Fishing Trouble by jefvel 2021-04-27T22:17:47Z
Now I know why I'm in debt. I keep spending all of my money on fancy fishing things.
Awesome concept! It is a bit repetitive, but I still couldn't stop playing.
Foon → Ludum Dare Explorer → Users → 0x746564
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Summoner's Tower | jam | |||||||||
| 2023 | 54 | Limited Space | Leapfrog Solitaire | jam | 536 | 3.60 | 3.58 | 3.60 | 3.95 | ||||
| 2023 | 52 | Harvest | Death's Hand | extra | |||||||||
| 2022 | 51 | Every 10 seconds | Waterways | unfinished | |||||||||
| 2022 | 50 | Delay the inevitable | Foundations | jam | 1145 | 3.12 | 3.04 | 2.82 | 2.40 | 2.08 | 2.50 | ||
| 2021 | 49 | Unstable | Jump Goat | jam | 1376 | 2.94 | 2.92 | 2.18 | 3.10 | 3.00 | 2.63 | 2.40 | |
| 2021 | 48 | Deeper and deeper | Treasure Hunt | jam | 1661 | 2.97 | 2.81 | 3.13 | 3.13 | 2.86 | 2.60 |
Now I know why I'm in debt. I keep spending all of my money on fancy fishing things.
Awesome concept! It is a bit repetitive, but I still couldn't stop playing.
Atmosphere is amazing, as are the pixels. Has a very 50's sci-fi vibe about it.
This is a serious forearm workout.
Movement feels great! Graphics are amazing as usual. Death animation is great. I think the hidden gem of the game is the walking sound!
Loved the use of the theme in different aspects of the game. Had a very gauntlet feel to it. As others have mentioned, the controls were a bit odd. Having sword swing / magic so far apart made it a bit difficult.
Love the art style and music! Very interesting take on the theme!
Very fun experience! Great interpretation of the theme. I'd anticipate coming back to this over and over again.
Amazing pixel work! Love the digging mechanic! Game became much more fun when I was being chased by the Cthulhu mole.
Interesting concept! It would be nice to get some feedback when clicking on the camera button. I couldn't tell if I was actually taking a picture.
Love the graphics and transition between levels! Great job!
Love the color switching mechanic! Jump felt a little unforgiving. Maybe spikes could only start moving when the player is close? Kept dying on spikes I couldn't see.
Loved the concept. Controls were a bit unclear.
Was a bit confused my first play-through, but got the hang of it quickly in my second. Shaking the chest was my favorite! Nice graphics and sound! Thanks for the audio sliders on the menu!
Love the concept. Very unique take on the block stacking / tower building mechanic. Great music as always. The background and particles really set the mood. Love the subtle wind sfx on the main menu.
Pixels are great. Thanks for the sound and music sliders, but they reset every time you play :-(. Would also be nice if "Play Again" just took you right back to the game instead of to the menu.
"old carpet". Really polished and well done. Love the sounds and graphics.
Loved the art and concept. Was pretty difficult! Would have been nice to just start over after losing, maybe with a countdown timer, rather than going back to the menu and having to click on "start game" again.
Has that classic Tim Beaudet "One More Time" feel to it. I'm terrible at it, but it's still fun.
This about sums up my skill level:
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Audio is fun. Music is a bit loud, something that seems to usually plague Unity WebGL builds in my experience.
Looking forward to seeing a screenshot of the finish, because that is the only way I'll see it!
Very immersive. Loved the idea of users leaving messages that other players could read.
The music fit perfectly, but when it stopped between the buildings it was a little jarring.
The character graphic was nicely done.
The text was cut off for me on the initial screen unless I played in full screen or maximized the browser window.
I ran out of adjectives! This was a very creative idea. Made me chuckle quite a bit. Wish I realized I could get the alliteration bonus sooner!
Challenging puzzle game with an interesting mechanic.
Was only able to get the level 23, but will probably come back and play it a bunch more to try and beat it. A bit curious how the scoring works. Is your score the time left when you beat the game?
