DrPetterLD21 by DrPetter 2011-09-10T07:17:00
That was really fun, quite disorientating, but got used to it rather quickly. Took me a few tries, but the mechanics felt rather solid and fun.
Foon → Ludum Dare Explorer → Users → ursagames
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Dungeon Custodian | jam | 177 | 3.75 | 3.77 | 3.42 | 3.66 | 3.59 | 3.30 | 3.98 | 3.56 | 80 | ||
| 2016 | 36 | Ancient Technology | Ancient Darkness | compo | ||||||||||||
| 2015 | 34 | Two Button Controls / Growing | Soulless Dungeon | jam | 455 | 3.38 | 3.22 | 2.68 | 3.43 | 3.36 | 3.58 | 2.35 | 2.94 | 72 | ||
| 2015 | 33 | You are the Monster | Eurthamon | compo | 128 | 3.68 | 3.33 | 3.14 | 3.67 | 3.93 | 3.43 | 2.69 | 3.76 | 77 | ||
| 2014 | 30 | Connected Worlds | Breach of Dimensions | compo | 454 | 3.30 | 3.43 | 2.65 | 3.43 | 3.46 | 1.92 | 2.77 | 3.29 | 78 | ||
| 2012 | 24 | Evolution | Hero's Evolution | compo | 309 | 3.08 | 2.94 | 2.08 | 1.92 | 2.83 | 2.82 | 3.10 | 2.52 | 46 | ||
| 2011 | 22 | Alone | Alone:The Island Adventure | compo | 96 | 3.30 | 2.90 | 2.65 | 3.63 | 3.20 | 2.67 | 2.36 | 2.67 | 4.00 | ||
| 2011 | 21 | Escape | Escape from the Labyrinth | compo | 318 | 2.67 | 2.31 | 2.47 | 3.31 | 3.14 | 2.30 | 1.56 | 2.32 | 5 |
That was really fun, quite disorientating, but got used to it rather quickly. Took me a few tries, but the mechanics felt rather solid and fun.
I had fun with it- the game not resetting upon death made it a bit easy in the long run, but I guess that made up for the guards killing me through walls sometimes. Seemed to work pretty well for the most part though. Great job on the audio!
Very hard, but still fun. After beating the game I still didn't have a full grasp on how to move correctly though- Also apparently, if you leave the end level running for awhile, the chasers push through the walls and kill you, so perhaps I didn't really escape after all?
I love the graphic style, and the sound and music worked perfectly for the game. But I have to agree, the thrust controls felt rather unforgiving, I got 200k after a few tries though, so it's still fun, but still too unforgiving for me to feel like trying again and again until I can beat it.
Very interesting concept, I had fun doing flying kicks at boxes, but I didn't manage to beat the level. I think it has a lot of potential though! Very nice ragdoll physics =)
Quite a rush, great job on the graphics too, the moving clouds were really worth the time. Sadly, I didn't actually manage to escape. Very nice concept though, It has a lot of potential =)
Fun game, it did take me quite awhile to figure out that pressing Z a second time did anything on the first level.. but once I did the game really took off from there. I have to agree about the instant velocity feeling too twitchy, but the game was still fun, especially once I figured out I could wall jump =)
I like the idea, I can see how this could have gotten a lot more to it with trying to escape from the farmer and such with more time spent on it. Also if you are interested in learning the basics of tiles in flash, I found these tutorials really helpful when I started out http://tbg.tonypa.pri.ee/start.html
Not a huge fan of the controls personally, but the gameplay was good, fun, innovative, and well done. The graphics were great, love the falling animation for the guards! PS. Can't wait to see what you have in store for Lottie's Dungeon.
Well, I just ran into your game on FGL, noticed it was made for the LD so came here, Nice to see you are still working on it! Great job for getting that much done on your first attempt at the dare.
It is a cute game, but I got stuck on level 7 when the ball started falling through the screen and looping.. then got glued to my cursor.
It was fun, I played the first time without realizing I even could attack and just dodged bullets, then the second time I read the help first and did worse trying to take out towers. I like the guys following you though, I can definitely see some potential in this =)
fun game, I like all of the upgrade names / descriptions, and the text that the guys said was quite amusing, quite impressive for your first ludum dare =)
oh man landing on the "{"s is so hard! Great game though, I found it very amusing and had fun playing it =)
That was fun, although after dying once.. it ended up being easier to just duck the entire time until I won. At extreme speeds it seemed impossible to dodge any of the low birds, so I just plowed through them. Great artwork and sound though!
The level where you have to swim down ended being too hard for me to make it through, the scroll speed just kept overtaking me and squishing me. fun game though!
Very impressive entry! You really got a lot done with your time and did a great job prioritizing gameplay. Sadly, I didn't actually beat the game as the difficulty was just a bit too much for me to do while half asleep, bookmarked so I can play it again at a later time though!
Interesting mazes you generate, The view distortion effect was a bit hard to get used to, but I grew to like it after I got used to it.
Haha oh wow, those are some interesting physics. didn't figure out how to make a building that didn't just collapse instantly or fly away... but it was an interesting concept and game anyways!
I like the idea, and the games all seemed to work rather well, although the 2nd one seemed to be a bit harsh on it's generation and ended up getting a lot of asteroid spawns that were impossible to fit between.
I found the game quite amusing and funny, although I got a game over when I blasted off from the toilet each time? Not sure if that was a good game over, or I lost somehow else.
@offwhitefox
There is some sound.... breathing sounds from the monster and the torches make noise. I really should have implemented footstep sound though - and some other environmental sounds.
@mpc174 I'll have to check out your game too! Hum, the exit can be a bit hard to find, but it is there in each game... although it is easy to lose your bearings since there isn't much variation in the maze.
@Jasper Stocker Thanks, I have no experience with making music, but well placed music could definitely help with the mood of things.
@astrkl I'm not all that good at 3d modeling, or texturing, so it was the best I could do in the time I had, thanks though =)
@lilserf sorry about that, a lot of people ended up not seeing him because of turning slowly - not checking their backs etc. If you don't have your sound up a bit to hear the breathing I guess there's no real way to tell that he's behind you, staring into your soul. And yeah, sometimes finding the exit can be a rather hard.. as the mazes are random each time, sometimes it's really easy though =)
@wonderwhy & MidnightOz Thanks a lot!
@marudziik Thank you!
