Phone Tree of Despair by Jezzamon 2020-10-18T00:46:34Z
【MAXIUM INNOVATION】
loved it! I was equally amazed and freaked out by the mic input, OUTSTANDING *COMPO ENTRY
10/5 stars from me
Foon → Ludum Dare Explorer → Users → aerloth
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | STARDUST CREATURES | jam | 202 | 3.92 | 3.07 | 3.27 | 3.80 | 4.65 | 4.27 | 4.27 | |
| 2024 | 55 | Summoning | 👥 | SUMMON THE COLOSSUS | jam | 850 | 3.32 | 2.84 | 3.15 | 2.84 | 4.32 | 3.61 | 4.26 | |
| 2022 | 50 | Delay the inevitable | RUN COFFEE RUN | jam | 25 | 4.30 | 4.26 | 4.00 | 4.25 | 4.51 | 3.92 | 3.90 | 4.12 | |
| 2021 | 49 | Unstable | 👥 | FARTOPOLIS | jam | 556 | 3.65 | 3.65 | 4.04 | 4.09 | 3.79 | 3.76 | 3.76 | 3.76 |
| 2020 | 47 | Stuck in a loop | 👥 | INSIDE THE LOOP | jam | 52 | 4.22 | 3.79 | 4.36 | 4.35 | 4.33 | 4.03 | 4.35 |
【MAXIUM INNOVATION】
loved it! I was equally amazed and freaked out by the mic input, OUTSTANDING *COMPO ENTRY
10/5 stars from me
At first I hated the controls, but after a minute I started to like them a lot. Reminded me of Hyper Light Drifted / Transistor - I really liked the mood and the theme, footsteps are a nice thing. In the last level I just avoided the enemies, gave up on killing them all.
I really missed some visual indication for getting shot - a red screen flash would be enough to let me know that I've been hit. Nice 2d pixel art! The end, "polished" product that I imagine in my head is really something that I'd like to play or spend 15$ on steam!
I really liked this experience! As other have written, it's best to go in blind. This "meta" approach is something you see sometimes in other games, but for me it's first time it's used to this extent and really it is the way that you interact with the game.
I really liked the pixel anim - would be even cooler if the starting sequence was really in the OS terminal / commandline :D
I saw that upon launch the game was pinging an outside server trough the network - would be cool to know that you're collecting data beforehand...
Wow the start 2 orbs are super hard, I wish I could hold down W to start moving immediately when the game resets! I liked the portal mechanics, for 24hrs it is impressive - too bad you didn't have more time to polish it a little bit more! Got some antichamber vibes ;)
I really like this idea! Kerbal space program was an enlightenment to me - it allowed me to teach myself orbital mechanics, it is super cool to see a mini-version of this that super approachable.
I really missed some visual indication of the burn direction (played on windows) - the prograde/retrograde/normal/antinormal etc were familiar terms to me, but to a newcomer it could be super confusing.
This could be easily a super good tool to explain orbital mechanics in class or to anybody that's interested - I'd love to see this thing polished and available as a webgl/mobile thing!
Keep on keeping on!
Super moody, nice message but I would describe this more as an interactive experience / art project (or maybe I didn't get something). I could see this in an art gallery, running in a VR headset...
Powerful aesthetics, intense mood and minimal design.
Took me 5 minutes to figure out that you need to dive in the elevated segment. I assumed that it will kill me, just as every other surface in the game - this needs a better explanation / visual message. I assumed you need to go around the loop as many times as possible with the breathing circle etc.
Would be great to restart with SPACE as well so I don't need to click with the mouse!
Otherwise a nice complete mobile game, gfx, audio, gameplay feel are very good. I hope this will end up on appstore / google play!
Nice concept! As some ppl wrote here, has a very "portal" vibe to it. I managed to finish the game in couple of minutes - I wish there was some kind of a bigger ending! It lacks some polish - it was very confusing at start to understand what is happening to the objects, would be cool to have some indicator that it is "rewinding". I didn't like the fact that I couldn't choose the placement of the object with aiming, only with WSAD movement which is super clunky. In one room, there was some red barrels that I hoping I could interact with - but they were just the background elements.
Overall - good proto, needs some UX polish and some art direction! Default ue4 mannequin is a huge turn off :) I liked the way that physics of the barrel were reversing, reminded me of TENET movie as well.
Love the design, audio and the idea. Already got the Android version as well, a game jam well spent - beautiful execution and use of the theme. Hope to see this get big, getting mini-metro vibes!
Why does this have so few ratings - it was a super nice experience! It's like Papers, Please x Adventure Time, I liked it a lot! With more mechanics and some story, I could easily see myself buying a little indie game like that on steam!
I liked the fact that the tasks don't change and you can start doing them from memory. Beautiful art style! I dreaded the moment when the fan was entering the screen...
I really like the concept and the gameplay loop - zen time in between and then super stressful time when hiding the item. Super wonky physics are great and hilarious. RPG was the hardest for me to hide. I like the fact that the old items stay and it's super easy to explode everything and the difficulty keeps going up. Your game reminds me of a weird mix of JAZZPUNK, Papers, please and Prop Hunt in Gary's mod! I don't recall playing something like this before - it would be really interesting to see it polished and with more fleshed out story/world. I'd totally play an indie "hide'em up" set in dystopian totalitarian reality! :v:
BTW I really appreciate the fact that you can play in the browser
If you ever do a finished product out of this please implement well-designed exploding wonky physics, don't do boring realistic stuff :D
Had problems with WebGL (super low framerate, cannot do fullscreen). Downloaded the windows build, I didn't realize I can do a grapple until I came back to the description. I was holding shift all the time as for me it didn't make sense to not run ;x Would be great to see the grapple range.
