HELIRESCUE MENS by voxel 2017-12-06T04:25:18Z
That was interesting, and really good for 2 hours. Frustratingly hard is the best kind of hard.
Foon → Ludum Dare Explorer → Users → Ale
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Green Mike's Bootlegs | extra | |||||||||
| 2024 | 56 | Tiny Creatures | 👥 | Dino Island Safari | jam | 184 | 3.94 | 4.01 | 3.12 | 2.75 | 3.80 | 4.13 | 4.00 | |
| 2024 | 55 | Summoning | 👥 | Shoot The Furniture! featuring S.K. Eleton | jam | 1158 | 2.82 | 2.72 | 2.26 | 2.01 | 3.41 | 3.01 | 2.73 | |
| 2023 | 54 | Limited Space | 👥 | Mofo 'n Go! | jam | |||||||||
| 2023 | 52 | Harvest | The Archiver | jam | 772 | 2.72 | 2.50 | 3.07 | 3.36 | 3.02 | 2.77 | 2.69 | ||
| 2022 | 51 | Every 10 seconds | Motor Dime | compo | 305 | 3.28 | 2.92 | 3.30 | 3.54 | 3.53 | 2.77 | 3.37 | 2.96 | |
| 2021 | 48 | Deeper and deeper | 👥 | Mocap, Mo' Problems | jam | 1845 | 2.62 | 2.48 | 3.08 | 1.84 | 3.69 | 3.07 | 2.64 | |
| 2020 | 47 | Stuck in a loop | Loop Invader | compo | 311 | 3.42 | 3.23 | 4.05 | 3.55 | 2.71 | 2.79 | 2.05 | 2.79 | |
| 2020 | 46 | Keep it alive | 👥 | Global Warning: The Smogocalypse | jam | 2333 | 2.85 | 2.53 | 2.97 | 2.72 | 3.01 | 2.52 | 2.37 | 2.97 |
| 2019 | 45 | Start with nothing | 👥 | Dismembered Teef | unfinished | |||||||||
| 2018 | 43 | Sacrifices must be made | For the Team! | compo | 382 | 3.02 | 3.04 | 3.26 | 3.59 | 2.76 | 2.02 | 2.14 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Blue Marble Sniper: Bullet Hell Stealth | compo | 3.00 | 3.00 | 3.25 | 3.18 | 2.62 | 2.50 | 2.28 | 2.56 | ||
| 2017 | 40 | The more you have, the worse it is | GLORIOUS INTERNET POINTS | compo | 248 | 3.53 | 3.37 | 3.60 | 3.26 | 3.30 | 2.23 | 4.14 | 3.22 |
That was interesting, and really good for 2 hours. Frustratingly hard is the best kind of hard.
Love this idea! Playing tetris and pong at the same time was manageable, but throwing pacman into the mix really screwed things up for me. I was only able to score one point in pacman lol
Love the graphics! Low-res with lots of animations always looks good in my book :P It definitely would've been better with some audio though. Anyways, good job!
Looks good, and the gameplay was pretty entertaining for a while. The first handful of levels were too easy, but once it got harder it also go funner. Good job
Lol I spent like half an hour playing that. Surprisingly fun, and very well designed puzzles. Really like the music too.
Great job!
Lol the audio was funny. Got really hectic really fast. Seems like the hipsters liked being robbed about as much as the police wanted to catch the thief.
This was great! The idea is really clever, although I found it pretty difficult. I think I got to like the 4th level before dying, as I couldn't figure out how to heal.
That was some nice and simple fun. It was really difficult though, and when I managed to get a (relatively) high score and rank 5th in the leaderboard, I was disappointed to see that I couldn't add my initials :`(
One thing I think could've made it somewhat better is if the powerups had a more unique shape. It's easy to confuse a powerup for a bullet when your screen is covered with them!
I love the idea. The graphics remind me of the days when I played around with MISSINGNO as a kid in old Pokemon games :P. The overall polish, animations, and presentation of the whole thing was excellent, and while the gameplay alone was somewhat simplistic, I found it entertaining with all the other elements working together.
The only part I didn't like was the handling/feel of the character. I think it's because the horizontal movement speed is too fast, and the jumping/gravity too slow by comparison. I think slowing the movement down a little, and adding a confirm key to the drop-down action (like pressing down+jump instead of just pressing down) would make it feel better imo.
That ending was epic! The music and animations really helped give this a fun mood.
The aiming mechanic felt kinda pointless since you really only had to aim once in the beginning, and then just keep trying to hit the same spot on the meter 10 times in a row without moving the mouse.
I liked it though. Great job!
That was awesome! The controls could use some work (especially for laptop players), but the combat was fun.
Really cool, albeit dark, idea. The graphics and audio work together perfectly. Felt kinda bad for the poor little fox and my terrible job of getting him to some water :(
Those were some tough puzzles! Overall great work, it's polished, it's fun, it looks good, and the audio sounds great.
Very chill game, the graphics and music are awesome and work together really well!
Graphics were nice, they had a strong retro style to them, and were thematically consistent. I got a fallout meets metal gear vibe from it :P
I think this game would benefit a lot from fixing the wall sliding issues, because when you're running away from a guard and get stuck on a wall, it can get frustrating. Maybe also make it so you can pick up items with a button instead of the mouse, but those are just nitpicks.
Cool concept well-executed. It's a fun little exploration game, but at some point while collecting those floaty demons, I stopped being affected by gravity and just got stuck in the air. I was collecting as many as I could because I didn't want to get stuck in a hole in the ground, but I ended up getting stuck in a hole in the roof :P
Yeah it's not working on my end either (Windows 10). I get the same error as @willsika. Maybe you forgot to include a file in the zip? Here's the list of files that were extracted from the zip by 7z: manifest.jpg
When you upload a fixed version let me know and I'll check it out!
Really interesting concept, but I might've missed something in the tutorial. I ended up just walking around with no cards, and playing catch with a bunch of trolls until I reached the end...with no loot :(
Anyways, I really liked this one. I wasn't expecting to see a card game here that's for sure :P
Very solid controls and mechanics, I think the low resolution helps make it feel like a tight shooter.
I'm not a fan of running out of ammo though. It makes it feel like you're destined to lose since the only way (afaik) to replenish it is to run into enemies to kill them, while also taking damage yourself.
I also wouldn't have known that the bullets got weaker as you held more if I didn't read the instructions. While actually playing, it just seems like the enemies have a lot of health. Maybe adding some kind of indicator in-game would've helped. Knowing how the bullets work will let the player choose a different strategy.
Besides that, I think it's a solid game overall. The retro vibes are strong in this one!
I agree with everyone else that said the controls were too slow/sluggish. I managed to get three rocks/ores/whatever the colorful balls are into the goal, and then dreaded the idea of slowly bumping into asteroids to go collect more...
The magnetism mechanic was interesting, and I think you could do some really cool stuff by experimenting with different shapes for the ship if you want to continue developing this. I can imagine some combat scenarios too that involve throwing rocks at enemies :P
Graphics and audio worked together nicely.
Luckily I was at my desktop. I downloaded another game earlier with numpad controls on my laptop, and couldn't play because my laptop doesn't have a numpad. I think that's generally a bad control scheme.
Anyways, I liked this game. It was pretty chill, even though there wasn't much to do. The music made it feel very chill, but you opted for audio :\ I noticed that the animations were somewhat broken. The 2 key didn't do anything, but I could mash the 1 key and attack instantly even if there was no animation.
I like the idea of a top-down fighting game, so I definitely think you should keep working on it!
Oh man it's a crime that this doesn't have any audio, it would've been perfect! The gameplay is very unique and it feels like I'm playing a mashup action/puzzle/mouse maze. The birds really make everything super hectic.
This is definitely one of my favorites so far, and I hope you continue to develop it!
Instructions were lacking. Luckily, the gameplay was simple enough. Didn't play online, and the AI didn't seem very smart because I thought I was doing terrible, yet I almost always ended up in first place. The dirty diapers/traps seem like an interesting mechanic, but I didn't find it very useful against the AI.
The idea is definitely original, and I think it's awesome you were able to implement multiplayer. Good job!
Really clever mechanics for the theme. I particularly liked the camera zoom/fov. Maybe I just suck, but I found it really hard lol.
Also, when I first started playing I didn't read the instructions so I started mashing buttons to figure things out. Coincidentally, I pressed space at the perfect moment to dodge the first bullet that was supposed to hit me. Felt like a bad ass :P
Lol nice pun with the name. Seems like a pretty solid strategy game, but without instructions it wasn't 100% clear how to play. I figured it out I think, just build a city adjacent to gold, and defend it against the aliens? I got overrun pretty quickly :\
Wow that's a really clever idea! At first I thought it was just a top-down shooter, because the instructions were a bit unclear. But once I realized you had to solve math problems while dodging bullets and shooting enemies, the game got 10x more interesting. Great use of the theme for sure!
The audio and graphics were great, but I didn't really get the gameplay. There didn't seem to be any kind of restriction on mashing any of the keys.
Hey don't be so hard on yourself, this is a pretty good base for a game! I actually liked the graphics, and you had some interesting ideas for enemy types. There wasn't a connection to the theme, but that's only one category in the competition. Anyways, it's good to identify the challenges you had and what kept you from achieving your goal. Next time, you can look over that list and try to make it a little bit shorter.
In my experience, the best way to get a game done in 48 hours is to pick a solid design as quickly as possible. I always spend the first few hours drawing detailed sketches of how I want the final product to look, and try to get it as complete as possible before I write a single line of code or open GIMP. Even if it feels like you're spending too much time coming up with an idea, you'll likely waste more time later by not having one. Once you have sketches/concept art/etc, spending the remaining hours actual building the game becomes a lot easier. I also create an "asset manifest", which is a concrete list of every sprite/sound effect/features I predict I'll need for the final game. With more experience, you'll gain a stronger sense of what you can/can't realistically complete within the time limit.
Wow that's impressive work for 48 hours! I'll definitely have to try out the multiplayer later.
Hey it seems like the itch.io link is broken
Haha that was great! I thought the slimes were just innocent little critters that would eventually fill up the screen. Nope. Did not expect that ending at all.
Great job!
The controls and AI made this surprisingly fun (and difficult). Great work!
Man was that hard! There was this one coin that really screwed me over, which actually might've been a glitch. Had fun though.
Anyways, clever use of the theme. That intro was awesome, but I think it would've been funnier with some of those over-the-top cinematic bass booms :P
Kinda hard to tell the enemies apart from the powerups.
Very clever idea for sure, but I think it did get way too hard way too fast. Might be because I played it on a laptop without a mouse, so closing windows was harder.
The music was amazing, definitely created a unique atmosphere. The gameplay itself was fun too, but the wolves sections was kind of annoying. I couldn't figure out how to get away from a wolf without losing at least 1 caribou.
Anyways, I had fun with it. Great job! Definitely one of my favorites from this compo so far. I could definitely see this turning into a fun little mobile game if you keep working on it.
I love projects like these, it's just too bad we can't test it out. Looks pretty good from the videos though, and it even has audio
Not going to leave a rating because I didn't get to play (no gamepad), but it seems like an alright game. I liked the graphics, the city looked good, and the movement physics felt good.
By the way, GIMP and Krita together are the perfect open source workflow. Photoshop is nice, but getting into the open source alternatives is highly beneficial!
I'm going to agree with everyone else and say that you should definitely add some kind of progress indicator.
Aside to that, nice work! I liked the music and sound effects. The choices seemed pointless since escaping from space pirates is easy enough that it doesn't matter. The only way I lost was because I didn't notice that my fuel was low when I accepted a job lol. Maybe if you made the pirate encounters kill you instead of just damaging your hull, it'd feel more intense/meaningful when you're approached by one.
Also, I got stuck when I tried to repair my ship while I had full health.
@pixlark Thanks for the super thorough feedback! Yeah I completely agree with your list of cons. I spent a huge amount of time making the graphics and designing the map, but was left with nearly no time to do any actual play-testing. The enemy and player health values and the number of starting teammates are essentially arbitrary :(
The shooting through doorways thing is actually a feature. I added invisible barriers so you can't just camp at a door where the enemies can't get you. But without visual feedback or something I guess it just looks like another bug :P
@jakobthequizguy yeah the enemy health needs some major balancing. The green boss fight in particular has way too much HP. Glad you liked the sprites :D
I actually had some fun with this idea, and I think I'll continue to work on it post-LD to see if I can turn it into something fun. At the very least I want to fix the bugs and controls, especially the issue with the team leader switching to the one at the back of the line (which is extremely annoying)
@jhell haha yeah it's definitely complex. Had I gone with something smaller I would have been able to produce something more polished, but I wanted to try my hand at something unique, and see how much content I could squeeze into a 48 hour game. No regrets :)
The split mechanic is just a casualty of the overall crappy controls. They were actually worse before, but I did a complete refactor around 30 minutes before the deadline. Most of my development time was spent drawing/animating the enemies and bosses, designing the gameplay/progression, and building out the map.
@j0ye thanks!
The music is great! I also like how each god has its own unique voice. Adding a visual indicator to show the order of sacrifices needed would be helpful for those who didn't read the full instructions at first (like me and that other guy)
Overall great submission! I had fun with it.
That was super interesting. Couldn't really tell what was going on, but I think I made it to the final boss, which was like a green monster...thing. I died :\
Props for the creativity!
Nice animations! Sprinting seems like it could liven up the Pacman genre
Loose theme fit, but I'll take it because of the awesome graphics :)
When your light is running out and you're getting enveloped by black wraiths, it looks like the darkness is eating you up. That looks cool, and the sound effects really add to the mood. The hard part though was finding weapons. Not sure how they're placed in the world, but it seems like it's a complete gamble whether you'll find a weapon or be killed by wraiths when you walk down a particular direction.
I really liked the graphics in this one, and the music was alright. Playing for the upgrades was pretty fun. Combat was difficult against the bats because they don't get knocked back when you hit them, and your sword has a short range.
That was pretty great. I managed to unlock all the upgrades, but couldn't get my adventurers to reach the bottom right grid cell before I lost interest. Guess that'd require marking all of the rooms in the whole map to maximize efficiency? It wasn't totally clear how the marks affected the adventurers, as it seems like most of them just ignored the recommendations and walked through the dangerous areas anyways.
Overall, great submission! This is one of my favorites so far :)
Well that was just awesome. Great work!
I really liked this one! The clicky billiard ball sound effects when you crash into a ball, the graphics, the music, it all worked together great :D
The sacrificing part was confusing though. Do you get to kill yourself an unlimited number of times in a game? Or does it silently restart when you explode? I got a gameover screen when a ball was in the zone for 10 seconds, but not when I exploded. Also, I exploded when a hit a dark green ball, which seems to be an undocumented mechanic...
Anyways, great submission!
Wow that little guy is fast. Kept having to restart because I clipped through the walls lol. Also, it took me a while to realize that the character does damage as soon as you press the attack button, not when he swings the sword down. Really liked the dramatic closeup on the monster in the beginning.
