FoonLudum Dare ExplorerUsers → Almost

Almost

Overall Medals

YearLDThemeGameDivisionOverall
🥈 2010 17 Islands Tiny Armada compo 4.03

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCmCo
202659Signal👥Sneaky Signalsjam1094.023.814.274.594.174.054.174.13
202557Depths👥Aerofish Projectjam2993.723.513.743.634.053.023.38
202354Limited Space👥Final Frenzy!jam1094.093.764.343.984.503.704.084.13
202352Harvest👥Foraging Frenzy: Too Many Plantsjam4263.473.413.684.024.083.093.52
202251Every 10 seconds👥Sweet Nightmarejam3323.743.753.924.214.063.643.403.52
202250Delay the inevitable👥Against The Hordejam3703.773.733.724.033.982.782.293.50
202149Unstable👥Angry Girl Wants Bunsjam9843.342.913.012.833.983.373.243.36
202148Deeper and deeper👥Descendjam2683.933.893.044.393.933.363.213.75
202047Stuck in a loop👥Ascendjam2543.933.594.064.324.434.012.944.04
202046Keep it alive👥Peacock Potionsjam584.204.173.824.304.223.953.464.44
201945Start with nothing👥Blackoutjam1143.983.743.643.933.843.562.673.90
201944Your life is currency👥Tecuhtliztacuhxochitl's Sacrifice Simulatorjam6443.343.173.313.672.413.172.942.84
201740The more you have, the worse it isCollateral Damagecompo3183.413.452.753.313.162.852.86
201532An Unconventional WeaponUmbrella Defendercompo1973.603.463.584.043.252.7644
201429Beneath the SurfaceThe Minecompo1103.773.563.563.953.532.742.423.2877
201225You are the VillainWandering ViIllainjam2442.692.422.462.693.772.5022
201018Enemies as WeaponsTakeovercompo593.082.773.044.083.501.131.223.603
201017IslandsTiny Armadacompo24.033.903.504.173.731.251.913.6217
200915CavernsCave Bouncecompo183.643.673.893.413.191.331.603.0449

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Almost

LD18 — Enemies as Weapons

Loputon by pekuja 2010-08-29T14:46:00

First two tries I died while accomplishing nothing. Then I realized that I could aim the bat/dash with the arrow keys and it became a lot easier and much more fun. Also: It would be nice to not have to default to dashing in the facing direction if no keys are pressed. I was confused for a while as to why I could only sometimes dash.

Loputon by pekuja 2010-08-29T14:48:00

High score 33 million, by the way.

Takeover by Almost 2010-09-03T21:03:00

Beam didn't actually make it to the released version; it looked cool but wasn't complete enough. The last screenshot is of said old version

Attack of the Jartos by Vieko Franetovic 2010-08-23T23:59:00

Them hopping enemies are really hard to click on. I actually assumed they were unclickable after a lot of attempts. But then it was impossible so I kept clicking on them and eventually got it. Though they're hard to click on.

Daremon by Fiona 2010-08-22T22:05:00

Creatures are cute.
I just started, and a lot of little things are bothering me. game uses Arrows, Enter, and Mouse. There is no comfortable way to fit your hands to these keys. WASD [any key near WASD] and mouse would be way more to my taste. Or even WASD ENTER nomouse
One hits everywhere, and things always get away. Captures seem to be very unlikely on creatures at full health, and weakenign them is harder still. Anyways, Either enemy 1 hits me, or I 1 hit it. There is very little concept of weakening
Music is cool, but sound effects are really annoying. That victory noise bothers me a lot.

Fromulus by brandoncash 2010-08-22T22:19:00

I like the graphics. Yeah, without levels there's not much to do. Though setting things on fire is fun.

Sun Attack by pants 2010-08-23T08:40:00

Kind of funny, though I can only kill 1 enemy before the sun gets me.

Head Trauma by GreaseMonkey 2010-08-23T23:56:00

Works fine for me by just running the jar. The ability to jump on and then throw enemies wasn't obvious to me for a while. Also, I don't like the fact that it's often impossible to see far enough ahead to know what's next; thus I had to make a few leap of faith jumps. Music and animation were fun.

DIE ALIEN DIE by Mr. Scruffs 2010-08-23T08:28:00

I beat the third (just dodge everything) form by moving my mouse off the side.
Very fast paced and fun. Music fits, although I suppose you didn't make it.

Money Thief by Zachary Lewis 2010-08-22T19:51:00

Played it on kong, pretty fun.

Fib by Sophie Houlden 2010-08-23T23:46:00

I hate spikes now.

LD20 — It's Dangerous to Go Alone! Take This!

My Hero Factory by luc 2011-05-03T08:27:00

I think you mean shield for monster with spear.

Either way, I'm pretty consistently getting destroyed trying to wait for the right outfit and seeing him die quickly anyway.

Appy 1000mg by deepnight 2011-05-02T04:04:00

I love the ambiance and visual style. Scrolling is strange but not a problem.

Torch by alexlarioza 2011-05-03T00:39:00

blind jumps, spikes, and fall dropping the torch are all annoying.

Grave Robbers by adamatomic 2011-05-02T20:57:00

yea input is gone after Game over. Fun though

The Alone Sword by PsySal 2011-05-02T23:09:00

Saw blade just flew off the screen and doors are still closed. What do I do?

The Alone Sword by PsySal 2011-05-02T23:15:00

Nevermind, just reloaded the page and was able to fight him properly. The game pace is a bit slow but the aesthetic is cool.

towlrAlone by Redbone 2011-05-02T22:07:00

cake in 9 tries

LD21 — Escape

Escape Artist by johnfn 2011-08-24T06:12:00

My screen is 768 tall and game 828 tall :(

Asplosions! by blahoink 2011-08-22T23:02:00

Wow I died a bunch against the sumowrestlers now they kill me as I spawn.

Antagonist by Jonathan Whiting 2011-08-22T22:58:00

I died at the end because I jumped to avoid the disappearing ground and this slowed me down too much :(

Very cool though

LD25 — You are the Villain

Wandering ViIllain by Almost 2012-12-18T03:45:00

Thanks!

I had a hard time thinking of things for the player to do, so I spent most of my time making it look nice and tuning the world generation.

Wandering ViIllain by Almost 2012-12-18T18:10:00

Verrazano:
Ah! Thankyou for letting me know. I have fixed the exe and reuploaded it.

I made a minor fix within an hour or so of my first submission and I apparently had incorrectly compiled it at the time.

It should work now, let me know if there are any issues.

PsyGoat by SecondDimension 2012-12-19T05:46:00

It seemed like the explosions did no damage and the shield and time slowing didn't feel very useful, but being able to shoot through walls for 1 hit kills with the laser was pretty good.

I wish the laser didn't have as much of a delay, a 1 second or 0.5 second delay would've felt more natural.

Crime Scene by saulotti 2012-12-18T21:47:00

Web link also doesn't seem to function for me. I ran the installer, restarted chrome, and am still advised to install unity when I try to load the page.

Sky Pirates by SkyPirates 2012-12-18T23:19:00

At my resolution I cannot see the result of a battle. See http://imgur.com/SXTFh

Also it's a bit hard on the eyes with so much brown and yellow, and having softer, more contrasting, or more variety in shades of colors would be nice.

Cruel Cruel Dastard by alect 2012-12-17T03:58:00

Nyahaha

Onus by iximeow 2012-12-18T23:00:00

It runs for me on windows. However, the description is occasionally a jumble of Press X to take Pre[xset akoTs]

Also I could only jump around 2 pixels high so I died twice trying and gave up. Perhaps your gravity comparison is not framerate independent.

LD29 — Beneath the Surface

Sprites.CSV: Cute,Snuggly,Versatile by awppy 2014-05-03T01:36:00

This game is hilarious. I initially was trying to run LD28.vshost because I hadn't noticed the other exe.

Jetpack Caverns by Mental Atrophy 2014-04-29T01:06:00

The game is fun, and for a level that you claim was made at the last minute it is pretty long.

I noticed that my projectiles ceased to exist when they reach the edge of the screen, which made it a bit tedious to dig through a wall at one point since I was trying to do so from a distance.

Burrow Down by danbo 2014-05-06T20:52:00

I initially misread the tip as "press Z to switch" instead of "2" and so I pushed buttons at random until I figured it out.

It would be nice to show each key input until it has been pressed by the user, instead of for a constant duration.

Evolve by Overkill 2014-05-03T16:19:00

I rage quit after my second death, but the game was pretty. I was eaten by a bunch of tiny fish that I assumed were friendly since they didn't have a big red mouth.

Grave Rave! by ChickadeeGames 2014-05-07T04:52:00

It's funny, but a bit frustrating when the guy starts to move while the snack is in midair.

The Sun And Moon by managore 2014-05-20T02:42:00

Once you get used to swimming, it's pretty fun. It seemed odd that I had to be in the air in order to turn on the special.

Hot Diggity by DragonXVI 2014-05-06T06:53:00

My ship sometimes rotated (to be facing right instead of down) when I added a component, which at least once caused me to die very shortly after.

Super Drill Defense+TM by PIXEL^3 2014-05-05T02:02:00

The game is pretty cool. It felt really weird when I died because a small rock hit me from behind, although I guess it makes sense. I just sort of assumed that I was stronger than small rocks and only the pink miners could hurt me.

Oh My Oilrig! by manabreak 2014-04-28T21:09:00

The 1st ship comes before I have time to build anything, which is a bit annoying.

Also I don't see any reason to be able to select ladders, and it would be nice if the worker stood next to the tower instead of on top of it in order to make him easier to select.

Dwarven Kingdoms by kristof 2014-04-29T00:13:00

The controls and art style are nice. I was going to complement the AI for cornering my king (there was no way I could live 2 more turns) but then he changed his mind and moved his soldier in a random direction so my king was able to run away to where the soldier had been previously.

The Mine by Almost 2014-04-28T05:17:00

@muramasa I draw to a buffer to create the lighting effect, I think that your graphics card may require the buffer to be a power of 2 in size, as opposed to being the same size as the screen.

@mashedtatoes I get the same thing, but I'm not sure what it means. I can look into why chrome gives a warning.

The Mine by Almost 2014-04-28T06:15:00

It seems that chrome warns for any zip that contains an exe and doesn't have some threshold of downloads. Perhaps it will mark it as trusted after some time has passed.

The Mine by Almost 2014-05-07T04:39:00

Thanks Pixel^3, I'll add that link

Undermine by TheSheep 2014-05-19T21:41:00

The logic for whether or not a boulder will fall sideways is really weird. If I dig underneath two boulders, they fall straight down. Then I walk around without digging anything new and the top one will fall off the side.

Undermine by TheSheep 2014-05-19T21:42:00

The logic for whether or not a boulder will fall sideways is really weird. If I dig underneath two boulders, they fall straight down. Then I walk around without digging anything new and the top one will fall off the side.

Restarting at the beginning instead of on the current level is also annoying.

Spacehack by Gallefray 2014-04-30T23:33:00

HJKL for movement is probably standard for some existing games, but it feels weird to me. I also keep pressing escape if I am in the wrong menu state (trying to eat and nothing to eat) and it instant quits without a prompt. I guess it tells me to press i or spacebar.

The starting monsters seem sometimes really strong and sometimes really weak, but I don't seem to lose when my health is negative, so I guess that is ok.

I also eventually experienced the same crash as josefnpat. It should be fine to fix a crash as long as you don't add new game content.

Tsunami Cruiser by bvanschooten 2014-05-06T07:03:00

The game would sometimes freeze for a few seconds after I shot something, but it didn't always happen.

Behind Mirror by SaintHeiser 2014-05-18T07:34:00

Really nice looking and it seems to have enemy variety as well as a large map. Oh, and different areas as you progress, very cool.

I've been dying a lot and noticed that even though the screen flashes black, the enemies don't reset to their initial positions when I die which means that I can't perfect the timing of passing two monsters since they might be a different amount apart every time I respawn.

If I'm trying to become a vampire just so that I can go below the surface, why can't the dude that lost his reflection just go on his own underneath the surface?

Behind Mirror by SaintHeiser 2014-05-18T07:56:00

Really nice looking and it seems to have enemy variety as well as a large map. Oh, and different areas as you progress, very cool.

I've been dying a lot and noticed that even though the screen flashes black, the enemies don't reset to their initial positions when I die which means that I can't perfect the timing of passing two monsters since they might be a different amount apart every time I respawn.

If I'm trying to become a vampire just so that I can go below the surface, why can't the dude that lost his reflection just go on his own underneath the surface?

I finally made it to the point where I am beneath the surface, it took me a while to realize that the coffins are now checkpoints, since I had previously determined that I couldn't interact with them. I also seem to be able to double jump now, although I don't remember it ever telling me that is possible.

The coffins seem to be too rare now, I end up having to do a lot of sensitive jumps only to die and go way back. I think I ragequit at the first checkpoint in the deep underwater because I can't find another checkpoint.

Temple of Ra by Split82 2014-04-29T02:13:00

The game is pretty well made and pretty, but some of the pieces are hard to see when they aren't illuminated.

Deep Sea Mission by xandy 2014-04-29T01:15:00

Engine and sensors made sense intuitively, but I wasn't able to figure out what air did without reading here (I had it on the minimum nonzero value on the assumption that my crew would die if I didn't have any air)

The Secrets Beneath [v1.4] by Ad-man 2014-04-28T06:18:00

The file is really large. Are there some assets not required to run it included in the rar?

The Secrets Beneath [v1.4] by Ad-man 2014-04-28T06:47:00

Ok, I was able to run it after downloading the vc redistributable helco linked. I didn't manage to make it to the boss, but I killed a decent number of enemies.

There seems to be a bug where if an enemy is too close neither of you can hit each other.

Grow Little Tree, Grow! by elfeck 2014-05-19T21:48:00

I didn't figure out why I was sometimes unable to place roots, although just waiting a bit and trying again or trying somewhere else usually worked.

My tree apparently died fulfilled, I don't know if that means that I won or lost.

Deep in the Ocean by abuzreq 2014-05-03T00:45:00

"Java runtime environment not valid"

I have a 64 bit windows computer. I do have java 1.7.0_51 installed, but my assumption was that as an exe it wouldn't matter what version of java I have.

If it's built with java, and you can host a .jar file I can probably run it.

The Creature Below by hissssssssss 2014-05-03T01:01:00

When I go through stairs it puts me below the other side making me go through again if I am holding up. it would be better to put me on the opposite side of the stairs so that I am moving away from them.

Also the blobs have a ton of health.

There is a tall vertical section where I walk slowly. I made it really far by juking up and down but eventually died. I do not know if it is meant to be possible or if some equipment elsewhere makes it easier. (A bit later I found an item to move quickly, so I assume it was not meant to be possible)

It probably shouldnt say game over since you don't lose any equipment. Instead, it could respawn you instantly at the last room you entered (or at the start as is)

I did beat it though, with 3 deaths.

Beneeth a steel sandbox by Mstrp2ez 2014-05-03T01:13:00

I couldn't go off the top of the 1st screen (pretty sure) but I could the bottom. The client doesn't clear other players when I move to a new screen, so I see them for 5 seconds in the middle of a wall. The grass on the walls could also be predicted client side.

The chat also doesn't scroll automatically, even when I am already at the bottom of it. Actually, it scrolls to the bottom every 5s or so instead of everytime something is spoken, which is really annoying.

When I move onto a screen, it doesn't dig the tile on which I appeared (but it will if I walk off of it and then back onto it)

The goldminor by mat1er 2014-05-02T20:19:00

It would be really nice to have an indicator of the tile that I am trying to dig on top of my character or on top of the tile itself. I didn't notice the arrow in the corner for a long time, and it's not really in a good position to be seen quickly

I also saw a lot of what looked like gems in the background of tiles, but I couldn't find any way to collect it.

Flesh Hunter by Tom Gardiner 2014-04-30T07:30:00

The game is fun and seems polished, especially the menu and help. There is a bit of an issue where I see small gaps between some tiles as I move, I assume due to rounding them differently. The line of my pistol shot looks like it stops before it hits an enemy when it hits them because their hitbox is large, I feel it could just show the line going through the enemy., or at least as far as the center of the enemy.

I also didn't realize at first that I had to collect the point things, and went into the door as soon as it said wave complete and wondered why I was so poor.

Colony 31 by Crazi456 2014-05-07T23:11:00

The art and sound are really nice. There is a bit of a collision bug where I sometimes can't move after I enter the mech while on a moving platform, but this is avoidable by jumping so it isn't critical.

It's a bit weird that I have such a cool mech but I only use it as a heavy object to hold down buttons.

Abyss - Beneath The Surface by Khaldrin 2014-04-28T05:06:00

It's fun. I didn't realize at first that the walls on top and bottom of the map hurt me, as they look kind of like a background.

It would be nice to have more enemy variety and additional powerups as the game progresses.

Heart of the Earth by Dans17 2014-05-19T22:01:00

The Unity web player is kind of huge. I have a 1920x1080 monitor, and it only fits if I put my browser in fullscreen mode.

I walk really slowly too.

Bellhook by Colorvade 2014-04-28T04:21:00

It was a black screen after the loading bar finished on newgrounds, but it's fine on stencyl.

There are a bunch of fish that can hurt me so I was a voiding them until I accidentally caught one and realized it was a timing thing instead of just good fish bad fish.

The art is really nice though.

Mine Story by donan 2014-05-03T21:40:00

I waited for a bomb to destroy the tiles before walking over it, but it still killed me when I walked up to it even though it exploded over a second ago and there was no visual explosion remaining.

Tunnel Runner by Alucard Jay 2014-05-07T05:04:00

It's kind of cool, but the "slow down" button seems to change the game from super hard to super easy. Without it, I never reached an enemy, and with it I could navigate every turn simply by being patient, and the monsters that I encountered didn't seem to have ranged attacks.

Since you passively accelerate, the game gets more difficult over time but with the "slow down" button I can control my ship easily regardless of how far I have progressed.

It also would be cool if I bounced off of walls (toward the forward direction) instead of being destroyed and respawning. This bounce could damage the ship, and 3 hits would destroy it.

It would also be cool if in some places the cave becomes more like a cavern than a tunnel, so that I have a choice of where to go to avoid something instead of just "which way does the path turn next"

Firefish by Snicklodocus 2014-04-29T02:28:00

At first I tried scattering and it started to take me a while to cycle through all of the creatures and decide on which direction t go. So instead I decided to go in a straight line, in the same direction will all of the firefish. I seemed to be able to outrun the coolign lava indefinitely, and eventually got bored with 20 some fish freed.

Obolos by TeamEagle 2014-05-01T00:54:00

Who are you? Go. Follow. I'm confused.

I can move around but have no idea where I am supposed to go. I tried following some other boats but they didn't seem to go anywhere so I now think that I am telling them to follow me, not the other way around.

I think I'm finding lanterns out of order now. 4 -> 6 -> 5 -> 7

It's really hard to tell where I have and havent been, and I really don't want to go to a lantern I've already visited when I move so slowly.

Obolos by TeamEagle 2014-05-01T00:56:00

ohhhh, the other boats were real people spamming commands. A lot of things make sense now.

Hero Arcade Edition by Hyoga-3D 2014-05-03T00:12:00

The game is pretty cool, but I kept accidentally dashing into monsters. I would rather it be only shift or have a smaller time threshold to detect double tapping.

Sub Bomber by Rahazan 2014-05-03T02:31:00

I'm not a fan of music that restarts whenever I respawn since I only hear the opening of every song, and it becomes more repetitive.

4 was my best.

Escape the Terror by okeyboy99 2014-04-29T00:52:00

I installed vcredist earlier for some other game, so it didn't complain about MSVCR120 but it still failed to start.

"The application failed to start correctly (0xc000007b). Click OK to close the application"

Gold Submarine by Slader16 2014-04-28T06:13:00

The sky looks nicer than the underwater tiles, but the game is ok. I did a circle around the map and missed a few gold pieces, and didn't really want to go around again to figure out where I hadn't been.

Fight Me IRL UNDERGOUND!! by seanw265 2014-05-19T21:51:00

The arrow keys and mouse are both on the right side of my computer, WASD + mouse is easier. Also I cannot reach the top right of the world or interact with the shopkeeper, right?

Scuba Sam by Boodog 2014-04-28T03:49:00

The art and sound are nice, but the 3rd level is huge. I walked around for a while and then got bored of finding dead ends and having to walk back.

Also since the player is drawn at an angle, it would be nice if I could stand such that my head is in front of a wall (if the hitbox was smaller than a tile)

Mermaid Scientist Massacre by pancakecity 2014-04-29T03:41:00

It's pretty funny. I was caught by the same offscreen enemies three times in a row though, and have to go through the tutorial again each time that I die.

Blockham's Sandpit by Eskoala 2014-04-30T23:42:00

The player teleports a bit if you give a move command before the previous one finishes. Your post has the controls at the end of the line that starts with "The aim of the game..." so I initially missed it and had no idea how to interact with the game.

I only found one treasure, I guess I was supposed to go deeper although I dug every tile at least twice. Going for additional laps didn't seem too worthwhile.

Beneath - Look Out! by lkpridgeon 2014-04-30T23:51:00

I feel that slopes should not exist if I cannot walk up them.

I should be able to restart with the same character without mouse input any time I die (without any input, even)

the 1st pit kills me and the 2nd one is necessary to fall in, which seems a bit odd. The player also collides with corners a bit strangely sometimes.

There is also a point where the ground is the same color as the background and I walk off a ledge because I can't tell that it stops. This is sort of ok if I can instantly restart at a checkpoint a little bit earlier, but going back to a new game menu and the start of the game makes any "unfair" seeming death feel particularly frustrating.

Dirt Rush by Kar 2014-05-01T00:07:00

The game basically froze once when I tried to walk to the right into a wall. Also it gave me around 20 downs and lefts in a row. I'm on the bottom row and need to get to the bottom right and it seems to be nearly impossible (also to go up is very difficult) Why does it give me down and left so frequently when I am in the bottom left corner of the map?

Dirt Rush by Kar 2014-05-01T00:08:00

To elaborate, I probably had 1 up in 40 cards, and just kept going down and left until by some fluke I drew around 8 rights in a row and eventually made it to the one tile that I needed to reach.

Beneath the City by deepnight 2014-04-29T00:43:00

I'm not sure that I understand all of the mechanics. Sometimes I can be right next to them and they won't notice, or ahead in a straight line and I'm too far away. Another time a guy saw me from something like a 4 or 5 tile diagonal.

