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Local Minimum

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TimestampSince previousGameLocal Minimum's comment
Oct 5 17:56:28 Dogs++ ♥ 0 I enjoyed the game. Must admit that I'm more of a cat person than a dog person though 🐈 💓. All parts of the game worked very well together. I did have some issues landing jumps and the jump kind of looked like it would be easy for a solo doggo to get over the bone but I never succeeded. Got to the second to last level and if there's one gripe I'd have with the design its that if I first spend some effort gathering enough dogs and then make a simple mistake so that my active dog gets the bone... then I have to start all over again. So level design, to make that feel fair seems very important. Great entry as always though!
Oct 5 18:10:27 13m 59s HOG n DOG ♥ 1 Really cute game! And a great idea on the theme too. The scoring, what is just the number of rounds survived? I found it a bit confusing if there was something more to it. Like maintaining a fancy structure between the rounds. It wasn't either entirely clear what the exposed condition of the pig was to me. Just a short explanation for confused people like me would have helped. I really liked the humor in it. The way the wolf ran out of air and was jumping back and forth! Very well made!
Oct 6 19:20:02 25h 09m Cro-Mathnon ♥ 1 Very cool idea. Those ➖️ got really scary! I've never been as afraid of the ➗️. At least not since 2nd grade (or whenever that was introduced). 😆 I feel, I got some really strong opponents so I didn't manage to get to the final round. Very ambitious though to attempt a multiplayer game and in a way that actually would work well here being asynchronous. It was obvious that the water was bad, but it wasn't really clear how bad. Could I forfeit a round by ignoring the game say to me I should avoid it? It would have been nice with a bit clearer feedback what that mechanic was. The battle after was a bit random, well extra so since you didn't have time to implement actual results of the opponents. But even so, I think it would make the game feel fairer if I had some idea what I was up against throughout the level. So ideally, I think it would make sense to show the current recorded live standing of my selected opponent. If the game shows their sum, the player has to continuously compare that to their own (which the game shouldn't provide) and you'd have even more educational value there. I agree with @wedgiebee that having 3 number slots and 2 operators was a bit much in making it feel like I had control over my destiny. I think there's enough challenge in 2 numbers and 1 operator. Perhaps allow numbers to be negative too so one can outsmart those pesky negative operators with a double negative?! Another way to make the game progressively harder would be to require the player to rank above a certain position in a larger group of enemies. And again, really cool math game idea!
Oct 6 19:55:35 35m 33s King on the Mountain ♥ 3 I really enjoyed the building my castle. A bit a pity that in the end, I couldn't zoom far enough out to marvel at the monstrosity 😆 It was a bit puzzling and figuring out how to place things to make the generation of resources gather up momentum. While I whole-hardheartedly loved that the game allowed for me to take my time and not rush things... it might have added some excitement if there were winds at times shifting the balance even further so that one might have to quickly - or at least not leisurely - react and build to balance. I noticed moving the tavern room over my already built castle that it sometimes passed in front of and sometime behind rooms. Nothing important, but the active-to-place room should probably always stay in the foreground. The music and sounds worked really well with the game. All in all, very well made!
Oct 6 20:07:11 11m 36s Unistable ♥ 2 I must admit. To someone with my skills... it was much to high a challenge. I managed to get over the first spikes perhaps 5 times. I fell in many many more. What I never managed was to climb the rock right after the spikes. I do well understand that it's supposed to be one of those infernally hard games, but I think it could do with some easier progression in the beginning allowing the player to encounter each new problem in isolation and learn how to manage it before having to do combos. But from the very little part I could play, the controls felt solid and I liked the style of the game!
Oct 6 20:35:01 27m 50s COME ALIVE! ♥ 1 It's always a treat to see what you cook up, but before I get into how fantastic the art style is, and how fast the narration hooks me and hooks me hard. But, I think I ran into a bug or got very confused. Spoiler: !> I got out of the room, encountered something in the bathroom. Went downstairs after the one making popcorn, but couldn't find anything to interact with on the lower level - kitchen all empty. As I got back to the movie, I said something weird had happened, but then after that, there seemed like nothing more would happen. Yet, with the bits and the little pieces of narration, it's impressive how I could feel the characters take shape and have a distinct feel to them. The narration felt very natural. And oh, the art. The amount of it. How well made in that little time that 72 hours affords. And it adds a bit extra that one sort of can follow your entries over time here and they very much fit together aesthetically. If there's more to the game after what I described in the spoiler, please let me know (and any trick getting to it). I really want there to be more!