@pekuja Thanks! The portrait gives you extra time when you get close enough to it, 50 more seconds of the monster staring into your soul before it can capture you, but yes, there is no way for players to know that... I wasn't sure what to do to about that when making the game, it was actually one of the last minute things to get put into the game.
I like the music loop, it seemed to really fit the game and make the mood, and nice twist on the theme! I think a little challenge thrown in there would have really made it stand out a bit more though.
That lettering was awesome. I'm also impressed at how many zombies you managed to get on the screen at once chasing the player. I don't usually like avoider games, but I could see myself playing this if it had more content in it for quite awhile =)
That was surprisingly fun! I could definitely see myself playing more of this with some variations and more challenging levels, great game you made here =)
Thought it didn't work at first.. whoops ad blocker's fault. Nice game though, interesting concept and could easily be built upon to make a much fuller game =)
@TestSubject06: Glad you liked it, the main goal is to survive, as the story unfolds.
@Aslai: Thanks! I really wanted to add some more goals to the game, but surviving for a long time was all I had time to put in.
Aw man. I didn't make it so the raptor's drop the right corpse... so that leaves out crafting of the best weapon. Sorry guys. The game is still completeable without it though.
Amazing entry Chevy! I can't even fathom how it is possible to get so much done in 48 hours. The boss sequence where you had to dash through the beams was so hard (I seem to have issues dashing? Sometimes it just won't dash for me) - Although I was playing the old version from your twitter and the game crashed on me right after that, I'll have to play again with the right version! :D
Great entry! I found myself dying instantly a few times, but it was fun to level up and evolve!
That was hilarious, great artwork!
Wonderful graphics, great music, and solid gameplay, what more could you ask for in 48 hours? Really, awesome job! Really the only complaint I could think of if it wasn't a 48 hour game would be the difficulty curve feels backwards, but it's still an excellent game!
Ah man dive bombing wolves are super evil! Amusing game though, was pretty fun!
I loved the system with getting two skills and losing one, that was really interesting and a great adaptation of the theme! Fun game too, took me a few tries but I managed to beat it! Excellent artwork for everything!
Ouch, restarting when I died was too much for me to want to keep playing, but it was a fun game! I loved the first ranged attack power up, the sounds from it were quite melodic.
Oh man, that gets really hard to focus on so many screens at once, interesting game!
Great game! Managed to clear a few floors with one guy then I stopped progressing at all after a bunch of generations.
Fun game! Quite difficult, I ended up stuck in the room after you get the laser eyes upgrade.
I was amused by the game getting easier as it evolved, just like how games today are becoming a lot easier in general. Nice concept and well executed!
Those unlockable mutations sure add a lot to the game! Found myself playing it for a lot longer than I thought I would, fun game!
Amazing entry! Cool to see someone else making a zelda style game. You definitely got more done on yours! It's insane to think you did all of that in 48 hours. Really envious of your quick pixel skills!
Great game! Really fun, the music is very good too! The guy guy stuck while I was playing the third level, just as I got a path for him, had a couple of the dark brown ladders stacked next to conveyors.
Thanks all! I thought the evolution of hero to villain was fitting for the theme, but I can see how others might not think so. I just didn't feel like making a game about a character evolving physically.
I didn't mean for the ending to scream "rape" but I guess it is open to that interpretation.
Thanks guys! I agree I was really lucky with autotracker! It was actually the 4th song I generated. I usually get some pretty odd sounding stuff.
I had fun with it! I can see where you were going with the theme, but without any real need to demolish any buildings and replace them with something else, it doesn't really feel very evolution like.
Great tower defense game, It's always fun to see what comes next in these type of games, ended up spending a lot of time on third stage before realizing that was it
I loved those graphics and all of the voxel art that was created by your community. Very clever use of resources. The special effects on everything looked great too, like the portals and water. The bosses I fought were really impressive looking as well. I really wished there was a shadow for the ship to help ground it in the map to make it easier to know exactly where you are located. The music was great, but it made it easier to notice the lack of sound effects.
Great job! I love the sprites, very expressive and well animated! Level design was well done as well, it felt like a complete game.
I loved everything about this game. The animations are gorgeous, the insane over the top beams of death are super satisfying, and the audio is very fitting and entertaining. The style reminds me of Adventure Time, which I also love. It was a bit difficult to get very far though, I wish you regained a bit of health from absorbing the energy of a planet.
That was pretty fun! It'd feel better if the hitbox was a little more forgiving so you crash when your board hits something instead of anywhere on your character.
That was very entertaining! I really wanted to kill that fly... maybe the flyswatter can be released as DLC. Loved the art and music.
That was very challenging, controls felt too slippery and loose for me, I'd wall jump up over something and then land up on a platform and slide all the way across it. The story was well done though, and I enjoyed the concept!
That low poly art was gorgeous! The spear throwing animation for the Minotaur cracked me up. He ended up glitching out and throwing spears in the opposite direction as my character when I ran into him and right behind him, but it was a lot of fun.
Interesting concept! It controls beautifully. The lighting and colors really do a good job at making the basic geometry look great.
Very charming game! The puzzles were really well done and kept me wanting more. The pacing was perfect to make all of the concepts feel very intuitive. The controls felt a little too touchy and gravity a bit too fast, but maybe that was just on my machine?
The graphics look great, especially that portal! I found moving to the beat pretty easy myself, but the sound effect for the beat threw me off at first. Expand on the gameplay and I would love this setting for a full game.
That was very charming! I love your artwork. I stopped when the guy told me "Thanks for playing" and I couldn't find anywhere else to go, but I wasn't sure if that was the end?
Wow, that was really well done! The cyberspace part reminded me of playing Descent, so much fun! I was a bit confused on what to do after flipping the two switches, but I eventually made it through to the end.
Interesting game, I was a little confused on how the beam worked at first. Some kind of indicator of how much energy you have left would have been great since it seems like you are limited different amounts on each level. Still, very polished and lots of content, great job!
The giant reminded me of Monty Python animations, I was really expecting him to stomp on me. I loved that his chat icon was a toe though, made me chuckle. I did have to restart the game a couple times as I got stuck jumping into the platform where the peppermint weapon was and on the bottom side of what I like to think was a turtle. Speaking of that green thing, he amused me when I first ran into him, nice touch!
The music created the perfect atmosphere for your game. I love all of the attention to detail and little touches you put into the game. Also, I have a feeling that the CPU cheats at rock paper scissors... or I'm extremely unlucky. I was impressed when I opened the airlock that the objects floated up!
