FoonLudum Dare ExplorerUsers → aCuriosity

aCuriosity

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202148Deeper and deeperLuckySwimmercompo6903.113.123.213.793.192.963.653.22
202047Stuck in a loopChompyjam5013.703.753.184.203.963.703.903.37
201843Sacrifices must be madeShepherd Sacrificecompo3623.103.292.883.393.233.733.833.28
201842Running out of spaceDelusional Thoughtscompo2123.603.663.143.902.933.963.743.50

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by aCuriosity

LD42 — Running out of space

Green Slime Apocalypse by PavelDlouhy 2018-08-27T20:40:59Z

I liked the game, it was fun, sprinkled with a wee bit o cheeky humor... I agree with renegade that the difficulty ramped up a bit fast, and the text overlay needed some polish... I did like the little messages they were very helpful and made me smile at times.

There’s No Place Like Home by Dubgron 2018-08-15T22:55:38Z

Neat little graphical touches, astronaut looks nice, and like the constellations. I like the story, we have reason, we have purpose, lets go get it...

I think the asteroids needed balancing. With the slow mo thrusting it was difficult to identify, plan, and execute maneuvers before my visor was blasted out by the oncoming asteroid. Asteroid identification time could be easily diminished by brightening them up a bit or putting a glow behind them.

otherwise bug free and functioning software as far as i can tell :)

Cybatron by Flaterectomy 2018-08-26T20:11:17Z

I really enjoyed the art style, it was so elegant... Clearly someone knows there way around the pixel...

Heirs Kingdom by Valter 2018-08-29T16:04:05Z

Definitely more fun on a mouse, the touchpad was tough, who plays games on a touchpad anyways, scrubs...

I had fun with this, playing around with the different interactions, forcing the queen to have a bunch of kids, picking fights with heirs, killing off the queens kids, forcing her to have more kids, more heir fights, killing more of the queens kids off ... you know that sadistic Game Of Thrones stuff... it made me smile and stay around for a bit.

I agree with some of the others commenting here that the rotating of blocks should be adjusted, with the current single building block i see no reason why i would want a block at any angle other than 0 and 90. I think that would have helped my building allowing me to focus on a grand structure worthy of the kingdom rather than trying to just spam blocks in hopes of building a mass that would last a while...

all in all i had fun, and thats what games are aboot!

Lost by Endurion 2018-08-15T19:16:44Z

Worked well, felt pretty balanced... strangely gratifying cleaning up the play space

Kessler Syndrome by SlimothyJ 2018-08-23T18:26:58Z

cool concept, simple and enjoyable, good audio... I would really like to see a launch cooldown or some sort of visual telling me a launch is available... I realize the launch cooldown is pretty quick but when you have a window to launch and you think enough time has passed so you try, and nothing happens, its frustrating.

Engulfed by OmnipotentIndie 2018-08-15T23:11:55Z

I like shmups, and it feels like a complete little game so props on that.

I didn't like how it was on press that i shot. I believe i could shoot as fast as i pressed spacebar down so for maximum effectiveness, my left hand remained pressing space bar as fast as it could... Easily got to 107 points, but it felt strained and not rewarding, so i stopped.

I really liked the feedback on moving, sound could have maybe been a bit softer on the ears, but it let me know how many spaces I had moved so I could focus further down toward the void.

Overall

HTML5 so No download/unzip/install bonus: 6.5 Shmackles Pretty much a full game bonus: 7 Shmackles

Total Bonus: 13.5 Schmackles

Intergalactic Inhabitance Mission by NNNIKKI 2018-08-15T20:01:04Z

Movement was very smooth once i figured out I had to have forward momentum to turn... polished looking menus with sound options... I needed a hook to make me want to continue playing

LaserJuice (Top Down Shooter) by NoTime4Name 2018-08-15T19:01:05Z

I like the concept, and it wasn't hard to look at ;)... One major thing that would have vastly improved the game for me is a shot timer, I need to know when I can/cannot shoot to properly strategize

Space Cleaner by Rewzu 2018-08-15T22:36:38Z

Congrats on such a complete game, so much of it seems smooth and polished, sound , graphics, functional menus. I'm a wee bit jelly! not total jelly monster levels, but a wee bit for sure..

I did find the controls frustrating though. In the beginning, more often than not, I was overshooting the desired target block, so I would have to re-align and lose time, or play off the miss step... i did adapt to the controls after a bit, still occasional miss steps though, which in a timed puzzle made prolonged play sessions taxing...

Darklings by Sozey 2018-08-28T18:15:52Z

The feels, ohhh the feels.... the graphics where pleasing to look at and cohesive. the music was pleasant but eerie, matching the graphical style. And the little messages made you think there was more going on, really drew you into the world. ohhh, and the game play, lets not forget the game play, it worked, challenged me but not so much so that I got frustrated.. after completing the game i did think maybe that was a bit too easy, but for a quick demo, it got my feet wet and wanting to go deeper.

The blue dots really caught my attention and made me wonder what was happening over by that "special" block, so of course I explored over and discovered something new, a moving block.

I did feel that player movement could benefit from some tweaks, initial movement upon pressing the directional key was fine, but the arrival felt like it took forever. There were many times I would anticipate the arrival and try to enter my next move, only to have it ignored and needing to repress. Felt like a lerp, initially fast but slowing with every update. The slow movement kind of matched the mood, but i would have liked it to be a more consistent speed ,maybe with just the final moments slowed for arrival.

Anywho, nice game, well polished, fun.

Roham! by Fenderbate 2018-08-15T20:46:02Z

All around a fun well polished little game. I was thrown off at first by the ijkl instead of arrows for secondary directional inputs(dont like to have my hands so close to one another, they fight)...

Unbelievable Space Runner by Derek Volker 2018-08-15T19:12:42Z

Audio seems really polished with the soundtrack and sound effects all mixing well together... bonus points for HTML5, so nice when I don't need to download/organize/unzip

Geh Aus Dem Weg!!! by Toster 2018-08-15T20:11:29Z

So i was reminded of the early days of newgrounds(oh the memories) as soon as I started pulling the trigger... I never made it to the other end of the crowd despite multiple trys, does something happen over there? is there more ammo?...

collision detection leaves much to be desired, often a person would be right up on me obstructing my path and I could not shoot them unless i backed off...

Armageddon by Swess 2018-08-15T20:20:48Z

Graphics all worked well together, and the music and sounds were also well polished..

Controls were super difficult... my XB1 controller didnt work. so on the keyboard I had to be running towards the flame in order to extinguish it...

Items not stacking bummed me out a little, I picked up 3 waters thinking here we go, imma make this fire my B*$#@... but when i threw the first one and had no more items in my hands i was soooooo sad...

Space Intruder by LoneHearts 2018-08-29T16:26:36Z

When the game first started up i was a little concerned with what I was getting myself into, that start menu is a bit rough, but I was pleasantly surprised when I started playing the game itself. It took a few goes before I really grasped the controls, i don't think i ever mastered them.

My inability to master the dash I think was my downfall. I think the dash ability would be more useful if it dashed in the direction of travel instead of towards mouse.. since there didn't seem to be any reason not to be shooting I was always shooting at the boss, and so my cursor was always in his direction, meaning when i dash I would have to quick flick the mouse to where I wanted to go, and I never quite made it where I had intended. if the dash was instead based off my wasd i could have been much more exact and strategic with it.

I liked the power ups. One of the first things I saw was the boots and in that instant I thought I was going to be collecting gear which got me super excited. They ended up being non permanent upgrades, I would have liked it if they stacked... I envisioned the gear being applied to my little character, his appearance and stats changing...

The boss growing and taking up space changed the game quite a bit, not only was i now more limited in where I could go but my target was also easier to hit.

Overall it was harder than I would have liked, at least to start, but I enjoyed the game and spent more time in it than most of the others. It was oozing potential...Thanks for making it!

Oh and I enjoyed the music, im assuming its in house as this is a comp game. it was pleasant and helped draw me in.

