Baby's First Concussion by Roolow 2021-05-16T23:18:02Z
I got serious Inception vibes from this! Love the concept - my only major gripe is the slow horizontal acceleration, it was most likely a creative choice but not exactly my cup of tea.
Foon → Ludum Dare Explorer → Users → adam-gould
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2024 | 55 | Summoning | The Wrong Book | compo | Audio | 4.53 | |
| 🥉 | 2023 | 53 | Delivery | SupaNova | compo | Audio | 4.45 | |
| 🥉 | 2023 | 52 | Harvest | Revengetables | compo | Humor | 4.50 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | After The Fact | compo | 37 | 3.95 | 3.75 | 3.41 | 3.82 | 3.34 | 4.21 | 4.10 | ||
| 2024 | 55 | Summoning | The Wrong Book | compo | 40 | 4.01 | 4.00 | 3.35 | 4.30 | 3.33 | 4.53 | 4.09 | 3.88 | |
| 2023 | 54 | Limited Space | Pack It In | compo | 36 | 4.09 | 3.90 | 3.47 | 4.40 | 3.55 | 3.80 | 2.50 | 3.32 | |
| 2023 | 53 | Delivery | SupaNova | compo | 103 | 3.82 | 3.57 | 3.15 | 4.34 | 3.90 | 4.45 | 3.05 | 3.75 | |
| 2023 | 52 | Harvest | Revengetables | compo | 86 | 3.72 | 3.88 | 3.40 | 3.68 | 3.14 | 3.93 | 4.50 | 3.81 | |
| 2022 | 51 | Every 10 seconds | Out Of Memory | compo | 33 | 4.03 | 3.92 | 3.71 | 3.74 | 3.38 | 3.74 | 2.62 | 3.44 | |
| 2022 | 50 | Delay the inevitable | Zom-Beware! | compo | 142 | 3.73 | 3.84 | 3.65 | 3.73 | 3.60 | 3.47 | 3.61 | ||
| 2021 | 49 | Unstable | Megalomania | compo | 127 | 3.79 | 3.79 | 4.02 | 4.34 | 4.06 | 4.00 | 3.66 | ||
| 2021 | 48 | Deeper and deeper | Disco Delve | compo | 304 | 3.62 | 3.70 | 3.34 | 3.26 | 3.47 | 3.89 | 3.34 | 3.66 | |
| 2017 | 40 | The more you have, the worse it is | Mana A Mana | compo | ||||||||||
| 2017 | 39 | Running out of Power | S.O.S. | compo | 3.00 | 3.00 | 3.00 | 4.00 | 2.00 | 3.00 | ||||
| 2017 | 38 | A Small World | The Colour of Height | compo | 2.66 | 2.50 | 2.00 | 1.75 | 2.75 | 3.75 |
I got serious Inception vibes from this! Love the concept - my only major gripe is the slow horizontal acceleration, it was most likely a creative choice but not exactly my cup of tea.
I really like the way it feels to play this, there's a lot of really nice feedback once you've launched, but I would have probably appreciated a "charge" bar to help figure out how charged up my jump is.
That was a cool game - my biggest suggestion is that the maze minigame should support WASD like the main character does, it took me a while to figure out that I had to use the arrow keys.
I was excited to play it, but the control scheme seems strange - was this designed with QWERTY keyboards in mind?
What a fantastic and innovative puzzle game. My only (minor) complaint is that I wish it were possible to swivel in place.
@vectrex28 Interestingly enough, your influence does rise faster as you conquer more - each region that hits 100% increases it by 0.5 per second. As with the rate of events popping up, perhaps I should have made the increase exponential instead of linear.
Very nice and polished - the existence of the different views and the tech tree gives it a sense of depth that's very impressive in a game jam. Good stuff!
That was a fun game! It feels very polished - my main criticism is that the tie-in with the theme feels very tenuous and "tacked-on", as though the game was put together first and then the theme added afterwards.
Very cool take on the theme - I like the LD-specific naming, always puts a smile on my face.
That was pretty fun! My only major issue is that, when playing in the browser window, the lounge area is really small and off-screen to the point where you don't even think to use it for ages.
That's a cool game! The art is really nice and atmospheric - the first jump is probably a little too high (as my first thought was "well that's not feasible before the lava gets here" - got past that on the second go of course).
I definitely found it difficult to remember what combination of things worked and what didn't - pretty sure that's the whole idea of the game, so nicely done there.
