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100th_Coin

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TimestampSince previousGame100th_Coin's comment
Oct 2 14:24:19 Sea Kelp Tower ♥ 2 Oh- I absolutely love the difficulty! Trying to get a high score is the perfect blend of risk/reward. I *could* toss it for more combos, but then I run the risk of fumbling. The controls are incredibly "snappy"- like- moving the player feels incredible. the jump is fast, the fall is fast, and for someone trying to speedrun it, it just feels right. Here's my recorded gameplay session, for *maximum feedback*. cheers! https://www.youtube.com/watch?v=j3lm2R5bRKU
Oct 2 15:58:31 1h 34m Hope Falters ♥ 5 Absolutely fantastic. The puzzles were a lot of fun to solve! (And to make- but we'll get to that in a bit). This is a game that looks incredibly difficult to design a difficulty curve for. It's not easy to know specifically which levels players will get stuck on. Here's a recording of me playing, so you can see firsthand when I struggled: https://www.youtube.com/watch?v=gZ-M1dcl__g And giving the players the ability to make their own levels- absolutely brilliant. So yeah- I had to do that. I tried to make all the words depressing, but it's pretty tough to do that while still making a tricky puzzle. Anyway, Here you go: ``` Break None ............... ...W........... ...I.......YOU. ...T....S.A.... ...H....I.I.... HOPE....N|ROPE* APART..|G...... ........LOST... ....O...E...... ....N.......... ....E.......... ``` I honestly had a lot of fun making this level. And might I add- making levels for this is difficult! Not because the format is weird- no, placing everything is easy, but actually designing the puzzles for this was a lot of work! And here's the solution to my custom level: ## Spoilers https://www.youtube.com/watch?v=E0qDsRHvJ-I
Oct 2 16:39:21 40m 50s The Dude with a Wolf, a Goat and a Cabbage ~ A modern interpretation ♥ 1 One of the many joys in Ludum Dare is knowing that Captain Dreamcast will make the most outlandish and wild story you've ever experienced. It's great, and I sincerely applaud you for continuing to add voices! I was too busy this Ludum Dare to add a bunch of humor to my entry, but let me say, Captain, you got your priorities in the right place. The graphics have just the right amount of chaos, from the wolf having a backwards "HELP" tattoo, to the accurate drawing of myself, to the artwork for the bad endings getting decreasingly detailed. I know I've said it before, but your sense of humor vibes with me. There's not much I can say that I didn't say in my recorded video, so... enjoy: https://www.youtube.com/watch?v=rXM4lNzcxtU
Oct 2 19:57:03 3h 17m Prof Delespace and the Golden Record ♥ 2 Woo! I beat all the puzzles without any hints (the vehicle arranging was a nightmare!) The stone guessing game didn't make a lot of sense. Sometimes the opponent would guess the total number of rocks in play was '0', yet they played more than 0 rocks, so... poor guessing on their behalf? Anyway, the graphics are super good, I love the character designs. Great work!
Oct 2 21:03:40 1h 06m Shrimpwrecked! ♥ 4 To begin with, "Shrimpwrecked" is the greatest name I've seen in the past several Ludum Dares. Let's start with some more critical feedback before gushing about everything I loved. * The randomly generated rooms can be unfair, and sometimes near-impossible. I know that's the nature of random generation (and a tight deadline) though I would consider taking a look at how spelunky generates levels. A clear path is defined first before placing the elements that construct the level. This could guarantee that every generated room is winnable even though you can still make incredibly difficult sections. Additionally, you can currently start the minigame with about a second of reaction time before hitting a hazard directly under the spawn. I'd suggest adding a "tetris-piece-like-delay" where you can move around at the top for a bit before you start descending. * Despite the random generation, it feels the same every time. Every event is the same "minigame" where you move to the bottom of the screen. It would be really nice to have one or two more "minigame types" to earn the treasures. That being said, I understand the tight deadlines. Even some small changes like swapping the graphics for the hazards could add some variety. * I never found the upgrades all that interesting, though I really like the idea of having your extra treasures as a form of currency. Part of what makes the upgrades feel awkward is their lack of a purpose. Carrying more maximum treasures doesn't feel required when the "maximum" treasures is a soft cap, where going over just slows you down outside of the minigames. Moving fast isn't really needed, so why upgrade the maximum inventory space? Spawning more small fish is useful, but that mechanic as a whole feels completely against the purpose of the minigames. if I fail everything, I could just wait and wait for fish to appear as a secondary means to winning the stage (and waiting as a form of gameplay isn't great). Right now all the upgrades feel like the solution to a manufactured problem, rather than a cool bonus. I don't know the what the best use for the currency in this game would be, but I like the way you earn it. And now, let's talk about the good stuff. * The minigame is fun when the generated room is do-able. It's even fun for ones that I failed when I thought I could do it. And of course it's satisfying to win the minigame when you know the price of failure is simply not getting a second chance. Winning a difficulty 3 feels great (even more-so because I know the odds are against me, and I've had poorly generated rooms in the past). * the background art is lovely. I really enjoyed the bubble particles and all the details you added to the various ship decorations. The characters are all cute! * The sound effect when "eating" one of the smaller fish is perfect and I love it. * You did a good job explaining how the game works in the introductory cutscene (and it's nice that you can skip the cutscene too!) * The difficulty curve is well made, but as a suggestion, consider making the first encountered minigame a "tutorial" one. hard-code the hazard placements for it, and let players try again until they get it (but let them know that the ones in the future won't be so easy) * Have I mentioned just how much I love the name Shrimpwrecked? Bravo. Overall I had a lot of fun, and I think with a few adjustments this could be an even better experience. Great work!