Boop's Space Adventure by winnie33 2018-08-15T19:40:00Z

A bit more frustrating than I would have liked but it kept me playing for a fair bit... I think checkpoints of some sort would have worked really well after each of the obstacles/sections i had passed...also took me a bit to realize there was a small timeout before the copys became solid objects.. Overall a fun little game

The Gentle Giant by Red Pill 2018-08-29T23:22:56Z

At first i thought i was supposed to stomp things, then, after a bit, i thought "gentle giant" and corrected my earlier mistake of stomping peoples brains out on purpose.

Overall a very complete game, fun, polished, cohesive, funny, addicting, I'm impressed... It was so simple and so fun/funny... once you started to get a few quick back to back stomps, see the leg come down, hear the grunts, you could really picture this giant walking about, and sympathies with him. so much character, and so simply.

Well Done!

Delusional Thoughts by aCuriosity 2018-08-15T04:14:53Z

Thanks for playing all...

@willops i planned to scale up difficulty as well as have levels/completion conditions per level but had to call it done sat night so some things were rushed.... eeeeeek

@khaotom cant tell you how fun it was trying to make a song after i learned i had to make my own sounds

Delusional Thoughts by aCuriosity 2018-08-15T19:25:02Z

@gimbalock while (programmerSkill > artistLvl){ FindAttainableArtStyle(); } so the salad fingers reference came in pretty late into the game when I was trying to determine a way to make it somewhat pleasing to look at.. after I made the eyeballs on the character, and made him do the crosseye stuff I noticed the resemblance to good old salad fingers... Then feeling the game needed something other than missiles and projectiles to encourage the player to move about I decided to go a bit further down the salady finger like wormhole with the rusty spoons... Honestly, if David Firth *AHEM* where to see this, even if to just get upset about the reference, I would be tickled... always been a big fan of his works.

Delusional Thoughts by aCuriosity 2018-08-15T20:57:09Z

@gimbalock So i just checked and, not to toot my own horn or anything, but my high score so far is 373,777... I would love to see someone beat it XD.... anything above 30,000 or so is respectable...

Delusional Thoughts by aCuriosity 2018-08-25T19:08:41Z

@halfmule Its funny the scoring mechanic was created after i realized i needed to finish what i had... I had gotten the movement almost to the point where i wanted it and and tried to push the player around the playspace, but it lacked purpose...

....anywho... Scoring explained

-each consecutive tile is worth its combo value -there is a 1.5x for on one edge, 2x for edges on both sides -for each rusty spoon you get an additional xNumSpoons

.... there is some serious potential to get an obscenely high score, my current best is around 425,000...There is some serious route optimization stuff to consider... prioritizing those spoons without breaking the connected areas can be super strategic.... eeeeeeek, i'm getting myself all excited.... wish I had implemented a global high scores.. would love to hear what people are getting!

@inferture so glad you enjoyed it. i love it when the rusty spoons voice over happens to fit perfectly into the song where it says "Stop for a "...

@masterkrepta there are so many things I would have liked to adjust, its hard to say which one bugs me the most, but I wish I had adjusted the missile a bit, it can feel a bit obnoxious. anywho, glad you enjoyed it XD

Delusional Thoughts by aCuriosity 2018-08-25T19:12:25Z

@scottyseus The jumping mechanic does add a lot of interesting situations. some points where you think you are totally screwed but you make these crazy leaps out of there... The current scoring mechanism punishes jumping soo badly, and it bums me a little... I had planed to add a bonus for jumping over large gaps/obstacles multiplier to counteract being punished by breaking up the tile combo... But you know, time and all....

Delusional Thoughts by aCuriosity 2018-08-27T20:24:15Z

@lekkel124 for you.... anything.... of course... as soon as i figure at where to do that... ill update you when i figure it out! :)

DataSkream by Sollara Games 2018-08-27T21:39:56Z

Its a cool game, tight controls, nice visuals with matching music, but no sound effects....

I think it could have felt much better with sound effects... just by having a jumping and landing sound it would have felt way more responsive.... and as a bit of an oopsie doopsie, the user could compose a beat as they hop/land, adding a compose a beat mini game element.

The floor colliders glowing yellow upon occupying them was a nice visual response, helped me to know I was grounded, and gave me a better sense of where i was... I think this feedback could have been played up a bit, by some big exaggerated visual feedback, further separating the grounded and airborn states , so there was never any question if i was grounded or airborn... and another possible oopsie doopsie, the visual feedback would match the hopping sound effects beat... eeeeek

the balls exact location was a little hard to judge as well as his trajectory on jumps, might help if the shadow was darker/uplayed....

Sirkulphage by MrBehemoth 2018-08-15T03:42:45Z

So not the most original gameplay, but my style of game... fun, well polished... to teleport in windowed mode move mouse out of window and back into it in another area...

The Amazing Shrinking Game by svenardocom 2018-08-15T23:27:10Z

Overall a very neat concept and pretty original. Took me a bit to realize that game time was based on my movement.

Some graphics and sound would improve this a lot, even just the face turning to match the movement direction, would make it feel a lot better... There is currently very little reward in getting the power ups other than the background/playable space scaling...

Playable game bonus: 5 shmackles Interesting/original concept: 8.5 shmackles There is potential bonus: 5 mecklars HTML5 bonus: 3.6 shmackles

Total bonus: 17.1 shmackles + 5 mecklars.....

BattleField King by The Cyber Admin Team 2018-08-28T18:44:00Z

There is a fun game in here somewhere but it needs a lot of balancing. The concept if cool, i like the shrinking play space as I get hit. I think if I could control my guy, and if i had some sound effects, I would be able to enjoy this game.

The player movement is way too fast for such a small play area, I seem to be in a constant state of over correcting for my movements, never able to get control. Hectic can be fun, but it was a little too hectic. the fast movement also threw off my accuracy as I could not compensate my player movement with mouse movements. in the end I found I would just stand still, charge a shot, block the enemies with the charged shot, then release it in hopes of getting as many of the speedy little enemies to fall off.

The weapon firing mode always started as charge but the text told me automatic, which lead to much confusion in the beginning.

Shooting sounds are so important in shooting games, without them shooting just doesn't feel responsive at all.

Anywho, nice concept. Sumo Shooter.

LD43 — Sacrifices must be made

Hurt-It by recursor 2018-12-03T21:30:55Z

Overall fun functional and good use of theme...

So right off the break i disregard any on screen text and i start wandering around, find a green key, these little guys start attacking me i shoot back and my weapons are shit.... im dodging and weaving thinking cmon die already, then i take some shots, all of the sudden i am god in this world, my once wee little bullets are now massive rockets and it seems i am a force to be reckoned with... after killing all the initial guys I realized health and weapon power are inversely proportional.... sacrificing health for weapon power, i like it..

moving on through the green door, i have yet to make it passed this room. I found the aiming a bit difficult to get a hang of as I was trying to peak corners, I have a tendency to like to go fast, anyhow, i couldnt get passed the south west facing diagonal... I think if i had a controller in hand, and it had twin stick shooter controls I would have had an easier time.

The sound effects reflecting weapon power were great... they let me know instantly when I had a more powerfull weapon, there was no question as to what caliber my bullets were at any given moment. if an enemy was too close for me to catch a glimpse of the bullet type/size before impact, the sounds let me know what I had shot... And since I tend to hold down fire, it also gave me a bit of an auditory clue as to where my health was at as well..

Hurt-It by recursor 2018-12-03T21:34:59Z

@tornoz when i saw your comment I was confused, went back and tried to mess with the health and power bars... it would appear in a true LD hack fashion those are sliders and their values are only set when they change.... so even though you can move them around, it does not effect the actual in game values..

Antlerman by Jiri_One 2018-12-05T21:02:22Z

fun game, I like the main character, there is just enough there that he looks and feels cool... in the beginning i enjoyed matching my mouse clicks to the beat of the song..

a few nitpicks 1- It was confusing how I was supposed to interact with the altar, i was spamming key presses trying to figure out what to do... a little "e" notifier would have helped a lot... this led to later issue where i noticed the sword in the top right thinking maybe thats an ability, so i started spamming more key presses, "r" was one of them and I lost all my progress, eeeeeek.....