I liked the mysterious pillar at the start and the modelling style in general, but I wish that this demo would me teach / introduce the mechanics a little better. I gave up in the room where I had to grapple trough the ceiling, it was too difficult for me.
Props for using godot!
Ooof, the controls/platforming is a little bit frustrating. I liked the beep sound when respawning a lot, it was fun to respawn super fast and give it another go.
I like the mood and 【aesthetic】, would be cool if the music didn't restart every time you die!
I would love to see this evolve into a more complete thing - and to join the ranks of celeste and VVVVV!
MAXIMUM TYPHOON
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i really like the minigame vibe, funny audio and minimal graphics, reminds me a little bit of a wario-ware games, but more complex (could be a warioware boss)
beautiful theme implementation
10/10 would typhoon again and with more objectives
not sure if messed up or completed it all
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very trippy experience, 100% capturing the essence of Antichamber and other mentioned titles. Reminds me of "Broken Reality" and vaporwave as well with all the classical paintings.
I liked the portal/bending space gameplay, and it was nice that it was going back to the same "start" space that I could recognize. Intense experience, solid entry, liked it a lot. Dither effects were 10/10.
I AM THE KINETIC ENTERPRENEUR
When I saw the title "Kinetic Space Mining" I clicked immiediatly and was not dissapointed. At the beginning I thought it is a simple minigame where I have to smash the asteroids together, but I was baffled as my job was simply to deliver them to the marked zone? This can't be it, can it?
AND IT WAS NOT WHAT HAS AWAITED ME WAS A COSMIC CAPITALIST ADVENTURE WHERE I WILL GET TO SMASH ASTEROIDS, BOMBS, ACID, VARIOUS ELEMENTS AND MORE TO ACQUIRE RESOURCES
Nice, deep gameplay coming from combining a few sweet, enjoyable to use elements such as the tractor beam, "easy" spaceship movement (that breaks for you and does not conserve the momentum as in space, that would be hella more difficult to play) and nice physics. I enjoyed flying around and trying to fulfill the level's requirements, and when I couldn't, I could always haul more generic asteroids to at least get some money for refuelling.
It took me a moment to realize I had to click on the level info to get the neccessary information, maybe auto pop-up when starting the level would solve that?
I like the various stage select and "the unknown" feel when venturing forth. My biggest catch was the MEGALITH ACID zone where I was supposed to clean the debris but couldn't figure it out so I just delivered a lot of acid and other things for a lot of $$$
I love the fact that the game saves and I can go back to my ENTERPRISE in the future. Graphics are also nice and clean, have a consistent style and all small pixel-particle effects help a lot to make it more enjoyable.
Music gets old really fast, but I can easily play deep space ambient on my own to get in the mood. I would love to see some nice pixel-stars in the background with a parallax effect to feel more space feels.
All done in 48hours in compo mode, with Rust! Super impressive - didn't know about Amethyst beforehand
kudos, solid entry, enjoyed it a lot :muscle:
i enjoyed playing this for a while, the MUD feel is perfect, the crt filter and the whole UI is executed very nicely.
I like the risk vs reward here, in the end I underestimated the risk and got killed while having 39k in my account (so close!)
fits the theme perfectly, enjoyed my essence collecting adventure a lot
after some time i turned off the modem just to move trough the menus faster but at the beginning it was a perfect mood setter
would love some lo-fi audio cues for each scene/event! i imagine the various crystal and beasts sounds
it annoyed me a bit that after i filled or drained the vial it auto-jumped to the first one in the menu, often after draining i wanted to fill the same vial and i had to move again trough the list, just a minor inconvenience
very nice entry! :muscle:
@jimbly I used the post-compo version cheat to continue as my brain would not let me just abandon the adventure (awesome that it's possible) :D
Hotkeys are probably the way to go but my brain refused to accept them and I got into a nice rhythm with arrows and enter key
yes, very
red skeletons only
147 was expecting 42 but I won't agree to disagree
UN STABLE D
the sole fact that you can shoot horseshoes is 10/10 you got the basic game working and it's possible to properly finish and win it - it was fun killing the samurai farmers with my HOOVES GUN kudos for understanding/admitting that you ovescoped, with more experience it will only get better
keep making games!
The twist at the end was quite dark :D
Superb graphics and animation style, you really managed to create a small contained world here that I enjoyed spending some time in.
Implementation of the theme is also nice, I liked the fact that carrying the stack disables the jump and effectively there are 2 different modes of movement that are very different. It was also refreshing that not each log required doing the stacking.
Personally I feel like the stacking mechanic/movement could use some more polish, as it required me to be super slow and super careful, and sometimes felt tedious instead of fun. Sometimes when picking up blocks the whole tower would collapse, and my worse enemy was rotating the character as often it would do it super fast and mess up the whole tower. I would love to have more precision when moving during stacking or ideally the blocks to be more forgiving, more 'sticky' so they would not collapse so easily.
