Foon → Ludum Dare Explorer → Users → aaranos
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Deep Space Journey | jam | 1757 | 2.82 | 2.39 | 2.74 | 3.24 | 2.50 | 1.76 | 2.94 | |||
| 2020 | 46 | Keep it alive | Trumpocalypse 2020 | jam | 2494 | 2.54 | 2.37 | 2.89 | 2.87 | 2.27 | 3.31 | 2.63 | |||
| 2019 | 45 | Start with nothing | Awaken | jam | 949 | 2.98 | 3.01 | 2.91 | 3.50 | 2.87 | 2.50 | 3.01 | |||
| 2018 | 42 | Running out of space | Out of Inventory Space! | compo | 424 | 3.26 | 2.98 | 3.30 | 3.00 | 3.53 | 2.95 | 3.29 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Lootbox Simulator 2018 | compo | 682 | 2.48 | 1.80 | 2.15 | 2.63 | 3.00 | 3.48 | 2.72 | |||
| 2017 | 39 | Running out of Power | 👥 | Nuclear Night | jam | 738 | 2.85 | 2.66 | 2.38 | 3.14 | 2.57 | 2.94 | 2.66 | 2.90 | |
| 2017 | 38 | A Small World | The Cookie Knight | compo | 463 | 2.80 | 2.85 | 1.92 | 2.17 | 2.85 | 2.54 | 2.55 | |||
| 2016 | 37 | One room | Ultimate Showdown | compo | 474 | 2.96 | 2.96 | 2.26 | 3.25 | 2.75 | 2.09 | 2.39 | 2.60 | 49 | |
| 2016 | 36 | Ancient Technology | Flight of Daedalus | compo | |||||||||||
| 2016 | 35 | Shapeshift | Fylgjur | compo | 717 | 2.90 | 2.84 | 2.35 | 2.33 | 3.27 | 2.41 | 2.73 | 100 | ||
| 2015 | 34 | Two Button Controls / Growing | Stardust | jam | 1068 | 2.49 | 2.28 | 2.45 | 3.40 | 2.20 | 2.11 | 1.89 | 2.20 | 74 | |
| 2015 | 33 | You are the Monster | Master's Treasure | compo | 465 | 3.13 | 3.37 | 2.71 | 3.43 | 2.78 | 2.92 | 3.11 | 2.92 | 100 | |
| 2015 | 32 | An Unconventional Weapon | A Monk's Tale | jam | 982 | 2.58 | 2.13 | 1.97 | 2.10 | 2.14 | 2.00 | 62 |
Great concept, but the controls are a little weird. I found that the character doesn't face where you point him and since the mouse doesn't get locked in it's very distracting. The magnetic control is pretty random too.
Overall, pretty great concept just missing the fine tuning.
This is really cool, chef version of Magicka.
I like this game a lot. There are a few performance problems with the magnet but other than that really fun.
This reminds me of that game that came out not too long ago called Screencheat. I don't have much to complain about here other than that there isn't a singleplayer with AI.
Really well done.
The aiming is a little weird but other than that it is pretty fun. The graphics are simple but don't detract from it at all. The audio is really good.
A little hard to control but I like the idea of it.
The close zoom of the intro kind of hurts my eyes a bit but other than that pretty good game.
Found I couldn't trust my eyes for a few of the jumps, but I like how it eases you into the new stuff instead of just tossing you into a room with 50 things. Audio adds to the atmosphere.
Fun game and really well made. It is not that difficult though as long as you are careful.
Simple but fun, the guidelines for the holes is really helpful.
Fun game, I'm not even sure how to lose though to be honest.
Only problem I have with it is the projectiles going through physical barriers. Fits the theme really well.
Checked it out because of Filthy Frank reference, it was a good laugh. Only complaint really is ammo is scarce, round 3 or 4 I ran out even without missing many shots at all.
I feel like I have no clue what's going on but it's working. I liked it.
Love everything about it.
Overall pretty good as a whole. Major complaint would be the excruciatingly slow stamina regeneration. If you fail it takes forever to try again. A reset button would greatly improve gameplay frustration.
Pretty cool game, I'd really suggest a different button combination for run and backwards though as it's hard to keep an eye on stuff and switch between those two keys, or I guess I'm just not used to that setup.
I like how smooth it plays and it has a difficulty increase the longer the round. Bowling ball is pretty unconventional as a weapon, so that's great.
The graphics were decent, better than the 2 pixel thin quickly made sprites, but I also couldn't tell what the thing was that you are hitting with bowling balls.
I think it would of been more enjoyable with some sound.
I loved it. At first I wasn't quite sure how to control it or what I was really controlling but after a few tries I caught on. While it is a trap meant to kill it is an unconventional weapon to wield. The art was really well done too. Got a high score to prove I enjoyed it.
http://i.imgur.com/aFHha9C.png
The main problems I had would be the audio isn't that appealing. The egg throwing sound gets crazy when you get a lot of turrets. The slow turret (penguin) should be cheaper too, felt like the early rounds were very unforgiving. The last thing being health and turret information.
Overall it's playable, fits the theme, and is decently balanced gameplay wise.
The most fun part of this game is trying to see how fast you can get that thing spinning, and that is extremely fun. Definitely unconventional too with how hard it is to get used to as a weapon and that it can kill you too.
I feel it is a little hard to control, but it is neat.
Game plays okay, only thing that I didn't really like is sometimes the doll wouldn't appear and thus get the character hurt and how slow the character walks.
Definitely would of helped the atmosphere of the game if you found some background music and a more nightmarish background.
Nice job besides that though.
Really neat idea for a story.
The audio is awesome. Gameplay could use some more work but nice job for a one day thing.
Game is a bit laggy. I had to come back here and read how things work, could of used a brief instruction display.
I only really used the plant and used the doorway as a bottleneck. Most of the AI seemed to just wander instead of trying to escape. Overall pretty good though.
I honestly couldn't find the prison, looped around a bit and probably flew past it a lot haha. Either way it seems solid enough.
Fun game, got stuck a few times though and didn't see any way to reset the level.
A little too easy but I think if it were given more time for development it could be very cool. Audio and graphics are nice.
A bit slow to start but definitely fun. Managed to become the monster it is meant to be. The ending was a bit anticlimactic though.
Good game overall, I had an enemy spawn between two rocks and couldn't get to it so that might be a bug.
Interesting game, if not ironic that the monster turns into a clicker too.
Plenty of replayability and I love the art.
Great graphics and idea, but getting killed in one shot is a bit much unless the idea is to avoid them completely.
Super good game. Not a single complaint really. I love the art style, the music, and the gameplay. Speaking of gameplay I found that the only thing that could really get me was the archers.
Simple but I love it. The controls are smooth and the artwork is good, but I'm also a fan of pixel art. Only thing missing is a soundtrack.
The missing sound and I think missing powerups detract from it a bit. Definitely follows the theme and I like the graphics. The monster is painfully slow, but good weapon reach that is accurate.
Interesting game, definitely needs that win screen though otherwise you feel like it bugged out.
I think for the purpose of the Jam the time should be on a minute or at least hourly basis.
The game is fun, audio good, and the graphics are good as well. The difficulty of the puzzle escalates a bit much for the one with the blue key on the left and the two dogs.
Neat game, I like that you didn't make it take a million clicks to get through but rather quick and simple. As some others have said I think more upgrades would be good, and definitely more dialogue.
While the game is buggy I think it was amazing for the time it had to be made in. There was a lot of attention to detail on the scenery. I do feel like the animations were a bit slow, the villagers mostly.
I think with time it could turn into a nice bullet hell game, just need to find something to make it stand out above the others. You have the bare bones just needs the polish.
I found trying to click the cannons to be very difficult and finicky. On screen buttons or predefined buttons would of been better for that I feel.
Great music, kind of looks like it is drumming on the innocents of the city.
Really like the game, audio is great and the game has a small message for the player.. I mean monster.
Dat calendar. I think it was rather good, especially the art which is important for point and click.
Great graphics for the it and decent gameplay. I felt it was a bit short. Audio is definitely something to think about next time around even if its just stuff you pull from elsewhere.
I really like the Flame town, so easy to please, just keep roasting them like marshmallows.
Well made, definitely fun and interesting.
Fun game and I like the graphics and audio. The difficulty is a bit too much at three cops without introducing some new mechanic to deal with it, as I was sitting there for about 5 minutes before the eye went away just to get one guy.
I found it to be a little easy, since after the enemy got stuck in a wall and I got some distance he stopped trying to get to me and I was free to eat all the people forever.
I think the enemies are a little too honed in, but it would be fine if the crates dropped health. I also found that after getting the electric buff that it pretty much never went away.
Solid base, just needs that extra polish.
Amazing work, it was pretty fun to play and looks great.
Nice graphics and inclusion of audio. The transition/refresh of the level could use more of a warning I think.
Fun game and looks well designed, the only missing thing would probably be an exit menu.
Nice level of difficulty increasing as you go to the point where you just get overwhelmed and find out your total. I felt like the dynamite hit me unfairly quite a few times, from either it staying there longer than the animation or transparent pixel collision. Overall, fun, looks good, and sounds good.
Really good graphics and solid gameplay. This would probably be a very popular mobile game if some more work was put into it.
I was put off a bit by the character's sprite clinging to walls and being upside down. The core mechanics are neat though.
Definitely unique, the boing does get tiring after awhile with how long it takes to whittle them down.
Really well made game, the combos are fun and I feel it is well thought out with the spacing of saves and moon areas.
Great audio and nice inclusion of a story for a simple murder spree.
Excellent graphics and sound. I find I get stuck on the terrain a lot but it's still pretty good.
Zombies sooo slow. Those bullets are pretty hard to dodge. I think it's a nice little game though.
So sad, I like the game. Nice work with pretty much everything. Control listing and a better menu would be my recommendation for improvement.
Neat game, I think it could of used a menu and restart screen but it plays well and is fun. Nice non-distracting audio too.
Fun game, I like that it's replayable and allows options.
Great update to an old kind of game. I'm not a big fan of the sound but the game is neat. More of a monster is the red pebbles were people too.
