FoonLudum Dare ExplorerUsers → AdamCYounis

AdamCYounis

Category Medals

YearLDThemeGameDivisionCategoryScore
🥈 2022 51 Every 10 seconds Rockatoo compo Audio 4.62

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202557DepthsWanderWoodcompo1093.573.164.024.204.213.822.803.61
202455SummoningReavercompo2263.293.003.053.623.813.472.153.20
202354Limited SpaceThough I Walkcompo124.243.964.513.774.413.444.18
202353Delivery👥Chain Mailjam1694.013.503.583.814.654.363.174.00
202251Every 10 secondsRockatoocompo174.124.023.443.364.454.623.754.04
202149UnstableTraumacompo64.263.844.183.894.583.894.32
202148Deeper and deeperThronelessunfinished
202046Keep it aliveRemember, Apollocompo224.173.674.103.464.523.772.384.39
201945Start with nothingContrabandcompo1413.633.243.033.554.023.502.743.47

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 AdamCYounis

LD45 — Start with nothing

Uballto by Omiya Games 2019-10-09T03:59:06Z

I liked the presentation and concept behind this game. (the menus were really nice, great UX). I thought the sound was really well implemented and the systems themselves were solid. I struggle a little bit with how to get around the anxiety of not having much agency as a player. I'd like to see this concept refined a little bit more. Great entry. Thanks for the game :)

Draconomics by CyberStarLight 2019-10-09T04:30:04Z

I thought this game was really beautiful and, while not the most original concept, I liked the theme of the dragon and moles. The sound design was good, and I could see some thought put into upgrades for longer term goals. This said, the game was very slow, and I would really have liked for the skill curve to ramp up a lot sooner. Thanks for the game. I look forward to more games with such beautiful art!

Buried Things by Skyeward 2019-10-10T04:09:13Z

Lots of fun! I didn't get to finish because the ostrich bugged, it seems, but I really enjoyed everything I played. Reminded me of one of those classic CD Rom games from scholastic book club. I thought the intro narrative was especially charming, and the humour landed well. Great job, thanks for the game!

World Collector by Joe Williamson 2019-10-08T10:24:23Z

Easily one of the most polished games I've played this LD. I'm in awe of how clean the concept and execution are, which show a mastery of design and development discretion. Top marks. I'd have no issues seeing this take overall 1st place in the compo :)

L.D. Noire by karlipoppins 2019-10-10T04:47:50Z

Thanks for making this! So much depth for an LD game, I was impressed by how functional the navigation and hit areas were. Maybe a little bit too much depth to hold my interest at this scale of presentation, but with some help I got there in the end. I really liked the concept for the shredder puzzle, though clicking to select instead of dragging made it a bit fiddly. Still, good fun! thanks again.

Ex Nihilo by agentparsec 2019-10-09T05:51:00Z

I thought the experience was fun. The intro was a bit risky, but I think it was effective in the end. Personally, I'm a control freak, so having the system's controls be so loose made me a little less interested, but I thought the experience was pleasant nonetheless, and I found myself grooving more than a little. Thanks!

Beggars Can Be Choosers by Herman Chau 2019-10-09T04:47:02Z

I really enjoyed the concept behind this game. I was excited by the D&D style presentation of scenarios without graphics, just using my imagination. I think overall, with some UX improvements to help guide the player to understand their options, and a little bit more leniency in the early game with more ways to secure money, It'll be easier to get "into" the game. I felt like I was being pushed out of being able to make choices by the dice rolls. Overall, I liked this. I'd love to play a v2.0.

Zambies! by Snowdrama 2019-10-08T09:53:50Z

Nice atmosphere. The flashlight was very well implemented, and I like the idea of moving in and out of the various buildings to raid gear and supplies. The zombies weren't particularly threatening in the time I played, but I could see the game becoming very tense in later waves. Nice work!

Void Drifter by RampageBunneh 2019-10-09T06:04:54Z

I liked the art style and the UI, I thought the effects and feedback were good. The gameplay seemed a bit un-dramatic, in that the enemies didn't feel very "present", more like hazards. The ending was also very abrupt. With more time, i can imagine some more depth would have been added to the game, but the foundation was definitely there.

Spam Space To Exist by Wheffle 2019-10-09T05:58:23Z

This game was way more fun than it felt like it had any right to be, based on the simple graphics and floaty controls. But I really did get a sense that I was in the middle of a giant space battle when things kicked into gear, which was so impressive. There is clearly depth to the design system you created, and I'd like to see more of it in a more refined state. Thanks for the game.

Endless Campground by Josh Bothun 2019-10-08T10:13:42Z

I thought the concept was quite good! I liked how straightforward the game was. Overall pretty solid, with no real negatives other than being a bit shallow. Nonetheless, I enjoyed what I played :)

A Game about Nothing by earnso 2019-10-08T10:43:32Z

This concept was really well executed. You held my attention the entire time, and the graphics and audio were supported nicely by your production work. I thought the meta narrative was really original. Great job!

SpaceCrafter by ProdigalSon 2019-10-09T03:07:01Z

Hey, I really appreciated the depth in this game. The puzzles appeared much simpler than they really were, and took a bit of head-scratching to figure out. The graphics and sound were suitable, and the little bit of humour added in the deaths was appreciated. Great effort, thanks for the game.

Terminal by jaydubbyasee 2019-10-08T10:00:37Z

This concept is so good, I was sad when it ended. The execution felt spot on and the puzzles were clever for what they were. I would love to play more games like this to learn about how to use bash / terminal, or other programming languages.

Wicked Wanderings by Trifectuh 2019-10-09T03:15:43Z

The systems seemed to have a fair amount of depth just beyond what the narrative was driving me to do. This made me feel a bit overwhelmed and lose some interest in that depth. The UI was definitely difficult to wrap my head around, and seemed like it could be made much simpler. I'd love to see this taken further, because the ambition and ideas are there. The graphics and sound were a good start, with fun character designs and interesting world sprites. Thanks for the game!

The Necromancer by JoaoP 2019-10-09T03:44:37Z

I think making a game in this style in 48 hours was very ambitious. The game definitely needs a bit more time in the oven, mechanically, as there was no challenge once I had a few followers. I would have liked to hear some sound effects and maybe see some feedback on the hits. I'd like to see where you take it, if you choose to work on it a bit more. Thanks for the game.

Text-bliterator by Extrone 2019-10-08T09:56:11Z

The production was crazy on this one. I had to turn down some settings, but it still looked great. The UI itself was gorgeous. The platforming was a little bit inconsistent with some broken / odd behaviour, but I thought the concept was interesting. I would have liked to have seen some more diverse mechanics other than basic platforming and double jumps, or deeper narrative content. It looks like that's what you were going for with the cut-scene, so I think with some more time you would have got there. Would you consider working on it after the jam?

Castaways by GhostGoatsGames 2019-10-08T10:42:15Z

I thought the game was really impressively deep, for something made in such a short period of time. Very reminiscent of Age of Empires, which I love. There were some UX / UI issues with the interaction that caused a bit of frustration but otherwise I thought the design, mechanics and presentation were commendable :) I'd love to see this concept taken further!

Welcome Home by KP_CFTSZ 2019-10-09T06:16:10Z

I had some fun with this one. Though I wonder, should I give points for graphics if I drew a nice room? Seriously though, i thought the idea was novel, and the presentation was pleasant. I would have liked to have seen some deeper interaction, though I'm not sure where you'd take it from here. Thanks for the game :)

Zen Master by Onat Saygı 2019-10-09T03:29:55Z

I had a deep experience playing this game. Something about the interaction, sound and graphics all together really combined in a way that totally achieves what you were going for. Great work, even if the categories don't lend themselves to the kind of game you made. I had a good time, thank you :)

Rainbow cube by Yheeky 2019-10-08T10:04:16Z

I loved this concept. The production values and mechanics were very well executed, and you explored the design space well with the level design. A great entry for ludum dare, with promise of a game that could easily be expanded on and released as a mobile title.

A_semblance by D1gital Cuts 2019-10-10T03:19:54Z

This game was insanely well polished for a game jam. I was so impressed with how carefully the effects and animations were implemented, it helped the really sell the concept. great art, animation, sound etc. The game was very challenging, to the point of being a little bit frustrating, but I had a good time nonetheless. Wonderful execution on working the theme in, and building challenge out of the most basic mechanics.

Bonker Droids by NorthernDevGuy 2019-10-10T03:30:41Z

Thanks for the game, I think the concept is awesome and I had a bit of fun with what was there, even though it wasn't much. Additional pickups, maps and an upgrade system with a career mode would be awesome for a full game.

An Empty Way by Douglas Asted 2019-10-09T02:26:49Z

I really liked the simple aesthetic and production values on this game. It's a shame the game was so short, it's clear that you ran out of time. I'd encourage you to keep working on it, because what was there was quite promising. I can imagine an undertale-style game just on the other side of that door.

Robbie by Crochar 2019-10-09T04:16:18Z

I was really impressed by the production value of your game. It made an awesome first impression, especially moving the arm to the wheel. brilliant. The platforming and moving around felt great, but from there the game became quite frustrating. With no in-game explanation of how the pickups related to progress or how to use the tools, the experience became somewhat opaque. e.g. fall damage with no indication / feedback meant that every medium-sized jump was stressful, because I didn't know where the break point was. The umbrella didn't work when I picked it up, which was a bit unfortunate. I would have liked to see where the game goes from there. Still, very appealing game, and a great effort on the look and feel for an LD game.

Button Runner by Nookington 2019-10-09T02:45:01Z

This was a fun game, with pleasant graphics and a nice soundtrack. The upgrade system had me engaged, but I would have liked the gameplay curve to be steeper, as I began to lose interest after a few runs. Some more diversity, increase in speed or earlier introduction of newer mechanics would have helped a bit more. Great work, thanks for the game :)

Little Guardian by JUSTCAMH 2019-10-10T04:21:45Z

I really enjoyed the cutscene animations, they helped sell the story a lot more. I thought the pixel art was a little messy for my taste, but generally the design was clear. I would have loved a faster / instant projectile. the pace of the game felt like it warranted things being a little snappier on that side of things. Overall, I actually really enjoyed playing the game. Great work for a LD entry!

Finished Raccoon Bikini Game by D5R 2019-10-09T03:24:08Z

I had fun with this game! I thought the raccoon was adorable, and the mechanics were well-executed. The platforming wasn't super tight, but in a level-building game, forgiving mechanics are appropriate, since it's also a puzzle game. Plenty of levels, nice graphics and innovative tutorials that were introduced very cleverly. Thanks for the game!

Soundscapes by Kaish 2019-10-08T10:20:46Z

Great concept, and very original. I enjoyed my time with the game, though I think the interface made the objective a little bit difficult to understand at first, interaction wise. I found myself clicking around rather than carefully choosing a spot. I imagine you'd solve this with limited guesses or more defined spaces(though i'm not sure how you'd do that without defeating the purpose of the game).

Ritual by Unicorn Studios 2019-10-10T03:53:21Z

I really liked the mood in this game, and how well the graphics complimented that. The game was a little bit directionless for a good portion, and I had to learn by failure a couple of times. With a little more control over the risk / reward factors, i think the jacket might not have needed to be so powerful, but in this state, I'm glad it was. Cool imagery and music. Congrats on a completed game!

Vacuity by DecadeDecaf 2019-10-08T10:12:29Z

I loved the intro. the game appeared to promise a lot of atmosphere. I was sort of disappointed when it came to the mechanics, which lacked systematic depth and felt very opaque. The tone also really seemed to switch gears with the graphics and audio.

Last Goodbyes by chawls_v 2019-10-08T09:42:41Z

This game really got to me. For something so simple, the presentation was VERY effective, graphically and especially from an audio perspective. You delivered on what you set out to do, which i think is commendable, even if the game is very short.

Into the Stars by Vanea 2019-10-08T09:41:30Z

Stellar concept, maybe a bit nebulous in the execution. I got stuck on the clouds, likely because of a UI bug, for some time. clearer visual feedback would have held my interested a lot longer. I really appreciated the sound work and animations between scenes. Thanks for the game :)

HONK by Tricky_Fat_Cat 2019-10-09T02:18:28Z

This was a really well made game. The mechanical feel and sense of feedback were really tight. Commendable quality for a game jam game. I'd love to see a bit more breakup with buying new weapons over multiple sessions / waves and bosses, but you could probably save that for the "full version" this game deserves. Thanks for the game!

BoBoBot by bigwhiteshogun 2019-10-09T05:43:04Z

This was really fun. Having made a very similar game for the jam, I can respect the time and effort that goes into making a platformer with lots of different mechanics, and the pressure that puts you under in a jam environment. I think you did a good job of designing interactions for the mechanics to be used in. I also LOVED the music and thought the character sprite was pretty cute. Solid entry. thanks for the game :)

No Body by lizelive 2019-10-08T10:05:33Z

This game was really loopy, and held my attention way longer than I thought it would, just based on how bizarre everything was. I think making the game more comprehensible and working making the mechanics more usable would go a long way.

Soulless by Nithin 2019-10-10T04:58:19Z

I had some fun with this one. I will say, I think the description text needs to be carefully written so as not to give away the fun / answers to the mechanics, beyond explaining their function. It felt like i was being talked-down-to, a little. Nice breadth of mechanics though, which were upgraded at a nice pace. The only other gripe I had was that the screen shake was a little over the top, turning it down maybe 75% would have been just as effective. Thanks again for the game, solid entry.

World of Nothing by DS Nahogara 2019-10-10T02:49:33Z

I thought the idea and basic mechanics were mostly pretty solid. There were issues with placing things in the same space that meant I couldn't eat pizza that was placed near a sign. Some of the game logic seemed to be hidden from the player (when do the turrets choose to fire again?), I didn't like not knowing how things worked. I also think that the economy needed a little bit of balancing. It was pretty easy to spam flowers and rack up huge amounts of money. Overall I still had fun despite all that, which is a credit to the design. Thanks for the game :)

Mindmaze by sigod 2019-10-09T02:34:18Z

I liked the music, and the concept. The menus and controls were functional and the gameplay was intuitive. But the lack of depth really lost my interest after a couple of levels. More interesting end-of-level screens and mechanics (as well as faster movement) would have helped a lot. Thanks for the game.

Planet Z33 by LanaLux 2019-10-08T09:50:46Z

I loved the atmosphere of this game. I got a great sense of place and felt like the environment design did a good job of communicating scope. Great marriage of level design, audio and visual. I believe the .exe version I played had issues (so I was told by my chat). I thought the interaction was a little bit thin. I would have liked to have seen more engaging short-term goals while walking about. Maybe environmental obstacles or hazards, or other values to balance (oxygen, fatigue, etc). Great work overall for the 48 hours, I'd love to see this project taken further.

SpaceDrifter 4500 by SharkWithLasers 2019-10-09T02:54:27Z

Pretty good. I had a good time. I thought it was difficult / too random at first, but I got the hang of it and enjoyed what I played. I thought the mini map idea worked well, and provided a nice trade-off of long term visibility vs short term. Nicely balanced, and well made, if a little simple. Thanks for the game!

My Hope by fiwon123 2019-10-09T03:37:48Z

I thought the game was reasonably functional. The character design was interesting but the contrast between the polished character sprite and the backgrounds really made them feel unfinished. I would have liked to see a bit more care taken in the combat feedback and maybe have the camera pulled back a bit further. Beyond the initial introduction to the mechanics, i would have liked to have seen some development / increase in complexity. Overall, i would advise you to aim for a slightly less demanding game (production wise) for deeper gameplay.