...and the little victory animation at the end was great :D
I like how he gets "fat" when the burger catches him :P
As far as sources of inspiration go, "king Julian from madagascar" is pretty great
Congrats on your first LD!
Nice! I wasn't very good though, only got to around 22 days.
I liked the simplicity of the gameplay, although it wasn't clear at first how to sacrifice a villager.
Very well made game! I really enjoyed the aesthetic.
Nice and simple, very polished. I really liked the stabby hand animation for some reason, it's very smooth.
I think the gameplay was too easy though. Maybe if it could be made more difficult by making the selection criteria more vague or puzzle-like.
Anyways, great job!
It was interesting how the boits would duplicate over time so you have to wait to build them up before attacking (otherwise the game would crash sometimes if all your boits died :P). Also, I really liked the swarm movement mechanics. It was cool to see them fly around a general area, which could be used to protect a diamond. However, I couldn't figure out a strategy to win :(
Wow that was some great mechanics and level design! The music and the art were also stellar, great job!! This is definitely my favorite Jam entry so far :)
Congrats on completing your first LD!
As others have said, the controls could use some improvement. The turrets could potentially make the game more fun if you add them back in.
That was really fun! The level with all the robots floating up top out of the camera view was tough but clever.
The graphics were fine, but the weird platforms where the collision is half-way through them (I guess you were going for a more of a top-down look?) were confusing. It made the platforming portion difficult in the beginning.
Overall though, great entry! This one was very fun.
Well, the gameplay concept definitely sounds interesting, but I couldn't figure out how to play. I figured out how to get the steering wheel by pressing F next to it, but then when I went to the pipe I couldn't get it to stop leaking. I just kept mashing F until I ran out of water.
I think you should add some probably add some detailed instructions to your post (you can edit your post btw)
Also, congrats on your first LD!
Lmao I thought the dog that was following me was like my pet, and when I stopped running it freaking ate me.
It's simple, but the result looks really good. Nice job! That camp ground exploration thing gives me flashbacks to playing the Sims Bustin Out on GBA, and getting lost in the maze-like public park.
Awesome! The mood in this was definitely top notch, the slow-mo and sound effects, the moving body in the back, the swinging doors, all of it works together perfectly to make it feel like an action movie.
Seems like with a little more time you could've turned this into a full action game. Shooting the cars was fun, but it didn't seem like there was any real reason to do it. I thought there would be police cars chasing me and I'd have to shoot them down. Also, it seems like a major design challenge to figure out a good way to let the player shoot out the back without crashing the car. Maybe a mirror somewhere? Like a reflection off the swinging car doors? Idk.
Overall, awesome job here. I hope you keep working on this because it's pretty great.
That was fun, and I actually managed to beat the game :smiley:. The music really helped give the lowfi graphics and wonky physics some charm. Made me feel like a drunk astronaut hacker.
It was nice to see a native linux build available, and convenient since I mostly work on linux. HTML5 builds are fine, but there's nothing quite like a native binary :smirk:. *Although I was too lazy to publish a native linux version for my own game...*
The game itself was really fun. The interface/controls could use some improvements as it felt difficult to click some UI elements, but it didn't interfere too much with the gameplay. One suggestion/observation I had was that the timer seemed unnecessary. Since this is a puzzle game where you have to stop and think, a timer can add stress and change the way people can play the game, although in this case it depleted so slowly that it was easy to ignore. And I had fun either way, so IMO it might work fine without a timer at all if you decide to keep working on this. Just my 2 cents.
Anyways, nice job on this. It was fun!
Wow those graphics were amazing! The meatball and Gylla looked great. The gameplay seemed like it could be fun, but there's too much RNG. In the beginning of the game, I had an eyeball that shot lasers. Then when that died I wasn't able to find a single attack mutation for the rest of the game. I just kept getting atomic brains and power balls.
Still, this was really well done. Great job!
Frijole died for my stupidity...many times. RIP.
Good game. The mechanics were easy to understand, and the level design was clever. It got really challenging towards the end, and I couldn't beat the last level.
HOLY CRAP MY EARS!!!!!!!!!!!!!!!! I should not have been wearing headphones when I decided to eat all that maple syrup.
Besides that, the rest of the game is pretty cool. The dialog was funny, and the music was calm and relaxing (which makes the heart attack sound that much worse)
Thanks for the feedback @wolfier @wert @davision @gavin-camlin and everyone else. I wasn't really happy with how this turned out for the jam, so I put some more time into it and published a post-LD HTML5 version. It's definitely better than the previous version, but am still not 100% happy with it. Can't really put my finger on it tho. If any of you feel like giving it a second try, I'd appreciate hearing what you think.
@gameovermexico I know it wasn't clear at all, but the main goal was to land at the factories and destroy them on foot. The "Toilet Paper Factory" and "Donut Factory" are really the only complete levels; the other two don't have much work put into them. Collecting all the coins in a factory after destroying all the TVs turns it into gold on the world map. The coins in the flight mode serve no purpose but to give you a reason to fly around.
I loved this one lol. The sound effects and wonky arms were perfect. Nice job!
I like this interpretation of the theme. Trying to keep the phone battery alive is clever. I was able to reach the charger at the end and happily save the phone :)
The physics were difficult sometimes, but they did make the game more challenging. Having to jump backwards to avoid an enemy that runs faster than you is an interesting challenge, and the twitter bird enemy brought back memories of classic Mega Man.
The graphics were okay, but I think if they didn't look blurry they'd have looked a lot better. The twitter enemy for example looked good, but the main character was blurred. You can fix that by changing the texture mode in Unity.
The music was great.
Overall, nice job!
Wow that was great!! The idea and execution are excellent. I got some strong resident evil vibes from the enemies, and the chest spike attack thing was awesome.
Awesome job with this!
That's an awesome effect, nice job! The cinematic camera looked really cool, especially when the target was running in the crowd (although he stood out like a sore thumb). Almost felt like an action movie.
Camera was hard to control with mouse and keyboard though. A lower sensitivity and maybe wider FOV might make it easier.
This was interesting. I liked almost everything about the game, but the controls were very confusing and off-putting. Also, you end up losing automatically and it's not entirely clear why. I lost too fast for me to really explore the game and get comfortable with the controls. A crazy taxi helicopter game sounds like it could be really fun. Maybe the invasion aspects should be pushed until later into the game, so players can be introduced to one mechanic at a time?
I think that with some more time, you could have polished this up into a really solid game. This has potential, and I hope you continue to work on it!
I couldn't really figure out what to do on my own, but I DID enjoy the music, graphics, and overall atmosphere. Well done!
Wow I didn't even know Qt had web assembly support, that's cool! Props for trying an experimental framework and finishing a game anyways.
It's unfortunate that audio isn't working because I listened to the SFX you made and think they would've worked very well with the graphics.
Graphics and audio were nice, but I couldn't figure out what to do. Even if you didn't get to implement everything you wanted to, some more instructions would be nice (like what exactly are you supposed to do). Although running around and avoiding those monster things was pretty entertaining.
Those sound effects were great lol. Being able to land on planets was really cool, and the landing animation looked really fancy and cinematic. Although, it seems like you aren't invincible during that animation because I died while waiting for the ship to land.
Simple concept, clean execution. Nice! The only part that threw me off was that one of the lumberjacks seemed to be inside the tree, and I couldn't reach him. I finally figured out that you could get him by walking behind the tree. Maybe it would be better to not have any tree collisions at all for the player?
The music, sound effects, and voice acting were superb! I couldn't figure out how the blood mechanic works, as sometimes it seems to run out fast while other times it didn't. I think I got pretty far after a few attempts tho.
Nicely done! The platforming got pretty challenging at the end, and while it was a short game it was very polished, and the intro cutscene was a nice touch.
This is a great concept, but I personally don't know anything about fencing so I didn't know what to do. I did beat the easy AI by doing random moves lol.
I think that if you added some basic animations to show the moves and the outcomes, it'd make the game more approachable to people who aren't familiar with fencing.
Anyways, nice job!
I really liked this one. The cinematics were impressive and the graphics and camera kinda reminded me of those old handheld Sims games (like Sims Bustin Out). I also agree with @vizitas about the doors, as it took me a bit to find them.
I couldn't figure out how to save the alien though :frowning: . I killed him with the first aid kit, then I was caught by the government. Adding the ability to skip the first cutscene would help improve the experience a lot IMO, since the game seems to be about trial-and-error, and every error forces you to restart.
Man I am always bad at these types of games. I never even got past the first case in LA Noire lol. Anyways this was very well made. The ability to pan the camera at any time was kind of pointless, but did help make the game feel much more polished. The. music. was. AMAZING! I loved it. It set the mood for the game perfectly. Great job!
That was great! I didn't get something though: the radio says to keep the fire alive until the rescue plane arrives, but I got a victory screen shortly after jumping through the yellow portal. I played it again just in case it was a coincidence with the timing, but I still got the victory screen at the same place.
Anyways, I really enjoyed your game. Nice job!
I almost died laughing when poor old granny got hit by a car at full speed. This is an awesome submission in every category, great job!!
The granny physics could use some improvements. I managed to get pretty far, dodging traffic and climbing over curbs with no problem, but down a long stretch of flat ground she just randomly decided to flip over and die. That was kind of disappointing, and I lost my motivation to try again. Maybe checkpoints could make those situations less of an issue?
That was pretty smooth. I played for a few minutes, but it felt too easy. I think that the apples spawn too frequently, so you never actually get close to death. Someone mentioned that they died when the fire got too big? That happened to me and I didn't die. Maybe some more instructions about how that mechanic works would be helpful.
The art style was great, and it fit the music nicely. Great job!
Not bad! The animations and art style are great (I especially like that goblin/orc sprite). Gameplay is simple, but it's cohesive.
The lack of audio really hurts the overall game IMO. You should add some juicy sound effects for the attacks, even if they're just made with [BFXR](https://www.bfxr.net/).
Anyways, nice job!
Wow that was really intense! Nice job building the mood. The music, graphics, animations, and effects looked great. I really dig the PSX aesthetic too. This is definitely the most hardcore LD entry I've ever played!
That was peaceful...until my plant became suicidal and started running into flies on purpose lol. Game was really easy until that point, then it got challenging and forced me to strategize by swatting the flies close to the ground first. That was fun!
The music was great too, and had a bit of an Ocarina of Time Forest Temple vibe.
Great job!
That was really challenging. I liked the way the progression was just smooth horizontal transitions. It was immediately easy to understand. What I didn't get was why I couldn't step on the nuts that fell to the ground. It seemed like logically I should've been able to stand on them. Maybe if they used a different graphic, like spikes or something it'd be more obvious?
Anyways, nice job! I had fun even though I wasn't able to reach the end because it was too hard lol
Wow that's super cool. It's like a real-time game of chess. My only complaint is that it's too difficult. Maybe reducing the speed of enemies, or the spawn rate would help make them game easier in the beginning.
Lol that was great. It was confusing at first until I figured out what to do, although even then some sequences of events weren't very clear. Like why did I have to use a pot on the goat to kill it, and then walk all the way down to the sheep on the other side of the map to pick up its horns? Maybe that was a glitch?
In any case, it was pretty fun. Also that chicken walk-south animation is great :laughing:
Does the message at the end after you complete the ritual mean there's an alternate ending?
Holy crap that was jaw dropping. Those particle effects were amazing, the music was great, the graphics were great. This was one of the most polished LD games I've ever played. Great work!!
That was very unique, and it got pretty fun once the difficulty ramped up. I think the core idea is good, but it could be improved with some more dynamic elements. For example, maybe add some red blocks that move around the loop as well, so you have to keep an eye on it as it runs up behind you. Maybe also some extra points for getting really close to the red blocks before dodging, like some racing games do when you tailgate or have a near-miss. It might also be fun to see more complicated levels besides just a squircle.
This was a solid entry though, nice job! I had some fun with it. Also, the bent rectangles are a nice effect :)
That was pretty cool! The camera tilting when you turn was a subtle thing that I think helped the game feel more fun and energetic. I didn't love the driving mechanics because the car seems to slow down when you turn, which doesn't feel great in a racing game. I think that adding drifting would be *awesome* here and would make the experience 10x more fun (if you decide to keep working on it).
This is a good base for a game, nice job!
NGL I drew a "lighthouse"... Can't risk having any sunken ships on this fine canvas of yours!
This is a cool project, and an interesting constraint to only allow circles. It doesn't seem like anyone was playing when I went on, but I could see it being pretty fun with a group of strangers. My only complaint is that the canvas felt a little claustrophobic being unable to zoom out (or I didn't figure out how to do it). Still, it's very cool! Nice job with it!
That was an interesting experience, but I gotta be honest those transitions while restarting were very long and boring, especially since they just repeated the same info every single time. This is definitely one of the slower games, but it is rewarding if you put the time into it. After struggling to do the most basic navigation tasks, finally unlocking enough orbs to walk and look around freely was super satisfying. I was kinda sad that the game ended so abruptly though; I hardly got a chance to use my newfound walk-and-look-and-jump-at-the-same-time powers!
Graphics and audio were both great, and so was the mood and overall presentation. I don't think this concept would work very well as a standalone game, but as a small part of a larger game it could be pretty cool. Nice job!
Great concept, great execution, and lots of polish! The game was fun, but it was easy to get stuck without any more space to build. I got stuck in the invader level because I ran out of space, and it was frustrating because I kept getting super close to the goal, but I would lose a bunch of robots to energy loss whenever I hit ~70. If I had just one more generator, it might've been enough to reach the goal of 75. And the worst part was that I hit that wall with only around 60 deaths, so I ended up waiting a huge amount of time hoping I'd manage to win, but it was hopeless. I reached the death limit and lost :(
Being able to delete buildings would be helpful, but this was still a solid entry, and I had fun with it for a while. Nice job!
Really nice, and impressive that you made it with your own engine! The cave bats were a nice touch and kept the exploration from getting boring too quickly. Audio and graphics were great.
The core gameplay loop is kind of disappointing though. I spend a good amount of time exploring the caves and collected 14 crystals. When I got back to the ship, I thought I'd be able to use them for something, but nope. I lost interest the second time, but the first time on the planet was pretty entertaining despite there not really being much to do. If you add some more systems (upgrades, combat, construction, etc), this could be a fun little exploration game!
The art style worked really well and combined with the music it made for a very relaxing experience. I liked the gameplay for the most part, however I got a frustrated in level 3 due to the controls. Pushing the crystals around is awkward and difficult, and level 3 has a LOT of crystals! Other than that though, this game is great and well executed. I had a lot of fun taking down those 1-hit KO wasps with my army of ghost clones!
@m8rix aww man that's what I was worried about. I couldn't find a good built-in way to get text input in OpenFL. I'm just mapping key codes to characters using ASCII values, but that probably won't work on some non-standard or international keyboards. :(
@pekuja yeah I realized yesterday afternoon that I never explained how/why numbers go down!
