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| Timestamp | Since previous | Game | Dis0rder's comment | |
|---|---|---|---|---|
| Apr 22 18:12:08 | Keep Boner Alive | ♥ 2 | Now this is really something! As a gameplay experience it's fun for a few moments, but not that interesting in the long-term. I have a hard time shaking my ass the right way to "keep it alive". (I guess I'm never gonna make it as a cam-girl...) But the lowbrow humor-factor here is quite obvious. Gotta love the "special settings"-menu. I wouldn't recommend this to everyone, but I'm sure it will find it's audience among a certain demographic. | |
| Apr 22 20:28:15 | 2h 16m | Baby Don't Cry | ♥ 1 | I really like the idea of an isometric 2-player game! Too bad I don't have a friend around ATM to mess around with this. I noticed I can't do any actions with the dad though besides moving. Probably some key-binding problem. --- I managed to make the mom bring the teddy to the baby and pick up some milk powder from the kitchen. Apparently there's a rip in the space-time-continuum located right behind the fridge, because the mom fell through the wall into the void! Then I made the guy follow her and he disappeared too... baby.png Poor baby was left all alone. What a tragic ending for such a lighthearted and colourful game... |
| Apr 22 20:37:56 | 9m 41s | Inflicted | ♥ 0 | This looks interesting. Try to finish and submit if possible! |
| Apr 22 20:53:31 | 15m 35s | Tribis | ♥ 3 | This seems like a promising start, and the art-style is really cool! Your mockup-concepts seem really interesting, especially the idea of having a multiplayer-mode. I suggest you really consider trying to develop this a further. --- Your mockups indicate that you had really complex ideas for building the game world. (Which is not a bad thing at all) But for starters it would be better to implement the fundamentals, like the ability to control multiple players. I would be entirely happy to fool around with a friend with this game, even if the only thing we would be able to do was roll around in the mud and throw sticks at each other! After that you could go about implementing the more complex stuff you possibly had in mind. Keep it going! |
| Apr 24 17:52:15 | 44h 58m | Catastrophe: Wildfire Firefighters | ♥ 3 | Really nice! I managed to beat both scenarios. The second one took a little more effort. Because there is no restart-button, I just Alt+F4'd whenever I realized I'd screw up and tried again :D ---- This could really be something if developed further. I can see a lot of different possibilities where you could go with this. One thing I'd like to see would be a Damage Report-screen, where you'd have a percentage of how much terrain was destroyed, lives lost, and how many times you used recources, and other such data. One thing I also thought was that if there'd be some wild fauna and/or livestock the player would have to protect from the blazing inferno. (Producing lo-fi screams of panicking families is one thing, but what about sheep or wild moose?) Perhaps your final result would be dependent on all the different factors you were able to take in account? (Human lives, lost livestock, destroyed environment, resources used etc.) One other crazy idea was that what if you'd have to use a water pumping unit to collect water from the sea or it would otherwise run out at some point? It would certainly make the game (even more) stressful! --- But I digress... Good work! I think many of us here would like to see this expanded. |
| Apr 24 18:15:19 | 23m 04s | Keep Them Alive | ♥ 2 | I first thought that this would be a 2-player game : D (or that you would control the blobs separately) It's an interesting idea, although I'm not sure if it works particularly well here. There's also a bug that lets you jump in mid-air if you just keep mashing the jump-button and you're close enough to a tile. I could pass many levels "unfairly" exploiting it. Not a particularly solid game, but it was an interesting experience. |
| Apr 24 20:47:09 | 2h 31m | Heart Break | ♥ 1 | It's strangely addicting, although I'm quite bad at it. I tried it many times, but couldn't get very far. The blood drops became more unpredictable when you progressed (at least that's how it felt). The music is really good. I stayed idle in the title screen just to hear the tune fully a few times. It restarts when you die, and I never made it far enough to hear the full song. Keep it up! |
| Apr 24 21:44:02 | 56m 53s | Karot Fetus | ♥ 3 | The art style is phenomenal. The atmosphere is somehow "Metroidesqué", which is great! I really like the feel of the controls and shooting the little creatures all over the place. record2.png This is my record so far. I'll probably try to break it later! --- Like @fusionnist and @wesxdz have pointed out, that the game-mechanics are fun, but the game-loop gets quite repetitive fast. I also felt exactly the same way as @coleslaughter when playing. The controls really do feel "traversal", and I loved the fact that you could jump to the upper parts of the stage, but there really wasn't any point in going there. I think it would be cool that after a while a secondary mouth would appear to the upper part of the stage. Also, at first I kept shooting the Not-Yummies to the death-pit, before noticing that they also die by bumping into each other. Perhaps there could be stronger variation of them that can be disposed only by throwing them to the depths? --- There's some potential here, for sure. The art-style and controls make it feel like it could be a part of a bigger universe. It certainly feels like a sub-boss of sorts in a Metroidvania-style game. Or a puzzle segment where you'd have to feed this entity to progress. I'd certainly want to explore this world further! |
