Firestarter by Snowdrama 2020-04-21T02:01:02Z
"Incentivize them" lol :D
Foon → Ludum Dare Explorer → Users → alpharock6
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Demon Doodles | jam | 243 | 3.88 | 3.79 | 3.55 | 4.32 | 4.44 | 3.57 | 3.88 | 3.84 |
| 2023 | 53 | Delivery | 👥 | Food for the Worms | jam | 5.00 | 5.00 | 5.00 | 5.00 | 5.00 | 5.00 | 5.00 | ||
| 2023 | 52 | Harvest | 👥 | Reap What You Sow | jam | 240 | 3.72 | 3.36 | 3.43 | 4.37 | 4.43 | 3.80 | 3.95 | |
| 2022 | 51 | Every 10 seconds | 👥 | Robotbotbot | jam | 62 | 4.15 | 4.15 | 3.95 | 4.54 | 4.00 | 2.90 | 3.84 | |
| 2022 | 50 | Delay the inevitable | Countdown | jam | 286 | 3.85 | 3.59 | 3.97 | 4.26 | 4.00 | 3.50 | |||
| 2021 | 49 | Unstable | 👥 | Wizards On The Rocks | jam | 189 | 3.96 | 3.75 | 3.43 | 4.01 | 4.42 | 3.94 | 4.09 | 4.03 |
| 2021 | 48 | Deeper and deeper | Disaster Dig | jam | 697 | 3.63 | 3.62 | 3.05 | 4.10 | 3.19 | 3.26 | |||
| 2020 | 47 | Stuck in a loop | Exit Only | jam | 75 | 4.17 | 4.13 | 4.41 | 4.32 | 4.00 | ||||
| 2020 | 46 | Keep it alive | 👥 | Sparky's Joy | jam | 80 | 4.17 | 4.20 | 3.85 | 4.41 | 4.17 | 3.53 | 3.97 |
"Incentivize them" lol :D
I love this concept! I think I was a bit confused as to which button was supposed to do which action, so some more distinction there could help, but I really enjoyed it once I figured it out!
Very fun concept and really well polished! With a few more mechanics explored over additional levels this would be a solid standalone game!
I really like the "fog of war" layer at night!
Wonderful little simulation :) RIP John Conway
Fun game! I enjoyed the touch of safe water surfaces in the home, and the physics material changes like bouncing on the bed :)
Fantastic atmosphere in the presentation. I love the "hand-drawn" animations to intro levels
Super fun! Really nice visual feedback and interesting powerups for the planet :)
I had some instances where the cards all lost text, but I really enjoyed all of the creative situations :D
Incredibly overwhelming (in the best possible way). Loved this.
I actually did get stuck on the sign, thanks for the flavor text to remind me to click the strategy tab :'D
Really nice concept! Pretty intuitive to pick up after a few well arranged intro levels, enjoyed it a lot :)
Wow! I did not expect to hear nearly that many fully voiced variations. Really impressed with the work put into this, and quite funny as well :)
Agreed with above on a bit of motion sickness after a while. Would have also enjoyed elevation controlls with Space/Shift as I often see with 6DoF games.
I did not expect this to be so unsettling when I first opened it up! Really impressive atmospheric work across the board, especially for compo! Excited to see where this ranks, I really enjoyed it :)
Truckla! Controls were quite fun, especially once I had upgraded my speed a few times and got to reach some of the camera effects for sick drifts 😎
I agree with some of the comments above that this feels like it would be really interested to play with a human adversary controlling jokers and having a restricted move set as well! Neat concept, great work! Glad I tried it out :)
I had no idea there was so much bullethell in a washing machine! A lot of impressive variety here for a gamejam, I really liked the second phase of smaller enemies homing in
Easy to pick up at first, but surprisingly difficult to remind myself that I could use the mouse to aim and start incorporating that. Fun new mechanics twist, I don't think I've seen anything quite like that before with a paddle game, really enjoyed it :)
"reallyFinalVersion7" while loading in was too real :D Super well polished and really funny. Wasn't expecting to have to start dealing with additional variables and fan speed, really great overall submission :)
I felt like I had a pretty good grasp on the controls once I finished collecting all of the powerups, definitely would have enjoyed another level at that point, so kudos for getting me invested in the mechanics! I found the screen to be a bit noisy, especially when looking in the distance to plan upcoming routing, maybe a few less illuminated poly lines on the environment models in the distance? Nice work! :D
Neat mechanic! I did struggle a bit in the first level with wanting to dive way off screen because there were so many flies outside of the zone with pads, but definitely a lot of good stuff going on here! Nice entry!