* When a ball touches an invader, its number goes up after a 1 second delay * When that ball touches another ball, its number goes down immediately. * A ball's number will never fall below its original value, and will never go above 9
I wanted to add some more tools besides just `if` and `while` blocks, but I didn't want to overwhelm the player with too many options, and I didn't want to risk making the game too easy with overpowered tools. I figured that most players would simply struggle with learning the rules of game (which so far seems to be the case based on all the feedback I've seen!). If I continue to work on the game, I'd want to try experimenting with other gameplay elements, like obstacles, balls with different behaviors, etc. before adding more tools.
BTW, in the youtube video I posted above, at around 3:20 you can see how I made a pseudo one-way block using a while and an if. The invader in the while(3) block changes the 3s to 4s, so they pass through the if(3). If they hit another ball on the other side, they go back down to 3, and can no longer pass over the if(3) block.
and RE: loops...you kinda have to use your imagination :laughing:. You could imagine the while blocks as being the main loop of a simulation (visualized by the balls inside bouncing around)... Plus, the invaders will always be **stuck in a** while **loop** since their numbers can never change!
@peachtreeoath glad you liked it! Funny that you mentioned Hidden in Plain sight because that was actually the exact game I thought of when making this! I originally just had the code blocks mechanic implemented, but no gameplay other than that. After trying a couple of crappy ideas, I was randomly reminded of the Ouya, and Hidden in Plain Sight was one of my favorite games there.
@toccio94 Thanks for the detailed feedback! Yeah the onboarding is definitely the biggest challenge for this game, because there's a lot to explain. I tried to keep the tutorial easy to read, but I ended up missing some important details. The various bugs also make the problem worse. The reason balls were escaping is probably because you had some blocks touching each other (which is a bug). And the keyboard bugs are a limitation with OpenFL that I didn't have time to properly work around. There were also some UX stuff I missed before release (like highlighting when you use too many blocks)
Another HaxeFlixel game! :right_facing_fist: :left_facing_fist:
This is a nice little Spelunky-like platformer. The resource management was an interesting challenge, esp. with having to manage double-jumps which you normally wouldn't expect. The wall gripping was a cool way to break your fall too.
World generation was a little unreliable at times, but it wasn't that bad. It made for some decent platforming most of the time, and even when you were forced to walk through spikes I feel it helped make the game more challenging. The only bug that I thought was really game-breaking was when there were (what I assume were) overlapping spikes. There was one level where I had to walk through spikes to win, but every time I touched the spikes I died immediately despite having full health. I think it's because I was touching two overlapping spikes on a single frame and losing both hearts.
Anyways, great job with this! Just add a few more gameplay elements and polish and you'll have a full game!
I think the log view on the right side is an awesome UI idea, and the gameplay was pretty fun. Starts out simple, but then the upgrades make it interesting. Graphics and effects were great too. Nice job!
Haxeflixel <3
Wowowow that was amazing! The game had me hooked, and even though I couldn't make it past the black clouds, I had a lot of fun trying. This is just perfect all around, excellent work!!
Wow that was trippy! The gameplay was pretty easy but that effect looks awesome, and it's super impressive that you even did it in your own programming language and (presumably) engine! I've tried on two past occasions to finish an LD submission using a custom engine, but both times I failed to meet the deadline. So props for pulling it off!
One tiny quality-of-life improvement would be to tweak the gameover screen so that pressing space and WASD doesn't restart the game. If you're mashing the spacebar to shoot while playing, and then you die, you may accidentally skip the game over screen and restart the game without even seeing what your score was.
That was really fun. It looks easy, but the high rotation speed makes it really tough. Level 13 and up were confusing though because the player seems to die when it touches the balls, but only sometimes? I thought it was only if you were shooting, but I still found myself dying even if I didn't shoot. An in-game text that explains it would be helpful, but otherwise the game was great. I couldn't beat level 15 tho... :(
Nice simple idea that works well. Graphics and animations were great, and the transition between levels (if that's what you call it) is awesome because it fits perfectly with the gameplay and theme. The music and sounds effects also come together nicely to create a fun mood.
The only issue I encountered was that the player seems to randomly speed up sometimes when falling down the hole. That makes it really difficult to collect all of the waypoints since it happens unexpectedly. Also, if you miss 1 or 2 waypoints in the beginning, the rest of the level is lost.
Hah good thing you posted the solution to level 5 because I couldn't figure that one out!
This is an awesome little puzzle game, with really polished animations and graphics. Well done!
Wow this is awesome!! I love fighting games, and didn't expect to see such a polished on in LD! The animations were simple, but well done and the moves felt great to land even without any audio or visual effects.
I think this could be a great fighting game if you continued to work on it. Seriously, don't abandon this one! (This is definitely one of my favorite submissions so far)
That was a fun little adventure. I always like to see people put effort towards level design in an LD game, which is always a luxury with such tight time constraints. The world wasn't huge, but it fun to explore, and the barking combat felt very Zelda-ey, like how you swing your sword in Link To The Past. The "dungeon" towards the top of the world was really short though, and I think adding some more difficult combat encounters there could've worked well.
Overall, nice entry!
It's a nice idea for a rhythm game, but maybe a bit too simple in its current form. I liked the graphics and animations too, but I found that the easiest way to play is to close my eyes and just listen to the beat. Also, I always appreciate it when someone writes their own engine/framework for an LD submission. It almost feels like a dying art nowadays!
I really loved the level descriptions on this one. It's a shame the game is so short though! The last level was pretty challenging. I could see this idea being expanded to add more control elements and obstacles (just make sure you add a fast-forward button if you do!)
Anyways, nice job :)
That's a pretty cool set of systems in 48 hours. It's a solid base to continue making a full game.
I agree with ProbeProb about the overworld being unnecessary. It confused me because I didn't realize that the white circle was a portal, so I was just digging around the base area aimlessly hoping to find something. Maybe instead of an overworld, you could have a base with a finite amount of space, and then just have expansions available as an upgrade.
I'm always super impressed by LD submissions with story and cinematics, this one was no exception. Great work! The music, sound effects, the animations, the mood, it was all great.
I liked the fart sound effects for the bullets :P
The gameplay was pretty fun, and I like how the enemies actually seemed to have some strategy rather than just walking at you in a straight line. The graphics were nice and the overall theme was cool, especially with the blob monster card dealer.
It was hard at first with the loss of control, but after a while I figured out that the best strategy is to just stay far away from any walls and enemies. At that point, the game got very easy.
Shooting bullets was a cool idea, but it was usually easier to just dodge them. Maybe if you added homing missiles that follow the player, shooting bullets could become a much more important mechanic.
The enemies moving through walls seemed like it might've been a glitch, but I actually liked it because it made it harder to hit them. It's almost as if the AI were using the walls as cover!
HOLY SHIT!! I was not expecting to get so scared by this game, but when I turned around to see that mofo chasing me, I got that feeling in the pit of my stomach I used to get back when I was a kid finding jumpscares on the internet. The mood and sound design in this game are spot on, it fit the theme perfectly, and the graphics were excellent. This is an awesome game overall, well done!!!
That was surprisingly fun, even though it was super easy since the AI cars all seem to drive slower than you from the very beginning. Also, the upgrades between races felt unnecessary because the AI was so easy to beat.
The concept of a race in a wheel like this is cool, and I could see it being expanded with things like obstacles, pitfalls, power ups, etc. Nice job!
EDIT: comments server seems to be slow. ignore this double post
Really solid experience for an LD game. I'm always impressed when I see a 48 hour submission with a story, and the graphics were excellent!
NGL kinda disappointed that there's a speed limit. Would've been nice to send that ball into the 4th dimension. The mood and ambience were nice though, and very relaxing.
Btw, that wind effect is pretty sweet. Is it a particle system, or a 2D animation? Hard to tell because of the fixed camera.
That UI looks awesome! That character portrait and music were great too, and the gameplay was fun, but did get repetitive after a while. Nice job!
It's an interesting concept, and I like that you have to think many moves ahead to plan out a route, but I think that the card game theme detracts from the gameplay, at least on a PC. The card ranks, for example, have no impact on the player's movement. It's a lot of keep track of, and I think you could make it easier by highlighting the player's and jokers' next positions.
Side note: I think this would actually be pretty interesting to play as a physical card game with two people: one to control the player and another to control the jokers. The players could take turns placing cards, so they can choose to play offensively or defensively. Maybe the joker can place one card per joker on their turn, while the player can only place one, but the joker can only place cards adjacent to the jokers, while the player can place them anywhere. There's a lot of possibilities!
That was a pretty cool trick with the rooms. The atmosphere/mood was great, but I couldn't figure out what to do.
This would be awesome to just chill out in VR!
That was really well-made, and it was fun trying to figure out a strategy across days. Graphics and music were great! The challenges though were a bit confusing. I failed to deliver 20 on day 2, but it still let me continue playing? Did I fail that, or do I get a second chance? I delivered 20 later, but I the challenge didn't get crossed off (probably because I didn't do it on day 2)
> The second goal is to deliver 20 cider on day 5,
Oh right I must have got that mixed up. I actually tried to do 20 by the second day and failed miserably, so now I feel less bad about it lol
It's a good thing they decided to vacation in a country that doesn't have traffic cops, otherwise I'd be in trouble. This was a fun little driving game, good work!
Also, I did manage to get actually lost by making a turn I wasn't supposed to and driving off the map lol.
Wow that was great! The gameplay was simple, but the character was satisfying to control, the graphics were nice, the audio worked well, and the screen transitions with dialog were polished and well-made (even if they did start making me dizzy after a while). This one had me hooked all the way to the end, excellent work!!
Sounds like a really cool idea to use a genetic algorithm for the generation of creatures and environment, although it wasn't evident from playing the game. A quick write-up of how it works would be interesting to read!
The game itself was pretty easy, and I don't know if there was a win state. I thought I'd be able to gain some super-grasshopper-killing powers when I leveled up, but the effects seemed to be relatively minimal.
Nice little game, but very tough. I think that the game would be a lot easier without the darkness effect, plus it'd make it easier to see the nice character art. I made it past the first level, but got stuck on the second. I thought the shotgun would make the game easier, but the spread was so high that it's pretty much useless :(
Besides the *brutal* gameplay though, this was a very nice entry. Good job!
Game: Well done! Let's try a bigger map
Bigger map: Screenshot_20201011_094316.png (spawned next to portal)
This was a good submission. Multiplayer games in LD are always hard to pull off both due to the development time, and the difficulty in getting enough concurrent players. Luckily I signed on at the right time to find another player. The ghost replay thing sounds like a good idea to work around that, since you can benefit from other players' actions even if they're not online at the same time, although it'd make the game very easy if every solution was available.
I think you could go with some Among Us-style trickery here, by adding a competitive element (like a race to the end with leaderboard completion times) along with hidden hazards, like land mines that reset you. This way, even if you have multiple ghost replays available to you, you still need to decide which one to trust. Some might send you astray, while others actually try to help. You'd need to add some identity system, like letting people choose a color, or just a name that renders on top of the character. That way, players can distinguish ghosts from each other and can decide who to trust based on past decisions (however, a ghost could always decide to betray you!)
also, for the record, I didn't see any ghosts when I played. Maybe it was a glitch? Or do they get deleted from the server after a while?
That was awesome!! I played it right up to the end, and had a blast. This is the best execution of this type of idea that I've seen so far. Initially, I didn't realize you could move the plane and thought that the second level was impossible because I kept accelerating and trying to reach the landing strip with the perfect angle. But once I learned how to move the plane around, the rest of the game clicked.
The audio was great, and the sound effects were funny. The only nitpick I have is that some of the levels were too easy and didn't feel like I needed much of a different strategy from the others. The final level was tough though. Still, I think there's a lot of room for you to keep experimenting with this concept if you decide to keep working on it.
Overall, great job! I enjoyed this entry a lot :D
WOW! That is insanely impressive that you managed to squeeze in a level editor alongside a bunch of really well-designed levels in the base game. Music and graphics were great too. Excellent work!
Btw, it took a while to download the game for me even though it's only ~26mb, and I have gigabit internet. You might get more players if you host the game on a site like Gamejolt, Itch.io, or even just Github.
That was great! Very polished with simple but challenging gameplay. I was doing pretty good until I reached level 18 and the game started throwing 4 symbols at me. I really can't think of anything to criticize here, except maybe that memory games are hard! Nice work!!!
btw: if/when you release this for iOS, @ me here and I'd be happy to check it out.
Wow that was extremely difficult! (or I'm just terrible). Eventually, all of the AI cars except for one drove off the track and never returned, but that ahole was doing perfect laps one after the other, and making me insecure about my driving skills.
This game was great, simple, and fun. I really liked the wobbly posts. You should try adding some more sound effects too, at least engine noises if not collisions.
Nice job with this one!
Wow this was great. I was actually kind of sad when I reached the last level because I wanted to keep playing lol. The game and mechanics are very polished, and the level design is excellent. The slow level transitions were a little annoying at first, but I grew to like them. I think they did a good job of getting you immersed, plus it's actually really cool how seamless they are.
This is very good submission, and I had a lot of fun with it. Gameplay, audio, graphics, mood were awesome. Nice job!!
Wow, that was really polished and well-made! Graphics looked great (especially the awesome effects), and the chosen sound effects fit perfectly with the action! Gameplay concept was interesting, but confusing at first as I thought I was supposed to stop the ball from hitting the blocks, but it made sense after a few seconds of nothing happening.
I think that it'd be cool to add a powerup or ability or something that you can use to affect the ball besides rewind and slow-mo, because sometimes the ball just hits at weird angles where it never really goes back towards the loop. When that happens you just gotta sit there doing nothing, waiting for it to hit a good angle. Or maybe add more than one loop, and let the player switch between them.
Anyways, this was a great submission. Good job!
This was excellent!! So much juciness and energy everywhere, and the gameplay was challenging but well-paced. This was very fun, and definitely one of my favorite entries. I booped the fuck out of that guy :sunglasses:
Side note: I think I had a minor rendering glitch because there was a pink triangle and black box behind the boss. This was on Firefox 81.0 on Ubuntu boopbug.png
That was an interesting game mechanic, and I loved the creepy and mysterious monsters that come out of nowhere. I like the idea of using the cubes to remember your path, but the mechanics of actually pushing them around was so awkward that I ended up not using it. I think it might be better if you could just like drop a cube where you're standing by pressing a button (or a flag instead of a cube!).
I made it to level 17, but then I went through a wrong door and it shot me back to level 11, and that killed my motivation lol. I had fun with it though, nice job!
I loved the character, and the gameplay was pretty fun once I realized what I had to do to reach the end. The hitbox was hard to get a feel for, which made it difficult to dodge the pumpkins than it maybe should've been. I think some simple changes that would lead to a big improvement would be to add some feedback when you hit a pumpkin which indicates that it's not a good thing (like a particle effect or something), and maybe add a graphic or effect to visualize the level bounds so you can see how far the character can move to the sides and more easily plan where you want to go.
Overall though, it's a solid submission. Nice job!
