CHAINED by Mr. Chelnoque 2017-08-08T20:31:56Z
Fantastic art style and visual design. Was genuinely quite creepy. The game-play was simple, but enjoyable. Overall, I very much enjoyed playing it.
Foon → Ludum Dare Explorer → Users → Almax
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| π₯ | π₯ | 2023 | 52 | Harvest | Harveyster | jam | 4.53 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| π₯ | π₯ | 2022 | 51 | Every 10 seconds | Metal Muscle Mage | jam | Audio | 4.63 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | π₯ | Look for The Signal | jam | 482 | 3.50 | 3.59 | 3.25 | 2.84 | 4.25 | 3.96 | 3.28 | 4.12 |
| 2024 | 56 | Tiny Creatures | π₯ | Critical Mass | jam | 198 | 3.92 | 3.88 | 3.60 | 3.87 | 4.35 | 4.21 | 3.36 | 4.50 |
| 2023 | 54 | Limited Space | π₯ | Eye See You | jam | 160 | 4.00 | 4.04 | 3.54 | 4.07 | 4.17 | 3.95 | 2.57 | 3.79 |
| 2023 | 52 | Harvest | π₯ | Harveyster | jam | 3 | 4.53 | 4.45 | 3.90 | 4.57 | 4.65 | 4.51 | 3.43 | 4.42 |
| 2022 | 51 | Every 10 seconds | π₯ | Metal Muscle Mage | jam | 76 | 4.11 | 4.05 | 4.16 | 4.04 | 4.37 | 4.63 | 4.14 | 4.16 |
| 2022 | 50 | Delay the inevitable | π₯ | Akubi | jam | 160 | 3.99 | 3.82 | 2.80 | 3.66 | 4.56 | 4.13 | 2.83 | 3.85 |
| 2021 | 48 | Deeper and deeper | π₯ | THE PIT | jam | 44 | 4.27 | 4.44 | 3.71 | 4.27 | 4.26 | 3.56 | 3.71 | 4.17 |
| 2020 | 47 | Stuck in a loop | π₯ | Time Raider | jam | 61 | 4.20 | 4.30 | 3.37 | 3.94 | 4.55 | 3.20 | 3.91 | |
| 2020 | 46 | Keep it alive | π₯ | A.D.A.M and E.V.E | jam | 116 | 4.12 | 3.96 | 3.67 | 4.16 | 4.26 | 3.94 | 3.16 | 4.12 |
| 2019 | 45 | Start with nothing | π₯ | VOID | jam | 267 | 3.75 | 3.71 | 3.18 | 2.44 | 4.36 | 1.72 | 3.77 | |
| 2019 | 44 | Your life is currency | π₯ | Royal Blood | jam | 4.00 | 3.00 | 4.00 | 4.00 | 5.00 | 2.50 | 3.75 | ||
| 2018 | 43 | Sacrifices must be made | π₯ | Cyberdisc-0 | jam | 205 | 3.79 | 3.56 | 2.77 | 2.24 | 4.34 | 4.00 | 2.94 | 3.71 |
| 2018 | 42 | Running out of space | π₯ | Terraform | jam | 44 | 4.09 | 3.87 | 3.59 | 4.30 | 4.52 | 2.19 | 3.55 | |
| 2018 | 41 | Combine 2 Incompatible Genres | π₯ | Jeff From Accounting | jam | 17 | 4.33 | 4.12 | 4.27 | 4.41 | 4.57 | 4.16 | 4.04 | 4.15 |
| 2017 | 39 | Running out of Power | π₯ | Mothership | jam | 214 | 3.68 | 3.55 | 3.40 | 3.64 | 4.17 | 1.92 | 3.36 |
Fantastic art style and visual design. Was genuinely quite creepy. The game-play was simple, but enjoyable. Overall, I very much enjoyed playing it.
Hands down the best game I've played so far, great concept, tight controls and fun progression. My only gripe is the initial overwhelming nature of the enemy fire patterns, I think it would be better if you felt more powerful at the beginning and weaker at the end, this would lend it self to a more natural difficulty curve too. Otherwise fantastic entry! Looking forward to your next one in LD40!
Ship controlled really well and I liked the aesthetic. Did feel the background could have done some more variation and colour though :)
Enjoyed the music, but found the gameplay a little repetitive. Colour combinations got rather complex too the one that ended by run was 10 long haha. Enjoyed the time I spent playing though, good entry.
Damn, that is some of the most funktastic music I've heard in a Ludum Dare game, after the intro I just sat there bobbing my head to it for a solid minute or so :)
Gameplay was solid, and unlocking spells slowly really helps to add a feeling of progression to such a small level. My only criticisms are the jump feels a bit too floaty and the camera jitters a lot during a jump.
Otherwise, excellent entry!
Excellent visuals and solid controls, however I didn't find the shooting very rewarding, sound was lack luster and there was no hit feedback which made knowing if I was actually doing damage to an enemy impossible. Would also like to have seen sprint on shift to help speed up the pace.
Solid simple shooter, extra points for using Pico8. Only gripe is the visual were a bit too noisy and it hard to teel what was going on sometimes.
Really like the power regen mechanic, having to switch ships was a challenge but satisfying! Great entry!
Movement felt a bit floaty, I also found it quite confusing where I should go next. However, the overall theme was nice and it felt like a large world I was exploring which was quite nice.
Gameplay was fun and straight forward, story was cool to follow but would have prefered mechanics such as pickups and different enemies. Also found music to be a little repetitive. But otherwise good entry!
Beautiful art, boring gameplay.
I was really drawn in my the visuals of this game, but was completely baffled by the need for so many buttons to do the same attack, unless I'm missing something. Having only an AoE damage attack meant that I almost always had to take dame to deal damage, which was incredibly frustrating no matter how carefully I played. I also found the jump to be quite floaty but I suppose that's down to personal preference as the rest of the controls were responsive.
Overall solid entry but the core mechanics need some love for it to be fun.
Excellent use of fluid simulation, very impressive for a weekend's work. Was a little hard to manoeuvre at first given the dynamic nature of the environment, I was surprised by how well it controlled. Loved the aesthetic too, simple and easy to read :)
Didn't fully understand the mechanics, I just spammed buttons and won... But it was a laugh and I haven't seen power rangers in years :)
Loved the visuals but found the gameplay lacking, would have been cool to see pickups that increased attack rate or gave you new attacks.
I found it a bit confusing to work out exactly what I was doing, but it seems like a nice idea once I got my head around it.
Lack of camera relative movement makes this game unplayable :(
Found digging things to be a little slow but really liked the mood :)
Simple but fun game, visuals were nice but lack of VFX (enemy death/hit impact) was a bit jarring
Shooting stuff was immensely satisfying in this, not sure if it was the sound effect, sharp contrast of the bullets or death animations, but it all came together really well. My finger aches.
