Radiowaves by T90. 2026-05-09T00:55:47Z ♥ 2
Love the vibes here! I like the characters.
Foon → Ludum Dare Explorer → Users → Alchemic
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 60 | Old Tech | π₯ | Heaps of Hops | jam | ||||||||||
| 2026 | 59 | Signal | π₯ | Trainsmission | jam | 471 | 3.52 | 3.28 | 3.41 | 3.30 | 3.96 | 3.83 | 2.94 | 3.46 | |
| 2025 | 58 | Collector | π₯ | Hatterdashery | jam | 525 | 3.33 | 3.23 | 3.20 | 3.71 | 3.42 | 2.94 | 3.31 | 3.24 | |
| 2025 | 57 | Depths | π₯ | Is it Wrong to Try to Lay Pipe in a Sewer Dungeon? | jam | 198 | 3.85 | 3.40 | 3.55 | 3.60 | 4.60 | 3.65 | 3.63 | 4.03 | |
| 2024 | 56 | Tiny Creatures | π₯ | Tiny Turf Tussle | jam | 108 | 4.06 | 4.16 | 3.46 | 3.71 | 3.92 | 3.67 | 3.43 | 3.56 | |
| 2024 | 55 | Summoning | π₯ | Veiled Ocean: Echoes of Nautical Grief | jam | 944 | 3.24 | 3.14 | 2.85 | 3.12 | 3.52 | 3.26 | 2.90 | 3.25 | |
| 2023 | 54 | Limited Space | π₯ | Raft Blaster! | jam | 487 | 3.65 | 3.40 | 3.65 | 4.31 | 4.02 | 3.55 | 2.89 | 3.32 | |
| 2023 | 53 | Delivery | π₯ | Grav Garb | jam | 687 | 3.49 | 3.09 | 3.62 | 4.06 | 3.79 | 3.65 | 3.20 | 3.62 | |
| 2023 | 52 | Harvest | π₯ | Herogatchi | jam | 545 | 3.29 | 3.16 | 3.89 | 2.62 | 3.55 | 2.88 | 2.87 | 3.15 | |
| 2022 | 51 | Every 10 seconds | π₯ | Ten Seconds to Midnight | jam | 293 | 3.80 | 4.09 | 3.41 | 3.59 | 3.63 | 3.18 | 3.43 | 3.41 | |
| 2022 | 50 | Delay the inevitable | π₯ | UPDOG: The Ascension of 180 Sadie | jam | 648 | 3.56 | 3.46 | 3.50 | 3.59 | 3.85 | 3.64 | 2.98 | 3.69 | |
| 2021 | 49 | Unstable | π₯ | Moonbound | jam | 1171 | 3.18 | 2.84 | 4.00 | 4.18 | 3.16 | 3.26 | 3.50 | 2.92 | |
| 2021 | 48 | Deeper and deeper | π₯ | Red Stranding | jam | 1216 | 3.34 | 3.15 | 3.37 | 3.28 | 3.09 | 2.99 | 2.53 | 3.45 | |
| 2020 | 47 | Stuck in a loop | π₯ | That Time That Me And My Friends Got Stuck In A Time Dungeon | jam | 1264 | 3.16 | 2.95 | 3.82 | 3.52 | 3.18 | 3.08 | 3.06 | ||
| 2020 | 46 | Keep it alive | Heart.ache//nascension | jam | 1590 | 3.33 | 3.04 | 3.85 | 4.06 | 3.19 | 2.83 | 2.26 | 3.15 | ||
| 2019 | 45 | Start with nothing | π₯ | Zen Fish | jam | 505 | 3.50 | 3.32 | 2.87 | 3.68 | 3.47 | 2.77 | 2.58 | 3.67 | |
| 2019 | 44 | Your life is currency | Coin Bois | jam | 283 | 3.70 | 3.66 | 3.51 | 3.61 | 3.19 | 3.06 | 2.14 | 2.83 | ||
| 2018 | 43 | Sacrifices must be made | π₯ | Newton's Last Resort | jam | 643 | 3.29 | 3.21 | 3.50 | 3.44 | 2.97 | 3.50 | 3.05 | 3.23 | |
| 2018 | 42 | Running out of space | Tetromatcher | jam | 876 | 3.13 | 3.20 | 2.30 | 3.20 | 2.62 | 2.88 | 1.39 | 2.50 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | π₯ | Unholy Holes | jam | 615 | 3.42 | 3.42 | 3.69 | 4.15 | 2.60 | 3.06 | 2.80 | 3.00 | |
| 2017 | 40 | The more you have, the worse it is | π₯ | Drunkest Dungeon | jam | 587 | 3.44 | 3.51 | 3.19 | 3.86 | 3.13 | 2.96 | 3.81 | 3.23 |
Alchemic leaves an average of 19.6 feedback comments each event.
Love the vibes here! I like the characters.
It feels kinda buggy, but the idea is really innovative. It really captures what actual raids are like.
It's pretty fun once you figure out how to play, but the rulebook and other pdfs need some serious work on their presentation! The artwork on the enemy cards is very endearing, I wish the rest of the documents had similar presentation.
Extremely cute and somehow feels nostalgic. Gets slightly repetitive, but doesn't overstay its welcome.
I like the squeaks!
Okay, first of all, absolutely love the dictionary pdf. Very clean presentation.
The language is super interesting and I really enjoyed learning the basics. Seriously amazing job here.
My only complaint is that the game doesn't really require learning more than a few words!
My strategy was finding the main nouns of the phrase (like "slime" or "machine"), and then just looking around for like, machines in the world, and I had a pretty easy run. I would have loved more challenging tasks, maybe a few puzzles? Just something to really make me dig down into that pdf and *really* learn the language.
I'll definitely be revisiting this when I have more time! I really want to decipher what everyone is saying lol.
Also I love these guys.
This feels like one of those little plastic travel games you'd get from a museum gift shop or something on a school field trip.
Some of the rules could be refined. Specifically, more elaboration on how to roll more dice each turn would be nice. The bit about them not landing on any items is confusing, and what happens if there's multiple dice on one row/col?
I think one problem is, if you read the rules linearly from start to finish, everything is a little confusing until you get to the third page, and then it all comes together in an "aha!" moment. It would be better if basic concepts (like slippery rows, how large items work, and how dice are placed) were explained upfront *entirely* on page 1 or 2, then how flares work and what the goal is, and *then* the turn order steps were described afterwards. Otherwise you kinda have to read it in a back-and-forth motion, which is awkward.
The overall design is pretty great though, even if you can get screwed by the dice.
I would probably beg my parents to buy this for me from the gift shop, and then lose all the pieces in the car ride home.
A bit of a tired trope, but well-implemented. I got to the 5-color puzzle before I had to step away.
I like how the variety of tiles makes you look a little harder to see the path, it makes things a bit more difficult than a standard pipe puzzle.
It wasn't really obvious how much time I had to complete each puzzle, and I guess the oxygen meter is just there for aesthetics.
Overall pretty solid but could use a bit more... I dunno... identity? pizzazz?
I liked the starfield!
I managed to beat it! The upgrades felt a little unbalanced. The boost felt worthless. I just went for harpoon speed.
I really like the visual style.
It starts off pretty challenging, but it's very fun! Dealing with crates was very difficult, I feel like my board quickly became like half crates and I wasn't sure of how to deal with them.
I only managed to match the goal pair like 3 or 4 times before getting overwhelmed.
Overall very cool concept!
Hey long time no see! It's been a while!
This was a really cool experience, it reminds me of a certain mini golf game for the snes.
At first I was worried that it would just be annoying to not be able to see the walls, but you made it interesting. I like seeing the shadows of unknown objects.
The artwork is incredibly cute.
I guess my only complaint is that the physics are a little janky sometimes. Colliding with objects feels fine, but sometimes with walls I bounce off at an unexpected angle (especially on corners?).
Great game overall!
Fantastic mood. I was instantly sucked in.
I would say just remove the ldjam embed, it's so slow as to be unplayable.
Very cute game, although a bit short. Some of the levels felt pretty easy to just speedrun through. Great main character design!
Super sweet! Very cute artwork, comfy vibes. Excellent as usual. My only complaint is that the range feels pretty tight, and sometimes the drone just barely slips out of range.
I really liked having to revisit earlier parts of the level!
Cute and comfy game. Had fun seeing all the titles. I think the screen scaling messes up the photo though.
This is so polished! I loved playing it. The visual style is fantastic, the character portraits are great. The UI is so clean!
Honestly amazing work, you must have really been working hard every hour of the jam!
Will be looking forward to a post-jam version ;)
Yeah this was good. I did run into a glitch where the keycard wouldn't work, but since the game is so quick to replay, it wasn't an issue. That "2amato 2pmato" line is so inspired.
Oh wow, this is exceptional. I got totally sucked in from the start, although it does get a bit repetitive at the end.
I think I could have played this for hours if it hadn't ended.
Thanks for being honest and opting out of the Art category. The art that was made by hand is all very high quality! I really like the character designs. Personally I think I would have just scrapped the location backgrounds, if that was the only thing that was AI. They do add a bit of atmosphere, but imo it's not necessary, since I'm mostly focused on the text anyways.
Love this! Had me immersed pretty well. The writing is very good, I was fully invested in the world.
Amazing artwork! Although I expect nothing less from y'all lol
Web version isn't playable for me due to the mouse aiming going wild and just spinning constantly.
I can see what you were going for with the level design. I appreciated being able to barely see the third location from the second location to give a sense of direction.
I just felt like I was lacking motivation. There's not really anything going on in the world, no interesting movement mechanics, and not really any reward for reaching the end.
This is a super cool concept! And implementation! I love the overall vibes.
My only complaints are that the music's droning bass gave me anxiety, and Omen betrayed me.
I'm sorry to hear about the issues that got in your way, but I'm really glad you published this, it's very good.
I do hope you finish it at some point!
This is a pretty neat spin on a qix-like. There's a lot of attention to detail here that might go unnoticed at first. I particularly like how the sheep get "cleaned up" when sectioned off, but the wolves don't. Overall very fun to play with, I just with the level design was a bit more fleshed out.
I swear I had to write a solver for this as an assignment back in college...
Very nicely implemented!
This is a really cool take on these mechanics, I like how the bonuses are affected both by your mood (something you control) and also the weather (something random). Although, it does seem a little difficult to precisely plan ahead, so overall it still feels kinda random. I think it'd be cool if maybe, there was like some kind of system to get hints about the upcoming event and the stats that might be required.
I love how unique the mechanics are! Being able to heat up the cats is so inspired. I guess it's a bit easy, but it's fun!
I absolutely adore the main character model! The artwork is all very excellent, I'll be taking a lot of inspiration from it.
I think the bullet time input wasn't working in the web version for me (probably one of my browser addons interfering), so I had to play the game without that, and it was extremely challenging! (I did end up trying the windows version too.)
Fantastic artwork as usual! I like the chill music too. Very comfy game to play, I like it a lot!
Oh man, this is fantastic. I absolutely love shmups like this, and this one feels really solid. If this just had more content I could see myself sitting down and playing it for hours. (Although I feel like I say that about most of your games lol, you make great stuff!)
Very cool little experience. I wish there was a bit more to it, but the fact that y'all were able to make this entirely on your phones is crazy.
Insane that you made this in just a few hours. I really like the visual style, and how it shows the upcoming line lengths.
I really love the atmosphere and artwork here, but the gameplay felt a little shallow. Would love to see a post-jam version with more content!
Cute and simple, an enjoyable experience. Just a bit too easy.
Incredible as usual, I always look forward to playing your games! I had no idea where this one was going to go, it really surprised me!
Clicking and moving things around the screen felt really good, and finding out the different things I could grab was really insane.
Fantastic characters and artwork~
The voice acting is extremely good! Artwork was really cool, I liked all the characters.
Gameplay was the weakest part, it's fine for what is essentially a visual novel, but just a bit repetitive and easy.
Music was also nice.
Great game! Love the vibes. A bit easy, kinda wish there was more progression. Graphics are great, the change in lighting as you ascend is very nice.
When I got to the end, the camera didn't move far enough down for me to see the eye, but the screenshots here made up for it.
