Foon → Ludum Dare Explorer → Users → 0x0961h
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | n 0 m i n a l | jam | 301 | 3.75 | 3.35 | 2.93 | 3.81 | 3.65 | 3.81 | 3.65 | 3.93 | ||
| 2025 | 58 | Collector | deck of doom | jam | 299 | 3.63 | 3.71 | 4.13 | 3.73 | 3.08 | 3.21 | ||||
| 2024 | 56 | Tiny Creatures | theSWARM_ | jam | 189 | 3.93 | 3.80 | 3.41 | 2.90 | 3.93 | 3.66 | ||||
| 2024 | 55 | Summoning | theGRIMOIRE_ | jam | 48 | 4.24 | 4.03 | 4.24 | 4.21 | 4.30 | |||||
| 2015 | 33 | You are the Monster | Project MONSTER | compo | 85 | 3.79 | 3.52 | 3.34 | 2.59 | 3.86 | 4.03 | 2.92 | 3.58 | 52 | |
| 2015 | 32 | An Unconventional Weapon | (mental)fairy | compo | 658 | 3.06 | 2.80 | 2.39 | 2.50 | 3.55 | 3.12 | 2.95 | 100 | ||
| 2014 | 30 | Connected Worlds | NECLiD | compo | 80 | 3.82 | 3.42 | 3.55 | 3.88 | 4.10 | 3.57 | 2.50 | 3.58 | 100 | |
| 2013 | 28 | You Only Get One | parallelsync | compo | 261 | 3.30 | 2.85 | 3.80 | 2.68 | 3.27 | 2.67 | 1.96 | 2.94 | 100 |
Aw, so cute. :3
Thank you all for all your comments. I really appreciate it, thank you again. :)
@GravityScore Exactly. It has some sort of potential, now I see it. :)
@PaulRdi Oh yeah, silly me, I forgot to turn the volume up when I tested sound. Please, tell your ears that I'm sorry. :D
@Fadobo It's all about generator. One time it creates a challenging level and next time you get a flat wtf-level with non-sense wtf-blocks'n'switches. Adding a great generator to make all levels challenging and riddle-y required additional hours which I didn't have to my pity. :c
@Flyinpig5 Well, who knows, maybe I'll be able to make something out of it. :)
@timtipgames Oh, the sound in HTML5-version (and a version itself) was a big pain in the a♥♥ for me. At first, it refuses to play sounds, after that -- refuses to loop them. Well, it seems I didn't solve _all_ the problems with it... -_-
Yeah, it just a bug. I tried to kill as many bugs as I could, but I guess some are still alive. My friend-tester, for example, keeps falling through the level. :)
Well... tbh, one day it WAS my idea for the game, but I had absolutely NO ideas what to do with it next. Seeing you, guys, playing it and telling me that it's quite interesting... well, it gives motivation, maybe I should look on it again and maybe evolve it into something I can (well, who knows?) put on Greenlight and not being kicked out with whistles and flying tomatoes. :D
@Kotucz Oh, I wish it be very super-puzzle-ish, very smart and everything, but I was v-v-very ill, I've lost a lo-o-ot of time getting well, so I tried v-v-very hard to make something, that totally worth playing and absolutely worth spending time on without great regret after it. :)
@Parasyte Oh my... 403 from Google Drive... *sigh* Like I had no other problems with web-version, thanks Google... -_-
Reuploaded game to itch.io, everything should be fine now.
Thank you everyone. You are so awesome. :D
@Photon: Sure thing. :)
@dudsen: Ahhh, it's totally not your fault, I just forgot to mention about it in the tutorial. :D
@Before Light: Nope, just coloured level. :)
@X-0r Yeah, generator should be more awesome, but ended up being this simple. But it generates interesting levels, I swear! :D
@cappelnord Either he falls down when the block disappear because of timestamps thing or you've met a bug. :)
@turnA Thank you. Glad to hear about art, 'cause it always was a very painful part of gamedev for me. :)
Thank you every one again! :)
@goerp I'll see if I can manage to make a great generator, I'll make something like "Endless" mode. But I think I'll have to make levels first anyway. :)
Music was made in the last hour before submission, so I'm glad even if it's "okay". :)
Oh yeah, I knew about this bug, it's just "last time bug". Didn't manage to fix it. :c
Thanks for the feedback. :)
Very stylistic graphics and interesting mechanic. Though, technical part is need to be imporved. But anyway, good job! :)
At first I was like "Okay, I suffocated :c", but then I was like "fishbowl engage!" :D
Great work, pretty graphics and absolutely YOGO-gameplay. :)
Very meditative, very deep, and music is a perfect match for graphics! :)
Rhymes are great and this mechanic... Perfect! Make it a big game, please? ^.^
Love the style, very clean, very minimalistic. And the core mechanic is great. You should make a full game from it, it'll be interesting. :)
I lol'd so hard. :D
I like it. Very simple and fun. :)
Great job!
Glad to see, that you did the FPS, just like we talked a week ago. :D
Looks great, very interesting gameplay, maybe because I just LOVE roguelikes with permadeath, so 3D-roguelike is great by default. :)
Graphics, music, gameplay... everything is flawless! :)
Such an awesome concept! And aesthetics gave me strong Luftrausers vibe! Great job!