I liked the tilting mechanic a lot, I feel like you could make a lot of interesting gameplay ideas with this and differently shaped objects etc.
The pacing of the game and explanation for each mechanic was very well done - I enjoyed exploring this little open world.
Solid entry! :muscle: 🍩:fire:
I love DDR and similar games and I definitely enjoyed this minigame!
The lo-fi music and sound effects were a perfect match to the pixelart style, I felt the 8bit zen energy flowing trough me!
It would be great if there was some way to recover the "health/balance" if you make some mistakes, so it's not only a "losing" game. I can imagine extending this with more moves and small random events to make it more diverse as it progresses!
Nice entry, would love to see it developed further!
TA DA DA DAAAAAA
I balanced a lot
Nice small platformer with satisfying physics. I liked the camera perspective a lot (wide angle, staying on the ground), it was a very refreshing take on the side-3d-platformer.
The music and graphic design reminded me of the oldschool JazzJackRabbit2 which also featured INTENSE colors and ABSTRACT graphics sometimes
Story bits were enough to keep me interested in the next level :D
I kept spamming space to get maximum height, thanks to this I didn't have to carefully balance on the platforms - not sure if that's the intended way to play but sure it felt good
Also: I appreciate that physics did not break or bug out! Everything worked OK. A lot of games featuring physics and a lot of objects often get weird and buggy, this was not the case for me
my time below:
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got'em all!
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I liked the puzzles, kudos for not handholding the player all the time - took me some time but I managed to figure out all of them. They also didn't require any external knowledge of cipher systems etc. - good job on nailing the difficulty level (at least for me!)
It felt like an OS-themed escape room - I would love to see some manifestations of the system instability like visual glitches!
Pathcloser was nice, not sure if that was one of the issues in the OS but I got the beta key anyway :D
I can imagine such a game being pushed further with windows 95 aesthetics and running in the browser (like WINDOWS93 website)
nice entry!
Quite a lot of depth in this one! I did not encounter a physics-based match-3 game before. I like the fact that there are 2 lose conditions, I had a rollercoaster of emotions while my combination was too small and it was going to disappear and then when it grew bigger, nearly out of control the situation totally changed super fast.
The whole atmosphere was calm and relaxing even when gameplay got intense, and the beautiful sounds made connecting the atoms pleasant and enjoyable.
I noticed that particles keep the radial grid nicely and shift around flawlessly, without any physics/instability issues. Sometimes I couldn't get the particles to attach, but I wasn't sure if that's because of the rules of the game (certain particles don't attach) or just the physics magic.
It took me some time to realize I could move AND rotate with WSAD and arrow keys. I've read the "how to play" but somehow my brain did not register the possibility to move with arrow keys while focusing on all the other rules. On-screen key prompt on the first play would surely help, especially that I assumed that WSAD and arrow key usually do the same things in a lot of games.
Graphics were clean and readable, but if would be to nitpick, I would maybe suggest working on the color palette and graphics a bit - all other parts of the experience are already on high level. The 100% saturated colors combined with purple background don't harmonize very well - but that's my subjective opinion - nitpicking.
Solid entry, deep gameplay, fresh mechanics - nicely done :muscle:
It took me 2 minutes to figure out that WSAD also does something in the interface :D I think you have a solid idea here, a turn-based card crypto/stock trading game is something that I'd definitely like to play. Sounds like you overscoped this time, but that for sure will bring you closer to success during next jams/compos.
If you have time to work on a post-compo version that would be great to see! Looks like you have all the mechanics in place, some balancing and an intro/tutorial sequence to explain all the elements and this game would be way more approachable!
Keep on keeping on, Sminem is with you
YARRRRRRR
I HAVE REACHEDTH THE ISLANDTH
i liked the stylized 2d waves/island a lot, nice little minigame, glad that you can play with 2 ppl or alone!
i like the fact that you make a mess first (unknowingly) and then you have to navigate trough it to complete the tasks
the perspective and physics reminded me of playdead's INSIDE game
the small black hole thumbnail is aesthetically pleasing and that was what convinced me to click and play the game , I imagine that with more time you could execute a really nice one
I had fun pushing around the furniture and "cleaning up" the files
kudos!
in first playthrough i got a bug where i pushed a lot of stuff in the reactor and one computer was not destroyed: chrome_09hehbVZ0r.png
Hope you get hired and add this mechanic to next doom games :D Very satysfying to play, sometimes a bit hard and requires super good tracking of the moving tables, I would love to have an option to have the aim a little bit more forgiving, so I could focus more on "how to do this" instead of trying to be an aimbot and failing to execute.
Very nice entry, impressive! I liked the difficulty progression a lot. The level with the arrow up and 4 cannons firing down was the hardest for me
Obligatory end screen screenshot: times.jpg
@omiya-games thanks for playing live and for constructive feedback! Glad to hear that you've enjoyed our little creation :)
Note taken for all the flaws mentioned - all valid concerns that should've been addressed.
Fun fact: citizens actually have no smart "AI" - they just choose the target box at random, which we have thought will not work at all, but was just enough to make the gameplay interesting to our surprise. A proper "choose a slot on the opposite side" would certainly make it more predictable.
We found it strangely funny that some of them would even stay in the room with the fart. Do they enjoy it for some reason?
