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| Timestamp | Since previous | Game | jjjjason's comment | |
|---|---|---|---|---|
| Apr 29 01:45:29 | CurANTcy | ♥ 1 | Gaaaaah I made it a little over half way and died to one of the tiny flips :( | |
| Apr 29 01:46:30 | 1m 01s | Space Crusaders | ♥ 0 | Howβs the OP-Z treating you? |
| Apr 29 06:12:17 | 4h 25m | Timezone | ♥ 1 | Woo, took a couple dozen tries but I managed to beat it. Real fun, and the synthwav-y music and cute graphics help a lot with that. Also really liked the movement, felt good and in control. The only real nitpick I have is that the enemy hitboxes feel a little bit too large, but maybe that's just because I'm bad :) Good work! |
| Apr 29 06:23:18 | 11m 01s | Transfusion | ♥ 0 | That is a very novel mechanic, and fun interpretation of the them. Agree with zactical, the game is quite punishing, often requiring me to transfuse every last drop (and then kill myself when I accidentally tranfuse one pixel too far, lol). One potential issue I ran into is with the physical simulation; maybe I was doing something wrong but it didn't happen the same way every time. This resulted in one of the levels (the one with the two rocks that fly towards each other) rolling into and over the door a couple of times. After dying a couple times though, I got into an instance where the stopped fine in the middle, so it wasn't that bad. Also harpsichords rule! |
| Apr 29 06:26:13 | 2m 55s | Self Surgeon | ♥ 1 | Neat. The mechanic of having to switch between the knife and the syringe ties well to the theme, and adds up to some complex gameplay. Really like this sort of art style as well. |
| Apr 29 06:51:05 | 24m 52s | DISREGARD LIFE, ACQUIRE CURRENCY | ♥ 2 | Everyone's already said this, but this game really is pretty, and the map as the stars is genius and thematic. Quite quirky as well, took me a bit to realize quite a few of those lost sailors were charging me to take my life away :). If you're up to it, I'd love to read a dev blog about how you put this together :) |
| Apr 29 07:01:41 | 10m 36s | PANDEMONIUM: A Card Game | ♥ 1 | Had to write this down before even playing: dope music! ...now I've played a couple of games. Dope graphics too, gives me a nostalgic horror-Flash vibe. I've not seen many card games during LDs, so this is pretty novel in itself. And the strategy of playing it too (balancing the value of life vs power, hey that's the theme!) is interesting. |
| Apr 29 07:17:22 | 15m 41s | Immortal's game | ♥ 2 | This game radiates cuteness. The graphics, the item selection, the funny death screens, the fact that leaving is free oh my god this game is so cute. Large grin on my face the whole time. Fantastic execution of the theme as well. |
| Apr 29 16:01:08 | 8h 43m | Get4 | ♥ 1 | Get4 more like get rekt, ha! Yeah, like the other says the AI is quite interesting. I think a post-mortem on how you made it would super awesome. Besides, graphics are clean with a little bit of hand-drawn craft, and the music is arcadey enough (I'll check out beepbox, thanks for the rec!). Heck, as a person who is at the arcade a lot inserting quarters, maybe there's a way to tie this to the theme after all :) |
| Apr 29 16:11:08 | 10m 00s | Blood Money | ♥ 1 | Agree with appreciating the tight controls, as it helps when the game devolves from shooter to bullet hell :) One thing I really liked was how you'd still take damage crashing into the leftovers of a destroyed ship. Only further added to the core risk-reward gameplay that was already being driven by the item system, the health going down over time, etc. A lot of people seemed worried that this theme was rather confined and that would lead to a lot of samey games. Maybe that's true at a most basic level, but overall I really like that style of gameplay, and I like the way you worked it into your game. Also the music is fun. |
| Apr 29 20:25:02 | 4h 13m | Ollo's Life | ♥ 1 | Wow, this looks great! When I get home I'm going to load it onto one of my GB clones for an authentic experience :) |
| Apr 29 21:14:00 | 48m 58s | safecrack | ♥ 2 | i have ascended!!! 11 minutes. it's like an idle clicker with inverse bullet hell mechanics. good fun, and the cute sound effects help a lot with that. could really do with a jazzy arcade soundtrack on top. |
| Apr 29 21:43:46 | 29m 46s | Souls | ♥ 1 | Like everyone else said, quite difficult, haha. I like the touch of the bridge to the powerups taking a cost as well, makes you want to stay in as long as possible. Music is fun too, the simplicity makes it so that you can loop it forever and it doesn't get annoying. Monster designs are fun. |
| Apr 29 23:51:53 | 2h 08m | A Moment To Reflect | ♥ 1 | Pleasant. A very thoughtful interpretation of the theme. Did you design the underlying system in a way that you can easily iterate upon in the future? Or did you imagine this more of a PoC whose idea you'll continue on? |
| Apr 30 02:08:48 | 2h 16m | Salaryman | ♥ 2 | This is work, why would there be a win screen π Fun idea. Getting a word wrong was extremely stressful, and the sonic-is-drowning chime when you're near overload that plays on top of the existing happy music, like something you're just trying to block out, fits well with the theme. I can agree it gets tedious after a while, but I mean, isn't that the point? |
| Apr 30 02:17:58 | 9m 10s | The Current Sea | ♥ 2 | It's a pun of course! Your life progresses like the blocks--when you move backwards, so do they. *You* are currency! We've all been waiting for a game about walking backwards since *The Beginner's Guide* came out, and I think this is a fun puzzly take on it. The smooth bass and pads in the background add to the otherworldly ambience as well. Neat stuff. |
| Apr 30 02:23:27 | 5m 29s | Reaper's Keeper | ♥ 1 | Aww this is cute. Everything is well integrated and thematically consistent--does a very good job of making all the game mechanics make sense in the world rather than stapled on. For example, it took me a while to realize this but you could actually serve customers' orders in any order. Very useful if you made a mistake that turned out to be half of someone else's order! |
| Apr 30 02:31:07 | 7m 40s | Escape from Hell | ♥ 1 | Nice! Everyone's said it plenty, but I'll repeat how pretty and fluid the graphics are. I like the idea of building upon prior deaths--it would be great if there were more mechanics that took advantage of this. |
| Apr 30 02:33:30 | 2m 23s | Pay Me in Blood | ♥ 1 | I won't be able to play it much until later, but at the very least I can confirm the Mac build works fine! |
| Apr 30 06:07:14 | 3h 33m | The Garden | ♥ 1 | Hey man this is pretty sick! I didn't know quite what to expect by a "website game" (that could have been anything!) but generated graphics and live-effected music is pretty good! I'd love to read a post-mortem about how you did the music effects. Theme-wise, I like the idea of a god who sacrifices a part of themself to further grow the world. It works pretty well, and further accentuates the somberness put out by the graphics and music. Definitely the prettiest idle clicker I've ever played! Edit: One bit of feedback is that I think it would be cool if the color (or colors!) of the garden changed as you made progress. |
| Apr 30 06:40:35 | 33m 21s | An American Blood Clot in Techno Athens | ♥ 1 | Gotta say this before I even play: good work on having like the best title for a game I've seen this LD. |
| Apr 30 07:47:59 | 1h 07m | Death by Masses | ♥ 1 | Yeooow those red robots are vicious! There's a sort of neat strategy of kiting the enemies and then falling back to let your minions deal with them. There's definitely more work that needs to be done (I know very well the feeling of getting stuck on one particular thing for too long and then not having enough time for the rest) but there's a fun game underneath that can be surfaced with more time. |
| Apr 30 07:49:37 | 1m 38s | Broker | ♥ 4 | Alright yeah clicking on the title buttons was definitely one of the funniest/most painful things I've done today. Almost as painful as losing large on SYT :( |
| Apr 30 17:01:27 | 9h 11m | Paylife | ♥ 1 | Got 245, playing on my phone. Fun micro game, very contained and to the point. The graphics are nice and unique, adds a bit of character. Some sounds would be awesome. I actually got to this game from your Github repo, thanks for linking back π. Very interested in the idea of Theatre. |
| May 1 00:46:53 | 7h 45m | Heart Knight | ♥ 1 | Unfortunately I don't have any flash carts so I can't play this on my actual GBs, but my clone console runs it just fine! https://imgur.com/XsRdREN Fun little action game. It is a little bit easy due to the rather passive AI, but the fireball for dodging is a cool mechanic. I think there's a pretty clear upgrade path for this game: more monsters, smarter monsters, and then some kickass music. Great work! Always surprised to still see people making GB games! |
| May 1 01:03:52 | 16m 59s | Deep Space Prospector | ♥ 1 | I've seen a couple similar interpretations of this theme already, but this one is pretty well polished (especially given how sick you were!) I like how turning is hyper precise but forward movement is clunky, it's the right mix of fun and frustrating. The music and art style contribute to a spooky mood too. I think you're right in that the game could use some more varied content given how long the "phases" are, but that's a post-jam kind of things :D |
