Binary Blasterz『ロボット 弾幕』 by Junber 2022-10-04T16:43:52Z
Using binary for the theme was a stroke of genius, the gameplay itself is fun and innovative and the 1 bit pixel art is beautiful. I loved this!
Foon → Ludum Dare Explorer → Users → Alex de la Cour
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Warden of the Depths | jam | 578 | 3.35 | 3.29 | 2.76 | 2.57 | 3.76 | 2.66 | 3.18 | |
| 2023 | 52 | Harvest | Feeding Time at the Church of the Cosmic Void | jam | 165 | 3.86 | 3.79 | 4.00 | 2.62 | 4.36 | 3.30 | 3.57 | |
| 2022 | 51 | Every 10 seconds | Escape from The Aquillus | jam | 167 | 3.94 | 3.79 | 3.12 | 4.12 | 4.27 | 2.58 | 3.74 |
Using binary for the theme was a stroke of genius, the gameplay itself is fun and innovative and the 1 bit pixel art is beautiful. I loved this!
I had so much fun playing this! The voice acting was epic and the gameplay loop was fun and really addicting. I especially like the way taking damage reduces the gems, and powering up to the wizard felt just the right level of OP. Great stuff!
I think this game would definitely benefit from some more detailed description of the controls and what needs to be done. It took me a long time to figure out what I had to do, but once that was over and done with I found a really fun, unique puzzler that I enjoyed playing!
I liked the take on the theme, with short, digestible waves that get progressively harder - perfect for a quick jam game! To add to some of the critiques, perhaps the wave ending after you've defeated the last enemy would speed things up, as well as an option to skip the upgrade selection so that I'm not sitting around watching the countdown timer after spending my scrap.
I like the take on the theme with really short, easily digestible levels! Although the movement felt a bit too fast and I'd often lose a life running out of time trying to figure out where the flag was. I don't think I made it past level 5 in many attempts...although the fact I tried so many times means I was certainly enjoying myself, it's quite addictive!
Wow! What a standout game - beautiful moody art, quality voice acting and a fleshed out story. I really enjoyed this!!
Good stuff! It took me a little while to get the hang of the controls but once I got into the flow I found it very satisfying. I really like the atmosphere created by the background noise as well. I've worked some pretty bleak jobs in my life but you made it fun!
Nice pixel art, I liked the take on the theme - not being able to shoot for chunks of time is a nice twist on the genre, and I thought the almost vertigo inducing camera movement definitely suited the vibes of the game. I thought the enemies perhaps had a bit too much health considering they can only be attacked half the time.
Wow. I genuinely struggled to play this at times because it was so unsettling! Well done! Those footsteps put me so on edge and the killer looked creepy even in such low poly - it's rare for me to feel this way after playing a game but it gave me the shivers. There were a few technical issues like texture clipping and I thought it was a bit too difficult but overall a very, very creepy and enjoyable entry!
Nice pixel art and really cohesive music that fits with the graphics. Good job getting so much done despite restarting on Sunday!
A really cool take on the genre, I thought the screen flip was a really inspired idea! The pixel art and audio are cute and charming too. Nice job!
Wow!! Genuinely blown away by this game. It was unnerving and atmospheric, the gameplay was polished and smooth and the audio was perfect, it really felt like a complete game. Very difficult - it took me closer to an hour to complete, but I love a challenging game so I certainly count that as a positive. Overall, undoubtedly one of the standout games I've played from this year's LD!
Great job! A really beautiful, interesting game that with an incredible ambience and atmosphere, although I found it a bit challenging to know exactly where I was and where to go at times.
Wow - what an incredibly polished game! The audio/sfx/voice acting and art was superb, and the levels were really well balanced, starting off nice and simple, introducing the mechanics, before getting progressively harder and harder. I had a lot of fun playing this very impressive game!
A really fun, fast paced game! I died (a lot) but always wanted to go again straight away, knowing I could do better next time. The music perfectly suited the slightly frantic pace of the game, and I loved the sound made when I ate one of the cyan squares.
It literally made my skin crawl when those things were coming after me. Well done!
What an adorably charming entry! I love the style, music and pixel art, I genuinely felt bad every time a witch took off one of those sweet little frogs. Main criticism is perhaps the movement could have been sped up - getting around felt a bit sluggish. All in all though I thought this an enjoyable and easily digestible little game!
Devastated! I had 60 sheep and got greedy trying to eat a dark green patch by the water, the rain came in and I lost more than half. A fun game, though! Quite calming, especially with the music.
I loved this! All three of the time zones had really great atmosphere in their own way, the graphics and controls were really good, and the puzzles required just the right amount of consideration for a game jam game. A really good entry!
This is great! The pixel art is beautiful, the background music fits really well and the whole game feels well thought out and balanced. Very enjoyable!
Nice snappy, fast paced combat and good movement controls, the music suits the speed of the game really well and pushes the player on.
I'm seriously impressed with what you guys were able to pack into a game jam! I really enjoyed playing this - it was a bit tricky initially figuring out what I needed to do, but once I grasped that I was hooked! Beautiful art and satisfying gameplay, well done!
An interesting, quirky, cute little game! Great atmosphere - both the dream and the nightmare in their own way, and well implemented controls - fluid movement and combat. I was pretty devastated on my first playthrough when I realized all the dead spiders turned into dead bunnies! :cry: so I just tried to run away from them after that.
What an incredibly polished game! The art is absolutely stunning, the mechanics are perfectly implemented, starting off nice and easy but getting harder as the game progresses with more enemies and more thought needed to complete the levels. I really liked this, it's clear that you guys have some chops as far as making games goes and I look forward to seeing more from you!
What a fun game! Every level felt polished and well executed, tied together well with a cowboy theme and with a good increase in difficulty. The pixel art was vibrant and readable, and the music suited the game perfectly. Thoroughly enjoyable!
I really enjoyed reading all the snippets on the bookshelves, they explored different emotional/mental states very well! Nice art and ambient sounds, really smooth controls and movement and I liked the themes and subjects tackled and explored in the game, although I found myself walking around aimlessly at times and I thought it finished quite abruptly.
I really liked the art and I thought the concept and idea was cool, original and interesting! Although I really struggled at the beginning to grasp what I needed to do, perhaps some tutorial level or something at the start would have helped.
I really enjoyed this! Difficult enough to die a lot but always feel like you were just one slightly mistimed grapple from reaching the next lot of water - "I'll get it this time!". Beautiful pixel art as well!
This was really fun! Dying every 10 seconds is a cool take on the theme, and the gameplay/combat was very smooth and well implemented. I lost quite a few times but always wanted to try again, and for me that's a sign of a good game!
A fun little platformer! Cute low res pixel art and snappy movement, I think perhaps the hit boxes for the double jumps could have been a bit bigger - I often missed them in a position that felt like it should have worked. But overall this didn't at all feel unfinished - good work!
An enjoyable game - the controls and shooting felt very smooth and well implemented, and clearing out chunks of enemies with the skills felt really satisfying.
As a dog lover and pixel artist this hit the spot!! It was bonkers, I was laughing the whole way through (and plus points on The Simpsons reference!) although it hit me in the feels whenever the poor little fella died :cry:
The anticipation frames for the jump got me a bit - generally I think that for player characters they feel laggy (even if they look better) but other than that I enjoyed playing this fun, zany little game!
Fantastic art and sound, plenty of humour and an all around really fun game! If I'm going to nit-pick, the gravel smashing mechanic could have been smoother (I often had to swing it up and down a few times to get the verdict) but the rest of the game was spot on!
I had SO much fun playing this game! The whole experience was pretty unsettling, there were times early on that I never thought I'd finish it in ten seconds but every round a got a little bit further. The art is great, the sound effects really eery and I can still see those two red eyes! Definitely one of the standout games I've played for this jam, well done!
I absolutely loved the graphics and art - both in game and for the cutscenes - and the storyline and concept were really cool, funny and original. The controls felt a bit slow - being able to hold the button to move instead of repeatedly tapping would have felt better (at least for me!) and I often got stuck trying to leave the hiding place, with my coffee pot jumping back into hiding as soon as I'd left.