Extremely cool. I loved all the little "events" that happen. Fantastic polish, everything looks great visually, very atmospheric.
Very nice game! I liked a lot of the level design and mechanics, I just wish failing didn't result in a soft lock every time.
I enjoyed the movement, but I wish ledge grabbing was a little more refined.
The graphics are fantastic! Very atmospheric experience. I enjoyed it a lot.
Extremely good! I don't think I've really ever played a roguelike like this, where the enemies kinda stick around until you deal with them.
It does feel a bit *too* random at times, I've had runs end real quick because some scary enemies popped up early. On the run where I won, the first several depth layers were totally smooth sailing and I built up over a hundred power.
Overall very good, just wish there was more content!
A bit simple and repetitive, but it's very cute!
Took a while to master the controls! Very challenging game. I like how there are lots of variables that make it so that you can't rely on your muscle memory *too* much, but there's still a ton of skill involved.
I think I only got to about level 4 or 5.
(I played this day one but almost forgot to leave a comment!)
Pretty chill experience. Kinda wish there was more content, it felt over in an instant.
I tried the "hard mode" challenge and was able to get the first two fairly easily, but I was unable to finish the third challenge!
I have *one complaint*: yugioh cards are supposed to be smaller than normal cards! I would have crushed the third challenge if they were accurately sized lol.
I enjoyed listening to the music~
This is awesome! Very beautiful storytelling, and I really like the artwork. I love how you just keep writing down one long scroll.
I had seen ink before, but I didn't realize it could be used in such creative ways. The maze section reminds me a lot of old text-based adventure games, I felt a swell of nostalgia during that section.
I really liked the narrative. I did a second playthrough to experience more of the options. The memories/thoughts that can be optionally expanded upon are very thematic.
Excellent submission β€οΈ
Wish I hadn't missed rating this one, it's super cute! Congrats on the scores!
Very comfy vibes! Love watching the little guys run around. Very satisfying method of interaction. Good luck on full release!
Very challenging! I thought I would have an easy time, having played a lot of "barrel" type games in my days, but the added urgency and precision required caught me off guard.
Very cute graphics, and the music is nice.
Only complaint is I feel like the leaves are a little unreliable, it feels like sometimes they bounce me in an unexpected direction, or sometimes I seem to pass straight through them.
Cute game! Very cozy.
I was able to buy all the equipment upgrades on my very first return to home, and I don't feel like I spent more than a couple minutes just digging down and gathering ores. So the rest of my time was spent simply doing the quests.
I really liked the progression you managed to fit in, even if it was kinda short.
I feel like the big jump could have charged faster, there was never really a time where I would have wanted anything other than max power on it.
I didn't really get to use the jetpack! I already had way more than enough coal to beat the game, and doing the jetpack quest was the last thing I did before putting in the 99 coal. And then the game ended immediately lol.
Overall very much enjoyed playing this one!
Oh gosh, more people need to play this.
Incredible visuals and music, and well-balanced gameplay. Extremely nostalgic!
You should put some screenshots in your game description!
Interesting concept, I feel like there's definitely some potential in the puzzle design here. I would have gone for a more pikmin-esque aesthetic to match the jam's theme.
Some of the characters felt like they moved slower or faster than others. It's as if they have variable acceleration or something. I think for a puzzle game like this, the characters should either move at a constant speed, or not at all if there's something in their way. It made some of the jumps unnecessarily hard because some characters would just randomly not clear the jump.
Navigating the menus was a bit laggy and annoying, having a more seamless transition would help.
Also, you should have opted-out of the graphics rating category since you mainly used Kenney assets.
Overall good job.
Cute! I love the design of the little guys. Very innovative idea. I tried to queue up key presses, which seemed to work for movement, but I couldn't seem to queue up actual typing presses.
That last stage was a challenge! The visuals are great, I love the blurred foreground.
It felt sort of puzzle-y? Like it kinda felt like there was only one solution for each stage, and no room for error. Not complaining, I like puzzles, it's just not what I was expecting.
Only complaint is the shop UI is clunky and a bit annoying to navigate.
Overall pretty fun!
Same issue as others, game doesn't scale to fit the canvas. Had to use the scrollbars to play.
Nice artwork and music!
Classic Thiori game! Love it. Very satisfying to play. Cute artwork as usual.
Only problem is that it seems a bit too easy to simply kill all opponent pieces. I had a huge surplus of gold at the end, more than I could ever spend. Going for the score-based victory just seemed pointless. It would probably be more balanced if the AI was a bit smarter and could punish bad moves.
My favorite piece was the shotgun king, I think most of my turns were spent using the shotgun king. The totem was a close second.
Overall very fun to play!
(I realized I played this on day one and forgot to comment!)
First of all, fantastic aesthetics as usual, I always love your witchy madoka-touhou vibes.
Gameplay was pretty fun. Kinda brutal at first, but the upgrades help a lot, and almost become overpowered once you get 3 or 4 of them.
Wish there was a boss fight!
Nice implementation of core deckbuilder mechanics. Seems fairly well-balanced. Some more variety would be nice, the effects are very basic, and nothing in the shop ever seemed particularly exciting except a couple of the buffs.
The character design is super cute, I love her.
YESSSSSSSSS
10/10
My only wish is that I could change the actual background color within the frame.
Fun little speedrunning challenge! A bit shallow in terms of gameplay, but it gets the job done. The visuals are pretty nice.
Not surprised you were having performance issues with the web build, I assume due to shader compilation issues with particles. I would suggest try converting any GPU-based particles into CPU-based particles.
I like the artwork and music, but the gameplay felt so erratic and confusing.
Sometimes I'd lose when seemingly nothing was happening and my meter was only halfway. One time I lost immediately upon launching the game, just after my second card had been dealt, with zero user input. The UI overlay also doesn't seem to appear until I hit spacebar for the first time.
And when in sausage mode, the meter fills extremely fast, I barely have time to even roll over to another player's hand before it fills and I lose. Exiting sausage mode doesn't seem to cause the meter to stop rising, and if I panic and click hit or stay to try and abate the meter, I usually lose instantly anyways.
The game seems to just totally softlock when I lose. Characters are still animated, but my only option is to alt+f4 and restart the game.
Overall I think this game could really benefit from much more clear feedback on exactly what's happening. Why is my meter going up? Why did I just lose? How many chips am I betting?
(Apologies if this seems a bit harsh, I'll say that the actual card mechanics were implemented nicely, and again the music and artwork were very nice.)
Innovative gameplay idea! Very well implemented with the red dot markers and all.
Difficult! I like the concept. The creatures are cute. It feels like there should be some sort of partial credit if you get the wrong color, at least for money.
Good game! Lots of levels. The artwork and music are exceptional.
Unfortunately the physics kind of hampered my experience. Bouncing off walls felt like it just kind of bounced me in a random direction, so it was impossible to try to line up bounces with doors and such.
The level where you could fall into the pit felt very unforgiving, it felt like if my hitbox barely clipped a corner I'd fall. Would probably feel better if this collision was based on the player's center point rather than their whole hitbox.
Other than the physics issues though, pretty solid game overall.
Very fun! I like the visual style. Was a little confusing at first, short-term goals were unclear. Wasn't sure at first if the waves would be an actual threat or not.
First thing I did was dig down and get stuck without being able to build or unlock ladders.
Once I got into the swing of things, it all went pretty smoothly.
Archers seemed a bit useless? The artillery seemed to be completely overpowering the waves. And without being able to build platforms over the water, my archers just had to sit and watch.
It'd be nice if the diggers wouldn't stack digging the same tile, even if it results in getting stuck. I'd say ladders are a good way to get unstuck, and the ability to easily delete ladders would be nice.
Overall pretty solid.
Extremely cute!! The witch girl is adorable! Lots of cute details in the environment too, I especially like the little frogs π
The only problem was that the collision seemed to be a little strange, sometimes the kittens got stuck on seemingly nothing.
Overall I really enjoyed this game. Again, fantastic artwork!
I love the atmosphere in this, it has a very "RPG Maker horror game" vibe to it. The music and visuals are great.
Although, the gameplay was a bit lacking. Once I figured out how to navigate the rooms, it became a bit tedious to search everywhere for the key items. It kinda feels like I missed something, like it was over too soon.
I did enjoy figuring out the navigation though.
This game rocks! I can't imagine how hard it was to animate all this, I'm extremely impressed with the camera movement. I nearly passed out when I saw the brachiosaurus!
I used to love playing games like this in the arcade, and this made me realize I haven't played one in a while.
High-quality stuff!
Very interesting game. I liked the mechanics a lot. The last level had me a little perplexed though, I had no idea how to solve it, and I just sent my guys straight up the wall somehow without using all the colors.
Despite the simplicity, the visuals were very nice.
Love the style! Very nostalgic. Gameplay was a little confusing at first, but I got the hand of it after a race or two. I like the various items needed to bypass hazards. Very cool!
Quite difficult! I like the idea. Requires a bit of experimentation to get a good build going. The artwork is fantastic!
Excellent illustration! I played the game before reading how to play and somehow managed to pull through lol.
Cute game! I love the concept of learning about how different bugs affect the garden.
The controls felt a little weird though, the hand feels like it has too much momentum or something. I also think dropping bugs while moving the hand should kind of "throw" the bugs instead of always dropping them straight down.
I liked the garden artwork! Although the menus and text were a little difficult to read.
Also, when dealing with the "good" bugs, there's kind of nothing to do? I would have expected some bad bugs to get mixed in, and have to sort them out.
Very cute and soft! I feel like I didn't really learn exactly what the liquids do, I kind of just ignored them for the most part. Decent amount of levels for a jam game!
Man you always make the best little puzzle games lol. I kind of wish the dash was automatic when needed, but I appreciate the challenge. Planning ahead was absolutely vital when placing the blocks.
Very fun! Love the vibes, cute girls. Got a little repetitive, I wish there was a bit more strategy. I quickly lost my ships on the map, there should be some way to have the map follow a specific ship. The menu sfx were a bit too loud.
Overall spent longer playing this than I expected, very good experience.
I love the warm and comfy artwork. And of course the music is top tier. Some of the puzzles felt a bit weird, I feel like I cheesed some of them by abusing hitboxes and the double jump box.
Well made game! It was a bit easy and got a little repetitive, but I made it to the end. The news sections were cute.
Excellent as usual! The red ants were particularly challenging.
The upgrades that allow you to make longer words are extremely useful, almost necessary imo.
Extremely good presentation and artwork. Would have liked to see some more challenging levels.
Had some issues with the mouse cursor, and the stamina seems a bit too difficult. But, I managed to get through the end and had a bit of fun!
And of course the artwork is extremely good.
Extremely cute graphics! I really like the puzzle feeling of the gameplay. My only complaint is that the enemy turns take too much time, I wish all the enemies would do their animations at the same time instead of one by one. Otherwise I really enjoyed playing this!
Cute graphics~ I finsihed the game on hard and it felt way too easy... the patterns definitely need some variety and more challenge. Loved the artwork and audio though!
(Also I think some of your sprites are suffering from texture compression issues)
Interesting twist on the typical match-3 style! Very polished, although I felt like the mouse cursor didn't quite line up to where I expected. The scribbly art style is very endearing!
Hey this is really fantastic! I love the overall vibes, it's like a chill typing game lol. Though it became quite challenging! I lost at what I assume was quite close to the end, unfortunately.
Super cute! I'm starting to think you have a certain style of games you make ;)
As others said, it feels pretty finished. I could see where this could be expanded to be like a roguelike or something though, lots of room for extra layers.
I really like how you introduce the special stuff after a short tutorial.
Great job!
Incredibly cute! Everything is so polished and smooth. I like how everything is animated by just wiggling around lol.
Cute game! I just wish it was a bit more fleshed out.
So cute! I love them so much lol
I wish there were more interactions and idle animations, feels a little barebones as it is now.
The artwork is super cute though. This is using stacked sprites, right? I'm curious what editor was used to create the artwork.
YO congratulations on the scores! I really wanted to rate this but I messed up and ran out of time ;_;
This game is absolutely fantastic. Extremely well-deserved mood score.
I would love to explore more of this world.
I'm getting very Myst and Outer Wilds vibes and I love it.