Interesting concept. Once I understand how it worked, it was pretty fun for awhile. I could see that gameplay mechanic being fleshed out into a full game.
Wow, that's a pretty impressive experiment. The story is really well done, and the music is very soothing. I do sometimes get "not enough resources" when trying to upgrade mines (and having more than enough resources).
Nice entry! I like the artwork and hero design. Punching a bear to death was pretty satisfying. The gameplay felt pretty solid. But the level design kind of lost me after awhile. Too many blind jumps where you can't see where you are going, which leads to restarting the whole level to try again and make it to the next blind jump to figure out where you need to land.. and restart the level.
That was really entertaining. The turning controls felt too touchy to me, but once you get to the levels where you have the tethered planet, it became a lot funner. It's not everyday you get to swing a larger planet around you like a wrecking ball and smash it into an even larger planet.
Interesting use of the game of life. I managed to get a crazy spreading organism for a little while!
That was pretty fun. I get hooked on anything with a leveling system... the second ship seemed to bug out after I killed it though. A giant explosion just kept happening and it still showed up on the map. The music was really good for the game too.
What a likable potato salad! This is coming from a guy who doesn't like potato salad. It was pretty fun, and the graphics were great, but it could use something more mechanic wise to liven it up.
My first time around I got stuck in an endless loop of raid and repair since I didn't upgrade right away, but after that run it was a lot of fun! Go Space Vikings!
The game looks great, and feels very fluid. Good controls and excellent sound effects and music. The difficult is too much though, instantly destroy by those lasers with those turrets all over was just too much for me to beat the game. The chains tied to the homeworld are visually impressive and really made the game stand out.
That was a really clever use of the theme, and executed beautifully! Hope you make this into a full game, it's a great concept.
Interesting game, the graphics looked great! The music did a good job at setting up the atmosphere, and the sound effects were very fitting. I kinda just got bored after awhile and let the ghosts kill me, nice twist after that!
Brilliant use of the theme, the game mechanics were compelling and I continued through all of the levels. I didn't go through the unfair ones though, but I enjoyed the game!
Not bad for your first LD! The basic mechanics of a TD game are all there and seem to be working fine when I tried it out. On balancing, the blue towers seemed to be way more effective than the other ones. I started out at your age learning from tutorials and just digging into code. When I finally took a couple programming courses in college, I didn't learn anything new relevant to making games.
Those controls are spot on! I loved the feel of this game, it was a blast to play through. I would like to see a full game made out of it. It kind of reminded me of playing the game Assault Rigs for the PS1, even the funky catchy music.
Ouch, I got rank F. Some of those levels really spiked in difficulty. Great job on everything though, it really all came together to feel like a full game. Great music, sound effects, and art. The game mechanics meshed with the theme brilliantly.
I enjoyed the concept. I agree, some more levels would have been nice; I was starting to get in the game. The music was charming and fit well with the game. Great job for your first Ludum Dare!
That was very enjoyable! Definitely challenging, but it worked really well with the theme. Loved the aesthetics that were true to the NES era. The music fit with the game perfectly. Great job!
That was a very enjoyable entry. Something about the way the light moves made it feel like the character bounced off it. I suppose it'd the lack of anything else around it to ground your location. The laser mechanics were fun and the final level was pretty intense!
That was quite amusing. I liked your take on the theme; it was a very original idea. The writing was pretty funny, and it was cool to see such an assortment of famous characters in one game.
I like your backstory for the game! It's pretty challenging to grab the ball, and then when you do it sometimes flies off by itself. The most I could do was throw it back and fourth three times before dying.
Managed to find four of the water areas, but then I ended up too claustrophobic. Getting stuck on the walls and the tight corridors just got to me, I don't think I've ever had that happen to me on a game before. The audio was very well done though, and you really setup a great atmosphere.
Nice entry! I liked the presentation and the reversal of the screen after you get halfway there. An indication for collisions into asteroids would have helped the feel of the game. Also, it seems the damage is always the same amount from collisions, I think it would be better if it scaled with the speed of the ship, maybe with the angle of the collision as well.
Not bad for your first time! Don't be so hard on yourself. The movement was interesting, kinda fun!
Fun entry! The gameplay felt pretty smooth. It was easy to pick up, yet challenging enough to keep me playing for awhile. I would have really liked to have seen different waves on the two sides- maybe starting off with empty on one side and obstacles on the other, then progressing to having different obstacles on both sides. Without that, I found myself just watching one side of the screen.
Haha that was a fun game. Saw your game on AGDG, awesome promotional art. Gameplay reminded me of Hotline Miami, but I'm a bit too casual for it. Loved the tripping out graphics though!
That was pretty fun, but very challenging. It would have been great if the octopuses made you bounce when you landed on them. It was also a bit frustrating when you would catch on the edge of something or land on a certain angle and couldn't move or jump except fall / slide to your death. Great music and artwork though! The powerup system was a great idea and proved to keep the gameplay interesting.
Interesting concept. It could make for some tricky puzzles if the player had limited amounts of film. It was fun taking a bunch of pictures and seeing them stack on top of each other.
I loved the background art; it enticed me to progress to the end. The explosion was pretty funny as well. The reverse of gravity was pretty awesome. One thing that bugged me was the loss of horizontal momentum on jumping. But add in some music and this would feel like a finished game, nice job!
that was pretty entertaining, I rather liked watching the catapults destroy our planet, although I didn't get a sense of urgency until I lost my second time around while destroying all of the walls. Explosive shot was definitely the funnest to use.
That was enjoyable! The controls were really smooth for me and felt great. The music was good too, although I think a more relaxing piece would help the mood more for this style of game, unless you start adding in asteroids that collide into planets if you don't act quickly and other such hazards.
Thanks everyone! Looks like I figured out what was happening with the collision detection, apparently onTriggerEnter doesn't work very well when colliding with a character controller that isn't moving. I switcher over to a kinematic rigidbody and it works great, too bad it's too late to update it!
Interesting gameplay mechanics, I could see it evolving into a fun game with some more mechanics thrown in. Maybe make some planets that change what they provide with a set time, or regenerate goods. Some wormholes to jump through, other puzzle features and I could see this working well. Has potential for a mobile game too since it's a one touch interface. I'm sure it was an oversight from the 48 hour limit, but in level 4 the inventory GUI covered up the planet GUI for me.