Screen shakes and "ghost collisions" come from a fact that sometimes, buildings collide on their own (sometimes even off-screen) and we don't have a separate, less impactful effect on that.
We were also surprised that in the end it all worked and allowed you to control the tower somewhat!
Fart on!
@eoshadows thanks for the nice words! You are right: I think the last 2 HP are hiding behind the frame, thus not giving proper information to the player :)
@dogez we find that behavior intended and normal, glad to hear that our invention is working :D
@kuro that screenshotted quote is deeply philosophical and resonated deeply with me
@geckoo1337 thank you! And thanks for playing and taking some time to write kind words!
I like the movement/combat/platforming mechanic a lot, the slow buildup of the "jump force" and the visual feedback on the stapler are great.
I played quite a lot of indie platformers and I don't recall such a mechanic.
I'd love to see more variety - it's nice to strategize and learn the way of the stapler but after some time I was missing having some horizontal movement speed - I can imagine having multiple modes of movement where the the STABLER is only one of them.
Solid entry, nicely done in such a short time and a weird linguistic twist on the theme :)
STAP/BLE ON
i am writing the best review
during the entire game I wasn't sure if it was making fake typos or if i was making them for real, they only appeared when i was typing fast
i like typing fast and i enjoyed the game and the dark atmosphere
i played with the speakers on and it creeped the other person in the room out when i suddenly was typing the words on screen like a madman in the shining
writing the words really forces you to process them in a different way than just reading, i liked it a lot
i would look forward to a game where you type but they're certain mechanics and events tied to it.
I expected the game to change my words at some point or that i will have to type something else to get the "right" word
food for thought
now, you reading it
you need write your own review
45 attempts to win! Very cool control scheme, clean information about the rocket state, I appreciate the danger/checkmark symbol a lot, it's 100% clear when the landing will succeed and when it will fail - the game feels tricky but at the same time it feels fair - if I mess up I know it's my fault
I muted the soundtrack at the start, but in my head the music from the SpaceX Video "how to not land an orbital rocket booster" was playing :D (nice classical music)
very elegant game and it matches the theme beautifully, very solid entry
I would love to see some nice explosion debris to make the crash more juicy and have a little reward after you mess up
nicely put together, I like the aesthetics, choice of colors and the fact that I can play in the browser no problem. The rotating mechanic was not intuitive but the instructions in the text were super clear.
It's quite punishing! I like the fact that you can mess up your previous construction in the build phase. I'd prefer some shorter pieces at the start, that way it would be a little easier and then ramp up the difficulty afterwards
nice
Sweet controls and I managed to make little drifts with my scooter, I would love to be able to drift more! I feel that in the original mode all the fun things you're not supposed to do (hitting shelves and people), I played the inverse and made my personal objective to a) get all the shopping as fast as possible b) cause MAXIMUM DAMAGE
I love the instant ragdoll when hitting people, this is exactly how I would behave if I'd been hit with a mobility scooter.
Rear view mirrors are such a nice touch :D
One time on the Level 2 I hit the milk crates and got stuck, had to alt-f4 and restart the game, see screenshot below: Clipboard01.jpg
I would love to see this expanded and have the scooter move more swiftly and crazy, doing drifts and to make the objective to cause the maximum damage and do the shopping as quick as possible, I imagine a rating system like in Devil May Cry that would give me AAA ratings for sick drifts combined with collapsing as many shelves as possible
Solid entry :muscle:
ah i though that was super polished and sweet but then i realized what SNKRX is and that as I understand a lot of it was used as a base?
i had fun playing the mini rts, not sure how the theme is implemented here unless you mean the crash that i got heheheheh
very hard to say what is coming from the SNKRX and what is not as I'm not familiar with the game
got a random crash after an arena:
`Error
engine/math/random.lua:44: attempt to get length of local 't' (a nil value)
Traceback
engine/math/random.lua:44: in function 'table' buy_screen.lua:375: in function 'set_cards' buy_screen.lua:82: in function 'on_enter' engine/game/state.lua:45: in function 'enter' engine/game/state.lua:113: in function 'go_to' arena.lua:974: in function 'transition_action' shared.lua:467: in function 'after' engine/game/trigger.lua:283: in function 'update' engine/game/gameobject.lua:50: in function 'update_game_object' shared.lua:483: in function 'update' engine/game/group.lua:58: in function 'update' engine/game/state.lua:72: in function 'update' main.lua:1883: in function 'update' engine/init.lua:159: in function
Impressive for a team without previous coding experience! I enjoyed the story and the slow reveal - it's well put together.
The fact that the graphics are simplified invities the imagination to fill out the details - which works good for this story I think. It would be great to see the graphics and UI more polished, but I think that staying more vague/abstract with the style will be beneficial in this case.
Hope that you enjoyed the jam! - looking forward to your growth and future projects! :fingers_crossed:
Story and overall mood fits well given the current events happening in the world! I loved the artistic, detailed qualities of the intel and the deep psychological analysis that I had to perform in order to get the neccessary information :smirk: Impressive technically with polished graphics and working TV! While short, I enjoyed this short exchange that enabled me to delay the inevitable.
Respect for the detailed manual and ambidexterous controls.
I like the concept - I would totally play a longer game with this concept, something with the mechanics of"Papers, Please!" but more lighthearted and with tounge-in-cheek tone - sounds interesting!
