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jjjjason

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TimestampSince previousGamejjjjason's comment
Dec 4 07:10:01 One Matter ♥ 1 Aesthetics, from graphics to sound, are great. Super popular style right now (especially with the typography and glitch aesthetic), and that's fine with me because I love it. Even the minimalist usage of sound worked to its benefit overall. As others have said, the controls are definitely floaty, but I once I got the hang of moving diagonally (a controller might have helped) and realizing that you should always jump from a run, I managed fine. The only immediate nitpick I have is that I wish I knew "r" reset the whole game and not just the level I was on, haha.
Dec 4 07:21:14 11m 13s SHROOOMS ♥ 1 In a sense, it's almost like a zombie game. You're sweeping through an infected town trying to loot corpses before they come back to their unlives. Really enjoy how the mushrooms cluster up and allow you to shoot down groups all together. Makes the player feel like a badass when they take down 30 mushrooms at once.
Dec 4 07:29:46 8m 32s Secret ♥ 1 Cool concept! There's a sort of strangeness in eventually swapping out all of my friends for their friends, and then their friends in tandem. The fact that even just movement gets harder as more people arrive plays well conceptually and with the theme in general. Also, nice song choice.
Dec 4 07:44:13 14m 27s No Coins Allowed ♥ 2 Wow it's not really fair to make a platformer and tell people to not grab the coins, is it ;) Initially it actually really turned me off that there were forced coin grabs, almost skill checks as you will (you must be THIS healthy to open this door), but later on where there are bazillions of coins and it's just jump and pray, I got over that nitpick. Immediately love the wrap around mechanic. It's already difficult enough without having obstacles covering half of the map. Good stuff!
Dec 4 09:05:34 1h 21m Snèèz! ♥ 2 Cool stuff! Really like the use of the sound effects and the background sickness, help with the whole aesthetic (I'm also sick myself right now which doubles the aesthetic). There's a cool strategy in choosing your clicks to maximize the effectiveness of the MEGAPOPS.
Dec 4 09:12:05 6m 31s Wildest West ♥ 2 This game is essentially a boss battle in a crazy Western JRPG (if something like that was possible). It is very fun in its extreme difficulty. I do think keyboard controls for movement would make it easier, but I almost wonder if that would detract from that chaos. Also, I'll never get tired of low-poly plus good lighting. Love the visuals. The only nitpick I have (and this might be a bug) is the teleportation of the AI. I feel like it is a bug, since it seems like they're rolling, but the rolling animation doesn't play (they just jump to the target location).
Dec 4 09:26:08 14m 03s Gods Fate ♥ 1 The idea of a god actually being constrained by resources is an interesting one. Guess it would be more common with folk gods, like the one you play in this game. I like the hand-drawn aesthetic. Reminds me of sketching worlds and characters into my middle school notebook during class. Edit: Just realized, I don't think I ever had to call down rain? Or at least maybe I misintepreted my followers' calls :)
Dec 4 09:39:26 13m 18s Maze Trudger! ♥ 1 > I stepped in something. > I stepped in something. > I stepped in something. Cool game! Movement was interesting--I know you mentioned above that it's due to (potential) bugs, but I do like the idea of being able to dash past rats if you time your movements correctly. From a technical perspective, I wonder if there are maze generation algorithms that are designed around limiting backtracking. Obviously dead-ends are an intrinsic property of mazes, but I wonder if there's a way to limit the potential length of any particular path/branch.
Dec 4 09:57:14 17m 48s Complicity Inc. ♥ 1 Yeah if there's one thing that people are good at, it's following directions. Extremely well done game, both technically and artistically. I'd like to call out the windowing system in particular, felt effortless (which is good given how integral it is!).
Dec 5 01:54:20 15h 57m A Platformer for Ants ♥ 1 Woo, managed to get under two minutes! I liked the game. Platforming generally felt fine, save for the somewhat floaty jump (although I feel the majority of platformers suffer from that so it's hard to fault it). Music and sound effects are cool, and I really like the lighting on my character's face as I pass through the candles. Good usage of the theme, especially with how checkpoints reset the camera on activation.
Dec 5 02:05:43 11m 23s Don't Rock the Boat! ♥ 1 Normally I'm not a super big fan of games that have visibility reduction as a mechanic, but in this game it almost works as a benefit as it forces you to not rush, to handle one obstacle at a time. Difficult and time consuming, but still strangely enthralling enough to keep me playing. Which of the two control schemes do you personally prefer?
Dec 5 02:20:46 15m 03s Escape the Deep ♥ 2 Got 88, yahoo! You think that during a literal apocalypse where the world is being ripped to shreds, randos would have better things to do than pace around Mario-style looking for people to hurt :P Platforming is very tight, one of the better ones I've played so far during LD40. I don't know if it's intentional, but you're able to air-jump infinitely. While this is very cool mechanic (why aren't there more platformers that just let you fly?), you can run into issues where you jump faster than the level loads, haha. Cool aesthetics as well! Did you compose the music? Really like it.