Oct 2 23:41:02 2h 37m Nuclear Arms 9: Tower of Time ♥ 3 Oh yes- I've been waiting for the next Nuclear Arms game! As always, the voice acting and character designs are top notch, and it brings a smile to my face every time. I recorded my gameplay session for maximum feedback: https://www.youtube.com/watch?v=ySYamjUD76E Great work!
Oct 3 01:31:33 1h 50m To Hell With You! ♥ 4 I'm a huge fan of the artwork! The eerie aesthetics are incredible and the title / victory screens are the icing on the cake. I mention it in my recorded gameplay, but I think there should be some variety in the "welcome to hell" voice line when a zombie enters a grave. I am super sensitive to repeated sound effects (and stock sound effects that I recognize in movies / tv drive me crazy!) so I definitely wish there was a pool of voice lines for it to choose from. I like the concept of trapping enemies, but I can't tell if it was actually required? I know in one of my runs I only dug about 2 graves and succeeded. Anyway, enough rambling in the form of text, now you can hear my rambling in the form of a video! *wow!* https://www.youtube.com/watch?v=gxDabVRfA5U
Oct 3 02:10:48 39m 15s Outland Escape ♥ 1 I like the steady progression from run to run. The car visually upgrading is also a nice touch! I love when upgrades in games visually affect your character. The drifting feels great, and the screen shake when hitting enemies is satisfying. Seriously good work with the camera too, you don't tend to hear a lot of praise on camera-related work, but I thought I'd point out that you did a great job. As a heads up, after maxing out the tires/bumpers, I was able to infinitely gain durability for free by clicking on the icons over and over. (Sorry i didn't catch that when I play-tested before the submission hour!) LD__.PNG
Oct 3 13:58:38 11h 47m Fishy Business ♥ 3 So I recorded myself playing, but uh... my OBS were using my "record a web game" preset instead of my fullscreen one... so I sincerely apologize for the world's most poorly cropped let's-play. In any case, this was a nice and relaxing game! The biggest comment I made in my video was "I encountered about 10 fish traders in a row before the upgrade-shop. Perhaps setting a hard coded limit of like- 3 fish traders before forcing the next one to be the upgrade shop?" Anyway, here's the video: (Again, sorry for the bad cropping) https://www.youtube.com/watch?v=h1Asa1IxR74
Oct 3 14:14:26 15m 48s disembARK ♥ 4 What a hilarious concept. I love all the animal sounds your team put together! I recorded myself playing to deliver maximum feedback! https://www.youtube.com/watch?v=yCpGOQwIhzI
Oct 3 14:28:07 13m 41s Packed to the Gills ♥ 4 You completely blew my expectations out of the water! I know it's just day 2 of play and rate, but this is the best game I've played from the jam so far. The artwork is adorable, the music and sound effects are great, the haikus and creative, and the gameplay is FUN. I love how you expanded on the idea each stage- it felt like a really natural progression, and it always added something new. I recorded myself playing, and despite having a rocky start, I figured it out and I seriously enjoyed this one. Cheers! https://www.youtube.com/watch?v=r3ib_Z3IGvU
Oct 3 14:46:43 18m 36s Glutton-Free ♥ 3 This was absolutely incredible. The movement controls were super unique, and it made it an very interesting challenge to get used to. "Easy to pick up, hard to master" is something you rarely find in a Ludum Dare game, but you hit the nail on the head with this one. The artwork is so cute too! The character being all wobbly and bouncy is fantastic. I had a record score of 114 seconds, and I recorded myself playing to deliver maximum feedback. Cheers! https://www.youtube.com/watch?v=j9koZHID-8A
Oct 3 15:04:13 17m 30s CosmoTrasher ♥ 3 1:44 is my person best time. I feel like I could do better, but I definitely struggled with grabbing objects, I would always get them to orbit me at *juuust* the right distance where I couldn't pick them up. The music slaps, and the artwork is great too! All around this was a really well made game. I recorded myself playing to deliver maximum feedback (and showcase my speedrun time) https://www.youtube.com/watch?v=U71lqJls5fs
