Majestyland by IgorsGames 2017-12-05T18:56:46Z
For some reason the game isn't working on my pc. When i launch it, i get only flashing screen =( I've seen it on ErebusWolf's stream though, and it looked like this is pretty funny game.
Foon → Ludum Dare Explorer → Users → Annie Owl
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 👥 | 🥉 | 2025 | 57 | Depths | Cave Glider | jam | Fun | 4.56 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | No Signal | jam | 59 | 4.13 | 3.72 | 3.31 | 4.25 | 4.67 | 4.16 | 2.00 | 4.59 |
| 2025 | 58 | Collector | 👥 | Orbital Cleanup | jam | 480 | 3.40 | 3.32 | 3.57 | 3.97 | 4.00 | 3.00 | 2.44 | 3.27 |
| 2025 | 57 | Depths | 👥 | Cave Glider | jam | 29 | 4.30 | 4.56 | 3.83 | 4.41 | 4.14 | 3.75 | 3.11 | 4.10 |
| 2024 | 56 | Tiny Creatures | 👥 | Home place | jam | 62 | 4.16 | 3.83 | 3.61 | 4.05 | 4.58 | 3.82 | 3.86 | 4.50 |
| 2024 | 55 | Summoning | 👥 | Boots Of Summoning | jam | 757 | 3.42 | 3.28 | 3.15 | 3.86 | 3.76 | 3.41 | 3.48 | |
| 2023 | 52 | Harvest | 👥 | Travelling Tea Maker | jam | 207 | 3.79 | 3.50 | 3.12 | 2.76 | 4.04 | 3.05 | 3.96 | |
| 2022 | 51 | Every 10 seconds | 👥 | You Are Not Alone | jam | 268 | 3.82 | 3.59 | 3.81 | 3.50 | 4.25 | 3.35 | 2.90 | 4.01 |
| 2021 | 49 | Unstable | 👥 | Wickie | jam | 420 | 3.75 | 3.14 | 3.60 | 2.89 | 4.56 | 4.02 | 4.45 | |
| 2021 | 48 | Deeper and deeper | 👥 | Deeper Understanding | jam | 360 | 3.86 | 3.37 | 3.25 | 3.63 | 4.44 | 4.02 | 2.81 | 4.41 |
| 2020 | 47 | Stuck in a loop | 👥 | You booped me! D: | jam | 211 | 3.97 | 4.02 | 3.60 | 4.24 | 3.95 | 3.65 | 3.85 | |
| 2020 | 46 | Keep it alive | 👥 | Dance Commander | jam | 941 | 3.60 | 3.68 | 3.89 | 3.71 | 4.13 | 3.91 | 3.58 | 3.82 |
| 2019 | 45 | Start with nothing | 👥 | Draw Your Own Adventure! | jam | 14 | 4.34 | 4.08 | 4.20 | 3.81 | 4.46 | 4.19 | 4.25 | 4.12 |
| 2019 | 44 | Your life is currency | 👥 | Sinking Town | jam | 298 | 3.68 | 3.19 | 3.36 | 3.50 | 4.31 | 3.41 | 3.16 | 3.85 |
| 2018 | 42 | Running out of space | 👥 | Misadventures of Crowley Flatcheeks | jam | 204 | 3.77 | 3.30 | 3.64 | 3.80 | 3.99 | 3.42 | 3.54 | 3.71 |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Peculiar Adventures of Dorothy Hops | jam | 160 | 3.91 | 3.76 | 3.84 | 4.12 | 4.42 | 3.80 | 3.52 | 3.84 |
| 2017 | 40 | The more you have, the worse it is | 👥 | Techno Fever | jam | 164 | 3.86 | 3.71 | 3.33 | 3.17 | 4.59 | 4.35 | 3.53 | 4.02 |
For some reason the game isn't working on my pc. When i launch it, i get only flashing screen =( I've seen it on ErebusWolf's stream though, and it looked like this is pretty funny game.
Wow, great game guys. Graphics are really cute, music is chill and the whole game just feels great, so you want to play more and more, even though you already can't manage all this plants.
This game is just perfect for the relaxation after the jam stress. Sounds are beautiful and the gameplay is simple and addictive. Great work.
It's kinda hard to understand what is an obstacle and which parts of the level you can be standing on, but besides that it's a nice game about clumsy robber.
Nice puzzle game. Difficulty on the last puzzle rumps up a little bit too much and the replay button would have been nice to have, but in everything else this puzzle is fine. Selfmade sounds are also really cute. Reminds me of "And Yet It Moves".
Awesome game. Simplistic graphics are really fitting for this simplistic gameplay, and the soundtrack is great. I really envy people who can come up with such simple, but enjoyable ideas.
Simple and very enjoyable puzzle game. Nice work.
Haha, very funny game! Fun and simple gameplay, cute pixely graphics, cheerful soundtrack... What else to ask for? And the story abaut space penguin protecting his land is just too good :smile:
Wow, cool idea for the game! Fits the theme just fine. For some reason on my PC only arrow keys were working for the movement, not WASD, but thats okay. The graphics and soundeffects are really good and fitting the idea, background music sets the fearful mood perfectly and lack of vision gets you lost in this maze in no time. Great work.
I am a space peacock now! Nicely done asteroids game. It gets really hard to control your ship when you get a lot of modules attached to your tail, but warping mechanic really helps.
Oh man, this game looks so interesting, but my crappy notebook dosen't support some of the shaders you use :disappointed: I get the error "ERROR: 0:2: '' : extension 'GL_EXT_texture_array' is not supported" when i launch the game.
Well, i should rethink the idea of having a child now... Controls are a kinda clunky and i don't really get why some times kids react to me and some times not. But besides that problem, everything is nice and the setting of the game is pretty funny too :smile:
Nice stuff. Graphics are cute and the gameplay is solid, just like a snake. I think the music gets a little bit obnoxious after a time, but besides that everything is fine.
Nicely done game. It's great to see that you already polished most of the problems the original jam version had. It would have been nice to have some sort of "crosshair" that would help to "aim" at the boxes, but that's not a big deal.
Idea of this game is fitting the theme just perfectly and gameplay is simple, but really fun. I like it.
Damn, what a complicated game you have made in such a short period of time! The sound effects and music are great, sprites are beautiful and the gameplay is just brilliant! Haven't expected such a variety of different types of characters, buildings and resources. Great job. It's really sad, that this game got so little attention so far.
Nice use of the theme. The overheat sound is kinda obnoxious, but i get that you don't want to hear that sound at all. Besides that it's pretty good side scroller.
Wow! Nice use of the jam theme. It's quite difficult to understand what's happening at first, but as soon as you get it the game gets really fun and enjoyable! This is my first jam and i'm actually really impressed with the quality of soundtracks most of the games i've seen had, and this one is no exeption. It reminds me of LocoRoco soundtrack. Design of the characters, soundeffects and everything else just makes me smile. Great work, guys.
Cute idea, but it desperately needs the sounds of people sreeming and dying in pain when the buildings get destroyed 😈
YAY! I've beat it! Nice implementation of interesting concept, i love it.
Quite tricky game! I haven't managed to get three stars on first two levels, no matter how hard i've tried :cry: But it's really fun and well made though! I love the artstyle, and the jazzy toones that play throughout the game are just great! Awesome entry.
Realy funny idea. But in the original tetris you have a small time to move the blocks when they reach bottom, which is realy important for this game i think.
Game freezes a little bit from time to time (i think this happens when new stuff gets generated), but everything else works pretty fine. Good idea for the game fitting the theme of the jam nicely. And i feel really sorry for this poor robot :slight_frown:
@ed3187 yes, you actually can. But some times the boss glitches and starts spamming charge attack, or just stands and rains bullets nonstop. Is that what happened in your playthrough?
@interpol Ye, you actually can't lose. We haven't got time to test the numbers on damage and HP, so we decided to make you Undying being. But we plan to change it in some way in the postjam version.
@HuvaaKoodia not everyone is looking for a challenge from a game :wink: But yeah, we know that the game misses the challenge aspect. We kinda ran out of time and were not able to polish the mechanics. Anyway, thanks for your response!
@huvaakoodia i understand your point, and i agree with it. But the thing with our game is that you don't realize that your are invincible until you bit the game. And yes, it's really short game, but we don't have much time, just like everyone else, and that was the limit of our abilities for this jam. I really don't get your disapointment abaut this. Nobody said that this was a fully finished game, i think you should expect that sort of things when you launch JAM games, but i'm new to this so maybe i'm wrong.
God damn. The premise of this game is actually what we had in mind when started our LD project. Cool game though. Soundtrack is extra thick and graphics are really nice too.
Pretty risky, but at the same time really cool idea to make a local coop game for the jam. Nice interpretation of prop hunt, giving lots of joy while playing with some friends on your small laptop :grin:
Really cute art, i love it! I think the story about greed that consumes you the more money you get is a little bit rushed, but i do understand that you haven't got much time to do a more developed one, so that's fine for the jam version. Overall it's a really well made novel, good work!
What a brutal way to clean up your zen garden!:smile: I got confused at first trying to sweep away all the leaves, before i realized the the lazer is the only true way! Very simple, but solid game with addicting gameplay, nice work. And the soundtrack is quite neat too.
Ragnarok reference, YAY! Nice game. Cool use of the jam theme. It would have been even nicer if you was losing some money with every hit, just like when you use Mammonite in Ragnarok.
Nicely done! It's not the first implementation of the internet ads theme, but it's definitely the best one i've seen so far. Sounds are well made and the graphics are too cute to stop clicking on those bloody ads!
Interesting game. It was a little bit irritating, that tutorial doesn't give you much time to read all of the tips and just throws the enemys at you. But their behavior is kinda self explanatory, so it's not a big deal. The gamplay is engaging and soudntracks makes it really energetic.
Really atmospheric game. Sound design and overall grim tones of the story reminds me of "The Path". The only problem i have with this game is the lack of cohesive story about our main character. Who she is? What kind of illness she has? But maybe i just don't get it, and all of the little tales she was reading were telling me some sort of a story about our heroine and the world she lives in.
Wow. Really cute game with such a beautiful artstyle. And the soundtrack is so upbeat, i want to start jumping immediately! :smile: The only sad part is that i never was good at this, even IRL :pensive:
Neat soundtrack! And i really dig this cartoony artstyle. It would have been nice to have a raving car engine sound when you get faster and some sort of end game soundeffect, but that's just minor complaints.