Awesome, another stargate inspired entry! The majority of the game mechanics seem to be working pretty well, which is pretty impressive for a game of this scope. I liked interacting with the different areas of the base. I also enjoyed the firefly references in the naming of the units.
The music did a nice job of setting the atmosphere for your game. The gameplay mechanics were interesting and I could definitely see it doing well as a mobile game.
You nailed the Aesthetics for this game. Loved all of the critters and their quests. I wasn't sure if I completed them all or if I missed something though, is there an end game state?
Very satisfying to play, the hits had great impact! It would have been nice if sprinting into someone stunned them so they couldn't attack you while you were charging, but the punching was great. Nice entry!
That was fun! The audio was perfect, and I loved all of the dialogue. I did run into a couple glitches where the people would walk through a wall, but it all worked out in the end. Except when I chose to have the handyman die last, I think I might have done something during the death dialogue, but he was still walking around after the cutscene with blood coming out of his neck, which I found even more amusing.
Ordered an adapter for my kinect so I could try this out! Okay I really ordered it so I can do mocap later on.. but you triggered the purchase! That was fun, loved the models! I don't think my room is the best setup for a kinect as it had a hard time seeing my legs, but the arm movements were fun. It was also amusing to see the monster go off the screen when I walked out of my room. 10/10 would crush hang gliding people again.
Interesting concept! I couldn't manage to beat it, but it was fun! It felt like building blockades didn't help me much as knights kept spawning and they seemed to destroy them in fewer turns than it took me to build them.
I agree with the others, the controls were a bit slippery, but once I got used to it was manageable. I enjoyed the power ups though! It was nice to finally get to kill those rock dudes after I had been killed by so many of them.
Interesting gameplay. I didn't manage to hit a 100 combo, but it was still fun. Something about the style reminds me of The Secret Island of Dr. Quandary... I think the children and the music... even the monster itself. Good job!
Every time I failed on the planning it doubled the required number of correct moves.. so I couldn't get 3200 correct moves in 50 seconds. Would have enjoyed doing more painting. Oh man, that dialogue though.. it was glorious.
Interesting RTS engine you have here. I had some issues with the text scrolling past multiple messages at once- and not being able to read them once they were in the chat log area. I think your entry fit the theme, but some dialogue for your units with complaining or something would have really sold it.
That was some good quality fun! I enjoyed all of the artwork, which was the meat of your game. I would have loved to see some more gameplay mechanics, but it still has enough to keep you entertained. Great job!
That was fun! I enjoyed the text, very amusing. I also tried doing a sort of reversal of Pokemon, although I went a different direction with it.
That was a lot of fun! Okay, I almost raged a bit on the 4th level. The randomness of the shots and me missing the second shortcut in the end room was getting to me. Once I noticed the second shortcut it was pretty easy to get through. I loved the blood splatter effect, very satisfying. I would love to see more of this. The quick and precise gameplay was really refreshing.
I think you did fine managing your time, the controls are what make this game great! Really impressed with the different movement schemes between dirt and empty space. I would love to see more of this, jumping through vertical shafts to get flying enemies seems like it would be fun. Some crunching for digging through dirt and sounds for popping through the dirt into empty space would really add a lot to the feel of the game. Great job though, my favorite entry so far!
Fun game, but I think you should lose points for destroying the walls of your labyrinth. I agree the hitboxes were a bit big, so I ended up cheesing the wall breaking mechanic to just ignore most obstacles. Nice entry! Oh. and it crashed on the level with "Make them pay" written on the floor in blood.
FATAL ERROR in
action number 1
of Step Eventobj_human
for object obj_fireball:
Unable to find any instance for object index '9' name 'obj_human'
at gml_Object_obj_fireball_Collision_9
I enjoyed the mechanics, but I ended up pretty bad at the game. Didn't understand what the noise meter was for since the resident kept waking up and coming over to me every room I moved into in the second house I entered despite keeping noise low. Still, fun entry with great graphical and musical assets!
Rage mode totally made the whole game for me. The concept was fun and the artwork is gorgeous.
Love the art! A bit gruesome at spots, but very well done. The game play felt pretty solid too, nice job!
I loved the artwork and music! Stomping buildings was a lot of fun.
Those pony kicks are so satisfying! I would personally change the hit detection on the kicks to be a little less forgiving, but other than that what you have feels really solid, good job!
Outstanding job building the atmosphere! Interesting game, I feel bad for playing it while half out of it from lack of sleep. Great job!
That dialogue was golden. Quite an amusing game! I liked how the text starting moving around to give some added difficulty. Managed to get to 64 before being called out on my monstrous tendencies.
One of the best entries I've seen! The visual style was very charming! At first I thought it was turn based as the villages movement seemed to be timed with my own, and they would stand still when I did- but I actually really like the timed tile based movement. Audio guy did a great job! Lovely music all around, but that boss song was amazing. I would love a larger scale version of this where you go around harassing larger places such as villages and towns as the game progresses.
Really impressive jam! Loved everything about it! The gameplay was a lot of fun, and all of those upgrades were fun to get- although they started coming in really fast at once point, like I would get 2-3 level ups at once and then when I maxxed out I still had that flashing level up arrow with three locked choices. I think it would be interesting if your body was down in the center and you had to use your tentacles to protect it from the attacks - because it is the difficulty goes down as you level up and can just sit there clicking in the top right corner and almost never get hit. Another option might be to have had some of the ships come in from the other direction- that way the small boats would be able to shoot to the other side and hit your tentacles.
Loved the tile sets and the boats and their animations, nice job! The gameplay did have some pacing problems, it would have been great to start out with little fish or something to eat at the starting area and then allow the player to venture further out to tackle boats etc. Great job for your first entry!
I thoroughly enjoyed it! It took me awhile to understand that you could cut the vines with your sword, but to be fair it's the logical thing to do, but I had "0" uses on my sword left so I didn't think it would still work. I could see this working as a full game, it's a fun concept.
Strange, your description and screenshots sound like there is more gameplay to this, but when I tried it it jumped right from describing myself to the chainsaw scene with her getting killed, a bit more text after that, and then the program closes.
Loved the artwork! The music was very fitting too, good job! The gameplay was interesting, but I felt like there wasn't a lot of impact to make the traps feel rewarding. I liked the idea of placing stones to slow the girls down in trapped areas, but there's a lot of branching, so it's hard to know where the girls will head next.
Great entry! The primitives based art was charming and effective. It was challenging, but not too difficult. The burrowing mechanic was fun. The one thing I think was a little off was the pacing- which is something I totally flopped on my own entry. Some more sound effects and some music would have really added to the overall quality as well.