Fast Bastard by eupde 2019-10-09T04:55:56Z

I really liked the art style and character design in this game. It took me a little while to pick up on what was going on, mechanically, but after that i understood okay. The system could have used a little more tension, forcing me to make faster / more hazardous choices by way of consequences or time pressures. I think some sound and visual effects could have helped also. Overall, the game felt a little bit under-developed but what I played was promising. Looking forward to seeing the game grow a bit more, if you choose to take it further. Thanks!

Dissipate by Nodli 2019-10-10T03:24:44Z

Hey, I thought this was a neat concept, although I think the implementation on the fading could have been a little more binary, as the fading was a bit visually jarring. The graphics were pretty understated, but the platforming was solid. Thanks for the game.

Word Salad by philliptrudeau 2019-10-08T10:16:25Z

I thought the concept was great. If the zombies were just slightly less oppressive i would have really enjoyed finding more word combinations, but i felt like i never got the chance because of needing to throw out my letters to deal with the enemies.

Egg Problem by Bry 2019-10-08T09:58:00Z

I had a lot of fun with this game. Simple and effective. The birds had distinct uses and my choices definitely made the difference between winning and losing. The game got a bit easy once I worked out where to put the white birds, which felt a little OP. Great game, you should be proud of how solid it is!

rainb0w by deer 2019-10-08T10:02:46Z

I quite liked the sonar / tracker idea on the main character. I thought some more attention could have been paid to the graphics, which were a little thoughtless. some more structure in the level design / flow would go a long way to making this game more enjoyable, as it seemed a bit directionless after I understood the initial interaction.

Sweet Nothing by Kellmen 2019-10-08T09:59:35Z

the VO was adorable, well voiced and well written. Easily the highlight of the game. The platforming mechanics were a bit floaty, but the level designs were solid. Overall, pleasant to play :)

Rekindling Of Iron by HKSpadez 2019-10-10T03:04:41Z

Something about the hit sound effect actually had my crying of laughter. The game itself was really well polished for a jam game. I liked the level design and the concept of a top-down souls-like. A little bit more work on lock-on and combat feel would make this game easily something I'd pay for, as a full game. Great work!

Stylemancer by mattdotam 2019-10-08T10:07:11Z

I was so disappointed with how short this game was, because the concept and content were excellent. It wasn't a standout effort on the theme or graphics, but it stood very tall on the actual gameplay.

Return The Stars by BanJaxe 2019-10-09T05:29:26Z

Really nice game. I wish there was a "UX" or "Mechanical Feel" category so I could give it full marks for those. The mood, graphics and audio were also excellent. You should be really proud of what you made! Thanks for letting us play it :)

A Field of Flowers by KeithSwanger 2019-10-08T10:15:07Z

I loved this game. Such a tranquil atmosphere, you did a great job of pulling me in, despite how simple the mechanics were.

Floaty Bird by Goblin_Slayer_0_0 2019-10-08T09:45:00Z

It seemed almost impossible to finish the level, as collecting eggs makes you so big that the bombs inevitably collide with you. I would have liked to have seen some more consideration on the mechanical balance. The music was also VERY repetitive, to the point of detracting from the game.

Play & Quit by Aden 2019-10-10T02:33:15Z

The foundations of this game are pretty solid, as is the level design and feedback for what's there. Since it's so minimal, it's hard to know what was an artistic choice v.s. neglect as far as art is concerned, so it was difficult to award points there. Nothing was unpleasant about the experience, really. In fact I had a good time. Thanks for the game.

LD46 — Keep it alive

Ball Keeper by JCMonkey 2020-04-22T06:45:10Z

Interesting concept behind the game, though it's pretty abstract and, as a result, difficult to feel invested in the ball's safety. I would have loved to be able to place circular colliders down instead of just walls, as then it would have been a lot easier to angle the ball's trajectory around the map. I also got pretty confused by the square reticle that didn't reflect where the squares were going? I'm not sure if i missed something there. I thought the colour scheme was pleasant and found the voice lines kind of amusing, and they did add to the atmosphere somewhat. Thanks for sharing.

Keep The Beat Alive! by Willops 2020-04-24T03:32:28Z

Wow, this was so fun! Like, really. This game was so well balanced and just a joy to play, it had me grooving the whole time. I played it through twice (would have been three if i didn't have to move on). I thought the player mechanics and enemy designs were really inventive and well-suited to the core beat matching system. The music was excellent and overall, outside of a couple of UI issues with the menu and so-so background graphics/ colour scheme, it was really difficult for me to find much to dislike about this game. It's almost perfect. Thanks so much for submitting it!

Ninja and Mouse by TrampolineTales 2020-04-21T04:36:03Z

Wow! Really nice work for 48 hours on a pico-8. I wasn't able to score the game very highly because it was quite simplistic, but given the platform you used to build it, I think it's actually a pretty great achievement. I particularly liked the hit-stop feedback when bouncing the mouse, and I was engaged in the upgrades enough to restart the game a few times. That said, the skill ceiling was really high at first and very quickly dragged as the mouse bounced so high after every hit. Overall, I had fun with this game. Thanks for the entry :)

Trizzy Bee by niborious 2020-04-21T05:57:02Z

Man, I loved the aesthetic of this game. I think in general, your design sense was a real winner as far as keeping me invested. The game's pacing was a little bit slow for an LD game, but i appreciated what you put in there as far as adding infections to make use of the flying. Game feel was mostly pretty good, though, despite really liking the camera setup, i thought it detracted from the ease of control just a bit. Thanks again, I'd love to see this developed further.

ADRENA-LINE by managore 2020-04-22T05:35:10Z

A really tight entry. I love the twitch gameplay, and especially appreciate the way that it's input driven rather than based on the absolute position of the box when the input is made. There's a design mastery in skipping the animation and letting the brain just make the moves it needs to make to solve the puzzle. I loved the little touches (smoke / dust, the screen nudge) and the simplicity of the design. Also a great showcase of proc-gen in an LD game.

My one gripe with the algorithm is the way you can lock yourself in a loop with no exit. It's a real momentum killer to have to just watch the timer count down on your inevitable demise. Still, exceptionally impressive work as always. Thanks for sharing :)

Genomix by Herman Chau 2020-04-23T05:12:06Z

I really enjoyed this one. I thought the dynamics at play, mixed with the narrative were pretty well integrated, and though the music wasn't yours, the intro theme set the scene quite well. I managed to save the mammoth, and appreciated the little twist ending. Good stuff!

Lemons! by funisfun8 2020-04-22T07:53:10Z

I liked this take on lemmings, it's a good fit for the theme this LD. I would say, overall, my experience was let down slightly by the speed of gameplay and physics implementation (lemons often got stuck on objects) and the fact that the solutions to the puzzles felt simultaneously very forgiving, while also very restrictive. In a sense, you could really make lots of mistakes in a level, and then spend enough cash to buy your way out of losing a few lemons. The fact that the balancing factor for this is not being able to place things in the space lemons are occupying (and that they occupy a lot of space after a while) seems like more of an incidental factor than a designed one. That all said, I think the visuals were nice and I like the basic idea of deck-building (though a mini-map of the level before the game starts would have made a lot of sense). Thanks for the game!

HEX ATTACK by Robber 2020-04-21T06:49:31Z

This is such a big brain game design. You've invented a new genre, and I could actually see myself playing this against a human in some format. Very much got Othello / Chinese Checkers vibes from the systems, and I totally get that the game was made in a weekend, so I would love to play a version that had a smarter AI. Standing close by would force it to spam bullets while I set up other pieces. Still, great work. I love it.

Chill by Dr. Argus 2020-04-21T04:12:57Z

This game had me in two minds. On one hand, I appreciated the celestial skybox and the selection of music. When things were going well, I did feel compelled to chill. That said, the challenge aspect of navigating the levels felt frustrating as the feedback wasn't very tight. I understand that this might be a design choice, since there's a time limit on remaining chill energy, but I wonder if this kind of design is inherently antithetical. That said, thanks for the time, I had some fun with it.

Samurai Slow Down by CreamyBacon2 2020-04-24T07:03:52Z

I had some trouble with this game. I really like the concept, though I felt that a lot of the playtime could have been trimmed by having the blossom start a lot closer to the ground, or fall faster in the first few seconds. about 80-90 percent of the game time was just waiting for the blossom to get near enough to start concentrating. I thought the graphical style was nice, but really would have appreciated a font and colour that was more readable. The timings were pretty brutal (0.05s???) so I never beat the last samurai. With a few tweaks, I think this could have been a lot more fun. Thanks for the game!

Dream Hoppers by giu.zcc 2020-04-22T05:21:52Z

Short and sweet. I loved the graphics and the parallax effect. Good stuff! The music was pleasant and the controls were snappy. I think the gameplay could have used a little bit more variability, as I found myself reaching the edges of what could be done quickly enough (scored 2000+ points) and I only really lost because it seemed one of the swings was placed out of the jump height. Maybe some hazards would have created some variation? Or perhaps moving targets.

Still, what I played, I enjoyed. Thanks for sharing!

Cloudy With A Chance Of Pain by ProdigalSon 2020-04-24T04:34:05Z

Great entry! I liked the way you could create problems for yourself if you were careless as the cloud, causing fires etc. Overall, I would say the whole game was pretty solid. I wonder how you would expand on it to create some variability for longer play sessions. I found the game a little bit easy, as my strategy never really had to deviate from simply watering all of the corresponding spots while keeping my eye out for wolves. I had a fun time with what I played, though :) Thanks for the game!

Keep it live by GiovanniBarrottu 2020-04-23T04:52:20Z

This game was up and down for me. The first couple of attempts, I really couldn't understand what was happening. The relationship between the controls in bullet-time and the swapping between screens was unclear until I experimented quite a bit. Eventually, I figured it out, and was very impressed by the visuals, feedback, particles etc, though there were still some glaring visual design issues that seemed like oversights. Having the centre node that I'm protecting on the right be the same colour as the enemy squares made them seem related at first. when two things of the same colour join up, that's usually a good / harmonious thing, but here it was negative. I also wasn't sure about the use case of the dash button, since i could always go into bullet-time and move around wherever I liked. Overall, I was really impressed by the presentation values, and would love to see more games with this aesthetic from you. Thanks for the submission!

Win or Your Totobee WILL Die by cammy 2020-04-22T05:56:59Z

Nice little WarioWare style game. I think the minigames were pretty fun actually, all things considered, though there weren't many of them. After a few rounds I think I had experienced all of the games, and the experience got stale from that point. I like the general platform you're going for though, I can see this working online and on mobiles, which is really good. I thought the graphics were pleasant, and would have appreciated a bit more sound. Overall, I had fun. Thanks!

Rise of the Purple Slime by NateTheGreat 2020-04-22T04:26:53Z

I really liked the core systems at the heart of this game. I think you have a really captivating set of mechanics around the water, gravity, and the way the life force grows outward toward the source of water. It's all really nice at a fundamental level. That said, I noticed the game's timescale was CPU bound and pretty intensive on my laptop, so it ran quite slowly. I think a desktop version might be helpful for getting people to see the game in its best light. Another thing I think would have been really beneficial was if the levels were much much smaller and more bite-sized. I definitely felt like my choices were playing out much more slowly than I could make them, so there was a bit of "hoping and waiting" for things to go the way I planned.

Overall, I think you should be proud of what you've designed and I'd like to see a refined version one day. Thanks for sharing!

Candy's Dream Egg by CosmicCrystalGames 2020-04-24T05:56:43Z

Hey! Your game is really well-rounded. I had a great time with it and was continually pleasantly surprised with what new little tricks in level design and mechanics you'd throw at me. I thought the presentation was very suitable and overall, just felt delighted to play it. A few niggling physics / collider issues here and there, but your game wasn't so dependent on them that they created any real problems. Thanks for the game, I had a lot of fun with it :)

SoapBoy by Gamekrazzy 2020-04-21T07:09:09Z

Gamekrazzy! This is the first game of yours I've played, thanks for sharing it with us. I really wanted to play more, given how polished it was. The concept was fun (first coronavirus game I've played! wow!) and I think it fit quite well. As always, your work was cohesively styled and I think you have that aesthetic nailed. Can't wait to see more from you :)

Wonder by Ian Kettlewell 2020-04-24T05:28:37Z

I liked the design of this game. I think the vibe you were going for is nice and refreshing for LD. Artsy games have a place in my heart. I think the way you chose to deliver the narrative with the level design was similar to something I did this year actually, (great minds think alike). I felt at times though, that the game was perhaps a little too relaxing, heading towards boring. I thought there were a couple of times when the game opened up and asked me to take a different strategy, erasing lines I needed earlier. I appreciated this a lot, and would have loved to see more of that, and earlier. A bit of tuning and polish would take this game really far. Thanks for sharing, nice work!

Bodyguard by kodran 2020-04-21T07:51:08Z

I really liked this one. It's not the most original concept, I've played games like it before, but i thought the execution was spot on, and I'd definitely play a version that was a little bit more fleshed out. Specifically, I'd love some of the difficulty come into play a little earlier, or have the game move at a generally faster pace. Waiting for text to appear made the play time a little longer than it needed to, so I wasn't captured long enough to see some of the more nuanced features kick in. I also played this on stream, so take that with a grain of salt. Overall, great effort. Thanks for the game!

Anatomic Mayhem by henrycgs 2020-04-22T08:07:09Z

God, this was so anxiety inducing. I really liked the presentation and concept here. The granular, literal take on "keep it alive" was strong. I would have liked for the interaction of the systems to be somewhat clearer. It took a few tries before I knew what I was doing, and those first few deaths are sensory overload when things start going wrong. One thing I think would have helped a LOT would be to reduce the amount of "fails" required to lose, but make it such that when you do screw up, everything is reset to an acceptable state. Running that knife's edge of just keeping the plates spinning was the best feeling, but once you lose that, it becomes really uphill. These are pretty minor criticisms, overall your game is really impressive and I think you should be proud of what you made. Great entry!

File Survival by Probe31 2020-04-22T07:17:40Z

Hey! Such a creative take on the theme. I really liked this concept and the way it was presented. Sound design and mechanics were on point, as well as the 1-bit style. Great work there. It took me a little while to figure out how to deal with things like renaming the file, and I thought that was a really inventive solution to the problem. I think keeping all of the mechanics within that desktop interaction space would have been perfect. I wish I could place the rockets in the recycling bin :( Still, really innovative entry, thanks for sharing.

Stranded by notnullnotvoid 2020-04-23T07:53:09Z

Hey! I liked the way you created a sense of atmosphere here. The chaotic music was insanely effective (though maybe slightly too shallow of a volume curve? I would have appreciated it kicking in a bit harder, earlier). I thought the lighting, sounds, mechanics etc were well conceived and mostly very well executed. Some minor gripes with switching objects accidentally and a very constrictive loop (picking up, putting down). I wish I had the patience to carry that object back to the boat. Still, I was impressed by a lot of what I saw here, and could see it being really engaging and deeper with more dev time. Maybe a whole "LOST" simulator?

Run Robot Run! by Nikos 2020-04-21T08:19:19Z

I think the concept of getting new powers / having to replace parts with less functional ones is actually a neat idea, but here was underdeveloped. Specifically, I think the choice of having most of the power-ups either affect vision or movement got a little bit stale. Understandable, since it's a LD game, but i fear blinky eyes and CRT static eyes were harsh / distracting in a way that might create issues for some players. I thought the platforming could have been more spacious, as some of the powers made jumping very cramped. Overall, I think it wouldn't take long to improve this one significantly, just a few choices that got in the way of the experience. Good luck, and thanks for the game!