Well done. A tad short but it looks really good and plays well for a game made in such a short time.
Bravo, this game is really good. There is a bit of difficulty in dodging the projectiles but there has to be some difficulty. The level was also made in a way that you could learn the mechanics at a good pace. I just wish it had more levels.
Fun game, reminds me of tamagachi and pokemon combined.
The game is difficult enough without the after death part. I like it, and it would definitely be less interesting if you had a functional ship since there are plenty of those kinds of games.
The Compo version is a bit slow. I also felt like the two button was a little forced and was not helpful for the game.
I like the idea of it though, and haven't played the post-compo version which I imagine is improved.
Simple concept. I couldn't get it to let me shout at all, or if I did then it did nothing.
Feels like something you would find on an actual arcade machine. Fun game, but it does have a bit of a learning curve since there is no indication of what does what immediately.
I'd of liked to see the score not be related to the upgrades. Maybe just base it on "parts" taken from destroyed ships.
Actually beat it. A bit spastic but overall I think it does pretty well at keeping you entertained and looks like some effort was put into the various categories. It does not fit either of the themes very well though.
Great audio for the game. The visuals are also really good. The gameplay feels good but also is a bit tough. I suppose it takes a bit to learn though.
The game is extremely beautiful, partly because I love pixel art and obviously because it was well made. The gameplay is pretty great too for a game made on a crunch. Managed to get extracted using the hunter and making use of the right side of the level.
Simple and teaches you as you go. An indicator of how many switches are in a level would be nice.
The music is really good and I'd like to say more about the game but I honestly don't know how to actually play. I move left or right and try to align the ball with the line but sometimes it bounces, sometimes it doesn't.
The game starts off a bit slow, but gets pretty fun once you get the dash attack. Maybe add some indicator to how close you are to a level up.
Really well made. The art is fantastic and the audio fits very well. The gameplay is some what tedious but also fun and creative.
I've attached a screen shot of a bug I found. I ventured into the mountains because it let me and then endless falling loop.
http://i.imgur.com/1ZYGYAt.png
You say the game isn't random, but it is biased. The guessing game of if you think the game was good and if the game title or author are real or parody isn't easy.
The character also constantly complains about being tired, so I tested doing nothing and he still complains.
Easily one of the most fun games I've played this LD. The environment is beautiful and the gameplay is fun. The objective is simple but it doesn't feel like you have to do it quickly because you just have fun flying around. The music matches the feel of the game and is likewise great.
Pretty much how to play any fighter game, pick buttons and hope its good, at least at the start. My first pick was to waste a potion haha.
Despite the obvious tropes I found myself continuing down the story more and more. I think it's a good visual novel / choose your own adventure.
I would of liked to have two buttons mapped to the buttons. The fact that you have to click the button makes it difficult to the point it is random chance if you get far or not.
The game is a bit slow and uneventful. I think with some more work it could be similar to a typing game.
The game was incredibly laggy for me. I think it is a neat different take on katamari.
The controls limit the fun of the game for me. I found the controls to be very picky in that you can't hold the jump but have to tap it or you just jump straight up. The arrow keys also didn't jump for me but they did move left and right.
Other than the controls, it's a good game.
The sound is a bit odd but good game. Follows the theme and is a clever mutation of the classic Snake game. I would be scared however if flowers grew that way.
Beautiful game. Very clear to see the difference of experience and teamwork that went into it. Gameplay is smooth, audio is great, and those pesky bears punch with rocket arms.
I think the biggest problem I had playing was just not being able to see the bullets. I think it played well enough and the art theme worked well. I had to look at the controls page again to figure out how to get through doors, but that's just from quick reading.
Art wise, really well made. The lights do flicker a lot, could just be me. As others have said the collisions are a little unforgiving.
I like the genre of space shooters but not being able to move forward of backward limits the ships ability to dodge anything. I found myself stuck in a corner and then blasted down just about every game.
I think given a different theme it would of done much better, as the other gameplay elements are great.
The title of your game doesn't match the exe window. I really like the game though. I find it very difficult but also not completely unfair as to make it frustrating. I will say once you go down below the line you pretty much never come back up.
Based on comments from my own game, excellent job with the arrow in the background, it is insanely useful.
I'm not quite sure how to progress in the game. I spent up all of my DNA points and I can only get more water and energy. A lot of the text got caught off screen as well.
Really well made. Each category of a game has been worked on and given time. The chef does get a little quick on some parts but overall pretty fun.
I think some power ups or ways to boost would of made it even better.
Interesting game. Vertical movement is the only problem in terms of speed. I reached near screen size but then suddenly went down to a tiny mass of 8.
Simple game with a frustrating difficulty. I managed to get this score though. http://i.imgur.com/6pWEr72.png
@Scipio, I was being lazy and didn't want to rebuild every version. Since there is actually an interest I see I should of just taken the time to do so.
Thanks for the long comment and suggestions. I definitely plan to overhaul even more stuff and as I type this I am sitting on V1.3 which has parallax background and some minor fixes.
The ant is very tiny and hard to see. I wasn't even sure I was playing until I was a few levels in. I'm not sure the theme works well with the game, but you did follow it.
The concept is good but it feels lacking quickly. With some variation in the line or maybe it rolls down various black and white lines and you have to not end in a dead end.
A time score or something should pop up once you fall off to try and reward you. I had to purposefully fall to see if there was a score as well.
Again, I like the concept. A lot you can do with it.
Interesting. Simple gameplay but more focus on a message. Took me a few passes to realize you had to fill up the bubble though.
Fun game, but definitely a little difficult from the get go. I wasn't able to get the super weapon to work either.
I'm not sure if it is supposed to auto attack and defend, but the numbers rise without doing anything.
Visuals and audio, even simple would of lended to the game.
I could see this being a good mobile game to play to kill time.
The game is fun to play and is rather inventive. I do like that the number of weapons vary and the difficulty gets harder as time goes on.
What I did not like is that the enemies left if I took too long. I am guessing it is because if you have no weapon you can't take them out if they are all already stolen from.
Web would do well if you hosted it to itch.io or another site. I found Firefox works fine with it however. The game is a test of patience and exact movements.
At some point you just get too big and the seeds don't drop fast enough, or at least they didn't for me. I think the growth rate could start a bit slower.
Good game overall.
Seems like it would of been quite good with a full level. Maybe continue on a post-jam version?
Neat little game. I saw in the notes that the tail was intended to be a weapon later. I think that would make it a lot more interesting than making it snake like.
Really interesting game. I've been wanting to do something similar to this for a while.
One problem I found was you could pretty much just recast jump to fly wherever you want. Other than that, really clever game.
The game is a bit buggy to play. Whenever the survivor touches an object he just kind of slides in one direction. If the touch each other they also mess each other up.
The gameplay is a bit confusing. The art and music are both good. I tried it a few times but couldn't get past the 2nd planet since it kept crashing into one another or flying off.
Clear transitions before days and some level of introduction would do well for the game. I didn't have any trouble figuring out the basics and getting through the game for quite a few turns.
I think a visual indicator for remaining supplies and cost for each selection would be good. I also don't know if selecting multiple even works. Again, some level of introduction would be nice since you appear to start the game in the middle of a civil war.
I like the game quite a bit. The gameplay fits the two button theme very smoothly and as most LD games it is short and replayable.
The menu is very in depth with options and various difficulties. The game is also fairly difficult since the growth of the bar is in segments. Manages to fit both themes without feeling restricted by them.
Fun game, the sacrifices look like characters out of The Oatmeal comics.
Fun game, would of been nice of the player moved a bit faster though.
Very creative menu to game transition.
Interesting maze. I couldn't figure out where the exit for 2 was because I just kept going in circles.
I like the idea of it but god is it hard to control. I think I spent 10 minutes on it and only got 3 rings.
Nice game, it is a bit hard to see with the way line of sight works, but it is manageable.
I don't think it fits the theme. Decent shmup.
Fun game. I played a few races to try out different tactics. Apparently staying as the pentagon and brute forcing through the dirt with speed is the way to go. I came in 1st a full minute ahead of 2nd. Also, some of the AI started going backwards for some reason.
Wow. I gotta say the audio really makes this a great experience. The gameplay is solid and the controls handle well.
I played the original and I think it is okay. Good arcade game.
I like the idea but the pieces move around so much you spend most of your time correcting it.
Would of been nicer with a closer view point, it is extremely zoomed out.
Audio and visuals are amazing for this. The gameplay could use some more variety, maybe curving track just to mix it up.
Amazing, really reminds me of something you'd play on the super nintendo. Gameplay was pretty great too.
Nice music and gameplay. The first round I just killed them all. Second round saved 9.
The game has a lot of good mechanics and makes use of the theme well.
I don't feel like the audio added to it. Interesting mechanic with the way you have to look around.
Not sure where the first one was going but it looks like you had some kind of base to work from. Seconds was okay, it took a second to figure out what to do.
The sword animation doesn't end until you move. I had to just let the sword sit where they fall to collect kills or risk dying from the attack not working.
I played the original submission. The game is challenging but fun. I think the visuals were nice and I didn't have too much of an issue aligning the object with the wall, however the original's movement speed is a bit slow and you have to be on to the next immediately.
Simple concept but it is fun to play. Some kind of visual indicator or what color is going to pop up would be nice. Not much of a window for reaction once it shoots if you want to collect it or not.
Game of patience, really like the art.
The game has a very mobile look to it.
Plays well but it doesn't really fit the theme.
Well made puzzle game. The art is fantastically stylized and the game play is actually pretty engaging and requires some thought.
I enjoyed it until the boss fight. Then it was just annoying trying to time it right over and over.
Excellent game. I've seen a few pinball dungeon explorer games and this is definitely just as good. The biggest aid is that magnetism. Lets you really control the boss fight so well.
Fun game, the audio adds to it a lot.
I like the art style. Not a lot of choice but you do get to choose one of two routes pretty much.
At first I thought the spread and speed of the bullets were excessive, then I saw the horror swarming around. Fun game, but the music didn't feel right for what you are doing.
Neat game. I think it really needed some kind of audio to add to the atmosphere.