Gravedigger 20XX by muramasa 2014-04-28T19:54:00

The game is cool and the art really nice, but the enemies move and attack really quickly so avoiding damage is hard. I made it to the room with the giant head, but the bats always kill me since I only have 4 health.

Moles Warriors by kukilin 2014-04-29T00:02:00

The game is kind of fun. I couldn't find any advantage in the slow moving mole, since his attack didn't seem any different.

One hit kill from the spikes was also a bit annoying.

Divernaut by Garris 2014-04-28T04:11:00

The green fish are hard to dodge when they appear on the edge of the screen closest to you.

Understanding LD by DarkMeatGames 2014-04-30T23:03:00

It would have been nice to allow W to jump as well as space, but thats pretty minor. The game is ok, the cube explosions feel pretty satisfying.

It goes on by Xangotrick66 2014-04-29T01:57:00

I was able to make a deck and start a game, but there are too many keywords and abstract concepts to quickly understand.

Roverboard by cottontrek 2014-05-03T02:34:00

It looks and sounds nice.

Uncle Jack's Knick Knack Shack by rlangewi 2014-04-28T05:42:00

Pretty fun. There was a lot of text in the help screen, but after reading the controls and experimenting I think most of it made sense.

Speak Softly and Carry a Big Stick by shyupuff 2014-04-28T20:57:00

It's hard to tell if I'm constantly missing my attack or if the enemy has more than one point of health. I think the damage area is smaller than the attack looks.

tower of atlas: reach for the surface by mouse25 2014-04-28T18:28:00

I can run it if I download the .html file and the .unit file to the same folder, and then open the html file with my browser. However, there should be a way for dropbox to share an html file as a link instead of as a file that would be easier to use.

Hide-n-Stab by bendmorris 2014-04-28T06:56:00

I ran around stabbing everyone but couldn't find any real people. It would be nice to indicate the number of people online.

Subocula by DrMelon 2014-04-28T20:23:00

I am the new eyeball king! I assume this is a good thing. The sudden mood change was pretty unexpected.

Kill or Kill by GreatBigJerk 2014-05-03T00:19:00

Hilarious. Although I couldn't manage to sneak the cat back to the ATM.

Villager by LukeZaz 2014-05-05T02:34:00

I don't know what I'm trying to accomplish, but spamming "gather X" only to be told "you are exhausted (2s) is not fun.

The Idea by DaveM 2014-05-07T04:37:00

I'm not really sure what to think.

Relica by Kino333 2014-04-28T04:48:00

I'm not a fan of one hit deaths, but the game is ok I guess. I couldn't tell what the green stuff did, since it didn't seem to kill me.

Abstraction by cr2crstudios 2014-04-28T04:56:00

Pretty unique, and kind of funny. I think I won because I went off the screen, but the program just closed without saying anything, so it's hard to say.

Cave Invasion (Text-based) by Skencer 2014-04-30T07:39:00

You're required to have at least one link for the game, but you can change the name from Web to Windows (or anything). Changing the name of the link should be fine to do even now.

Cave Invasion (Text-based) by Skencer 2014-04-30T07:51:00

I didn't realize that "help" was a thing until I read it here, it would be nice to say it or a list of valid commands
when I type an incorrect command.

I also discovered that I can repeat actions by pressing up and enter (probably a quirk of the fact that it runs in a terminal) which is super convenient

It lists me as healing for more than the amount that I am hurt and enemies taking more damage than they have health remaining.

It also says that fight / attack are not commands in the game instead of saying "I can't do that right now" if I just try to do them at the wrong time.

Drowning in Problems by Notch 2014-04-29T01:41:00

I didn't realize for a while that I could perform multiple tasks simultaneously.

The Oubliette Within by Dietrich Epp 2014-04-30T07:16:00

It fails now because msvcp120.dll is missing, presumably you need both (and possibly others)

I'm on windows.

Sub Terraria Zero by Photon 2014-05-03T00:28:00

It seems weird that the game gives me a weapon that doesn't seem to hurt any of the enemies that I encounter. So it is a game where I am unarmed and nearly blind trying to find platforms in the dark while running away from stuff.

gnome fortress by blubberquark 2014-05-02T19:51:00

The window is detected as unresponsive while it is generating the map, it could probably do it a bit at a time (generate an n x n block and then if elapsed time is large, wait for another update frame) so that my computer doesn't ask me if I want to close it.

gnome fortress by blubberquark 2014-05-02T20:08:00

I also don't fall when I walk into walls, it just sort of leaves me hanging. I thought that my tools would break when the timer reached 0, but now I assume that is hunger since it went up when I ate a mushroom. However, it is 0 for one guy and he doesn't look dead. (I guess he can't use his tool though)

Dropped resources are stacked on the same spot, so the difference in one and three wood is invisible (I also didn't realize for a while that I could pick stuff up other than tools)

It would help a lot if the status information for the selected dwarf was highlighted.

I saw some instructions in game so didn't bother to read the description here after reading crafting recipes, so I missed out on the recording controls. The game is very tedious without recording. Even with recording, if I automate a guy digging and a guy placing ladders, I still have to bring the other tools over or collect the resources manually.

The concept is cool, but the current interface/implementation is a bit awkward.

gnome fortress by blubberquark 2014-05-02T20:10:00

Since I seem to be commenting a lot, it would be nice to save recordings as presets (R to begin recording, 1 to save it as preset 1, then later I press 1 and it plays it)
Then I could make a dig or walk or whatever presets I want.

Surface Of The Skin by Suese 2014-04-28T20:59:00

It seems to buffer forever. My guess is that I was alt tabbed when it finished loading and so the player never received the load complete event.

Arctic Antics by Miltage 2014-04-28T18:18:00

This is really cool. The art, music, and mechanics all feel pretty polished.

Having the orca appear right in front of or next to you is terrifying.

Let's Get Digging by rogberth 2014-05-07T04:33:00

I played as the miner. I dug straight down with bombs but then found it very awkward to have to throw my pickaxe upward and away from me instead of downward in order to dick the rocks.

Additionally, if I try to widen my hole while standing on the stone layer, my bomb doesn't destroy enough vertically for me to throw an axe in the widened part without it hitting the dirt above.

After a few deaths I basically ragequit.

LD32 — An Unconventional Weapon

Apocalyptia by manabreak 2015-04-20T07:47:00

I couldn't walk off the left at the start so I assumed that I couldn't walk off the right either and was confused for a little while.

Later I died to the eye and decided it was too much walking to get back to him.

Shield Maiden by bitslap 2015-04-21T09:23:00

The art is sweet and the shield throw is pretty decent. One hit death sucks and death that cuts to the menu instantly instead of after an animation or a delay is even worse since it looks like the enemy hasn't hit me yet and then I am on the menu.

Twizards by Nonameghost 2015-04-20T02:54:00

The visual style is really nice, but unless there are shortcuts that you can type, it takes too long to do anything. @Red cast f

Billy McMath Solves Problems by Manky 2015-04-20T08:00:00

This is hilarious, and a pretty original idea. I got the max score. The love interest sounds like a man though.

Dueling Time, Sir! by HybridMind 2015-05-09T22:58:00

You should mention that it's multiplayer in the description.

The art and music are great, but I didn't find the gameplay interesting. There isn't much visual/audio feedback for shooting, being hit, moving, choosing a menu option, etc.

I don't know how the weapons differ.

Dischord by Wefiends 2015-04-21T06:06:00

I'm not a big fan of installers, and for whatever reason it suggested I restart the computer after it installed. I was able to run it without restarting.

Eventually I got to the room with the blue pillar and died from full health. The purple pillar also seemed to have survived the combination that previously killed it.

The concept is really cool though, and the art pretty nice. I liked the intro pillars.

A Childs Night Terror by bossmojoman 2015-05-09T21:51:00

I fell through the first moving platform. Also I didn't find the pillow very useful.

undo todo shmup with wewe by freaknarf 2015-05-09T22:49:00

The big thing that shoots a million things doesn't shoot while it's offscreen and I don't know if I can hurt it while it is offscreen.

I have a hard time telling what is an enemy, a friendly projectile, explosion debris, or enemy projectiles. When I hit an enemy there is a black square around the explosion image, and a zillion particles cover the screen if is it a white enemy.
It seems like the enemy projectiles have harmless trails, but they don't look harmless.
I have currently 5 enemies onscreen but they only shoot to the right and so I am below them and they don't seem to die when I shoot them.
1 hit death and installers are also not great.

Reaper by Reaper 2015-05-09T23:01:00

If you are going to use github as a file host, you should be specific about instructions for how to download it, since github doesn't make this obvious.

"View Raw" seemed to act as a download link.

Reaper by Reaper 2015-05-09T23:04:00

For whatever reason it takes forever to walk anywhere. I don't know if this is intended or if it it playing at an incorrect framerate, but it really doesn't feel good.
I found that I could push things and destroy bullets with space, but I have to push people off cliffs or into spikes.
It would probably be more clear that I can't push them off the side of the screen if there was a wall there, and that pushing them off the bottom would kill them if there were spikes there.

Economic Hitman by sentendo 2015-04-21T07:03:00

My hand hurts from all of the clicking.

If the spinning coins just required me to mouse over them instead of clicking exactly on them, it would be a lot easier for me. I don't quite understand if the coins thrown at me were decreasing my growth rate or directly damaging my current valuation.

Don’t Be Afraid Of The Dark by Romixal 2015-05-09T03:35:00

It's a cool idea, but I found it frustrating to know what I need to do but die anyways because the enemy wakes up so quickly. I made it to the level shown in your first screenshot, and died after opening the exit doors.

DRILL KNIGHT by Cryotube 2015-05-09T22:41:00

It's hard to tell how far I will knock somebody or be knocked on collision, as sometimes you don't move at all and other times you are knocked a full screen away..

Lawyer Golf by kevinthr 2015-04-21T07:10:00

I really wish I could turn while walking. or at least turn faster. As is I had to stop a lot to face the direction I want to go.

The dialog text was very small, so I missed some of it. I also intuitively wanted to draw either a path for the ball or the direction of my swing, but the mechanic is that I draw the windup of the swing, and not the swing itself. This took some trial and error.

I'm a bit curious what would happen if I had continued to golf.

Cheesy Defender by SledKnight 2015-04-21T05:52:00

The airplanes indicator is not great since it's just a gray number instead of a color or a bar that changes size. I think that for some of the fast mice it's not possible to hit them before they reach the cheese, unless I get lucky and throw the plane before they come onscreen. Also I couldn't figure out how to aim right next to the cheese, it would usually overshoot.

B000MERANG by TheBigShot 2015-05-09T22:09:00

This is pretty cool, and it felt polished for a Ludum dare entry.

A Month in Z32 by Ammypendent 2015-04-30T05:34:00

It's a bit misleading to label the link as "Web" instead of providing a direct download link or at least labelling it as "Windows, Mac OS X, Linux, and Android"

Flame Wars Episode VI: A New Post by rennbahncookie 2015-05-09T03:41:00

You should probably make it easier for people to playtest.

Pillow Fight! by The Pixel Collective 2015-04-21T05:35:00

It's a pretty simple game, so I feel it could've been better. There doesn't seem to be a current lives/score indicator, and if you swing the pillow while standing next to someone it hits them before the pillow is even rendered and the pillow is instantly destroyed, which feels a bit weird.

Gravitas by SpringCabal 2015-05-09T04:02:00

I was pulling boxes while jumping around and ended up throwing a bunch of boxes and myself through some walls.

Gravitas by SpringCabal 2015-05-09T04:04:00

I was pulling boxes while jumping around and ended up throwing a bunch of boxes and myself through some walls.

Apparently pulling a robot into me hurts a lot.

Food Fighter 2000 by sP0CkEr2 2015-04-30T05:42:00

The concept is pretty funny and the art is cool, but the gameplay doesn't seem too deep. It's pretty cool that you worked with your kids.

I don't really know what the point of shooting the other kids is, and it seems weird that it shows a teacher counter when the teachers haven't yet come.

I couldn't figure out how to alter the trajectory of my shots, it seems like each food had a fixed distance.

Walking into the right corner of the map can throw you up into the sky or through the wall, the physics colliders for the map could be different than the meshes.

Blackbird by aeveis 2015-04-21T05:43:00

The art is pretty, but I didn't find the game to be too fun. Some platforms would fall after I lifted them, and some could be lifted multiple times but I couldn't figure out why.

LD34 — Two Button Controls / Growing

Strong Like Orc by SpareWizard 2015-12-16T04:16:00

Is it intentional that you can:
1) double jump,
2) <jump, dash, jump, dash> forever,
3) double jump after a dash if you dashed during the upward part of your jump?

LD40 — The more you have, the worse it is

The More You Make by TerraCottaFrog 2017-12-17T08:10:15Z

First of all, this is extremely impressive, and you have both a lot of mechanics and a lot of polish. Most of the games felt pretty well balanced, and they had increasing difficulty so that I can't just go forever. I made sure to try every game at least once.

You might want to remove the 'web' link from the entry since you removed the web version.

* The time between losing and restarting is a bit long (Though I found that esc + enter is very fast) * It took me a while to figure out virtuaman (the bar on the bottom of the screen) * I didn't get any points in Take a Brick despite clearing every brick on the screen * I want to go left and right in the list of games * I tried to go off the bottom of the screen in Amok and died (I guess I was supposed to go right, but the whole screen was black)

Shall they up? by LeReveur 2017-12-05T08:44:11Z

This was pretty cool after I figured out what was going on. Switching weapons based on what enemies your facing while also trying to aim and dodge projectiles is hectic but fun.

At first I thought that I had lost every time that it showed my score and asked me if I wanted to use a new weapon.

The preview for the missile confused me (it orbited me so I thought it was like a shield). The spread shot seems really strong, but the enemy spread shot is hard to dodge because of how large the player's hitbox is.

Orbits by tuism 2017-12-08T06:48:58Z

(I played the Compo version, and had a score of 6)

I'm glad to hear that your post-compo version removes planet collision. It was really annoying to have all of the planets in loops that will miss me but then two of them collide and I basically have to start over. I found that they would ocllide less often if they all orbit in the same direction (clockwise).

Another thing that bothered me was that planets can go offscreen. One option would be to zoom out, and another would be to add some sort of indicator for the direction and distance to them.

Cool Hat Mr. Hat by bitslap 2017-12-04T05:37:33Z

~~There are filenames but no download links~~

Cool Hat Mr. Hat by bitslap 2017-12-04T07:24:42Z

Ok, it works now :) Z didn't seem to do anything, but X worked fine.

My highscore so far is 3. Collecting hats is a very noble cause, and it feels good to jump on people and steal their hat. I like the way the tower of hats sways as you move.

Robot Santa by madalaski 2017-12-22T00:39:21Z

After I realized that I could hold shift and fly offscreen with no consequences I found this game fun. I ended with over 1000 points. I think that boost should be the default and you could allow people to hold shift when they want to be precise.

If you play more games, more people will play your game. However if you're too busy to play games you could try making a post on the home page or in the discord.

Litter Burg by LandoSystems 2017-12-05T08:19:37Z

There's so much going on, that it's pretty confusing for me. I had to do a lot of trial and error to figure out the following:

* Between days buildings generate money and trash. * To build something: click the wrench, click a tile, choose a building. You start with 1 dump to build and can buy more stuff later. * To set a route for a truck: click the R, click on a truck, click on a building, click on a dump * Each truck will deliver trash for 1 building per day. * Buying additional trucks is probably a high priority. * There are trash can icons with numbers to indicate how much trash has accumulated at a building

As feedback: I think that some of the interface flows could be simpler. For example, I could be allowed to highlight k buildings whose trash will be taken to the dump where k is the number of trucks that I have. I could also drag buildings onto tiles.

(Also: the picture of a dog shows up as the 'main' image for the game, which is misleading)

Lava Lamp Factory by Jcourt 2017-12-27T10:22:53Z

Resource games where you just keep building stuff and getting more money can be fun.

Other than the bots colliding with each other, it didn't seem to get much worse. (Though the bots did tend to collide with each other and get stuck) The building indicators had rigidbodies, so they sometimes spun around or fell down. I also never found a use for the wall. I wanted to move the camera around with the mouse (but I eventually found that WASD works).

Asteroid gravity by Psilon 2017-12-04T08:30:43Z

I found the small asteroids pretty much impossible to dodge, but it seems that those collisions don't hurt very much and I can usually out-heal the damage. Later on the larger asteroids swing at you and those seem to hurt more.

I don't know what healed me though.

LD40 - Snake by Torhaq 2017-12-27T10:03:40Z

The game isn't very complicated, but it looks pretty and it's challenging once the snake starts speeding up. I epected to bounce off of trees but barely touching a tree seemed to instant kill me.

Work Master by asixjin 2017-12-06T09:05:30Z

I get that I'm supposed to split my time between the two, but because clicking A is randomly more or less effective and the blue sometimes increases, I have no idea what percentage of my time I'm supposed to assign to each. Losing progress is really frustrating.

The Precarious Balance by Somnium 2017-12-04T06:13:51Z

I really like the concept. Each week it feels like I'm running out of personal joy, and looking forward to the weekend when I can hang out with Mark and procrastinate.

The number of available events is usually pretty small (around 6), so I feel like they could be larger and always show the +- icons.

Mr. Schneider gives a lot of homework! I didn't notice the 3 buttons at the bottom for a long time. It seems that they cannot be 'undone' and I think it would be nicer if they used the same control scheme as normal events (drag an event onto school or onto sleep).

I couldn't tell whether or not the difficulty was increasing, but I stopped after day 41 with a score of 6-5-9-10-10-5. Joy and homework seemed like the most limiting factors.

Maurim: Unepic thief by bakudas 2017-12-22T00:07:37Z

The art is really nice. There are a lot of different images, and they are all solid quality.

The game is faithful to the theme, but I find that making the player weaker is frustrating. I found myself dying because a single blue enemy would hit me repeatedly after I had picked up the required amount of treasure. I couldn't beat the level in which there is an island in the middle and a big square of spikes around it.

You should probably name the folder something other than LD40 so that players don't get games mixed up.

The first level taught me that I need to get all of the treasure, and on future levels I found that I need an unknown amount of treasure, which makes it difficult to plan the order in which I should pick up treasure. An indicator of how much treasure I need would help.

Boiler Room Defense by cerno-b 2017-12-09T08:01:37Z

Cool game! I saw that there was a leaderboard full of totally reasonable scores so I played again in order to add myself to it.

I didn't read the description, so the first time that I died I didn't know what had killed me. I experimented in my second run (standing still and getting hit) to figure out that enemy shots make the ice larger and touching ice instantly kills me.

Firing the 360 degree gun seems really bad for the player, and I accidentally picked it up a couple of times. Luckily it goes away if I find an alternative weapon. I liked that the other powerups were helpful but still came at a cost.

I didn't figure out what occasionally thaws the ice, but my guess is that it's either timed or after killing some number of enemies.

I think an interesting variant would be if instead of instantly killing me, the ice was just a solid object that I can collide with (but enemies can still go through it) and I lose if I get squished between two pieces of ice. Basically that would prevent accidental deaths but still kill you once the majority of the screen is ice.

Another thing that felt weird was that when the ice is large enough, a wave of spread shot bullets can freeze on each other as soon as one of them hits a wall. I think that it might be better if shots that are fired at the same time cannot hit each other.

Working Death by geck0 2017-12-27T10:10:44Z

The timing is tight but I managed to beat it. It happened several times that I only had 1 document left but I didn't know where it was and had to get lucky to find it quickly. It would be nice if an indicator told me in which directions the documents are.

Voiid by Ace17 2017-12-04T08:06:39Z

I agree that jumping up ramps is awkward. The atmosphere was kind of creepy, but it didn't seem to actually have any impact on the gameplay. The ramp level seemed to require a tricky jump close to the end, but I might have jumped in the wrong place.

Clicking on 'fullscreen' did fix the mouse-locking issue for me as well.

I'm Over Encumbered! by masamunedragon 2017-12-07T07:58:39Z

I liked swinging the sword and dodging, though I would have preferred if the middle of the swing was in the direction of my mouse instead of the end of the swing. Since I aim with the mouse I think left-click to attack would make sense (and deposit could also be left-click but conditional on having the inventory open)

I understand why you wanted the bank to move, but it's a pretty confusing mechanic. I thought at first that I had lost my money. It's also easy to lose track of where the bank is, but some sort of indicator would help for that.

Since there is no sound when you take damage and enemy shots disappear after a short distance even when they miss, I found it hard to tell whether or not I was getting hit.

It would be nice to have some indication that an enemy is about to attack (since you don't have custom models, you could have them jump or change vertical scale slightly right before they attack. It would also be cool if some of the enemies used a sword like me.

Collateral Damage by almost 2017-12-04T07:00:27Z

@masamunedragon: Oh no! I poked around a bit and this seems to happen on Fastest/Fast quality settings. Let me know if you have problems with the game on one of the higher qualities. My guess is that some low-quality setting is messing with the physics.

@colossal-gnome: Yea, playing a on a trackpad is pretty tough. Aliens attack the planet periodically when they are near it.

Collateral Damage by almost 2017-12-04T10:48:06Z

@masamunedragon and @11tomi12 I uploaded a new version just now that I think fixed that bug by switching some code from Update to FixedUpdate. I'm guessing that your monitor has a high refresh rate so even with vsync enabled the FPS was much greater than 60.

Edit: I also figured out how to publish a WebGL version on itch.io. Downloadable versions are still available lower on the page.

Collateral Damage by almost 2017-12-07T00:52:24Z

@tuism @somnium I initially had a different control scheme (A and D turn, you move and shoot in the direction that you are facing) but I found the game too difficult so I switched to the current scheme to make it easier to aim precisely.

If I make a postcompo version I'll experiment with a few more control schemes, and maybe make it so the guns and ship model can rotate separately. Another option would be to make the player always face the same direction (like in Galaga or a Bullet Hell game) and replace the planets with something else that you should not shoot.

Collateral Damage by almost 2017-12-09T07:27:48Z

@cerno-b Thanks for the detailed feedback!

I used https://29a.ch/sandbox/2011/neonflames/# for the background, which is a mix between a generator and a paint program. I added a few other 'tools used' links to the description.

I agree that the xp and health bars should probably move and be smaller, and that my sound and visual effects could have been more flashy. I should also probably have added a sound or flashing visual when a wave first appears.

The forward + sideways + backwards ship is pretty much the final form. The weapons change slightly after that but they continue to face the same 4 directions. At this point the game becomes extremely difficult, so I expect that this is when many players will be ready to give up anyways. If I had more time I would have liked to have added some short-range backwards weapon so that the change from no-backwards weapon to a long-range backwards weapon wasn't so sudden.