| May 1 01:56:02 | 52m 10s | Piggy Bank ! | ♥ 1 | Puzzle games I feel are some of the hardest to do well for a game jam as they require a lot of iteration and player testing to get just right. I can agree that the earlier levels were a bit too easy and numerous, but once you got towards the end the game really started getting into its groove, and the core mechanics could shine. I also ran in to the B&W Safari problem. The game ran fine once I switched to Chrome/Firefox, so no big. I think my biggest nitpick is that while the music is cute, it's not exactly the kind of music that you can loop for tooo long without it becoming a little grating. I would prefer something a bit more chill as the main theme (or more music! But obviously that's not gonna happen in a game jam). Great work! |
| May 1 02:23:15 | 27m 13s | Coinus Accumulus | ♥ 1 | This is the kind of game where I could complain about some stuff (the collision is kind of wonky and the enemies are pretty unforgiving) but i mean who cares you put a voice acted 3d cutscene into your ludum dare game. The world is so big and has so much stuff in it, it's just as fun rolling around aimlessly as it is participating in the collectathon. Really impressive work for such a small amount of time. |
| May 1 02:41:13 | 17m 58s | SHROUD (Synthetic Human, Radiation OUtput Determined) | ♥ 2 | Post-apocalyse as a setting is a pretty easy yes from me. The graphics and music fit right in as well (although I'd love to see a night time!) There's a lot of content here, which is pretty impressive for a Ludum Dare. I agree with Historymaker though that I think every individual element could use some tuning to become a bit more substantial. Overall though, I feel like you have a great framework now that you can iterate upon. Also, no problem. Screenshot 2019-04-30 19.33.50.png |
| May 1 03:02:40 | 21m 27s | BraveBelly (Thiccboy hurdle jump sim) no download required | ♥ 1 | Of course the thicc guy loves his eggplant. Nicely polished microgame. Doesn't overstay its welcome and does everything that it needs to do reasonably well. There isn't a ton of difficulty which is fine, but that ultimately means longer play sessions so I think you could do with a new coat of paint every 100 distances or something. |
| May 1 03:08:55 | 6m 15s | Chickenarchy | ♥ 1 | Aww this is cute. I really like how the NPCs also dance to the MIDI tune. I don't think you need to apologize for the bugs regarding movement and camera, if anything dragging the chickens through the trees was hilarious and made things even more fun. |
| May 1 03:15:22 | 6m 27s | InstaLifePlus | ♥ 2 | I got the lose ending and literally laughed out loud, this is a pretty neat idea for a game, I've never played a horror rhythm game before. Definitely wish I could have played it on my phone as swipes are pretty hard with a mouse, but that ain't your fault. |
| May 1 03:17:34 | 2m 12s | STR!PES | ♥ 1 | Did you make the music? It's pretty good! |
| May 1 03:37:43 | 20m 09s | jon needs 10$ | ♥ 1 | This is the best game I've played this Ludum Dare. I don't really have anything else to say, you did a real good job friend. Screenshot 2019-04-30 20.36.44.png |
| May 1 04:02:22 | 24m 39s | Seize the Clay | ♥ 3 | So I know the big boys and girls up top are telling us the theme this time is "your life is currency" but based on the last couple games I've played I think the real theme is "super goddamn cute" and man this game nails it. This game is very fun and pleasant to play through. I wish it had some sound effects to go along with the various activities but that's post-jam material. Art style, interaction mechanics, the wonky organ music all contribute to such a happy atmosphere. |
| May 1 04:11:08 | 8m 46s | Transfert | ♥ 1 | Have We Reached Peak Aesthetics??? I have dinner cooking on the stove right now so I'm not going to be able to keep the larva alive for too long. Regardless, the atmosphere is so well done (I actually really like the stilted ant movement, I think it fits better with the painterly vibe) and I died a little inside every single time the game over music played, it is so haunting π’ |
| May 1 05:47:18 | 1h 36m | Deliver Us 2 Evil | ♥ 0 | This game is pretty silly in a pretty funny way. Driving backwards feels a little weird, but besides that I think you did everything you intended to do lol |
| May 1 05:53:25 | 6m 07s | chatrubateme | ♥ 1 | $141 dollars later and I have run out of urine. |
| May 1 06:07:24 | 13m 59s | Blob World | ♥ 2 | Oh that's a neat mechanic! It wasn't obvious I was getting smaller at first so maybe some better telegraphing of that. But yeah, you can choose to have friends but it puts you at a disadvantage, neat implementation of the theme! |
| May 1 06:10:59 | 3m 35s | Slot of Life | ♥ 2 | Screenshot 2019-04-30 23.12.03.png Oh that's clever.. Good stuff, the animations are nice and smooth, give off that slick and greasy vibe befitting a hell casino. Definitely could use some music and sfx alongside, maybe even more flashing, torturous lights! |
| May 1 06:21:52 | 10m 53s | Sword of Hearts | ♥ 1 | Ooh this is neat, you don't get too many "complete" games in LD. Death-as-a-mechanic is pretty popular this time around, but i still quite like this implementation of it. The puzzles aren't too hard, but they are well thought out (I really liked the one with the three platforms lowering the box), and of course the ending is quite spooky. Reminds of of that old flash platformer where you assumed you were supposed to collect all the coins, but collecting the coins actually lead to the bad end of the game. Art's fun too. I bet if you had time for music it would have worked really well. The controls definitely are a bit sticky which hurts some of the long jumps, but that can be tuned. |
| May 1 06:32:53 | 11m 01s | Hollow Priest | ♥ 1 | Oh my god this person put rocket jumping in their ludum dare game they said it wasn't possible!!! We really need some gothic or industrial soundtrack as well, but what you've got is pretty cool, and things feel great too. |
| May 1 06:38:05 | 5m 12s | Dont Drop The Bass! | ♥ 1 | Really fun, love rhythm games. Super agree with Amerigo that I'd love to see a post-mortem on how you did the audio parts of the game. |
| May 1 06:45:54 | 7m 49s | Life Path | ♥ 1 | I died poor, content, and well liked. That's not bad! Cool idea for a game, and good to see there are a lot of variations! Did you compose the quaint guitar loop? |
| May 2 01:58:31 | 19h 12m | The Price For Blood | ♥ 2 | Is it morally good to help thy oppressor? What god of mine would punish me for killing demons? Interesting theme for a game, you've flipped the LD theme on its head by refusing for your lives to remain currency. The crowd chants and music keep the energy up. I think the shortness of the game works in its favor as well, much longer and it would feel artificially drawn out. |
| May 2 02:08:54 | 10m 23s | SHELTER | ♥ 2 | Aww man is this game gonna be spooky I'm not good with spooky edit: oh whoop it was spook (no spoilers play the game for the spook) Pretty cool, voice acting in a LD game is pretty impressive. The dynamic lighting effects of the flashlight were pretty dope as well! The content itself is pretty standard fare for a FP-horror game, but I imagine y'all could further expand upon it in a post-game session, now with the strong framework here. |
| May 2 02:20:06 | 11m 12s | Capsule Collector | ♥ 1 | Yo this is like the third body horror game I've seen this LD y'all are naaaasttyyyyy. I love the how focused of an expression my purple eyed friendo has. Some squicky sound effects are probably the only thing that could have made this better. I'd love a post-mortem on how you programmed the finger physics. |
| May 2 02:24:49 | 4m 43s | 1024 | ♥ 1 | 1053 on the second try! Still a while to go to beat the high score but not too shabby. It's interesting how this presents itself like a puzzle game but with the extremely minimal rule set it's almost like a micro action game? This would be fun on my phone. |
| May 2 02:33:12 | 8m 23s | A Cup's Life | ♥ 3 | This is a full game, minus a couple dozen more puzzles and enemy types. The attention to detail is immaculate--graphics are all cute *and* cohesive, with everything having an in-world justification. Music is good, but it's also simple which means it doesn't get annoying when looping. Puzzles are not braindead, but they're also not very hard, which is probably a good thing in Ludum Dare where you want everyone to finish the game hopefully. Extremely well crafted, fantastic work. |
| May 2 02:38:12 | 5m 00s | [SHIP-WRE-KT] | ♥ 1 | Nice, the first point=and=click I've played this LD! Agree that the character designs are fun and cute. Perhaps the pretend cursing might get a little *too* much if happens too often, but that can be workshopped. Standout thing for me are the tunes, love the title and the lab music. Also really like the dithered 3D scenes for the cutscenes, adds some flavor when mixed with the 2D gameplay. |
| May 2 02:59:30 | 21m 18s | Yodin Defense | ♥ 1 | The fight music is a real bop! Cool setup, the content that's there definitely is polished. I think you already know that it could use some more content and variation, but like you've said--you now have a great foundation to expand upon. |
| May 2 03:05:09 | 5m 39s | Elevator Pitch | ♥ 1 | It's a fun little romp! The elevator bit hits pretty hard, although I don't know if I could do that between every level π. The music is especially superb, and contributes a lot to the zany vibe you've created. |