This was good fun! I thought the art was stunning, and I really enjoyed progressing, upgrading my robot's powers and unlocking new parts of the map! My only real criticism would be the camera, I would have liked to have been able to rotate it around to see where I was going a better.
I enjoyed this a lot! There's some obvious issues which you've already gone over so I won't bother, but the puzzles were well thought out, there was plenty of humour and the art and audio were great. Flawed but still very fun!
Straightforward to start with but well paced - it definitely gets difficult and bonkers out of hand as the levels progress! Very well implemented movement and a good dose of humour.
I really liked the idea of the changing landscape every 10 seconds - a very unique and fun take on the theme!
Massive respect with how you've made this game! Working with shaders seriously makes my head spin (and I'm in fact doing just this at university this term!)
The game itself is beautiful and absorbing - it took me a second to get the hang of how to control the particles but once I picked it up it was really fun watching the swarms swirling around. Overall a cool and unique entry!
What an insane amount of work you must have put into this! It's definitely one of the more complex and thought out games I've played from this jam, and I liked the take on the theme - it worked really well for this game. I thought perhaps the movement could have been sped up a bit, and it took me a little while to really figure out what I was doing, but overall a very impressive entry!
Honestly you had me at snail...this game really made me laugh! I loved the art and the music so much, I thought the story idea was great and very original but perhaps Gale could have moved a bit quicker, and I got stuck behind counters as the snail a few times.
A really cool take on the theme! It started out pretty straightforward but by the end some of the rooms were really stumping me! The soundtrack is banging too - I've got the heavy guitar riff from the hell part stuck in my head as I type this!
Nice job! I can't put into words how perfect the sound of the cat taking damage was. I liked the way that the levels got harder and harder, as well as the variety in what's needed to be done to complete them - I died quite a lot on the last few levels but always wanted to try again!
Nice entry! I really love the retro style pixel art and the controls were really smoothly implemented. I thought the game itself was straightforward yet innovative and fun. Challenging enough that you'll die in a couple of minutes (at least in my case!) but gripping and fun that you want to try again and get a higher score!
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I genuinely screamed out loud the first time I saw the monster and played most of the game with my eyes half shut from there on. Absolutely phenomenal mood and atmosphere, and a really great game all around. Definitely one of my top top favourites from this years LD!
Love the background music, I had fun playing this with my wife - she never normally plays video games but still managed to kill me a few times!
I enjoyed this little game a lot - really beautiful pixel art, very smooth controls, good humour and the split between evading and attacking was a nice take. I'd have loved to have played more, and I mean that not as a critique (I know how hard the time restraints are!) but as a compliment, because I was having fun!
I thought the controls, especially the jump, were smooth and responsive, and I laughed at the little death sprite every time I died! I also like how the new cards stack on top of each other - it got pretty hectic after a while! Simple but fun and addictive.
Congratulations on your first game! Nice pixel art, and I really liked the idea of the changing seasons and the impact it has on how you can move through the levels - very creative. I would suggest looking up about jump buffers and coyote time just to increase the smoothness of movement on platforms in the future. Well done on the submission!
I was laughing the whole time I played this - great art, music and SFX, a funny, morbid setting and a very original take on the theme. Well done!
@linnea-isaac thanks for the feedback!
@jacob-diaz thanks, I appreciate the kind words!
@altermox thanks, I'm glad you liked it!
@jazkottaja thank you very much!
@izhvaryag oops!! Thanks for letting me know. Any chance you can remember what you were doing when that happened?
@zungryware thanks for the feedback! I definitely could have shortened the levels, or at least put some kind of checkpoint after each round of obstacles.
@iluvatar thanks David, I really appreciate it!
@riptidestudio thank you for the kind words and feedback! I had to fight my natural inclination not to add more annoying spots like that turret in the last level after a few people told me the last jam game I made was too difficult :slight_smile:
@turegrappa thank you, I'm glad you enjoyed it!
@phillip-scott thanks!! It was definitely hard to work out the timing, I think I could have put a bit more in there to fill in those gaps.
@moasip thank you so much for such kind feedback!
@grandblood thank you, I appreciate the nice comments!
@charred-axolotl thank you!! It took a lot of work to get it all done so I really appreciate reading that :smiley:
@izhvaryag ahh cool - I know exactly why it does that! Awesome. Appreciate the bug report!
@landosystems thanks so much for the kind feedback, I'm glad you had fun playing!
@fawny-breen ahh thank you so much! That really means a lot, I'm happy you enjoyed it so much!
@helzinko thank you very much, I really appreciate the nice feedback!
@mossgames thank you! Adding controller compatibility is definitely very high up the list of things that I want to figure out, fortunately it looks super straightforward in Unity. Glad it still played well on the keyboard!
@abdonatioera thanks, I'm glad you liked it!
@jaker thanks for the feedback!! I've never actually played VVVVVV -- the gravity reversal was inspired by Crystal Caves, the old Apogee game that I played as a kid :grin:
Someone else commented on the ctrl+D as well - it's not the first time I've been burned by browser controls :angry: I uploaded my last game with ESC to pause but that had problems with exiting full screen. Definitely something I need to double check next time!
@gorr thanks so much for playing and completing - I'm glad you enjoyed!
@exaggegen thanks for the feedback and the kind words! Ahh, that bug again :angry: I should probably get it fixed - thanks for the report!!
@flying-dog-fish thanks for playing and for the comments!
@brainloaf-studio thank you for playing and for the kind comments! That's definitely true about the waiting around - I wanted some areas where you needed to be on one side of the other but possibly struggled to balance the space in between to ensure that the player reached there at the right time.
@alex5041 thanks, I appreciate the feedback!
@nick-gozak thanks! I had to make a real effort to not put more places that would be difficult to pass :grin:
@georgy16 thanks for playing and for the feedback!
@figadei thanks for the comments! A few people have mentioned the slow walking pace, I'd like to say it's intentional but it's unfortunately not - but it's good to know I can speed things up a bit next time. Anyway, I'm glad you liked it otherwise!
@alexsolonnikovp4 thank you, I intended to make it more difficult! But I decided to reign it in except for in a couple of spots.
@mikolak thank you so much, that's really nice to read!! That's annoying about the gap for the invulnerability frames - I'll have to look into why that happened. Thanks for the bug report!
@simba @annika @pascal-fitzner thanks for playing and for the kind words and feedback!
I'm tempted to give you full marks on everything for the puns alone!! I liked the concept and it was really satisfying watching a whole heap of cogs drop and clearing half a fox's health in one go. Very charming art and nice, calming vibes, although it felt a bit too slow to progress.
I really love the beautiful cyberpunk background and the chill music, and I thought the concept and take on the theme was really interesting! I just found the movement a bit too jerky and slippery, I never quite felt that I was in control of the player.
A very fun game! I liked the concept - I found it original and interesting, and I enjoyed playing - I always wanted to try again after I died, knowing I could do better next time! I thought the movement was too fast though - I often flew past resources without picking them up or past the shelter without being able to enter in time, and perhaps a few more shelters would have made exploring other parts of the map a bit more feasible. But overall, a really good entry!
I thought the controls were smooth and the theme and gameplay loop was straightforward and simple enough yet with increasing difficulty and complexity as the game progressed to keep it engaging. I had a few hit box issues (attacking an enemy and running through it without killing) and perhaps the clock shouldn't have been able to stop the player running, but overall an enjoyable game!
I really enjoyed the take on the theme! A really fun, addicting gameplay loop where failure doesn't set you back too far - it's easy to quickly just go again and try a different route this time. Controls and combat was also smooth and responsive. Good job all around!
This was HARD - but awesome and very unique. Nice clean graphics and a simple straightforward mechanic that can also be made incredibly difficult, I liked that you could skip levels because some of them were very tough. My first thought when I messed up on the second level was an indicator to see the previous move and I saw that a few other people mentioned that, I think that would have given more incentive to keep replaying those levels where the player is one or two orbs away from 100% but that's my only real criticism for a very cool game!