Operator by Viperfish9 2017-12-04T06:38:23Z

The concept is pretty unique. It would be pretty cool if this game had voice acting, but I guess that might get repetitive too.

If I have 10$ or more I cant see my balance because the text would be too wide. I assume it's a resolution and text overflow thing.

It seems that the calls have no duration. The first time that somebody wanted a line that was already in use I wasn't sure what to do.

Lava Cave by Goplite 2017-12-05T08:04:01Z

I like the idea of trying to decide whether or not to be greedy and take multiple artifacts, but the platforming is tricky enough that even trying to take 2 artifacts seems really difficult.

Sometimes when climbing onto a ledge there is a bug and the player ends up hanging from the ledge again. Additionally, I would prefer if I could climb up ledges automatically by just pushing right or left, and jump off by pushing down. Needing to use the mouse to jump a tiny bit higher seemed weird to me, so I often forgot to use the mouse.

The Will of the Wisps by adsilcott 2017-12-06T05:23:21Z

Very pretty and nice atmosphere. I like the way that the music made it clear to me that the shadowy figure was not friendly.

Star Smugglers by Dr_V 2017-12-17T08:33:44Z

I like the balance of trying to decide how far I should go and how risky I should play.

I don't really understand how quickly the value of an artifact grows and if the number of parsecs is relevant to the value of the artifacts or only relevant to the number of encounters.

Given the amount of reading required, I find normal fonts easier to read than squarish all-capital fonts. Having icons for damage, artifacts, and wanted levels would make them even easier to read more quickly.

Being captured confused me. I'm not sure whether or not I'm supposed to lose my upgrades, but after being captured and then doing an additional run it referred to all of my stuff as level 1 but the upgrades all cost 500+.

MAGNETOGRABBER 2000 by kroltan 2017-12-04T06:46:37Z

The visual effects are kind of interesting, but the low-acceleration makes it tedious to control the ship. I figured out that the wrench repairs me. I don't know what the golden circle object does. I assume that there is no win condition (just get a high score) but I didn't play for very long.

Fleet Commander by MagmaFortress 2017-12-21T23:52:32Z

Pretty cool. It's easy to understand but challenging to execute as the fleet grows. I reached 12 ships before two of my ships collided.

Cardhoard by HacksawUnit 2017-12-04T05:42:52Z

As a tip for anyone else playing: you can wall-jump on boxes and also on the outer wall.

I liked this. It's cute and feels quite polished. There's even a special effect for when you die (the room goes dark except for a spotlight pointed at the player)

Necromancer by orcdraco 2017-12-04T06:25:34Z

The art style is cute.

I don't like that I need 3 hands (WASD, Arrows, and Mouse). I found it difficult to click on the right object when things overlap. I also don't see any reason to ever not take something or to not awaken a skeleton, so I feel like the mouse input could be removed completely if things were 'clicked automatically'.

I don't know why there are so many more skeletons and lamps than I need. I'm a bit sad that my skeletons seem to be pacifists, I would have liked to see them do some fighting.

Endless runner by Nerdyreader 2017-12-06T05:27:56Z

Yea, select the .exe, _Data folder, and UnityPlayer.dll togther and add them to a zip file.

Rabbit Farmer!!! by EggshellDog 2017-12-06T09:29:44Z

This game is hilarious. I look at the meat grinder for 2 seconds and rabbits are suddenly overflowing my whole screen. It seems like after you max out on upgrades there isn't much left to do, but the rabbits still reproduce like crazy so I guess you can see how long you survive.

Imbalanced by Lawrence 2017-12-22T00:17:39Z

I had to use the sun a few times before I realized what it was doing. I think I scored around 140 and then all of my rabbits died. Trying to manage the populations is tricky.

I don't think the instructions told me that WASD move the camera, but I figured it out when some animals ran offscreen.

Survival Christmas Madness by Eugene Myach 2017-12-06T08:53:45Z

On my resolution (1920x1080) some of the interface is offscreen (including the area where I can feed people). I just restarted at a different ratio and then it's fine.

The game is funny, and the mechanic of trying to figure out how many mouths you can feed is pretty cool. I ended with 5 elves, and I fired Winorse Opensale at a Yeti :)

Infestus by Handle 2017-12-04T05:35:03Z

Leading the larva around was cool, but collecting goo makes you move so slowly that it's kind of painful to play. I'm not sure that I understand the computer things.

Greedy Dungeon by daul 2017-12-08T07:19:00Z

Stab Stab Stab Stab Stab Stab!

Greedy Dungeon by daul 2017-12-08T07:20:35Z

It felt a bit weird that I had to move in order to aim my sword. I would have liked to be able to use WASD to move and IJKL to aim the attack. Enemies following you from screen to screen also felt weird.

Shadow and Planet by LanceJZ 2017-12-22T00:30:39Z

The game didn't explain it's mechanics very well. You steer with left and right, not L and R. The dots near the center of the ship indicate the direction toward an object (but not the distance). If you go too far in a direction the world loops, which looks like all of the dots rearranging. Red is enemy, gray is base, asteroids are white. If you shoot an asteroid around 20 times a tiny piece of ore appears. Enemies drop chests that contain missiles.

I found it really hard to pick up the ore and the chests. I also initially only shot the asteroid around 10 times and nothing happened so I was confused.

I recommend making ore drop sooner, and making ore and chests float toward the player when you are near them. Additionally to make movement more visible, you could make the camera slightly slower when it follows the player, or you could add something like an engine trail. You could also move the object indicators to the edge of the screens instead of the center.

Vice Life by meskaline 2017-12-07T08:47:19Z

If I click outside of the game and then click on the game again I seem to be unable to perform actions (move or 1-3). This happens consistently (on Chrome).

The game is pretty depressing, but I guess that's intentional.

I didn't really understand how the vices affected me. I think I ended up choosing a little of everything. Did I get an illness because of smoking? Did my character feel depressed because I lost a lot of money?

ESCAPE KEY by Empyrean 2017-12-09T23:17:29Z

Its an interesting control scheme. I feel like I should be able to type a non-adjacent tile and walk to it over time.

The sounds for death and victory are the same, which can be confusing.

(MAAB) Mistakes Are Actually Bad by dimaswift 2017-12-08T07:02:57Z

The visual effects are extremely cool. The laser, the sparks, the partial cut, and the molten rock that cools quickly all made cutting very satisfying.

I played solo but was still able to control both ships without too much trouble by moving slowly. I didn't see any obvious objective so I just cut rocks at random. Some of the map boundaries look like shadows which caused a couple deaths..

Are the people and ships meant to look like Lego?

I also don't really know how the theme fits in. My guess was that it was trying to say that the more rocks you cut the more crowded the bottom area gets, or maybe something bad happens if you cut too much.

Catch the bomb by Poroh 2017-12-11T20:33:26Z

Some of the mechanics and controls confused me, but I like the art style and concept.

There were a lot of mines! I was able to determine that a few directions were solid walls of mines, and I didn't have enough mine-kits to defuse them. I couldn't figure out how to flag known mines.

Crazy Snake by mgsx 2017-12-07T08:34:39Z

Interesting idea. I died on the 4th level because I was way too greedy and turned into hyperspeed snake. The mechanics were pretty well explained by instructions and the UI. The eat animation is sweet too.

Power Play by lawzy93 2017-12-07T07:32:52Z

I spent some time trying to find myself but decided that I don't actually exist.

With more experience doing game jams you can become more efficient, but one thing that might have saved time would be to have fewer art variants (you have 2 building images, 3 tree images, and around 4 people variants. I think a manager role where you can force people that report to you to overwork and receive income based on their productivity would be interesting.

PS: when editing the game you can opt-out of audio/humor if you don't want to be rated in those categories.

Wisp by arrigo 2017-12-05T07:52:54Z

(Windows) I received an error: 'The program can't start because UnityPlayer.dll is missing from your computer.'

I don't know where the file comes from but it seems that it should be included with the exe and data folder.

Wisp by arrigo 2017-12-06T05:14:41Z

It's interesting to balance being able to see and attracting enemies. The health potions helped a lot, since I often ran into enemies before noticing them.

The floors all felt basically the same, and it's hard to remember where I have and haven't been when looking for the stairs, so I think I checked some areas multiple times.

Tiny Empires by Jack Maxwell 2017-12-09T09:17:24Z

You should probably disable the itch.io fullscreen button and change the size of the iframe (to 960 x 660) so that the blue fullscreen button is visible.

To make the UI scale with resolution instead of having stuff move around, select the canvas and choose UI Scale Mode: Scale With Screen Size. This should make it work in smaller resolutions.

These sort of changes are allowed even now because they are bug-fixes and not gameplay features.

As for the game itself: * Building stuff is fun, and having more stuff to defend with slow-moving soldiers is a nice interpretation of the theme * The enemies weren't actually very threatening and I became quite wealthy by building a few buildings and then spamming 'end turn'. * Nothing costs Iron? * Some colored icons for the resources and resource costs would be more readable. * Being able to buy and sell resources at the same prices means that all resources are equivalent (except some are twice as good as the others) * Opening the shop should hide the building-info popup * Placing a building on a tile that has units should not count as clicking on the units * The wind sound gets old pretty quickly

The more you baby... by Tomáš Selmeci 2017-12-07T08:58:49Z

Whether or not the sound is accurate, it's definitely an annoying sound so I turned my volume way down.

I like the concept, and I liked trying to click frantically, but the scroll mechanic is slow and awkward. One alternative would be to zoom out as the number of babies increases. Another option would be to have a swipe mechanic (like a mobile game), or to have the camera move faster the closer your mouse is to the edge of the screen.

Maze Trudger! by Colossal Gnome 2017-12-07T08:21:55Z

Congrats on a first gamejam and a playable game!

I liked trying to decide how to use the flares efficiently and trying to remember the shape of the path after it fades away. I found that if a rat and I swap tiles I would sometimes be able to take no damage (though perhaps the rat was not hungry). I could also hide in a dead-end and hope the rat would go in a different direction.

I'm a fan of voice-acting in game-jam games, and you added a few variations so it wasn't too repetitive (though I found it funny when I sprinted through large areas of muck).

The maze is pretty huge! I explored something like 4 screens worth of tiles without finding any exits.

Backtracking on a large and complicated maze is a bit frustrating because of how much time it takes. I think it would be ok to allow a few cycles in the maze so that you can have more than 1 route between some areas. Since you are basically blind it should still be challenging.

Librood by Aihasto 2017-12-05T07:43:20Z

To anyone else who is confused at the start: an indicator appears when you can interact with something. At that time you can press space. I assume that the black screen is the end of the game.

The art, audio, and atmosphere are all super impressive. It plays a bit like a short story. Unfortunately it seems that she doesn't have many happy dreams :(

Power UP ? by Tresmollo 2017-12-27T10:29:18Z

The view seemed a bit small since enemies can fire from offscreen. My strategy was to move around the outside of the map and shoot roughly towards the center of the map. It seemed to work reasonably well but I was eventually killed from nearly full health in a single hit because I had taken a lot of the powerups.

The game could use some more visual effects (trails and explosions)

LD44 — Your life is currency

Mobile Protection Unit HEADLESS by FireSlash 2019-05-01T07:19:01Z

This was super confusing initially. I thought I was either all 3 mecha, or just one, but it turns out I am the white and green characters but I am not the yellow one. I had no idea what most of the 3-letter words mean so I had to use trial and error to figure out.

MOV : give a move command DEF : Done with this unit DOR : Shoot? ACP : Accept? Why not OK? BAK : Back?

I assume that I always want to either move + shoot, shoot from where I am, or just move (because I have no weapon). The game gives me an option to move when I have already moved. I don't know why I would ever want to choose Back, or why I would want to not auto-end turn after moving when unarmed. It seems that I can shoot regardless of cover. I don't know which tiles are safe for me (can it shoot diagonally? does it have a max range? Do I need to be immediately behind a building, or can I be further behind?). I guess "Too slow" means I didn't attack it this turn. I seem to start without a weapon, and I didn't see any visual indicator of whether or not I have a gun. Is shooting it twice on the same turn a good thing? I got soft-locked once when I left a unit out in the open, but it didn't happen again after a restart.

I used up 3 guns, and couldnt find a 4th. At this point despite me not shooting, the virus took effect. Carlos was able to walk into a building on the turn before the virus took effect. At this point I just pressed X every turn, but I did not know if I was supposed to be running away, using cover, or what.

After figuring it out, the mechanics seemed decent, the art is cool, and the dialog was fun.

I don't know what the theme connection is.

Legend Of the Red Demon by Jimbly 2019-05-21T06:17:49Z

Some nice visual polish with the distortion and colors. Hotkeys were also occasionally convenient. After getting all of the upgrades the arms dealer sold me some " " for 50g, but dope that I am I paid for it. Not a lot of depth to the gameplay, but a cool entry.

Mine Corp. by Hadik 2019-05-03T10:08:03Z

Really pretty. Needing to click constantly can be annoying though, I would have liked if I can hold the button. The UFO had so much health! I threw so many attacks at it, and then 2 more came at once. I lasted 251 months.

Tecuhtliztacuhxochitl's Sacrifice Simulator by almost 2019-05-01T20:09:23Z

@fireslash The way to change a profession is to click People, click on a specific person, click on the desired profession, and click 'Change Profession'.

The People tab doesn't allow you to select multiple people at once, and changing to the People tab auto-selects the first person. I think there could be some buggy behaviour when a selected person dies, but it shouldn't happen too often.

Tecuhtliztacuhxochitl's Sacrifice Simulator by almost 2019-05-03T20:08:29Z

@philipprapp95 Yea, we didn't actually add any victory or defeat screens. I thought that some people might want to continue to get upgrades and so the game continues. It definitely could have been handled better though, for example a victory screen with a button to go back to the game.

Les liens du sang by Steing 2019-05-06T08:46:59Z

The concept is very unique, and it seemed like there was a lot of content in terms of random events and randomly generated people.

When I lost (no heir) I still had a bunch of unmarried people. Were they all the wrong gender then? Some random event set my blue-red-black-white icon to 0 and another set it to 100, so I kind of started to ignore that deciding it was very random. It would be nice if the random event outcomes showed me the status change.

It was interesting to see the dialogs of things happening, but it was hard to decide what I should be trying for (other than money I guess).

I think the hearts were related to the number of children, but I wasn't entirely sure what the symbols meant.

Town of Currency by Drauthius 2019-04-30T09:03:34Z

For my first couple deaths I had a score of less than 100 and it went straight to the high scores, and I was confused about what to do with money. Only after I scored >100 did it tell me that you can buy a new life for 150$, and only after getting the extra life (and killing a lot of aliens) did things really pick up. The late-game part of the game where there are aliens attacking from all directions at once was fun.

I like that the enemies pause to warn about their attack and that some of them get smarter as you progress. The short range gun also worked well with the pause since I found it is often good to run toward the enemy rather than to run away.

I would have liked to have some sort of movement ability so that I have more to do than just walk and shoot, and I also would have liked enemies to spawn more frequently in the early part of the game.

Also: I currently lead the high scores at 387! Good luck future players.

Piggy bank by Papaver 2019-05-21T06:07:18Z

174m for my first try. Didn't see the number for second try, but it was a bit further. The tradeoff of platforms vs life is very interesting. Walking around the circles and jumping from circle to circle felt smooth. One thing I wondered is if different size or color circles provide different amounts of money.

Edit: score of 369 later

The Vampire's Prisoner by Tuhlienn 2019-04-30T11:09:55Z

I pushed the switch and collected the "bag", but I couldn't find any use for it, any way to interact with the chest in the top-left, or any point to the torches (I turned them all off).

The need to refill the health thing and collect water didn't seem to add much to the game, but it wasn't too hard. It would have been nice if there was an animation to let me know when blood is collected. Moving more slowly when low on blood was not fun.

Adelph by Animal 2019-04-30T09:23:25Z

The main Adelph folder contains both the game and another Adelph folder which also contains the game.

The default movement controls (Horizontal and Vertical 1 and 2) according to the unity launcher appears to be: Q D Joystick1axis1 S and Joystick2axis0 right Joystick2axis2 down

By trial and error I can find that player 1 moves with Z Q S D. I don't know how player two moves vertically. I recommend re-uploading with more normal default controls (W A S D).

Escape didn't quit, but alt f4 worked.

Aside from controls though, this is not playable if I only have one display, right? It would be nice if there was a split-screen option, even if it meant that we accidentally see things that we arent supposed to see.

Twitchlings by DocFallout 2019-05-08T01:14:17Z

The concept is very cool and has a ton of potential.

I would really like some more explanation of what is going on though. I missed the twitch channel description initially, but even it omits some details.

I think the game is cooperative and the things that I buy do not belong to just me. I don't know what anything does though (I bought some cows and they walked off the right side of the screen and then are gone). Also, is silver = 100 bronze and gold = 100 silver? I think that animals are single-use sources of food. I don't know what the "leaf" indicator above a person means. I think hunters are the ones that kill animals.

For the UI, it would be great to see numbers for the population, the number of houses, the number of fields, and the food production and consumption rates.

Edit: '!status' is helpful (though hungry is always the same as sleepy?), '!count' doesn't do anything.

Gold Digger 2084 by Tony Redmer 2019-05-02T08:04:53Z

Wave 9 and score 12000 on the first try, and Wave 9 score 18000 on the second try (getting more money but playing a bit more dangerously to do so). The game is fun, and gets really hectic when there are ranged enemies.

Pretty cool game. I would like to have a bit of time to react to the enemies at the start of the level, and I'd also like it if I could pick up money from a slightly larger distance (I sometimes run at money and miss it).

Does money do anything other than score points? The description mentions something about bonuses that I don't think I ever obtained.

Oil Pirate by Walik 2019-04-30T10:09:53Z

On the 'Goal' level, I had a large stretch of empty water. I wonder if this was because I steered too far to one side or the other and went around the enemies. For a long time I thought I had to dodge the cannonballs, but I eventually figured out that I need to dodge the explosions that the cannonballs create, not just the ball. I couldn't find any downside to holding the boost button, and it usually let me outrun explosions.

I like the art, I like the nearby enemy indicators, and I like the arced projectile that my ship fires. It would be cool if the enemy ships also fired arced projectiles with indicators for where I need to dodge instead of the straight-line + explosion that they fire.

Lifeforms In Space by Eric Smith 2019-05-09T06:11:50Z

Fighting for resources and upgrading my fleets is fun.

The wall of text at the start was really intimidating. It showed icons, but it would have been cool if it showed pictures of things being done to put it into context. It might also be possible to use fewer words and shorter sentences so I can read it quickly.

For my first battle I had no idea which ships were mine since they look the same. And then I thought maybe the attacker is on the left, and when an enemy attacked me on their turn I was unsure of which side is me. I eventually figured out I am always on the left. When warping around, it seems there is a fog of war effect, but I do not know which tiles I can and cannot see.

Is there a way to create a new fleet? Also, what do the purple glowing areas do?

Wu-Wei by luckyDaisy 2019-05-01T06:54:48Z

This game appears to be playing in a resolution equal to my monitor (1920 x 1080), but it isn't actually running in full screen mode, so between my window's border and gamejolt's overlay, it doesnt fit and I have both horizontal and vertical scrollbars. On level 8, the saws movement pattern is not obvious, and I need to follow them very closely. I keep clearing the desired blocks, making it to the right side and back, but they kill me just before I fall to the star. It would be nice if they went further left and didnt go as far right. Music is a bit repetitive. For the minotaur, I don't see any potion to drink. I didnt see an option to kill him. The hitboxes for me and for obstacles could have been a bit smaller. In general, levels required a lot of precise running and jumping.

In general I like to be able to move and jump with different hands (so arrows and Z as optional controls). You could mention Mouse, Space, Escape in the description (for controls). Escape goes back to the title screen instead of the level select screen for some reason.

I went back to the rat and killed it, and then back to the minotaur and it attacks me, but it didnt kill me (and I lost the ability to move).

Sigillis by JUSTCAMH 2019-05-06T08:15:15Z

The main mechanic is very cool.

- There is a lot of time where I have nothing to do because the enemies are offscreen. It would be great if the symbol to draw was always onscreen (either because the enemy spawns onscreen or the symbol to draw could be on the edge of the screen when the enemy is offscreen). You could also have all enemies come from the top. This issue of offscreen symbols was even worse when triplets appeared because I have to do them in order and the first of three is still offscreen. - I always set my life to a super-low nonzero value, and think it is always correct to do so. - Some shop text went off the edge of the screen - It would frequently adjust my drawing to some other shape (like a triangle) even though I correctly drew a shape. Why not adjust it to the shape that I drew? - I can't see the cooldown of all of my spells that do thing because of the random attack spells in the scrollable list. I don't care at all about that list of attack spells. - Some spells seemed to start on cooldown when I buy them. I died trying to cast these spells to try them.

Just Another Sad Ghost by AglavraOwl 2019-04-30T09:52:46Z

FYI you might want to rename the file to something more descriptive. I've downloaded a bunch of LD games, and had a hard time figuring out which file was for this game.

I assume the fortune telling ball is the end of the game. I'm not sure that I understood the story. There was a delay from when I touch the crystal shard before I actually beat the level, and during this delay I was pretty confused about what I was supposed to do. Not actually being able to shoot the enemies that are shooting at me was weird. The grayed-out skills on the skill-select screen confused me. It would be better if they weren't shown.

The ghost is kind of cute, and the text that appeared as I walked on the first level was nice.

Pourparler by LoicLeGrosFrere 2019-05-06T08:27:29Z

I am very confused about what the effect of the different actions that I can do are. Also I don't know what triggers the gunshot sound or what to do about the 100% fear it seems to cause. On my first try all hostages escaped and I died. On my second shot I was alive and a hostage died.

Temerarious by SynysterCola 2019-05-21T05:50:07Z

I got to Sebastian, but he seems too strong. I half killed him over many turns, but then he got stronger, debuffed my max hp, buffed his own attack and one-shot one of my characters from full health with the dual attack. My remaining character got him low, but health debuff + Triple-attack killed them from very close to full health. My characters were both level 4.

Vervana didn't seem to work as a revive (during combat). I tried twice but it only healed the user, instead of reviving the target.

The game seems reasonably well made. I liked the way that I can discover elemental weaknesses.

