Writespace by blinry 2018-08-24T14:07:15Z
excellent game, brilliantly designed and gave a brain a real workout. Got a bit easier when I realised you could doubleback on yourself by typing the needed steps in reverse. Again, excellent design.
Foon → Ludum Dare Explorer → Users → amkingTRP
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | Super Hex Harvest | jam | 169 | 3.85 | 3.95 | 3.23 | 3.71 | 3.77 | 2.51 | 3.66 | ||
| 2022 | 50 | Delay the inevitable | Eldritch Legacy | jam | 725 | 3.50 | 3.22 | 3.20 | 3.50 | 3.40 | 3.56 | 2.27 | 3.90 | |
| 2021 | 49 | Unstable | Orbital Rescue | jam | 451 | 3.73 | 3.55 | 3.20 | 3.53 | 4.06 | 2.58 | 3.78 | ||
| 2020 | 47 | Stuck in a loop | The Elder Ruins | jam | 522 | 3.68 | 3.87 | 3.12 | 3.39 | 3.32 | 3.32 | 2.80 | 3.84 | |
| 2020 | 46 | Keep it alive | YMGYPBVF: You Must Gather Your Party Before Venturing Forth | jam | 189 | 4.02 | 4.20 | 3.55 | 3.33 | 3.43 | 3.24 | 3.37 | 3.45 | |
| 2018 | 42 | Running out of space | The Fall of Arcology ONE | compo | 564 | 3.02 | 3.10 | 2.06 | 3.08 | 3.22 | 3.24 | 2.22 | 2.84 |
excellent game, brilliantly designed and gave a brain a real workout. Got a bit easier when I realised you could doubleback on yourself by typing the needed steps in reverse. Again, excellent design.
Felt like an authentic Commodore 64 game, from the graphic style glitches with the corruption over the tiles, to the sound, and down to the colour palette used. Bit too smooth movements though (the C64 would be a lot jerkier) ;)
All in all, pretty good fun :)
I love the style of game, and the combat mechanic (hitting Z as close to the green bar in the centre as possible to cause the most damage) is pretty good; it's just there was too much combat and I kept getting lost in the cave. Maybe tone down the frequency of the wraiths appearing, or make the cave easier to navigate?
very interesting control method, but I found it really difficult to use. Really reminded me of Thrust and Asteroids, but mixed with a twin stick shooter. I think I'd have preferred a WASD control method with mouse aiming, or full Asteroids/Thrust with no mouse involved, the combination of the two overloaded my brain :)
fun little game that reminded me a bit of Smash TV. The respawn mechanic is a great idea; I don't think I've ever seen one like that before. Only criticism is that I found the blue ghosts a bit hard to see; but might be my screen.
great puzzle game, like a mix between dominoes and tetris. Would work really well as a mobile release.
404 error; I think you did the same thing I did and left the page on draft.
This looks interesting, but because it insists on a rar file it's problematic to obtain. Would you be able to create a zip file instead?
like others have said, excellent idea but wasn't able to do things like equip weapons, etc. and menus had a habit of overlapping. would love to see an updated version.
Enjoyable puzzle game; pretty straight forward mechanics make it easy to pick-up and play, and I found the keyboard controls to be actually perfect.
Excellent writing, a really compelling story. The length of it did put me off a bit, but I persevered; unfortunately I only got 2 out of 8. :(
I absolutely loved this one. Extremely compulsive and played through to the end. Would love to see more. But maybe extra levels would require adding some new mechanics beyond the knights (e.g. something that could uncorrupt the land?).
I quite enjoyed this one. I would have preferred to have the programming tab open all the time instead of saving programs, so programming each rocket individually.
loved the graphics, excellent gameboy feel to the whole thing. I agree with an earlier comment someone made that the salesman should give away some free seeds; on my first go I didn't know what I was doing and everything died on day 3. I ended up not being able to plant anything else and just running around avoiding the bird until I decided to let him get me.
I haven't laughed so much before about being trolled. The overall feel would be fantastic for a full game. The only thing I could pick issues with is the physics when you jump; it looks like you used a RigidBody2d as the hero gets stuck in the wall when jumping if you collide and press in the wall's direction.
Once I got a few spells leveled up it started becoming beatable and fun. Whilst the spells were on the single block I has no idea what I was doing, so started looking to see if there were cellular automata style rules for how the trees spread (e.g. if they have a neighbour to the north then spread south, etc) which got me even more confused.
This is my favourite of all of the games I've played so far. Simple mechanics, but brilliant concept, easy to play and well designed puzzles. Pixel art perfectly suited to the size of the window. Actually disappointed when I finished it. Would love to see more of this.
excellent little game that actually made me think what it's like for people who suffer with this. Also had that Silent Hill vibe going on; the overall look and feel would be perfect for a horror game.
Thanks for letting me know. I'm apparently an idiot who saved the itch.io page as a draft rather than public. 😁
Will upload screenshots when I get home from work today.
The Itch.io page is now working along with screenshots.
@fingamer @jared-york @pace @catchthefloaty - many thanks for your feedback. You're all spot on about the blind jumps and the confusion of what tiles are solid. The white outlines are the collision layer, but in a lot of places I was really inconsistent about what I used as background and what was foreground. I'm in two minds about how to solve the blind jumps; I could zoom the camera out slightly to give just a hint of what's two tiles below, or I can alter the level design so people get a glimpse of the target platforms ahead of time before they get to the actual jump.
Interesting concept. The first time I played it I ran in windowed mode (4:3) and couldn't see the portcullis so had no idea why I couldn't exit the screen. :) If you're intending to extend this game (and I'd suggest it's definitely worth doing) I'd recommend maybe limiting the available resolutions (if possible).
cute graphics and sound, and the gameplay feels excellent; my only criticism is how quickly you can get overwhelmed, but that's probably more a reflection of how bad I was at playing it :)
Surprisingly fun :) I don't think it's something that could be extended into a full game in its current state; although I guess Manhunt managed it 15 years ago so a cartoony type of game might work.
