FoonLudum Dare ExplorerUsers → Agecaf

Agecaf

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201842Running out of spaceSpaceaboncompo334.033.724.084.483.463.722.543.71
201739Running out of PowerAI Overlord Runawaycompo1663.603.653.323.533.463.742.253.29
201430Connected WorldsTraveler (by Agecaf)compo933.793.803.624.153.743.732.503.1948
201429Beneath the SurfaceBridge to the Abysscompo2143.573.503.383.672.654.171.963.6792

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 Agecaf

LD29 — Beneath the Surface

Generic Adventure Game by Jezzamon 2014-05-01T16:58:00

This game is just great. Excellent in each and every aspect.

Blue waves by dector 2014-05-03T19:28:00

The music suits very nicely the pace of the game, well done!

Chassis Driller by Griz 2014-05-05T12:23:00

These are probably the first Unity graphics that I liked. Well done! The only thing I could say is that the last "dive" is just keeping the down arrow pressed, but otherwise it is very fun!

Anthill by gre 2014-05-05T11:26:00

Very fun and addicting game. It's crazy how sometimes you get tons of food, and sometimes food supplies begin to lower drastically.

Prehistoric Kerfuffle: Tussle at the Rumble Dome by NoahC_ 2014-05-03T07:56:00

This is fun in an unexpected way. good job!

Loose by Once Upon a Team 2014-05-04T15:05:00

The combination of changing colors with the music set a nice mood, well done!

GameJammed by ShivanHunter 2014-05-05T10:51:00

The lightning effects are amazing, and fit the graphics environment a bit too perfectly.

Herbert Crawler by Ronin748 2014-05-05T10:33:00

A little bit short, but what was made was well made. I liked the graphics, and the movements are smooth, but the inventory system was a bit unclear.

Sopora by Crabman 2014-05-05T08:22:00

Nice game! The change of scenario made me unable to "cheat" on the second go, giving it a certain replayability.

Dig Back Home by Chaoclypse 2014-05-03T07:47:00

The first couple minutes of this game are quite fun! Towards the end it gets a little repetitive though (reached about 200).

Woodcutter's Folly by Troy 2014-05-03T08:33:00

It was a bit hard to control, especially for those landings on little 1x1 blocks. The current flow, however, was quite interesting. It also has a nice unexpected ending!

Bridge to the Abyss by Agecaf 2014-04-30T18:26:00

Okay, I'll tell you a secret. You actually can see your highscore. But you can only see it near the surface. Oh, and if you want to claim any points, you have to come back to the surface again. But don't tell anyone, *it's a secret*.

Stroppy Swan by bazld 2014-05-04T14:24:00

I really liked how you made the swans, and the sound they make. It's fun and simple.

Duo Descent by DJWizardCop 2014-04-28T15:35:00

Nice graphics! I really liked the swimming and wall sliding animations. Wall jumping is a bit hard though...

Orbit Fighter by syre 2014-04-29T17:05:00

This is quite interesting, good job!

LD30 — Connected Worlds

Switchboard Connection by Scott Baker 2014-09-06T09:19:00

A very unique idea, really fit for the theme! It's also executed well enough; with dialogues giving enough variety.

Intergalacticnet by divillysausages 2014-08-31T15:59:00

Although a bit hard at first, the controls feel very nice, especially when you manage to combo a couple of planets! Also, this is great visually, and very funny in the dialogues.

Tribe of the Giant by MerlijnVH 2014-08-25T09:59:00

Nice game! The graphics felt very fresh, and the idea was interesting. I didn't completely understood how to eat them, though. (Also: Magic mirrors! how does that even work?)

Proxy Plex by rasmusrn 2014-08-25T10:05:00

Sorry, I tried playing, but the click and dragging seemed to be offset (I could drag the circles, but I had to click somewhere else to do it)...

Proxy Plex by rasmusrn 2014-08-25T10:46:00

Thanks for fixing the bug! Aesthetically, it is very nice, and challenging enough to be interesting... Music would have been nice, but it's still a very fun game (Just one question, there's only five levels right? (It still says get ready for the next level...)).

NECLiD by 0x0961h 2014-08-25T08:52:00

Great game! The graphics were excellent, and so was the level design.

Light Year Wars by nicotuason 2014-08-25T15:32:00

This is so fun! Also, the graphics and audio are executed brilliantly!

Road Rage by ChuiGum 2014-09-07T08:53:00

It's surprisingly more fun than it seemed! The gameplay is simple, but very well done.

Bound by grayhaze 2014-08-25T09:02:00

I found it a little hard to know when which world would be connected with which other... Also, I lost track of which level I was...

Multidimensional Bull Slaughter by Jani Nykänen 2014-08-25T08:31:00

I liked it quite a lot, it's funny without much text, and quick to learn (but actually quite hard).

Matters of Perspective by nesis 2014-08-25T09:19:00

Great level design (I bet thinking in 3D/2D was no easy task)! The way you teach the player how to play is fantastic. A couple of things though: the light on the walls is too strong if you place yourself next to them, and music would have been nice :)

Parallel worlds by Druid 2014-08-25T19:06:00

I liked the graphic style, but didn't understood the story completely... Cars usually don't try to murder people...

Taxi Space by DrCicero 2014-08-25T11:10:00

Very fun dialog! I was confused after the end though, where did my passengers wanted to go?

Enduring Atlas by dickpoelen 2014-08-25T12:10:00

Interesting take on the theme... Nice grapahics and audio too.

Hop Hop Planet by SnoutUp 2014-08-25T12:17:00

Nice game! Planets are very colourful and distinctive, which is great.

The Signal by tillrobby 2014-08-25T10:26:00

Nice! I liked the music, it fits perfectly with the space exploration theme.

Crossworld Club by Artamus 2014-08-25T10:35:00

Nice and funny. Didn't get the ending at first, but when I did, it was hilarious : )

Schizophrenia by Sogomn 2014-09-05T18:28:00

Quite a very good work in terms of making the game in time constraints (Good enough graphics, good enough mechanics). There were a couple of annoying things though; mainly having to wait (reload) to retry the level.

WARBLE WORLDS by pjimmy 2014-08-25T10:58:00

For this being your fist ludum dare, it's good enough (There's quite a lot of code and artwork done).I noticed there's the keyboard induces movement problem: "you have to wait for a second before the character really moves forward".

This is because you receive the input from the keyboard directly, for example, when I press the key 'a', I get: aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
But, between the first and the second 'a' there's a second of time wait. That's what happens in your game. There's a number of different solutions for you to try out.

Otherwise, well done. A Ludum dare is not easy, and I'm sure you'll do great in your next Ludum dares!

Lucy's Journey by ajopart 2014-08-25T11:27:00

It gets really hard really fast. A small intro with less spikes would have been great to get used to the controls...

Bolt by pxlcoder 2014-08-26T15:40:00

Very nice puzzles, and great UI! I think the music wasn't the best fit though...

Orange by JaJ 2014-08-25T15:45:00

Quite an interesting story! The aesthetic elements fitted each other perfectly!

Northlonde by Martins 2014-08-26T16:03:00

Quite interesting, and the music was well chosen to fit the game!

We are connected by a copper wire by dsoft20 2014-08-25T10:13:00

A very good choice of music; it really fitted the game. I also liked the mood set.

LD39 — Running out of Power

Assault//Battery by tuism 2017-07-31T17:17:08Z

The game works in Linux via wine. There's something special with the robot; how it walks, punches and flies, that makes the game somehow feel... right.

If I were to look for constructive criticism; I like the slow-motion when choosing the direction to punch, but I sometimes found I selected too early (more often than not because the one I wanted to punch is now behind me, so I go for the next one), so I waited for the time to be just right (after all you can stay in slow-mo as much as you want). But then I spent too much time at extremely slow speeds, which disrupted the pace of the game a bit.