Woah! Haven't expected to see the game this long with such amazing sprite's and characters. And god damn, those smug looks Peregine and Fang have :smirk:
I've enjoyed playing this entry so much, that I want more cute monster girls action right now! Hope you won't stop developing it and expand the story and the character roster.
Nice implementation of turn-based RPG. You've made a plenty of abilities and items, which is great for that sort of games. But the current UI system is really awkward to use. I would suggest adding a "Pick All" button on the bottom, and replacing those arrows near the items with the "Pick Up" button or something like that. Also being able to see enemy's HP and Stamina would have been really nice, so you can strategically make decisions on whom to kill first.
Fun little game. Really dig the music. The fact that snake changes color to yellow when it eats mangos made it really hard to choose the right pass and avoid eating your own tail at times, but maybe that was the intent. Also, the controls were a little bit unresponsive at times, but that wasn't a big deal.
That was an odd experience, to say the least. I don't think I've got the story, but trying to figure it out while navigating human body was an interesting process.
What a cute game you've made. Graphics are really lovely and once again I'm amazed by the voice over quality. What's up with this jam having so many nicely voiced games? And the way you've made main menu and tutorial is very cool and original. I had some problems with combining stuff together, but that wasn't a big deal. A bigger complaint is the difficulty. I've played casual mode first, and after that timed mode wasn't really challenging for a pretty long time. Other than that - solid entry. Good job guys.
@cameronpenner Yes, I agree with that. When a game is unfairly difficult it leaves a bad impression after you play it. Just pointed out a thing, that can be tweaked in the future.
God damn, that's some crazy and original way to approach the theme of the jam. It caused some extreme lag during the boss fight, but besides that, it was really fun to play through. And how can you stop playing when you have such great BGM and visuals? All props to you for that.
Damn, that was brutal. To be honest with you I still wasn't able to beat all the levels. But it was definitely interesting game, with quite an original concept and interesting interpretation of the theme. Good job.
Interesting approach to point’n’click adventure game. Pixel graphics looks good and BGM fits perfectly for this game.
It would have been better if you highlighted interactable parts in some way, because I missed a lot of things at first and was stuck for quite a while. Also, as it was mentioned by some comments above, some interactions were a little bit confusing, but I think that’s because of the crafting system. And I’ve been able to finish it after all, so it’s not such a big deal.
Besides that, it’s a nice adventure game, with some funny jokes and interactions.
Damn, this rules are hard to follow. At first i even forgot that i need to reduce the pollution rate, and was trying to max out Happiness\Housing\Employment stats by building coal factories all over the place. But figuring out how the game works was quite fun for me actually.
Right now this game lacks building variety. Maybe some anti-pollution building would have been nice to have, and add some pollution build up to big houses, so you need manage more carefully the amount of houses you build.
But overall i was quite pleased with the experience. If you tweak thing up a little bit and add building variety it could become really solid city management game.
That's nice to see NSFW and more adult games on the jams. Really loved the writing and the jokes.
The gameplay right now feels more like "Try everything with everything, while you get the right result", rather than "Figure out how you can get out of this tricky situation". Maybe possibility to make wrong choices and different ways to solve the puzzle would help to fix that? I don't really know.
But regardless of that issue, I had fun reading main character comments about the items he had in his trunk and seeing all the nonsense he had to do, to hide the evidence.
I've done it! I became the monster!
ldg_result.png
I've got a little bit confused at first why i can't get anything from energy drink machines, but then i've realized that food just spawns in random places. Fighting mechanics is little bit wanky too, but i figured that's not the main focus of the game. But overall the game is nice with enjoyable gameplay.
Really great atmosphere you have been able to make in this game. The visuals, background howling sounds, and the water splashes work really well all together. However, you should have mentioned about using WASD to guide your boat in the tutorial, because I also was a little bit stuck, when I was rowing and my raft wasn’t moving anywhere.
Really interesting game concept, I liked it.
It would have been nice to have a checkpoint after you pressed the button, but that wasn't such a big deal, because I was able to complete the game after all. I was a little bit confused about how the gravity system works throughout the whole game. Better explanation on how it works would have been also nice, but I do understand that in a time constraint of 72h it's impossible to pull off everything.
Other than that the game was fun to play through. I loved the graphics (especially starting animation) and the audio. And as I've already said the main concept of moving with only your teleportation device was really interesting and something I haven't seen before. Good job.
Goddamn, that was insane! The humor, the music, the voice over! You did great job on all fronts. The only thing i would suggest is adding a feature of saving the song that you've got at the end.
What a fun game! Really enjoyed the gameplay almost throughout the whole thing. At the very end it was just waiting while our island will reach its destination, but it's not a big deal.
My only complaint is that selecting a building was a little bit awkward. I kept missing the buildings I wanted to select. I think if you highlight the building that the player is about to select it would have been much easier.
Other than that, I have enjoyed pretty much everything. Good job.
Really love sound work and visuals, they work really well to setup hellish atmosphere. Sadly I was getting stack with weapons like spear and dagger, and it was really hard to get out from the flesh cells with such weapons. Maybe some abilities, that remove flesh around you would have been nice for such situations?
Funny concept with some cute voxel graphics. But the controls that you've chosen are not for me. It was really hard to aim at other snails and almost impossible to dodge their bullets while you shooting them.
@thunderawesome I would prefer if snails were able to strafe, but yeah strafing snails would look weird :smile: But maybe I just don't get the way this game is supposed to be played, and that's not a fault of controls. How did you suppose to dodge other snails while shooting at them with current controls? Or is it not possible?
Really nice work you have done on voice over. I'm actually surprised at how many games with high-quality voice over I see on this jam. The gameplay is solid, I haven't noticed any bugs or problems while playing the game. Sadly the theme of the game wasn't really for me, so I can't give any ratings in the mood category.
Cute graphics you've got there. I hope you'll finish the gameplay part of the game because resource management games can be a lot of fun. A little suggestion: add some keyboard controls for the camera. At first, I was aimlessly mashing keyboard arrows to rotate the view, before I realized that you should actually press the UI buttons to do so. And what SS stands for? Am I missing some references?
Interesting take on a match 3 game that fits this jam's theme perfectly. Good job.
Surprisingly enough this game has quite charming graphics for such a depressing story and theme. And I really appreciate that, because otherwise, it would have been too depressing to play this game.
That game was quite something.
Even though I wasn't able to figure out how to open up the map that Cartographer supposed to have, or how to use teleportation that Wizard provides, investigating this world was very interesting and engaging. I'm quite amazed by the size of the world you've created. And the audio work sets up game's atmosphere just perfectly. Really helps to emerge into the game. I wish there were more stations like RAINDROPS or HAUNTED, because I don't think INDUSTRIAL and DARK CLUB were very fitting for this driving through desolate world experience, but that's really subjective.
As final words, I would just say that you've done great work on the story and world-building, and I really admire you for that.
These viruses need to step up their game if they want to compete with me, the best anti-malware product of all times! :smile:
Nice game, but you need to work on the enemy AI, or make the arena more open (like in Alien Shooter or Crimsonland).
Quite amazed by the voice-over quality. Really fits the theme of cheesy TV shows! The hand drawn graphics look really nice too :smiley: Sadly this is the only clip i was able to come up with myself:
64.10265 , 67.99889 , 0 , 0-13.26678 , 14.23712 , 3.89624 , 0-57.80873 , 58.3777 , 4.866585 , 0-38.3642 , 39.43451 , 5.435555 , 0-67.91327 , 70.20535 , 6.505867 , 0-84.26047 , 86.35281 , 8.797951 , 0-
Really loved graphics and audio of this game. Looks really cute and stylish.
Character control on the bottom of the planet was really confusing for me. I think rotating the camera view with the character can help this problem, but maybe I'm wrong. Bullet spam was also a thing, so you should think about the ways of preventing it (besides meteorites and pink dinos).
But besides those problems, that was a nicely made game. Well done.
You'be managed to make really atmospheric BGM and i like it. But the gameplay was kinda frustrating for me. I haven't figurd out why you need the flashlight and it's sad that you can't do anything to defend yourself when you run out of bullets.
Fun game you've made, fits with the theme quite well. But controls felt a little bit uncomfortable for me. I think it would have been way better if you were able to grab heavy stuff by just pressing shift, not holding it the whole time.
@honest-dan Yeah, I've missed that, sorry :slight_smile:
@FireSlash Thank you. Yeah, high mouse sensitivity is actually a bug. We will try to fix it.
@dark-prince-zen Thank you!
@superqgs Actually, that's a nice suggestion, thank you. If we will be able to overcome our laziness we will definitely add main character back sprite.
@krystekku Thank you. We were trying to do something new with the sounds every LD, but I don't know if we would be able to come up with something new on the next one.
@pixelshorts Yeah, we wanted to add some more buildings and even some easter eggs on empty parts of the planet, but we ran out of time. Maybe we will add some sprite birds and squirrels in the future. Thank you for your feedback.
@mashas We decided to disable movement in birdview because most people would have just used it throughout the entire game experience and missed on all the wacky characters and models. We were going to add light markers, to highlight all of the points of interest and the main character, but ran out of time and haven't implemented it. Thanks alot for your feedback.
@ceasar That's really strange. Is it completely pitch black, or is it some weird textures? Maybe camera just stuck in the planet? Can you please send us your browser's log?
@thunderawesome How have you managed to do that? :laughing: It's possible to break the glass door with both crowbar and hand-crank, but you can't lose crowbar as far as I'm concerned (unlike hand crank, winch disappears when you use it).
@corbak Thank you! That's what we were going for with this game: funny and a little bit surreal atmosphere.
@alexrose That's some dope feedback, dude. Thank ya!
@randdir That's actually funny how the music for our previous entries was something like 3-4 minutes long tracks, while the games were 1-2 minutes long at best. And this time we were able to make 8-20 minutes long game, but the soundtrack is 1.3 minutes long loop. You can't have time for everything i guess. Thank you for your feedback.
@poffle Thank you! We are not sure if we are going to do something more with this game except some bug fixes, quality of life changes and other polishing stuff. But maybe one day we'll hear about great empire of Space-Duke Crowley Flatcheeks.
@vivek-sharma20 That's strange, we thought character speed was just perfect :thinking: Maybe we will add some options for that. Thank you for your feedback.
@cristihkj Thank you!