Amazing artwork. Lack of control of jumping is a bit hard to deal with when you are platforming. I like the rogue-like element of progression.
Good game. The out of nowhere loud sound effects on the menu screen killed my ears.
Pretty good point and click. I found the puzzles to be very straight forward though.
I like the idea, it mainly tests your patience. The level progression could use some work. Continue should probably be Next Level and it shouldn't stay up when you move to the next level.
Pretty fun puzzle platformer. The artwork is very good as well.
I got to level 5 but then it would not show me the upper part of the level, just went off screen and died.
Unique idea, and handles fairly well. The laps are a bit long though. I think I went two minutes without seeing another car.
I like the art and audio. I wasn't big on the gameplay. Game is well made despite that however.
I think she needs meds if that is what she thinks her thief looks like. I found it to not be very fun, but the game plays well.
Simple but it is fun. I didn't think the music was bad and actually thought it added to it.
The concept is good. I managed to get 70k+, didn't get a chance to screencap. I think being able to choose which shape you are could let you go faster.
I think this is a pretty good puzzle game. I am horrible at time sensitive strategy games like this, but it's fun.
Really good puzzles, it was not very obvious from the text to place the cube in the small box areas. I thought for a while there it was a powerup.
Really great game! Reminds me a lot of hotline miami and those kinds of games. Nice diversity in characters.
The game is pretty fun. I found it a bit tough in some areas but others could completely cheese by just continuing to morph.
Fun, I like how you can't just randomly shoot, you have to conserve.
Game is really well done. My only complaint is I spent 10-15 mins going room after room and gave up trying to find the door for the key. After a while you just get tired of looking.
Controls should really be relative to the player.
Game is difficult but has a good concept.
Bit of a stretch for the theme but I liked it quite a bit. I kept jumping into the ceiling and killing myself on a few of the levels.
Great game. I like the added touch of being able to hit yourself and change your hat.
Artwork is perfect. The difficulty is a bit much. The trash cans mainly since they turn at set points so if you don't know those points it is easy to die.
Very clever puzzle game with a nice story.
Tough if you don't know the phobias and have to keep looking at the people to get the meaning. Aside from the button issue it plays well.
Really good graphics. The gameplay is good as well. There's a LD entry that is a 3D version of this.
The UI could use some more attention, but the game is good.
Game was pretty short but you had the start of some puzzle mechanics in it.
We had similar ideas! I like it, but the sword felt very under-powered and once they were in melee range I usually died swiftly.
This guy needs a better gun. The ninja guy was crazy.
I feel like the game only relates to the theme in that you say he is a werewolf. I was expecting to do something as a werewolf once night arrives but you just win. Nice artwork though.
I like the art. The audio mechanic felt like it really didn't matter what was playing since the beat would stay the same but the weapon would change.
More of a learning tool than a game.
I was never very good at these games. Still well made.
Reminds me of some of those game shows where they contort to match it or get dunked in water. I think a forward perspective would of been better for accuracy.
Good game concept. I did note that the timer was ticking before you even hear the request though.
Game looks good but it is very hard to control. I'm not sure how I switched between bow and sword.
Very well designed and executed. Is there an end to the game? I just kept going and going.
Really enjoyed it after getting used to it. I managed to get on the high score board but probably won't stay for long. I think some balancing needs done on it overall as fire wasn't nearly as good as the other two, but it's pretty good.
The concept is good but it doesn't really have a lot. The controls are a little weird.
110400, just gotta spin to win. The game is very forgiving but it is still fun.
I got a :display:gsg:glgsg(error)" GLSL link failed: Link called without any attached shader objects. Have you tried building the code into an executable with py2exe?
Neat idea for a game. I think making it time based limits the number of people that will enjoy it. Limiting number of actions would of worked better I feel.
The controls are a little wonky, but after a few plays it gets easier.
A bit hectic on a few of the levels but it's an interesting game.
Nice little platformer / puzzle game. I think the background was just a tad too dark but it was well done.
The atmosphere, gameplay, and story do not really work together. Independently they are good.
I love the simple but smooth graphics. Took me a bit to stop endlessly killing and start going to objective.
The game controls are fairly buggy and could use some work. The audio and visuals are pretty good.
The shadow form goes away way to fast to make use of it. You either need more control over your movement or a longer shadow form. Enemies also spawn behind you a lot, like right behind.
Enjoyed the game regardless.
I think this is a unique puzzle platformer. Story is a bit thrown together but it gives some direction to it all.
Simple graphics but the puzzles are well made. Orthographic puzzles can be great for improving spatial awareness.
Very fast paced and fun. I think the time indicator needs to be more prominent.
Ran into plenty of battles, never got better. Not sure how to progress in the game at all.
Clever puzzle system.
@srakowski, thanks this is my first time using a dopesheet animation style.
@HoldMeImScared, I try to keep colors from clashing. The original background matched the player so that HAD to go. My favorite part of playtesting was spamming the spear and charging forward.
@SkullPixel, thanks I have never used that method before but I needed a lot of animation in a short time and I knew my spritesheets would take forever.
@Trash_empire, Yeah the hit detection isn't perfect. I tried to mess with it but I had little play test time outside fixing bigger bugs.
@davidmcdonald, I plan to release a post-compo version with many more features. One of them being multiple levels you progress through.
@Wisedawn, thanks they are getting more praise than I would of expected. Player walk needs updated so bad.
@datadazer, Audio right now is my worst skill. I can fumble together a beat and that's about it.
@glaze_96, I chose the dopesheet animation for time reasons. I kind of like the freedom of it but at the same time spritesheets feel so much cleaner.
@Blobo, thanks it was really a good few hours of the dare just making graphics.
@Rise and Shine Games, yes very OP. For ground anyways, it can't hit a bird to save your life, not literally do try.
@Jungle, thanks, what would you like to see improved specifically? I have two major design ideas I'm working on with one being the bow I planned to use but never coded and also adding combos.
@kabel, I'm sorry it wasn't that fun for you.
@JOK, Thanks!
@sP0CkEr2, a good portion of my time on it was art so that's good to hear.
@Imperial Unit, thanks, the animation on the player was sloppy but I plan to clean it up when I add new features in the next update.
@norseware, thanks, I recognize the collisions issue and hope I can correct it. Just glad it works somewhat.
@jacklehamster, I do plan to expand on it. The mouse was included because at the start I planned to have a bow and you could aim with the mouse.
@draq22, Thanks!
@Khaoz_Fang, The hit detection is on enter. I need to fix that in the next update but it was the first, albiet bad, way of detecting collisions that came to mind when making it. The animation doesn't lock you so you can spam it and it restart the animation.
Solid endless runner in terms of core mechanics. I think it needed some of it's own flair to stand out from a standard endless runner though and it didn't really follow the theme.
I like the game, but the logistics of keeping track of so many people in such a tiny window is a little difficult.
Gameplay is okay, but I definitely feel it could of done without the sub theme.
Nice game, the wizard looks like it might be three kids stacked under a robe.
Clever level design. The difficulty curve is pretty good.
The turning is a little too extreme. I had some difficulty getting the car to move where I wanted it to.
Pretty standard shmup. Being able to shoot in multiple directions is nice but not needed.
Not Web. The game looks nice but the movement could use some refining. The jump didn't feel very reliable as sometimes it short jumped. The hit box was similarly hard to pinpoint. I liked the respawn animation.
The graphics are over the top as is the gameplay. I typically don't like random games like this but this is an exception.
Really well made. Has the feel of a game you'd find on the super nintendo. The controls could use some polish but overall really good.
A bit short but it is pretty fun. A variety of different types of blocks could make it a good candidate for a full project.
Love the fight mechanics, it's what I wanted to do for mine. The controls were a little wonky for keyboard though. Kept pressing ctrl +p which opens print.
Also, no source code?
Good art and concept. I feel like more control over the player would have made it more fun. The shop should also be placed after death for convenience.
Game is quirky but it needs some kind of guidance. I played at least ten rounds and still didn't know what was going on.
I can't really rate the graphics because I recognize some of it as rpgmaker assets. So I will rate the art that was done. The game controls are a bit much for one player to control.
The graphics and UI are great. I think it needed more substance to get you to play longer, such as upgrades or rewards for clicking.
This is a fantastic entry. I did manage to find a bug, if you stretch into ceiling in some cases you get stuck and just kind of dangle there.
Environment is very neat, but extremely deadly. I played the non-patched since the patched has new features. I think the original submission needed the score to give it some progression.
The controls are a little confusing. Some kind of tutorial or introduction would be a lot of help.
Nice little game.
I tried to become the reflective mirror and it errored out. Nice graphics.
Awesome animations. The sound really added to it as well.
Site appears to be down, can't download.
Well made. I think the game is very unforgiving in terms of smacking into walls but it has a nice set of mechanics. The movement being controlled by what form you are in is a bit of a gimmick but it fits the theme well.
Excellent pixel art. I found the difficulty a little extreme after two wins. The third opponent is just way too fast. Still fun.
I played it through twice. The first time I kept wondering why my grass was turning into desert all the time. On the 2nd I managed to get about 285 houses. I enjoyed the game a lot. A greater diversity in tiles and events would make it even better.
The locals seem to be amazed at the flying cow.
I made it to the bird, but I didn't quite have the notes memorized. I think it needs a bit of a build up to an 8+ note sequence.
Small inspiration from Enter the Gungeon? I like the graphics, but the world is kind of out of place.
I like the game and visuals. Three of the four view points were awful.
Control wise it handles well. Content wise it also has a lot of levels.
The game is too random. I didn't see a way to impact the results in one way or another.
I like the game. The character must wait till the last minute to book since they are never prepared.
Well, that was a shocker. I think I got the bad ending haha.
Really fun to play. With the current AI and mechanics you kind of need luck more than skill for some of the fights. Going against 4 people you are going to get hit no matter how you fight. Some kind of parry or stun.
Good set of puzzles, wasn't just clearing them instantly.
A bit buggy. The audio and graphics are the strongest parts. The game mechanics are not very intuitive but after a few tries you start to piece it together.