| May 2 03:16:40 | 11m 31s | Removed | ♥ 1 | I am an adult! I have no time for such childish things as elevators! That was a sweet experience. Pretty good too for your first ever puzzle game! My main gripe is that while I do think it works *very* well thematically, the really slow movement does get tiring, especially given how much ground you have to cover. The music is also mixed sort of quietly, which is a shame because it's quite beautiful. Speaking about beautiful, the artwork is great, and the age mechanic is clever. Everything here definitely contributes to the core theme you were looking to express, which I think is something missing from a lot of Ludum Dare games. Great work. |
| May 2 03:39:23 | 22m 43s | Cats Without Cars | ♥ 4 | No lie the music is pretty kick-ass, and that's pretty much how to describe the rest of the game as well. I don't even need to bother shooting my adversaries, just speeding around like a super ball and getting sick air is plenty fun. The shooting is a little jank, it's hard to tell if I'm really on target or not, but maybe that's just further contributing to the wild style of the game. |
| May 2 03:48:27 | 9m 04s | Fools Fortune | ♥ 1 | "Sire, war wages outside the castle grounds! We need to take action, we need you to lead us!" "You see I would but this card I drew says 4 on it!" Atmosphere here is the focus, and it's pretty good. We're in dire need of music, but that's for another day. I really like the idea of you designing the engine to easily support adding more cards, looking forward to a post-jam update! Edit: Also, I think an in-game explanation of roll-under-skill would be helpful, looking through the comments it seems like some people went in not understand haha. |
| May 2 04:03:33 | 15m 06s | Roboxery | ♥ 1 | This is a clever idea for a puzzle game, and while this application of the theme has been pretty common this LD I think it works pretty well here. I agree with the above posters that some tweaking could be done to help streamline the game. I know it's a core mechanic of this almost Dominion-ish train system you've built, but I don't feel like there really a need for the jobs to take as long as they do. I think even just speeding that up would make the game way more fun as it greatly shortens the iteration and experimentation time. For example, I figured out 12 (at least I think I did!) in about a minute (quick aside, the puzzles that arise from this sokoban-meets-ice-sliding mechanic are pretty novel, and I'm looking forward to more), but then had to spend a *lot* of time charging up before I could submit my solution. Edit: Also wanted to say I can't place exactly why but I quite like the visual aesthetic of the game. This one's been in my LD backlog for a while now but I've been itching to play it, enamored by the screenshots. |
| May 2 04:19:35 | 16m 02s | The Price To Pay | ♥ 2 | Quite pretty, you just know I'm a sucker for light effects on pixel art. That plus the actual art and animation itself all contributes very well to this grim fantasy vibe. The music I feel could be workshopped a little bit more to have the level of polish as the rest of the assets, but I actually quite liked the game over music! Gameplay-wise, jumping and dashing both felt pretty good to me. I do agree though that combat feels a little thin due to the lack of feedback, although that might just be due to my lack of hearing (pretty cool effect on that by the way, didn't see that coming). I also do really like how the majority of the monsters you can actually avoid. I don't have time to fight, I'm saving my love! And of course, who would choose anything but sacrificing your body? (spicy!) |
| May 2 04:30:41 | 11m 06s | Mahou Shoujo Monster: Promised Fate | ♥ 3 | How do I keep falling for this? You even literally put it in the screenshots above and I still didn't see it coming. The music flip especially is goddamn hilarious. I got both endings, and they're both quite good (although obviously B I R D E N D is the superior choice). I think there's things you can do to improve polish (e.g. animations, cleaning up the UI a little bit), but maybe that would almost detract from the outlandish horror of the world you've blood-pacted into existence. |
| May 2 04:44:26 | 13m 45s | Arm & A Leg | ♥ 1 | First things first that's super dope of you to include OpenDyslexic as a font choice. Anyway, I'm a big fan of the cute+creepy vibe you got here. My green one-legged very good boy versus the evil (and very funny) trash salesman and his goonies (that's my headcanon anyway) plus the neato minimalistic music all contribute to a very good vibe. Selling the eyes might be a bit too much, haha. The first time I sold my left eye I immediately closed the game and restarted. Furthermore, being able to buy scattershot without having the gun left me a little confused. I really liked how it was actually possible to avoid most of the enemies! Again, my green-legged boy is a very good boy and doesn't like killing. Unfortunately, I did have to buy the gun at the end to climb the trash tower. Overall, I definitely enjoyed it. Cohesion is the #1 thing I try and look out for in LD games and this one feels like a cohesive, designed game. And last, having the end credits be scrambled (and therefore making me realize the real sacrifice) was pretty clever. |
| May 2 05:01:03 | 16m 37s | Survive the Heist | ♥ 2 | Love it! The hand-drawn art style really works for the old-school throwback theme you're going for. I like how all the characters have pretty distinct personalities (I've no qualms betraying a coward!!), and that you've written a good bit a dialogue for all of them. Hopefully the other two in the head office get their due at some point! Also, if you fix the brandy bug, please fix it by coming up with an in-lore justification for there being infinite brandy in the cupboard. That's really the only valid solution. |
| May 2 05:42:36 | 41m 33s | Anthill | ♥ 1 | You do a good job teaching the player the various possible movements of the stick with the hole placements, I was pretty surprised at the maneuverability by the end. Good work, I'd enjoy playing other puzzle games by you. |
| May 2 05:55:59 | 13m 23s | Sigillis | ♥ 1 | This is pretty cool! Followed your LD account, definitely looking forward to that devlog on how the sigils work! I think there's a way you could make the shop work. Maybe if waves didn't really end, so you had to open the shop while playing. Heck, get rid of the buttons and make sigils just for shopping! The music's also pretty dope, has got that fantasy flair to its composition. |
| May 2 22:15:00 | 16h 19m | The Day Of The Chosen | ♥ 1 | The narration is fun! The English Breakfast line in particular got me pretty good. There's minor nitpicks in spelling/grammar here and there, but it's Ludum Dare, we don't have time for review and editing π I was actually quite surprised at how much deviation there would be at the paths--getting run over by a bus versus successfully evading them monster folk result in quite different content! I also really like simulating RPG fights in these text adventure sorts of games, there's a sort of ironic commentary on how game systems work to be found. Really the most egregious thing though is that I always bring my teleporter in my back pocket when leaving my house, I don't see why this occasion would be any different. |
| May 3 02:10:21 | 3h 55m | Inflate Me to the Moon | ♥ 2 | This is the future that capitalists want!! I came here knowing the music would be stellar but y'all really outdid yourselves this time. From the Mario-Kart esque startup tune, to the cheesy round 2 ending sax, to the oh my god they really did it cover at the end, it is a wonderful audio-visual experience that you have crafted. Let's not lie here: geese are abominable beings. You managed to make this one cute. Feedback? Uhh...sure! The cut game is a little less fun than the other three! I wish the in-browser version captured my mouse cursor! That's all I got. |
| May 3 02:42:36 | 32m 15s | Ancient Current See | ♥ 1 | Managed to get to the end after a little bit of finagling. The mechanic is interesting, but I think the puzzles probably need a little more workshopping time (hard in a gamejam!) to more fully realize the mechanic, as right now most of the puzzles are relatively straightforward once you understand the speediness of the lines. Also, while it is a good mood contributor, I don't know if the fog-o-war contributes positively to the puzzle solving spirit though. You've got a cool base to build upon here, so I'm looking forward to seeing how you expand upon it. |
| May 3 02:52:53 | 10m 17s | sal_dream-0 | ♥ 1 | It's an almost meaningless term, but this game has a *lot* of character. It is very clearly imbued with the stylistic flair of a specific artist, and it makes it feel rather personal. Not just the cool chicken-scratch dithered gothic-serif art style, but the extremely angular music and sfx accompanying. This would be extremely well polished if it were your tenth game, but the fact that it's your first is ridiculous. Even the falling animation and sound effect has flavor! Minor feedback would be that I wish movement and shoot direction were separate? Maybe it's just the twin stick shooter in me but it feels a little awkward tying them together. Also, sometimes if you kill a lot of enemies at once, their sound effects layer additively and get quite loud, haha. Fantaaaaastic work, this is really good. |
| May 3 04:39:42 | 1h 46m | Glampire Baby Herder | ♥ 1 | m'bebe's, they escape me! i actually like the distance tax as a mechanic, this sort of game makes you want to run away and dawdle to escape the dwarves, but the distance tax going up sort of keeps that defensive behavior in check and forces you play more aggressively. |