My biggest criticism would probably be what others above have said about adding in more incentive to move. I found that I could beat some levels with like a 50% chance by just not moving
+1 to everyone talking about this having a really solid frame! Feels quite well done for a jam game, and like you have systems in place that are just waiting to be expanded upon :)
Having been spoiled by 500+ hours of Factorio, I found myself accidentally using hotkeys that were in my muscle memory, which definitely shows that I was getting immersed!
Super Hexa-... circle! Fun game, I'm not sure if it speeds up as you go further, but it definitely felt like they could be coming more frequently :)
Really enjoyed this! I was a bit confused at first because I think it loaded in with me right on top of the debris and immediately went to a win screen haha. Very chill visual/audio experience. On computer I think I would prefer left/right navigation, but one tap seems like it would make perfect sense for mobile :)
Grateful that you implemented checkpoints, it was fairly challenging :D As some other mentioned I think it would have been nice to be able to move left/right a bit while jumping, but I can also see why that would be a challenging restriction? Great job overall, very impressed with the visual style :)
@zen Wow you're right about the key! It's always the weirdest bugs that get overlooked :) I pushed a quick hotfix for that and to let the puzzle get solved forwards or backwards (I had it mirrored before) Glad you enjoyed it!
@dangribanovsky YES! I could only dream of doing something like Hyperbolica since I'm just cloning and scaling and he's doing full non-euclidean rendering, but it makes me so happy to hear I could remind you of that :D
@purrseus Whoops, the escape crashing was for closing out of the Windows build, pushed a quick hotfix to remove that from Web :) Thanks for playing! If you ever hop back in, you can use the key on the outside of the mini version of the rooms :D
@mmason haha wow! I don't think I've actually tried to figure out the minimum there... that definitely sounds like as small as I could imagine though
@ace17 Thank you! I scrapped the whole project Saturday night and redesigned from scratch to try to make it a much more gradual introduction to make it less confusing, I'm glad that came through well!
Haha, it seems you don't need the key to open the side panel with the color puzzle hint (I've since patched). Though the color puzzle never changes so once you know the solution you don't need the key ever again :P
@darkhex Haha if you got "Stuck in a loop" for a bit I think I did my job right :P Thanks for playing!
@jerry-xu Oh! Good to know, I'll have to keep an eye out for that haha. Glad to hear the execution came across well!
@dvdfu I'm so glad you enjoyed it!
Just booted it back up to check out the glitch ending, whoops! If there's anything game jams are good for it's showing the value of broad playtesting :D
@wolfier "the back wall was gone" hehe my last half hour hack was uncovered! Apologies that it led to so much confusion, I'm not sure if patching that would be too much of an edit for post-submission so I kept that in (for now)
Definitely agreed on the camera being a bit wild for my taste too, for some reason it seems to mostly be that way on Web, it's much more calm on Editor/Windows?
@pobix Excellent :D that's exactly what I was hoping would happen, hopefully you weren't running into infinity for too long!
@snotax Really appreciate that! I tried to focus it down to only a couple of "puzzles" to really polish the idea off, I'm glad they wound up being fun!
@jafcraze Thanks so much! I would love to explore letting the player build the rooms out non-linearly. The current version only really lets you slap two rooms on one at a time, but it could potentially be the source of some cool puzzles!
@phindiegames Thank you! I'm so grateful that you enjoyed it that much. If you enjoyed this I would highly recommend taking a peek at Antichamber! It's really interesting even as just a neat set of disconnected "aha!" experiences
@arad-hamidsamiee hahaha I started playing your game and thought the same thing! Definitely similar in the sense of an exit sign leading you to a teleporting loop :)
Your encouragement is definitely heard! This is certainly one of the jam projects I've worked on that I've been the most excited to continue playing around with and I'll be sure to update here if I add any significant changes or start exploring new ideas!