Space Girl Thibi Feed Me by Elnu 2020-04-21T07:17:46Z

A nice and simple concept with cute pixel art (i approve!). I thought the controls / camera could have been a little tighter, and I didn't notice that the wrong food was making me lose health. Perhaps if there was some negative audio / visual feedback other than the bar decreasing, or if the bar was just one long bar rather than multiple bars segmented by hearts, I would have noticed sooner. The jump ramps were a nice idea, i would like to see this expanded out, maybe with a few variations on level design with multiple stages, beyond the endless mode you have here. Thanks for the game, great job!

One Tiny Plant by incinious 2020-04-23T08:20:59Z

I died into the victory screen! I really liked the concept behind this game. I loved the hard left turn into the gun scene. Awesome stuff and very funny. I had a bit of an issue with the way the projectiles came from a specific point on the character, which wasn't always able to be aimed at the thing I was going for. The conditions for meeting the next phase were also a bit muddy, and honestly probably could have been halved. Other than that, and a few technical hiccups, I enjoyed your game. Thanks for sharing!

Outta Juize by Kiln 2020-04-24T05:05:59Z

Heya! I thought this one took a little bit of time to get used to. The instructions being on the LD page rather than given iteratively in the game made me miss a couple of things in the first playthrough. I liked the graphics and could see a lot of effort put into things like animation and explosion effects. These things got a little bit lost in the background, which was quite loud, visually. I thought the scenario felt a bit awkward, not being able to see very far from the ship, and never wanting to leave the centre node for the most part. The controls did a number on me, being based on the orientation of the ship rather than the screen. Really hard to wrap my head around. The upgrades were a nice addition, and I liked the rate I was collecting them. With some more time, I think this definitely would have been a much stronger entry. Thanks for the game!

Gaia by Caveman54 2020-04-22T05:00:05Z

I think the game's premise is really cool, and I could see the tactical decision-making prompts in the available tiles. I thought that was quite clever to create a competitive aspect that way. That said, I did feel like I wasn't completely sure how my choices would affect my own civilisation. Is farm land the best option? are there reasons to leave grass? is nearby water a positive thing? I wish I had a bit more wiggle room to experiment, and some feedback from the game. I really liked the music, even if it didn't always match the tone, it was pleasant nonetheless. The game definitely needed to lose the hammer / drill sound effect, as it got old very quickly.

Overall, a pretty ambitious game to make for LD, I think you did a good job of executing on the mechanics, but would love to have seen a more integrated tutorial and more direct feedback loop. Best of luck.

The Dragon's Curse by Aditya Kumar 2020-04-23T06:37:45Z

I got a little distracted while voice acting for this game, so i forgot the supplies and the dragon baby died (oops). I thought the art was a nice addition to the game,and helped build a sense of scene. I think overall, some variation would have gone a long way, as all of the towns looked alike, and every location was a town. That said, you have a knack for writing, and I enjoyed reading it. Nice choice of audio for setting the scene. Good stuff, thanks for the game!

Savior by Ekin 2020-04-21T06:10:31Z

This was a really intriguing game. I liked the concept and the mechanics, though i got stuck few times, dragged into the floor by the wind, so I was unable to finish. I really liked the aesthetic though. I hope you keep working on it! Thanks for the game :)

Faire L'Amour aux Plantes by Jenny Bourke 2020-04-24T06:25:02Z

Très Adorable! I thought the concept, art and music were very charming on this one (if, at times somewhat disturbing). The gameplay was, sadly, just a little bit on the thin side. I would have really like some extra dynamic that changed the interaction somewhat, as the game is pretty much solved once you can cycle through the plants, which is easy enough. A very short but sweet entry. Thanks for the game!

Pals 'til Death by DanyVk 2020-04-22T05:49:42Z

I liked the DOOM reference, though I think this could have been made a little more tastefully. Maybe the catholics could have had some more character? They sort of just came across as sprites of people standing still. That said, the movement and controls were fair, if a bit floaty. The music helped keep the mood going, but got slightly repetitive over the play session. I'd like to see this concept expanded into a little more depth (mechanics, story, levels, design). Thanks for sharing!

Egg Drop by Bob174 2020-04-23T05:31:51Z

@gal-afik Hey there, I actually had the same issue (windows, 64bit). I'm about 100% certain that what they/ I experienced isn't intended, as it's literally impossible to get to a single platform, even spamming triple jump and sliding. It seems to me like the gravity implementation is not accounting for delta time, so very fast computers might be applying gravity a lot more intensely than slower ones.

I won't give this one a score yet, but if you manage to find the problem and patch it, I'd love to give it another go.

Fuel Hungry by WubbaDuck 2020-04-21T05:43:34Z

I really liked the idea behind the life bar being bound to the visibility of the scene. That negative feedback loop was really helped sell the mood; great design choice. I appreciated things like coyote frames in the jump leniency and thought the feedback was overall decent in the windows version, though the HTML5 version was unplayable. Thanks for the game, I'd love to see this expanded out into something longer / more polished.

Tutu Tussle by GabrielH 2020-04-23T07:27:36Z

What a fun take on the theme! I loved the graphical style and animation. Of course, a bit more depth to the gameplay would have been much appreciated (win state, some way to recover crowd? maybe a special move you can do that leaves you vulnerable on the ground but brings people back in the theatre). Overall, I thought the concept and execution of what was there was pretty promising. Thanks for sharing!

The Holy Sword by PastelGames 2020-04-21T08:04:47Z

I like the idea of making a 2P fighting game for ludum dare. Multiplayer games in general don't get much of a chance here, especially ones that are trying to do something different, which yours is. That said, I struggle a little bit to see the creative decision-making that would make me excited in a fighting game. It seems like a "solved" game in terms of choices (always pray ASAP, then attack if you're losing and hope the other player doesn't pray sooner than you after getting hit). I wonder if there was a ranged attack or an advantage for standing closer to the plant, if that would help create that extra dimension.

Thanks for the game, keep experimenting with ideas like this! I appreciate playing them :)

Remember, Apollo by AdamCYounis 2020-04-22T23:42:21Z

@gentoogames Hey! thanks for your feedback. I actually started with the idea of making a Jump King style game, and I'm planning on making one using this mechanic some time soon. Crippling difficulty, much more linear and with long drops in certain sections etc. I made a conscious decision early on that this game wouldn't be prohibitively difficult like jump king because it's such a niche format, and I wanted most players to be able to reach the ending.

To be honest, I still think I could have leveled out the difficulty curve to be more consistent as I notice a few players didn't make it to the end to hear the music, so I imagine the score will suffer there. Ultimately, the choice was to serve the narrative given that players would probably have a short attention span in this LD setting. It was a tough call to make a lot of those choices for the sake of late-game narrative impact. That's what the game is about though, so I'm not sure if I would have changed anything if I had a chance to re-do it.

Remember, Apollo by AdamCYounis 2020-04-24T08:05:52Z

@casual-effects Thank you for playing, I'm really humbled you'd say that! I don't know if I agree with you just yet, but it's a bit of a dream of mine to be there at the IGFs one day. Cheers for giving me some hope lol ❤️

Remember, Apollo by AdamCYounis 2020-04-25T05:11:23Z

@artist-hidihojoe Yep! You have to cycle back a bit once you get to the clearing with the deer. You'll know when you return to the title screen :)

LD46 - Keep it alive by ZwodahS 2020-04-24T04:14:33Z

Hey! nice concept. I the idea behind rushing around the base maintaining the equipment was a good one, but it was a bit rough having to just cycle around as fast as possible to try and find everything. I liked the LOS, and the way that was used to reveal the broken components, but I think perhaps if the centre control panel could be used to reveal broken things, I would have appreciated that. The simple art style was pleasant, some music would have gone a long way as well. Thanks for the game!

Chess Mess by Pavel Ivanov 2020-04-21T06:27:30Z

This game was really nicely put together: Well engineered, fitting graphics, a good script with fun easter eggs for spamming text, tasteful use of effects and innovative mechanics. Overall, I think the pace of the moves detracted from the fun, as I spent a fair bit of time knowing what I wanted to do next, but having to wait 3-4 seconds while I tried to move a piece from point A to B. I also really would have liked a visual guide showing the path the King was going to take, as the first attempt at a level was basically lost to finding out which path to suicide the king was taking.

Overall, other than respecting the player's time a little better (which wouldn't take much more dev at all) I think this is a pretty solid entry. Commendable work. Thanks for the game!

Turtle Daddy by dummydojo 2020-04-22T04:37:37Z

What a game! So much polish, and really well balanced. I really enjoyed the music, animation and diversity of the enemy types. Throwing the shield was very satisfying and tuned well enough that as the levels progressed, it wasn't the tool for every job. I found myself switching strategies to the shield to avoid losing turtles, which made me appreciate the thought put into the dynamics and difficulty curve. Such an excellent design balance, I'm really glad I played this game. Thanks for sharing, and best of luck with your results!

Burning Love by HelmiSetsuna 2020-04-21T04:24:13Z

This concept was really creative. I thought the music and general atmosphere clashed a little bit with the narrative, as the premise made me feel panicked, but the music was calming. I appreciated the way later levels were made more difficult by having some of the creatures disappear, but i don't think I missed any. Overall, I would have liked to have seen a little more cohesion in the graphical style, maybe with some more time you could replace the pixel art with more of your own. Thanks for the game, great effort :)

Planet Parasites by Danilo Sadzinski 2020-04-21T06:37:15Z

My first impressions were a little bit offput by how intensive the tutorial is. There was a lot of information. That said, I think the systems were pretty fun. Planting trees to help the earth was a nice touch. A little bit of balance and polish would go a long way toward taking this game to the next step. Good job!

Nuclear Bad Day by Creepy 2020-04-21T04:54:59Z

You had my full attention for 10 minutes and 40 seconds, right until I died. I think the game you've made is really well constructed. Everything behaved as it appeared to (i was concerned the elevator logic would cause issues, but it worked fine). I liked the art style and the design of the different roles. The only thing I would have changed would be to have the camera bound to mousing over the left and right side of the screen, rather than scrolling or pressing arrow keys. My fingers got tired quickly. Overall, great job! thanks for the game.

Confluence by Dandala88 2020-04-24T04:49:59Z

This entry was a fairly simple and straightforward one. I wish the game had been explained inside of the game, though I understand sometimes with LD that's how things go. I thought the music was pretty good, and sound design overall was a positive. The game logic like colliders, controls and AI were very basic, and made the game feel relatively prototypical. Some more depth / nuance would have gone a long way to having the game experience be more consistent and engaging in the long term. Thanks for the submission!

Grasp by SamDemaine 2020-04-22T04:07:58Z

Hey! I really liked the sentiment behind this game. LD games that try and create a narrative are always special to me, and I liked the way the designs of things like the IV and the hand reaching down hinted at the reality behind the metaphor. Hitting the ending screen did a lot to tie it all together, similar to my own submission, so I'm glad I made it to yours, as it helped understand what you were going for. I liked the simple style and the music was great. I felt like the game could have used a litttttle bit more dynamism when it came to introducing new mechanics or making use of the systems in a more creative way as the game went on; The game did drag just slightly in the latter 1/3rd. Overall, a solid entry, thanks for sharing!

-SPROUT- by ZEN 2020-04-23T04:08:06Z

I thought the idea of having the robots come from all sides was really smart for an FPS, because you could never really see all doors at the same time. This would have been different for e.g. a top down game. I liked that the game had a clear title screen, ending screen, options etc. I appreciate those touches. The game's feedback was a little lacking for me. I didn't know how much health each robot had, and I think there were a few bugs I ran into (missed collisions with the gun, mouse cursor stuck on screen). Thanks for the submission!

FEED by filecorrupteddev 2020-04-23T08:02:56Z

Short and sweet game, with some slick effects and music. I thought the mechanics were quite demanding and the time limit in some stages didn't really offer much time to understand what was happening before it was too late, forcing me to start from the beginning. It might have been nice to have the timer wait for the player to start moving before ticking down, so we could get a lay of the land first. With some slightly tighter/ more reliable platform mechanics and subtle changes to the difficulty curve / QOL, I think the game could go a lot further. Thanks for the submission!

Corona Grocery Run by sneakycocoon 2020-04-23T06:57:01Z

I really liked this take (only the second coronavirus game i've seen so far). Though the mechanics were very simple, the writing kept me engaged for 10 minutes or so, so props for that. I thought there could have been a bit more diversity or direction to the overall story, as I ran into the same events quite often, maybe some events should happen a few days after others? (police men notice you from before and ask if you want a ride and some more cake?).

Overall I had fun, thanks for the game.

Kitten Catastrophe by Phasm Studios 2020-04-24T04:04:04Z

Oh boy, this one was brutal. I like the premise, but I thought the design choices were quite unfair to the player. I felt like for the most part, every time I died it was because of something I was unable to respond to, either because it happened too fast or because the RNG created a scenario that was a "dead end" gameplay wise. The graphics had a nice direction, but I think the execution left a bit to be desired (stretched images, differing pixel sizes etc). Overall, some more dev time would go a long way on letting the game breathe a bit more and be more fun to play. Thanks for sharing!

The Halting Problem by Ramble House Games 2020-04-22T03:48:24Z

I Actually really like this concept, on its face. Personally, I'm not sure the game needed the drip-feeding of tiles. I would have much preferred to just have a set list of tiles to use, maybe they could go on cool-down. The screen did seem a bit cut off in the HTML5 version, so maybe there were options just off screen. That said, I had some fun with this one for the short amount of time I played. Thanks for the game:)

Tower of BOOM by BadPiggy 2020-04-22T07:30:21Z

I think you have a great start to a game here, though the extent of the systems feels a bit limited. The game's structure makes it difficult to create mid-long term strategies around navigating the level, as having just two enemies on a single floor makes dodging the projectiles prohibitively difficult (given how high the player jumps up into the floor above. I would have really appreciated a shield on the second button, over the grenade. Something to let me react to the projectiles in a definitive way. I liked the bro-force style designs and animation, though I think the music got old quite quickly. Overall, I'd like to see this concept iterated on a bit further. I don't think it would take much to find a really engaging game out of the work you've put into it. Thanks for sharing!

Protect the Eye by penjami 2020-04-22T06:04:23Z

I really liked the off-the-wall concept and art style you went for here. I think it worked quite well. I enjoyed the mechanics and found it fun and intuitive to bounce objects toward and away from the eye. I appreciated the animation as well, and the game did a good job of communicating damage state of the eye with no real UI, though it was a bit odd not seeing a score until the very end.

Overall, I think this one definitely captivated my attention for one good playthrough, though I wonder if a couple of little extra dynamics might have encouraged me to spend a lot more time with the game.

Kakyuumari / カキュウマリ by studioNOKOI 2020-04-22T06:18:11Z

Hey! This one was really interesting. The only game I've played so far that was 3rd person with a rigged human character model. I liked the take on katamari, and generally figured out the systems and an effective play style such that I won on my second go, which felt good. I think maybe a little bit more density to the ball would have helped, as there was a lot of empty space as I was picking things up. I liked the "game over" animation, nice attention to detail. The music was also nice in how it built up intensity as the timer ticked down. I'd like to see more variation in level design and environments. Thanks for sharing!

LUDUM DARE 46 by ZeppelinGames 2020-04-21T05:09:03Z

I thought this game made a good first impression. I loved the intro and the minecart sections. What a great way to break up the action! That said, I found some of the design very frustrating, namely the lack of feedback for things like how many remaining steps I have (didn't realise it was step based until a few deaths in) and how similar the coal block looked to the dirt block. The lack of UX was pretty frustrating, though overall I think with minor tweaks I would have spent a lot more time in the game. Would you consider working on it after LD?