Excellent concept and enjoyable mechanics with a good difficulty curve. Might just be my mouse, but I found using the wheel to swap between sword and bow didn't work 100% of the time.
Love the atmosphere. Might be my screen, but I did have difficulty sometimes seeing the spikes on some of the objects.
Probably the best game I've played so far. Would love to see that extended, possibly on a mobile.
I have to agree with what @ditam said; I initially thought it was isometric and got really confused that I was seemingly moving in x,y, and z dimensions. Once it clicked in my head that it was a hex grid it suddenly became really interesting and challenging. One issue I had was that I found it hard to see where the internet coverage was when it was obscured by the servers.
I really enjoyed this one; I love the hand-painted graphical style and the tactics/strategy (stratical would be the corporate-jargon term) of risking your party to rescue people/resources vs keeping the robot alive is really interesting to play. I ended up abandoning my party on lvl5 when I got greedy and tried to rescue one last group of people from the bottom of the map. As others have mentioned, I also got really confused about the movement of the party (sometimes a square, sometimes a cross).
Very interesting variation on the TD format; quite like the idea of a mobile super strong "tower" during the wave phase. Wasn't 100% sure on how to get certain types of traps; I'm guessing the types of resources you picked up enabled the different spike traps in the lower left. Was there anything that could be done with the money you find? Having a "shop" of some description where you could buy resources or new traps would have been a good extension.
Probably the most amusing game I've seen this jam. Extremely polished; love the pixel graphics, music, and general mechanics. Can't think of anything really that could be improved. Would be interesting to see how this would work on a touch-screen like a tablet or phone.
surprisingly fun; got to 79 flowers and suddenly I was swamped with hooligans and dropped down to 50-odd within a few seconds. Would be interesting if you could spend the money on new weapons / turrets instead of just flowers? You could risk losing your garden in the attempt of getting a better weapon.
Proper space physics are always interesting to see. The WASD for directional thrust was a good idea, but I kept getting confused with a regular 2d space game where it's A & D to rotate and W to thrust (my problem rather than the game's). My only criticism is about the mouse pointer; I found the green dot being restricted to the immediate area around the drone to be a bit confusing and hard to see; might be good to give an option for a reticle mouse pointer that has frre reign of the entire screen (or limited to the whole visible circle).
Really like the inclusivity by selecting gender for both characters, and the sound effects in the intro were great. Got really frustrated on the intro/tutorial before I figured out how to guide the heart, and then it became really quite enjoyable.
Loved the cute style, but wasn't really sure what was going on. I think all my anibuns were dead on the final wave (the red bar was empty) but the wisps kept bashing into them and I somehow won the level. Definitely agree with the multiplayer suggestions that other people have made; would make a good co-op game.
This felt really fun to play; the whole physics and control, the feedback when bumping into buildings and cars, and the spray of the water all scream "CUTE!". You could potentially expand this into a much bigger game, possibly doing other emergencies other than fire?
Really nice graphical style, but it wasn't clear exactly how to play it. Admittedly there are time restrictions for this, but I felt a short tutorial on placing the characters and getting them to attack would be helpful (do i double click to get the attack to start? what are the criteria for losing?, etc)
Edit: Now I know how to play it, it's actually pretty fun. Is there a win condition for the expedition, or just keep going until overwhelmed?
Fantastic mechanics with the time reversal and cloning. Took me a while to realise that people disappear at the point you reversed time (I'd assumed they'd just stand there) so it's a case of standing still until the very last second and then reverse time. This led to me blowing up a few times because I lot track of time.
That was a really interesting idea; I don't think I've ever seen a "breadcrumb" style follow mechanism instead of straight-towards. I also liked the "two-stick" shooting mechanic with wasd for movement and arrows for shooting. Would probably work well as a mobile game, but I'm not sure how it could be extended into a longer game. I note you excluded yourself from Audio ratings, which is a shame as the sound really adds to the overall feeling of the game.
Short but sweet. Reminded me a lot of some of the old games on 8-bit microcomputer during the 80s (but with obviously far superior sound than we had back then). Have to echo what others said about the movement feeling a bit clunky, but that was only really noticable when I started playing; didn't really register after I started getting into it. Would really like to see more of this.
Really enjoyed that and would love to see more. Really liked the art work; made me think of the old Sierra games (seemed to be a mix of SCI and AGI style in places).
Really novel idea that was executed really well. I'd agree with other comments about it being a tad too hard (I think it's mainly the hitbox around the player seeming to be their entire body rather than a circle centred on their feet which is what you'd expect from that perspective), but this was thoroughly enjoyable.
Interesting idea and the graphics / atmosphere were brilliant (really liked the "How to Play" section which showed off the animations). As a lot of other people have said, the movement is a bit odd (I think it would work better with WASD/joystick with respect to the camera rather than the cursor) and I messed up a lot because of getting confused by it.
Concept is great and pretty enjoyable to play, but I'll have to echo the other comments about the buggy jumping. Also, was a bit confused about what killed the hamster when I let it run around near the clock downstairs. Suddenly there was a splat and it was dead; a couple more safe-ish areas for the hamster would be great.
I liked the humour and concept of scare-them-off-but-don't-kill the enemies, but as other people said, there's not enough challenge. If given more time, it might have been good to increase the types of enemies, but also provide different things to scare them off (e.g. the arrow/sling/shooty-thing for the slimes, maybe a torch for some darkness-loving monsters).
Enjoyable TD game, one of only a dozen or so games I've played that made me think "one more go" when I failed. I'd aggree with what others have said about the lack of feedback about what an upgrade does (I think it just expands the range of the laser); some stats would probably help but might clutter the clean interface you have (maybe use number of stars/crosses to indicate Range & Power, etc). I think the same problem is with the health bar of the attackers; I think they're the same length, but some monsters obviously have more hitpoints than others. Also got to admit, I'm not sure I'd have been quite so into it without Bonnie Tyler blaring in the background..