Oct 6 20:45:50 10m 49s emoceans ♥ 1 Great music and very cute game. First try I survived about 2 seconds in happy weather. But that really was just me not having figured out the sensitivity of the controls. Well made, simple game. The combination of unstable emotions and waters and balancing at the same time. It would be hard to fit more theme into one game! I liked that it was easy and quick try again, but perhaps the game should be even more sneaky and just restart by its own within 2-3 seconds of showing the results! For even higher player retention. Forcing another attempt. It would also add a bit if the boat felt the waves too, especially since if one opts not to touch any key in the beginning and the moods are the easier, then the boat just stays calmly upright without any assistance. All in all though, a very cute game that begs to be on mobile!
Oct 8 18:31:51 45h 46m Wickie ♥ 2 Great graphics! And cozy game. Not what I'd expect after your previous entry 😆. I found the game quite intuitive even though I was slightly confused first time at the radio because I though I would give the coordinates there too and it wasn't obvious to me I should `Esc` my way out of it. I really like walking sims and it very much feels like one! First I took a lap outside the lighthouse and noticed that I could interact with something in the dark. A later day I tested with one of the light fuel canisters and it disappeared. So I went inside and noticed it was the refueling station. Doesn't really matter, but perhaps there needs to be some tweaks to collision boxes for that ray. It also felt a bit too generous that I could peak up between the gaps of the stairs and interact with things very far away. On the other hand, one might not want to force the player to walk all the way up to every station to be able to interact... Anyways, solid entry.
Oct 9 09:45:37 15h 13m Quantum Qitty ♥ 2 I wish I was a bit more skilled! I love how even though at a cost of substantial amounts of kittens, I managed to get a few levels in. Extremely well made game! Music and graphics were really nice, but most importantly controls felt very exact and the game fantastically well made. A kind of wished there was a counter on each level for how many cats I'd lost so far attempting the level. Perhaps also a total counter. This was as far as I got though, but I really enjoyed every bit of what I could manage. kitten.png
Oct 9 09:57:48 12m 11s Laura Magan ♥ 1 Interesting atmosphere in this game. Very good lighting and fog. I agree it was a bit confusing with items remaining after having looped through its sequence. At least on the jam-version, the certificate was rotated 90 degrees when interacting with it. I'd also would have liked some sort scene there when picking it up. But we all know about how hard it is to fit all the ideas into the 72 hours! Good game!
Oct 9 10:22:38 24m 50s Clay Boy ♥ 1 I had fun playing this game! I kind of got lost at 100 coins and about 3 stars around the cactus and wooden fences. Didn't see any clear way forward there. My dimensional work was mostly along the z and y axis and only occasionally, through accidental key presses I grew sideways. Perhaps to teach the player in a bit more controlled fashion, the different elasticizes could have been unlocked progressively so that the player better learned what did what. Very fun concept game though!
Oct 10 08:57:02 22h 34m Tipsy ♥ 1 The character and 3D models were really great and almost a bit too satisfying breaking things. I was a little sad I couldn't swim in the fountain 🏊 🍹 It did very much give a feel of being intoxicated. But together with that I didn't really have much ability to counter the stumbling episodes, it didn't feel like I could do much about the score and time. I would suggest giving the player a bit more control with the ability to somewhat counter-balance those episodes. And perhaps in contrast increase the default unevenness between the episodes.
Oct 10 09:08:55 11m 53s Life's A Breeze ♥ 0 At first I was a bit confused because I didn't read the instructions and were clicking on the weathers and being quite unsure what I was doing wrong. Then I realized it was the icons 🤦 Very calm sim! I would have liked the non-active weathers to fade out a bit more (both audio and visually), to give a stronger sense of the mood. The scene listening device was on the camera it seemed so if I rotated to be from the wind perspective while having sunny it really sounded windy. The same, it would have been nice if everything grew substantially darker when it rained and brighter when sunny. Finally, if there had been a bit more dramatic plant signal that it was fully grown would have been nice. Some large pedals to fold out and some auditory queue. 🌻 I really liked the style of the icons, the wind animation, and the haze in the scene.
Oct 10 09:19:41 10m 46s Pupu Jellyfish ♥ 1 Cute little game. I think the swim controls of the jellyfish was very nice. And it was very nice that the checkpoints were so frequent that the inevitable fails didn't punish me too much. The unstable orbs were interesting. And it made sense that they added to the uncontrollable state. But I think it would have been more fun to the player if that state, like the light-bar, was something that clearly wore off over time. As it was now it felt like if I got more than one, it was just a matter of waiting for a respawn. Perhaps the bad orbs also could give a bit of light so there's a benefit to them too. Anyways, nice relaxing game!