A variable CRT filter? Very well polished. Amazing graphics and sound.
The only thing I didn't like was having to go back to the title screen to play again. The "skip intro" option made it a little less annoying, but being able to restart from the game over screen would have been nice.
I've never played the games that inspired this, but it was fun! Surprisingly calming to play, perhaps it was the awesome music! Sound effects were a little loud compared to the music.
Also, is the environment art timefantasy?
Loved the sandcastles breaking down when they were attacked.
Graphics are cute.
The first time I played it bugged out after wave 3 and no more enemies came. After I restarted I made it to wave 6.
Thank you for giving me a way to turn off the sound, because it was super loud for me!
This is the definition of games as art.
Simple, but powerful. Amazing work!
Almost feels like it should be a children's book.
Not really sure what the objective is here. Looks like you are working on something that allows people to create word puzzles somehow?
I think the tile dragging is well implemented. I would love to see your dragging code as I've had a lot of trouble with that in Godot.
The story made me chuckle.
Sound effects, graphics and music were all well done.
Gameplay was fun, but as others mentioned the difficulty curve could use some work. Hard to balance games like this, especially in a jam.
Was able to do better my second time around. Would be nice if there was some sort of score, otherwise it's hard to keep track of how far you got which makes it unlikely that I would play again to try and do better.
I liked that I could bribe the "not ferengi". ;-)
Art is very cute, especially the animation for the dog's jump!
Sound effects fit the game well.
The little mini interactions were fun, wish there were more of them.
It was pretty easy to keep the balloon up. Maybe you could add a little more variability in how the balloon moves to make it more engaging.
Really like the art work.
Game was fun to play, even though you made me do math. I messed up and put 100BU of salt into my cake instead of 10.
Music was very relaxing and fit the game perfectly, so good addition there.
If I had any criticism it would be that some of the UI covered the fridge.
Very relaxing game.
I appreciate the controller support, especially for a jam game!
While it was nice, music was a bit loud for me and not a huge fan of being forced into full screen, but I get it. Much more immersive that way.
Really enjoyed the sound effects and graphics.
Also loved being able to go up high, nose dive and then pull back up. Very satisfying controls.
Thanks for the volume slider and gamepad support!
Graphics and music were well done and fit the game.
The puzzles being randomized caught me off guard at first, but I think it's a nice twist and adds to the replayability.
Neat concept!
Card designs and graphics were fun. Audio and sound effects
Might be interesting to add some upgrade elements between waves. Some way to heal would also be nice (unless I missed it).
Wasn't sure what I was supposed to be doing with the relics. I could only carry one and when I got to the pit of spikes I had to drop it to whip the switch.
Graphics were really well done, as was the menu and death scene.
Music was fun.
Interesting concept! Loved how the music sped up during crunch time. I wasn't sure how I was going to lose until I ran out of money and went bankrupt!
Graphics are great!
Would be neat if you could get some upgrades other than new cards to your deck, like being able to increase the top number of the stress counter.
Love the concept. Wish there was an upgrade that made the shooting more accurate, or gave it a wider beam and a way to make the ship launch area larger so it is easier to launch ships.
I'm in love with this! Love the GPS voice telling me pirates are blocking my shipping lanes.
Music was a little repetitive, so the mute button was nice after a while.
Would be nice to be able to see how many port works each port has and the max.
If you were to work on this post jam, adding more maps would be a good edition!
Also, the source code link gives a 404 error.
Interesting mechanic, although it kinda sucked when I had several block moves with no Zombies around. If you do work on this post-jam, I think adding a deckbuilding mechanic like in your list of features would be a good way to go.
Also, kinda got myself cornered a bit here...
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Frustrating but fun. You want to button mash, but it seems to be counterintuitive. I found that spacing out my key-presses rather than mashing them worked better.
I think if you adjusted the difficulty ramp-up so that it doesn't get so difficult so quickly, it would be even more fun to play.