| May 3 04:46:16 | 6m 34s | Blood Rite | ♥ 2 | An unexpected twist, the time interpretation of currency. Works well, and cements this as a puzzle game rather than an action game that it appears to be at first glance. I especially like how even your death is drawn out alongside time, so you're given a brief chance at salvage. The music and the audio pair well together too, both having that sort of old-tribe vibe which works great for the setting of the game. |
| May 3 04:52:21 | 6m 05s | Life As Currency | ♥ 1 | I don't know if it's just my computer, but when I move left and right, I move reeaaaallly fast, haha. Thanks for adding checkpoints, it makes it easier for if I fall off. I also really like the music! It's kinda goofy in a playful way? Makes me happy. Definitely recommend adding a Windows or a Web build if possible, as that'll help others play it too (not many people have Macs like you and me, lol). I'm pretty sure Unity can build Windows versions even on Mac OS? |
| May 4 20:10:34 | 39h 18m | Piggy Butchery | ♥ 1 | Wanted to give a heads up, maybe it's my box but when I tried running the Mac version, I get an error "Cannot find game!". |
| May 4 20:22:02 | 11m 28s | Proton | ♥ 0 | This is a clever little puzzle game. I'm glad you threw in a hard one at the end, a lot of LD puzzlers tend to stick to relatively simple puzzles for approachability. Aesthetics are great. All the assets are pretty well polished and cohesive. I did play the post-jam version, so I also got to enjoy the music you did there. I am at odds as to whether the mouse-movement is helpful to the puzzle design. What it comes down to is that since you cannot predict the pathfinding algorithm, you are essentially forced to make small steps so you don't accidentally step on a conveyor belt or a depletion tile. When it comes to that, it almost feels like direct arrow key/stick movement would be preferable. At the very least, an indicator of where the pathfinder will take you I think would be wholly beneficial, especially for more intricate puzzles. Also, I'd love a way to move the camera further around the level--while zoom helps, you can't zoom out too far, so in the last level it was harder to see the layout of the very end. Overall, good work. I always like me some conveyor belt puzzlers. |
| May 4 20:33:01 | 10m 59s | Gold Digger 2084 | ♥ 0 | Very clean arcadey feel. I actually liked the concept of an enemy type that's undefeatable, just to get in the way and keep you on your toes movement-wise. Minor nitpick is that the shooting audio feels rather bassy? Feels sort of weird in this style of game, but it is at least a cool audial contrast. |
| May 4 21:01:34 | 28m 33s | The Tail of the Serpent | ♥ 1 | You thought it was a snake, but it was actually the ouroboros. I love how forgiving the movement is. There are a lot of movements that you can't make in traditional snake, but which you allow for here due to the puzzle nature. There wasn't ever a time where it "felt" like I should be able to do something but wasn't. |
| May 4 21:04:53 | 3m 19s | SIGNET | ♥ 0 | βCool aesthetic, the harmonization is great. Wish there were more chords to form! It sort of reminds of the end of each chapter in Monument Valley 2 where you're able to draw the end constellation. There was a sort of fun in trying to make my patterns as symmetric as possible. |
| May 5 03:20:47 | 6h 15m | Pulsation | ♥ 1 | The impreciseness is very interesting. Since it leads to each puzzle having multiple solutions (even if the idea is generally the same), it encourages experimentation as opposed to punishing it as "brute-force". I did play the post-LD version though--I can imagine this iterative process being extremely frustrating without an undo button. I actually do quite like how I never *fully* understood how the push and pull would affect things. Besides (again) rewarding experimentation, it made it become more innate rather than purely logical. I think cheesing is a generally satisfying thing, and the game mechanics do a good job at making us feel like we've cheated the system, even though I'm pretty sure you've meticulously planned out the move space π I was a big fan of the "moving platforms" move that a couple of the puzzles had us do in the middle, but I'm also doubly happy that you were able to find a way to move on from that and not end up having every puzzle essentially being the same but with a different layout. Lastly, while I think there's a way to work some sort of ambient tune into this, the super bass-heavy sound effects work well with the graphical theme (as well as the LD theme tie with the heartbeat). Cool stuff! |
| May 5 03:41:36 | 20m 49s | Drowning in the Rain | ♥ 1 | Honestly I think I'm OK with the relative obtuseness of the puzzles. I don't think they're *really* too fargone, and it works excellently thematically. It's sort of perverted to critique this as a game, I think you made exactly what you had meant to make and it comes across. Thanks for sharing. |
| May 5 03:55:49 | 14m 13s | The Iron Syndicate | ♥ 1 | Good showing, comrade! If only revolution was this quick in real life! Like others have said, I'm a big of this art style. It looks like a "grown-up" pixel art, and fits the grown up tale. The sound design is also pretty good! I don't know if you've made these sounds or just curated them, but good work. |
| May 5 04:12:12 | 16m 23s | Koe | ♥ 2 | Is this a video game?? Choose an answer below [Maybe...yeah] [Fuck off!] [This poll system is kind of buggy] [Actually though the music and art are super dope, and the extreme levels of randomness keep you on edge the entire time. Maybe it's not a game in a traditional sense, but it is a wildly unsettling experience.] [Fuck off!!] |
| May 5 04:29:11 | 16m 59s | ββββββ : an experimental narrative β | ♥ 2 | This is a very neat way to present a narrative. I quite like how you can "rewind" to see what happened before, but you're not allowed to change it. Really cements in the timeline permanence. The minimalist modern aesthetic (both art and sound) are also quite fun. I'm interested in hearing how the story code is structured! Was it written in such a way that it's relatively simple for you guys to add more events? |
| May 5 04:34:56 | 5m 45s | Doki Doki Boom Chaotic | ♥ 0 | I can definitely agree that this was pretty fun to play, and that with mouse aim or a controller support I think it would be even more fun. Very cute art style too! Love the new-and-old mix of flash-style vector cartoons and the limited color palette. |
| May 5 04:53:43 | 18m 47s | Dear Substance of Kin | ♥ 1 | Oh dear lord the drums coming in after the first culling, I am truly done. Looking forward to stories of the Mason and others. |
| May 5 05:06:19 | 12m 36s | The Last Minutes | ♥ 2 | I really like the dichotomy between the foreboding font and devil imagery and the folksy Atari 2600-ness the game actually turned out to be. Turns out death is less scary and more just pretty sad. OK, apparently it's quite funny too if I get to talk to dogs and not-plants. The full tune from the record coming in at the end is a great touch as well, rounds the whole thing out. Great stuff, thanks for making this. |
| May 5 08:24:20 | 3h 18m | Bloodletter | ♥ 1 | This one's been on my backlog for a while now, glad I finally got to play it! Easy 5/5 on fun. Pros: + Movement feels great of course. Really like the kickback from the shotgun as well, was able to use that in a couple of places. + The desert-magic vibe is pretty cool and represented well here. I like the two monsters and their slight differences. It's both hilarious and terrifying how they jump over the boulders. + Very cool to see some verticality in the final level, did not expect that at all. + Love the keep-alive-by-killing gameplay that super rewards aggression and continuous movement. Minuses: - The sounds are all a little bit muddy, it would be great if they were a little punchier. - Someone else had mentioned this, but honestly by the end I'm still not quite sure what bleeding did, and ended up not using it. Played the above on Hard, gonna clear down Lunatic now! Edit: Aight Lunatic wasn't bad but 1337 Haxor is for another evening. Also we all agree level 2 is the hardest of the four right lol |
| May 5 19:23:39 | 10h 59m | BLOOD FIGHTERS | ♥ 2 | Very cool aesthetic, it manages to both be minimalist but also highly polished with the backgrounds the great animations. Knowing you can block definitely changes the game from an outright spamfest (which can work if you get the speed powerup!) to something a bit more formal, so definitely agree that should be telegraphed a bit better. At the end of the day, fun! Edit: realized my headphones weren't plugged in. The music is a bassy bop! |
| May 6 01:50:25 | 6h 26m | shoot out your life | ♥ 1 | Got 20252 my first game. The real strategy of the game definitely emerges once you get into it, as shooting in the order things come becomes a terrible idea. There were many times where I purposely waited before shooting just to see if there would be anything else coming so I could queue up some shots and then move to the other side of the screen. Great fun there. I agree with Duke that the movement controls feel a little big sluggish, and I found my self mashing quite hard near the end. Also, the music is quite great, which is why it's a shame it's mixed rather quietly. |