@cassio-eduardo If it was able to control the character in zoomed out mode everyone would have been using it through the entire game and missed out on character designs and buildings :wink:
@ratherjolly Yeah, there are some problems with camera sensitivity. We are planning to fix this. Thank you for your feedback.
@hauo Damn, that's meaty feedback message. I wish I could write those :smile: Yeah, I also didn't really like how our dialogues ended up looking, but haven't got any time to fix it. And we were actually planning to make zoom in and out mechanic while in dialogues and in buildings, but ran out of time. Thanks a lot for such informative feedback!
@cassio-eduardo Yeah, orienting with this map is a little bit tricky. We wanted to add light markers for the main character and all points of interest, but haven't got enough time for that.
@wetbox Thank you!
@pickens-inc Thanks again for playing our game and leaving such wonderful feedback!
@paulie-b Yeah, we would try to find some time and work on those problems. Problem with camera sensitivity is addressed a lot in the comments and emptiness of the world caused by the lack of time. Thank you for your feedback!
@zicboy Thank you. We glad you liked it.
@local-minimum Yeah, the dialogue system ended up looking messy. Mostly because of time constraints and our disability to scope the size of the project from the very beginning. We wanted to add some puzzles in dialogues, where you should choose the right answer, but ran out of time. We would work on it if we find some time to do the polishing of the project. Thanks a lot for checking out our game and leaving feedback.
@shadoninja Yes, planet breaking is timed. You have about 18 minutes before it's too late and it falls apart completely. We know about sliding bug and know how frustrating it is to talk to NPCs because of it. But it happens due to the radial gravity that we implemented, and we were not able to fix it during the jam time. And I don't even know if we would be working on it during project polishing. Maybe improving the dialogue system and increasing active area of the dialog would change the situation to better. Thank you for your feedback!
@kapiteinkoekwous Thanks a lot for showing our game on stream!
@saoi-games Thanks a lot for covering our game! Sorry for all the trouble our control scheme gave you. We will try to make it more flexible next time.
@rodrigo-denubila Thank you!
@crneumre Thank you!
@mza Thank you for your feedback and for the ideas! :slight_smile: I hope we would find some time to write a post about technical stuff behind our game.
Really interesting concept you've got there. Reminds me of that old Siemens mobile game about the dude that stacks falling blocks together. Being able to burn your "friend" after you complete the game is quite funny too :smile:
Interesting take on a tower-defense game. I've always been a fan of this type of games, so this one was pretty fun to play. Good job.
The sounds you've made are really cute, reminded me about the game "And Yet It Moves" :slight_smile:
You should work on better indication of rockets that fly at you. Because right now you can't see anything except smoke until the rocket is right in your face, so the whole process of playing your game becomes a random spam of bullets in hopes that you would hit the targets.
Interesting concept! And the music is really nicely picked, sets you up for some bacteria slaying! It gets a little bit repetitive after a while though, but maybe that's just me not getting the whole eating up bacterias mechanics.
Nicely done arena survival game. It gets a little bit boring after a while, but more enemy variety and some special abilities would fix this problem for sure. Sounds were nicely made, but sound levels should be adjusted because every lightning strike was deafening.
I would say that this is a solid basis for a future game. Aiming was a little awkward, and it really lucks some sort of upgrade system right now, but if you keep improving it and adding new stuff it can become nice mobile\browser game.
Interesting game. Can fit on a mobile platform really well. At first, I was expecting diablo-like inventory management, but this game was actually more focused on figuring out the best item combinations in your backpack. I was a little bit disappointed at first, but as things started to get more complicated i had fun trying to guess which combination would be better.
That was quite an expirience. I really enjoyed the atmosphere and tention you've managed to build up. Exploring an empty hotel and opening door after door was pretty unnerving. Unfortunatly the atmosphere kinda breaks by the unnecesery jumpscare. I think if you've put some creepy and wiered stuff in the rooms it would have worked much beter.
Nevertheless the game was fun and interesting to play. Good job.
What an odd and interesting experience! The atmosphere that you've managed to build with those creepy sounds and visuals is really disturbing and unnerving. And yet I want to know what happens next, so I keep engaging with this strange being from unknown dimension. Great work.
Fun little experience. I don't know if it's a bug, or I just didn't get the controls\gameplay mechanics, but in one run I've got a 1 brick wide wall covering the whole road, so it was completely impossible for me to avoid it.
Really nice mobile timekiller I would say. It's simple enough not to pay too much attention to it, while you are driving in the metro, or waiting in line, and engaging enough to grab your attention while you have some spare time. Graphics are cute and sounds are well made. BGM is very fitting, but gets a little bit repetitive after a while. Also, physics are a little bit glitchy, but I guess that's intentional.
I don't know if it's a bug or not, but for some reason my hearts were not replenishing when I lost from over-encumbering and restarted the game.
Simple little game. I don't really know who Joey Hernandez, so I think I can't understand what the joke is, but that's okay.
Solid entry you've got there. Gameplay is simple but fun and enemies look interesting enough. The only big problem i had that spoiled whole experience for me is constant game freezes, that happens almost every 10 seconds.
@alexey-akulovich Yeah, now game runs perfectly.
Damn, those pesky crabs! I would suggest making laser more responsive and improve enemy patterns (as already stated by coments above) and these will be a solid arena-survival game.
"Simple" but fun little game. And by simple I mean simple in concept. I struggled for 10 minutes to save one guy. But I finally made it, and felt victorious!
But in all seriousness that's a really well-made game, with cute graphics and a great soundtrack.
@randomhuman The post-jam version definitely became easier and more fun to play. The number of objects to hide behind and better "hidden state detection" helps a lot. Maybe it even became a little bit too easy at this point, but you are moving in the right direction.
I think to make the game challenging again you should put the player in a hidden state only when he is on the side of the big-object, opposite to the incoming tentacle, but leave tentacles slowed down when the player is close to the big-object (so the player has a chance to reach the opposite side of the object).
Damn, I also had an idea to make a Bloodborne inspired game! :smile: Nicely done survival-horror. Despite the game having no ambient sound or music, it manages to create suspenseful atmosphere with its tight corridors and lots of dark corners. I really loved that. I would suggest adding more dark corridors and a lamp for a left hand item to build up the suspense even more.
I have a minor complaint though. I think you should make shopping area a safe zone, where you can stay and relax, without getting swarmed by wolves. But other than that I was pretty pleased with the experience.
Lucky you! My cat gets angry if i touch her belly.
Damn, I'm bad at math-puzzles. It took me too long to figure out all of the exchange rates :smile: But it was a fun experience. Really loved the style of the game.
Nice game. Graphics look cute, music is fitting to the environment and gameplay, and all the little dialogues and jokes made me giggle (especially dancer under the tree :smile:).
~~Is it me, or the download link is broken?~~ Okay, I've read the description, sorry.
The idea of the game is just fantastic. You nailed the theme perfectly with it. The art style and music is top notch, as usual. Gameplay felt a little bit grindy, but that's not a big deal.
@alexrose Yeah, that's exactly what happened :smiley: I've got 3 guns, some extra parts and set out to hunt leg-monsters, but got too cocky and was swarmed and killed. But it was still fun to figure out the optimal strategy and as I have said erlier, music and graphics kinda make up for the initial grind.
Interesting take on the theme. Loved the idea of the game and cute main character. It was a little bit inconvenient to aim with arrow keys though. I think if the game had a mouse for aim or gamepad support it would have been way more fun to play. Nevertheless, you have made an interesting game. Good job.
Damn, that's the most stylish way to make a quick tutorial I've seen in a while :smile: Really fun game. Minimalist graphics look nice and self-made splash sounds fit them nicely. I felt that the movement was too "slippery", like I was walking on ice and not grass, but it didn't affect gameplay in any significant way.
Nice compo-entry! It was really fun to waste all of your health on upgrades and die in one hit not realizing how little health you have left.
And i think my final build is too OP :smile:
scrn.png
Interesting game. Propelling yourself into the open space by using the boost unwisely was pretty fun :slight_smile:
As was said earlier it would have been way more smooth and fun experience if there was a restart button. Because I'm really bad at this type of games, I had to manually restart the game 5 or more time before I even got to the first air replenishment station, and doing so was really annoying. I would also suggest adding repair mechanic to air replenishment regions, and maybe checkpoint system.
Other than that, the game was nice. Good job.
Right now puzzles that you've created are kinda confusing, but I really love the core concept of the game. If you develop this idea into something bigger, this can be a great puzzle game :slight_smile:
@kyrio You should write a post on the main page to get some more attention for your project, or else you wouldn't get enough ratings in time.
Nicely done top-down shooter. It is balanced fairly well, so you don't die immediately and actually have a good chance to accumulate some money for 1up. And the background music is wonderful and fitting. Good job.
You've done a great job on creating the atmosphere and building up the suspense. And the convoluted story managed to catch my interest, so I've played multiple times, trying different things in an attempt to figure out the plot. Unfortunately, I still don't fully get it, but the experience was chill and suspenseful, so I'm happy about it :slight_smile:
I have a minor complaint though. At first, it was really hard to figure out who was talking in the first scene, and who I am playing as. The fact that I was choosing the lines for the character in the shadow (and not for the main character) made me really confused on who I am playing as. Maybe putting priest's lines above his head would help? Or maybe you can record some muffled sounds as voice lines, and play them accordingly.
Other than that I really enjoyed the experience. You've managed to make a great horror game.
Game's artstyle is just outstanding. And in combination with the ambient background music it creates great atmosphere.
The idea about balancing your health between helping the rebels and bitting them up once in a while to replanish it is very interesting. But i think current implementation needs some balancing and maybe AI improvements, because othervise it's too easy to get the good ending.
After playing games like this the only thing I can say, besides how cool everything was, is: Give me more levels! :smile: Really enjoyed every aspect of the game: the sounds are great, puzzles are interesting and graphics look unique and super cool. Some times it kinda hard to make out what is your character, and what's the obstacle, so maybe making him and his blood red would help, but I understand that it would kinda hurt the style of the game a little bit.
Well done game, nice and simple. Keep participating, it's super fun!
Damn, what an entry. That's probably one of the best games I've played so far on this jam. Music is great and it's always good to see actual voice acting in jam games. The gameplay is solid and lots of fun. Guardians design and overall look of the game is perfect.