Amazing visuals. I'm absolutely amazed by footsteps. Details level are oh so high. Great job. :)
I like graphics and "juiceness" of this one. Good job. :)
Such a great social-based concept. Like it. :)
Wow, that looks... pretty strange, yet very awesome. Good job on it! :)
This. Is. Amazing. Core mechanic is simple, but oh my gosh, try to get at least 5 points. Graphics are superb, music is perfect. Stylish and very cool. Great job! :)
P.S. I guess rogueNoodle found himself in making simple and sadistic games: Stasis at first, now Binary System. Can't wait to see your next sadi... game... I meant game... :D
Great use of theme. :)
This is VERY innovative, I'm not kidding. :)
Great job on connecting your worlds. :)
Amazing entry. I love the visuals. Top-level graphics, great job. :)
Very interesting concept. Some stuff requires hardcore time-precision though, but when you got the idea, everything is awesome. Great job. :)
Graphics and juiceness are strong with this one! Good job! :)
Graphics are awesome. Got some weird camera behaviour, but anyway, it was pretty fun exploration game. Good job. :)
WAY TOO LITERAL, 11/10 IGN
For real, I'm still laughing on your theme usage. Great job. :D
Fabulous animation!
Graphics are amazing. Gorgeous entry. :)
Ha! Interesting interpretation of the theme! Reminds me of my "big" project Duality Syndrome, I'm making atm. Good job. :)
O-o-oh, I love minimalistic graphics of this. Good job!
Years of Android lock screen usage trained me for this! :D
Nice concept, I like it. :)
That's some hardcore stuff! I like it. I mean, I really like it. Also the music is pretty awesome. Great job! :)
Interesting usage of theme.
Oh, and the second level reminded me of Frogger. :D
Awesome! I love this concept and this usage of theme! Great job! :D
Oh, that's awesome. Graphics and theme usage are great! Good job! And I'm not even mentioning glides and slides! This game is so full of action. :)
Oh, I like the visual simplicity and I especially adore that hoverbike. Like, for real, it's amazing. :)
Hamster looks very cute. I'd wish "destroying" animation be a little bit faster. But, anyway, mechanic is great, good job! :)
At first I was like "Potato salad? Really?"
But then I was like "What in the world is happening right now?!"
It's so weird, I like it. Great job! :D
I think numbers on planets could make it less difficult for those who came for fun. Anyway, I like it. :)
I collapsed all the blocks one the second level in two block. :c
Anyway, looks great. :)
Graphics are awesome!
O-o-oh, I love that Dark Forest World. Hell World is pretty nice too. Good job. :)
Mechanic is great, I like it. Hardcore as hell, though. :D
And yeah, music progression is pretty confusing. :)
Match game with an interesting tiles placement mechanic. Like it. :)
What a great puzzle game! I like how it looks simple, but then you just sit on the level for, like, 5 minutes trying to find a solution that is so obvious (yes, level #8, I'm looking at you) you just feel yourself dumb. :D
Great job on it. :)
Simple to understand, easy to play, difficult to master. I like it. :)
Oooooh, I like it! These sprites are adorable and the core mechanic is great. Nice job!
Oh my gosh, this is hilarious. Nice job! The level of visuals and aesthetics are too high for me to handle. :D
@Evgiz, eeyup, it's libGDX. :)
@Jonathan Porta, hey thank you. Mental problems is, welp, one of the main problems I faced during making this. You know, all this "I'll drop it right now, it's a disaster, it'll be a failure" stuff...
@kabutakogames, haven't tested it on Firefox, only Chrome and PC. Thanks for testing, will add the note.
@FireSlash, yeah, I know. The main thought was "I won't make it hardcore and long, I'll make it short and fun instead!". Yay, rainbows and stuff. :D
Amazing. A-ma-zing. This is amazing. I mean, this is so amazing, it amazingly amazes me in most amazing ways. Great job!
O-o-o-oh, these visuals are ama-a-azing, I love them.
But, seriously, very solid and great entry. Good job!
Well, I'm... I'm... confused... Weaponized Giraffe? Really? It's hilarious. :D
What an adorable cow. I like your art style and the weapon is... well, unconventional. :D Nice job!
10/10, would play again.
Three words: very slow elevators. :D
Otherwise pretty good entry. :)
Very stylish, I really like it.
Timing for hunters and series of cookies is too tight, imo. I like the animation and the plot, though! Nice job!
Interesting mechanic! I like it!
That was pretty good! It gave me a strong Hotline Miami vibe. Nice job!
I like it. No, I LOVE it. One more reason to learn PICO8. :D
Didn't expect to see a sudden vibe change from VN to first person platformer. Also didn't expect to see a new window opened with a completely different gameplay in it. And I really liked it! Platformer controller could be less floaty, to be fair, and I'd say that having to hold RMB to look around is a bit strange decision, but those are nitpicks, other than that this is a very solid entry. Great job!