Having said that, I find the game very well designed simplicity-wise and fun-wise, and I'm amazed at how you managed to keep the robot on foot as it launches punches everywhere and stumbles on tanks. Great work!

Enervatus by Myko 2017-08-01T23:15:29Z

Nice game! The models are really good, I like their blocky feeling. If I were looking for things that could be improved, I'd say it's a bit hard not to eat the bullets (since your hitbox is huge), which means rather than being dodging the bullets, you tend to avert the fights altogether.

Having said that, the balance of using-energy to collecting-energy is spot on, and the ramping difficulty makes it so that you don't end up playing forever, which is great. Good job!

Cell Battles by Wevel 2017-07-31T22:22:30Z

The Linux build does work : ) but I'm having a terrible framerate : ( It's probably because of the framerate, but it seemed like it soon became almost a stalemate of sending things and not conquering (I'm having trouble capturing the double ones, for example).

A Forlorn Wizard by Max Amaden 2017-07-31T17:37:58Z

I liked the idea that there's a balance between "health" and "dashes", both powers one of which is always running out. It's great to play on fullscreen, but pressing ESC in fullscreen exits fullscreen instead of skipping the intro... It also seems as if when I'm left-clicking I'm selecting text... There's probably a bug in there somewhere.

The art is pretty great too, and the monster's moans are quite funny. Great job!

Socketbound by Wekaj 2017-08-01T12:40:20Z

It's visually stunning, and has great sfx. Unfortunately there's a mismatch between the controls and the level design.

- The slow controls would be great for a more slow, methodical game; e.g. turn based where every step you lose power, so you have to make every step count, but can take all the time you want to think of your next step. The turning animation is great, and would make you consider your movements more carefully since they take a turn, in which spikes could go up, or the enemies could come closer.

- The level design makes you want to be able to fine-tune your movement (in the spike after spike part) without accidentally dashing, and the rocket and spikes part wants needs for you to be able to get out of the way of the rockets fast, or be able to turn around and hit that rocket fast. Your slow turn makes both maneuvers impossible.

- Facing the blast enemies is a bit of a gamble; it's hard to tell when they'll attack, or if they'll attack. Its also hard to combat them because of your slow controls.

The problem is that the controls and the level design is each good by itself, but together they don't work well. It's very hard to see these things until very late in development, when it's usually already too late to fix : (

Still, it shows that a lot of effort went into the art and animations, which are great.

Socketbound by Wekaj 2017-08-01T12:40:22Z

It's visually stunning, and has great sfx. Unfortunately there's a mismatch between the controls and the level design.

- The slow controls would be great for a more slow, methodical game; e.g. turn based where every step you lose power, so you have to make every step count, but can take all the time you want to think of your next step. The turning animation is great, and would make you consider your movements more carefully since they take a turn, in which spikes could go up, or the enemies could come closer.

- The level design makes you want to be able to fine-tune your movement (in the spike after spike part) without accidentally dashing, and the rocket and spikes part needs for you to be able to get out of the way of the rockets fast, or be able to turn around and hit that rocket fast. Your slow turn makes both maneuvers impossible.

- Facing the blast enemies is a bit of a gamble; it's hard to tell when they'll attack, or if they'll attack. Its also hard to combat them because of your slow controls.

The problem is that the controls and the level design is each good by itself, but together they don't work well. It's very hard to see these things until very late in development, when it's usually already too late to fix : (

Still, it shows that a lot of effort went into the art and animations, which are great.

Running Low by SelfTitled 2017-08-01T14:22:09Z

The idea is interesting, and the artwork is good. My one complaint would be that it is very easy to mistake walls for floor, and finding out that some of the "walls" are actually doors. Other than that, the controls and movement are very seamless, good job!

Musk Hunter by LandoSystems 2017-08-02T11:01:35Z

I loved the attention to detail in the audio part; the SFX and the different music themes for the shop and the road. The first time I ran out of power I thought "oh. I'm using an electric car." I found the rate at which I got the upgrades fairly decent (about 1 every time, sometimes more). Also, I didn't know libGDX could publish to HTML5! I'll have to look into that...

Finally, I wanted to say that the game was consistent in style; the audio, the game and the art all meshed pretty well together; it's clear there's great teamwork going on. Great Job!

INVISIBRO by FisherGoodwin 2017-08-01T11:20:55Z

Works on Linux with wine. I loved the fast respawns... My only problem was with the last level's length (I can now nail down the first part, but get insta-killed in the second 'cause I haven't had the time to memorize it). Focusing on shorter levels could have helped, so that there's not too much "redoing what you know how to do". That, or having checkpoints.

Having said that, the art is adorable and the level design is solid and interesting (with hidden gems, optimal paths that are not obvious, etc).

INVISIBRO by FisherGoodwin 2017-08-01T11:20:58Z

Works on Linux with wine. I loved the fast respawns... My only problem was with the last level's length (I can now nail down the first part, but get insta-killed in the second 'cause I haven't had the time to memorize it). Focusing on shorter levels could have helped, so that there's not too much "redoing what you know how to do". That, or having checkpoints.

Having said that, the art is adorable and the level design is solid and interesting (with hidden gems, optimal paths that are not obvious, etc).

Mr Mayor's Energy Crisis by HuvaaKoodia 2017-08-06T18:34:30Z

Great fun to play. It's a bit daunting that eventually you won't be able to produce enough energy no matter what you do, which helps transmit the desperation of governmental workers taking decisions. The way the game informs you about things going on with news was a great idea, and helped in keeping the game feeling alive.

Jetpack June and the Tower of Power by geeitsomelaldy 2017-08-02T22:24:35Z

Those smashing blocks are so fast you can clip through walls!

clipping through walls.png

The only complaint I have is the corridors that are just as tall as your character, since you often have to jetpack over spikes, and for that you have to jump, but the ceiling is as tall as the character...

Having said that, I found the respawns fast and the checkpoint frequent so that the game feels challenging-ly hard, but neither punishing nor unfair.

Generator Master by asixjin 2017-07-31T10:05:52Z

While it quickly becomes a game of "how fast you can click the X's", it is fun it it's own way.

Low Battery by MaggardJosh 2017-08-08T10:38:00Z

Awesome puzzle game! The puzzles are quite well designed, and the overall game is polished enough to make the game work seamlessly. The simple art is very nice, but the way it is animated makes it shine. Great SFX which combine nicely with the music.

Last Sunset by piscythe 2017-08-02T14:32:14Z

Nice game! I love how you know a boss is coming for the rise in intensity in the music. As mentioned above, control-wise switching colors is a bit cumbersome, a "switch to next color" button could have been nicer. I'd also prefer the nova attack in a big or accessible button, such as the space bar or the right click, since you use it typically when you're saying "Ahhh!".

That being said, the fact that each shot type was designed for each enemy type was really cool (eg spread for enemies that approach you). The diversity of enemies makes it that much more interesting to play, and the bosses are a pretty cool expansion on each enemy type's core ideas.

Quad and Cycl by ijzm 2017-08-08T08:22:44Z

Hi! This is a solid idea, hopefully you can iron out those bugs. Btw it works on Linux with wine (most Unity games seem to work).

Artwise; It's usually best to have the assets consistent in style (in this case, level of detail). For example, the background, the power supply and the characters all have a different "detail density".

*Having said that*, each asset is individually very good, especially the background and those character animations!