The way the bar swings is super cute! And pooping bats reminded me of Conkers Bad Fur Day :P fun little game!
Not a bad game at all, some audio feedback on the attacks/hits would have been nice, and I found aiming quite tricky to pull off. But I did enjoy the game, nice entry!
Immediately used WSAD to fly the ship and application started crashing, then noticed your comments about random buttons causing crashes. Laughed. Played with arrow keys and had a blast. Brutal bug to have, glad you submitted all the same, otherwise solid entry.
Music is great, but there's not much to the gameplay, getting across the platforms is a challenge but only because the controls feel unresponsive and collision inaccurate. The game starts with the lantern on and I thought it had bugged out because I couldn't move - there's no explanation in game of this mechanic. Once I turned the light off I didn't have to touch it again, seemed kinda pointless :(
I have to agree with @mars that this seems to be fairly low in content for a jam entry, if you ran into problems during development try writing about them in a blog! Retrospection is a great was to learn from your mistakes, get feedback on where you went wrong and plan how you can improve next time. Don't give up! See you at LD40 :)
Cute, simple, doesn't fit theme but, well presented.
Yay! extra points for a co-op game, played it with my friend and it was a good laugh. Excellent use of Epic's assets but the scene could have done with being a bit brighter or having more contrast as it was difficult to see the enemies and the wizard. Spells were fun to use and the upgrades were a nice touch. Found the second player could get lost off camera easily - so a "teleport to wizard" button would have been really useful. Otherwise awesome work!
Addictive little game, could easily see this on a mobile device.
Excellent use of the theme and cute art style, the music because a bit grating after a while though :)
Puzzles were challenging and I liked the fact that I could memorise them and continue in the dark. Great entry!
Nice core mechanic, would be nice to see barriers for different firing types, as well as a variety of different enemies that need certain batteries to kill (elemental?). Overall great game! Played for a while :)
Absolutely stunning art, gameplay was solid too. Expected something a little more risque from a team called Pixelbukkake, but I'm not complaining. Great entry all round :)
Beautiful art style, tight controls and fun gameplay, one of the best I've played so far. My only gripe is that it would be good to be able to control jump height with longer button presses to help shoot flying enemies and time jumps better.
Thought the game was only the title screen at first haha, spend a solid 30 seconds mashing buttons and clicking randomly before I finally clicked on the title. In future I recommend you use the standard "press any key to start" approach :)
Game was simple and easy to understand. While it didn't feel finished I could see potential in your puzzle ideas. For a first LD entry this is pretty good! I've failed harder and not even submitted in the past so kudos for actually getting this far! Game development isn't easy, but keep working at it and you'll make something you can be truly proud of!
See you at LD40!
I made it! That was simple but so damn stressful! Great atmosphere, music, art and mechanics. There's really not much to this game but it's so perfectly executed that I can't complain. Great work!
Hi @mza thanks for the feedback!
Enemies generate blocks no matter how they die, via self destruct or you shooting them. This was to ensure the level fills up with blocks quickly and gives you a reason to run away from them, it's effectively their "attack".
We agree with the one kit KO being frustrating, though more due to the fact that there is little to no feedback and can feel very unfair. We have an idea for a 3 strike health system with rag dolling that might work. Any thoughts on this would be appreciated.
What GUI do you feel was missing?
The game was made in UE4, and the source is [available on github](https://github.com/Almax27/LD42-Running-Out-Of-Space)
Great little game, the music really helped set the tone and pace of the gameplay.
Found the slow drag taking capsules back quite dull but did have a few nice moments where I had to throw them away to defend myself. I think if you work on this further you should perhaps look at something other than movement speed to sacrifice, perhaps fire rate and/or acceleration.
That was a beautiful little puzzle game! Very zen, not too hard but not too easy either. The simplicity of the graphics worked in it's favour and made me feel like I was playing a board game. The "well done" at the end of each level and applause at the end was a nice touch too. Great work! :smile:
Fabulous ambience, and excellent use of the theme. I liked how the cards represented your position of being prey for the hunter, and trapped. Though I did find a bug with the Warren card, if you you go to play it and back out you'll get the rabbits anyway, kinda broke the game for me :frowning2: but my second play through I just made sure not to use it without committing to play it :smile:
Controls take a while to get the hang of, but once you're past that it's good fun! Played for a solid 10 mins but died waaaay too much :)
Possibly the most polished and well thought out game I'd seen so far this LD. Absolutely fantastic work.
Beautiful game! Controls were responsive and removing abilities was a good use of the theme. Without knowing what challenges were coming next it made the choice to remove an ability quite intense, was I going to screw my self over? :smile: luckily I didn't! My only complaint was that I found the music got repetitive after a while, possibly because it was a bit loud and grating. But other than that I had a blast! Awesome work.
That was genuinely good fun! SFX was a little loud but I really dug the interpretation of the theme, and the aesthetic was crazy, like shooting candies :smile: My only real complaint was the cursor didn't lock to the window so I kept loosing focus as I was trying to pan around looking for the next target. Otherwise great job!
Loved the aesthetic and the music fit well.
The target picking was a little off, a number of times my character just stood there while I was frantically clicking on an enemy who was hitting me lol.
The binary choice was nice, it kept the decision quick and simple each time, though I did feel there was very little skill required - just luck - to do well. Would be nice to see the combat extended in a post jam verion, maybe include blocks and parries?
We had a similar issue in our game where we ran out of time to implement features that would make the core combat more fun, so given the scope of the Jam you guys did really well!
Mrs Doubtfire noooooooooooooooooooooooooooooooooooooooooooo :cry:
@mukult Thanks! It was indeed made in UE4, usually I work in C++ but I gave pure blueprints a shot this time. The project is on github, please feel free to check it out. Any critique is more than welcome π
https://github.com/Almax27/LD43-Sacrifices-Must-Be-Made
@mahalis Thanks for the VR tip! I don't own a headset so didn't realise that was an issue, I'll add it to my check list for the next jam! :smile:
@prodigalson I wish I could like your comment more than once! We did have a serious plot planned following Disc-0 sacrificing his honour by killing his cyber gangster family. But we ran out of time to do it justice and instead went for something silly and abstract. I'm delighted you were able to project your own story on to our game. Thanks for playing!
@syrok yes, all music was made during the Jam by the wonderfully talented @dale-smith, who also did the music for our LD41 entry "Jeff From Accounting" :smile:
Great concept and generally well executed. Graphics were cute, music was a little repetitive but gave a good driving feel to the adventure. Unfortunately the randomness of sacrifice cost, unit acquisition and battles was more frustrating than fun - particularly my cleric healing himself twice and almost never healing others. I feel the cleric should always heal himself first and then the character with the lowest HP - that way if he's still the one on lowest HP it makes sense to heal himself again - or let the player choose :smile: There's nothing worse than screaming at the AI "Why the $Β£&! would you do that?!" as you watch it troll your team and let everyone die.