| Apr 24 22:24:53 | 40m 51s | Baby, please don't break my hearts | ♥ 2 | Interestingly, this is the second "heartbreak"-themed game I've played from this LD, the other being [this.](https://ldjam.com/events/ludum-dare/46/heart-break) --- The music and graphical style are really great here! It resembles some obscure DOS-games from the 80's I used to play as a kid. (Games that were considered old already then!) I like the fact that it spawns you in a random level every time you start. level.png I managed to last 3 minutes in this level, with only one heart majority of the time. As much as I like the feel and style of the game, I had the same thought as @thebaecun that it gets boring quite fast. And it's somewhat ironic that I find the game easier when I intentionally let most of the hearts die so I only have to protect one from the rockets. --- Still, I think you could probably do really cool stuff with this entry as a basis. If you'd change the game-dynamics or the goal of the player somehow, it could also serve some other purposes. I encourage you to explore the possibilities of the engine you've built! Keep making games! |
| Apr 24 23:24:01 | 59m 08s | Tiny Fragments | ♥ 5 | Nice work! Your game really requires you to use your brain, and I like it! Currently I'm at Level 9, and my goal is to finish it. --- I've got to say, this instantly reminded me of the winner of last Ludum Dare COMPO. It's called [The World Collector,](https://ldjam.com/events/ludum-dare/45/world-collector) by [joe-williamson](https://ldjam.com/users/joe-williamson) and I really recommend you check it out. full.png worldcollector.png It's got exactly the same base concept as your game, although in that game you collect the level-fragments as you go, and you're also free to control the character. It went Top3 in FOUR different categories in LD45, so it's a really solid entry! Highly recommendable. --- Just thought that I'd point out this resemblance. Keep up the good work! |
| Apr 26 01:40:05 | 26h 16m | Keep Away | ♥ 3 | This is actually quite nice! I didn't realize at first that you could beat the enemy soldiers with your swords, so I just blasted them with my cannons like crazy! (That provided some extra challenge, phew!) The controls are quite quirky. I can imagine some people will dislike them, but in a weird way I liked the challenge of running back and forth from the tower collecting resources. I kept forgetting which button does what (played with Mouse + Keyboard), but I'm sure if you play longer you memorize them. ---- I couldn't find the option for accessing multiplayer-mode anywhere? I don't have any friends around ATM, but might try it with someone later, since I enjoy testing out multiplayer games whenever someone submits them. (I actually have 4+ USB-controllers stashed somewhere, so it's possible). |
| Apr 26 16:10:30 | 14h 30m | Deer Quest | ♥ 1 | This was quite cool! Reminds me a bit of the old top-down Zelda-games and such. --- The story didn't make much sense, but I guess it really wasn't supposed to either. The combat system was surprisingly well put-together. The abibility to roll was really fun (it was my default way of moving around). A defense/shield mechanic would probably be an interesting addition to this. I easily defeated all the first batches of enemies, but the final encounter caught me by surprise. I didn't lose, but it actually required some effort to evade the arrows. --- My only complaint is the repetitive environment graphics. The minimalistic pixel-style is otherwise nice, but I would have wished for some variation so it wouldn't have felt I'm walking amongst the same generic patterns. Keep making games! |
| Apr 27 21:13:26 | 29h 02m | Soul Seed | ♥ 1 | This was a really inspiring experience! I got a bit careless the first time, since I was lost in my own thoughts due to the relaxing atmosphere of the game and didn't notice that the hydration-meter was so low. I made haste, but the tree died literally just a second before I was gonna bring it water. --- I really like the minimalistic style and the blend of platformer/"puzzle". The level design was also quite clever. I found the ambient music really fitting, but a bit short. It might have been better if it was a seamless loop. I also could've swear I heard a hint of bass-track somewhere hidden among the soundscape. I anticipated that the song might develop as you progress. I've seen (I mean heard) some games utilize such technique, and I think it would fit this game really well. Like when you feed the tree some "portal-seeds" and you progress, the BGM would add really subtle bass/drums/melody to the mix. --- Also, I think the way the tree grew immediately so big from such a little sprout was a bit abrupt. I think the scene would benefit from one or two in-between levels where you'd see it grow to be a corrupted monster. --- But all-in-all great job, and very well-put together. Keep making games! |
| Apr 27 21:59:50 | 46m 24s | Keep it @alive | ♥ 0 | I like the art-style and mood of the game. The chill music makes the bird's apartment feel cozy when you see the rainfall from the window. I also like the fact that you made different animations for the bird browsing the phone from bed and while standing. The fluid and versatile animation makes the world feel alive. --- Unfortunately there's not that much gameplay. The idea of the phone-screen is quite neat, and could serve many different purposes. But as of now it wasn't very entertaining for long. (I would've loved if someone would've texted me!) Going outside might be more fun too if there would be a ball to kick around or something. Or perhaps a mailbox where you'd receive packages the bird could order with the shiny smartphone? 😃 📱 📦 --- So all in all the entry could use a bit more interactivity, but has a very nice atmosphere. Keep making games! |