Cool game - I really like the concept, and there was a lot of thought that I had to put into trying not to annoy everybody! If I had a suggestion, it would be to highlight or tint the people who were "active" on the current day, so I don't need to look back and forth every time and figure out whose likes/dislikes I should be worrying about.
Very nice work! The writing is really compelling and atmospheric (of course, the sound doesn't hurt it there as well!)
My only criticism is that some areas can get a bit repetitive - I can't count the number of times I went back and forth between the maze and the black pool. But that's just a consequence of having limited time to do this. Great job.
@j0ye @roryh @niterich Thanks for the feedback there! The #1 thing I wanted to do was add a "skip to zombie invasion" button, but didn't have the time to add it... #justcompothings
Other things I really wanted to add included: UI that isn't just the Unity default stuff; more terrain types instead of just grassland that would improve/hinder certain buildings and units; buildings that maybe allow you to do things when the board flips to the other side for the invasion; more building types in general; and building upgrades to give builders something to do once you've fully built up the board.
@alexthehuman2 Agreed on all points! Maybe one day in the future I'll pick this back up again, flesh it out, and polish it.
I got 11518 as my high score.
Very interesting game! I really like the forward-planning aspect. There's something very satisfying about chaining actions together and narrowly avoiding your brains being eaten.
I think this has some great potential to be picked back up and continued into a bigger game - the whole time I was thinking "man, I wish there were more enemies, or maybe I could upgrade how long the cut line stays on screen for or something". Obviously with such a small time frame there isn't too much you could have done, but the game has a very solid foundation and I think it just needs a bit more content sitting on top of it. Overall, I would describe it as "oddly satisfying", and I mean that in the best of ways.
Agreed with the other comments, the collisions are a little funky, but the movement does feel pretty smooth. The controls are floaty enough not to feel mechanical but tight enough not to feel like I'm having to wrestle with them. The music was nice and atmospheric. Good stuff.
This was a pleasant surprise! I wasn't expecting to see a dice-and-paper game in LD but this certainly was a fantastic one! By the time I got to the end of the game, I had completely forgotten that this was a compo entry, which absolutely blows my mind. The level of depth and elegance in the design is an incredible feat for one person to achieve in 48 hours.
I had an absolute blast playing this.
Oh wow, a bullet hell game! Haven't played one of these in ages. Great job! It looks great, plays well, feels really polished and the moment-to-moment gameplay is really fun. The only thing I would have liked to have been added is the ability to move with the mouse - the Shift mode definitely helped to mitigate the keyboard controls but I would have liked to have the option to use the precise movement given by a mouse.
That certainly didn't *feel* like a compo game. Very polished and slick. The tutorial is a little clunky, but hey, for a compo game it was fantastic. The little details and movement, the soundtrack, everything is just so smooth. A very impressive entry.
Rare that a Ludum Dare game evokes as many emotions as this one. At first it was "wow, this is cute and adorable!"
Then I thought of what the theme was, and that was a sinking feeling. The ending is upsetting, and I applaud you on that! Very well done. It's very polished too, so kudos on that. The visuals and audio are exactly what they need to be, too.
On my first attempt, the level generation put the bug in an area that had no path to me, so I just walked around and got loads of points. I figured it wasn't meant to go that way, so I restarted it and managed to play it properly.
Being as you mentioned that the click-drag isn't really intended/balanced, I didn't use it. Having purely an "attractor" is an interesting way to do physics manipulation, but sometimes got a little frustrating when I would get swarmed by bookshelves and couldn't move. Part of the design, I suppose!
The wall sprites confused me at first, it took a while to remember and internalise that they were inaccessible.
All in all, a cool idea!
Very nice! Reminds me of some of the Zachtronics puzzle games, that are basically more programming exercises than traditional puzzles. I had a blast.
Not sure what it has to do with the theme, though?
First off, I love the visual style - the hexagonal tile grid and the way it rises/falls away when you move is really striking and fun to interact with!
You also stuck to the theme faithfully, so bonus points for you there!
My biggest game criticism is that I would have liked some enemy variety, and my biggest QoL criticism is that I would have liked something to tell me when the rules had changed (a popup notification, a sound effect, or something like that).
Great work though!
That was really good! The humorous voiceover was very fun, kept me engaged and entertained, and the puzzles were tricky but not prohibitively so.