Wonderful entry! The music was fun and the mechanics slow but not tedious. Particularly enjoyed the dark humour and cute character animations. Overall well polished and possibly my favourite game so far :)
The light mechanic reminds me of my first Ludum Dare entry http://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21581
...Which apparently all my old LD links are dead for but it has been scraped by a bunch of flash game sites haha http://www.flonga.com/play/make-friends-don-t-bake-them.htm
Solid entry. Sacrifice theme was used well and I'm a huge sucker for clickers :)
Music was cool and style was pretty cute, had fun until I realised enemies don't attack when you push them around, then game became too easy :frowning2:. I also had no idea what the actual differences between weapons were aside from attack animation, greater damage? attack speed? Etc. The lack of hit SFX was pretty glaring too! Even something quick in https://www.bfxr.net/ would do, hard to tell if you hits connect otherwise :smile: it's a lot to get done in 72 hours though, so congrats and hope to see you next time!
Music was great! Didn't actually feel like any sound was missing, though it could have been cool to hear screams when you sacrificed people to make the decision feel a bit more weighty.
Wasn't too keen on the fast pace, it made me not care about the people and only about whether their stats were green, which took away the feeling of sacrifice.
Had fun none the less, and didn't run into any bugs. Good work!
Omg that walk animation had me in stitches, made the game for me :smile: Loved the ambience, music and SFX were great. Wish there was more to the game though, perhaps being able to distract the NPCs or an option to fight instead of run. Also as @rjhelms said a check point after you get each animal into the circle would help keep people quitting after their first failure. Otherwise great entry!!
Fantastic presentation and the dark humour was done well. Reminded me a bit of The Binding Of Isaac - except on crack.
Controls felt ok to me, perhaps a little more friction on stage 3 would be good though. If people are having different behaviours on different rigs your code might be frame dependant - make sure you're considering delta time!
The music was on point as were the SFX.
And well done for nailing your concept so well with such a large team, it can be hard to stay aligned in such a short period of time.
My only real critique given the jam scope would be the lack of land marks in the rooms, they tend to blur into each other making getting lost and/or looping on your self too easy.
But overall a fantastic entry with a high level of polish and fun gameplay. Congrats :smile:
I enjoyed the potion mixing, made me think of the witcher :) though there didn't seem to be any enemies that required different elemental damage to kill so I just kept crafting fire attack :)
Oh and I loved the boss music, made the fight feel super intense! Great work!
Beautiful aesthetic and fun characters but I found the combat a bit frustrating, Crom's melee attack area felt pretty inconsistent and I spent most of the time back peddling or running circles around enemies, which wasn't very barbarian like :laughing: Great entry over all though. Nice work!
Would have been nice to see more consequences to major sacrifices, and as others have mentioned the 2d arms were quite jarring aesthetically. However, though I didn't finish the game, I did have fun and the idea of sacrificing parts of your body was really cool!
Great game! Felt very fleshed out for the limited time frame and I loved the art work.
Great little game! Wonderfully cute and well polished. Puzzles were fun and I liked how they were done in a way to build character. I started feeling bad for the knight before the end :smile:
@jharler thanks for the feedback, glad you liked the visuals! Greg will be happy lol
Didn't think the 1 hour late second upload would be too big of an issue as Greg had made/found all the sounds during the Jam. I just forgot to hook them up until after we submitted.
I have opted us out of mood as well as audio for simplicity.
Thanks again!
@ausstein thanks for playing!
We had originally intended to author a number of level layouts and randomly pick them. Unfortunately we ran out of time and were left with my quick random area implementation. Such is the way with jams π
There were also a number of mechanics such as burning cards that we had in a paper prototype on the first day that never made it in, so we'd love to return to this game and flesh it out one day. Once we finish all our other current projects haha
At first I was taken back by the twitchy controls, but as I played I found the core experience of wall climbing and shooting really fun! Precision jumping is a huge problem though, and I'd strongly recommend adding drag to the player so they stop moving much more quickly and smoothly. The easiest way to do this for a jam is to set velocity to unity's axis input and use input gravity instead of worrying about anything physical :)
That was all kinds of weird in a good way! Fantastic use of the theme, but it would have been nice if the sound effects coalesced into something less random - then the audio would come alive too :)
I really enjoyed this playful experience. Thank you for entering LD with the limited time you had and hope you enjoyed making it :)
Really dug the visuals but unfortunately wasn't a fan of the gameplay :( The character was difficult to control and enemies mobbing you on sight made the 1 hit kill deaths feel sudden and unfair. I'd recommend slowing everything down a bit and adding an "aha! I spotted you" moment to enemies before they give chase to allow the player a bit of grace time to actually spot them and start running away :) Projectiles were way too fast too, I could almost never outrun them, and picking up minions didn't help if they were too close.
All that said I did have fun, and even though I died a lot and blamed the game I did keep playing just to try and collect the little teddy bears. So damn cute! :D
hahaha that was quite mad. The final boss was pretty intense, the music is now stuck in my head :D Overall a solid, fun, bug free experience. I did see some visual glitches (z-fighting?) and the player movement vector needs to be normalized (diagonal movement is faster), but otherwise great work!
Simple but deep. I really enjoyed this, though I died from lack of oxygen because I didn't realise I had to revisit my ship! :)
Beautiful interpretation of the theme. A hint per level would go a long way to helping those who are a little slow on the uptake (like me!). But once it clicked I had a lot of fun!
A very well presented game, the intro alone gets bonus points! I thought the music fit well but the gameplay was lacking, leaving the player to fumble around a little too much, highlights and button prompts for interactions would go a long way to improve this. Still, impressive for one person in 48 hours. Nice work!
@codeer thanks for playing! Not being able to move and shoot at the same time was actually an active decision as we were trying to stick to the PS1 style and games back then usually had the same behaviour because of full body animation limitations π
@ismael-rodriguez maaaaaaaybe.... :wink:
Plays much better with a controller. I didn't realise I could jump with keyboard controls because I have a QWERTY keyboard, so 'w' was actually jump for me. I'd recommend using XCV, rather can ZXC in future as they are in the same location for QWERTY and AZERTY.
Controls aside, I loved the art style and mood. The gameplay, while simple was actually pretty fun, particularly juggling the falling swords! SFX/VFX when attacking and hitting swords would go a long way to make the mechanic more satisfying. I'd also suggest making the flower a different colour from the rest of the ground, I had no idea where it was for ages :D
While visually simple this is a deceptively deep game. I loved the way each level escalated the panic of you trying to get a block in place at the right time. The difficulty was spot on; mechanics were introduced at a good pace; and harder levels starting with the character in a "safe loop" never let the player feel overwhelmed with too many new things at once. My main criticism would be the audio, unfortunately I found the music too repetitive and had to mute the game after a few minutes, though the player SFX were spot on :)
Also! The "YOU WIN" level at the end with the player infinitely bouncing was cute, and a satisfying ending to an excellent LD entry! Nice one!