Couldn't get past the last lane. I think it could use more balancing but it has a lot of polish on the visuals.
Amazing audio. Turns out I'm not that rhythmic. I've always wanted to do something along these lines and similar to a game I played a long time ago called Patapon.
Great graphics and style. Even for a rogue-like it is a bit repetitive. I finally got a weapon after being murdered by the birds about 20 times and lost it because a swarm of 10 birds showed up.
I think the biggest problem and one of only a few I had with the game is the controls for movement are a bit off since the key movement is dependent on where the mouse is.
I love the art and music. The gameplay is also pretty good, but some kind of delay after death would have added to it.
The game is quite random. I managed to get two ending at one point because I just kept shooting stuff.
Impressive even if it wasn't your first game. Took a screenshot of my score. http://i.imgur.com/SFiHkSR.png The gameplay is simple but the polish is crazy.
Decent game. I wasn't sure if the pizza collection was optional at first so I had to backtrack.
Not sure what you use to run the game.
Nice concept. Not a lot of context to go with it though.
Clear level of polish on the game. My only complaint is the screen size is a bit constricting and made me worried I would walk into a spawn point and die.
I did nothing, clicked Check, and won. What is the chance of that?
Nice clicker game. Really enjoyed the diverse UI and statistics.
Well done. I enjoyed the game and the message. One complaint is a lot of colors of the player match the background and blend in.
The graphic theme is great. I couldn't figure out what to do at some point and I checked every door and item.
With how fast things move it is difficult to play when you have to cycle through so many forms.
Complex in a simple way.
Great graphics and concept. I felt that having the left mouse button be pickup and attack makes it a bit hectic.
Not sure if I glitched it but I did not appear to die. I think it is a simple but clever game.
Really short, do you plan to make more levels?
Original game doesn't start for me. Stays on menu screen and doesn't move past it.
Neat game. I think the menus need keyboard support. Using the mouse to restart after each death gets tedious due to the difficulty.
I like the diversity of the puzzles and the mechanics used to traverse them. Nice job.
I like the concept, I am not a fan of the sounds.
Troll simulator. Goal appears to be to annoy the enemy until they leave haha.
Fun game, the enemy didn't pose much of a threat but it plays well.
The game has no direction. I think the maps and platforming is good but you need to add some indication of what you are doing, and controls.
Love it. The game does very well at controlling and has progression you don't expect to find in a game made in such a short time.
I beat the rock guy and it didn't let me progress any farther. Not sure if I missed something.
Nice, really good concept. Bat was a little difficult to control but that is somewhat expected.
I made it so long I was reset to level 1 and the music stopped. I had to check the comments to figure out the numpad was in use not the standard 1-2-3. Not a common control choice.
Well, most people think cats are evil anyways.
It's pretty difficult given the number of options and rotation.
The player characters should probably move on grid lines. From what I can see they don't line up some times and you miss an apple despite most of your sprite covering it.
It took me a lot longer than it should of to realize the arrows were pointing to food, not things trying to kill me. That was on me haha. I liked it, the controls handle really well.
A bit confusing to play but it is interesting.
I enjoyed this, but the first few rounds are a tad slow. I didn't really need to start moving or changing tactics until the 5th round. I ended up dead on the last round.
Feel like there's a message in it and it is open to interpretation. Or maybe I'm reading into it more than I should. Well made.
The ship handles well. To make it a bit more interesting I tried to plan my dive in when I could maneuver to it quickly.
Seemed simple at first, then came the horrible fast dragging of narrowing it into a tunnel.
Nice puzzle design. I liked the difficulty as you went forward. It was kind of like a maze you trace a path through but with an added level of complexity.
I was really hoping the dragon could fly but a long jump is good I suppose. The viking didn't really have a purpose. I enjoyed it and it was aesthetically pleasing.
Found my slimes kept getting hit by arrows. Was there a way to control them?
You should add controls to the description as well.
The jump really needs some work as it is impossible at certain speeds. Overall I think it is good. The visuals are the best piece.
The sound is filled with a lot of static. I was not able to control the jet very well either.
Really nice. The defense bubble really sold the trap monster and made the boss easy.
Nice start to a card game. I was able to catch on to the mechanics pretty quick and beat the cultists.
Very nice graphics and audio.
The game kind of throws you in without any explanation. The clues are there but it needs some kind of lead up.
I like the riddles and actually found a few difficult. The beacons should have some way of locating them other than roaming around at random, as it gets a bit tedious. Adding the last part to the puzzle is also confusing as there appeared to be no open spots and only got it after a lot of guesses. Sound is definitely needed for this kind of game.
I could not make it very far in the game. A suggestion I have would be to not use blind leaps. A platformer must always give a hint as to where you need to go. I kept finding myself leaping into emptiness because I couldn't see how far I needed to jump to land on something solid.
The player controls are fairly responsive, so nice job.
I really enjoyed the game, but I honestly was not sure if I was making progress or not. The ship control is a bit wonky with the way you turn, but it is forgiving enough with collisions on land to not be bad. I even pulled a flying dutchman act and drifted over land mass at one time.
I'm guessing there is no way at this time to make a "burger".
A big hurdle with Ludum Dare and something new and veterans struggle with is scope. Make at least 1 key thing and some way of winning or losing. Then focus on the flair and presentation.
One instance of a win/lose condition would be to feed everyone in line or lose if the line hits the cave entrance.
Really takes a lot of focus to do well. Definitely a great concept. Managed to save myself from a few falls since you can move the ground.
Appearance reminds me of gang beasts. Nice local co-op game. I feel like with four people playing it would just be random whoever makes it to the middle though.
I appreciate that AWOL. I tried my best working solo. If I had more experience with AI and dialogue prompts I think it would of been more entertaining.
@RovingSquid Thanks! I've gotten into a habit of just making a simple beat and looping it. I need to make it longer so it doesn't break up on repeat though.
@AnaGF Problems of too big a scope and quickly making it fit. Aiming lower next time.
@yotam180, if you look at the source code the spritesheet has the guard's attack animation. I had to cut that in order to make an end condition. Big cut, I know.
@mato26 Yeah, hard to tell if the completely still guys that don't attack are bad xD. They were planned to be enemies but turned into props.
@AODQ I'm still learning how to make a solid player controller. Good movement is tough. Thanks for the feedback!
@Alphish Do you think my splash screen should be silent? I thought the same thing about the majority of your critiques. I just didn't have the time to worry about it, or do a lot of play testing. I purposefully turned on the wonky physics since I didn't have time to script their AI to give them a purpose, comedy. Thanks!
@ianb96 Thanks, I was awful with color choice I know. I thought I fixed the sound issue but perhaps not. I had it defaulting to .5 (50%) but it must not be calling it. Guards were planned to be enemies, curse you time.
Perspective for some of the jumps is the enemy more than the interaction choice. I'm not sure if the whip was to be used as a tool or a weapon. I didn't make it far into the game but if there are no multiple object interaction levels then pressing E to take it then Enter to leave is a bit redundant.
The game looks really good. I couldn't get the golems to work however. The controls are a little tough to use as well. I actually found it easier to use mouse and keyboard over a controller. The camera movement was very jagged on controller.
I found the game mechanics to be fun, but got stuck at the 3 lever puzzle. I tried for 5 minutes to get past it and just gave up after 40 or so attempts. I couldn't find the pattern for the life of me.
The story ends a bit abruptly but the gameplay is real nice. The graphics are very old school but well done.
I like how well the bow aims and controls. I found that the character is incredibly weak though. I think it took me 10 arrows or more to take down the first robot. That and you die in one hit.
Game is extremely unforgiving. Had to play since we both had similar takes on the theme. After a bit of practice it did get easier to make it farther and farther.
This is pretty awesome. I love the simplistic nature of it yet it looks great. This is super solid for a LD game. If I had to nitpick there was a lot of space I couldn't use due to the shapes, and bad placement at the start. Maybe a next day button as well instead of losing your night cycle by watching the people on 4x.
The game is pretty interesting. I found it lagged a lot, possibly spawning too many monsters unchecked. A bit of performance polish and this would easily be an arcade game.
You are kind of rail roaded on to one path that is very hard to dodge enemies on. I found the audio to be nice and was interested in the story but could not progress past the first level due to the difficulty. I imagine there must be some trick to it that I'm not seeing, or just being better at it.
Enjoyable game. I felt like there was a lot of dead space though and it made it hard to find things. After a few runs through the game I got a better handle on movement and was zipping around pretty well. I was very much reminded of an old flash game I used to play called Gold Miner or something along those lines.
Reminds me of some isometric tests I had to take in the past, trying to interpret 3D on 2D. I think it's a great concept.
The game is a bit hard to control. When you interact with the monitor it should show you the screen in case you were looking down at it. I also found that telling it to go up 1 or 5 was a bit strange instead of just up 1 level.
Really clever yet simple. Always love your graphics. I found a rythmn of going in circles with the magnet and arcing my way around the map based on speed of rotation. Not sure if you planned for that or not but it was fun.
Really clever yet simple. Always love your graphics. I found a rhythm of going in circles with the magnet and arcing my way around the map based on speed of rotation. Not sure if you planned for that or not but it was fun.
I'm not a fan of the sound effects. The game could benefit from different units or a smaller field since the first few turns are rather slow. I do find it to be good base to expand on though.
I tested friendly fire and was actually surprised it was allowed.
I like the various path options and ways to interact with the world. I felt like there were too many light sources, and I don't think candles should hurt.
Some of the jumps are a bit unforgiving. I like that the clones are used to reach places and also kind of like a checkpoint in some instances. Nice stickman drawings.
If you want to get rid of the wall grab bug make a Physics2DMaterial and give it 0 friction and assign it to player.
I would of liked some kind of win condition to be there. After a rocky start I beefed up one plant that basically took care of everything for 10 minutes. I think it is a very solid tower defense game.
I didn't make it very far but I was never great at shmups.I think it plays fairly well if a tad difficult.
The controls are a little difficult to work with since you have to move in the direction of the thing you want to kill, which in turn makes it kill you. I think it would of benefited from some kind of speed boost or mouse aim since the spiders appear to move faster.