I guess the only complaint I can make is that it was too easy. The game was too generous in giving me life coins almost every room. And also there was a little bug: when you kill an enemy near the wall, his drop will spawn on the wall and you would not be able to pick it up.
But other than these minor complaints, the game was just great!
What a lovely game. Watching little tree spirits wobble around while carrying giant fruits is just adorable. You've made a great choice for background music, because it helps to set the mood just right. To make the game even more adorable I would suggest making tree spirits to trip over once in a while (like little mushroom people do in Dark Souls).
Really dig the music. Even though it's short, it's really fitting to have heavy metal guitars playing, while you fighting goo monsters as some rando in a science lab :smile: Unfortunately, I stopped receiving damage after 7 or 8 waves (I played twice and noticed it at different times).
Interesting concept, but I think for this idea to work fully, there should be some sort of social network integration, so people would answer actual questions about themselves. Although, if that was the case I would probably have passed on the game, because I'm a scaredy cat and don't want to give my personal info to anyone, so I'm glad it's not the case in current version :smile:
Really great audio, sets the mood just right. I also liked the core concept of the game, but unfortunately, right now many things are not working properly (like goblins going through walls, and buildings stacking on top of each other). But I think if you decide to develop this into a bigger game and fix all of these issues, it can be a great strategy game.
Interesting game. I love the art style and the music is picked nicely for the theme of the game :slight_smile: In terms of gameplay I would suggest giving stunned patients a little bit more hits before they die. A lot of the time, when I was "in heat of battle", I was killing the enemies before realizing that they are already stunned and I need to switch target.
@josia-roncancio Really strange… We will try to figure out what is up with that. Thanks for the feedback.
@arc0re Post-jam version only fixes spelling errors. We haven't got time to fix other problems yet :smile:
@josia-roncancio @minemes We have fixed the problem. Errors with post-processing. Thanks again for your feedback.
@neverautomatic Thanks alot for the info, you saved us a lot of time!
@boxedmeatrevolution Yeah, that last puzzle came out a little bit convoluted and unclear. I've tried to fix it in post-jam version, but maybe it's still not clear enough. The solutions are a little bit different in JAM and POSTJAM versions.
In JAM version, you need to grab some more coal from the factory roof, then go to drowning robot, exchange your nuclear engine with him, and give him coal to make the diamond.
In POSTJAM version, you have some coal left in your inventory after fueling up drowning robot, so you can just exchange your engine with him and make a diamond out of coal leftovers.
You can then use this diamond as a new lens crystal.
But you haven't missed much actually, because we had no time for a "Big ending" we planned at first. You will just get a "Thank You Screen" if you manage to bring the turbine to the factory.
@raphiell Thank you for your feedback! :slight_smile: Did you get stuck in some out of town geometry? Because we were putting it all together at the last moment and had not much time to play-test. it :smile:
@daspanjo Thank you! Sorry for the convoluted puzzle at the end, but you haven't missed much, because the ending was really rushed and it's just "Thank you" screen.
@sempiternal Thanks! We glad you liked it :slight_smile:
@mharring Yeah, we wanted to make way more interactions, but our working process was a mess this time around, and we have managed to make very little of what was planned at the start. Maybe we should set less ambitious goals next time :smile:
@josia-roncancio Thank you! Sorry for the inconveniences, we were so tired that we haven't even checked the "fixed" version when uploaded it.
@jofersgames Thank you! We have plans for fleshing out our jam projects every time around, but unfortunately rarely do that, because of different life problems and stuff.
@mr-field Thank you! Yeah, we actually wanted the town to actually start floating above water, but... As usual not everything that was planned from the start gets into the final product.
@raphiell Strange. We will look into it.
@max-torn Heh. Thanks for the screenshot, we will fix the geometry a little bit later.
@stockyspark Thank you! Glad you liked it.
@drauthius Thanks! Yeah, the quest came out "a little bit" confusing and unclear.
@tiagorrech Thank you! Yes, i was actually thinking about coloring NPC dialog boxes, but ran out of time.
@drtizzle Thank you! Yes, unfortunately, we had no time to playtest the level, so stairs came out a little bit too narrow. I hope we find some time in the near future to fix this.
@j-c-one-bit-studio Thank you!
@simon-rahnasto Thank you! We had a separate person for the graphics this time around, so this helped a lot. I actually felt that the final dialogues were a little bit low cluster, but I'm glad you liked it! And the "cut into houses" shader took half of the first working day from our main programmer, so I guess it was worth it :smile:
@szabe Thank you for your feedback! Yes, I kinda made quests too convoluted and unnecessarily difficult. And as was said earlier most of the level geometry was not properly tested and can get you stuck. Hopefully, we would have time to work on that soon enough.
@kyrio Thank you! I'm glad you've enjoyed the game despite its problems :smiley:
I agree with you about the camera. We even thought of preventing the player from tilting the camera so low.
Dialogue boxes clipping is just a bug, that we had no time to fix. I hope we will have a little bit of free time in the future to make a proper postjam version without bugs like this.
The fact that you need to select your head to start talking is actually just the result of the way I've programmed our dialogue system. It wasn't planned like this from the very beginning. So I guess it's a "bug" that became a feature :smile:
Yeah, we had the whole debate about that diamond quest. My colleagues were arguing that it was too hard to figure out, and I was thinking that it would be too easy if I start adding more hints. I guess they were right all along.
@tuomo Thanks for playing our game and for great suggestion! I've totally forgotten to add camera movement info into controls.
That was fun :slight_smile: Reminded me a lot of Hotline Miami. And the Russian troops voice lines, reacting to your shots was a really nice touch. Did you record the lines yourself or took them from some old TV show?
@darylsteak that's some :ok_hand: memes you've got there comrade
Nicely done resource management game. Loved the writing and the art. I would agree that the icons could have been a little bit bigger, but that's just a minor complaint.
Interesting game. It's cool that you've spent time to record the tutorial :slight_smile: And the background music gets you ready for battle. I also loved that you've added the spellbook as a dire situations weapon, really helps to mix things up once in a while, when you blow enemies up with a fireball or freeze them, and then slice through the hordes with your sword. To make game's style more consistent I think you should give player something like musket instead of a pistol, but that's not a big deal.
I wish there were some sounds of the enemies or at least visual indicator of the direction, from which the damage is coming. Because some times it gets really hard to understand what deals damage to you right now, especially when a swarm of bats starts bombarding you. Also, the walking animation can be a little bit less "shaky". And of course a crosshair is a must for ranged weapons :smile:
Besides that, it was a nice arena shooter. Good job.
The graphical and sound design of this game is super cute. Unfortunately, the fact that you can't control your character in any way while in the air makes the gameplay really irritating. If you fix that problem, this can be a really fun game with unique style :slight_smile:
In my opinion, in terms of theme and innovation that was just great. It was really funny to lose all my hearing abilities, but still, have voices in my had bugged me all the time :smile: Unfortunately, in terms of gameplay it felt a little bit unfair because you have not much power to dodge bullets in those tine corridors.
Well, that was quite a ride :smiley: The concept is simple, but fun, the gameplay is intense and engaging, and this BGM doubles it all up. Nice work.
I love text-driven card games, so this game entertained me for quite a while. Unfortunately, it felt too difficult to get sacrifice "materials", because cards that can give you lads\goats\maidens appear rarely, give you just one sacrifice and have a really high chance of failure. I think you should work on the balance if you want to develop this game in the future.
Damn, that was way more fun, than I expected! I guess my gambling addiction got the best of me once again :smile: Really fun gameplay. It's amazing how you managed to make so many different levels in such a short period of time. Good job.
Really fun alchemy game! I was a little bit confused about what to do at first but got the hang of things quickly. I think it would have been nicer if you could leave recipes book open in the corner of the screen, especially if you are planning on expanding the game and the variety of potions. Other than that it was a fun experience. Good job!
Interesting game. Swinging around the level on your tong was fun and engaging. But I think you should add some info to the description of the game about your character abilities, such as wall jumps and ability to grab onto ledges with your tongue. Also, it felt a little bit uncomfortable that you don't have the ability to aim your tongue diagonally. But besides that, it was a fun experience.
I love games with risk-reward concepts at their core, so I was really pleased with this entry. The gameplay was fluid and well polished, the sound design is on point and the character design is quite interesting. The only suggestion I can give is to add more different enemie types but you probably already have this in plans :slight_smile:
Interesting puzzle game. I had a lot of time playing it. Good job!
Now I know who are those weird characters you have drawn :smile: Interesting puzzle game. I was trying to place spiders with E key almost for the whole game, I guess “E=USE ITEM” is in my subconsciousness already.
Quite an original twist on a tower defense genre, I like it! :slight_smile:
Interesting platformer puzzle! Most of the game I play this year amaze me with the creative interpretations of the theme :slight_smile: Figuring out puzzles was a lot of fun, you've done a good job designing them!
That was a hell of a ride! :smile: The sprites are cute and the story is really funny and engaging. It has a lot of good jokes, and I like how you break the 4th wall at the end. The gameplay is a little bit repetitive, but the game is not too long, so it's not a big deal.
Nicely done puzzle! Short and sweet. I only wish the indication when the bulls see you and start to charge up was a little bit more obvious. Something like an exclamation point above their head or a sound cue would be great.
Well, that was fun. The fighting mechanic felt a little bit rough, and I have to spend some time to get used to the "lag" when you use your block and attack moves, but besides that, it was a fun experience. The only big complaint I have is that you can't kill your friend, who didn't get the occult stuff. That's a big Ooofas for me :pensive:
You've chosen a very interesting way of visualizing the story, I like it very much. The story came out to be a little bit predictable, and there was a little bit too much handholding throughout the game, but it's definitely better than some games that almost impossible to figure out :smile:
Simple, but fun concept. Haven't even noticed how I spent 30 minutes on this game :smile:
Damn, that game was too hard for me :smile: This is as far as I was able to get, without shooting all of my men, or dying myself scrn0.png
This game was really fun to play. Even though it has only 3 types of enemies, the movement, the spells, the overall design of the game were so satisfying that I've got captured by it for quite a while. I think if you continue working on it, it can become a very solid dungeon crawler game. The interpretation of the theme was a little bit too straight forward, but that just a minor complaint :slight_smile: Great job!
Very interesting card game, you've done a great job in terms of game design and overall graphic design. The visuals of this game are lovely and fit nicely to the overall thematic. I only wish there was a hover option, like in some other card games, because at first you don't know which color represents wich resource, and the only resource name that you see is the top one.