Code-wise and design-wise, you probably already know the bugs (_cough_ infinite jumps _cough_). You'd also might want a "connect to power" button, for example in the water level, when square reaches its power socket you're pressing "right", which then makes circle walk into the water : / It would also be great to have a camera transition from one robot to the other instead of an instant jump. A trick I like to use is to have each frame something like

``` camera.x = target.x + (camera.x - target.x) * 0.9 ```

Where target is where I want the camera to be. It gives it a bit of a "lag-behind" feeling, but makes it so that target can jump around with the camera quickly following. The 0.9 can be changed for anything below 1 (and above 0), the closer to 1 the slower the camera.

*Having said that*, the levels and the way they're put into the game is really well done; the "coloured blocks" mechanic is well implemented and gives a great tool to the level designer, who used it well.

Finally, it's a really nice tune you've got there @random-storykeeper ! I love the chiptune sound, and the pizzicato was a great addition.

It shows there was a lot of effort put into this, great job everyone!

Keep 'Em Alive! by mrerdalural 2017-08-02T14:49:46Z

I liked it, it has a good balance of things you have to do, and the power runs out at a good pace; enough for you to be able to save some, but not all. And this is the first time zombies were used as fuel that I remember of. If only they appeared right next to the power generator... Just kidding : )

I quite liked the end biographies, It makes you think "oh no poor jenny she had a life probably", and makes you feel good for those who didn't die, who knows they might have cured cancer. Not that cancer matters anymore if there's zombies, but whatever : )

I Once Had Power by jackyjjc 2017-08-01T11:45:13Z

I like how you turn upside down the idea that "you get stronger to fight stronger enemies". The game itself is rather simple, but that makes the theme all the more clear, and makes it very easy to get into. Your attacks feel very solid too, especially when you're not old... Which makes it that much clearer you're losing your power. Great job!

Star Power by Simon Millard 2017-08-01T17:33:57Z

I love the idea, here's a couple of ideas I had on how this genre mash-up could be developed further.

The "flying a starship with thrusters and asteriods" games tend to be hard to control already, and they require a lot of fine tuning from the part of the player. Making it turn based removes the player's ability of fine-tuning.

The turn-based card-like model you're using could give the player a lot of flexibility via a wide variety of cards. These could be used to counter-act the fact that the player hast lost their fine-tuning ability. For example,

- Abilities to counteract the player's poor positioning abilities, such as attractive and repelling magnets to attract or repel both power-ups and asteroids.

- Different types of attacks. Stronger, weaker but with more knockback, with piercing abilities, AOEs, homing, etc. They'd be balanced by power used.

- Fine-tuning abilities like "rotate 45 degrees". Effectively the result of a short burst in oue direction, then a short burst in the other. Or a "sidestep", etc.

- It is very easy to ram into asteroids. It is not a good idea to do so. But maybe a rare card could give you the opportunity to "shiled you" for the next 2 seconds. Similarly a rare card could give you a reflector.

Also, you could increase the ways the player uses their cards; e.g. having only one "turning" card but being able to chose the direction, choosing how powerful a forward thruster card is, etc. You could balance each card's different uses by changing the power price.

The cool thing about card game mash-ups is that you can add loads of crazy abilities without having to assign a keyboard key to each one.

In general, I'd say this game is as impressive implementation of a genre mash-up I had no idea could work. It shows there was a lot of work done just to get the basics going, and you still managed to do it in such a short amount of time. Great job!

Running out of Power by milano23 2017-08-01T14:09:11Z

I like the idea. Unfortunately, sometimes an impossible level is created (not enough horizontally traversing tiles), so a "reset level" button might have been useful for jumping that. Sometimes RNG gives a very easy one, sometimes an impossible one, but it does churn out some very interesting ones, and deciding that a level is impossible is interesting in itself. Good job!

Spacy adventure by egordorichev 2017-07-31T12:37:37Z

Very solid game, though sometimes the enemies can be a bit unpredictable (which is part of the challenge). I like the little details, like how your starship changes color every time. If I had to say what's the best about it, I'd say the simplicity is nailed down.

Crystal Menace by hunttis 2017-08-08T11:01:59Z

The powergrid works superbly, and the TD mechanics are superb. As other people mentioned, it seems to crash from time to time.

Power Play by reuno 2017-08-01T16:48:38Z

A very simple and fun game, and the music is so nice : ) Great work!

If anything, sometimes the random enemy placement can be a bit unfair (e.g. one of the speeding ones just behind you at the start of level 3), maybe the stronger enemies could be placed further in the level to counter the RNG (by giving the player enough time to adapt/react to the enemy positioning).

Nevertheless, the game plays very smoothly; the controls are very polished, and it is very fun to run just between two enemies.

Metal Behemoth by spliter 2017-07-31T22:38:07Z

I love that roll! It would've been great to have more control on the camera, to be able to look around (E.g. there's an oil barrel in a corner. You could start looking sideways while still going for the oil barrel). The animations were great, that zapping, that running and especially the dodge roll. Good work!

How I Met Your Great Great Grandmother by PeachTreeOath 2017-08-02T13:55:48Z

Awesome game, with tough puzzles. The idea is quite interesting and meshes great with the theme, and the design of the levels really showcases what the core puzzle design can do. The challenge was there; many of the levels made me retry and rethink about my strategy. Maybe a couple of easier levels to get the player up to speed would've been nice.

I also quite liked the detail in how your player character gets older and older, it's quite a nice touch : )

PowerMan by C0nst4ntin 2017-07-31T12:14:17Z

I like the thoughtfulness that went into the tutorial. It also runs in Linux, but unfortunately without audio.

Design-wise, there are no incentives for defeating enemies, since it takes power (if you shoot) for no reward. And the respawn is too long if you're far in the level! For easy, fast movement to a position, you can use the following trick (added on you main loop)

``` thing.x = target.x + (thing.x - target.x) * 0.9 ```

You can change 0.9 with 0.95, 0.8, 0.99, etc. The closer to 1 the slower the movement, but for all values it moves quite fast, no matter how far it is at the start.

Having said all that, the game you made is pretty impressive for 2 days time. It shows there was a lot of work made just to make the collisions work properly, enemies not moving into the walls, etc.

Sky Sea by Zeriver 2017-08-02T22:39:01Z

"i aimed for low poly graphics and mood." - Well you sure know how to aim well : ) It would definitely benefit from more content, but just the level of detail made it minutes worth spending. If I had one complaint, the introduction was removed while I was reading it, since I took some time resizing the window...

Having said that, the choice of music, the islands floating in the horizon, the ship slowly moving forward, it all comes together to create just the right feeling for this story. Great job!

Interstellar Curling by TheHolyChicken 2017-07-31T21:47:05Z

I liked it! It reminds me a bit of Kerbal Space Program, in the finding the right orbits bit (especially since you have to make each bit of thrust count). It would've been great to be able to manually turn the ship, to turn the thrusters in any direction. It feels a bit like an exploration game.

SSSNAKESSS! by kevinworkman 2017-08-01T11:04:04Z

Wanted to comment that it seemed the keyboard inputs do not work, then realized my keyboard was not plugged in. Other than the elephant (in the snake) in the room, the multiplayer aspect was interesting. I was always behind the others, so they lead my way, until they fell one by one. Slow and steady wins the race, or so I would've said if I were the last one. Oh well, at least I know I left my mark : )

Power Earth Saver by wwwhizz 2017-08-08T11:36:20Z

It's great to see more bullet hell games! Also that fantasy console looks interesting, it's great you're representing it.

Game-design wise, Since you want to focus at all times on dodging, you can't really look to the right to see what is being charged. You might use a different SFX for each charging selection so that you know what you've selected from the sound alone, that or showing briefly what you selected right next to the player character. The shields appearing right around to the player are brilliant in that respect.