I gave it another go to see the improvements you made. Definitely easier to play and actually get a score in. I still had to run at the spiders to point towards them with keyboard and mouse, but being faster than them I was able to make it non-lethal to myself.
I ended up with a score of 1310 at the end. I basically ran to a corner and held out there until they finally chipped away the last of my hp.
Well done on the improvements. A few more suggestions:
- Don't allow spawns within the player's sphere
- Spiders seemed to spawn outside the wall and were able to get in
- Powerups? Speed boosts, gattling arrows, etc just to make it more fun
- Spider variants, maybe one spits acid, one jumps around, etc.
I like that it has a different mechanic from the typical angry birds style game. Gauging power and distance is a bit tough. I would of liked some music or sound effects.
Pleasant graphics and a nice number of levels. While the levels are basically the same it does add some length to the game. I found that the shape of the blocks make it hard to fit in the space given most of the time. Overall, it feels a tad unfinished but has plenty enough to offer for a LD game.
In your game description please explain how to play the game. I used the arrow keys and "won" the first level. Is there more to it? I couldn't get it to continue.
This is pretty amazing. Imagine watching a review of your game inside of your game.
This is a very clever use of the theme and I will be showing this to my friends for sure. Love it.
Lovely art. The game can be pretty difficult. I think the game is straight forward enough that you can learn what each thing does though.
This is great for people interested in learning basic robotics or doing puzzles. Fun, but not really something I'd play for long.
Good polish on the game and was pretty fun to play. The game has some good difficulty to it and was more fun than expected of a tower defense game.
Bonus points for not using donation prompt on itch.io.
The controls are rather difficult to work with. I'm guessing the goal is to attack a few times and jump away so you don't just get pushed into a spike.
This is nicely done. Being able to make use of your enemies to get to higher places without needing to reset if you miss a jump is pretty nice. The level was a tad short.
Presentation is there but the game is lacking. The fight is just holding shoot and jumping towards the enemy.
Recommend adding controls to the browser version's description.
I'm not sure I'd classify it as difficult in a good sense. I like the game but the randomness of the spray of the gun makes it very difficult to have any control. After several tries I got past stage 2 just to have more enemies thrown at me with no increase in control.
Overall though I still really like it.
This game is extremely difficult. The movement is very rugged and it is very hard to move in 3D from the given view point. I tried about 30 times to get past the ceiling light portion and kept missing.
With smoother player controls I think it would be something I'd play over and over. The high score board definitely promotes replay.
Web version didn't work for me in Chrome or Firefox. All I got was the arrow in the top left that doesn't do anything when pressed. (didn't rate)
I never really had to click anything. I think if there was something more interesting happening for upgrades that it would be more incentive to keep going.
I never really saw a reason to switch doors. The game is interesting but I got tired of not being able to afford anything and repeatedly losing with no gold.
Recognized you immediately from the last entry. Really love the polish you can put on a weekend made game.
The game's a bit random but I think it's a good play. Some more control over characters would be nice or an explanation of their skill. I kind of just mashed all the buttons.
It's a bit random but I did manage to get one victory, or I assume it was a victory.
Since you have no idea what something is going to lead into answer wise it's more of a memory game for when you finally get a clue.
I would move the control instructions to the description and off of the title screen. I didn't see them overlayed on the game title.
I was not able to solve the puzzle.
The dragging mechanic did not work very well. It kept wanted to move them to places other than the cursor. I also found the funerals to be far less frequent than the number of deceased.
It took me a second to figure out what was going on. I just saw dots going crazy. Once I got 3 blocks I figured out I was the blue one.
Neat little game. Not sure if it endlessly loops when you get to the permanent sun area or not.
@PeachTreeOath, I'm not sure what platform you played on but the attack does have a sound. I just tested it on web to confirm it wasn't bugged.
I have taken the feedback I was given and have a post LD update in the works. Correcting some issues people have and also some new features, as well as a graphics and audio overhaul since post LD is not limiting me.
@Gipzo, thanks for the feedback. Health issue is an easy fix and I'll think about making a new update. My next update was planned to address the scaling difficulty needed.
This is a great show of what Ludum Dare can be. The graphics are pretty good and I dig the music choice.
The aiming needed a bit of work but I guess you could chalk that up to alcohol.
Neat game. I found myself really enjoying it. The game has a lot of potential on mobile to kill time.
You do need to fix the anchor on that Replay button though, it was way off to the side.
I had a laugh because the player's lazer kind of looks like upvotes on reddit.
The player could use a bit of an increase in movement. Those pitchforks are fast as bullets compared to the player speed. Maybe some visual cue would help to alert when it is going to throw.
The controls are a little awkward to use. I would of liked use of arrow keys for flippers.
I also found that the ball moved incredibly fast occasionally, not sure if it was intentional.
Overall, nice polish on graphics and audio. Other than the speedy ball the gameplay was pretty smooth.
Simple but very fun. I found it very hard at the start but once I got some warp upgrades and started to get the mechanics it was much better.
I will say the turning circle is a bit annoying to get around.
I think the game could of used some sort of healing mechanic or at least a way to dodge. I found it hard to fight the orbs without getting hit at least once.
The game plays well enough, but I'm not sure how close you have to be to actually win. I was at 53miles and it still was saying missed and that was directly center. I think some additional levels or just different targets could of been nice as well.
Very pretty game. The puzzles are also intuitive which is nice because I was able to beat it c:
It was simple but it plays very smoothly and the puzzles vary a bit so it's not repetitive. The audio also helped the mood.
Only improvement I could see is just more content.
Pretty enjoyable game. Simple mechanics with so many levels. I even got distracted on one level to see how many lasers I could put in orbit and still not die. That fact alone makes this a great game to me.
The audio is repetitive but it doesn't get annoying.
Well done on this.
I'm not usually a fan of horror but I like this one. I love voxels so I adore the art style. I think the atmospheric music really brings the horror aspects out. The match system was also well done, it kind of acted as check points for your exploration.
The camera's point of view was a bit rough but it was manageable.
Well done, I enjoyed the game and never felt stuck even when trying to figure out the next segment.
The game is pretty interesting. The first space rock I made eventually exploded from too much in it. Every attempt after that the core failed. I am not sure what I did right the first time and wrong the next times since the 4 categories were kind of even.
I was expecting to mix elements and toss them at the planet, but the gameplay is more just of just randomness. The elements go so fast I can't tell what they do because I'm busy swatting other ones away.
Overall it was fun to play, and well presented, but it is a bit confusing and that's from someone that knows what those elements are for the most part. I imagine it will be super confusing to anyone that didn't like science.
You missed a wonderful opportunity to add a lighter to the bug spray. Maybe a flamethrower effect when you kill so many bugs.
It's not bad for a last minute creation. I was surprised when it went from one ant to suddenly like 20. Making use of the time as health was also a creative way to make variable scores.
@firewill, Thank you for the very well thought out critique. My level design improved a bit as I went and I tried to teach the player what was coming before it occurred. I wanted it to have some difficulty so I measured how far I needed to jump and used variations of the distance to try to keep the player on their toes.
I definitely appreciate you finishing it. I'll make a music-less version to keep in compliance.
@anarbitrarymustache my controls menu is likely borked and I didn't have time to test it. I'll make sure to add the default controls to the summary. I've reuploaded the core game without the music assets to stay compliant. I've left the original as a "post LD".
Thanks for the suggestions, the above check is definitely one I noticed but didn't want to waste time on it since it wasn't a critical bug. My ground check is a circle collider that isn't quite the width of the character, I'll take more notice of making it forgiving if I do a platformer again.
Also, thank you for the feedback c:
@baconinvader, I think I'll have to consider checkpoints if I do a platformer again since I underestimated the difficulty. Unfortunately I had to remove the music, but left it in a POSTLD version.
@oxlander, thanks for playing. I know people rush through games since there are literally over a thousand of them to play. I'm glad I made each level accessible without needing to do them in order, at least that way you can try others if you can't get past one. Glad you enjoyed some of it haha.
@rmershon, I think I underestimated the difficulty. I play tested each level to make sure they were beatable and didn't have much difficulty with them. I think level 2 and level 4 cause the most frustration.
@pkenney, Thank you for the solid feedback. Level two was probably my worst level, I improved on the design aspect after that one, at least a bit. I might go back and improve the postLD version just to get rid of some of those bugs for my own experience. Maybe checkpoints too.
@brotherst, already got you covered. I had a list made of ones I'd played and I went back and reviewed last night when it went live.
To all the people that commented, thank you. In the spirit of productivity I will no longer be replying to all comments, but I will make sure I add you to the list of games I plan to play. So look forward to a comment on your game page if I haven't been there already.
Not going to lie, I probably went through like 30 levels before wondering if there was an end or perhaps I am endlessly trapped in this beautiful underwater cave.
Well done on this. If you added some kind of focus to the game it could EASILY be a top greenlight game on Steam. I'm amazed that you got this done in 48 hours. I went in thinking cool another Jam submission by a team. Then once I actually read it's just one person and with 24 hours less haha.
First game I've wanted to view the source code from so far. I hope to learn some stuff from your entry.
Extremely fun game. I didn't understand was going on the first few orbits but once I figured out I wasn't supposed to murder the robot it was a "blast".
The super bouncy version is really hard but I managed to beat the robot. I love the physics of it and the feeling when you hit it just right and it goes soaring around.
Really well done. I do think it might of been improved a bit by having the ability to go back, but forcing your direction might be best.
Very beautiful game. There is a bit of depth to the story even with just the few lines. I felt a bit robbed with the ending though.
In terms of actual engagement I found myself wanting to know more about the area, the idol, and the denizens of the Dump. One issue I did have was the way the camera system works made it a little difficult to get around. It was actually funny a few times because I'd run off the screen and then come back with my face mashed against the camera going the other way.
Very nice game. The variety of things you can combine and make really add a lot for the curious player to discover. The audio was also extremely well done, and was actually humorous. That and the audio quality was impressive for a Ludum Dare game.
Seems to be one of the most polished entries I've seen so far. I think my only recommendation could be to introduce the player to how to survive before tossing them into a ship depleting oxygen.