Interesting take on the theme, though I found the gameplay lacking. I did like the cute images for the towers, it's pretty abstract and a very different spin on the traditional tower defence aesthetic.
Controls really messed with my head, why is up not up!! The noise in the background of the footsteps was irritating but the rest of the SFX were fun - "Mooooooooooo" And I really like the graphical style, it's clean and reminds me of old PC games from the 90s :D
Absolutely loved the concept for this and wasn't disappointed. There as a bit of a The Sims vibe with all the little thought bubbles floating around and running about yipping in people's faces to wake them up themselves was fun. The variation of music was cool too. Great work!
This was so much fun! That "battle music" got me pumped every time I failed. Though I think the staring contest was the hardest of all the minigames, probably shouldn't have started with that one :smile: loved the way his head spun on his neck though haha.
Short but cute game. Great use of VFX. Would have been nice to have more to do than just collect syringes, like moving obstacles out of the way or shooting enemies. Otherwise good work! :)
Beautiful aesthetic but I found the gameplay a bit awkward, it would have been nice to have more subtle control over the vertical boost - something like Jetpack Joyride would have been perfect, as almost every time I pressed space I hit the ceiling and took damage. In fact my best run was one where I didn't press any buttons at all and got lucky with bounding off the tops of obstacles :laughing:
Good idea, but poorly executed. The camera obscured balls and kicking them about was really awkward. A pickup mechanic would have been preferable, or a dribble like in football games. I did enjoy the band's animations and music though.
I have same issue (404) on itch.io, though the window dropbox download is fine.
Playing through this was a strange mix of emotions for me. I don't usually like relationship games but the pacing here was really good, and the mixture of minigames helped to keep things from getting boring. I didn't enjoy the context-less conversation options though... at the start I felt like a creep and during the "fight" it felt like I was just abusing her for no reason. I understand what you were trying to do, but it needed context, otherwise it just makes the player feel like an asshole.
However, I took a step back an tried to let go of those feelings in the understanding that this is a game jam game, and I'm sure you weren't trying to make me feel like a creep or an asshole :)
On my second play through things felt a lot more different - I gave context to the conversations myself (was of saying goodbye for work each morning, and an argument over going to a friend's party). This made the minigames after the fight have a deeper meaning, I felt sorry for lashing out and had to work hard to make it up to her.
Annnnnyway, yeah, this game definitely made me think a bit about what makes a good relationship game and even though I don't usually like them, what kind I would prefer to play. So, thanks!
The polish here is amazing! Loved the transitions and gameplay was simple but addictive. An impressive amount of content for a game jam too. Great work!
Cool idea! I didn't really have any problems understanding the controls or the spacial puzzles, but having to press space to switch views seems wholly unnecessary as you've got each view mapped to a different set of buttons. I kept wanting to control both at the same time!!
I walked past the mana spark and couldn't go back!!!... took me a solid 20 seconds before realising move left is 'Q' on a QWERTY keyboard haha. You must use AZERTY.
Gameplay was a little slow to start but it introduced the mechanics very well, and there's a lot of variation here with the spells! Nice work :)
This is really cool and reminds me a lot of a previous LD winner: Dark Soil https://ldjam.com/events/ludum-dare/41/dark-soil
The graphics, as others have mentioned are amazing. Music was fitting and the controls were tight. It took me a minute or two to cotton onto the mechanics though, but once I got going it was a lot of fun! Great work :)
Wonderful idea, and well executed. I did experience the bug where the floor didn't spawn, but restarting the game fixed it. Actually had a lot of fun!
Cool idea and thematically well executed, but the collision was unpredictable and buggy, and the bullets came from a point inset to the right of the screen, so I could walk in front of them and not take any damage at all (fullscreen 16:9).
Cool collection of minigames, the quick restart is great and helps to foster that "just one more time" feeling. A tutorial or "easy mode" the first time a player see a new game type would go a long way to making this more approachable though, as the lose conditions aren't always very obvious. Otherwise awesome work!
Art was cute and the music set a cool atmosphere, however I don't think they gelled well together, everything was a bit too brightly coloured in my opinion in contrast to the dark music.
Gameplay-wise the one hit kill was brutal, though the idea of having to think about both your position and those you needed to protect was cool, particularly when you had to start moving them around. Moving people around was awkward though, I think adding a bit of stickiness to the character or a "pickup" mechanic would have helped immensely. Echoing @corc0 the wall collision caught me out more than once too.
Otherwise I did enjoy my time playing. A solid entry, well done!
Very cute art style! I found the gameplay to be a bit slow though as @blakegamedev mentioned you do spend a while just waiting around for fishermen to appear. A secondary objective would have really helped, like feeding the fish pickups to boost their points value or something :)
Could you provide a download to the original submission? I can only see the latest version dated 24/04 on gamejolt.
@dubdisk Sorry, nothing happens when I click download on that link, I don't think the site serves my region - I get 404 when trying to view the file. You really should have the original submission on your gamejolt jam page so people can judge the game you made within the time limit as well as enjoy your fixed version.
@dubdisk Thanks!
I really like the art style, it has fantastic atmosphere. Starting music was good but the second track that triggers gets a bit repetitive, the SFX fit the visual style, but were too loud imo.
Not entirely a fan of the control changes, I almost prefer the original. Gravity only needed to be a little higher for the character, you want some level of float to the jump as it gives the player time to adjust in the air (see mario/super meatboy/etc). The main thing problem in the original was that you couldn't control the jump height, which you did fix in the new version! Though I would suggest modelling jump release as a gravity multiplier rather than zeroing velocity to avoid that abrupt feeling for shorter jumps.
The new version had a number of level changes, from platform sizes to enemy placement which made the game a fair bit easier. But in general the game was fun to navigate with a nice mixture of combat and platforming.
I also appreciated the increase in the health bar size, I didn't even notice it on my first play through haha. Though I think it would be easier to read if it had a "container" rather than sitting alone so you could reason about deltas better, as well as being left/right aligned instead of centred.
While the above are not "new" features, I do consider them "polish" changes that address non-breaking issues, so I won't consider them in my rating. I don't think changes should be allowed outside the time limit unless they fix problems that prevent people playing. Sorry for being a pain about that :smile:
The original submission was solid though, I had a lot of fun, and didn't encounter any bugs!