2- Almost all of the damage i took in game was upon spawning in after a sacrifice, the creatures spawned too closely to me and I was not prepared so I would lose 1-2 hp, which felt unfair....

3- this one is more nitpicky than the last, but it was unclear to me what my upgrades where in the altar.... a little text description would have helped...

I like the artwork as a whole, the trees where beautiful just swapping out the colors on them added quite a bit to the world... the altar was pleasing to look at, and the main character, as a white tail hunter I am a sucker for things with antlers, so i loved the little guy... This was one of the games i spent more time in...

Nice Game!

Night's End by glimaleite 2018-12-11T04:12:41Z

This was very pleasing to look at and pretty fun...

I dont think I ever got fully into the swing of things, my aim was off a bit, having the cursor for aiming but then having the shots have gravity felt strange, and a little unfair. I think its what stopped me from trying to progress further, that and not wanting to wait through the cut scenes again... I think I would have liked much less bullet gravity, just enough to provide a sense that they moved in a slight arch, but so little that my aim was mostly absolute.

Teleporting felt a little disorienting as it was not immediate... if you initiated a teleport to a position, and proceeded to fire, many times the first shot would come from the pre-teleport position as the teleport has not happened yet... this would draw my eye back to the teleport from position(origin of the shot), making me miss the teleport animation, and thusly make me momentarily unaware of my user position until my next shot which was usually way off as I didnt realize I was now firing from the new teleported position... I think making the teleport much faster, almost immediate, and playing up the teleport anim(the trail left behind was very faint), would help.. And either disabling shooting while the teleport was in action, or, and i think this would be my preferred solution, have the shots originate from the teleport to position before the animation was complete... so even though my character had not yet animated to the new position, it would reinforce my understanding of the soon to be character position... plus its magic so I think it would work...

The first moment when I life drained was pretty sweet, the visual effect my character gained, and the new weapon power felt pretty rewarding.

Overall this is a solid compo entry... the graphics are cohesive and visually pleasing, they have a very spectral feel... The music and sound effects all work in adding to the ghastly gloominess (however it did feel like some sounds were missing)... there are functioning game mechanics, and a bit of a story(not sure how far it got developed, as i didnt progress far, but I liked what I got to experience)

Side note:I also chose to compose my own soundtrack for my compo entry, and my weapon of choice was guitar as well. So that basically makes us cousins.

Escape of the Cheese Droid by dob 2018-12-05T21:44:35Z

Never thought Id feel like such an idiot when I gave up my control module and started sporadically dispensing cheese.. doh! it was pretty silly how giving up components changed the game.

The mouse controls were a little bit jarring at the get go, but I pretty quickly realized what was going on and in the long run i think it led to easier aiming.

Even though my robot was displeased with his cheese dispensing functionality, it is what saved him in the end!!! Nice Game!

Mermaid VS Unicorns by mrwillowb 2018-12-06T01:22:33Z

I really wanted to enjoy this.... arial vs unicorns , i mean c'mon.... but the game viewing window was far too small for me to do anything....

But the idea... oh the idea.... 10/10

Ursa by Maksym 2018-12-05T00:29:36Z

I saw a still somewhere of this game and knew I wanted to give it a go, and now I've found it, and i have, and this pleases me....

Ridiculously adorable, borderline so cutesy that i couldn't stand it, but i so could... I really liked the bear transforming upon jumping, it was nice feedback, really separated the grounded/airborn states... there is a small bug that occurs between the seams of ground colliders where the bear thinks its airborn and flashes quickly into the "star" mode and back again...

did i mention the cutesiness? i mean eeeeeek... like i said it was borderline over the top for me but it worked... I liked the color scheme, very cohesive, and it worked well with the audio.... very stellar

The dialogue box was very helpful with hints, but at times it was in the way of the play area... it just covered too much play area for me...

Well done, Beautiful game!

blood snow and wolves by miziziziz 2018-12-06T03:27:55Z

Its been 9 days since I have last seen food... My dog, my companion, lost, whether from starving or wolves i cant be certain. Several days ago i returned home briefly in hopes of sacrificing my wife in order to feed the children, I knew i would never be able to convince her to eat them... But upon reaching home i discovered the three of them dead, all is lost... all but a snack for me, no sense in letting it all go to waste... Now i wander the land free of the burden of being relied on, its just me, alone... hopeless.... I can see the sun rising on the tenth day and alas, a deer, strike that, nearly 20 of them... Today my friends i will be eating my full!

Ok so it was really tough to find those deer, It would have been nice if the herd was split into smaller herds so i was more likely to find them... Also it would be nice to have some landmarks other than the same trees so I can better map out the area in my head...

When I finally found the deer i was excited, and shooting seemed to work well... It was somewhat gratifying to get a few of them out of the herd...

Nights were maybe a little too dark, straining on the eyes...

Graphics where simple but cohesive, I think some atmospheric sounds(wind , weather) would have dded a lot...

Anyhow fun little game, well done sir....

Follow Me by sbeif 2018-12-04T00:30:57Z

I beat it with first play through... saved:1 dead:22 sacrificed:27.... i got to that "don't let your guard down" jumped and touch it... contemplated for a second before taking care of the impending losses... and then i lost 1 of my 2 guys left just to poor placement....

great little game, it was fun to watch the replay. I tend to like controllers for platformers, but controls weren't bad... placing platforms felt a little unfair when I was trying to get them right over something, like spikes, or at the bottom of the map... i felt visually i would not be in a dead state(off the bottom of map, or colliding with spike), but it killed me as i tried to sacrifice...

overall it was fun, and everything worked about it...

Escape Pod by aevek 2018-12-05T20:21:17Z

This was fun, and well star trek, you either love it or hate it, and i despise anyone who would even think of hating it.... tehehe

But fur cereal dough... this was a well polished, fun, challenging game with pretty good use of the theme, and a great progression... it took me a bit before i realized i could pan the level, you know, not reading directions and all...

Live long and prosper!(and make some more fun games while your at it)

HELL by Smeax 2018-12-05T00:11:35Z

Dont know what I can say here that hasn't already been said.... all around a very polished little game... well done!

Dead Pixels by Daniel Alhadeff 2018-12-03T19:40:28Z

Loved the atmosphere.... the repeating dirt texture detracted from it a bit, maybe if there was a shadow hiding the "deep" ground bits, but the background, the grass, the rain, the music, it all work very well together and made me want to stay, listen and look...

Not sure if I ever figured out the combat, i kept charging up trying to defeat this little glowing hooded guys, but even though it seemed my particle spray attack was hitting them, they only ever died upon hitting me and taking from my health... after a while i noticed that some of the enemies would die after a while, but it was very unclear why they had died... is it because I had hit them, and they took a while to die...? had they expelled all of their chasing energy? IDK.... also when it did look like i hit them(they were inside of the red particle spray) I didnt notice any notifiers letting me know they were taking damage....

anyhow i had fun just hoping around and listening to the music, watching the rain fall, and feeling a bit bad ass in my red suit and visor/goggles (wishing i had a sword to swing)....

We Fight "Together"! by StratosKakalis 2018-12-06T05:08:23Z

The idea is great, funny and entertaining, the graphics are pleasing to look at...I liked the color scheme...

When i saw the screenshots i messaged myself the link so i could remember to play it, i hate missing potentially good games because im not at my rig and then not being able to find them later... There is a lot of potential here...

I think this game could benefit greatly from a projectile cam... shooting these guys out of the cannon is supposed to be the highlight but I can barely see where they go, which takes a lot away from the experience... This bundled up with the slow movement and my ammunition being so spread out made it a bit of a chore to try and win...imagine watching close up as these guys collide with the enemy soldiers atop the enemy tower...eeeeeek...

The first step in the tower is a dooooooozy, more often than not i need to jump to initiate climbing stairs...

Anyhow I had some fun messing around and shooting guys. Great concept!

The Path to Vegetarianism by PhillSerrazina 2018-12-06T00:56:55Z

that was bit brutal... wasn't sure i wanted to continue.... but i did, and i am happy to say I figured it.... You sir are a liar, you've mislead to believe there was a safe path... I feel betrayed... Also it would appear you have spent lots of pennys on constructing your ground visuals, perhaps some of them should have gone into sound effects....

