indigowolf 2026-04-20 14:27
Nice entry, the obstacle on the bottom section remind me of Undertale a little. Biggest improvement would be to have the Signal Sheet visible somewhere at all time. Great job though.
Foon → Ludum Dare Explorer → LD59 → Remote Mars Raider
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 163 | 3.37 | 22 | |
| Fun | 224 | 2.90 | 22 | |
| Innovation | 51 | 3.82 | 22 | |
| Theme | 148 | 3.67 | 22 | |
| Graphics | 137 | 3.52 | 22 | |
| Humor | 133 | 2.60 | 22 | |
| Mood | 218 | 3.02 | 22 |
Nice entry, the obstacle on the bottom section remind me of Undertale a little. Biggest improvement would be to have the Signal Sheet visible somewhere at all time. Great job though.
This is a really cool game jam idea, might need to change it up if I was going to play for longer though, or make the person at the bottom run faster :)
Nice concept. I was one of the guys who forgot the control to open the codebook right at the beginning of the training room 8)
Really neat concept. Was already unique at level 1, but needing to dodge things on the next level added some interesting gameplay. Running to enter the codes does get tedious eventually though. Great game jam entry, as a full game something would need to change to keep me drawn in for longer.
I like the challenge of managing both Dave and "you" simultaneously. That being said, actually moving Dave is a bit clunky and cumbersome. Even after memorizing the commands, it's hard to gauge if I need a mighty leap, or if the default jump will get me to where I'm trying to go. I think the long hallways could benefit from a "rerun most recent command" button.
Check it out! You just won the **World's Hardest Dance-Dance-Revolution** award!
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Here's my recorded gameplay:
https://www.youtube.com/watch?v=whFLG9dPWBw
I managed to beat this, but I fear a lot of people won't really have the patience for it.
I feel like the codes for "leap right" and "hop right" should have been swapped to mirror how "move right long" and "move right short" worked. The fact they were different hurt my ability to memorize them a bit. The game would also be a lot better with some sound effects (a tool like sfxr can help you make some basic ones in a few seconds).
Interesting idea! I got stuck after a couple levels (the top guy wouldn't move) but had fun regardless! Great compo entry :smile:
The game looks nice and plays well! The only thing that annoyed me was the repeated accidental clicks, it would be nice to activate the space buttons on the keyboard so as not to accidentally press the button. I liked the game.
I really enjoyed this game! It took me about 39 minutes to beat, but I was playing it \*very\* safe. I had no idea what the punishment for dying was, and I wasn't about to find out! By the end, I had health kits stockpiled all over the screen. Y'know, just in case...?
Upon replaying the first section, it seems like there are hidden checkpoints scattered throughout the game. I feel like if I knew about these checkpoints, I would've played a lot more fast and loose. I think, in general, this game would benefit from being structured like multiple short levels instead of one long level. Would be a good opportunity to gradually increase the difficulty of the saw obstacles as well! Or just mix things up.
Overall though, I really like the concept of inputting commands via a top-down action game. Deciding whether I should be using a jump or a leap while dodging moving saw blades and trying to commit several different codes to memory felt I was activating every deep, dark corner of my brain at once. Love how the chalky brushstrokes of the play area are juxtaposed with the noise and chromatic aberration of the Martian pixel art. It's a great assortment of aesthetics.
Wish there was sound, but I get it. Compo moment. I'm still really impressed with the amount of gameplay you were able to get done. Great job, Abi!
Nice entry!
I really liked how you learned the patterns over time and got better at the movement; it definitely started out very slow and clunky, with me consulting the codes very frequently and messing up a lot, but over time you develop mastery and memorize the codes and it goes a lot smoother as the levels increase in complexity.
My only complaint with the control scheme: there was clearly a very well thought out system for the movement, and it is very consistent for the most part. However, all of the "big" versions of the commands use all three buttons, except jump right! That one tripped me up for a bit until I got used to it, but for the jumps I had to continue consulting the instructions longer than the other commands before I got the hang of it.
Nice work, I would have liked a short "you win" screen after encountering >!the alien friend!< but I also get that compo has very limited time and you have to scope down very aggressively.
There was some tough competition this year, but I'm pleased to announce you've won the **Least Soflockable Pushable Statues** award. Congratulations!