If I had one suggestion, it would be to add another shadow directly underneath the character (even just a tiny circle) so that I had a bit more confidence in where I was going to land. All in all, a really sweet platform puzzler with time manipulation!
@teddyreid Thanks for commenting, I'm glad you gave it a further shot! I agree that the difficulty curve is too steep... The biggest issue is that it's hard to gauge difficulty when you know the answers, and I didn't have any testers to let me know just how much harder 6 and 8 were than the rest. If I pick it up again for further dev there are a number of features I'd love to include such as a smoothed-out difficulty curve, drag-and-drop support, some kind of level selection (including par times for each level), extra quality of life UI elements (allow reset but with the modules kept installed, show a "reset" button you can press without having to hit GO first, let the player see remaining modules when on the Review screen, make the "KEEP GOING" button its own separate one so nobody misses that it exists, etc.)
Your enthusiasm on the stream made my weekend! I'll check yours out tomorrow when I get the opportunity.
@smilewood Thanks for the feedback! Annoyingly I had solved the issue of sound stacking but didn't realise that it doesn't work in the WebGL version (the standalone/download version compresses it so it doesn't get too loud).
@smilewood I used the audio mixer functionality, shoved a compressor on the SFX group. All built-in stuff. Turns out some of the sound manipulation doesn't work for WebGL builds though, so that's something to keep in mind for the future!
Very cool puzzle! Once I figured out the rules, it flowed very nicely. The dialogue was a good way to break up the focus requirement too.
Visually this is very impressive, and I can't fault you on the theme! The billboard ads are also a nice touch. I do have some suggestions - turning felt very strange, I think it's because the car goes from "straight" to "turning" instantly instead of gradually increasing the turn rate. In addition, I hoped that slowing down would lead to better turning but it didn't seem to.
As well as that, the meteors didn't really feel like too much of an obstacle - I know you're constrained by the timing, but perhaps something like meteors that leave behind debris that gets in your way in future laps, or other obstacles that the meteors set off? I don't know for sure.
Good stuff though, enjoyed it!
A very good demonstration of excellent visual design. The bars around the screen and the dotted line were great ways to show the timer - the fact that it wasn't explicitly explained at the beginning was a really nice touch, it lead to a great "Ohhhhhh!!!" moment when I figured out where the 10 seconds came in.
That was surprisingly effective! I liked how intuitive everything was - the heatmap device was absolutely inspired, and the general gameplay concept was very interesting. You even hit the game jam goldmine of having the gameplay benefit from blank textures! There's a lot you could do with this if you continued development.
Agreed with the other comments, the main issue I have is at the start when you only have one end and at the end when you've only got one/two left. There's not much to do when that's happening.
Other than that, not much to say. A nice relaxing time.
That's very cool! The mechanics felt very tight (the most important thing in a platformer of course), and the theme was used excellently. It took me a few attempts to realise the lights would come on again, I originally treated the timer as a countdown to failure. I have since realised this was due to me not paying attention to the description! A scoring system might have been nice so that it mattered how many "light flashes" you had to use to get through a level.
That was a fun time! It felt very responsive, which is a huge plus in games like this. The every-10-second-malfunction mechanic was a very good fit as well. The whole game was very intuitive which allowed you to get away with a very brief description, I think a more detailed explanation would have in fact hampered you as I enjoyed figuring out a few things (the fruit is to be destroyed, the lightning-bolt orbs repair the malfunction, etc).
Very impressive game! Charming and difficult - I got 5050 points at the end and enjoyed getting every one of them. The difficulty curve was nice and the visuals and audio worked together to give it a tremendous sense of polish. Well done.
What an awesome game! I couldn't put it down. I liked how the lack of loss condition lead to a nice and relaxed experience.
Incredible. The fact that someone could take 48 hours and make a game that has not one but two amazing "oh you thought that was the game scope" twists is nothing short of miraculous. I honestly have no idea how this was done in such a short time.
In addition to that, the core gameplay loop is just straight-up compelling! It was really nice and relaxing.
I had a fun time playing this! Definitely needed a crosshair straight away, though, and I felt that some mid-air movement influence straight away (with an upgrade for better control instead of gating it purely behind the upgrade, maybe?) and some more SFX would have improved things a lot (picking up items, taking damage, honestly enemy footsteps would have been awesome). However, I had a big smile straight away when I saw the finger gun, and the soundtrack does rule.