@sinusquell Thank you! Unique experience was definitely my goal, even if it was a bit shorter and didn't have a ton of gameplay content yet :)
@enes-ayyildiz [Potential Spoilers] once you have that cube piece you can attach it to the smaller version of the room that you just left! The cube is supposed to look like a little room that you pick up and can attach :)
Fun game! Impressive polish for a jam game, didn't expect it to be timed, definitely helped me get better at the controls pretty fast haha
Really cool concept! I think my biggest issue was that I kept accidentally clicking through screens after dying/continuing because I was spam clicking shoot haha. Great job, especially for a first entry!
Very touching :') I don't think I've seen such a polish VN submission to a game jam before! Really great work!
Once I figured out how to shake off the gum I had a pretty good run :) It was not entirely clear to me what each of the pickups did, but the overall feel/sound/visuals was quite enjoyable! Nice submission!
Definitely enjoyed finding some of those easter eggs :D
I think the most confusing part for me was that I reset every time I picked up a trophy, so at first I thought I was dying. A really nice baseline for some neat levels!
A lot of great pieces coming together here! Nice work :)
Excellent job with the unsettling atmosphere and nice consistent polished style and look for a game jam! Really really enjoyed this, and glad I played the 0.4 version, because the corner flashes were definitely a highlight that multiplied the creepiness factor of the questions :D Awesome entry!
Had a hard time figuring out where the initial goal (Medical Bay) was, but I did have a lot of fun flinging myself into space :D
Haha agreed with the fast text, made me wish I could read faster :P Very cool concept!
Oh this was super fun! I was able to get pretty good at just rolling my thumb in a circle around the buttons and got a pretty fast fire rate going :P Nice touch on having each weapon explode into a circle of bullets when it is hit, really helps give some breathing room if you were overwhelmed enough to receive a hit! Nice entry, great work :)
Really great implementation! I found it a bit confusing to understand where to get resources at first and somewhat aimlessly dug around while trying to figure the systems out. Impressive AI RTS scope for a game jam!
Always impressed by the skill of anybody homebrewing their solutions in OpenGL :) Nice atmosphere, and solid world design! I enjoyed a number of the easter egg-ish artifacts (like the horizontal sliding block turning into stairs to climb up to one in the horizontal room early on)
Wow this is great! That tiny twist of changing the step size really lent itself nicely to a lot of surprisingly tricky puzzles!
Took a few minutes to figure out how all of the parts worked together- I think I was mostly confused by where my inventory was before realizing it was distributed! A neat somewhat chaotic entry :D
Wow! This is a really clever concept. I didn't understand that I had to move onto the buttons to "press" them at first, but other than that it was quite straightforward, but strategically interesting! My favorite design element was definitely the "life" system of reducing the number of options you had each turn once you were hit. Great job!
This is one of my favorite entries I've played this jam :) Really well polished, rewarding gameplay loop as your descending. I feel that the boss could have been made a bit more difficult relative to the rest of the descent, but really great job overall!
Nice entry! I was a bit started when I hit the first star and suddenly everything lit up haha. I wasn't able to find all of the resources, but I enjoyed exploring around through the darkness
Congrats on a first submission! Really nice atmosphere! I think I accidentally swam through a wall the first time because I wound up under the chest somehow :)
Nice job! I kept bashing into things before I realized I cloud slow myself down!
Nice atmosphere, and it's a neat perspective to have 3D platforming from, but it works pretty well! It felt like a pretty big setback to go all the way to the beginning while jumping between small platforms, but overall really nice entry, especially for a first submission for some of the team!
Super well polished mechanics! Very fun experience with a really nice difficulty ramp-up
@sageware Thank you so much!