Oct 3 16:26:38 1h 22m Pixel Piles ♥ 5 I got a Tetris, babyyyyy! Highscore of 1224 (because I immediately dropped the ball after scoring the tetris) This was a lot of fun to figure out! As someone who has played a *lot* of NES Tetris (Recently, even) I really enjoyed figuring out the best ways to line up for a tetris, even if it usually resulted in my falling down the well and dooming myself. Wonderful work, and I recorded myself to provide more feedback: https://www.youtube.com/watch?v=0_YPTkJnAfU
Oct 4 14:21:25 21h 54m H.amazon E.mployee L.earning L.ab ♥ 5 I got a good laugh out of the voices and de-motivational-posters! I have a friend who once worked for Amazon, I should ask how accurate this is. To provide some more critical feedback, this type of game has been done many times before, with little changes to the gameplay. The "Hamazon" environment with the crumbling floor is a nice touch, but I've played dozens of sorting games over the past Ludum Dares, and they all feel about the same to me. With the negatives behind me, let's talk about everything I loved. I enjoyed the humor that could be found in tossing the packages over an incinerator, surely damaging the contents of the package beyond repair *every time*. The 3D models for the pigs and the environment are fantastic! I love that you added a leaderboard! The "I have read the tutorial" checkboxes are a pretty clever way to make sure the player actually has read them. I recorded myself playing to provide even more feedback! Cheers. https://www.youtube.com/watch?v=8_w0CzLiZTI
Oct 4 14:35:43 14m 18s The Long Night of Augustus Brandicourt ♥ 6 The storywriting is very well done, and the mood you have set is incredible. I love the somber reflections on this greedy man's past, knowing it's too late. I recorded myself playing to provide extra feedback: https://www.youtube.com/watch?v=wVdEEHQYhpA
Oct 4 15:23:44 48m 01s Clockwork Express ♥ 5 I'm a huge fan of steampunk aesthetics, and you did a great job with it. The puzzles were well made and difficult to manage, and I really enjoyed the final level's difficulty. It had me for a while, but I beat it! Puzzle games are hard to provide feedback with words, I think what you're really looking for is knowing exactly how well the difficulty curve was balanced, and where players got stuck, so here' a recording of me playing the game! https://www.youtube.com/watch?v=5inNp5g9sRo
Oct 4 16:29:18 1h 05m Hazel & Hector ♥ 1 This was adorable, and the puzzles were nice! I mention it in my recorded video, but I wish there was some form of a new feature in the final few levels. Perhaps having puddles/ice that only one of the hares could stand in, while it acts as a wall for the other? Perhaps limiting the number of moves on a stage? I think there's a lot more that could be done with this game's concept. "I wish there was more" is a compliment, right? I haven't made any puzzles like this, so perhaps I'm being a bit harsh, but once the player learns how to effectively use the mixed tiles, it feels like every puzzle has the same solution. The most interesting situation this game puts you in is trapping you in a corner if you get the grass in the wrong order, which I really enjoyed. Finding some more interesting ways to get the player to really examine a level's design could make this a masterpiece. Anyway, giving feedback on a puzzle game is difficult, so here's a video of myself playing the game. I hope it can help out and show you where other players might get stuck! https://www.youtube.com/watch?v=_00qyxDjpT4
Oct 4 16:55:09 25m 51s Boxed Boxes ♥ 2 Okay, first off, that's a really cool mechanic! You made some very solid levels for it too, which perfectly utilize this unique concept you made. Mad respect. I think the level art could use some backgrounds and a little extra time put into decorations. I'll give the same note for the audio direction- some music would go a long way. The natural progression as you add new features is really well done, and you got a perfect difficulty curve! I recorded myself playing to provide extra feedback. Cheers! https://www.youtube.com/watch?v=rru45XpoGXM