Milk for A Dead Man (Web and Downloads Available) by Billnotic 2020-04-23T04:33:37Z

I really liked a lot about this game. The production values, respect for the player's attention when it comes to UX and tutorials, the humour. So much of it was really on point. Big props there. I struggled a little bit with the execution of the mechanics, because the time-based element and pathing being less than deterministic made it difficult to "solve" in my head before pressing play. I found myself guessing a bit, or succeeding by a fluke in other areas. Perhaps a tile-based time like that of Rogue / Crypt of the Necrodancer would have helped this a bit. Overall, a really great effort. Thanks for the game!

Paranoid Programmer by Flyken 2020-04-21T04:15:24Z

I think this is a promising title. I'd love to see you spend more time working on it and fleshing out the vision. The graphics and mood were heading in the right direction. Thanks for the game :)

Egg Rocket Unicorn by ubershmekel 2020-04-24T05:37:40Z

Very very simple entry, but I think you did a good job of working within a scope that you were comfortable with. You presented a full narrative, with music, and a mechanic that didn't break, and multiple endings. I appreciate that aspect. Of course, the presentation values were simplistic, so my rating mightn't be off the charts, but what you presented was very sweet, and I had a good time with it. Thank you.

The Last Sun by JunaGames 2020-04-22T06:58:29Z

I like the concept of mining asteroids in an asteroid-style game. I thought that it was a little odd that we were giving resources to the sun, which did no damage to us, while other living beings were trying to attack the player character. The dynamics there seemed a little confusing. I liked the graphics and animation, and I appreciated the simple controls and tutorial. I think the game could have used a bit more finesse in the balance, as enemy ships seemed to take a few hits (shooting accurately was difficult in motion) and would inevitably converge on the player position in a sort of firing range that couldn't be avoided. Simpler / complete-able objectives would have been really appreciated, as I don't know if this format lends itself to an infinite mode. At least, I think it was infinite? In any case, thanks for the game:) I had fun with the time I put into it.

iCroog by TyXo666 2020-04-22T07:10:06Z

I liked the presentation of this game. The concept, graphics, animations, sound design etc were really charming and funny (and high quality!) I thought the pacing was frustratingly slow. I really wanted to play more, but couldn't bear how slow paced and restrictive the systems were, which is a shame because the levels seemed to be designed creatively and with a lot of diversity. Small changes like increasing walk speed, animation speed or slowing down things like the cars would have made the game more manageable. I would love to see a more streamlined version some time down the road. Thanks for the game!

CRAZ by RexTGun 2020-04-23T05:47:56Z

Some really creative gameplay and dynamics on display here. I thought the presentation was original and made a good impression, as the top-down maze + perspective isn't something I've seen before. The systems were nicely balanced, and that kept the tension high while forcing me to make creative choices. I would have loved an in-game tutorial, or something to teach mechanics in-engine, but for the most part I figured it out on my own. Some music, graphical / environment design and more varied challenges would have sealed the deal for me. Still, in 48 hours this is a really slick entry and could easily be expanded to get it there, for me. Great work!

Rhythm Castle - Platformer/Rhythm Game by GrizzliusMaximus 2020-04-23T06:20:31Z

Hey there! Some great modern platform fundamentals on display here. I really like the sprites, effects and overall polish for this game. Really awesome stuff for an LD entry. I thought the beat mechanic was a nice take, but the implementation sometimes felt a little restrictive. There were definitely a lot of Celeste notes here, and I think it's hard when such a direct comparison exists, to appreciate your implementation under such time constraints, too. Overall, though, I willingly spent more time in this game than any other so far. I really enjoyed it and I hope you take it further. Good stuff!

Shapes by Finn_Tr 2020-04-24T06:40:46Z

I have some mixed feelings about this one. I like the concept of tethering the projectile and the player character with health bars. personally, I think only one health pool would have been enough, and doing either action could have refilled it. There were a few mechanics going on r.e. movement options (wasd, jump, double jump, shoot, teleport). It took a while to get a handle on them, and I'm not sure the game gave me a good reason to alternate or use them in a specific way. I found that just jump-teleporting worked fine for me for all platforming. I really wasn't into the way that getting hurt created a third kind of "health", by increasing the rate of lost health. Honestly, I would have loved to see what you could make with half of these mechanics. Outside of that, I liked the aesthetic and mood. Some UX issues with colour association but, overall, I think your game isn't far from being a really interesting take on the platformer genre.

God Simulator: Mountain Edition by MartinTale 2020-04-23T03:28:11Z

Hey there! I have some conflicting feelings about this one. The game comes with very few instructions, so I'm unsure if the experience I had was intended, if I'm good at the game, or lucky, or that's just how it goes etc. So I guess, from my experience, the game is an idle game (cookie clicker etc) where there's no real way to lose. It's just about spending the upgrades when they become available to make the system go faster.

Given that, I think the game wasn't super interesting to me personally. I could see some interplay between the various upgrades, but there never seemed to really be a reason to choose one over the other and, ultimately, I could just click them whenever or however I wanted and the game would move forward all the same. I would have liked to see some of those options result in significantly differing outcomes for the tower, or to see the whole tower at the end looking like X or Y based on when I purchased each upgrade.

That said, lack of sound aside, I thought the game presented itself pleasantly, and liked the idea behind persistent save data. Thanks for the submission!

VITAL 2020 by bflatinteractive 2020-04-22T06:32:56Z

Overall, I think the game responded to the theme well, I liked the concept a lot. I lived to 100, though I over-medicated. The game ran a little choppily on my desktop in the HTML5 version. I thought the graphics were suitable, but could definitely have imagined something with a bit more depth. The sound design felt like simple MIDI sounds were used, which didn't add to the experience meaningfully. I appreciated the monitor vitals sounds, and would have liked a bit more of that kind of sound in the game. The mechanics were very simplistic, and the game didn't really open up beyond the base premise and the increase in intensity as time went on. Some more diversity of interaction and system design would have gone a long way. Thanks for the game!

Green Space by stanlkm 2020-04-24T06:16:41Z

I think you have a good start here. There's a mechanic but not quite a game. Perhaps with some threat to the ship while you're extracting greens, I think this could be interesting. Maybe planets become hostile after you've extracted from them? I liked the parallax effect in space and appreciated the deceleration on the ship. Thanks for the game!

AMBER by cakts 2020-04-21T05:28:40Z

I like the concept here. It's a great first effort, and mostly played pretty well. I would have appreciated a little more incentive to explore the world, as the systems pulled the explorable amount of the map in very tightly by even day 2. I think the inputs could have been bound to the same button, as it was actually a little difficult to remember what did what, and I found myself just mashing all of them under pressure, since there's no penalty for doing that. I think with just a little bit more wiggle room to experiment for the player, and a little bit of UX / QA polish, this game would hold my attention for a substantially longer amount of time. Thanks for the game :)

LD48 — Deeper and deeper

Deepspace by Willops 2021-04-28T06:21:09Z

I had so much fun with this! It was remarkably well balanced for a LD game, and the pacing was excellent. Great music and animation as always. Thanks for the game!

Gyro Scavenger by qorthos 2021-04-28T06:58:51Z

I really appreciate the voice acting in this one. I don't know why but I never expect to hear voices in such small games. Little touches like the propeller animation and the "DO NOT TOUCH" button show that there was love in this game, great job finishing your entry! It would have been nice to see some hint at deeper / extended mechanics for longevity of gameplay. As it is, it feels like this is as far as the concept goes. I also would recommend moving the UI to the sides of the screen, as I felt like it was in the way, more often than not. Over all, I had fun with it. Thanks for the game!

Tooth Toss by MadNukin 2021-05-04T07:24:15Z

Whoa boy, this game was so good! I really love that you managed to get a whole experience in there, with progression of enemies into a boss fight. Super impressive for a jam game! I thought the music was SUPER groovy, and enjoyed the animation quite a bit, as well as the little cut-scenes. The game was really clear for the most part about how to play, though I did find it a bit confusing as to when I could and couldn't jump on enemies.

Thanks for the entry, I had fun!

Fade by Jeremy Ryan 2021-04-28T07:49:33Z

WHHOA boy this game was hard! I managed to finish eventually, but it definitely took me a few tries to get through the middle section of the second last song. I wonder if the checkpoints could have been a bit more frequent for LD sake? I thought the graphics, sound and gameplay were very well done and i commend you on an original idea for the theme. One thing I will note is that most membrane keyboards only allow so many inputs simultaneously, so there were a couple of times where I felt like the required inputs were impossible on my keyboard. Thanks for the game, I hope you take it further!

Graverobber by Daniel Alhadeff 2021-04-28T06:07:35Z

I really appreciated how visceral the animations and particle systems were. Great feel! I didn't get a sense of "going deeper" as such, but I'm not sure if I missed some gameplay elements. Thanks for the game!

Deep Mine by NateTheGreat 2021-04-30T08:12:25Z

I thought this one was pretty well rounded. The gameplay, graphics and music were all well suited to what you were going for. It can be a bit hard to get cellular automata to look polished, but I appreciate the choices you made. I thought the progression mechanics were a little harsh for an LD entry (value lost on death vs gained for the time I committed), but I had fun nonetheless. Thanks for the game!

The Falling Knight V.S the Endless Pit of Dark Despair by ilPrinny 2021-04-30T07:52:38Z

I had a lot of fun with this game. I think originally I was kind of confused in part because of how original this is as a mechanic, but also a couple of little UX niggles kept me from really picking it up quickly. E.g. the damage numbers and the turn numbers being the same font and size. Another would be "pulling" a character by moving toward it (I think that's how it worked?) Beyond that, I thought this was a really well-rounded entry and kept me engaged throughout the whole experience, which is a real triumph for something made in such a short amount of time. Great job!

Chuck Yeager's Jet Janitor by Shawn Moore 2021-05-04T07:37:39Z

Congrats on finishing! I found the gameplay a little inconsistent. The turning speed was REALLY fast in my version, I wonder if the speed was bound to framerate? It was almost unplayable unless I just barely tapped on the arrows. Beyond that, I managed to figure out a winning strategy of leaning the planes ever so slightly and just tapping the thruster to nudge my way to victory. I could see a lot of ideas here to mix up gameplay, but the controls were really the biggest challenge. I appreciated the graphics and music, though they seemed to clash a little bit. Over-all, I had fun (the camera shake when you leave the plane grounded was INTENSE), and wish you all the best for future versions. Thanks for the game!

Fall Queen by MKRaw 2021-05-04T08:00:31Z

Mate, this was infuriating lol. I wish the game had a bit more variety, early, so I could see everything you made. I'm not sure how much I saw of the whole game, because I couldn't get past the fifth screen. I found the mechanic and graphics to be fine, the music was enjoyable too. I just thought the level design needed to be more tantalizing if you wanted players to stick around. Thanks for the game!

Decay by KeithSwanger 2021-05-04T07:52:39Z

This was dark. I did feel compelled to play twice, and I "won" on the second try. I played this on stream, so you know how I feel about it. My favourite aspect was how well you nailed the tone across the mechanics and production values. Thanks for the game!

The Company Store by 3LSTMsInATrenchcoat 2021-04-30T07:25:14Z

Hey there! I liked the concept behind this one. I think you did a great job of taking a familiar genre and spinning it for the theme. The graphics and presentation suited the mood you were going for, though of course I would have appreciated a little bit of music or sound (I'm sure with a bit more time there'd be sound in there). I thought the progression could have been a little lighter in the first few rounds to hook the player in. It was really tough to make good choices in the game from the get-go, which hurt my engagement a bit. With a few tweaks, I could see this gain a lot as a game. Thanks for sharing!

PANEMUAN by etrealjunior 2021-04-30T08:00:35Z

I enjoyed the music and thought-provoking dialogue in this one (I appreciated the subtitles). I liked the simple animations and the concept behind the game. Your interpretation of the theme was interesting. I thought the experience was a little bit confusing / inconsistent as a game. Some elements were quite active, others were very passive. I'm also not sure about the ending. I think I finished? Thanks for sharing, best of luck in the jam!

10,001 - A space exploration game by tengusheath 2021-04-28T07:18:51Z

Some incredible atmosphere in this one. I really appreciated the sound design and how much negative space there was. I really would have appreciated a kind of narrative threading each location together with some navigational prompts like arrows or a mini-map as others have said. Over all, the game felt a bit thin, but a great start to something bigger perhaps? thanks for the game!

Goblin's Cave by Heine Hohenhart 2021-04-28T07:58:23Z

I liked the tension in this game. I felt like the mechanics of how to deal with the worms were a a little bit unintuitive, particularly in how they moved and when they sped up. I liked the idea of slowing the player down by forcing them to input the correct combinations of keys into the gem, but I'm not sure I understood what that represented in the game world. Thanks for sharing!

Rabbit Rappel by MatterLinx 2021-04-28T06:41:25Z

I had a good time with this game, the controls on the exe version were pretty good, and the animation and sound paired well to create a unique atmosphere. I did feel like the twitch mechanics and unforgiving hitboxes / spawn points made for a lot of "cheap" feeling resets. I think there's an awesome and innovative platformer in here, and I was happy to see a few different mechanics and ideas experimented with. A menu and in-game hints might have taken it a bit further for me, but overall, I enjoyed this one quite a bit. Thanks for the game!

LD49 — Unstable

Ark by ProdigalSon 2021-10-11T03:03:11Z

Heya! I think this is probably the first entry that I recognised as a really solid game without it being a game that I particularly enjoyed, as far as the mechanics go. For whatever reason, I wasn't really compelled by the puzzle format, but it was really clear throughout that you put a lot of time and effort into the design and flow of the game, which were really quite good. The graphics, sounds and animation were all very well put-together. Honestly it's hard to fault this entry other than the take on the theme being a little weak and the font being tough to read at times (God read a lot like "Goo").

Still, big props for managing to nail what you set out to achieve. Congrats on the entry :)

Unbound by MasterfulMonkey 2021-10-08T03:01:18Z

Hey! I think it's clear you had a lot of vision for what you wanted to achieve with this one, but ran out of time before being able to explore those ideas very far. It's a shame to see, but I think what's here has promise, too. You were able to get some nice parallaxing in there, the movement controls have design consideration for the height of the platforms, the character is animated and there's a title and end screen.

I think for sure, the biggest thing to work on next is budgeting time to allow for more of the game to show through, earlier in the jam. This way you'll be able to get clearer feedback about your design from the player comments.

Thanks for making it, and best of luck with future jams!

Eudora by EdevJogos 2021-10-13T03:34:37Z

Hey!

I really liked the world, art style and vibe of this game. The day-night cycle was a nice touch and overall I could see a lot of the attention to detail in the design choices you made. I think where I struggled most was in execution, where things like ladder fall speed were too high and too punishing in a way that felt unjustified. I can see that there's even a "recovery" mechanic to deal with this, but its implementation was also very situational. Beyond this, I think just a little bit more feedback on things like the ship being overburdened and the negative consequences needed to be flagged earlier, or give the player more time to correct the situation before game-over, as it's such a subtle effect that the player wont really notice until it's too late.

Minor issues aside, this is a great entry! Thanks for the submission, and best of luck with future dev!

Wobble Waddle! by Gen Liu 2021-10-13T03:52:36Z

Hey! This was so cute! I loved the graphics and sound. The intro was also really great, I appreciated having some setup before the game started. I also though the chaotic gameplay was really fun and humerous, if a bit fiddly. I think i found it so difficult to get the shapes into the monsters' mouths that whenever it happened while they had their mouths shut, it felt like the game robbed me of points. I'm not sure it needed that detail. Outside of this, however, I think the game did a great job of holding my attention. The timers were well-balanced and the game didn't overstay its welcome.