| May 6 02:01:01 | 10m 36s | 15 Minutes to Live | ♥ 0 | Yay, got it with 11 minutes to spare. I like it, I like these ridiculously circular puzzles from time to time. The art style adds a bit of cartoonishness to the panic which helps round it out. The music also helps with this, but it is a bit much, especially looped the whole time. People have already pointed this out, but I do agree that the collision detection for talking was a bit iffy--sometimes I'd stand on top of the person and it wouldn't work. That plus the time pressure lead to some pretty hectic moments (even if we didn't end up needing a full 15 minutes). |
| May 6 02:12:35 | 11m 34s | The Joy of Creationism with God Ross | ♥ 1 | This game is pretty goofy in a great way. All the parts cohesive in its smooth cheesiness, and once God Ross takes a step back and leaves me to my own devices, it is really fun just seeing how different amounts of things changes how the planet generates. I saw the notes for the Post-LD version, being able to follow around specific creatures sounds like it would be awesome, almost like the Theme Park World series of games. Also, the recognition for when I opened the game for a second time was the modal icing on this jazzy cake. |
| May 6 02:18:08 | 5m 33s | Blood Currency | ♥ 0 | Definitely quite chill for the content matter, and the whimpering flute soundtrack was pretty cute lol. Would love more days and more puzzles in this style! |
| May 6 02:21:43 | 3m 35s | Angry Planet | ♥ 1 | Everything feels quite designed for such a short time period, great work on that. The audio adds a really unsettling sort of vibe for me, which is definitely not what I expected going in! Edit: thinking about it, this game very strongly captures the feeling of when you're a kid and you turn yourself upside and are afraid of falling into the sky. Turns out the planet's been rooting for that to happen. |
| May 6 02:51:10 | 29m 27s | Dark Cave | ♥ 0 | Ohhhhh christ the last escapade made me feel like four of *my* hearts had been taken out. Definitely had to turn off Hard mode for that one π΅ The level design I feel altogether is quite good: especially the discovery of the dark dash, and especially *not* that final wall spike :^). Movement-wise I think what would help the most is a short air-timer to still trigger single instead of double jump. There were so many occasions where I'd jump right off the edge of a platform (or wall) and it would trigger the double jump because technically I was in the air for a frame or two. Having a little bit of leeway (or increasing the current bit of leeway if there's any!) I think would make the movement feel much better and decrease a bit of frustration. Also, I'm surprised you said you're not good at sound things, because that chord when you pick up each power is gorgeous. I'd love more of that. |
| May 6 03:05:06 | 13m 56s | Heart To The Sky | ♥ 1 | I was stuck for quite a while because I didn't realize you could drop down anywhere, not just at the stairs haha. Circling forever wondering if I got randomly generated a broken pyramid. Anyway, once I realized that I think this 3d maze puzzle got way more interesting, a big-grin moment. The music alongside is very pleasant to the ears, and I like how it crossfades with the victory music the closer you get to the top. My pill boy is very happy to praise the sun and its glory. |
| May 6 03:09:43 | 4m 37s | The DESCENDANT | ♥ 1 | That's a pretty cool mechanic!! And definitely only one you can discover through experimentation. When it looks like there's nothing you can do but die, guess I'll die then. Also, I don't know how intended this was, but arrows make great makeshift platforms! For feedback, obviously more levels would be great. People had already mentioned above, but the over-eager camera is quite jarring, and while very aesthetic, I'm not sure how much the fog-of-war contributes to the game. |
| May 6 03:17:13 | 7m 30s | DEADline | ♥ 3 | Oh god it was hard enough getting ~~15~~ ~~32~~ 62 how am I supposed to get 77?? It's quite difficult (and I think the jump physics could use a little bit of tweaking to feel better), but it is incredibly well thought out. I often found my self typing while in mid air so I could create the platform under me. Making partial words fade away too is a nasty punishment for people trying to rush on by. Really clever. Are you doing any manual control of the words that are being generated, and the order/layout they come in? Or is it completely random? |
| May 6 03:36:10 | 18m 57s | Ephemera | ♥ 1 | Yooooooo you composed the track behind this? It's sick!! Starts out really reminding me of a Massive Attack song (Angel's got a similar tonality) before busting out into that awesome doom metal banger. Very cool! |
| May 6 04:01:09 | 24m 59s | Jumpcoins | ♥ 1 | That was a lot of fun! I will admit, I was a little thrown off by the rather cutesy art style but I was proven wrong by the rather tight controls and well-done mechanics :). Took a bit of time, but I managed to get to the end. Lot of levels for a Ludum Dare game, and none of them felt shoe-horned, so good work on that. Also great job on the music, I think the midi tunes work very well with the art style, and don't get fatiguing as you hear them again and again as you die again and again...and again. With that, everything really is cohesive. Even the level names exhibit the same jovial tone. Lot of polish for a compo game, incredible work in that regard. Interesting choice though I think is the air inertia--once you slow you down midair, you lose pretty much all air control and just fall like a rock. Can you talk as to why you designed it that way? Also, I'd love for you to talk about your experience with Phaser! I've been looking for some sort of JS-based game engine as of recent, and Phaser seems to be the most popular. |
| May 6 18:15:28 | 14h 14m | Cowry - A game about change | ♥ 1 | First off, found this on Github! Thanks for linking back to the LD page, a lot of people seem to forget that lol. Anyway, great cohesion between the words of the story and the presentation (and terrible for my heart during the "scary" part). It's weird, but I think still approachable for people who might not be as into art games. It also feels like it would be a neat puzzle mechanic for a longer game, and I can see the "story" moving further as well. Cool! |
| May 7 04:20:36 | 10h 05m | Panic Percussion | ♥ 0 | First off, thanks for proving once and for all the lag on my bluetooth headphones lol. Had to break out my DAC for that ππ ππΎππΆπ ππΆππππΈπ This one's been on my backlog for a while now, glad I finally got to it. Loooooove rhythm games, and I think the battle mechanic here is pretty cool. I can agree it's kind of confusing at first especially since there's no in-game tutorial, but once I got it it was pretty fun! I made it all the way to the red mage (5th level)--nothing actually spawned in that level for me so I don't know if it was a bug, or if I got to the end. Other minor feedback includes - Love the monster designs, they are very cute and it's the Clefairy-ish monster that got me to click on this game in the first place - Pretty happy with the jungle beat, goes well with the battle. Did you compose it? - Maybe it's just my setup but I got some crackles every once and a while in the soundtrack - One thing I'd *really* love is if the music were continuous between rounds. It definitely threw off my internal rhythm to hear it suddenly start up again. Overall as a person who loves rhythm games, this is a pretty cool showing, great work! Edit: Got to the red mage again and this time was able to get stuff by happening by hitting it off beat? Kind of an interesting mechanic, I like how you managed to have different boss mechanics in a rhythm game. Very shortly died to unicorn though lol. |
| May 7 04:36:29 | 15m 53s | Finding Cookie | ♥ 1 | Yooo forget that Sekiro shit, flying bird voted hardest boss of 2019!! Cats are great, this game's got a lot and they're all very cute. The gameplay is simple but it works, and the art is so intricate, especially for a game-jam setting (although it might tooo intricate, there were some places where it was hard to distinguish wall from ground lol). Music is fun too, very worrysome! |
| May 7 04:46:26 | 9m 57s | I D E N T I F T Y | ♥ 2 | Current level of aesthetic is great. I would love more of it (sounds basically) but I understand what can't be done in a jam session. I agree with the puzzle being pretty difficult--in retrospect the solution does make sense, but it is pretty hard to get there. Also, I flipped the fuck out when they said it was Doctor Jason, thought there were some browser identification shenanigans going on haha. |
| May 7 04:55:34 | 9m 08s | Everyday | ♥ 0 | I don't know why my character even bothers with reading, they seem to hate pretty much everything they read lol Overall cool! Looks pretty, I like the humor. Edit: OK I guess they like suspense novels. They'll have plenty of time to read suspense novels while smoking some dank kush on their ex-boss's back. |
| May 7 05:11:32 | 15m 58s | TimeForYourSouls | ♥ 1 | Yooooo back it up this is actually hype! This mechanic is sooo cool, and the last two puzzles especially really greatly showcase it. Sound effects and music too are fantastic, and the reversal effect of the music sounds great and obviously works thematically. Speaking about themes, I'm glad more people are taking the time-pun interpretation of "currency", happy I wasn't the only one to resort to that lol. Some feedback for areas of polish that I think would improve it even further: - Tell me the reset button ahead of time! I was so happy when I hit Enter accidentally and learned about it - The movement is really floaty! I don't know if this is on purpose but I think tightening it up would make it feel waaay better, and it's not like tricky platforming is the main goal here anyway - I'd like it if when I get near a lever, the blocks that it'll affect get highlighted or something. It's not something that's toooo bad with these small levels, but I can imagine it getting daunting reaaaal fast - Even if you had infinite budget keep the fancy squares around, it gives this an old-school Newgrounds Flash vibe that hits everyone right in the nostalgia. Really really good! I'm really happy I saw this one! |