Overall fun, once i got over some wee things.... Good Job!

Tendie Revengie by Jequed 2018-12-03T21:51:10Z

This was freakin hilarious, spent a good portion of the game laughing... this piss jug... the squats... wow... way to score some mega humor points... im a bit jelly... also the art style really fit well with the whole thing....

The game play was not the most fun, it felt a bit like a chore, we are cleaning up a room though so perhaps thats fitting.... it was tough when it would do the mini throw out the window scene and them jump right back to the room where the guy is instantly on my ass... took a few trys before i realized i had to stay woke....

the story telling was weird and a little jarring at times but again it all fit together in a weird piss juggy sort of way...

Overall i am happy to have played this one, it was a fun experience, and gave plenty of laughs...

Ascend by Amour Du Pain 2018-12-04T22:27:14Z

Its beautiful... and there are some serious feels to it, like i was struggling to do something, or get somewhere... I really wanted there to be something more, some additional mechanic allowing me to interact with the world... Is there any end? I continued to move upwards through what seemed to be endless black for a bit hoping i was going to come across something out there....

Anyhow... beautiful visuals and music.

Trailer Trashed by NorthernDevGuy 2018-12-05T03:47:51Z

The game lives up to the screenshots... an awesome idea, graphicaly pleasing, playably executed, a few drawbacks..

So there is a bug with the camera that gave me a rough start. The first play through for some reason the camera locked into a height only a little ways off the ground, so it was very difficult to see what was happening as the camera clipped through all of the destructible objects... The same thing happened again to me a little ways through my 2nd or 3rd playthrough... upon trying to return to the main menu and then restarting for some reason my tornado never spawned in and I had to exit the game and relaunch..

It took a bit for me to figure out my tornadoes power also dictated the speed i could move... So my tornado was moving more slowly, and even though my power meter still had what appeared to be plenty left, i could no longer get to the water source that was relatively close to me...

Besides the drawbacks there was something drawing me back to the game, and I am pretty glad it did... On my 4th playthrough i made it to a level 4 tornado, and it was nearly impossible at this point not to hit people, so much screaming, so much destruction... It was kind of beautiful... But also at this point I was not sure how much of the map I had left to destroy... It seems an object can only be destroyed once, but some of the houses land pretty normal looking and don't look destroyed so its easy to get fooled into going to an area where you cant really do anything...

I think with some camera work, and a bit more development there is something here.... As for the theme ehhh... it didn't really feel super sacrify... It was fun, i am going to go give it a few more playthroughs.... Good Job!

Shepherd Sacrifice by aCuriosity 2018-12-03T04:38:19Z

@deathray No way to win and no scoring, I had to change ideas on day 2, and it only came together in the last 4 hours... so tried to make it as playable and entertaining as i could in crunch time... its funny the sheep where supposed to do a backflip when thrown in the air, still don't know why they don't...

@somewhatinfinite There is no death condition, not a bug, just a lack of a feature :p

Shepherd Sacrifice by aCuriosity 2018-12-03T20:02:46Z

@erendelous I agree... so much could be added with a simple point system, how many sheep pushed into the hole.. bonus for combos... currently the voice lines of the monster guy are what keep track of combos... he will use a different voice line depending on the combo size... I think if I had just even presented the stat of how many sheep had been "sacrificed" it would have provided some incentive to keep playing... but hey, sacrifices need to be made, and unfortunately for me, it was the scoring system that was sacrificed this time around.... :p

Shepherd Sacrifice by aCuriosity 2018-12-03T20:04:21Z

@kbf123 I feel you, it gets repetitive, I tried to amp up the entertainment value with the song but in my initial upload i forgot to loop the song and thats like half the fun of the game, at least for me.... its fixed now, song looped....

Shepherd Sacrifice by aCuriosity 2018-12-04T00:09:55Z

@nkrim Thanks for playing, glad you could find the fun in it... when i realized my original idea wasn't going to work, i was scrambling to find something fun from what I had created... I was so tempted to join the jam instead of comp to really flesh out more gameplay... I wanted controller support, but just didn't get to it... I think there is a good base for a multiplayer couch game, i could see a bunch of fun co-op and vs mini games arising from whats here already...

Shepherd Sacrifice by aCuriosity 2018-12-04T02:29:40Z

@blobo Thanks, as game devs we make games, and hope others will enjoy them, so im always happy to hear when someone enjoyed the experience I created!!!!!

Shepherd Sacrifice by aCuriosity 2018-12-04T22:07:22Z

@sbeif Glad you enjoyed it, and thanks for playing... part of me so badly wanted to transition into the jam and not compo, but in that last 4 hour stretch, when all seemed lost, and so much was lacking, i decided to challenge myself for some strange reason... Ive convinced myself that i was doubly true to the theme for sacrificing the endgame to be in the comp :P

Shepherd Sacrifice by aCuriosity 2018-12-04T22:10:01Z

@garygreen @takayamushi Thank you both for playing, and as always, glad you enjoyed the experience...

Shepherd Sacrifice by aCuriosity 2018-12-04T22:31:31Z

@kris-d the shooting mechanic came from my initial idea, when I transitioned over to the new pushing mechanic i took out shooting for a bit, but figured with everything that was lacking in the game might as well put shooting back in there as it felt good, and didn't have any adverse effects on gameplay... i would have liked to add a way to interact with the skeletons, whether you could push them around, or maybe they would crumble under the stampedes of hooves/feet.... but again... sacrifices must be made!

Shepherd Sacrifice by aCuriosity 2018-12-04T23:18:51Z

@dining-philosopher yeah wrote the song in the last 45 minutes.... didn't have time to re-recored the static that sounds eerily like a metronome in the first verse... after i realized shooting the sheep was kind of fun i wanted a little gore, so quickly threw a hole in em... would have like multiple stages(visuals) of damaged sheep, but you know, the compo struggle if real.... Thanks for playing!

Shepherd Sacrifice by aCuriosity 2018-12-05T21:14:40Z

@fzillo So glad you enjoyed the song, this is my second time participating in LD, LD 42 was my first and it was also my first time composing a song for a game, its become one of my favorite parts...

I know what you mean about screenshots, my page is kind of barren... Ill have to throw together a few screenshots... I like keeping the song in the dark though, I think there is a bit of a shock value when people first start it up which makes it a bit more humorous.. ¯\_(ツ)_/¯ ..

Shepherd Sacrifice by aCuriosity 2018-12-06T19:51:55Z

@dk5000p yeah, didn't quite get around to balancing out the audio... It can be difficult to hear the monsters voice overs upon sacrificing sheep to him, you have to get right up close to him... Thanks for playing!

Shepherd Sacrifice by aCuriosity 2018-12-07T07:03:46Z

@mrspeaker So glad you could find the fun in it...

Shepherd Sacrifice by aCuriosity 2018-12-20T04:21:20Z

@gwinnell This was my second LD, and I thought I had a plan going in, I sketched out the game i planned to make, and then proceeded to implement it, only to discover what had seemed so fun in my mind, lacked balance, and thusly fun, recognizing there was not enough time to find the balance, plans changed... 24+ hours lost... in the last several hours of day 2 I switched to just programming my stream of thoughts as they came into mind(my default style, dont know why i tried differently), and so quickly something fun arose from the game... Thanks for playing, glad you could find some fun in it!

Fight For Your Light by Raivk 2018-12-06T20:11:14Z

So the controls..... movement I can live with, it was tough to get used to but was fun and floaty after a bit, I liked exploring the high ground... But the aiming just has too much going on, I feel like the sacrifice made is movement or accuracy, even the slightest movement of your character requires so much mouse compensation... so i tended to get close and then play as if i was a stationary turret.

Other than the controls(mostly aiming) its beautiful, atmospheric, cohesive.... If I could aim I would spend a lot more time in this little world... Well Done!

Fight For Your Light by Raivk 2018-12-07T14:54:59Z

@raivk looks like ill have to give this one another go later today, totally neglected to enter turret mode.... Doh!