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This is really fun. Have to pay attention to what is happening around you when choosing what to evolve. I do wish I could skip changing something for a turn, maybe as a penalty. Would also be great to have some stats at the end, and maybe a picture of my latest evolution.
I would definitely be interested in a post-jam version of this with expanded content.
Music and sounds were great! Loved the voice acting.
Really enjoyed the gameplay. Wish I could mess up a few more times before losing, like maybe sending a dish down the wrong lane wasn't the same as letting one drop.
Quarter!
Really nice work on the graphics, story and audio. The amount of voice acting, story and content was impressive for a jam.
I think the issues I had with the mouse bugging out was either my mouse settings or browser (Vivaldi).
This was really fun to play! It seemed to be a bit easy early on and the towers were pretty over-powered because of their range.
I wasn't sure what the UFOs did until I got to about wave 13.
Music really set the mood. One of the few games where I actually wanted to crank the music!
Animations were really well done. I had trouble seeing some of the flying enemies, especially the bats?
Some sort of game over screen would have been nice as well. I beat the game, it zoomed out for the end sequence and it stayed zoomed out but I could still play.
Am I supposed to be able to do something other than send settlers to Ross 128 B? I've sent settlers and seeds to every planet but got nothing out of it.
Otherwise, it is an interesting concept. Maybe I missed it, but if you had to figure out a combination of planets to use, like a puzzle, I think that would help add to the game.
I'd be surprised if this didn't rank high in humor when rating is done.
I got stuck on the second washing machine. It just kept saying something wasn't high enough. Did I miss something about the controls?
Couldn't stop playing, had to try and find a way to stop them from eating all of my hotdogs! Thought I would build fences but they just kept knocking them down!
Very impressive for a jam game!
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I concentrated on protecting the hours after my arm got tired of clicking. Looked away for a second and lost.
A neat variant might be having to type in the numbers rather than clicking on them. You'd have to make it so the numbers didn't overlap though.
More people need to play this! It was really well done!
Graphics and audio were great. Loved the death animation.
Has a "one more time" feel to it. I'll definitely be back to play some more!
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I ran into an enemy that killed me in one hit with 30HP.
Thank you for the audio sliders! Nice work for a compo game.
It didn't seem like there were many reasons to wander far away from the castle.
Amazing work! Loved walking around and seeing all of the artwork. Will probably come back and create more artwork during the rating period!
Big fan of the hand drawn graphics.
I made it to week 9. Seems like there are not enough different fish to make a good show as you move from week to week, which I guess is the point. It is a very interesting concept though.
Music was super loud for me, a problem I often encounter in Unity WebGL builds for some reason.
Also, the "Start creating your first episode" button wouldn't work for me after I lost. Had to refresh the page to play again.
Enjoyed the graphics and penalty for making it to the next level. It helped balance the upgrades after death.
Didn't seem like there was a point to killing the regular enemies, unless I missed something.
The first boss changed from a ghost to Minotaur after I died. Not sure if that was intentional. I was also able to jump on top of it and cheese it.
I liked the twist of not being able to control the rotation of the ship directly. The mechanic of only being able to dodge until you've collected the power-up was fun as well.
I think the difficulty curve ramp up was good.
I also enjoyed being able to pick my color theme.
So much clicking. I enjoyed the hand drawn graphics. Music and sound effects were nice as well.
Took some strategizing but I got it eventually! I wasn't sure if something was supposed to happen when I bought the shelter (like if I was supposed to build it). Also didn't realize I could build where the dinos were walking around until the first time I got the flood.
Like others, I had some difficulty at first understanding what I was supposed to do, but I figured it out.
I was not able to figure out how to launch the escape pod though.
Fun music and cute graphics.
Great music! Graphics are cute and gameplay was fun.
I'll be back to try and get on the leaderboards!
This was an interesting take on the classic snake game with the added colony building mechanic.
I felt like the controls could maybe use some tuning. The turning precision seemed off a bit.
I liked how you could reduce the size of the caravan by making the buildings. I got to a point where a quests menu appeared, but didn't have any quests. I'll probably go back and try again to see what sort of quests I get.