| May 7 06:27:26 | 1h 15m | Lousy Life Lessons - [LLL] | ♥ 2 | No dudes, it's this game that's pawsitivily purrfect. Every thing is done right: - The storyboard sketch style not only looks great but fits in the film theme. All the characters look super cute!! - The silhouette art style for gameplay fits well with the noir aesthetic. - Voice acting is great, the accent and delivery are quite funny - Music as well is very sleek and sexy and perfect for the tone you're going for. - Dialogue is that right level of hilarious cheesy cringe that I expect from a noir parody. I *loooovve* how the narration carries into the levels as well. - The Prince of Persia-esque death joke. - With cats, the theme inclusion is obvious, but you still found a funny, novel way to integrate into a story. I was so happy when it was revealed he was a low-level actor rather than an actual spy. - For some reason, you even decided to make the platforming feel super tight and have some neat mechanics on top (like why, why did you do everything aesthetics so well and decided gameplay needed to be good too, people don't get to do both!!!) That is really the running thread here--everything has been thoroughly considered and polished. Holy shit. |
| May 7 16:44:07 | 10h 16m | Remember | ♥ 1 | Oh man, glad I finally found this! Really sweet story, and the method of telling is pretty cool---that's a lot of dialogue you've crafted in such a short amount of time! Unfortunately though, it seems I encountered a bug right at the very end: sleeves.png I get to this point with the Hermit and I can't get any more text to appear π’ I did really enjoy the lead up to it though, so many characters and all rather well set with their own motivations. And of course, from a technical perspective, using Unity for a text adventure is pretty novel in itself, haha. |
| May 8 02:03:23 | 9h 19m | Signal | ♥ 3 | This is a pretty cool game. It's fun in like a classical way. None of it is terribly hard (which is probably a good thing for an LD game) but the engagement is reasonable and the level of polish is high. Here's some feedback-vomit: - Art and music are great of course, definitely give off the characteristic Cave Story Metroidvania *insert genre drop here* vibe while still being unique - Dialogue is cute and cheery and doesn't get in the way too much. I would have liked a tiny bit more motivation for running around and about, but I guess the gameplay itself serves that purpose. - The different powers and terrain type introductions are mostly well-paced, although it's definitely clear that jam time had started to run out after Air Dashing, which is unfortunate given that it seems like a pretty cool mechanic. I can't fault you though, by comparison the first third of the game has a rather incredible amount of content for an LD game, so it more than makes up for it. - I like how the enemies can chase you from screen to screen, adds a sense of connected-ness to the world rather than the typical screen-instanced setup of the genre - I kind of wish Spacebar was the dedicated jump, and that up arrow was just for interaction. I had a lot of trouble interacting with the interactables, often times jumping like six times before finally talking to the robot. - I'm seeing now that you have dedicated Select buttons in the form of Z and Enter. I think a little dialogue bubble in-game would help further illustrate that (and apologies if there was and I totally missed it) - I really like the attention-to-detail of having the second jump after slime ground being a normal height jump, I feel like that's something I would have personally messed up lol. - Ice took me a couple of tries to understand how it works, but once I got it, it felt very clever. I think an in game demonstration like you did for the bounce ground would be cool as well. - Agree with Knights in that the Signal mechanic could be workshopped a bit more. From a lore perspective it makes sense to always be getting it, but as a gameplay mechanic it's basically just waiting. - Similarly, while I like the idea of the Golden Gears, I think either the difficulty needs to be ramped up further so their healing powers are more rewarding, or they need to be positioned as some sort of collectible. A lot of them actually are placed like they're collectibles, but as the game doesn't really give you any feedback for getting them, I always wondered if I really should be focusing on them at all. - I won't spoil it, but the ending is great, and the re-opening is even better π. Internet high-fives all around for that one. Overall really enjoyed it, I've definitely not invested half an hour into most LD games. Great work! |
| May 8 02:34:29 | 31m 06s | Spent | ♥ 1 | Yo trench warfare SUCKS I can only reiterate the great usage of the theme, you just being a pawn to be spent. The idea of introducing randomness to an IF-style game through a deck of cards is pretty interesting, definitely adds a layer of suspense as you flip each card individually (and the RED effect is well done). It works well in this game since the whole theme here is lack of autonomy, I wonder how well though it would function in a traditional setting. Very interesting, one of the more thoughtful LD games I've played. I'll be taking notes. |
| May 8 02:46:25 | 11m 56s | Slave Story | ♥ 1 | This was nice. The story is well written, and there's a good amount of content (especially at the Mother split). I'm also surprised to see that you've rolled your own IF system, but I think this style of presentation probably does work better than the rather plain-ness of Twine. Great to hear you've made it general-purpose enough to build upon in the future. Edit: whoa I just tried Tarzan'ing it up at the fight pits and am at a whole new section of the game! There is a *lot* of content!! Double edit: Now the mines!!! Triple edit: It's an interesting choice to write this story from the perspective of a slave at that particular time. Because of that, instead of offering a moral judgment of "slavery is good/bad", it's more like "slavery sucks, but it's just how it is so we have to deal with it". Can you talk to how you decided to write it from that angle, and how you approached actually writing it? |
| May 10 02:21:45 | 47h 35m | Life Merchant | ♥ 1 | Ah that's cute. You did the good thing where not only do you have a mechanic, but you also found a nice lore-justification for it. Switching roles as a concept is definitely something that's been done before in Puzzle games, but by restricting it to the tent rather than allowing it anywhere, choosing when you should switch, and setting up a path to make sure you can always get back, now becomes part of the puzzle itself. Definitely could use more levels, and I can see some pretty clever puzzles being set up even with just the three characters you have now (although sword and gray robe are functionally very similar, gray robe might need some other ability to stand apart). Edit: Also, while you've essentially fixed this with full-screen, the biggest nitpick I have is that the black arrows for "interactables" are quite small. The first swordsman level I spent a really long time on because I didn't realize the tent was something I could interact with. |
| May 10 04:18:30 | 1h 56m | Death Got Your Girlfriend | ♥ 1 | I like this, this is neat. Everyone's said this a billion times but the art, animations, and general aesthetics are great. Particularly love slappy black demon man. The core gameplay loop is entertaining (kept me going to the end), but I think it could be worked on a bit more if you want to expand upon this in the future: - There's not really a ton of feedback for when a hit lands except for the hit thump sound. This applies to both your hits, as well as monster hits. This is another reason tall man is my favorite--his hit causes both a visual effect (camera shake) and a bit of knockback. I think more of the enemy attacks should be tuned similarly (and maybe have the player's attacks do a stun or a knockback as well) - The play field is very long, and I don't know how valuable that is. If anything, it makes cheesing a little bit easier because you can just run back and forth waiting for your powerups to recharge. - As much as I enjoyed using it, the lightning attack is definitely overpowered. Especially once you get the faster recharge, my gameplay style basically became lightning -> run away -> lightning -> run away -> etc - Controls are fine IMO. I rather enjoy how floaty the jump is for example--in a platformer that would be a no-no, but in this style of combat game I think it works well and makes it feel more theatrical |
| May 10 04:27:50 | 9m 20s | The Tenth Item in G4 | ♥ 1 | When choosing between death and life as Mr Snarfles, it is a difficult choice. Really cool experience. You managed to take an absolutely absurd experience and turn it into a reasonable puzzle game. The water-cooler vibe of being able to hear gossip from different people also works very well here, better enables the trial-and-error style of gameplay. Sound effects are great too, the final one in particular is quite vicious. Any reason you chose to use Unity for this kind of game? |