Also, since the player can only move in the x-axis, diagonal bullets are a bit... annoying. You could make bullets that move diagonally towards the player but once they get close they fall pretty much vertically to balance that. Now that I think of it, giving the player a diagonal shot might be a good idea to make different shot types.

Having said that, the overall feel of the game, art-wise and music-wise, is very consistent, and it is very fun to play. Great job!

StaminaAid by kidando 2017-07-31T15:02:32Z

It took a while for the music to load... But when it did, the game became that much better! I like how concise the instructions are... "look out for things that look dangerous" : )

Rolling out of power! by Willbl3pic 2017-08-06T18:47:57Z

This was a fun little game! Design-wise, it is hard to avoid the obstacles and they don't hurt you too much, so at some point you stop caring too much about avoiding them; Try to add easy to dodge obstacles with a big punishments to keep the player's interest. Having said that, the way the speed of the game and the music are linked together was really nice : )

Wires and Robots by MiltonNH25 2017-08-02T10:37:44Z

That was a fun puzzle core mechanic. If I were to give constructive feedback; It'd be great to know which tiles are open doors, so that you don't mistakenly destroy yourself when closing it. (Alternatively you could make a zigzag pattern for double-doors; rather than two doors one next to the other, opening a switch open half of them in a zigzag pattern, making it clear it is a double door which is half open). Also, it is a bit hard to move into a 1-width corridor since you're almost as wide as that.

Having said that, the core mechanic in puzzle games is often the key part, and I found yours innovative and interesting, which is shown in the great levels you have. Great job!

Fuse Cell by christina-antoinette-neofotistou 2017-08-07T23:26:52Z

Beautiful! The music is great; it has a great composition and instrumentation giving it a bit of a "sky military" feeling, I felt it needed a bit extra "Oomph", though I'm not exactly sure what (something with EQ maybe?). The SFX are nice, and the graphics are charming (it's really impressive the amount of polish you managed to give them). The boss is really well though through; its bullet patterns, its phases, its art, and the fact it throws things you can use to recharge.

Design-wise, the recharging mechanic is fun and interesting (I love how the grabbing works!). I felt it was a bit hard to concentrate on both dodging and getting the max charges, especially at the boss where both activities were vital. Maybe a "countdown"-ish sound effect (like the start of racing games "red red green!") could help with that; you would focus visually on dodging and auditively on charging (Human hearing is great at timing, especially when it comes to counting; when you count the numbers naturally fall at an even rythm).

As a bullet hell enthusiast, this game is a great joy, especially for the lovely art (the frogs are cute, and the boss is pretty cool and unique), and found the grabbing mechanic a great fit for the genre and the theme, as well as being super fun. It shows there was a lot of effort put into this, great job!

Edit: Btw I'm happy to share ideas and tricks on bullet patterns if you're interested

Swing by Lovro Kalinovčić 2017-07-31T11:31:40Z

I like the idea! It's hard, but it felt great finding the solution to the level above. Got stuck on the next though... It made me stop to think.

Edit: I wanted to mention I also liked the attention to detail with the blocks moving in at the start of a level. How did you make it to push blocks in the correct direction? Especially when there's many of them?

Power or die by Aterlamia 2017-07-31T10:58:26Z

It's quite impressive you managed to implement all this in 2 days. The balance is unfortunately a bit off; the start is hard, but when you pass it, it's hard to say you're running out of power with +0.5 power production. I quite like the mood you get with the music and the colony theme.

Artifact Dive by AdroitConceptions 2017-07-31T14:50:38Z

Nice game! I liked the music, though it wasn't too fitting. Proc-gen was good, I managed to find the artifact twice, but the first time I was surrounded and out of energy.. It almost seemed that the artifact was in the last explored room for some reason... Or it's just my luck.

Project Sunspot by AntaresValdemar 2017-08-06T22:00:08Z

Interesting idea. The things you can interact blend a bit with the background (It's hard o tell you can interact with them), and the holes in the ground are a bit hard to jump (even with the lights on); I found myself more often dying to them than being able to interact with the other things.

Having said that, the sound design makes it great to move even in the dark, and the models and lighting are great. Good job!

Brittle Power by rubyleehs 2017-08-02T16:20:35Z

As others have mentioned, passing the first level is quite challenging (my strategy was: double power plant + slug as soon as I could, then move the slug, build third power plant asap). It would be great to have a "tactical pause" to think and reshuffle turrets.

Having said that, it seems you had to do quite a lot to get the tower defense infrastructure going, which works very smoothly. Great Job!

More Energy! by Kodiqi 2017-08-02T12:22:26Z

I liked the idea! If you want to give a bit more flavor to the game later on,

- The advantages of coal is that it is cheap, and you control how much energy you produce. The disadvantages is that it pollutes quite a lot and can make people unhappy. Coal ain't running out anytime soon, but the country can choose to close its coal mines, so it has to be imported.

- The advantages of solar / wind energy is that they produce quite a lot, the problem is that nature has the ON / OFF switch. Solar produces more energy in summer, for example. Also, there's more clouds and wind near the coast, more wind in hills, and less clouds in deserts. This could make it so that choosing the location of wind / solar power mattered. Also it is more expensive at first, but becomes cheaper and better as time goes by and we have better technology (avocado lubricants).

- The advantages of nuclear is that it is actually relatively clean, and very powerful. The disadvantages is that... well earthquakes. That is, events can really screw you up.

Event-wise, just taking them randomly from a given list could give it enough replayability.

Having said that, I quite enjoyed the game, and found the event system / choosing power plants duality a very balanced way of keeping the game interesting (Only one of the systems by itself would not have been as enjoyable). The bank loan system also makes it so that the game is not about "pushing the next turn button until you have enough", which helps keeping the pace of the game at a good speed throughout. Great Job!

Battery Escape !!! by EggshellDog 2017-07-31T21:15:09Z

Nice idea! I liked how simple the controls are, and the graphics are charming.

Not Like This... by quixatocs 2017-07-31T14:37:04Z

The controls and navigation are a bit awkward, but once you get used to them the game is a fun challenge to defend from them Ktharns. I managed to take 38 down with me. There was this fun moment when I accidentally released a battery in a jump pad, and we both oscillated up and down while I tried to recatch it…

Power House by OmnipotentIndie 2017-08-01T10:31:41Z

I liked it! I was even going to comment I'd like it to have a dash skill before realizing you already had one, then going back to play. If I were to give constructive criticism,

- The laser shooting bot is very powerful, but also easy to kill since it's static. However, sometimes it spawns with the laser very close to you, making it hard o react to, and sometimes very far from you. It'd be great if it always spawned with the laser at the same angle relative to the player (that angle could get closer to the player as time goes by, to increase difficulty). Alternatively, make the charge attack also function as a better dodge for the lasers.

- The little one is hard to hit with the laser, but since it shoots (without warning) it's not a great idea to charge at it. It'd be great if there was a clear way to deal with it (e.g. an AOE, or that it stops for two seconds and shoots three bullets, or that your charge is immune to bullets, etc.)

Having said that, I think the balance of power use and power recovery is spot on, and I love the variety and design of the enemies. Great job!

Stoked by pitpony 2017-07-31T21:32:53Z

It unfortunately does not scale well later in the game, it seems to become more about "how big it can get" rather than "how long it can last". Having said that, the graphics are very cute! And the gameplay loop is very good; quite addictive in fact, just that it becomes repetitive.

Rats will kiss the gunner's daughter by Mr.Houdini 2017-08-01T20:05:41Z

Nice game! I like that there's an option for another language, unfortunately there's still a few texts missing in the Català version (most notaly the hints and the questions asked each day). The storytelling is very solid, it did seem as if the sailors where having each their own life (Poor Lil-Timmy, he's not the brightest and I presume he's also blind...). The art and audio were also very well done.