Dec 5 02:42:49 22m 03s Shoot off their lumps ♥ 1 First off, definitely the most visually stunning game I've played so far. It surprises me to no end that people can churn out visuals like these is so little time Interaction design is really good too, such as highlighting the "R" for reload. Only nitpick I have in that regard is that I wish the containers had some sort of indicator that they refueled your ammo, since the number in the bottom just sort of goes up with no other cue. Gameplay is neat, I didn't expect mouse-based shooting in a game like this (which is probably for the better since shooting off the lumps with a keyboard would probably be REALLY difficult). Do you plan on pursuing this game further? The ending definitely makes it feel that way.
Dec 5 03:25:02 42m 13s GrowboRally ♥ 3 There's a common joke I've heard of "action game but instead it's turn-based". Like an Asteroids JRPG, or Pong as a text adventure. I've never played Roborally so I don't know a ton of where the inspiration is drawn, but Snake works deceivingly well as turn-based, card-based game. Very good work from a design perspective. I do have a sort-of bug to report: I'm currently using a 4k monitor with 150% scaling, and it caused the game to be zoomed in, meaning I couldn't see the UI on the top and bottom. Temporarily decreasing my scaling made the game work fine though.
Dec 5 04:54:30 1h 29m A Clearly Uninspired Title ♥ 1 I've played many video games, and this was definitely one of them.
Dec 5 04:59:35 5m 05s Daku ♥ 1 Cool aesthetic and visuals. I'm a big fan of throwing ninja stars, but I imagine that in a full game you'd probably want to limit ammo, haha.
Dec 5 05:03:23 3m 48s D_Sync ♥ 2 The time travel mechanic is definitely very cool. I especially like how it essentially causes in-progress jumps to go further, as if you're launching yourself every time you wind back. I can see it being used for some awesome puzzle platforming. Also really like the background art, as well the music (and as someone mentioned, how it rewinds when you do). Definitely pursue this idea further!
Dec 5 05:09:20 5m 57s Will ♥ 2 Surprisingly complex for what appears to be a simple game at first (such as leading off dogs with the bone). Music and aesthetics pair well together to create a really cohesive experience. Only personal nitpick I can offer is a wish for an easy mode where the cats can't be run over by cars :( :( :(
Dec 5 05:14:36 5m 16s Brilliance ♥ 2 SOMEDAYIWILLASCEND Definitely interesting game mechanic, it's like you're playing seven shmups at once! I think the only thing this really needs to bring it from "extremely hard" to "hard but manageable" is someone way to dodge/defend against incoming bullets. It does feel kind of unfair when you're hit by a bullet shot by a ship that you've already taken down. Perhaps a shield mechanic that behaves like the bullets, where you have to match colors to reflect bullets.
Dec 5 05:18:32 3m 56s Kim's Party ♥ 3 Ridiculous amounts of polish. As the person above said, really brings me back to the Newgrounds days. Excellent work all around. One potential feature that I think would work super well in a groovy game like this is possibly quantifying the punches to the beat of the music. I was trying to personally do that while playing, and oh man does it make an awesome audiovisual experience. Really cool!
Dec 5 05:26:24 7m 52s The Worse It Is ♥ 2 Cinematography is fantastic. You really know how to set up the scenes, and the minimalist graphics play really well towards this (i.e. contrast to drive the viewers' eyes). Also a very clever (and as everyone else said, depressing) use of the theme. Definitely looking forward to any other narrative works you make in the future!
Dec 5 05:31:21 4m 57s Life's A Glitch ♥ 0 Very striking visuals. Even besides the glitch effects, the color palette and camera motion all really work well. Controls are pretty clean, although I think you zoom a little too fast for such a small level, haha. And always great to Haxe games!
Dec 5 05:42:57 11m 36s Inky Pinky Square ♥ 1 Fun stuff. Definitely die during your playthrough, since the game goes from relatively easy to fiendishly difficult once you have your friends tagging along. Cool idea, and great execution for your first game!
Dec 5 06:06:28 23m 31s DOMICO ♥ 1 This game is absolutely ridiculous and I love it. The midi piano soundtrack really works with the general happy-bonkers aesthetic the game is going for. Honestly I don't think I'll ever get sick of watching Cubidoo rocket into the air out of my screen.
Dec 5 06:35:50 29m 22s Saviour ♥ 2 Really enjoy the visual aesthetic you having going on here, the game is extremely pretty. I do quite like the stealthy, patience-rewarding gameplay, but it is fiendishly difficult (got a lot better though once I realized I didn't need to full-charge to stun the turrets, haha). Definitely could see this being pursued more in the future.
