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Somnium

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TimestampSince previousGameSomnium's comment
Dec 4 19:52:03 Haven ♥ 1 The game has an interesting combination of strategy and reaction. The gameplay of having events pop up, which you then had to react to worked well. A pity that it meant that one rarely had time to read the stories, since they did not usually have an immediate benefit. But the color-coding, in combination with the timer-bars, worked great in providing an overall sense of the ideal order of handling the events. Some icons might have made it even easier to discern at a glance. Triggering a rescue event was always hectic, and a nice variety from the usual "click the events until the go away" basic mechanic. The statistics and especially the traits of the colonists was a nice touch, even if their in-game effect was not always directly discernible. The stat counters went haywire for me for some of the colonists, at some point they had 18790482 in their food stat. I'd also have liked newly joining colonists to not be useless for the rest of the round, by e.g. autoassigning them to food collection, but this is minor point. The merchant event seemed a bit too random sometimes, in that they might trade in goods that I possessed, but simply did not possess in sufficient numbers, robbing the event of its decision potential. Perhaps it would have worked better, if the amount that the trader demanded was capped to your current limits. That you get events for trading resources that you do not possess is nice though, it encourages the player to acquire all the different resources. I enjoyed the art style. The character portraits were charming, and the background, while simple, lent a bit of atmosphere to the game as well. As other have mentioned, the text was sometimes a bit hard to read. Some kind of sound effects to go with the buttons of the game, and perhaps to accompany resolving good and bad events would have improved the feeling of feedback, but it was not vital to the experience. An enjoyable game, and a nice compo entry! An interesting take on the theme as well, both for the amount of colonists, and the amount of events. >Running a haven, >command your people quickly. >Or all hell breaks loose!
Dec 4 21:11:12 1h 19m Shoot - Keep Your Score Down. ♥ 2 The core gameplay is basic, but it works. I like that the enemies actually try to evade you, rather than follow a fixed pattern. I noticed that the player's starting position seems to be in equilibrium with the enemies, i.e. they don't try to evade before you move. Maybe this is intentional, maybe they just don't move before you start to move yourself? But you could always nudge the player's starting position a bit to one of the sides if this is not intentional. I also like how you turned the scoring upside down (and reflected this in your game title). The twist of having a high score boost the enemies would have been an interesting twist on the theme. As others have mentioned, I too had a bit of trouble with the fixed size window - I could not see the lowest part of the GUI. I would also suggest that you allow the player to use e.g. space for firing, in addition to the mouse, so that the game can be played with keyboard alone. I also noticed that after the timer runs out, the game seems to "remember" that your input is disabled, even if you go back to the main menu, and then restart the game. Maybe this is the cause of the freeze issue. The graphics are simple, but workable. The projectiles seem to be spawning a good distance from the ship, but other than that, I don't have anything concrete to suggest, except perhaps some additional variation (e.g. moving "pixel" stars as background). The music is nice, and is a contrast to the usual action-music used in these kinds of games. **Since you mentioned you were going to add extra features, here are some suggestions:** Collision detection with the enemy ships. Perhaps your score is penalized more if you collide with the enemy. Or you could implement "shield"/"hitpoints" as an additional lose-condition (as an alternative to the time-out). Additional enemy ship varieties. Some might fire back (trying to hit you), some might be smaller and faster (trying to evade you), and some might be larger and have multiple hitpoints (trying to ram you). More randomized ship spawning patterns. Instead of always spawning three at a time, at a predefined location, you could add a delay and a (slight) difference in speed and starting horizontal position, in order to add some variety to the enemy patterns. Sound effects for firing, destruction of enemies, impacting projectiles, when enemies pass you, etc. Some sort of cooldown or other limitation (overheating bar?) on the primary weapon, to encourage precision rather than blanketing the battle area in projectiles. >You must stop the ships! >Do not let them evade you! >We're counting on you!