Debtors' Arena by AceArcher 2019-05-18T20:10:48Z

I lost my first 4 fights. On my 5th and 6th fights we died at the exact same time, but it counted as a loss. For the 7th fight I tried pausing between attacks to see if that reduces the damage taken, but I couldn't tell if it was working and I still lost. On my 9th fight I tried running circles around my opponent and only attacking after they have already started an animation and are facing away from me. I finally won a fight! but it was still close and took a long time. The same technique won another fight, and then I bought a sword, which made the next match faster but my strategy was still the same. The match after that my opponent seemed to hit harder than me and I lost.

The left/right ear alternation of the menu music bothered me. Fighting music is OK. It would have been nice if there was visual or audio feedback when you hit the opponent. I was often unsure of whether or not I am facing in the right direction.

Hospital Horrors by PseudoBytes 2019-04-30T09:36:23Z

The elevators blend into the background, which makes them hard to see. I kept hitting them on accident, and missed some souls because of this. Showing me upgrades that I cant afford confused me. I didn't notice the souls counter in the corner because it has no color or image, and thought souls were my energy thing which is more obvious in the UI. The energy / ammo mechanic was frustrating. I feel like I wasn't spamming shots, but it still forced me to frequently duck around corners and wait to recover energy. The pixel perfect collision with decorative objects felt odd. For example, why cant I walk though a bottle? The spread on the 3-shot was so wide that it was hard to make use of it. I liked the art and projectile / particle effects a lot.

Fateshift by dougLima 2019-05-02T08:27:26Z

There's a full screen button in itch.io, but it doesn't change the game's resolution for me, so 3/4 of the screen is black when I use it. I was once offered two of the same item at once.

The item descriptions were funny, particularly because the rest of the game seemed kind of serious. I like the art, and liked the block and parry mechanic.

I died on level 6 my first two runs, and level 17 on the third. I got decent at reflecting damage, but the little dudes that attacked super quickly were problematic for me. It seems lifesteal doesn't work on either reflected damage or on the damage dealt by my special abilities, but I could be wrong. Some attacks didnt have the yellow particle, and I wasn't really sure what was the right time to parry other than trial and error.

A Pirate's Reward by philipprapp95 2019-05-21T06:01:12Z

I got to a reward of 1328. The art is really nice. Aiming is a bit awkward, particularly because I can't turn while stationary. I like that because I shoot to the side while enemies shoot forwards, I can flank them.

Escape from Hell by Becher 2019-05-02T07:53:42Z

The art is nice. When I first died I kept pressing space because thats what the on-screen text told me to do, but I was actually supposed to talk to the guy first.

Soul Searching by Webow 2019-05-06T07:47:42Z

The concept is interesting and the art is really nice. I talked to a bunch of people, and some are homeless, greedy, old, or have a family, but I didn't see any obvious "right" choice, and it wasn't clear to me that any of my choices matter (Do people react if they lose family members? Is the number of jobs related to the population size?). Was there any way to make progress or any victory condition?

I don't think the difficult and risky platforming adds much to the game. You could still have all of your exploration, people to talk to, and ethical choices even if there was ground to stop you from dying when you fall and ladders to go up and down.

README.btc by Vaclav Kucera 2019-05-01T06:27:30Z

Typo in manual: Dscribed Puzzles and computer interface were cool. README confused me. I guess it is notes to self, but it used YOU initially and then I. Also why would notes to self be in README? I kept trying to do things like drag windows around and reorder them because of habit.

For bitcoin validation: I would have liked feedback of whether or not my puzzle answer was correct (I think I was always correct). I was initially unsure about whether it would be possible to do all blue + all white at the same time, but I figured out that it will always be one or the other. There's a level where you can have a laser go through a 4-corners and hit the thing that blocks 4-corners. This was weird because it's a sort of self-contradiction. (https://imgur.com/a/QnOItdO) Teleporters have IN and OUT variations. I only figured this out because a teleporter was randomly not working and I looked more closely. They are visually very similar.

The hacker and inflation copypasta in news is pretty long, when they could be one line messages with a ... I dont know what is the point of hacking or inflation. I bought servers and defense early and didn't seem to have enough money to purchase inflation. I usually forgot the codes of the transactions requested by email. The way to donate was subtle, I noticed it after spending my money on other things There was an email about a transaction with no recipient number, which confused me because I'm dealing with lasers, not numbers. I would have liked if every puzzle started in a state where no dots are lit up and no 4-corner blockers are hit.

Overall, the game is very cool. I got the 'Life is nothing' ending.

LD45 — Start with nothing

Soulcraft by sawtan 2019-10-19T21:36:34Z

Cool game. At first I missed a powerup because it went off the bottom of the screen and missed some enemies because they flew away, so I restarted in order to be able to get the powerups. It would be nice if they slow down near the bottom of the screen to give some time to pick up.

After getting 5 blue shots and 4 yellow shots I couldnt tell if additional upgrades had any effect. I lost to the boss because I didnt realize for a while that I was supposed to shoot the eyes and had been shooting the middle of the head.

Seven Dwarves Brawl by pfeyffer 2019-10-26T01:42:37Z

The rules confused me at first. I think the difference in the player and the dealer could be explained more. I am also confused by the definition of a pair, if both players have the same card does that count? Who gets the points? What happens to cards in hand when a pair is drawn?

But the interface is pretty good and I managed to win on my second play by folding for 0 or 1 when possible and drawing otherwise.

Wandering Soul by negator2vc 2019-10-08T23:26:35Z

The graphics are really pretty. The gameplay was a bit repetitive. Enemies do damage at the start of their attack instead of the end, so it is impossible to dodge, which means that I just run at them and mash spacebar. There was also no visual feedback for me damaging the enemy so I dont know if i was missing. I couldnt tell how many elements I found, but I eventually realized that "things are getting clearer healed me". I think I found that around twice before stopping. Also, there was a brief freeze whenever I hit one of those things that goes into a fight, which messed with the audio. Not sure what can be done about that.

Please Move by aeveis 2019-10-26T01:53:37Z

I don't understand how I am supposed to find the blue petals, and initially I thought I was supposed to do something with them though now it seems I'm just supposed to keep looking for more.

My strategy seemed to be to walk around at random. I got as far as "I hope you find the right path", then came to these comments to figure out what I was supposed to be doing. It makes more sense now.

The art and sound are pretty nice.

There was also sometimes a strange issue where text would appear slowly for the messages.

Chomp.io by ghostmaple 2019-10-26T01:46:06Z

A pretty simple concept. It was a bit difficult to eat anything when small, though after growing a bit I enjoyed being nearly unstoppable.

Build Yourself by lilkrit 2019-10-27T08:13:37Z

As a disclaimer, some people may not have a way to open a 7zip file. A regular zip is likely better. Physics did some strange things whenever I drove off of a platform or ramp, which made movement a bit finicky. I failed twice at getting to the "take this, trust me" scrap, and starting the game over is pretty frustrating. Though it seemed that I was able to beat the level by not attempting to get that piece of scrap. After that I was able to get through the rest of the game without getting stuck. I liked the cute little robo-car and the special visual effects (glow, blur, reflect).

Endless Campground by Josh Bothun 2019-10-26T02:10:26Z

The game is pretty fun. I didn't know what the win condition was, but decided that exploring was progress so kept running around and found a helicopter at 95% explored.

I had a hard time aiming the tennis balls because I dont know if I should click on the wolf or in front of it. But I managed to run a wide circle around the wolf when turning around at a dead end. The moment that I encountered the second wolf made me panic but I managed to survive :)

The running sound got a bit old. I liked the wolf sound.

When Nothing Came by velvetlobster 2019-10-19T16:33:35Z

Nice art and mood. Interactive poetry is a pretty accurate description.

I couldnt really tell which of the actions that I did were relevant. I was basically clicking and dragging things around at random to see what would happen, and going back to places I had been before when I reached a dead end. I tried rearranging words and letters a bit to try to spell sentences, but it seems that clicking on everything was sufficient. I did eventually reach the end of the game, but I think there could have been more feedback when something significant happened.

As an aside, I would have appreciated being able to use WASD to move, since the arrow keys are awkward for me left hand to reach.

Space Ninja3 -Escape from Shelter- by yasaka 2019-10-27T07:56:54Z

I liked that each room was mostly empty so the interactive objects were more obvious and I could focus on the puzzles. I felt pretty good after figuring out the clock / calendar puzzle. I gave up on the piano puzzle. I assume I'm supposed to reproduce the tune, but there are so many possible keys that for me to match key to note via trial and error seemed too difficult. The arrows for moving left and right were pretty hard to click on because they were small (1920x1080 resolution). Some color or pattern for the walls would also have been nice.

Egg Scramble! by Balance686 2019-10-20T03:11:34Z

I like the fox and chicken art, pretty cute. I found it interesting that the fox is much faster than you but it isn't usually running straight at you. So you need to pay attention to where they are moving and react accordingly. Though I did get unlucky a couple times and a nearby fox changed direction to run straight at me, which was too hard to avoid. It also takes a lot of walking to find food, and there is no clear indicator for whether or not there is more food in a given direction.

The Glowing Adventure by Clickbait 2019-10-19T16:54:20Z

Playing in a browser. I felt like I was supposed to be able to walk 3x faster than I could. I wonder if this is something like speed relating to framerate. I wasnt fast enough to walk past the thwomp without taking damage, so I died on the way back after getting jump. I also wasnt fast enough to jump over the little spiders, but there were enough health packs to get to the weapon. I died a couple times after killing ~10 spiders and they respawned so I gave up at that point. I think I was standing too close or something because I thought I was at a safe distance but I took damage.

The spiders are really cute :)

Alone by Becher 2019-10-08T23:12:06Z

Nice pixel art. Would have been nice to have a win-condition, even if it was just a craftable trophy for 20 resources. I couldn't tell what was the effect of crafting tools. I was initially confused about how to craft because I didnt realize that I had resources in an invisible inventory.

Memoirs Found in a by Dane Tesla 2019-10-08T22:53:52Z

The darkness effect is kind of disorienting. The visible circle was pretty small. For the tab menu all of the areas looked clickable but only the church worked. Also tab would sometimes move focus around instead of hiding the journal. I found writing book and meteorite but didnt know what to do after that. I like the black and white visual effect though!

By the way there is no quit button and escape didnt quit. I had to alt f4.

Now That's What I call 2.5D / Oceanarium 2 Engine by drclementshimizu 2019-10-08T23:16:20Z

Sad to see that there is no complete game. The images that you shared are very cool.

because we have nothing, so we need to choose what to get. by iAmberF 2019-10-08T22:33:31Z

Nice art! Though the game is pretty short. The speed of text appearing is also a bit slow.

LD46 — Keep it alive

Shieldbearer by yscik 2020-04-22T23:53:27Z

Smacking people with the shield gives a very satisfying impact sound and knockback! The visuals in general felt really slick and polished.

Some feedback: - The music started out pretty loud and scared me - I turned my computer volume down and then it was ok. - It felt a bit weird that my movement controlled the emperor instead of the shieldbearer. I think I would have liked it most if I was the shieldbearer and the emperor followed me (and if I turn 180 degrees I can walk through the emperor to get to the other side of him rather than him spinning around me). - Some sort of score indicator would have been really nice - how long did I live or how many people did I smack? If that was there I would probably get addicted and keep trying to do a little better :) - I didn't think to click any mouse buttons until I saw you mention the roar attack in the above comment - I was just running at enemies.

Anibun Help Me! by aeveis 2020-04-26T19:11:44Z

I like the art - the anibuns and enemies are cute, and the visuals are pretty clear!

I wasn't really sure what I should be doing - for most of the game there were so few enemies that there was no threat. I went exploring and found books about 3 of the anibuns. Dunno where the last book was. When the final wave arrived I was luckily pretty grouped up, so managed to do ok mostly button mashing (trying to swap and guard). I survived, but with very low health.

Some minor feedback: - When I was exploring, the camera didnt move until I was really close to the edge of the screen so I sometimes thought it was the end of the map, and I wasnt able to see what I was walking into. (larger screen in general would help with seeing approaching enemies and nearby allies) - When I was reading I tried pushing buttons like Z and C to make the text continue and I would dash or swap away from the book.

Peacock Potions by almost 2020-04-30T23:03:41Z

@bulent-altinay

Selling potions happens automatically while the shop is visible There is a menu screen between quarters where you decide what potions to make and what price to sell them for

Not sure why it would continue automatically in other cases - any time there is a button for you to make a choice it should be paused until you have made all of your decisions or hit OK.

Drop the egg Jeff by Dextreon 2020-04-21T21:21:27Z

I like the concept!

The physics / controls are a bit finicky: - I get stuck on tiny ramps (that triple jump section early on is a real pain) - the player drops the egg when turning from left to right - the sliding pose isn't able to catch the egg (hands extended) for epic catches. - sometimes the gg seems to fall straight through my arm

The game is a bit addicting, so I kept trying anyways :) I made it past the first body swap and up the 4-jump, but egg fell in the water

Exterminators by Zachary Shah 2020-05-01T03:47:43Z

For anyone wondering what each character does:

Scorch: shoots a charged fireball Phaser: has a persistent beam attack Noir: shoots 3 bullets Axel: throws a boomerang

Given that there are 4 possible characters it would've been really nice if you could change characters between levels or after failing a level.

I was confused at first, but after figuring out what to do, I beat the first two rounds as Scorch and lost the final round (so many enemies! I couldn't kill them fast enough)

I liked getting to run super fast, the minimap was helpful, and I did like the territorial gameplay - claiming objectives and moving on.

Heartbreaking by mAnimal 2020-04-26T19:33:56Z

Very difficult! I beat the first level with much effort and got super close to beating the second (heart hit the ground right next to the flag)

I like the mechanic and speeding up the spinning heart felt satisfying when I timed it correctly.

The blue rectangles don't look particularly dangerous, so it felt a bit odd to die to them. I would have liked there to be less pause before restarting after a death The 'heartbreaking' audio clip also got a bit annoying (perhaps just because it keeps reminding me that I died :P)

Preservation of the Legend by Shelvid 2020-04-30T22:59:16Z

Pretty funny! I laughed at seeing what the challenges were, and some of them had decent gameplay as well!

My biggest feedback would be the interface layout for the screen where you click "Next" - put the botton bottom right not top-left - make it look like a button (I tried a bunch of random keyboard inputs before I found it) - give some visual or audio feedback when it is clicked (I missed one of the challenge descriptions by clicking Next twice on accident

Kims little shop of Convenience by Ripter 2020-05-01T03:16:42Z

I also had a black screen in chrome but got it to work in a different browser Chrome's error message: ``` Uncaught Error: WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support. at Function.create (core.es.js:11679) at autoDetectRenderer (core.es.js:11911) at new Application (app.es.js:46) at eval (pixi.js:11) at Module../src/singletons/pixi.js (bundle.js:965) at __webpack_require__ (bundle.js:20) at eval (index.js:2) at Module../src/index.js (bundle.js:953) at __webpack_require__ (bundle.js:20) at bundle.js:84 ```

Kims little shop of Convenience by Ripter 2020-05-01T03:22:22Z

I also have a bit of a visual bug where lines between tiles vary from 0-2 pizels: https://imgur.com/a/Zp5eatp

I wandered around and found a photographer who wanted toner - but didn't find any toner or any monster. There is a lot of art and the art is pretty nice - but there isn't much indication of where to go.

Tobias mustn't die by psydack 2020-04-28T20:27:34Z

The visual effects on the menu and in response to key presses were pretty cool

The gameplay seemed a bit too simple and the game too short. It would be nice if there was something that would change how much button mashing I want to do. (The rate of button mashing that is possible might also vary from keyboard to keyboard)

Bard: Keep the Story Alive by polyducks 2020-04-21T20:43:14Z

I like the semi-randomized but readable stories. My favorite phrase was "Crow stalked powerful sheep"

The game isn't too hard, though I only told 6 stories. The fact that I have to choose 'Play' again between each story kind of makes me feel like I've beaten the game after a single story, but I think I'm meant to tell up to 20 stories based on the description. I also wanted to type the next word a little bit before the previous word had moved off-screen. Would have been nice if things moved a bit faster.

For one phrase I was distracted and didn't see the first word, so I wrote the next three but it counted all 3 as wrong since they were the last 3 words not the first 3 words.

AMT: Alien Medical Technician by No Grapes Games 2020-04-21T21:35:31Z

It wasn't clear how good was good enough (Do I lose a life for 81%, and so on)

The concept is simple enough and a nice balance of difficulty and satisfying when you get it right. Art is quite polished! Intro is a bit long.

I don't think I ever saved the banana (on hard), though I did have enough lives to get past it.

Keep the station alive by ArturNista 2020-04-23T00:04:17Z

A satisfying action game! I lost on my first attempt but on my second I was able to win on the second try.

At first I was taking a lot of risks to myself in order to keep the station safe but then I realized the station doesnt have a health bar - and it is in fact invulnerable :stuck_out_tongue: Then I prioritizing my own safety much more highly and even found that I can shoot through the station to get at enemies on the other side.

The missiles were very cool and an effective way to take out those dodging enemies in the later waves. I liked the difficulty progression as time passed. I suspect that missile drops would not spawn when I had 3 missiles ready but I wasn't able to confirm that.

My Beloved Monster by ayushka 2020-05-08T22:29:31Z

My first run I had two virgins blood followed by a TV and died to 0 intelligence :(

Second run I was able to figure out roughly what the options would do by trial and error and so was able to survive a while, but I felt like I was shifting stats around more than increasing stats. The emergency X actually seemed really good for giving overall +stats, but it was hard to safely trigger them. I eventually died because I tried to hide under the bed and I was too big :P

I didn't like that some events had no choice involved, so it just depends on RNG for whether it happens and how it affects me.

Visual effects on the text were pretty cool

Anthill Death by hllrm 2020-04-30T23:14:59Z

Cool idea - I like the multitasking aspect.

I scored 270,477 - it looked like 0 star, but I thought I had been doing pretty well :(

Some notes: - Pressing multiple keys while also holding the mouse was a bit awkward - but maybe thats the point. I could also see pressing the number keys in sequence as a way to deal with beatles - 4321 - I didn't know during my first playthrough what was the point of the ants and how I win or lose (is it timed? do I have health?) (I played again and found out that there is both a timer and a health bar)

The Birb by Ilimanic 2020-04-26T19:21:32Z

I had a hard time telling what was solid or just visual.

I thought the top of a tree would be a platform. I thought I could walk out the back of the TNT shop. There was a rock somewhere I thought I could walk in front of. There was a pit that killed me when I fell in it when it looked harmless (after getting the key when returning to the right, I jump down and cant see the ground or the pit). The later giant pit at least had a warning sign, but it's pretty scary to not know what you are aiming to land on.

LD47 — Stuck in a loop

Hack'n Loop by Darenn 2020-10-11T01:15:11Z

The gameplay is fun and I like the music and visuals a lot! I liked that all of the enemies had simple attack patterns and warning effects before they shoot. I found it hard to make progress though. There are so many enemies per loop and they have so much health! Also when there are multiple cubes grouped up, it can be hard to find time to approach since there is always one that is shooting. I usually died on loop 2, and made it to loop 4 once.

Some minor feedback: The walk offscreen animation was jarring because I often approached the edge of the door and it would teleport me a bit. On the game over screen the "loop number" has arrows next to it that look like level-select buttons On upgrade selection, the first tiem I saw the screen I thought it was choose one of 4, I didnt realize it was choose a pair. maybe words "AND" and "OR" could be added for clarity. I did a lot of dashing, and the dash sound became a bit annoying. The sword slash sound was good though!

Twist Turn Shoot Burn by gamepopper 2020-10-11T04:47:20Z

Interesting mechanics - though movement felt intuitive enough after a bit of practice.

Aiming seemed to be the main challenge. I found that I could (sometimes) shoot through walls, and this seemed like a decent way to shoot enemies from a safe distance, but since I could only sometimes do it, it might have been a bug. For enemies that don't turn when I turn, I could setup an ambush and wait for them to come to me. I got to 13, but then there were enemies coming from multiple sides and I bumped into one when trying to run past it. Pretty fun once it got going.

Some minor issues: I went back to the main menu on accident a few times with X, and going to the main menu seems to reset the volume of the game, which was annoying. Also, in the main menu space was select instead of z/x. Pressing escape crashed the game with an error about failing to load the font arial.ttf (Windows)

Curly's Chase by aeveis 2020-10-11T05:21:38Z

The 2-tile turn radius is remarkably unique feeling! The -bonk- effect is really cute. I didnt like that fireflies would run away from me and hide in a corner, forcing me to bonk or rewind :(

It would have been nice to have some indicators of the general direction of fireflies (especially once only a few remain) I looped around some areas I had already been because I was worried that I might have missed one.

Ascend by almost 2020-10-07T22:00:00Z

@mauricioscherer You need to solve a puzzle at the start of the game. Pay attention to any objects that change from season to season!

Also, for anyone who is totally stuck, here is a video walkthrough: https://www.youtube.com/watch?v=bRCgseM1b90 And there is also a video playthrough from ursagames' stream at https://www.twitch.tv/videos/762956252?t=3h15m12s.

The Curse of Cattenburg by Honest Dan 2020-10-07T01:09:03Z

The art and visual polish were great! The gameplay was a bit repetitive/simple though, and some animations seemed to play slowly which meant a lot of time waiting. I found the warrior's attack and mage's action points to be pretty effective. Most of the time I am just using reveals to find attacks and specials (using the warriors special) I also found that there was no reward for beating enemies, so I ran from every fight, but it still took a while to collect the relics. I did manage to win! and I suppose my thief was close to dying, but mage and warrior were healthy.

TALLY MARKS by de3sol 2020-10-07T01:41:58Z

Nice music and mood - the 3D effect was pretty cool too! I liked the pixel art

I was pretty confused on the room with the glowing white thing in the center. I eventually threw a robot at one of the blue capsules on accident and realized they were breakable so I broke them. After that it took me to an empty room and then it said Tally Marks and took me to the title screen. Dialogue along the way suggested that there was more to come so I didnt think it was the end of the game, but maybe it was a game over? not sure.

TALLY MARKS by de3sol 2020-10-07T02:16:43Z

Ah, ok. Glad to hear I didnt miss anything then :)

The Jolly Journey of J.J.'s Jelly-Jamventure by TJ101010 2020-10-14T00:45:42Z

I was stuck on level 7 - there were a few beans that were too high for me to jump to. I tried saving some of the clouds until I was larger, but even so I still missed a couple. It would be nice if the clouds respawned each time I went around the loop. Then I came back here and noticed mention of a double jump in the description. I had no idea that was possible!

The art and sounds are cute.