Very creative game. I enjoyed the game and found it got fairly challenging. Very reminiscent of those little movement puzzle games that I'm sure was part of the inspiration of. I had to give up on the wooden bridge section, I tried probably 50 times and the controls were just too difficult for that fine precision, at least for me.
Still, lovely game and beautiful piano in the background. My only recommendations would be to make the control over the rotation a little more precise and maybe widen the bridge section. Maybe make the ball have a bit of a glow so it's easy to spot too.
Very creative game with a very fast increase in difficulty. I managed to catch onto some of the mechanics through observation after awhile and the discovery was pretty fun. Those are some pretty tough time based challenges. I like how you incorporated evaporation into the spread of water, throwing in a bit of science to it.
I managed to clear up to the TO BE CONTINUED part so I take it you plan to continue past LD?
If so, I recommend checking the click triggers. I had to click on a plane multiple times in some instances for the water to move. I think it might help if whatever plane is highlighted had an outline or something as it could be I was just missing because of how rapidly you have to go on some of those.
Overall, pretty solid game aesthetically and gameplay wise.
I'd recommend removing the donate option from the game page, it's extra clicks. I would recommend porting it to mobile though, think it would be a nice de-stress game.
This game is all about the atmosphere and while it may get flak for not having typical game elements it is good. Very solid visuals and the audio adds to the experience. Hopping along in the snow out to the docks, short jumps, long jumps, and the creaky boards.
Simple, short, but sweet.
I think I was almost done with the game but I got stuck on "deal with thomas" nothing was interacting and I walked around trying to grab an item or interact with pretty much anything.
I spent a lot of time just wandering around trying different things until I finally found the right combinations. I think if it wasn't as confusing as it is that it would have been more enjoyable.
I still think it was good and it is definitely an interesting game.
I found that the game was fairly confusing with no tutorial. I liked the graphics and it seems like there is a lot to the game, but it needs explanation.
The web build seemed to run sluggish as well.
There is some random chance of a meteor spawning right near the planet with no time to block it. I like the idea of the game and the visuals. The music is also a nice touch.
The background really brings out the spinning effect and lends to the experience.
Very beautiful game, mad props to the artist. The game very much reminds me of "Braid" which uses a similar mechanic. The puzzles are not very difficult but it was very atmospheric.
The movement animations seemed a big rugged when switching directions or changing speeds.The E key also flips with the box.
Overall it was very good.
I wasn't able to to figure out how to turn my camera which is something I imagine was possible based on the gifs on the game page. The snowman also isn't able to shoot faster than than the spawn rate of the spiders so it is immediately a losing battle.
I liked the graphics and it has a very polished menu.
I think the gameplay needed a bit more to it, mainly the ability to fend off the spiders with faster shooting and more precise shots as where I clicked and where it landed was often different since there was a delay when shooting.
I think the game starts with a short fuse for the timer. The levels should start a bit easy to teach the mechanics.
I liked the puzzle aspect of trying to get the food and balance health from falls. Some sound would of been nice to add to the mood and capture the player's focus.
I like the puzzle aspect of the game. However, without that user commenting the controls I would of been super lost. I made it to the point where I need a chip for a door but haven't the slightest clue where I am supposed to get it. I walked around for 5 minutes trying to interact with everything.
I think you should put more information on this game page, at least for controls. Maybe a walkthrough since it is a puzzle game and many like myself may get tired of wandering aimless after a while.
I still think it is pretty good though, I enjoyed playing it.
You should fix your web link, it appears to be https://rmershon.github.io/LDJam/index.html not Rmershon.github.io. The web version crashed when I hit play as well so I had to go back and download it.
I think it is crashing because of how quickly things start when you load the game. The windows build also took awhile to load the level. When I start I immediately lose as well because someone is standing right on me. After a few attempts I got to play since it seems random spawns are the culprit.
I like the idea of the game. I think if the player could move a little faster it would be a bit easier as well.
That's a pretty fun little game. I made it to the leaderboard too! I need to look into how to do leaderboards it adds so much replayability.
I like the art style and while not a category, excellent game page design on itch.io.
As for gameplay, I feel it was simple but in that simplicity it was fun. I found myself trying to keep the food bar up and defend my next food source from those evil blueberries.
Music was well done. It definitely compliments the graphics and general mood of the game.
I say this to all itch.io pages, recommend turning off donations. Also, please make it more obvious which is the LD entry so people don't rate based off a post-ludumdare version.
I found it difficult to actually defend the tree with it being attacked from all sides in such large numbers. Some delay in their spawn or speed might have made it easier, or a ranged weapon. I liked the art style and the music was nice in the background. As Tom Peter isn't listed under members of the team I can't really rate audio if it is just someone else's music.
Beautiful game, I have a fondness for voxels.
The gameplay is a bit rough but it doesn't really punish you for the swift deaths so it all works out. I actually got an error at the end when I went to grab the croissant so I don't know what the ending is.
I think some block or dodge mechanic would make the gameplay more exciting.
If it helps for error replication I had defeated all the enemies on the last level, or so I believe. Yet I died when I touched the croissant and I got the error when I went back to the last level to try to grab it again.
I like the inspiration of Legend of Zelda with its recent release and all.
Stamina never was an issue, and jumping everywhere was much faster than sprinting. The gun made fighting too easy as I never once got hit. The only battle was ammo conservation, which was never an issue since I never needed to actually kill anything. After 12 "shrines" I had fought maybe 2 bosses, but it was just like fighting normal monsters, which also could be skipped by just using the tower device. The world is huge, and not really in line with the theme.
Despite going against the theme and the flaws above I did have some fun exploring and seeing what the game had. I never saw a use for inventory so I'm guessing that was due to feature creep. Good start to a long project if you intend to continue it.
I think you had the base of the game just about ready. If you decide to participate next LD, which you should because it's fun, I'd recommend taking what you learned and building on it.
Time management is something that often gets over looked in these rapid development situations. Something I've taken to heart after doing several of these now is get the core gameplay done first. Use simple graphics that can act as place holders until the game can play. Then you have to balance what you can do with feature creep.
I do like the art in your game and the beat in the background isn't bad. No real bugs either, just lack of time to finish.
The theme and your game don't mesh well when it comes down to the gameplay. I do like the art, audio, and the idea of the game. After a few attempts I started to get the hang of the controls but the moles spawn too fast for the amount of ground you have to cover in the 3D environment. Not being able to see a mole on the opposite side pretty much dooms you.
That said I did have fun and I got better as I played more rounds. I was stuck at 5 for awhile but the last best score I got was 9 which I couldn't beat. This may also have to do with playing the web version.
The simple visuals and overall design are pleasant. The gameplay was also intuitive and easy to figure out with little prompting. I enjoyed solving the bomb puzzles and did have to try a few times on a couple of them. I also like the use of the sound effects to not only make it more exciting but to know how long until it explodes.
I think that the game should end after the last level and not repeat however.
I really like the game. The visuals are simple but are very smooth. The audio is perfect background noise and the sound effects contribute as well.
I'd of liked to be able to move the ship and the lock on independently so as to make it possible to avoid getting hit, but the ship is rather resilient which makes up for needing to stop to lock on.
Very clean menus and nice art. I played it a few different ways against the AI. I also played against myself and I think the first player will always win. I think you have a solid foundation for the game and it might be worth spending some more time on and throwing it out on mobile. If for nothing but experience with AI.
I like the art in this. I really wanted to love the game but I honestly just got so frustrated fighting the controls the whole game.
I spent more time trying to place routes and fighting with the shop menu to go away and interrupting my placement of things, than playing the game.
Rant aside, the art and audio add greatly. The creativeness of using a globe as opposed to a 2D map is wonderful. I am unsure how to run this ship business though since the docks never really generated much revenue for me so I'd go broke after buying enough to make 2 routes.
I think some way to speed up the game would also help for getting started when you are just trying to fill your coin reserves a bit before spending after rent is due. I still liked the game, but the controls really took away from the experience for me.
Physics games are a dangerous slope, could go great could go bad. I think this turned out pretty good. The pull of gravity on the ship is well done and it was fun to test the limits of how close and fast I need to be to escape the pull.
I also like the little messages for controls and when you smash your ship to bits.
The art is simple but blends together very well.
This is my first 5/5. Literally a homerun. The game is fun to play, has a chipper tune in the background with solid sound effects. Looks good, and is overall just plain fun.
The game reminds me of Lethal League, but you could of got your inspiration from anywhere. The controls took a bit to get the hang of but after a few games it wasn't noticeable.
Oddly enough it took longer to beat a 2nd player that doesn't move than it did the CPU. CPU is pretty well programmed though and hits some pretty speedy baseballs.
Quite an amazing game. I found the game to be pretty difficult with some of the precise jumps but the levels are short so it needed the difficulty. However, there are sooooo many levels it's insane, in a good way.
I really like the art as well, the player reminds me of Shantae from Shantae and the Pirates Curse.
I think the levels are well designed and I never felt they were impossible, very hard, but not impossible.
The game is pretty neat and the physics system is okay. The tug of the two astral bodies tends to force you one way or the other instead of guiding you.
The star field also needs expanded out a bit as you can see the edges clearly. I found the levels to be very straight forward but it was fun to mess around with the physics.
Pretty solid arcade shooter. I ended with a high score of 2360, probably not great.
A few things to comment on. It was slightly annoying that dropped boxes were counted as obstacles and could not be shot through. I also found it easy to control the enemies since they are using simple path finding and do not avoid obstacles, which is completely acceptable considering it's a 72 hours jam submission so no expectation on super AI.
I liked the art style choice and other than the 2 complaints above I think it was pretty good. The little intro also gives it some life.
You should remove the donate option from the itch.io page and make individual zip files for each build to make the download smaller.
A few things for the main menu. The text is hard to read on the background with the text color chosen. If you haven't already, take a look at Anchors for the UI pieces. It takes some getting used to when learning the scaling.