Dopplegangers gang rise! :laughing: Jokes aside, this is a very nice puzzle and oh boy isn't it quite a challenging one! :sweat_smile:
Absolutely gorgeous art and absolutely banging OST, love the vibe and atmosphere. I even loved the gameplay, even though the first time I couldn't figure out what to do and I kinda ended up wasting starting money on one table and one employee, but then faced the same winning glitch when, just like in the meme, they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and they won't stop coming and... well, you got the idea. :laughing:
At some point my game just turned into a powerpoint presentation with gorgeous music and days barely moving and almost no customers at all. But for those bugs and balance issues I blame the jam nature, so I loved the entry wholeheartedly, grrrreat job! :smile:
@online-play Thank you kindly for the feedback! Oh, yeah, I really love the Helltaker. Very addictive puzzle game and honestly such a time sink for me as well. :sweat_smile:
@slavturtle Maybe that's why I'm always making games about time and space manipulations. :laughing: Thanks! Glad you enjoyed it. :blush:
@karln Thank you very much! If you ever decide to give it another try, you can definitely just skip ahead all the levels you feel discouraged by. In any case, thank you so much for playing. :blush:
@vladimperator Oh my god, it's actually an issue with the shader, but I assume nVidia card resolves it on its own so I didn't notice it. I fixed the shader and uploaded 1.0.1 to my itch.io page in case you want to give it another try! Thank you for the log and your comment!
@ben-toosey Thank you kindly! :blush: Yeah, it can be much much more, honestly, but strict time constraints made me cutting a lot of stuff hoping that one day maybe I come back to it extending it to something bigger. :smile:
@spudsef Glad to hear you enjoyed it! Even if it was a bit too tiring for a sleepy brain (I can relate! :sweat_smile:)
@roman-dubrovin Learning curve is non-existent sadly, but I'm glad to hear that you've enjoyed the game! :smile:
@zekysky Thank you kindly! I just borrowed some time from the quantum demons from my previous jam entries. :laughing:
@charmedsatyr Thank you very much! Glad you liked it! :smiley:
@digitaliliad Thank you so much for playing it! And I really enjoyed developing it, it was quite a fun experience. :slight_smile:
@vladimperator Phew! Glad to hear that it fixed the game for you and glad to hear that you enjoyed it! Thank you for giving it another try, I really appreciate it. :blush:
@atomicptr It's my fave effect these days, I literally slap it into every project I have (send help, I might be addicted :joy:)! Thank you kindly! :blush:
@willianfhs Nice! Well, it's a pretty obvious idea, I would say, I actually expected to see more game like this, but so far all I've seen that comes close are still very unique takes on the core mechanic, which is actually great. :smile:
Mouse and gamepad support would be great to have, indeed, but just like more types of familiars and more level this feature was cut to make it to the final version. Brutal laws of game jams. :sob:
Thank you for your comment and your feedback! :blush:
@speedphoenix Thank you very much! Now imagine how much harder they could be if only I would have more time! :laughing:
@flying-butter-studio Thank you kindly! :blush:
@pelmanable Yeeeah, I would really love to scale the difficulty slower, but the hectic jam nature forced me to abandon soft learning curve and just go with whatever. :sweat_smile: Thanks for your feedback!
@sodoj Thank you so much for your words! Glad you liked it! :smile:
@vkonstantin Thank you very much! I'm glad that you enjoyed it. 🥳
@courtneylapin Thank you very much! Yeah, learning curve is almost non-existent in it, sadly. :sweat_smile: But I'm glad to hear that you had fun anyway!
@parkuhrmd Thank you very much for playing it! It was really fun from a gamedesigner pov to see the "ah-ha!" moment when someone just cracked their puzzle. :smile:
@comigor Thank you very much! Glad you liked it! :smile:
@maxlin Thank you kindly! I really enjoyed working on it. :blush:
@bowen I had a lot of fun making levels, so I just might add some more later. :smile:
@saryah Thank you very much and thank you for the feedback on stream! :blush:
@mathieuspooky Thank you very much! :v:
@schwede Thank you kindly for playing it! :smile:
@bastillas Thank you kindly! :blush:
@nsadie Thank you so much! Glad you liked it! :blush:
@andreadbx You did very well nevertheless! :smile: Thank you so much for playing!
@ausstein It was a pleasure! Thank you very much for playing it and glad you found it at least somewhat fun (even if it's a masochistic kind of fun :smile:)
@sheepolution Thank you very much! Hopefully with better tutorial and slower emerging into gameplay mechanics, it would be much easier to see solutions and understand what toolkit player works with. Maybe in the full game (if I'll end up making it) this one be properly fixed. :sweat_smile: Thank you for playing it!
@romulo-developer Thank you very much! Yeah, it's a bit on a hardcore side and mostly because I didn't have much time to explain/teach mechanics properly, so don't beat yourself too much, it's partially my fault as level designer, but I blame jam time limits! :sweat_smile:
@patrick-pang Thank you! Yeah, that was such a good find, very synth-y, soothing melody that kinda stuck in my head long after the game was closed. I love it.