@vivien-fargette Thanks for the feedback! When we set out we wanted the treasure to appear after a miniboss half way through which you had to fight - so upgrades were more crucial, but we didn't get time to implement it. The risk of increasing the time of the first run is players finishing the game too quickly. I definitely think we need some way of "earning" the treasure instead of being able to run straight to it though. We might do a post jam version as we also had a bunch of trap and puzzle room ideas too!
Cheers for playing :smile:
Great atmosphere, and I love the character walk animation. Would have preferred some more directions/prompts as while I enjoy a mystery, walking around and interacting with everything multiple times to find the right thing became a bit tedious. As @automatonvx mentioned a visual cue would have been really useful - maybe when you get close as a prompt? Otherwise a solid polished entry, nice one!
Good use of non-euclidean space, ran into a a few bugs, notably falling through the floor in the holes between rooms. Loved the atmosphere though, great entry!
Ran into a few bugs, managed to break the shoes minigame a few times by throwing them off screen. But a nice interpretation of the theme and as @monetai says it's cool to see an android game!
Name made me play, great game made me stay :) Puzzles were simple enough to not outstay their welcome, and I loved the simple pixelated art style. Overall a solid polished entry. Awesome work!
I also get a 404 error on itch.io - make sure you've set your project's visibility to public - you can test it with an incognito browser window.
As for the game, it felt a bit too random. Most of the time I ended up getting frustrated and just firing the particle in any direction. I think having a rhythm to the windows of opportunities between cells would have made this game amazing - particularly if it was in time with the music. Graphically the game was engaging and the music was spot on. Overall good effort, looking forward to playing your next jam entry!
Great aesthetic and audio! The gameplay was simple but engaging. I loved how the rocket launcher felt, but found the character a little uncomfortable to control - primarily due to enemy hit boxes and the character feeling a bit too floaty. As others have mentioned the levels do all look/feel very similar which can make it difficult to tell if you're doing the right thing to break the loop.
All that said it was a very polished entry and I had fun playing! Looking forward to your next jam game!
Really solid set of mechanics, I could see myself loosing many hours in this game. I hope you keep working on it! :smile:
Solid game loop, reminds me of a lot of mobile games :D If you take the project further definitely consider publishing on mobile!
Atmosphere was on point! Music got a little repetitive but the visuals were really moody. I enjoyed the light mechanic though I had to visit the ldjam page to find out how to clear a level (light all the lamps) - so that could probably be better explained in game :)
Fun game, but suffers from communications issues * No combat damage feedback * Base health should be on screen at all times, or you need an alert when it's under attack since it's a lose condition. * Some kind of feedback while directly mining would help both mechanic discovery and satisfaction/feedback. I found sitting still and mining to be pretty boring.
All that said, I really liked the atmosphere, and would be interested in playing more if you take it further :)
I'm at a loss for words. This game impacted me on both an emotional and physically level, and I feel like life through the lens of an ice cone is one full of cold hard truth.
Pretty zen experience. I found the attack animations a bit unresponsive, and movement (particularly on controller) was sluggish, but I really like the premise of the game, and the aesthetic/mood was excellent! Great work :)
Great concept, and very well executed. Combat was tense and while obvious in retrospect it took me one run to realise there was a colour matching element to it. Loved the pixel art style too!
Artistically fantastic and the music fits well. Took us a while to figure out how the mechanics worked and we had a fair bit of difficulty making diagonal jumps with a controller, switching to keyboard helped a bit, but we found we had to press ourselves up against platform edges to feel confident we'd make a jump without falling. Ideally some form of visual indication would help here, and while I appreciate adding diagonal player sprites was possibly out of scope for the jam, a small arrow or marker would have worked well. Alternatively dashing towards the cursor would have helped immensely for K/M.
The levels we generally well designed, and combat was engaging. however we didn't finished the game due to the frustrating platforming :(
First off, excellent tutorial! It was presented in a fun engaging way and wasn't too long that I just wanted to skip thought it - one complaint though, I couldn't click on the "click to continue" text to continue :smile:
I think the game itself was simple but fun, escalation was at a good pace and gave me plenty of time to learn the mechanics in my first run without getting overwhelmed. Music fit the mood and the art was cute af.
Great work all round, well done!
Just fantastic. Thank you.
Fantastic entry! Very moody, very pretty, and on the whole, very fun. I particularly like the credits scene where I was able to keep fighting - which reminded me a bit of Nier Automata. My only gripe was the platforming felt a bit clunky, mostly due to the lack of air control.
First off the voice acting really added a level of gravitas to the game! Well done :) The game itself was fairly well balanced and the combat was satisfying, but I did find it a bit of a grind. Would have been nice to see some ranged enemies thrown into the mix, and the combat was generally pretty easy until the last health bar of the boss, where running in a circle was pretty much the only strategy to stay alive. Overall a solid entry! Great work!
You're clearly Adventure Time fans and I'm pretty sure I saw Finn on one of the cards :P Over all I really liked the gameplay concept, but it definitely needs some more time balancing. I'd also recommend you remove the pause when changing modifiers, as it really breaks the combat flow!
Great use of the theme and polished implementation. Some visual examples of how to use/connect each building type would be really helpful during the tutorial. I never worked out what the rotator did since energy seemed to connect between different angled transmitters.
Simple puzzle game, with a solid use of the theme. I think this could have been quite fun, especially with hazards, but I got softlocked from not being able to pickup coins if I placed commands underneath them. Either let the player pick them up, or prevent them from placing the commands. It would also be nice to be able to remove the commands and mark them as "used" once they have been interacted with once.
Really liked the style of this game, but found the gameplay a bit frustrating. Took a bit to figure out the dash/platforming mechanic, only for it to switch to an fps. Would have been nice if the enemies made some sort of sound or had direction indicators as I found myself dying to enemies off screen a lot. :)
Incredibly polished game! Unfortunately I found the gameplay a bit too repetitive and unengaging. It would have been nice to have the mechanics integrated with the art a bit more, instead of just matching unrelated symbols. And it would have also been more satisfying to see the patients smile after being cured :)
Fantastic game idea that unfortunately suffered pacing issues due to the use of the 10 second theme. Reminds me heavily of Plants vs Zombies! I loved the mechanics but just got bored and frustrated waiting for the night and day cycle to tick over. I also think a togglable legend would go a long way to help new players understand the mechanics. You should definitely consider taking this concept further, I could see it doing very well on mobile (particularly with PvP). Great work!
Interesting concept, great interpretation of the theme and I liked the aesthetic, but unfortunately I ran into a lot of bugs; from the ship rotating randomly when reversing to my gun not firing, which, on top of unpredictable controls - for a game with instant death if you touch something - made the gameplay rather unenjoyable.
Really enjoyed the concept and sense of humour in this, but like a lot of people have been saying, it was punishingly difficult!