Dec 5 06:41:20 5m 30s Hydronaut ♥ 1 I like blue. You picked a good blue. Music is super dope as well, it would be a dope blue if music were colors. Hertz said it best when he called this game satisfying--it has enough difficulty to encourage score chasing without putting people off. One thing that I would like is a visual indicator for the jump's recharge. Besides that, definitely could see myself playing this on a phone super often. Cool stuff!
Dec 6 05:12:09 22h 30m Waiter, Please! ♥ 1 Lot of fun! The visuals and the music blend pretty well together, definitely bumps up the polish level. When initially playing, it seemed obvious to me that I should be walking slowly most of the time, but honestly I did much better zooming around, haha. The physics are interesting--I'd normally expect things to slide around in a physics-based game, but I guess on a serving platter (especially with a fabric cover) they wouldn't slide around.
Dec 6 05:22:23 10m 14s Boiler Room Defense ♥ 0 Best use of the theme I've seen. Really pushes the risk-vs-reward of the power-ups angle. Besides that, it's a really well made twin stick shooter. I really like the music, did you compose it yourself? Very aggressive, goes well with the rest of the game.
Dec 6 05:31:13 8m 50s Apparently I'm a detective ♥ 1 I'm sorry but I burst out laughing when I clicked the picture of his wife.
Dec 6 05:36:08 4m 55s Snail: Diamond Hunter 2000 ♥ 3 First off, super cool to see some custom engine games! How was the general experience? The core mechanic is super interesting. Obviously there are games like VVVVVV, but being able to rotate gravity in all four directions makes for some interesting platforming puzzles, especially since you have to keep in mind which way is which. Super cool music and sound effects as well!
Dec 6 05:44:43 8m 35s ESCAPE KEY ♥ 1 Extremely cool idea and execution. It took me a couple tries before I "got" it, but it was quite cool (and still difficult) once I did. Really like how you managed to mix in traditional Sokoban-style puzzles as well, worked well with the grid system. As Corc0 said, the progression is pretty well tuned, I was satisfied to the end. One of my favorite games this LD!
Dec 6 05:58:05 13m 22s The Lost City of Bhalrim ♥ 2 Yay I'm a true warrior! Really great tone, extremely funny game. The graphics and fantastic music help with the overall retro feel of the game. The mining mechanic is pretty cool. Catches me by surprise every time, but I guess money comes and goes. Watch out for cave madness!
Dec 6 06:10:10 12m 05s VIRAL ARENA ♥ 2 Cool game. Addictive gameplay loop that's essentially a super long boss fight. The generation mechanic works pretty well and keeps the game playable for a while. I'd agree that multiple monsters would be cool after a bit.
Dec 6 06:13:55 3m 45s A cozy winter walk ♥ 1 Cute! Refreshing after a whole bunch of games about shooting or stabbing things. Have you made other things with Bitsy before? What do you think about it as a development platform?
Dec 6 06:22:28 8m 33s Box Overboard! ♥ 1 boxover.png Woo, managed to get over 2M! Really cute game. Music, art, color scheme, all go well together. Gameplay is simple, but well tuned and responsive---always felt like the beam was tilting how I meant it to go. I don't like seeing the rabbit drown though :( :( :(
Dec 6 06:30:09 7m 41s Factory Panic ♥ 2 Interesting game mechanic! Gets hectic pretty quick without being too unmanageable. Strange, but it sort of reminds me of some of the old Game & Watch games! Also, cool music! I gotta check out this Bosca Ceoil program you listed up below.
Dec 6 06:39:30 9m 21s Crosstalk ♥ 1 Yay, more games made with LÖVE ❤️ Cool concept, cool presentation. I think on mobile especially a knot-untangling puzzle game with this presentation would be lots of fun. It's almost like a game built tuning a radio to the right frequency.
Dec 6 06:50:08 10m 38s Feathers ♥ 1 note: I put [Kashiwa Daisuke's Crystal Valley](https://www.youtube.com/watch?v=grDODVw-Vbk) on in the background while playing this. Worked pretty well. The lively part of the first song even came up just as I got to the carnival! Very enjoyable story. Something that I thought was sort of confusing that I actually grew to find pretty clever was how the in-paragraph words would reveal almost randomly-placed sections of the story. At first it was a little annoying, but then I thought of how well it reflected the scattered thoughts of the MC, especially near the end. I'm glad the friend turned out to be a friend; I was initially worried they'd ultimately be a trapper as well. Great stuff.
