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Noobman64

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TimestampSince previousGameNoobman64's comment
Oct 6 22:37:54 Snake Tale ♥ 1 A nice twist on the snake mechanics. If I had to point at something to change I'd adding more feedback for the poison. When the snake runs into a wall, the player gets some screen shake and sound effect. When the snake tries to eat his tail, the player can see the anger cloud above the snake's head. However when the player eats the poison it's not immediately obvious what has happened, the same way it is with the other examples. Good work on the art too. I found both the audio and the visuals to be clean and charming🐁.
Oct 6 22:59:36 21m 42s Cupcake Collector ♥ 2 Yum Cup cake <3 . Shame one of your team members had to leave early but it looks like you were able to make the best of a sticky situation and make a sweet game! Godot is a fickle lady (as I guess all engines are). I dropped out of my last compo because I got dependency errors and Godot refused to acknowledge any of my main scenes on the last day. I don't know how it turned out for you guys, but in my case it was my own fault. It turns out if you use @export to pick packed scenes in editor and switch between them a lot in code, Godot doesn't like it. I learned how to work around it but by that point I'd had to remake the whole game in a day. Anyway what lovely game, I hope you guys are back at the next jam with something even more delicious!
Oct 6 23:24:47 25m 11s Rollslop ♥ 1 Very intuitive and Good use of the theme. I had fun! I can't tell if this is a bug, feature, or something I hallucinated, but I think I died once and after the game over screen came up, the momentum of enemies hitting my body pushed me into a heart and the game went back to normal game-play 🤣
Oct 6 23:43:53 19m 06s Notebook Flight ♥ 1 Neat game specially for 48 hours. Initially I was confused but it clicked pretty quickly after a few tries. At the start of the game, Some kind of thematically appropriate indicator (like dotted lines) for where the ship was going would probably make it easier for players to pick up what was happening. On the other hand, letting the player trial and error their way is an element of exploration too, so I can see it both ways
Oct 7 00:54:41 1h 10m Dragon Hoard ♥ 1 Congrats on making the compo deadline! Instantly fun and intuitive. As soon as the first bit of gold gets stolen players will feel that " PUT IT BACK! >:C" energy that gets them hooked. As others have stated, the horde rolling around is a great touch since it leads to desperate attempts at putting things back together.It started to feel like they were my eggs and I needed to put them back in the nest. This is elegant!
Oct 7 02:03:44 1h 09m The Soul Collector ♥ 3 Both our games are about collecting souls, but you guys made a gorgeous cozy game about helping lost souls, while mine is just a top-down one about murder 🤣. Excellent work on the atmosphere. The combination of the art style, particle effects, and sounds really made it a nice experience
Oct 7 22:27:41 20h 23m The Collector’s Due ♥ 3 A very polished experience, it felt like a slice out of a full game! As everyone else has already mentioned the Art team really knocked it out of the park with this one. Both the visuals and the music set up the atmosphere perfectly. well done
Oct 8 04:21:54 5h 54m What We Carry ♥ 0 Having inventory management be the main gameplay loop was a cool concept. How did I do? :) Screenshot 2025-10-07 231536.png
Oct 8 22:32:12 18h 10m Video Store Blitz ♥ 1 I don't think I've played anything quite like it before and it all works well together. For some reason it made me feel like I was in a Red Letter Media video too which is a plus. On one of the levels I ended up with no shelves (only the empty wooden one) to pick from and had to wait out the timer. I wasn't sure if it was a commentary on the state of video rentals in the early 2000s, but that's my head canon now. Big mood! Great concept and Very cozy. 👍
Oct 8 22:55:35 23m 23s 1 of 8,031,810,176 ♥ 2 What a great game! I suppose the moral might be not to waste ones life and loose sight of what is important in life, but my man died doing what he loved. "One must imagine Sisyphus happy" 🏆
Oct 10 00:47:50 25h 52m Quit Stalin ♥ 2 Very neat concept and I like it! Since I found your game thought provoking, I'm going to write a long comment. This is not because I think I know what I am talking about, but because I think one of the reasons we all do LudumDare is to share our Ideas. My comments are also based on the assumption that you want to develop this idea to a longer experience. Anyway here are my rambling thoughts in case you are interested: I don't know how this compares with your other game ("Healing Hitler"'s link Doesn't load for me) but it's clear to me that you are interested in the psychology of history, and the history of psychology. Your basic game play concept is solid as well. It is essentially a visual novel with some luck based outcomes as well as the normal node