I love it when singers sing in their own language in Eurovisión, so make sure to finish translating it to Català, there needs to be more games in every language!

Soulviver by Wabble 2017-08-07T22:48:00Z

I like it! There's a bit of a bug where you get stuck whenever you hit a wall. That being said, those SFX are lovely, and the running animation is pretty good. Great job!

Batterime by Hadrien 2017-07-31T09:57:11Z

Fun little game! I like the attention to detail in the wall-jump particles.

AI Overlord Runaway by Agecaf 2017-07-31T11:14:10Z

@tuism Thanks for the feedback! It is quite unfortunate I was running out of time; what I was planning on doing next was adding sfx for the player collision, but had to prioritize making the easy mode.

This game would've benefited greatly from a tutorial, but there was not much time for that... Instead the textwalls had to come. I certainly turned up the complexity a bit too far this time too, I'll keep this in mind for next time.

As for the engine, I too hope it gets easier to use, it certainly isn't at the moment : ( Especially when it comes to error messages, that could've increased my productivity by a lot.

Edit: I've added some gifs on the description. Could anyone tell me if they found them useful/confusing?

AI Overlord Runaway by Agecaf 2017-07-31T22:01:02Z

@wevel Both Fast Forward and Phantom Move are objectively the ~~best~~ *second best* power ups, which is why, to compensate, they eat your power bar like no other power up. You don't have enough to complete the level by only fast forwarding, so it becomes basically your "I don't want to deal with this" bomb, to be used tactically for the parts you find the hardest.

Many of the harder patterns are a breeze with, for example, Leave Ghost (Cause bullets no longer target you), which is much more power efficient, so you might want to consider which power up to use at each time : )

AI Overlord Runaway by Agecaf 2017-08-08T07:06:23Z

@random-storykeeper Hi! Yes, it's me : ) I remember you from the comment section back then! It's my third LudumDare, but my fourth gamejam counting the Nitrome Jam (That was great. I love Nitrome; while others remember games in the N64, my childhood games were theirs, it was essentially a dream come true). Since entering University I haven't found the time to participate, so it's great to be back.

To be honest, as @Kodiqi found out, the game is pretty much a tech-demo-turned-game for an idea I've been playing with. At the cost of losing the ability to distinguish bullets individually (for damaging enemies, for example), you gain the power of messing with time almost trivially. I really wanted to showcase what was possible in the engine, which left the player with many powers to play with, but which couldn't be introduced at a tutorial-ish pace. In practice, I think you'd choose a character with a single power (or two), and you would unlock more characters as you play the game.

I think over this time I've gotten better at music and coding... But I forget about the basics of gamedev (I should have placed SFX...). I really ought to get back up to speed!

Amber-graph by corporatedinc 2017-07-31T17:56:43Z

I found this when working in the jam: [Stackoverflow - Disable arrow key scrolling in user's browser](https://stackoverflow.com/questions/8916620/disable-arrow-key-scrolling-in-users-browser). It might help you fix the "scrolling when pressing down" bug (it also tends to happen with the space bar).

Other than that, it's a pretty fun idea. Maybe lowering the price of nodes far from the endpoints could make it so that we'd have to consider more indirect paths?

Energy Raid by -FL- 2017-07-31T13:30:56Z

I liked it! Good choice of music and art, it goes pretty well (The intro is sweet). The enemies have interesting abilities... And I'd love to complain about how unfair they are, but they're there to be hard after all... HS: 95

Edit: Works on Linux with wine.

Spaceship Clicker by ZechW 2017-07-31T22:55:53Z

Nice game, good choice of sprites and sound effects. It might have been better to make the lasers a bit more visible, so that they're easier to dodge (after all, it's better to dodge them than tank them). It's an interesting balance of recharge and use of power, especially since recharging a moving ship is not trivial, and you want to be moving to dodge lasers.

LD42 — Running out of space

Cash Grab by KunoNoOni 2018-08-14T03:58:44Z

It really sucks to have to restart halfway through the jam, I'm sorry for you.. My feedback is taking that into account.

The game is super simple; and that's *great* because that's the most efficient way to finish a game in such a short time.

Still, as a player I feel there is a lot of time where I'm not doing anything; waiting for the next coin to appear. When you get 5 seconds extra... It *feels* like 5 seconds without coins or doing anything... It's even worse when the only coin appears outside the walls... I'd recommend just increasing the number of coins, so that at all times there's plenty of coins for the player to chase. You create more content by simply increasing a constant.

Secondly, regarding the graphics... I'm of the opinion that having a consistent artstyle is of vital importance; when it comes to pixel art, it means having everything have the same pixel size. I'd recommend making the coins, walls and player of the same pixel size (preferably the player's pixel size since it's the one that'd require least work). Little details like this can make it look much better with little extra effort, so keeping them in mind can help you make the most of the short time you have. (artwise *consistency* is the key, especially when you're short on time)

Finally... I loved the music. It's really great, both the menu theme and the game one. I especially like the jumpy bass-lines, and I love the last bars of melody in the game just as it's about to loop. What tools do you use?

Anyway... I know that working after a restart is really hard, especially since you don't get the luxury of having the time to think things through. Hopefully my feedback proves useful if you ever found yourself in such circumstances.

For such a short time, great work. And better luck next time!

CRAMMM: Totally Accurate Studying Simulator by tuism 2018-08-13T14:14:35Z

It's really good! What got me where the graphics; clean, simple, beautiful. The music loop feels short-but-not-repetitive, and is really suited for the game.

Feedback-wise, I can't see any area of improvement for a LD compo game, but if you're planning to go for a later release, I'll bounce a few ideas (I'm not sure if they're good or not); - Sometimes it is hard to know if a word is wrong or not until after you win or lose. There could be a hint system; left click and it will glare/sfx to tell if the word is correct or not; one gets a set amount of hints for each level. - The overheat graphic feedback is great! Maybe putting it together with an audio feedback to complement it? - If there were many levels, you could put it into sets (by difficulty), you only need to complete 60%-80% of each set to unlock the next, and you can choose which to do (so as to avoid subjects you don't know / don't like).

I enjoyed it quite a lot, it's a very fun game!

CRAMMM: Totally Accurate Studying Simulator by tuism 2018-08-13T15:33:19Z

@tuism Whoops I didn't notice the overheat change in music! It's quite nice (and very much noticeable) but it seems to start later than the visual feedback (which might be why I did notice overheat the first time, but not the audio feedback for it)? (Maybe it's the HTML5 version? That's the only one I tested)

When I tested it seemed already too late to fix things when the audio feedback started?

Still, awesome game overall.

CRAMMM: Totally Accurate Studying Simulator by tuism 2018-08-13T16:53:35Z

@tuism I've checked out the windows version; it seems that the crossfade is a bit messed up in the HTML5 version? (I've also been having problems with audio in HTML5, might be browser/computer dependent) In the windows version the crossfade is smooth and nice (the crossfade is fast enough; it feels kicking in at about 1/4~1/3).

I think 1/4 red might be a bit late? The overheat is pretty fast and even when you throw many things out it doesn't cool down immediately, so you'd like to react to overheat as soon as possible... (i.e. player actions: Normal -> carefully take out things; Overheat-> quick, throw anything!) You can react with the graphical aspect, but it's a bit subtle compared to the audio one.

Still this is more of a design decision than a problem; there's no right answer, just options with advantages and drawbacks.