For the gameplay, the controls are smooth and the game plays well. I think some variable speeds could of added more difficulty to it. The earth graphic reminds me of that tank spinoff from agar.io. I did notice an asteroid stop after I shot the asteroid in front of it so not sure if they are colliding with one another or not.
As your first entry I think your team did pretty good.
Simple concept but I enjoyed it. I was worried it was a clicker game at first but was glad to see it wasn't. There is also a small bit of strategy to it which greatly amplifies it's fun. I tried to make the most optimal farm.
I think some payoff with the end sequence would have set it over the top.
I think your game is positively delightful. I built a ton of trees the first time and couldn't see what was happening in the massive forest that became a forest of houses.
I played it again and built the ecosystem. I put 1 human. That one human built a house and somehow gave birth to the apocalypse.
Truly a great game. I think some way to avoid the human Armageddon would of been a nice.
The game doesn't really have any obstacles other than the 1 kind of puzzle at the end. I think the art is good and the audio is very good as well.
I think too much time went in to the polish of the game and the actual gameplay could of used some more time. I enjoyed playing as this creature and finding my way through the tunnels. The ram and roar mechanic have a lot of uses for puzzles so it really just is lacking in that one area. Other than that it is very nice.
I'd recommend taking the donate option off the itch.io page.
The game took a few tries to figure out what was happening and what was required. I still don't think I understand it fully since the planet still frowned at me.
I think some instructions would help. I originally thought the sun symbol meant they were too hot and needed water. Then I thought it might mean they were fine. Then I realized after a while it meant they want to be in the light haha.
I think it eventually becomes unmanagable to balance the sleep, sun, and rain cycles.
So much content and features packed into the game. I was surprised to see upgrades, multiple maps, a mini-map, and even boss fights.
The content does a lot to keep you playing. Some of the spawns for enemies are a little too close to the entry point of the map segment.
Nice entry.
Not sure how intentional the game idea was but it was entertaining. Reminded me of Stanley Parable with the narrator trying to lead you down one path or another.
Nice music and the art was pretty nice too.
Gross, but a clever concept.
I got up to 30 points on my last run. I think they could use a bit better turning so I'm not jammed into the edge for a few seconds. It is also fairly random if a key will come down. I think it would of been very neat to see the keys in use be based on percentage of how often that letter may be used. That space bar would be slamming down constantly haha.
Very good looking game and it plays very well. I do have one complaint, and that is R and F are very close on the keyboard.
The first time I found a room with what looked like interesting things I pressed R instead of F... maybe add a "Are you sure you want to restart?".
Very fun even despite my mistake haha.
Over all it's a fun little mad-lib game. I don't think it followed the theme that well. I also didn't know what the bars represented but the choices I made didn't seem to correlate to one or the other.
Fullscreen seemed to mess up the phone "simulation" where I didn't see the phone.
I could definitely see this being an actual app. I kind of hope you turn it into one and manage to confuse someone into thinking it is the real pokemongo.
Nice parody.
Same errors they were getting, I'll check back later :)
Congrats on fixing the errors. I like the puzzles you came up with and actually failed a few on the first try. Short but fun.
The game was fun and was interesting. I do not think it followed the theme though. The jump mechanic was a little difficult but it just took a little longer to get used to.
I always suggest turning off the donation option for LD games, very unlikely to get donations and it could turn away people that don't see the "No thanks" option.
The art is neat and the music is good. I think the level design escalates a little quickly since after the first two enemies it basically becomes a wall of death. The character's hit box is also hard to know since it isn't the fully body.
Still fun to play and see how far you can get.
I like the art style and having a boss fight too is impressive. I found the movement to be a little hard to get used to since it was all relative to direction faced.
@kindogrec, I thought I caught that bug early on but I guess not. Thanks for playing and letting me know. I'll get that patched!
@winnie33, thanks for giving it a shot. I barely got the game ready in 48 hours, a basic AI player was meant to be included but I had to skip over it in favor of getting the game playable for at least the 1 player. The wording is mixed up due to the Encounter deck having buffs mixed in. I added the buffs in within the last 1-2 hours of the compo so its very rushed. Without it, the players would get wrecked every time they draw an enemy encounter though.
@frontlinesaint, thank you for playing. Please look up Kevin MacLeod for the music composer, he makes many free to use tracks. This submission is opted out for Audio.
@madar-games Thank you for your comments, I'm happy to know you enjoyed it. Your suggestions are already at the top of the feature list. Coding a flexible board game just isn't for a 48 hour compo though :smile:
@babyking, I'm currently still tinkering around with it. I agree that the turns pass without any big notice that its over. The big things I am working on now is adding player options.
Keeping with RPG elements maybe I should rethink the Attack stat and maybe break it down into number of dice and size of the dice. Then you can properly roll to see if you win an encounter aside from having the larger number.
It's definitely a lot to do in the short window, your partner probably had the right idea haha.
I tried quite a few times to get past the second level but I couldn't. Just not enough time to sort out the path. After many times sorting butts and work I gave up.
Very fun puzzle game. Some of the puzzles were actually very tough to figure out and I found myself getting really into it.
The game follows the theme and the graphics while simple, still look good. The background music is very subtle too which helps promote thinking.
The music is a but odd but it adds that oddness to the game as the planet slowly dies. The entry does a good job of portraying a mood and also a bit of a message.
The art isn't bad but it was not all designed the same. You have different perspectives in the same scene. Pick a side you want facing the camera and make sure that is the side you see on all applicable sprites.
I like the fact that you have to plan your actions according to the tips as something you did two days ago could give you away.
The game looks good and is pretty solid for a compo entry. The art style is a bit of a copy of other games, but the combat is unique enough.
I did find that the player's movement would often be hindered by invisible walls, which led to a few unfair deaths.
There is a lot of work done in a little time and it's a full game, nice job.
I'd recommend using a .zip instead of a .rar as that is not a standard file format. Some people might not be able to play without downloading third party software to get to it.
The lack off checkpoints is kind of frustrating. I also found switching from Fly mode to be finicky where it either didn't take or took so long I died.
The game was very short, I was a bit surprised when it was over. Clever theme use and nice art.
The hit detection is a bit off. The player would often miss even standing inside of an enemy, as sometimes they would be above him somehow.
I like the polish on the UI and the upgrades you get as the round progresses. There is choice so you have a measure of control on your survival.
The game is a beautiful experience. Especially when you look out the window. The background music is very peaceful and adds to the mood.
I noticed a bug at the end where you can get points from the boxes that require a light mod. You can endlessly gain points but it doesn't matter since that's basically the end.
I felt the end was very abrupt, there was no sense of completion. I'm guessing time ran out before more could be added which is a shame.
I finished with 48 fails. The game was very well made. I like the look of it and the difficulty is just high enough that it stays interesting but not so hard that you just move on.
Very clever use of the theme and with the game mechanics. 5/5 from me.
I recommend adding a .zip instead of a .rar since it's not a standard file extension. Some might not download WinRAR to play a game.
Nice variant of a Tetris game. I gave it a few plays and made it to the leaderboard. I think it follows the theme well and has some nice simple art. The player handles well and I had few issues with placement of anything.
The one issue I would say the game has is after a certain point there doesn't seem to be a way to come back if a stack gets too tall. The time it takes to reposition blocks to scale your way over to the stack threatening to end the game is the same time it takes to continue growing.
I like the look of it from the screenshots, shame it's saved as a RAR file so I can't play and rate...
Thanks for making a zip version.
I really enjoyed the cutscenes at the start, a lot of time must of gone into the aesthetics as it is very polished visually. The gameplay is okay, as others have already stated it's repetitive since the single focus is on cutting trees and feeding the fire. It has a very "Don't Starve" feel to it.
I did have two play issues. A few times trees would spawn in the fire and I couldn't cut them down. A few other incidents were where a tree would spawn right next to a tree I was cutting which would interrupt me.
I found it very difficult to progress because of the way the clones work. One tap of the left click sometimes spawned 2 or 3 clones which often times cut off my path. Holding the click was hit or miss on if you would be forced down or allowed up.
I like the concept of it, just needs some polish on the mechanics.
Not sure if the platform falls after so many hits or if I just got distracted with the balls that shoot out seeming to orbit the platform.
Very tight timing on the levels, it was definitely a challenge. I'm not used to using W for jump so that took a little getting used to.
The game has a few balance issues with the options you have available. The drug upgrade is basically all you need in order to win. You let the population grow and every now and then trim it back. I didn't find myself using any of the other upgrades.
The background music was nice, it was a lot of waiting and just watching a number. The ending is also a bit anticlimactic.
Very impressive amount of work to be done in 48 hours. The movement was a little clunky but the game was fun. I didn't have a real use for the wall but I'm sure it can be used to prolong the game much longer than I was able to.
There are a few issues with balance in the game or at least in my plays. The zombies didn't die with the limited number of bullets I had. Some kind of indication of remaining ammo or shots left in the gun would have been nice.
I also did not see a replay or restart button when I died.
It's a bit weird to see a simple cube and then the perfectly magical orb. Other than that the game was fantastic. The progression in abilities was neat and allows for the puzzles to get more complex.
I really enjoyed the Tutorial level. The addition of a skip level option is nice, but I did click it twice thinking it was a respawn button. The boss level was fairly difficult and it seemed to go from a 4 difficulty to a 10.
The art assets are good, and the game plays well enough. I feel the theme is kind of forced and as long as you stand still and spray the gun you can't lose. The enemies don't appear to do any damage so letting them slam into you and then shooting them seems to take care of the camera shrinking issue. The camera could probably be better served being static and you see the play area shrink or limiting your vision.
The updates put in kind of break the rules of the compo. Fixing bugs is good, but quality of life improvements are new additions not fixes. Please make use of versions to have one that was for the submission with whatever bug fixes are put in, and one for post ludum dare with new features if you continue to develop for it.
Not sure if there was range based on weapon, for the bat and katana I thought they'd connect a little further than what was needed.
@vsquitiro I've learned to keep it short for LD if you want people to play it fully, that and it's easier to make and test.
@archfan7411 Glad you enjoyed, I intended to have more of a selection for players to choose from but coding for multiple attack mechanics proved to be too time consuming. This was a good proof of concept, I intend to work on a more robust combat system that I can maybe use in April for the next LD.