@tpace Thank you! I partially take the blame for the lack of proper difficulty curve and more QoL features, but glad you still enjoyed it! :blush:
@euler-moises Ooh, now that you've mentioned, Mirror's mechanic work exactly like that! Glad you liked it and thank you very much! :smile:
@rincs Thank you kindly! Hopefully I'll be able to make something out of it. :grin:
@ategon Thanks so much for playing it! And sure, I'm fine with that, will be an honour in fact! :relieved:
@sariiger Thank you very much! Glad you liked it! :blush:
@sonnybone Thank you kindly! Yes, after all even when using premade assets it's important to (I hate that I have to use this word, but it's fitting :laughing:) synergize them within the single visual/audio style.
@wendel-scardua Thank you very much for playing! :smile: And thank you for your feedback, I'm actually glad that UI works because it was the last thing I was working at during jam. :sweat_smile:
@jvdwijk Thank you kindly for playing it! Glad you liked it and thank you for the feedback! :smile: (I posted v1.1 with undos in case you want to crack that last one level :laughing: )
@schadocalex Thank you! Well, yeah, I admit that because of condensed format of jam I ended up with the entry with almost non-existent difficulty curve. But I'm glad that despite that you enjoyed it! :smile:
@online-play @slavturtle @karln @drgcandle @chrisbeck @vladimperator @ben-toosey @spudsef @roman-dubrovin @zekysky @charmedsatyr @digitaliliad @vladimperator @atomicptr @willianfhs @speedphoenix @flying-butter-studio @pelmanable @sodoj @vkonstantin @courtneylapin @parkuhrmd @comigor @maxlin @bowen @saryah @mathieuspooky @schwede @bastillas @nsadie @andreadbx @ausstein @sheepolution @romulo-developer @patrick-pang @ausstein @tpace @euler-moises @rincs @sariiger @sonnybone @ategon @wendel-scardua @jvdwijk @schadocalex @colinweiss @coleslaughter @digital-bacon @gustav-erlangsen @hexy @daivyishere @stanov @neontropics @mateusboga
Mass mention, but I really wanted to say thanks again to everyone who played, commented and rated my game! It meant a lot for me that you took some time to play theGRIMOIRE_ and it was quite a surprise that despite it being a brain-melting experience, it was greeted this positively and even rated this well!
As you might have seen already on the main page, I decided to keep developing the game and make it into a full release, thanks to all your comments and feedback I realised that it might be the game that I can and want to keep expanding.
Thank you for playing and may you have a good day! :relieved:
Oh, the art is adorable and those little "hello"s (or at least that's how I heard their little noises :laughing:) are chef's kisses. Simple, yet very well made entry!
Oooh, that's an interesting take on wave-based top-down shooters. I **actually** enjoyed the turn-based nature of it and it can definitely be made into something bigger with more cool stuff like skills, perks, upgrades. Some roguelite-ness so to say. :smile: Great job!
Two things that I wasn't expecting to see together: cultists and ice. And you managed to combine them into one. Amazing. :laughing: Very solid entry with a very simple and nice game loop that made a huge space for challenging puzzles. Great job!
I really love the art style and the core idea is also very nice. I personally would love to see stars more "clearly", like, bigger when I select them for the summoning. On my large monitor every round I have to do some pixel hunting. It's not annoying, but would be easier if selection would have some kind of visual feedback (think circle around the star, lines connecting them within the constellation). Also I can see how you can extend that idea and make a pretty neat game if you ever want to. Good job!
Graphics were a bit too pixelated to my taste, however the whole vibe is very stylish. Good job! :thumbsup:
Crispy action, tight dodge windows, high octane action, I like it! It can really be developed into cool arena fighter game! Great job!
First of all, congratulations on making your Godot debut! :smile: Second, let me say it straight away: this can be a very interesting base for the game if you ever decide to expand it. What I would fix first is camera, it's a bit nauseating. There are a lot of good articles on 2D platformer cameras and you can really add juice just by making few formulas in your camera code. The gameplay loop while being pretty simple, can also be developed into something roguelite-ish (sic!) with all those upgrades, shopkeeper, etc. etc.
You have a very nice base, so if you ever decide to develop more into it, you might have a fun game on your hands. If not -- it was a good experience of making and releasing a game on new engine anyway. Win-win, I'd say. :wink:
I loooove how stylish the art is in this game (skeleton maid? yes, please!) Gameplay loop is pretty simple (got me that Yakuza mini game vibe), but I might have missed in text boxes that you have to match symbols of hostess with symbols over the guests' head for maximum output. Figured it out quite fast, though, so enjoyed it very much. Great job! :trophy: (also 69% battery, nice)
That's quite a great puzzle mechanic for a card game within the theme with some pretty graphics! Combining cards to adjust the pointer within the zone is pretty fresh, at least I haven't seen it around that much. I would personally maybe made the drop zones a bit bigger so dragging cards towards them would be easier and the score counting either faster or actually showing during the summoning process in order to see and combine cards in a better way. But those are merely nitpicks, great job! :muscle:
(I can give you two hazelnuts for a dark theme :sweat_smile:)
Jokes aside, while confusing at first, it gets more and more interesting with every operation. What I would love personally to see if the "timeless" mode where, like in a sandbox, I could take my time doing my fancy math without being pressured by the almighty clock. :laughing:
Very nice entry, congratulations!