Nice game! Graphics and story were well done. Audio was a bit loud for me and it got a little repetitive after a while.
I didn't quite grasp what I was supposed to be doing the second round, with the blocks turning into different shapes after clearing / matching.
Graphics are cute. Audio gets a little repetitive, would be nice if I could turn it down.
I think I broke it though. I got 100% power right at 0:00 and was able to keep playing.
Loved the game. Music is a little repatitive so I appreciate the ability to turn it down. Sound effects were great though! Art is cute and fun.
Had fun playing with some of my favorite twitch streamers!
I only have one question: where is the Yeti?!
Very polished for a jam game! Was fun to play once I got the hang of it. Reminded me a bit of Tiny Islands. Would love to play a version that had some more variety of buildings and levels!
I need to speak to whoever is in charge of the warehouse layout, they did a terrible job.
Fun game!
Graphics were cute. Really enjoyed the spatial audio. Dialogue for the characters made me chuckle a bit, and I enjoyed that they each had their own "voice".
I appreciated the option for "always face enemy" and the keybindings. Impressive for a compo game!
My character got stuck in the "roll" state a few times, but if I clicked RMB again it fixed itself.
Game play was unique.
Really love the atmosphere of the game. Graphics and audio are great!
Having a hard time coming up with things I didn't like. Good job!
This was really fun. The graphics were amazing. The humor in the dialogue was great. I chuckled when I put two beavers on the same tile and "recruited" another beaver.
Seems like you didn't do the music, but it really fit the game.
I'll be back to try again later for sure!
Graphics and audio were well done.
As others have pointed out, controls were a bit floaty. A duck command might come in handy.
I do appreciate the amount of health I started with.
Love the graphics and story!
I only realized at the end that I could do different types of magic.
I'm guessing the "slowness" was intentional, being that I am a giant boss.
The one complaint I would have is that the camera seems to move with the hero, rather than with my character. A bit jarring at times when I am pushed offscreen.
Interesting concept with the deck building element.
Sometimes it felt like their were too few coins. At least once there was a level with only 1 coin that I could see. I could have missed the others.
Audio and graphics are fun.
I would be interested in playing a post-jam version of this concept!
Interesting concept. It was a bit short, but I'd call that "properly scoped for a game jam".
Graphics and music were well done. A bit of humor in the dialogue, although maybe less dialogue would have been nice.
A bit confused that even though I thought I should have won, my human still died. After reading through the comments I get that this was your intention, but still might have been nice to have a way to win.
Very impressive for a jam game. The strategy component to building the level before losing your wings was a good twist.
Love the art. Really wish I could play with a game pad (only because I suck at platformers with keyboard).
@saturnyoshi Well, don't I look silly. Guess I should have actually tried it...plays much better for me with the gamepad! Also, forgot to mention this the first time around but I appreciated that the hearts weren't picked up if you had full health already.
Beautiful art, audio and narrative. I really enjoyed it. Well done!
Has me wanting to come back and play it over and over to get better.
I love the graphics. That chromatic aberration effect, along with the music, creates a great atmosphere.
Would definitely play a post-jam version of this!
Won't need to do any forearm workouts after playing this. Played on Windows and the controls were a little unresponsive at times for me. Could just be my keyboard. I would love to be able to play with a gamepad.
I love your graphics style and the added twist of having to break down the door. I would definitely play more levels.
Interesting take on the Tower defense genre. I didn't realize I was supposed to be building from the ground up at first so I placed things floating in the sky.
Others have mentioned it but a reset screen would have been handy. I did think it was fun that you could play on the gameover screen.
That was interesting, to say the least. Not really sure what I was supposed to be doing.
The sound effects were great though.
Interesting concept. Art was fun. Music felt a little too upbeat for what was happening, but maybe that was intentional.
I need to know how big the houses are for the large Peeple.
I agree that having some sense of how close I am to the town would be nice. I thought I was crushing it because I bounced the lizard back up the hill a bunch, but it turns out that I wasn't doing as well as I thought.