Hungry God by fzillo 2018-12-04T22:03:25Z

Strange this gods love for me is springy.... very nice aesthetic, it was pleasing to look at and listen to..

My Little Daily Sacrifice by Gludo 2018-12-04T21:21:22Z

My initial tactic was to be a good boss and try to hire quality workers and make money with sacrificing as few as possible.... after making about 2grand, things started going south, satan was not happy with me, i was losing money.... restart the game, new tactic: step 1: hire shit laborers step 2: sacrifice them as fast as possible step 3: profit satan is happy, i am rich, lawyers, i got em....

typically i am not a fan of this type of game but it was well executed and made me want to win... graphical style was nice to look at, sounds/music were cheerful, that car beeping must be part of the music loop because it was always on point with the tune... everything here worked, felt polished, well done!

LD47 — Stuck in a loop

Debugger by wdebowicz 2020-10-08T17:21:26Z

Felt very original while oddly familiar. Well Done! I like it!

TCHOU by Sirkovitch 2020-10-09T02:27:24Z

Everything worked, and it was all beautiful. Moving that little train around was very rewarding, the train movement/animation, camera movement, graphics, all felt polished. Every bit of moving that train around was fun, from accelerating, to stopping, to busting through the gate and pumping the corners. The particle effects were incredible! Great Job!

COLORSPACE by Thought Reactor 2020-10-07T20:04:18Z

Didn't fully grasp the gameplay, made it to level 3 and got stuck. I am a sucker for sprinting, so wish I could sprint. But the atmosphere was great, really trance/dreamy like.

Bust-a-Loop by PeachTreeOath 2020-10-08T14:39:26Z

Took me a bit to get the timing down early on in the gameplay, had a little trouble with positioning too, but once I got it I found I was shouting out my moves like a thugged out MC while I executed them.

Favorite Sequence: Valiant Foot -> Buster Dunk -> Ice Spike -> Fireball

Felt like I wanted movement to be a bit quicker so I could get into position for the next move quicker, but that could just be a lack of understanding proper sequencing, because when things did work out, I was devastating my foe.

Good Job!

Loop by Papaver 2020-10-23T11:49:39Z

Simple and challenging gameplay. That last level was a doozy, almost gave up, but boy was I exited after I got the three stars and I didn't have to unwind through that spiral.

The directional change pickups provided a nice twist to the mechanics, it was satisfying picking one up, almost hitting a wall, getting tense anticipating a collision, then winding the other way.

There was very little that I grew frustrated with, other than my own abilty to accurately predict/execute the correct timing to exit my loops. On the last level, I did want an adjustment to camera movement, the camera moves up and down with my head, I would be curious to know how it would feel with a slight left/right follow as well.

Adding some effects, sound and or visual, to entering/exiting loops might feel nice/further reward the one mechanic.

Overall it looked good, played good, sounded good, created a cute atmosphere. Well Done!

Gravitron - 2047 by RAC-Games 2020-10-14T15:47:08Z

Wow, just wow. Awesome mechanics, Beautiful graphics. It took a little longer than I care to admit to understand what I was doing, or supposed to do. But once I got it I was playing around, finding fun ways to kill everyone, I found myself wishing there were more gruesome ways of disposing of my enemies.

It took me a bit to see that by obtaining the core pieces I was progressing, for a while I had no clue what the core pieces where, after I got maybe 3 of them I saw that it was containing the core, and that drove me to continue onward.

Jumping mechanics need some work, I am in a habit of holding forward while I jump, and when I am against an object, the frontal collision seems to consume my jump velocity.

Shooting marker needs to be played up/exaggerated, it seemed like the collision bounds for my beam where generous which I liked, but it wasn't apparent that the beam was anchored to the enemy/object, especially at range. More attention needs to be drawn the the "selected" objects, maybe an aura type glow.

When I was faced with the platforming section I was nervous that I was going to fall a bunch and get frustrated, but somehow I managed to make it first try, felt much fairer than I had anticipated.

Overall awesome job, love the menu options, everything worked great, I am not sure about theme, other than when I complete the game and it restarts(that was a restart yes? I did a quick survey and things didn't look changed).

Fun and polished, Portal meets super hot?

Shlooper by Gurbx 2020-10-09T18:32:04Z

Incredibly polished for a compo entry. Great feedback for every action. A couple things on Controls I wish it had controller support, never been great at 2d shooters that required a mouse to aim, I think playing with a controller would elevate the whole thing. Also I found myself struggling that with the two different jump buttons. Spacebar and W are both common jump buttons and I kept hitting one of them expecting the other thing to happen. I would try and jump from the ground with W, and sometime try and dash with Space, just out of habit... Assuming there is no prolonged jump, which it seems like there isn't, I think dash and jump would be better mapped to the same button, I prefer W. I get those are some nit picky things for a comp project, again this game feels super polished regardless of the fact that its a comp project. Great Job!

Precious Pergatory by LordKawaii 2020-10-06T22:40:47Z

There is an atmosphere to the game, but the gameplay need some work.

Tried the controller first, but it seems the left stick y-axis controls jumping which doesn't work for me, as I move left and right I am accidentally putting a little into the y-axis of the stick making the character float into the air. So I tried keyboard, this worked, but there was no feedback from the jump, a sound effect would add a lot to the jumping mechanics play feel. Also took me a bit to realize holding jump made you jump higher.

Adjustments to the camera would make a big difference, and there are a number of ways to go about adjusting it. The issue I have with the camera is I cannot see the platforms to the left or right of me, and I cannot see the dangerous spikey rib cages below me until it is too late. There are a number of ways to adjust this but the easiest thing would be to zoom out a bit, and move the camera down a smidge.

I enjoyed the atmosphere, the cohesive art style, the lighting. I think I liked the happy little ghost the most.

Loop Lock Malfunction by GuitarBro 2020-10-08T22:49:12Z

Good game, Good mechanics, Good sound, Good production quality. Lots of good. Liked the portal-esque vibe, and the integrated user/hud. Tried the mouse looking off the break, wasn't helping my gameplay, so I stopped looking and just drove around with much better success. I think I would prefer a different camera angle, it was hard for me to keep track of where the enemy's where as I was moving about. Or maybe make turning based off the mouse move and just W/S for forward/back? There is some fast paced arcade action in there that I just cant master as is. Great game. Well done.

Not Enough by Toccio94 2020-10-13T20:43:25Z

I'm not patient enough...there is a lot right here, but the cutscenes/level loading are too slow to keep my attention. I would notice I was mashing the controls waiting for it to start. Everything worked, movement was fun, but playtime felt like it was less than the reading/loading times.

Memoirs by Virtual Turtle Studio 2020-10-05T21:52:52Z

Very atmospheric, very calming little simulation, cohesive art style. I wish there was more to do than just click on stuff, and read about it, but still a memoirable experience. I like it!

Hook and loop by Kaiomoi 2020-10-08T17:15:09Z

Really wanted to use the controller on this one, but there was a weird issue where with the jump/hook button, I think my game suffered the same issue when I tried exporting to HTML5, but the issue didn't arise in the local build. Anyhow it was as if onButtonDown events where being thrown for a what was really a buttonDown. So even if I tap jump (A on XB1 controller) not matter how fast I tap it if I am within range of a grapple point I attached and dettach in rapid succession.

So onto the keyboard. Once I switched to keyboard things moved more smoothly, controls felt pretty tight, I was able to bounce around and grab some keys. I like that the grapple points alert you to when you are within range. Sometimes the direction of my swing from the grapple point felt counter intuitive, I expected my velocity to continue to be carried in the direction of travel, but it seemed like the anchor point had a pre determined rotation direction. If that is the case it would be nice if the visual of the anchor was rotating in the direction it was going to swing you so I can better anticipate what is to come.

Sound effects, is there no sound? sound effects could do a lot.

All in all an entertaining entry. Well Done!

Chompy by aCuriosity 2020-10-05T22:06:22Z

Hey Guys and Gals, Love it or hate it leave a comment. Do it. Do it now. Or else. Also, pls let me know your scores!