Honestly one of favorite LD games I've ever played.
I really wanted to like this game because of the fantastic artwork, but honestly the gameplay is pretty rough...
As already suggested, the cursor dragging mechanic needs to be fixed, and should probably lock the screen while dragging and make it limited in some way. The level design is also a bit too sprawling and maze-like, condensing it would help a lot. I like the fountain area but I missed it entirely, I only know about it because I saw someone else play.
I can tell y'all put in the effort! I'll be looking forward to what you create next time!
This is a pretty solid game! Feels very feature complete, although the UI is honestly a bit unintuitive. Once I figured it all out though, it was a real fun experience. I like the style and vibes. I also greatly appreciate how you can move freely when combat is over.
I had fun!
Really cool idea! I love shop sim type games. I like the art style and overall vibes. It got a bit easy towards the end, mostly because there's no real penalties or time limits or anything, so you can kinda just spam next day and random fill orders. But trying to actually make a "good" bag was a fun mechanic, and getting a big payoff customer was worth it.
Overall pretty solid. I see that icon.svg though!
Hey, sorry to see you didn't get a lot of ratings.
This game is VERY GOOD.
I played this with my wife, in a head-to-head format. We didn't change the rules, we both printed out a sheet and played solo, and then compared our scores at the end (93 and 113 btw).
Firstly: The presentation is EXCELLENT. The judicious usage of vibrant colors and solid black lines made the prints come out looking phenomenal. Seriously, this feels very professionally designed. I love the cute artwork!
The rules are well-written, and for the most part, everything is super clear and unambiguous.
There are just a few places I'd improve things for clarity:
- We didn't read the scoring section until after we were done playing. We missed the line, "Touching means all eight squares around an item," and we had assumed "touching" to mean only the 4 spots directly adjacent to the item. I would clarify the meaning of "touching" much earlier in the rules.
- The exact ordering of when to use cavern abilities vs item bonus effects is a little confusing. I would make 2 changes here: A) move the "gaining the item's bonus effects" section to follow the "fitting an item" section, since I believe this is logically when it occurs during the turn, and B) I would have liked a clearly numbered sequence of actions to perform on each day, ideally on the first page. Copying this numbered sequence onto the player sheet would also help remember exactly what to do.
- I think the cavern abilities sections on pages 3 and 4 could be condensed into just one page. This would be good to use as a reference sheet while playing the game without having to flip back and forth (we printed double-sided). The newly empty space on page 4 could be used solely for examples and further clarifications.
- I would clarify the phrasing around "temp die", since that makes them seem different from "non-temp" die. I would focus on the word "motivate" for this. You could say that at the start of each day, you automatically "motivate 3 dragons", and then instead of saying "roll a temp die", you could say "motivate a dragon" or simply "motivate".
- Because the "player sheet" and the "cavern board" are two pages in the same PDF file, we printed them double-sided on accident, so we had to print some extras when we read how they were used. I would split these into two separate PDFs, to make it clear how to print them.
Now, regarding the actual gameplay:
This is a very fun "dice placement" game. Having played many similar games before, it still managed to give me a unique experience.
- The "add or subtract 1 to any unspent die" maana ability needs to be described in the actual rules, not only on the player sheet. I don't know how, but we both missed it entirely. The elemental scoring rules are similarly missing from the rules, although at least for those the rulebook does point you towards the cavern board.
- The potion icon is a little hard to draw, it ends up looking like a weird burrito or pencil eraser.
2+ player variant idea:
- Ideally, each player would be given differently colored dice.
- At game start, roll for first player, they get a token. After each day, the "first player" token rotates clockwise.
- At day start, all players roll their dice. Starting with the first player, take turns placing a single die (or pass).
- Instead of placing dice on the cavern die slot, the dice are placed on the item they were used for. As with the current rules, each player may still only use one die per cavern in a day, but multiple players can all visit the same cavern.
- For 1 or 2 players, each cavern item can only hold a single die, for 3 or 4 players items can hold 2 die.
Overall this was a very nice friday night board game experience. Seriously, the quality is insane. We enjoyed this much more than many of the mass produced board games in our collection.
EXCEPTIONAL. VERY CUTE!!
Excellent as usual. This is quite a bit more difficult than your previous entries! The level design is great, the difficulty curve feels just right.
I absolutely love how the yellow kelp really stands out from the terrain. All of the spritework is top notch.
This game is *clean*! Super cute, I love the artwork! Very fun to play, very polished.
I love the concept of taking a simple card game and just stacking mechanics onto it. The chaos was great.
I didn't have a lot of time, but here's a quick sketch for ya: charrenderpng.png
Very cute. The mechanics were kinda basic, I feel like the ribbon customization didn't really have a strong impact. But it was still fun to bounce around and stuff. The secret ribbon is cool to find.
I would have liked to see more mechanics centered around entering/exiting the ribbon.
Surprisingly moving!
I think sometimes I didn't really have enough information to make a proper decision. It's like, a doctor? Easy decision. Just some impatient guy? Idk. He could be an even better doctor for all I know.
Could be more meaningful if you could ask them more questions, and sort of do a bit of detective work to make a decision.
Still, it was very cool to see the story sort of play out based on who you chose. The dialogs and the conclusion narratives were nice to read, and well written considering how concise they needed to be.
Oh wow! I remember playing the first Witch Contractor! Very cool to see a sequel.
I really like the tile collapsing mechanic. Having the camera show the whole level before zooming in is a really cool idea. I enjoyed planning out my route to the magic circle.
Very cute characters! I liked the opening cutscene.
Amazing work as usual! I love the music and overall vibe, it's all very cohesive and I found myself very immersed.
I really like the difficulty progression. Theseus was a great finale! I didn't get stuck on it was much as some of the other levels, but being able to exercise my mastery over the mechanics felt great.
I made a strange level that breaks certain assumptions, but it seems to work okay:
``` Tea and Pie Stew,Fae .MANLY...CAFE.| ...TEA..AND...| .SHOW....PIE..| ..............* ```
Really enjoyed playing everyone else's custom levels! I'll have to come back in a while to see if any more get made.
Far too easy. It's almost impossible to lose, and there doesn't seem to be a win condition? It's cute though, I like the artwork.
Extremely fun! Excellent level design.
Fun game! I tried to play on the insane difficulty, and honestly the hardest part was that the background is so dark I have a hard time seeing the walls. I like the propeller slapping sounds when they graze things. Having different parts with individual health bars is a cool idea.
This was great! The walking could use some auto-pathfinding to get around rocks and stuff, but otherwise pretty well-made. The artwork is beautiful!
This is excellent. My only complaint is the repeated button presses are quite painful for me, I would have liked to be able to hold down a direction to continuously move.
Fantastic game! The balance is a bit rough though, it sometimes feels like you take unfair hits, like when the laser enemies start moving while firing.
Super cute graphics and music!
The stealth gameplay was solid, but the boss fight was a bit strange. I think more interesting level design in the maze would have helped a lot, it being just a literal maze makes it feel repetitive, and there's no difficulty ramp so it's just kinda easy the whole time. I like the pixel art!
Pretty great. Theme interpretation was a bit vague, but the gameplay, graphics, and audio were top notch. I kinda wish the camera cursor thing snapped to some kind of grid, it felt a bit smudgy with it being pixel-perfect.
Amazing! The artwork is incredible, I love the overall comfy vibes and ambiance. The sfx and intermittent music are very nice.
I was a little confused on how exactly my choices impacted things, but I loved reading everything! The writing is very good! I could see myself spending endless hours in a world like this.
One of my favorite games so far!
What's here is good, but I really wanted to drive my ship at the end!
I like the part snapping, it seems to work well. Though when it came to the doors, I feel like numbering them was unnecessary, I would have liked to place them in any door frame.
The snap spots underneath the ship took me a little while to find.
I've been playing a bit of Hardspace Shipbreaker recently, and this is like, the opposite of that lol, so it feels a bit strange.
I like it!
Solid implementation. Very nostalgic. Needs more powerups.
This is pretty great! Witch girl is maximum cute!
Loved looking at all the signs on the buildings. I appreciate the procgen implemented here.
I like the music!
Love to see a good TIC-80 game! I was able to walk straight through the walls in some of the levels, which I abused to cheat past some of the puzzles.
Fun game! I enjoyed it in the beginning, but I found it to be pretty easy, and it started to become a bit boring due to that.
I like the artwork a lot, it feels very soft and comfy. The phone ringing animation is particularly cute.
Clicking on the checklist felt a bit off? Like maybe the hitboxes for the text wasn't what I expected, idk. Found myself accidentally clicking on the wrong checklist item a few times.
Overall very solid!
Extremely cute game! I love the artwork! Purple witches are the best!
Fun and well-made game, just kinda felt lacking in terms of like, content? Maybe some different order types and more dynamic hazards would have helped. I love the music, it's very chill. Very comfy game overall!
Exceptional game! Very fun and engaging. The artwork is super cute and I like the music. I only wish there was a bit more structure to the game, simply playing until you inevitably lose feels a bit unsatisfying.
I would love to see this expanded upon!
I always appreciate a physical jam game! My partner and I had some good fun playing it.
Overall it wasn't bad, but maybe just kind of bland. The amount of decisions players get to make isn't very high, but that's not necessarily a bad thing. This feels like the kind of game my dad would have taught me to play during a long road trip or vacation.
It would definitely help to have an extra page in the rules which is simply a pre-drawn board and maybe some cutout character pieces. We didn't have a chess/checkers/go board handy, and drawing the board on paper was kind of painstaking.
Some notes in no particular order: - We were a bit confused about the serving zone. Is the whole serving zone considered one big "square", i.e. you can move from the serving zone to any of the three adjacent field squares? Or is it divided into 3 squares itself, and if so, can you choose where exactly to place your server? - Steps 3 and 5 need to be refactored into one step. Being told to "roll both dice", and then referring to a "first" and "second" die is confusing. Which one is considered "first" if we rolled both at once? Do we get to choose? Or should we be rolling the dice one at a time? We decided to roll one dice at a time, but we think it'd be more fun to get to choose after rolling both dice. - Step 4 shouldn't be a "step", as it is just flavor. It's also splitting up rules 3 and 5 which makes them hard to follow. - Step 5 refers to an "X axis" and a "Y axis", but these terms are never defined. The board setup refers to "rows" and "columns", so I think Step 5 should also refer to rows and columns. Otherwise players might have disagreement about which axis is which. In the example board photo, the columns appear as the X axis, but when you're playing the game, the board is rotated. - Step 6 should clarify whether or not diagonal movement is allowed. We assumed not. - Can a single piece move twice in one turn, taking 2 of your 3 moves? Our interpretation of the rules ("move up to 3 of their pieces one space") is that you cannot do this, each piece only moves at most once per turn. It would help if this was made super explicit. - Our interpretation of the text, "3 pieces in a straight, contiguous line without gaps", is that the pieces need to be orthogonally adjacent, but it would help to clarify whether or not diagonal connections are allowed. - In a comment you mention, "In the spirit of real volleyball itβs OK for your pieces to move 1 square off the board", but I couldn't find this in the rules anywhere. Our interpretation of the board description seemed to imply that you can't move outside of the specified rows, and the only extra column is the serving zone. - We had several long sequences of bouncing back and forth without needing to move any pieces. The long, narrow board also means that keeping your pieces in a straight line down the middle row is a highly effective strategy.
Very nice! I always love your "short n sweet" style of games.
Puttering around feels very good by itself, although trying to use both WASD and arrows at the same time got a little confusing lol. I love the artwork and music, it's a very comfy game. I like how getting hit only costs you time.
The only major issue I ran into was that I was going too fast for the screen transitions to keep up. At one point I had completely gone through an entire screen before the first transition finished. The specific screen was just a short bend around the corner, so it was very easy to break the transitions there. My proposed fix would be to *always* force the camera to keep the player character in view, no matter what else is going on with the transitions.
Best time: 3:05:201
(I barely got my rating in on time, and almost forgot to leave a comment!)
Pretty neat little game! Took me a little while to understand how to get higher scores. The pumpkins in particular, I didn't realize I was harvesting them too early lol.
But once I got everything figured out, I was able to do the bigger stages and had a lot of fun with it!