based conversations. If I had thought of this concept, I would be tempted to experiment with 2 categories of items Presentation: The models sitting in the therapy room are impressive and realistic, but since we are talking about a video game, we are not limited to reality. In addition to the therapy room, its possible to have surreal representations of thoughts somewhere on screen, maybe Stalin can have a flashback to his drunken dad giving him a beating, or maybe we could see some period photos or artwork relevant to the dialog. We could go the other way as well, stripping away the room and just leaving the chairs and the two characters present. There are many creative choices to make. Just staying in the therapy room with two models is a valid one, but I would just want to examine some of the other concepts before saying they don't fit in. Another presentation item is informing the player. I like history and I know what a kulak was, but you can't assume all players will. This doesn't mean you can't teach them. For example having some kind of encyclopedia where the player can click on a word to learn about it is one way to help the players learn about history and psychology. I think the players will like learning and also enjoy the game more when they have learned more. Then again, maybe I'm just a nerd because I remember reading all of the civilopedia entries as a kid while playing Sid Meier's civilization 3. Mechanics: Visual novel players will happily sit for hours and read through dialogue, but other engaging elements could add something to the game. Of course QTE are a simple way to add engagement for players, but they tend to get annoying fast so you would need a lot of variety. Trackers and resources are another way of adding engagement. It looks like currently, paranoia should always come down and trust should always go up. That's good but imagine another variable that you needed to keep between two values. Whether it got too high or too low, it would create tension. The player will see this and try and steer the conversation back to where they want it to be. My last item is RPG elements. Over the course of many therapy sessions maybe your character can become better at certain things, for example an increased chance for Freudian school options, or a penalty to other schools. That's just an example. The point is having mechanical touch-points for the role playing, whatever form that may take. I think RPG elements are kind of the interface between the character and the player. Anyway the TLDR is that I think You and your partner did a great job for the jam, and I think there are a lot of directions it could go in if you wanted to expand on it
Oct 10 20:43:20 19h 55m Sherd ♥ 1 This is a very cozy game with cute art. I also like the little sway animation. IMO little details like that add character and life to the game! (I wrote a comment earlier but can't see it now so I'll try writing it again. If you see two copies that's why, sorry 😅)
Oct 10 21:18:36 35m 16s Fume: The PC Gaming Simulator ♥ 1 I'm not a good bargain hunter, I wasn't able to purchase 3 of the games with only a few cents left. It was a little freaky seeing my username. I assume you know my bank account number and mother's maiden name now X__X. Very neat concept. You emulated the store well and I liked the parodies. As a player I was confused at a few different times. For example, I played the game 3 times before I saw the ending screen. On one hand I wish there was more hinting the player to what was supposed to happen, On the other hand I understand that doing so would go against the design and aesthetic choices you were going for, so I don't know what I would do in your shoes. Either way you have made a fun and creative game. well done! Just for laughs I'm going to answer your question with "Tomato". Technically you can't disqualify it as an answer 😜
Oct 11 04:43:13 7h 24m Gemwright ♥ 1 Wow you knocked it out of the park with this one! I'm going to get my bragging rights in before I get Buried in the scoreboard I got #2 not that far from the number 1 spot ( @melektaus well played sir) Screenshot 2025-10-10 232234.png I think you are really good at having the player do "exploration" but in mechanics and systems, instead of spaces. I remember the last game I played from you (Dwarf) also had a very similar vibe with trying to balance somewhat abstract resources/concepts (my head canon is that the two games are in the same universe!). I think this is a very innovative and smart approch. I might have found a bug but I'm not sure. I tried to really push the quality to see what would happen past grade 5 and I got this. It may have been just trying to tell me that I overcooked my egg, but it was a little jarring to see Screenshot 2025-10-10 231654.png I really like the satisfying interface too. The pixel art is clean and together with the sound effects, they really make clicking the various buttons enjoyable. While my monkey brain was trying to do math, my lizard brain was going "no think. I want press button! >:C". All in all a great experience!