@spiritbeard Thank you very much! I had a lot of fun goofing out into my microphone and coming up with silly puns.
@mihkelroomet Aw shucks, that's kind of you! I tried to make enough of the game feel polished that it made up for the fact it doesn't really have much content in it. Checkpoints and lives would kind of work but if I added those lifelines it would be too obvious how short the game actually is - definitely a consequence of the 48 hour constraint! I am also aware there are some weird sound bugs in the WebGL version of the game, I think this is a consequence of the platform.
@kristinamay You can switch by using the number keys - 1 is Brock, 2 is Tom, and 3 is Carl (matching the order in the lower left corner of the screen).
@demogorgon Agreed - I was going to extend the tutorial and give it a proper "conclusion" but time was starting to creep up on me so I had to switch my focus to the main game. This is also why the main game itself is pretty short (I think it's just over a minute and a quarter assuming you don't die, which is why it's intentionally difficult).
@rhewid Thank you very much! Yeah, Carl is pretty powerful - the tumbleweed was added purely so that he wasn't just the best at all times. I am a bit disappointed that the HTML build is having issues with UI and sound, but at least nothing completely game breaking.
@phlip45 Ahh - thanks for that! I'll see about making an update soon to fix it.
@manchmalscott Thank you very much! You definitely should be able to switch mid-wave - the only restriction is that the character you're switching to needs to have full energy.
As I said on the other one, it's such an innnovative (and honestly brave) idea to combine two entries like this. I quite liked the mini-games, they were simple, but the simplicity was a good contrast to the other game.
I got 812. A fun game! I definitely enjoyed the fact that you got double points for catching them mid-air, it kept each "throw" exciting. The game does get a little samey after a while, but I would imagine that's just a consequence of the time limit - overall a nicely done and polished little game!
That was a fun experience - it felt very polished. A really good arcade-style game - it reminded me of Asteroids, which is why it took me a minute to try and unlearn the muscle memory of "don't touch anything EVER at all".
If I had one criticism/suggestion, I think I would have liked to be able to shoot with something other than the spacebar (mouse would have been preferable I reckon).
I got 83! A nice little puzzle game, it has a very compelling "flow" to it once you get used to everything.
Hey, that was fun! The difficulty curve is spot on, and the game feels extremely polished so very well done there! If I had one suggestion, it would be to randomise which one was the "kill" and which one was the "spare" on each run so you couldn't rely on your memory from the previous run. Very well done though!
That was very satisfying! You can really feel how impactful each upgrade is, well done. A simple game but very well executed.
Pretty innovative idea, linking two entries like this! I was absolutely terrible at the haggling, but it was still fun anyway!
Wow! A melee bullet hell isn't something I thought I'd ever see, and this was a really polished one at that. The audio alone was sublime, and the visuals were fantastic too. I played using a gamepad, and I think that the controls aren't necessarily the greatest for it - a slight move on the analog stick didn't translate to slower movement.
A very interesting take on the Plague Inc-style genre! Took me a bit of time to figure out what everything was for, but discovering that was part of the fun (for me anyway). The balancing act of "I need to harvest but leave enough people behind to not destroy my recruitment" seems to be the core of the decision making process and worked pretty well. Well done!
This was very compelling! I think that you might be on to a serious gem here, with some further development I could see this being something I'd buy. There were some strange bugs occasionally where I'd click a unit that was on a farm and both types of selection were available to me (movement and building), as well as the odd case of not being able to move to a square even though there were no enemy pieces, but the concept is intruiging!
I loved the creepy atmosphere. The enemies were quite scary due to the excellent audio design and how hard it was to get the jump on them. If I had a suggestion, it would be for some variety of enemies. However, especially since this was a compo entry, nice one!
Managed to hit 100% on level 2! Pretty excited about that!
Really nice "zone out" game - I played with a controller and it felt really smooth and intuitive (although the "grow up" command is only listed on the game page and not anywhere in game so that confused me for a bit). It's also extremely polished aside from some UI bugs I came across in the web version that forced me to use mouse and keyboard to be able to navigate through the options menu.
Great stuff!
I got 3 days in - very interesting "hands-off" twist to the farm management game. I think it's a little too hard to get the temperature up but maybe I just never found the right strategy. Well done!