| Apr 28 00:20:55 | 2h 21m | PLANET◯ | ♥ 1 | I still remembered enjoying your last entry [Pitch Blank,](https://ldjam.com/events/ludum-dare/45/pitch-blank) so I came to check out what you've cooked up this time. --- I like the idea of the game. It's like the old arcade-game Asteroids with a twist. The upgrade system is neat, and the overall game is very well put together. But I'm either a really bad player, or then the game is extremely difficult. highscore.png I found it impossible to last more than 500+ million years. --- I first thought to myself that "man, these are some unlucky planets", but then I thought that maybe that's not a lot of impact events in such timescale after all. impact.png At least apparently if you compare it to earth, the planets of this game don't even get a whole lot of beating in comparison! --- I also like the fact that everytime you played the planet had a distinct appearance. I'm not entirely sure did I like the cute eyes though. They're surely adorable, and make it easier to make out the orientation of the planets, but somehow it takes away the "grandeur" of these astronomical bodies. But that might be just me. The eyes could be easily implemented an impact animation though. (Making them close for less than a second in a painful expression whenever an asteroid strikes). --- But all in all good job! I hope to see more of your stuff in the future. |
| Apr 28 01:02:24 | 41m 29s | Bones to the Party | ♥ 2 | Perskeles... I wanted to try it out, but when I start the game I only see a black screen albeit the controls. Couldn't hear music either. dance.png I'm a Linux-user so I launched it through WINE. That's probably the reason, or then it's a graphics card -driver issue. Most Unity-games work quite well with WINE, but I've noticed if the game includes bloom (?) or certain lightning effects, there will be trouble. --- It's understandable that including a native Linux-build might seem unnecessary (since we're the minority). But whenever it's possible, try to include builds that can be run on different systems. 🙏 --- PS. I like the fact you included a time-display. As you can see, I was trying out the game at the perfect hour for a dance-game. If it wasn't for Covid19, I might be raving at the club even as we speak! 🕺🏻 Cheers! 🍻 |
| Apr 28 19:02:28 | 18h 00m | goose no lose | ♥ 1 | I like the unique control-scheme. It took some time to understand, but once you did it got really fun. But as others have said, it's a bit exhausting. (I probably have tendovaginitis by now due to inducing my hand & wrist to so much stress!) I haven't finished it yet, but I plan to. I tried the Hard Mode on my second run. It is quite perilous! I like the fact that you have to plan on how you're gonna fit all the batteries and folks to the small ship. --- And damn, son! Your older work is quite impressive too. I spent the last night trying out all your previous entries. The ominous atmosphere in some of them is something I really enjoy! And gotta say that [MööM Mafia](https://ldjam.com/events/ludum-dare/44/moom-mafia) stands out as an awesome gameplay experience! --- Glad I found your stuff! |
| May 11 21:20:51 | 314h 18m | Keep It Alive by Ismael Rodriguez - Ludum Dare 46 | ♥ 1 | This was quite cool! Gotta love 'em old-school NES-graphics. At first when seeing the cart-image, I thought that this was going to be an actual homebrew NES-game. You might be interested to know that some folks here like to produce those, such as [this guy.](https://ldjam.com/users/cppchriscpp/games) --- I like how you tied the story to the game-mechanics in a very traditional way. Playing the game was otherwise really fun, but I found the controls somewhat frustrating. I don't know if it's just me, but it would be nice if you could stop the character with the keyboard (SPACE, perhaps?), and interact with the environment with the mouse. It would obviously make the game easier though. I had hard time stopping/starting the character or make him go where I wanted. The controls felt much more natural the moment I entered the bubble-segment. I guess it wouldn't hurt to implement multiple control-schemes for casual and more seasoned players. --- I died 47 times on my first run, and 17 times on the second one. --- BTW: It would be nice if you could compile builds of the game for Mac & Linux too. I've understood it's not too much of a hassle in Unity? (Of course you might be reluctant if you're not able to test your game on those platforms) It might be due to my dated graphics-card/drivers but your HTML5-build showed me only a pink screen. Apparently @vl12345 had the same issue. game2.png My browser is Firefox, and most Unity-web games work for me. My guess is that the issue has something to do with the effect/transition used in the beginning of the game. I'm also a Linux-user, so I ran the desktop-build under WINE. It worked almost perfectly otherwise, apart from a few graphics glitches/flickering. I've seen this happen with other Unity-games too, but naturally a native Linux-build would fix this for me. It might require some extra-effort, but it's always nice if you can make the game accessible to a wider audience! --- But yeah, all in all, good work! Keep making games! |