Dec 5 15:06:49 17h 55m Avoider ♥ 1 That was a pretty innovative game concept, as well as an interesting take on the theme! The game felt hectic, but in a good way, where you can actually make your life easier later on by planning correctly. Those instances where the next waypoint spawned in the vicinity of you were especially interesting, since you then had to fight the impulse of just taking the shortest path. Letting the player know how much time was spent on each level added to these constant pro/con decisions as well. The controls were adequate, although the camera felt like it rotated just a bit too quickly. The incrementing difficulty of the level design worked well, and gave the game a nice difficulty progression. Having different music for each level was impressive, especially for a compo game! I felt that some of the tunes did not really feel like they matched either the hectic or the planning elements of the gameplay, but that could be purely subjective. The graphics were simple but functional, and the highlighting of the "most direct path" worked well, since it allowed the player to concentrate on how round-about a route to take, rather than having to actively search for the waypoints. A "remaining waypoints" counter could have been a nice mid-level progress indicator. A nice entry, which was interesting to play! :) >Easier future, >by planning in the present. >Dodge the ghosts and win!
Dec 5 16:43:09 1h 36m Collateral Damage ♥ 1 "The better you do, the easier it gets to cause collateral damage". That was certainly an interesting twist on the theme! The various upgrade types all felt powerful in their own way, and worked quite well as "giving the player enough rope to hang himself", with the double-directional fire as an almost literal double-edged sword. The effect where the enemies circled the planet, continuously damaging them, was a very hard state to get out of, without accidentally killing your planet as well. Which might very well have been your intention. Having gotten my space pilot training from games like "Star Control", I had some difficulty adjusting to the "A D to strafe, mouse to rotate" controls. But somehow this just served to underline the theme. The combat felt good otherwise, especially with some of the more effective weapon upgrades. The music was okay, although I didn't think it fitted the genre very well. Meanwhile, the art was clear, and the target markers worked well, in allowing the player to hunt down the threats. A solid game! >Defending my worlds! >Oh no... Another "reward". >Oops... Friendly fire...
Dec 5 18:31:22 1h 48m Re:Tileation ♥ 2 The mechanic of having the walls retaliate when hitting them with projectiles had an interesting effect on the gameplay, both in that you have to check your fire, but also in the sense that you can use the wall-ignoring properties of the return fire to eliminate enemies in cover. It becomes especially chaotic when firing a lot of shots. The gradual unlocking of special abilities, in order to gain access to previous inaccessible areas worked really well, and fit the genre perfectly! The health regeneration felt like it slowed the flow a bit, especially since there was no checkpoint system - so you faced the choice of standing still, or risking losing all progress. Faster regeneration, checkpoints, or another way to more quickly restore health would therefore have been nice. The controls felt good, although I would have preferred less "sliding" when stopping running. For the areas with drops, it was sometimes hard to see/guess where to drop down safely. Combat felt satisfying, especially in tandem with the wall retation effect. The music was excellent, both in-game and on the title screen. The graphic was both clear and nicely detailed - I especially liked the animated cape! I'd liked some distinct features differentiating the different "door pairs", in order to make navigation easier. The power-up chests had a nice eye-catching colors, which immediately made them stand out as goals, which worked great as a motivation! All in all, it was a enjoyable and solid game! >Run, gun, jump, explore! >Beware of the corrupt walls! >Or you will perish!
Dec 6 18:29:14 23h 57m LD40 Compo: The Greed Run ♥ 2 A fun little platformer! The level design was large, and interesting to explore, as it contained a lot of interesting passages, coin formations and obstacles patterns. I especially liked the vertical openness, which made the jump-boots a very fun mechanic. The game would have felt more vibrant with a bit more variety in the blocks layout and the color scheme. As you mentioned, the game was a bit buggy (although framing the stuck-to-floor as part of the godly punishment was a nice touch ;) ). My game session ended up freezing completely, with the music running, but the game otherwise being unresponsive (I couldn't even close it without ending the process). The effect of having a grace period after leaving a platform which @flaterectomy mentioned above, would also have improved the feel of the controls. The music was simple, but it kinda grew on me. The noise effects for the coins was nice and satisfying, now it just needs some sound effect feedback for other effects (like buying items, jumping and landing) :) The concept of having the physics variables decrease over time, and buying items from the world to temporarily increase them, was a very interesting mechanic. And it worked especially well with the reset-upon-death mechanic, which meant that you were careful to avoid death right after buying items, but after a while started to actively seeking out deadly obstacles, in order to regain lost speed. That duality in the mechanics worked really well I think! All in all, the game had interesting mechanic-twists, and was a quite good first try in the platformer genre, especially since it was made in only 15 hours! :) >Indulging in greed. >Endure godly punishments. >DON'T BUY THE BRACELET!!!