That's a clever idea, and cool mechanics with modifying the vertices of the path. It was short, but I think that was for the best because it would've gotten repetitive without some more features. I like games like these where the player needs to come up with their own solutions using their own creativity, and I think this game concept has a lot of potential. If you were to keep working on it, my suggestions would be to remove the action limit since it restricts creativity, and add a fast-forward button so the player doesn't have to sit around for too long while the UFO travels to the destination.
Wow that was super clever! The game could use a bit of extra polish, but the concept is excellent. Unfortunately, I fell off the rainbow road part towards the end, and couldn't get out. Pressed R to reset, but that just respawned me inside of a wall.
Awesome idea! I could totally see this concept being used in a classroom to introduce people to programming. The game itself was fun, but very challenging. Besides having to figure out the logic to break out of the loop, you also have to be very careful not to get a block stuck somewhere. An undo button (possibly limited-use and/or affecting your score) would make the game easier.
Overall great job, this is definitely one of my favorite entries!
That's a really clever gameplay mechanic. The obstacles were really dark though and kind of hard to distinguish from the background. The low contrast can become a real problem on some monitors even for players with good eyesight, so you might want to consider tweaking that if you decide to keep working on this.
The music and sound effects were great, and it almost felt like I was contributing to the music whenever I pressed R. Good work!
I also couldn't figure out what to do. I tried walking straight ahead, walking into the portal behind me, jumping over to the gated platform thing. No golden key :(
The audio and graphics are nice though :)
Lol I think the powerups may be a bit too overpowered. After picking up a few, I had enough range and wands to encase the entire map in a loop and win instantly. It was really fun though, and a nice concept. Good job!
Holy crap that was a beautiful game. The graphics, music, animations, were all excellent. I would totally play a full game that looks and feels like this! Amazing work man!
This has multiple interesting mechanics, I like it a lot. I always like games that try to do experimental/weird stuff. Unfortunately, I wasn't smart enough to get past the level with the really fast hoop and the box on spikes (level 3 I think?). I was able to land on the box by slowing time, but couldn't figure out how to get past the spikes.
Great submission!
Wow that was amazing. The music, the voice acting, the graphics, the mood, the gameplay, it's all super polished and well done. Great job with this one! It's always nice to come across a relaxing LD submission every once in a while :)
WOW!!! If this wasn't so short, it would be a full game. Very polished, great graphics, great audio, and you even have singing! This is one of the most polished and complete LD entries I've ever seen, great work!
It really is a shame that it's so short, but that's understandable. I hope you all continue working on this, as I really dig the premise. Maybe let the player switch between the different passengers, with each one having their own strengths and abilities. There's a lot of potential here!
This is a good start for a game with very nice graphics, animations, and audio. The gameplay is simple, but it's fun trying to shoot the faster bugs because you need to lead your shots a bit. I think if you experiment with different bullet and enemy speeds (think: rocket launcher from Quake!), you can create a pretty fun shooter.
Overall, nice job!
Not bad for 48 hours! You got a good amount of systems into the game, in addition to the nice graphics and audio. Instructions on how to extract resources would be nice, even if just here in your game description, or on the itch.io page.
The gameplay got repetitive quickly, but I think you could solve that by adding some upgrades in between levels. Like making the gun bigger and badder, along with the enemies. Seems like it turn into an addictive, never-ending gameplay loop.
Btw, those orange aliens were my favorite :P
Holy crap this game looks beautiful! The game world looked great and was really fun to explore even though it's small and the gameplay was repetitive. Those damn townspeople were talking trash about me being a bad sheriff, yet nobody said anything about the dumb bandit who kept getting caught!
I would love to play a full game that looks like this, seriously! This is one of my favorites in the graphics category for sure! Good work!!
Lmao that music and the sound effects were great. This is a very polished submission, though I'm a bit sad that it's so short. Nice job!
Really nice. Exploring the forest was fun, and the rewind feature was really well made. It's a shame you didn't have time to add music because that would've really improved the feel of the game, but I can totally understand that struggle.
That was pretty unique, but got super confusing once the grid size increased. I got stuck on this first level with the purple blocks. Playing this game feels like trying to rub your stomach and tap your head at the same time lol.
That menu was cool. When I started the game, I just walked around aimlessly through a dark room with a tiny flashlight. Couldn't figure out what to do, didn't find any items or monsters or NPCs or anything, and I didn't hear any audio once I left the menu (although I *was* playing under Wine so that might just be a compatibility issue)
Whatever you're supposed to do in the dark room, it might be helpful if you added some kind of directions. At the very least, having a texture for the floor (even something as simple as a checkerboard pattern) can help a lot with preventing disorientation with these types of games.
Since I played it on wine, I won't leave a rating since it wouldn't be fair. However, I am curious about what is in all that darkness... :thinking:
That was some really smart level design! The game is simple, but a fun challenge. I made it to the level with the horizontal laser beams, and I was SO close to reaching the end but I made one mistake just a few steps from the finish line.
Music was also very nice. Great job all around!
The witch flying in a loop made me think she was going crazy, and it reminded me of how my dog gets after I give him a bath. A wet dog witch with zoomies on a broom might've been a better fit :laughing:
The game was interesting. Aiming was super hard at first, but eventually I figured out that if you move your mouse at exactly the same speed in a circle the same radius as the witch's loop, you can get her to shoot straight! The mechanic made for some difficult maneuvering, but it was fun trying to land hits with it. I loved the enemy designs too, but there wasn't any progression tracker or indicators, so I couldn't tell if the game was endless or not, how good I was doing, how bad my aim was, etc. Those are some things you might want to add if you decide to keep working on it.
Nice job!
That was a unique use of the theme and an interesting gameplay idea. I think this has potential if you work on it more. What I didn't like was that despite everything that was happening around me, pretty much the only thing I ever had to do was walk in one direction while mashing the F key as fast as possible, occasionally stopping when there were a bunch of breaches next to each other. That got tiring fast.
Also, things happen way too quickly. You're instantly fixing holes as soon as the game starts. I think if you were to keep working on this, you might want to slow things down and give the player other activities to become immersed in their little prison ship before it gets destroyed. Maybe they can plant trees that grow? Install turrets to destroy asteroids (and avoid hull breaches), talk to an AI? Who knows!
Anyways, despite the flaws I really liked this game. It's a solid LD submission, nice job!
That was awesome! I loved the fat little Honk character, and the gameplay was really fun. Some sections though felt too long, like in the first level there's a big open area towards the right side of the map. I think I spent like 5 whole minutes killing enemies in there, but it was relatively mild action because I had to run around looking for them/waiting for them to spawn.
Regardless, I had a lot of fun with it. I could totally see this becoming a full game if you just polish it up a bit. Nice job!!
The physics could use some work, as the character seemed to fly around in ways that didn't make sense at times, but it was a fun game. I don't know how close I got to the end, but I couldn't get past the level with the "you will never escape" text...which seemed to be a very accurate prediction in my case.
Controlling the character AND the world was super confusing. I found myself relying more on the rotation of the world, and rarely trying to move the character at all since he usually ended up on a slope too step to walk or jump anyways.
I like the concept, and I think it'd make a fun idle/clicker game. However, I think you need to work on the difficulty curve. It seemed extremely unlikely that I'd ever have enough fruits to be able to sacrifice 3 for a strength upgrade without dying because my health drains too fast (and you seem to lose health when you harvest!).
Maybe make it so that when your health reaches zero, the player automatically consumes 1 fruit, and you only die if you run out of fruits. Then, you can add a worker mechanic that lets you have more red bars at once, but requires more fruits. So over time, the player must try to hire more workers to increase food production to stay alive, like a farming-themed idle/clicker game.
Music and graphics were great. Nice job!
That was really clever, but holy shit is it the most frustrating game I have ever played. Those drunk assholes kept getting stuck, dropping the buckets for no reason, and running in circles! It was pretty fun, but I couldn't get past the second level (and not for lack of trying).
I think if you were to polish this up a bit more, it would be really fun. The loop mechanics are good idea.
Woah what a coincidence, we both picked the same name for our game lol!
Having the player and enemies stuck to a loop was an interesting mechanic, and the *juiciness* in this game felt great. The particle effects and sounds made the shooting feel really good. I also love that you added two control schemes because I did not like the default one, but the second one was great.
Overall, nice submission. Good job!
Yay, that magic of the universe is mine! :D
It was a simple game, but it was put together well and decently challenging. Not being able to tell if there was a guard around the corner made it kind of scary, until I learned that they always move in one direction so going right was always a safe bet.
Overall, nice entry!
This was amazing. It was hard to choose between "TONY HAWK" and "KING SHARK", but in the end I went with "PIRATE" because why not. The race was pretty easy at first, since the AI doesn't seem to use the boost ramps....then I realized the walls have no collisions. After that, it was just a matter of figuring out where the invisible waypoints are to find the optimal cheating path. :)
Also, the water looked good.
Nice job!
That was pretty fun, but the first couple of levels were really slow and easy. You might want to keep tweaking the difficulty curve until you find that sweet spot!
Lmao this was awesome, and a great use of the theme. The hoola hoop mechanics were a little hard to figure out even when I reached the last level, but it wasn't that bad, and it added some difficulty. Although, some of the levels felt pointless since you could just run to the end faster than the hoola hoop could reach the ground.
Also, the victory condition at the end was super clever. This is definitely one of my favorite submissions! Nice job!
Katamari Damacy meets Chernobyl
That was pretty fun, but man that cracker "puzzle" was cruel and unusual punishment. Trying to be clever, I skipped the second vent. That made me angry at myself when I finally found killer lol.
Idk if I won though, it said I had to kill one of the 5, and when I did I got an animation where the headstone was pushed onto train tracks or something, and then nothing happened.
Anyways, good job with this! It was pretty fun trying to figure out what to do, and being able to randomly kill my sisters.
That was a nice polished platformer with a nice amount of challenge. The inspirational messages that popped up every time I died were probably what helped me reach the end lol, because I died a LOT. The graphics were nice and polished, and the UI/transition animations were great. Good job with this one!
That was a really unique game idea, and the movements of the AI really made them feel alive. The way the boss enemy moved around made it feel like he was taunting me lol. It was hard, but fun once you figure it out. Although, it did get boring quickly after a few restarts. I think there's a lot of stuff you could continue to add to this by experimenting with the elemental mechanics.
The only part I didn't like was the keyboard controls. I get what you were going for, but it just felt awkward when playing on a keyboard. It might be better if the player automatically aimed in the direction they move, and holding shift (or some other key) will let them aim without moving. That way, the player doesn't have to use two hands to play.
Love the audio and graphics, it's definitely giving off some strong Hamtaro vibes! The energy mechanic was an interesting challenge, although there wasn't really any penalty for running out of energy. Adding a timer could make it speed runnable.
Nice job!
That was a really good point and click game. I loved the graphics and the writing, but the music felt out of place. It reminded me of the game Deus Ex lol, but I get why you picked it since it's mildly depressing and a good fit for the story.
The keyword-based progression was a clever idea, and a good way to make sure players read the dialog.
I unfortunately got stuck, and couldn't find out what to do after I unlocked the 'g-it--' word. I thought I moused over everything, but didn't find any new words. However, I did notice that sometimes the words wouldn't shake when I moused over them. A minor glitch that maybe popped up at the wrong time for me, and kept me from finding the next word. (I was playing the HTML5 version btw)
I had fun with it, but I'm really curious to find out how it ends (and whether I was close to the end or not!). If you ever put up a walkthrough, @ me and I'll give it another go ;)
*EDIT typo
Wow this was awesome! I love the idea, and I definitely think you should keep working on it. Some suggestions:
Most of the difficulty seems to be correctly guessing the time values for traveling a given distance. And really the only way to succeed is with trial and error, which is kind of frustrating because the character walks very slow. Maybe add a visual guide to the level, like a grid overlay, so that players can see how many grid units the character walks per second.
You might also consider making the levels a lot smaller. One of the earlier levels is like a simple maze where the players has to go right, then left, then right, etc. I think that's a good idea for a level, but because it takes up the entire screen, the player has to walk (or run) a very long distance. Maybe limit the levels (at least the smaller ones) to a frame in the middle of the screen.
You might also consider replacing time units with distance units, like "pixels" or "cells" from a grid. It'd be a big change, but it might make the game easier for a larger audience.
Anyways, I really liked this submission. Good job!
RULES OF NATURE!!!!!!!!!!
Thanks for this, now I have to go and playthrough MGR again.
This was a really interesting entry. The music, sound effects, and graphics worked great. The gameplay got old fast, but slicing enemies up was endlessly fun! I didn't like that the player collides with the body parts though, because having to walk around them was annoying.
Still, nice job with this!
The graphics are great! I think a health bar or other status indicator would be helpful, as without it death comes unexpectedly. Good use of the theme though, and finding out what all the powerups do was fun.
That was really polished, nice job! The music and sound effects were great. The graphics looked good, but they were difficult to see sometimes. The stars are small and hard to distinguish from the background, and the black holes are literally dark circles on a dark background lol.
but other than that, it was a really solid game. I played it on my iPhone all the way to the end and it worked really well. Some of the middle levels were difficult, but the later ones felt easier because you were given too many loops maybe. I could totally see this being a nice mobile game if you continue to work on it.
Don't like having to add an email address, but I got through with a fake one so that's good.
As for the game, I played solo but I got the gist of it. I like the old dungeon crawler-style movement. It was pretty simple/easy by myself, but I can see how it could get interesting with more players. A matchmaking system would definitely help.
Overall, great work! This is a very impressive game for 48 hours.
Awesome idea, and great execution with the audio cues. At first I thought I would never make any progress at all, but it turned out to be easier than I expected. However, I did get stuck on the last section and had to look at the map in the spoiler tags. I kept dying there because I didn't realize that I had to alternate my jumps from left to right. The picture I had in my head was nothing like the actual map layout! Still, I had fun with it. Nice job!
Yeah getting it to build was difficult. If you make a github repo, I'd be happy to send a pull request to make it easier to build on linux.
Other than that, the game was pretty good, and had some cool ideas. The water turning to ice when you walk on it was clever. The music was great, and I also loved the retro graphics. It was very difficult though! The skeletons move super fast, and sometimes they clip through the walls lol. The collision detection seemed buggy and caused you to get stuck rather than letting you slide along the walls, but that was actually a good thing since it also affected the skeletons. If they didn't get stuck on walls, I imagine the game would be a lot harder.
Nice job, and props for not using an off-the-shelf engine for this!
That was really good. The audio and visuals worked really well and created an immersive experience. The time loop mechanic is really interesting, and I think there's a lot you could do with it.
This is one of the more complete games I've encountered so far. It totally feels like a finished game, and it only needs some more levels and a story to bring it together. Nice job!
Nice little platformer. The animations and music work well to create a chill mood, although I do agree with @honey about the character controller feeling unresponsive, and the lack of coyote time makes it feel frustrating. Level 6 is a good example of why: it's already super difficult to land on the first platform without bumping into the red one overhead. It requires you to time your jump and hold the jump button to achieve a very precise jump arc. But then when you screw it up because you pressed the spacebar 1 frame too late, it just adds another brutal layer of difficulty that can become frustrating, and it can feel like it wasn't your fault, like maybe the game lagged and didn't register your jump.