Oct 4 17:21:30 26m 21s Less is Moore ♥ 2 I enjoyed the humor of my coworker fumbling around making some phones with outrageous extensions! The writing is fantastic, and the puzzles are satisfying. Since giving feedback on puzzle games is difficult, I have provided a recording to show where I got stuck at times, and hopefully my feedback is useful! A heads up on the visuals in my recording, **I have an extension that turns every page into dark mode**, so if the text boxes are unexpectedly in darkmode for the first half, that's why. https://www.youtube.com/watch?v=3qdvfrVfhUs
Oct 6 17:03:17 47h 41m Introvertigo ♥ 5 Oh my god that was amazing. By far my favorite Jam entry. Okay- let's talk about it... The artwork is incredible. I really loved how in the grandma scene, the FOV changes and the camera zooms in adding to the tension. The characters are super expressive, and I loved how cartoonishly dramatic they become under certain situations. I recorded myself playing to provide extra feedback! Cheers. https://www.youtube.com/watch?v=G_HXihnv8fw
Oct 12 16:28:38 143h 25m Loopopera ♥ 0 I absolutely love the way the trees slowly turn into hands. The way the game gets more and more unsettling as you progress is nice, and I love the "chase sequence" at the end! The music changing as you go it fun too! Some minor notes of critical feedback: I think the player might walk a bit too slow? For instance, once you see the glowy orb on the outside of the building over the right exit, I know exactly what I need to do, but the pace of the player slowly walking all the way around the map *twice* to deliver it to the hand... it felt artificially slow. I can share a similar note on the underground "maze" section where you blindly pick a path. It would be neat if you could've possibly known the route through the "maze" before your first time in it. Perhaps having a faded map on the wall, or some other small detail for some curious players to notice. Anyway, I took the top path first. Back to the positives, can we talk about that chase sequence?! Oh wow. The hands popping out and all that! Keep in mind, from the player's perspective this game hasn't had any "death mechanics" introduced so far, so I have no idea what the consequences are for having one of the hands reach me. You did an incredible job setting up the "all or nothing" stress in the climax. Bravo! (and I proceeded to immediately die to the boss after escaping the underground. Good checkpoint placement!) I will say, after dying to the boss my immediate thought was "ah, try going left", which turned out to be the solution. I've had issues with intuitiveness in my game, and I'm curious to know how long it normally takes people to realize you need to run to the left. Ah- and then the colorful ending. All around, great work!
Oct 12 16:59:17 30m 39s A Little Bag Story ♥ 1 The artwork is incredible! The backgrounds, the characters, the items, everything looks very impressive. I could probably fill multiple paragraphs talking about the tiniest of details that I noticed, but I think I should provide some more critical feedback. The gameplay is a bit bland. I like the limited inventory (and having to swap items out for the objective) but the core of the game, the turn based combat, doesn't really innovate on the formula. Having some randomness (like weapons that deal damage within a range, or the chance to miss) is nice, but I can't help but compare it to another turn based game such as Paper Mario, where damage dealt is skill based with "action commands" and timing. Speaking of Paper Mario, take a look at that game's badge system. I also found some similarities in "divvying up badge-points" to your game's inventory system, and I wonder how giving each item a "weight" could change things, instead of them all taking up exactly 1 slot. That being said, I admire the ambition! It looks like you had plans for 3 whole missions, and I absolutely respect the scope of this game. I completely understand if you ran out of time, though having music and sounds would make this game so much better. Imagine a little "Ah!" from the goblin taking damage, or the vampire going "Blehhh!!" while attacking. Or little blips and bloops while selecting items. Anyway, this game absolutely has the best artwork of any compo game I've seen, and I think there's absolutely potential if you plan to expand on it. Great work.