I second the comments that it's extremely stressful to play :) Loved the whole idea, and the graphics were excellent. As others have said, it would be better to start the difficulty off lower; I think I got spammed within about 30 seconds of starting and by the time I'd cleared it the pressure grew and the pug imploded.
I don't usually play tower defence games, but this was actually compelling.. I think the idea of constantly having to be on your toes to give the plants what they need (water, "healing", and food) made it a lot more interesting. The only thing I'd change is keeping a tool selected after using it 9or using keyboard shortcuts like someone suggested)
This was really enjoyable with a great "feel" to the controls. There's some good ideas about the different types of barriers stopping everything, but others just blocking the player (there was one point on the second level where the last enemy was just off-screen and there's no way to get closer).
My favourite game so far; the first one where I kept trying after failing. The combination of dragging with the mouse whilst pressing spatially separate keys is surprisingly entertaining. Would like to have a "Jamming" mode where you could just strum the lute without worrying about the fire and monsters. The game seemed to freeze when the "Strange little man" walked up to the fire.
Brilliant idea of using a social network as a game; managed to get 2 hookups (one of which failed). I don't think think I was able to get past 2 weeks.. Might be worth considering introducing "rumours" to go through the network (to influence opinions of each other).
Great atmosphere of the office paper shufflers; really liked the 2d/3d graphical style.
Took me a while to figure out how to actually kick (did I miss instructions somewhere?). The addition of the direction changes was a good idea, but I second the opinion that they should despawn/respawn on a timer if they're not triggered. Maybe have special targets to aim at for big point bonuses?
Thought that holding that baby as a burden on the player and restricting what they can do (just like in real life) was a great mechanic, and it was easy to get emotionally involved in trying to not be away from the baby too long. Music was fantastic.
This was fantastic; like others I eventually gave up trying to find the ducklings and started treating the game as an "Untitled Duck Game". The graphics and sounds are extremely effective, and the whole feel of the game is spot on. Maybe some sort of indicator (assuming there wasn't one and I didn't just miss it) towards where the ducklings might be would help.
First time I've ever played a clicker; surprisingly compulsive, especially when balancing the power usage while waking up the crew enough to get the power, food, and water generators working. Might be a bug at the end, I should have reached my destination but seem to have overshot (distancing remaining was static at about 15000, but distance travelling kept increasing - My speed was 25000 at the time).
Quite enjoyed this one - gave a definitely 80s vibe with the CRT effect; I think any feedback is just echoing what others have said. I think the most pressing issue is that the collision detection (for the spikes at least) should be around the feet (I tried to navigate through a field of spikes and died when they touched my head).
Thank you, everyone :) The falling noise is my 5 y/o daughter who grab my headset and recorded various sounds for me. Same with the monster (although that was run thorugh Audacity filters first).
Level design was pretty much: Think of a level title (not displayed, but it's things like "Crumbling Bridges") and sketch out the rough layout with walls aound that theme, starting with the end position or major puzzle bit (so for the bridges I sketched out the layout with the floor instead and expanded form there).
and I see people discovered my "secret" cheat code: 'N' for Next Level.
@magus77 thanks for letting me know. For troubleshooting purposes, what browser and OS are you using? Do you have any problems with other Unity engine HTML games?
Pros: I *really* like the style here. Probably the most atmospheric game (I'm a sucker for a good snowfall effect) I've seen and really reminds me of playing RPGs many years ago. The text+choices plus map combination works brilliantly. Would really like to see more of this.
Cons: The combat is insanely difficult. I managed the first encounter through dumb-luck (after about 20 attempts). The encounter outside the inn seemed to be unbeatable. What might work is being more like an old Amiga/PC game called Blade of Destiny; it's worth looking up the turn-based combat system it used on Youtube. That used AP to do various things like attack, move, change weapon, cast spells, use items, etc. It had a lot of complexity and worked really well.
Loved the intro-sequence; the humour of the whole game was spot-on (even the ending). The machine-gun firing noise got pretty annoying (once I had max fire-rate), but I especially liked the inclusion of a volume control on the title screen. Graphical style was brilliant; managed to perfectly convey the post-apocalyptic desert scenario in low-res.
I wasn't particularly good at this, unable to get to the second pond, but I thought this was a really promising game. I really liked the handling of the bird with the mouse, but I didn't really get the diving mechanic - it started feeling like one of those games where you fly through an narrowing cavern always going upward and have to hold the button to go down. If you could implement that into the actual steering of the bird (e.g. flying downwards at a steep angle counts as a dive and increases your airspeed - maybe use the mouse button as a boost) I think this would be perfect. I'd also like to see a time-limit free mode so you could just enjoy flying around.
excellent idea and implemented really well. I've got to admit the placement of the objects is very difficult (I tried to build a bridge out of stone and just couldn't do it, and building a double layer ladder took several attempts), so might be better to place objects on a grid? Checkpoints would also be welcome :)
really liked the overall style and trying to use your judgement as to who to raise from the dead. Would have been really good to actually see the battle afterwards even if in a textual form like old-school 80s/90s RPGs (e.g. how the various people interacted and coped with the battle)
The overall style and atmosphere of the game is outstanding; really conjures up what I'd imagine Victorian London was like. The concept itself is really interesting, but I'll have to echo what other people have said about the stealth mechanics. The random behaviour of the civilians make it difficult to judge how much you can move (I failed by dragging the corpse past a sleeping civ and he must have woken up) and the lack of "awareness" indicators (e.g. a view cone) make it a case of hold E to pickup corpse, move a few steps, press F to drop, wait to see if civ gets closer, hold E to pickup, etc. It's also been mentioned before, but the instructions suggest that the husband is on the right, so in my first attempt at playing I ended up completely dismembering the corpse on the right while trying to drag the left's hair onto it. I thought it was a bug and gave up until I read a comment on here that they were swapped.
