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Dis0rder

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TimestampSince previousGameDis0rder's comment
Apr 29 00:04:45 signOS ♥ 1 At the moment my foggy brain isn't in a capable enough state to crack the harder puzzles... In fact I only finished the first one... But I really like the concept! šŸ¤– ā¬…ļø ā¬†ļø āž”ļø šŸŽ‡ There's a lot of potential here. It's fun to imagine autonomous robot-NPC's roaming about and sending procedural signals that could mess up the player character. --- The system reminded me of an [old programmable toy-car](https://tinyurl.com/Silverlit-Programmable-Car) I had as a kid. I couldn't remember the brand-name or anything, but after a little detective work I managed to look it up. It seems that there's still a handful of them [for sale](https://www.ebay.com/itm/277909761100) in web-auctions. I begged my parents to order the [black one](https://thumbs.worthpoint.com/zoom/images4/1/0611/07/turbo-32-sl-endless-programmable_1_540d4b54ac8deb3eb46cb049f6e29a05.jpg) from some magazine back in the day, but can't remember whatever happened to it. Had almost forgotten about it! I didn't find it as fun to play with as one would imagine, but the programmable trail-system stuck in my head as an interesting concept. If you want to dive into the rabbit hole, here's a 20+ year old [capture](https://web.archive.org/web/20050305122539/http://www.silverlit.com/aboutus.htm) of the manufacturer's website. The archive actually goes all the way back into 1999. --- Apparently they're still pushing up similar stuff to this day, contributing to global waste as the landfills keep expanding forevermore until the final reckoning of our modern way of life! (...way to end my story on a positive note, huh?) Hope you didn't mind my little reminiscing! Keep on jamming!
May 2 16:33:15 88h 28m Robo Phone Home ♥ 2 Nice work! Clever usage of the mechanic in a way that compliments the theme quite well. I've seen a similar laser/mirror -thingamajig many times both in LD and elsewhere, but you gave it a unique spin. I was convinced that I managed to softlock myself at one point but managed to wiggle out just barely. The objects were placed in such a way that it was quite difficult to align the beam correctly (or it may have just been a skill-issue!) . The robot was looping upwards and downwards. A yellow **X** marks the spot. Robosignal.png --- I think that the hitboxes of the player and/or obstacles could probably use a little tweaking around the edges. Currently I find it a bit too pixel-perfect to slide through tight crevices. Gotta love the little dudes roaming around! It would be fun if you could mess around with them too using the beams. --- The music was on point with the atmosphere but I found the loop somewhat short/repetitive. I liked the fact that when transmitting a signal the sound effect was randomized/different every time. --- I appreciate you've provided the source! I've been using **Clickteam Fusion** as my main engine for nearly decades, but recently I've been planning to get myself familiar with **Godot.** I _might_ take a closer look at the inner workings of your project at some point! Your game is very well put-together, so I'm pretty sure I'd learn something. šŸ•¹ šŸ“š āš™ļø --- Keep on jamming!
May 2 22:16:13 5h 42m RESCUE ♥ 1 Good work! The atmosphere and presentation is very moody and the game-play feels fun and polished. The "threat"-indicators of enemies were a bit confusing at first, but once I realized how they work I found them well put together. At first I thought they'd be movement indicators/boundaries similar to Fire Emblem. I like the way how the flashing-rate increases relative to the approaching attack. It made some of the enemies feel quite menacing. The lore was quite vague and minimal which probably elevated the mysterious undertone of the experience. Untitled.png Keep on jamming!