Thanks for the entry!

Mint by Préda 2021-10-13T04:23:19Z

Heya! I really liked the vibe going with this one. I thought little touches like the door mechanism animations and sound were really convincing and immersive. I liked the premise, although I felt as though the game never really got its legs. There's a note about hunger at the beginning, which I thought would relate to some kind of time limit or resource that never came. The hallways were a little drawn-out, though I appreciated the commitment to atmosphere and I liked the zero-gravity navigation. But then the game ended right when it was getting interesting!

I think focusing on just one element, whether it be the zero-gravity mechanics, story, presentation etc, would have led to something tighter overall. There were a lot of different production values that had time put into them, but they just needed to connect more cohesively to get the most out of them.

Still, you had my attention all the way through, and I would definitely have played more. Thanks for the entry, best of luck with future dev!

Polypharmacy by Zomk 2021-10-06T03:38:21Z

Heya!

I thought this game was really cute! I liked the turn based movement and the way you mixed up levels by changing the visibility of tiles based on medicine. There were definitely some pac-man vibes at play with planning out the order of pills etc. The game felt quite short, I could have gone for a few more levels just with what was presented, so that's an indication that you're on to something worth developing further.

Much appreciation for the presentation values, the game feels quite polished in its current state.

Thanks for the game!

Trauma by AdamCYounis 2021-10-10T10:51:47Z

@mhorth Thank you so much! I work really hard on my videos and games, and it's often difficult to think of my work as worthy of peoples' time. Especially in a jam context, making a game that represents what you're capable of is almost impossible so I always feel like I might be letting myself down.

All that said, I'm really happy with how this game turned out, and I'm confident I can do even better next time. The fact that others can appreciate what's here is really uplifting. I want to continue to impress and continue to improve, and to share everything I can about what I'm learning.

Tables & Tremors by SlimmerBurger 2021-10-05T01:24:21Z

This was a really fun game, I love the concept. The mechanics were satisfying and the presentation was really unique. I love those animated hands.

I felt a bit like the high pace limited the potential (slightly) to have more creative / complex challenges as with the current settings, doing things like pivoting 180 and punching towards the stage is really hard in such a sparse environment, if only for the fact that you have to do it so quickly that there's not enough time / visual feedback to regain your bearings in time. I wonder if bringing the speed and distance of the punching and launching down a notch, with smaller levels, could have opened things up a bit.

This aside, I think the entry is really solid, and I love that you save the times to the level select screen. I immediately sent a screenshot of mine to my brother, as others have done here. It's a great addition to a great entry.

Manicat by RexTGun 2021-10-08T04:06:56Z

Rextgun Game.png

Man, this was something else. I think you managed to put together a nice balance of progression and RNG. The mounting complications with the physics system and frame rate almost felt intentional, so great job there. The general feel of the gun firing and knockback was really good, and I think in general this was super fun to play. Overall, maybe a little more generosity with the randomisation would have been appreciated, not to mention just more constraints on the design space.

Thanks for the game! Lots of fun!

Insanis Sphaera by DAk001 2021-10-13T02:48:51Z

Heya! I really struggled with this one. I think the lack of feedback made it really difficult to know if what I was doing was right or wrong. For some reason, I couldn't increase stability no matter what I did. Maybe I was doing something wrong? In general, the game felt very out of control, partly because of the targeting system, and partly because of the speed and momentum of the particles vs the dragging force. It just felt like a struggle from the beginning. I appreciate the commitment to making a terminal game, but I didn't really enjoy my time with it.

Thanks for the game, best of luck with future dev!

Oopsie Potion by CodeRaurus 2021-10-06T02:18:09Z

Hey there! I like the premise of this one. I think the scope is nice and constrained, and I appreciate the details you added in little things like the animations for the character and unique sprites for pages. I will say it felt a little bit more RNG than skill-based, as the top score seems limited by the items that spawn and where the acid lands. Overall, the game felt cohesive, for sure, and was easy to get into.

Thanks for sharing!

Cleaner of the Crumbling Keep by andy593 2021-10-08T04:46:15Z

Whoa! so much variety in such a small game. I really appreciated the way the time went up slightly for completing tasks. That really incentivises the player to actually want to complete them, rather than think of them as an encumbrance. I didn't get very far, but I enjoyed what I played. The only critical feedback I have relates to the graphics scaling, which seemed quite small when playing the game. I couldn't really appreciate the dungeon overworld. Also, props for great sound and creative mini-game designs.

Thanks for the game!

B1OCK by GregoryBlomquist 2021-10-08T04:34:09Z

Heya! Thanks for putting such a deep narrative in your game! I really like the minimalist style, and the camera mechanic was kind of genius. I've never seen anything like that before. I will say, the wall of text at the outset was a little off-putting, and am always appreciative of more measured pacing with this kind of exposition. In a way, it kind of feels more "80's", so it does kind of fit in a way.

I think the biggest let-down for me was the control scheme. having to press an arrow to move one space with no auto-fire on the key felt very straining after a while. I also would have *really* appreciated a "dungeon map" or "compass" (to use zelda terminology), to help navigate the office.

Beyond that, I love what you did with the game, super spooky and worth playing to see the different endings.

Boat History by etrealjunior 2021-10-08T05:05:13Z

Heya! I quite liked the concept behind this game. It's a really sweet idea that lends to a nicely fitting mechanic. A boat being tossed about by turbulent water is a great take on "unstable". I think the start of the game felt really nicely paced, but the experience deteriorated for me just a bit as the difficulty ramped up. I appreciate the challenge but I think tonally, in this case, there's something lost as the soothing music and beautiful graphics are contrasted by such fiddly gameplay. Another very small nitpick, I think the saw-blades really could have been something more consistent with the concept (buoys, seagulls, urchins, etc).

Beyond that, I'm glad to have played this one! The style and vibe were wonderful. Thanks for the game!

2nd Law by Hawkin 2021-10-13T03:16:12Z

Heya! I appreciated the deeper interpretation of the theme and the commitment to a more peaceful mood overall, with the player impacting the world rather than the other way around. I did feel, however, that the experience came across too shallow to really feel a sense of agency. I think if the game allowed me to achieve a number of activities that had locally constructive consequences but broadly more entropic / chaotic, the concept would have carried a lot further. There just didn't seem to be a lot to do, so I wasn't sure what my goals ought to have been.

Beyond this, an overall much stronger sense of feedback would also have helped a lot. I really couldn't tell what was interactive, where the bounds of the game were, or what the results of my actions would be (except for the rock, which seemed to be the centrepiece of the game). This made me feel less confident that I was having an experience within the intended scope. With more time, I could definitely see this concept developing into something that carries your concept further.

Thanks for the entry, best of luck with future development.

Restable by zPikA 2021-10-11T03:20:48Z

Heya! This game was really sweet. I appreciated that the theme wasn't limited to just the pun, even though it's a good one. I thought the game mechanics and art were reasonable and there was plenty of content. The game was balanced well enough that it held my interest for the full playthrough as well, so props there. For me, the music is a real standout in this entry. Seriously, I couldn't stop jamming out mid-playthrough because of how amazing these tracks are. So good!

Overall, a solid entry. Thanks so much for making it!

Last Breath by Pious 2021-10-08T02:47:39Z

Wow, such a beautiful entry. I loved the way the production elements came together in this one. The vibe was really strong, and it definitely feels like we've been dropped into a boss fight in the middle of an RPG. This felt a bit like a double-edged sword for me, as I didn't have much of a chance to engage with any of that world before the fight, and the pace of the combat felt like things were dragging on, before long. It's a well-balanced fight, but the impact of each turn being so minor made the stakes feel relatively low.

I would have loved to see a couple of smaller enemies and a little bit of intro narrative before this fight. This way, I think there would be less pressure to have the fight itself take up more time, and things like the boss healing HP could be removed. It makes sense for what the game is now, but is kind of annoying to see the player's progress get undone.

Overall, I wonder if decreasing the scope of the art just a touch might have opened up the scope for gameplay a little further? In any case, I enjoyed what I played, and feel like whatever comes from you next will definitely impress, as this has.

Thanks for the entry!

Road to joy by arya-s 2021-10-08T03:17:28Z

Heya! First off, I like the presentation and concept a lot! It was simple, but well put-together.

I really like the interpretation of the theme here, too. I'm a little concerned that the game being as difficult as it is, and the core theme being introduced so late may make players miss this connection. I hope they don't, but I suspect they might. You've totally managed to make a competent platformer out of MIDI, which is insane to me. I definitely found it challenging enough (though I finished it of course huehuehue), but I think for a jam game, again, you might miss a few players.

Overall, a great entry. With a little more attention to accessibility of the theme and a lower difficulty curve you'll definitely maximise the amount of reach for later entries. Best of luck, and thanks again!

Temple Tumble by MatterLinx 2021-10-08T06:00:02Z

Heya! I think you did an excellent job of putting together a game that feels really polished and visually complete in such a short period of time. I was a little concerned at first about the amount of feedback / juice we'd see, but later gun upgrades clearly did provide more pep. I had some issues with the pacing of this one. I feel like smaller rooms with more variety of rooms and enemies, would have gone a long way, as the single type of enemy and few rooms made it feel like I was backtracking a lot, rather than heading to an exit as the premise suggested. One other minor nitpick would be that falling through the floor should probably subtract one heart, rather than instant game-over, as it's currently super punishing for something so minor.

Overall though, I think you're seriously talented and it shows from the game you've made. So many aspects of this are excellent, and so it's easy to talk about the few things that stick out. Don't let that take away from how impressive this is!

Thanks for the game!

Chimp Chef's Dastardly Onion Adventure by Cammin 2021-10-06T03:49:59Z

Well then. This was seriously something. I don't really know what to make of the premise. I loved it, and was scared by it. Once the game got going, I enjoyed the stealth mechanics and tension of trying to abduct those sweet onion babies without being flattened by their leggy parents. There's a lot I could say about UX and design, but really, I feel like this entry made up for it with its beautifully diverse OST.

Thanks for the game, I'll be dreaming about it tonight.

Tetrilibrium by Melancholia 2021-10-13T02:38:23Z

Heya!

I felt this game was really nicely presented. The music is clean, as are the graphics, which creates a nice cohesive mood. I also appreciated how relaxed the retry system is, as being able to reset a level on a button push saved me some frustration. Regarding the puzzles, I feel like the tetronimo basis for the game wasn't a bad angle to start with, but the design of the levels and the way the physics was implemented didn't seem to go together in a super stimulating way. I felt like I could solve most puzzles a number of ways, and my first instinct was usually sufficient. I would have appreciated a bit more of a "brain teaser" in the design. The only other criticism I have is the control scheme, which seemed like it could have been simplified to just let the player click on the piece they want, rather than cycling with Q and E.

Overall, a solidly built game! thanks for letting us play :)

Dr. Frank by enricomandelli 2021-10-06T02:46:31Z

Hey there!

I appreciate the simple premise behind this game. The controls felt reasonable and the early difficulty felt good. I wasn't a huge fan of the syringe resetting mid-flight if fired multiple times, and I found the chromatic aberration made it hard to see which flask was highlighted. In general, I think I would have enjoyed this game more without the overindulgence of the post-processing features. Less is more here. Outside of that, I thought the art was pleasant and enjoyed the sound design.

Thanks for sharing your game with us!

Rock On by Leuthil 2021-10-13T02:21:23Z

Hey there! I really appreciated the way this game introduces its concepts in a staggered way. This let me lean into the game and get comfortable before things got too challenging. Although you didn't write the music, the choices of tracks were good. Likewise, though the graphics were simple, I thought they were tasteful. My biggest issue with the game is the severity of the "unstable" dynamics. I think that given what you've designed, it makes sense for the game to be as difficult as it is, but having to restart from the beginning every death feels unnecessarily punishing. A life system would have gone a long way to allowing players to see everything there is in the game. I made it to lv. 5, so I don't really know if there's more to it than that, which is a shame.

Overall, the game is definitely fun and I really liked the way you tackled the power cubes and environmental cubes sliding in on the same plane as the platform, so they never collided with it. I'm sure it was simple to execute, but feels very elegant in motion. Thanks for the game!

BiblioMania by Raffez 2021-10-06T05:28:18Z

Hey there!

I quite liked the visual presentation of this game. The pixel art was really cute and well animated. I also thought the camera was really well-implemented for the most part. I had a little difficulty understanding what the game wanted from me at first. I really think that the game should explain itself, rather than having the rules explained outside. Once I got going though, I found the challenge to be pretty engaging. Adding the different modifiers was a nice touch, although I felt like they definitely needed to rotate more quickly, as the game definitely struggled to maintain my attention as time went on. More frequent switching of powers and perhaps more strategy / planning elements would have taken this game a bit further.

Overall, I think this was a pretty solid entry. Best of luck with future developments!

Crash by Recessive 2021-10-11T04:56:07Z

Oh boy. I think I scammed myself into spending an hour on this game. Very well balanced, I feel like I learned a lot about stonks today. I would have loved a bit more of a climax at the end of the game, as the payoff was very thin. I appreciated the sounds, which were unobtrusive, but would definitely have appreciated some more colourful graphics and imagery. I loved this idea for the theme, and the game is definitely well made.

Great job, best of luck with future entries!

Four o' Frog: Signal Not found by alineary 2021-10-13T04:08:03Z

Hey! I really wanted to play this one, but I think I've run into a few bugs. Sometimes, I can't walk through the bathroom and kitchen doors. Other times I make to the cafe, but after giving the coin to the cashier, the wifi fails and I'm stuck in the room. I wish I could give this one a review! It looks promising outside of the issues.

Orbital Cascade by PolymathLD 2021-10-08T05:20:11Z

Heya! I think this was a really interesting premise, and I really appreciated the intro sequence explaining the gameplay. I was completely rubbish at this one, so I didn't get very far. Maybe if the first level was considerably shorter, or if the gameplay was more forgiving overall, I think I would have been more invested to continue trying. I think mechanically, the game is built well, and looks pretty good, too. Personally I'm not a fan of the dither over the earth but it serves its purpose in the UX. A little more sound outside of the noise of the engines / etc would have gone a long way, too. I loved the use of particles, though.

Thanks for the game! best of luck in the jam.

Unstable Space by FaberNull 2021-10-06T03:02:23Z

Hey there!

I really like the idea behind this one (Alien: Covenant vibes). I was quite impressed with how full the star system and mechanics were. There's a fair amount of logic and consideration in what you've constructed, but I feel the experience was a bit of a let-down in how unguided it was. Some kind of narrative thread of mechanical progression would have gone a long way in keeping my interest beyond exploring 3-4 stars. Minor issues with UX and communication could be alleviated with a little more time. More visibility over the system definitely would have helped (perhaps more feedback in the visual design of planets to indicate their resources, for example). In general, I think teaching players how to play tends to be a challenge for technical games for LD.

Outside of this, I like the minimalist art style and the attention to adding some animated graphics and colour-based feedback. What you've made is really ambitious and impressive, I think you could easily justify spending more time on it post-jam.

Thanks for the game!

Life on Cards by Lumbigui 2021-10-11T04:04:53Z

Heya! This was a really nicely balanced game. I appreciated how many events there were, and how they affected the stats. It's a simple one, but engaging nonetheless. I would have appreciated a little more attention to sound, and perhaps a bit of a more clear tutorial on dragging the cards, tinder-style at the beginning of the game. If the player was forced to do the interaction to proceed, there's no chance they'll accidentally get into the game without learning this.