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I finished it and met the :alien:
That last level is maybe a tad too long? :laughing: Nevertheless, it's impressive how well it actually works. Having the hop/leap variants of the jump is crucial and it's interesting how having these variation is also what causes the moveset to be just too much to remember everything (at least for me). Near the end there were a few times I thought I remembered it but then messed up, only to realize I should have checked the movelist one more time. Having finished it I'm glad I made it through it, great compo entry, congrats!
This was a really cool entry. I liked how you were playing two games at once. My memory isn't so great for patterns as it turns out. I was opening the codebook all the time, I get that it is supposed to push you to remember the mars level and the code but it was extra difficult for me. I have to admit I took a screen shot of the codes and kept it on my other monitor lol. Thanks for a fun and difficult game
Interesting game! Nice that it's a toggle button press to bring up the code book, because I definitely needed it. I wish the buttons were a bit closer to each other, or that the level wasn't as big, because movement was really slow. I wonder if going for two short walks is faster than taking one long walk. Anyway, it's a cool idea, and I like the extra challenge of the circular saws. Great job!
Really unique take on the theme, and I love the art style. I was worried it would feel tedious at first to control Dave indirectly, but it felt extra satisfying once I started to memorize the patterns instead of panic-checking the code book while dodging blades! I would've liked a way to cancel just the last shape instead of the whole code because I kept walking back over the same button after pressing it and having to start over, but that may just be a skill issue on my part.
This was a really good one, wow! I've never seen a game just like this, the idea is really unique and executed nicely. I do feel like it could be fun (maybe for an adhd like me) to be able to do this stuff a bit faster, as this took quite a bit of time to play while avoiding the buzzsaws. Maybe if the levels were shorter and the buzzsaw area would change every once in a while? Just some thoughts. Ahh and this game really screams for a nice music and sfx, it would elevate the game a whole bunch. But still, this is a super nice entry and an innovative idea which is super cool to see, so good job on this one, ESPECIALLY FOR COMPO WOW! (Only now checked that it was compo, well done m8!)
So, i started the game, saw that chill first lvl, and was like "cool, i can chill". Now you can imagine my eyes when i saw saw blades zipping all around me. xD Very nice game and cool idea.
Also i don't know was it my browser malfunction, or there was no sound in game. Would be nice to have a bit of music. But again. Very nice game!
Cool entry! I was finding the controls a little frustrating so I ended up watching 100th_Coin's playthrough to see the rest of the game. Most of the gameplay/control comments and recommendations I would mention have already been written by other commenters, so I'm going to focus on the other stuff.
I really like the mix of art styles/aesthetic. The classic-style pixel art displayed on the noise-y screen helps sell that it's a different location being broadcast, and I like the textured lines of the surrounding environment. Giving plenty of healthpacks was a good choice, and keeping the danger level relatively low on the bottom was a good call.
If you were to explore this concept further, I think having moments where actions on the top screen introduce distractions, hazards, benefits on the bottom screen could have been cool! Like, a "projector" that kept the codes on-screen, or finding new codes which allow new movements. But, this is still very well done for a compo entry. Nice work!
A very clever little entry! I just realised you and I did very similar and yet very different entries in a way, but you had the clever idea of adding an obstacle to the inputs. That definitely makes the second to second feel compelling and I thought it was a great idea, I just didn't love it as much when I had to do some awkward platforming, or when I moved off a platform pushing a block and it didn't follow me! Some audio would have been lovely, but I know you know that. The only thing that really impeded me was that I'd frequently get double inputsh appen, particularly on the square.
But the game's premise is lovely, the idea and the presentation is very solid. I think the obstacles were just the right amount of intensity to avoid whilst leaving some mental room to think of your instuctions, and whilst I didn't get usper far I did start to memorise all the commands I needed. Well done!
Oh, one last thing! Sadly it didn't work quite right for me on firefox. I spent a while figuring out why commands iddn't work only to check out 100th coin's video and realised none of hte walls loaded for me! Chrome worked just fine.
At first I wonder why different buttons are so far away from each others, an suddenly I figure it out in level 2. Good job! The idea is simple but the game is very solid. I try to die fast and I find we have some save point, that's nice.