I loved the art style, and the fact that it's made with GB studio. I got worried in the beginning though, because it said my family was just murdered and that I was hungry, and when it cut to the blackjack scene the two characters kind of looked like steaks. I thought I was going to have eat my dead family to survive!
That was awesome, looked great, quick to pick up, fun to play, and with some sick beats to top it off! Excellent work!!
Nice concept. The music and graphics were good, and the gameplay was challenging. I like how the asteroids got super fast when they got close, so you had to make sure to shoot them as early as possible.
Wow!!! That was great! The gameplay was really difficult, but all of the systems worked together perfectly. I think that this would be more fun if you scaled back the difficulty, or ramped it up more slowly. Even if you got rid of the timers completely and just turned this into a chill cooking/sandbox game, I think it would be a solid product.
Good runner mechanics, but the gameplay was a little confusing since it's not clear *why* a turn is bad. The mini-map in the corner helps a lot in remembering which moves are bad, but I think it might be more clear if you added visuals, like spikes or fire or something.
Still, it's a solid entry. Good work!
That was pretty fun. The pacing was slow, but the awesome graphics and music made it a pleasant experience. Btw, I *think* I submitted my high score, but never saw a leaderboard. I'm guessing you ran out of time before implementing that?
Either way, nice entry!
This is rough around the edges, and I agree with @smilewood that having separate buttons to pick up and drop parts is confusing. Also, if you pick up the wrong part, there should be a quick way to discard it (like putting it back on the conveyer belt).
Still, I like the idea of having a build a robot like that. The concept is great, and I know 48 hr is not much time, but I think it could be a fun little game if you continue to work on it.
Really clever mechanic, and I loved the art and music. It felt a bit too easy though, and didn't find that changing the loop was very useful for avoiding things. I can't think of any suggestion now, but I do believe this is a good idea and you could probably come up with some interesting challenges that require the player to pick a specific loop shape.
Maybe you could lock the player in one position (center of the screen?) and *only* allow them to control the shape of the loop? And add a boost button or something to increase their speed for a short time so they can complete the loop faster to catch a star.
Anyways, this was a solid submission. Good job!
This was very polished and well made, but it was really difficult. I was doing alright in the beginning, gaining some pop at a decent rate, but then everything just went into the red and I couldn't figure out how to claw my way out of that hole. Maybe adding a pause button to let you think about your decisions would make the game easier. As it is, there are a lot of sliders to think about, not to mention figuring out what they're even supposed to do. Some in-game descriptions/tool-tips the describe the functions of the sliders would go a long way!
Still, this was a nice little idle game. If you polish it up a bit more, I think it could become really addicting!
The graphics were great with smooth animations.
The gameplay was excellent. I agree with the others that it was too simple, but the concept is great and I'd love to see this expanded upon. This vaguely reminds me of [a game by Lucas Pope](https://www.dukope.com/trt/play.html) (the developer of Papers Please) where you have to select news stories for a newspaper to influence public opinion about the current dictator or revolutionaries. The cool thing about that is that your actions have an impact on the game world, which I think would be an awesome idea to incorporate into your game if you were to keep working on it.
I love the audio and visual theme here, and the concept of a wheel rolling through an endless pipe is fun. The gameplay felt a bit too easy though, maybe because everything moves so slow that it's easy to avoid it? I think it'd be more fun if it went a little faster (or the pace picked up after a short while), and maybe if there were some shiny things to pick up.
Good job!
Congrats on releasing your first game, especially as a LD submission!
The game was extremely difficult in the second level since the darkness makes it so you basically have to memorize the entire large maze. I think a simple improvement would be to not remove the lights when the player runs out of time. Just send them back to the beginning, and leave the lights there. At the end, you can score them based on total time to completion.
That was a really trippy death scene, which I watched a bunch of times because I couldn't get past the first jump. I finally did, then I reached a spot that said "we have unfinished business", then I went forward and died.
I liked the mood/ambiance of the game a lot (especially that vaporwavey game over screen), but the game could use some more directions. The first jump I only found to be possible by first carefully knocking down the box, then going back to the beginning to get a running start. Only running at full speed is it possible to make it, and even then you just barely do. Maybe tweak the ball's jump strength a little bit so that it rises more than just a handful of pixels off the ground?
Oh I didn't know you could click the red stuff, that makes more sense. Also, I didn't realize that the "loop" part required you to wait until the game over animation ends. After the first time I saw it, I just alt+f4'd to restart the game every time I died because it was faster than waiting for the animation to end lol...
I did another playthrough, and got further. Not sure if I won, but there was one time where I died and instead of restarting I got a black screen. The game got angry at me because I disrespected its box :P
Nice! I also had an idea to do a programming puzzle :)
At first I was super confused because the only feedback you get for solving a puzzle is a sound effect and the playback animation stopping, both of which are easy to miss unless you know to look for them. Once I got it though, I had fun uncovering *part* the pumpkin. Couldn't solve some of them... although in my defense, this game is a lot harder than actual programming :sweat_smile:
Great submission, and great use of the theme!
This is a great idea with really good execution. This is definitely one of the more polished entries, and I had fun with it. The only criticism I have is that the character controller was awkward and made the game more difficult than it maybe should've been. Switching directions causes the player to move slightly forwards/backwards as they turn around, which is a bit disorienting in a game where the direction you're moving is constantly changing. Plus, it's not always clear which direction the player is going to walk when you press A or D.
Overall though, excellent work!
Wow that was super impressive, but it made me feel stupid lol. I think this game would be a lot easier if you didn't have a timer, and if you added a free-fly mode or something similar that lets you see the layout of the map. Without that, you have to figure out what to do through trial and error, but even that is difficult because you have to be careful not to block your path.
Graphics, gameplay, audio, theme, mood were all great! Nice job!
This is a really clever idea. Planting seeds in a loop, and by the time you walk around the entire loop the seeds you planted already have already grown. Very creative, and awesome execution with the music and ambiance. It's definitely a relaxing experience :D
That got really stressful really fast. At first I was confused, and thought it was a pretty chill puzzle game. When I started to be hunted down by my own phantoms though, shit got serious. I tried a couple of times, but wasn't able to win. When you go to an area further into the lab that you're not familiar with, you'll probably want to look around to familiarize yourself with the layout, but doing this makes it 10x harder when the next phantom spawns. It's definitely an interesting challenge.
Overall, nice submission! It's a unique concept and good execution.
That quickly descended into chaos! It started out fine, but every time I added a new box my song just got worse and worse lol. It's a fun little audio toy.
Really good use the the loop concept here. At first I was annoyed at how long it took to read the notes because I thought the safe combination was randomized, but having that stuff be persistent between deaths is cool.
The sound design and mood is top notch!
Wow that was hard, but I managed to get all the orbs on the first level after 255.032 seconds. Gave up on the second though cuz I just kept getting stuck on the walls :[
It was fun trying to figure out a good strategy, but I think the learning curve is too high on the first level. Maybe increasing the size of the orbs on the first couple of levels would help reduce the difficulty, or shrinking the turning radius. Although, I think that changing the turning radius between levels might throw people off.
Anyways, it's a fun little concept, and a clever use of the theme. Nice job!
Music was nice, and it was actually pretty fun trying to get the ball back to the top of the screen after it bounced to the bottom. Not sure if that was the intended gameplay, but I enjoyed it :)
Lol it's been a long time since I've encountered a jump scare on the internet, although this one is a bit mild. Even though you didn't create the graphics and audio, you did a good job of bringing them together to make a spooky mood. Nice job!
I don't know what the point was of asking me if I was scared between levels was though. I'm curious to know what effect that has.
That was a really interesting mechanic, but I found the controls confusing. Using a wheel to choose the direction is misleading because Saint Uck can't actually shoot his sticky bits in 360 degrees. Maybe adding a visual indicator of the 8 directions on the selector wheel would help make it clearer.
I like the concept, and the graphics, lighting, and animations (especially the abrupt spinning station) look great. I couldn't really figure out the gameplay though. I couldn't tell when people were bored or if they were in the right place or not.
Maybe assigning different character sprites for each worker and their station, and making it more clear when they need to be clicked will help. Also, the random-ish color change on click is misleading IMO.
Oh shit this is a real NES game, that's super cool! I've wanted to do a PS Vita homebrew game myself for LD, but the last few times I've tried, I ran into time issues since having to work with a custom engine on top of making the game is not easy. I imagine NES development is many times harder than on the supercomputer that is a Vita by comparison, so I'm definitely impressed.
The game itself was short and sweet. I actually like that there's no item to extend the time. Deciding whether to take the risk and run down a path, or wait 10 seconds for the next level change (and hope the path in front of you opens up) is a pretty interesting mechanic. I definitely think it's more fun than simply walking through a linear maze would be.
The music was excellent, and the graphics were too. Overall I had fun with this, so good job!!
Wow really impressive you pulled this off in 48 hours! I've personally tried to do LD's in the past using just SDL2 and C++ also, but always ran out of time. Not only do you have to build game engine components, you also need to build an actual game. This has a bunch of levels, lots of unique enemies, and music/sfx. So yeah, good stuff!.
As for the game, I really appreciate that you added the ability to shoot with space lol. At first I tried playing without it, but it was very frustrating having to wait so long between shots, especially since the first level has two enemies that move up and down and are easy to miss with your first shot. I do like the idea of a dragon that automatically shoots fire every X seconds, but maybe x=10 is a bit too much. But besides that, it was a decent little platformer, and the first particles were fun to hit enemies with.
The writing gets an 11/10 from me. Nice work!
Wow I actually figured it out Screenshot_20221003_114117.png
This was a very unique experience, great job!
@cptplastic that's probably a false positive, I played it (on Linux via Wine) with no problems.
For other people who are lost, here's my Rain Systems unofficial manual:
* The computer tries to boot in 10 seconds * The manufacturer messed up and shipped it with a broken system configuration, so it will crash when it tries to boot * Use the `diagnostic` command to learn why it crashed * Disable turbo mode to give yourself more time to diagnose/fix the problem * You can also use `pause` to freeze the machine. That's useful for reading the help docs * The `sys` command lets you change the system configuration. Use `syshelp` to learn how to use it
This was fun, but once I figured out what to do it was too easy. Disabling turbo gives you enough time to just type out all of the commands. I assume that the file write/save/execute commands are probably so that you can save commands between reboots if you don't have enough time, however I ended up just typing the commands I needed in an external text editor and then manually typing them out on reboot.
I know that's cheating, but building a text file in the game was too tedious. Maybe it would've made more sense if the machine configuration was loaded from a specific file on boot, so that players are forced to create a file? The game is already pretty confusing as it is though.
Anyways, I really loved this idea. It's not for everyone, but diagnosing and fixing an imaginary system is so cool. Awesome work with this!
Thanks for playing everyone!
I noticed something today: whe web version seems to have a glitch where sometimes the bike won't speed up unless you press 'W' twice. So if anyone played and thought that the bike was moving too slow, that might be why.
This is incredible! So much polish in such little time, the graphics and music are great, the voice acting is great, the writing is interesting. This is definitely one of the most impressive LD submissions I've seen.
Good job!
Those tree bounding boxes are brutal lol. Oftentimes I'd get so close to delivering in under 20 seconds, then I get too close to a tree and it sends me spinning. The physics were definitely a challenge at first, but it wasn't a problem once you got used to it. It was fun (but ultimately futile) trying to go fast to make a delivery without crashing.
The graphics and music were nice, and I like that you even added more than one crashing sound effect. Also, the GTA-style mini map is sick!
I think this idea has potential, but it definitely needs more work. I'd be interested to see what a more fleshed out version of this might look like for sure. If you put up a more playable version, give me a mention and I'll check it out. Or if you have an itch.io page, post the link so I can follow you!
I don't think I've seen many LD games with a fully guided tutorial like that, very impressive! The graphics and music were also great, and the writing was funny. I like how the character's dialog changes when some of their items are found at the crime scene (the detective's hat one was my favorite)
Overall, this is an excellent entry. Good job!
TAKE THAT DEVELOPER! Screenshot_20221003_103431.png
That was the level with two blobs, where one of them is standing on a platform behind a tower that you're meant to crawl under. I tried and tried many times to beat it, but could not make the final wall jump onto the UFO. Eventually though, I realized that I don't need to wall run at all and can double jump far enough to reach the UFO. Not sure if that was intended, but I'll take the win :P
This was fun, but took a while to get used to the controls. I don't know if it was a problem with the game, or my fault because I was playing through Wine (I'm on Linux), but the camera was hard to control. Luckily though, it seems like you implemented some kind of aim assist so that wasn't a big deterrent. Also, you can shoot through walls, which makes certain levels easier.
lmao this is awesome, too bad I suck at it. My best score was 2 (ALMOST 3). I feel bad about letting glub starve tho :(
Music and sounds effects are great, and the graphics, while simple, work well I think. Great job with this, It's definitely one of my favorites so far!
That was actually really fun, but hard as hell. I like that you added a leaderboard so I can see how bad I am. The music and sounds effects sound cool together, especially with the slowmo that happens when you kill someone. Also, the wobbly limbs are a nice touch :P
I got stuck at one of the levels and that killed my run. Had fun though!
Also, did the enemies get more health in later levels, or is the bullet physics weird? I noticed that sometimes headshots are 1-hit kills but other times I need to shoot multiple times.
Serves me right for sacrificing all my sheep buddies.
Yo man that title screen is *fire*
Game was simple, but fun. Those snails were a lot faster than I thought they'd be, and trying to juke them in a tight corridor can be tough.
The graphics and music worked well together, and the lighting effects looked nice.
Good job!
Nice parallax effect, and the colors look great! Gameplay was simple, but a solid risk-vs-reward setup. I also like how the character has some momentum when stopping, as that really makes it challenging.
I tried a couple of times but my best score was around 300~400. This is a hard game lol
Nice character design and graphics, and interesting scenario. I didn't find it very difficult, as grandma was always just "eating for fun" and mushrooms were plentiful. I did a second playthrough to see what would happen if I lose (sorry grandma) and I'm impressed you even added a game over screen with music and everything lol
Survived 84.6 seconds!
That was hard, but fun. Having to press the upgrade button at just the right moment is an interesting mechanic, but the game said my clock was broken and I'd have to 'guess' when to press it...but the clock seemed to be working just fine!
Nice entry, it's always awesome to see submissions with a custom engine. And in case you're curious, I played the game through Wine on Linux (via Lutris) and it worked perfectly fine.
The gameplay was simple, but it was fun to explore the islands. After stocking up on water and meat, I went on a journey to the gray abyss. Climbed a big mountain, and then walked out onto a plane of nothingness. Fun times!
I like the simple graphics, and the music really helps bump up the quality/experience a lot. You should definitely work on this a bit more as it could make a fun little low-fi survival/exploration game.
This is an impressive amount of gameplay, but it has a really steep learning curve. Even after doing the tutorial, I couldn't figure some stuff out, and I'm not sure if it's because of my misunderstanding or a bug in the game.