Thanks for the game!

Wobbly Warbler by EricFreeman 2021-10-08T03:32:09Z

Whoa! A full-on fighting game with competent AI in a game jam?! That's crazy! I had so much fun with this game, considering I was expecting it to end after the first fight. You did a great job of extending the value of what you made by incrementing the AI proficiency and making appropriate colour swaps and sprite variations as the game went on. Man, that one level transition animation elevated the game a lot. I really felt like I was working my way to the top. Outside of this, I thought the graphics and sound were competent, definitely adding to the experience rather than taking away. The concept's relation to the theme was nice to see.

A very well-balanced entry. You have great design sensibilities!

Astounded by J. H. Jaskeran 2021-10-11T03:49:20Z

Hey there! I liked the mood of your game, the use of blue matched the soundtrack well. This said, I found it quite difficult to read the game, visually. Colliders for platforms, projectiles, enemies vs pickups, they were all a bit unclear visually. I also found the level of chromatic aberration to be off-putting. I think this game would have benefitted quite a lot from checkpoints, given that there are so many pitfalls that kill you instantly. Little things like this are design lessons that you'll pick up as you make more games, so don't be discouraged.

You should definitely be proud of having made this on your first attempt. All the best in future efforts, and I hope the feedback is helpful on your journey. Thanks for the game!

Giggly Goo by MsCarrotCake 2021-10-08T02:21:26Z

Hey there! I like the concept behind the slime tamer, and how the tetronimos became unstable. I think there's quite a bit of potential in this idea of riffing off the core design of tetris. I think the implementation is solid enough for a jam, definitely, and of course props for getting in SFX and nice graphics in the time limit.

I think my only major criticisms would have to do with the difficulty curve, which feels a little gentle, and the design being a bit "safe". I would have liked to see the concept pushed a little further than just clicking the slimes to calm them down, e.g. an interaction that changes the way the lines cleared in a positive way.

In any case, I had fun with it. Thanks for the game!

ReSTARTeD by Sinclair 2021-10-06T04:49:12Z

Hey there! So sorry to hear about your development woes. I appreciate the willpower and drive to regroup and still finish with something playable. You managed to cram some diversity in the art and music department, which is commendable, as those are often left behind under time pressure.

I struggled a little bit with this one, as far as the experience goes. The gameplay is, as you know, a little rough and it was hard to get a sense of what you were going for with each boss. Definitely, with some more time and care, I could see this being a little deeper. With some light story elements wrapping the experience to get the player up to speed with the motivations of the character and to tie the theme in more deliberately.

Thanks for putting the time in and producing your game, and best of luck with future dev!

Where's My Tripod? by Pixelydian 2021-10-08T05:35:46Z

Heya! I really loved this game. Seriously, so well considered and beautifully rendered. The sneezing and hiccups were genius, and I just think the only feedback I can give is "more please".

Thanks for the game!

Emotion Vessels by Terri_GamingLunya 2021-10-06T05:04:30Z

I thought this was a thoughtful and cute premise for your game. I like the cat character design, and I think although very literal, the theme was well-considered.

Unfortunately, I really felt like the gameplay didn't offer the player much control over the experience. I think this is something you would want to happen toward the end, but maybe for a minute or two at the start, the player should be able to balance the boxes in a deliberate and careful way. Mostly, I would put this down to the throwing distance, force of the player's mass on the boxes and the amount that the player weighs on the scales. Right now, everything seems a bit floaty, and makes the input feel too risky to engage with the systems confidently.

I liked the graphic design and soundscape of the game. Perhaps with some more time we would have seen some more visual context with the way the experiences create vessels, and the nature of those emotions. Blue and yellow boxes were functional but not particularly engaging, emotionally.

Thanks for your entry, best of luck in future development!

LD50 — Delay the inevitable

Bussin by bitdecay 2022-04-06T07:57:16Z

It's Diner Dash meets QWOP

Ugh, this game is so tantalizing with the amount of achievements it has, but is so brutally unfair in the instability of the physics. Am I playing it wrong? Is this the way it's supposed to be?

We'll never know.

In any case, I actually adore what you made and I would unironically come back if the game was just 15% more forgiving to the player (larger tray? solidified positions of trayed objects when new tables come in? Remove the wobbling tray hand?)

I had fun, and was really impressed with this entry. Great job, and best of luck!

Highrail to hell by BadPiggy 2022-04-06T07:33:50Z

Hey! This was a short-but-sweet entry. I feel like you've been refining your style for a long time, so it's nice to play a game that has those sensibilities locked in. I really liked the way you modulated things like giving the door HP in one level, or just having the objective be to roll past the zombie in another. The game definitely didn't overstay it's welcome, and I'd have gladly played double the amount of levels, which is a good sign I think.

I enjoyed the SFX and music. the graphics were, as is your style, suitably minimalistic but accompanied by a good amount of FX juice like screen shake. Feedback and telegraphing was good too, even if the UI circle for incoming hits is a little on the nose. I also think the text in the corner probably could have been presented in the centre of the screen in an overlay before the level starts, as it was a bit hidden away in its current position.

I think everything came together well in the end, and you should definitely be proud of this entry. Great job, thanks for the game, and best of luck!

Delay the CATastrophe by byazzle 2022-04-06T05:19:28Z

Really novel take on the theme, I love the concept. I appreciate the attention to sound design and the little voice touches went a long way. Two things that I think would have made the game much more playable are:

1) better hitboxes for the cats. It's really rough when cats that seem far enough apart suddenly result in a game over. and on the UI side, it seemed difficult to pick up cats sometimes, if they were obscured by a wall.

2) A short delay before two cats "leap" at each other. Giving the player just a bit more time to react would have allowed the game to reach a much more chaotic state.

Overall, I enjoyed what I played. Congrats on finishing and thanks for the game!

Extreme Plant Sitter by suvi 2022-04-06T06:22:41Z

This was a great little concept, and very well executed. I loved the little writing touches and graphics. I thought the gameplay loop was good, but difficulty spike was a bit steep. At first, I also questioned the decision to give everything physics, but I appreciate the chaos it created and how that contributes to the experience.

Great entry! Thanks for the submission.

STAY by etrealjunior 2022-04-06T06:01:37Z

I enjoyed the graphics and sound in this entry. There were some nice presentation elements like the water graphic chasing the character, and diversity of gameplay elements. I think I reached the last portion of the game, but I can't be sure. When it came to combat, I felt the game could have been balanced a bit more carefully to avoid unfortunate limitations of the system. Particularly, giving the player a bigger damage box to hit enemies. This would help make it so the player doesn't "trade" with enemies quite so often.

I enjoyed the entry! Congrats on finishing.

The VortExperience by Hawkin 2022-04-06T06:13:18Z

Such great writing and voiceover work! Very reminiscent of a valve title. I really enjoyed the little world you built, and how self aware everything was. I think the task probably could have been a little bit less menial, as there was little room to play creatively, and thus the experience felt less worth trying to do "well", but other than that I had a great time with the game.

Thanks for the submission, and congratulations!

Wormageddon by MatterLinx 2022-04-06T07:21:21Z

Heya! I felt this game was visually stunning. One of the best looking LD games I've ever seen. Animations and visual style were really excellent. I struggled a little bit with the gameplay, as the feedback felt comparatively lacking compared to the rest of the design elements. A lack of SFX was noticeable in this entry, which definitely could have been used to help identify and time attacks, as well as give the player some positive feedback on successful dodges. I also found the disconnect between the shield active time and the animation particularly off-putting, in the situation where I "have the right solution" but "at the wrong time" just feels a little unfair in the moment.

I think, conceptually, the scenario of the game creates a sense of futility that makes perfect sense for the jam, but doesn't make me excited to engage with the experience: I have a sword, but I can't attack. I can do a good job of dodging, but at the end of every level I get eaten anyway. The game feels very focused on punishing the player for doing poorly, but there's no moment-to-moment endorphin rush for doing something correctly.

I really like the sound design, and I was blown away by the amount of aesthetic touches. The whole thing has a lot of cohesion and shows real finesse. With a little bit of gameplay juice, I think this could have been one of the most memorable jam games I've ever played.

Nonetheless, a phenomenal entry. Thanks for sharing and best of luck in the jam!

Death's Gambit by osh.studio 2022-04-06T05:38:08Z

I had a good time with this one! I really like the isometric / tabletop format for this concept, and I think a lot of your ideas connected well. I would advocate for the powerups to be a bit more fruitful / impactful, as the player really starts at a disadvantage from the beginning, and doesn't have a lot of room for good decision making (viewport is limited, gems give random powers, and utility of those powers is also random / situational [with the exception of telepotito]).

Another little note: the music could have been a lot louder! we didn't get to hear much. Other than that, I really enjoyed myself with this entry! Thanks for the game, and great job on the submission.

my best score: 38

14 Days In Quarantine by AndyZYZ 2022-04-06T06:37:03Z

Heya! I felt this game was pretty well balanced and enjoyable, despite the presentation being on the limited side. With no music and default unity styling for buttons and text, there was definitely room to see a bit more polish, but under time constraints, I think you made a good choice focusing on the game first.

Congrats on finishing your submission, and thanks for the game!

Gladiator Graveyard by tahamimarlar 2022-04-06T06:29:43Z

This was a pretty straightforward entry, with nice graphics and a few really slick polish touches. I really like the way the game highlights "near death" experiences by slowing down and greying out when an arrow approaches. I think this creates wonderful moments of tension and gives the player a slight boost in agency.

I thought the music was sufficiently high-energy but didn't really match the setting. Outside of this, the general sense of feedback was clear and fun to play.

Thanks for the submission!

Cold and Alone by David York 2022-04-06T04:59:00Z

Hey! This was a lot of fun, and seriously meticulously balanced (at least from my experience). Even without sound, I found myself really engrossed in the experience. I really appreciated the amount of dialogue chronicling the descent of the protagonist's sanity as resources grew thin, as well as the long term game loop of introducing the crystals. Congratulations on finishing and making such a great game!

SkyTimer by TheSerOT 2022-04-06T05:50:37Z

Great job! I appreciate so many of the little design details you added to this game. It's such a simple interaction but had a lot of replay value, and scales difficulty in a way that feels completely fair. Sound design was top-notch. Graphics were beautiful (especially the pixelated character). Overall, a really special entry. Congrats!

Top score: 760

LD51 — Every 10 seconds

> deploy helper bot by Chartle 2022-10-05T04:32:25Z

Good stuff!

What a great take on the theme. I've never played a puzzle game that had this kind of constraint before. I thought the isometric perspective was great for the art, maybe not quite as suitable for the gameplay which was really intense at times, and diagonal hitboxes can be a little bit jarring. That said, I don't think it really detracted from the experience, which was overall very positive. Music was really nice too. Not a lot more to say about this one other than I enjoyed it and would have gladly played more.

Thanks for sharing!

Rockatoo by AdamCYounis 2022-10-06T02:45:42Z

@zubspace if you hit escape during a song, there's a slider to synchronise the timing in case there's latency in the audio on your PC. It's a hidden feature, and I mostly left it that way as the default setting seemed good enough for most users.

Cosmic Crashers by mrjeremy 2022-10-05T04:12:24Z

Wow! what a great sounding entry. Music and SFX took this one to the next level for sure. I thought the concept and execution were both pretty good. I really liked the feel of the guns, especially the missiles. There was a little bit of graphical inconsistency in the way the assets came together but, overall, I think the quality was quite high.

I would have loved for an option to trade shields for faster movement temporarily, as I felt like I was mostly being beaten by the clock rather than taking damage.

Great entry, thanks for the game!

Blades of Doom by Benjamin Halko 2022-10-05T03:51:06Z

Wow! This was a really tight entry. I appreciated the subtlety of all the little touches that went into it, particularly that soft nudge downward when landing on a platform. The game itself is super simple, but does a lot with what's there to keep the experience from getting stale, ramping up over time.

I thought the colours were a little too "opposite" sometimes between the neutral and "aggressive" blades, though maybe that was the intention. The sound is balanced just right, and the music is very well fitting. I also really appreciate leaderboards for this type of game.

Great job!

SPACEMAN by arya-s 2022-10-05T03:30:51Z

Heya Arya!

I thought this concept was wild. I liked the simplicity of it, and the atmosphere created by the music and sfx. I also liked the subtle animation notes here and there (squash and stretch, dust kicks). This said, I really struggled with the physics of the game, being pushed around by the ship felt a little unfair as it seemed inconsistent how far I'd be pushed.

Maybe I'm getting old, but I didn't feel very good at it haha. Thanks for sharing!

Rush Hour by SephoWepho 2022-10-05T05:12:18Z

Heya! I loved the sound and visuals for this game. Really top-notch. The subs actually looked edible after they were done, which made me hungry haha.

Overall I thought it was very well-made, with my biggest issues really coming down to the layout and UX. I feel like there were opportunities to present the orders in such a way that would have made it much easier to follow them. Particularly having to dart my eyes to the lower right hand corner of the screen and interpret the numbers (X0 is probably the least scannable way to show "nothing" as it's so close to X3, why not hide the text for these ingredients?)

Apart from this, I was also a little confused as to the meaning of the sound and visual feedback. Because of the pacing of the game, I never was able to reflect on what it meant for the camera to zoom in, or whether the sound feedback meant I'd made the customer wait too long. More clarity here would have helped a lot.

Still, I played this for quite a while on-stream because it was fun to try again and see if I could improve. Thanks for the game!

Acid Rain by osh.studio 2022-10-05T04:01:08Z

Heya!

This was a simple entry with an innovative concept. I actually really appreciated how the 10 second timer was not shown on screen. A great example of "maximum feedback" not always being the ideal. The scenario was pretty weird (how did you come up with that???) but very creative. I thought the level designs were actually sound and the difficulty curve was well executed. The graphics weren't stellar but did the job well enough. Sound was probably the weak point here, which got a little bit grating after a while.

Overall, I had fun right up to the finish. Good stuff!

I'mma quilter, not a quitter by d00kl1 2022-10-05T05:40:56Z

This was a really cool idea! I loved that you made a collaborative multiplayer game for the jam that actually works! I would definitely have appreciated a bit more visibility over what was happening between the quilt squares. Maybe a visual slide transition as I moved from one to the next could have preserved some of that context and allowed for the designs to be more cohesive.

Still, I like the frenetic 10s rule and enjoyed seeing the results of what we made nonetheless. Thanks for sharing!

3 minutes in hell by Castitatis 2022-10-05T03:17:41Z

Hey there! I liked the concept of having a dedicated zone you needed to be standing in at the phase change. I thought this was a good twist for the theme. Graphically I thought you did a good job with the indicators before the level switched. I appreciated the varied enemy designs, too. I would have liked a bit more feedback in-game telling me what happened when I got weapon / time upgrades (faster shooting weapon by 10%? more damage by 10%? Did I stand in correctly or not?). I also would have really enjoyed weapon swapping, even if they just varied in the size, speed and fire rate of the bullets. Sounds were good in-game, though the music got a bit repetitive.

Overall, I had fun. I gave it 5 or so tries and got about half way in.

Thanks for the game!

Hell's Kitchen by MaDness 2022-10-05T04:53:08Z

Heya!

Thanks for sharing this one. I liked the concept behind the game and thought the presentation values were pretty tight. Great pixel art and suitable sound. My biggest issues with the game came down to UX issues around communication and interaction design. I felt that the learning curve was quite steep because of how little explanation there was of the mechanics (maybe due to lack of familiarity with the genre?) and often stumbled trying to select one station or ingredient, accidentally selecting another.