Nice sound effects, that attack sound was really effective, gave me gooseprickles without even needing to see the spider. The artwork is enchanting too, nice job!
Nice entry for your first jam! I liked the menus, but the other "things" didn't seem to die from the bullets, or else they had a ton of health. The bullets just went right through them.
Gorgeous entry! Really like the clay feel of everything. The visual effects for focusing and when things go crazy were really well done too. Good use of the theme as well, great job!
Hilarious entry! There were a couple puzzles that could use some tuning for responsiveness, but overall it was great.
I enjoyed the concept, but the music hurt a bit, and I could not figure out how to get past those graters.
I like the concepts. The artwork looks really nice too, love the trees and the characters! It feels like the "heroes" don't have to actually wind up their attacks, so they feel imbalanced combat wise- a tighter attack window and hit area would have made the combat feel a lot fairer.
Love this entry! The gameplay is a lot of fun and a nice use of two button controls. The difficulty seemed to do a really sudden jump, some more intermediate levels would have really helped your learning curve, but being a jam- I'm impressed with how much content you got in. Felt really polished and fleshed out.
Nice twist on the snake mechanics. I could see that gameplay being expanded with having to block attacks with your long snake body by circling the robot frost eagle for example. Loved the art!
I really enjoyed the grainy texture effect on everything, it really set an ominous tone. Nice job getting in two modes of gameplay as well, riding the bike felt really fun. However, being stuck with only 90 degree turns took away a bit of that fun, some variation to the road would have added a lot.
Nice platformer! I can see your team must have put a lot of effort in to get all of those mechanics working together. With how much the bucket leaks, I was expecting there to be a timer with how long I had to throw the water at first. I think that could add an interested element to the game as well. Nice music as well, although some more sound effects would have really added to the overall experience.
I really like the setting. If you guys expanded on this and made it a full game, I would buy it. Surviving in a malicious jungle is something we don't see enough of, and there's a lot you could do to expand this. That being said, great job getting your concept down and playable!
Excellent use of the theme and writing! I found myself going back and looking at a few of the different endings. I enjoyed the open-endedness of the branching stories.
Well done executing an enjoyable two button rts! Selecting different units was a bit of a pain once you had a bunch created though. Using something like both buttons at once as a modifier and double tapping might be able to come up with some solution that made it easier... but seems silly to do post jam.
Fun game, loved the wild boss encounters! Just wish they kept appearing. I made it to level 50 something before my will to press space over and over died out.
Rocket Krill! Love your take on the two button controls, nailed the game feel. Also, those salmon are terrifying.
There is an insane amount of polish here for a Jam Entry. I am thoroughly impressed, nice job! It felt like a complete little game, with a lot of attention to detail. I didn't mind the break from the carnage that the shower rooms provided personally, but I can see how other people would dislike waiting.
Excellent use of audio! Really creates the whole aesthetic for your game. The gameplay felt like it was just missing something- maybe negative objects that reduce the amount of stuff attached? I still played through the entire game so it was enjoyable though!
Love seeing the swarms of troops moving, these kind of games are really addicting! Nice job!
Really cute game! Loved the graphics. Unfortunately, I kept falling through the world so I couldn't get very far.
I have to agree with Blobo, the amount of force that WASD applied felt like I had hardly any impact and it took too long to change direction. That being said, I did enjoy it and the graphics were great!
I salute your bravery on attempting procedural generation for your levels. I did the same thing.. it was rough! The random powerups seem to really make or break your run. Some of the weapon powerups feel weaker than the starting weapon for example. Still, fun and nice job getting a lot of content in!
Play the Windows version if you can, the Web version seems to have a lot of issues. Trying to fix the build now.
Thanks all! I had to recompile to WebGL 5 times to get a build that actually included all of the assets. The first couple times didn't include the music, and then it didn't include some of the art assets. It should be working- but it does feel laggier to me than native builds.
@Emi Thanks! They pale in comparison to your art though!
@MikeTsunami Thanks a lot! I'm pretty happy with how it turned out even if I had to cut a lot of planned features.
@modenv Ah sorry, the gameplay was meant to be punishing, but it might have ended up a bit too punishing due to the lack of time to balance! Thanks though!
@jdoughty Thanks, that means a lot to us! The combat mechanics were heavily inspired by the Dark Souls series.
@Crazi456 Thanks! I feel like I learned a lot on sprite animations during this!
@bradur I kind of agree, although I like smashing them open, but I dislike that it uses stamina- I didn't have an easy fix so I just made them give back some stamina when broken, which I should have just made them give back a full attack's worth of stamina.
@denycetm Ah, I had intentionally not created pathfinding for the player. Pathfinding would mess up dodging enemy attacks and could lead to many annoying cases, I felt it was better to just let the character hold down the move button to move in that direction. I did want to add pathfinding to monsters, but ran out of time, which was a shame since I already implemented my own A* algrorithm for the level creation. The combat design is a bit hardcore and meant to be challenging though, so it's understandable that it won't be enjoyable for a lot of people.
@HotBoxGames thanks a lot! I agree the title screen font ended up being more illegible than intended, whoops!
@JustAShadow Thanks a lot! I'm planning on continuing development on the game- I've already got a lot planned now. Sorry, but I don't plan on releasing the source- it's a mess to figure out what I did anyways from that.. What I did was I created a two dimensional array to represent the tiles. I first filled in randomly sized rectangular "rooms" keeping track of each room and only filling them when they did not touch other rooms with a 2 tile padding (to ensure room for walkways). I then created doorways in 1-4 sides of each room, keeping track of where they started. Then for each doorway, I randomly selected another doorway that was not associated with the same room and implemented A* shortest path to find and trace a 3x3 width path connecting doorways together. From there, I just filled in walls around the edges of the paths that were created.
@sP0CkEr2 Thanks! I wish I had the time to put in an in-game tutorial.. I know a few people who didn't figure out how to block when trying it =)
@Gyfis Thanks! The initial web issues seemed to be with the first attempts of exporting the game, after a few tries most of the issues seemed to be fixed.
@zenmumbler wow, you must have been extremely unlucky! There is a very small chance of rooms connecting to each other and not the rest of the map, but I've yet to see it happen in all of my testing.