That was fun! I had a great time zipping between the planets and the visuals were very impressive - not to mention the great sound effects :)
I probably would have liked some sense of progression towards an end goal, as it stands the game is "deliver cats until you don't want to anymore" - but hey, that's the compo life!
@lex Ah right, yeah I remember making a mental note about ultrawide and then doing nothing about it 😅 - there should be a retry button on the game over screen though? Could also be a consequence of ultrawide.
@danyclockworker It's my voice - I purposefully channelled my inner "automated train announcer" voice (helped by the fact I could record multiple lines and overlap them in ways that sound janky on purpose)
@snakemuho Wow! I never thought anyone would play further after getting enough for the promotion upgrade :smiley:
Hey that was cool! I really liked the artstyle (the map-view feel was really nice) and the core gameplay loop was interesting. I definitely think you could have done with a minimap (or just a map that you can pull up to see where everything is), but I understand the restrictions of the 48 hours. Well done!
That was pretty fun and chilled out. Once you get the hang of the physics (avoiding the tempation to go at high speed is 100% the key), it's quite relaxing to go back and forth between tables. I do agree with the other comment that inverted controls would have been a nice option, but it wasn't too hard to get used to it.
Managed to get it done in 23. Good concept, you should pick this up and go further with it!
That has a really interesting atmosphere. The graphics and audio are both absolutely unhinged, and it gives it this surrealistic vibe which I really like. The mechanics were a bit janky in places but that was alright - however, the inverted horizontal camera controls during the robot section made it really hard in a way that didn't feel good. Well done, though!
That's a cute little concept! It works really nicely within the theme and it's very relaxing. Good job!
Very impressive, especially for a compo entry! I admire the boldness of deciding to make a deckbuilder. The theme inclusion felt like a bit of a stretch, but regardless the game was very fun to play about with!
I'm very impressed you made a game for the DS - brings back memories! The game itself isn't really much - there doesn't seem to be a loss condition, and I didn't find a reason to have the arm in any state other than fully extended, but as a technical achievement, well done.
A very elegantly designed puzzle game! It's got all of the hallmarks of a classic great puzzler - all of the mechanics are simple to understand, but how they interact with each other creates the difficulty. The animations gave it a lot of polish, even though the icons themselves were very simplistic. Well done! If I had a criticism, it would be to allow the player to instantly press an arrow again to move without having to wait for the animation to complete, but that's more of a nit pick.
That was pretty fun and well put together - I think the idea was solid but I would have liked to be able to hold a button and move in that direction, having to repeatedly press the arrows did make my fingers very tired. There were a few bugs with customers that randomly wouldn't accept their food, but overall the game was nice and pretty polished. Well done!
Incredible game. I'm honestly quite baffled this is a compo entry - well done! If I had one criticism it would be the difficult-to-read font choice and the fact that we're not given any control as to when we're done reading a given text box. However, the graphics, audio, enemy AI, humour, and overall presentation is absolutely top-notch. Fantastic work.
That was fun - the movement felt tight and I always felt in control (crucial for a platformer) - the abundance of animations and sound effects added a very nice polish to it. My only real criticism is the very slow animations between levels. Well done!
That was really fun! I got $2080. It surprised me at first just how fast Boy moved, but I quickly put on my platformers hat and blitzed through it as fast as possible. That was great fun, just the right level of frantic intensity, and the time limit stopped it from dragging on too long. Great game!
The lighting and fog effects gave it a pretty cool ambience - weirdly I think the tones of the music might have undermined what could have felt a lot spookier/scarier, but a lighter vibe might have been what you were going for! The "feel" of attacking zombies wasn't quite punchy enough, I would have liked the animation to have a faster "swing" (even if the overall animation time is unaffected). Other than that, cool idea, and welcome to the game jam world!
That was really nice! It's really novel to have a text adventure in LD, well done.
Well that was very silly. I liked it though! The a capella soundtrack definitely added to the janky vibe, which kind of made the absurd physics make more sense.
That plays pretty smoothly! My favourite touch is the way that the camera zooms out as you amass more ships - adds another benefit on top of just having more raw firepower.
The presentation (visuals and audio) are some of the best I've seen in a Ludum Dare game. Absolutely brilliant. 🤘
Gameplay wise, the point-and-click adventure part was better than the music minigame IMHO - the fact you don't actually have to play the notes in the rhythm meant that they sounded a bit messy.
@quasilyte It's embedded here - I had issues getting the web version to run on Gamejolt so I took it off there but forgot to delete the link here!