I loved this! The art and the music and audio were just perfect, and I liked how the game got more challenging as the levels progressed - I died a ton on that penultimate level! A cracking submission, well done.
Beautiful art, one particularly brain teasing puzzle, creepy background music and unsettling vibes all around!
Absolutely stunning art and audio, that background is a masterpiece!
Cracking job! I laughed so hard at the end when I woke it up. Great pixel art (of course), cool moody music, quality retro point and click vibes and just the right length for a game jam.
I loved this! Great graphics, awesome audio, good controls (although they took me a minute to get the hang of) and hilarious all around. Really impressive - I played it through four times before coming to comment here. This is one of the first games I've played from this year's jam and it's set the bar very high!!
What an adorable game! It felt really smooth and polished, and the puzzles seemed well thought out - difficult enough to stop for a bit to try and figure them out, maybe restart a few times, but not so hard that I wanted to give up. Cute pixel art and chill background music that suited the game perfectly.
A really chilled, calming game with a great soundtrack, beautiful art style and intuitive gameplay. I lucked out an bred a vegetable fairly early that took a day to grow 10x and just rode that until the spaceship rescued me, but I'd imagine balancing a game like this for a jam is incredibly difficult.
Cracking job - incredibly polished graphics and audio, slick gameplay and controls and a cool upgrade system. A really good submission!
This was awesome! Killer art, great dialogue, humour and some surprisingly poignant moments.
I can't get over how incredibly stunning the art and animation for this game is! I loved all the characters and their abilities, the power up system really made a noticeable difference each run - and gameplay was fun and well balanced.
Stunning art - in particular I loved the design of the scarecrows. The music was adorable and super relaxed and catchy. The controls were nice and responsive, although the movement felt a big sluggish - with so much back and forth across the map, perhaps a bit more speed would have helped.
I loved this! The audio was great - that sort of disjointed music track and the snorts grumbles of the pig were great backing sounds. I thought the gameplay loop was straightforward but fun and the controls were tight, if I had one criticism perhaps the cooldown times were a bit too long - maybe spending truffles to upgrade them would have helped, but obviously for a compo game adding anything extra is a big ask! Either way, impressive work - I had fun playing!
I like the pixel art graphics and effects, and the core mechanic is straightforward yet challenging and engaging. The background sound effects were cool, they added an almost psychedelic vibe that went well with the floaty, wavy effects of the pixel art. Congratulations getting this done in a day!!
What an awesome game and idea! I'm really happy I found this right at the end. Incredibly hard (like the true retro games that it evokes) but it gets easier as one gets the hang of the movement and momentum. I still died a lot!!
Nice job! I got my ass kicked pretty hard the first few times but once I got the hang of the loop my luck improved. I like the variety in plants and the risk/reward of wanting to harvest before they're corrupted but wanting to leave the crops there so they spread.
A chilled little game with a fun soundtrack and a cool new spin on the genre. Intuitive gameplay, although perhaps some more reward features would have been nice - getting back time or a win condition (I'm assuming there isn't one from a few playthroughs?). Either way - good submission!
What a beautiful, chill experience! I loved the graphics, the gameplay was straightforward yet remained fun for the short playtime, and the whole thing felt smooth and polished. I also thought the music and background ambient noise suited the vibes perfectly.
You had me from the moment I saw the name of the game. This was a good laugh - cute retro music overlaid by a chorus of five unending Whilhelm screams could never get old!
A cool concept and a really good take on the theme. I loved the little "moo" as I was beaming up the cows. Controls were good - straightforward, intuitive and responsive. A full screen mode would have been good - because I had my mouse cursor near the bottom of the screen to aim, it kept moving off the gameplay screen.
Awesome!! Those rats were quite terrifying - definite nightmare fuel - in the best way possible. Controls and combat were simple but really well executed, and I really liked the low res underground textures with the roots sticking out the walls.
Quality stuff! A fun little play, perfect length for a game jam game - nice pixel art and audio, it gave me some Zombie Ate My Neighbours vibes, and I thought the gameplay and controls felt polished and smooth. I loved Gunther's dialogue!
Nice game! Interesting mechanics that are built up in complexity as the levels progress, although I hit a bug in one of the levels that wouldn't let me progress. Cute pixel art and a good level of difficulty, requiring thought but not too punishing. I look forward to seeing where this goes!
A very charming game! I love the feeling of urgency as the music speeds up, and I thought the art was adorable. It was perhaps a tiny bit unforgiving, and putting down the scythe to pick up the bucket and vice versa was a bit frustrating, but every time I died I wanted to play again.
This took me a minute to figure out what was needed of me, but I really liked the concept - that you have to keep going back to the boss and getting more seeds to get more ammo and eventually kill him. Nice art too, I loved the bouncy little robot and even giant corn. Unfortunately I died when I had about 30 bullets and 4 or 5 seeds to harvest, I reckon I was pretty close to being able to kill him, hoping for better luck next time!
Took me a few deaths to get the hang of it, but once I did - a really fun game! It was really satisfying planning what to upgrade, what I needed and how long I had. I had a good laugh while I was playing, harvesting my cannonball plants and watching the pirates complain as I was defeating them. Unfortunately a bug removed the number from the final boss when I clicked on it so I didn't have a chance to fight them.
Well done on a truly stunning game! The art is perfect, and the whole experience was almost dream-like, wandering around this beautiful peaceful garden helping my trees grow, watching as the place became more green and picturesque with the birds chirping in the background. I genuinely lost myself in the time I was playing this - great job!
Absolutely phenomenal pixel art, I loved the voice overs as well. The game is nice and short and easy to pick up, it's also easy got a nice hook to keep going back and trying to beat your high score.
Cute pixel art! The game itself felt pretty well balanced - a nice loop of going underground, getting resources, coming back up and upgrading so that you can spend longer underground each time and find even more resources. Really smooth, responsive controls as well. My only criticism is that I started to feel a bit OP from about the halfway point.
Really charming, great pixel art and a fun gameplay loop. I liked the variety of enemies and that they all attacked in different ways, and the upgrades were a nice touch. I found I became pretty OP pretty quick by selling all of my harvest and upgrading my weapon, although even then it was quite satisfying to mow through the field of evil produce.
Good job - really cool pixel art and music, the art and audio matched perfectly with the vibe of the game. Movement was nice and smooth, and I really liked the harvest mechanic - it brought me back from the brink of death a bunch of times, I thought it was really innovative! Good difficulty level - I died a few times on most levels but none of them were unfair or unbeatable.
Wow - this was HARD! But incredibly unique, interesting and well thought out. I'm not sure if the pests are a stroke of genius or the most infuriating game mechanic I've ever experienced (it can be both!). Either way, despite my struggles with this, it's a very memorable games, and definitely one of the most original that I've played for this jam - well done!
I've got a lot of respect for any game that uses one input and is still fun! I died a ton but I kept wanting to try again and beat my high score. My main criticism is that the hitboxes were pretty unforgiving - often it seemed like part of my player went through the crop but didn't stick. Overall, this is quite an achievement for one day's work!
I've got a ton of respect for anyone who makes a metroidvania for a game jam! What a ton of work that must have gone into this - it'd be tough for the jam, let alone the compo! I thought the idea of enabling and disabling abilities was really cool, and the controls felt smooth and responsive, with the exception of the bounce down when you hit the ceiling - it made some of the jumping/platforming elements quite frustrating. I also got trapped at this room my playthrough - I got to the bottom of the room and couldn't get back up. map.png
Cute game! I saw a few people mentioning the camera but I actually thought it created more of a unique experience having it fixed the way it was. I really liked the ambient background chirping sounds - it made me feel like I was in a garden in spring!
Quality art and some good dark humour, I thought the gameplay loop was pretty addictive - all too easy to go back for one more game when I died - but the hitboxes were a bit tough all around. Often I got hit by a pineapple when I felt like I dodged it, got stuck running against a pot or pressed E next to a plant and didn't harvest it. Despite that, still a fun experience!