@jacklehamster Thanks! Right click is for blocking, you hold it down to block an enemy's attack. The dervish enemies and boss are pretty much impossible to beat without it =)
@ChristinaNordlander Thanks, we tried our best! I often have issues with balancing difficulty during Ludum Dare entries when I'm the only person testing the game. I also intended to have health potions in the boxes as well, but ran out of time. My goal was to make something challenging, but it ended up being more on the punishing side.
What an interesting concept! Well executed and feels rather polished. Nice job!
interesting take, the rotating target with the blocking green blocks on it got really challenging. Nice job!
Fun game, but I didn't have the patience to get past the jumping section. Checkpoints at each powerup would have really helped with the flow. The music was great though, and I loved the concept!
That was an amusing entry. I didn't manage to seem to make any progress as I tended to just break even after each level. Still, it was fun! Nice use of both themes.
Fun game! Would have been nice for there to be an "end" of the game- unless that comes after level 8? If so, there wasn't any indication that there was anything more to do after getting $200/inf. Cute character though, he reminded me of Dr Horrible.
At first I thought this was like all of the other games I've seen like this.. then you threw in those swerving condiments! That was intense. I had to stare at the chef's crotch to try and stay in the middle lane and pop out to dodge anything sent down the middle. Couldn't make it past the next level with the two lane items, fun though!
Looks interesting, but unfortunately the mouselook was going all over the place for me. It seemed to smooth out a bit when I held down right / left click. I did manage to get busted from all of those guys in Pharaoh outfits though. Picking up the door did make me laugh, as I wasn't expecting that.
That was fun! A death from falling, or just an area of ground at the bottom to prevent infinite falling would have been nice, but other than that this felt like a pretty solid entry!
This could be a fun concept if fleshed out more. I love island survival games and would love a micromanagement sim like this! I got the explosion of crops as well after just having one hoe and waiting awhile.
I love the game, but I'm so frustrated that the egg has shifted during the night about 20 times. Does the thing ever hatch? I stockpiled > 1000g thinking maybe I had to trigger it with money or something... man I want to know what happens next! Also the WEBGL version obscures the HUD information, I ended up downloading the windows version as I felt like something was missing. PS. That castle is wicked cool, but I really wish it had a better payout :P Especially with the low HP regen from sleeping.
Awesome aesthetics! My old PC made the gameplay a bit hard due to some lag. The gameplay kind of reminds me of devil daggers, fun times! Although I did die to skulls popping up right on my face a few times :D
Thanks for the feedback! Hmm, was the tutorial too overbearing, or was there something I didn't explain well?
Nice feedback! I agree about the rolling, I was going to add iframes to it, but I ran out of time so I settled for making it a faster movement option so it did something. I also ran out of time to implement dying at all :D
Thanks! You should be able to block the monsters with the shield, and it should stagger them. I definitely wanted to add more monster types that made use of the combat mechanics, but I didn't even find the time to add in dying...
Thanks for all the feedback! I'm glad some of you enjoyed my entry! The lack of sound on the boss really disappointed me, I also had planned on making it shoot a lazer during the phase where the orbs spun close to him that would require blocking, but the boss was entirely last minute. Okay, SFX were literally last minute.
This was a lot of fun! Customization unlockables are a great incentive to keep people playing. Unlocked all of the parts, hoping I was going to unlock other levels, but I couldn't seem to select anything but the first one on the map.I'm assuming they were planned but cut due to time? Anyways, the UI is great, and the customization is really well done!
Those are some spooky skeletons! Nice entry! I liked the lighting on the character when you shoot. I had such an urge to jump the entire time though! Oh, also, the title screen reminds me of Venture Bros.
That was a fun game! Loved the air combo! It looked really great, but I wish there was a way to turn off all that text. Turning to a ragdoll when you got hit was pretty hilarious. Great proof of concept!
Amusing game! Spider babies was not expected, but neat to control. I can see it being pretty fun with another player to fight against.
Hilarious entry! The voice acting definitely makes this game and was time well spent! Dr. Sandy gave me an A+. Not bad man! I lost my first attempt because I could not figure out how to get "lalalala" to stop, but just powered through and finished the essay before it started the second time around.
I love games with screen wrap mechanics, and you brought it to a whole new level with the room shifting! That was a lot of fun, but very hard until I inverted the room shifting controls. Moving the middle piece felt a lot more natural and intuitive. The spikeballs that show up were a great addition to keep it interesting up until the very end!
One of the most polished Ludum Dare entries I've played. Very solid gameplay and puzzles that took some spatial reasoning. I've seen a few games with similar mechanics, but the portals kept it feeling fresh and added some nice complexity. Having a move counter could help cut down the brute force approach, or at least for "score" maybe?
That was quite enjoyable! There was a lot of mechanics jammed into this, many of which could be used to make a whole game around by themselves, so bravo! I think really the only critique I have about the game is that death has a very little impact, the sfx for it could be mistaken as a button being pressed (often a good thing). A bit of screenshake would have have gone a long way there, but understandable that it was not implemented due to jam time constraints.
Very solid twin stick shooter! It was definitely more manageable with a controller. I think the cursor would need a really beefy visual upgrade to be comparable. Also the purple dots didn't really convey "death" until I ran into them, I thought they were just more goodies to pick up that dropped from the purple spheres like the green pills.
That Easter egg song was hilarious! Nice entry and I enjoyed the clue based puzzles and quizzes.
Loving the sprites for the player! The animations look great. I didn't manage to survive very long on any of my attempts though. Still, it's always fun smashing a few zombies!
That was an adorable game! It took me way too long to realize I could jump from the bed to top of the wardrobe... once I did it was smooth sailing from there. Enjoyed the different endings and the toast timing was a nice element to complicate the perfect run.
The gameplay was really fun and quite challenging! The rotating mechanic was really cool and made it fun to jump over the smaller groups of enemies as giant swarm clumped together chasing you. I did find that the easiest way to win was to get a big clump of them going, and then dive underneath it and become one with the clump of enemies. They apparently only hit you once per contact... fun game though!
I liked the functional menu system! I couldn't seem to figure out how to get the human into the Toilwer, but I did like the concept of the game! The animations for everything when its activated / opened look great.
I also got a bit of a Pratchett vibe. Being my favorite author, I'd say that's a good thing. Definitely an enjoyable read. The sprites were all well done too. The UI didn't scale well to 1920x1080 though, the continue button was minuscule and the text was rather small.
Excellent use of ASCII art! The lighting was really impressive. I didn't find a use for the stones.. but maybe I just didn't play enough? Still, interesting to see an ASCII game that isn't all about fighting and dying. It was very chill and relaxing.