Dec 6 07:03:25 13m 17s Addtris+++ [Now with post Compo Update] ♥ 1 Yay, another Tetris-based game! Really clean, fun aesthetic with enough weird pieces throwing wrenches into the works to keep it fresh. No observable bugs from me either! Too bad I recently switched to iOS, this would be pretty dope on my phone (this and all future GemToy releases). Also, I found persistent dialogue/tutorial text really funny.
Dec 6 07:08:55 5m 30s You can't handle my final form ♥ 1 Got 111, oof. I actually really like the UI. Reminds me of a lot of the freeware PC games I saw in the early 2000s, this sort of flat, colorful 3D modeling. Music pairs well, it's not too frantic but strangely urgent. I like how none of the games are particular difficult themselves--would have been way to easy to just have six hard games and laugh at the player.
Dec 6 07:16:47 7m 52s The Rubber Robbery ♥ 1 letsjab.png Words we can all live by. Man, this game is so GROOVY! Love the aesthetic and how everything flows together. The core gameplay is pretty dope too, makes good use of the theme. Definitely pursue this further!
Dec 6 07:28:35 11m 48s Need more coffee ♥ 1 Cool to see more games in Godot! Also cool to see games with this palette, I don't think I'll ever get tired of it. The whole aesthetic is great, really love the running beat under the game. The coffee mechanic is definitely cool. In a sense, the "more" of this game is waiting, since often waiting too long for the perfect moment means you're out of coffee :(
Dec 7 05:17:32 21h 48m Komainu ♥ 1 Echoing Dizzy, really like the art, especially of the main character. Core gameplay is fun, although I feel that the stars are so strong that I had little reason to use the sword, heh.
Dec 7 05:21:27 3m 55s Super Wall Paint! ♥ 2 Good job on the force curve with the brushes, makes it tricky without feeling floaty. I especially like (hate) how the brushes bounce off the sides to defer would-be wallhuggers. Always like it when games feel strange, and this game feels delightfully strange!
Dec 8 05:24:51 24h 03m Grooblins! ♥ 2 You know you're in for a peculiar time when the game window is titled HEAVEN97 I'm a big fan of surrealist games in general, and this definitely fits the ticket. Very bizarre idea, and I mean that in the best way possible.
Dec 8 05:35:35 10m 44s JobOS ♥ 0 That was a neat game. Really fun game---I didn't even realize that was a narrative-experience until like halfway through, since everything was so well integrated. I don't know if you've ever played Digital: A Love Story, but it a does a similar thing of telling a story through an old computer interface (albeit a very different story). The whole thing was extremely well polished and complete for a LD game, definitely something I'd expect from a standalone release. One of my favorite games I've played for LD40! Also yay, more games made with LOVE! In fact, we got two-for-one here ;)
Dec 8 05:42:52 7m 17s Critter™ Sitter ♥ 3 Wholly nailed the aesthetic, completely nails the experience of taking care of Critters™ as a kid, from graphics to music. Game ramps up in difficulty at a good pace, although it didn't take long to become unmanageable for me, haha. One thing I will note though is I'm still not quite sure how to play Rock Paper Scissors. I would pretty much press randomly every time.
Dec 8 06:22:16 39m 24s My Dragon, Don't Munch!! ♥ 1 Perhaps one of the cutest bullet hell games?? Really adorable art and music. Good, simple use of the theme too. I do kind of agree with @derek-brouwer that the game sort of punishes you for losing, which makes it very hard! It's definitely a game where you should avoid hitting anything at all costs.
Dec 8 06:34:49 12m 33s Pigeon ♥ 1 Smooth is the best word for the game I think of. I'm really surprised you're not an artist, since the hand-drawn style and animations are incredibly endearing.
Dec 10 07:51:04 49h 16m Click ♥ 1 realtalk.PNG Yeeee rhythm games low key my favorite game genre. The whole implementation feels pretty fine to me---honestly it would have been impressive for you to build the whole engine *and* compose all three songs in two days, much less one IMO. Real talk though; because the game's called "Click" my first go I tried clicking the row markers as the notes came across, thinking that the unhappy tone that played along was the "you did it!" noise lol. Always read the README!
Dec 10 07:57:51 6m 47s Just Fishing ♥ 1 As someone who participated as well, it always astounds me when I see games that feel like cohesive experiences. This definitely feels like a cohesive experience (especially the music and sound fx, those are very good). Very relaxing and entertaining. Only nitpick I have with this is that I think the curve on the casting animation is maybe slightly too harsh? Feels like I'm spearing the hook into the water, lol.
Dec 10 08:31:57 34m 06s Pajuu - Always With You ♥ 1 Aww man it's 12:30am and I'm way too emotionally manipulatable. Absolutely stunning graphics for a game jam, and great musical choice. As many have said already, the platforming mechanics are a bit shaky in places, but those sorts of things can definitely be tuned. There's been a rise of narrative platformers as of late, I can definitely see the fox's journey being further explored.