Was really surprised by the music! :laughing: It's an interesting game, I did feel that it's a bit unbalanced, but it's a game jam, so it's understandable! Can really expand it into something bigger. :slight_smile:
Let me start with some critiques: I would say, I was a wee bit confused by the gameplay loop and only after, maybe, 5 attempts I finally understood what I need to do. Then I'm honestly not sure if anyone can do the summoning without grimoire being opened, so it was a bit underwhelming when it took a good chunk of the screen. Music was nice, a bit repetitive though.
However! I like the idea! Such a fun concept and can be an interesting idea to develop upon. As a rhythm games player I would really love to see high octane fast notes action with chords and other stuff, but all in all, very nice concept and very well done! And of course I can't just ignore the fact that art is also very lovely. :thumbsup:
Music is ***sick***. Really like it. Core mechanic is simple, but opens quite a wide field for a lot of experiments and art is just chef's kisses. :relieved: Great job on the game!
Now ***that's*** an interesting battle mechanic! I like how you fill the space with them spells and then summon a minion, it's really refreshing and very nice! I am a bit confused, however, on how those spells affect the final stats of summoned minions, but even with that in mind, I had fun playing it. Good job and very well polished entry!
It was an interesting experience. As a rhythm games player I would really love different shape of "notes" to indicate the intervals between them and maybe a more melodic music, but it's fitting to the theme and I feel that it's more of a "visual experience" kind of a game rather than a rhythm game. So great job!
I was a bit confused about how one can start the next level, it seemed every time I just randomly pressed E until it worked. :sweat_smile: Nice play on "hidden object" genre in third person view, I liked the premise, would love it to see player controller being a bit less floaty, but maybe I just played way too much action games. :laughing: Good job on the entry!
Few nitpicks can be said about this entry really (like my instruction yeeted through the floor and I just built it all up as is, the "Destiny-like" slow "hold for action" snipping process, and the fact that empty spruce can not be removed from the table), but damn it's so well-made and in general just a pleasant experience with a very funny end cutscene. Good job, guys! :smile:
Very heavy Geometry Wars vibes. And Geometry Wars was my fave game back on Xbox 360. This entry has a ***very*** rich gameplay core. Love it! Not what I usually say, because it sounds pressuring, but this one should be a full on game on Steam with all the fancy jazz around it. :smile:
@markais I would maybe suggest to "spice" up the background and maybe add even more VFX, but that's just suggestions, maybe "the cleaner -- the better" is the way :laughing:
The rhythm-summoning mechanic was a bit confusing at first and then I was kept missing the "notes", but the summoning still worked somehow. :sweat_smile: That's an interesting concept and congrats on releasing the game! :v:
@nimolas Oh, I can feel the pain of the score creep in game jams. :sweat: But you managed to push through it and make a game anyway, so in the end it's all that matters! :smile:
That's a ***really*** solid entry. Stylish graphics and I got some really FNAF Help Wanted 2's Funtime Chica segment vibes from it! Master volume doesn't seem to affect all of the sounds and I got a lot of game overs for some reason. I really want to enjoy it, but its speed seems to be cranked up to the 11, so I end up just failing all the time. :sweat_smile: But other than that visually it's a job very well done and the game concept is really nice.
I would really say that this might have a lot of potential if you ever decide to expand it. It reminded me Balatro in some ways, just with dice. And I can already see what can be added and how it can be a very nice base for the game. Great job!
I really liked the style! With some visual tweaks it would be a very pleasing game! Good job!
Visuals are grrreat. Microanimations, subtle movements and the whole idea is very nice. Totally loved that the That-One-Social-Network-With-Brainrot-Videos is the main enemy in it. :laughing: Great job!
Oh, I saw your wip-posts on Mastodon! :wave: Glad to see you finished it! It's ***really*** good looking and I low-key dig the combination of idle game with sort of "vampire survivour"-esque fun. I would personally tone down the blurry effect on the border at the tutorial page for it to not getting in the way of reading the instructions. Also it was a bit confusing on what screen I am right now: like I pick the sticker and then I suddenly see few new cards, first few times I was a bit lost, then read about the stickers and it clicked. Also, to my personal taste, I would also love to take control sometimes, because AI can be really dumb in general and it'll shoot in a direction that is not that important, but that's just me, it's my constant complain about autoshooting games. :sweat_smile:
I really like the concept, idea and the whole vibe of your entry, however. Would really love to see you expanding on the idea! Great job!
Funny and addictive game with a simple game loop and absolutely great graphics. Like, you can see how much love you poured into its UI design and animations! Great job!
Oh the n o s t a l g i a c o r e is so strong with this one! :laughing: Very challenging and very interesting concept. I would probably add some more visual juice and polish, but that's just to my taste. You can definitely expand it to the full game! Good job!
So at first I was confused. But then I decided to actually read instructions you provided. And then I was not confused anymore. I love the graphics, it's very crisp, I would even say that it gave me some "Vlambeer" vibes (that is a praise in my book). I would personally add visual feedback on mouse dragging because at first I thought that my clicks were not registering. I like it! You did great job and it's even a compo entry. :clap:
My only critique would be that I have to open books to remind myself of patterns and sometimes I just have them constantly open skipping all the work you guys have done on art. But it was a nice entry nevertheless. :)
I ***absolutely*** love the idea. Combining cards in some way to grow a seed into a flower from the limited selection of cards is pretty great! Was a bit underwhelmed by the lack of needed cards though and, to be frank, I would prefer some kind of mode with less "pressure", more "cosy" and "casual" so to say. But other than that little thing, I really enjoyed the game. Great job!