Fun, but I am terrible at this! Mostly I was doing figure 8's and donuts. Music is great, reminds me of some KOEI simulation games on SNES.
First thing I did was go right into the black hole...
Audio is way too loud and it seems that the enemies are over powered, even on the easiest mode.
Might want to add some type of "no go" zone around the black hole when placing the things I have to rescue. I had one appear right on top of the black hole.
Graphics are fun!
Leader boards, audio settings, key bindings and graphics settings all in a jam game? Very impressive!
I found myself saying "just one more try" several times.
I do agree with others that there wasn't much room to move around.
I was not really a fan of the bombs damaging me since they were my only attack, but I get how if you didn't do that you could just spam bombs.
Great graphics! Loved the CRT / Video Camera effect. Sound was a bit loud for me. Good choice of music, really fit the game well.
Loved the art and audio! "Bed zones" as checkpoints was great as well! I am not very good at it though :smile:.
Graphics, audio and general presentation were spot on! Love the mood as well.
Very well polished and an interesting take on the "Memory" card mechanic!
Interesting take on the snake game format!
Graphics were simple, but worked. Sound effects were nice.
I need to know who was in charge of the cows!
Graphics and audio are well polished.
Gameplay loop was unique and interesting. I could see myself playing a full game with this spell casting mechanic.
My brain had a hard time with the shape for the red spells for some reason...
@nathanoc thanks for playing! My thoughts on the theme fit: you are delaying the inevitable loss by having to spend the time building up your tableaus. Probably a stretch...
@arscene Thanks! I really enjoyed your game! Making me wish I spent the time to add audio to mine...
@minthamie thanks for playing! Yea, the "game over" is a bit sudden and probably needed a "No more moves" label. You can win, the idea behind theme fit is that by having to build up the tableaus you are delaying the inevitable loss.
@jeff-kerman thanks for playing! I haven't been able to do any dragging that I'm happy with, but maybe I'll come back to it post-jam.
@anticdope @redoplus @valentines @1tater-no-tots @cover-club-media @sophiablabla @hmightypirate Thanks for playing, glad you enjoyed the game! I agree that adding card dragging would be a nice improvement and will take another stab at it post-jam.
@itskdog I get where you're coming from about the deck building being tedious. I was worried that would deter people from playing. There is a variation of Sir Tommy where 4 cards at a time are dealt. I did consider adding that as a feature, but I felt it made the game too easy. I probably needed some play testers earlier on. I might expand it post-jam to have an option to deal more cards at a time.
@bjornstahl Thanks for the bug report! I thought I caught all of the instances where the game should end during play phase, but I guess I missed something! If you've built your tableaus in such a way that you haven't trapped too many lower cards under higher cards then you should be able to win. There are only 52 moves needed. You can see a play through of a win on vimeo: https://vimeo.com/695496652
@reeceyboi Yea, I had some issues with the clicks. I thought it might just be my mouse sensitivity, but I saw a streamer have the issue as well. Probably needed to use a different method of capturing input. I thought about adding dragging but I didn't want it to get in the way of finishing.
@silkmeloni @alks @realtanhen @mar3k thanks for playing!
@suchista I agree that it could use some audio. I was looking for some audio to add but ended up not finding anything I liked. I also recorded some card sounds but didn't end up using them.
@cedric86 Yes! It is possible to win! If you look a few comments up there is a vimeo of a win.
@jul-li If you hit the Escape key you could get a menu that would let you play a new game, or go back to the main menu. I should have put that somewhere in the game.
@eonarheim Someone else suggested having the cards automatically go to the foundations. I feel like this wouldn't break anything and I might try to add it post-jam.
@maychant Auto-selecting the card that's revealed is a great suggestion! I was trying to think of ways to make that part less tedious. Wish I had thought of that! I'll add it to the list for the post-jam version.
@gardenjungle sorry you had issues with selecting the cards! I plan to work on that for the post-jam version. Thanks for playing!