Had to rely on the spoilers for the first level :) Really novel idea. Might be worth adding some sort of indicator to show that you're over something you can cut open; I kept getting the throat and lungs when trying to click on the heart.
In two minds about the graphics; on one hand it's a nice chunky pixel design like I grew up with decades ago, on the other hand I found it difficult to see the patients. Maybe some flagging of some description might help (e.g. a pulsing green circle). Gameplay-wise; it's like a lowres 2d Crazy Taxi, which is brilliant. I ended up ignoring what I was supposed to be doing and just speeding around the map.
Really like the concept; like the others said it became really difficult once there were two fireballs at once as the paddle couldn't rotate fast enough to get both. Not sure how you could correct this without making it harder to control (e.g. might be faster to rotate, but you'd lose accuracy of where the paddle stops). Maybe a power up to give another paddle 180' around the tree?
very interesting concept, but very very hard to play; probably due to the speed it's moving at. I would suggest taking a look at an old Amiga game called "Brat" as an example of how you could potentially expand this - dragable icons and time to think of what to do whilst still being under pressure of a scrolling screen.
I was getting the "old man death" bug when I presumably died as well. Agree completely with the need for more feedback about character health/status. However, really liked the fluidity of the movement and combat. Maybe make the enemies get knocked back when you hit them to prevent mobbing?
really like the concept, but was pretty lost as to how to really influence the outcome. My best go was when my little man ran away from everyone else and I could snipe individual enemies at the edge of the screen. Would suggest a mix of offensive and defensive (e.g. a temporary shield, teleportation, or healing) godly powers.
Has the foundation of a good horror game; nice tight view, creepy sounds. Didn't manage to find a single branch, so I'm not convinced this style of view works well for that (see Baldi's Basics for a good example of a branch gatherer that works because of the first-person view), but if you changed this to a monster-avoiding game (e.g. Slenderman, or some Blair Witch style thing) then this would probably work well, even with the failing torch mechanic.
The sprite sorting of the trees bugged me a bit. Easiest way to deal with that is either to get each tree's Z value to equal their Y value via a script (you'll need to move the camera back), or ask Unity to sort by Y instead. The first approach would probably be better for you as you're using some composite sprite for the main character by the look of it and you'd want all the components to have the same Z value (or offset by 0.01 depending on whether they're in front of other components.).
Beautiful looking escape game; would like to see this extended to more levels. I'd echo the other comments about dodgy hit boxes, and you can keep bashing the medkit with the rock to get loads of syringes (I must have bled that creature dry), but those are minor nitpicks in an excellent entry.
For some reason the feeling of the game reminded me of North & South for the Amiga, even though the games are nothing alike. I actually quite enjoyed this game, it was quite relaxing until I realised we were slowing down. It looks like once it hits zero coal the train slows to a stop regardless of whether you add more coal. The feedback of the train visibly slowing down was a more natural indicator of the "health of the train" than perhaps an onscreen gauge (e.g. a health bar) would have been, so that was an inspired design choice.
great idea of an indestructable hero but fragile city (I think a bit like one of the Superman games from the 90s). Graphics were a little bit too minimalist for me to easily tell which direction I was facing after being knocked away from a UFO. As someone suggested, this would work pretty well with a mouse control (fly towards the cursor; left-click to punch, right to boost?).
Perfectly captures what being in customer service is like. :) Wasn't 100% on what to do, so ended up deleting users' files, plugging/unplugging cables at random. Got completely stuck on the ransomware problem. Would also help if the people with problems were jumping up and screaming (as they would in real life) so you didn't have to check each computer to see if there's an issue.
Quite enjoyed this one; the difficulty ramps up perfectly until I was making mistakes (the pausing is a good idea) and my keep was destroyed. I think you only used the 6 letters QWEASD, so might be worth expanding to the full keyboard, or potentially aiming for gamepads (4 fire buttons + usually 4 triggers/shoulder buttons). It popped up a developer console at some point with an index out of range exception, but I'm afraid I don't know what I did to trigger that.
great 80s/early 90s style arcade game. I'd echo the comments about not using shift as the jump button, but that's what they used to do in the 80s/90s on home computers.
loved the atmosphere, and the metroidvania-esque upgrades that the badges gave. Would like to see that extended. I kept falling down the pits and dying, but it looks like you mapped out an underground section as well?
Really like the style ofthis one, but wasn't 100% sure what to do. I thought a tap of 'space' would attack, but it seemed like I had to hold it down in order to complete the animation and kill the monsters.
Absolutely brilliant. Great fun. Agree with the comments that the controls are difficult (a slow walk backwards would work wonders), and the collision detection does make things a bit difficult when jumping and getting caught under small ledges. Might be worth implementing a hang-time jump control (like Mario) to make it a bit less frustrating jumping at speed.
Where is the panic button? I managed to get over the granny and into the bathroom, but couldn't figure out where to go from there.
Definitely the best graphics I've seen during the jam; the pony animation is beautiful. Really reminded me of the 90s Disney games like Aladdin, Hercules and Lion King (and maybe the megadrive Mickey games as well). Some of the hazards were a bit unfair (I walked into a falling boulder that had come to a rest and it killed me) and the sudden change in the music to just the right ear when you die was a bit jarring.
That was really fun; liked the idea of a pacifist prison break :) Really love the seamless transition from the menu to the game. As others have said, possibly a bit too easy to begin with (not convinced about letting you walk through the tiles in front of a cop), but the last few levels had me trying to plan out the moves way ahead. Maybe having extra mechanics like cops rotating their field of vision on every other turn would work to increase the challenge in future levels?