You should definitely keep working on this as it looks promising, but you need to improve the tutorial experience. Maybe get some friends or family members who haven't tried it yet to playtest the tutorial in front of you so that you can see what confuses other people.
But other than that, nice entry!
Yeah give a mention when you fix it so I can try it out. Make sure the game says "published" on your Itch.io dashboard!
Just played it and I really like the concept. Unfortunately, there seems to be a bug where you can't pick up artifacts. I got lucky with the first one and finally picked it up after multiple attempts, but the second artifact just wouldn't work.
The puzzle design is good though, and I had fun trying to figure out what to do in the 10-20 seconds I had to explore in each run. Also, the graphics and animations were nice.
Overall, great entry!
Very polished indeed, and great animations + audio, but the gameplay is kind of flawed since all you have to do is bring all the survivors together behind a turret and then just hold left click. Unlimited ammo + slow zombies + a turret means you'll never die and don't have to worry about the time limit.
But I think this has potential if you work around that. Maybe there could be objectives where specific characters need to perform specific actions at different places around the house, which forces you to move from those safe spots. Or there is limited ammo, and ammo respawns at random spots around the house, forcing you to explore.
Anyways, this is a neat idea and a good base for a post-LD game if you decided to keep working on it. Nice job!
The bullets definitely need to be made bigger (and maybe faster), or at least add some kind of reticule. Also, for this type of free flying it's probably a good idea to add a way to control the roll since it can get disorienting. Maybe mapped to Q/E, or simply keep the up vector locked to the planet surface normal (although that would make it a completely different game).
Other than those difficulties, it was pretty fun. I found that the speed upgrade is overpowered since the other ships can't catch up even after a few levels. After flying around for a while, I noticed the framerate tanked because there were like a thousand enemy ships chasing me lol.
That was cool, and I actually liked the writing. It didn't really explain anything about where you are/why, but that creepy ending/4th-wall-breaking plot twist was great :P
Gameplay was simple, but it worked well for the type of game. Graphics too, but honestly since everything was already mostly black with white outlines, it didn't feel very creepy when the "lights" went out. I think a brighter style with the lights on would've made that part of the experience better.
But anyways, nice job! I enjoyed it
I was really confused about what I was supposed to be doing, but then I realized that's the point lol. Really good job with some of these puzzles. One of them had me stuck, but when I figured it out it got me laughing for real.
Music and overall presentation is excellent too. Great entry!
How is this so fun!? I lost track of time playing lol, but I finally made it to the end. I had really bad luck with trees during my entire playthrough (I did find the tree planet once though, that was awesome), so after a certain point I just gave up and left the game running in the background for like ~20 minutes to finish it.
But this game was incredibly well made, and had a ton of cool ideas. Walking out of your ship to collect debris was fun, and even though the planets were all basically the same thing, it still felt like I was exploring whenever I visited a new one.
The music/sfx and graphics all worked great together. The swinging wrench animation gave me strong Terraria vibes, and that's always a plus in my book :P
I think you should work on this a bit more, because it has a lot of potential.
The only potentially major issue I had were glitches with collisions. One time when I returned to the ship while holding the S key, the robot clipped through the wall under the upgrade station and was stuck. Luckily, I was able to glitch back out through one of the corners. And again later on, as I was walking back into the ship after collecting debris, I touched the corner of a wall and was completely stuck. Luckily though, mashing the WASD keys for a while seemed to free me.
Both of those bugs would have killed the playthrough and wasted a lot of time/progress. Obviously, bugs are reasonable for a LD game, but I think adding a simple "reset position" button somewhere would prevent a catastrophic situation like that from ruining someone's day!
Btw, it seriously sucks that the algorithm seems to be hurting this game so badly. This is a really good one. Good luck with jam, and I hope you at least reach the minimum 20 votes!
That was an impressive amount of work for a compo game, but I think it's way too complicated in its current form. It's pretty difficult to even get past level 2 unless you dedicate a significant amount of time studying the manual. Level 3 is probably impossible for anyone but the most dedicated and/or genius players out there lol.
Also, the UI was really a problem since it blocks the entire screen and you can't even see Cobor. So 90% of the game is just a bunch of large text and black boxes. Real life programming involves mostly typing/reading text, and the pay off comes much later. Most people don't consider that to be very fun. A programming game should focus on the fun parts (the pay off) and minimize the work parts (reading manuals and debugging code).
I think splitting it up into smaller levels with much simpler goals would make this more approachable. Also, get Cobor moving earlier (preferably in level 1) since that's the coolest part of the game. Currently, you can't even do that until you reach level 2 and survive the giant walls of text in between.
But anyways, this is a cool idea. Nice job!
*Holy* shit, this is amazing. My fingers almost fell off, but I managed to get around 2800 points before I went to hell.
This is by far the coolest idea for an LD submission I've ever seen, and probably the most fun TempleOS game ever submitted to LD. Congratulations!
great job with the environment and character art. It looks great and was fun to explore. Walking around looks and feels good on a controller, probably because of the animations. Nice job with that!
the gameplay was frustrating though because I had a hard time finding toilets and people (ESPECIALLY Linda). The minimap was confusing, although its probably my fault for not figuring it out lol.
Music was good and it definitely made the game feel intense af
Wow that was extremely creative! I thought it would be easy, but it turned out to be pretty hard. I eventually found out that the best strategy is to use one finger and slide it across the keys as you move. It's easier than trying to do it the way people usually type. My mechanical keyboard has tall keys with large gaps between them, so sliding a finger across it isn't easy, but still I managed to get further that way.
This game reminds me of when guitar hero was really popular, and some people started making PC guitar hero games where you're supposed to hold your keyboard like you would the guitar hero controller (using the F1-F12 keys as the frets). That was kind of wonky, but cool either way.
Anyways, great job on this. Your game definitely surprised me!
That was very fun, good job! Took me a bunch of tries, but I finally escaped with a score of 7 :D
Concept is simple and direct, gameplay is easy to pick up, graphics/music/sound work well together. Overall, this is a great submission.
Now I just gotta remember to keep this tab open until the ratings start.
Haha silly game lol punch the compute- WTFFFFFFFFFF
That went from 0 to 100 really fast. Nice job with that, this is like a lot of story in a tiny package. Not something you usually see from LD submissions.
That ending does kind of explain why the dude is so pissed off at his computer malfunctioning... he just wants to play his sister's game :cry:
The was INTENSE!! Really fast paced and really challenging level design, especially towards the end! The animations, music/sfx, and overall presentation was excellent.
I found this game on top of the queue, but couldn't play since it wouldn't load. Fix it quick so you don't miss out on those ratings!
That was pretty cool. I had to retry a bunch of times until I finally managed to escape, but it was fun trying to figure out what to do.
There were issues with the hitboxes though. It was frustrating at times seeing the text say "Press E to grab the tank" but I would mash E with nothing happening. Before I realized it was a bug, I thought I was doing something wrong, like I was supposed to press a button on the machine or something. I even tried deciphering that flowchart on the side :P
Another big issue was that the only way I realized that you needed 3 tanks of methane was by inferring it from the screenshot you posted here. I never would have thought to point my flashlight at it. The clock is ticking, my oxygen is runnign low, and there ain't no time for fooling around with the flashlight!
And finally, the only other main issue I encountered was that the camera FOV was insanely low. It was super disorienting to go inside the enclosed space of the space module and the room with the health kit. That type of thing can cause motion sickness for some people, just FYI.
But besides that, the game is solid. It's straightforward once you know what to do, but you did a good job with making the world interesting enough that I wanted to explore it. I found a little martian dude minding his own business, and some kind of chamber thing which didn't seem to do anything.
WOW that was fun as hell, great entry!! I almost didn't play this because it wouldn't work in firefox, but it just looked so cool so I went through the trouble of installing Chrome just to try this, and I'm glad I did.
Everything from the level design, to the breaking glass sound effect, to the praise the sun death animation is excellent.
Also, I definitely appreciate the checkpoint system since having to restart from the beginning on each death would have made this impossible to play.
Nice game, the concept is straightforward and I love that you took the time to implement a guided tutorial. The music was equal parts chill and hectic, and the graphics worked well. I had fun with it, even though I lost a bunch of plants at the end because I was too slow to water them in time :(
Like others mentioned, the controls are difficult. The game requires precise positioning, but the character moves really fast. Maybe it would be better if the player was aligned to a grid, so that you'll never be standing on the wrong spot.
Anyways, nice entry!
I love the art style! I'm a big fan of 2.5D games like this, and the graphics look great. It's a shame there's no music to go along with it, but that's typical for compo games.
Gameplay was simple, but I think there's a problem with the hitboxes or something because clicks didn't register sometimes.
Anyways, good job!
You should update the itch.io version because that's the one I downloaded at first, and ran into the same issue. Thought the game was broken, but downloading the zip from the LD page fixed it.
The game was nice, mindless fun :)
10 seconds is actually a long time for this since the area you have to move around isn't that big. That made for a relaxing experience just putting items into boxes. The graphics and sounds fit well too, and I really liked the environment design and lighting, and wished I could explore a bit more. Maybe adding a shelf in the middle of the room that you need to walk around would make it harder to find stuff, and make it feel a little more hectic.
Overall though, nice entry!
I got really frustrated after everything started freezing and nothing would respond to my clicks. 10/10 shitty phone simulation!
This was a cool concept, although I'm not sure what I was supposed to do to stop the notifications from killing me. The SMS app was easy (except for dad lol), but none of the other notifications would go away. I guess that's just part of the shitty phone life. :shrug:
Graphics were really good, and that boot animation was awesome.
...also I noticed that the game includes a spotify app with some full songs. I'm not a lawyer or anything, but that seems like maybe not a good idea.
Summary of my first play through:
* "hey cool, an upgrade" * "oh, it's not for me..." * proceeds to get splattered
Overall a fun concept, and those sound effects definitely improve the experience.
This was really relaxing to just sit back, hold W + Space, and watch the cube roll. Music/sound work really well with the graphics. Honestly, I think this would be a really awesome wallpaper, like a live wallpaper for Android or something like that. It's very fun to look at!
I thoroughly enjoyed this. Thanks for making something so chill :D
It was pretty surreal seeing these awesome 4K ultra HD graphics and animations ...and then hearing 8 bit arcadey music lol
Gameplay was simple, but the game was put together well. Good job!
also, I've never heard of Quadspinner Gaia before. Looks like a really powerful tool and I'll definitely be looking into it!
Nice and polished platformer. I like the graphics, and the sound effects add a nice touch to it. Running away from that Elos thing was an interesting challenge, but I got stuck in the screen @rob6566 posted too. Not only does the screen switching there make the already-difficult wall jumping even more difficult, but whenever I reached that screen Elos was just hovering around the exit chilling.
But before I got stuck, I had fun with it. Nice entry!
Top notch voice acting there!
I like the idea of a fast paced portal-like testing facility. Some of the rooms were not clear on what you were supposed to do though, and you only get 10 seconds to figure it out before you have to restart from the beginning and sit through the intro dialog again. At least make that dialog skippable, and the game will be much more approachable.
But besides that, I had fun with it. Nice job!
Awesome visuals and audio! That really brings the experience together and makes it feel like a complete game. The game had some issues with stuttering and unresponsive clicking like others mentioned, but it wasn't enough to stop me from playing the game.
One thing I'd add is a way to use the experience from killing enemies. Sure, it helps you kill them faster, but it'd be nice if you could unlock new weapons/skills/etc.
Regarding updates: yeah you can do it for bugfixes and stuff, just add a change log (listing the changes you made). If you're making major changes to the game, make sure you clarify that. People usually add a "Post-LD version" label or similar on like the menu screen and keep the original version up so people know which version to consider for ratings, and which one to play for the best experience.
It's simple, and it gets straight to the point. Nice.
I'm kind of sad there was no actual explosion, but such is that compo life. :shrug:
Nice! It took me a little while to figure out what to do because I initially skipped the instructions, but then it was fun. My first run I killed everything and ran out of time because I couldn't find the evac zone. The second play through I beat it, but I pressed space to jump into the evac zone...and accidentally skipped the results so idk how I did lol.
A fleshed-out roguelike with this format could be fun. You should definitely experiment a bit more with this project!
That was hard, but once I figured out the sliding it became much easier. It was a lot of fun though, nice job!
Also, I noticed that you can survive forever on the final screen by just repeatedly running into the open door and resetting the timer lol
Nice simple concept, and solid execution. Some of the levels were really tough, especially the ones where you have to jump from a platform that's sloped downwards!
Graphics and audio were great, and the game controlled nicely. Also, I love it when there's a scoreboard at the end of games like this! I closed it already, but IIRC my time was *just* under 80 seconds :D
It's a good idea, but I think the 10 second timer hurts it. When you die on a path that requires darkness to continue, you're forced to just stand there for 10 seconds doing nothing.
The art style was great. Minimalist, but done well!
That was really unique, nice job! I think the game needs to have an easier difficulty curve at the start at least, because I was only able to match a single row after playing for a while. Like maybe you only need to match 2 or 3 in a row in the beginning, or there are fewer possible colors, etc.
I think you should keep experimenting with this idea a bit because it's interesting. It kind of reminds me of Wario's Woods for the SNES, where it's a puzzle game with a playable character that's part of the puzzle mechanic. That game was fun as hell.
Also, for your first game this is very impressive!
I loved this! The animations, music, graphics were all excellent. The gameplay was interesting, and I think you could come up with some really interesting level design using this concept.
I was sad when I finished the final level and it just restarted...I was hoping for more content lol
The only (minor) issues I had were that the glowing effect of the ground was sometimes hard to see in front of the bright backgrounds, and aligning the seed felt a little off. Sometimes I'd press down to plant on the cell I thought was below me, but the seed would move slightly forward and plant itself in the cell right in front of me. That was mainly a problem in the longer levels since losing a seed means having to restart the whole thing.
But overall this is a really great submission. Nice job!!
That was pretty fun! It's like a pacifist ARPG. The music and sound effects were great, and the large and intricate environments were really impressive.
Great job on the atmosphere! I actually started feeling tense as the heart rate increased. The papers were hard to read in the short time they were shown, but they definitely added to the experience, along with the dialog. The ending also did a good job of tying things up. Overall, I enjoyed this.
One thing that confused me was that on my first play through, I found the white light almost immediately, then the game restarted. I played it again thinking it was a second level, and then encountered the dark enemy thing, and died, then the game restarted and I realized it's just looping. Idk if the maze is randomly generated, or if I just got lucky on the first playthrough, but restarting the game really threw me off.
That boommelon isn't playing around. Those things will devour the earth if you don't remember to harvest them!
It's a nice little gardening toy, and fun to click around and see the different plant behaviors. Nice job!
Also, congrats on releasing your first unity game! I don't know many people who started with Godot and then tried Unity, but I can't imagine that's anything other than a frustrating experience.
@wolfraam1974 @cambryx @jan5366x Thanks for playing!