Oct 12 17:39:58 40m 41s Mr.AdBar ♥ 1 You know how this Ludum Dare's theme was *way too similar* to Ludum Dare 42? I can't help but compare this game to [the LD42 winner in innovation](https://ldjam.com/events/ludum-dare/42/outrunning-space-1), as that game also took place entirely in the browser's search bar. (That being said, this game is way more impressive than the LD42 game I linked) I also love when people make entire games in the tabs favicon! It's been a while since I've played a game like this! I've definitely seen more than my fair share of games in the favicon or search bar, but this is one of my favorites. The dialogue is goofy, and I like how it introduces mechanics with a bit of humor. That being said, the gameplay is a bit... stale? Since I'm already familiar with the gimmick of a game in the search bar, let's talk about the other aspects of the game. This is a platformer where you grab things and carry them one at a time back to the starting point. I completely recognize the difficulty in making a game in the search bar, even more so designing the gameplay, but I feel like the medium of "make the game in the search bar" holds this back. If it was a jam dedicated exclusively to games in the searchbar, this would absolutely stand out at the top. The gameplay is a bit weak, but the presentation is great. With the negatives aside, allow me to just gush about this, because it *is* cool. (I also appreciate telling the players to play in incognito, so it doesn't flood their history.) The mechanics that you were able to implement in a searchbar game is impressive. The platforming feels tight, the dash mechanic has weight- it's a very well made platformer, even if all the levels are lacking a Y-axis. The limitations of a searchbar game are insane, and you absolutely made the best of it. Bravo!
Oct 12 18:13:42 33m 44s CaveBots ♥ 1 There's definitely a lot of information to take in once you start playing, but once you figure out what you're doing it really clicks! I really liked the art, though I think the music and sounds could be better. I think the music could use some less reverb-y synths and a beat. Even a very simple 'kick, snare, kick, snare, kick, snare, kick, snare' type beat would help. Cool game, and nice work playing a lot of games!
Oct 12 18:18:25 4m 43s Though I Walk ♥ 0 Hot dang, that's cool. In the Super Mario World romhacking community, there's a very similar effect called "Layer 2" where the parallax layer can have collision, and it's always a treat! The artwork is incredible (I need to play around with backlighting more) and oh wow the player animations are rad! Great work. (I almost made it to the end, but I accidentally hit ctrl+W which closes the tab apparently... cursed firefox)
Oct 12 18:28:46 10m 21s If I Fits, I Sits! ♥ 1 Cool idea. I kept hitting the wrong arrow though! sometimes pressing left would move the other end of the body to the left, other times it would start scooting to the right. I assume left always makes it shorter? I definitely assumed it would scoot the direction you press. Cute art, though I have the minor-est of gripes. Why the need to show the cat's butthole? I'm no prude, but given the position of the cat's other leg, it simply wouldn't be visible from this angle, ha!
Oct 12 18:43:55 15m 09s Pool Frog ♥ 2 The artwork is fantastic! I think the game needs to ramp up in difficulty, I got to about 3,500 points before I decided to stop playing, not because I lost, but because I simply stopped having fun. Imagine a lilipad you have to avoid, because it has a friendly snail on it, or something. Perhaps every 1,000 points, a lilipad is removed (to a limit, I think keeping 3 lilipads would be balanced for a late-game highscore run) Maybe in the late game there could be both a fly to catch, and a bee to avoid. Something to spice it up after a long run! I also fell in water touching the fish many times, but I got out unharmed. It might be a bit too lenient? Anyway, this was super cute and I enjoyed my time with it. The splash effect is really cool too! Great job! Edit: I read through your postmortem, and it seems like you already know all the stuff I said.. whoops! In any case, this game turned out great, and I'm glad you have your own ideas to improve it. Cheers!
Oct 12 19:22:29 38m 34s Super Cube ♥ 2 4th place ain't bad: 4th.PNG Good lord this is addictive. I love the juicy explosions, the voice overs, it's a great time. My only complaint is it's darn near impossible to see the player when you have wild combos happening. Especially considering the player is just a while outline, with swarms of particles covering your location, it's impossible to follow where you are, especially if a blue square is in on the mix. Perhaps always rendering the player on top could help. Lots of fun, great work!
Oct 15 02:49:05 55h 26m Just why? ♥ 1 So uh- not to flex *too hard* on everyone here, but: Checkpointless speedrun. https://www.youtube.com/watch?v=O7s2ZV0E0eM This game was a lot of fun! I love the use of limited palettes for all the different "zones" and the way you re-use the laser throughout the entire maze was a cool motif! I like how the laser only plays when you're near it! There's a shockingly large amount of details in this. Ignore that part at the end of the video where I call this an easy game for babies. This game was a fun challenge to speedrun. Cheers!