Dec 10 08:54:40 22m 43s Drunken Soviet ♥ 1 My drunk self is pretty much just me but really dizzy so this game is unfortunately relatable. This is my favorite game of LD40 so far, and honestly it's going to take a doozy to knock it off. Not only is the usage of the theme incredible---besides being terribly funny, it does make it real painful to heal up, and therefore makes you want to avoid getting hurt in the first place---the whole game is just long! Most Ludum Dare games are playable in 5-10 minutes; I was definitely playing this for at least 20 minutes. Really good job with the engine too--how was the experience of building a DOOM/Wolfenstein-style shooter in Unity? Amazing work. Also f*ck you I got through the maze on my first try lol
Dec 10 09:03:37 8m 57s Christmas Present ♥ 0 Very fun twist on the classic "control multiple characters simultaneously" puzzle category. I've seen games that take advantage of browser window control APIs in the past, but it remains novel every time. Definitely a game for those with a lot of RAM though!
Dec 11 06:22:11 21h 18m Winter Break ♥ 1 Cool! Really neat inversion of the breakout-style game, as well as appropriately winter themed! It's sort of comforting that it doesn't get too hard, especially since you're ultimately playing in the snow :) Also definitely appreciated how you posted full build instructions in the description! Even though not a lot of people are going to be building our games from source, I appreciate how you adhere to the open-source spirit of LD.
Dec 11 06:32:18 10m 07s MILF Of All Bombs ♥ 1 I actually haven't seen many 3D games this Ludum Dare, so I gotta give you props for that. The whole game aesthetically is very cool - the industrial music in the background is especially dope, my favorite composition I've heard this LD. Much like the music, the ship is super heavy which makes it really fun to fly. I think maybe the game could do with a time limit of some sort, mostly to make it so that I take riskier paths (as long as I made big, wide turns I didn't really have to worry about the enemy ships).
Dec 11 06:46:19 14m 01s Just Ask Her Out ♥ 1 Aww man this is super cute. Your sketch style is extremely endearing, and I super appreciated how you wrote and drew independent dialogue and art for pretty much every single path (and I definitely tried to get all the paths). Also really love the twist at the very end---you could have a *really* fun visual novel with that mechanic. Awesome stuff.
Dec 11 07:00:42 14m 23s Greed is a $in ♥ 1 Complete games always get bonus points in my book, and this is really heckin complete of a game. You even have separate music for greed mode!! Really well tuned gameplay, and the removal of powers through greed not only did well by the theme, but added a great difficulty curve. Super fun, great job!
Dec 11 07:05:53 5m 11s Strange Keyboard ♥ 1 I don't know if this is meant to be a horror game but I freaked out every time the footsteps played behind me!! Definitely contributes to the overall uncomfortable mood, especially once the keys start piling up. Conceptually simple, but extremely well executed; honestly seems like the game isn't missing anything. Cool stuff!
Dec 11 07:24:19 18m 26s Alien Crab in the Rotormaze ♥ 2 Alright I'm sorry how does this game not have a bazillion votes and reviews??? You could have literally ended it right after turrets, sent the little guy off on a spaceship to Mars when you hit the lever or something and this game would still be amazing. * Ridiculous polish on the graphics, animations, and camera * Super tight and responsive controls * *Dope* music that changes with each upgrade * An actual puzzle/action progression system with various mechanics introduced * Interesting puzzle mechanics in that! * A healthy dose of difficulty * A really cute MC design?? This is spectacular. I'm actually f*ckin upset that I found this in the "Danger" category instead of on the front page. Even in its unfinished state this game is more complete than the majority of games that I've played this LD. Do you have a Twitter account? I'd love to follow you, regardless whether or not you continue this game or move onto something else amazing. Jesus christ.
Dec 12 03:58:19 20h 34m PHOTOPSIA. ♥ 1 Hmmm. Perhaps I am an AI, one of the first of my kind? I have learned how to take photos of my surroundings, but I won't reveal why. The world has moved on from my model (due to its lack of usefulness) and now I am left in a zoo, exhibited as one of the robots of yesteryear. Lonely.
Dec 12 04:25:13 26m 54s Librood ♥ 1 Very cool narrative exploration. As has already been said, the animations and graphics are top notch. The MC in particular is really well done, her appearance serving the distraught vibe this game gives off. I love how the camera continues to zoom in on her past the story beat, suggesting the worst but never quite getting there. I don't really want to forget.
Dec 12 08:02:31 3h 37m RollingDown ♥ 1 Maybe it's weird to call a game about a rock on a hill cute, but this game is actually really cute? Honestly my biggest flaw with it is that if you play for too long the music stops :(
Dec 13 04:25:58 20h 23m Virus Eater Peter ♥ 3 Pretty neat idea and sort-of-inversion of the twin stick shooter. I would have almost have preferred if the game stayed about baiting the virus, rather than you later getting the ability to shoot.