I would love to see the "writing" part explored more in this concept - the setting, audio and graphics set the mood wonderfully but it left me hungry for more!
Played splitscreen (2 players)! At first, we enjoyed the choir sound-bites when sacrificing stuff. Game was great and we enjoyed competing who will survive the longest. It was already a great jam game, with sharp pixelart graphics, great music and sound feedback, tight controls, nice concept. It already earned the place in our hearts.
Then, we realized there are babies to sacrifice. And it got even better.
Then, we discovered that we can actually fight the villagers back which was great. Turns out, you can also sacrifice them afterwards :smirk: The game got better again.
When the timer runs out, we thought we're done. But you don't lose immediately, the ghost spawns which will haunt you. And soon you will discover that it is also not an invicible being (sacrificing plans didn't work here tho, sadly). You guessed it, this has made it even better.
Then, we realized that we can probably harass other wizards. And it was true.
The ultimate sacrifice was really satysfying. Overall it was really really good and we were more impressed by each interaction :D
Excellent entry, I'm keeping this one on my hard drive for short but sweet local multiplayer sessions with friends. Technically it worked flawlessly with gamepads out of the box (xbox one gamepads). It was very, very fun to discover all the little mechanics and I'm surprised how deep it went! I would love some kind of a comeback system after the death (or ability to possess some other creature on the map to keep playing (CRAWL style))
I really enjoyed my time spent on the ship with 3 quirky heroines. Amazing music! Art, audio, writing - everything works together to create an engaging experience, that I couldn't put down until I've got the lander repaired and ready to go! I love the writing - as other players mentioned, keeping things lighthearted and funny while still not destroying the omnious atmosphere. Got major retro vibes with the UI/Gameplay, and it was very refreshing to play a non-action oriented title here! It's really, really good. I got eaten by the monster once and I was already getting mentally ready to re-do everything from start but I was pleasantly surprised that there was a savepoint!
The music getting more intense when close to the danger is super cool. I love the 8bit track and it's now stuck in my head after playing ;)
I was not sure what the monster does to the rooms - as it was described as total destruction, so I was afraid that I could lock myself out from a solution by destroying key items/rooms - but after a few encounters it seemed like there was no negative consequences (does it destroy the pick-upable items like decoys and flashbangs?). At the end the monster did not pose real threat in my mind - I just had to click the right option when the danger got close... but the mood was still there :v:
Lovely entry! Keep it up, hoping to see a major narrative-based hit coming from this team!
I really liked how the characters interrupted each other sometimes, it's text based but conveyed emotion and personalities very good!
I like a lot the fact that this TD game is not split into separate "waves" where you have to wait a lot of time before something comes. The fact of the nightmare taking up your land instead of losing "lives" is very good! I wish that I wouldn't lose my max upgraded towers immiediatly - the fact that the avaliable space to build was already being taken was already punishing! I wish that the "nightmare" somehow avoided my towers unless impossible or refunded me some currency - being able to fight back would be fun! If you lose some towers, it's pretty much game over as it's very hard to come back.
I like the clean pixelart iso style. With more polish and experimentation this could be a nice fresh spin on the classic TD genre!
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Graphics, audio, mood - totally amazing, I was taken back to GBC era with clean, beautiful pixel art, comforting sounds and chill tune in the background. My brain takes pleasure in matching patterns, the icons were well designed to be similar but not 100% which hit the sweet spot for me.
I didn't catch from the instruction that it's possible to double-click to get rid of the bubbles, so at first I thought that this is the "inevitable" part where I run out of correct symbols and I'm forced to place the wrong one in the cauldron - a small on-screen prompt would help a lot here!
Only on my 2nd playthrough I noticed the timer on the top - at first I was not sure why I lost! I think it could be more visible as now it blends with the background a lot (or some kind of a low-time warning?)
Good job, nice entry! :v:
A beautiful sight - tasks and bugs that solve themselves! I enjoyed managing my kanban until it jammed a lot! The "onboarding" experience and slow reveal of the UI was very well done, I was gently introduced to the whole system (I knew kanban beforehand, but I don't use it intensively). The tasks and bug descriptions are nicely written with humorous take. At some point when I lost the game a big card appeared and then everything dissapeared, I was not 100% aware what happened (I tried to keep the bugs out but I assume I didn't implement enough features)
Would be great to get some kind of a meter for the "mood" of the customers.
In my browser horizontal scrollbars appear in the kanban columns, not sure if intentional (running chrome on windows)
I'm genuinely curious if this game could be used for introducing people to kanban in a nice, interactive, light-hearted way - my feel is: yes!
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After fullfilling my destiny and doing what I could for grandma, I decided to live behind the small bush near the path that leads to the river. For there I will stay, forever guarding the realm of grandma, as a protector of the flowers, destroyer of snails, I will preserve her and wait until she wakes back up to reign in her kingddom once again.
I enjoyed being a helpful goose for once.
Thank you! Cool too see Godot being used!
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Managed to collect ~100 clouds before the timer hit 0, then I managed to collect everything there was on the map! Sweet pixelart, the graphics look really nice and are easy to understand. Some of the beds were E X T R A long, I wonder who sleeps there!
The music and sound effects really fit with the rest of the game and bring the dreamy atmosphere, very nice to hear some real recorded music!