| May 10 04:53:44 | 25m 54s | Stilts | ♥ 1 | Hahaha, in a way this is the anti-idle game. There is zero automation to be earned, only waiting. And you are in ways punished harder the longer you play it. The goofiness of the art, music, and the writing through the stark contrast only further cement the rather dark message (albeit a little cliche) that you're trying to get across. You could take it to an even further meta level, where us players sitting here waiting for the dollar go up are wasting our own lives for a currency that isn't even real! My favorite detail (and I don't even know if this is on purpose) is that when you open the menu it actually covers up your family's scene--the only way you can progress materially is to turn a literal blind eye. Very interesting as a piece of art. |
| May 11 06:46:05 | 25h 52m | Deadline | ♥ 1 | This is a neat concept, a rather interesting way of doing a puzzle-platformer. One that still puts an emphasis on the platforming half as well, both in terms of feel, as well as general platforming difficulty. I quite liked the vertical ledge-climbing sections in particular, they always felt perilous. The trade-off mechanic is pretty cool, but for the most part you can get away with putting nearly all of your energy into Battery (and for some jumps you really have to). I'm trying to think of ways you can increase the necessity of health besides just adding more enemies or combat (both of which I don't think would really fit well with the current aesthetic going on, you've got no time to fight!!)--perhaps damage boosting could be used as an actual puzzle mechanic? Aesthetics are good, love the toxic sunset palette going on, and I'm always impressed to see things coming out of PICO-8 and other fantasy consoles. |
| May 12 04:29:56 | 21h 43m | Stargem | ♥ 1 | What I like about this game is that it actually looks way harder than it is. As long as you keep moving and are aggressive with your shots, you can stay alive a lot longer than you'd think. At some point, most of my deaths came because I ran out of bullet slots, rather than running out of health. It is very impressive, being able to force the player to play aggressively. I agree with most of the already-said nitpicks (exploding bullets is pretty hard to pull off, music didn't play for me, a UI indicator of where the blue star is would be helpful), but actually I feel like the controls are fine. Cool idea. |
| May 12 04:40:52 | 10m 56s | Cloudwalker | ♥ 1 | Ah, ze twist! The gameplay is ultimately rather minimal (although to be fair I played with mouselook, and I know from first-hand experience that everything is way more fun in VR lol), but props to both the aesthetics and the story built around it. The terrain and clouds look cool, and the frame story set up around is rather interesting. Always a big fan of the "gotchas", and this one does it both the narrative as well as what kind of game it actually is. |
| May 12 04:56:10 | 15m 18s | Value of Life | ♥ 1 | Hmm, I want to interpret all four characters just being the MC at different points of wrestling with accepting the end of the world. Really rather lovely. Not just the art (which is fantastic), but the music too. This one's gotta be one of my favorites this LD, I just love those super wet synths. |
| May 12 05:09:49 | 13m 39s | Tetris: Tempo | ♥ 1 | Yay Tetris, always love me some Tetris. The core idea of being able to buy cheat pieces is cool, and very good decision to make it swap with your next piece rather than your current--forces the player to think ahead a bit more rather than making a last minute decision. Also because of this, I actually disagree with suggestions to at bag shuffling or a hold slot--both of those are supposed to be served by the buy feature instead. Most of the feedback I have is really just cleaning up the core Tetris mechanics: - Rotation on some pieces is weird, it seems like they rotate the opposite direction from the rest - A floor timer would be great so you can continue to move and rotate pieces for a little bit after they've touched down - It seems like you have basic wall-kicks working which is awesome. If you pair those with the floor timer, then it'll enable people to do cool spins π - DAS is always welcome for when I want a piece to quickly get to the side - While it is Tetris, I would have appreciated an original soundtrack rather than just the OG song Overall I like it! |
| May 12 05:19:15 | 9m 26s | Mind Over Matter | ♥ 1 | This game is very difficult, and it's particularly difficult in the way of "this is really hard and I don't see a way to get better, the only option I have is to keep pushing on until it's over". And while that makes for an incredibly frustrating gaming experience, it works wondrously thematically, what with the core themes being mental illness. For me personally, getting to the finish line was not very fun (I did get to it though!), but I think that's sort of the point the game is trying to get across. Games don't need to be fun to be good, and I definitely think you've succeeded in being good (and of course, the great aesthetics and sound effects all further serve in that regard). |
| May 12 05:27:15 | 8m 00s | Life | ♥ 1 | Love the looks of the game, someone already said it reminded them of Petscop (2d sprites in a 3d world, looming black fog), and I totally agree. I personally tried going for a running-through-life run with zero kills and made it about 60, which is not bad for a person carrying a life-load of stress behind them haha. There were actually moments where it seemed like I was outrunning the camera, which while maybe a bug, works pretty well thematically π |
| May 12 05:39:28 | 12m 13s | noPRAVDA | ♥ 3 | Love the visceral sound effects, and how the art style anonymizes the rebels and the police to make the violence more acceptable (there's no face that you're beating, they're empty people). Also really good on you for making the rebels never actually fight back--they're trying to dismantle the system, not any individual. The idea of playing as the corrupt policeman who wants the rebels to win but still has to get his kicks by beating them regularly is an interesting one, but I do wish it was a little harder to obtain (or that there was some secret pure-rebel ending). |
| May 12 05:53:46 | 14m 18s | Darkling | ♥ 1 | Woo FPSes coming out of Ludum Dare are always welcome surprises. Very good fun, even just hopping around the edges of the map and spiraling around the enemies. After a bit though I did run into a rather nasty bug where continually the camera would reset to its default position regardless of my mouselook (playing on the WebGL version if that helps at all). |
| May 12 06:07:43 | 13m 57s | dRUNKEN nEIGHBOR | ♥ 1 | Hoisted by my own drunken petard! The solution is incredibly funny, because it really is the last place you'd look. In a way, you've crafted the perfect ludonarrative! |
| May 13 02:40:20 | 20h 32m | Fehu | ♥ 0 | It is funny that LD43 was "Sacrifices must be made", as it seems that many people are interpreting this one's theme in a similar way, haha. Hauntingly beautiful, and the ambient music accompanying is soulcrushing. You mentioned that you had used Audacity, does that mean you recorded all of the parts live and mixed them in Audacity? Super dope if so! Everything aesthetically ties extremely well together, making me feel in-world during the entire length of the game. And I doubly agree that the puzzles where you had to carry the spirits through the overworld were my favorite, both from a puzzler standpoint as well as thematically (you are dragging your soul through the world). |
| May 13 02:47:27 | 7m 07s | Plunderlings | ♥ 1 | Really novel, turning an escort mission (usually one of the most vile kinds of missions in games) into an actual puzzle game that's pretty enjoyable. I agree with what others had said that there's definitely some polish that needs to be applied (physics, making the trap triggers a bit more obvious, maybe some sort of indicator or camera view of where the boss is, etc), but this is one of those rare occasions where the core idea is *so* good that it kind of makes up with some of the implementation faults. |
| May 13 03:05:32 | 18m 05s | KNIFE=LIFE | ♥ 1 | Ah here we go, here's the sleeper hit that I've been waiting for. Core gameplay loop is extremely entertaining and the acrobatics make you feel awesome when you can pull them off. I can agree that some sort of checkpointing would probably make me happier, but this is ultimately a hard gauntlet-style game, and checkpoints could take away from the difficulty which is core here. The minimalist graphics work well too in keeping you focused (why'd you turn off graphics? they look great!), and the smooth yet aggressive BGM is one of my faves this LD. |
| May 13 03:27:19 | 21m 47s | Stretchy Cat | ♥ 2 | Yoooo the last two puzzles were hype! You had hinted to it briefly before but the idea of blocking the slidables with your body becoming part of the puzzle is *incredibly* interesting of a mechanic, and I can see some really cool (and monstrously difficult) puzzles coming out of that. There's quite a bit of straightforward warmup puzzles here, but that might just be due to it being a LD game and you wanting everyone to finish. I also do wish there was a step-undo button, rather than just a global restart. Besides that though, you have a very cute exterior hiding tons of potential for great, *hard* puzzles. Good stuff. |