If you used audio assets and image assets from other sources you should remove Graphics and Audio from being rated.
It has a neat level design, and seems to have different attacks based on how you move. A blocking mechanic would of been nice since it doesn't seem possible to avoid getting hit much. A side swipe was the best option to avoid the lunging enemies but that only worked sometimes.
The irony isn't lost that you have to buy DLC to destroy the DLC.
Short and simple but very beautiful. The visuals were well thought out and the music complements it.
I like that it makes use of the newer clicker game concept. Has a decent progression, would of been nice to get more story bits since you have to wait quite a while for stuff to build up.
The attach and detach seemed to be a little clunky. It's a nice puzzle game though it doesn't quite match the theme.
Very fun game, I'm a sucker for voxels. The player movement was a little tough to work with but overall once you get your army up you are running around just trying to get to things before they despawn.
I was pleasantly surprised by the runner aspect. I think being able to choose what you use resources for would have been nice, from what I can see it's hidden and when you hit the resource value it adds it to the house. It's well made.
I was very confused at first but I caught on. It's a different kind of puzzle game, with good visuals and really draws you in.
Not seeing a character so can't get past the first platforming, guessing it's hidden behind a different layer? Edit: Tried it again and I get it. I think the controls are a little tight for platforming with the player just barely scraping the height needed. Neat concept though.
Game crashed when launching it, kind of stayed on a grey screen with the music then it closed.
I think it's definitely unique. The story doesn't have much impact other than to help you remember but it makes a nice little memory game.
I couldn't get attacking to work so I just kind of roamed around until I was swarmed by 40 enemies.
Managed to get stuck since I couldn't go back and didn't have any open doors to go through. I like the planning aspect, and it has progression as it "learns".
Quite a lot of features. I think the attacking could of used some extra work, as it was hard to tell where the attack actually hits or whether it did.
Would have been nice to have some audio in the background or a pickup sound. There are no controls specified as well.
Graphically it looks really nice and player movement feels smooth.
Congrats on your first jam, it's simple but it plays well. Based on your summary it sounds like some of the features to add some difficulty had to get scrapped, time management is key in game jams but it gets easier when you can use your past games as reference.
Narrative platformers are underrated. It's quite a bit of fun.
I gave up near what I think is the end. There is a long stretch where you don't get the option to turn back half way so if you choose the wrong direction you have to start all the way over.
The game was relaxing, it looks good, and I like the last bit. The main critique would be the build menu was a little annoying to use with the scroll bars.
Definitely too many enemies once you get the upgrades, if you are meant to get the player first it should be cheaper than the other two.
It's a very nice system. I am not sure if there was something wrong but it stopped letting me switch between the three tabs when I was near full system repair. I could open the folder but nothing else seemed to work.
I love voxels so I am glad to see someone using them. The main issue I found was the camera was hard to work with.
@destin715 Black states were dead, yellow was disaster. Only could give supplies to yellow states which turn back to their original color. Sorry for the confusion, I think a text update was missed somewhere when it changes from disaster to dead.
Classic riddle, the game was very cute.
Very fun game. The puzzle elements were very well done. The fact that you don't get punished for the warrior dying is nice and let me enjoy the game a lot more.
The sneak peak into the next room didn't seem to be all that useful, but it's an interesting mechanic, for the first few rooms I thought it was a cutscene and didn't realize I could move it.
Definitely got NSFW from the start. Good puzzles and good artwork. Good all around really. I did find trying to predict his movement when he sees an enemy to be a bit difficult as he did a full stop in the air one time when an enemy got in range.
Interesting idea, it kind of goes from easy to extremely hard a little fast though. I would of liked to see some inbetween where you learn different uses for each thing you can drop and what works.
I was very confused playing, the menu was clipped outside the screen so not sure how much I missed. I could not figure out where the food was as the only object I found to interact with was whatever it was that fixes the power.
The music is a little intense, it's a neat game that could probably do with a bit of balancing. The fact that every action costs money meanwhile you have things killing your cows that you have to feed and milk to throw into a machine or truck, is a lot going on at once.
Bit of a sketchy packaging of the game, could of used some bloat removed too as it had a lot of python packages it didn't need included.
As for the game, it seemed to go on forever in my case. I think some of the sheep got attracted to something they couldn't get to so they kind of bunched up on the hill, so I always had at least 6 sheep.
The art is ridiculously good. The gameplay was pretty smooth as well and was fun.
Very well made. It's a nice relaxing game. One bug I did find is that sometimes when you try to place something the fish all teleport around. I bought a rainbow fish and it never showed up. I still really enjoyed it, lots of variety to decorate with.
@illuminegames Very quick fix, should see about making this a mobile game, I can definitely see this being a hit.
Amazing job for a weekend project. The game gave me Castlevania vibes from the appearance. The combat mechanics all work, some enemies seemed to be a bit more difficult than others to kill. The nightmare horse looked like a magic doorway since it wasn't moving so walked right into it.
This game may have some basic graphics but it is very fun. The mechanics being based in some element of science is really neat. I think this could definitely be turned into a full game.
@bubbadubc Thanks, those kinds of things were part of the plan. As the time limit approached I had to cut out a lot of it. I might use this as my base to put together a mobile game from it.
@raffe The game was basically adventure/survival, with the goal to get as far from Earth as possible. I was hoping to get an animation for the ship warping, but I reworked the entire event system in the last few hours of the jam. I'm glad you enjoyed it!
@jacobrutter I'm running it in Chrome Version 90.0.4430.93 (Official Build) (64-bit), Unity has a checkered past with web builds in chrome though.
@kr4ft3r 4 hours or so before submission I had 2 custom events with dialogue. I knew I would never get enough made so I had to figure out a way to generate them. I appreciate your thorough review. I know I'm doomed to hear the same criticism. I've done a lot of jams so I know a lot of the pitfalls, for instance a lot of people mention the music which is just a royalty free track when I took music off the rating, BUT without including any music all other scores would be affected.
Game is shit, literally. I was really surprised when the tunnel changed color. The controls are very smooth.2021-04-29 21_46_59-LD48 - Poopy's Journey to the Center of the Earth by DrV.png
Interesting game. The respawn for the zombies was way too fast. By the time you kill the hoard following you, open the grave, throw your gun, pick up a shovel, kite the hoard that just respawned, switch tools again, kill, switch tools, and bury, everything is respawned with additional ones thrown in.
Very good quality. It's amazing to see what a team can come up with in just a weekend. The gameplay by itself is not complex but has some good polish, the audio and graphics really bring it together though.
The upgrades are very noticeable. I had fun playing this one, it definitely doesn't feel like a game jam game in that it feels more complete. Well done.
Really nice game. I got a blue ribbon, just barely. The flying speed seems a bit too difficult to maneuver to the next ring in time, but it was still something unique.
The controls took some getting used to but it looks nice and plays well.
No digging required. I got deep. Untitled.png
First 5/5 I've given this ldjam. Very solid game, you took one mechanic and really honed it into a fun game.
@ismael-rodriguez Congrats on the rating! I was curious how this one did since it was one of the ones I reviewed that really stood out.
You can still get hurt while enemy is in their death animation. I like the aesthetics.
Parody of Hotline Miami. It has a lot of content for a game jam entry. The enemies seemed to have a bit too much health in some cases, but very fun.
Solid game, the audio and animations really make it pop. The gameplay itself is basic, but there was some challenge to a few of the rooms. I was really surprised to see how many levels there were. The only critique I'll make is the hit detection times are a little hard to figure out but it does ease you into the more difficult ones.
Really like the aesthetic and the sound effects.
Looks like time was an issue. I can see the various game elements that were intended. I can't speak for teams but as a solo dev it's important to get something playable as soon as possible. It definitely seems like your team was close to getting a win/lose state added.
Game was very short. I think I took longer trying to figure out how to start the game than it took to get to the end. It's easy to run out of time on these game jams but you did finish with something playable.
Neat game, the problem with a puzzle game for a jam is people will get stuck and just move on. You mentioned in another comment a guide, you'll want to make that very obvious because people will 100% skip reading anything. Nice job with the game, very unique.
I was unable to actually play. The game doesn't handle 800x600 window mode, or fullscreen. I was able to get out of the plane but the parachute did not work. The first time I hit the ground and slid off into the abyss. The second time I went through the ground into the abyss.
@ghust1995 I will give it another try when I get home. Work PCs are not that good.
Edit: I played it again on my home PC. I think it is neat that you managed to make something similar to the game it is made after for the theme in the time provided. I think it is a bit reliant on pubg fans, as having never played pubg I didn't really get anything out of it. The art, animations, and amount of features you were able to get in is impressive though.
The jumping is a bit weird in how it works but otherwise a very fun game. The cards kind of seem pointless since you can just fire as needed.
@pohead12345 I had to do a few things. First was opening a command prompt and going to my project folder. Second was running: ./gradlew.bat html:clean Third was running: ./gradlew.bat html:dist
I also tweaked my HTMLLauncher to make it the width and height of the game I intended it to be. I still need to figure out how to make it look better in html but I was happy just to get it there.
Also, its clicker + simulator
@DeltaNutmeg If you have 1000 clicks and click on the subscription button it auto generates clicks. If you dont have 1000 clicks to buy it then it doesnt work.
I cant guarantee functionality when using third party tools to cheat.
The death screens are pretty funny. It took me a few tries to figure out what was happening but it was easy to catch on. Very clever theme combination.
Game is pretty solid. Turn based doesn't work well with sports, or at least it doesn't here, which supports the theme. Despite that it actually was fun.
Very interesting game, it reminds me of hotline Miami except stealth focused.
Good choice of genres to combine, the racing element is kind of not there though with it just being a picture. Music is nice and it plays well.
Game is very tough to keep track of aiming and memory. I think this would make a great memory game as it kind of forces you to keep up. I managed to clear the board once but quickly lost as things sped up.
Game looks really nice and the genre combination definitely conflict.
The gameplay could of used a bit more work as it was just kite until you inevitably die. A timer of how long you survived could of made it a challenge.