MonkeyVM by abvadabra 2020-10-07T05:24:10Z

Completed! I struggled on 3-4, but I eventually just focused on getting out of the start and it worked :D 2-4 I am missing a star, but I got 3 stars for every other level. The game is fun, though sometimes it is confusing to think about what will happen, so trial and error or brute force (within reason - for example I can be sure that I need a certain set of commands but not sure of the order)

The visual polish was great too, which made it fun to watch triangle man fly around

Orbital Clutter by FreypodGames 2020-10-11T23:20:26Z

The collision effect is really satisfying :)

I found it hard to click on the planets - Especially the small planets that are fast moving, and the planets that are dark because they are far from the sun. It would be nice if I could click near a planet. Or better yet, if I could click anywhere to pause all planets.

I managed to beat all the levels, but struggled on both of the "survive 30s" levels

Hammy the Hamster by FlyingKiwi 2020-10-21T03:15:18Z

Cute :)

It wasn't clear to me how I was supposed to use the key. I was trying to aim the key at the lock image in the air. I thought that breaking the bubble on the rock was bad since the key disapeeared. But eventually I realized that I have to break the bubble to "collect" the key.

For the next level, the key fell through the rope ladder a few times, I'm not too sure how the physics are supposed to work. But moving slowly seemed to work.

It would be nice if the camera was further out so that I can see where I am aiming.

I made it to a really large level (where there are like 4 levels of platforms below where you start), but I stopped there.

Full Ascend by shaner421 2020-10-20T16:28:34Z

I made it out of bounds in the first level with the following jump :) tmp.png

Though there wasn't much to find up there

The game is quite hard! Slippery ground, midair momentum, instant death and no checkpoints make it very hard to progress and frustrating sometimes. Hitting an icicle from the side also feels like it shouldn't kill me.

There is a spot where you want to step off a platform and fall straight down and it is kind of hard to do so because of the way momentum is preserved.

I made it around 6-8 screens to the right, but I could not make it out of the icy cavern area.

Recursive Arena by Becher 2020-10-11T05:20:06Z

Cool idea! Being totally silent is unfortunate, it makes the shooting feel a bit less impactful. I liked the bouncy animations and visual effects. I lost track of which color I was playing a few times, which was confusing.

Loopita's Dream by vetu11 2020-10-21T03:08:53Z

Very short, but really well polished! Music art and gameplay all combined to make a really immersive experience. It was so pretty! Figuring out how to move, eat, drink etc was all very intuitive.

Tip of My Tongue by KeithSwanger 2020-10-07T06:40:35Z

I played after seeing it on ursagames stream. I like the word puzzles! I think I got one wrong and failed to find another. It would have been nice to have some indication of which way to go.

Clone Arena by GrizzliusMaximus 2020-10-07T04:12:38Z

Very fun! I died a ton. I made it to the far-left and far-right powerups, I was not able to make it to the top powerup. I had a few clones spam the triple-shot attack in the far right area to get a high score of 62. I liked the way that there was some timed platforming puzzles in addition to the action. Bumping my head while jumping was a bit awkward. There were also some times when I clip through moving platforms from the side or from below.

Aztec Ride by Idan Rooze 2020-10-11T00:02:43Z

I managed 2278.

I like the art! And the idea is pretty cool. I found it really hard to catch people though. They often end up flying off the top of the screen and then the camera rotates, so I have no idea where they will land. I think it would be nice if there was some visual indication for off-screen people. Maybe also a visualization for which way they are falling. I kind of wanted the screen to not rotate, but I think flipping upside down in a loop is part of the fun.

I had a few passengers fall through my train, and that felt like a bug, though someone above comments that they might need to land on empty seats, which seems tough.

LD48 — Deeper and deeper

The Deepest Threat by Goutye 2021-05-18T04:44:19Z

Cool game! I like that it is relatively simple but still has some strategic aspects and it's satisfying to get stronger :)

A couple times I fought an enemy who was hidden behind a platform and this felt a bit weird since I couldn't see what I was fighting. The music was also a bit simple/repetitive, but it wasn't too bad.

I beat the deepest threat! I found that with two decent defense items and some lifesteal I started out-healing all of the enemies that I faced, so I prioritized defense, attack and lifesteal, ignoring hp later on. I also think I was able to 'heal' myself once by removing a +hp item and then picking up a new +hp item a little bit later. I liked that there was a progress bar on top of the screen so I knew that there was going to be a final boss and how close I was to it.

deepest threat.png

Deeper and Deeper by minibobbo 2021-04-28T04:07:55Z

Pretty cool! Nice mechanics, really nice pixel art, and cool light/water/fire effects. I agree with your blog post that more levels would have been nice - it was getting pretty good. I thought it was cool that the camera followed the torch so I could check things from a distance.

Some minor feedback: - I was stuck on loading at 100% in chrome but tried a different browser and it worked. - I accidentally replayed a couple times by clicking right

You can update the jam version after the deadline for bugfixes (to correct the Z vs K thing in room 2) https://ldjam.com/events/ludum-dare/rules "if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log)."

D.N.N. Engineer by wujood 2021-04-27T23:38:47Z

Nice puzzles - I did get to the end. The last one was tricky, I was waiting for a while for that last node to come on-screen but it turns out you can solve the puzzle without it. I couldnt find any way to remove an edge or to unselect a node. Even hitting the trash can button didn't seem to unselect nodes. Also - when using a touch screen computer the game totally worked, but it was hard to tell whether or not a node was selected when tapping on nodes to select them.

I will say, the puzzles don't really feel like neural networks to me, more like an abstract graph. I do like the mechanics though, I think that it's nice to think about balancing connected group size and managing the number of edges.

D.N.N. Engineer by wujood 2021-04-28T01:42:17Z

ah, right click makes sense. It was playing smoothly with a touch screen so I forgot about right clicking. touch screen is understandably not too common.

Descend by almost 2021-04-28T01:48:11Z

@silas-reinagel ah wow nice work paying off your debt! We weren't expecting that to be possible, thinking that the pickaxes would cost too much and you would go deeper in debt, so we didn't implement an alternate ending for being debt-free.

@leorid Glad you enjoyed it! We hand-crafted the chambers that have story-related items (and undiggable tiles). The decorations and dirt/rock/caverns along the way are procedurally generated.

Descend by almost 2021-05-02T05:44:37Z

@reactor-scram Glad you liked it!

According to https://ldjam.com/events/ludum-dare/rules, certain bug fixes are allowed, and we tried not to change anything big (just a couple edge cases that only sometimes happen) That said, you're fair to rate however you choose, so no problem.

Below the Ocean by Ismael Rodriguez 2021-05-18T05:15:27Z

Very cool!

Time: 11:19 Deaths: 22 Diamonds: 2/8

I really liked the rope/tether mechanic, and I thought that you made good use of it through your level design and with the checkpoint system that allowed you to change your tether point. I got frustrated with the fact that touching the side of a spike kills you, even when you are moving away from the base of the spike or moving laterally (not moving towards the pointy bit). One of the early diamonds required some jumping that was too precise for me so I gave up on it and many of the later diamonds. The normal levels seemed to be a pretty good difficulty for me though.

One other point: It was tough sometimes to jump away from the wall as I would step off of the wall and no longer be able to jump. It would be nice if there was a small grace period that allowed me to jump even though I am no longer touching the wall.

Chthonic Brilliance by cassowary 2021-05-13T22:39:57Z

Really polished! I thought the green blob character was really cute :)

I made it to the end. I was stuck for a while on the first box-pushing level because I didnt realize that the platforms were one-way and I could hop up from below. I liked that there were simple levels to introduce new mechanics, though the difficulty curve overall was a bit back-and-forth between easy and hard. Arrow key controls would have been nice, other than the ambiguity for diagonally up to platforms.

My name ? by nyanpierre 2021-05-08T01:44:41Z

Pretty cool! I liked that clickable objects had a visual effect and that combination locks had an icon indicating which puzzle elements corresponded to this lock.

I ended up taking notes while I was playing because there were so many clues - and it worked out well since I had the clues ready when I needed them :) The difficulty seemed pretty good. For a couple puzzles I was confused initially but I just had to come back to them later after I had the missing clue.

I have such a hard time listening to audio versions of morse code :( but I did manage to do it anyways (with a bit of trial and error for the last letter).

I don't know if rearranging the books in the bookshelf did anything. I tried a bunch of different orders.

Sticky Diagnosis by made3 2021-05-18T04:58:45Z

Interesting controls and mechanics. I'm not sure if I was messing something up, but I found the game really hard - it seemed like I could only have one leftovers attached, and if enemies came from the wrong side (or the leftover took too much damage) I felt pretty helpless against the enemies. I liked that I had to go pretty deep in order to get leftovers.

Sing Deeper, Songsharks!!! by DwightDavis 2021-05-15T20:28:40Z

Interesting idea! It plays out like a puzzle game, with the platforming mechanics just as a way to test/verify the solutions.

I was very confused when I first ran the program. It explained the WASD / shift / space controls, but I just kept falling off the bottom of the screen. I stumbled upon the fact that I could reposition the sharks but hopping on them didnt accomplish anything. Then I came back here to read the description and found that I am supposed to be trying to get to the music note.

After that I had no problem, and made it to the end. A couple more levels would have been really nice (some even simpler level to introduce the concept, and a couple more puzzle-like levels at the end) But understandably time is short during LD.

I like the sound and animations for the sharks - they look so happy :)

LD49 — Unstable

Unstable Ground by gamepopper 2021-10-21T03:43:45Z

Nice concept. I think there is some nice potential here.

I feel like there are a lot of mechanics that I don't understand. What do the buildings do? Is more buildings better? What causes people to die? I didn't realize that you can move buildings until I saw it in your gif, but that seems useful.

I found that I could last a while by keeping my buildings in the center, but if I added too many buildings I'm forced to place something near the outside and the city would fall over. After a few tries I made it to day 43 with a population of 25.

Okay & Alright by aeveis 2021-10-20T03:50:19Z

I like the visual effects, and the change from tears rising to tears falling was cool.

It would have been nice if there was some more visual feedback for the tears colliding with the text (like if they disappear or change color when they collide with the text).

I think this is not really my kind of game, since there isn't too much to do while waiting for the text to appear. I can see it having nice emotional impact for some people.

Unstable Stick by joewan 2021-10-12T09:11:47Z

Cool idea, but really really hard! The concept is simple but feels remarkably unique.

Bouncing off of walls was pretty cool, but it annoyed me that the player's upper body is wider than the base of the pogo stick, so if you hit a wall with a small angle your body barely touches the wall first and you explode. This happens a lot because you often want a shallow bounce angle on a wall, and it's hard to tell whether or not an angle is too shallow.

I wonder how the game would have felt with some kind of mouse-based control scheme to control the orientation of the player. I think this might have allowed more precision of angle while also allowing quick changes in angle.

It took me 56 deaths to get past the first wall-jumping section, and I was not able to complete the long-jumping section shortly afterwards.

Angry Girl Wants Buns by almost 2021-10-08T11:49:22Z

Thanks for all of the feedback!

@xparker Yep, that is the end of the game (and no need to collect them all).

Angry Girl Wants Buns by almost 2021-10-21T14:37:53Z

@kyrio, thanks for the feedback! Jumping and physics do have some weird interactions for sure. Congrats on finishing the game, and yea, no need to collect all of the buns on the final level. Not restarting the music is a good point as well.

Cybotica by neowhoru 2021-10-13T05:32:55Z

Cool game! I like the visuals a lot. Render system unstable was a nice touch, it would have been cool if it had some more gameplay significance. Falling lava sometimes caused me to get stuck, but I think it's mostly fair since it generally just means I want to keep moving before too much lava has fallen.

Some really minor notes: - Your itch.io page has both the itch fullscreen button and unity fullscreen buttons. Also the unity fullscreen button doesn't seem to work for me. I recommend making the itch.io player box a bit taller and removing the itch io fullscreen button. - It isn't clear what button to press to start the game. mouse, enter, and random keys didn't work, but spacebar worked. - X is awkward when using A/D to move. The most natural for me would be Arrows + ZX or WASD + something like KL. - The web player got stuck on loading for me in chrome, but worked on Microsoft Edge. No idea why. - I don't know what unstable gravity does. I think it let me jump higher.

Unbalanced Brawl by yopox 2021-10-08T19:26:16Z

Cool that you managed this within a jam!

There were a few UI inconveniences, but the game played well enough. - When units damage each other, the health number changing is really subtle. Some floating text or flashy animation would help. - I can't seem to move cards from board to hand - I want to skip the shop announcement with left click - Given that the game is single player, I think it would be ok to be totally untimed (to give more time to read cards and figure out the UI)

I upgraded the shop ASAP and ended up with a board alternating between Tujilus and Modular Bot, and it won pretty handily :) I noticed that the spiders didn't have very high health so I figured it was best to try for high-health units to survive the spiders attacks, and Modular Bot seemed really good in general.

Globs With Guns by Zachary Shah 2021-10-09T03:41:53Z

I discovered that the little guy was indestructible but still had a collider and cheesed a lot of the fights by hiding behind him. The best was if I could hide in a corner and he would block enemies entirely so I no longer need to move. However even with that strategy the levels "Teamwork" and "Super Teamwork" were really hard.

There were a lot of levels where I had to wait for the shoot/move state swaps even after no enemies remained. It would be nice if the swaps stopped happening if there is nothing left to shoot. (Or if I could push boxes by shooting them)

Some of the levels got a bit repetitive, but I appreciate the efforts you made to add some variety. I thought the late-game level with super-slow enemies on the left and right was a nice twist.

Haywire by Firebelley 2021-10-10T20:54:24Z

Cool looking game and very fun! I'm a sucker for explosion effects, and the gun in this game was pretty satisfying. I liked your usage of the unstable gun, where I had to play around the possibility that it might shoot a bunch accidentally, but it generally still felt pretty fair when this happened (whereas being unable to shoot would feel really bad).

The menu was polished, the music was good, the levels were interesting, and the length of the game felt about right (If there were more levels they would probably start to feel a bit repetitive). It surprised me at first that touching enemies doesn't instant kill me, but I think that was a good choice too since otherwise they would be hard to deal with. The fact that they can fly through walls is pretty annoying though, since my gun doesn't also go through walls.

I liked some of the small details, like the hat bouncing a bit when you fire the gun, and the hat being the only thing left behind when you die.

I played the WebGL version in fullscreen mode and it ran smoothly for me. One really minor thing - the "Quit" button doesn't really make sense in a browser.

Apocalypse Run by LCStark 2021-10-07T14:34:10Z

Pretty cool. I like the glows and some of the particles. I didn't realize that I could drive faster by being on the right side of the screen, as it felt like it was auto-scrolling at a similar speed of regardless of where I was. After a while though I realized the reactor timer was running out and I tried moving to the right but too late. I had 172m remaining but the reactor blew.

It would also have been nice if player bullets moved a bit faster - you have to lead the enemies by quite a bit in order to hit them while they are moving.

Bomb Mania by Stefan Jovanovic 2021-10-14T23:43:40Z

Really nice visual polish! I like the little bomb and all of the level assets quite a lot. I completed the game, though I had to retry most levels as I was figuring out some of the interactions or getting a sense of the timing.

Needing to move my hand to the mouse to restart was really annoying, especially when level 3 starts with me on fire so I have to move my hand back to the keyboard really quickly. I had a lot of trouble with level 3, but I found that spamming jump seems to wall-climb faster than big wall-jumps and then I was able to barely make it (while skipping the star)

I don't see why I die when the 5th level boss shoots the explosive barrels if I am far away from them, but I think it's cool that you managed to fit in a boss fight.

Pile Up Medieval by zimny11 2021-10-20T00:17:14Z

Try one I was taking things slow and only made it to wells before the dragon came and I was totally unprepared lol

Try two I spammed buildings and managed to have a single defence structure, but it always shot in the wrong direction and missed the dragon.

Try three I was more selective of my buildings based on whether or not each condition was met. I still only made it to a single defensive building, but I realized that I can aim the turret with the mouse. I still only did a tiny percentage of the dragon's health.

Try 4 I read the above comments and learned of castle's existence. I tried to dispose of buildings not needed after I unlock the next type. I managed 3 towers in my pile (and some other towers well off the edge). Still no castle though.

It's a cool game, and an interesting mechanic and resuling strategy. The pile of buildings is funny looking in a good way :)

It seems a bit hard though, and it would be nice to know what triggers the dragon's attack. Is it based on a timer, or a number of buildings placed, or a number of buildings lost?

The Lesser Evil by Jon Topielski 2021-10-10T22:54:06Z

It's a simple concept, but quite fun! It got pretty tense towards the end, and was satisfying to succeed.

I won on normal difficulty with 8 deaths. I was invisible, cursor invisible, my flashlight wobbled, I start with 50% battery, I die if I run out of battery, one of my inputs is stuck, ink splots appear, my game was black-white inverted, dots cover the screen, and I had random color palettes.

I like that most of the modifiers didn't feel too bad. Some were just distractions, and some just required me to be a bit more patient or careful.

It's really cool that you managed to fit in a boss fight at the end too!

Autoscript by Zachary Barbanell 2021-10-06T04:17:24Z

It looks cool, but it's a ton of complexity at once. The pieces have multi-part rules with additional conditions and side effects, and there is very little visual clarity. For example, destroying, pushing, and pulling indicators all look the same, and it's total trial and error to discover that a piece fails under some condition.

I think it would have been nice to unlock the pieces over time so that the player isn't distracted by trying unnecessary pieces. There could also have been some more puzzles that only required 1-2 pieces early on to help introduce interactions.

I completed levels 1-3, but 3 was tough and required finding a way to cause both the destructor and the rocket effects to not trigger, as well as some careful placement and timing.

D.A.D Logistics ltd. by Xparker 2021-10-07T14:40:35Z

Cool idea, some nice risk, reward, and balance decisions. The sailing part can be pretty stressful :)

It would be nice to see how much profit I have made over all of my successful trips (and how much I've lost from shipwrecks)

Sailing is fully automatic, right? I tried some mouse and WASD inputs but it didn't seem like I had any influence.

Ropy Woply Doo by Jackaljk 2021-10-07T14:26:57Z

It's pretty funny, though I had a hard time staying balanced even when nothing was hitting me. It would just change so suddenly sometimes and I was not able to react fast enough. This was especially hard at corners in the path since the camera moves it is harder to figure out how balanced I am for a moment.

I liked the little touches of changing character outfit or sky colors for variety.

Four o' Frog: Signal Not found by alineary 2021-10-06T04:28:30Z

The art is cute, I liked the idea of dodging cars for wifi :)

I found it hard to see interactible items, they were pretty small. It was also confusing whenever it transitioned from one scene to another. Was the cafe the last scene? I paid for wifi and walked over to the poster and it seemed to be uploading but I didnt see anything else to do after that.

Unstable Island Farming by yumao 2021-10-15T00:00:54Z

Cute game! I was very confused initially, not knowing what any of the actions do or why I would want to move. After I realized that I can move at any time, figured out the actions, and realized that I can choose to do-nothing when an action is highlighted, the game became much easier and I farmed all 40 carrots.

The sounds for performing actions to the beat are pretty satisfying. It probably would've been good if the difficulty went up a bit over time, for example if the pattern of actions changed, or if there was some kind of time pressure.

It is rainy by DeltaMain 2021-10-10T15:40:50Z

I was confused for a bunch of things, but I think I stumbled through it all.

I read the manual and sort of understand the weather gathering tools. I entered the data on the computer and nothing seemed to happen (also no feedback on whether I am right or wrong). I clicked on the bed and now everything is dark and my mouse is basically invisible, but the game seems to still be going. Am I just supposed to wait in the dark? Seems like a long wait.

In the morning I was able to see my mouse and see a light switch, so I guess I can have light at night. But there still didnt seem to be much to do.

For barotron I got around 4 CPS and I guess the two blue bars grew at similar speeds so I entered 750 every time.

After the second day I seemed to receive an email saying that I did as well as I normally do on average. And then it gave me some numbers for what look like either actual values or how close I was, since some of them are negative.

If I go afk for a bit while waiting for night to end, I suppose I might accidentally miss a day and not know whether or not I already reported the weather for the current day.

It's an interesting game idea, I would just like to wait much less time between days so that I can do more weather forecasting.

LD50 — Delay the inevitable

H U N T E D by xk_the_name 2022-04-15T02:00:39Z

There's some solid potential here, but there are a lot of unexplained mechanics, so it took me a long time to figure out what is going on. I like the idea of balancing a number of resources while also having a limited amount of time and also trying to outrun an enemy force, and I think it can be exciting to feel like the enemy is catching up but you can outrun them for just a little longer and try to get to the goal.

I'll share some of my experience below:

The game starts by asking me to pick 5 items but it doesn't tell me what the items do. A short description of each would have been really helpful. On each day I am given a bunch of choices of things to do, but it took me a while to realize that I have a limited number of hours per day and to figure out why I would want to do each action. I kind of ended turn and performed actions at random initially to figure out what they do.

On my first playthrough I did not move at all and so the enemies quickly caught up to me. After I got hungry I tried to forage for food but the act of foraging kept getting interrupted by ambushes. As a result I died due to starvation because I had no food and could not forage.

On my second playthrough I started with canned food since I did not want to starve. I also tried moving and realized that this made me move right and so I can try to outrun the enemies and I can make progress toward the goal. I found that I could not open my canned food because I did not have a knife, and I don't think there is any way to craft a knife. I alternated moving and foraging and I was doing pretty well but when I was close to the goal I died of thirst because I did not realize that was a mechanic.

On my third playthrough I started with canned food and knife. I spammed move, ate my food, and I scavenged a little for more food and drink. I made it to the objective pretty easily, but I noticed that my rest value was negative 200. So I guess that moving causes rest to go down but I am allowed to move even if my rest value is already below 0. But I won so I'm happy enough with that :)

In my first playthrough I got to do the shooting minigame several times and it was kind of cool, but it felt unfair that I cannot shoot diagonally and it felt unfair how fast the enemies can move compared to me. One time an enemy came from straight above me and he just ran at me until he was on top of me. I couldn't shoot upwards and I couldn't outrun him and this was enough for me to become wounded.

I never found cookable food. Forage usually gave me berries and mushrooms which I ate directly. I thought plantains were sort of like bananas but it seems like they are bandages and not food.

I also had Map and Pocket watch, but they didn't seem to do anything. A lot of the random events seemed to be dangerous, so it seemed safest for me to choose the "do nothing" option for most of them

Also, on the progress screen where the player moves to the right, the player and enemy are implemented as UI sliders, and these can be dragged around with the mouse. I dragged these around at first because I didnt know what was going on and I was trying to figure out the controls. There is probably some way to make a slider not clickable.