@shaolin-dave Definitely agreed! Tutorial info was one of the last few things that got cut at the last minute to try to submit... Perhaps I should include some more explicit controls in the description! As far as running out of fuel, you can make more by refining dirt, which definitely isn't super clear :)
@andykswong Yeah I think I tuned it pretty heavily towards anxiety! Hopefully the big red warning helped you make it there in time!
@ayced Ah yay! I had been wondering if it was a bit long for a jam game, I'm glad you enjoyed it enough to reach the end! If you don't have the heat shield before getting ~100 blocks deep you overheat :)
Thanks so much for all of the comments! I was crazy busy at work this week, finally getting around to these comments and playing all of your games :)
@binaryprinciple Dig-Dug is an interesting comparison! I wonder what kind of enemies/combat could be added in to this :) Refueling was definitely a common cause of confusion, I added a post-submission patch with a a small tooltip the first time you refine just to make controls a bit more clear!
@bluedingo Ohh totally agreed! One of my stretch goals that got cut was to have the ability to craft the furnaces so you could set up mini-bases the further down you got!
@raynorr Thank you for playing!
@bqq Yess, building furnaces is definitely my #1 next thing I would want to add. Auto-miners is in interesting idea, could you elaborate more on that? That's a really good point on fuel too- I couldn't figure out a good way to store fuel since I didn't want the player to be able to carry it around as reserves in their inventory, any ideas there?
@random-storykeeper Haha yeah the music is a bit contrasting to the "disaster!" messaging, but I thought it fit the core gameplay loop/atmosphere pretty well. And yeah, I added the visual "hot layer" pretty late on and oops it definitely starts before the ice does :'D I'll have to check out Dig to China! Do you think the warning coming on sooner would be helpful there?
@ace17 Deeper and Deeper^2 :O Thank you and congrats on beating it!!
@pineapplegladiator Awesome, I'm glad the stress factor of the gameplay loop worked well!
@brett-nz Thanks! :)
@benjamin-leroy Thank you! I'm glad the exploration felt meaningful for you!
@cam-mrchl Hehe my Aesprite skills are definitely well beneath my coding skills :) Thanks for playing!
@someone Haha yes! You 100% nailed the implementation (and the chunk size as 16!). Unfortunately it wasn't totally "chunked" in terms of separate tilemaps because that made the dynamic dirt tile shapes much harder to adapt, so I took the small freeze tradeoff by updating the single tilemap in place 16x16 tiles at a time to keep the dirt looking consistent. 45 second falls sounds really deep, I bet the freezes were getting much longer down there :P
@viperux Ohp! You're right! I looked back at the editor and have a big gap in the red heat overlay! Whoops :D You must have dug really far down to find that! You're one of the first to find the "true" ending apparently :P Thanks for stress testing the Web build!
@boxedmeatrevolution Yes!! I was definitely making some nostalgia for myself, and I'm glad you enjoyed it too :) I feel like that was one of the key pairings in my head while working on this. The sell/purchase loop of Motherload was one of the only elements that I felt got a bit old so I wanted to add in a reason to hunt out particular materials :) I think I implemented it pretty well for extension of new content, so let me know if you have any suggestions, I'd love to expand on this!
@marc-jones I've heard Steamworld Dig mentioned a few times in the last week after making this, I really need to check it out! Oh, that's a really good idea- I think I was a bit too tied to the gameplay loop of Motherload with permadeath. If this game were any longer I definitely wouldn't want to punish death that hard and inventory drop seems like a solid solution
I am now terrified of Death Eels, thank you :) I made it down to 50,000 depth and there doesn't seem to be any more life here. I'm not sure if that's reassuring or even scarier 0__0
Made it! I definitely found it difficult to direct more than just the one haha. At the very end I ran out of resources and the last one managed to correctly find its way in the dark! Yay!
Curious how you went about doing the procedural generation! Would enjoy hearing more about your techniques!
Really nice job, an impressive amount of systems work for a game jam :) And that soundtrack really made me want to play some KSP...
Moletatoes.PNG
Took me a few tries to pick up on all of the mechanics, but once I figured it out it wasn't too hard to pass 15K points! I think this would really benefit from a bit more downward visibility/predictability so that the player could route intentionally between resources. It felt like steering only occasionally had impact when I was directly on top of something, but I still felt like I had very little control over planning upcoming resources besides food/heat.