Oct 10 09:31:06 11m 25s QuAnTuM CaR ♥ 1 I liked the long sailing parts of jumping, but I'd really would have liked to have some control aiming the car in the air too. I managed the firs jump once so while that was really satisfying making the first landing hard to miss and slowly building up the difficulty would have been nice.
Oct 10 09:40:54 9m 48s Default cube game ♥ 1 Running it though the itch-app worked fine for me. The jumping was and controls were a bit floaty, but I didn't mind too much since it allowed me to be bounced around a bit by the swings and still get to the end of the level. It would have been nice with a shadow below the cube to better get a feel for where one was landing. In particular with higher elevations during the later parts of the levels it was really hard. Cool little game though, and it's always nice with games where one manages to get to the end!
Oct 10 10:05:47 24m 53s B1OCK ♥ 2 I got to 12 pieces of evidence before I abruptly died. I liked the story and the setting very much, but the controls were really taxing. It hurt having to press for each tile move. In combination with the level design forcing a lot of backtracking and being lost searching for what was missed it really lowered my enjoyment and was about to quit several times. If the key-pressing is needed for the retro-feel, I would still urge for a game-mode where key pressed keeps moving or even better binding that pattern to a controller 🎮
Oct 10 10:26:45 20m 58s Yeetr ♥ 1 Extremely fun and well made game! I liked how the more tricky parts were quite forgiving in not having to go too far back to retry a jump. The humor and in particularly the buttons that just fell off. Very good. On some levels I was a bit confused how I actually progressed, but I don't feel like the premise of the game needs me to understand all my progression at all times. So that's fine too. And the levels neatly ensured I was never lost going in circles. The `TODO` notes were really fun.
Oct 12 15:54:17 53h 27m Diamonds in the Rough ♥ 1 I was a bit confused in the beginning by the shaking snakes, but when I understood that it felt quite solid. Perhaps when bitten, the cards lost should not insta-vanish from the hand, but do so with some animation to make it a bit clearer what happens with the hand and how that relates to the new cards appearing. I also wonder, I'm not sure exactly how it works now, but it seemed to me that non of the appearing cards could be snakes or bombs... which makes it less interesting flipping those cards since they all can be safely picked. But all in all a solid game!
Oct 16 19:34:51 99h 40m The Automation Department ♥ 2 I really enjoyed the original play-inside-a-catalogue and the very well made humorous graphics style. Quite unique, don't think I've played anything similar in all the 20 something LD events I've participated. The minigames were of course simple kind, but to me it doesn't so much matter given how well made everything was and how apart the game stands from the other experiences encountered here at LD. Well done!
Oct 18 18:58:51 47h 24m Swerve ♥ 1 I got to the end! It was really addicting. First I thought it had hung while starting it... so probably it should say something that about that it takes a while to load sounds. The first play-through, I didn't understand I was supposed to go somewhere particular and the distance is kind of a smallish thing in the corner. Perhaps place it closer to the vessel and/or make it visually more obvious when one goes the wrong way by perhaps color and flashing. I had a lot of fun though, very well made and the audio was very nice!
Oct 18 19:09:13 10m 22s Wacky Gravity: An Unstable Ludum Dare 49 Entry! ♥ 1 Really cool audio and humorous game! I tried a couple of times, but couldn't really get the hang of it. I think what most confused me was the death-condition. If it was clear to me what triggered the level resets, then I'd might have gotten a bit further. Cool idea though and welcome to LD! Hope you had a blast.
Oct 20 16:29:24 45h 20m Cross Over ♥ 1 Well made simple game! I got to the end of it. Perhaps there could be hot-keys or such to select the blocks and for play and restart so it goes faster between the modes.
Oct 20 16:40:51 11m 27s Infernal YO-HO ♥ 2 Very well made game! And great graphics. I made it about 1000m on my record run. Slap some high-score on it and a bit more progression and it could be a hit. Might even work on mobile?
Oct 20 16:48:37 7m 46s Usher 651 ♥ 1 So much brown - I love it! The visuals were really great and the music good. But I felt like it needed a bit more narration, both building up to each option but even more so after the choice. I'd love to know more about the outcome of the choice and why it was good or bad. Perhaps in steps so there's a bit suspense if I did right or wrong.