Arrow-based summoning is surely a trend in LD55! :laughing: Interesting idea, I would love some different summoning input scheme, though, it was a bit difficult to swap between maneuvering and spell casting. But well done nevertheless! :thumbsup:
This is a message from Mr. Gam Eratin: > 'tis is definitely not a "summoning" game, but after looking at the 2937523rd pentagram and demons in this jam, 'tis was a nice and funny submission with absolutely great sense of humour, very chaotic, meta and funny
Good job! :laughing:
Very visually pleasing game. Game loop is pretty simple, but I can see how it can work quite nice if expanded to a full game! Good job!
(Tried to use Duckstation for this, but only PCSX-Redux worked)
That's my favourite entry so far in this jam. Jump windows are a bit tight and sometimes finger presses X in hope of double jump. But nevertheless, damn, I didn't expect to see PS1 game. Not PS1-style game made on Unity and barely fitting on double-layered Blu-Ray disc, but actual PS1 game made for PS1 hardware.
Also soundtrack is banging and the whole liminal crispy vibe of the early 3D games is just chef's kisses. Bravo!
@samuli Can confirm, it works on Duckstation now, both PAL and US-NTSC bioses!
Amazing short entry. Just few days ago watched the deep dive into tamagotchis. :sweat_smile: Good job on horror elements and overall on making a game!
"I'm in your room, finding your kitties" :laughing: Very nice and chill game. Spend some time finding the last kitty, but I found it eventually. Dreamcore vibes are very strong and sudden shift between fullscreen to 4:3 is also very nice. Good job. :)
It's a very nice take on sokoban-like puzzle games. If you would add undo (step back), hold to move and ability to rebind controls (or at least dupe WASD with arrow keys), it would be a much more pleasant experience. However even without those this is a very neat and smart puzzle. Takes some time to understand mechanics and how it is different from sokoban, but once you do -- it becomes really fun. Good job! :)
I also have issues on Firefox with shortcuts, and main menu looks a bit wrong on my screen, but! Nevertheless, the game premise and the idea is very cool. Good job. :)
404 on your link :(
Oh that's a very pretty looking game. :heart_eyes: Gameloop is very simple and that's a compliment! I also like to think that sounds those creatures make are devteam's voices. :grin: Well done!
Oh such a pretty art style, I love it! Was a bit confused about the laser as it kinda didn't do anything at first. :sweat_smile: Very well done, congrats on making it!
@johncast123 I know right? I'm still shocked I managed to pull that in 12 hours. :laughing: Yeah, it might not be the best balanced and top hands might be kinda impossible to make. Thank you for playing!
@pro4 Oh yeah, it might be tricky, something I might want to tackle post-jam, I think. As for powerups, I've updated the post with the table of hands and what they do! Thank you for playing! :D
@deadcode Thank you for playing! Yeah, I usually make lacking tutorials in jam games, this time I didn't make any. :sweat_smile:
@yoav-kagan Oh, yeah, that makes sense. Need to work on the enemies' movement algorithm. :thinking: Thanks for playing!
@arnazian Thank you! Everything is better with some poker in it :eyes:
@f2 Thank you! I do think it does need some rebalancing or maybe something different to make it less 'heavy' and more rewarding so to say.
@pengu123 Thank you very much! Balancing was always my weak point, but, eh, time for improvement I guess. :laughing:
@purrseus 57? That's a lot! :clap: And yeah, I agree, at some point I just stopped looking at cards and just was blasting. :laughing: Thank you for playing!
@raysplaceinspace Oh yeah, there's definitely a severe lack of tutorial and therefore the game mechanic is not explained properly. Score does increases, I just forgot to add any pop up message that you get this score. :sweat_smile: Thank you for playing!
@blue-pin-studio Yeeeeah, it's a bit shallow and looks more like a proof of concept rather than a big game. :sweat_smile: Thank you for playing!
Oh that's a very nice and solid puzzle game. I like how I went through "but... that's too easy" to "wait, what do you mean game over" in few levels. :laughing:
Amazing graphics and very fun game loop. Well done!
I found that Respiratory Infection is VERY effective against normal enemies. I got lucky and pretty much oneshot enemy after enemy with it. :laughing:
I had some problems with picking the path, for some reason clicking zone was a bit below the text, but other than that it's a nice concept for a solo card game! Would be fun to see it more polished and with more graphics and effects! Just... maybe not for the Dysentery. :joy:
Okay, that might be interesting once balanced and expanded. First few levels felt very tight, yet last two once I just won by placing 4 mice that just destroyed one enemy base and that was enough. Another little nitpick is that money (cogs) looks like something I can also drag on the play field and not a resource, so it was a little bit disorienting. However, it's a nice little game that definitely can be expanded into a more complex Plants vs. Zombies kind of game, but with both sides attacking. :)
Very nice art style! I kinda felt that driving and car in itself feels not as, I don't know, solid? And also camera was waaaaay too nauseating, had to stop playing after a bit. But other than that, damn it was fun and very old-school GTA-ish game!