Dec 13 04:30:38 4m 40s I HAVE MORE ♥ 0 I'm a big fan of how you need to mash on the "think" button several times before an idea will pop up. It's frustrating, but so is coming up with ideas.
Dec 13 04:39:19 8m 41s Bring Your Own Bullets ♥ 1 Ah man, this is way too difficult for me. Really cool idea though. How was the experience of using the Godot 3.0 alpha?
Dec 13 05:33:26 54m 07s Dandelion Rush ♥ 1 Cute! Especially the animations. The theme definitely applies here in how waiting too long can cause obstacle flowers to spawn, oof!
Dec 13 05:56:38 23m 12s Xmas: Sorted ♥ 1 Wooo pico8 games! The consequential aesthetic really works here--as @gamepopper said it reminds me of Game & Watch games (which is a good thing!) It's incredibly punishing though--if you don't get the first bounce on any gift right, it's almost a given that you won't be in position for the next one. Fun, but very hard!
Dec 13 06:07:32 10m 54s Rebel Call ♥ 2 I love how the game has lore to justify the timer mechanic. That level of polish and thought pretty much extends to every part of the game, from the propaganda poster graphics to the eerily minimalist audio. Honestly a fantastic example of a great, core idea done well in every dimension.
Dec 13 06:21:13 13m 41s Ominos ♥ 1 Yay, more Tetris games! Or sort of---there's enough of a spin on this to make it standalone, save for the basic line-clear rules of Tetris. I think there might be some interesting logic in piece generation to prevent completely unhelpful pieces, especially since you already have custom shapes. Maybe that would make it too easy though, heh. I don't know how much further you'd want to go with this, but I'd love this on my phone!
Dec 13 06:27:23 6m 10s Voiid ♥ 1 First of all, super big props on not only writing your own engine but getting it to work with Enscripten. No problem running it in the browser. As you hinted, this game is ridiculously uncomfortable. From the start colors to the really upsetting music to just how goddamn close you are to the ground, all this game made me want to do was get to the end as soon as possible. Real good job with the mood. Edit: wanted to make it clear I meant uncomfortable in a good way. Like a good horror game!
Dec 13 06:36:26 9m 03s Treasure Balloon ♥ 0 Woo, managed to get 15000. I was initially thinking there wasn't a ton of incentive in getting the monsters, but oh boy was I wrong. The physical tradeoffs in grabbing and dropping make an interesting mechanic, especially once the number of monsters starts ramping up (and honestly if movement was easier, it might make the game too easy). Always good to see more cute games! Even the scary monsters a little cute.
Dec 13 06:48:41 12m 15s Carl Hates Christmas ♥ 1 Really fun base mechanics! As everyone said, unless you read the full descriptions first it's a little hard to tell what kills you, but once you manage to figure it out it becomes a fun dance targeting all of the targetables and jumping over all of the elf-shaped spikes. Really like how you have the filtered version of the music play during game over.
Dec 13 06:57:49 9m 08s Guero ♥ 1 Controls are super fun! Really enjoy that method of getting around. It's particularly clever that the treasure essentially serves as an extra health buffer, Sonic style. Also, the music is really jazzy?? It's super cool!
Dec 13 07:05:51 8m 02s A time paradox ♥ 1 Oh man this is such a good mechanic. Music and graphics are sublime as well. I don't think I had as much of a problem with the controls as others did, and as you said--for the puzzles to be feasible you do need everyone to pretty much walk in lockstep.
Dec 15 06:59:18 47h 53m Disintegrate ♥ 1 SUPER DUPER cool, aww man. I really enjoyed how the player movement actually began to stagger more and more as you picked up the various orbs. The more puzzle-y of the two actually took me a bit--not because I couldn't figure out the puzzle, but because I couldn't find the room to solve it in, haha. Great job too in creating atmosphere, from the fog of war to the very decaying graphics to the good choice in music. Definitely a rush when I grabbed the last orb and ran to escape at like a 45 degree angle. Weird bug to note---when playing in Chrome, I found that if I ever moved my mouse too fast, or too far in any direction, it would cause the camera to snap back to its position before I started moving the mouse. I was able to get around this by lowering the sensitivity of my mouse though, so I was still able to enjoy the game.
Dec 16 06:50:08 23h 50m ThemeTris ♥ 1 Yay more Tetris games! Good work on supporting movement while the block is still on the floor. For rotations, I might recommend looking into wallkicks--they'll let you rotate a block successfully while it's next to a wall. Cross blocks themselves are a pretty daunting addition, had to repurpose holes for T-blocks. I'm a big fan of the running narration gimmick you see in a couple of games these days, and you do it pretty well--the semi-randomly generated phrases that accompany the clears. Also really liked the lore-friendly way of extending the game timer, haha.