I enjoyed all the interactivity and changing dialogue - I had a really good laugh in places! Gameplay-wise, the concept of matching the colours with the attacks is a cool idea, there was perhaps a bit too much back and fourth though, and the game crashed when I was talking to a gargoyle on Friday so I didn't get a chance to complete it. I was hoping I'd find out what was behind the other two doors!
I loved this! Really funny content, smooth controls and a generally all around unique game. I enjoyed taking a minute to read all the ads on each level - quality stuff!
Great art, nice music and some witty dialogue and ideas! I really like the concept, and I like the mechanic of being able to drink your own stock to keep going. I thought it was a bit too fast paced though - I played it through a few times but consistently lost my first customers because they'd given up and left before I'd grown and brewed their drinks.
Stunning art, banging soundtrack and slick gameplay! I'm a bit confused as to how to progress though - I played the first level a couple of times, I had five souls in the well when but when the time ran out it said I'd lost.
Wow!! I jumped so hard every time that monster caught me. What an unnerving experience - definitely one of my picks of the jam!
What a cute game! Pretty punishing unless you take your time, but I definitely liked the challenge - even if my poor bunny ended up on the menu quite often. Controls were smooth, I liked the cute pixel art and the sound effects of those growling dogs was awesome.
What a beautiful atmospheric game - stunning graphics and perfect ambient music, an all around great mood throughout.
What a trip! Every punch landed on those little broccolis was so satisfying and I laughed far too hard playing this game, but that inverted y axis with the mouse movement nearly gave me a nervous breakdown!
What the hell did I just experience?! Every time I thought this game couldn't get any more outrageously, ridiculously, hilariously surreal, you managed to outdo yourself. I loved every second of it.
What a stunning, adorable game! Such a nice environment to get lost in, with that beautiful music playing in the background - the map is huge, with loads to explore! The gameplay loop is straightforward yet engaging enough to keep me playing each new day. I'm not sure if it's intentional but it seemed that level up points don't carry onto the next day? I was stuck at 5 and all the abilities I wanted cost 8, yet my points just never went up any further. Either way - definitely one of my favourites of LD52 so far.
Really great art and slick, responsive gameplay. I got pretty OP quite early with maxed out chainguns and then just sort of sat back - I'm not sure if I did something wrong but the last 3 weapons never enabled for me, they just had "???" next to the coin sign and nothing happened when I clicked on them despite having about 6k coins. Anyway, a few balancing tweaks aside, I thought this was a fun, accomplished entry!
I loved this! The art is adorable, and the gameplay is addictive, especially after you've died a few times and start getting the hang of it. Perfect length, perfect difficulty, and really fun.
This really reminded me of the Oregon Trail, that sort of hopeless travel where death is always one move away. I liked the music and the sombre mood, and the game has tons of character and personality. I died a lot and sometimes it seemed like the RNG or whatever was really against me - perhaps some balancing with regards to that could have helped, often I went across what seemed like 4 or 5 clicks without getting anything - I like a challenge but this just seemed a tad unfair at times. Apart from that though, I thought this was a great take on the theme and a fun game that made me want to try again each time I lost.
Really amazing music, it fit game perfectly and created a really sombre mood. Nice variety in enemy designs and good player controls as well, I liked the auto-fire feature although for me it made combat a bit too easy. There was perhaps a bit too much back and forth over the map to get all of the souls.
I loved this! Beautiful pixel art, great atmospheric music and fun gameplay that requires thinking and planning - difficult but not too difficult. I thought it was a lot of fun to play.
Well, that was certainly something! Surprisingly chill and relaxing for a game about killing goblins and picking up poo. I liked the pixel art and the music was really cool, the controls and combat felt pretty well balanced and I really liked the selection of guns.
Nice job! Cute pixel art, I love the little slimy fella, the controls were smooth and well implemented and combat felt fair and balanced. I really liked the upgrades you get along the way too, they helped keep it interesting. An enjoyable little game!
Nice job! I really loved the main character design and animation - the run cycle looked amazing! I liked the idea of the enemies respawning if you don't harvest them, and also getting health back from harvesting souls. Combat felt a little bit sluggish but not so much as to really effect my enjoyment.
I remembered playing your game at LD51 and there was definite improvement in every aspect for this one!
Thank you so much @iluvatar, I'm really glad you enjoyed it! Now it's time to breath again and play some entries :)
Ah yea, I do follow her (and have been meaning to check out her games since forever - they look so good!) but it was unintentional - it must have been knocking about in the back of my brain.
@bas-van-den-berg @fluburbio thank you!! It was tough figuring out the control scheme, I wanted to have some mouse and UI elements instead of all keyboard but I ran out of time.
@flanne @zuwu thanks, glad you liked it!
@maytch thanks dude! Had a blast doing the art for this. Looking forward to seeing what you came up with!
@sergio-crypto thanks!! It was tough getting the controls to feel intuitive, I wanted to have some mouse/UI to direct Ernest and keyboard to control only the player character but didn't have time to implement it.
@lerg thanks for the feedback!! I only just realised, there's a small tutorial before the second level where it tells you to press control to turn him around but I completely forgot to add that to the instructions as well. Going to do that now for the page here and on itch, and add it in the game instructions when I've got a second.
@efilheim thank you! I'm glad you enjoyed the art and the game. Ernest can be a bit tricky to control, but in all my playthroughs during development he does what he's told as long as he's facing the player at the same ground level.
@milq thanks for the nice words and the feedback! I definitely did make the tutorial text too small - that part was severely rushed through in a blind panic at the end!!
@adamwatters thank you very much!
@lagerbe thank you! The animation is probably my favourite aspect.
@haotian-chen thanks for the kind words and also the feedback! I played through the levels quite a lot and didn't come across this issue - were you standing in front of Ernest and on the same ground level? He only obeys those commands if he can see you (a feature that I'd probably discard or improve if I did it again!)
@ghpxi thank you! I feel like I'm constantly reining in my desire to make games too hard and never quite getting it right, but I intentionally made that last level really difficult - it took me about half an hour to complete it when I was developing!
@zungryware thanks for playing and for the feedback!! I absolutely agree with not knowing the level layout to start with - I think if I'd had more time or if I update this I would start showing the map and then press a button to zoom in and start playing to avoid deaths that feel cheesy or unfair. I also agree there should be more levels to give the player a chance to ease in and get to grips with the current mechanics before introducing something new. I really appreciate the critiques and the kind words :)
@kultuk thank you! :)
@anstabo thank you so much for the kind words!! I actually meant to put a control scheme in the pause screen but by the end of the day on Monday my brain was far too pooped and I forgot :X
@nardandas Thank you!! I agree - I used a box collider for the boar but with his wings and slope of his back I think something a bit more custom would have worked better. I appreciate the kind words and the feedback!
@vrerabek thanks for playing - I really appreciate the kind feedback!
@tosmaster ahhh sorry - I didn't even consider other keyboards! My last game had two keyboard control schemes, I'll keep that in mind for the next one.
@upcharlie thanks for the feedback! I definitely struggled to implement the controls, even when I was playing over it they didn't feel great but I didn't have time to figure anything better! Definitely something to look at for the post-jam updates!
@megalukes thanks so much for the nice comment - I'm really glad you enjoyed it!
@offdutyextractors thank you!
@pazzi thank you so much! I think the duck pose is probably my favourite of them all. Glad you liked it!
@nan-taty thanks for the encouraging words, I'm glad you enjoyed it! I'm very much in the planning phase for expanding on this, there's a few traps and abilities and ideas that I had to leave on the cutting room floor that I want to go back and implement, along with a whole ton of polish!
@spacecadet ahhh thank you, I appreciate the kind words! Controls are definitely fiddly and something I want to improve on but Ernest should always react to your commands, it's just necessary that you're standing in front of him and at the same height level so that he can see you, he's got a bit of tunnel vision.
@erivas-soulares hey man, thanks for playing, I'm glad you dug it! That's a really good idea about the whistle!! I'm going to go back and expand on this game a bit, and I'm 100% going to use that as a limited ability :)
@kostas-nik thank you very much!