Fantastic job!
The day/night gameplay felt a bit lackluster, but overall this was a very good experience.
I really like the artwork and characters.
The music is amazing!
I recorded my experience in this video, Folk Farm is at **32:35**: https://www.youtube.com/watch?v=A4H5IBD97Rw
This was a nice idea, although it feels a bit unbalanced. Some cards feel kinda useless.
I like the simplistic style, and the artwork is very nice.
I recorded my experience in this video, Weed em and Reap is at **25:16**: https://www.youtube.com/watch?v=A4H5IBD97Rw
This was fairly well-made! The visuals are very nice, and the gameplay is solid (though it took me a while to figure out what to do).
I hope y'all get more ratings, this deserves to be seen!
I recorded my experience in this video, Alone with the Dark is at **17:33**: https://www.youtube.com/watch?v=A4H5IBD97Rw
Very nice! I love the graphics. Jumping around is very fun.
Took me a while to figure out how to grow money, but I think I got the hang of it.
The various NPCs are cool.
I recorded my experience in this video, Bill the ATMan is at **09:02**: https://www.youtube.com/watch?v=A4H5IBD97Rw
Nice game! Everything about it is pretty good, no major issues. The art is nice.
Very good audio.
Nice theming and message.
I recorded my experience in this video, Happy Tree Harvest is at **00:15**: https://www.youtube.com/watch?v=A4H5IBD97Rw
Not much gameplay, but still a pretty neat entry. Good job!
It took me a bit to understand it, it's a really unique mechanic! The artwork is interesting.
Amazing game as usual from y'all. Very cute graphics, sailing around is very comfy and fun.
Very cute! I love the art style.
Very relaxing to play, jumping around feels good, and I like overall vibes.
Needs some rain sounds and maybe some very simple chill music to tie everything together.
I recorded my experience in this video, DropLet is at **38:20**. https://www.youtube.com/watch?v=ST10nvA_qXE
I really liked this game, it's cute!
I think some of the levels might be a bit strangely designed, but none of them were bad or anything.
My only real complaint is that moving around is annoyingly slow, because you have to wait for the enemy turn after each step.
I recorded my experience in this video, Dream Reaper is at **29:50**. https://www.youtube.com/watch?v=ST10nvA_qXE
I played through and 100% this whole game, so that's worth something.
The music and visuals are perfect, and the overall gameplay was fun.
I only wish there was a bit more variety in the level design, it gets pretty tedious to collect all the corn.
I recorded my experience in this video, Corny Heist is at **21:06**. https://www.youtube.com/watch?v=ST10nvA_qXE
The physics are a bit unpolished and the level design is a bit lacking, but I like the direction this was going. The controls were pretty snappy and I didn't have too much trouble jumping around. Just the physics really caused issues like pushing be off the Z axis and some weird hitboxes.
The art and music are fantastic.
I recorded my experience in this video, HAR VEST is at **12:03**. https://www.youtube.com/watch?v=ST10nvA_qXE
I had a good time with this game! Feels kinda nostalgic, I like it.
I recorded my experience in this video, Drake's Fortune is at **00:05**. https://www.youtube.com/watch?v=ST10nvA_qXE
Absolutely outstanding on all metrics. My only "complaint" is that the gameplay is easy, but it was definitely engaging enough to get me to the end.
The artwork is phenomenal, I love how the plants sway in the wind.
I see you cited Inscryption as an inspiration - I can definitely feel it! Inscryption is one of my top favorite games, and I like Fallowtide for a lot of the same reasons.
I recorded my gameplay experience in this video, Fallowtide is at the **39:13** mark: https://www.youtube.com/watch?v=8TPsLkQIfYE
Pretty neat little game - I played the html5 version and the performance was pretty annoying.
I liked the artwork and the ambiance of the music. I don't tend to play very many games like this, so I can't really comment on the gameplay itself very much, but it seems like a solid implementation to me!
I recorded my gameplay experience in this video, your game is at the **33:41** mark: https://www.youtube.com/watch?v=8TPsLkQIfYE
This is amazing! The artwork and music are 10/10, and the gameplay feels really solid. Pretty much zero complaints here - except that I wish there was more of it!
I recorded my gameplay experience in this video, your game is at the **20:48** mark: https://www.youtube.com/watch?v=8TPsLkQIfYE
Very cute little game! I love the round little seal and the squeaks.
I'm not really sure what the intention was with the movement - but it reminds me of a toy RC car thing I had as a child, where the remote only had one button and pressing it switched from "go" to "turn left".
I recorded my gameplay experience in this video, your game is at the **15:43** mark: https://www.youtube.com/watch?v=8TPsLkQIfYE
Pretty solid game across the board! I found myself getting sucked into it, I didn't realize how long I'd been playing until it was almost an hour!
My only complaint is that the eye goblins are too difficult. I found myself going for arms and legs instead, to get a more consistent income, until I got to brains at least.
I recorded my gameplay experience in this video, your game is at the **0:30** mark: https://www.youtube.com/watch?v=8TPsLkQIfYE
A neat little prototype, but it lacks a strong core loop. Collecting things is kinda fun, but the timer seems kinda arbitrary, and there doesn't seem to be an end goal.
I love the artwork, although some animations would have been super nice to see.
An aside: your website's main page seems to be a bit broken, I tried snooping around but none of the other pages would load for me.
I recorded my gameplay, you can watch it here (34:49): https://www.youtube.com/watch?v=ihro-C1lbJM
I really love everything about this game. Very comfy vibes. Seemed a bit too easy, but that's fine.
I could watch the train coast towards the horizon for hours.
I recorded my gameplay, you can watch it here (20:47): https://www.youtube.com/watch?v=ihro-C1lbJM
Cute little game. Also got a bit confused by the beginning. I like the cow.
I recorded my gameplay, you can watch it here (14:27): https://www.youtube.com/watch?v=ihro-C1lbJM
This is extremely good! Really solid overall. The music is great.
I didn't realize the levels were randomly generated - that must have been at least a little difficult to get coded correctly.
I recorded my gameplay, you can watch it here (6:50): https://www.youtube.com/watch?v=ihro-C1lbJM
Hey, this is pretty good for 9 hours of work! I'd love to see what you could do with more time. I really liked the artwork, the main character is super cute.
As an aside: I feel like you should've opted out of the audio category, since the music wasn't created during the jam.
I recorded my gameplay, you can watch it here (0:50): https://www.youtube.com/watch?v=ihro-C1lbJM
Props for using raylib!
Cute game, but not a lot of gameplay going on. Looking forward to your next one!
Very cute!
Fantastic artwork and animations!
This is really great! Love every part of it. Hit detection seemed a bit off, but probably just webgl latency. 5 stars!
The input being weird really got in the way of having fun. I would expect to simply be able to tap the keys to move, but instead it seems like you have to hold them. I tried both webgl and windows build, windows seemed more consistent, but I struggled to move only one space at a time. I would hold the key to get moving, but then the movement speed was too fast to control. How did you code the movement? I would expect it to be a simple `if (controls.Left.WasPressedThisFrame()) { move_left(); }`.
Anyways, otherwise fine game.
Loving the vibes of this game, was a bit confusing but I'd love to explore it more if I had more time.
I love the core idea of this game, but it's just a bit too slow-paced. I think a smaller field with shorter movements would make the game feel faster. But the idea of programming movement is pretty neat. The artwork is nice.
Fantastic entry. I am a bit suspicious about whether or not the artwork was made during the jam, but I will give you the benefit of the doubt and rate it highly. Would love to know the process used to create the artwork!
I found it difficult to aim precisely.
Very nice experience, very well thought out mechanics.
A bit buggy here and there, replay being broken is an annoyance, but otherwise fine.
I think food is a bit too hard to produce, I don't think I ever saw any cards really related to food aside from the farm building.
Just going to mirror what others are saying. I love the presentation of the game, but the timer mechanic just makes the game entirely unfun to play.
The thing about the timer is that it doesn't seem to add anything. There's no reason for the timer to exist aside from slowing down the gameplay experience. Even if sped up to 2 seconds or whatever, that's still pretty slow.
Extremely cute game! Very well-made, I like the musical notes used as sfx.
The use of the 10 second theme seemed a little tacked on, the player is never put into a position where they are forced to be away from a circle for more than a half a second. It would be neat if some of the later levels had the green obstacle circles placed in ways designed to bump you out of the blue circles, or some other mechanic designed to pressure you against the 10 second timer. Otherwise, I think the game would have been fantastic without the 10 second mechanic at all! The rest of the game stands well on its own.
Fun idea, it starts off at a slow pace though. The objects don't seem to really impede you much, I only had trouble when I visually lost track of the button entirely.
Very fun! Well-designed and easy to jump into. The procedural generation was very consistent and resulted in really nice levels.
Very nice artwork and music. The character sprite is very nostalgic to me for some reason.
I beat it, but gosh! This game is unforgiving! I liked how short it was, it really emphasized the core design.
I actually really liked it at its core, but there are some quality of life improvements that would significantly help: - Being able to stand on a button to hold the timer at 10 would be great. I found myself dancing on a button while trying to think. - I know the game is short, but some sort of checkpoint system or some way to speed up the first few steps would be nice. Having to retry multiple times, the beginning gets a bit tedious. - At the very least, a fast restart, without having to listen to the intro voice clip, would be nice. - I had no idea you could put the buttons on walls. Only learned that after watching your video. If there were clear mounting points on the walls it would have helped me realize. Not that it was necessary to finish the game. - Sometimes I would set up a laser thing to point off the balcony to a button below, but when activating it with a button it would be aiming directly into the balcony floor. This didn't seem to affect its behavior though, it just went right through. Still, it was very worrying lol.
One thing I will give special praise to is the buttons which are leaning up against the wall, giving a clue that there's a hidden laser thing nearby. At first I just assumed they were broken, because jam game lol, but then I thought "ya know, maybe there's something going on here."
Also the little pot things seemed like a huge red herring. I basically didn't use them at all after finding a tripod laser thing. Not sure if that was intentional, but at least they gave the environment an interesting feel.
The graphics work well for the gameplay, but the complete lack of textures or shading on the walls made it very hard to discern where the corners were. Some subtle grid lines would fix that, assuming it fits with your intentions. Took a lot of trial an error to map out the room.
Overall pretty nice.
Absolutely fantastic. Great take on the theme. Very refreshing to not have to stress out over a timed task.
Amazing artwork, 10/10.
I managed to finish it first try, maybe it was a bit easy?
Typical "dice placement" game issues like bad RNG, but that's just the nature of the game I suppose.
Pretty solid. Nice implementation of the idea. Nice audio.
This was a pretty nice experience, especially the tutorial.
The gameplay was a bit slow-paced for my tastes, but it seemed very well thought-out.
The cards at the bottom of the screen kind of faded out of my eyesight, so I frequently forgot about them.
At one point I had moved forward and colonized a planet (or so i thought?) and a bit later it suddenly spawned enemy ships surrounding it, killing me instantly. Not sure what I was missing there lol, maybe a bug?
Overall pretty ambitious, the trading system works pretty well.
Okay, so, this game clearly has some heart put into it, but it's kinda rough.
I think the other comments cover most of the issues, but I'll note some key issues I found while playing: - Camera collision is annoying. This should be easy to fix if you're using the typical camera setup. - The default character and mixamo models are kind of garish and don't fit the game at all. I guarantee, I *promise*, anything you could make yourself would be better than these... things... - Character animations blending together made combat feel very bad. The animation transitions need to be a lot tighter, or even removed entirely, and there should be no ambiguity between blocking and attacking. Also it was very unclear where the attack hitbox actually was. - The shop is a bit of a grind, but once you get your coin multiplier up, you kind of blast through the levels. - The performance requirements are too heavy. I have a high-end system and was barely able to run it. Also, I think you published the debug build?
I liked the music, and the terrains were nice.
Again, clearly has some heart in it. I'll be looking forward to your next game.
I love the idea of this game, but once you've memorized all the rules it becomes a task of dexterity, and I didn't look at the computer files at all after a certain point. I only lost when I got to 6 modules and the bottom one was cut off, but it seems like you fixed that in your post-jam version.