Down to the Wire by Mieeh 2022-04-13T03:39:06Z

Neat game. I enjoyed figuring out the mechanics as I went. The triangle and double triangle cells confused me for a while but I eventually realized that they restricted options for entering a square but the square can be exited in any direction. I felt clever solving most of the puzzles.

Starting with level 22 there were a number of huge levels that I enjoyed much less. At that size, the power symbols and arrows are harder to see, and its hard for my brain to think about that many tiles at once so I ended up basically just brute forcing paths until finding a path that worked. I made it to level 25 where I timed out after I could only find a path that left one square uncolored.

level 25.png

I think I would have enjoyed these puzzles more without the time pressure, but I also get that the timer exists because of the theme, so I can't fault you there.

The visual and audio feedback for moving was solid, and I really liked the effect where the puzzles fell and bounced away after you solved them.

Shoal by Kerdelos 2022-04-06T15:41:48Z

Nice game! The flowing water sounds are really relaxing, and the art is lovely. It feels nice to join another cluster of fish and keep running up the river.

My highest scores: 19 fish, 999 distance, 7800 score 25 fish, 693 distance, 10100 score 36 fish, 1013 distance, 15099 score

Some points of confusion for me: There's a screen where the autoscrolling stops and I wasnt sure if it was a game over but it resumed a bit later. At around 900 distance I still had healthy fish but the autoscroller went a bit faster than me and it counted as game over. I guess in that case I need to press Up more. Some of the round rocks were stickier than I expected, where I thought fish would slide around them but they got totally stuck.

Kiwis Can't Fly by DDRKirbyISQ 2022-04-08T00:52:13Z

Very cute, especially the silly cats when I bop them on the head. Pretty fun to try to bounce off of everything, though I'm guessing it doesn't actually matter if I miss some things. I missed a single cloud because I misclicked when trying to click on the cloud, but I bounced off of everything else.

It would have been nice if the hitbox for starting to drag an object was a bit more forgiving. I also would have liked if the intro was a bit quicker since I wanted to get into the gameplay, but I guess the idea is to give more time for the music to sink in.

Unfamiliar by aeveis 2022-04-13T01:07:09Z

Pretty unique mechanic. The invisible birds that move towards me were very spooky. There is a lot of tension about whether or not I should risk using the echolocation ability or whether or not I remember the safe path.

The visual effect to indicate that echolocation found a bird house was really subtle. I often missed it and found the birdhouses on accident while avoiding the birds. Also on my first attempt I reached the exit before finding the birdhouses above it, which I assume is unintended. I'm not sure if this is because I had missed some previous birdhouse or if this is just meant to be possible.

Against The Horde by almost 2022-04-05T03:58:21Z

How long can you survive? Share your scores!

I survived 43 days but then I ran out of food.

Against The Horde by almost 2022-04-05T15:58:27Z

Glad you all like it!

@popesp Being able to see the contents of your deck would have been nice, I guess we just didn't get to it within the time limit of LD. The starting deck is: 3x Granola Bar, 2x Evade, Flee, Wooden Stick, Memento, Patience, Rummage

@velvetlobster The Memento card doesn't do anything. It's just a useless card in the starter deck.

Push, Rethink, Undo, Repeat by RAC-Games 2022-04-18T17:42:01Z

I ended with a score of 10.

Block pushing with rectangular blocks is a nice twist. On my first attempt I did not realize there was a time limit, and on the second attempt I realized that it is repeating level sections in a random order. I don't feel like the time limit adds very much here, I would prefer to be able to take my time to solve the levels than to feel like I have to rush. I also found that the coins added very little time, so it was almost always better to ignore the coin and rush to the exit.

The Hunger by Delightfullymad 2022-04-09T18:06:53Z

The idea is interesting. The game and card art look good.

The UI is a bit awkward, requiring several clicks to play a single card and not much visual feedback to distinguish between picking a card and picking a target. The biggest example of this is the "Drain Blood" button which requires a target but it doesn't ask for one, so at first glance the Drain Blood button seems to do nothing. It would be good to highlight possible targets and just click on a card to play it instead of having a "use card" button. It would also be nice to automatically end turn if there are no enemies left. Some other things that would be nice would be a visual effect for blocking, and a number for the enemies health.

Being able to one-shot enemies at will makes defensive cards seem a lot less valuable, but there is still a nice strategic tradeoff between draining healthy enemies to avoid taking damage vs leaving them alive in the hope of draining more blood on a later turn. Given that you get more blood from low health enemies, it would have been nice if there was some visual feedback to show how much blood an enemy will give.

Card O''Clock by Bastienre4 2022-04-12T05:38:30Z

16' 27'' 831 for me

Very cool game. Pretty original mechanics. I was impressed by the amount of polish, with solid audio cues and a tutorial to explain the mechanics. At the end I was overwhelmed by getting a bunch of Time Bleeds. I liked that a few different synergies are possible, like stacking bank vs accumulating passive effects or trying to delay or mitigate malus cards. "Clean" was probably my favorite card as it got rid of all of the annoying Dead Weights.

Some points of confusion for me: - It took me a long time to figure out that the spinning circle icon means that an ability is passive. - During the tutorial my first card shop had two cards with the word "Malus" before the tutorial had gotten to the part about explaining what Malus are. - Bank having a max of 60 seconds surprised me the first time it happened - One time I had no cards in deck or discard and I think it did not let me play cards from hand until there was something to draw. This was weird but I guess it's just an early-game edge case. - A couple of times I was wondering how close I was to discard pile being shuffled. An indicator for number of cards in deck and discard would be nice. Also the shuffle animation was a bit long.

Helly Belly by lootgrounds 2022-04-06T22:20:42Z

Neat game. The gameplay is simple but the shrinking area looks cool and it gets pretty tense each time just before you get the smiley face. I felt pretty strong right after getting the smiley face, suddenly I get plenty of space and I can shoot down all those annoying enemies.

I died on nightmare difficulty because I went for the smiley face just as an enemy crossed in front of it and I hit the enemy first - pretty close.

I kind of wanted to shoot in the direction that I move in order to have more control over what part of the wall I am hitting, but I realize that might actually make the game harder overall.

overRUN by Kaleido 2022-04-19T04:10:52Z

Very cool. I saved 12 civilians, had 2 casualties, brought my soldiers back to the mainland, and killed 762 zombies.

I was initially very confused about what the objective was until I realized that blue circles don't shoot and that I am allowed to give orders to blue circles.

Even though it's just unit vs unit combat, it was really engaging. I especially liked the way that I can send a group to clear an area and then put a guy on the roof to act as a lookout or to defend my flank while I move on to another building.

The shooting sounds were satisfying, and I liked the music.

My biggest complaint would be the lack of a drag select or multiselect. I really want to give orders to groups of units, to move 4 or so units at a time instead of moving one by one. Also, the clickable area for buildings was a bit large, so I often misclicked to enter a building when I was trying to walk above it. (Which was the cause of one of my casualties).

Wicked flame! by Kaldrin 2022-04-13T04:18:45Z

Cute game. I managed to beat it :)

You did a really good job of introducing mechanics and interactions with simple levels that demonstrated how things work. I thought the burning tail was really innovative and I thought it was a nice touch that if the tail crossed itself it would burn along both paths at once.

Inconsistent door-opening speed felt a bit unfair on some levels the first time around, but you get used to it I guess.

I found that I have a really long tail the first time I try a level and if I die I have a short tail for all retries of that level. I would also sometimes randomly die a couple seconds after restarting a level. (I think this happens if I die to an indirect fire as opposed to dying to my own tail)

Torches burning out and needing to be lit simultaneously is really annoying, especially for the level where I need to light 4 torches simultaneously using falling blocks. My control over the timing of my tail burning is not very precise. I was unable to beat that level with the short tail so I restarted the game and then beat it with the super-long tail by making this monstrosity:

really long tail.png

(Also, web build never finished loading for me but desktop version was fine)

Lethal Dice 50 by marcmagus 2022-04-09T21:47:29Z

250 points for me.

I didn't fail any objectives, but I went bust on round 6, where I rolled 11 dice totaling 52 (6 of the dice were 6s).

Tabletop Simulator's feature of showing the sum for a selected group of dice is really convenient here.

The push your luck aspect is nice. The rules are fairly simple which is good for learning the game. I was a bit confused about the scoring area, but the image and example on the right side of the rules made it clear what it should look like. I assume that reserved dice stay in the reserved area until they are used.

The 1 1 1 card seems much harder than the other cards, but I think it's fine for there to be some variance in card difficulty so that you have to think about how many dice to roll each time.

It's not really necessary, but it would be cool if there was art or background on the cards, sort of like the cards in Splendor or Century Spice Road.

Lethal Dice 50 by marcmagus 2022-04-11T16:37:17Z

Ah, whoops, that makes much more sense. I must have mistaken the star for a single dot and so it looked like a die with a value of 1.

Extremely Exteme Sports by kuviman 2022-04-14T02:53:47Z

Cool to see multiplayer in a jam game. I did some solo skiing and watched one of the above videos to see how the multiplayer compares. I quite liked how the movement handles, where you slow down and kick up snow as you dig in for a turn. I felt like I had the ability to do both slight adjustments and sharp turns.

39181 was my highest score, though it felt a bit like getting a high score is dependent on how long before the avalanche shows up, which felt somewhat random. Outrunning the avalanche did feel fairly inevitable, though on straight sections you can last a little while.

Music was good but it felt a little bit repetitive, maybe it could be a longer loop. The sound of snow as you turn was pretty good.

T Knight againts the Hydra by Becher 2022-04-07T00:27:50Z

My best score was 21 heads chopped, at which point there were so many new heads that I got pummeled. Defeating a hydra by chopping off its heads is a nice interpretation of the theme :slight_smile:. I liked the hand-drawn art style too.

I only realized that I could double jump because one of the comments above mentions it, but airborne combos felt pretty satisfying especially because successful hits could bounce me for an even longer combo.

It's kind of minor, but I like to use two different hands on the keyboard and spacebar is a bit awkward for both hands. I ended up using W to jump and L to attack, but it would have been nice if there was an option like ZX or KL for attack and jump.

Make your time by Jasuse 2022-04-07T01:58:46Z

I was very confused at first because the Start button didn't seem to work, but clicking on the edge of the button eventually worked. I pressed escape to show the mouse since it's really really hard to click on bombs, screws and wires without a mouse but for some reason the game keeps hiding the mouse on me, which is really annoying, so I either have to fumble around without a mouse or keep pressing escape.

Aside from difficulty aiming an invisible mouse, the first bombs are quite easy to defuse, then there is a very rapid spike in difficulty with colors of interest and the inequations. I really don't understand what I am supposed to do with the inequation bomb but I died before I could figure it out.

It would be nice if there was no time pressure when reading the instructions for each type of bomb.

I like the idea of multitasking with a handful of different bombs and rules, but it's very overwhelming at first.

Make your time by Jasuse 2022-04-07T15:23:33Z

Huh, that's weird. I was playing the windows version downloaded from https://gamejolt.com/games/cusmineisgone/706637. Is a bugfix version uploaded anywhere?

DOWN the DUNGEON by renrok 2022-04-08T00:40:16Z

Nice theme interpretation. On my first run I was too greedy and died on an early floor, but on my next run I found a nice balance and got a bunch of powerups and was able to defeat the boss (though it took a while to kill the boss). My powerups went off the bottom of the screen (18 or more) :stuck_out_tongue:

The game felt a bit short. I think I was just getting the hang of some of the normal enemies and wasn't expecting a final boss room so soon. A couple more screens of different combinations of normal enemies would've been fun.

Some normal enemies (and even pots) felt annoyingly tanky. I had to shoot them many times before they would die, so I felt a bit weak. It would have been nice to have enemy health bars so that I can see which enemies are almost-dead and which are still full health. As-is I tried to focus down enemies one by one and keep track in my head of which enemy I have already hurt.

The visual style and visual polish are great. I liked the shaking tiles, impact particles, and flashing text or health effects.

Untitled Arcade Game by LeonardoMarques 2022-04-15T02:36:56Z

It took me 5 minutes to figure out how to shoot. It turns out the answer is that I have to hold the left mouse button down, clicking doesn't do anything. That's pretty strange, but after I figured it out I am able to play.

It's a simple but fun game. Nice visual and audio feedback for hitting enemies. Well paced, with enemies constantly coming and the difficulty ramping up over time by spawning more enemies. The weapon powerups were fun, but it was hard to guess what they would do and I was sad to find that some powerups on the ground would time out before I could pick them up.

Super Mowser Bros by Guilloteam 2022-04-19T19:45:13Z

(Jam version)

I got a game over before I could figure out how to garrison units or build units. I tried clicking on the node circles and garrison circles and clicking on the icons of buildings but nothing seemed to work. It turns out that to build a thing I have to select the node, select build, and then drag a goomba from the top-left of the screen to the 4 hammer icons.

I think there should be some UI that doesn't require so much dragging. Building could just always automatically consume 1 goomba and have a "speed up" button which will consume an additional goomba. It could also be that clicking on a hammer icon or clicking on a goomba will automatically assign a goomba. It would also be nice if the units that can be assigned are visually much closer to the place that they can be assigned, such as middle of top of screen, or creating new contextual "assign goomba" buttons.

UI aside, the concept is really original and creative. I like the idea of collecting resources and building defenses to stall bario. Choosing how many of each type of unit to produce and whether to assign them as builders or as defenders is a nice tradeoff, though I think right now you just always have a ton of goombas so you can assign them as reusable builders and make a ton of castles. The art style is also really well done.

No Match by Peche et Tradition 1867 2022-04-13T01:19:22Z

Visuals are very clean and the game is pretty polished. It's a neat twist on the classic memory game.

I really wish it gave letters for the face cards, as I have a hard time distinguishing between card art for kings and jacks. Restarting on round 1 instead of the round that I failed also makes me not want to give up rather than replaying all of the rounds that I already beat.

Cards of the Cosmos by popesp 2022-04-06T01:57:55Z

I found the combo! Nice way to beat an infinite opponent :slight_smile: I think I made the connection on my third visit to the card shop, after I had already bought a few mind's floods and I was like - oh that will trigger mind's flood. Wait a minute ... :open_mouth:

It would be really nice if you could show me the entire card for each of my passive cards instead of just the name of the card. Even better would be if the passive cards highlight briefly whenever they trigger, which would also make the eventual combo more satisfying. I forget which is which based on name, but I knew that I wanted a 3 card combo so I just made sure to have 3 different names in front of me.

There were a few times that I clicked end turn and waited a few seconds to realize it had not worked. I think it might be something like ignoring the end-turn button while animations are in progress, but it's pretty common for me to want to play a card and then end turn immediately after.

The regular matches were a bit simple and grindy, since there isn't too much depth to just choosing which mill card to play, but the game is short enough that I think this is fine.

Listening to Rama by ycb21 2022-04-12T05:07:06Z

The visuals and the breaking sound are good. The text to speech voice for one of the messages was a bit awkward, but some of the others had nicer voices. There were a lot of pieces where after they fall I was not sure where exactly to put them, but I found that if I dragged them straight up super far they will lock back into place. Given that loss is meant to be inevitable, it felt a bit like watching a cinematic rather than playing a game. I assume that it is not possible to survive any longer than the point where it says something like "its falling faster than I can keep up."

Also, the itch io fullscreen button blocks the unity fullscreen button and it doesn't actually make the game fullscreen for me. You probably want to edit the itch io settings to remove the itch io fullscreen button and make the frame a little bit taller.

Magma Climb by Aldebaram 2022-04-13T05:15:33Z

Fairly simple but fun anyways. After a few tries I got into a pretty good groove and thought I might be able to go endlessly but I got a tricky section that slowed me down and the lava caught up to me before I could find another circle powerup.

My main complaint would be that it always does a full-height jump, but this often results in me bumping my head on the ceiling and falling early. It would be nice if there was a way to do a short hop by releasing the jump button sooner for finer control of jumping over small pits or small obstacles.

high score.png

LD51 — Every 10 seconds

The Many Short-Lived Adventures of a Box by Criobite 2022-10-09T17:03:09Z

There were a few relatively small things that I think could be improved

Several of the powerups were not very clear about what I just obtained. It might have been nice to have a text popup say "Opened a door" or "Gained double jump".

It would be nice if the 10 second timer didn't start until the user enters an input. As is I often lose a half second while I am trying to figure out which way to go. Additionally, if I was holding right as time reset, it starts me out stationary and I have to let go of the right arrow before I can press it again.

Sometimes I mess up the first second of a run and have to wait for a reset before I can try again. It would be nice to have a button like R to immediately trigger a reset.

I managed to complete it, and I think there's some nice potential in figuring out where to go and in getting good enough to platform quickly to each of the objectives.

CRAVE by AkirAssasin 2022-10-08T23:44:11Z

Kind of cool, but it suffers from the fact that my objective is to survive and chicken's egg ability is an easily obtained renewable source of food. I went exploring to discover creatures and try out their abilities, but it was way easier to survive as a chicken than as any fancy enemy. I didn't make it to the volcanic or void biomes from your screenshots, but I think I saw the others.

The on-screen text and UI was pretty small, and I think "eating" has a range that is not visually indicated, but aside from that the mechanics were fairly intuitive.

Empire Under the Clock by juxipolo 2022-10-09T04:06:02Z

@juxipolo

I encountered a lot of the same confusion as pkenney. I was especially stumped by not knowing how to settle a city. It showed me all of these places that look settlable but the city was not settled, and the tutorial didn't seem to be giving me any new instructions on how to do it.

After reading your comments I realize that I needed to recruit some soldiers and move them into empty territory in order for it to become settlable. You might want to copy paste all of the info from your reply to pkenney into the game description in order to help other new players.

Another huge point of confusion for me is what to do with my resources. Is food consumed over time? Are smiley faces population or happiness? I don't see any cost indicators for recruiting troops or settling cities, or any of the other buildings.

Probably a good way for the game to communicate some of this info would be that if the player tries to perform an illegal action like settling outside of your territory, the game could say why it is not possible "You can't settle outside your borders" or "You need more food to do that" or "You are already at the population limit"

Auto Parker by BathPirate 2022-10-07T02:50:15Z

A simple but unique concept well executed! I found the numbers on the ground very helpful, though I was a bit unsure initially if this indicated my position at the start, middle, or end of the second.

It took me a little bit to realize for the last level that there were speed bumps messing with the timing, and that super-sharp turn in the previous level was a challenge as well.

Relay PeaJay by aeveis 2022-10-08T20:02:57Z

My best score was 95.8 seconds and 11/13 checkpoints. I got 10.2 on the track right after the "unlimited dashes" and something like 15 on the final section.

It's pretty fun when you go fast, though I did a decent amount of crashing with the dash. I like the audio and visual feedback for jumping and dashing.

I think it might have been nice if some of the walls were slopes instead of square tiles so that there are fewer corners to bump into as you are dashing diagonally.

That one bird who is stuck is pretty troll lol, just there to bait me into an awkward spot.

Tecton Inc. by notnasiul 2022-10-09T18:44:38Z

A simple concept, but a very slick presentation, I appreciate all of the little audio and visual polish. I liked that you could see little shadows in the lava when the cats hide there, and I appreciated that I get a bit of warning when my feet are on fire before I die.

On my first attempt I died almost immediately but then I saw that the text mentioned a jetpack so I tried some buttons and found that I did indeed have a jetpack, which helps a lot.

After I also realized that I can scare the cats with small jetpack hops, I was able to survive relatively easily. I got to 1000 points and think I could go on forever if needed.

Carrying a stack of 20 diamonds looked kind of funny but it was very satisfying when an opportunity presents itself to cache them all in.

Sweet Nightmare by almost 2022-10-06T05:59:05Z

Thanks everyone for the feedback!

@aeveis, It is a single player game, the red characters are AI controlled, and try to move towards you. Yea it takes a bit of time to figure out each of the controls, and not all player characters have a way to attack. There is an indicator in the bottom-left to tell you which buttons are relevant, but understandably if there are enemies coming at you, you may not have time to notice it.

Sweet Nightmare by almost 2022-10-08T00:20:00Z

Thanks :)

Yea it's definitely true that some of the characters are over or under tuned, and if we had a bit more time we would've had a number of tweaks to make some of them a bit easier to control or to feel more satisfying.

Sweet Nightmare by almost 2022-10-09T00:02:57Z

Whoa, thanks for the detailed feedback!

@tobius I totally agree that it is hard to kill enemies. There is a brief invulnerability given to both player and enemies after taking damage that unintentionally made enemies too hard to kill. There are a bunch of numbers tweaks that I wish we had time to make. It's correct that there is no way to heal, partially as a way to ensure that you can't live forever.

One other "Every 10 Seconds" thing that we considered but didn't end up implementing was changing an objective function every 10 seconds, so you could sometimes have objectives like kill enemies, go right, go fast, and so on.

@deprecat Oh yea, changing the music, art style or textures when the rules change would have been sweet. A "next powerup" indicator also seems like a good idea, especially for transitions to a rule set like snake or the car where you sometimes crash into a wall right after the rules change.

Sweet Nightmare by almost 2022-10-17T15:25:24Z

Well done @alpharock6, that's a really good score!

Thank you everyone for the feedback :)

Game Name by Strega 2022-10-08T23:12:46Z

This was really cool, and some nice polish for a bunch of the minigames.

Some minigame specific feedback: The sleep minigame was confusing the first time that I encountered it, and pretty difficult in general. I was able to get great or perfect on most things, but I really struggled with the later design levels, as there is just so much stuff to place and I sometimes pick up a different item than I thought because they overlap. My favorite minigame was bugfixing where I got to go nuts with the hammer lol.

It would have been really sweet if the image that I drew for the art challenge was used in the level-design and playtest challenges.

Here is my final score, which I assume is based on how well I did in the minigames:

game dev game score.png

Though other than art and audio, which minigame contributes to which score?

And is overall rank #6 based on an actual leaderboard? Either way, I'm pretty happy with the score :)

Out Of Memory by adam-gould 2022-10-13T02:12:41Z

The idea of the game and puzzle setup is pretty good. I like that you have multiple robots so you can choose which robot performs a given action and you can coordinate their timing. You did a pretty good job of having levels that make use of this.

