals were alright, especially with the extra glitchy FX layers, and so were sound effects. I particularly liked the music.
It will never end by kabadesign
That was some tough platforming, mostly because of a ton of ghosts making the nearby platforms disappear. And I had to climb to the top
three times! The ghost blocks especially made me remember my experience with Getting Over It by Bennett Foddy, but back then I was playing a frustrating game
intentionally. >.<
I don't mind the premise per se, it's just that ghost blocks make a complete mess of what could have been a pretty fun mechanics with better balancing. Also, if you are going to make me enter three keys, at least make the path for each different in some way or another (like, make different levels or so). I mean, the way it is now, it sort of emphasises the "It will never end" title, but coming back to the title after completing the game is more than sufficient to convey the message.
Other than that, the visual were pretty neat (glitch effects included) and sound effects were also fitting. No music, sadly.
Killborg Flowerbot by Mercerenies
Ayyy, it uses Undo Stack!
It was an enjoyable puzzle game, though I've seen the concept already a couple of times, and with more advanced execution (mostly by adding subroutines to add the instructions to). The main levels weren't too hard, the bonus levels were significantly tricker (except the second one), so well done on that front. Still completed the game, so you haven't yet achieved the level of difficulty of *that* room in Three Rules Standing.
Graphics were cute, though maybe the background could have been made a little darker to make the humans stand out more (one human in particular had this teal shirt that sort of blended with the grass background)? The bonus level graphics were fine in that regard.
The music was alright, the voice acting was good as well, the quip about neurotoxin caught me off guard.
Also, did you make a specifically voiced message just for me? XD
Lady Debug by Little Penguin Studio
Really enjoyable small puzzle entry. I liked the glitch activation/deactivation mechanics, one of the more mechanical implementations of the theme (aside from aesthetics, which are there too). I got stuck on level 8, but after a slight push from Lucas I finally figured out what needs to be done; the solution to that was pretty clever and satisfying, I'd say! ^^
A small potentially unintended bug: when the menu popups with "Are you sure you want to quite the game?" message, then clicking on it from a level select screen may click a level button below and redirect to the level instead.
Audiovisuals are really well executed well, in regards of neat artstyle, various graphic effects, visual feedback, auditory feedback and the music. My only complaint would be how the music restarts whenever the level is started/restarted - would be nicer if instead the tracks would randomly (or not randomly) play one after another regardless of the change in levels. Right now the levels are so short it's pretty likely one will restart/complete the level (and change the music) before it plays to the end.
Lonely Bug Bakery by Mr Magnus
I recall you mentioning how you would usually go full gameplay and no presentation, and now it would be the other way round. The way I see it, the game actually suffers from having
too much gameplay still.
Or rather, it involves all kinds of economic decision making, complete with planning which resources one should stock up on, which one-day items one should make for the upcoming day, and what prices to set on the items. And it's just too much decision making to my liking, especially since I don't have the internal knowledge of how many customers will come or how preferences combine (or not) during multiple special conditions (e.g. cold and rainy); speaking of, it seems the readme got sunny/raining descriptions swapped (it tells people want drinks during rain, but they seem to prefer breads instead). Not to mention different ingredients have different prices, too.
I kinda liked the
exciting minigame, though it was also a bit stressful with all these stress spiders, for some reason at the end my score gets reduced to 0 and I'm not sure how much quality did I get overall. Which I guess is a recurring theme in the game - that things sort of work in the game, but there's not enough feedback and precise enough information to make informed choices about how to proceed. I feel this premise would have worked better if the exciting minigame was kept as a part of relaxing incremental loop, rather than tight economic one. Also, give more feedback about the outcome of the minigame.
That, or maybe use the minigame to collect ingredients while simultaneously trying to bake whichever things the customers demand?
Visuals were fine when static, but I feel the way they look in motion is somewhat... lackluster? Except for the minigame zoom effect, that one's fun if a little tiring after a while (especially since it interferes with understanding how things fall in place). No complaints about the audio, I actually liked the minigame music.
Machine by Perichron Interactive
There seems to be this misconception, often among scientists themselves as well, that for something to sound "scientific" they must use as obscure language as possible. I got reminded of it when reading the help section for Nth time trying to figure out how Pitch Up/Pitch Down/Roll Left/Roll Right commands work, exactly, and failing spectacularly to make them do what I want (where is the beam axis or the solar panels, anyway?). One prominent attempt would be trying to undo the Pitch Down state with Pitch Up and failing to get nice and comfortable planar setting with familiar top-down rotation.