Unfortunately, the damn flu/covid/whatever is going around got me and I've been sick all week. I knocked out almost immediately after submitting this without realizing there were two game breaking bugs: broken reproduction cage, and impossible to harvest brains on Windows and HTML5 builds due to broken input handling.
I've uploaded an updated version which should be working fine, if anyone would like to try it again.
@torban are you using a gamepad or mouse? I think the gamepad has issues in the HTML5 version. It's also easier to do it if you move the joystick left-to-right rapidly, rather than doing a circular motion. For mouse/kbd, it should work... although the sensitivity might be too low.
Also, the veggie people (the ones bent over at the start of the game) don't have brains, so shaking them won't give you anything.
Thanks for all the feedback everyone!
@togo-sepultraut @fluri @hmrpf @hyster
It seems like the control scheme didn't work out. The reason I made it so weird is because I wanted to add a barrier between the player and the game world, to try and make it feel more alive. I thought that letting the player directly pick up/manipulate things with the mouse would make it feel too mechanical/game-y, whereas having to cross a barrier to do basic things would make each action feel more impactful.
...at least, that was the idea I had early in the jam. Now that I've been able to properly play test, it's clear that it didn't work, at least not in its current implementation. I got used to it while I was working on it, but obviously I'm much more likely to do that than a real user lol.
But anyways, this feedback has been very helpful. I've never made a game like this before, so it's been a very valuable learning experience :D
I made it to the top 10 :D
That was really fun actually, and very well made. The music and graphics were great, and the pacing was fast enough to not get repetitive. Although, I wonder how competitive that leaderboard is since it seems like a big part of it is due to luck, since (everything?) is randomized. Regardless, it's always fun trying to improve your score.
Great job!
Wow that was great! It's a shame it ended so quickly, but I had fun with it. The small amount of grind needed to unlock the jetpack made it satisfying when I could finally cross those gaps.
Also, it's awesome that it's an NES game.
That was really immersive! The music really helped create a creepy/mysterious mood, and the super fast/slippery cat was fun to control. The camera didn't look down, so a lot of jumps were just leaps of faith, which is scary for a cat who only has one life left.
Nice game!
AWESOME! The graphics and audio, and overall presentation are great! Gameplay was fun, but it definitely needs a bit of balancing, since I was able to 1-hit kill everything while moving at the speed of light by shift 4.
You guys even added a whole intro dialog and everything. Really good job with this! Give me an @ when you release the rebalanced version so I can try it out!
This sounded like such a cool idea that I actually decided to compile it on Linux because I don't have a Windows PC. Luckily, it was pretty easy since you were using SDL, so all I had to do was slap together a CMakeLists.txt and conanfile.txt for deps. The only issue was that you were using some non-portable Microsoft IO functions (fopen_s, fscanf_s, etc) but those were easy to replace with the standard versions.
Here's the source + Linux build: https://drive.google.com/file/d/1P0uvWrCEOC6Pkw_3S9RGakT8TLvSvrhC/view?usp=share_link
As for the game, it was pretty fun! It's kind of like peggle, but being able to control the basket/paddle at the bottom reminds me of brick breaker too. I wonder if it'd be fun to experiment with the break breaker idea a little, maybe by making it so that you can reflect falling seeds to replant them? That might also make it too complicated though.
Anyways, nice entry, and congrats on finishing a compo entry with a custom engine!
Wow the graphics are beautiful. Those creepy-ass scarecrows look awesome, but I was disappointed when I realized they don't do anything except move around creepily.
The gameplay was basic, but it was very relaxing to play. I don't know why, but I actually spent the time to collect all the food and beat the game. I guess the art was just so good that it kept me hooked lol.
Anyways, nice job. I enjoyed playing this!
A little buggy, but I like the idea, and the music/graphics are great. Reading the info over peoples' heads is difficult due to the font, font size, and the speed at which they walk... but I guess that's what makes the game hard.
Also, the city looks cool, and being able to go inside buildings is always fun, even if it's pointless.
Nice entry!
I love the aesthetic of this! Even if there's no objective, walking around the colorful woods was a relaxing experience.
I like the idea, but was pretty lost. After my third attempt I managed to make it past the island, only to get immediately destroyed by a powerful raft. I think that a little bit of text to explain everything would make this much more enjoyable, as it seems to have way more mechanics than I was able to find on my own.
But besides that, good job! The music and sound effects were great, and the graphics were good too, except for they made it hard to tell what is interactible and what isn't.
Aww man I played this for nearly an hour, but then I crashed my harvester into a tree, and got stuck inside the harvester. Clicking the "press if stuck" button reset me and the harvester, but the camera stopped following me. Since you need to click on the harvester to use the wrench, and the harvester was now off screen, that meant I couldn't repair it, and my game was over. I only managed to make $865 :(
But despite the sad ending, I actually had a lot of fun with this game! The grind is very slow, but it's satisfying. The music, sound effects, and graphics all work well to create a fun little farming sim. I would suggest maybe increasing the pace of the game somehow, since it currently takes way too long to complete.
Just played the update from start to finish, and loved it! This version is definitely much faster and feels less grindy.
also, that song at the end was legendary.
A nice and relaxing experience. You did a really good job on creating a mood here!
...also, what an amazing name.
This is a really interesting idea for a LD entry, so I'll definitely be adding this to my calendar.
It's an interesting puzzle, but I didn't get it at first. You should consider adding an explanation towards the top, but other than that nice work! The game was well made, and the artwork was nice. You should definitely try turning this into a mobile game and see where that goes!
Very polished entry, the gameplay loop is simple but very challenging, and it feels good to play. Really nice job!
Wow that was super fun! The pacing was excellent, and I kept wanting to play again and again after losing. Gameplay, graphics, music, sound effects were all superb too.
This is an excellent submission, great job!
There's nothing more beautiful than a game that can create new friendships. This was awesome, and the music worked really well.
I became sad whenever I accidentally moved my mouse outside of the window, causing my body parts to fall in the transition zone so that I can't pick them up again. Luckily, fleshy friend was there to make it all better.
Those aliens make a nice, satisfying crunch when you run them over. They also sound like turkeys. Nice job!
This was really fun, and the music/sfx/graphics were great.
There is not a single thing I dislike about this. I even liked when it crashed half way through playing because it popped up the GML error window, which is very nostalgic for me since I used to be big into game maker back in the day.
Seriously, this is amazing! The art, the voice acting, the music and sound effect, the gameplay, the everything.
Nice twist on the basic farming game idea! At first I was confused because I didn't realize you were supposed to first take produce to the order frame, then pick up the frame and place it on the conveyer belt. I kept throwing tomatoes into the conveyer belt and getting a zero score lol
The music and UI between levels are done really well. Good job!
I liked this a lot, awesome job building out the cooking mechanics! The most I was able to cook in a single day was 4 bottles of skooma, but I think 5 might be possible... definitely not 6! (or am I wrong??)
The floaty controls and wonky hit boxes made this 10x harder than it had to be, but also 10x funner! It took me a lot of attempts, but I was finally able to beat it.
The artwork and music were great, and overall nicely presented. You even had a little intro comic!
I could not figure this out, I just sat there randomly clicking those buttons on top of the screen trying to discern a pattern. I tried balancing the meters, then unbalancing them, but nothing seemed to have any impact (except the meteor, of course)
It does seem like there are some intricate mechanics here, but they're just not explained well. If you add a comment or something that explains it better, I'd be down to try this again.
Really nice overall. I loved the writing on the tombstones lol, and the graphics were great. Exploring the graveyard and tidying it up all while killing ghosts is a good time.
I figured out that it's easier to just stay near the pumpkin and cut the weeds nearby as they respawn, instead of walking around the whole graveyard to do other jobs. Not as fun as exploring, but way more efficient.
I didn't make a game for this LD but I just had to play this. It worked much better than I was expecting, and they didn't break character at all. Very impressive!
However, I did manage to derail it a bit at the end when I told Heracles that Prometheus found a time machine and brought back a laser tank to kill him. Then it turned into a mini fight that ended in a nuclear explosion in the sky.
Also, Zeus just gave me the number when I told him I forgot it lol.
Wow that was a lot of fun! It took me a bit to figure out how to play, but once I did I had a blast burning everything to the ground :D
Some of the upgrades were a bit confusing, and I'm still not entirely sure what everything did. Also, I didn't even realize you could kill knights until I saw on the score screen that I killed a few of them.
This is currently one of the most fun compo entries I've played so far, great job!
HOOOOOMEEEEEBREEEEWWWWWWWW!!!!
IMG_20240421_174015_878.jpg
I'd forgotten how shitty the screens are on these things lol. It's a neat little idle game with great art. I actually played through it a few times because I was curious to see the different monsters. It does get kind of boring after more than a few playthroughs, but I enjoyed it :)
Awesome idea! At first I did really bad because I'm terrible at these types of short term memory games, but after a few failures I managed to memorize some of them and made it a lot further, but still lost... Then I stole @monika's cheese tactic and won :D
The graphics and particle effects here are great. Balancing issues aside, I really liked the concept. Casting spells manually is much more entertaining than just picking units from a menu.
It wasn't clear how restarting/losing worked at first, and that led to some frustration because I kept finding myself sent back to square one when the raccoon didn't do what I expected it to. But once I understood the systems, it wasn't too hard to figure out how to win. The limited donuts mechanic is a good idea, but I think 10 donuts is too much since there are only three levels.
Also, I figured out how to cheat >:D If you reset on the first level, neither the raccoon nor the donuts you placed will reset, but your donut count does. Also, donuts persist between levels, so if you reset right before the raccoon enters the first trash can, you can place donuts to complete level 2, reset, then execute. The raccoon will ignore the donuts you just placed, so you can start level 2 with pre-placed donuts and a full 10 donuts in your inventory.
Overall, I enjoyed your game. Nice entry!
I loved this! It's such a simple idea, but you managed to keep it from becoming too repetitive with the "combat" sections.
I got lucky in my first play through by pretty much summoning everything in the most convenient order. I can see why some people would get lost/confused though. This game probably will get frustrating very fast if you get stuck, so maybe adding hints would be a good addition even if it makes the game easier.
Props to the narrator, that was some top tier voice acting! The game itself was charming and entertaining, but having someone narrate it turned it into a full experience.
I agree with others that the platforming felt off. I think the issue is that the player's horizontal velocity slightly higher while falling, so letting go of the up key while there's still room to rise results in an abrupt/unexpected speed boost. That definitely killed me a few times.
Regardless, I made it to the end and thoroughly enjoyed the experience. Great job everyone!
I spent more time on this than I probably should have lol. Not quite enough to buy the unicycle unfortunately, but enough to buy some hats :D
Initially, I was having fun playing impressed by the presentation, sick radio stations and overall polish, but when I saw another player and realized it was multiplayer I was blown away. Very impressive for an LD, and a cool way to make the gameplay more engaging. Awesome job all around!!
Lmao that was the best tutorial. The gameplay was a bit too easy, but the narrator kept me hooked because I wanted to see the ending.
Also, the demon unit voice lines had me cracking up because it reminded me of this: https://www.youtube.com/watch?v=PFHB5WRq7mo
Really good writing, and it sent me down a wikipedia rabbit hole when my uncultured ass had to look up what a "corpse road" was lol.
The story itself was interesting. I never quite figured out what the guy was trying to do, but I guess that's the point? The mystery and mood definitely kept me wanting to keep trying different routes despite dying many times. I finally stopped when I reached an ending that didn't end with me dying, which I assume was the good ending? That was alright (even though it left me with too many questions!), but the high point for me was definitely the part where you do a very video gamey thing to an old man. That was fun :D
Anyways, great job on the submission, I enjoyed it a lot!
That was really relaxing (well, until I got to the platforming section with the water...)
The concept was simple, but the varied challenges for each frog kept it from becoming repetitive. The simon says flower puzzle was a nice touch :)
That was a fun little game, I enjoyed it. It was a good amount hectic, although I did lose one day because I dropped a wood plank to serve a customer, and it disappeared. Luckily, I only had to restart that day and not the whole game. The graphics were nice and retro, although maybe a bit too dark overall. It worked well to create a moody atmosphere.
I love seeing submissions where people use their own engine, awesome job! I tried the Linux version, but unfortunately I couldn't get it to work. First, it dynamically links with sndio but doesn't ship with it, so I had to build it myself (sndio isn't provided by Fedora, but sndio runs atop alsa so you could get away with static linking). But after I did that, it failed to start due to a GLEW error, probably because I'm on Wayland. I guess [this issue](https://github.com/nigels-com/glew/issues/172) might be relevant, as even running it through Xwayland didn't fix the error. It seems some people found workarounds in the linked issues at the end.
Anyways, the Windows build worked through Wine so I was able to play :)
This is the only output I get:
``` Starting... - Starting SDL2 - SDL2 started (No error) - Starting GLEW - GLEW Init Error: No GLX display Press Enter to continue ```
I tried running it directly, and through an dedicated Xwayland window. For reference, here's my system info:
``` Operating System: Fedora Linux 40 KDE Plasma Version: 6.0.3 KDE Frameworks Version: 6.0.0 Qt Version: 6.6.2 Kernel Version: 6.8.7-300.fc40.x86_64 (64-bit) Graphics Platform: Wayland Processors: 24 × AMD Ryzen 9 7900 12-Core Processor Memory: 61.9 GiB of RAM Graphics Processor: NVIDIA GeForce RTX 4090/PCIe/SSE2 Manufacturer: Gigabyte Technology Co., Ltd. Product Name: B650M K ```
Yup, working perfectly now! Screenshot_20240429_182239.png
I always love to see homebrew entries for LD! Unfortunately I don't have a hacked PS1, but I do have hacked a PSP and Vita, so I spent some time trying to convert the ISO into EBOOT to play this on one of them, but it didn't work out. Apparently converting psx homebrew isn't as easy as converting backups of official disks. In the end I had to play it on an emulator :(
As for the game itself, it was a lot of fun! The concept is simple, but the platforming is precise and challenging. I managed to beat the game, but could only 100% the first stage (I only missed 1 animal in stage 3 though >:[ )
The graphics were cute and the audio effective.
Nice entry!
FWIW, the Linux version worked perfectly fine for me.
The game is bare bones, but seems like a good starting point for a future FPS game. I played the latest version with the signs over the enemies, but I feel like that made the gameplay trivial. I just had to walk to the sign and snipe them from far away, and I won.
The idea of having to track them down and kill them in a large environment sounds like it could be more fun (but of course, jam time limits are what they are!). This game actually reminds me a bit of an old creepy game that went kinda viral a while back called "Squirrel Stapler". Not sure if you've seen it, but it might be a good thing to use for inspiration, especially since we're in spooky season :wink:
This is a great concept, but I think it's way too dark to be enjoyable right now. Even with the flashlight on, all you get is a dim tiny little circle of visibility in the center of the screen. I felt like the battery life of the flashlight was too low, and didn't give me enough time to explore the environment. Once the battery runs out, the game might as well be over since you can't see anything but the UI. Maybe it would be improved with more spatial audio cues, memorable landmarks (at least different wall textures), and with *some* environment lighting.