May 2 23:54:09 1h 37m Smoke Signals ♥ 1 # 🌿 🚬 šŸ”„ 🚪 šŸ‘¤ 🚭 šŸ˜‡
May 3 01:14:12 1h 20m Moon Moth ♥ 2 This was a nice and unique experience! I managed to trigger two regular dreams and the "secret dream". Technically the game felt quite polished and well-thought out in comparison to some similar _stream of conciousness_ / "art-games" I've come across (or made myself for that matter!). --- I like that the zany recorder -sfx played whenever transitioning to a different scene. And funnily enough: I _actually considered using a recorder myself_ to make the audio in this jam! But since the theme turned out the way it did I decided to jump deep into the world of digital audio synthesis instead of using real instruments. Being an amateur musician I've occasionally fooled around with the "standard" [soprano recorders](https://en.wikipedia.org/wiki/Soprano_recorder). And it just occurred to me that I have indeed used one back in **LD49** to play a short ambience that I aligned with a piano-loop. Was both pleased and surprised how eerie of an effect it produced with some additional reverb and delay. A few years ago I managed to find an [alto recorder](https://en.wikipedia.org/wiki/Alto_recorder) at a thrift-store among the "regular ones". I find that its slightly lower scale **(F⁓ instead of C⁵)** is more pleasant than the potentially ear-piercing shrieks they made us produce back in elementary school. Many wouldn't believe how versatile of an instrument the recorder can be despite its bad reputation! --- Keep on jamming! šŸŽ¼ šŸŽ¶
May 3 09:50:38 8h 36m Blacksmith's Apprentice ♥ 2 --- anvil.png # šŸ”„ šŸ’„ šŸ”Ø ---
May 3 20:33:50 10h 43m Diamond Synth ♥ 2 Nice work! šŸŽ¹ šŸ“¶ I'm a piano/synth guy myself, so gotta love your little creation. I also _kind of_ made a strange synthesizer-like _thing_ for the COMPO myself! Although it wasn't possible to generate raw wave-forms in **Clickteam Fusion,** I could rig different dynamic variables to the audio Hz-frequency of the samples I had constantly looping in the background. My experiments yielded some quite unexpected results! šŸ“” --- Been getting myself familiar with **Godot** documentation recently. It seems it's quite capable in the audio department. I presume you used [AudioStreamGenerator](https://docs.godotengine.org/en/4.4/classes/class_audiostreamgenerator.html) in your project? Apparently implementing [MIDI-input](https://docs.godotengine.org/en/stable/classes/class_inputeventmidi.html) would be fairly straightforward too. It's impossible to send output signals unfortunately. But can't have it all I guess... *[**EDIT:** I just noticed you've already implemented MIDI-input, duh!]* --- But yeah. Keep on jamming! šŸ•¹ šŸŽ¼ šŸŽµ
May 4 17:06:54 20h 33m Misplaced ♥ 1 Nice work! The light/signal-effect is quite cool. Recently I've been meaning to get myself familiar with Godot. I'd be intrigued to take a peek at your source later in the future to see how all the magic happens! --- The music has a "demoscene"-vibe to it. I think it may have been produced by **SID** emulation or samples? --- I found some of the character's _meta-monologue_ a bit irritating, but it might be because I'm stuck-up and have no sense of humour! The dude kept reading the text over and over again until I had placed the three crystals. After that it just kept looping. yaddayadda.png Did I encounter a bug or was that supposed to happen? I've seen people mentioning a "limbo", but it felt more like a softlock to me. Perhaps the text-routine went haywire or something? Either way, I had a fun time! --- Keep on jamming! šŸ“¶
May 4 22:51:58 5h 45m Schick ♥ 0 I played until Level 11 - I might return to finish the rest later. Great fun with lots of different mechanics! The way you could send yourself as a signal through the red wires was technically very similar to an idea I had in my mind for an exploration game way back in LD50. Conceptually it would've involved electrical impulses in the nervous system but it was left unimplemented. The short _blues-y_ BGM-loop will not probably leave my head probably in a while... Your creation left me very inspired! Great work!