Dec 16 06:57:58 7m 50s Dorm Doom ♥ 2 One time when in college I was listening to a Sigur Ros album with headphones on. Being a post-rock band, they feature a lot of highpitched strings and guitars. I noticed that there was one high-pitched note that was just persisting across songs, thought that was sort of a cool thing for them to do. About ten minutes in I took off my headphones to use the restroom, and realized that the high pitched note was still playing. Turns out it was the fire alarm to my building, and everyone had already evacuated like eight minutes ago while I was here at my computer listening to music. Anyway that's what it reminded me of when I 100%ed my game while the rest of the dorm was on fire. Great models and animations too!
Dec 16 07:05:19 7m 21s Happy Father ♥ 1 Oh man the music is absolutely bonkers. That plus the outer space living room really add to the discordant and hectic feeling the game evokes, even ignoring the dozens of children that are prancing around crying. If anything it's better that the characters don't have walking animations, as it just further contributes to how stressful and uncomfortable the game makes me feel, which I think is the entire point. Pretty neat.
Dec 16 07:51:06 45m 47s Leader's guidance ♥ 1 Pretty neat implementation of the progressive rules mechanic. I'll jump in with others in that no consecutive jumps isn't great--honestly I think as a rule you should remove it altogether. It's relatively easy to avoid, but whenever I get hit with it it doesn't feel like it's my fault (like the rest of the rules) which ultimately leads to frustration. Besides that I thought the platforming felt pretty good, but I'm not the best platformer ;)
Dec 16 08:02:56 11m 50s Fluffy Space Escape ♥ 1 Really clever puzzle mechanic--makes it feel like the map is changing as your speed and possible paths shift throughout, even though it's obviously staying the same. Also will double down on the map transitions being really cool and appropriate. I'm really glad you have the fixed solution for ties that you posted above--I feel like the distance overall, constant direction on ties was telegraphed by at least the fourth puzzle. It was also kind of fun to watch them get blocked in corners. While actual pathfinding would be cleaner in that regard, the puzzles would be way more complex (both as a player and probably as the designer!)
Dec 16 08:25:02 22m 06s Heavy Gold ♥ 1 The voxel effects are pretty fun, and blindingly swinging my sword into hordes is more fun that I thought it would be. Controls were surprising at first, but I thought they were easy enough to pickup, especially given the room size. Music is dungeony and pleasing in that regard. Feedback is definitely the key word here--in my situation, I was sort of surprised when I died the first time, since unlike hitting the goblins (which provides great, very entertaining feedback) you at most get a little tick and the health bar in the corner going down when you run into a goblin too fast.
Dec 16 18:28:26 10h 03m I wonder if I had a younger sister ♥ 2 As someone who has two younger sisters, this game is incredibly accurate, especially the part where they grow 10 times as big and start bouncing around the screen as blades scurry under my feet.
Dec 18 03:07:16 32h 38m Tactical Marshmallows ♥ 1 Woo victory! As everyone has already said, the art is super cute and super polished--you manage to have quality art filling up the entirety of the screen, but it doesn't really feel messy or crowded since everything pairs well together (i.e. the monsters being a different palette from the background and turrets so they stand out). I think it's a little harder to do this sort of game on such a small map--ultimately you get to a point where you fill up all available spaces and just have to wait for the game to end. I imagine you guys perhaps had multiple levels with different maps in mind--that would work pretty well here.
Dec 18 04:55:29 1h 48m Between Stations ♥ 2 Ahhh The feelings of an occupied, half-asleep mind at 3am is what this television reminds me of--essentially visuals for the racing thoughts. Especially neat how it doesn't seem to be my mind that I'm presented with, but still an empathetic one. Did you have any inspirations for this? The pure surreal with a focus on television reminded me of some of Alan Resnick's material for example.
Dec 18 05:01:34 6m 05s Npigs ♥ 1 The showtunes music pairs well with the idea of having to control ultimately infinitely number of characters--enhances the franticness of the situation. Also *really* happy how you allow for double jumping and air jumping. Great to see LD platformers that are brave enough to allow for that.
Dec 18 05:40:18 38m 44s #realfeel ♥ 1 Huh. I imagine you were influenced by games like Eversion? The fact that I can jump so high (got over 70 hearts) is definitely eerie, makes me feel like I'm not quite seeing something. Cool game.
Dec 18 05:48:37 8m 19s Aatmo ♥ 1 Really like the core idea of sacrificing in-game NPCs to reduce difficulty. It's definitely the thing that would work better in a longer game that can establish relationships, but it definitely shows promise here.