Was a bit confused on how to play, but all in all managed to make it work. It's a fun concept, could be a nice singleplayer puzzle game in a kin of The Incredible Machine and such! Loved the vibes, Win XP one love <3
"Touch the wrong flag and get thrown back in progress" really made me pull my hair few times, but other than that, it's a neat metroidvania game with vibey music. Well done! :D
Very interesting. Would be even more interesting to me personally if I'd not been fullscreen flashbanged by the red screen every minutes :P But nevertheless I liked the music and character controller felt not bad at all!
Oh my that's a very interesting game you have here. Got me a little bit confused with the controls, but me big smarty managed to read description and after that all was good. :grin:
I did feel like ship is a little bit too, I don't know, floaty? Like, I felt that I could really Tokyo Drift my way through the space, but even if I did 180 turn, ship was like it was stuck in a butter and kept going the other way. And I also was avoiding asteroids since I thought they are obstacles. :sweat_smile: At some point I kinda felt fuel mechanic is just punishing: once you didn't get money to refuel and flew too far away it's pretty much game over.
With that said, I had fun! That could be a nice project if you decide to work on it further. :)
More horrors for the LD59! :D
I like the concept. Not gonna lie, I would personally prefer to have a run button for the second playthrough. And I also thought that maybe there are more than two endings, like when you first choose the red light and then you realize that you did "a bad thing" and you came back to white one, I kind of thought that maybe that's also an ending. Well done and special props for voice acting. Not that many games in Ludum Dare utilize actual voice acting! :D
@qwesasuke Thank you! I had this scramble text effect in my to-do list since the last 7DRL. Sadly, I did manage to make a game to use it back then, but at least now I could utilize it to the fullest. :grin:
@keysole I know, right? They really should update its firmware. :joy:
@lukast Completely nothing wrong with that, apart from the team members who absolutely neglect any kind of rules. They should be punished for that somehow! :laughing:
@ugly-robot Oh yeah, that's quite an old game. I think I first played it when Flash was a dominant platform to make web games. THAT's how old it is. And thank you very much! I really wanted to make this kind of "don't tell, don't show" kind of horror when a lot of horror itself lays on the shoulders of a reader and their imagination.
You can give Mr. Beans headpads, you know. :rofl:
@online-play Thank you kindly for your words. It's heartwarming to know that someone follows my works. :blush: And yeah, don't worry, I am also not very good at this game. :laughing:
@ulziton Thank you!
@mantaraii Thank you very much! Yeah, I kind of wanted to focus more on narrative this time instead of paying a lot of attention to gameplay, because usually I completely neglect everything BUT the gameplay and my jam games usually end up being very "shallow". This time I decided to flip it all other way around: gameplay is very simplistic, but I tried to pay a lot of attention to the story and to the way I present the story to the player.
@anku Thank you!
So, my personal nitpick with that game is that when I press the target and the popup window opens, I personally expect if I click outside of it, the popup window would close, like you'd expect in many places, like, popups on sites, but I have to find a very small [x]. I'm playing on the ultrawide big screen, and I have to pixelperfectly click a very small button to close this window, and it, let's say, kills the flow a bit, especially when you are not really given any information on what you need to do to play it. So, you are trying to figure it all out, but you can't, because you are punished by having to close the window each and every time you try to understand what is happening while trying to find the connection between the goal and what you see.
Other than that, I like the vibe. I wish I could open it in full screen, but for some reason in my browser it's not working in full screen. But hey, great job and great fitting to the theme!
@keysole It's okay. It's a jam game. You did it in a short amount of time. So whatever worked, worked. Don't sweat about it. :)
Now that's an interesting game. I would say a very, very actual to the events in the world. :laughing:
I like the mechanic. It's very, so to say, rhythm-gamey. Like you need to react as fast as possible. I personally think that a little randomization would make it let's say replayable for the second time because the moment I saw the number on the king I realized that I can do two endings, so, I naturally had to see both of them :laughing:
But when I was playing the second time, I realized that I have seen these messages already, and I know which one I need to kill. Also I'm not entirely sure, like, how it fits the theme, but I assume the signs that members of parade are holding are considered signals, but it's just nitpicking. But nevertheless, I really like the concept and great job, especially for the 48 hours!
Reminds me of my fave Mini Airways but more puzzl-y. Good take and very well done!
I would say that is a very nice take on such a puzzle. My biggest critique is that connecting devices together doesn't feel _that_ good. I think that "borrowing" the idea from Unreal Engine's blueprints could be a better way for allowing a quicker iteration and snappier controls. Also not gonna lie, also the second puzzle already like threw me off, because the wave looked weird and I had no idea that that new tool is a modulator. Labels on knobs would also be nice!
With that said, I really like the premise of the game. It could be a very nice puzzle if you will continue working on it, but even if not, it's very well done within the time limits of the jam. Good job!