What a cute and relaxing game :slight_smile: I only wish there was a camera rotation option, because aiming at the bugs, that you left behind is really frustrating.
It amazes me, how many different interpretations of the theme people can come up with :slight_smile: Really fun twist on this LD theme! The gameplay is simple, but fun and engaging. The only thing I could wish for is some BGM, but I understand how hard it is - to make BGM for a compo game.
Interesting idea, but in my opinion Code puzzles are too tedious right now. Searching for some sort of misspelling just with your eyes, without even a compiler error (except the message that you haven't done it right) is not a fun experience. And also more readable font for the code would be great :smile: On the other hand, puzzles with the SQL queries could be interesting. And the art-module was quite fun too.
Interesting game. The rules were a little bit confusing, I've played through the game and still didn't get how the things\anti-things mechanics work in The Void section. Also, the void section lacks the BGM, that the other ones have :slight_smile: But besides that, it was a fun experience - rebuilding your world from the scratch, "buying" new "friends" for things :smile:
Very well done the game and a story! I wish a could put so many puns, references, and jokes in my stories! :smile:
@deacon Thank you for playing! Yeah, we really should have done it. At first, we were hoping to make a simple and short story, but it turned out to be too bloated with unnecessary voice lines, and long replicas.
@adam-gaskins @paragonraptors @mattwagar Thanks a lot for the feedback! We are glad you've enjoyed the game.
@guitarbro Thank you! Our musician was worried about repetitiveness of the music, but we had no time to do something about it sadly. Also the story should have been a lot shorter, with less unnecessary narrator lines, but i've got carried away and had no time to cut the fat.
@velvetlobster Thank you! Your drawings are super cute :slight_smile: I was planning to make rogue character genderless and let the player decide. That's why I've tried my best not to use any pronouns when talking about this character. But in the end I had to come up with an explanation on how the rogue was able to defeat the princess, so rogue got a gender in the end. I agree that a gender-neutral story would have been perfect for this type of game, but sadly it was too hard to do even with one character. At least for me, not a native speaker. But I'm really glad that you have enjoyed the game! Thanks for playing and leaving a feedback!
@feingehacktes @maggardjosh @kromeboy @tonzuko @cybersoftuk @caberu @noobdev @jonno @paulsams Thank you for playing our game!
@erebus Thanks a lot for playing the game on stream!
@ynneblack Yeah, I stole the plot twist straight from LOTR :smile: I was trying to make the rogue character genderless, but had to come up with some explanation on how he defeated the queen. So I've gone with the LoTR explanation. Thanks you for the feedback!
@karwei Haha, what a cute cat :smile: Your "hero" looks great too! And thank you for the feedback, we will try to figure out a bug with sticks.
@xlomid Yeah, we were thinking about letting the player choose a gender (and even entering a name) for the characters. But we had to scrap this idea, because of the voiceover. We barely had time to record all the voice lines for this story, and if we had to do alternate ones for different genders we would have never finished the game in time. Thanks a lot for playing and leaving feedback!
@pedro-rosa Thank you! The voice lines for most characters were actually recorded in one take, to make them more "cheesy":cheese:, and to spend as little time as possible (because we had a lot of lines to record). The only character that took a lot of time to record was the narrator, and he turned out to be the most boring one (at least in my opinion).
@selkkie Thank you for plating! We were actually hoping for mismatches and tried to make it a "punchline" of the game. But yeah, if you want to hear a cohesive story, it could be annoying.
@wdebowicz Haha! Punk king is just perfect for this story in my opinion! :smile: Thank you for playing!
@ladypossum Well, you never know these days what hidden in the pant of a big-boobied hero :smirk:
@jefvel God damn, that's some wild drawings! May I steal the bandit for my LD avatar? :smirk: It's too good. And your idea with small stories is great, thank you! We will consider it when we start working on a post-jam version ("if we start" should I say).
@rayne @jake-white @navrcl @chad-cable @denissobolev @tony-redmer @rodrigo-denubila @nisovin @plepletier Thank you for playing! We are glad you liked the game!
@artyom-volkov Thank you for the feedback! If we manage to overcome our laziness, we would consider the idea of a mobile kids game :slight_smile:
@dmanzano101 We were heavily inspired by BattleBlock Theater cutscenes :smile: It was one of the reference videos for our artist and programmer.
@w0lfenstein Thanks a lot for your kind words, but my voice acting still makes me feel embarrassed when I see other people play the game :pensive:
@local-minimum Thank you for your feedback! Yeah, I wish I was able to write a more neutral story, but alas even this story was hard for me. We were thinking to let the player choose gender or name (or even name the characters), but this would make voice over impossible to do in such a short period of time. So we ended up with what we have.
@yngvarr Thank you for the feedback, and sorry for the tediousness of the story at times :sweat_smile: And yeah, we were even thinking about the feature, where you can save your story as a video file, or a gif. But we barely had time to implement all of the current features in 3 days.
@suvrik Thank you! We are glad we made you laugh :slight_smile:
@kekkodude Thank you! Damn, that idea is great! I wish we had it before the jam ended, it wasn't hard to implement. Believe it or not, but the eraser tool IS hard to implement, because of the way we do cardboard cutout effect :sweat_smile:
@brainoid You should have shown them! It's great to see what kind of characters people draw.
@cyberstarlight Thank you! We were hoping, that even people with bad drawing skills (like myself) would enjoy the game, so I'm glad that we achieved that goal.
What an engaging experience! The atmosphere of this game was great and the poetry beautiful, even though very puzzling from time to time. That was definitely an entertaining game to play through, so you should not be so harsh on yourself :wink:
You've managed to create a very captive story, great job. During my playthrough I've got a strange bug several times: the game just quit to the main menu, without any ending screen at all. Besides that, the game is very polished and well made.
Nice little game. I think arenas, where you fight, lack some sort of obstacles, that you can use to cite your enemies. Also, some blood-pumping music for the background would have been perfect :smile: But besides that, it was a solid game.
I never thought Tetris can be so engaging :smile: Nice twist on an old game! The game feels fun and addictive. I felt that the hitboxes were a little bit "inaccurate", but maybe I just was not able to properly time my jumps in the hit of battle.
That game was a lot of fun. From running away from the monster and building your vehicle, to the point where you chaise that bastard down on your superspeed flaming death wagon! And the soundtrack is just amazing.
Interesting take on a visual novel genre :slight_smile: Had fun figuring out all the different ways of going through this dream sequence. It's nice that you've added background music, it really helps to build a dreamy atmosphere.
@ynneblack I’ve had to cheat to become a cat, but damn it was worth it! :smile: The atmosphere of this game reminded me of Alice in wonderland a lot. Just like Alice you had to figure out all the rules of this absurd dream world.
Great game! The sound design is topnotch and the whole idea of the game is innovative. One of the best interpretations of the theme I've seen so far.
Very atmospheric and relaxing game. Despite the minimalistic art style, this game looks stylish and pleasing to the eye. And the overall sound design of this game is very well made, which helps to build the atmosphere. The only complaint i have is the white noise sound - it's a little bit annoying and it seems like you can hear where it loops, but it goes away very quickly so it's not a big deal.
Really solid game in terms of gameplay and overall design. It reminds me of Nuclear Throne, especially with the way the particles of the shotgun works. The only minor nitpick I have is the lack of a long-ranged weapon - it's inconvenient to aim at the enemies in the distance with a shotgun.
Nice arena shooter. It plays quite smoothly, but if you gave some sort of explanation on how the "barrel" weapon works (the one, that didn't shoot) it would have been a little bit less frustrating at the beginning of the game :slight_smile:
What a zen game! Figuring out all the different combinations and building your own little world was fun and relaxing, and the background music was just perfect for building a chill atmosphere. Also, the way you interpreted the theme of this jam was very innovative. Great work!
When you finally get the "rhythm" of the game it feels great, but getting to that point is too tedious because of unskippable Starting animation and Endgame screen sequence. It would be great if you add a skip button for those. Also, the sounds and background noise fit quite nicely with the aesthetics of the game.
Fun puzzle game! I've enjoyed figuring out the ways to achieve all the different tasks that the main character has, and the jokes very well made too :smile:
What a great story you have written! And the gameplay itself is very addictive too. I was a little bit confused about how the letter movement mechanic works at first (i thought you just move the letters, not swap them), but besides that, it was a smooth and immersive experience, despite the minimalistic approach.
That was short and lovely :slight_smile: Loved the art and the story. I wish the subtitles in the beginning cutscene were not going so quickly but besides that, this is a very polished entry.
Nice little game. The music is very fitting to the game and sounds great. The gameplay itself is also good, but I have a few minor complaints:
1. I think the bullet particles should stay on screen for a little bit longer and should be a little bit slower. Because right now it feels weird when they disappear almost immediately, and you can't help but think that something is bugged, or you are doing something wrong.
2. You should do some sort of indication when enemies spawn or prevent them from spawning on top of the player or too close to him.
Other than that, it was a nicely done game. Good job.
Interesting resource management game! The rules are quite simple and easy to understand, which makes this game very accessible. Reminds me of Card Thief game for some reason.
Just amazing. I love almost everything about this game: gameplay, sound design and background music, art style, the overall atmosphere. I got a little bit infuriated by the trap exit, but that was actually "good rage", because completing the game after that felt even better :smile:
I only have one question: Is it some sort of hidden area, that I was not able to open up? Or is it just a continuation of the level, planned for the future? Or is it just a tease? I've completed the game but was not able to find my way to that room. scrn4.png
@navrcl I guess i just made my runs harder by missing this :sweat_smile:
What a charming game indeed :slight_smile: I love the chill atmosphere of the game and innocent jokes. Platforming itself feels nice and very polished. The only thing that annoyed me, were mice enemies, but that's probably just me.
I've played the jam version of the game as you suggested, but damn... That's a long way to crawl with such speed. And you don't even see which way you should crawl. I decided to go towards the bed and fire extinguisher first, instead of the wheelchair. Don't really see the reason why the player isn't spawned in a wheelchair right away, or at least near it. But yeah, when you have a decent crawl speed (what you have done in a post-jam version) it's not a big deal.
I liked jam version fights more than post-jam ones, because when you just let the player T-pose without pressing any buttons the best start is to just swing in place and wait while everything dies.
@paulsams I was playing windows jam-version and HTML 5 post-jam version.