May 5 01:36:25 2h 44m Jim's Quest for Birthday present ♥ 2 A jolly little beach-combing simulator. šŸ– The kid vaguely reminded me of Waldo. šŸ‘“ Luckily he ain't wearing a red striped shirt and his chin is in reasonable proportions! --- The graphical style is very well thought out and polished. Although, the way how you dig around and otherwise interact with the environment could benefit from some additional feedback to give it a more "organic" feel or something... Can't really articulate what I exactly mean by that, or if such a thing is even feasible with this certain graphical style. But yeah, don't worry about my incoherent ramblings and nitpicking! Keep on jamming!
May 5 08:19:17 6h 42m Revenant Pattern ♥ 0 It was quite fun and the concept of signals was well implemented. score.png Ironically I found it easier and more fun to play with the **Ludicrous** speed. It may be just my ADHD-brain, but for me it was less tedious to pinpoint the location of the coordinates when I had multiple scan-line blips bursting in short intervals. It required better reaction-time, but at the same time made focusing easier. Keep on jamming!
May 5 21:14:02 12h 54m What's that signal? ♥ 1 Great work! This is quite an innovative concept. There's definitely a whole lot of different ways you could expand and/or improve upon both the texture-aesthetic and audio-mechanic. In my opinion this entry showcases how unique and novel ideas are usually quite simple and easy to grasp in strictly technical terms. But all the while perhaps true creativity lies in the ways those ideas are put in use in order to achieve something profound with artistic merit. One of my personal favorites I've come across this Ludum Dare! Keep on jammig!
May 6 16:06:04 18h 52m GAME OVER: Earth ♥ 1 nukes.png --- It's quite a fun game to play. The difficulty seems to ramp up nicely. I was using my arsenal too sparingly and they took me by surprise. It's certainly a good foundation for a game. It would be interesting if the city layout would be generated differently each time. Or perhaps you could assemble your own infrastructure from a selection of different modules? Different enemies/threats would also be a fun thing to imagine. --- Your game reminded me of two different pieces of media. I'll be dropping them here for general interest and for anyone who feels an innate desire to wallow in uncomfortable doomsday-scenarios. ā˜¢ļø **[NUKEMAP](https://en.wikipedia.org/wiki/Nukemap) by Alex Wellerstein** **[1945–1998](https://tinyurl.com/1945-to-1998-timelapse) by Isao Hashimoto** --- Keep on jamming!
May 11 21:39:10 125h 33m GigaHurtz ♥ 0 I had fun with this one! I find your games interesting especially in the technical side. Don't have much to add to the criticism @python-b5 voiced earlier regarding the controls. I shared a similar experience of frustration and nearly gave up in the last level. But after countless repeats my brain somehow calibrated to the floatiness/jankiness and I ended up playing the game through a second time with relative ease! I find that there's something **very 90's DOS -like spirit** in the feel of the controls. It might make players with _modern expectations and standards_ lose their sh... ...hoes! wifi1.png --- I was happy to find out the same **DEBUG-key (+)** worked as in your last game (apart from invincibility!). I noted that the hidden indicators of the "signal-tether" sometimes changed to a minus-symbol. Was intrigued and checked your dev-video which explained the inner workings of the mechanic. wifi2.png The signal deterioration is a neat concept and not actually much unlike something I had pondered myself once. Although not very well utilized in this particular iteration, there's surely some potential there. For example it would be interesting if different types of tiles would have varied material and/or density-values which in turn would affect the signal's reach or behavior. --- If you'll ever add sound effects to the project, I think it would be a fun addition if the signal's strength would be indicated by an (toggleable?) audio-feedback. šŸ”ˆ šŸ“¶ The BGM was a good composition and I liked the lengthy progression. One relatively easy trick to improve the track would be to add slight decay and perhaps a very minimal reverb here and there. It might benefit some of the "busier" parts that feel a little too overwhelming. But that might also be just a matter of personal taste! šŸŽµ Unfortunately the music doesn't loop, so I had to put something completely different to the background when it stopped. Of all the music in the world, this time I ended up going with this [obscurity.](https://www.revengeofthesunfish.com/Foranimal.html) --- Keep on jamming!