Space Lost by rakart 2018-08-15T19:29:56Z

It looks beautiful! The controls also feel really nice, and using the jetpack is very satisfying. I did think that one should be able to use the jetpack at any point (especially if you're in the ground); not only when it is fully charged. If you want to only allow the player to jump when it is fully charged, then you should add some audio cue to tell them they're good to go.

And, other than the last level which was unnecessarily long, I thought the levels were pretty nicely designed; especially the "tutorial" ones where you introduce the mechanics. The way you use pop up boxes for that is a really nice touch.

And... I really love the player sprite. The walk animation looks great! The ending made me chuckle too. Good job!

Bardolf's Curse by mrjoshuamclean 2018-08-22T16:32:55Z

It's really cool to see some interactive fiction in here! The writing's pretty solid too. I didn't get to the end (got stuck observing a tree I suspect was made of basil, not knowing what to do to it), but there's a good sense of location which is important for such games; it was easy to get a mental map.

Regarding the theme... I was a bit confused and annoyed by the limited inventory space; it just seemed to get in the way without bringing much into the game (maybe there were inventory management puzzles later on). However, I think the main problem was that it was not explained really well; for a long time I was stuck at only being able to hold up to two items (not including clothes), but at some point I was able to grab a third; I don't know if that was because of wieght/space constraints, because I was wielding one of the previous objects, or because there were key objects that didn't "take space".

Another thing, while the map was fairly compact for IF standards, I felt it could be a bit too large for newcommers to IF, especially with such... empty first few rooms (not many descriptions to see). I think it might be slightly more suitable to go for fewer, but "denser" rooms. Still, this really is a design decision, so there's no right answer; it's also a lot due to developing under time constraints; I'm sure given enough time there would be descriptions for absolutely everything.

Oh, I loved the additional commands page. I wasn't sure what to do with the short tree (which I think was basil?) so maybe add what actions you can use with trees? I tried "cut tree", "take leaves", "harvest tree" etc. Take into account many of us are second language speakers of english, so our vocabulary might not come as naturally as for others. Also, I think I've seen some IF games were interactable items are [HIGHLIGHTED]. It might help newcommers, especially if there's no description for many of the implicitly described objects (windows, door, etc).

Anyway, it felt like a really solid foundation for an IF. The map is pretty nicely set up, and the puzzles seem interesting enough (I did manage to get out of the chapel). The writing is solid, and the plot is well-suited for an interesting IF (few characters, a key objective, a well-thought setting). There's also an impressive amount of work for just 48 hours; the rooms felt a bit empty, but the key parts of a rather large adventure were there. It seems like you made great use of your time. Great job!

Daycare Dilemma by Random-storykeeper 2018-08-14T04:36:09Z

This was actually really fun, great job all!

~~First things first... If it's in Unity it should be easy-ish to export it to HTML5, I'd encourage you to try since that way it'd be easier for those who don't have Windows.~~ Whoops it seems I was a bit overeager in playing the game so soon :face_palm:

Design-wise: it is very interesting; simple enough to be easy to pick up, complex enough to be interesting to play. The execution was also really good, which made it a joy to play. Rng can sometimes screw you over though (e.g. you start with two babies, they both want food, there is no food, and you have no money 'cause its the start), I'd give players some money at the start to mitigate it (you could keep separate track of money and score, maybe?)

Artwise: I love the little baby portraits! The only thing I found confusing was the food icon, I sometimes mistakenly thought the cats wanted milk. (Also the items seem to move faster than the conveyor belts?) But overall it's some great pixel-art work. Nicely done!

Music: Awesome game theme! It makes playing super fun. Also the menu theme after a game over is so sad. ~~If anything... I think the main menu theme is a bit short?~~ I love the main menu and game over themes too! But again... the game theme is *really* good.

Programming: Everything works smoothly, good job! I found that the transitions between the game and the main menu/game over were a bit abrupt (e.g. you don't get time to see what killed you).

Also, whoever thought it was a good idea to leave babies in conveyor belts should be sent to prison :joy:

All in all, it's a super fun game to play, and it all comes together nicely; great teamwork!

Deluge of Doom by deathray 2018-08-14T03:19:29Z

Is it me... or just turning off all coal factories at the start is a winning strategy? I mean solar plants are rather useless since by the time they're built there's already like 3000 pollution reduced at -3/sec... vs 200 pollution at the start at -3/sec. And you don't need to build houses if the sea level doesn't rise... so you don't actually need to build anything?

I don't know if that means the game is broken or if it has a moral about how to deal with actual climate change...

Still, it's the most humorous I've seen yet by far... those merbals being the main culprit..

EDIT: Anyway, some actual feedback: You might want to mention somewhere you can move around with the mousewheel, I didn't know until halfway through my first playthrough.

I quite liked the sprites you made; the merbals being the stars, but the buildings are really nice on their own too. The way they're built is also cleverly designed for a jam. I did enjoy it, and the exploit (?) I found was until my third playthrough, so it isn't obvious. All in all, there's some great work done!

Polar Panic! At the Disco by PeachTreeOath 2018-08-14T19:48:04Z

I'll be honest... I fear the winning strategy is to just do nothing? It seems as soon as I touch water everything goes to hell. (Also, they're circles, so any click input shouldn't make the circles turn faster??)

Having said that... Just looking at it is entertaining enough! The sound effects, the music, the way the penguins and bears wiggle, the way they fall off icebergs, how they fall like pinballs if you push the floor... It makes it all so hilarious :rofl:

Freezing Sky by Zeriver 2018-08-16T15:19:48Z

Nice game! Its mechanics are well designed, and quite complex to implement in a 3D environment (it seems to me), but you execute them quite well! The in-game instructions and objectives are a really nice touch for new players too; well done!

Blockie by kamikaziuk 2018-08-13T15:26:04Z

I found it a bit simple gameplay-wise, but very polished in terms of the art and the music/sfx. It's quite enjoyable to play, too!

As a minor idea; I felt that it was more likely that blocks appear near you? (which is why moving is encouraged) If so, it might be good to give the player a visual indication, maybe..?

In any case, the game looks really good for 48 hours, and I really liked the music. Good job!

Big Crunch by wolderado 2018-08-14T23:29:28Z

Really fun to play, and an excellent example of a truly 3D game (i.e. a game which could only be made using the strengths of 3D). The controls feel solid, the difficulty curve is fair and challenging, and it's plain *fun*. My only complaint is a few visual bug I had later in the game (I probably should've lowered the quality, but the first levels looked great). The level generation is quite good too; there doesn't seem to be any nasty random clusters, but there's no clear exploitable pattern either.

Good job!

Vita Magicae by Anuke 2018-08-15T22:14:18Z

It's incredible you did so much in such a short amount of time. The gameplay is solid and polished and the art on point.

I'd like to push a couple of ideas; they're not "must haves", and whether to have them or not is more of a design choice, but I rather enjoy more bullet hell games if they're present than not;

- The character's movement is fast, which is good for moving out of the way of approaching enemies, but makes it unnecessarily hard to find the right spots between bullets. Some games have a "focus" button that allows you to... simply move slower. It feels much better to weave between bullets when you have such an option, in my opinion.

- When one gets hit... It makes one loose focus, and you need time to regain your bearings. Some bullet hell games have a generous "post-hit invincibility" duration for that reason. As long as it's not exploitable (when you can just tank the enemies attacks), I feel this makes the game "fairer" in a way.

Still, it's amazing the work that has been done here; the art, the boss design, the overall layout, the sprites when they speak, etc. Well done!

Final Voyage by Simon Rahnasto 2018-08-15T21:35:25Z

Awesome game, I love the voice acting (especially for unit creation and command)!

A minor bug; the numbers are in decimals? So you sometimes have like 349.99999 coins.

Anyway, the gameplay was very smooth, the graphics look great and I've got to say the voice actors did a great job!