Fun concept, very cute game! I liked how the difficulty increased over time as more mushrooms types were introduced. The SFX were very satisfying too. "Pop" :smile: Great work!
It goes without saying - amazing art style. Gameplay loop was solid too with an impressive number of levels. One of the best games I've played so far!
Loved this entry. The visuals were great and the audio fit well. Not too difficult, and very zen. The addition of the gold tuna helped to reward exploration... and the ending was surprisingly dark/topical. Great work!
@nicekot Thanks for playing and for your kind words! You can use the J/K keys instead of the mouse if you're finding it difficult to control, or you can use a controller. Also the game only goes up to 10 seasons, and you make money by cutting the field after killing the birds (you should be able to get between $100-200 each harvest - just try not to cut the field before it grows!). If you did indeed make it to season 12 please let me know as I'll have to dig into how that happened!
@miltonnh25 Thanks for playing! I was hesitant about the stamina system too, but felt it added more tactical choice to the combat in the end. We do have a subtle sound play when you try to attack/roll without stamina, but perhaps it's not obvious enough. Have you played games like Dark Souls or Skyrim? Do you find you have the same issue with them?
As for the crops, I totally agree. We wanted to have the enemies target the crops, start fires and generally give the player more of a reason to move around the map but the AI was one of the last things to come together and I wanted to make sure the combat loop was tight rather than adding more complexity to it. Definitely something I want to explore in a post jam update though if we do one!
@metzkermeister Thanks! Trust me, it came in very hot :rofl: we almost didn't have a working AI. The trick is to polish as you go, but the risk is you run out of time to get critical features working. It's a hard balance to strike!
A few people have encountered that bug and I am thinking of doing a post jam build with bug fixes and new content, but I'd like people to judge what we made in the scope of the jam for now :smile:
@lenaschimmel thanks for the kind words and the heads up on the bug fixing. I tried to avoid fixing anything after the submission from a purest point of view - i.e. the game represents something made in 72 hours, warts and all.
Unfortunately I didn't have a Mac to test on and trusted Unity to publish correctly on Windows. It may be an issue with file permissions not being set if not built on a mac perhaps?
You have the same security issue when building anything from source on windows too thanks to binary signing.
I'm working on some bug fixes this evening and will up load a build tonight or tomorrow :)
Beautiful entry. The pixel art was excellent, audio helped build the mood and the writing was generally engaging (although unfortunately suffered a from poor grammar and spelling, which broke immersion for me). I enjoyed the puzzles, especially for a game jam the inclusion of the alchemy table was fantastic. My only other gripe is that the hit boxes for picking objects was a little fiddly, and would have benefited immensely from some form of highlighting. Otherwise one of the best entries I have played so far, well done!
Fantastic little game! So much content for a jam entry I'm impressed! Loved the aesthetic and audio (great layered music btw). My only real gripe - and this is nit picking - is the pause at the end of the dodge is far too punishing. I died a number of times by dodging a melee attack, only to be shot by a ranged enemy while I was frozen in place at the end of the dodge, which made me feel like I was fighting the game, not the enemies :sweat_smile:
It was a cool concept. I liked the idea of planting seeds and then harvesting them to upgrade your ship. It was a bit confusing at first, but I really liked the cute characters. Adding more upbeat music when fighting would have made the game more exciting, but I had fun! Thanks! :)
This was an absolute pleasure to play! From the graphical aesthetic to the gameplay, everything was polished to a T. It was great to see another game take a shot at physically harvesting a large area (we cut ours with a scythe in Harveyster) and would be interested in how you implemented yours. I could see this being a lot of fun in multiplayer too, if you can work out a way to synchronise the world state efficiently :)
A simple shooter, that is unfortunately plagued with some fundamental problems. As others have mentioned the pacing of the game, notably the pickup speed is very frustrating. The camera slide is unnecessary and adds more confusion/discomfort than tactical choice. I also found the speedup/slowdown mechanics quite difficult to read: the stars move quickly and the foreground moves slowly - this is very unintuitive as it's not how things work in reality, where objects closer to you appear to move faster than objects further away.
I did quite like the aesthetic though and the music/sfx was well chosen to match.
I think you have the beginnings of a cool game here, and it's easy to forget that even just submitting a completed game for Ludum Dare is a huge achievement. So I hope to see you back for the next one! Good work :slight_smile:
Very fun game! Personally I liked the speed and chaos, although I did find it difficult to dodge the pesticides - perhaps some indication of where things will spawn or have them in a "ghost" state for a second to give players more time to respond? I ended up playing it through multiple times though, so it definitely has an addictive quality :rofl: great work!
I love the use of the theme in this one! The art style was the perfect mix of cute and creepy too. Unfortunately I didn't find the gameplay particularly fun. It would have been more interesting for the shop to have less slots than the number of candy types, although I didn't play for long as the game softlocked after enter the first house on the night shift. I'd love to see this idea developed further! Great work :)
One of my favourite games so far! Once I saw "Dune", I said to my self "This better be good!". And it was. Fantastically intense mood - especially when the worm appears! And a solid balance of mechanics. There's really not much to fault for a jam game. Nice work!
Interesting mechanic but I wasn't sure what my objective was. Does the game end when I reach a certain score?
Gameplay implementation was very polished. Great camera, and combat feedback. Cute pixel art, although music got a little repetitive but I'm really impressed you managed to get a boss fight in within the scope of a game jam! Overall a really solid entry, great work!
Very cute, reminds me a lot of Overcooked, I think this could be great as a local multiplayer game :) Nice work!
Fun concept but I found it a bit too "idle". Graphics were cute and the audio fit the game well. Adding an active mechanic like clicking on the carrots would have helped keep the player engaged while they're waiting for the numbers to tick up.
This is a really cool little game :) Loved the art style and core gameplay loop, it was surprisingly well balanced! My main bits of critical feedback are: * Movement audio should be quieter than the music * Health bars should be a different shade of red, or better highlighted as I died a few times before I realised I shout be shooting the flames.
Cool idea, I love the idea of a knight in space! But unfortunately I struggled with the controls, and it took me a minute to realise what I was supposed to do, floating in space is really difficult to get right! A bit of music or even a spacy drone would have gone a long way :)
I wasn't sure what my goal was, and the triple jump + sticking to walls was odd, but the ambience and character design was cool!
Would recommend looking at games like Mario and Hollow Knight to learn how their cameras work, a good camera makes a big difference to how a platformer feels. Here's a good breakdown of Mario's: https://bymuno.com/post/camera
@kilian-liccia thanks for playing! If you build a wood or berry store you can assign idle villagers to them. There are a lot of mechanics in the game with no tutorialisation. It's something we planned to have explained through the game progression (unlocking buildings when you go to worship, popcap increasing per house, etc) but just getting the core features in took all the time we had!