Overall, I really liked it! The idea of having to do research to figure things out within 10 seconds is pretty cool, it's a refreshing take on the usual "microgame" style. I also really love the comfy vibes. Everything felt pretty intuitive aside from the wand (which i had to read your game description to understand).
I guess my only real complaint is that it doesn't go deep enough! I want folders within folders, hit me with the wikipedia experience lol. I would like to have more incentive to preemptively research things I haven't seen yet, just to be prepared for them when they do show up.
P.S. Regarding submission rules, you're allowed to re-upload to fix actual bugs, but gameplay tweaks and cosmetic changes are forbidden. "Quality of life" changes would fall under the latter, unless you could honestly say that it was intended to be there in the first place, and a bug caused it to be missing.
Very nice game! The artwork is phenomenal!
The gameplay was pretty interesting, it was cool to explore the thoughts and unlock combos.
Final boss was a little weird? Was a little anticlimactic since it didn't really use the regular game mechanics and combos, was basically just a cutscene.
Nice! I love games like this. It reminds me of one of my favorite games, Maiden & Spell.
I liked the turret mechanic, it adds a surprising amount of depth for how simple it is. The different patterns on their own don't offer much strategy, since they're essentially random, but being able to place turrets makes them much more interesting.
5 stars audio, I love the music.
I like it, but it involves a ton of waiting if you don't do everything optimally. If I could make one change, I would simply skip the execution phase if the player doesn't plan a move, and go straight to observation. Waiting a whole 20 seconds in a wall hole is kinda painful.
Otherwise very fun! I like the concept, and learning the enemy patterns was enjoyable. I like how most levels had a few branching paths to choose from. The levels that didn't have branching paths were the ones where waiting became a real pain.
Very nice! My only complaint is that the types don't really seem to matter - it's hard to strategize around them when they're essentially random. I like the artwork!
Pretty neat idea for a mechanic! However, having to wait around for the timer can be a bit annoying, especially if you die to spikes after having placed down 3 blocks already. I think having a life/HP system - where you just respawn without resetting the level on death - would be a good way to make it less frustrating.
Other than that, nice level design and music!
This is an incredibly well-made game. You somehow managed to make 4D mechanics approachable.
Very nice polish, pretty fun to play. I remember playing Eleventh Hour - this is a great follow up!
507 is the furthest I could make it.
Oh my gosh this is outstanding! Simple gameplay, but the narrative was so powerful, and had such good voice acting! My only complaint is that the combat was extremely non-threatening, but it did not have much negative impact on the experience. Very very good game.
Pretty fun little game, obviously very inspired by something lol, but still fun. Nice artwork and aesthetic.
This is an excellent idea! I am a fan of "dice placement" games like this.
It would have been nice if the systems were more complete. As it is, it feels like the player doesn't have a lot of decisions to make. And not knowing what the scenario's dice requirement will be, it feels like random luck. After a few turns I kind of went into auto-pilot, attempting every scenario and not really looking at my dice, and I managed to win.
But initially, it was very engaging. Lots of potential here!
Oh this is very good! I like this a lot! I am very much into dungeon crawlers, and this idea of an ever-changing layout is very clever.
My only major complaint is that the obstacles are kind of just time wasters, would have been nice to see a minigame or something in place of a loading bar.
Sometimes there are situations where it's impossible to route things correctly, usually because the edges just contain straight lines and there's no possible path to be made.
Neat concept though, I like the limited pause and the high action gameplay.
I love the bird!
Hey, this is a pretty good Zach-like :P
The pressure from the timer made it a little challenging to learn, I lost while trying to read some tutorial text lol.
The pieces being nested into categories and cycling through them with F was a bit annoying, I find myself flailing trying to get to the piece I need. Would might rather have had them all mapped to rows on the keyboard (e.g. QWERT... for delivery pieces, ASDF... for tools, etc.).
The portals being unremovable feels like a strange choice (also they seemed a bit glitchy? not sure exactly how they were intended to work).
I like the art style and music, it's a comfy experience.
I like the delivery system, although the UI is a little confusing.
Overall very good!
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Pretty fun gameplay, but it was VERY crashy for me.
VERY CUTE and fun game, I absolutely adore everything about this!
Incredible. Simply outstanding.
I really love the two jump styles. I like these kinds of almost "grid-based" platformers.
The music is fantastic, and the graphics are nice.
That last room got a bit weird for me. I think some of the timings on the projectiles got a bit out of sync, the blue projectiles coming from the right got blocked by the red things after a few tries, and the laser wasn't fully blocked by that extra red thing.
Regardless, I still managed to beat it lol.
Very difficult, I couldn't make it very far.
Fun game though, I like the artwork, the overall gameplay is nice. Unlocking new upgrades is very cool.
I felt like the camera was an enemy itself. I feel like I could never get the angle that I wanted. I think an option to have the camera always be locked onto the town would be good.
Amazing artwork, great level design, music, etc. 10/10
My only complaint is that the player's hitbox is a little strange feeling, especially when it comes to the floor hazards.
I absolutely love the color palette, it's very earthy and fits the game extremely well. It's amazing what you can do with like 6 colors.
Wow, this was so immersive! I'm usually not really into folder-based games like this, but something about how you organized the folders made the horrid Windows UI melt away and I just felt like I was reading a book.
I loved reading everything, and felt a real sense of progression when I completed a goal. Replacing the music file was a brilliant idea, and it felt almost like starting a new chapter or something.
Being able to complete goals out of order was also very nice, it let me work at my own pace and still make progress when I needed to. The IF vs WHEN system was very intuitive.
My only complaint is that sometimes the music faded out so smoothly that I almost didn't realize it had stopped. I would have liked a loud knocking sound at the end of the music, or perhaps a loud scream or car crash.
Oh and I loved all the artwork!
This is so good! The artwork is amazing, the sunset background and rewind animation are 10/10. The gameplay is fluid and I love how the kunai feel to throw, they have some real heft to them.
Got to about 10 miles left, and couldn't handle that many enemies.
My only two complaints are that I don't like W as jump (would much prefer spacebar), and the enemy warning indicators disappear too soon before the enemy actually spawns. Sometimes the indicator would disappear, and an enemy would then appear, but the warning was actually for another enemy that comes a half second later and wrecks me.
Pretty fun and balanced, but too much clicking! I wish I could just hold down the mouse button to vacuum up poop and feed dinos, my frail programmer hands can't handle that much stress lol
Really cool concept, just a bit slow maybe? There's not a lot to do while waiting for the next summon. The random spikes help but they are not frequent enough and are easy to deal with.
Overall really liked this concept, and the AI-generated art is surprisingly fitting! The music is nice too.
Pretty polished game, but I only found it enjoyable for about a minute. The slow pace is nice for mood, but it felt like it took ages just to catch 3 fish.
Nicely implemented, but I think the audio was a bit too harsh and tinny, I had to turn down my volume. Highscore: 6050 i think (clicked through the end screen too fast i think)
Very fun! Will have to come back and play with a friend. Super satisfying to nail those tough hits! I like the extra stuff like the mushroom ring.
The only trouble I had was telling whether the bat or racket was active. But then I noticed that the colors of the circles are different and had a much easier time.
Super good!
I didn't get to rate this in time, but I love the artwork and music! The gameplay is a bit too slow-paced for my tastes though.
Fantastic artwork and music! Fun game!
I also did not see any minerals on my first play, it was really confusing at first. After restarting the game, though, they appeared. I also had the glitch of chunks seeming to reload with holes filled, and over ladders.
Otherwise pretty fun game.
Edit: Also, you need to rate more games! Giving around 20 ratings is recommended so that you make it to 20 ratings yourself.
Really ambitious project! The gameplay, honestly, isn't that fun. It's confusing at first, and seems a bit buggy.
I like the idea of playing with recorded inputs from other players, but that doesn't seem to be explained at all during gameplay.
The artwork is very nice! I like the general style.
Side note: you need to rate games! There are apparently nine of you! Only 1.75 ratings given? I know y'all know this, I've seen your previous entries...
Also, you seem to have published the debug build of the game. This means it's a larger download, and likely runs slower.
Pretty fun, but I feel like the player's hitbox is too big. I like the music!
I was not expecting that intro.
Side note: you should have opted out of the Audio rating.
The learning curve is a little steep, but I can see the potential here for a pretty fun game! I ran out of money and got stuck :(
This is crazy good! Insane amount of level design for a jam game. The artwork and music is also insanely good. 6 stars.
Really immersive experience! Throwing the rocks into the woods felt a little ineffective sometimes, but otherwise really solid game.
The tangram puzzles are far too unforgiving and annoying. Even after I had mentally solved the cat puzzle, it took me like 10 minutes just to get the pieces rotated and placed into the exact positions. If the pieces snapped to 45 degree angles, and maybe snapped their positions to a grid, it would have been much less annoying.
Other than the tangrams though, I liked the puzzles!
With an undo button this would be perfect! Beautiful game, I love this style of puzzle games. Would love to see more of it!
Very cute, I love the artwork!
A bit simple, but fun to play! I like the artwork!
I really like this game! I really like the artwork, and the atmosphere is great. I would have liked to have seen more scary bits and maybe the occasional jumpscare, but for a jam game this is great! I really like pixel art horror games like this.
I did run into one issue, however: I have a 120Hz monitor! Jumping was actually impossible for me. I couldn't even clear a one-tile gap to jump over the enemies on the floor.
However, I have a fix for you! I cracked open the game (hope you don't mind) and looked at the source code. In `player.lua`, on lines 275 and 276, you're applying "friction" (damping) to the player's movement like this: `self.vx = self.vx * .9`. However, this damping is not applied based on delta time, and assumes 60Hz.
To apply damping based on delta time, those lines should look like this: `self.vx = self.vx * math.pow(.9, dt * 60.0)`. Once I applied this fix, the game became perfectly playable for me, and my jump arc looks as it does in the video BarelyEvenGames posted.
Had a crash same as other people, but overall pretty nice game! Nice atmosphere and environments. I really likes the potato people, they seem really suited to living in an underground shelter.
This game was pretty fun for what it is, but it has a few key flaws.
Firstly, since you can only really go down, sometimes you get forced into a situation where you have to dig straight down through several screens worth of solid dirt. The proc gen doesn't seem very friendly in this regard. It'd be nice if it were to attempt to guarantee that caves get generated in such a way that one is always in sight.
Also, the glowing rocks seemed a bit too infrequent. In a couple of my playthroughs, I never found a glowing rock, despite being in cave as much as possible. It's also supremely annoying when a glowing rock spawns just one of two tiles higher than you can jump or dig to.
Oh and the gold nuggets feel worthless. The depth seems like the "real" score, so I'm not sure why I'd collect nuggets.
Overall it's a good idea, but the RNG makes it feel like some of my attempts are a waste of time.
Extremely polished game, definitely one of the best I've seen so far. The music and artwork is amazing, almost crossI did find it to be far too easy. I only progressed to the upgrades Pickaxe II and Lucky Torch I, didn't buy anything else, and I was already able to easily and comfortably reach the very bottom. I think making torches spawn less frequently at lower depths would help with this. I never felt like the health upgrades were worth it since getting hit seems pretty rare. I avoided combat as much as possible since the rewards didn't seem worth the time invested. Maybe if the combat rewards were higher, but your torchlight still drained while in combat, it'd be a more interesting risk-reward decision.
Also, making the dig action have essentially zero cooldown, and not having a way to simply hold a direction to dig, has two major problems. First, it's not very accessible to people with motor skill issues, who might have trouble pressing a button that fast. Second, mashing that fast can cause injury if done for a prolonged period of time. I think you should focus more on the upgrades, allow players to hold a direction to repeat actions, and set a cooldown on actions so players don't need to mash. Mashing is okay to use infrequently, but this game expects it to be done constantly for minutes on end. And even if mashing is infrequently required, it's best to have an option to swap to a hold input.
Overall though, fantastic work!
First of all, incredible game! This had a lot more content than I expected. I really love the final stage and the fact that you had a final boss fight is crazy. The artwork and especially the music are amazing. The Magma Cave's theme is an absolute banger. I have played many games like this, but this one is special.