We Need Space! by BigJigglyProductions__ 2018-08-15T18:52:22Z

I really like the planet generation; they all looked really cool! I feel the name generation could be improved a bit though..

I'd recommend you to get music for other times (even if they're from opengameart); while you wouldn't get an audio score, a well-chosen music can help in other areas of the game such as the mood, flow, etc. Also the people at opengameart would be super happy to know their music was used on a game as nice-looking as yours!

I think it's a great idea, and you managed to make it procedurally look *really* nice; it showcases your strengths in both art and code. Well done!

Spaceabon by Agecaf 2018-08-13T19:51:47Z

Thanks @randdir , I wasn't sure of how to explain the controls too well (If anyone has ideas please tell me). I've added a few gifs in this page which hopefully make that clearer, but as for in-game instructions... I wouldn't know what else to do (adding gifs/animations would be too complicated, as would a tutorial...).

@andy-d I'm glad you liked the puzzle mode! It was an idea I got when my sister playtested it early on, she was getting too stressed with the other game mode, and doing the puzzle-mode only needed a single conditional!

Spaceabon by Agecaf 2018-08-14T20:15:54Z

Hey everyone, thanks for all your feedback!

**If you want to get the soundtrack**; download the "Source Code/Löve executable" in the itch.io page; it is a ".love" file. Just rename it into a ".zip" file and unzip it (That's all love files are); it contains the sourcecode, but also the assets, including the soundtrack! Feel free to do with it whatever you want, it'd be published on Opengameart with a CC0 licence if I weren't as lazy as I am. If you're interested in how I made it; I used sunvox with samples from the kiarchive. @tomeks @kunonooni

Also there is a *secret*. If you wait in the main menu for long enough... A special code will appear. If you input it, you'll be able to start the game at a harder difficulty. This is especially great if you want to try puzzle mode with a ridiculous amount of colors.

@peachtreeoath Re:level design; I think I first thought of the setting and then of the game, since then the idea of having little space 'cause you're in a space stations stuck around. You could say the level came before the gameplay, the only major change I made after that was the block in the middle, which I think is a nice obstruction. I was thinking of maybe making more levels for a future release. In fact, I think I'd be opensourcing it, so if anyone wants to do that, they're free to do so. It's all made with Tiled... except for a couple of hardcoded things (player's initial position, the first blue block, the camera, the little human typing as you type, etc)

Re: New mechanics; Actually, you can get four blocks together instead of three (e.g. filling up a T-shaped tetris block), which could definitely give you more score if I hadn't been lazy. Other ideas I've had would be having a "swap your position with the block in front of you" which would make the game much easier and "Actually, you control two robots at the same time!" which would make it way more confusing.

Re: skill-ceiling; Actually... after the last level (each level has a number of colors of blocks that appear, and a different speed at which they appear in arcade mode. You can know you're in the next level when the next color appears) you should pretty much crash the game since I never added a "check that the next level actually exists". To "address" this, I made sure the last level is inhumanely hard! Then I toned down on each level. I'm curious to see how far can people get. My highest score is like ~~18000~~ 28000 or so in arcade mode.

@fussenkuh I like the mobile port idea! I hadn't thought of it, but it would be perfect for the type of playsessions I have on mobile. Also the controls are simple enough that it'd be a piece of cake to translate them to mobile. I've never actually done it, but I might try later on. Thanks for the idea!

Spaceabon by Agecaf 2018-08-16T02:32:41Z

@rakart Unfortunately the "more than 3 blocks" issue is more of a practicality problem; it is super easy to detect when there's three blocks since one of them must be neighbor to two of them... But when it comes to more blocks, it becomes harder to know, as well as harder to decide where blocks should be reduced.

@mgsx I had quite a lot of problems with the difficulty curve for arcade mode; I wanted new players not to be overwhelmed, but having experienced players not to have to spend too much time doing easy stuff. You can enter the konami code in the main menu, press 1-9 to choose a higher starting difficulty, if you want.

@random-storykeeper I'm glad that someone got that far in puzzle mode! After 40,000 you're on the last level, you got so close!!! I'm glad you liked Puzzle mode, it was an idea my sister gave me after she playtested it. If you use a certain secret code, you can start with the number of colors you want, if you want to get to the crazy part faster ; ) The way you pull blocks is mostly there so that blocks don't get stuck on corners... Though the main difficulty in puzzle mode comes from the player messing up, so it is a bit of intentional difficulty...

I didn't playtest the Windows version for long enough for the song to loop; you're right, and the clicking is very loud. I hope the "Löve executable" version is ok, you might want to try that one instead (You'd only need to install Löve), The sound loops ok in that version (in my computer). I've got no idea why there'd be that click, the samples shouldn't loop as badly. The dynamics *should* be similar in the beginning and the end; the instruments have unchanged volumes (Though the first loop the song does fade in).

As a fun fact... the HTML5 version doesn't have the fade-ins/outs since the loop would sometimes restart at a random point, desyncing the two songs, which made it sound horrible..

I wasn't sure about the sfx (to be fair I've never been super comfortable with them), so I put them at a lower volume than usual. Ideally I'd add the options to readjust the music/sfx ratio for that reason. I'll try using sfxr next time, I didn't know if they'd fit with the music, but the current sfx don't fit with the game, so...

Thanks for your feedback!

Void Knight vs PEST by Memel06 2018-08-14T02:01:11Z

It was quite fun to play! I also liked a lot the sound effects, it made it all feel so squishy.

I found the hitboxes a bit problematic; for example it was hard to know how close you could get to full-size bubbles without being hurt, but it was most apparent with the boss (you can poke him from miles away). If making the hitboxes fit the art is hard, maybe you could try have the art fit the hitboxes? I don't know..

Another thing that troubled me was the teleporting... It didn't seem too useful for me; it's too short to bypass full-width bubbles (I think you even collide with them?), but a "dash" would be better as a short speed-boost movement. Also the fact that the camera jumps with the player makes it very confusing; you could try having the camera follow the player instead of it being fixed with them, maybe.

But, having said that, the game was *really* fun to play, which in the end is the most important thing. I loved both waving my spear at the enemies, as well as poking them; especially since they squish when you do so. It really feels great, good job!

Alternating Space by StateOff 2018-08-14T02:33:04Z

Quite an interesting puzzle game! Level 2 is brilliant in having the players teach themselves about the main mechanic, and it does make you think about how to solve the problem rather than just trial and error (at least for the last level for me).

If I had a suggestion... I think it'd be more forgiving if you made the buttons larger (eg 2 tiles width); it'd give you more margin of error with our execution, while still preserving the key parts of the puzzle.

Regarding the theme... I feel like your interpretation is a bit too subtle... If you like subtle interpretations, I'd encourage you to consider multiple interpretations; have one of them be "in your face", while the rest are more subtle. Eg "what if you run out-of-space, while running-out of space?". Though I do agree that it's a shame the theme allows itself for a very specific type of boxes/shrinking-play-area themed games; it's great that you tried something different.

Still, I found the puzzles quite intriguing and fun to solve, which is the heart of a puzzle game. Well done!

Lost in deep space by mgsx 2018-08-15T23:27:33Z

I like the cutscenes; both the intro and outro, and the between-level ones; they're a really nice touch. Gameplay-wise, I like the controls, they feel interesting. I think sometimes the key items (nut, wretch, screw) fly a bit too fast to see them come; you don't really need to know what's behind you, so you could have the main character be to the left rather than spot in the middle so that you get more reaction time for the key items.

Still, it's quite a lot of content for such a small time, especially the animations, which give the game a nice little narrative. Great job!