Lot of great stuff going on here, nice entry :)
Nice entry! Reminds me a lot of Crypt of the Necrodancer, but that's one of the only turn-based Rouge-likes I've actually played a fair bit of haha.
Amazing art and atmosphere! Wonderful animations and environment art wrapped up in an incredibly unsettling experience :)
Wow, I was really ramping up for something frightening as the light kept dimming. What an unexpected and wholesome ending :)
Agreed with others on the speed/responsiveness feeling a bit slow, but still definitely had some challenge due to the momentum before reaching turns!
Congrats on your first entry :) Also neat seeing a p5js submission! I love Processing!
Finished all 3! Cut it pretty close at the end! I liked that there was a slow animation punishment mechanic built into the axe to stop you from just spam clicking
Oh man, this is a really well put together entry! Excellent polish for a jam game, and an interesting and engaging mechanic to play around with!
The only thing that felt a bit wonky was the backwards movement controls (is it led from the head or the tail? when does the tail decide to turn?), but other than that, I have almost no criticism! Difficulty progression felt very comfortable and I couldn't stop playing until I got the fruit at the end :)
These are hilarious questions, and I'm honored to have wound up a pirate :rowboat:
*phew* finally made it! Agreed with others above that both the precise jumping sections at the end (small platforms and falling down narrow gaps) felt like they had a bit too much randomness to them. Totally see where you're coming from with the balance of randomness/precision for "Unstable" theme and I think it works quite well! Maybe there could be some way to overcome that instability over time with skill/progress?
In any case this was a really, really well executed entry and I poured way more time than I expected into it, fantastic job!
8UntzbRzBcRSg6C.png
I love endless runners, and there feels like a lot of potential in this one :) Super well polished, very satisfying jumps when they go well! Agreed with others that it would be nice to have a faster respawn cycle. It felt like reversing direction if I overjumped a platform happened a lot more suddenly than I expected, but that's down to taste/difficulty. Great entry!
I burst out laughing from the surprise of *ripping this house's wall off* after learning how to pick up a lamp, I definitely wasn't expecting that escalation :D
I made it a week! :D Nice concept, I found it a bit difficult to anticipate what would change since I couldn't really tell what the purple/green bars were at first. I love games like this, good work :)
Really enjoyed the overall mechanics! I'm curious how you set and coded the waves/movement? The aiming tips were really nice, but after I while I found myself running and gunning as fast as I could. But that only got me up to 20/30 :)
Nice job!
@bgdu67 Wow thanks for the super detailed answer! Really appreciate the insight :) So if you're connecting multiple Bezier curves along those points, basically using the "wave" generation you described in the first part to construct a spline that the boat travels over? Is the small wave shader doing vertex displacement on the same points that define the curve?
I REALLY like this concept and execution. The sounds and overall feel are satisfying, the graphics are delightful, and after I picked up on the color-matching to do more damage I had a lot of fun playing this :) Great entry!
Nice entry! Stacking is thirsty work, could use a nice refreshing bottle of Dr. Salt after that
Once it started getting to swapping new adapters out on the fly my brain couldn't keep up anymore 0_o I had a lot of fun playing this, nice job!
This game is gorgeous and really fun to interact with :) I feel like it would have been nice to have the recipes open simultaneously along with mixing screen- opening and flipping between going back and forth felt a bit tedious.
I LOVE the pixies that pick up the things you drop, unfortunately they got stuck in a loop with the mandrake root and kept dropping it and picking it back up :D
Nice work all!
Edit: Apparently my internet froze up and I submitted the same comment 4 times, apologies!
Agreed with @xmagpie42 I've run into a lot of issues with similar looking jitteriness from updating player+camera positions at different times (perhaps Update vs FixedUpdate since this is Unity?)