@multipixels thanks for the feedback! I definitely agree, I'm already working on spreading everything out and building up slower for the post jam update :)
@cappa-games thanks for playing, hanging around until the end and the kind words! I definitely toyed with the idea of toggling Ernest moving or not but I think it would take away from some of the challenge. I'm already planning and working on expanding it though, and I've got a few idea to make controlling him a bit less hectic and clunky!
@bobo-oh thanks! I definitely think I could make the controls a bit clearer - something to work on for the post jam update!
@mololo @gregormack thanks! I definitely need to reconsider the control scheme and figure out something more intuitive, but I'm glad you played and enjoyed!
@roroto-sic ah yea, that's a tough bit - need to be quite quick placing the rune, stepping back and taking a running jump to get over it. I'm glad you appreciate the work - thanks for playing and commenting!
@likirus wow, thank you so much for the nice words and feedback! There's definitely plenty of balancing to do, especially with regards to controlling Ernest, but I'm really happy you enjoyed it so much.
@t90 thank you! There's definitely plenty of balancing work to do with the controls and difficulty but I'm glad you enjoyed!
@brusi hey, cheers for playing and for the feedback! I'm currently making a start on a post jam update - that's a really good idea about having the instructions in the levels when introduced, it'd certainly help make more sense of the controls and gameplay - thanks for the advice!
@angiemon thank you for playing, for the kind words and the feedback! I'm new to all this so I'm always up for some nitpicky notes - I'm currently working on some post jam fixes and looking to make a decent polished demo of 10ish levels for this, so all tips and critiques are really welcome. Initially I was planning some mouse controls but time got the better of me - it's definitely on the agenda! The rest of your advice is also gold, I appreciate it :)
@smashcrate thank you! Definitely some balancing issues to fix but I'm really happy that you enjoyed playing!
@oddballdave thank you so much!! I'm particularly proud of the animation in this, it was a rush job but I think I'm going to keep most of them post jam! I'm glad you appreciate the mechanics, hopefully with a bit of work I can figure out a nice, intuitive control scheme :)
@allie-vera cheers! Those cultists will never appreciate Ernest's charm - they don't deserve him. Thanks for the kind, encouraging words!
@tweekstudios thanks, I'm really glad you liked the art!
@ditam thank you so much for the kind, thoughtful words - it's nice to hear you enjoyed it! I'm looking to develop this further post jam, I think the way Ernest is controlled will definitely need some balancing and I'm looking at some novel ways to use abilities and the environment to keep him still but I think having him moving by default definitely adds to the challenge.
By the way, for that fire pit - there's a mechanic to send Ernest in the other direction (left ctrl) but it's kind of buried in one of the other instructions screen (the tutorials were super rushed right before I submitted!), so if he turns and walks back to the fire pit you can turn him around right before he walks into it and then run ahead and place a jump rune! It's still tricky though!!
@mharring thanks for the nice feedback! I feel like I constantly have to rein myself in from adding five interactions like that every level, my natural inclination is definitely to make it really difficult but I'm definitely working on it! Although there is an easy/easier way to get past that part (I explained in my comment above)
@hayricakir thanks! I laugh much more than I should every time I watch and listen to him eating.
@jormarysky thank you for the kind words!! I definitely think it's better to treat the theme as a way to inspire you to make a game rather than rigidly sticking to it to the detriment of what you want to do. I'm really glad that you liked it!
@friedyeti thank you!! I hope to have a full game of this some day - I've spent the last week working on a big upgrade and overhaul, hopefully I'll have something cool by the summer.
What an absolutely beautiful, innovative idea! A fair bit of trial and error, especially getting the hang of the blue pen, but it was a fun challenge. I had a few issues - restarting a level in particular tended to slow it to a crawl for a few seconds, but nothing that I couldn't put up with to play this stunning game.
Really loved the art, really loved the music, and the upgrade and crafting system was a great touch - an impressive, cool features for a game jam game! My only criticism is combat was tough - I think having an anticipation frame for a player character can really make melee combat feel laggy despite looking cool. I think it feels much more snappy and responsive if the attack happens straight away and makes combat smoother and more enjoyable. But other than that - good job, I had fun playing!
What a game! Quality, hilarious dialogue, mechanics were straightforward but remained fun and interesting through the whole game. I really enjoyed it. Level 6 took me ages to figure out - I was actually coming here to comment that there was a bug before it clicked in my brain. Congratulations on a really good entry!
I really liked the farming sim on the mood idea - a good, pretty foundation for a game and I'd be interested to see what comes of it. It was cool to have a character creator - not something I'm used to seeing on a jam game, and I really liked the colour scheme. Going forward it might benefit from diagonal movement instead of only moving directly up/down or sideways.
Nice smooth controls and clean minimalist pixel art, I really liked the glitch effects and screen shake. Some sort of upgrade system - even something simple like more powerful bullets, faster fire rate, more health - as you kill enemies would have gone a long way, but what's here is done well!
Definitely took me a minute or two to wrap my head around the gameplay and the controls, but once I got the hang of them I thought this was a fun, original game! It was very easy to just play "one more game" after I completed a level, and I liked how forgiving it is, that dying (which I did a lot to begin with) doesn't set you back to the start.
What a cute, cosy, adorable game! I really liked the isometric pixel art and the music and mood was great, the whole thing made me feel warm and fuzzy inside.
Really beautiful art style!! I saw a couple of people did what I did, maxed out Bananas early game and then click click click, so maybe the prices could have been a bit better balanced, but other than that it was a nice, fun, pretty game.
Nice job! A well balance and thought out game with a fun central mechanic that increases in difficulty throughout. It was a fun challenge figuring out the path for each level - so close to a full set of three stars but fell right at the end!
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A really fun take on the theme - the controls felt really smooth, that slow motion when I mowed down a zombie never got old, and it was fun coming up with ways to kill them without taking damage.
This was really hard! I actually gave up in frustration but I came back, and once I got the hang of it the second time around my experience improved considerably! At one point that damn bird ate all of a single colour in one pass and I nearly through my computer out the window but other than that this was really cool - lots of skill required but very satisfying to master and complete.
What an adorable little game! The music was soothing and fit the ambience perfectly, and the pixel art was pretty and charming.
My kind of game! I loved the low res pixel art and the music suited the game perfectly. Controls were good - the push/pull mechanic was just jarring and unique enough to catch me out a bunch at the start but by the end I had it down pretty smooth, I thought it was an interesting implementation.
What an adorable game, I love those otters with all my heart! Absolutely beautiful hand drawn art.
Very addictive indeed - "just one more game!"
Beautiful pixel art, especially the backgrounds, along with simple yet fun gameplay with intuitive controls and a decent risk/reward system. A really good submission!
Some cool ideas here - I liked the mechanic of unescapable death and that choosing where you die impacts the next run. Controls were intuitive and smooth, although I thought perhaps the timer was a little bit too unforgiving.
Hey man - it's good to see your stuff on here! I really enjoyed this - adorable pixel art, as I'd expect from you, the game was really fun as well. I found the risk/reward loop was a really clever idea - wanting to have more seeds on the ground to get the combo but only having a set time to get there before they become enemies, and I thought it improved the experience how forgiving the hit boxes were - especially when I had 20 plants shooting fireballs around the screen! A fun, addictive little game - well done.
Really liked the concept and execution! The way you control the boats is really cool and unique, and this was a fun play - very chill but also a decent amount of tension. Also loved the pixel art!
I loved the concept! The world and lore felt really well thought out, and it's always cool to play a game that encourages me to pull out a pad of paper and a pencil to take some notes. Hoisting that golden flag at the end felt well earned. Only criticism would be maybe be able to scrap letters you've written I clicked on the wrong button and wrote the wrong letter, but luckily that didn't seem to affect the outcome.
Anyway, a fun playthrough!
Took me a good minute to figure out what I was doing (I was just running around the awesome looking terrain until I noticed the UI in the top corner, d'oh!)
Some tutorialisation could have gone a fair way, but I appreciate that this is a pretty impressive system that probably wouldn't have left you much time for any frills!