I quite enjoyed this; once you figure out that it eats 50 food a day and it eats a family member if it hits zero then you can begin to figure out the tactics (I managed to get three endings). Unfortunately I'm not sure it's possible to actually get more than one family member to survive (because of the day where you couldn't find any food); it would be intersting to be able to use the computer to somehow earn/obtain the food for the day via some sort of minigame.
fun (but also frustrating) little game. I think the randomisation is hurting the game; on one level there were some nuts that fell from the tree and I'm convinced they were in different locations on different playthroughs. If you could reset the scene completely on each level (including moving enemies, etc) then this would feel more like a test of skill rather than having luck influencing it.
At first I thought this was going to be a Yetisports-esque game where you get angle and power and see what happens, but it's an unbelievably relaxing rhythm game. I played this over-and-over, and as other people have said, just started getting into "the zone". I literally can't think of anything that needs to be improved. Fantastic job.
Really liked the feeling of controlling the car on this one. Would be interesting to introduce "victims" (e.g. original GTA and Carmageddon's pedestrians) as a mechanism for speed boosts or repairs. Also more varied scenery would be good (e.g. buildings), but overall a great entry to ld46.
As the game description suggested, it did remind of 80s home computer platformers. Short, but sweet. Enjoyed the Metroidvania-style upgrades; could possibly be fleshed out into a longer game? Was the Shbolga an actual 3d model in the game (how did you get the lo-fi sort of grainy/pixelly effect for it?), or a pre-rendered sprite?
That was weird, in an interesting way :) I'm not a big fan of clickers, and might be missing the point, but I'd have preferred multiple inputs (e.g. a key press for each organ) which might have given a sort of rhythm to the game.
Subtle incidental comments when looking at things give a good background to this (linking into the looping theme). Enjoyable, but way too short, would love to see this expanded (I expected to be dumped back on the beach after going through the door).
Interesting game; was completely stuck when I first opened the locket and it just says Kukuku.. Left it running for a while until I got the escape rope. Wish I'd stocked up on potions first.
Short, but sweet. I read the comments about the ghosts being in a loop, but it might be worth signposting that in game so it's more obvious. Liked the music, and the graphics were nice and cute.
Absolutely brilliant. Loved the pixel art and the puzzles were well thought out. The music got a bit grating after a while, but reminded me of old Amiga games, so I'll forgive that. :)
That was pretty fun; loved the music (Amiga-esque but not annoying) and the gameplay seemed well balanced (liked the variety of enemies). Wasn't really sure how the theme fit in here though (unless it's the replaying after death?).
Excellent use of the screen edge looping mechanic (better than I did). This was really enjoyable; might be worth considering a bigger release?
really enjoyed this one. Mixing the incremental system with a 3rd person shooter was a great idea. Only gripes I have: Some seem to spawn just outside the starting area and come in with their ectoplasm clouds, pretty much instantly killing me. Enemy corpses (skulls) can get in the way. Is there an ending? I'd unlocked everything and it just carried on (defeating the purpose of collecting the orbs).
This was great; volume was a bit high, but the gameplay was spot on (e.g. with the increasing difficulty at a good rate) and the options for different weapons was a really good idea.
I enjoyed that; my only gripe was the walking controls. The direction arrows didn't line up with where I was expecting (e.g. up is 10 o'clock, right is 2 o'clock) with respect to the camera angle. In a sprite based isometric game this is quite usual, but in a 3d game it confused me. But all-in-all, that was a good entry.
Excellent puzzle game / programming language. :)
I'd agree with others that there needs to be more of a tutorial when new blocks are introduced, but it's relatively easy to figure out by trial and error.
That was excellent. The atmosphere (sound+graphics) is engrossing, and the gameplay is interesting enough to keep going until the end (brilliant twist). I'd love to see more games with this aesthetic; would work really well for horror.
Enjoyed this one; short but sweet. I'd really like to see a "making of" for this game or a technical post-mortem.
That was great fun. The only thing I could recommend altering is some sort of "tell" that the claw is about to swipe (I was just jumping/ducking after about 2 seconds of the claw appearing).
I think the camera proved my undoing on a lot of the rounds. On my first round, for example, my penultimate square was on the far right, but the only squares I could actually see to move to were spiked.
Atmosphere was really good though.
I enjoyed this one. I managed to complete it without getting the extra health (getting to where the health probably is was much harder than getting to the rocket); presumably this was intentional to allow that to happen? The graphics went well together, and I actually quite liked the looping music.
Love the art style, and the mini-jump added to help with the stairs is highly amusing when you're an OAP. :) If you get the urge to expand it you might want to consider adding a mini-game of some description for the job when you use the computer, and maybe some cars to dodge on the road.
Even if you didn't make the music, it was a good decision to use it. Overall I enjoyed this game. Initially I thought it was just the falling seed, but then it tells an entire story which loops back on itself. Very well designed.
This was really good; something that my daughter would probably like to play on the iPad so could easily be extended into an "edutainment" style game. There was a bug for me where I accidentally clicked menu after completing a level and then clicked continue; it dumped me back into the same level with everything already complete and no way to carry on.
that was absolutely brilliant; 25 minutes and over 200 deaths later I got stuck on the vertical wall with gaps in it. I can imagine this being rage-played on youtube in the same way people play "Get over it". :)
brilliant; can't think of any ways to improve it.
this was a really good platformer, loved the whole feel of the movement. My only gripes were that I don't like using just the arrow keys (I end up using arrows to move left and right and W to jump). A dedicated jump button would be good. Also the hit boxes on the spikes and ghosts were a bit too big, even barely clipping them kills you; reducing the sizes would make it feel a bit fairer.
This was short but sweet; I loved the graphical style and the concept of the dual controls worked well. My only downside was the movement of Lena; it seemed a bit choppy and floaty, but that might be down to the Macbook Air I played the HTML5 version. It's definitely worth expanding this; I think my daughter would love a puzzle game like this on mobile.
That's a really interesting concept and enjoyable to play. I found it a bit too difficult to understand how much the sun was affecting the different planets; a possible extension could be to show the gravity well of the suna dn planets somehow.