Dec 6 19:02:30 33m 16s Super Consumerism Sim 2K17: GOTY Edition ♥ 2 A fun little game - I like the pixel art! The gameplay is simple, but could be expanded upon. Possible expansions could be to make the items swich places randomly. Another suggestion could be to apply a "bonus" (extra cost...) for buying items in a specific order (which then changes). I agree with @handle that the high score should definitely be displayed at the end screen! Kudos for using LibGDX! *I'm sure I'll recoup my losses when I sell all those bitcoins! And lava lamps, those are also a safe investment... right?!* >Friends! Do not partake! >In rampant consumerism! >That's... OH! SMARTPHONE! *DING!*
Dec 6 20:04:39 1h 02m Color Collider ♥ 0 Color-Tetris? What a bizarrely intriguing concept :) The game suffered a bit from the lack of scoring, but otherwise, it was a very interesting and innovative take on the Tetris concept! The music worked well, and fit with the gameplay. Some sound effects, especially when triggering color changes, could have improved the mood even more. Sometimes the stacks shifted, I'm not sure if that was a bug or a feature? A bigger game field, and more variety in shapes might improved the gameplay further. In any case, this was an interesting spin on a classic mechanic, and it fit the theme well. >Mix falling colors! >Planning as they fall from top. >Overwhelmed! Too many!
Dec 7 15:43:29 19h 38m Feathers ♥ 2 Firstly, telling the story from the point of view of a harpy, was an interesting lens through which to experience the world. Even though the story is relatively short, it touches on an impressive amount of themes: The blissful innocence of not knowing good friends from bad, the experience of making a new friend, and even darker themes like the uncertainty about the fate of loved ones, horror, and panic. Yet the progression and mix of themes still feel natural, if a bit fast paced due to the short length of the story. As @jjjjason mentioned, the combination of various text-effects and placement, to represent thoughts jumbling around in panic, worked really well! Considering the small amount of time you had to complete the game, it was probably a good decision that you decided to add extra depth to the story (i.e. opportunities to learn more detail), rather than extra breadth (branching choices). It still left the player with the single important decision of whether to engage fully with the story, or not. The characterization of the various characters was short, but in most cases still sufficient to get a good sense of them. The carnival scene might have been more impactful if the build-up had been stretched out a bit before the reveal (e.g. by hinting at the cruelty to come). All in all, this was an engaging story, with some interesting twists on how you used the medium! >Friendless with feathers. >Siblings gone! New friend arrives! >Happiness at last!
Dec 23 09:01:08 377h 17m One Final Task ♥ 1 An interesting movement/sliding puzzle game. The amount and variety of the different effects, makes the puzzles interesting to ponder and solve. I like the relatively small scale of the different levels, which made it feasible to solve the puzzles in your head before making any moves. Which, due to the lack of single-step undo, is probably a good thing. The last level felt a bit overwhelming compared to the previous levels. A more gradual ramp-up would have made for a smoother transition. The visuals and audio are clear, effective, and act as good feedback to what happens during the execution of the puzzle. The effect of most of the special tiles could be deduced from their art, which was good. The exceptions were the "move once" arrows and the fact that some tiles were consumable, while others were not. Combined with the lack of a "legend"/help function meant that the first try in some of the levels was to test how the special tiles worked, which in turn, really underlines the need for retry/undo functionality. The "give up" button in the second version worked well in this regard. I personally prefer puzzle games to be wrapped in some kind of theme lending context to the puzzles formed, rather than being purely abstract puzzles. I therefore enjoyed the story/concept and sequences in-between levels very much. It lent both personality and humor to what is otherwise a relatively simple puzzle game. Speaking of theme, the game fulfilled the theme in an "mechanical" if not especially "creative" way, but you still hinted at a "becoming overwhelmed" theme in the reactions of the AI in the cutscenes as well. So, a good use of the theme! I really enjoyed the feeling of polish of the game, in the various small details, variety of the graphics, the AI "emotes", and the fluid motions. The hidden ending was also interesting, especially as it rewards playing the game in a counter-intuitive way. The biggest detractor from a gameplay perspective, was the lack of "quality of life" rewind and/or instant reset functionality. Additional levels would also be nice, but that's just part of the constraints of a game jam. All in all, this was an enjoyable and challenging puzzle game. The mechanics worked, and the side-story and small flourishes raises the game from a simple puzzle game to a genuinely enjoyable (if short) game. >Tricky conundrum: >Fulfill your obligations, >and lose everything. *Welcome back, Ducky!*
Dec 23 09:09:03 7m 55s Cruel Words ♥ 0 It was a pity you didn't have the time to finish something playable, I was looking forward to trying your game. Better luck next jam! :)
Dec 23 09:47:05 38m 02s Please Come In ♥ 0 Despite the fact that the game is unfinished, the theme still shines through. The idea of mixing the story with the decisions having an impact on the stats was interesting, especially since it opens up more possibilities of early choices impacting later events, without them being directly connected. From a game mechanic perspective, I agree with previous comments that the appearance of additional text feels a bit abrupt, since the screen does not scroll to the last of the text. A more traditional "each new paragraph replaces the old one" might have worked better. The instant charactization of the charaters by way of introducing them with a pixel art portrait worked really well indeed, and could even be expanded upon with having their expressions change depending on their current stats. While it is a pity that you didn't have the time to finish the game, the game concept is interesting, and could be developed further into a complete interconnected story. All in all, it is an interesting idea, and a fun take on the theme! >Flat overflowing >with unwanted visitors... >Please, kindly go home!