@amastryukov Thanks for playing! I agree that there were too many clicks and it is a bit tedious. I hope to add dragging in the post-jam version.
@the-neon-shark thanks for the detailed feedback!
1. I was hoping this was just my mouse, but others have experienced it as well. I might have caught it if I got feedback earlier on. I plan to fix it in the post-jam version.
2. Totally agree. I was worried it was too tedious, but I'm glad people are still playing it. I think dragging might help with this a bit, as well as making the top card from the deck automatically selected.
3. I'll this to the list of my post-jam fixes. I think undo would also be helpful, but wasn't happy with any of the implementations I came up with.
4. Guess I thought I was being clever, or something. :)
@holtzzy223 @hadryel @remn thanks for playing!
@lcstark Hah! That's why I moved the foundations to the left-hand side. I didn't think anyone would be adventurous enough to try and make a tableau pile that large! I'll have to think about how to prevent that in my post-jam version. Good job on getting a win!
Very nice art. Thank you for the volume settings! A good amount of polish for a jam game.
Music was nice but it seemed that the WebGL version suffered from the Godot audio glitch.
Seemed like it was too easy to gain favor and I wasn't sure I had a limit on how many things I could place until I ran out early in a round before much had happened.
That was pretty difficult!
Not sure I understand how I was leaving drops for myself, the upgrades seemed random.
Audio was nice, but really loud for me.
I agree with some of the other comments about the camera. I didn't mind the shake, but it didn't seem to be following my character like I would expect.
Love the idea! Graphics are very nice and the animations on the bomb's face as the fuse burned down was a nice touch!
I think some sound effects might have helped make the game feel a bit more immersive.
Had to open it in two browsers to experience the multiplayer part. Would love to see the chaos of a ton of people playing at once.
I really enjoyed the way the character controlled in this. I know others have said it was floaty, but I found it perfect.
Also, thanks for the gamepad support! That made it way more enjoyable to play for me.
Dialogue was fun. Graphics and audio were great as well.
Cute graphics. I enjoyed the pseudo 3d design.
Music is nice. Still listening while I write this.
Not sure if this was intentional, but there were some surfaces where I was halfway in the ground.
Also, coyote time on the jump would be a nice "quality of life" improvement.
So, some of the most surreal landscapes I've ever seen. Totally transformed by man. And that got me to go out and buy a bigger house.
And with that, I was asked to exit the stage.
This made me laugh, which I needed, so thanks for that! Interesting take on the theme.
This was an interesting entry. The map and lava movement reminded me of Sim Earth.
Impressive amount of options for a jam game, especially with all of the world customization.
If I had any criticism it would be that it felt like the only useful item was the ice and it would be nice to have the dead firefighters show a bit differently.
The game really lagged with the lava height overlay on which was unfortunate because it seemed like it would be really helpful.
Loved the planet graphic with the little CRTish shimmer. Mouth explosion sound when the comets hit the planet were great!
There were a few times I tried to place a satellite but nothing happened and I lost my ability to place it.
That last comet though.
I liked that the puzzles varied between plays. I couldn't get the "Hold for 1 second" to work in the web. Could have just been my mouse.
Took me a while to figure out what I was supposed to be doing (still not sure I know), but it was fun to play.
Graphics are unique and have a great style.
Ambient sounds were great.
Also enjoyed the mechanic with the wood. I got stuck after taking the shortcut, probably needed to time that one better.
Neat concept! Sometimes it felt like I was doing better only to actually do worse. Leader boards made me want to keep trying to get a better score.
Some sound effects when placing the objects might have been a nice addition. I think some tense music could also have really added something.
I love the concept, but the lack of things I might expect in platformer (coyote jump being one) made it a bit frustrating for me. Also, I would easily slide off the edge of things if I got even a few pixels over an edge.
Interesting take on the bullet hell genre with the way enemies forced you into the barrier.
Very fast paced and challenging for me!
Graphics were well done. Music was really loud for me. Would have loved to be able to play with a controller.
Wasn't able to figure out how to finish the game, but the concept is great. Gave me goosebumps when I realized what was happening.