@iluvatar Thank you very much! I'm glad you like it!
@powerofsin Thanks very much! Level 15 is the last one so you're nearly at the end!
@pe7e I did consider adding mouse controls, but so much of the logic was put into checking "is this a valid position" during movement (due to the LD signature "I have no time so here's a bucket of bad coding practices") so I couldn't do that. Controller support could have been possible, however, if I had a little more time to get that done.
@robbobin There is a big hint that shows only if you've placed everything and haven't won - I could have tried to get some logic in to detect if you have no valid moves but I suspect that may have taken a lot more time than I had! There's also a reset button in the top middle, and the level 2 tutorial tells you about the reset (which is the first level it's possible to fail).
@cheesepencil The reason for the delay is that I can't imagine the frustration of someone getting really deep into one of the tricky puzzles and accidentally pressing R. I could probably have sped up the reset animation, though.
I agree with the comment about charming simplicity. It doesn't do a lot of different things, but it doesn't need to!
The layout really messed with my head - very (purposefully, I assume) confusing! A fun idea!
That was a fun and polished little card game! Once I got enough smiley faces, the correct strategy was just to draw the whole deck every turn, and I focused on maxing out my stars. I quit out once I hit the "Get 5000 in 100 days" challenge as it would take way too long, but I was making about 50 per day so I would have achieved it.
Very nice little game! It doesn't take too long to figure out what's going on, and to try and come up with strategies (building three vanguards and sneaking out to blow up the cars was my strategy... and it nearly worked!)
I had a great time playing this. You should be proud!
Cool idea! I played with a controller and the controls felt quite a bit too floaty for a bullet-hell style game - generally you want them to be extremely tight when you've got a lot of precise dodging like in this game.
Fun little game though, the vibe reminded me of early 2000s arcade games.
That was a fun short game! I imagine it must have been hard to get those controls to work.
Incredible stuff. Figuring out the way to beat the black-and-white level (avoiding spoilers) made me feel very smart. I also laughed out loud at the reveal of that level. Very well done.
Incredible take on the theme. I loved deciphering the instructions, and especially loved how clear it was when I got some of it right and some of it wrong.
If you ever pick this back up and do more content in the future, let me know because I'd love to play more.
Now I'm hungry for a burger...
I'll be honest, I thought it was going to be a match-three game looking at the initial thumbnail, but I was pleasantly surprised to find an interesting memory/puzzle game!
The graphics weren't anything to write home about and the sounds were fairly rudimentary but the core game itself was really well put together. Well done!
@manabreak My siblings and my wife have been singing it at me near-constantly since I uploaded it. No regrets.
@piero-pbes-studio I did have the UI scale up to avoid that problem, but at the last minute I realised that it breaks the tooltip and context menu popups so I had to disable it :(
@storeyware _they beat the game_
@heytherewill not consciously - I am however a big Minchin fan (narrowly missed out on an opportunity to see him live 12 years ago which I'm still kicking myself over) so maybe some of his influence crept in a bit!
And thank you for the kind words!
@thatsommes honestly, I considered it. If I ran out of time, it was going to be a second burger :laughing:
That was a fun execution of the survival type game! I would have liked a bit more variety in the summons and/or the upgrade choices, but that's probably just a casualty of the 48 hour time limit - well done!
Interesting idea, and great execution! I have two main criticisms: - The dialogue in the tutorial was way too slow, when I clicked to try and speed it up it instead moved to the next thing to say. - The "right direction" arrow is hard to make out when against the background of the mana generation area
Those are basically nitpicks though, very well done!
I love a good ol' platformer! The controls did feel a little floaty and could have done with being a bit "snappier", but all in all a very well thought out, well executed game.
Once I figured out how to arrange thoughts, I WANT TO PLAY GAME USING HANDS WISELY - it was a really interesting take on what you can do with tetris pieces! If you haven't (it's hard to tell sometimes) I recommend looking into the way that tetris ensures "balanced" randomness - sometimes you just get a lot of the same piece and the board gets clogged up at the moment.
Hah! That was fun trying to come up with the "deadliest" sounding names for my summoners. Finally managed to beat the enemy called "A lil guy" with an army of huge names that had lots of fire in them. Great fun.
That was fun and felt very polished - if I had one major criticism, it would be nice to be able to know where the book is even if it's off screen.