Dec 27 08:15:07 94h 28m Lights Out! ♥ 1 An interesting puzzle platformer. I like the combination of strategic thinking and timing needed to traverse the levels, especially as lava lamps with different effects were introduced. A bug: The game froze for me at the level with the three explosive lava lamps. I was caught in the lava, and then the lava animation played forever. The level didn't restart. The lack of sounds makes the mood suffer a bit. It would be nice to have audible feedback when e.g. jumping, destroying the different types of lamps, shooting, winning and dying. I would recommend using a tool such as https://www.bfxr.net/ for simple sound effects. It allows you to randomly generate a number of short simple sound effects of various types in a matter of minutes. The graphics are simple and functional, and the lava effect is interesting and very clearly lethal. Letting the lava rise more gradually, might allow for a more tense (and forgiving) experience, but as it is it does give a nice "OH NO!" effect whenever you destroy a lava lamp. The small touches in animation, including the "exploding death" were also a nice touch. >Hunting down the lamps! >No Lava Lamp shall survive! >Lava Rising! JUMP!
Dec 27 08:38:01 22m 54s Apparently I'm a detective ♥ 1 A very atmospheric game! The graphics and audio were spot on, and the amount of content was impressive. Both the objects, the various people and the backgrounds were clear and distinct. As you mentioned, the gameplay suffered a bit from the lack of content. That being said, the interactions with the world, and the descriptions of the various objects worked well. This would be a solid basis for further development. UI-wise, the game could be improved a bit with some further quality of life features. For instance, being able to examine the collected clues, and highlighting (or changing the cursor) when moving over interaction hotspots in the world. The exclamation mark highlighting important objects worked ok, but you often had to reposition yourself in order to actually click on the items in question. This was an interesting story, with impressive graphics and mood! >A strange mystery: >Who killed all the innocents? >I must find the truth!
Dec 27 10:32:40 1h 54m Grey Goo ♥ 1 This was a very interesting game, and a very intriguing take on the theme! The mechanics and story elements complemented each other perfectly! The incremental mechanics were a perfect fit for the concept of evolving nano machines, whereas the gradual reactions of the world, as story triggered by specific milestones, gave a clear feeling of progress throughout the game. Of course, thematically, and in accordance with the game title and subject, the ending of the game was foreshadowed to the point where it was basically a foregone conclusion, but despite this, the journey through the story was still a compelling tale. All in all, this was a very interesting take on describing a "Grey Goo" scenario through the use of unexpected game mechanics. This resulted in a very interesting game. Nice work! >Nanites manifest >the potential of carbon. >For glory... ruin?