Absolutely brilliant. Without spoiling anything, the hammer is an extremely versatile tool :)
That was fantastic. The mechanics are unstable, but never unfair, which is a really good combination; every time I fell in the lava it was my fault, rather than the game. I'd love to see more of this.
looks like you might not have set your itch.io page to public; it's just showing as a 404 so you might be able to see it, but no one else can until you re-edit the page and select public.
@ilokimo , just me. Got a pass from my family to work on it for most of the weekend (probably about 18 - 20 hours of work on it).
There's potential for something here. As has been mentioned, the shooting has no sense of feedback to it (either recoil or some impact notification such as some particles at the end of the raycast you're probably using), but the movement feels good. I see you opted out of sound as well; some sound effects would help enormously if you choose to create a post-jam version. I actually like the odd dimension you teleport into; there's definitely something to further build up the game around.
Really liked the mechanics in this one. Personally I found it difficult to manage the different areas; although you have indicators as to what's failing, I think I'd need those to be made even more blatant for me to notice them. Loved the 2d/3d feel to the graphics.
There's a good concept here. I really liked the GTA vibes that come in when you switch into psycho mode.
A few downsides that could be fixed given more time: - I think the steering needs fixing as it didn't feel quite right (you're probably rotating by a fixed amount regardless of the speed), there's a few tutorials on youtube where they create an arcade style top-down racer in Unity and explain the steering calculations. - The game seems to randomly end (unless I suffered damage I wasn't aware of). - There doesn't seem to be a way to restart after a game-over. I needed to quit and reload the game. - There's a few graphical glitches which are probably down to how Unity handles texture coordinates. - A mini-map would be extremely useful. I kept going down dead-ends when following the arrow.
Really enjoyed this one; I like how it does get easier as you go on, but a moment's distraction (e.g. reading the text, or aiming at something behind you) can cause a cascade of errors. The only thing I could suggest is maybe some sort of indicator earlier where scrap might come from (e.g. some arrows pointing the approximate direction).
That was really quite fun. Loved the Among Us / Warioware style minigames, but the sign writing confused me: I typed "Danger!" but it claimed it was wrong and removed my remaining time.. unless I missed something?
This game definitely deserves a post-jam version.
"Running out of petrol after tixerb".. too on the nose there.. ;)
Don't often see political satire in games these days (the 80s were full of them), so this was a refreshing change. Although I'm surprised that the main character wasn't a blond mop haired buffoon cheering people up with the power of banter. :)
The game itself was very enjoyable with excellent mechanics and a good difficulty curve (the 2 tin-foil hats were a nightmare for me).
Thought I was beginning the get the hang of it, but I got too greedy and lowered it too far and it exploded.. It's a very interesting concept; could have done with a lot more hand-holding to begin with, but the jam is probably too short to come up with the sort of tutorial this needs.
Now that was creepy. I'd definitely advise continuing with this; there's a market for this sort of horror game (just see the massive numbers of playthroughs on youtube). The only downside I could see was I was sent back to the beginning of the trail after each flashback so had to walk the entire thing again; not sure if this was intentional.
With the implied subject matter on this game (spoilers: nothing is ever said explicitly), it might be worth putting some sort of "trigger warning" these days, although quite how you'd do that without spoiling the plot is beyond me.
Also, I'd encourage you to rate as many other games as possible and leave feedback, it will improve your "Smart Balance" and get this game the attention it deserves.
Great graphic style, and it handled a lot like those old 80s/90s games it's based on. The mechanics worked well, forcing you to walk around scavenging from enemies in order to keep the correct engine topped up.
I agree with what was said earlier about the double-jump seemingly giving you a large impulse when you double-tap jump immediately. I found I was making every jump by doing the double-tab. Also the layout of the keys was a bit awkward; I ended up using arrows for left and right and w to jump. A separate jump key from the WASD/arrows would have been easier.
I also had no idea what was going on :)
On the plus side, art style and music were great.
This is really cute; it's the sort of thing my daughter would love to play on the iPad. If you wanted to extend it (really needs more levels to even get a feel for it properly) it would go well on a mobile device.
The atmosphere in this is really good; I kept thinking that there was going to be something around there that was opening the cabinets (rather than the ship falling apart). This could be the basis of a pretty good horror game.
Really like the aesthetic with the blueprints. However, I do agree with other people that there isn't really enough visual feedback. For me I think the text on the screen ingame was a bit small, so I was struggling to see what the current status is.
Really enjoyed this one. Great graphical style, with dynamic music and quite compelling gameplay. Is it actually possible to beat the bullet hell at the end?
Absolutely brilliant. I'd psyched myself up for some mindless bug blasting and this gave a complete reversal. I ended up spamming the brutes; upgrading them whenever possible and choosing waves of them when offered; this seemed to be the best way to win.
Put me in the mind of a form of focused "Project Winter" (without the imposters). The presentation was perfect for this theme, but was a tad hard to play (energy kept falling and didn't recharge enough in bed compared to the fire and soup).
Really enjoyed this one; glad to see another Lovecraftian based game. :) Mechanics were good and the game "felt" right. Only downside is there didn't seem to be any collision detection with the scenery.
This was a really novel (no pun intended) idea. I really liked the combat mechanics where you select the appropriate counter to the move they're preparing to do.
There seemed to be a couple of bugs in there in the academy. I killed the guardian in the academy tower and suddenly was on a bridge. Also when I went back to the necromancer academy there were no options to leave again.
Fun mixture of Rainbow Islands (auto scrolling towers) and Abuse (old PC platformer where you aim with the mouse). My only criticism is the controls; I find it a bit hard to aim with the mouse while using WASD & Space for Platformer controls (they seem to be fine for FPS games though). I think if the right mouse button could be used to jump I would find it a lot easier to play.