I actually haven't even thought about holding down the mouse button and was mashing the attack button when someone was getting near me :sweat_smile:
That was an amazing experience! You made a fantastic job on setting up the perfect atmosphere with your writing and sound design. I was a little bit disappointed when the game finished abruptly, but then I realized that it is a perfect ending for this type of setting. It's post-apocalyptic earth, so we can only guess if the radio enthusiast will ever meet up with the girl from the hills, or if our hero will ever see another living person with his own eyes.
Really cool looking game! The voice acting sounds amazing, and overall sound design is great (except a few voice lines that were not normalized probably, but that's okay :smile:). The story seemed a little bit corny, but I guess that was intentional and it's "cornyness" actually made me smile. And this art style gives a very distinct look to your game, I love it! I wish the game wasn’t so short though, but I understand how hard it is to prep so many voice lines and visual assets in such a short time. There are only 3 different endings, right? Or have I missed something?
That was a nice throwback to childhood when all sorts of on-screen helpers were hip and cool. Graphics, sounds, and humor are top-notch, as usual :ok_hand:
I would say that it was extremely fun, rather than extremely short :smile: The gameplay feels super fun, so i think you should make more levels.
I enjoyed every aspect of this game! Platforming felt nice, puzzles were interesting and intuitive, and music you've made sounds great and fits this game perfectly. The only problem I had was the "jump booster" - a lot of the time I was just making the regular jump, instead of getting the boost, because I was pressing the jump button a little bit too early.
I guess I'll never be a good parent :sweat_smile:
scrn_1.png
We actually had a similar idea for a game while brainstorming :smile: Fun game. The graphics look cute and the music and sounds are nice and chill. I only wish there was some sort of indicator for a sneeze area.
That was a fun little game :slight_smile: I wish there was some kind of score at the end, but that's alright. And your brother did a really good job on the soundtrack!
Thanks everyone for your feedback, and sorry for being so slow with this reply.
@kyle-bowman Yeah, it is just steady clicking, so it's more like "follow the overall rhythm". We added the rhythm mechanic on the last day and had not much time to test it out and polish it.
@yarpoplar Ah... That's very sad, the last level is the best one :slight_frown:
@jamie-slowgrove Yeah... It seems like the web version has some issues (even though it works fine on our end). We should look into it, thank you.
@sid-fish-games Following the beat gives you speed, not followers :smile: You should bump into people to gain control of them. Also, your party strength should be high enough.
@alessia-ip Thank you for your feedback! Initially, we had a beat indicator in the center of the screen, but it was getting all of our attention, and it became impossible to pay any attention to your party and surroundings (which is a big part of gameplay). So instead of the circle in the center of the screen, we added vibrations at the corners. You can look at them if you off the beat, and concentrate on your surroundings when you back on track.
@evert Yeah, we know about that little problem. There are a lot more spots on the levels, where you can glitch through the floor. So instead of fixing them we just added a "teleportation" mechanic :sweat_smile:
@skitzogamer Yeah, we should do something with the auras. Some colors just look very similar (grey and blue) and when people standing too close one aura overtakes the other.
@randomhuman Thank you for the feedback! A lot of people are having problems with the bouncers. So it seems like "I should make bouncers more aggressive, otherwise it's too easy" was not the brightest of my thoughts :sweat_smile: It's really strange that you've got that problem on firefox (it works on my end in firefox). Maybe the problem appears after multiple level reloads.
I really hope you make more endings, because you grabbed my attention with this world and monster design :slight_smile:
I felt really relaxed playing this game :blush: Grumpy fairy looks super cute and background music makes whole gameplay expirience super cozy and fun.
Damn, quite an angry child your boss has :sweat_smile:
scrn.png
I don't know if it's a bug or an intended game mechanic, but when my milk meter went all the way down, and health started draining, milk restoration stopped, even after I fixed all of the pipes and enabled the pumps. Thankfully that was not been a big problem and I managed to finish the game. Other than that, pretty solid and fun game!
That was awesome! The level of polish in almost every aspect of the game is just amazing. The only problem I found is that sometimes golem gets stuck on terrain, or just stops attacking enemies, but besides that everything was perfect!
What a cute game :slight_smile: The only problem I ran into (or maybe it was intended?) was the fact that first person view was not resetting after I died
Haha, those monsters look super cute :smile: If you are planning on making a post-jam version of this game I would suggest adding "look forward" mechanic (like in Spelunky) so you can aim your throws and jumps better. Also, I found a little exploit: if you fall into spikes with baby in your hands, you get teleported to the start of the level with a baby in hands, and you can skip "bring back your baby" portion of the game that way :sweat_smile:
What a sweet little puzzle game :slight_smile: Very well made for a first jam project!
Interesting concept, but I think it would have been nice if the game over screen told you wich part of the ritual you failed. It gets hard to keep track of everything and knowing which minigame you failed this time would have been nice. Also, I was not able to understand the arrow sequence puzzle. I understand that I need to press the arrow keys in order, shown on a poster, but I've got a game over screen every time I've tried to complete the sequence.
I wish my phone was recharging it's battery while I was playing games :smile: Nice game idea and pretty clean implementation, so I don't even have any nitpicks :sweat_smile: Good job!
That game was very fun to play, movement felt perfect and your music choice is perfect for this gameplay and the character :smile: Unfortunately there is one unpleasant bug: when the egg falls on a moving platform it doesn't break, and when you fall into the pit the game does not end, so I ended up in this situation and had to restart the game :slight_frown: scrn_3.png
I’m too much of a woose to complete this game. I know it’s a joke horror, but I’m getting too spooked by those ridiculous pumpkin monsters. I guess you’ve done a great job of building the suspenseful atmosphere :smile: But I found a little bug: If you keep moving into the pile of chairs in the first room after the corridor you can clip right through the wall, and skip the first pumpkin. This didn’t help me complete the game though :smile:
That was fun, but I just couldn't get used to the meteorite timings and kept missing a lot of the shots :slight_frown:
Very nice use of the theme. The puzzles are hard enough to feel satisfied after completing them and easy enough so you won't get stuck on a puzzle forever. The BGM is awesome and keeps you in a mood throughout the whole game. I only wish there was a big pink explosion at the end :slight_frown:
Nice little game! :slight_smile: Simplistic and enjoyable!
Very interesting game concept. It would have been even better if the order in which you should pull the levers to reach the end goal would change on every level. But even as it stands it's a very interesting take on a theme and can be made into a unique puzzle game.
Very interesting concept! It was really hard to guess when the enemy would hit the floor though, and as a result - really hard to perform combos. I think if you add a little delay before breaking the combo, it should fix this problem.
Interesting game mechanics, but I feel like you should work on the responsiveness of the Graviton Snare. Maybe it's just me, but I kept killing enemies by accident and wasn't able to charge up my gun much. Besides that, it's a nice side-scrolling shooter with original mechanics :slight_smile: Good job!
You’ve done good work on this project comrade. Now it’s time to go to GULAG. d5f11f7c2a19e9096910ee541e55e6d8.gif
I thought I would never do it, but after struggling with the controls for some time if finally did it! I have bombed the red planet with 25 satellites (most of which were sent into the nothingness of endless space, hehe). Very cool game concept! Controls need some polishing. I kept unselecting my satellites while trying to correct their course quickly and therefore was failing to put them on the right course most of the time. Also, some spacy background music is very needed for this type of game. But other than that, it's a pretty cool game! Good job!
Despite the cuteness of this game, it has a dark sense of humor... and I like it! :smile:
This game is so beautiful in its simplicity, I don't even know what to say! The puzzles are amazing. A combination of colors and audio keeps you in a mellow relaxed mood throughout the whole game, and right in the end breaks your heart with the... Oh well, this is spoiler territory already, so I'll stay silent. Great game!
Very polished entry! The pixel art graphics and the level of detail are amazing, especially for a jam game. The voice acting, audio work, and BGM are just perfect. You've done a great job on this project! I only wish there were more roguelike elements, like different types of crossbows, or some sort of special moves. But I understand that in three days it's very hard to implement lots of mechanics.
And there ends my journey of existential looping... scrn.png
What a unique shooter! Fits the theme very well!
If you incorporate the use of the grabber mechanic more, it will make this game even better. Like allowing the player to grab Acydr's projectiles and throw it back at them, or grab Voxyl that about to explode and put it into a group of Niflas to quickly clean it up.
Nevertheless - good job!
Nice little game with very cute graphics! :slight_smile:
Control of the boat feels a little bit too floaty for me, but I understand that this is part of the design. A lot of the time I found myself being unable to get out of the Swirls because I don't have enough speed. I feel like some sort of speed boost action, that takes time to recharge, would help this game a lot. Other than that it was a nice little game, good job!
Neat little game :slight_smile: I loved the simplistic and cute character designs and overall retro fill of this game! I only wish the character had more moves or some sort of special ability.
Nice little game! I only wish there was some sort of a score system. Something like "you survived for N seconds" or "you dodged 10 bullets, congrats!"
Damn, that was so moody and stylish! Great job!
The best interpretation of the theme I've seen so far :smile:
Very well made puzzle game! I only wish that the time gun was more "responsive" because it's very hard to catch moving objects in a time loop (especially at the conveyor belts level, where you need to elevate the cube perfectly). Besides that, it was an interesting puzzle game and a good interpretation of the theme! Well done!
It was hard to understand what am I supposed to do at first, but after figuring out the goal of the game it was quite fun to play! I only wish the character movement was more fluid. Also, it would have been better if enemies gave you some sort of visual or audio warning before shooting (not at the very moment when they shoot) because otherwise, it's extremely hard to dodge bullets in such small rooms.
Jesus Christ, you almost gave me a heart attack :sweat_smile: Despite being super minimalistic with its graphics and audio, this game is very spooky and atmospheric. You’ve done a very good job on that part! Making character hitbox a little bit smaller would make the game feel even better, but besides that, I really enjoyed this game.
You've done a great job designing those puzzles! I've spent quite some time on "The Elevator" :grimacing: But it was fun and engaging! And the operators were doing a great job of adding a little bit of humor to the puzzles :smile: I only wish they gave a little bit more comments during the longer puzzles (like the elevator).
Have not expected this game to be so atmospheric. Great job on visuals and audio composition!
What a cute and stylish game :slight_smile: I love this style of "stop-motion" graphics in games. You've also done a great job with the sound, it fits the game perfectly. Great job.