Oct 14 00:04:56 67h 21m Echoes of Vorrune ♥ 1 I wasn't smart enough to get past the level marked "Omen", but I enjoyed my time while playing! The siren sound effect and abstract art made the game feel kind of spooky and post apocalyptic for me. The initial on-boarding is not very intuitive but once I got past the first level and learned what to do, I was able to complete several levels fairly quickly. I'm sorry that you had to give up on the story and collection aspect, but I think your main game play loop is solid. Congrats!
Oct 14 00:17:10 12m 14s Serial Cleaner ♥ 1 The client gave me an F, but its ok. I drank like 50 cups of their coffee so we are even!😈
Oct 16 02:30:46 50h 13m Fruits? ♥ 1 Sorry I collected so many fruits that It broke itch.io . Im just that productive, and I have objective evidence for that fact now. Long live the queen, and her reasonable taxation system¯\_(ツ)_/¯ Screenshot 2025-10-15 212816.png Really good game! I like the juggling/bouncing system where you can use the edges of the basket to keep objects in play. When I saw Vikfx's comment, it reminded me of the Nintendo game and watch too! There was one with folks jumping out of a burning building and you had to move a trampoline to make them bounce to safety. Its transformed into a nice risk/reward mechanic in your game and adds a little extra depth and interactivity to the game than it would otherwise have. The art is clean and clear as well. I don't know if it is intentional but it gave me a steampunk or Fantasy-Victorian vibe. Music and some kind of an end screen would have been nice but there is never enough time for everything with the tight deadlines so it's understandable that you decided to focus on the other stuff. Great work over all!
Oct 17 23:49:55 45h 19m Human Coin Chicken Flower ♥ 3 Very nice game! I found it strangely evocative, so I'll include some more detailed items below. Don't take them too seriously, I'm just writing down my thoughts in case you find them entertaining or interesting 😅 I got 3 outcomes the king winning, the high priest winning, and greed ruining things for everyone. I like it when games have multiple endings, even when there is only one "winning" outcome. It at least gives an illusion of narrative interactivity and player agency. I think the main trading game is very engaging, giving players an intuitive risk/reward dilemma. However, to play the game "optimally", the player has to spend 90% of the time looking at the enemy hand. I'm not sure there is a way to "solve" this, or if it is even a problem at all. It just reminds me of some MMO experiences where instead of looking at all the characters etc, players stare at their cool-down timers. Potentially controversial, but I think your use of randomness was the right choice, and very clever. In a commercially released game, players can expect a more sophisticated AI, with complex algorithms etc. In a game jam where we have ~48 hours, using "smoke and mirrors" tactics is the right choice IMO. Even though the AI choices seem to be random, my brain kept assigning meaning to the moves like "this king really likes his chickens" or "he is bluffing!" Something else that I like about your game is the narrative design. Even though the game doesn't have a "story", there is narrative and drama delivered by the setup and gameplay. There are also the right kinds of blank spaces there for the player to fill with their own imagination. I think a lot of good fiction tends to leave room for mystery and fan speculation. The tricky part is knowing what to leave out without making the audience feel frustrated. In the context of your game, I'm imagining cosmic horrors and supernatural forces secretly fighting over the world. This may or may not be what you had in mind as the author, but that usually doesn't matter in the few minutes players get to interact with a game here. TLDR: Cool game, I liked it! 👍