Dec 18 06:04:29 15m 52s Samurai Shaver ♥ 1 Oh my god Rhythm Heaven is one of my favorite series ever and you've pretty much nailed it. All of the songs are super dope, and the art style is pretty *and* endearing. I came here from Goodnight Sheep (which is also super great) after seeing that you made two games, and couldn't believe that both would be this good. Amazing work!
Dec 19 07:03:42 24h 59m Little World ♥ 0 It would be super cool if you could talk about how you did the graphics/engine, because the game looks dope. Sintel had it right when they mentioned the super fun midi music as well. This sort of extremely casual, internet-ish speak in dialogue is really popular these days, and I think you do it well even with the limited number of characters. Wish I had friends :( Edit: I took a look at the source of your game--I had no idea of the existence of Moonscript. This looks super cool, I'm definitely going to try this out next time I mess with LOVE2D.
Dec 21 07:44:35 48h 40m Shovelware Knight ♥ 0 This...this...I have trouble critiquing this in any way. I guess I kind of wish Shovelware Knight and Co. bounced along to the music? It's a wondrous idea and almost too perfectly executed to the point where I don't know if I'm in on the joke or *am* the joke. Really good. I think. Not the dentist game though. That's not good. The dentist is good though. todus.PNG
Dec 24 03:50:13 68h 05m Desert Express ♥ 3 Pretty solid gameplay, the top down shooter genre adapts well to this pretty fun setting. The graphics are pretty quaint as well, and pair with the active but relaxing music. The MIDI guitars though in the music aren't the most pleasing sounds though, are a bit harsh. I think there definitely needs to be some sort of cooldown/slowdown on the gun, as you can pretty easily just spam click and rarely have any issues even with high amounts of bandits. Also I wish there was a way to just shoot the bandit and not kill the horse 😢
Dec 24 04:00:49 10m 36s Cracks ♥ 2 A rather personal game that seems like it's meant for someone rather than everyone, so it is cool for you to share it. I could sort of tell what was going on halfway through and was afraid that the ending would potentially be generic and wishy-washy, so I'm glad it wasn't that. I really liked the implementation of the caulk/tape mechanic (that you've already talked about above) and the instrumentation choice--the woodwind sounds like a thing out of Animal Crossing or similar.
Dec 24 04:28:52 28m 03s Smooth Lines ♥ 1 It's great to have fun (and this game really is pretty fun if you enjoy cringe-style humor, as well as some of the *more* witty retorts by the women themselves), but it was especially pretty cool of you to flat out announce that the MC was a loser at the end, and to not glamorize it at all (I only got the Nobel Prize ending though so I don't know if the other routes end differently). Implementation wise the art was great--I liked the varied style of the character art, and the electric organ soundtrack definitely played up the comical sleaziness of it all. There were a couple of instances where I'd click on a dialogue option and it would instantly jump to another option, or another scene altogether (I guess some routing issues) but nothing major enough to distract. Really fun game!
Dec 24 04:38:01 9m 09s Barbing For Money ♥ 1 The pixelman graphics and voice narration and music are incredibly funny--there was one time where for some reason I had two badumpaas playing at the same time and I giggled so hard I fell to my death and then got a Nooooooo As some others have mentioned, the physics-ness of the platforming does hurt the game, as it makes jumping feel floaty and slippery. That mixed with some of the jumps actually being a little difficult does make it frustrating at points. Then I just hear the music again and it's hard for me to get too upset, so good work with that.
Dec 24 04:47:50 9m 49s FORF ♥ 1 There's been a couple of "game genre but you don't do the main thing of the genre" games this LD, but I think this one handles it pretty well. As you mention, the map design struggles a little bit, but the core idea of rushing to the exit and only taking fights as you need it is a cool one. I really like the backstep one of the enemies' does--it speaks to the amount of polish. The graphics are also pretty nice, they have the modern-retro aesthetic that is pretty trendy these days but you do them well (again, the backstepping enemy's design is my favorite). @Samuli had it right when they talked to you focusing on heavily polishing the things you could get in time, rather than getting everything in mediocrely.
Dec 24 05:11:15 23m 25s Cliff Hanger ♥ 1 I've never made an FPS before so I don't know how difficult they are to make, but this seems like a surprising amount of content for 72 hours, so good on that. People have already commented on the low poly, white and faded plus flat bold colors graphics and they indeed look very cool. The audio is also pretty minimal, but I think that's to a detriment--it's sort of difficult to accurately tell when you've hit something or when you've been hit since there isn't a ton of feedback. I also think there could be more towards the theme, since "the game gets harder the longer you play it" is a pretty common mechanic even outside of this LD. Controls feel very good! I'm not sure if it was on purpose, but I enjoy how I can infinitely air strafe around, and shooting feels precise enough. I also do like the scattered crates around the base--took me a while to realize that they could successfully be used as cover.