Sadly, I am not a limbo king :slight_frown: Tried that last level so many times, and when I finally got to the finish line, died on the last plank :japanese_goblin:
Nonetheless, fun game and interesting theme interpretation! The background music made me feel like I'm fighting in a gladiator arena :smile: And commentator voice lines are pretty funny, help to ease the pain of falling over and over again :sweat_smile:
The fact that you added hall of fame makes this game extremely addictive :sweat_smile: Good job!
Cool game! I love the story, and the BGM is super nice, sets the mood just right.
I don’t know if it was a bug, or I missed a game mechanic, but for some reason when I was fighting with cops my RMB weapon (shotgun) was not working :slight_frown: I pressed the RMB, but it would not go off (the reload animation was not starting, and there was no hit or miss indication).
Also, on one of my playthroughs, I fought teenagers almost the entire trip. But hey, I’ve managed to escape my creditors, so I’m not complaining :smile:
You made me google what fistula means, my life will never be the same :frowning:
But I've got to say, cleaning up all that gunk was an oddly satisfying experience :smile:
Very interesting idea, and visually you nailed it: it feels basically like a surreal dream sequence.
My biggest gripe is the main character controls. The fact that the main character has inertia while moving, made movement process a painful chore. The other minor gripe I have is that the dominos appeared way long before i could use them - it was a little bit distracting.
Even though controls felt bad, I had a fun figuring out all the little puzzles and watching this dream sequence unfold before my eyes! Good job!
Having an infinite slowdown seems too powerful, and the fact that you can spam your arrows makes the boss fight a little bit too easy, but besides that everything was fun and adrenaline-inducing. Wish there was more gore because the soundtrack was so goddamn metal.
This game makes you feel like the hero of a 90s terrorist movie, trying to defuse a bomb in the last few seconds. I felt like "AAARGH" even on medium difficulty :japanese_goblin: Great job! :smile:
Despite being very rage-inducing (especially when you mess up the easiest lock 3 times in a row) it was really fun trying to crack all of those boxes! The fact that you start with such a long fuse at the beginning, and it burns out almost immediately is very deceiving and I like it! Makes your heart bit go way up when you cracking the last boxes.
I love how you have done the boss fights! Adding them into a puzzle game was a great idea - a nice change of pace after a little bit of puzzle-solving!
Interesting concept! I like most of the mini-games and overall chaos that ensues when multiple things go into the red.
My only problem is the gyro-ball mini-game. The idea of that mini-game in itself is good. But currently, player input has almost no effect on ball speed. So it becomes almost impossible to stop the ball when things get out of control, and the ball is spinning like crazy.
Besides that, it was a fun game! Good job!
Dude, that was hilarious! The gameplay is super fun, the humor of the game is great and the sounds are beautiful. Had tons of fun gut-punching “the final boss” to pay off my debt! :smile: And that endgame music is so catchy and upbeat! Great job!
The most original approach to the theme I've seen so far :smile:
Have not been able to make any "Woah, That's deep" Haiku though :slight_frown:
That's the best I've got
apoem.png
The atmosphere of this game was nice and chill, I really liked that. Especially the relaxing BGM, that accompanied me on my underwater journey. I also loved checking out different fishes, swimming in the depth.
However, the resource gathering part of the game seemed very tiring for me. Your inventory is too small, and every upgrade gives you too little progress. The whole progression system turns into a grind pretty quickly, and it does not feel good. Thankfully that's not a very big problem and can be easily solved with some postjam balancing :slight_smile:
Nice little game. I wish there was some sort of constant threat. Like the tower was crumbling from the top, and platforms were disappearing one after another - that would make gameplay more challenging and engaging, but I still enjoyed my descend as it is :slight_smile:
@tomlbarden Yeah, we hadn't much time to optimize this game :smile: I'm glad that you still enjoyed it!
@jefvel Oh man, I guess we forgot to put a collider on that bathroom door :sweat_smile: Thanks for pointing it out! Yeah, the game has no "real" ending. I was planning to make some sort of conclusion to the story, but we ran out of time. Though, the looping of the game is kinda tied into the story of the game (how you are constantly being experimented on with different types of drugs).
@joedev Glad you enjoyed it! I was worried the sounds would be a turn-off for people because I maybe went a little bit too far with the noises and stuff.
@sempiternal Yeah, the mouse sensitivity was a problem even for us when we were testing. On one PC it was too low, and on the other too high. We had no time to make the options menu during the jam, but maybe we would make a post-jam update in the future with the options menu and some new content.
And regarding the endings (SPOILER ALERT): the are just 3 "ending" - 3 different characters you meet on day 4. Hopefully, I would have some free time to make an update soon.
@toilari Thank you! Glad you've liked it!
@local-minimum Glad you've liked the characters :smile: I've wanted to incorporate that "collage" character style ever since I've seen it in Grim Fandango.
maxresdefault.jpg
I loved the atmosphere of your game. All the neon lights and the models looked really nice, and the BGM audio sets the mood of a futuristic western shootout.
Controls felt a little bit floaty, making puzzle segments more irritating, rather than challenging or fun. And the number of enemies on the last level seemed like a little bit too much :sweat_smile:
But besides that, I don't have any complaints. Good job!
That was very interesting and surreal! The only complaint I have is the lack of "crosshair" or at least a dot in the middle of the screen. Without it, it is very hard to aim at an object you want to interact with, and therefore you can easily miss the fact that you can interact with certain things.
Nonetheless, it was fun figuring out the way out of this weird elevator! :smile: Good job!
Amazing! At first, I was a little bit distracted by the fact that I don't understand the podcast, and have to read subtitles. But when I saw cameras everywhere the game suddenly clicked for me :smile: I didn't even pay much attention to a podcast at that point and was just wandering around the office, enjoying all of the crazy things happening around me. And the ending was just amazing, even though it might be a little bit too graphical for some people :sweat_smile:
Really cool concept. Reminded me of the Psychonauts, but a little bit darker, heh :smile:
The biggest complaint is the lack of any information on controls. You should add some info on the game page. Something like: - WASD to move - Mouse to look around - Space to skip dialog - LMB to interact
I know it seems self-explanatory to you, but not knowing that info from the start of the game can be very confusing for other people :smile:
Nonetheless, it's a nice little game! Hope to see more from you on the future jams :wink:
Have not expected "doom music" in a game about sorting packages :smile:
Really fun game! The gameplay was fun, the graphics are cute, and the music on the radio is just great! And I loved all the posters, plastered all over the warehouse walls :smile:
I only wish you could break boxes with the crowbar (or maybe you can and I just can't figure out how to do it)
Walking streets of Silesia almost feels like home to me: lots of Plattenbau (or whatever panel houses called in English), gray sadness everywhere you look, and some drunk freak waiting for you around every corner...
Jokes aside, I love the atmosphere of the game - the smudged textures and the fog effect really help to feel the sadness of bleak neighborhoods.
And the soundtrack amplifies this atmosphere by a 100. It reminded me of a Pharmakon a little bit.
Sad that you have abandoned your original idea. As a person who struggles with game-narrative every time, I get that feeling, when you think that the story is just not good enough or maybe seems too incoherent. But I think in the and you should just power through and make SOME story, even if it would be stupid or naive :shrug: Most of the time other people would look at your work less critical than yourself and like it more than you think :slight_smile:
The maze was neat. I like the way teleportation worked, and how you couldn’t reach some of the rooms by just wandering in one direction constantly. The fact that you can see the contents of other rooms from the one you are currently in really helps the navigation process. And at the beginning of the game, I was intrigued and scared of the big baddy.
But when I've managed to grab the 3 keys, the gameplay turned into a slog. Maybe I've missed it, but I had no idea how I was supposed to understand in which direction the exit was. So I ended up checking out every room there was, one after another, and it was kinda tedious.
Nonetheless, interesting spin on a dungeon crawler idea, good job!
That was very atmospheric. The visuals are great and the music bumps up a dreamy and meditative atmosphere by a hundred. Every radio station was interesting and unique, but I'm not gonna lie, I've listened to PRDZWA FM almost throughout the whole journey, and was checking out other stations only when uncle Fred asked me to :smile:
That was the most beautiful ending I've ever seen! :smile: And this starting music/melody is just amazing!
Nice little game! I was falling down a lot and had to finish my descent in silence because BGM is not looped. But besides that, it was a nice hiking experience :smile:
Congratulations, you've managed to make Hitman cute and charming :smile:
Well-made stealth/puzzle game. It was a little bit hard to understand when the worms are gonna notice my illicit actions. Having some sort of enemy FOV indication would have been nice.
But besides that, I had lots of fun burning evil Worm HQ Headquarters down to the ground :smiling_imp:
What an immersive experience! I love the way you need to almost grind for every piece of equipment at the very beginning, and just sweep through the upgrades near the end. Feels nice to finally get the ultimate mining power! :smile:
The sound design and music are top-notch. The quality of assets and attention to detail (like the fact that your costume changes, as you purchase new equipment) you've accomplished in such a short time amazes me.
Great job!
What a nice chill tour through the bamboo forest :sweat_smile: Totally nothing suspicious...
On a serious note, it was an interesting experience. I think making the info text show up in the middle of the screen, as a UI element, would improve the experience though. That way you would not have to spend most of your time staring at the same plate model point-blank, and can appreciate your surroundings while getting the narrative element of the game. Also the final twist of the game could have been a little bit more subtle, but that's just a minor gripe :wink:
Nonetheless, it was an interesting game! Good job!
You have done a great job of building the atmosphere. The sound work is just superb! And I really loved the graphics too: despite the minimalist pixel art, you can read every detail of this world.
And the starting cutscene with your friend riping himself apart is truly terrifying. Have not expected that from the description of the game :sweat_smile:
The gameplay is simple and fun but gets a little bit repetitive after you've reached the 5th circle and basically have seen everything and understand the flow of the game.
Nonetheless, you've done a great job! Had lots of fun playing your game.
The game looks nice and plays well, but I think you spell out what the player should do too much. Let the player wander around a little bit, and guess for himself. Maybe add a hint button in case people would get stuck. You can even make it an item that you can take out and consult the spirit on what to do next.
Very solid game! I love the sound design: every sound was so crisp, fitting, and satisfying (especially the body parts sounds). And airy BGM was creating the perfect atmosphere for "exploring" the labs filled with junkies :smile:
The only complaint I have is that from 3 types of weapons you gave to the character I used only the disk gun. Didn't see the point of using the enemy-avoiding missile and the machinegun seemed like a worse version of the disk gun.