Loving the colors in this, they all complement each other nicely. The gameplay feels pretty solid, but I do wish there was some feedback on taking damage, and perhaps a way to prevent enemies from spawning ontop of you (or giving them a spawn in timer where they can't hurt you / move)
Well that was fun, beat a level 56 boss! Fyi, there doesn't seem to be any incentive for fighting harder monsters with the bonus gold stat... I eventually was killing them level 1's so fast that my game almost crashed. It was a struggle to raise the level high enough to make the game stop lagging due to how fast I was killing everything. I liked having a story line hooked into a clicker, I haven't really seen that done before. Nice job!
I enjoyed the game, but I had really awful RNG. Three times I lost my worker on the first expedition. I managed to build a farm once.. but then I ran out of food and gold. Maybe this its a bit too harsh starting out? Still, I can see a lot of depth here and I commend your efforts. I kind of made a similar game.. except you are playing as a dungeon boss in a one room dungeon sending out minions.
Loving the spritework in this game! The gameplay is pretty solid! I had a lot of fun inching past the deadly traps. I was an arms reach away from last ducky when my dash to avoid incoming spikes slightly veered me off into the spikes on the other side of the wall... and then my motivation to try again was shot. It feels very tedious having to redo everything when you die considering the movement speed. I think the movement speed might work well if every ducky was a checkpoint, or there was a checkpoint in the middle of the level. Very cohesive entry though, everything felt pretty polished.
That was pleasant to play through! I spent quite awhile trying to figure out what to do after pushing the block of people into the hole until realizing I needed to restart the game to complete that puzzle. I had thought that the block of ice had cause the floor to become solid because I didn't notice what the switch did. Hope you keep working on the project, the mechanics could lead to some great puzzles!
Interesting game! I was expecting the airlock to be used to kill one of them from the space madness. The end was a bit more gruesome. The flavor text was great though, I had a few chuckles in there.
Absolutely gorgeous game! Very challenging too, but rewarding once you beat it. There was one jump that I had a bugger of a time with, after a "staircase" left with a bunch of gears to the left, and then having to jump over to the right. There was a platform from the top left stair, but the double jump height never seemed to quite get me there. Love the mechanics though, the audio polish was quite nice too!
That was a fun concept. I enjoyed the function names in the typing minigame. A bit easy and over quickly, but it left me wanting more which is a good thing. Nice job!
Loved the art! This reminds me of a couple of other games I enjoyed with the same kind of setting. I did die at first since I didn't notice the tutorial text in the bottom right corner. Might of been because of my resolution, it's more noticeable with a smaller resolution. Also, I would suggest uploading as a plain zip so you don't have to worry about users having the software to extract your game.
Despite the delayed controls, I had fun with the game! After figuring out that I can just block everything and lure enemies into ballista bolts... the game became a lot of manageable and entertaining! It was kind of hard to tell when I blocked a hit and when I was too late and took damage, flashing red / white or blood particles would have helped a lot there. I couldn't figure out what the red barrels were for though, I tried pushing them into fire, but it didn't seem to do anything.
Interesting game, wish I could understand the text! I managed to put soap in a toilet, collect some keys and unlock a cupboard. That game over was horrifying and I was not expecting that, nice job!
I couldn't get it to run with my browser without creating an HTML file to enable wmode. For those who wish to try this, this is the HTML I put in the same directory as the swf (@BathPirate this should run on Mac as well as it's flash):
<HTML>
<body>
<object width="800" height="600" wmode="direct">
<param name="movie" value="LudumDareGame.swf">
<embed src="LudumDareGame.swf" width="800" height="600" wmode="direct">
</embed>
</object>
</body>
</HTML>
Very challenging, but fun! I love games where you get to play as the monster! I had the same idea in that sense, although very different gameplay. The artwork is great, and the audio did an effective job at setting the mood and indicating the actions taking place. I liked the fact that the monster still switched its direction from moving your mouse after dying, very amusing even if unintentional.
This is truly a masterpiece of art. Like the art of Picasso, I don't fully understand it, but it invoked feelings.
Loved the voxel characters and animations! The controls were a bit disorientating at first, but I kind of got used to them after a bit of running around. Very challenging to make a lot of profit, as the rent being due kept me from buying many upgrades.
That was a really interesting experience. The sound design was superb, and the sprites brought a lot of life into the world. It would have been neat to see a little more branching choices in the room changes to make it feel more puzzle like, but I suppose that might have lessened the narrative.
I like the ground and tree textures, they felt like cardboard and paper cutouts. I think that texture applied to the character would have really made it more cohesive. Also, I noticed the coins had physical collisions and that was a bit weird when you have to jump from a moving platform into one. If you use Trigger colliders instead it would feel a lot better. Also, like others have said, the shadow not projecting down really threw off my depth perception. You did get a lot done here though, and it was fun to play! Although I ended up cheesing the ending platform by just spamming jump up the last wall as it was moving too fast for me to get to the goal. I managed to jump on it a few times, but did not consistently stay on it.
That was a lot of fun! Getting some Monument Valley vibes going on here gameplay wise. Dragging everything around was a pretty fluid experience, but I did have a few issues with the camera controls being a little finicky. The level difficulty felt to spike and then go down- the last level was much easier than the previous level, but other than that it did a good job teaching the mechanics smoothly.
Very atmospheric entry! The picture turning off the room was unexpected, but the night sky puzzle was cool.
I love the visual style you have going here. The font really sells it. I wasn't expecting the ending, that was a fun twist. I did run into a bugs, but nothing game breaking. Just a few layering issues and having the computer continue to respond after the 25k pop up was there. Overall, it's a really solid entry. Nice job!
Chup/5 all the way. My favorite part was the cursor, super slick.
The animations were quite amusing, and the gameplay idea felt pretty solid, but without a penalty for exceeding the number of moves there wasn't much of a challenge. Something that could have made the puzzles more interesting would be dancers who attempted to move on their own when you move moved a dancer. For example, a dancer could always move to the right when space was available- perhaps making big dancers able to shove little ones if there was space? Just some idea I had while playing.
Loved the feather duster attack, quite amusing! I like how there is a slight delay in some of your actions like blocking so you must commit to an action. Gameplay felt really solid.