Nice entry, I could feel a bit of the differences between the different ships I was switching between, I think this could be improved a lot with some added clarity of what the ship's abilities are, and maybe more visual indication of you and the enemies shots? Good job overall :)
Fun game! Our time considered something similar, I like the addition of cost when scoring :)
Very excited when I realized that the tower "falling down" didn't reset the game and immediately started building chaotic piles as tall as I could :D
Pretty tough! Very sad the first time I finally got to a chest and realized I had to pay to open it D: A lot of really nice polish on this, with some cleaned up room/map generation and a couple other enemies this has a lot of potential as a fun roguelike :) Nice work!
Beat it! It felt like in general I needed to stay completely out of sight range in order to not get hit, so it almost felt more like a stealth game than a shooter sometimes :) Nice work on your entry!
Very chill :cloud_rain: :seedling: thanks for making a nice experience!
I wasn't very clear what my "health" was the first time I played, but even with that it was quite fun, really juicy combat! Very enjoyable :)
Gorgeously presented concept :) I think you did a good job of teaching through "show not tell" design on the platform destruction requirement (and the # of hits it took to destroy them). I caught your game on Vim's stream originally and managed to make it further than him ;) but I'm also not the best with iso view navigation especially when it got on to the moving platforms. Nice entry!
Gorgeously executed! Pretty easy to pick up without any background or reading, and a really nice escalation of tension as you progress
A lot of great stuff going on here! So many interesting interactions accounted for. Very impressive amount of work for a jam entry :) Since this is so UI heavy, I feel like the text could have used a bit more contrast/scaled up to be more easily readable, but beyond that I don't have many criticisms! Great entry!
Very interesting controls setup! I'm glad there was speed adjustment on the side as well, agreed with others that it felt a bit slow when I first started. Super cool idea with a lot of potential, great entry!
I got sucked into this a lot more than I expected! It would be nice if the animation/timing to go in and out of chopping was shortened a bit, but this may be part of how you decided to balance running between chopping/building? Overall really great entry :)
"New vegetable dropped that will blow your gotdamn mind" This was HILARIOUS, thank you for the excellent little minigame-fest, it was a delight :)
Wow this was a SUPER impressively put together mechanic for a game jam!! Overall polish is wonderful, and a lot of the silly physics really adds to the fun (feature not a bug like others said!). Nice entry!
I definitely didn't expect the pixelart to rotate around as physics objects, that was a funny realization the first time I threw down a bowl! The market is a really nice design addition instead of the time constraint that comes with Overcooked (since you listed that as inspiration) nice entry!
Wow, this was one of my favorite games I've played in this jam for sure. Reminded me of lemmings meets falling sand games and I couldn't get enough of it. As a future extension, it would have been nice to have the option to tweak my design a bit if it was *close* without needing to rebuild it entirely. Fantastic job all around!
Made it all the way to infinity, nice :P That was a really fun mechanic to play around with once I got the hang of it. Nice entry!
I had a pretty hard time jumping into tight spaces at first, but overall there is a lot of great stuff going on here! Gorgeous art, good sound design and UI cues, and I absolutely adore the main character :D Nice entry!
This was a super polished experience, I think it would have been nice to have some additional powers that periodically could wipe out more blocks, but I suppose in the end it needs to be too much or else it wouldn't be inevitable! Really nice entry, I had fun playing :)
Surprisingly scary funny game! Extra impressive that you did the models from scratch for the jam
I really really like that the movement slows down when you shoot, made it feel like there was a more mindful reason to decide when to start/stop firing and prioritize where to move instead of just spinning and spamming fire the whole time :) Nice game!
This is so cute!! I love the character and the cats, both very adorable :) I was walking so slow I didn't realize there was an edge to the world at first haha
I also found the red 4-arrow image to be a bit confusing at first. Overall nice polish and satisfying movement/interaction. Solid entry that fits the theme quite well :)
There's a lot of great ideas going on here, but I did feel like I had to watch your walkthrough video to understand how to play/what was going on :) Thank you for including the additional playthrough video to help with that confusion! A lot of creative ideas going on here, would love to see how it feels with some more polish, great job :)
This was absolutely DELIGHTFUL and an incredibly impressive amount of polish for a gamejam. Congrats on a great entry!
Very neat strategy/timing game! I'm impressed by the mom's pathfinding once I realized i could delay distracting her until the last minute to get even more time and she would walk all the way over to the distraction :) Nice entry!