Oct 15 04:05:23 1h 16m Shrinking Universe ♥ 1 Comparing the speed of the birds when I played the game to a gif in a post you made on the feed... It's like- 5 times as fast on my end. Dodging the birds is incredibly difficult, and the only way I was able to actually land on one was pure chance. That being said, It's still fun! I love the art style, and I've been wanting to make a game with incredibly few colors for a while now- I just haven't got around to it. Are the birds moving at a fixed distance per frame? If so, their speed would be tied to framerate, which might be the reason for the speed difference.
Oct 15 16:13:04 12h 07m Botpourri's Space Chase ♥ 1 I always have a good time with your games! I like how the web you create can end up dooming yourself as you're unable to cross lines you've already made. Great use of the theme! I think the other computers are generated at random after a certain number of nodes are created? my strategy for a while was to just spam the nodes all next to each other to avoid taking up too much space... that seemed to work. I know it's not the default unity blue background, but I *really* wish there was a little more decorations. I know you don't want decorations to take attention away from the game, but I think some faded circuit board lines, or ones and zeroes, (something computery?) could go a long way. As always, the characters are super cute (and I love how the character looks at the mouse on the title screen) and the music is a bop too! I was a bit distracted by all the Yoshi sound effects though... Interesting use of samples. I recall your previous LD game having Yoshi sounds in the music too. Overall, this was a very well made game! Great work.
Oct 15 17:01:15 48m 11s Fowl Play ♥ 2 There are so many details in this game, it's absolutely incredible. The incredible art design of having every object be a prop held up by a stagehand, the way the music chimes when killing an enemy, the way the dead enemies just flop around holding up a sign... all of it sets the greatest mood! (and the name of the game is such a good pun. Ah- I love it!) I could write five more paragraphs, but I recorded myself playing the game and watching that would probably be better feedback. Cheers! https://www.youtube.com/watch?v=ls2Zh7yrBTw
Oct 16 16:09:50 23h 08m SUPER ULTRA HYPER COMBO REMIX 64 Σ DX+:REMASTERED LIMITED EDITION ORIGINS ONLINE ♥ 2 My best was 40680 (run starts at 7 minutes into the video I'm sharing) Oh this game has style. The flashy text, the voice acting, the comically large name, I am 100% here for it! I don't have much to say that I didn't say in my recorded playthrough... so here's the video! Cheers! https://www.youtube.com/watch?v=gCFOvbbF5gU
Oct 16 16:36:50 27m 00s I wish I could zoom out ♥ 2 This was probably the most fun I've had this Ludum Dare. What a perfect idea for this theme! I was initially going to just showcase my art, but after I ~~ruined~~ made a perfect restoration of the mona lisa I knew I had to record myself playing the entire game. Here's the recording: Cheers! https://www.youtube.com/watch?v=1t_zRL3RsWU
Oct 16 16:57:16 20m 26s RAMpage ♥ 3 I love the snarkiness of the villain! The background looked really good, and the music was catchy! I discovered a glitch that let me stack my turrets... no clue if that was intended, but probably not. I tried playing the game after my initial victory without turret stacking, and failed- so perhaps I'm playing this game wrong, ha! Real talk though, the name of this game is a wonderful pun. I mention it in my recorded video, but it's even better if you consider how RAM is stored in "Pages" (at least in super old hardware... I have no idea of that's still a thing, but it certainly was for the 6502 CPU) Anyway, here's the recording: Cheers! https://www.youtube.com/watch?v=POI9AQlKgDQ
Oct 16 17:41:34 44m 18s Crazy? ♥ 1 This was a lot of fun! I recorded myself playing to provide extra feedback: https://www.youtube.com/watch?v=A6RDIftIjfM **Edit**: Aaaand I just noticed the video was poorly cropped so you can't see the top of the screen. whoooops! The difficulty curve was perfect. I only ever dropped to about half-sanity (though the cheese meter was very close to running out a few times) so I don't know what else the sanity stat does, but the cheese running away was a delightful surprise! I love the story cutscenes, and the extra messages explaining the new mechanics as they get added. The amount of stuff in this game is crazy. crazy? I was crazy once...