Chompy by aCuriosity 2020-10-06T23:45:26Z

@virtual-turtle-studio I am happy you were entertained! Curious, do you happen to remember your high score? I feel you on the dizzy factor, if you manage to get into the zone its a little PTSD-y... The original plan was to have the monster who chases nag you, but the crunch set in, and a silly commentary was born.

Chompy by aCuriosity 2020-10-07T00:18:42Z

@garys Thanks for playing, for the comment, and for your time. Not sure if you noticed but the move rate is greatly increased when airborn, and the speed at which you are chased is relative to your move rate...

Chompy by aCuriosity 2020-10-07T00:54:23Z

@oxropy Thanks for playing, and congrats on getting a somewhat respectable score XD. Thanks for the info on HTML5 exporting, I will try it out later.

Edit: It Worked, but now there are input bugs.... tehe

Chompy by aCuriosity 2020-10-08T14:12:31Z

@peachtreeoath I'm glad you went back and gave it another shot after such a bizarre initial encounter. I am going to have to try using only those inputs to see what you experienced. The grubs are an underdeveloped game mechanic, its not clear that they don't hurt you, or that you can jump on them to kill them like a goomba. Also the lack of feedback(effects) when you do land on em, and lack of scoring realy detracts from em. In later laps, when spikes get really close together the grubs really come into play as they can shield you from the smaller spike collider if they overlap.

I am curious to know what you were able to score after so much DBZ style training.?

Thanks for playing, and I am glad you were entertained!

Chompy by aCuriosity 2020-10-09T00:28:20Z

@someone I developed the entire thing playing on just the controller, never mapped any keyboard stuff, so none of those keyboard mappings where intentional :P. Once the score gets above 20,000 it becomes clear that you got the main mechanics, so anything above that makes me happy happy happy.... My high score is somewhere over 112,052, if someone beats that I will have to try harder... Thanks for playing!

Chompy by aCuriosity 2020-10-09T00:34:56Z

@stephenwhoskins Glad you enjoyed it, The crunch was so real, I had so many mechanics that I had to throw away to focus on polishing the base mechanics.. I am kind of proud of the bite effect, as its probably my most polished self created framed animation(only 2 frames), but with the scaling effects, and the sound, it ended up working as well as I had hoped.

Chompy by aCuriosity 2020-10-09T21:25:43Z

@leekanarchism I've seen that move before ;)... The intention of the monster was originally an impenetrable barrier from moving backwards, but after increasing the jump forces, and introducing the platforms, ta-dah, Monster Back Rides! Maybe I should have made the monster ground you so you could jump out of that situation, and interact with him in a new way... I see your score is 15,617, I challenge you to get more into the 50,000 range without using that cheeky exploit. Thanks for playing!

Chompy by aCuriosity 2020-10-09T21:27:40Z

@masonmasonoff Thanks for the praise. Graphically this is one of my more polished self animated pieces, I am usually not the artist. So I'm super stoked you enjoyed them. Thanks for Playing!

Chompy by aCuriosity 2020-10-10T00:20:19Z

Update: My high score is now 252,000, without the exploit.... Beat that! Please?

Chompy by aCuriosity 2020-10-14T14:44:07Z

@konrad Thanks for playing and for the feedback... most of the audio was recorded in a rush on my headset mic, a couple noise removals in audacity, and then called em good enough... As far as the gameplay goes I had wanted to pre design a bunch of patterns of various difficulties to be selected by the current lap, but the rush got to me and I had to scrap a ton of stuff and just throw in random spawners. blades spawn faster the more laps you complete, more platforms spawn(though they are super underused), and spikes spawn in larger and larger groups, maxing out where they only provide enough space to land, lap 20 = max difficulty... I agree on the biting, it also is underdeveloped. Not sure if anyone noticed yet but biting rapidly while airborn makes you float a bit, bug to feature :)... Thanks for playing and for your time!

Chompy by aCuriosity 2020-10-14T14:56:47Z

@toccio94 I am curious to know how many laps you made it in, progression is a bit slow, the intention was to insure the user grasped the basic mechanics before making things difficult for them, 20 laps = max difficulty... Im stoked you liked the bite effects, that sound was a red pepper being torn in half, had to speed it up a bit to make it match the visuals, which degraded the sound a little... The bite auto follow is actually just gravity on the "bite bullet", since there was nothing in the air you could bite, biting while airborn felt useless, so I threw some intense gravity on those little doggies... The purple boxes where indeed disappearing platforms.. I hadnt thought of it until now, but it probably would have been much better to have all the slugs smaller versions of the big guy. Commentary was done in such haste, at the end, when creative juices where all but dried up, there are certainly some voicelines that are a bit out of place. Thanks for playing and taking the time to analyze it. End of the day we make games for them to be played, always happy to have them played. ;) And for the keyboard controls, I made the game with a XB1 controller in hand, never remapped the keyboard/mouse inputs, sorry for that!

Chompy by aCuriosity 2020-10-14T19:08:22Z

@toccio94 That's pretty low as far as mastering the basic mechanics. While I don't want to breath much more life into this project, at least at this time, I do want it to be enjoyed/enjoyable. So I have remapped the keyboard controls to something less, unmapped... I prefer the mouse keyboard hybrid controls, but I have also mapped pure keyboard controls. Check out the controls in description at top of page, redownload, and give er another go if you feel the inkling...

Chompy by aCuriosity 2020-10-18T00:10:23Z

@areywarlord Thanks for playing, Glad you enjoyed it.

Revenge of Loopy the Turtle by Flying Dog Fish 2020-10-07T19:45:36Z

So you suck me in here with a sob story of the turtle, I get all emotional, and then I have to inflict this pain on all the other animals? what a spiteful little turtle, I was expecting to be cutting the bands off the animals...

Either way it was fun. Draw more attention to those spawns, add some power ups, and rapid fire and I would have been stuck in there a bit longer.

Good Job!

Chronos Time Warp by Zliebowitz 2020-10-09T02:02:56Z

I have freed myself from the time loop of Chronos, and had fun doing it. I wish I could have done it on my controller, the nostalgia of the gameplay made me want that controller. Everything worked well, was predictable, and it never really felt too unfair.

A few gripes... On the death strike of an enemy, I feel like that should be the most rewarding strike, but the feedback of the final strike was much less than a regular strike. If the death strike inflicted the same bounce back as the other strikes I think it would feel much better to get that kill strike. I didn't like that I could consume the heart pickups when already full. And sometime when I was fleeing, mainly if I tried to flee vertically, the collision colliders for the enemy felt big, as they would hit me from below where I anticipated no collision.

The arrow sequences made for a tense moment. Good Game. Good Job.

Bullet planet by TC5550 2020-10-21T17:28:56Z

Great Game, it had a really nice atmosphere, felt really cool to move about the planets surface.

There was no sound for me, but I see you opted out of the audio category. Sound would have given great feedback on all interactions(fire, hit, hurt).

I was pretty inaccurate with my bullets, found it difficult to line up shots. Cranking up the bounds of the bullet colliders would make it less punishing to inaccuracy.

Movement could have been tighter too as it felt like the drifting was detracting further from my shooting accuracy.

Graphics where cohesive and looked good. Would be nice if enemy and user bullets were different colors.

Overall a great job, the game has an ooey gooey core, just needs the chocolate shell.

Inside Divine Comedy by Yulia_li 2020-10-08T19:29:27Z

The background made the game, it was beautiful, nice layering, blurring, coloring.

I knew right away that I should go for the berries, but after collecting a few it took me a bit to realize they transferred into hearts, the berries should be hearts.

Bounding boxes were difficult to determine, in this style game they need to be very clearly definable, so the player doesn't feel cheated by a suspected near miss of the visual triggering a collision.

Looks like there was a bit of effort put into the sprite animations, and while I liked the creative creatures(namely the fish with legs(Monty Python inspired?)) they felt out of place on this super polished background. I wanted them to be more glowy, ghastly, high def gouls.