Interesting concept - I like a game where you have to do some discovery. My main issue is that, from what I could find, there was no info given back from your attempts other than "it worked" or "it didn't work" - trial and error can only carry you so far. I like the idea though, well done!
My score was 101250. I love these types (ha) of games - my main criticism with this one is that once you get a bit into the game, the enemy movement gets pretty jittery which makes it hard to read the words. Well done though!
I'd like to echo the other comments regarding how well the crowds were implemented. The overall feeling does evoke festivals very well!
However I think the inconsistency between the player being 2D and everyone else being 3D was a little strange, and doesn't the fact you used someone else's audio make this an ineligible compo entry?
That was really well done. Polished to a fine shine and a wonderful take on the typing game.
If I had one suggestion it would be to add controller support; I feel that the ability to use an analogue stick would work nicely with the aiming.
Great work as per usual! It's been a while since I played a point-and-click game, and this one has style and polish oozing out of it. Love a bit of cosmic horror, too.
It's very short of course, but in LD that's not necessarily a bad thing.
@henk Believe it or not it is momentum based, with an acceleration and a deceleration... I was probably a bit too aggressive with it if it doesn't even feel like it was!
@jasmin You can use blocks from other puzzles? Certainly not intentional :sweat_smile:
It's very difficult to get used to the controls... they're very floaty, but that's what one would expect on the moon so it's not a negative point by any stretch of the imagination.
All all in all a nicely polished game with a good interpretation of the theme.
I can't imagine how much effort it must have taken to write all of that in 48 hours. Very impressive amount of content.
You did a great job of making a game that makes you feel very skilled when you get it right. I kept jumping too early after landing... very well done.
Great stuff - it had my attention from start to finish. I only just missed the win condition so I'm pretty happy with that. I loved all the little UX details and the concept itself is very satisfying. Well done!
Well designed puzzle game. Very nice! I do have a slight issue with the controls, they seem a little unresponsive when it comes to stopping movement; so many times I overshot my target. But it's still a well made puzzler!
That was a fun little adventure on a screen.. in a screen. I'll echo the other comments about the shuffling direction buttons being a bit annoying, and I found I couldn't get past the upper-right toxic tile to get to the last unconnected area, but thankfully that didn't stop me completing it.
Good game!
As with the others I am also a fan of the minimalism. Could have done with a little more UI polish, but hey in the compo there's only so much you have time for, right? Well designed puzzles and an overall great vibe.
As an aside, I'm on Linux and I cloned your github repo and compiled it myself, it worked fine for me - I can send you what I compiled if you'd like?
Oh man I love Balatro and this is a cool take on it. I think you should keep at this one and develop it into a larger game which has something in it to make it stand out from being just a Balatro clone.
Other than that, very smooth, very polished. Can't really complain!
Oh wow, an actual roguelike! Been a while since I played one of those. Really nice interpretation of "signal".
I really like the chilled out atmosphere, and the puzzle design was elegant. The web build was a bit glitchy for me (it took a few attempts for it to let me get past the "ok") but I'm not going to assume any fault on your end, could just be me.
Being as it's a Godot game, it would have been nice to have a downloadable Linux build too.
But overall great work!
Excellent puzzle design! Really nice slow introduction of mechanics, and I feel you made use of them all very well.
My only real criticism is that the sound effects are too loud (especially when multiple of the same play at once).
Very cool concept. It reminds me of Black Mirror. Good dialogue writing, too. At the very start I wanted voice acting but as the mystery unfolded it made sense why there wasn't any. Good stuff!
Very bold to do a music rhythm game for a jam like this - I remember adding a slight rhythm element to one of my old ones years ago and it was a real struggle. You pulled it off well! Definitely the visual feedback wasn't too great, it took me a few goes to figure out what I was doing, but once I got the hang of it it was really fun to flow through.
Great job.
Reverse Frogger is hilarious. First game I've seen in a while where the humour comes from the game mechanics. It's very polished too. Well done.
That was a really nice experience! It was a little confusing at first as you do get bombarded with a lot of info, but it doesn't take long to figure it out. I love the post-processing.
Nice intuitive interface, cool concept. My main criticism is that once you've figured out what all of the dials do exactly, there isn't really much left to discover and the primary gameplay mechanics suffer for it. Would be nice to have some sort of mechanical progression in addition to the story one.
Regardless, I liked it overall! Strong entry.