Most of my feedback is about the UI:

- The visual selection for selecting units and controls is pretty subtle. I would prefer something like a huge green circle or glow. - I think drag and drop of commands into slots would be more intuitive than click to select and click to place. - It would be nice if the buttons for available actions was physically closer to the timeline of robot actions so that my mouse doesn't have to move as far. - Gray buttons looks like they are disabled. It might be good for 'Go' and other buttons to be green. - 'Keep Going' sounded like either "go to the next level" or "try this level again". It really surprised me when it continued the current level without resetting anything. I would recommend not even asking whether the player wants to keep going but instead have it happen automatically. - Cables and squares don't seem to do anything. I think it would be simpler to just have circles on the tiles that you need to press. As is it looks kind of like you are supposed to place square boxes on square tiles. - Since robots pick up and drop box in front of them, I thought the robot would hold the box in front of them while carrying it. So for level 6 I was worried about the lasers shooting my box if I stopped in front of a laser.

Crazy Ball by Lawrence 2022-10-05T23:57:28Z

Score of 99. I died because a block fell in the middle and I became stuck on the left side. I guess I was probably supposed to destroy that block before it fell? It definitely was unexpected. Multiple balls is a nice powerup though sometimes I am greedy and miss them all instead of just catching one ball.

Big Block Mode by UnitedFailures 2022-10-19T23:47:08Z

Could you rename the link to the itch page to clarify that it is the 1.1 version? The downloads are nicely labeled but I wasn't sure whether or not the itch link was to the original version.

The idea of building a chunk and then adding the chunk as a single block to a persistent "main" scene is kind of neat. The fact that you create multiple chunks before placing them confused me as it seemed like it made things more complicated without really changing how I play. I never wanted to reorder them, and I always wished I could just place my big chunk right away.

I had a hard time counting to compare distances between the current board and The Big Block board. The grid that you added in the postjam version probably helps a lot on that front. In addition to the 1x1 grid, it might be nice if the middle vertical gridline was marked in bold, or that I could measure distances like "1 to the right of the center" instead of "4 from the right edge".

I often ran out of time without realizing how low the timer was. It might have been nice to have an audio clip play as the clock gets low, or maybe to put the timer at the bottom of the screen so that it is closer to where I am looking. I also think that I often ran out when trying to use S to move my block downwards faster, as it takes 2+ seconds even when holding S down. Given the 10 second time limit, I would like to be able to drop to the bottom with S in around half a second.

One relatively minor thing is that sometimes when a block or chunk was near the edge of the board it wouldn't let me rotate it.

Other than miscounting distances, I had fun and think it is a neat twist that changes how you think about the game. I really like that you can rotate your chunks as you are adding them, so you can assemble a big chunk with a specific shape on top and then rotate it 180 before placing it in the main scene so that it fits perfectly.

Police Mayhem by WFMG 2022-10-09T04:38:58Z

Going flying off of small ramps is pretty funny. I think it would be cool if you make it so you can spin or flip in midair to do tricks. Maybe maybe it a rocket-powered car so you can steer even while in the air.

BeaT-Rex by Andreas Roschal 2022-10-09T01:00:31Z

The game is really cool.

I wish I knew what more of the powerups did, or had more time to think about the powerups. A couple of times I was choosing between icons that meant nothing to me and ended up not getting anything at all because the chest despawned just before I could click. On my first run I missed a few powerups and was pretty weak. In my second run I got a fireball, but blue and yellow were never offered. In my third run I got lighting and a lightning cooldown upgrade early, and with that I was able to live for a long time and get lots of powers and upgrades. There were a lot of icon combinations that were unclear to me: sword + rotate, sword + arrows, sword + sword, fireball + sword, blue + sword, blue + arrows, 3 fireballs, lightning bolt with diagonals, and so on. I'm guessing that some were damage upgrades and some were size upgrades, but each one was confusing the first time that I saw it. I thought that fireball + sword would make every sword attack shoot a fireball. I thought sword + sword would be a bigger sword but now I think it must have been damage instead.

The visual style is great, and I liked that audio changed with each zone while still having a core beat that helped with timing my own attacks and enemy attacks.

Smack Demon by Firebelley 2022-10-13T02:31:10Z

Nice visual polish, I like that player, enemy, and fire all move a lot in order to feel alive. The difficulty is decent in that I have to put a bit of thought into my actions, but it's also pretty easy to take 0 damage if you are patient.

At first I underestimate the shield since I thought even if I block the damage of an approaching fire wave I thought the ground would be on fire and I would take damage the turn after. But it destroys the fireball completely and it is pretty effective.

I like the idea of alternating between offense and defense. I think it would be even cooler if the enemies chased you or unleashed stronger attacks during the seconds that they are invulnerable, so that you actually have to run away instead of just standing a few tiles away and hitting skip or shield until they are vulnerable again.

Pet the Damn Cat! by Deprecat 2022-10-09T17:30:15Z

My first two tries I failed very quickly while just trying to figure out the controls for each minigame. On my third try I managed to finish the day.

I never figured out how to tell which part of the cat it wanted me to pet, but in my successful run I always pet the head and I did so with a large mouse motion so maybe it just counted as petting the whole cat.

It's pretty stressful trying to satisfy this employer and cat!

Cubical Mayhem by pepnou 2022-10-08T15:45:08Z

Pretty chaotic initially with the pressure of the rows changing while I am just trying to figure out what the buildings do and trying to read all of the different parts of the UI.

But I eventually realized the board is a cube and so it is ok to have building be rotated away and I just focused on producing lots of resources and made it to space. UI at the top indicating the production rates for each resource was helpful to determine bottlenecks.

Tower of Kraduul by Zliebowitz 2022-10-09T17:42:59Z

Pretty unique mix of card game + autobattler.

I really wish I could see health bars and damage numbers, especially for the enemies. For example, I want to know if the 25 damage laser will kill my own units, or if it will kill the enemies. And I want to know how much attack each of the enemies has.

Little floating numbers whenever damage is dealt and health bars with little ticks for every multiple of 5 would probably be sufficient.

Holospecter by theStoff 2022-10-08T22:04:03Z

At the point where the game says "Special" I had to mash the keyboard to figure out what key it is, and the same with the dash. WASD shift spacebar and F is really crowded on a keyboard. Ideally all of the non-movement keys are far enough away that I can play with two hands spread out. And then with two hands on the keyboard, needing a mouse to retry after dying is awkward.

I also would have liked if the stealth power recharged faster while not in use (so 10s to run out, and 2s to refill).

There is one level part where you need to fall through a small gap and then dash before landing, and I failed a couple time before I realized that the dash button only works if I provide a horizontal input.

Anyways, those complaints aside, I quite liked the game. I think the art style is great, and I like that you have a bunch of background art decoration while still having very high contrast and clarity for interactive elements. The invisible visual effect is pretty cool. I enjoyed the platforming and did manage to beat the game in the end.

The Goose Bureau by Tricky_Fat_Cat 2022-10-08T22:21:48Z

There was some weird vsync issue where if I move my camera I can see that the top half of my screen refreshes before the bottom half. Also the text on postits at the start was really hard to read from a distance.

I liked the music and the visual effect when dashing, it made me feel fast and cool. Bouncing off of the spring platforms was also quite satisfying.

Restarting the entire level instead of having checkpoints after each challenge was annoying. I solved most of the puzzles in the "big" level (abut 80% through the game based on icxon's video), but then I got kind of stunlocked on some cones after failing a dash and bounced from cone to cone and died, and I dont want to do have to do it all gain from the start.

Lucky Lefty Lost In A Labyrinth by TheBookSnail 2022-10-07T00:14:22Z

It's a neat puzzle game, but sadly I think it is better without the 10 second timer so that you can take time to think and take notes instead of being rushed to make a move and just remember which moves killed you on the previous attempt. It would also be nice if the snail was a bit more speedy.

Poda Wants a Statue by Doot 2022-10-09T01:53:59Z

180 years on my first try and 132 on the second. It's a cute game, and I like that I can get a bunch of upgrades to make things go faster. Poda causing bunnies to drop resources was annoying later on, as there were so many bunnies and resources that my mouse couldn't keep up. Though I did realize a little bit of optimization is possible where I can force bunnies to drop resources and carry them myself (but too much work to do that after the early-game)

HURTEC by Trexxak 2022-10-08T19:32:58Z

I accidentally clicked past the instructions for the binary sequence and was confused why I could no longer shoot but I eventually figure it out. Satisfying when you get a big shot, but I was confused about why some were super homing and others didnt home at all, though in hindsight maybe it needs a full 10 of some stat in order to home and I was afraid of dying so often fired at 7 or 8 of each stat. For the later 10 second cycles, I often could not tell whether I died from damage or the time ran out or what as it just starts another 10 second battle.

Sweet Seconds by Jag 2022-10-09T23:48:40Z

Nicely done!

It started out simple enough but got pretty hectic with multiple orders and cooking techniques. Mouse-only and the gentle music made it fairly relaxing.

I was confused each time a new type of food appeared and I had to click around until I figured out how to make it, but it wasn't too bad.

Failing to unlock an upgrade feels pretty bad, as you know that later levels will be harder without the kitchen upgrade, so you are pretty much forced to repeat the same level. I downloaded and played the original version, and I got upgrades for the first 7 stages, but failed the 8th stage, and I figured at that point I had seen most of the game, so I didn't bother to retry stage 8.

So many customers want hotdogs :O

Room Again by SofiGnedova 2022-10-09T20:56:50Z

Pretty cool game. I was confused a couple times about what I was supposed to do with some of the later items, but I managed to work through the possibilities and escape eventually.

One little thing that annoyed me was that using the glass shard on the windows seems to cause it to cease to exist, and I did this on accident a couple of times since I wanted to "pick up a glass shard" and didn't realize that it had automatically picked one up already.

I thought the stool code was a hint for some puzzle but it seemed to be unrelated.

The art style is quite good, and it reminds me a lot of Don't Starve.

10 seconds worked out to be a pretty good amount of time for your level design, where as long as I planned out my actions I was able to do everything with a second or two to spare.

Terminal Velocity by mhorth 2022-10-07T00:34:13Z

It's cool and I like the visual style of the lights in the winding tunnel and the floating lights in the menus.

I noticed that there were a few cases on the leaderboard where someone with less distance or time had a higher score, so I was unsure of how score was calculated. I also noticed that score only went up when I touched a checkpoint. After playing I see the info in your game description here but it might have been nice to know in-game.

It felt good to get into a rhythm and stay at full speed for a long time. Some of the spinning obstacles later are pretty tough to time, which is fine I suppose since difficulty is supposed to ramp up.

I found the dodge a bit disorienting so I didn't use it too much. I think it would have been neat if it caused you to drive on the ceiling instead of spinning your camera so that you are on the bottom of the track, but that might have been disorienting as well for different reasons.

I made it to the top 10! For now, anyways.

Lavalette by Fribolin 2022-10-12T02:33:20Z

The tutorial seems to be bugged sometimes. It rejected a bunch of valid matchings (like grass to grass) and so I started brute forcing positions and rotations and it accepted this:

mismatched tiles.png

Anyways, I've played Carcassonne, so the idea is intuitive enough to me. I found that by making skinny paths I had plenty of tile edges available and could go on indefinitely (though the small tiles became harder to see). I wonder if a finite board might be better, as it would force me to think a bit more about how to use my tiles more efficiently.

Here's what my board looked like when I chose to stop:

lavalette.png

Edit: Oh, after I read your description again I realize that there is a score incentive to complete cities, and the table is finite, which is good. But the table is still kind of huge, I was able to place a ton of tiles without even realizing that the edge of the table was a game mechanic.

Moirah's Manor by Tobius 2022-10-09T17:58:08Z

The audio and visual mood at the start is great.

A couple of times you see a 2D image from the side which is really jarring. It happened to me when interacting with the first door and when I saw the ring spinning. If using 2D art like this, I think keep it facing the camera.

I had a really hard time navigating the building. Doors on side walls are hard to see, and in the dark even the walls are hard to see.

Is the idea of the theme that I can only use the light-ring after a 10 second cooldown? If so, this was kind of annoying, because it meant I either keep bumping into spiderwebs and rats in the dark, or I keep going afk for 10 seconds while I wait for the cooldown.

I opened the first door which has three buttons via trial and error. I wandered in the dark for a while and found another door with 5 colored buttons but couldn't figure it out and didn't see any clues nearby, and I eventually died from bumping into rats too many times.

I tried again and found some paths to the right that I had totally missed including the numbers for the first door, some math equations with no context of where to use them, and the second item whose purpose I have yet to discover.

There are probably some other paths available to me but I got lost in the dark.

Given how large the building is, a map of where you have been might be helpful, or even just try having fewer paths and smaller rooms. You could also try to change the layout so that doors always go up and down, instead of left and right.

10-Second Magic Artist by vivyhasadream 2022-10-08T01:17:33Z

A really neat use of the technology! I felt a bit rushed by the client but I think that is part of the fun.

There were a couple of times where it seemed like the text prompt was too specific and so several elements of the drawing were lost. For example for "The Kraken Arrives" I drew a lot of boats and docks but the prompt didn't mention them so the AI turned them into tentacles lol. I think it might have been nice if the text prompt to the AI was more specific like "Kraken attacking boats in a shipyard".

10-sec pause mania by Stingby12 2022-10-20T00:36:53Z

I was very confused initially so I am just going to write down my thoughts as I play.

I read the following: Every 10 seconds the crystals start their own actions They will keep doing their actions until nothing can move Push the crystal to the plus shaped target

And then I see a yellow diamond and a white diamond. I thought a crystal would be white but when I pressed an arrow key it was the white diamond that moved, so maybe yellow is the crystal. I accidentally pushed the yellow diamond into the edge of the level and can't push it away from the wall so I guess I messed up, but I wasn't sure what to do about it. I reloaded the page but I see now from the description that R resets a level. It might be good to put the "R to restart" on screen when the player is in a stuck state.

On my second try of the level I walked around the crystal and started to push it to the right, but at the 10 second mark it moved up, and as far as I can tell the level is now impossible.

I don't know why it moved up. I tried restarting the level and pressing nothing but "wait" to see if it was imitating me but it still moved up. I noticed that the top pixel of the yellow diamond is brighter so maybe it just always tries to move up, so I pushed it down and figured it would just move up a single time, but it moved all the way up to the top of the screen. So I tried standing above it and then waiting and this worked, and I finally completed the first level on my sixth try or so.

I think it would be nice if the first level was designed such that even if the crystal move is not expected, it won't cause me to be completely stuck. For example, if the crystal moved up and the goal was at the top of the screen, that would be ok.

After this I was mainly able to figure things out for all of the later levels. Though I think it is odd that when two crystals see each other they stop while there is still a 1-tile gap between them. Even weirder to me is that a T shape of birds resulted in none of them moving into the tile that is in between them all. Air block is a very difficult level. The level after it that introduced spikes was a nice difficulty, and then the one after that was very difficult, but I eventually got it. For the next level after the two spike levels, I had an almost-solution that was 1 move too slow, and I chose to stop there.

I think your game idea and puzzle design are pretty good. I would say just try to find a way to more clearly communicate the game mechanics at the start, or add a couple more introductory levels.

DEEP DIVE by Oakhardt 2022-10-09T17:17:04Z

Pretty cool! One minor annoyance is that there are several things to pay attention to at once when each round starts. Sometimes when I was reading the story text the numbers would disappear before I memorized them, or enemies would kill me.

I liked the dodging and shooting, and I liked that if I run out of time I just have to wait a bit for it to become my turn again.

Timeslime by asbjorn 2022-10-06T00:25:33Z

Very unique, and hard to wrap my head around. Negative points for misses feel pretty punishing, especially when enemies kill each other such that your old shot is now a miss.

I got a score of 66 after I realized that I want to provide as few inputs as possible and just be sure to always end up where I started. Remembering which moves I made previously to know if I need to change anything is tough!

LD52 — Harvest

Harvest Goddess by yetanother 2023-01-27T17:48:43Z

On my first play after chasing off a single bird it said that foxes would ravage the field but I saw no foxes. I lost to this invisible fox so I restarted and next time there were 4 birds and a fox which seemed about right. I couldn't seem to chase off the fox but I could keep clicking on the birds and lasted longer.

Do I want the birds to starve to death, or do I want to give them just a little bit of food each?

Harvest : Mars by angry-cyboot 2023-01-27T17:17:21Z

Needs a bit more explanation I think. I dragged all of the people to buildings that light up and hit end turn, and I was immediately told that I was defeated. I assume that some building consumed critical resources.

I figured out that H shows the consume and production for each building, but I still don't know which building is which. maybe there could be an arrow pointing at the building or a picture of the building.

My guess is field view are the farms.

Ah, looking more closely at the postgame it looks like I ran out of water, so probably I put some people on the geothermal plant which consumes water.

I think you have a fine resource management game, it just needs an explanation of which building is which and what the defeat conditions are. Worker placement as a turn based video game seems like it can have potential.

Once a Year by ded 2023-01-27T17:35:16Z

Pretty unique to have a game about the motion of harvesting. It felt good to make progress on the field though I sometimes had a hard time telling whether I was too close or too far from a piece of grass.

I harvested it all and got the music :)

Foraging Frenzy: Too Many Plants by almost 2023-01-27T03:12:57Z

Thanks! The timer is how long until the plant grows another fruit. It is kind of like an ability cooldown but some plants can hold multiple fruits at once.

Foraging Frenzy: Too Many Plants by almost 2023-01-27T17:51:43Z

Thank you everyone for the ratings! Glad you like it :)

Lovecraftian Famring by Snowdrama 2023-01-27T16:56:33Z

I like that I can visually guess the crafting recipes.

Going to sleep repeatedly to wait for things to grow was kind of slow though, I wish that it was a bit faster to go from day to day or more to do each day.

The Gleaning Samurai by allov 2023-01-27T07:01:40Z

Wow very well done!

Nice take on the theme, very fun. I played for a long time and got at least one of each upgrade. I like that you ramped up the number of enemies as well as introducing several new powerful enemies. Each of the upgrades felt useful in its own way and it was satisfying to reach the 5k gold value for the big upgrade. I like that the enemies could fill the screen with weeds really quickly so it actually mattered that you are efficient at clearing weeds.

The animations for planting and harvesting tiles were pretty slick.

One minor complaint is that the player and projectile are similar size with similar glow color so it can be easy to lose track of yourself.

MegaDeth by KekkoDude 2023-01-27T07:09:11Z

How to leave the van was confusing me. Turns out F at the bottom leaves.

Kind of fun gameplay though with the people running away I feel like a monster lol

Mycotic Uprising by stephen321 2023-01-27T06:32:05Z

Nice, a simple concept but fun. It was a bit annoying that enemies can shoot me when I am trying to harvest them but I found that I can click both left mouse and right mouse at the same time so that I am still attacking while I am harvesting. This is physically kind of difficult with a mouse but pretty effective as a strategy.

I made it to level 25 with 229 harvested and think I could keep going longer too.

The window was a bit small on my screen, I would have liked if it was double the size.

Dreamcatcher by 6smith 2023-01-27T02:17:29Z

It might be nice to mention that you can double jump in the description - that helps a lot with some of the jumps.

I liked the mouse controls to catch dreams and attack nightmares. It was a good kind of hectic when I had to run away from several nightmares at once and try to attack them while running.

It seems that there are a few specific places that spawn nightmares so after I had been exploring the right side for a while and returned to the start there were around 15 nightmares that all attacked me at once. I took out several of them but eventually missed a jump and fell.

My top score was 28

Fruit Harvest by Rainsong 2023-01-27T17:01:56Z

Simple idea but it works. Different velocities and angles of fruit is nice.

One issue is that fruit sometimes landed offscreen and sometimes two fruit reached the catch height at the same time. A possible fix would be to have fruit bounce off of the edge of the screen and to allow the player to move up and down a bit to catch a fruit early if needed to catch another one right after.

Delivery Boy by Not The Loading Screen 2023-01-27T17:39:55Z

I really wish there was an indicator for where the truck is. Also maybe some fences around the edge of the map as I walked into the grass a ways and realized that there was nothing more in that direction but then I was lost.

I like the aesthetic and the mood with music is nice too.

Disorder by Zykra 2023-01-27T02:07:09Z

Smashing things is pretty fun :)

I got frustrated on some levels though where it was around 95% messy and I didn't know how to make it messier. I ended up failing level 11 where I literally knocked every block offscreen but it was only 85% messy and I don't know how to make it messier.

I like the way the unmoveable blocks adds some challenge where you have to think a bit more about which direction to smash from.

Also, the magnet didn't seem to do anything, but maybe I just don't know how to use it. I was playing the web version if that helps.

The Cave Mushroom by PSV Games Studio 2023-01-27T03:31:57Z

Whoa, very nice mood. The calm music, soft lighting, and happy little robot worked well together. I made it to the end. I understand time constraints can be tough, but the levels were just starting to get good so I was curious to see what would come next.

The sunlight mechanic sounded nice in theory but in practice it often meant that I had to sit and do nothing while waiting for batteries to charge, which was a minor nuisance.

Nice work on explaining all of the controls and mechanics within the game. It was very quick to learn how to play.

Sandwich Runner by BlueDingo 2023-01-27T03:09:54Z

I found the ingredients falling from the sky to land on the sandwich hilarious. I appreciate that there is a button to mark the sandwich as completed and put that bread on top once it looks sufficiently tasty.

I wish that I could move faster when going downwards. It feels much slower than moving upwards.

Corn Clicker by GoMango99 2023-01-27T17:05:54Z

Quick but satisfying

I like that there are multiple sets of synergies. I got to a few thousand corn in a few minutes and have a lot of stuff onscreen at once now :)

No Harvest by Mikzam 2023-01-27T16:45:57Z

I think I get it. At first I made the mistake of playing a bunch of cards before revealing the first enemy. But now I get that I am supposed to show an enemy to know how many stats to obtain. It feels kind of nice to combine cards though it seemed some of the uncombined cards were pretty strong anyways and I can play multiple cards.

Thanks for having a tutorial ingame too, that always helps.

Soul Harvest by Hell Homa 2023-01-27T06:45:45Z

Nice double interpretation of the theme.

It might be nice if the player walked a bit faster and if the player's collider was just your feet and the fence collider just the base of the fence.

Let there be Light by karatoga 2023-01-27T03:05:15Z

I think I kind of get it, but I was confused for a while at first.

I have determined that the trees surrounding me give different rewards and that I have to give them energy in order to get the reward. I see one gives a projectile and one heals. I eventually learned that one gives seeds.

I see a couple of energy trees in the darkness and tried running up to them but this hurt me much more than the healing that I received when I used that energy on the healing tree, so I don't know if it is worth it.