I did find some enemies, and they were pretty creepy the first time I got chased, but the real thing that kept ending my run was the flashlight's battery. That was scarier than the enemies :P
Also, I didn't manage to collect any minerals. Idk if I misunderstood the controls, but I found some objects on the ground (golden ring, green ball, rock with gems on it) that I couldn't interact with at all. The screenshots show some large purple crystal things, so maybe those are what you're meant to collect, but I didn't find anything like that in my playthroughs.
Again, I love the concept! If you make the darkness and flashlight mechanic a lot less brutal, I think this could be a really good game for spooky season :)
...and btw, props for actually getting the ldjam web player to work with your Godot game. I think this is the only one I've seen that works.
I really enjoyed this despite the bugs (pun intended). These things have explosive shits that send them flying into the corners of the enclosure, where they become forever stuck and never eat again. Once those get hungry the only thing I can do is sell them quickly before they die :(
The concept is great and I would love to play a full game like this, so I hope you finish it! Nice job!
lol what the hell did I just play? Those animations were great, but it's a shame you didn't manage to get sound effects in because that would've made the gameplay much more satisfying I think... although at the same time the lack of any sound effects, the weirdly intense graphics/animations, and the odd looping background music all give a weird creepy vibe to it :P
Also, I didn't even notice the death animation the first time I died because there were too many dead fish on screen, so it's a good thing I played again and did much worse the second time around.
That was super addictive! I lost count of how many attempts I did, but the most I managed to survive 16 days and I maxed out at 3000 and something ants. Not knowing exactly how many ants I needed to avoid damage made it into a guessing game, but I guess that's also part of what makes it fun since I need to gamble every day.
I don't really have anything negative to say about this, it's very good. Great job!
...although, I guess maybe the enemy sprites could've been cut out better so they don't have those white pixels around the edges xD
I liked it, the graphics were really nice and overall a very peaceful experience. I suck at these types of games though, so I only managed to score 50. Creative mode was a nice touch
Not sure if the game is too hard or too east as we've been getting some mixed results from play testing. Here's a score I got from a recent playthrough for reference: AlexScore.png
@surfa thanks for the detailed feedback! Both of us are inexperienced with these types of games, so it's really helpful to get specific feedback like that.
We started researching some other light gun games recently, and I see what you mean about pacing. Going from a play-through of House of the Dead to ours is jarring! The first level in particular (the only level in the jam version) is way too slow.
I don't like how reloading works either. It's pretty frustrating to die while sitting around waiting for a reload. The idea was a solution to the problem of not having enough dinos. Adding enemies ended up being quite time consuming, and it was something we left until the end. So I figured restrictive reloading would help keep it challenging despite a low enemy count (it also ended up being too challenging though). If we decide to continue working on this, that'll be the first thing we'll change!
I really loved the graphics and environment art! I almost forgot it was an LD game because the environment looked so polished and well made. Usually you see a lot of large empty spaces with repetitive structures and tiling/blurry textures, but this one has stone paths, grass, flowers, rocks, trees, stumps, wood structures, camp fires, etc. Great job with that!
The gameplay was pretty fun for a while too, but after a certain point it feels like the enemies become too strong. It made good use of spatial audio to communicate the position of incoming enemies. I also liked how the objectives were different each time.
There isn't a score screen when you die so idk exactly how much time I survived, but I remember seeing the number 249 towards the end. At that point the enemies required a lot of hits to kill, and there were a lot of them, so progress slowed a bit. What killed me was that I got completely surrounded by enemies and was unable to move.
Also, I would occasionally hear some creepy growls and cries in the distance. Idk if that was just creepy ambiance or actual giant enemies that I missed out on, but I liked it either way. It was quite spooky :D
Awesome job, the graphics and audio are really great and I had a lot of fun driving around the underground sections and playing tetris with the funny little monster things.
I almost quit early because I thought the shop was broken, but it turns out that all the UI elements were off screen because I was playing on an ultrawide (but weirdly, the rest of the game's UI worked fine). Once I figured out the shop, it was kind of fun, but it felt really slow. I wish there was an upgrade to make the customers walk faster :)
This was a great, highly polished entry and I really enjoyed it!
Nice entry, I had fun with it. Platforming was a little difficult at first because the guy moves fast, but I guess that's just how the Rex-Terminator rolls. The flying bug section was brutal! There doesn't seem to be any limit to how many of them spawn, and if you die they don't reset. Shit's hardcore!
Graphics and music work well together, and the voice acting is top notch. Trust me, I know what bad voice acting sounds like...
I loved this! That was a lot of fun, and I lost track of time playing it (I think it took me 4 attempts to finally win). I guess I was just having too much fun flying around and stealing things. I kind of felt bad for the goblin since he clearly put a lot of effort into organizing his very nice apartment and buying nice things, and I was just there to fuck it all up.
Graphics, music, and gameplay were all excellent. Physics were a little wonky, but that added to the fun and challenge I think. This is definitely one of my favorite entries so far.
Awesome work!
Congrats on top 15!! This was a lot of fun to play, and I spent way too much time playing it :D
That was more difficult than I expected from the cute graphics lol. Some of the platforming in the beginning as pretty precise. I liked how there were actually boss battles to change things up.
Unfortunately, my quest ended in the first cave level after getting the throwing ability because some monsters pushed me into a wall, making me permanently stuck. A button to restart/quit a level would've helped in that case.
Overall though, it's a nice little platformer. Good job!
This is an interesting idea, but I couldn't get it to recognize my voice. I went to google translate to see how to say up/left/right/down in Russian, but either my pronunciation was too crappy, or the game wasn't picking up my microphone because the mouse never moved :(
Smooth-brained me took too long to realize a few things:
* First, that this game loops endlessly * Second, that my world view was in the process of being turned inside-out * Third, that I could spam click to fill the screen with space worms
After my ~third time through, it finally dawned on me what I was doing and I became conflicted; Do I stop the vicious cycle, or do I go one more time so that I can fill the screen with space worms again? Obviously I spammed the space worms, but I felt bad while doing it.
Overall, great entry!
I love the UI and graphics, they feel really polished and make me wish it was more complete. The whole aesthetic of the game is great!
Controlling the boat took some getting used to because of how slow it moves, but it wasn't too hard. I managed to make it past the final winding section at least. I think it might be hard to win a sea battle with it though.
I know it's incomplete, but what's there looks promising, and I look forward to seeing how it turns out!
By the way, what engine did you use to make the game? I tried running it on Linux through wine, but it failed because it needed to install Microsoft Edge runtime (there's probably a way to make it work, but I just switched to a Windows machine)
That was a very unique game, but idk if it's very fair. Every time I played, bacteria always got first place by a lot. The only time virus didn't get third place was when literally zero fungi spawned lol. Also idk if I understood the scoreboard, but it seems like if there's a tie, the player wins... which was fortunate for me because I tied a lot.
At one point I tried to help the viruses win by using my cards, but that didn't seem like a very effective strategy, so viruses still got third place. Also, I won again even though I bet viruses would rank first? I guess the AI bets were wrong too?
Anyways, it's a very interesting entry. I had fun with it, good job :)
The presentation is great, the graphics and audio are top notch! I got really strong children's fairy tale vibes from this. The character designs were all awesome! I spent quite a bit of time staring into the enemy's eyes, admiring the sculpt and evaluating his soul.
The keyboard layout thing made it hard to play though. I didn't get very far, but did enjoy the bits I played. I know Unreal Engine's keyboard input system sucks, but if you ever update this to offer a WASD toggle, I'd love to give it another shot. Just leave a comment here with @ale so I get a notification :wink:
Gave it another shot and it was much easier to play. I got a little farther than last time, but couldn't finish it because there seems to be a bug with aiming at bushes. In the section right after you get zab (EDIT: I mean the section *after* the first tutorial door, the one with two enemies), the red bush that moves the enemy away from the door only works the first time. If I get caught once, I'm no longer able to aim at it (i.e. zab's face icon doesn't show up) unless I'm standing right inside, which doesn't work because I'll get caught immediately if I throw zab at that distance.
After restarting the game every time I got caught (many times), I managed to get past that door, but then the same bug prevented me from hitting the next red bush, and I got caught by the previous enemy who spotted me through the wall as he was walking back to his post. I reattempted that like 5 times, but no luck :\
TO BE FAIR, I'm playing on Linux through Wine, so maybe the issue is on my end. Either way though, it's still a neat concept with great graphics and audio :)
"I hope it doesn't end up being a cult" <- famous last words
This game was super fun, and I loved it! The animations were very expressive and ridiculous. My favorite was the guy that bounces around the room doing spin kicks. It felt very difficult, but I ended up beating it on my second attempt so it's probably not *that* hard. It probably just feels hard because of how intense it gets.
It's an interesting idea, but I couldn't figure out how to use the minions to my advantage since usually I'd just get attacked by other hornets while trying to aim my minions to attack one target. Maybe if they had like a spin attack that didn't need to be aimed, it'd be easier to use them for combat. They would probably be interesting to use for puzzles.
Also, I liked the squishy jump/fall animations. They're a nice touch :)
Interesting aesthetic, but the intro was way too slow. Clicking the start button doesn't start until the screen fades to black, but for some reason that takes like over a minute to happen. The same bug happened with the fade to black at the end of the intro dialog, and the dialog is also painful to read because of how slow the text appears (clicking to skip text fortunately works, but I wish it would skip the text animation instead of the full text so I could at least read it).
Also, I think I got stuck, or at least couldn't figure out what to do next. I climbed a staircase that told me there was a window, but all I saw was an empty room with a monster that couldn't be killed. Idk if there was more after that and didn't want to sit through the super long intro again :(
But what I did see was really interesting. This scores big on mood for sure, and I liked the paper mario like 2D enemies. Their designs were unique an interesting, and the audio did a good job setting up a creepy atmosphere.
If you patch the bugs I'd love to give it another try, just ping me with an @ if you do :)
I tried out the updated version, and while the slow menu bug was fixed I still got stuck in the attic :\ However, at least this time I could kill the mantis creature thing!
By the way, don't worry about working on the game past the deadline. As long as you leave the original submission version available to download and clearly label which version is the new one, nobody will mind, *especially* if it's just a bugged trigger that's blocking the ending! Itch.io lets you have multiple downloads for a game, just make sure that the name of the file you upload is different, otherwise it will overwrite the old one.
It was confusing at first because the slimes wouldn't line up when stacked and the birds felt OP, but once I got the hang of it it wasn't too hard. It's nice and simple fun. My time was 160 (which I assume sucks lol)
I love this. The climbing mechanic was a little jank, but I had a lot of fun with it climbing up to the roof of the house and jumping off! I'm just a little disappointed that I couldn't go *inside* the rain gutter :P
I think you could expand on this and turn it into a silly squirrel simulator type thing. That sounds like it would fun.
Great entry!
This was super impressive! It's always unexpected to see an LD game with such polished animations and music. The voice acting was very good, especially the wizard's. Gameplay was unique and enjoyable, even though your stupid teammates keep hurting you.
The only negative thing I can say about this is that the (awesome) music doesn't loop when it ends, so you gotta restart the game.
Also, the AI was really good too. Your teammates felt very organic. Not quite *alive*, but they didn't feel like basic dumb robots. Great job on that!
@Bookworm31 oh yeah I should probably rethink the wording on that... The marble is supposed to reset to 0 points, but when it breaks, those points get saved in the "total kills" stat at the end, so they don't just disappear.
As you can probably tell by the jumbled mess of instructions both in-game and in my post, I need to work on having a better, concise intro that properly explains the game :shrug:
@harusame Wow you're right, I didn't even realize that the right-click didn't work in the HTML5 version! Thanks for pointing that out, I've taken it down so only the Windows version can be played. I should've probably tested it first...lol
The idea may sound stupid, but you managed to execute it very well! The jumping mechanic was very intuitive, and I especially liked that zoom effect. I think it'd be really interesting to see a game like this on the Nintendo 3DS, where you could make use of the 3D effect to add depth cues to assist the platforming.
I had fun trying to collect everything, but I couldn't find the second B, and failed miserably trying to get the G. The music was good too, and polished up the whole experience.
Overall, I think you have a solid groundwork here to make a fun little game. Just add some more levels :)
Wow that's really clever! The jumping physics were pretty frustrating in the more challenging sections, but it was still fun.
I definitely agree with the others on increasing the pace. Also, a helpful addition would be to modify the ground tiles by adding a line or something to clearly show the grid boundaries. That would make it easier to judge the distance between you and an incoming slime.
Anyways, good work! I can definitely see this formula being used to create some clever and really difficult gameplay scenarios
I like that you decided to make it turn-based rather than just a regular platformer as that probably would've been overwhelming. The dialog and audio together with the slow gameplay did a really good job of creating an intense mood.
The only criticism I have is that it seems like you need luck to win as the drops are random. I made it about 60% of the way through on my 3rd try, but lost after I ran out of stamina because only 1 sleeping bag spawned the entire game. Also, the percentages were a bit confusing because it wasn't clear if 100% was good or bad for temperature. Maybe using degrees, or adding a red or green tint to the precentage would make it clearer.
Anyways, good game! I had fun with it :)
Definitely needs a health bar for the player at least. Also would've been nice if I could launch enemies or something by kicking them (possibly into environmental hazards :P)
The controls felt good, maybe could've used some tighter constraints on the player to keep him from falling over so easily, but being able to mash the punch button was actually pretty satisfying. Also since there's no way to block, you're pretty much doomed. A kill counter would at least show you how far you got.
Overall though it was pretty satisfying to play. If you keep working on this, I think you could turn it into a fun little brawler. Good job!
I rescued 4 out of 6 people, but then some little shit with a wrench rushed me out of nowhere and I died :(
It was fun though, and I really like the way you implemented the combat. However, the movement didn't feel too great. I think that's because it's faster than I'd expect from a horror game, and the sliding/friction felt out of place too.
Overall: nice job!
CHEATS!!
Launch the game with the following options to enable some cheats:
* `--cheat_invisible 1`: enemies can't see you * `--cheat_infiniteInventory 1`: no limit to how many items you can hold * `--cheat_showGoals 1`: draw arrows on the video tapes you need
If you're on Windows, open powershell or cmd.exe, and launch the game like:
``` CD path\to\game\folder .\LD59.GameLauncher.exe --cheat_invisible 1 --cheat_infiniteInventory 1 --cheat_showGoals 1 ```
Also, you can disable fullscreen with `--r_fullscreen 0`
@valb-soares thanks for trying, but sorry about the freeze. If you're willing to try again, it can be fixed with the launch option:
--mm_multiThreadedInitialization 0
same as the cheat codes I described above.
Nice atmosphere! The limited palette made it a bit hard to see what was going on sometimes, but I enjoyed the experience. Things were put together well, and the plot twist(?) when you disable the security system and open the door got me interested enough to finish the playthrough... but I failed the mission because I couldn't figure out how to refill the cryo chambers :(