Alright I felt like I was tripping my ass off the whole time I was playing that what a surreal experience. So much going on, it was tough staying on top of everything but I made it through to the end - that last date was hilarious (but to be fair, so were the other two).
Great work!
Cracking little game, David! Genuinely would want to see more and where something like this goes, creepy mysterious lighthouses are such a killer vibe. also I thought your voice acting was perfectly on point. Nicely done.
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Great atmosphere and really, really good audio - it felt really unsettling and I jumped the first time that little green thing scuttled up to me.
A very polished game! Great art, great voice acting, but I felt like a few times I definitely did things in the right order and was told it was wrong. I read (just in your comment above) that I had to wait until the voice was finished. This is pretty counterintuitive, us gamers aren't the most patient lot!
But still, a very strong entry.
Absurd and off the wall, this was cool! Had a good laugh playing this, it was definitely a unique game! Maybe to the point that I didn't entirely understand what I was supposed to be doing half the time - some tutorials could have gone a long way. Still very satisfying melting demons with a buffed explosive baseball though!
won.png I did it! Was great as always seeing your beautiful pixel art and the game itself was super unique and tread the line really well between "I can do this" and "I want to throw my computer through the window" which I always enjoy.
Good stuff Ally! Can get pretty frantic when they're coming thick and fast but it was satisfying watching my fully upgraded bomb and boomerang combo melted through 'em.
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The noise-o-matic 5000 (my wife made me put headphones on about halfway through building this)
Took me a minute of wondering what the point/end goal was before I realized just f around and have fun. Good stuff!
Okay so first of all I jumped SO HARD when the monster appeared. After that when I knew it might happen it was less scary but still, I didn't expect such a big scare from a jam game.
I really loved this, definitely one of if not my favourite game of this jam. The whole atmosphere was really creepy, the music and ambient noise and everything was unsettling, the vibes were just perfect. The minigame was perhaps a bit too unforgiving, I felt a bit more leeway for missing the spikes could have made it a bit easier but saying that, I was still able to finish it.
Anyway, that's just nit picking - bravo on a great submission!
This took me a minute to figure out what was happening and what I was supposed to be doing but once it fell into place it was cool! It felt satisfying saving who I could save, and I liked the western/sci mash up visuals. Kicking tumbleweeds around is fun too!
Unfortunately I think it broke at the end - I found everyone and when I was calling in the last location it kicked me off the call and then wouldn't let me call back saying I was too close to the radio tower (even though I was on the other side of the map). Then I eventually died.
Super cute and very chill! I really loved the art style, and as frustrating as some of the super slow sections could be, it was really satisfying seeing that 80 sign getting closer.
I assumed the train would auto refuel at the station and ended up driving right past it, then I ran out of fuel just after Meina said she was almost there. But I don't mind, I enjoyed it still!
Nice and chill, I liked the background music, and it was easy to pick up but satisfying watching all the new parts come together and seeing those numbers going up. Early-game maybe dragged on a little bit too much for me but overall a cool take on the theme!
Cool game, very impressive amount of work for a jam and clearly very well thought out, but I found the puzzles a bit too difficult (I definitely had to consult the walkthrough!)
Very cool! I played the jam version. I thought the ambience was great, the audio was awesome as well, I love the way the little ball of light calls out to you and gets louder as you get closer (I played with headphones - it seemed like it also signified what direction it was in?)
It all felt super intuitive as well, was easy to just pick up and play and know exactly what I needed to do. Good job!
Super chill atmosphere and music, and a good amount of thinking (not too much, not too little) needed once I figured out what was needed. Also, a lot of content for a game jam, bravo! I feel like it took me a lot of brute forcing to realise what was actually needed of me, so some tutorialisation could have gone a long way. Also maybe colour coding the different pieces - I had to look really hard to notice any 3+ patterns because it was all white.
Good stuff! It took me a through tries to figure out what I was actually supposed to be doing but once it clicked I had a fun time trying to plot a course around the zombies and getting all my little green dots to safety (I couldn't help but let some of them die unfortunately!)
I really love the combination of cute and funny but bleak and creepy. Played it through a few times, could only get the bad ending on the times that I kept her alive (maybe because I wasn't following protocol very well) but I'll have to try again and see if I can get a better outcome.
Very addicting and satisfying watching all the routes come together and seeing those numbers going up! Definitely took me a minute to figure out (I had to come here and read through the comments to see how to collect resources), so could have done with some tutorialisation, but once I got the hang of it I had fun.
A very cute game! Splash and Rocky 4 ever.
Anyway, I liked the pixel art and the sonar effect was cool. The hitboxes were very unforgiving and it feels funny saying this because that was the number one criticism of my game this jam as well. But I liked that you spawned nearby after dying so it didn't feel to frustrating.
Timmy got his legs! And I had a whole wallet busting 50c left over. Good stuff here, I like the chill noir mood and the whole thing played really well and felt slick. Only criticism is sometimes it's hard to see the numbers under the wire.
Good stuff! I really liked the pixel art, and any game that takes place at the pub is a win for me. My main issue was with dialogue boxes overlapping and I often couldn't see what drink people wanted. Is there any way to get rid of the cops once they arrive?
Some nice pixel art here. I especially liked the creepy, surreal atmosphere and story, it really pulled me in - I want to see and know more! I found the backstreet puzzle behind the gallery/bar pretty confusing (I succeeded more just trying streets until I got the right order) and the far left direction was pretty hidden, it took me about five minutes to see there was a sixth route available. But the rest of the puzzles all felt pretty intuitive.
Okay first of all I'd die for Schneebly. Love 'em. The music was absolutely banging and the art style really cool, it's a beautiful game. But I had a very tough time figuring out what to do, and once I got the hang of it, like others, I often couldn't seem to make the happiness go down.
First off - I love the art! Great sprites, beautiful starry background, absolutely stunning job there. Gameplay was cool as well, the movement felt responsive, although it took me far too long to realize that I could double jump.
I really appreciate the tower mini-game as well - very impressive work getting two completely separate game styles into a jam!
Great atmosphere! Really felt lonely and a little claustrophobic. Gameplay was straightforward enough that I could pick it up easily enough and it kept me engaged until the end.
Cool game! I really really loved the art style, everything was super slick and readable. The main mechanic of the game was straightforward enough to understand very clearly what was needed, and the progression of getting more powerful and getting more souls each run was really smooth. There were a few jittery UI issues but nothing that got in the way of my enjoyment. Overall a really tight entry.
Really liked this! I made a parry game this jam too (not that I'm here shilling my game!), so respect. I really enjoyed the rhythm aspect to it, at first I was just going on visual clues and was struggling to parry much but as soon as I started listening to the audio as well it all fell into place. Love the art too!
I LOVED this game! The mood and humour was amazing, I could have listened to those two on the radio all day. Super charming! And I loved the combination of bright and beautiful and funny with sinister undertones.
Sometimes the traversal felt a bit tough - a bit bigger FOV might have helped, and I got stuck on rocks occasionally, but really that's just splitting hairs - this is definitely one of if not my favourite games of this jam.
Very impressive amount of work here! I really enjoyed figuring out where the pieces were (and dying many times along the way). There was a lot of genuine tension playing this game which is super cool. I couldn't quite understand the timing - it felt like sometimes I had lots of time to get to a spot and get back, sometimes I was attacked on my way there. I assume it was something to do with the music? But I'm not sure. Either way, a very enjoyable play.
Absolutely LOVED the art, the knight's design is stunning. The game itself was pretty confusing at first, it could do with some sort of in-game instructions or tutorialisation, but once I picked up what I had to do it was a pretty chill experience and all very tightly implemented.
A cool entry! It treads that fine line between manic, stressful and fun really well. Gets the heartrate up just the right amount!
My main criticism would be that it felt like the grab area was off - often times it took me a few clicks to get one of the ends even though the hand was definitely over it. And maybe some sort of colour code for the different conversation (although at the same time, this was also part of the fun - remembering the pairs when there were 3 or 4 conversations open at once).