| May 13 03:36:29 | 9m 10s | -1 (Minus 1) | ♥ 1 | That title-card is pretty haunting in retrospect. The feeling of unease definitely works itself through the game. From the poisonous color scheme to the weirdly panicky accordions to the *literally not knowing how moves you make now will affect the outcome of the game like five-ten minutes later* I definitely don't usually feel this on edge when playing puzzle games. I can agree though that the puzzles could use a bit more work to feel rewarding--right now they're either completely straightforward, or they're "uh I guess this could work, hopefully it doesn't bite me later". |
| May 13 03:53:48 | 17m 19s | Breathe of The Fox | ♥ 0 | First of all that ending pfft is so abrupt I laughed out loud. Anyway, cool game, definitely leaves me Wanna Being The Fox. Moves being the limiting factor is very interesting, but since things like wall slides and little adjustments count toward what is a really small pool, it almost feels like you have to micro-optimize everything just to beat some of the levels (I didn't have as much of an issue with level 1 as everyone else, but level 3 took me forever). Actually, in 3 out of the four levels, I died just as I got to the end (which you still code as a victory, thank you very much), so it seems like I used my move bar perfectly haha. Art and sounds are quite cute. Why is such a cute fox in such a dangerous place π’ |
| May 13 04:05:51 | 12m 03s | Limbo Squared | ♥ 0 | Bruhh this game is so weird hahaha. I ran into a strange mouse-keyboard bug where sometimes I would deattach both limbs with one press, but that wasn't enough to stop me from pleasing the square. |
| May 13 04:40:45 | 34m 54s | LIFEPOWERED | ♥ 1 | Very stylish aesthetic, both the art and the music are minimalist in a way that suit each other well. The popping sfx feels a little out of place, but not distractingly so. I really like the core gameplay loop--ammo and health coming out of the same pool isn't too unique of an idea this LD, but it's implemented in a cool way here. Having tank restrictions for certain sections gives it a Metroidvania flair, where you're only allowed certain powers in certain areas, but you've managed to streamline that into a single mechanic (the power tanks), rather than multiple different abilities. The various enemy types are fun and unique amongst themselves as well, keeping things varied. My main frustration is that the game feels really *slow*. Not movement, that is slow but it feels fine given the moodiness of the game and the lack of intricate platforming. It's in things like - The death animation takes suuuuuper long and really throws you out of the core game loop - When there are no enemies around, it's a pain just standing under the drip waiting for it to fill up (especially with those electric gates) - When you die, you lose all of your tanks, which means more standing and waiting for them to fill up I think tightening those up would help a lot in making the game loop more fluid, especially if this game were to be expanded upon and the difficulty were to increase. |
| May 13 04:52:38 | 11m 53s | Coin-Op Kid | ♥ 0 | Aww this is a cute little bit. From the start my first instinct was to launch my robo-corpse across gaps, and when you actually introduced that as a core mechanic I was very happy ^_^ Minor nitpicks would be that the camera feels rather floaty, and the death wipe animation is a bit much, but those are incredibly minor--lots of polish is obvious here, and everything both aesthetically and mechanics wise works incredibly well, and the puzzle variety is impressive (always love it when people find many ways to use a limited set of mechanics rather than just introducing a ton of mechanics). Great stuff! |
| May 14 18:26:38 | 37h 34m | Nine Lives | ♥ 0 | Bruh Iβm a cat please get your own sword. |
| May 14 19:14:22 | 47m 44s | Somnambulist | ♥ 1 | Oh my god I'm shouting out loud I'm so happy I found this game!! The core mechanic is sooo coool and it makes you feel like a badass once you finally get those triple mid-air swaps going. Platforming is super tight, it always felt like I was 100% in control. Super minor nit but maybe some of the starter platforms were a bit too high though? Hitting my head felt a bit awkward. Such crazy amount of polish in the aesthetics too, from the great storm lighting to the path trails to the instantly classic OST aaaahhhh you did such a good job!!! |
| May 14 21:02:40 | 1h 48m | Blutgeld | ♥ 2 | Sound effects would be great of course, but the dope soundtrack plus me making shotgun noises with my mouse sufficed for the time being. I also unfortunately ran into the bug @jorne pointed out where after a bit the doors just stopped opening, but that's fine I enjoyed the levels I played. I think my biggest piece of feedback would be to add a little bit of momentum to the movement, as when you stop currently it's a dead stop, which feels a little bit weird. Still fun though! |
| May 15 00:05:54 | 3h 03m | DINTE | ♥ 0 | Very cute for an anthropomorphization of death, and extremely polished at that. The timer mechanic is a neat one, adds considerable difficulty to what would normally be straightforward traversals. Definitely could use some sound. I'm gonna go back and try the levels again but with the powerups, ought to be fun. Edit: playing with the feather is pretty fun, and it makes certain parts of the map design a bit more understandable. |
| May 15 00:13:33 | 7m 39s | Computers in a Nutshell | ♥ 1 | Is there an easy way to get rid of the files the game creates if I decide halfway through that I don't want to finish it? Edit: yeah `--uninstall` Double edit: yeah it's cool. The auto-save puzzle is a bit "yeah we get it already" but I did like the other ones. Busting open regexes and photoshop was a neat surprise. Also made me realize that I don't have Python on my computer, so I had to use NodeJS to write the script. Perfectly honest I was almost done writing a script to generate 100k pngs before i decided to look at the merged log file a little closer. |
| May 15 00:53:07 | 39m 34s | Get Money, You Die! | ♥ 1 | Ohh I just understood why the MC looks like the way they do, that's fun. Just like the game. It could definitely use some expanding upon though for longer playsessions--the core strategy seems to be to stock up on max healths and just let it charge up by standing still and having enemies shoot you. |
| May 15 01:00:46 | 7m 39s | Lost coin | ♥ 1 | Actually, it is now my headcanon that going past the flower and realizing that you're a strong independent coin who don't need no pocket is the true ending of the game. |
| May 15 01:10:27 | 9m 41s | Nutty Twins | ♥ 1 | Yooo this is pretty good! That second to last level especially, goddamn that felt really good to get. I think my main complaint is that while it's super funny to knock my brother halfway across the map by runnig into him, it might be a bit too floaty--I ran into issues on the second to last and last levels where I would accidentally push him slightly too hard and have to reset. Besides that though, making respawning integral is a super novel mechanic, and the levels you showed were a pretty good demonstration of the power of this mechanic. Aesthetics are top notch too, love the music. |
| May 18 18:05:47 | 88h 55m | A Life's Work | ♥ 1 | Cute presentation, the mechanic reminds me a lot of the Lewis scene from *What Remains of Edith Finch*. |
| May 18 18:22:45 | 16m 58s | MoneyBag | ♥ 1 | This definitely is surprisingly fun and addictive for a physics-based platformer. Cute music too! |
| May 18 18:30:33 | 7m 48s | 99Hearts | ♥ 1 | Giving the player control of the generative aspect of a procedural roguelike is super duper cool, and the aesthetics altogether are extremely polished. Unfortunately though, my brain can just not come to grasp with movement and shooting being tied together, so honestly I can't play for too long without becoming frustrated. |
| May 20 01:57:59 | 31h 27m | Gather Drone | ♥ 0 | Very happy with the auto-aim of the tractor beam, keeps you focused on moving as fast as possible rather than having to stop and needle down. I like the idea of having to balance essentially three different meters at once, and how the game lets you play safe if you want, but it makes it take waaay longer. I think some variety in the enemy types would be neat, as well as more than one path back to the ship, as it makes the environment a bit repetitive after a while. |
| May 20 02:08:26 | 10m 27s | It's not easy being me | ♥ 0 | This is a neat idea, reminds me of Mini Metro but instead within the circulatory system. I'm not terribly good a strategy games, but it seems a little unsure as to what the optimal strategy is for this game, especially as it takes a good bit of time before you unlock your second lung. |
| May 20 02:19:40 | 11m 14s | Tyrone Leinster's Debt Dream | ♥ 1 | Tyrone my boy you need to see someone about these dreams you're having! This game is simple fun, and I enjoyed it. Flipped my shit when the hats started flying in the boss round, that was great. |
| May 20 02:24:01 | 4m 21s | BUY'n'DIE | ♥ 0 | I had a nice day thank you very much. |
| May 20 02:32:37 | 8m 36s | Cucumber | ♥ 1 | Gimme dem cumbers!! I like the mechanic, but it is a little confusing at first which platforms exist at which phase. Also sometimes I'd get to the door and it wouldn't let me in--is there a minimum cucumber count? I like the psychedelic art style! |
| May 21 05:08:56 | 26h 36m | The Curse of Jen-Rah | ♥ 3 | bruh anyone who hangs up two photos of himself and nothing else in their house deserves to be tricked by jen-rah |
| May 21 18:23:02 | 13h 14m | Your Life | ♥ 1 | Poverty is a vicious cycle. |
| May 21 22:28:07 | 4h 05m | Boil Them | ♥ 0 | Congrats! |