Secondly, did you happen to use Godot for this game? The audio issue you were having seems to be a bug in the latest version of Chrome. It's affecting many games, but mostly Godot games like my team's. We have not found a workaround for it yet. You can find more info in Godot issue [#47453](https://github.com/godotengine/godot/issues/47453), and Chrome issues [1187016](https://bugs.chromium.org/p/chromium/issues/detail?id=1187016) and [1193494](https://bugs.chromium.org/p/chromium/issues/detail?id=1193494).
This is excellent! The gameplay is a bit too easy, but the concept works really well. Sometimes the camera can be a bit annoying. The artwork and music is phenomenal!
Spookeh!
Interesting experience, although I felt like the first section of minigames kind of dragged on. The ending was cool.
Interesting idea, it's too bad you ran out of time.
This was pretty fun! I really like the whole bug aesthetic going on here. I fell off the map once, right before the wasp fight, and had to figure out that R resets the level. But other than that, it was a pretty smooth experience.
Beautiful artwork, music, and story. This is super challenging! I think I'm pretty good at rhythm games, but having to use both hands was incredibly difficult for me. I think I would have had a much easier time using the home row keys. In a comment you mentioned AZERTY being a problem, but I believe in pygame, if you use the key event's scancode, then the keyboard layout shouldn't matter.
Ambitious! The vehicle's physics seems a little janky, I got stuck a lot and frequently was unable to go upwards entirely. But I had fun digging around and falling into caves lol.
Pretty fun sandbox to play around in. I had a hard time aiming at the flying things, it would have been nice if they had bigger hitboxes. I enjoyed exploring the map, especially once I found the jump spell. The PSX style really shines here, and the way the deer hop around is amazing and I love them they are SO CUTE.
Screenshot 2021-04-28 014125.png
I tried to get all the deer together for a deer jamboree, but I accidentally reconstructed a few into the shadow realm lol.
Also... I found something... underneath... π ?
I WANT TO HUG THE DRAGON
Excellent atmosphere and mood. I love the twisted trees and some of the scenes. You clearly put a lot of effort into the level design, and were able to form a compelling narrative with such few components. The only thing I could complain about is the lack of sound effects, but honestly that just let me appreciate the music more (btw what tool did you use to make the music?).
Seriously, good job!
Pretty solid shmup. My only real complaints are that the player character's hitbox is HUGE, and I didn't realize the spikes on Level 1 were hurting me (I didn't even see them at all until my 3rd or 4th play). Other than that, this was pretty enjoyable! I made it to Level 3 but died almost immediately. I feel like the dwarf character is much stronger than the other two in terms of average DPS, but maybe I was just using them wrong.
This is super good! I love the visual style, and the gameplay is fun. The sound effects were a bit too high-pitched for my taste, but suited the game well enough. This game feels comfy and I love it.
The movement was a bit frustrating, I was getting stuck on walls a lot, and the bucket elevator animations were a bit too slow. Still, pretty cool game, I enjoyed the exploration (although there were a lot of dead ends?)
Pretty neat idea, but way too easy.
This is really difficult! I can't make it past around 30 or so.
Great little game! I really like how the worn works, it's a nice change of pace from the usual "garbage" mechanics like in Puyo Puyo. Really impressive that you managed to make this in a single day.
Really cool puzzle game! 639 seems to be my peak score, I always run out of moves before I can complete the next challenge.
Neat, but it needs a bit more variety. It doesn't really incentivize the player to go for a high score, since the gameplay doesn't really change over time.
I loved this game, absolute wonder to play. The sense of discovery as you turn on lights is fantastic.
This was a pretty nice experience, although honestly some of the levels felt a bit too similar to each other. I think for a game like this, maybe having fewer, but more intricate levels would be more interesting. Some of the mechanics are introduced in a level, but never make a reappearance, such as dodging your echoes in the zig-zaggy hallway, or having to pass through a door twice like in the first level with the blue and yellow switches.
The final level was a bit too easy, and I feel like the mechanic of having inverted door buttons should have been introduced earlier. For puzzle games, I expect the final level to be a real brain-mangler, but this one was easier than some of the prior levels.
Overall pretty interesting, I enjoyed playing it.
Interesting puzzles! I really liked the puzzles involving the flowers and bird.
The maze puzzle was a little frustrating because the solution had nothing to do with the maze and it felt kinda pointless?
There are three passages that I can't imagine anyone reasonably finding without using the hints: the one in the maze, the one leading to the turtle, and the one past the blue flower door.
The other hidden passages are in good spots, because you'll naturally bump into them, but those three are not only out of the way, but there's no indication that there might be something there.
I would move the maze one down to one of the dead ends, the turtle one down to the floor level of the pit, and the blue flower one should just be hinted at somehow (adding more empty space between the door and the wall might be a good enough hint).
It didn't really feel like a "loop" to fit the theme. Just kinda felt like a normal game with multiple endings.
Other than all that, though, I had a really fun time playing this game! It reminds me of classic exploration games. Knytt comes to mind, I wonder if it was a source of inspiration?
I appreciate the bird's notes being both visual and auditory.
All I can say is that this is definitely a HacksawUnit game lol.
Very fun to play, getting a new high score is always satisfying.
Getting hit by the red punching thing feels like getting hit by a truck, I love it.
I absolutely love this game! Y'all never disappoint lol.
The shooting felt a bit weird. Sometimes my cart would zip around a corner before I could see if I actually hit the enemy or not. Not being able to shoot without the slowmo seemed a bit weird, unless that was a glitch?
Cart seemed to go way too fast. If you're concerned about the player getting bored while looping around, add a boost button instead. I would have liked more time to take in the beautiful environments.
Beautiful artwork, beautiful music, super cute aesthetic, fun gameplay.
Would love to see a longer version of this game!
10/10 would spaghetti again.
Fun but kinda frustrating. Didn't really understand the sequences for some things, especially the monster under the bed. Not sure if a lot of things served any purpose. Fun game regardless.
I really enjoyed the puzzles in this game! It's hard to make puzzles that good in such a short time. I enjoyed the atmoshphere as well. Got a little motion sick from the camera, but that could probably be fixed with a fov slider.
The platforming physics are a bit weird (it seems like you keep momentum after hitting a wall). Needs audio!
Nice idea. I felt it was too easy, and some of the levels seemed to have a high likelihood of accidentally solving them. I feel like it would have benefited from having fewer, but higher quality levels. Nice music.
Extremely fun experience! Absolutely loved the artwork and music. Wish it was longer!
This was really fun to play around with. My friend and I had a hard time finding optimal strategies though. It seems like the first player has a really huge advantage.
Nice idea, but becomes a bit repetitive, especially once you find a good rotation.
Random events would help a lot, along with some audio.
Nice game! Simple idea, but done well.
I felt like the difficulty curve was a bit weird. It was really easy for a long time, but then it suddenly became quite difficult.
Good work!
Now THIS is a game about rats! Very nice.
This is incredible! Pretty much peak game jam right here. Every aspect of this game is outstanding. Was a bit short, but that's not always a bad thing! Wish I had had the opportunity to rate this, certainly would've been at least 4.5 across the board from me.
I particularly like how all the mechanics work together. It really felt like a properly-designed game all the way through. And I really appreciate the subtle efforts that were put into the graphics, it's one of the best-looking games I've seen.
Absolutely fantastic work, I can't wait to see what you create in the future!
Really well-made game all around. I love the art style. Was a bit short, but that's not a bad thing. Some sort of final boss fight would have been nice to see.
I didn't really feel like the difficulty was quite there. I could tell things were getting more difficult as I progressed, but it didn't feel like much. The lasers were a bit too easy to dodge. Some kind of enemy homing rocket would have fixed this, I think.
Good dog!
This is really fun to play, but some of the tracks seem quite aggressive when you're falling! It was more or less impossible to dodge the red blocks. It was very difficult to survive, I felt like I had to be going very fast. I wanted to just chill and enjoy the music lol.
Also, there was no audio during the tutorial, not sure if that's intentional or not.
I really like this idea, but the gameplay was a bit too simple to have any strategy. I feel like it would be better if the enemy balls didn't head straight for your tower. If they moved along different paths and curves, it would be more difficult to hit them, which would add some level of skill to the gameplay. As it is, it's way too easy to intercept the enemy. Once you get one of the enemy towers down, it's extremely unlikely that you'll take any more damage. And you can certainly take down the first tower while ignoring the enemy balls entirely.
Also, the explosion sound effect was very harsh on my ears. Square waves can generate very sharp frequency spikes right on the edges, which might not be audible on all speakers/headphones. I recommend applying a low-pass filter with a cutoff at around 2 KHz.
This is overall very good. However, the movement was a bit awkward. It feels like there should be more friction on the player's heart. And when I got to the second stage, I died very quickly, before getting a chance to see how anything there worked.
A simple way to make this game a lot better would just be to increase the velocity of the bullets over time. As it stands, it is far too easy, and rotating continuously will block all bullets.
There is also a stationary position which will block all bullets, I believe it is at about 15 degrees of rotation from the starting position.
It would help a lot to have sound effects as well. You can create simple sound effects very quickly using a tool such a [BFXR](https://www.bfxr.net/).
This was quite difficult to play! Trying to juggle that many things at once was very challenging.
There wasn't a lot of feedback on one of the organs (I think the one that filled the screen with particles?). This seems fixed in the post-jam version.
I had a really hard time physically moving my hand around the keyboard to type and hit Enter and spacebar. It would be better if all the keys that are used were limited to the left side of the keyboard, but that would limit the brain typing to words like "fever" and "xasderew".
I like the simple, arcade feel. Makes it really easy to jump into and play.
I really enjoyed playing this, although it was not difficult at all. It feels like it's impossible to lose. I liked how each microbe had a different role, but it never really felt like it mattered. I just kind of kept placing them, going from left to right, and eventually won.
I like the look of this game, it reminds me of Win95 shareware games or early 2000s HTML4 games. The issues with the scrollbars might be very difficult to fix, though. It might help to make the game only take up about 90% of the viewport, and then have a button to enter fullscreen.
Some of the stages are very difficult, and not for the right reasons.
Any stage with the wall blocks can be easily beaten by surrounding a group of cells with walls and turrets, making it invincible. However, I noticed that the game also tracks your best survival rate, which makes this strategy useless for getting highscores. Stage 4 in particular seems very difficult to get a high survival rate in.
Other stages, however, are very difficult no matter what. The random nature of where the viruses spawn can make you get hit very hard, very fast, before you even have time to visually process the layout of the stage. I found this to be the case particularly in stage 1, while I was still reading the descriptions of what my cells can do. It would be nice to be able to see the stage's layout and read cell descriptions before actually starting the round.
Stage 3 was by far the most difficult to beat. However, I never died in it. Instead, all of my defense cells would die, leaving behind small strands of virus. These viruses were either short stretches of the "tail" that my cells had failed to destroy, or they were "heads" which had become trapped and immobilized one way or another. Thus, leaving me in a stalemate, which I had to reset. This stage took me many attempts to beat. An easy fix would be to have these viruses die automatically after being trapped for some duration of time.
In the end, I managed to beat every stage.
This feels a lot more like a puzzle game than a strategy game. I never really felt like there was any room to think outside the box or try new strategies. Everything happens too quickly, and you have a very finite amount of resources. If you only ever have 15 turrets in a stage, there's not much you can do other than spam them in a line across the top and left edge of the screen. And when the viruses start multiplying, it's game over, there's almost no way to recover from this aside from random chance, because your own cells cannot multiply to fight back. Simply lowering the speed of the game might help with this.
The graphics and sound effects are overall very good. However, there are some inconsistent pixel resolutions that are rather distracting, such as the insanely low-res buttons that appear at the end of a stage.
Overall very well-implemented and solid game. The balance feels very harsh, but I know how hard it is to balance a game like this π
The artwork and music is beautiful, and the idea behind the gameplay is very interesting. However, it is also very confusing. It took me a while to understand the gameplay, and I had to read some of the comments here to figure everything out. I still don't understand what the metals do, except the last two which seem to heal and fertilize. The descriptions of the metals are difficult to read, and even after reading them, they aren't very clear about what they do.