@jo-bettaque thanks!! Yeah the zombie I think was a bit too slow compared to the deer. I died a lot on those two zombies, and the final fight during playtesting.
Have uploaded a web build, thanks for the tip, think I'll just nix the download link on here.
@sam-horner thank you! Yeah I found myself dying that way a lot, fixing the hitbox sizes was up the top of my unmanageable to-do list!
@alpharius-003 oh yeah thanks for pointing that out!
@omi thanks a lot! Yeah the hit boxes are WAY too big, I accidentally ran into the enemies (when I was still a few pixels away) too many times in testing.
@na-popei thanks, glad you like the art! That bit has caught a lot of people out, the trick is to kite one zombie and get far enough that the other one doesn't follow.
@wallmasterr cheers Ally! Yeah originally you didn't have to stagger any enemies it was only on day 3 when I realised you could mow down everyone way too easily and completely ignore the parrying that I changed it.
@ivaillios thank you!! Yeah I realise in hindsight that I messed up that level, especially considering the zombies and deerskull both have pretty different parry timings. Glad you still managed to have fun though!
@4farandbeyond it is a skill issue and by that I mean my skill when it comes to balancing a jam game lol, these are all very valid criticisms! I wanted to make this a challenge but most of the difficulty seems to come from bad hitboxes and parry timings which is on me.
@justinmullin hey man thank you so much! Truly appreciate those kind words. I think I made it too difficult in a janky timing/hit box way but I still had a blast playtesting it, I really loved when the parry timings and everything clicks - I'm glad it did so for you!
@t-c wow thanks so much for such a detailed critique! I really appreciate all the feedback this is gold, and all the criticisms are very valid. A lot of it was on my to-fix list which inevitably never gets fixed because time disappears into the void during a jam. But I'm taking notes for if I ever revisit this project!
@iluvatar ayo David thanks man, that means a lot! Legend!
@jin9310 thanks Jin, good to see you on here! And here's a tip if you revisit it (it seems like a lot of people gave up at this point!) - dash to the right quickly and you can kite one of the zombies out, you'll be too far for the other one to follow.
@saumchick thanks, glad you like the art! You're supposed to hit parry when the monster flashes red (I only put this in the itch description, not in game, oops...)
And in that fight, you can run/dash to the right and only one of the zombies will go after you.
@jin9310 well persevered my friend! I'm glad you went back and were able to finish it. I would say in this case that failure is definitely a bit more to do with janky hit boxes and timing, but I did notice when I was playtesting that if I focused and locked in I could get through it much more easily.
Also sorry about that last level, I could feel the frustration watching the video every time you died! Especially with those projectile hit boxes, WAY too big.
Anyway - I really appreciate you giving it a second go and completing it. Hero.
@oradimi thank you very much, and I'm glad you were able to finish it! Overall I'm really happy, although it's annoying when small things that take 10 seconds to fix like bad hit boxes manage to make it into the game, but I suppose that's jams for you!
@anete-ainjarv yayy, well done for completing it! Someone else noticed that bug as well, if I have time I'm going to see if I can fix that and upload a new version.
Originally you didn't have to parry, but I realized about halfway through the final day that it was way too easy to just blast through the game and kill everyone and never parry once and I felt like that defeated the point of the main mechanic. Glad you still enjoyed it though.
I'm also glad you appreciate that whip animation - I was wondering what was wrong with me deciding to put in such a tricky weapon to animate, swords are so much easier! But sometimes you just gotta' have fun and make cool looking stuff.
@brodyaga-sao hey man thank you! Glad you were able to finish it. And that Wilhelm scream had to be done!
@coolpurplerat definitely valid points! I tend not to mess too much with audio but I should definitely make a point of learning more about it, my teammate/audio designer is always going on about pitch shifting, maybe one of these days I should actually listen to him instead of zoning out. Anyway - thanks for the feedback!
@jin9310 oh yeah I felt like an ass putting that in. I was really umming and ahhing over it but I ended up listening to the little devil on my shoulder.
@oleksandr-marynenko I majorly ran out of steam and time when it came to doing the background art unfortunately. Originally I wanted some Bloodborne style low res low detail Victorian gothic cityscape in the background but I think I was being overly ambitious with that!
Running into enemies kills the player, but in hindsight this probably wasn't the best idea, and I should have only made attacks able to kill. That's definitely something to put on the list for any future improvements.
But thanks for playing, and I appreciate the feedback! Maybe one day I'll expand on this because I enjoyed making it more than any previous jam game.
@drainkid thanks!! Yeah I wanted to make it hard but it looks like I veered into 'janky hard' rather than 'skill issue' hard, and about 99% of it is to do with those hit boxes!
@inoro thank you! I'm really proud of that controller (except the wall jumps need some more love). Glad you enjoyed it, thanks for playing!
@squimmy oh yeah I didn't even think about that, good call. Cheers for the feedback!
@venomousmouse yeah it's definitely not for everyone! But cheers for playing either way :)
@nathanial thanks for playing and for the kind words and feedback! Yeah that's a good point on the wall jumping, especially considering I had drop through platforms I could have just nixed the wall jumping all together and put those in its place without altering the levels.
@johnnyalfonso hey man, yeah sorry about dropping the ball with the hit boxes. But thanks for playing!
@link270 thank you for the feedback and suggestions! I 100% agree with all of them, I'm taking notes here. I feel like I've got the basis of something pretty fun here and now it just needs plenty of fine tuning, especially when it comes to not being unfairly difficult. I'm hoping to play around with this game in my spare time so it really helps getting some tips like this. Cheers!
Also that's strange about the visuals on Macbook, I've never stopped to think about any difference in building for browser between mac and PC. Have you ever seen a problem like that in other browser games?
@hammerfrenzy I think not dying on contact would be the first big change I'd make to this! I feel like the essence of the game would still be the same, it would just be less unfair.
Also sorry about those flames - I was really deliberating hard over whether to put that. It was meant to be a callback to the start of the level where it tells you to look down, and then the first time I playtested that level I forgot and jumped right into them myself.
Anyway - well done on completing!
@indiepanda sorry! Funnily I thought the zombies were even harder but overall I definitely made combat too difficult.
@kremlebot yeah I tried to make the levels small but I definitely think a few elements made combat too difficult overall.
@cedaoan yeah originally it was going to be one shot enemies and player like Katana zero, and I think I pushed too hard to make it too difficult - I think either a player health bar or keeping all the enemies as one shot would have been a better route.
@asieke thank you, I appreciate it and glad you enjoyed the challenge!! But definitely could have toned down the added challenge of janky hit boxes, and completely forgot to switch off enemies interacting with each other - oops. Cheers for playing!
@itero-proto glad you enjoyed it but that's a pretty weird thing to say - it's a game jam, I'll definitely stick to making whatever silly game I feel like making.
@not-d00mka there is indeed contact damage and that was indeed a bad design decision on my behalf, especially when combined with what can kindly be described as pretty iffy hit boxes. Cheers for playing and for the feedback and suggestions - much appreciated!
@ionhaven thank you! Yeah it's a bit rough around the edges in place (especially with the hitboxes) but I'm glad you enjoyed it! I agree about the parry timing, when I was playtesting it I got a bit annoyed if I rushed my parry but once I locked in and got the timing down I had a lot of fun playing through it.
@jajo definitely agree about the collisions! I feel like I veered too far from 'intentionally designed difficulty' to 'janky unfair difficulty' - but I think it's only a few tweaks back tot he right side of the line.
Thanks for playing and the feedback!
@anszwa the feedback definitely does help! I actually started yesterday on a little bit of spare-time further development on this so it's much appreciated. Definitely agree on all fronts - the wall jump I knew was a bit glitchy and didn't have time to fix it, but I didn't think about the off-screen level loading - good stuff. Thanks for that, and the kind words!
@dragonayzer congrats on finishing! And good call on the death counter, that's definitely going in any update.
I indeed forgot to add a parry cooldown and that's something else that'll go in any update - my tactic on those two zombies was very quickly dash to one side and then only one zombie follows you, but then again I didn't make it known that they have a distance on their line of sight.