I thought the projectile was for enemies but I eventually realized that it collects things, which is pretty convenient.

So I can see now how things are supposed to work, but it is difficult initially to figure out what I am supposed to be prioritizing and what to spend my energy on.

I like the music and I think the gameplay has potential after you figure out what is going on. Is it possible to win if you get enough energy, or is the goal just to survive?

Harry the Hare's Harvest Fest by Georg Schenzel 2023-01-27T03:17:34Z

Nice and simple game idea. I managed to get 251 carrots, though I had a bit of a slow start before I realized other hares were eating them too. I like some of the ambient noise like the running water.

It would be nice if there was some indicator for the general direction of the nearest offscreen carrots to help when there are just a few carrots left.

TEN²² by Kalbshack 2023-01-27T02:44:43Z

I saved the city! 50k joules.

I was confused on my first try because I didn't realize that I had to hold E to get energy and that I also have to hold E on purple to spend that energy. But I just ran as fast as I could through the first few houses and picked up all of the misc electronic devices and that was good enough. I also thought at first that I had to run back to the hideout before time ran out but when I ran out of time and the game continued I realized that I should just keep looting.

As you suggested, drone sentries would be great to add a lot of tension while out looting instead of it just being about how fast you can walk.

By the way you should be able to opt out of the audio rating category if it didn't make it into the game.

Graveyard Shift by Natiki 2023-01-27T07:15:01Z

Simple and quick but fun. Nicely done for a solo project, it felt pretty well rounded.

I like how fast I can move. It would be nice if there was some more visual feedback when you hit an enemy, like a particle effect or them fading away.

Gene Graph Garden by kaliuresis 2023-01-27T17:25:35Z

You have an interesting game, but the first level difficulty is much too high. It has obstacles and requires me to fill the board when I don't yet fully understand the basic mechanics. Give me some more straight lines or open fields.

I was surprised at one point to realize that the plant can branch when it loops back on itself but I'm still not really understanding my own plants.

I eventually got the first level with this spinny fruit but I don't really understand it.

spinny fruit.png

I guess the idea is that it branches after every grow action and in my tree I tell it to restart after every branch. I can kind of reason about that but it would definitely be nice to have some more easy levels to figure things out.

Some examples of possible simple levels would be a plant with 4 fruit, and a plant that branches once and then grows in two straight lines.

The UI for placing and connecting nodes was pretty intuitive, so that is nice.

Oxygen Harvest by Spargit 2023-01-27T16:39:52Z

Very unique, though the first attempt of many levels feels pretty luck based given the limited undos. I like the reveal effect, that helped me plan ahead. Replaying a level for a second time is also a good memory challenge.

Look Closely! by Xamora 2023-01-27T02:26:44Z

I like the concept, it's very unique!

On the 5th level several characters walked on and off the edge of the screen while I was looking at them, and that felt pretty unfair. I tried again but failed the fifth level both times.

It would also be nice if there was some audio feedback to congratulate me when I correctly guess the number of each color, but I understand the lack of game over means I must have been correct.

Congrats on finishing a game :)

LD54 — Limited Space

LIGHTDANCER by xk_the_name 2023-10-12T05:17:08Z

I like the visual style a lot. The enemies are spooky, the light feels safe, and hitting an enemy is satisfying. It would be nice if the light faded a bit more gradually when a tree burnt out.

I got to a point where the trail was fading and most of the trees were not flammable and I died in the darkness because I couldn't figure out where to go next.

Wings over Bagel Bay by madjackmcmad 2023-10-20T23:40:56Z

The game is really hard to control. It took me like 20 attempts to deliver a single bagel because I need to steer carefully and press the bagel button at a very precise distance from the landing pad. I was also confused for a while about how to turn into a boat since I only read the bold keyboard/money section of the instructions.

I think there is potential for a fun action game though, and you managed to implement a lot of mechanics and systems in the game.

Memory by agentparsec 2023-10-20T03:14:39Z

It's an interesting idea. I think I didn't fully understand my objective. I thought the idea was to try to minimize the rate of fading so I generally picked big numbers, but I ended with an outlook of -61 at age 80. Two of my final three memories were black. I am wondering if I was supposed to try to cause negative or traumatic memories to fade as opposed to just not picking them.

The game explained that some memories can be negative at the time that yellow appeared so I thought that yellow were negative, and it explained traumatic memories at the time that green appeared, so I thought that green was traumatic, But then later I saw black traumatic memories and I realized that blue/yellow/green were categorized into experience/skill/knowledge. There were also sparkles and other visual effects on the green nodes that I think indicated good or bad things but I don't entirely know what each one means.

It would have been nice to have some visual indication of which attributes each memory contains, like physical family and art so that I can group them more effectively.

The area shrinking when you get old was pretty dramatic.

memory.png

Final Frenzy! by almost 2023-10-06T03:47:09Z

Thanks for the feedback everyone!

Also, those are some quality notes @agentparsec! Very neatly organized information. I like your grimgram :)

Final Frenzy! by almost 2023-10-06T14:54:38Z

@vary Wow, such cute notes! I love that you used your extra space to doodle. Thanks for sharing, and congrats on getting so many As :D

@stronf Glad you liked it. The main issue with left click to drop is that it would be hard to distinguish between clicking to draw vs clicking to drop, but perhaps we could have done so based on the speed of the click. I'll check out Voynich lecture as well to see how they did it.

Final Frenzy! by almost 2023-10-08T04:15:57Z

Solutions below:

For anyone who is wondering what they got wrong, I have written a full set of solutions.

SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS

Art

1. Big Cat painted Tragedy 2. Lovers features a sun/moon (and two trees) 3. Triumph has 6 people 4. Freedom depicts a Turtle

Cooking

1. Basil leaves were used 2. Garlic was the first-used of the options 3. Cheese was the last-used of the options 4. Crush is the action (Crush like your enemy's face) 5. There are 9 ingredients: Basil leaves, nuts, garlic, oil, sea salt, pinch of love, cheese, instant noodles, store-bought pesto ramen. All of the ingredients were pictured on the left page of the textbook, and love was also mentioned as an option for a previous question to clarify that it counts.

Literature (Little Red and the Wolf)

1. Little red was visiting a relative (her grandmother) 2. Mr. Goat is least likely to be a citizen because he has a mean appearance and it is Cuteness-Only Kingdom 3. Little red saw 8 animals - 3 squirrels, 1 sheep, 2 fish, 1 goat, 1 wolf 4. Little red spoke 4 times: warm words to mr goat, “hello?”, “i suppose it is wolf season”, “wolf soup tonight” 5. Mushrooms are most likely to be found in little red’s basket because it is described as a mushroom basket. There was also a breadstick but she removed that from the basket when using it to fight the wolf. 6. Little red’s mood was triumphant

Game Theory (Animal Chess)

1. The squirrel cannot move diagonally. (The cat can move two horizontally followed by 2 vertically, the wolf could jump diagonally if an enemy piece was next to the destination, the rabbit can move diagonally) 2. A rabbit is worth 3 points 3. The cat can move safely to f1. All other cat moves can be attacked by the rabbits. d1 is safe but is not a legal move because it is less than two spaces from the cat. 4. The squirrel can capture an enemy.

Philosophy (Story of the Fox)

The intended interpretation of the story is that the fox failed to catch a hare so he tried to read a book with hare-catching tips but he got bored and fell asleep. When he woke he gave up on catching hares and went hunting for grapes. The fox ate some grapes but was distracted by thinking of red berries. The red berries were in a tree that the fox could not easily reach so the fox gave up again and justified this to himself by thinking that the berries probably taste bad. Since the fox failed at catching hares and climbing trees the fox eventually adopted a life of being at peace with nature, even though the fox would have preferred to eat hares.

1. The fox ate purple grapes from the fence. 2. The fox did not eat the red berries because the tree was too tall and he is not good at climbing trees. 3. The fox went hunting for grapes instead of hares because he is not good at catching hares. 4. The fox would prefer to be a hare hunter, since hare was the fox’s first choice. 5. The intended theme is “If you give up too easily, you will never reach your dream”. But we do admit that Dr. Fox with his hat is pretty cute. Geography

Note: There are two versions of this exam, chosen at random Note: Cajaxihid and Caxhjijd are two different provinces with similar names. Only one of them is an island.

1. Cajaxihid is the easternmost province / Boogugia is the southernmost province 2. Caxhjijd is not an island / 3 provinces are islands 3. Applestan and Pearladle do share a border / Fontam and Dunk do not share a border 4. Caxhjijd borders the most provinces (6) / Fontam is landlocked. 5. Applestan has one forest / Zamzim has three forests 6. Estria has no mountains 7. To get from Pearladle to Boogugia without crossing mountains requires 4 borders: Applestan, Estria, Zamzim, Boogugia

Final Frenzy! by almost 2023-10-08T04:17:01Z

Languages

Note: For conjugation, there are two prefixes (oo and in), and two suffixes (ax and le). These conjugate separately so kookle has the oo prefix and the le suffix.

1. Prunk is cargo 2. Zapi is forest 3. 1st person plural of woogax is woogeth 4. 2nd person plural of kookle is kouklep. oo changes to ou similar to how woogax is conjugated and le changes to lep similar to how binkle is conjugated. 5. The question says that Joosip’s llama is afraid of water, so the solution is that Joosip might carry the llama across the river, which translates as “he binkloops the grimgram across the shwooh”. The other options translate as “he carries the cargo through the forest”, “he loves the forest by the llama” and “he loves the fear over the cow”. Some of the other options also have incorrect conjugation as another possible clue that they are wrong.

END SPOILERS END SPOILERS END SPOILERS END SPOILERS END SPOILERS

Canals by leparlon 2023-10-12T23:01:58Z

A simple concept but pretty original. I think some visual feedback from losing lives would be good since at first I tried drowning a car and it seemed like there was no consequence but later I noticed the lives lost. I completed one of the 90% levels and failed on the next 90% level.

Profits in Proportion by don.shinski 2023-10-06T07:25:54Z

I enjoyed drawing. It would be nice if there was a bit more structure to the game, like a progression system with more difficult paintings.

The gallery prices are so much higher than my profit! I feel like somebody ripped me off. I think I generally got around 120$ in profit, which I'll assume is decent.

For some reason the music only plays in the menu for me, so the game is silent most of the time. I'm not sure if this is intentional or not.

I often wanted access to some colors that were not in my palette. For example in this one I have no blue or green: painting.png

And this one had no green or red: magritte.png

Hellbarrel by allenski 2023-10-20T23:18:45Z

Simple but cool. I wish enemies and enemy bullets were different colors so I could see more easily which to dodge and which to shoot. The theme fits well and the game is challenging in a good way.

Space traffic controller by rej 2023-10-20T03:27:23Z

It's a simple game, but I really enjoy placing all of the satellites to avoid collisions.

I tried to stack a bunch of circular orbits thinking this way they would never hit each other but it turns out some of the satellites would still get too close too each other if left alone, so I still had to do some manual intervention to save them.

A few of my satellites crashed into each other right while I was taking and cropping a screenshot, lol

It would be nice to have some kind of objective or maybe levels with different hazards as opposed to just seeing how long I can survive.

orbits.png

ASAP by Stevie257 2023-10-20T23:25:33Z

For some reason I seem to only be able to rotate machines by 180 degrees, so on the first level I can't change a vertical conveyer belt to a horizontal conveyer belt. I tried buying a new conveyer but it is vertical too. I'm guessing that my scroll input is somehow being detected twice.

Troubled Turtles by Aviv Levy 2023-10-12T05:05:19Z

Tricky! I made it to level 14. I think level 7 was the first difficulty spike. The way that turtles slide around makes this feel quite different from other block-pushing puzzle games. I do wonder a little bit why the orange turtle is not able to eat carrots.

Voynich Lecture by Sleepy Caveman 2023-10-06T15:06:32Z

I had to play through it several times in order to figure it out. Very tricky!

- try1: I picked cat picture as left category as it was left in video, and I got 0 legs and 4 legs correct - try2: I noticed that the video had the not-down category for cat and plant, so I picked cat as not-down category - try3: I noticed that the teacher said the sequence did NOT go 1 2 3 4 5, and instead goes 1 2 3 4 10 11 and I got beetle correct - try4: I realized that the picture section was defining a general category of alive, and I got that part correct

It's a nice short game, and I like that by replaying it I am able to better understand the language, including the fact that this is the 101 version of the course, and that we don't know if eggs are alive or not.

My only suggestion would be to maybe add the ability to rewind or skip ahead in the video to let the player re-watch part of it.

LD57 — Depths

Depth Delver by superpokeunicorn 2025-04-24T06:12:17Z

For some reason the game froze briefly whenever I whipped a dirt block, though it looks quite smooth in your gifs. Simple concept but fun to play and quick to get back into the action after dying.

The Nameless cave 2 by Knatt 2025-04-23T07:05:01Z

I like the idea, but the tuning is a bit off right now.

I feel very slow, whereas enemies move fast, enemy bullets shoot fast, and enemies don't seem to have any attack animation before they shoot. This meant that I usually got hit, and I just hoped to kill them before they hit me too many times.

I like collecting power ups, but I usually did not know what the pickups did even after I picked them up. I think I saw popup text once for +speed, but I don't know what the others did. I just know that eventually one of my weapons changed from a gun to a summon, and that eventually I was able to quad-jump.

I think if you added some more feedback for pickups, animations for enemy attacks, and gave me more speed and jump height to dodge, it could feel pretty satisfying. The enemy explosion was great and felt good.

(I scored 45k before dying)

Aerofish Project by almost 2025-04-12T02:57:39Z

Thanks for the feedback all! Glad you enjoyed it.

@tobius and @vary yea, we were planning to add some sounds and music, but ended up short on time and the audio didn't make it.

@manatee-webster For the lookout bug, one thing that might be relevant is that all buildings must be placed within a certain distance of either the core or another building. This is shown by some outlined circles while you are trying to place a building, so perhaps if you tried to place the lookout too far ahead it would stop you. It should be possible to research multiple upgrades to the birds, but the research will show as gray if it is in the process of being researched or if the research has already completed. In hindsight, the completed researches should probably be removed from the list to be more clear.

Go with the Floe by johnnysix 2025-04-24T06:23:07Z

Holy shit I can go fast! I really like to climb up the hill at the start and then slide down into the water.

It would be nice to have some sort of indicator on the edge of my screen when Orcas are nearby. I often swam into them before I had time to react because the Orca and I both go fast. I also got a little bit lost sometimes when trying to return to the baby because there are a couple different icebergs on the surface.

Wyatt & I by Untitled Studios 2025-04-25T23:58:41Z

Chrome is flagging the file as suspicious when I try to download it :(

Can you add a web version in the future? I'm curious to try this.

Loon lagoon by geometer 2025-04-25T07:23:32Z

Can you add some instructions on how to play in the game description?

It took some trial and error, but I figured out that I have to click the build button to build, and that the shell/seahorse numbers on the right are my resources, they are not buttons. I don't know what the different buildings do. I don't know what +plankton means. I found that coral fan has to be attached to a square. I can click on coral fan and it reacts but doesnt seem to do anything. I don't know how to deal with the spiky purples. I clicked on a snail once and got a shell, but now there are no more snails for a long time.

Cavers Cantina by kristinamay 2025-04-25T07:34:11Z

I like the concept. I was a bit confused sometimes about whether or not I was correct, and if not what they actually wanted. Some of the requests were a bit ambiguous, like hold heavier weapons might be strength or fortitude. Would be nice to see more combinations with effects that you can learn as you discover them.

Abyss Prison by EpicGameFan 2025-04-23T06:49:20Z

@stephenwhoskins

I'm not thunnus, but I also found 2 keys and am then stuck. I solved a puzzle about shape arithmetic on the far left to get a key. I found a key in the desk. I also found a QR code and opened the door to the place where I need three keys.

The QR code gave me a sequence of directions, but I don't know where to use it. I tried pressing those keys on my keyboard but nothing happened. I think that I also did not make use of the sequence of frozen and chilled foods.

As for feedback to the game, most of the puzzles feel solvable but tricky, which is good. I think that the arithmetic logic for rotation possibly causing another rotation is a bit unintuitive but I figured it out. I like that the gameboy aesthetic made was clear about which items are likely to be interactible. However, I feel that aiming a cursor with the arrow keys is a bit tedious when I could be using a mouse.

Voidwood by Tobius 2025-04-23T06:29:49Z

Scored 438k. I thought the game was getting a bit repetitive but then I hit the style change and things sped up in a good way. Though I was a bit unsure of whether or not some things were good or bad to touch until I tried touching them.

Submersible L337 by SoloAdventurerGames 2025-04-25T23:37:00Z

I found a glowing purple object, but when I tried to move towards it to pick it up I took heat damage and died :(

Was this object something that I was supposed to avoid? Or was this indeed the prize but there was some other heat source that I needed to avoid as I approached it?

purple object.png

You captured the mood pretty well, where I have to be very careful as I explore unknown territory looking for relics.

I like that there was some voice acting at the start, would have been kind of cool if there were a few more lines later like the first time I crash or the first time I spot a glowing purple object.

I found Q and E rotation to be not as useful as the other buttons, though still occasionally helpful when I am trying to make a tight turn near some obstacles.

The Deepest Diamond by Silliest Goose 2025-04-25T23:50:03Z

I like the idea, and the 2D stickfigure in 3D space worked surprisingly well for me.

I'm a bit confused on what the intended solution was for some of the objects.

For the Blood Oval, I cannot jump while carrying it, but I can drop it and jump while it is above me to push it upwards. For the Amber Drop, I am slow while carrying it, but I found that I can still run fast while pushing it, so I pushed it quickly and then grabbed it and jumped when I was close to the ledge.

Felt a little bit like I was abusing a bug, but I don't see how it would have been possible otherwise. If it's intended, it feels unintuitive, because thematically if an object is heavy or sticky, dropping it shouldn't make it lighter.

Welcome to Veinridge! by jinglecookie 2025-04-24T05:56:31Z

I like the concept, and I like the freedom of being able to ask anyone about anything. I feel like it would be nice if I could save some clicks by clicking directly on a clue instead of clicking "ask about clue" then clicking on the clue.

For some reason Mine Level 2 and 'The Crusher' in the mine takes me to 'the Rusty Shaft', and 'Gas Station' takes me to the mine entrance.

I got a bit stuck after finding Jamie. I tried going back to the HQ, but I got old dialog again there introducing myself.

Raid the Abyss by Static_Leap_Studios 2025-04-24T06:03:01Z

I found the font quite hard to read, and the web version is a bit small. Is there a way that you can add a fullscreen button? If the LD site doesn't allow fullscreen button you can post the game on itch.io.

I like the animations and it feels good to hit an enemy, though I wish I could move a bit faster (or maybe move without snapping to the grid)

LD59 — Signal

Formation Tactics: Line Breaker by wdebowicz 2026-05-03T22:53:09Z

Simple concept but some unique strategy. In the later part of the game I found that I could exploit the fact that the opponent was overcommitting to columns where they already had some of my spots and I could ignore that, place elsewhere, and take their other columns to limit their options.

Sneaky Signals by almost 2026-05-10T00:55:55Z

Thanks for the rating and feedback to everybody that played!

Societies Stranding 3 by UnitedFailures 2026-05-06T21:25:25Z

Fun! I won a normal difficulty game with 3 AIs. The signal towers make the gameplay very territorial, and I enjoyed the tension of wanting to expand but also not wanting to leave my other towers undefended. Impressive that it has multiplayer support, but I didnt test that part.

The bomb powerup seems too strong. It's pretty normal for an army of 20+ units to group up and it can kill all of my units before I realize that a bomb was being thrown. Maybe stunning the units or giving a speed boost would have been more fair.

Hear Ye! by Sibi 2026-05-03T22:21:00Z

Nice, fun and polished. I like that the mechanics are introduced and explained at a nice pace and that there is visual and audio feedback to show why something is good or bad.

For some feedback: The flavor text for each new level disappeared before I could finish reading it - perhaps that could have stayed visible until I clicked a button. Also the X marks were a bit too large, making it hard to see if there is a house underneath that has not received the decree.

RAVTZN by F1Krazy 2026-05-07T22:51:37Z

After solving one cipher, it moves onto the next before I have time to read the message. And then for the vigenere cipher it seems that the previous message was suppose to give you a clue but I didn't have time to read it :(

I think it might have been nice to give some partial decodings and let the player try to tweak the cipher to match, for example say that 'the message starts with hello' or 'that three letter word is probably the'.

Traffic Control Publican by Istaera 2026-05-05T01:15:12Z

Nice concept, but very difficult! Those drunk drivers are absolute menaces lol. The honest citizen may not like waiting at a red light but it's safer than sharing the road with that drunk guy.

I wish I had a way to toggle horizontal, vertical, or all-red at an intersection a little bit more easily than clicking on each individual light.

Dot Dash Mash by chybby 2026-05-03T22:58:56Z

The text at the start is really slow! Is there maybe something funny about the timing? The intro messages took almost a minute.

The concept of nonogram-like puzzles matching morse code is a neat use of the theme. It would have been nice to have a way to make some notes about what pattern I want for a column once I have identified the correct letter.

Signal Cipher by Shiiro 10psi 2026-05-06T22:01:40Z

A couple minor inconveniences: - The game resolution is too large to view in my browser. - For the notes tabs, CTRL-C / CTRL-V / CTRL-F doesn't work, and arrow keys go to the previous note - The word list is not sorted alphabetically. This makes it hard to verify if a word is possible.

For the game itself, it would probably be good to start with a simpler setup to introduce the concepts, like two pairs of words with the same shift patterns instead of 8 words. And you could also add some interactible UI like for each answer word have 6 boxes with a letter in each, and up and down arrows to shift these letters.

I think the strategy to solve this is to apply the 6-part shift pattern from SIGNAL to all of the other words with some index offsets and use this to learn slightly more of the cipher key. So I get 433443 and then try ?43344 and 33443?. But I don't want to do that by hand, so a spreadsheet or something is necessary.

I found one word this way as a proof of concept, but I'm not sure that I want to go through and do the rest. spreadsheet letter offsets.png

The Rift Between by _Byte_e 2026-04-24T03:59:37Z

Can you put a bit more information in the description?

I tried a lot of buttons and found that something happens when I right click, and that I can jump with space. The description told me to press E, but after doing so there is no ground and I fall and I can't go back to the normal world.

Is there a way to know when I should press E? Which direction am I trying to go? How do I return to the normal world?

I like the character and background art.