After I read some of the comments here, I tried to play the 1.1 version. It is much better. The addition of the highlighting and the hoe are very useful. I still don't know what the metals do. I couldn't figure out how to get "pure" crops again, and my entire field became "blessed", which I soon realized was a problem.
Also, I encountered several glitches (also in 1.1) where I couldn't click on the circles to water/oil plants. And sometimes I wasn't able to click on inventory items until the next day.
I don't really get why the drawer must be clicked to be seen. I know it obscures the view of the statue, which is very beautiful, but I quickly started leaving the drawer open all the time.
I can tell that this has some potential, but there needs to be some major improvements to the UI first. The confusing UI really drags down this otherwise very beautiful game.
Very polished game, but the gameplay was a bit too repetitive. It didn't feel like there was much strategy other than just to make laps going in circles while mashing the attack button. Got kind of hectic towards the end though. Highscore 6036.
This reminds me of a certain other typing game π
I really love the core idea of this game, and the style is extremely comfy, but unfortunately the gameplay just wasn't very fun for me. It was kind of difficult to figure out any kind of useful strategy, and when I eventually lost, I didn't really understand why.
A better explanation of how the stats work would help a lot.
Aside from that though, the artwork and overall mood of the game are excellent! I particularly like the little scrolling notification thing.
This is probably one of the most complete feeling games I've seen so far, very nice! It's hard to get a good grasp on when you should be focusing on cheese, grass, or enemies, but once you find a rhythm it's very satisfying! The coloring on the grass is a bit too low contrast, it was hard for me to tell what state the grass is in at a glance.
I tried the post-jam version and really liked the changes that were made. I managed to beat it, but it was pretty tough! I really liked how the cheese factories were moved to be separated vertically instead of horizontally, it really made moving the cows around feel a lot more meaningful.
I love the artwork! I feel like this could have been a really solid entry if it was a bit more fleshed out. General arcade stuff like highscores, grungy chiptunes, and flashing lights would have really tied this together. Would have loved to see more stages and bosses. It's a lot of fun to play around with!
Playing on Rift.
Ran into a lot of bugs with going out of bounds or breaking the game in other ways. Lots of errors showing up in the console.
Also took me a while to figure out what the room number was and how to connect.
The UI does not scale at all on a 4k monitor so everything was really tiny.
Had a bit of trouble understanding how to play at first, e.g. how to put out fires.
Still had fun in the end. I think this could be a really solid idea for a party game, it mainly just needs a ton of polish and more variety in the interactions between the players.
Pretty ambitious to make a VR game for Ludum Dare, hope you're able to get enough ratings!
This game is incredible!
I made a similar game for LD44, but I had a tough time with the level design!
The graphics are also very well-suited to this kind of game, and the visual effects are very nice (especially the path you carve behind).
The only problem is the inescapable loops you can sometimes get caught in.
I love everything about this.
A description of how the proc gen works would be amazing.
Kinda slow-paced, but the artwork is very good! I love the music!
Very cute!! I love the graphics!
Moving around and flying feels super nice.
I really like the core idea. Watching the tree grow was cool.
Nice intro cutscene, nice artwork.
The puzzles were just starting to get interesting at the end, would have loved to see just one or two more levels.
The minecart sections were cool at first, but that last one was just annoyingly long.
Too difficult with no options to defend yourself from enemies with better weapons. Otherwise good!
This is very good! The artwork is outstanding!
Really wish there was a bit more gameplay though, I could see this working really well with just a few more obstacle types.
Interesting idea, it's like a sidescrolling RTS. Somewhat difficult. I won by going as fast as possible.
Could use some kind of indicator of which unit you have selected.
This game is so cute! It's really relaxing and fun to just skate around. The music and sfx are really great. The ambient sounds add a lot to the immersion. The graphics are fantastic. Really nice entry!
This game is really fun! It is a bit simple though, more enemy and block types would have really tied things together.
Very nice concept! Was a bit confusing at first, but fun once I figured it out.
Nice game! Very cute graphics!
Very nice art style! Wish the game was a bit more complete, but I like where it was headed.
Very cute and nice gameplay! I managed to soft lock the game by simultaneously jumping and getting shot, and immediately falling into a pit. But I got pretty far I think, there are a lot of levels for a jam game!
Very cute graphics! Gameplay is simple but not too repetitive. I like being able to see out the window!
Cute game, the artwork is nice! I felt like the gameplay was a bit too easy though, the enemies drop so many hearts that I was never at risk of losing.
Pretty fun game! Some more variety would be nice, but all the basics are here. I like the art!
I like the design, but it is extremely difficult! I feel like the gravity acceleration is way too fast, you have to be extremely precise with pressing spacebar.
This is super cool and has a lot of potential. I love puzzle games like this!
This is a fantastic game! I absolutely love the graphics! The physics idea is really cool.
I found using the mouse to click the buttons very weird and cumbersome. But then I switched to using my touchscreen and it was much better! Although I think just using keyboard keys would be the best.
Nice graphics! I liked playing with the boxes and trying to break the physics lol.
Very nicely made game! Very nice movement and controls. Nice spooky artwork, I love the background!
Very beautiful! Very soothing experience. Would be nice if there was more stuff to find and explore.
Very cute but short game. Didn't really see how it fit the theme. But I definitely know the struggles of balancing work and game jams lol. Solid effort!
I love games like this, this is great! Can get a bit too chaotic at times, but I think that was intentional lol.
I figured out how all the items worked, but I wasn't sure how to effectively use some of them (in particular, but not to spoil, I never used the "F" item). I mostly just used brute force.
Would love to see a more polished release of this!
I love this game, it's so cute! Reminds me of candy skeletons. The graphics are super nice. Maybe could have used some spooky music, but still had nice atmosphere.
The enemies are very aggressive! Giving them more natural behavior (e.g. waiting a bit before attacking you when you enter a room) would have helped a ton. Pretty fun game, the proc gen seems really solid.
Cute graphics!
Movement was kinda jittery and slow, but very nice graphics!
Low framerate as others have said. I like the idea, but it gets repetitive quickly. Some kind of time limit or objective would make the mechanics feel a bit more cohesive. Nice atmosphere, it was fun to explore. The physics seem a bit weird, I got stuck a few times.
Regarding the use of assets, of course that's perfectly fine, but it is a bit distracting. I always prefer handmade assets, even if they're extremely bad.
Wasn't quite sure what to do at first, but eventually got the hang of it. Ran into a few graphical issues, but otherwise very nice.
The magnet seems way too crazy, I feel like a bit of friction would go a long way.
Neat concept, but the level design could use some polish. It feels like the puzzles are too restrictive, like there's only one possible way to progress, and few ways to make mistakes.
I think this idea has a lot of potential, I love puzzle games like this.
This is a very good game!
I really like the core mechanics, and how different the game is on the second playthrough.
Very nice interpretation of the theme, too. One of the few games I've seen that doesn't use literal currency.
The music was a bit too quiet and hard to notice without headphones, but it's very soothing.
The main character doesn't seem to fit in with the industrial mechanical environment, but I like them both separately.
Overall, very very good entry, possibly the best I've seen so far.
It seems like there are some safe places you can stand in and collect parts without any risk.
Objective complete! Very cool game. It took me a few tries to get the voice recognition working well, but once I did it was really fun! The animations are very good, I love the art style!
This is extremely good. The level design is extraordinary, and the mechanics all work really well together. The music is great and fits the game well, and the graphics are just as good.
All of the puzzles were really interesting and all felt unique.
The physics could be a bit weird at times, but never interfered with gameplay.
This is by far one of the best games I've seen yet.
Cool idea, but it sometimes felt annoying to rewind properly, and platforms moved a bit erratically.
Nice concept! The puzzles are pretty clever, and everything was well made. I think the platform collision is a bit unforgiving, one particular jump required some pretty precise timing. Solid entry.
Cute game!
Had some glitch where the graphics were offset a bit, making it impossible to see the bottom few rows of tiles. Interesting concept otherwise.
Nice graphics and audio, very addicting gameplay! Felt kinda hard to make progress, but wasn't too challenging.
Really nice music and art!
404 here as well.
Some of the music parts clashed pretty hard with each other, felt like they weren't really in sync. Interesting idea. Also kudos for writing it in Rust.
Nice artwork!
Kept getting a crash at the tiny child boss, but other than that was pretty fun.
Didn't really get what going on at first, but the graphics are good and I like the music.
I agree with the comments about difficulty.
I was able to get to about wave 225 with the warrior, before my hands stopped working.
Getting to that point took about 20 minutes. Since I was playing a mobile game the whole time instead of paying attention, I wasn't able to react in time when my hand stopped working for a half second, thus allowing an electric slime to spawn inside of my pancreas.
My strategy was to stand on the left corner of a block, facing right, and hammer the attack button as fast as possible. However, this led to me accidentally skipping the game over screen, missing my chance to get a screenshot. By the time I looked up from my phone, I was already in a new game at wave 1.
I believe my score was about 150k, which is admittedly a bit low, you could reach this score well before wave 100 if you put some effort into it.
Also, the yellow gauge does not appear to be programmed past 5000, I think it was at about 15,000 when I died. I have no idea what the yellow gauge does. And I especially have no idea what any of the red numbers mean.
Since I had completely obliterated whatever the requirement was for unlocking red mage, I tried them next.
Same strategy, but with more movement to keep about 10 tiles alive, about the same range as the fireballs.
The strategy doesn't work well with red mage, since the green slimes have enough time to squirt their goo at you before getting sent to the shadow realm.
I only made it to wave 75, but I had a score of almost 100k, which is very close to my warrior's score. I believe this is mainly due to the bonus points for having more tiles alive, and I think maybe you get more score for actually killing an enemy rather than knocking them off? I'm not too sure on that one.
I missed the screenshot opportunity for my warrior, but I was prepared for it when my red mage died.
Again, the yellow bar is over max at 5100/5000. Still no idea what it does. I also have 10/10 big red diamonds and 5 red squares.
I also seem to have accumulated 15,665 brownie points (or 15,653 depending on who you ask), which I assume is the cash shop currency.
The number 23 is shown in the center of the screen. I like the number 23. It is a prime number. It is the atomic number for vanadium. It is the port number for telnet. It is a movie starring Jim Carrey.
I used the in-game screenshot function, which worked well. There was no default file type in the Save As dialog, which spooked me a bit, but .png seemed to please the beast.
After my hands get repaired, I might try the warrior again.
A quick and easy way to balance this would be to add a delay when attacking. Just a few frames would do. Adding a mana bar that needs to recharge for the mage would help too, since currently the red mage seems to be roleplaying as my favorite character from the 1988 film "Rambo III," the Browning M2 heavy machine gun.
I tried out the white mage a bit, but I was immediately disappointed that I couldn't use the ice walls as floating platforms. I wanted to see what would happen if the last tile disappeared. Perhaps there is still a way, I may revisit this idea.
I didn't try the archer because LOL.
I'm nearing the character limit.
Good game, nice artwork and music and such. Needs to save progress across restarts and have a local highscore board.
The random moves didn't really feel like they added anything to the gameplay though, they were just annoying. The upcoming moves display wasn't mentioned on the title screen, and it blends in too well with the instruction panel, so it took me a while to realize what was going on.
The chaining mechanics are interesting, it kind of encourages you to clear lines about halfway up and try to chain downwards. Although it doesn't seem like chains give a score multiplier, so that kind of cancels out the incentive, unless I just didn't notice.
I absolutely love the arcade-style instruction panel, makes me wish I had put more effort into my own game's UI.
Really excellent game.
It's too easy to just stand in one spot and win, and the movement is way too clunky to actually move around anyways.
Other than that, nice concept, nice artwork and music, and I liked the ending.
More people would be able to play if you exported as a single standalone .exe, instead of an installer.
Nice game, I like the aesthetic and core mechanic. The collision was a bit frustrating sometimes, but not a huge issue.
Really good, my only complaint is that the progression is a bit slow. I like the deck building aspects.
Magical Drop!!! I love it!
Really great game! My only complaint is that I ended up with way too many excess upgrade cards, and I had less than 10 towers out on the final stage. The final boss destroyed me, even though I had been doing pretty well up to that point.
Maybe it's because I made a similar game once, but I love this game. I checked out your source code, too, very clean code! Nice job using pure canvas.