Oct 16 18:16:51 35m 17s Limited Larry and the Lost Intern ♥ 0 Really good story telling, and I love the use of the theme. Sacrificing memories in order to further the plot is a really interesting mechanic! I was unable to solve the mystery, but I recorded myself playing the game to help provide as much feedback as possible. (though I probably could've balanced the audio a bit better) https://www.youtube.com/watch?v=QTNJNoC_Uzg I hope this video helps! Cheers!
Oct 16 18:43:26 26m 35s Sampler ♥ 2 Goodness, the creepy setting you set was perfect. I love the whole "I don't know what they are saying, but good lord I better figure it out soon" vibe this gives. Ah- and the ending? Creepy. very very creepy. I assume there's no way to win the pentagon-button-pushing game? I had a pretty good run in one of my attempts. In any case, here's the recorded video for extra feedback. Cheers! https://www.youtube.com/watch?v=tkk2Mo6BOyg
Oct 16 19:18:01 34m 35s Commission Hell ♥ 2 Absolutely perfect. I love drawing games, and this one absolutely stands out! The ridiculous commissions, the voice acting trying to defend why they need these outlandish requirements... it's hilarious and I love it. I recorded myself playing to provide maximum feedback. Cheers! https://www.youtube.com/watch?v=awZMa1Otj-I
Oct 17 16:23:10 21h 05m wild maid ♥ 3 I don't know what the score at the end represents, but I had 3400. It looks like every card I had contributed? Perhaps the winning move for a highscore run is to stall in the boss fight? The idea of combining cards from tons of other games is fantastic, and I loved seeing the way they interacted. (The About card counting as an ace, the kuribo from yu-gi-oh counting as... I want to say it was a 6?) And truth be told, as I fought the boss at the end, I wished it was less like old maid and more like magic the gathering. imagine card based combat where you currently have in your hand: pot of greed, colossal dreadmaw, a tarot card, an uno skip, the joker card, squirtle, your business card, and the two of clubs. That being said, the boss fight was a cool surprise, and I enjoyed it! All around, super creative concept. The art is incredibly polished, and I especially love the background! I definitely need to play more of your LD games. Great work! **Edit:** well shoot... if everyone else is drawing fan art... fanart.png Everyone else here is too talented. *somebody* had to be the average artist.
Oct 19 16:29:42 48h 06m Gap Dango Shooter ♥ 1 Ah wow the music is great! I absolutely love the take on the theme, very creative! My best score was around 3600. I like how there's no way to extend the duration of the game. you get 15 sticks and no more. It adds a great level of challenge, where I found myself waiting for the perfect moment. All around, nice work.
Oct 19 18:12:02 1h 42m Thoughts? ♥ 2 This was certainly an experience, and I'm afraid I don't understand the objective. Real talk though... Under your tech specs, you mention "Overconfidence and self doubt" and I'd like to share that I've been there. My LD34 game was just bad, I even wrote inside the credits to my LD40 game "I am not proud of this", and even after learning a ton over the years, my LD46 entry was such a flop. You said you weren't happy with this game, and I'm sorry to hear that. Recently I've been struggling to make my games more intuitive. I had a comment earlier today where the player didn't progress in my game at all, and it honestly hurt to read. They didn't provide great feedback, which also didn't help. Now that I've just been put in those shoes, not understanding the game at all, allow me to provide as much feedback as possible. From my perspective, it appears the objective was to interact with the popup menus, possibly navigating them as a tree with some specific path ending up with the game's conclusion. (Or perhaps the conclusion is vague, open to interpretation, or unimplemented) A lot of the menus were spinny colorful ones, which didn't seem to lead me deeper into the tree, so I think the objective is to simply close those ones and move on. The theme slaughter seemed to lead somewhere, but I'm not sure, and I'm not going to click on 1,000 more themes to find out. If it does lead somewhere, keep it small, and if it doesn't go insane with it. Make the number, like a billion or something. You want to make sure the player knows what is and isn't intended, and making the numbers absurd is a good way to do that. In a similar analogy, if a pressure plate opens a door in an adventure game, but the door *sloooooowly* closes when the player steps off it, they might assume with enough speed or some strategy they could make it under the closing door just in time. If that's not the intended solution, you want the door to close really fast so they don't even attempt it. I also had the "NOT IMPLEMENTED" screen, which I'll take at face value and assume it's not implemented and indeed safe to close out of. If it actually *did* lead somewhere, I don't know what you were expecting the player to do other than close out of it. The transparent windows is interesting, but leads to some