Not sure about the controls, I ended up tapping the left and right arrows a lot which resulted in a more lane change type movement than holding it down which was smooth. I likes the precision the lane change type movement gave me. I wanted this lane change movement to be buffered, I wanted to be able to tap the right arrow 5 times fast and have the 5 sequential lane changes unfold.

The background, along with the ambient sound, set a great atmosphere, it drew me in to complete I think 7 circles. Good Job! Beautiful Atmosphere!

Rock Slide by FallingFlatStudios 2020-10-07T22:48:27Z

Great game, very canabalty. I unlocked the special surprise inside. In the beginning I had a little trouble with the jump mechanic, I was expecting a hold and float, so kept holding down space which when timed poorly leads to unintentional re-jumps on landing. Once I realized it was all timing the jump and not prolonging it I progressed much quicker. Good progression, introducing twists on already established patterns, and tricking the user in a few places into breaks from those patterns. A bit of a memory game mechanic, playing on the loop theme. Good use of theme. Good feedback from everything, it all felt pretty right. Sometimes the pink bouncers felt a little unfair, but the crunch doesn't always allow for adjustments. Great job!

Divine Drifter by Enzar17 2020-10-07T20:20:17Z

Love the aesthetic, but the gameplay was not everything I wanted.

A little Tron-y, a little synthwavey, I really liked the vibe and visuals for the most part. I'm a sucker for that synthy/tron feel. And arcade style driving(Rush 2 anyone), I'm a sucker for that too.

I had a hard time determining the near miss colliders from the oh shit you crashed colliders. And would have liked a little more variation on the driving mechanic to keep me going.

Great Entry, glad you made it.

Stranded by Robonaut121 2020-10-10T17:00:47Z

Paying it forward?... I hope... someone(User: Oxropy) pointed it out for me, hope it works for you... regards your HTML5 problem in this blogpost(https://ldjam.com/events/ludum-dare/47/legendary-orbit-golf/publish-for-web) it says “For Unity you might need to disable compression in the web player settings before exporting” maybe this will help.

(Nu) Da Drum by Trexxak 2020-10-08T18:51:29Z

Mood, lots of mood here.

When I read the description, and saw "Narrative", I was expecting narration. I think its part of what drove me through to try and get to the next part, the anticipation of narration bits. So I continue to click and drag as fast and accurately as I could looking for more to the story.

Reading the description of the game, saying some inspiration was drawn from the inability to let go of things, set the first stages of the mood, pretty personal, yet relatable. The graphics style combined with ambient "music" further drove this mood. I didn't want anything bad to happen to this bear. I like the colors used, the bear really popped but didn't look out of place. I think the ground pieces could contrast the background a bit more, really communicate that they are solid.

Gameplay was confusing at first. I couldn't determine what to do, I kept trying to interact with the trash can, maybe put the bear in and out of it? The goal points need to be emphasized, draw more attention to them so the player identifies them as a point of interest, and not just a random out of place particle.

I ended up completing the game(made it back to title scene), and I enjoyed the atmosphere, and the experience. Scoring high on mood! Good job on the jam!

Sonar by Andrew Roulst 2020-10-09T19:12:01Z

Love the sonar effect, lots of potential. The sonar effect is awesome, and the art style works well. There are lots of little things could elevate this game a lot.

Movement could be a lot more fun if there was some sort of thruster, or tail, to reinforce the direction of travel. Currently since I have so little information on where to go, I really want to know what direction I am traveling in. A tadpole style tail would work well. But even a trail would be great/help with spatial awareness. A long trail would help a lot with navigating, but if you are a stickler for limiting visibility, a short trail would reinforce the movement.

Better feedback on the collectables, I want to go out and get them, but currently, when I collide with them, I am not certain I really did, which when I am being chased, creates uncertainty, Rick hates uncertainty. a sound effect for collecting would make a huge difference. Next up play the effect of the collecting particles, scale them big(Lerp it like a pro) and fade em out, exaggerate it.

I want to know how many particles I have collected, and on my person. I dig the minimalist-ness of the current graphics, so in lieu of a text display, having the particles I collected orbit me or something to that effect would be nice. Its not clear that I retain them through death, this would fix that, as well as make collecting them further rewarding.

I don't think the enemy's should teleport, its confusing, by making them move normally the player can track their movements and better predict them.

Sound effects for everything, including music or some ambient loop.

Overall Well Done! I played it through to the second camera perspective. Very cool game!

Clone Arena by GrizzliusMaximus 2020-10-07T19:35:18Z

What a game!

Looper by Shortbread 2020-10-10T01:38:18Z

Great Job! Everything worked together, nothing was out of place or felt unfair. Very polished

LD48 — Deeper and deeper

Deep Sea Whale Mechanic by Jiri_One 2021-04-29T12:58:27Z

I have a hard time making any suggestions on this one, as I feel the limiting reagent in this case was time. Given more time I believe these same mechanics could be fleshed out more, producing something even more fun.

Huge fan of the firing pushback mechanic, I treated it like it was my primary source of propulsion, which most of the time was great, but proved a double edged sword, as I found myself swarmed by enemies above and began rapidly firing to defend myself, only to fall below my max depth, and struggle to fight back with the arrow keys...

Great job, fun game.

Sprookies by tanis 2021-05-01T18:27:05Z

Cool game, great soundtrack.

Took me a bit to master that jump, didn't realize it was a charge up jump. Some feedback on the jump charge could solve this, something like shaking the visual portion of the character with an intensity correlated to the amount of jump charge. Or a glow behind the character growing with the jump charge.

The camera could use some smoothing, it got pretty jittery at times.

I liked the separation mechanic, got to see all my little friends :)

The background fish where pleasant to look at, provided a bit of nice atmosphere.

The soundtrack was great, lighthearted, silly. And the character voices where just expressive enough, while also remaining silly silly silly.

Well done!

Anatomically Correct Human by Evan 2021-04-30T21:12:46Z

We both did digestive tract games... and both used squash and stretch a lot;) Took me a bit to understand the game, once i determined the importance of brains, I started placing away.. Is there a way to reset the game after it is game over? I kept refreshing the page. Is it beneficial to wind the tract about, or is it better to straight shot and spam brains? it would be nice to have hotkeys for the buttons 1,2,3 mapped to tubes,lungs,brains. Overall great job, was fun playing.

Shook by SleepyStudios 2021-04-30T13:53:47Z

There is a lot to like here. I like the fraying lines, and the line simulations in general. The aesthetic of everything underwater felt clean and polished. The fish gun hybrids looked really cool. I wish when reeling in the camera would pan up and show me more of what is above my bucket/gun, so I know more of what is to come, and can more easily avoid deadlys. It was a little difficult to distinguish catchable fish from missiles disguised as fish. Overall I had fun playing. I am a little biased on the whole 2d silhouetted fishing games as I have my own prototype on the back burner, simmering away.... Great job!

Shook by SleepyStudios 2021-04-30T15:40:34Z

@sleepystudios On the way down the camera is good, its on the way up that it limits visibility above the bucket as its so close to the top of the screen. So I was thinking something like if bucket.velocity.y > 0 (going up) -> lerp cam to slightly above bucket, else(on way down)-> lerp camera to slightly below bucket.

Vertigo by GaryS 2021-04-29T23:44:56Z

Very nice cohesive entry. The graphics are all great and work together, creates a nice atmosphere. I wish the attack was a little more reachy/arcadey. I want to be able to dash at these foes and quick attack em like a ninja. The air jump was a little confusing at first, until I realized it was reset by hitting the ground, and a jump from ground disabled it, would have liked a double jump, so I could always count on the air jump. Overall it was fun to play. Well done

1 in a billion by EvoGenGames 2021-05-03T23:24:24Z

We uh, had similar ideas for this compo. Great minds think alike? ;)

What's in the Bottom? by Lex 2021-05-01T22:02:32Z

Awesome! I love it, been wanting to make a fishing game myself for years, and this is a pretty darn good implementation of the base mechanics.

It was a little frustrating hitting the wrong fish, but it felt pretty fair at the same time, a little practice and I was sinking deep into the darkness.