Audio was great. Loved the background noises in the coffee shop.
Audio is nice, but was very loud for me. I seem to be having that issue a lot lately, so it could just be me.
Love the painted parallax background.
The boat graphics are very nice as well. Seeing a good amount of hand drawn style games this jam, and I like it!
Gameplay was fun. Had me wanting to try again to see if I could build a better boat.
Graphics are great. Impressive scope for a compo game. I enjoyed the gameplay and the narrative piece was well done.
I agree with others about the audio. I saw that I could rate it, but as far as I could tell, there was no audio.
I agree with the previous poster. It was difficult to read the instructions and play at the same time.
There was probably too much text. Maybe find a way to show the instructions visually with animations.
Graphics and audio were well done.
Cute graphics! Was really into trying to find more cats.
Music was very nice and relaxing. Fit the game really well.
Moving around the world was a little difficult though, especially at the edges.
Not sure what I was supposed to be doing with the cats though.
Also, is that a cat with toast on its head?
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I love these types of games. Good job on creating your first game and participating in your first Ludum Dare!
I agree with the previous comment that it could use some more instructions. I wasn't really sure what the goal was.
I know you were trying to fit a lot of info on the screen at once, but a portion of it was cut off for me and I had to scroll to the right. Something to think about for your next game!
Nice graphics! Audio was ok. It felt repetitive, even for a rhythm game.
I like the addition of the monsters and power-ups.
Driving around was satisfying. I got stuck in one of the platforms that move up and down, which made me chuckle.
Not sure if there was a way to "win".
I appreciate the audio settings, but when I restarted after losing, the audio levels reset back to their defaults.
The difficulty level does ramp up pretty quickly once you get to a score of about 20.
Might also be nice to have some sort of delay after losing before the menu appears. Since I'm clicking a lot I accidently clicked on restart before I was able to see my score.
It was a fun concept, nice job!
I like the graphics and think they fit well.
The music was nice and surprisingly relaxing given the narrative.
Good job on submitting your first jam game!
Graphics and audio were well done.
Felt a little hard to make precise movements with the character.
Animation of the characters eyes was a nice touch. I really enjoyed the "health" animation.
The hand-drawn graphics are fun!
Sounds made me laugh.
I was able to figure out how to get the sand worms to give me oil and shake tires from trees just fine the first few times, but after a while they stopped working.
Also, I wasn't really sure what I was supposed to be doing, but it was still enjoyable to play.
Maybe a way to skip the intro text would be nice.
That was a bit disturbing.
Other than some graphics glitches, the game seemed to play well for me.
I got a 142 because I couldn't find a shop when I needed to kill one. I had punched some shops earlier in the game though.
The one game play issue I had was that I couldn't tell which flowers I had killed. I was trying to talk to dead flowers for a while.
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Interesting concept. Too me a while to figure out how to actually deliver the goods to each planet, dragging them onto the planet didn't seem to work my first play through.
Love the music - very space western vibe.
Very relaxing. Graphics are nice and I think you did a good job adding 'juice' to the game. I also like how the island cards add a bit of strategy.
Very original puzzle idea. Felt like there were more than enough levels for a jam game. Music was relaxing and fit the gameplay well.
The only other feedback is that it would have been nice to have a 'Game Over' screen after finishing the last level.
Loved the chaos of all of the packages pilling up! This was fun and challenging. Could have used some 1x1 grid packages to help compensate for my sub-optimal packaging. ;-)
As others have mentioned, the music and mood were great but the hitboxes were a bit unforgiving.. Feels like what you would get if you were asked to turn breakout into a roguelike / bullet hell.
Also, thanks for the volume controls!
I love the concept. I think you could really do something with this post-jam.
Music and sound effects fit well, but were way too loud (seems to be a common issue with Unity games).
The controls could use some work (you accelerate too fast and turning seemed unnatural), but that sort of added to the challenge.
Found this by playing one of the other space trading games. I like the added twist of being able to lose (and then recollect) the cargo and enjoyed the subtle humor.