I think that gameplay needs some development to be more engaging but you managed to deliver a nice coherent package in a short time as a team - and that's no small feat!
💪 keep on keeping on!
19600! Very nice sound and clean graphic style, I like the trail effect a lot. Controls are responsive and enjoyable to move around. I liked the feedback after hitting my victims. Overall I enjoyed my session with this game!
I find the rage mechanic interesting, that it's only possible to kill the knights when in "danger" rage mode on low hp.
I would love to see this game extended beyond the arena and to have some stages that give a sense of progression and give me oppurtunity to "clear" the room of enemies before moving to the next one!
GARLIC KNIGHT FELLED Clipboard01.jpg
- sweet compact, readable pixel art - nice parallax background - the inevitable keeps coming but i can delay it with eating blood indeed - the character feels floaty to control, but once I got the hang of the dash it was easy to move around - I was starting to wonder if the stage is just randomly generated and goes forever but then THE GARLIC KNIGHT APPEARED - sweet blood trail effects - would love to see more opportunities for wall jumping - i would like to see more cowboy vampire content
:cowboy:🧛
Once I saw the name of the game I had the choir singing "AMENO" in my head. Beautiful art style and animations! I tried multiple approaches but I wasn't able to get past level 1 - the opposing god appears very fast and I need to react super quick but I can't get a good feeling where I should place my "wind" as I have no clue about the effect that it will have on the vase!
I tried first to set up a safety net from my wind powers with multiple clicks but once the vase was out of balance from the stand it was always going to break! Then i tried to counter the opposing blow with perfectly placed counter-wind but it was super super hard for me! I would like to be able to practice more or to somehow see the expected wind a little bit earlier to be able to react to it in a more informed manner!
Thank you kindly all LudumDarers for playing and writing out your thoughts!
@lenan thank you for feedback! I found out last minute that the web version does funky stuff to the smoke particles - 100% true, smoke is too much in some moments - it's a little better on the windows vrsion
@tyler-miller thanks for pointing out the issue! To dash, you need to jump (be in the air) first. I should've made this easier by allowing to dash while on the ground and giving it a cooldown then!
@golin thank you! I've lost count how many I've added but sounds like all of them!
@haztro thank you for playing and for precise feedback! True with the signs - it's supposed to be fun to read them but they eat up valuable time! Maybe the sleep timer should stop in a given "zone" after you completed it - that would allow for more relaxed exploration :thinking:
@blizzsuxx thank you for playing! Valid point with the "bed-reset" - in my head not resetting the coffee pickups combines with the theme of delaying the inevitable moment before you'll fall asleep in the end - otherwise players would spam going back to bed to reset the pickups! Maybe a 'respawn' button to avoid waiting - or better bed/coffee balancing would help :thinking:
@woetnie thank you for playing! True with the trees, I did a trick with flipped normals to have the outlines but didn't know how I can fix the collision fast without doing a separate collision mesh.
@alyd-asmar thank you for playing! Will investigate the drift, didn't notice anything like this before.
now looking forward to playing and rating more games after responsibilities are done!
First time playing folder/file-based game here, it's a very nice mix between a digital game and a board/card game! The writing, graphics, voice acting - everything came together to form a magical experience that is relatable for anybody who had to go to school at some point ;)
Very innovative approach - surprised how digging trough the folders with the time passing is really relatable to the morning rush and trying to find your stuff in the mess!
The descriptions and key images work together with the music loop to create the room in one's imagination beautifully. When I think about it now, looks like this game could translate well into a fully paper-board-game experienca but also in a fully digital, interactive experience :thinking:
I have a Windows Explorer extension installed that allows for peeking inside image and .txt files when hovering (QTABBAR) so this really felt like hovering over item icons in some rpg for me ;)
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Beautiful entry! This memory will stick with me for a long time :v:
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my best was 400m! Lovely, clean pixelart graphics. Atmospheric music and sounds, clean, engaging and simple to understand mechanics, I've enjoyed this entry a lot.
At first I thought that the people counter was the "house" counter and one time I placed the house in an inaccesible place and I thought (wrongly) that I've locked myself out - turns out that it was active "people" counter.
Sometimes the guys would just suicide in the slime even if they had an escape path - not sure how to prevent that. I guess I would need to move them faster by giving them build orders - would be cool if they had more self-preserving insticts!
Very impressive for 48h - a solid compo entry! :v:
Got to the 6th spot on the leaderboard with 35! Gertrude's infinite jump really helped me out (not sure if intended, felt like cheating ~~!)
I like warioware games and this was a nice refreshing experience! I enjoyed figuring out the minigames and finding the best way to deal with them - only the disco ball felt unfair as it seemed impossible to dodge the lasers in some cases.
The short exchanges between the minigames really add to the personality of the crew, and I liked a lot that the dialogue changed depending on who was still in the car - it really got me to look forward to the exchanges. Nice writing!
The music was vibin and my monkey brain was looking forward to the distinct "WIN" sound every time. Thanks for creating this! :v:
OH YEAH I LOVE THEM BULLET HELLS! The over-the-top epic description was so over-the-top that I said "ok lets try this" even without seeing any screenshots! I did the retribution and it was indeed airborne and full of legacy ;x
At first it was not clear for me if the fire at the ground will kill me as it was looking quite dangerous but in true danmaku fashion, only the bullets bring real pain.