I might write a retrospective for this jam, and do a post jam update because while I think the idea was great, the execution could have been managed better :)
Quite enjoyed this, shooting fireballs was satisfying and there was a good variation in cards/abilities. I found the character movement a bit awkward and floaty and would have loved to see card combos. Otherwise good choice of music and nice graphics, awesome work!
Holy crap, how does this not have more votes?! Beautifully polished and excellent design. Needing to balance the rate at which you plant seeds against your level to make sure you don't screw yourself over is genius. The music was fitting and not too repetitive, and the graphics where just the right balance of cute and dark - reminding me a lot of Shovel Knight. Great team work, larger teams do tend to suffer sometimes with clashing styles or convoluted design, but this was a wonderfully simple, coherent and well directed experience from start to my embarrassing death being swarmed by the purple blighters near the hanging tree...
I loved this! As above it would have been nice to see wider variety of card effects and a combo system, maybe represented as held cards, so you can cast or hold a card (right/left click). E.g. * Electric = 1 damage to enemies within a cone * Ice = Freeze enemy in place
So by having 1 electric and 1 ice in your hand your next spell might freeze enemies in a cone.
My main gripe was how the cards threw from the right, which made predicting where they'd go really difficult, but otherwise really fun to play, great work!
Edit: Also the enemy animations were super cute :)
This is honestly the most complete game I've seen in a Ludum Dare, and reminds me a lot of Blood Bowl. Music wasn't too repetitive, pixel style was spot on and the gameplay was excellent: both easy to learn and with enough depth to keep things interesting. 5/5 will play again soon :)
What an amazing concept! Genuinely would like to see this expanded with more maps and unit types (rock, paper, scissors, lizard, spock?!)
My only gripe was the replication mechanic, it felt forced and poorly communicated, I think the game would be stronger without it.
Winner winner chicken dinner!
That got pretty close in a few places, but the shortcut over the top of the rocks really helped :)
Excellent game, possibly the best I've played so far. Great work!!
Cool idea but the controls are more frustrating than fun :( Loving the pixel art though, and while a bit repetitive the music fits well :)
Awesome concept, kept me playing for a while, I like the simple yet deep strategy in potting your turrets but making sure you're actually protected by them at the end of the turn. Genius! Graphically very simple and I did encounter a game breaking bug - getting stuck inside a wall so the zombies couldn't reach me. But otherwise this has great potential, you should definitely consider taking it further, it might do particularly well on mobile :)
@Kamranicus Thanks for the feedback dude! Looks like the last navmesh bake I did just before submission resulted in a painting spawning up on one of the top right ledges in the hall. Rebaked and moved him to a safer spot :)
@Karai17 thanks for playing! You can sprint by pressing Shift which should help you get some distance :)
@Benjamin-San-Souci thank you for such a wonderful comment! We're overwhelmed by the response we're getting and are really excited that people are enjoying the game so much :)
Thanks for playing @Tymus!
I'm afraid I don't have an AZERTY keyboard to test with, but on the windows build you should be able to rebind the movement keys on the launcher's "Input" tab.
We're working on a post jam version, which could support some remappings for AZERTY.
Do you have any good examples of games that have good AZERTY support for reference? - I'm curious how this option is presented, or if it's usually picked up automatically.
@Shess thanks! If you're interested in how we made it please check out the [source on github]( https://github.com/Almax27/LD41-Jeff-From-Accounting)
We have also written some retrospectives - [An art retrospective](https://ldjam.com/events/ludum-dare/41/jeff-from-accounting/jeff-from-accounting-a-retrospective-art) - [A code/design retrospective](https://ldjam.com/events/ludum-dare/41/jeff-from-accounting/$94636)
@Solrun such a detailed review! Thanks for being awesome! We're currently working on a post jam version which should address some of the combat issues. I'll also look into adding some attack delay/telegraphing to help alleviate the hit box issue you mentioned.
Fun and well polished! If a little unforgiving :)
Fun unique idea but I struggled with the controls, having to look down all the time made it frustrating to navigate, though I'm assuming that was by design to increase the tension from not knowing where zombies were :)
Not really a fan of battle royale games, but this was an interesting spin. As mentioned above the AI didn't seem to do any damage to me but it was pretty fun to explore the world. I could see this doing really well with an XCom style action points system and point to point pathing rather than queued manual movement. Otherwise cool entry :)
Damn that was super fun, I'm definitely bookmarking this to play again later. Hitting enemies is incredibly satisfying, and the SFX / VFX provide excellent feedback. My only real issue is that I found the controls to be a bit too floaty; specifically the fall speed being too slow, as there was a number of times I was waiting for him to fall and feeling frustrated I couldn't get to where I wanted to be faster. Other than that excellent entry!
@lukbebalduke When I want to control air time and jump height I usually use two gravity values, one for while the jump button is pressed and the other when it is not. This gives more control to the player, allowing them to exit a jump earlier if they want to, while keeping it predictable from a design perspective. I'll follow you here so please make a blog post if you release a build with any changes, I'd love to try them out! :)
Really nice concept, and well executed. I found the fire rate being per player rather than per tiny world frustrating, as it wasn't always obvious when I could fire and ended up spamming the button :) Excellent music and beautiful graphics, great work!
Great idea for the theme! Gameplay was challenging, fun and not too frustrating... when it worked... unfortunately the arrows kept falling down in wide overlapping chunks; disconnected with the music, which made the rhythm aspect broken and borderline unplayable for me :(
Damn that was a blast! So satisfying to see all that moolah drop :) I kept playing until the 5-6th level but had to stop because the screen shake got too much - I'd suggest putting a clamp on it lol
I wasn't sure what the skeletons or fireballs actually did? Was I meant to hit or avoid them? The car controlled well until I hit a wall, which ejected from the level on two occasions. It was fun and satisfying knocking the skeletons over and the audio cue while doing so added to the whole effect.
Stunning game, flawlessly executed. I love the visual style and intuitive controls particularly. Honestly can't find much to fault with the game itself that hasn't been mentioned above, but personally I don't find it meets the "incompatible" part of the theme too well. Stealth and puzzle are very compatible game design elements that generally go hand in hand (it's a puzzle to complete a mission using stealth). Otherwise as I say, stunning game :)
Took a while to understand what to click on or what to do, a quick overlay at the beginning explain the UI and game objectives would help a lot! I got a "You Died" message as soon an enemy attacked my barracks, which seemed odd - I assume buildings should have health or do I have to stop enemies from entering my base? As I say, you need to explain the rules in the game :)
Tried playing again and no one seems to be doing damage to each other - I assume the numbers above the heads of each unit is their health?
Untitled.png
I agree with @Vrarr it would be nice to get stealth back after X seconds or Y kills. I would also suggest lowering the enemy bullet speeds to make dodging more about skill than luck :)
Otherwise a solid entry, didn't run into any bugs and the controls were responsive. Great work!