I liked the camera pull back when I got a fish to the boat, it felt gratifying. I would have liked the casting, lure in air, camera adjusted. If the camera tended to stay lower towards the surface of the water, and/or maybe placed a bit ahead of the lure based on its velocity, so I could look ahead. Or y axis offset based on just the lure.y velocity. Mainly I wanted to see just before I hit the water if I flung the lure far enough for that ray, never caught that guy.

Being in the comp, not always(or ever) time for such details. But as I said earlier, nailed some good base mechanics, and they kept me playing. Well Done!

LuckySwimmer by aCuriosity 2021-04-29T12:17:20Z

Thanks for playing, and commenting, happy you all subjected yourselves to this wondiferous experience ;). @jeanne-rossat I tried to go for pg-13, not overly graphic, but incredibly suggestable. @trexxak patience is not my usual gameplay style, but wanted to tell a story with the playthrough, I a pleased with how it came out, things can always be better, but given the limitations, pleased will suffice :) @slagywag I think the first time we all played this game, and won, we have been in a different tract?

LuckySwimmer by aCuriosity 2021-04-29T12:39:08Z

@peachtreeoath Nail... Hammer... Head.... Kapow. Ren and stimpy for sure were an influence behind this thing. More recently Rick and Morty, had the anatomy park episode(S1E3) looping for a bit for visual inspiration. But Ren and Stimpy kept popping into the back of my head and I would giggle at the absurdity of the whole thing. Tried hard to ride that PG-13 line, and not cross too far into the r/x-rated stuff.

I had thought on checkpoints, but thought it would take away from the graveyard viewing, so opted for what I percieved as soft gameplay, I get it though, dying and restarting is frusterating after traveling so far. I really wanted to put a bunch of small collectables(think coins but not coins) just to control movement and provide some short term goals, but times a beach...

The tail, did a little research on how it works in real life, and tried to simulate that. The simulation starts with a series of points, as the head point moves, each subsequent point is moved towards the preceding one, creating what in unity would be similar to a 2D trail renderer(2D because this game is 2D). I then move each point away from its centerline(the vector from it to the preceding point) and rotate it around the centerline using a rotation seed that is incremented each frame ie(Rotate( rotseed + (index * rotStep)) Around Axis(pos[index -1] - pos[index]). the magnitude that I move each point away from its centerline is scaled according to its index value... The tail is the only thing that is 3D in the game... The tail is computationaly intense so last second I threw a cap of 40 of them that can exist, though never tested that limit... spawning the 41st time could be a game breaker, IDK.

LuckySwimmer by aCuriosity 2021-04-29T19:49:36Z

@shubart Awwwwwwe... I'm the hero? YAY! I'm glad you enjoyed it, hope it made you laugh and cringe!

LuckySwimmer by aCuriosity 2021-04-30T23:51:21Z

@barelyevengames Thanks for playing, fun to watch a strangers reactions. You missed the click to boost, which would have helped you make it through. But tickled you played and included it in your video.

LuckySwimmer by aCuriosity 2021-05-06T01:41:28Z

@ddrkirbyisq Thank you so much for playing.

LuckySwimmer by aCuriosity 2021-05-06T01:51:51Z

@maple Thank you ever so much for playing my friend, and for making it to the end. I hope your face moved about in disgust, or intrigue, as you played. I had a good and weird time making it.

Vile Things by JakobTheQuizGuy 2021-04-30T22:11:10Z

Wow, I love it. A very complete mini game, good controls, beautifully and creatively animated. The mouth orb monsters and there associated ahhhhhh, sounds where awesome.

The main character was beautifully animated and expressive as all heck, the eye work was great, I could feel this little guys anxiety the entire time. Reminded me of David Firth animation, the feel of it, and those little legs. The scale and stretch on the jump was great, added a lot to the good jump controls... lots of great, I am getting repetitive.

Sounds, music where very clean, effective and fun. Is that you making an ahhhhh sound for the mouth tentacle monsters?

I won with 3 hits left. The spawn patterns for the monsters felt fair and challenging, which is often something that is overlooked when making something so quickly. There were some tense moments, followed by some calm, and then more storms...

Great job all around, the only thing I didn't get out of it was the theme, but it was a worthwhile gameplay experience!

Clear Your Head by Styps 2021-04-30T23:38:03Z

Super cute little character, and an incredibly simplistic while atmospheric environment. There is a strong atmosphere which drove me to complete this game, and kudos for having a defined ending! Those are always gratifying in a jam game.

Occasionally(pretty rarely) the jump would not work, the sound would trigger, but no jump. Felt like it mostly happened at the edge of platforms. IDK. Otherwise controls felt nice.

The atmosphere was clean and dreamy. I think a relatively easy way to amp it up would be to have the cloud sprites animated(I am no artist, but I kept picturing them this way). They could either be animated sprites, or slightly depress under foot... I'm picturing things, damn I love making games :)

The music was soothing, dreamy, beautiful.

Well Done.

Deepenguin McPool - Wants a deeper pool by Bruyère Alice 2021-04-28T23:11:56Z

Preface, clickers are not my usual cup of tea. That being said this is a very cute, and incredibly cohesive submission.

It took me a little bit to realize I could swim side to side, and began looking for a purpose for it, trying to swim up to/mine the fossils, maybe expose some item by mining in different spots. But I came to the conclusion that the swimming movement really doesn't do anything other than allow a small illusion of freedom within the water column? I could see the movement becoming more fun if the collectable fish spawned in windy patterns, rather than directly in front of me, but because they spawned in front of me it discouraged any movement. At the same time the spawning of fish worked for the auto version of the game so IDK, maybe in auto they spawn directly in front, in manual they don't? wooooo I'm getting caught up on things ;)

I really liked the fossils. The health bar of the current layer/depth would be better placed relative to the layer. It was a little confusing when it would pop up on my swim down and lead to me being confused as to which bar was my breath. Maybe making it a different color would help associate it with the damage, perhaps a brown to reflect dirt?

The particle/sprite of cracks that overlays the pool floor, it would be nice to have the floor visually weaken. like a series of progressively more damaged sprites to overlay and communicate the health of the current layer.

Overall very cute, fully functional, polished game. Good Job!

Earth Diver by BarelyEvenGames 2021-04-30T14:06:34Z

Hey, we made similar but incredibly dissimilar games... mainly just user follows mouse through pathway. Anyhow. Good Game. Curious, did you manually map the collision bounds on the thinner hallway sections? Loved the music, tron vibes, it was a great addition to a shmup, its always so difficult to balance sound/software/art/design in the tight time schedule. At first I played on my laptop and trackpad, so it would have been nice to have an alternate fire button, I get that this is far from the ideal way to play one of these fast paced precision movers, so tried on the big rig with the mouse, which obviously worked much better.

Overall well done, cohesive, playable, enjoyable.

The Fall by junkajii 2021-04-30T21:28:01Z

Fun game, and simplistic but functional art style. When I saw the cover art of the little man I was hoping I was going to stumble on some fluid animation cycles. I`m a sucker for animation. I was glad to find all the seemingly hand drawn art, the static poses of the falling man were expressive. For the object spawning, I am a fan of more deterministic style level generation. That is having the level designed in such a way that I can get to all, or more of, the collectables more consistently. A quick and dirty approach I use is designing a bunch of patterns and selecting them at random. But you never know what the time crunch brings :) Curious, do you do animations? fancy yourself a bit of an animator?

Lil'Drill - The Chiseller of Balls by AndereSpackosProductions 2021-04-28T23:35:48Z

Great game, Visuals were right up my alley, beautiful and glowy in all the right places.

It took me a bit to grasp the concept of the game, that I am like a pogo hammer, and need to jump on the trampoline powered drill. At first I was trying to see how deep into space I could bounce myself, thought maybe the tiny ice balls? where collectables, tried to go for those, it was a tough shot. I became aware I was suppose to jump on the drill by accident, after I landed on it and the planet exploded.

I think some sort of health indicator(or catastrophic bounce loss indicator) would quickly reinforce the idea I dont want to jump on the land, because the sound it makes when I hit land sounds like I am doing damage to it, not me.

Overall very polished and cohesive visuals, very atmospheric. The progressive jump power particle indicators were a cool touch.