I thought the theme worked well with your game, and could definitely see the potential there. With a little bit more streamlining of the systems (fewer ingredients and stations, more straightforward UI), I think you would have had a bit more opportunity to polish the experience to be easier to pick up and engage with.

Thanks for the game!

Whack-a-troll by Ezekyuhl 2022-10-05T05:34:51Z

Hey there! Definitely clear that it's your first jam, so I really appreciate the effort into the concept and in trying to hit all of the production values in the 48h (graphics, sounds, etc). Of course, It's really hard to get that all in, and I know you'll see improvements with later jam entries as long as you continue to learn and practice. Why not try and develop this a little further outside the jam to see if the concept would have come together? I think you'll enjoy developing the boss health, the classes / damage types and bosses.

Keep at it!

Elos by M4ttU 2022-10-05T05:28:22Z

Heya! Thanks for sharing this one. I appreciated the pretty tight platform controls and generous double jump and dash. Though there wasn't a lot of level design, the variety in what was there showed you were thinking about how to get creative with the mechanics and test the player. I thought the theme could have been a little more tightly integrated, and would have appreciated some music with the game.

Thanks again!

LD53 — Delivery

DElive by IcyLava 2023-05-18T09:14:17Z

Hey!

I really liked the simplicity of the presentation for this game. I thought the vector style graphics were perfect for the bullet hell style gameplay in that everything was visually clear in its identity, effect and behaviour. Lots of nice little touches like knockback on firing and everything had clear sfx. Huge points for style, overall.

Gameplay wise, I did enjoy my time with the first 10-15 levels but by 20, it seemed like I was having to be patient with the game's pacing rather than on the edge of my seat. I wonder if this is tied to the way that difficulty decreases after the initial impact of a wave, where if you don't immediately die, success is more and more assured. There are a ton of ways I think ramping up the intensity and dynamics to make the higher levels feel more engaging could be achieved (random upgrades of things like adding a dash with invincibility frames? extra firepower for a limited time? more complex enemy behaviours that become more aggressive the fewer there are?), but for a jam game I think you did more than enough to be proud of.

Thanks for sharing!

Cozy Courier Co. by JustinSix 2023-05-18T09:38:40Z

Wow. What a trip. I really am not sure what I was expecting, but the main twist of the game really wasn't it. I really like the concept behind this one. Tandem gameplay is a neat idea, even if ping issues make platforming kind of a hassle. In this case I think all of the irregular geometry, clipping and lack of visibility made things a little harder than they needed to be.

That said, for such an ambitious project in a jam, I think the spirit of the concept and what you were able to execute on is really worth appreciating. We had fun playing, and enjoyed the creepy atmosphere.

Thanks for sharing!

Deliver to Whence you Came by JUSTCAMH 2023-05-18T10:00:56Z

Whoa! This was one of the most original takes on a platformer I think i've ever seen in a jam. Crazy concept and it's insane that it works so well.

I LOVED the kicking mechanic. It was super fun to do and felt skill based throughout my playtime. The reveal of the worm-platforming was mind blowing. Something I always find invaluable in a jam is being able to create moments like that. Seriously, amazing props for handling that so elegantly. I enjoyed the music and atmosphere a lot as well. Super well put together.

My only gripe with this game is that the level design tended to fall a little flat when the challenges weighed in favour of populating the screens with more worms rather than creating discrete puzzles for the ball and the player. Tight level design that increases in complexity is hard to do in a jam at the best of times, but especially when the mechanic is as fluid as yours. At its worst, this lead to scenarios where I felt like I broke the level without knowing what I should have done in the first place. So my only feedback there is to lower the number of moving parts so as to showcase your level design chops especially in the later levels.

Outside of that, this was a really special entry. Props for making it, and best of luck in the jam!

Warmazon by Kaish 2023-05-17T08:05:52Z

"If they are not a son of God, I guess they are sitting in Satan's lap".

I loved this little game. I thought the graphics and gameplay were so cute, and the music was good too. The writing was pretty funny and I could see how you put thought into the powerups. There's a lot to like here, and not much to criticise. Great work!

Juggle Mail by kuviman 2023-05-16T07:28:31Z

Well, there you go, you sicko's. Great game, that's all I'll say.

Juggle Mail.png

Lastopia by aweelex 2023-05-10T11:32:02Z

Heya! This was a beautiful vision for a game. I loved the concept, mechanically, and the way you used music to show the transition of time. Lots to like about this game, though I felt that there was a real lack of affordance and feedback on interactive elements that made the gameplay feel like guesswork. Taking a page out of "Kingdom"s book regarding interaction would have made this side-scrolling adventure a lot more fluid. I could see the effort put into the unfolding of the systems, but needed just a bit more propulsion to get through the game. (maybe more juicy feedback, or even more story prompts along the way).

Still, I really enjoyed my time in this world, and I'd love to see a tighter more polished version some day. Thanks so much for sharing!

Forklift-em-up by BadPiggy 2023-05-08T07:43:35Z

Heya!

As usual, your distinct visual style makes your games really stand out in a jam, and I think it served you well. Likewise, it's clear you're in your wheelhouse with the balance and game feel of what you made, with simple gameplay that ramps up in difficulty toward a high score. I must admit, I felt that a few "mixing" issues kind of took me out of the game a bit. Namely the jerky camera, high saturation colours and high SFX volume compared to the music. The experience strayed towards jarring for me especially by my third attempt, though maybe this is exacerbated by playing in full-screen?

I enjoyed your take on the theme, and I think overall the game is fun and well-put together outside the nit-picks. Thanks for sharing!

Serum Run by 3LSTMsInATrenchcoat 2023-05-10T10:35:58Z

Heya!

I really enjoyed how simple this game was. The writing was very evocative and the graphics though simple were also super effective at conveying the mood, even without music. I did feel a bit lost in the game, as the values and breakpoints were more or less obscured from the player, though that's typical of this genre. I also had a few curveball events that triggered and resolved to the detriment of the party before I was given an opportunity to do anything about it. If little moments like this were ironed out (though again, totally understand this is mostly RNG and sometimes things like that happen), I would have enjoyed it that much more.

I appreciated the status log and other little touches like the weather effects. (p.s. leonhard died twice in my game, once to the bear and once from a broken leg later)

Thanks for sharing!

Monster Mail by CodeRaurus 2023-05-08T07:24:10Z

Heya!

I really like the concept here. I was able to pick up the gameplay and finish on my first try, which is a good sign, though I had a bit of difficulty with some of the UX (highlighting clickable options or objectives, communicating steps for interaction). Maybe some animation would have helped make the towns with quests stand out a little more. More thoughts on design, I really would have liked to be able to see the map at the same time as the quest so I could make strategic decisions without having to click off the quest and review the place names against the time quota. Other than that, I did appreciate the way you increased difficulty and balanced income with hiring faster couriers.

Graphically, for a jam I think you were in a decent sweet spot for giving the player visuals that sold the story and communicated what they needed to. It's a shame you weren't able to get sound in there, but I've been there many times.

Overall, a solid / complete entry with a nice take on the theme. Pretty good work for a compo submission!

Constellation Courier by Diego Teran 2023-05-16T07:45:51Z

Hey!

I felt this game was really crafted with love. The art and music, character designs and writing were all so cute and cohesive that the atmosphere drove most of the experience for me. On the gameplay side, I would have appreciated a little bit more tension in terms of reasons to make specific decisions, or even narrative beats that complicated the "mission" to keep me engaged, as the story right now is very straightforward and dramatically things are very smooth and flat.

Still, I enjoyed my time and didn't run into any technical issues, which is a testament to a well made game especially in a jam.

POSTMAN by arya-s 2023-05-08T07:00:42Z

Heya!

I really liked the vibe of this one. Super simple but really well executed in that regard. The music, graphics and gameplay worked well together, and I could see this game having a lot longer runtime with the addition of mechanics and level elements down the line. So it was a little bit sad that it was so short!

Nonetheless, I think you should be proud of this entry, and keep working toward your repertoire of simple, tight platforming for next time :)

Thanks for the game!

04 Mail Service by Asieke 2023-05-16T06:44:25Z

Hey!

I was really intimidated by the unconventional control scheme at first, but realising that this is where the challenge for the game is made it a lot easier to get on board with. You managed to get good mileage out of such a simple mechanic and the constraints around the hex grid, I was pretty impressed. The game's presentation values (music and graphics) aren't overly impressive but what's there is solid. I didn't run into any bugs and everything needed to learn how to play the game was there, so it felt like a "complete" thing, even if it wasn't super polished, which I think is something to be proud of. The game dragged ever so slightly towards the end, but I did make it to the end.

All in all, a pretty good entry! Thanks for sharing :)

Delivery Is EVERYTHING by SephoWepho 2023-05-08T08:10:29Z

Heya!

I really enjoyed this take on the theme, and the premise is amazing. I thought the graphics and little touches like the moving camera and parallax with the audience, their callouts etc were all top notch. The music choice was a nice background, too. I even really liked the idea of typing out the lines (though the line-wrapping created some hitches here and there).

I was a bit disappointed that the gameplay just came down to typing out the text as fast / correctly as possible, and was expecting a bit more of a rhythm element when "timing" was mentioned. I can't help but feel like there was a more punchy, fun experience just around the corner if the stand-up set had been a series of shorter jokes like one-liners or similar, with points awarded for things like waiting a beat before hitting enter to leave a pause in the delivery etc. The lack of structured jokes did bring down the experience for me, as the longer conversational style set felt like it dragged a bit.

All in all though, from a systems and presentation perspective, this was very well put together and you should be super proud of what you were able to make in such a short span of time.

Thanks for sharing!

Shmelon Fields by osh.studio 2023-05-10T11:12:40Z

Cute game! I appreciated the intro sequence setting up the scenario, and the animations for the characters in the game scene. I liked the balance between letting the purrballs duplicate vs dropping them off one by one, though it took me a while to figure out I could pick up the purrballs with hearts above them (I almost reviewed the game not knowing i could do it at all). Maybe a little prompt above their heads would have made it more obvious?

It was fun! I beat the game on my third try. Thanks for sharing :)

Giggle Groove by badcop 2023-05-08T08:35:50Z

Hey! This was a really innovative idea, and a great take on the theme. I thought the execution was a little bit unforgiving on the timings, making my experience probably more frustrating than it needed to be, but I really appreciated the way that you used real jokes in there, which i got a kick out of.

The graphics were simple and got the job done, I felt like I understood pretty much how the game worked and what I needed to do from the get go, which is great. I thought the robotic voices were a little difficult to understand, though I could see what you were going for with the flubbed lines and stuttering.

Overall, this was a super solid entry, with potential to be a lot of fun with a bit more of a gentle approach to difficulty / level chart design.

The Mailman by Castitatis 2023-05-08T06:47:39Z

Congrats on the submission!

I really liked the in-game graphics and the beat'em up take on the theme. There were a few little nitpicks like the stylistic inconsistencies with the font vs pixel art, though in a jam context I can totally understand. I appreciate that you released a completable game with increasing difficulty and actual music and SFX, great job there. The music was simple but didn't overstay its welcome in the length of my playthrough. Regarding gameplay, I think that the animations / interactions were a little bit rigid, encouraging a repetitive approach to fighting based on "stunlocking" enemies in groups. I would have loved to see some combos or knock-back to make dealing with groups a little bit more dynamic. Elements like throwing letters for dealing with the soldiers were a good start in this direction, so a bit more of that diversity forcing player decision making would have been perfect.

All in all, a solid entry. Thanks for sharing :)

Crash Courier by Ategon 2023-05-10T10:53:34Z

Whoa! This game was really intense. Maybe a little outside my comfort zone in terms of how punishing it is to control, but I respect the kind of game that it is, and I think you did a great job nailing the vibe and game feel. I really like the attention to "Last Stand" and the various environments and music in the game. The team's work really came together and it feels like a really cohesive product. Leaderboards and everything!

My only criticisms were how little onboarding guidance there is (though it's such a quick game, you can basically learn by failing) and how some deaths seemed unavoidable, detracting from the skill element. But otherwise this entry is hard to fault!

You Got Mail! by Kabura 2023-05-17T07:20:26Z

Heya! I felt this game had some really clean presentation. One-button controls, great graphics and sound. I enjoy the little horn honk when you get close to a car as well. It's a simple game, so there's not too much to say other than I would have liked for the gameplay to increase in intensity as the score increases, or some way to create risk / reward by playing faster or more recklessly to increase the score. The open-ended nature of the gameplay makes it drag a little after 8-10 points. With minor adjustments I could see those sentiments resolved pretty easily.

Great effort, and props on making something so polished!

soul sender by aushijo 2023-05-17T07:53:07Z

Heya! This was a really interesting direction to take the theme and a cool little mechanic. I loved the way the car controlled, it felt intentionally difficult and polished at the same time, which is perfect. I liked being able to reverse or wraparound the level, and the way you pick up hearts and deliver them to people.

I enjoyed the graphics and presentation overall. The game loop was pretty tight, though I felt the mood was brought down a bit by the sullen music.

There are a few things I would have liked to see that I think could have been easy improvements: - Difference in colour between "happy" people and "sad" people. - Points awarded based on time remaining for each delivery, to reward faster play. - Some kind of ramp-up in tension that encouraged more dynamic play, rather than static play. I felt like the more points I had, the slower I needed to drive to avoid hitting people. It felt intentional, but still not as fun as earlier in the game. Maybe some way of clearing the board of people could have been interesting?

Overall, I think this is a great entry (this is your first jam game?! excellent work) and only needs one or two tweaks to be super addictive. Thanks for sharing!

Corgi Cargo Combat by Zerfalex 2023-05-18T08:17:08Z

Heya!

This was a really straightforward and decently balanced game. I thought the dynamics of barking vs peeing worked very well, and the way that the couriers would hang around made prioritising the two actions very engaging, strategy wise. The game was short and sweet, didn't overstay its welcome, which is appreciated.

I thought the sound design was great. The graphics and music were fine, though I did especially appreciate the box disintegrating animation.

Great work, thanks for sharing!

You Are The End by TooLoo 2023-05-17T07:02:12Z

Hey there! I liked the 2.5d perspective and the novel way you approached side scrolling stealth in this game. For such a short time you had to work on it, there's a lot here that works and feels complete.

I did find the camera angle to be a bit tricky in determining the orientation of the player vs enemy vision cones. Not having a great sense of the space made it a bit hard to plan my approach and encouraged me to kind of rush a little hoping for the best (which worked a lot of the time). The gameplay is a lot more "top down" while the camera is closer to "side-scrolling" so I feel maybe a higher pitch on the camera might have helped clear that up a little. On the balance side, I would have liked a way of escaping infected, as there's a moment there where you seem to be able to run away before getting caught. I understand that might not be the intent, but it did feel like an opportunity to vary up the gameplay and create more tension.

I enjoyed the story setup and graphics. the mood was excellent and the sound design on the baby crying was particularly effective / disturbing. I made it through the first checkpoint and got a bit stuck late into the second.

Overall I think this was a really ambitious project to take on in a jam which you mostly succeeded on, with a few hitches here and there. Good stuff!

Of Mice and Mail by ShamanTramp 2023-05-18T08:52:49Z

Heya! What a unique looking game and concept. I appreciated the originality in the interpretation of the theme, and how you awarded player skill with aiming the bat, while punishing for missed hits. I felt that some of the finer points of how the game worked could have been more obvious within the game itself (point distribution of window colours etc).