Cool take on the theme and novel implementation.
The game itself was pretty bare bones and easy to beat, if the enemy shot back at you or in straight lines it would add a bit more unpredictability and timing to the game. As it stands it's just a case of mirrored moving exploits - move when they are against a wall.
I did find it funny that I could see the other levels when in first person view though - maybe not intentional but I thought it was a nice touch.
Overall a great entry, I had fun :) nice work!
Feedback on energy/s (both gain on purchase and current) for each item would help make progression more satisfying and help players understand how to min/max - which is one of key addictive features of a cookie clicker game. Otherwise I really liked the idea and it's a pretty zen game to play. Nice work!
I didn't know what to do in the beginning but after placing my first turret I didn't seem to need to place any more... I got to wave 15 before giving up. Do the waves get faster or stronger? I did like the audio though, it's fun to see games that do all their audio with voices :)
Lovely little survival game
The dialogue was a nice touch, though hard to read sometimes as it didn't quite fit in the speech bubble
Good choice of music, and lovely visual/sfx atmosphere.
Main gripe was un-normalised input vectors. Not sure if intentional, but moving faster in the diagonal is just weird to me! :)
Beautiful aesthetic! And really tight, intuitive controls with well designed hit feedback and projectile behaviour. Lack of music really dampened the experience for me though. Something low-key and pulsing would have been ideal - particularly if enemy shots were timed with it. Otherwise fantastic entry, nice work!
Had to restart the game a few time because clicking on the main menu lost me button focus and I couldn't see the cursor lol
Enjoyed the visual atmosphere but the SFX was quite jarring.
Player movement animation was cute and made me feel I was playing a board game.
Overall good entry
Cool idea, but I experienced a few bugs :( * Teleporting around every time I jumped * Pins disappearing/teleporting as soon as I threw the grenade * Game didn't seem to end, but allowed me to keep throwing grenades
Would definitely benefit from a trajectory indicator but other a pretty solid fun experience - explosions where particularly satisfying
That was a trippy experience, thank you :)
I struggled with the mouse input somewhat, but controller was fine :) super cute style and good execution. Would be nice to see some abilities - maybe a dash attack or AoE ground-pound to mix things up as combat gets repetitive, but otherwise awesome work!
Please add keyboard support! I've seen a lot of small hand card games this LD most of which require you to make quick clicks on the cards with no keybindings, which personally I find quite awkward and stressful. Number keys or QWERTY would be fine.
Input rant aside, I really enjoyed this game; agree with the above comments on needing more contextual cards (no point in attack or shield if there is no enemy on that platform) and I definitely see it doing well in the mobile market.
Great work!
Nice idea, the music and SFX were great. However I didn't even realise it got faster until I read the comments, but maybe I suck. One thing that did irk me though was no capital letters after full stops! :)
Wonderful idea, and very well executed. I struggled to understand the impact of the interactions with Flufsky for a few minutes - giving me the game over screen quite a few times. It would have been helpful to see +- numbers next to each bar when you give him food, pet him etc. But otherwise this is an excellent interpretation of the theme and a blast to play :) great work!
Super cool idea and well executed, I liked the simple to learn hard to master elements of the cards and the complexity/madness introduced by multiple balls. I did however encounter a crash (read: hang): Untitled.png
Otherwise I had a lot of fun playing and it's always nice to see games made in fantasy computers :)
Genuinely had a lot of fun playing this, the music was over the top and silly as was the concept. Visuals were pretty simple but this reminded me a lot of the old shooting games on Miniclip, nice work dude!
I quite like the interpretation of the theme "fire and ice" and the simple puzzle mechanics, but the snail like pacing of the game along with floaty controls and slow character movement killed it for me. Lovely aesthetic and it was cool to hear different music for each area, but for me, this was too much content not enough quality.
I loved this! The visuals and audio were cute and blowing stuff up into little cube was incredibly satisfying. My only gripe is the controls felt a bit too floaty, I struggled to get through door sometimes and it put a dampener on the fun. Otherwise awesome entry! Great work :)
Damn that was tight. Felt like learning a new instrument haha, finding the most optimum finger placement to type each word quickly! My only gripe was the music got repetitive very quickly :( but otherwise beautifully presented and well designed.
I tip my hat to you; a fun educational game; I actually learnt things! Woop!
Found controls awkward, allowing me to use WSAD or Arrows for move but only ZX to attack seemed like a strange choice, I'd recommend supporting left/right mouse clicks for attacking too.
Otherwise game was pretty fun, the spin attack was very satisfying to land though the little attack felt fairly useless :)
It would have nice to have a dash attack too, for more risk/reward manoeuvres
Fun idea and nice aesthetic, but due to poor communication of what's coming up behind you damage taken from other cars felt very unfair. It also took me a while to realise I could raise the car up with spacebar, at first I thought it was impossible to avoid some of the x3 spike rows.
The game made me laugh a few times with the physics, but I felt like I should have been able to jump on top of the single story buildings. It became very awkward trying to build my own buildings. The audio was nice, but the stealth aspects never seemed to be a concern as no one did anything as I stole/built things. Unfortunately I got pushed under the ground twice while playing which made me give up, see the screenshot below
Untitled.png
Please upload again with the UnityPlayer.dll, also I'd recommend you add a cover picture for your game to increase visibility :)
DON'T TOUCH MY LOOT
Simple but so satisfying to whack enemy cars! Upgrades where a nice touch and kept me playing for longer. Music was cute, if a little repetitive.
Overall excellent entry, no bugs, responsive input and fun to play! Well done!
Reminds me of playing overcooked, solid graphics and audio, but the controls made me want to rage quit. I understand a big part of the game is the difficulty navigating, but it still felt frustrating. Nice idea though.
Nice idea! Not seen many card based games :)
Likes - Pumping tunes - Addictive gameplay
Dislikes - Needs keyboard support - QWERTY for the cards would have been fine - 3 lanes and 5 cards led to quite a confusing start - thought I had to match symbol to card in that lane
Really liked the pixel style and the music was epic!
However like many above I just spammed buttons with no penalty which sucked all the challenge and fun from the game :( I also felt the pacing was a bit boring. It would have been cool do see more than one enemy on screen at once and for the character to slow down - almost like a quick time event where I had to hit the buttons in the right order.
As for penalties, perhaps every time the wrong button was pressed - i.e. a failed cast - knock the wizard backwards towards the chasing knights. When the wizard reaches the knights it's game over.
@beastpanda our idea was that you have psychosis, and are interpreting various things as "signals" to shoot. I think we could have done a better job at selling that, but we also wanted the experience to speak for itself - as telling you what's going on somewhat defeats the attempt at simulating psychosis.
Thanks for playing, I'm glad you had fun!