Dec 27 13:05:04 2h 32m Cthulhu Writer ♥ 1 Interesting take on the Cthulhu mythos, combining it with a typing challenge, with all the extra difficulty that entails (considering the names of the Old Ones). Especially the names makes this quite refreshing compared to other typing challenges. The biggest obstacle to the current gameplay, is that the player is punished for being successful. The large obscuring text when you enter the name usually obscures the next step in the level. A different dramatic effect when successfully typing a name would probably be less frustrating. The node traversal is an interesting variation as well, since you then need to plan your route through the words. And hope that the lonely node which was hidden from view at the start, do not turn out to be the longest and most obscure name of them all. The game is quite atmospheric, with the gradual increase in strange whispers culminating in a quite scary noise. The various lore in the screen, competing for attention with the names themselves, were also a nice touch. It was an interesting take on the theme as well, with both the number of names, as well as the number of characters within each name. >Whispers of madness, >await those who dare to seek >the names of Old Ones. *Iä! Iä! Cthulhu fhtagn! Ph'nglui mglw'nafh Cthulhu R'lyeh wgah-nagl fhtagn!*
Dec 27 13:38:47 33m 43s You can't handle my final form ♥ 1 Ouch, this game absolutely crushed me :) The gradual unveiling of more and more activities worked really well in ramping up the difficulty. The fact that any one of the minigames was easy by itself, but only hard in aggregate with all the other games running simultaneously worked well. It made the game feel fair, in the sense that any loss was due to the lack of multitasking skills of the player, rather than due to unfair difficulty in the game itself. The graphics and music were nice, clear and functional. The music was perhaps a bit too slow, not matching the frantic action later on in the game, but as it was it instead had a calming effect. Some extra "juice" could have improved the mood even further, for instance, a sound and screenshake effect when losing a strike, and similar flourishes. A very convincing take on the theme as well. >A few simple tasks, >total awareness needed. >Mistakes means defeat.
Dec 27 15:36:33 1h 57m Hiyek's Ludum Dare 40 Submission - Swami Shooter PT ♥ 0 An interesting concept, harnessing the thoughts of people, in order to protect them by sending evil spirits to rest! Thematically, the game is a pretty good fit, both from a "more enemies mean more obstacles to avoid" and a "more bad thoughts mean having a harder time" interpretation. The presentation suffers a bit from the placeholder graphics for enemies and humans. That being said, the graphics are clear and functional, and the character design for the main character is quite nice. Fully realized art for the remaining characters would improve the mood. Your idea of having the art change depending on the balance between the amount of good and bad thoughts absorbed, is intriguing, and would also clearly communicate this state to the player. The gameplay is simple, but functional. Adding "roaming" people to feed from would be a nice addition, and would also open up additional game play possibilities (for instance, defending the people from the evil spirits). Adding a layer of context to the thoughts could also be an interesting addition, e.g. a small procedural text instead of directly specifying that a thought is good or bad. As you mention in your notes, one of the biggest challenges with participating in a game jam for the first time, is prioritizing your time (and realizing that sleep is usually necessary). You've managed to finish a game with a complete set of mechanics, which is an achievement, even if the game was not as fully realized as you imagined! >On thoughts I shall feed, >to release the enemies, >to their deserved rest.
Dec 27 18:03:56 2h 27m Hoarding Havoc ♥ 1 That was an interesting take on the theme! The "every inventory item is a card" card-based mechanics were quite interesting. Although randomness played a huge part, you still had to be strategic in the use of cards during combat. Use all your heavy items, and you might not have any weapons for the next encounter. And if you do not, you might accidentally overload yourself between encounters. This formed a solid core for the game. The way the cards affected your stats, both when held in your "inventory" as well as when used worked really well, especially combined with the various effects of the enemy attacks. The tutorial was a nice touch, although it progressed a bit too fast. It would probably have worked better as "click to continue", rather than as a slideshow, but that is a small detail. The feedback through sound was sufficient - a few custom sound effects e.g. for each monster would have added even more to the mood. Ultimately, the game mechanics were interesting and varied, but the events were perhaps a bit too random, which sometimes locked you in situations, where you couldn't do anything to prevent losing a few "turns" after. But it was an intriguing game nonetheless, which encourages replaying. Nice work! >To traverse the lands, >goblins pelting me with rocks. >Will I make it home?
Dec 27 18:57:38 53m 42s Student Loan Simulator 2017 Ramen Edition ♥ 1 I can't decide whether I think that the game is funny or bleak. Perhaps it is both. A frantic clicker game - the "are you sure" prompts, with varying placement of the buttons, added nicely to this. A lot of the difficulty was from having to move the mouse back and forth, so perhaps some more mechanical depth could be added in a later iteration. The theme was spot on as well. The graphics were nice and clear, and the pseudo-random text was varied enough to keep up the illusion. >Pay the pile of bills, >spending tomorrow's money. >No, wait, that's my dog!