The music was very relaxing and the sound effects fit well.
Very relaxing. I could easily get lost playing this. Good choice on the graphics and sounds, everything was well put together.
Probably my favorite entry so far. Really polished for a jam game. Amazing work.
As others have mentioned, the color palette, sounds and music were all top notch.
Enjoyed the ambient sounds and how they were tied to the sliders. I sort of understood what I needed to do, but couldn't figure out how to produce the required variants for the order. I had to fail an order to even see what the requirements were, so it would be nice to see them up front (unless I missed something).
The sound effects that happen when you germinate were super loud compared to everything else.
@frib Thanks for playing! I probably need better instructions, because you can jump corner cards to the other corners, as long as you are jumping over a card of equal or lesser rank.
@frib Ah, yea - no diagonal moves. I was already having a hard time coming up with restrictions to make it more challenging.
@somewan I agree. It feels too easy. You only really lose if you aren't paying attention. I was having a hard time coming up with restrictions that would still allow the game to be winnable.
@game-dev-with-michael Aces are low. I will update the instructions to make it more clear, thanks!
@nilan That sounds like an interesting idea, thanks for the feedback! In hindsight, I should have tried to get more feedback early on to figure out how I could make it more challenging.
Graphics are very well done! Your artist is very talented!
I did have issues loading the HTML version and it ran slow if I took my time to let the brambles build up, but if I moved quickly and burned the brambles it was fine.
Concept was interesting. Graphics are really well done. As others have mentioned, having some audio would have been nice, but I understand the challenge it presents in a jam.
Because the two columns of items overlapped, I sometimes clicked the wrong thing, although increasing the scale of the items when hovering did help.
Adding more variety of items would also have helped. Once I figured out the best load-out, I just did the same thing every run.
Fun concept! I enjoyed the art. I like how the dog is the only one Bert wants to spend time with. It didn't seem like eating snacks impacted my health though.
How does Bert have two kids if he dies spending a second with his wife...
FYI, the itch.io link is a 404.
I can see why this has so many ratings and comments!
I really enjoyed playing. The music, sound effects and graphics were all really well done. I also loved how each different position was introduced. It wasn't clear to me what I was supposed to do with the "stolen" trains. Was that good, or bad? It seemed like most of the little jellyfish would have been able to fit after I got on...
Very good job!
Pretty sneaky with that last level there!
While the style of the graphics is on the more simplistic end, everything fit well together. Audio wasn't too loud (thank you!) and fit the gameplay well.
I must say though, the main character has some oddly shaped luggage...
I liked how you can fold some of the clothes, stack items and fit items inside of bags. The first time I tried to play the Snowy Mountain level didn't load any of the items, but a refresh fixed it.
Here is my best score so far:
2023-10-05_20-52-16.png
Loved the concept! I can see why you reset the inventory every level, much easier to design the levels that way.
One thing that could be improved would be the control scheme. Too many buttons mixed in with the mouse made it difficult to control.
I think you could polish this and turn it into something more post-jam.
Don't forget 'bout some food!
The customer requests made it feel like more than just an inventory management game. I also liked the addition of needing to remember the food rations for the number of days they were traveling.
The audio, especially the ambient background noise, was great.
Would have been nice to keep the shop's inventory screen open all the time.
Since it seemed like there was some generating of the requests happening, it would have been nice to get more variety. Some of the customers always requested the same things and were traveling for the same amount of days.
Loved all the little graphics touches like the leaf piles moving when you drive over them. The exhaust really helped when I got turned around and couldn't tell whether I needed to go forward or backward.
Music and sound effects fit the game well.
Also, thank you for the volume slider!
Kind of reminds me of the TV show supermarket sweep. I did expect a bunch of inventory management game in this jam, but you put a little bit of a twist on it. As others have stated, being able to go to the cashier multiple times took a bit of the challenge away, but I'd imagine it was easier to design the puzzles this way.
I'm afraid to ask why I was leaving puddles behind...