On the level with the fire pit drop downs there's actually a tutorial that flashes up on the screen before the first drop-through platform that tells you how to look up/down, similar to the other pop-ups in the previous levels, but maybe I didn't make that obvious enough.
Either way - thanks for playing, I appreciate the feedback. I'm glad you see potential, I'm inclined to agree and I'm actually working in my spare time on a proper demo for this because I had a ton of fun working on and playtesting it.
@someone cheers for playing anyway! Jump wasn't set to trigger, it was I think south button. I believe parry was set to trigger?
That's annoying about the web build issues. Were you playing on windows? I had someone have issues with the web build on a mac. Anyway - apologies for that!
@automatonvx hey, thanks for the kind words and feedback! The leap of faith level tells you at the beginning how to look down, unless maybe the tutorials weren't showing up correctly? Someone above had that issue on the web build.
Anyway, don't worry about quitting at that point - that was the last level! I probably should have toned it down a bit, I struggled to complete that during playtesting but by that point my brain was pretty frazzled and I just needed to get something out!
Hey @chaseplays - wow! Thank you so much! That's some really amazing complements to receive and it means a lot.
I fully agree on all other aspects, both the criticisms and bug reports. I was definitely victim to spending too much time on the art and animations and not leaving myself enough time to bug fix and tweak/balance. And some of them are so easy to fix like spending literally 2 seconds removing collisions between enemies! But that's the curse of the game jam I suppose.
Either way - I'm glowing from hearing those kind words. Awesome.
@jordantanner thanks man! Appreciate the kind words! Was definitely inspired by Celeste, especially with the low res pixel art, I do feel quite bad about those flame drops - there's a tutorial about looking down at the beginning of that level but it looks like it's often not showing up on the browser build.
Strongly agree with those nitpicks. I really could have done with just that final 5-10% extra polish and playtesting but I majorly ran out of steam.
Thanks for playing!
@mamboman hey, thanks for playing, glad you liked the art!
Yeah, it was definitely designed with controller gameplay in mind, the keyboard controls were sort of crowbarred in in hindsight. I playtested in a bit with KBM and it definitely felt clunky too.
Cheers for playing though!
@captain-awesome that's brave playing with a mouse and keyboard, even I struggled with that. But thanks for playing!
@ao-85 thank you thank you! Really appreciate the kind words about my art, put far too much time into the art for this game (and probably didn't leave myself enough time for bug fixing and balancing!)
But thanks for playing!
Beautiful game, really really loved the art, but it got brutally tough pretty quick!
Very cool - the whole thing was super polished and balanced for a jam game. I really liked the progression throughout the play, the humour was nice and subtle and the audio and music fit the mood perfectly.
This was so much fun! Super unique and interesting, charming as hell and funny. My brain hurts thinking about how you managed to get all those combinations of tunes working together but the audio was just mind-blowing. Great job!
Incredible dialogue! I really loved all the little turns of phrase. Wall tiles definitely needed to be clearer, I kept walking into them or accidentally walking into a room and backing myself into a corner.
Alright those pixel dogs are ADORABLE, I love them all, and the messages you've got to send were hilarious. I really liked this game! And just the right amount of brainpower needed to solve the pups order.
Good stuff, I really liked the concept! The coordination of putting in the different combinations while evading monsters was really engaging. I killed myself a few more times than I'd like to admit.
Great entry! Genuinely just noped and let the monster kill me the first time I saw it. Really amazing atmosphere, this game was super tense and unsettling, I had a tough time playing it (in a good way). Good job!
Alright with a name like this how could I not try this game? The train sound is one of the best things I've experienced this entire Ludum Dare. Like...that has to be you just making the noise with your mouth right?
An absolutely perfect take on the theme! I thought the audio was just incredible - it gave the characters an insane amount of personality. Good job!
What a game! Definitely one of my top picks of this jam. The mechanic was super well thought out and executed, and the levels were all difficult enough to make me use my brain but not so tough that I wanted to give up. Love the pixel art as well.
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Nice, short, straight forward and digestible (like those delicious bugs). Super clean and bug free (except for those delicious bugs). Love the pixel art too!
So the concept and idea for this is off the wall and hilarious. I love the idea of an eternal duel through the ages. The last stage was mega hard! And the step up in difficulty levels was intense (I could only complete it on easy). But a really pretty, silly and fun game.
Some cool puzzle designs - the systems all felt pretty intuitive, and a lot of the puzzles were difficult enough to make me think but not so difficult that I felt I couldn't figure out what to do. Also a fan of the pixel art!
A stunningly beautiful game, pretty slick and polished and a cool concept but I'll admit I didn't fully understand what I was doing for the most part - I got as far as the first button picks the column but from then on it was mostly button mash and hope for the best, a tactic which, fortunately, actually worked pretty well for me!
This was very cool! It took me a playthrough to realize that I had to make poker-esque hands (I should have read the tutorial straight away..)
A really liked it! I've seen the score necessary to win on a few other posts and don't think I could reach that, but I did play it about four or five times because I was having fun!
Beautiful game, and very chill atmosphere, but the puzzles didn't feel very intuitive, it was pretty hard to understand what I needed to actually do.
Very creepy atmosphere and beautiful art! A good sense of urgency throughout. The wall collisions were quite frustrating though, I really struggled getting stuck on a wall every time I brushed against it.
Cute stuff! I love all the animals. I couldn't resist sending frog out with 100% deposit every now and then (it was my eventual downfall!)
This game felt like it had a ton of depth, and that my choices really affect how the playthrough pans out. Very cool, and a really impressive amount of work for a game jam!
My main criticism would be that it could do with some tutorialisation to explain what you're supposed to do, the different stats, maybe some vague indicator of how likely decisions are to influence certain stats.
But it definitely felt very close to a real game which is rarely the case for jams. Clearly well planned and thought out. Great job!
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Good stuff! I love birds and bird watching so of course I was going to play when I saw the name. A good laugh! Straightforward enough to pick up easily but also fun and interesting and funny. The noir detective music suited the game perfectly.
Good stuff, those zombies come thick and fast pretty early but my trusty shotgun mowed them all down!
Okay I laughed way too much about this guy going on and on about the beautiful aurora borealis and all manner of ridiculous inconsequential things while trying to get rescued and slowly running out of battery. Quality!
Screenshot 2026-04-22 225712.png I made it, just about! It took me 2 or 3 tries to realise how to actually shoot the missiles, but once I got the hang of it I enjoyed this. It was a good difficulty level - I had to think a bit but it felt achievable. Using money to fire missiles perhaps felt a bit unfair. But overall I had a good time playing this, and I especially liked only being able to fire on a target when they were in the blip of a radar - a cool and interesting design decision!
This was cool, I felt the rhythm timings were generally quite forgiving which is good for someone such as myself who doesn't play rhythm games (although I am a drummer) or maybe it just felt forgiving because I've got a decent sense of time (because I've seen a few people saying how difficult it was!)...I found it was easy to get the timings if I just nodded my head along to the visual queue during the preparation phase.
Anyway I enjoyed myself here, although it did crash twice at the shop (the option to press 'g' to continue never showed up'
Love the mood and the graphics, I thought the UFO was a bit too fast though, I felt like once it was after me I was never able to get away from it even going in a straight line.
A very cool concept, a really good take on a classic game, and I love the NES style art! Super difficult to get the hang of initially, some sort of in-game brief tutorial could go a long way.
Absolutely love the isometric pixel art - great job on the graphics! The game feels really well planned out and tightly implemented, but perhaps some sort of description/tutorialisation of the different units and how they work would have been helpful, instead of me taking a mission to figure it out and then restarting the game once I got the hang of things.
But overall a really good entry!
Cool idea! It took me a minute to figure out you could sort of jump mid platform to get up to higher spaces but once I realised that the game made much more sense and was a lot more enjoyable. My criticism would be to make it more obvious what can and cannot be stepped on - on the second level there was a wire up the top that looks like the wire you can walk on, but when I walked on it I fell right through.