I thought the graphics and sounds were great, and while the gameplay is simple, it brought what it needed to in the time I had with it.

Thanks for sharing!

LD54 — Limited Space

Space Freight Ltd. by Chartle 2023-10-18T06:44:25Z

Wow! So much depth in just a few days. This is one of the more impressive jam entries I've ever played in terms of sheer scope and polish. I loved the visuals and sounds, and felt the game itself was intuitive enough. The controls for dragging and dropping were a little bit sensitive, I would have appreciated some lenience from the system there.

My biggest gripe came down to the punishing RNG, which got in the way of really getting a good feel for the game as I frequently either didn't have an obvious pathway to making money or access to the right store options to keep playing. I think making certain amenities like a store and an initial trade option at the start of the session deterministic rather than randomised would have gone a long way towards a more addictive loop. After 5 attempts I still don't think I got to see everything the game had to offer, which is a unique problem to have for a jam game.

Really solid effort for the most part, I'm so impressed! Congrats and good luck on the next one.

Flob the Bloing by Branquelo 2023-10-20T06:24:07Z

Heya! Thanks for sharing to the discord. I appreciated the level of fidelity you put into the game's effects and little things like the background leaves. The music was a bit repetitive after a while, but the SFX were quite good. I felt that the colours and setting were gentle and satisfying though the gameplay was perhaps a bit too difficult by comparison. For the most part the game was implemented well, mechanically, but I would say the tuning of the level design, buoyancy and camera control were too finnicky to really get a good flow going in the span of my time with the game, especially in the later levels where the goo lasers would appear on screen with no time to react.

Still, I was able to finish and I did feel like the amount of levels and diversity among them was well scoped.

Thanks again for sharing and good luck in the jam!

DARQY by Euler Moises 2023-10-09T07:00:21Z

Heya, thanks for sharing! I didn't understand the concept at first but once it clicked, I really liked this idea. I think the core design is pretty good, but struggle with some of the execution choices. Particularly, I think the levels could have been a lot smaller, with fewer enemies. As it is now, it's very hard to have the patience to explore a whole level looking for the key. One alternative could be to show in a very dark grey the areas that the player has visited, just to help eliminate the remaining space.

Other than that, I really enjoyed the sound design and the "jumpscare" element of running into a monster. Thanks again!

Though I Walk by AdamCYounis 2023-10-02T12:49:08Z

@jiri-hysek fixed! I had changed the project name just after submission and wrote the wrong address in the field, but it should be available now.

Though I Walk by AdamCYounis 2023-10-03T13:05:53Z

@greymouser the player collides with both layers, that's all there is to it.

Hot Drills by CodeRaurus 2023-10-19T06:21:30Z

Hey thanks for sharing! I quite liked the dynamics of the monsters occupying the same space as the player and the risk in mining more space and connecting paths. I also liked that the resource points became heat vents, that was a cool repurposing that added some challenge.

I have to admit, I did feel like the pace of the game was particularly slow. The music and rumbling of the engine SFX added to this a little bit.

I think overall, my feeling was that the game's tension is a little bit loose, mechanically. It always seemed like the optimal way to play was slow and steady, and that I could always return to a safe state by dropping back off at the terminal. I wonder if the game's level design was a lot smaller and tighter, and the monsters a bit more aggressive, if there would have been space for a "turbo" which allows you to escape them but at the cost of adding heat to the system. And particularly if this was more of a "rogue" style mechanic where time is measured in distance moved, this would create tension in calculating "how many steps away the monsters are" vs "how fast I'm able to get away". I suppose this is all to say I think a more discrete set of properties of the game might have made it feel more tense and strategic, while also adding purpose to the level design, which did feel mostly quite same-y.

I really appreciated the option to skip levels, because I was able to then see how much content you packed in, and get a good sense of the whole game. Thanks again, and good luck!

Whiskers in the Dark by Diego Teran 2023-10-19T05:59:20Z

Hey! Thanks for sharing to the discord. I really liked this idea, especially in the ways that you diverged from just making it a platformer and embraced the cat aspects of the game (knocking buckets over to break lights or obscure them was really nice).

I felt that the visual presentation was a little on the rough side, though I think the elements were all there. The procedural lighting with normal maps were definitely the way to go, but the way it all came together was a little inconsistent (hard v.s. soft edges, high vs low contrast areas. mostly compositional things).

The light mechanic was a little bit overtuned, difficulty wise. I would definitely have appreciated a bit of "grace" on some of the timings where I really only had a foot out of place for a fraction of a second and still got caught. Particularly in the later levels where there was very little warning about when certain lights would appear.

Overall though, I thought this was a pretty solid entry. I really appreciated the cutscenes, music and SFX, which all helped immerse the player in the world. Thanks again and good luck!

Critical Core by Benjamin Halko 2023-10-09T06:23:03Z

Hey! Thanks for sharing. Your game is really well produced, with excellent music and visually striking effects. I liked the simplicity of it, and the way you tackled the theme.

I do have a few nitpicks mostly around the core balancing factors of the game. I felt like with both the ball and the core growing, as well as the food balls, and the shuriken thrown into the mix, it was a little bit overwhelming to try and manage those factors outside of the frantic moment-to-moment repositioning. I did come up with a few strategies to survive longer and got to round 8 in my playthrough, but I would have enjoyed my time a bit more if it felt like there were incentives to play with particular strategies to manage the chaos a bit better. Often times, games like this include a dodge mechanic with i-frames, or some other resource the player can use to mitigate the times when the RNG is being unkind.

Outside of that concern, I really enjoyed the attention to detail with things like particle systems and the pulsing elements, as well as the high score system of course. You scoped the game really well for the jam as well, which is always worth commending.

Great job!

Burn Beetle by Pious 2023-10-18T05:58:26Z

Heya, thanks for submitting to the discord! I really liked the presentation of this one. Every little touch served a purpose and I didn't feel like you overstepped on any one production value. Music, graphics and effects were excellent for a jam game. I loved the spotlight effect with the tiles selectively losing detail with distance.

The game was easy to pick up and fairly straightforward to play, though I do have some criticisms in regards to the dynamics of the game. Mainly, I felt that there were very few sources of tension to guide my play. The distribution of berries and the shape of the maze made the middle section of my playthrough a little stagnant as I went through a process of elimination just churning through the paths. Here, the addition of enemies or some kind of greater strain on player resources may have added some excitement. I was also curious as to whether this was a procgen game, which would have led to a little more replay value, though it seems to be a set maze layout, which kind of defeats the purpose of a scoring system since every subsequent play should be faster once the solution is found.

Overall, a very well scoped game with great presentation, with the need of an additional gameplay twist to reach its potential. Best of luck with future dev!

Mitch's Budget Movers! by SephoWepho 2023-10-16T06:22:39Z

Heya, thanks for sharing your game with me! It wasn't quite as buggy as you let on, and I was able to finish without any major issues. I thought the gameplay loop was pretty deep for a 72 hour jam entry, there were a lot of little things to do and it did seem like the gameplay mattered in judging the outcome (though, I did only play once and I assume the player always ends up in the red). My biggest issue would be that the three different screens seem to thin out play experience. The packing mechanic felt like the best part, and I think the game probably could have stood on just that one mechanic, giving you more time for polish and to create a bit more tension over more in-game days, which might have felt more dramatic by pushing the player's packing skills to the limit. But I did appreciate that the game didn't overstay its welcome. The runtime is perfect, currently.

I thought the graphics were suitable, but a little difficult to parse sometimes just due to the art style / font rendering choices. The sound was implemented well and didn't get tiresome at all.

Overall, I think this was a fair entry with clear opportunity for improvement with a bit more time / experience. Looking forward to your progress in the next jam :)

Parry Hotter and the Stilosopher’s Phone by osh.studio 2023-10-18T06:15:05Z

Hey! Thanks for submitting to discord, I thought this concept was pretty wild, I have no idea how you came up with it. It's impressive that you put together an RPG in such a short span of time. I thought the gameplay and production values were all pretty straightforward and suitable for a jam. It was easy to get into the action and make intelligent choices based on my dice rolls.

I did however find the overworld a little bit lacking, as there wasn't really any clear reason to choose one fight over another, and I never knew how far I was from my destination. This made the experience drag on somewhat, and I did drop off around 10 battles in when things got too repetitive to retain my interest. A "distance to wogharts" counter would have helped build some anticipation for the ending.

Short of reducing the total encounter count to reach the ending (which I think would have been the most practical option), adding some additional twists to the combat might have helped keep things interesting. stacking dice for double attacks, for example, would have helped with the multi-enemy battles. Just a bit more diversity of gameplay choices to mix things up. Different enemy types could have been interesting as well.

Overall, a really impressive entry given the time it was made in. Thanks for sharing again!

Suck it to Them! by AmberFall92 2023-10-10T06:23:21Z

Heya! This was a really inventive little entry! There were tons of little creative touches that help expand the gameplay on its own terms, like the dash jettisoning ammo, and being able to suck up enemies at the cost of ammo slots. These go a long way in a jam entry, so I feel like you nailed it there.

I thought the graphics were lovely and the sound was excellent (the wobbly pitch shifting when taking damage was *chef's kiss*). On a gameplay design level, I thought the curve was a little slow at first and a little steep at the end, and slightly repetitive overall, but these are things that could be resolved quickly enough.

If I had to nitpick, I'd say the theme could have been integrated into the gameplay a little more tightly, though I can see there was thought there with the limited ammo space and the limited arena in a wave based shooter.

Solid entry overall, thanks for sharing!

Card Hexchange by Arnazian 2023-10-18T07:12:04Z

Wow! This game has so much juice for a jam entry, I can't believe it. I loved the art style and the visual fidelity of the UI interactions. Super important for a card based RPG. It did take me a little while to get to grips with the various mechanics (health, initiative, damage, cooldowns) but once I got into it, I felt like the combat encounters were nicely balanced with a lot of diversity, which is impressive in its own right.

I did find the UX a little confusing, finding myself wanting to drag cards onto enemies but then having to target them afterward. The "skip turn" hit area could definitely have been the whole candle. Little things like that were marginally disruptive, but I suppose worth mentioning given how polished the rest of the game is.

I felt like the game was maybe a little longer than I expected (brevity in a jam entry is appreciated), not too overboard but I definitely felt like things were dragging slightly towards the end. I understand there were many more card variations than I saw, so perhaps that would have changed things up for me.

I like the idea of endless gameplay. NG+ is a great idea, though I think a little "thanks for playing" or similar would have been great after the boss to give the player permission to exit knowing they experienced all the content.

Overall, still, this an immensely impressive effort for a jam game, and I really appreciated you sharing it with us. Best of luck with your results!

Bit Golf by badcop 2023-10-19T06:38:05Z

Whoa! What a creative (read: nerdy) game! I honestly don't know where you came up with this, but I had a really fun time getting into it. The difficulty was maybe a little high at first, and I think a gentler tutorial would have helped quite a bit, given how unfamiliar the concept of compression algorithms might be to those unfamiliar.

Great entry, looking forward to playing your future games.

The Carver by Cymusi 2023-10-09T05:58:56Z

Hey! this was a nice little game. With a simple art style and controls, I felt you did a great job of creating a full experience with very few elements. I really liked the way you worked in the theme with the central mechanic and the balancing factors it placed on the gameplay.

Of course, more polish around animations and visual feedback for hurt states on enemies would go a long way, but I think the tweened animations and BFXR sounds carried the game a fair distance. You should be really proud, especially for just 24 hours!

Good job!

The Big Crunch by Ategon 2023-10-16T06:38:39Z

Heya! Thanks for sharing your game. I really liked the minimalist art style and the funky music. It felt a lot like a WarioWare game or Rhythm Heaven. I thought the mini games were a little hit and miss, with one or two being kind of hard to learn how to interact with given just the intro cue, which I felt was a little too fast and cramped to read clearly at least at first. I would have loved for a chance to recover health, though I don't think that not having one let you down at all, just that this might have given a bit more incentive to try harder on some of the more skill based games.

To be honest, there's not too much to complain about since the game is pretty tight as is. I think given what you produced here you could probably look to innovate with your next entry to push the boundaries a little harder.

Thanks again!

Six Floors Under by maxededo 2023-10-09T06:48:18Z

Heya! Thanks for sharing. I really enjoyed the vibe of this one, with the anthro animal characters and general murder mystery tone. I thought it was an inventive approach to the theme, and an interesting take on a familiar puzzle format. I liked the way the turns were counted in floors, though I really missed an "undo" option to rewind the game a few steps. With puzzle games I feel the fun is more in finding the solution than executing it, so a rewind probably wouldn't have hurt the fun for me at least. I did find the controls a little cumbersome at first, which could be fixed by merging buttons and adding contextual behaviour to others (e.g. walking, turning and pushing could all just be the arrow keys in the relevant contexts).

Overall though, I think you delivered a pretty well-rounded game with a satisfying amount of content and polish. Definitely a strong entry, so thanks again!

Crime Critters (Rob the British Museum) by Pen Island Games 2023-10-20T06:04:44Z

How is it possible that you made this in such little time!? Seriously, the level of polish in this entry sets an uncomfortably high standard for the rest of us haha. I was a little disappointed that the Jam version didn't have any sound. IMO you could definitely have cut back on some of the presentation values to get sound in there and made a bigger impact with the same amount of time spent.

I didn't get to play with a friend, so I think my impression of the gameplay elements might be more speculative than justified, but I could see the level of thought you had put into the dynamics of things like doors and weight of objects requiring cooperation, which is really great to see for a game requiring two players.

Very few other negatives or criticisms I could come up with. This is really just impressive, congratulations!

Killstreak by wiru 2023-10-16T07:06:28Z

Hey thanks for sharing! I think this was a pretty ambitious goal for a jam game, given how many different inputs and mechanics there were. I really appreciated that you managed to fit them all in (shooting, running, jumping, double jump, dash, wall slide, wall jump) though I did feel like the game's difficulty curve was too steep to introduce these things with friendly pacing. The level design let you down here a little bit, being so punishing that a missed jump forced the player back to the beginning. I did like the way that the force fields retreated when enemies died, giving the player incentive to not just run away from enemies.

I liked the music and some of the polish touches in the camera movement on death and the retry button, making it tempting to jump back in on a loss.

Thankfully, I did have a PS5 controller on hand because I found the keyboard controls quite prohibitive. Dash, in particular, would be a far better fit on the shift key than E, as would be the typical control scheme for a game like this.

Overall, a really solid effort with potential for improvement with small adjustments.

Sip & Slime by JakJak 2023-10-20T06:49:38Z

Wow so cute! I really liked your take on this genre. I felt at first a bit overwhelmed by the systems, but that's kind of par for the course in a jam context. Once I understood how to play, I felt like the UX and feedback was actually very well considered and could really appreciate the pacing of the game and the way you added diversity with new vegetable on additional levels.

The graphics and music were delightful, overall just a lovely experience. Thanks for sharing!

One does not make jam without breaking pots by SimonCarter 2023-10-20T06:33:20Z

Hey! This was a short but sweet entry. I thought the gameplay was pretty well considered, but maybe could be improved with some way to scale up the play session such that with correct play, the score could go up indefinitely.

I think some music would have also been a nice touch, though I respect the choice to have none over rushed music.

The game's difficulty was nicely scaled in that I did feel like putting effort into matching the jars was worth it, and I could see a little personal system building as I played my second session. I would have liked a couple more boxes to get every kind in, but I understand the choice to force the player to finish boxes early or burn instant deliveries on stray jars.

Overall, a brief game but well-considered.

Thanks for sharing!