Sometimes it was hard to differentiate between the fire and bullets as they had similar color - my brain also kept mistaking the shadow of the plane for the plane itself which made the bullet dodging harder!
I would love to have an indication of the hitbox to know how to safely manouever between the bullet waves!
Keep on keeping on!
Hey nice jam entry! This feels very different from other games that I've encountered so far, I enjoyed balancing the stats and quickly reading the events. It's a nice mechanic mix that requires you to think fast but also requires some skill to aim and place the events correctly.
The flow is also a good metaphor for life, which flows forward without our control and we have a chance to make some choices and take some actions but we don't always have full freedom :thinking:
I enjoyed playing this, thanks for making it!
WHY THE SINK IS ON FIRE. I found it hard to resist the charming goat, and the way it verbalized the choices and opportunities... And I have also learned an useful fact about northern france that was unexpected...
Would love to see some more extended "stories" that come back after some time etc.
Nice entry, I enjoyed the time I spent with the Gods of Discord (for some reason after reading the title first thing I expected was a Discord Server simulator game)
Very distinct style, nice atmosphere. I like that even the tutorial has the item guy setting the mood at the end. It is challenging, but rewarding to execute the air combos. Somehow I would like to have more awareness what's where as I have to look around super fast to be able to do anything and I'm super stressed while trying to move up!
I remember with the LD49 tables and tremors I had a similar issue - maybe my skill is lacking, but personally think maybe lowering the gravity would help with the stress and would allow me to get in the "zone" more - so I could focus on getting the sweet combos and avoiding the enemies - and now just gravity alone can be very punishing :D
I like the roguelite vibe and upgrades, it feels like a complete experience not just some random levels put together. The audio-visuals are stylish, coherent and communicate what is happening clearly. Tutorial level was friendly and enabled me to learn the basics without stress.
Overall difficulty level is a little bit too high for me - I have to really be determined to try again and again :D
Nice entry!
Nice way of transforming an everyday job into bullet hell game, with all the "boss" phases translating into how it works in the real life. Took me a few seconds to understand what is happening, as there's quite a lot of systems working together, but I got a hang of it quickly. It reminded me a bit of the undertale combat system where bullet hell was also used in unexpected ways and connected with words etc.
You can tell that the message being told with this game is coming from personal experience and for me that's a plus - it's something individual that expresses the author - opposite to an "usual" approach to creating games where sometimes gamedevs do something in a certain way just because the audience wants it or it's just more mainstream/marketable.
My only complaint - would love to get a little bit more visual/audio feedback on positive/negative hits, it was still readable what was happening thanks to all the healt/stat bars and distinct graphics but some sweet fx would make it even more clear to my monkey brain while playing.
Congrats at completing the Jam entry in time! :v: fingers crossed for your next entries!!!
Sick air indeed - I liked that each powerup had a clear effect with the animation so I was sure that something good was happening.
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Thanks to the stats at the top I was able to check that I am indeed going up and further. It was a little bit like flying the airplane using only the gauges and other controls - as the sky/landscape behind doesn't allow to quickly recognize how fast you're going - would love to see background somehow communicate the speed and direction that you're going!
Thanks to the sounds it was clear to me when I picked up a power up - some visual feedback would also be good - like some particles or the screen flashing!
Congrats on completing your first LD! For me, each LD event teaches me a lot about game making, but also a lot about organizing myself to work in the most efficient way - and decide what is most important etc. Keep it up, hoping to see your future LD games!
:v:
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A nice hybrid between management sim and clicker! I enjoyed managing my portal network. I discovered a bug, where teleporting some passangers after getting fired would un-pause the game again and everything got running smoothly. I could ignore the angry firing message and just keep playing - which enabled me to upgrade everything to the max!
At first the path "ghosts" did not appear for me, only after unzooming they started appearing. During my first playgrough, after I lost the 1st time, after restart the money would not generate properly. I refreshed the page (playing webgl/html) and everything started working properly.
Great introduction to the system at the beginning.
If I could suggest a few things that would improve my experience: - it's quite tricky to see which item I'm hovering as they get transparent (so the active item is even harder to perceive - I would prefer to see more contrast, some bright color to easily tell what I'm influencing) - the stonehege stations get stones added, but it's very hard to tell at a quick glance which level they are - I would like to be able to tell instantly their level between 1-6 and then decide which ones to upgrade. This could be solved in multiple ways - with sprites for station levels being more distinct or a label with level added somewhere for example - some visual and audio positive feedback after upgrading elements of the network would be great - as other suggested, scrolling/panning the map with mouse would be great as well
Solid entry, thank you for creating it! :v:
Man the heart transplanting animation is really SOMETHING :D
Nice combination of mechanics (metal gear heart transplant?) I like the suspense and the fact that I need to juggle and look out when is the best moment to perform the transplant :D
Nice tough with the hospital guys slipping on the wet floor and decreasing satisfaction. The chill elevator music helps with the absurd tone of the game - everything here feels consistent and comes together nicely.
Would love to get some more variety as after a few transplants I've found an optimal strategy and it was not problematic to keep my heart meter up.