I feel the game would be much easier to grasp if you ditched these weirdly described commands (and while we're at that, the "smart" sounding language), and instead stuck with Forward, Rotate Left, Rotate Right, Rotate Upwards, Rotate Downwards and maybe Wait if needed somewhere. That said, even with these changes the game would be quite a chore, trying to navigate a somewhat large map with many commands. It doesn't help that there is no grid on the map, so at first I had trouble estimating how many cells forward do I need to move, and also the fact that the program-running mode goes pretty slow. >.<
Visuals are cool and stylish (though I would have liked some grid still), though the noise thing during the exploration phase was pretty uninteresting; would have liked to see some actual images there (though I understand they can be expensive to make). Audio works well for this kind of game too. Also, it would really help to have some kind of direction/rotation indicator so I could figure out how my ship is oriented, not sure how tricky it would be to program (I guess there would be quite a few images for every possible ship orientation, I count 24).
--- EDIT ---
After seeing some streams I tried and play around some more - especially after noticing the second level had inverted controls, which might also be the reason why Pitch Down and Pitch Up acted in seemingly incomprehensible way (would be nice to have these used in the first non-glitchy level). I've got to say, once you know the controls are meant to be inverted (and that each level has its own anomaly) it becomes somewhat more interesting; the third level especially had a nice twist of moving forward after each command. However, I couldn't get past the level 5 with Nemesis (was it the last one?). I figured out I can wait things out and time my movement so that I can see things on screen, but I couldn't for the world get my ship to move in any direction other than north; as if no amount of pitching/rotating/rolling didn't change the ship's orientations at all. >.<
NANO DRONE by Pixellated Hammered Raccoon
So, like, I really enjoy the gameplay and think there's lots of potential stuff that could be done with it...
...but there's only one level of it, I want more! With even different viruses types and such!
Also, one more thing: it would really help if, when the player sees an infection spot nearby (i.e. within the range of nanobot following), the robot will automatically know to get there, even without the player "pulling" the robot towards the spot. At least, that's how I intuitively felt it should work, and was surprised that it wasn't the case.
No particular complaints about visuals, they were very well made across the board, except the parallax background can be confusing at start, because there are no near-foreground elements aside from the player in the starting spot, and thus one can get warped sense of how fast they move. Audio was good, too. ^^
Operation Teleblade by Mavvy
I like the gameplay concept, but I feel it falls short in execution. More specifically, the place the player is pulled towards seems a few cells short, which makes striking enemies significantly more difficult, and in quite a few instances I felt like I should have took down a robot guard yet I didn't. This, coupled with instant death when hit by the robot and relatively long levels made the game drag out a bit more than it needed to be. Mind, the mechanic is generally cool and satisfying, it's just that when I get killed for an Nth time because the hit didn't quite connect, the charm of the mechanic quickly wears off.
Fine work with the graphics (especially various effects), excellent with the audio, enjoyed 90s dubstep a lot. Nice that there's an actual ending too, however brief it is. The theme use - assuming it's about the glitchy sword - feels like quite a stretch. ^^'
The Fabric by Bart
The concept of gravity-attracting glitches has some potential, but I feel it needs more elements to interact with to be properly realised. I enjoyed moving around with the glitch gun, at least? What didn't help was that the movement was somewhat clunky, but especially the way you shot in the general direction of glotch, the bullets would appear somewhere below it, but they would still count as valid glitch hits. Even if I face slightly upwards, the bullets would move parallel to the ground.
One serious flaw in the level design - if you shoot down the glitch near the glitch gun and then fall off, you won't be able to reach the glitch gun, leading to a softlock of sorts.
The graphics were alright, though I wasn't a fan of how they would continuously and somewhat abruptly change; I feel it was somewhat tiring to my eyes. The game could use some more sound effects, I guess? (especially for shooting and hitting a bullet)
The Glitcher and the bug by davidovichz
A somewhat clunky action platformer, I found it somewhat frustrating how I couldn't jump when I moved sideways, or how tricky it was to land a hit on a bug. Also, considering the game boils down to getting the bucks stuck somewhere and safely (if tediously) slashing them down, I think the game could use either more variety or fewer levels (the former is preferred, but if it's unfeasible it's good to consider the latter).
The graphics are alright, though the coolest glitch thing was in the intro. There's some reasonable variety at least (like water and stuff). The audio is sort of fitting, but also pretty tiring with all this repetitive attention-grabbing noise, so not a big fan on this front.