Space Equations by FussenKuh 2018-08-14T23:37:09Z

Interesting idea, though I feel it's a bit more running out of time than space. I was quite intrigued by how you made the numbers move randomly; it shuffles them nicely without being too hard to follow.

Beaver Pitch by Andy D 2018-08-13T17:53:18Z

Since it seems that your biggest concern is that you ran out of time, my feedback will be focused on time saving;

- Plan ahead with what's vital and what are enhancements; last time I didn't and forgot to add sound effects until it was too late. If you're not comfortable with your planning, try to get your minimum viable product as soon as possible instead.

- If you're not familiar/comfortable with creating music, use opengameart! There's no problem with that (The people there love knowing people are using their music), and even if it doesn't allow you to participate in the Audio category, a good choice of music can do great things for your Mood, Overall, and even Fun categories. If you're doing that, I'd recommend choosing the song early and having it on hand as you make the game.

- Art-wise, it's important to choose, for tile-based games, the size of tiles correctly. You want them to be big enough so that you can draw what you want... But make them too big and then all assets are significantly bigger. This is multiplicative and squared; doing 32x32 instead of 16x16 suddenly has you do 4 times the work! The beavers you did are super cute and awesome at that size, but the logs, grass, etc seemed like a lot of work. It's even more work if you want to do animations! So: a lot of tiles, animations --> smaller size; Static images, few of them --> you can choose a bigger size to make them nicer

Having said that, I'm quite impressed that you managed to do as much with LISP; it isn't a language I'd expect someone to use for a game; but you make it seem as if it were a game written in any other language. (EDIT: Btw, thanks a lot for the Linux version!)

And the beavers are really cute!

Night Shift by TomekS 2018-08-14T20:30:13Z

Really cool idea! The controls also feel quite good; uncontrollable enough to be challenging not to collide with anything, but not unreliable to the point it is painful.

I would've really appreciated a quick-level-restart button; if you screw up enough times in your first run, even if you still have 10 seconds left you already know it's not enough... and you have to slog through those 10 seconds anyway. I would've loved to see beyond level 2, but that frustration blocked me.

Also, while the music wasn't anything to write home about, the sound effects were *really* well done; the preparation, the movement and the crashing all felt great thanks to them.

It was quite fun to play, well done!

MASTER OF POWER (vs jealous villagers) by randdir 2018-08-13T13:23:53Z

It's pretty good for a first time in the LD!

As others mentioned, the biggest area of improvement is in the difficulty curve; as it is it is harder in the beginning (you don't know what to do, small projectiles) and easier in the later parts (as your projectiles grow in size).

There's many ways design-wise to address this, for example; - You could turn the concept of strength upside-down; you start with full strength and as time passes either your strength decreases (launching balls no longer decreases STR) or your maximum strength decreases (launching balls still decreases STR) - You could keep the STR system as it is, but increase the speed of villagers as time passes, or as you get more souls.

However, even if it gets boring in the later parts, I quite enjoyed playing it through the early and mid ones; You've got a simple and solid game loop.

I also liked quite a lot the villager's sprites! You chose a pretty good music (from SketchyLogic in opengame art, according to the credits?), and the SFX you made fit well with it.

As a last minor note... I couldn't see my mouse while playing (which would've been nicer); I'm not sure if that was intended or a problem on my end though. If it was, I'd recommend adding an in-game cursor; the red arrows are great, but a cursor would allow the player faster aim. (You still have to lead [aim towards where they're moving] your shots, so it shouldn't make the game too easy?)

Anyway, I enjoyed it quite a lot; it's a great entry for a first time in the Ludum Dare!

Compactory by VivianMochi 2018-08-14T19:32:07Z

Really interesting idea! I'd really encourage you to add music (even if it's from opengameart) and sfx (sfxr ones whould be enough); They make the game better not only in the audio category, and sfx for boxes moving would be almost musically rhythmical, while a good sfx to know when you've added more lanes would be super useful.

Gameplay-wise, I'd really appreciate an "erase" button... which I now realize you do have! (In-game instructions would be great)

Still, it's really fun to play, and clever as an idea. The gamplay is very intuitive (as in you can know *almost* all the controls without requiring to read about them), and it runs very smoothly. Great job!

Running out of space, literally. by Nobleboy 2018-08-13T17:13:48Z

Interesting idea! It gives an curious feeling as you get closer and everything starts to shine excessively and the camera shakes like crazy. It really makes you feel you're about to reach whatever that place is (I've run out of health the two times I've tried). (Maybe the camera shakes a bit too much)

You might want to leave the instructions either longer, or until the player clicks for the first time, I didn't manage to read them all the first go. I also wasn't sure what the blinkers were for? (They become practically invisible later on too).

All in all, it's an impressive showcase of 3D modelling and lighting, well done!

Acid Sink by Supernapie 2018-08-13T20:09:08Z

Pretty awesome game!

The art, music and gameplay fitted perfectly; there's some great teamwork here. I loved the music, and the procedural generation is pretty cool.

I've experienced a few bugs (sometimes the blocks aren't there, or I can't wall-jump off a wall), but when it does, it's super fun and enjoyable.

Great Job!

Protect the Core by Samuel Kriman 2018-08-15T21:46:37Z

Nice concept! I like how there is an impending sense of doom, but you're never left without doing anything, and there's always a slimmer of hope that you'll get the next laser in time; You balance fairly nicely the hope/despair of players with your design.

Six Spaces by Star Garden 2018-08-17T02:53:12Z

Really nice puzzles, and an interesting take on the theme. I loved the graphics and the character's voice, and how to use the lighting speed was a clever riddle. Good job!

SpaceRunner by jackou 2018-08-13T18:19:30Z

Pretty impressive, I love the title screen, the pixel art and the music. The music and floatiness gives it a nice feeling of being in space.

However, I feel like the gameplay and the mood clash with each other; the level design is that of an unforgiving platformer (which would benefit a lot more from an upbeat mood, fast levels/respawns, solid controls instead of floaty), while the mood (music + floatiness) would fit much better a more zen and easy infinite runner (there is no problem with easy games! If the mood is good enough--like yours--they can be really fun!).

I feel like this is a very complete game for 48 hours, with each independent part of pretty good quality, that just don't fit in together as nice as they could.

I'm still very impressed by the title screen though; it's a beautiful pixel representation of Earth.

Save the World? by almagames 2018-08-14T20:39:15Z

Nice game! I loved the animations; the squares in the main menu, and the squishy crunch of advanced machinery created to solve overpopulation. I also think it's very clever the way the questions get harder very subtly.

Well done!

Ludum Delivery by Korso 2018-08-13T16:38:09Z

I like the game design; the gameplay loop is simple and effective.

I'd have to say... maybe allowing the player to return a block to the moving band would make it "fairer" (though I understand it wouldn't be easy to implement); I was always taking the blocks almost as soon as they came out (I'm guessing the levels increase the difficulty, so it might be that I was still on the earlier levels), but as soon as I picked up a block I couldn't fit it was game over (after waiting for the next blocks to come).

Having said that, the game is very enjoyable to play. The music and art are simple, but work nicely together and fit the game perfectly. I'd say it is a pretty good game, well done!

Void Incoming by Purrfexionator 2018-08-15T17:17:02Z

I love the minimalism in this one! The art and sfx really help you concentrate on the layout of the levels.

I did find the cannons could be made a bit more fair if they telegraphed their attack and if we were able to see cannon balls when they go through walls (e.g. they becoming white).

I'm pretty impressed by the amount of good quality levels you've been able to make; sure they're all "simple", but no two felt like each other, and each had something interesting about it. I also really liked the fact that you let the player breathe and analyse the level before you start; it's a really nice touch. Well done!