Okay, so, I like the idea, idea is very interesting. I have few points that I would like to highlight about the game, in case you or someone else will try to create something like this in the future, But please don't take it as a bastion of your game. It's more like my personal feelings about what I have played and how I would personally make it better in my opinion. so i tried to give it as a constructive feedback and i apologize if it will come out more harsh it's not my intent. :)
First of all I felt that it's a little bit unclear what I need to do in order to open and close the gates. When I saw the first [off] and I pressed and I released the button it closed as soon as I did that, but when I hold it on the button for a little bit, somehow it was stuck. It feels like undefined behavior, and if it's actually an intended behavior that I need to press the button all the way while my player is under it, then I personally think it's a bit difficult to move my mouse while like the whole world is scrolling. But that might be a nitpick.
Another point is that I was very confused on what I need to do later in game. Because at first you throw a single button at player and it's okay. I see button > neuron activation > I press the button > I expect some kind of effect. That's good, monkey brain works. Then I see a few buttons and at first it doesn't make sense, I click it and nothing happens, but then I see a combination. That's good, environmental tutorial: I see cross is off, checkmark is on, I've figured it out very quick.
But the next spot with music blocks is a little bit frustrating, because at first I thought it's just some kind of block that I go through, like Minecraft music block, maybe because I just moved through it at the first puzzle that I saw it at. I guess I just was lucky. And that mechanic that you tried to teach me through the first music block, it didn't imprint into my mind. It took me few deaths and few bruteforces through the frantically clicking the buttons to find the connection between the tune that is being played among the loud music and the button sequence that I need to press in order to activate the gate (I'm not gonna say too much about accessibility, because we are in a very tightly timed game jam environment and not everyone can spend extra hours to care about it, especially if it wasn't designed in the beginning, so it's just a side note).
Nevertheless, even with the knowledge of the mechanic, I find it's very hard to distinguish between on and off in the played music tune, especially in a very tight and small window you give player to figure it out. I went through the next checkpoint and I was ready, because now I know what it means, but then I see a lot of buttons and a chomper stands right above the music block and it makes a situation, when I need to listen to it, but I can't press any buttons as I hear the tone I need to memorize it, because if I press even a single one, chomper will kill me and throw me waaaaaay before to the previous checkpoint. It was a little bit annoying, I'm not gonna lie, because world moves, buttons moves, so it makes gameplay a little bit reflective, which is, I guess, fine for autoscroller and platformer genre. But for me personally, I would enjoy it a little bit more, if it was a little more friendly towards player, not asking them to remember 12 tones and then replay them in few seconds that they have before they hit the chomper. It feels like a QTE back from the 2000s. :laughing:
But, with all that said, great job! Very well done for such a small time, and it has this amazing head-drawn charm that I really like. You should be proud of yourself. :)
I wouldn't say that web version is mandatory. People who want to try out your game will do that no matter if you have or don't have a web version. And people who just want to rack in as many ratings as possible, pretending they care about the hackathon spirit aren't your target audience as a game developer anyway. And it's not even taken in consideration that sometimes it's a little bit tricky and problematic to work with WebGL or whatever web engine you will be working with, so I would say focus on making the game. Porting games to other platforms, especially web, is optional and if I remember correctly it's allowed to be done after the jam submission window, so you can add web version anytime if you wish to do so or you find a way to do so. But even without it don't sweat if you can't actually produce a web version.
What would make it more presentable, however, are screenshots. At least presenting your game to prepare what player can expect when they download or open your game. With that, I have to agree. :)
Now enough with meta. Let's talk about game. After playing it I kinda see why you can't actually place that many screenshots, but I still think that a basic screenshot would be great to have. But even so, I actually liked it. It's a very simple and yet quite interesting. I like that you left 1% of vision, I was able to navigate through the place by seeing the faint silhouette of cubes! I would made it so the popup window would close on Escape but that's just a nitpick.
That's a very great entry and I really liked it. I especially laughed at chef Ramsay, that's my favorite cube. :joy:
P.S. You can also hide the spoiler with prefixing the line with `!>`
!> Like this for example
@desi It might be a little tricky, but to add them, edit the page, upload them (the button is under the edit field), then save, then press done. Maybe you forgot to press done and the page was not updated.
That's an interesting take on the theme.
I would say is that I personally feel that, like, if your game is controlled primarily by mouse, then everything should be done by mouse, even starting the game, finishing the game and closing tutorial windows. I mean you expect player to press Space three times to start the game and then suddenly they need to use mouse. And when player fails game asks them to press space again while they are on the mouse. Not only that, but Escape is also very far from the mouse if you are right handed so that creates a little bit of downtime. In addition I think that after failing the I should not start the game from the very beginning and be going through the tutorial again, only if I want in case I misunderstood something.
So that's just a little nitpicks otherwise that's very nice puzzle very well done. Good job. :)
To be honest, I would keep the graphics category, because graphics is not only textures, it's also how you compose them together. Like, music is just seven notes, a lot of people use samples, but it doesn't mean that they did not make the music. So, if I were you, I would bring graphics back.
Other than that, it's a very great done game, and I really like the visuals. :)
That's a very good puzzle, Simple, not overbloated with different mechanics, pretty straightforward. Graphics also complement the gameplay very much. Well done in such small time. Great job!