Very satisfying audio design/selection. Also props on the coding exercise for doing your own object pooling, etc :) Very calming to play, nice entry!
So sad that the death of the forest is inevitable D: Nicely polished, I really love the design of the main character and the forest spirit! Nice entry :)
I'm REALLY impressed with the volume of content that is here. Nice job putting so much together in such a short time! I managed to get lucky and find a potion that healed quite a lot very early on :) Nice entry!
My funloving impulses led to me immediately draining my money down to 0. I could still clearly see this was going to happen, but decided to play it "realistically" and that's where my first round ended up :p Very satisfying UI movements tied to the decisions, impressive polish, and a laudable concept- Nice entry, especially for your team's first game! Great job :)
This was super well polished! Gave you a follow on Twitter because I'm definitely excited to see what more y'all can put together (and on a Metroidvania mentioned in your profile I'm definitely interested). Nice entry!
My spacebar on my laptop was not up to the task lol. Had to switch to my desktop to get that real paddling action. Awesome mood and theme matching, was a bit difficult to read which number was needed to patch, but other than that great submission :)
The humor reminds me a bit of the older flash games like The Impossible Quiz. Really nice job especially for a first entry!
404 on the link now :(
I didn't realize at first that completing tasks recharged the battery, I was worried it would always die in 5 seconds! Beyond that though it's a very cute world and neat little puzzles to figure out how to assemble. It may have been nice to hide the list a bit so that it wasn't covering so much of the screen while trying to figure out how to solve tasks :) Nice job!
Agreed with some others that I was a bit surprised by the 'G' control, but after rearranging my hands a bit it all felt pretty natural, just not a setup I was used to :) I think it would have been nice if I could move a bit faster and the jump were a bit less floaty, but overall this is a really polished entry, nice job!
Controls were a bit tricky at first, but I also find it very refreshing to try exploring something different than most. Overall I had a lot of fun, could use some polish but what jam game doesn't! Great entry :)
That was fun! Reminds me a lot of some of the Flash "park the car" games I used to play, but with a very neat twist! Well executed concept too, once I realized there were markers on the ground to help guide my corrections it felt much more strategic, nice entry!
Made it up to 500 points! This was a really creative set of controls! I also love that the enemies are utilizing the same set of movements, it gives a huge variety of combinations of cat & mouse interactions. Lots of great art and subtle UI cues, great job, love this entry!
A nice survival game, I don't think I've ever played one on a hex setup! The screen fading effect while freezing was a really nice subtle indicator that kept me feeling anxious to head back to the fire
Nice entry, especially for such a short self-imposed deadline! Would love to see what it could be like with some additional items and more elaborate puzzles in the future :)
Great concept! I found it a bit confusing at first which color would be shifted to on each rotation, but got the hang of it by the end. Would love to see how much more could be added to the boss fight, the multiple targets over time added a nice new layer of complexity :)
I just got done playing a bunch of Vampire Survivor, so this felt quite familiar :D I really liked the formulation of the upgrade system as drinking various potions!
Super ambitious, and really impressive how much you got done within the scope of a jam! The atmosphere is fantastic! I feel like it could really benefit from even more open space to make use of the 3D weightless navigation, though probably hard to not make it feel like even more of a maze then. Nice entry!
Super impressive with how much is going on here, especially for a compo game! The art is super cohesive and really supports each minigame. The overall audio and mood are awesome, and fun minigames! Really solid all around entry :)
Very neat concept! I've not quite played anything like this and would love to see how it could be expanded with more obstacles and a bit more of an ability to catch up if you fall too far behind the beat. Great art and sound as well, super solid entry nice work!
@foulkes-art Thanks so much!
@dodori Ohhh I was wondering how long it would take someone to post a screenshot of that :) Nice job!