Cute entry! I liked how the level evolved as you triggered the different buttons. I see some good potential in the gameplay mechanics you implemented. This could be a fun little puzzle game with some more content
That was a well done puzzle game! I enjoyed the concept, this is always my favorite part of playing the sims. It didn't really get challenging, but I still enjoyed playing through all of the levels.
Better than any Tiger Handheld games I had as a kid! Although the cursor not matching up to the ceiling object that would fall was a bit confusing, it was still fun! Loved the art. After 21 baddies the game seemed to glitch and stop spawning them.
Lovely artwork! I ended up playing through it twice and it was interesting to see some of the different responses. I don't think I've seen a game touch this subject, it was a really unique experience. Was it possible to lose? It would have been neat to see a "performance rating" of some sort to incentivize repeat playthroughs.
Cute little game! I spent way too much time rearranging everything in the room after I squashed the spider. Also that was a very gruesome death, that is now hiding under the bed.
Very atmospheric. I was hoping there was going to be a bit more after it all went dark and all I could see was the white lines for all of the geometry, as I rather liked that aesthetic. Nice job! I didn't experience any game breaking issues with the game myself. I did run into a couple minor collision glitches, but once I jumped they went away.
Digging the pixel art style! Hard not to think of a multiplayer punch club game while playing, which is a cool idea. The first player seems to have a bit of an advantage due to the turn system, but it's still a pretty neat combat system. Also, cool to see something made in Godot for LD!
Absolutely loved the atmosphere in this game. The pixel art looks fantastic. I had a hard time for awhile. I worked on the project first, so I assumed that all of the actions required you to stand there while the bar filled up. But, eventually I figured out I could just activate everything else and it was a breeze. Nice job! The sound effects were really great too.
Excellent use of theme! The difficulty has a nice ramp up too. Starts off easy and becomes challenging at a decent pace. Felt very polished. Loved the reviews at the end of each level.
Thanks! I'm glad you both enjoyed it! I agree the lack of a disband button was definitely something that needs fixing. Originally I wanted to make it so you could have as many minions as you wanted and they all had upkeep costs.. but they was cut too. So much feature creep.
Glad you are all enjoying it! And no, there is no way to fire minions other than using them as adventurer fodder. I really should have added that in, but I was focused on trying to add in some SFX at the last minute and the player stats / upgrade page.
Wow, I'm surprised at how many people find this addicting! I'm thinking about fleshing this out into a mobile game... of course getting a real musician to do the audio for it instead of me randomly making patterns in beepbox.
Wow, thanks for all the feedback! I'm pretty sold on working on this game some more after all of that. Now I can implement all of the features I had to cut due to time constraints :D
Good catch on the villagers charity! That code is a huge mess for all of my events... actually just about the entire codebase for this mess needs to be refactored. Hotkeys would have been super nice, I didn't even think about that during the Jam, will definitely add them in later.
I agree Tilemapping, healing items would have been a good addition. Any items or equipment really. They'll be added for sure.
Glad you enjoted it MrMordem! The upgrade system was actually put in the last 45 minutes before submission time, so I didn't get to playtest it at all. I would have made it cheaper for sure, but really it was just thrown in there as a money sink.
I wanted to do descriptions for the stats, but I ran out of time there. I guess I could add it to the description! And you are right about beefiness and larceny. Stamina was not actually implemented- but ended up being left in there, whoops! I removed it from the combat HUD though. And dismissal of unwanted minions is totally needed, I agree. I probably would have been better off implementing that instead of the upgrades in the last bit of time up to the deadline.
When I tried to run the jar, it tells me "Error: Could not find or load main class."
Loved the art style of the character and enemies. Took me a bit to figure out what to do, but it made sense once I brought the first item back to the objective dude. I did run into a glitch in my first attempt where the bird attacks made me bounce up outside of the room. Although, maybe that was the true ending as I was free to wander the grey wastes without being confined to a single room of enemies.
すごい! The sound design for the house being attacked was excellent, very intimidating! I agree, the difficulty did not really build any sense of urgency though. After 12 days or so I ended up just kicking everyone out and waiting 3 nights for the barricade to finally break. Still, the core mechanics are there and pretty solid, nicely done!
Very challenging! That last layout was pretty brutal. The controls felt pretty tight, but it would have been nice if you didn't have to hold towards a wall to continue sliding off it, I think that would have improved the wall jumping a bit. Great entry though, perfect for speedrunners :D
Those controls are really fun and intuitive. Easy to learn, but hard to master. It would be nice if right clicking on a control reset it to its resting position. And as BoneDaddy suggested, restarting the current mission instead of sending us back to level 1 would have kept me playing after failing training level 3. Still, super awesome flight system and chain mechanics!
The best animation I've seen so far this jam! Once I figured out the mechanics, the gameplay was beatable, but was still intense. I do think that either some more enemy variety, or less waves would have improved the overall quality of the game due to the repetitive nature. The interaction with the different nightmares with the walls / light sources was a pretty nice touch though. I didn't realize my first play through that I was selecting which piece to get, my initial thought was that I was getting both, so maybe a active selection indicator would have been good there. Also, it's cool to see games made in Godot!
Very impressive for only 12 hours. The core gameplay was solid and easy to pickup. There's a lot of interesting puzzles that can be crafted with the mechanics, hope you keep working on it!
This was really great! Excellent use of the theme. I love how this game looks and feels, the tiles flipping over really sold it for me. I would totally buy this if it had more content.
This was a lot of fun! The difficulty curve felt rather polished as each level was progressively more challenging, but no giant spikes. The gameplay mechanics really worked well together to let the player strategize different movement techniques.
Very solid entry! I wasn't convinced at first, but after going through all(?) of the endings I found it an enjoyable experience. Would be really great with some SFX in it. Loved the animations of the daughter and the phone, great pixel art style!
I couldn't figure out the first and fourth numbers from the clues, but it was still a neat little game! I liked the third clue.
Very atmospheric entry. I was very tense while playing it expecting something awful to happen. It never really did, but building that expectation is just as effective of an experience. Managed to get out after a couple tries, but the key descriptions were a bit confusing. It would make sense if broken keys were meant to change when you switch realities and we could see their description change. Also, there was a couple dialogue windows that I could not advance through until I pressed an arrow key, despite the cursor already selecting the only choice.
Quite a unique entry! Definitely quite frantic, but easy to grasp once you get used to it. There was a bit of a contrast issue for me with the background and text though as the instructions would have been easier to read if the text had an outline or perhaps was a really light color.
That was a fun little platformer! I loved the enemies that charged the player.