Truly beautiful looking game; I really love the low poly art style, and the music and sounds are perfect for the atmosphere as well. Gameplay-wise, it's a lot like Baldi's Field Trip, but has been executed pretty well. I played the HTML5 version and there seems to be a bug when you get killed by the shadows; there's no apparent way to restart, so you're stuck with a black screen with the whispering continuing over it.
Double post, sorry. (My mouse button seems to be double clicking).
That was really enjoyable. A bit frustrating when your opponent get a load of heals in a row after you've got them down to almost zero HP, but that's the nature of the game :)
I really like the concept and the graphics and effects suit it well, but I need to echo other people's comments about the overhead spikes; they make the entire thing too difficult. If you had more time I'd recommend getting rid of the spikes, but introducing roving obstacles (e.g. monsters) that you could sacrifice berries to in order to get past (e.g. a berry might put them to sleep for a bit in order to get more berries past them).
Really good little game; perfectly captured the thinking of being that age. Really liked the graphical style and the music was laid-back and spot on for the game, but took me a while to figure out the objects could be dragged from the inventory bar with the mouse (I'd been expecting everything would be controled via the keyboard).
Short but sweet, managed to complete on my 2nd attempt. I like the graphical style, and the sort-of dynamic music as the countdown gets low is good. Not sure if it's what you're doing, but it might be worth making the symbols random each time (I only saw the symbols the once before I beat the game) so you have to go through the whole game and can't rely on knowledge from a previous run.
Unbelievably good for a game jam; my wife and I are both old school Lucasarts / Sierra adventure fans and loved playing this. Also excellent use of the timer, maybe the most stressed I've felt playing an adventure game since Monkey Island's grog/prison lock puzzle.
Would really like to see a post-mortem/making of for this; especially covering technologies used and puzzle design.
This was surprisingly fun and would make a good "hyper-casual" type mobile app. I'd like to see more of this game, but maybe introducing new features (e.g. cold blocks that destroy the hot blocks or cancel each other out?)
This was really quite fun. I ended up letting the fire spread and just made corridors for myself to get to the engine, the computers and life support. I loved the feeling that it was a one person Among Us (where the ship seemed to be sabotaging itself).
short but sweet. The platforming mechanics actually felt really good and fluid. The sort of chill visuals and music suited it well.
Really good concept and execution; the panic system worked really well with sudden increases and slowly decreasing when you try and get some privacy (when a person inevitably wanders into your personal space).
very interesting concept that has potential for expansion. Really liked the sort of "mad dash" feel of it but would have preferred a the torch power drain to be a bit more forgiving so you got a bit more time, even if you miss the batteries.
Really good little puzzle game; contrary to other comments, I thought the jump movement worked quite well (I think a smoot move would slow things down too much). I agree with the first comment about the screen size; it could have done to be a lot smaller.
Quite fun; the graphics and audio suited it perfected. I thought I'd be clever and prevent the kids leaving the playroom, but then they started starving for lack of cookies..
Quite fun little game; good use of movable obstacles to slow down the opponents (normally this sort of game is simply a bullet hell style thing)
This is definitely a good basis to build upon for a more fleshed out game. I really liked the idea of a cyberpunk version of Thrust and it was very similar. I think the problem is the speed, probably gravity is too high; I used to be pretty good at Thrust in the late 80s but I found this a bit too hard to control in comparison. The physics, while impressive, do work against the player a bit here.
To expand it I would recommend maybe toning down the spinning and gravity to make it a bit easier to control; the cyberpunk setting and atmosphere you've created is brilliant and could lead to all sorts of potential delivery / combat missions (if you added weaponry of some description).
Technically extremely impressive; the shader was extremely well done (but I did find it quite hard to see things) and coupled with the audio did manage to evoke a weird autumnal feeling. Got to admit, the the plot was confusing to me; felt as lost here as I did watching the original Twin Peaks and the end of 2001 Space Odyssey :)
The 2nd Dune game I've seen this jam and a unique take on it as well; the game is quite compulsive with a clever mechanic of "seeding" the worm and then having to navigate the harvester to it.
Could possibly be expanded with things like random Freman attacks?
Definitely has the basis for something here; I was getting Eye of the Beholder or Blade of Destiny vibes and it had a good atmosphere.
Gameplay wise I'm afraid there didn't seem to be much to it; the movement bugs with strafing were a bit confusing, and I wasn't ever sure I was hurting the spiders (I think lack of visible feedback was the issue in general).
I'd second the suggestions that others have made about adding some sort of melee system; probably go full hog and use this as the base for a Dungeon Master clone as we don't see enough of these anymore. :)
Your itch.io link doesn't work. You might have left it in draft mode (you'll need to edit game and at the bottom of the page there's a radio button for making it public)
really glad someone made a proper vertical shmup game. :)
The controls and mechanics felt right, but obviously needs a bit more variety in the enemies / waves. I was seeing enemy craft spawning in the middle of the screen, which didn't seem right.
I'd recommend adding enemy movement patterns, etc, along with potential scrolling backgrounds with more detail which would help break up any repetitiveness.
That was an interesting experience; more akin to an interactive artwork than a game. That's definitely not a bad thing though, I'd like to see more things like this.
On the whole, great presentation, good storyline, and I second people's comments about the text-to-speech adding to the experience.
Oddly satisfying game. Based on other entries I kept expecting to get "upgrades" to my scythe to let me cut more, but keeping it simple subverted my expectations. It's a nice addition to the collection of "experience" games that have been submitted to this jam.
This is quite enjoyable. My gripe was that I was finding it quite hard to control with keys and mouse; the jumping felt a bit unnatural here (maybe setting it to right-mouse-click would have helped), but that's probably just me. I found I kept falling down off the screen and couldn't make the jumps I wanted to.
My incompetence at controlling it aside, there's a good idea here; the graphics and sound contribute to a dreamy atmosphere and the idea of collecting dreams and defeating nightmares is a really good one.