issues when recording. I'd rather not showcase my messy desktop, or whatever discord messages I have open. I know most people won't be recording though. On the topic of transparent windows, it leads to issues clicking on other windows behind the transparent one. That being said, I've seen very few games with transparent windows, and it's certainly a neat gimmick. You definitely make the most experimental Ludum Dare game's I've played. I never know what to expect! I know how it feels to make a game you aren't proud of, and I know it's difficult to think positively about it, but you can't let it weigh you down. Whenever one of my jam games fell apart, I took notes. Seriously reflect on the things that went right and wrong. Make a postmortem! If you learn something from every jam, surely the next game you make will be better! Perhaps there's some solace to be found in the fact that *I'm* still struggling to make my games intuitive. After all, the bonus spool that took you 10 minutes or so to collect was supposed to be a simple puzzle... I sure messed that one up! Anyway, at this point I'm just rambling. I recorded a video of myself playing the game, and I hope this provides as much feedback as possible. Cheers, and good luck with the next one! https://www.youtube.com/watch?v=BtNucshleDs
Oct 20 16:05:03 21h 53m YOOBD ♥ 1 I really enjoyed the core gameplay loop of "collect thing, spawn enemies, after enough you get an upgrade" but what this game really needs is enemy diversity! After about 5 upgrades, I got bored and tried to do a pacifist run, because I thought that would be more interesting. Speaking of, this game is absurdly easy if you just take out all the enemies before collecting the gem. What if there was some risk/reward where touching the gem without clearing the enemies would give you higher-tier-upgrades at the "shop"? Anyway, this is a really solid base, and if you choose to expand it, there's potential. Great work.
Oct 20 16:12:58 7m 55s Panic Defense ♥ 0 I love how the game teaches you the movement mechanics on the menu screen. Absolutely brilliant. What this game really needs is to display your current score and personal best somewhere on screen while playing the game. It would be nice to see how close I am to beating my record while the game is reaching the hectic panic of the walls closing in. Great work!
Oct 20 16:25:09 12m 11s Cold space ♥ 0 I was able to room-destroy 4 rooms trapping myself in (and the monsters out) which I'll count as a victory. I wish there was some sound effects or music though. Perhaps a bomb exploding sound, or a monster growling to warn you they are near. It's a pretty bad feeling to have a run going and you jump to the platform above you and instantly collide with a monster you couldn't have known was there. Cool concept though, with the bombs and destroying rooms.
Oct 20 16:53:07 27m 58s Riveting ♥ 1 There's something extra fun about abusing an optimization problem: Optimal.gif cool game! The leaderboards don't seem to be working, which is a shame. I have a good hunch I'm near the top on level 1.
Oct 20 21:01:56 4h 08m LIGHTDANCER ♥ 2 Ooh, a top-down souls like. I love the way the arrow is your main source of light. Very cool take on the theme, and the boss fight was a very cool twist. The art is a perfect blend of creepy and readable (though I did get lost quite a bit on the section where the trail ends) Solid work all around!
Oct 20 21:17:00 15m 04s Clearing space ♥ 0 These puzzles were way trickier than I thought they would be! I love the story the game tells with the names of the levels (and the solution for the last level draws a smiley face!) I wish there was some sound effects, like a chunky thud when clearing a tile, or a little bonk or bloop when moving a flower. maybe a sploosh when the flower gets potted. Great puzzles, and well done!
Oct 20 21:37:53 20m 53s A Parking Story ♥ 1 Good take on the theme! Some of the levels were a bit too difficult if you ask me. There's one level that everyone seems to be posting screenshots of, the night time one with the very tight window. I'm being a bit dramatic here, but the only way that level is possible is if you add a few bandages on the corners of the cars. I don't think this game was going for "rage inducing" but I'm usually very calm and some of those levels got to me. **Edit:** some additional notes about difficulty: by the time I reached the final levels, I stopped trying. I basically just bonked to corners intentionally to make the rest of the level easier. Anyway, the graphics set a really nice mood, and I love the limited use of color. The level complete jingle is a bit silly at first, but I think after the rage inducing parts, it lot it's charm. Like a sarcastic "woo, i did it." Overall it was an interesting game. I think the difficulty could be balanced a bit more. The final 2 levels (the 2nd to last one especially) felt entirely free, but not in a "victory lap" way. I think it's perfectly fine to have the last level free, then it goes to the final screen, but the one before it also being super easy is a weird choice if you ask me. Anyway, cool game!