Dec 27 19:26:12 28m 34s ħ/2 ♥ 3 I liked the animations, both for the monsters and for the terrain. I also liked the variety of the invading monsters! Some sound effects, especially for the weapon firing, and the creatures dying, would improve the mood even more, it felt a bit too silent. The gunplay also felt pretty good, including the fact that you had to shoot with precision, or have to wait for the gun to recharge. The pathfinding of the enemies seemed to be a bit off sometimes, with the monsters getting stuck to buildings. This made it a lot easier to kill them, than they would have been otherwise. The detail of being able to duck into buildings, and emerge in another place was a nice touch! >Defend the city! >Deploy the quantum weapon, >And make them perish!
Dec 27 20:07:22 41m 10s Smooth Lines ♥ 1 That was quite an interesting take on the theme. The art and music were excellent, especially the reaction shots underscored the humor (and clueless nature of the protagonist) perfectly. The amount of polish was also impressive, including the fully fledged options-screen, title screen, and more. The horrible lines were funny, as were the clever retorts to them. This is some of the best horrible writing I've seen this LD :) Nice work! >By using tripe lines, >he hopes to win all the girls. >Will he ever learn?
Dec 27 20:44:07 36m 45s Perigee ♥ 1 An enjoyable game! The graphics and style of the world, including the rotating globe, is quite impressive, and gives a nice atmosphere to the game. The day/night cycle was also a nice touch! Some music and sound effects would improve the mood even more. Gameplay-wise, the game consists of two very different phases: The beginning of the game is very frantic. You have to build a defensible base of emergency bunnies, electricity generators and then blanket the perimeter with laser towers, all the while keeping your bunnies from blundering into enemy fire as they follow your mouse pointer with lemming-like determination. This part of the game is both fun and demanding. However, once you have consolidated yourself on one of the continents, the best strategy is to do nothing, not even move your mouse cursor, since that keeps the rabbits passive. Hence, the "late game" consists of passively waiting for the days to pass until the world is safe. A further refinement of the game could introduce something to do in the late game, preferably something which needs bunnies. Or perhaps buildings could be constructed, which could distract the bunnies while you are busy constructing new buildings on a far-away continent. Constant power needs might necessitate this, for instance, to encourage the player to always have some solar cells in sunlight (and hence getting full use from your night-cycle-mechanic). >The fluffy bunnies, >are key to our survival! >We must defend them!
Dec 27 21:08:51 24m 44s Spacelitch ♥ 1 An interesting and challenging game! The art and music was excellent! The basic game mechanics were simple, but effective. And without self-restraint, the game become a self-inflicted bullet-hell, which worked nicely with the theme. I'd preferred the reflected bullets to still harm the enemies, to at least be able to use the reflective shielding creatively, which as far as I could see, was not the case, but otherwise the power ups were well spaced out. The cutscenes and indeed the concept of the dog taking over was pretty funny. I agree with previous comments that the cutscenes felt a bit intrusive, especially on repeated runs. Perhaps a more freeform "overlay" cutscene would have worked better after the initial into, but this would probably have required voice acting as well, so I can see why you went with cutscenes. Perhaps making them skippable would be a compromise (although this would still disrupt the "flow" somewhat). The art conveyed information about threats and pickups very well. The portraits in the cutscenes were quite detailed as well, which gave the game additional personality. An impressive entry for only 72 hours of work! >Craven captain Chip! >But Woofberg will save the day! >Arf! Arf! Zap! Zap! BOOM!
Dec 28 06:42:09 9h 33m Magnetic Ticket Collector ♥ 1 So, the more tickets you have, the more aggressively the spikes hunt you? That's actually pretty clever :) A simple way to improve the mechanics, could be to allow the player to unload his tickets during the level (which would then make the spikes passive again). But the score per ticket is multiplied the more tickets you turn in at once, giving the player a reason to collect as many tickets as possible before cashing them in. In this way, the player could balance a higher score vs. a lower difficulty. It can be hard to keep up motivation for an entire game jam, but you ended up with a solid basis for a game, which is an achievement in itself! And hopefully, you picked up a few tricks for next time :) Better luck next LD! >Moving like the wind, >collecting all the tickets. >Watch out for the spikes!