++ for the grillmaster 9k :DD
At first I thought I can also "interact" with the dead patients in their rooms as well but it's understandable why it would be suspicious :D
:v: nice one
@tamara188 @moritz-jaeger @simonbw @isayneigh @leiv-erik @eonarheim @thecze thanks for catching the bug and sorry that it happened!
we tested multiple times but somehow it got trough! the floor in the intro area should now be fixed both in WebGL and Windows versions
if you liked the COLOSSAL vibe we would be super grateful if you would give it another go!
very cool take on the theme, strategic placement of the feet feels good, really makes you feel like a gentle titan
i spotted a tiny sphere always in the same place on the screen, is it actually the player? :D
very cool little devilmycry-style game! super impressed with the overall feel, fluidity and gfx vibe. at start i didnt understand that I get poisoned by the zombies, but then i re-read the description ;) after I while i figured out how to survive super long without dying!
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ok I was super impressed by the mega rat.
super good looking entry! the look of the sewers is very nice along with the ambience, I also like the idea that the upgrade resource is the ammo and health at the same time, would love to see more rats evolutions
it felt a bit unfair that it was impossible to dodge the purple guy shot as he would fire even if i try to kill him super fast
very nice that there was a boss to beat and a micro story to follow
solid!!!
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very clean and nice execution! full pro, zero jank - nice! Def has a "farming symulator" type game vibe/aesthetic. Very consistent and feels "complete". I learned some nice interesting facts from the questions themselves.
I wish there was a local versus mode so other people can control other snails! Kudos for 2 language versions
Will you expand the snailverse????
@peter-dam woops sounds like a bug! there's an additional very nice ending scene after you jump in the door, will investigate why it didn't trigger - thanks for playing and the kind words
@yoanntsitionis @kevin-meissner @warflame @endejck @deantwotwo @zyppi thanks for downloading, playing and your kind words! We really appreciate it - as it's not as frictionless and quick as a web build :pray:
@happytrollangus @winter2277 thanks for playing, kind words and debugging! will look into end scene trigger issues and hopefully do a fix soon
ah wow first i noticed the stylish screenshots and the name was very interesting
then I entered the game... wow, stylish menus, typography, iconography, instant wipeout-vintage-racing-game-feel which was amazing
wait, HOW MANY TRACKS ARE THERE? HOW MANY CARS TO CHOOSE FROM? WHAT IS THIS MAGICK HOW IS THIS DOABLE IN 72h
very nice job, I expected somehow a true 3d racer underneath so I was a little disappointed by the gameplay but to pull that off would be indeed a herculean effort! i was very happy with the experience and i'm super impressed by the result, congrats !
huge respect for not using any engine, writing the code yourself and using opensource tools!
HTML5 LD version opened in a new tab works fine! https://files.jam.host/embed/$398778/33495/index.html
the song def fits the theme! I like the unorthodox twist on the "little creatures" theme ;) pixelart is well made and interactions feel solid, I got some of "papers please" vibes creating my videos. Def I could see this expanded into a full smiluator/social commentary game
sometimes when dragging the cards I would like the slots to be more "magnetic", a few times i was sure i dropped them close but they didn't snap
nice
very cool idea and nice execution, I enjoyed waving my wand and controlling the bees a lot, I like that the left click works both as a attack for wasps and disperse to avoid birds (birds?) these big flying guys eating my bees
i got wrecked by the birds later on, would be great to have some more mechanics to build the hive or some other structures etc! for a jam game this is super nice and shows that you can deliver a fresh idea and execute, love it
man i would love to try playing this with some kind of motion controls like a wiimote
congrats very cool submission!!!
First of all congrats on shipping your jam game, if it's a first one then it's already a big achievement to put together something working!|
I like shmups and rythm games so I clicked super fast after reading the description. Lots of cool ideas here that would benefit from some more polish / ux improvements (at the start I wasn't sure what to do, I didn't notice the tiny additional fairy)
The progression in the bgm feels very nice, it also lets you know that one of your companions got lost. Kudos for making a system that punishes you, but without "death" or loss of progress. Jumping around and shooting felt pretty good - apart from hitting the enemies - I had no idea if it was working - I would love some more hit feedback! I didn't bother to arrange the fairies in any particular order as the additional firepower was already a big advantage. Some of the fairies I pulled from behind the "wall" that was blocking progress - not sure if that was intenional. Overall I can see a seed of a truly fresh game - your team def needs to do more jams!
Love all the references in the background. BTW - sometimes it was quite hard to see the projectiles - would be cool to have some visual separation between the game and the background so they're easier to spot.
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excellent entry! super good feeling for the movement and overall feel of the microbe, super impressed! im not sure how would I even approach creating something like this - very nice! I love the eating feel, absorption, the attacking viruses trying to breach my barrier - very nice. overall look & feel is also excellent - a cherry on top that I missed was some nice minimal audio design.
I would def like a game fleshing out this concept. Micro Wars Vampire Survivors soon?
Super nice entry, happy that I got to play this!!!
"WHATS TAKING SO LONG, PORTER" jesus this will be stuck in my head now huge respect for creating all of art, sounds and delivering really fresh gameplay idea! I like it a lot - I think with the skills of the party you really created a very interesting dynamic - they are all somehow helpful but annoying at the same time (you would think that the healer is the best but the constant farts...). sound fx are 11/10 i loved the coin pickup sound
amazing animations and intro
i could totally see this developed into a fully fledged game and your team def has the skill to pull this off!
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