@igor-kingamer Thanks for the feedback! Totally agreed, we tried adding a little *blip-blip* visual pulse counting down 3-2-1 before the action happens, but even then it's also hard to tell which order they're going to happen when there's multiple
@toppervideogames Ohhh, good catch! I made some last minute edits to that level and hadn't noticed you could jump-nudge your way up there. Just tried it out, not intentional, but I'm delighted you found an unintended solution :D
@spudboy Ah thanks for the heads up! I'll have to take a look and added a note about the lack of Firefox compatibility! Your secret ending prize is credit for the bugspot in our description, does that count? :D
@sublustris One of the last things that got cut was some additional variation and dressing for the background squares- glad you like the character!
@roka-josh Thanks! Really enjoyed your game as well :)
@empty-set Thanks! And agreed, I love working with @mishoulin, their art makes me really happy :D That's a really good point about the Thank You level, I didn't *really* intend people to try to finish it, but so many of the people commenting went through with it! It should have a little shortcut...
@waffleworksgames Thank you so much! Also a huge fan of your entry! Also if you have any ideas for additional mechanics (player actions or environmental interactions) we could explore, I'd love the input!
Fun game! Also a lot of content going into this for a jam game, I didn't expect a whole level system in addition to the "survive and build your objective" gameplay. Nice work!
Fun endless runner with really cute overall aesthetic :) I liked the hat a lot more than the sunglasses and kept trying to avoid them as if they were my own made up obstacle :P Nice work! I really like that running into a wall wasn't a failure condition like a lot of endless runners
I LOVE coin-pushing games, so no matter what I had a great time playing this :) Love the addition of upgrades/shop, thought it was a bit confusing to me if I had to click to switch what I was dropping, or if there was a faster way to do it? Nice entry :)
Just about fell out of my chair when I realized I'd have to start doing math! That was a super fun game, very nice polish, very satisfying to play, easy to get into flowstate. Only thing I think could be improved would be slightly more readable direction on the arrows so there's no need to individually study each one. Awesome entry I had a ton of fun!
The simple aesthetic was a nice choice to make it clear what objects there were to interact with as either puzzle or speedrun :) I think I cheesed one of the levels because it seems like the door doesn't reset on 10 second reload? Perfectly paced puzzles for a jam entry though, well done!
Wow, this is a really detailed game for a jam. The tutorial was really helpful, I went at it freestyle at first and did not even realize I could connect towers!
Main criticism is that I wish I could connect towers *through* other towards instead of one being in the way and blocking it (and really grateful that you even had a tooltip/toast explaining that). A lot of great stuff going on here, solid work everyone!
Lot of great stuff going on in this! Especially the juicy polish on each of the plant interactions. Super solid entry for a jam :)
Impressive scope for a gamejam! I was especially surprised to hear a fully VA'd intro. With a bit more SFX and juice mixed in on the bullets it would read pretty similar to some Vlambeer games, nice entry!
Tried it about 10 times before I was able to get a sub-10s :sunglasses: Fun physics toy!
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@mkraw haha no idea! I wonder if it has to do with what browser it's running in for framerate or something? I'm really curious what the implementation is for when it decides to drop apples :)
@schlock Thanks for the heads up! Just tested and it looks like it's an issue on the LudumDare site that loads the player? I uploaded the same build to itch and it works for me on Firefox, link added if you are still interested in trying it out :) https://kinggra1.itch.io/reap-what-you-sow
Not used to such a dark story for a Game Jam! I really liked the novel feeling of the controls, they didn't feel unreasonably difficult, but definitely felt thematically challenging to fly while carrying something.
I can't believe the first LD55 game I played was THAT fun, that was such an interesting idea, and the execution was very solid, I sat down for a quick play and couldn't put it down until I had won :) Curious what each of your records are, I only had like 15 remaining by the time I finally won!
@gord10ahmet Hey, glad you enjoyed it! Yes the drawing comparison is a pixel-by-pixel comparison to the rune (specifically intersection-over-union score) but we also boost the "intersection" pixels so you're rewarded more for drawing in the lines vs punished for drawing out of the lines :)
@joeshanahan Aww thanks for including us in a playthrough video! So for a bit more insight into the "scoring" anything inside the lines is like 1.5x points, and anything outside is -1 points, so drawings with a lot of area to color in (like the moon) are much easier to hit 100+% score :)