Turns out I really dig these "cozy" games where there's no real goal (you set your own; I felt like climbing the mountains) and it just relaxes you. I was getting real Daggerfall vibes from this and triggered nostalgia for the 90s style first person RPGs that looked like this. If you do get the urge to continue it; I like the idea of just exploring and wandering around, maybe just add little things to discover (like you were trying with the resources)?
I think my major gripe is the seemingly random nature of the units' movement. I like that you can target specific units with the cards, but the lack of control over the skeletons meant that random movements left them isolated and overwhelmed. If you could create units with specific behaviour (e.g. a card that generates an undead that will head towards the nearest enemy, or the strongest enemy, or a specific type of enemy) I think that would work.
@theothersamp, the comments on the controls are exactly what my kids complained about. I should have implemented some form of input buffering. I also agree abut the trees/hedges; They were the first sprite I did and I changed the style slightly by the time I got to the witch (which is the 2nd version of it) and monsters.
@cambryx, you can press Escape to automatically fail. Unfortuately after submitting the game I realised that if you play full screen HTML pressing escape will remove full screen and mess things up.. :)
Impressive for a Jam game; the graphics were great, set the mood nicely.
Gameplay-wise, initially I was a bit overwhelmed by the task list. As other people have said it would have been been better to have that as a sort of tutorial where the steps description when needed.
Not sure if it was a bug or a design oversight, but when I completed the first potion and got something like 33 gold, I didn't have enough money to buy any more recipes. Then went to the door and waited for next day and received another 33 gold, and could repeat this.
My daughter absolutely loved this (I'd left it open when I went for a coffee and came back to find her playing it on my computer). As she moved the mouse around I could hear shouts of "oh this is so cool!". This was a very convincing argument for "games as art".
On a technical note, I was extremely impressed by the way you managed to fade different segments of the screen with what looked like splat masks? I'm more and more impressed by what can be done in Godot. I'll definitely be looking at the source you uploaded.
That was really effective. The whole atmosphere is spot on.
I think there's actually the basis of a more indepth game here (expeditions out to the sand sea and trying to survive to get back to base), but obviously there'd be license/copyright considerations.
Not 100% convinced of adherence to the theme, but no matter; this was highly enjoyable. I'm a sucker for a good stealth game and I thought this was brilliant.
I'd love to see more of this; this could be extended into a general heist game with patrolling guards, etc rather than just security cameras.
Very enjoyable game, although I did feel the difficulty curve was a bit steep (but I might just be rubbish at playing it).
I noticed that you'd opted out of graphics, so I'm assuming it's an asset pack, which is a shame as the choice of the graphics was a really good one for this game. Still, the gameplay loop is very compelling; I was finding I was trying to collect weapons in order so I always ended up with an axe (which seems to be the best weapon).
I think this could be extended (keeping the graphics you're using) into a more indepth roguelite game. If you can make the combat a bit more melee-like (right now it's like firing bullets) where attacks may cancel out opponent attacks, and the range is shorter, I think that would work.
Really enjoyed this one; there's something compulsive about upgrading the equipment (I got everything to level 6) and then landing MegaJug. The movement felt just right, even when overburdened with oysters. I'd second people's suggestions about some visual feedback about how much you're carrying and to offer the change to eject oysters to give you a bit of a speed boost, but apart from that, fantastic game.
Really relaxing cosy game, perfectly captured the feeling you get at the end of the summer holidays. :)
Would love to see more games like this.
Couple of what seemed like graphical glitches for me at the top of the map, I think it's to do with the y-sorting on the trees/rocks/notice board where the player's y value is almost the same. But apart from that it's a gorgeous looking game with great chill music.
Obviously as a prototype there's not much to it right now (I wasn't even sure what the ultimate goal was; the spaceship crashed, but all you do is plant and harvest seeds?); but definitely forms the basis for future expansion.
A form of Stardew/Harvest Moon in space would be the obvious choice, maybe following the sci-fi theme with some factorio style automation?
My eyes hurt a bit after trying to focus on that tiny window :)
I think you do have the basis for a little rage-inducing-but-just-one-more-go mobile game here. The lack of a diagonal on seemingly per-pixel (as opposed to moving on a grid) movement was frustrating, especially when the ghosts don't have that limitation.
If you chose to expand it I would suggest scrapping the keyboard input and have the player run directly towards the mouse cursor / touch position; I think this would introduce "threading the needle" gameplay which can feel quite rewarding.
Brilliant idea. The various immunities and shapes made it quite challenging. The graphics and sounds suit this game perfectly.
Quite disturbing if I'm understanding it correctly (and maybe could do with a content warning as the suggested trauma could be quite upsetting for people).
Not sure if I was doing everything right; when I put the trauma into the machine at the end I got the grey image of a person and then the game abruptly closed. Was that supposed to happen, or was it a bug?
It's an interesting idea; I was getting "Faith" sort of vibes from the shifts in perspective for the 1st person segment. Worth expanding to explore what happens when that trauma was implanted into someone else.
Great little game; I'll second the earlier comments about button mashing for the flap (my arm hurts a bit now after playing for a while), but the mechanic does work extremely well.
Great fun, and very addictive; was playing for about 25 days before I had to stop (too many diminishing returns with the levelling system - but that's the case for most levelling systems anyway). Brilliant pixel-art and music, and the physics/controls are spot on.
Not sure how this could be extended though; potentially some Choplifter style missions?
Extremely atmospheric; the sound effects did an amazing job of creating some tension.
My only niggle was the lighting and shadow casting (I think if you hadn't put the shadows in, I wouldn't have noticed), but the shadows only affect the floor. The walls are completely illuminated by the torch, even when they shouldn't be. I guess it's an artistic choice, but it bugged me more than it should have :)
Despite my personal thoughts on lighting, the game played extremely well; it felt good to walk around and the restricted view made it feel claustrophobic. An excellent basis for a potential horror game if you want to expand it in the future; old style diving suits and dark caves seem to be a good match :)