The "sprinkler" upgrade seems kind of useless.
The music is good, but it's a bit too overpowering, some parts of it were kinda loud and distracting.
I love the concept of the paintings already having a color so certain towers can't hit them.
Very nice game!
The mechanics are a bit confusing, but the basic concept seems interesting. There doesn't seem to be any reason to turn, so holding W seems to be the best option.
A bit frustrating sometimes, but the audio makes up for it.
Really great idea, but the towers don't seem to be very effective. The other traps seem much better. Would love to see an expanded version of this game.
Nice concept, could use some more enemy and tower types.
I made it halfway through level 1 in the HTML5 version, but then the game crashed with [this stack trace](https://hastebin.com/ozifurepun.cpp). Seemed pretty laggy in general, possibly a problem with Godot itself.
But the native version works fine!
Great game. I love the sprites. Balancing the rhythm gameplay with the platforming feels pretty nice, but I wish the UI for the rhythm part was closer to the knight so I don't have to take my eyes off the action.
The jumping feels like it's missing delta time calculations. Another comment said that they couldn't jump high enough, but when I jump it nearly puts me into orbit.
This is a really awesome concept. I would love to see more levels added!
I feel like the timers were a hindrance, they made it difficult to get the timing of some platforms to align.
Good game overall though, I like the graphics.
Very nice! Very polished, I love the artwork.
I feel like the speed cards were kind of useless though, I always replaced them when given the chance.
I made it to high noon on day 2.
Great overall feeling, but way too easy. The enemies didn't feel very threatening (although I love their spooky sprites). Good job with the graphics, the flashlight effect is super nice.
This game is like trying to maneuver an aircraft carrier into the International Space Station by whispering bedtime stories to it.
I love it. My highscore is only like 600 but I will definitely be coming back to surpass that.
Aside from the insane difficulty, this is a pretty cool concept. Way too random. Would be nice to be able to see the next incoming card in order to plan ahead. Nice artwork.
Would have preferred for units to move about thirty times faster, but very good game overall.
The controls were a bit frustrating at times, but the game was very fun! The artwork is outstanding.
I beat level 4 and the victory music played on loop and nothing happened, so I guess I won?
Very nice concept, great game!
Artwork is great. Sometimes there are too many things overlapping and it's hard to tell exactly what's going on. Great game otherwise!
This game is awesome! I love puzzle platformers like this. Definitely worth making a full version.
The difficulty curve is weird. I made it to about 500k score with no problem, but then I hit a speed malus, panicked, and instantly lost.
Best game I've played so far, 10/10.
Good concept, but the arcade section is a bit too simple. It's too easy to just stay in one spot and hold fire.
Very nice, aside from the crashes. The concept is good, although the controls are a bit clunky. Very good artwork and music!
Really nice! The music is great. I like the artwork. The controls are a bit awkward, and the gameplay feels too slow, but still good.
Would be amazing with network play. Brings back memories of playing Descent multiplayer.
More people will be able to rate this game if you package it properly.
Not bad overall, but I feel like being heavier actually helps maintain a straight path to the goal.
Glitches aside, I really like this game. It's surprisingly immersive for how buggy everything is.
At first, the birds seemed to spawn out of nowhere, but once I figured out their spawn pattern, I was able to deal with them fairly easily. Making them spawn a bit further away would be nice.
When I got to about 5 eggs, one of the knights ran into me so hard I thought my screen was going to shatter, killing me instantly (was playing the character with 3 hearts).
Don't make me press E to use ladders in a first-person game.
Overall, pretty good.
Very nice! I love the art style. The gameplay definitely has a lot of potential. Taking on different personalities could lead to some really interesting combat scenarios and puzzles. Also, the music is really good!
Even though it's incomplete, it's still one of the best games I've seen so far (or at least one with the most potential). Good job!
I love the graphics. The simple mechanics work very well, and I like the use of the theme.
Awesome idea! I feel like the medic is very weak compared to the other characters, though. I feel like the healing is too weak and random.
The upgrades are too cheap, I didn't have any problem upgrading everything. Fun game!
Really neat idea, but the UI could use some work.
*horse noises*
I, too, am getting the black screen issue. Using alt+enter to put the game into windowed mode works, but the game is so tiny it's impossible to tell what's going on. Here's my specs:
OS: Windows 10 Pro; CPU: Ryzen 7 1700X; GPU: Radeon RX 480
I was having fun until I had no choice left except to toss the pillow into the fire. I would never destroy my waifu.
I wish the physics were a bit better regarding walls, I felt like I got stuck a lot, and mines bounce of walls in weird ways. Nice game overall, though!
Very nice idea! Follows the theme very well. There's a lot of potential for depth here, although the mechanics aren't fully explored. The artwork and music is also very nice.
The multiple endings were great. I really like the music and artwork.
The bullet spread was a bit frustrating, I feel like increasing the spread would make for a good weapon malus. Everything else was great, though! I especially like the visuals.
Nice concept, I like that you have to choose between the knife or the pickaxe, and the enemy spawn indicators help out a lot. I feel like the red enemies are a bit too fast, though.
Got all the endings! Simple game, but lots of nice details. Nice music, too!
Really nice animations! The increasing number of balls simultaneously helps and hinders, I love it. Good music, too!
I love the artwork and music. The "gravity" forces get a bit too strong too quickly, it feels like after only two or three bites, you're guaranteed to lose. But that doesn't stop the game from being great!
Fantastic game, it was really fun. Took a while to get used to the crazy amount of effects going on, but not a huge issue.
I saw the artwork you posted, wanted to compliment the artist. The sprites look great, shame they didn't make it into the game, but I know all too well how that goes.
Nice game, I can see where you were going with it. The procedural generation works very well, although there are usually some inaccessible rooms.
Always nice to see a fellow Emscripten user, too! I'll let you know if I find a solution to the page scrolling issue ;)
Nice twist on SpaceChem's mechanics!
Amazing game. This type of puzzle platformers (e.g. Wario's Woods, Super Puzzle Platformer) is one of my favorite genres, and Cardhoard is absolutely among the best of them.
I would love to see a full release of this game.
Incredible aesthetic. I feel like the difficulty spikes at around 3 trailers and then starts getting easier, but that's a minor issue.
Nice idea, but too much backtracking. I love the red guys that charge at you.
LD60 — Old Tech (17)
Ghost Train by Koolruz 2026-10-23T03:11:10Z ♥ 0
Screenshot_20261022_220815.png
10/10 game, only complaint is lack of music.
Absolutely love the pitch black background with vibrant colored sprites. The train's jumping animation is particularly juicy.
Love the Machine by T90. 2026-10-23T02:58:20Z ♥ 0
Singleplayer 40k amogus is a surprisingly compelling idea.
The vibes are spot on, great artwork and audio, but the gameplay itself feels unfinished. I let the integrity meter fully deplete, and nothing happened.
Also I couldn't figure out the capacitor task, I tried dragging the thing around but nothing visually changed, so I dropped it on random meters until I failed.
Also, the font seems to have not survived the web export:
love-the-machine-font-issue.png
(This is usually because that glyph is from an operating system font not included in the export)
Again fantastic vibes, I was instantly immersed, 5 star mood for sure.
Rotary Phone Game (Unfinished) by HacksawUnit 2026-10-23T02:39:27Z ♥ 0
Ah it's a shame this is unfinished, I can feel the potential.
The art is so charming!
No Replacements by kiririn51 2026-10-22T21:26:29Z ♥ 1
This game has such cool vibes, I really want to learn more about these characters and this world.
The repair gameplay got a little tedious, it'd be nice if there were more rules or components that were introduced over time, or if failure was a possibility.
Lady DeBugger by fullmontis 2026-10-22T13:23:29Z ♥ 1
Pretty fun bug squashing mechanic, but the hitboxes felt a bit inconsistent.
Love the character design, her pixel sprite is so cute!
Telerhythm by baziki 2026-10-22T12:48:13Z ♥ 1
Slappin' tunes, wish there were more songs!
Long Wave Home by Ganktronics 2026-10-22T12:40:47Z ♥ 0
These controls are INSANE and I ended up claw-gripping my keyboard awkwardly.
Other than that, this is possibly the best game I've played so far. Extremely cute I love everything about it (except the controls).
Claude castle by Tero Pulkkinen 2026-10-22T09:15:23Z ♥ 1
But for all it was shed, humanity persists in art.
Now Showing a Stranger by ThanatosIsANoob 2026-10-22T08:54:05Z ♥ 1
Wow this was kinda wild. Needing to perform a minigame to make social effort is something I relate to a lot.
Pacing was totally fine.
The narrative was a bit straightforward, but it's a jam game after all. I still found myself very immersed in the world. I'm not familiar with the source material but I'd be interested to find out exactly how similar it is.
I got ending B? I didn't have any trouble understanding the ending, although it kind of stressed me out lol. Felt like a bad dream.
Definitely the most immersive game I've played so far, I feel like it'll stick with me for a while.
Oldie by Kwetka 2026-10-22T08:15:27Z ♥ 1
Cozy game, this would fit right in on the 3DS alongside the layton games or something.
Money felt like it didn't really matter, as long as you're at least somewhat careful it's hard to really lose money.
The itch.io description says the game's development was AI Assisted, can you clarify which parts of the game were made using AI to get more accurate ratings?
Old farm old times by Neeko69 2026-10-22T07:47:54Z ♥ 1
Without the ability to multitask, it feels quite difficult to complete any order at all. I found myself just stockpiling cabbages and ignoring other orders. It would be nice if, for example, the water bucket could be used to water several crops at once, and if the crops took time to grow so I'd need more than just one plot.
Great job given the time constraint though!
Clam Hunters by Maakole 2026-10-22T07:40:17Z ♥ 2
This character design feels familiar ;)
Art is great, sounds are nice (they kinda remind me of DK64).
Game itself is kinda weird though? I managed to beat it in like, less than a minute I think. Incredibly short! I managed to get out of the win screen to explore the map, and it's huge! There's just nothing out there? I fell off the edge eventually lol
Like I said the art is great of course, but the graphics are a bit glitchy. The rock piles get culled to early, the camera seems to clip things strangely, and the camera motion near the very first enemy is quite strange. I didn't even realize the world was actually 3D at first, I didn't even realize you could jump. The floating platform was really messing with my sense of space until I figured it out.
If the technical issues were fixed and the world was filled out a bit more, I think this could be a cool concept. I'm always a sucker for pikmin-esque games!
SPACECORNER by Capreola 2026-10-22T07:17:39Z ♥ 1
The only one I got 5 stars on was Jane, everyone else was a bunch of nerds lol
Had a great time, although it was short. I only wish the music choices were a bit more interesting!
The Switchboard Operator by Isline 2026-10-22T07:06:00Z ♥ 0
Very well-executed and feels polished. Love the concept and the vibes!
My only complaint is that it feels too easy and gets repetitive fast. I made it to Day 7 with no issues whatsoever, but it felt like that took an eternity. On day 8 I decided to not use the books at all and just guess at where the plugs were, and I still got a perfect score then. So I gave up at that point :/
zzzz sleeping zzzz by thyoi 2026-10-22T01:59:47Z ♥ 0
Come on thyoi i know you can do a proper upload π Wake up! (I hope you're doing okay!)
It is unclear which download version and which folder in the repo is the one players are expected to use. v0.21 seems to be missing the release export, so I played v0.2 instead.
Cute!! As expected. I like the headpats and sound effects.
Kind of short, I think? I assume it ends when the room is empty. Initially, it was very fun to play with the grill.
Hammer or Dice by NBumgardner 2026-10-22T01:02:53Z ♥ 0
I agree with the other comments about the goals being too generous. It's fun to mess around with the hammer, breaking dice is very satisfying, but this feels like more of a sandbox than an actual challenge.
I like the character artwork and the music!
Lexi Chameleon by Jeremy Ryan 2026-10-21T17:10:48Z ♥ 1
@jeremy-ryan Yeah I was a part of that! We had a ton of fun! Played for over an hour I think.
I really liked the music and audio. The shot effect is crazy good, it's so visceral lol.
I wish the hiding phase had a few more interactive/realtime elements, but I assume you wrote your own backend for this which is already impressive enough.