But besides that, it was a fun game! Good job!
Interesting story! I love the minimalistic style and overall aesthetic of the game. Feels very dreamlike. The BGM tunes were very fitting aswell and helped to build the dreamy atmosphere and amplify the emotions of every scene.
The atmosphere you've created with your writing is just amazing, and it's nice that there is fitting BGM accompanying you on this journey. Really sets the mood of mystery and wonder.
At first, I missed the item transformation mechanic and thought that I locked my progress somehow. The fact that you can transform symbols on the wall into words and a key, but can't do anything with them was really confusing.
Thankfully I've figured things out when I played through the beginning the second time :smile:
Nonetheless, it was a great story, and I'm happy that I've experienced it :slight_smile:
That was really nice! I love all of the different art styles you've incorporated in your game, and your theme interpretation is one of the most original I've seen so far! The visuals are so good and diverse in every subgame, that you get sucked into the game world even without any sound effects or BGM. Great job!
Interesting concept! Simple and fun :slight_smile: Also, the BGM was very chill and relaxing - fits the mood of the game perfectly.
I only wish you can zoom out, or look around you. Because right now a lot of the time you just shoot your ball blindly, which makes the process feel like trial and error, instead of precision and timing.
Nonetheless, I've liked the game, and especially the ending, when you join all of your square buddies at the bottom :smile:
Yeah, I'm the ultimate hacker man!
Fun game! The visuals and sounds fit together perfectly, and the BGM helped to create the feeling of urgency. I felt like I'm hacking into some evil corporation's mainframe and every second matter! :smile:
I'm not sure if I made an OP defense combination, or you just decided not to make viruses dangerous, but my defense never was breached, and I've hacked pretty much every file I've seen.
Nonetheless, had lots of fun playing your game. Good Job!
It seems like level 2 was designed to prevent any stupid leg combination to progress... Well, jokes on you, because after stupid leg combination #4 I've managed to brute-force my way through and progress!
thefind.png
I love the minimalist graphics and the CCTV idea is pretty cool, but most of the sweeping cameras were giving me a headache (maybe that was intentional?). Besides that, it was a very lovely game. At the end of the day I'm just happy that even an inventory AI can make a friend if he really tries :slight_smile:
That was fun and adorable! Great job on the visuals and music! And the sounds that people make when they fall to their death are too cute :sweat_smile:
At the moment I thought that the soundtrack is getting kinda corny and pretentious, I've got hit over the head with the :alien: That was amazing.
God damn that was rough! Spent almost an hour trying to beat it and still have not got past the phase 3... Maybe get back to it later :sweat_smile: It's a tough game, but once you get the hang of it, gameplay feels so smooth and fun! Great job!
Welp, my time is trash but i finally did it! That was definitely lots of fun! :smile: hero.png
Probably the best implementation of the "Unstable Game" idea I've seen. The fact that you have to tab out of the game and interact with your PC to solve some puzzles sells the idea of the broken game that you have to fix. Also, the handdrawn graphics look sooper cool and eyecatching. I always wanted to do the game with a similar art style, but never got to it thus far. Maybe someday:slight_smile: TLDR: Very cool game, great job!
@jefvel You need to fill up the canister with fuel in the basement. It's not very intuitive, because you need to insert the canister, then aim at the lever and press interact again - then the empty canister would start filling up and flowing. But you haven't really missed that much. Sadly there are no other new events or something else throughout all 7 days, only new ships to guide :slight_frown: Untitled.png
@jefvel Yeah, I know that the game turned out to be extremely unintuitive and somewhat frustrating when it comes to interactions and movement. I spent too much time on some minor stuff (like playing around with Unity Audio Mixer), instead of creating a better user experience :slight_frown: But at the end of the day I'm just happy the game works because it was in a really bad state few hours before the submission :sweat_smile:
@thepiratenun Yeah, my time management this jam was pretty bad, and I have not implemented many of the things we initially wanted to add in our game, so the gameplay is very barebones. I'm glad you've liked the atmosphere though! Our modeler and VFX artist worked hard on that :slight_smile:
@baconharemthug The idea was that the radio signal is Unstable, and you have to browse through the radio waves to find distress calls, or some tunes to listen to after the hard day at work :slight_smile: Also, the situation at the sea is pretty unstable throughout the whole week.
@local-minimum I'm glad you've enjoyed the game! The interaction bug comes from the fact that I've used the same technique as for our other 3d-projects (that didn't have any walls blocking the point of interaction) :sweat_smile: Have not thought about that while coding, and when I've noticed the bug it was too late.
@subcreation I'm glad you've got the dishonored reference :smile: Yeah, sorry for the low frame rate. We used a lot of post-processing and did not have much time to do any optimization.
@kalevrk I'm glad you like the looks of the game. We can probably make Linux or Mac build, but we can't test it. Sadly, the web build is out of the question, because Unity Web GL Build does not support the post-processing that we are using.
@raykon We were using Firewatch as a reference point while discussing this game idea! We were planning to add more narrative, but I wasted a lot of time on other minor things and had no time left for that.
Titled Goose Team had a top-down HONK, a 3d HONK, so the only thing left to do now is a VR HONK!
Very fun game! The gameplay is fast and fun, enemies look interesting and diverse, all of the rooms are distinct enough, so you don't get lost easily, and the soundtrack sets the mood for some honking action. The only gripe I have is the last level - some of the rooms are too dark and my eyes got very tired quite fast. Everything else looked cool. Great job!
Very chill game. Even though mouse controls feel kinda clunky and a bit unresponsive, it was still fun. An uplifting BGM really helps to set the mood. Good job.
Interesting theme interpretation :slight_smile: It gets a little bit too hectic at the end of the game, but after some time I've finally managed to beat it!
I spent about 20-30 minutes trying to figure out how to properly control this horse, but still have no progress :sweat_smile: My best is 250, and I got it from pure luck
Interesting game! I loved the tunes that played in the background while I was going around the crime scene, made me feel like a true detective :smile: I only wish in the end the game would let you pick the wrong options, and get the wrong resolution (maybe with some hint that you failed the investigation). It would be more satisfying to get the correct ending, after going back to the room and investigating more clues. Nevertheless, good job!
Interesting game! Managing my team's health and sanity was fun, but I wish there was a "Team Sanity" meter - it would have been easier to estimate your team's status that way.
This game should have been called "Stupid Kids Can't Stay In Their Sits" :sweat_smile: Nice theme interpretation. Surprisingly I did not experience any FPS issues, even though I'm using a pretty weak laptop. You've done a great job on level design and modeling. The town felt like a legit level from a driving simulator!
Interesting game idea. However current implementation has a few problems.
First of all, the game feels very claustrophobic. I constantly keep bumping my head into top platforms, when I'm trying to dodge bolts or get on the other row of platforms. Secondly, the fact that you can't see your own bolts/arrows makes it hard to understand if the shot was even made or not.
I think fixing these problems can make this game lots of fun. Nonetheless good job on making a compo entry! It's always great to see what people can make on their own in such a short time.
Genius. That's all I'm gonna say.
Lovely game. Visual novel with a time insensitive is definitely something new! Love the humor and all of the character interactions. Beelziba is the most relatable though, despite being a demon :smile:
Very chill game :slight_smile: But it seems like the iced latte recipe is bugged :thinking:
https://drive.google.com/file/d/16ew0KJDNeSEOcnI7_ytikcfSLgiErXWD
Great game! The gameplay feels fun and the amount of different combos and spells you can do is amazing! I also love how cute all of the ghosts are, feel kinda bad for exorcising them :sweat_smile:
A bit easier than usual, but still lots of fun! :smile: Gameplay is simple, precise and fun, the music is upbeat and graphics are lovely as always :slight_smile: Really loved the boss fight at the end.
Great minds think alike! :smile: Nice to see another take on cloning\time traveling concept, really fits the theme of the jam. Some puzzles felt a little bit unintuitive, but besides that it was interesting game. Good job!
@wildmusketeer I got confused on the first puzzle, where you need to aggro enemy through the wall to push the button. Baiting enemies through walls felt like an exploit, so I was trying to find other solutions to that puzzle at first.
Look mom, I'm at the leader board! :smile:
Nice simple game. It was a chill experience, despite the subject matter :sweat_smile:
The only problem I've had with the game is enemy projectiles. It's really hard to see them (because of their color and size), and it took me several death to even notice them on the screen.
Have not expected to work with that kind of packages :sweat_smile:
The models look pretty and the sounds are perfect! :smile: Great game!
From all the paintings I've done, I love this one the most :slight_smile: bug.png
Great theme interpretation! Had lots of fun making some janky drawings.
Really love the lowpoly models and overall style, but it took me a while to understand how to fight enemies.
Also there seems to be no sound. Is there a bug with sound, or have you just forgot to opt out of the audio category?
What a great entry! I absolutely love everything about this game: the graphics, the sounds, all of the references and of course the jiggle physics :smirk:
Giving tips and game info via poems is very interesting idea, but sometimes the poems were more confusing than helpful :sweat_smile: Nonetheless, good job on the entry! :slight_smile:
In my best attempt I survived till 4:50 :smile: Haven't played Vampire Survivors or any other game like that, but after playing yours I think I can dig this type of gameplay - very addictive and fun. Even without any weapon variety it was fun stacking up hordes of enemies and blowing them up with your mega air strike. Good job!
Very interesting concept! The hand-drawn graphics look nice, and the BGM helps set the mood for the game. I also love the fact that main character can barely jump, and has to use spells for almost everything :smile:
You've done a great job on all fronts: graphics look beautiful, sound work is done perfectly and the gameplay itself feels flawless. It was hard at first to look at professor while trying to do a perfect dance, but when I got used to the rhythm, I was able to fully enjoy that party beast's sick moves :smile:
Nice looking game. Really loved the visuals and the sound work you've done. The gameplay is also nice, but I think faster base movement speed would have made game even more fun! Also it's hard to tell some times if you hit an enemy or not. Besides that, It was a fun experience, good job!
Well done top down shooter.
I got confused on the final screen with lasers. It seems counter-intuitive to attack an object if it's the same color as the walls. I did not understand if this neon circle with lasers takes damage or not - some hit indication would have solved this problem.
It's also very easy to get lost on a plain blue screen. I think having something other than a solid color as the background would solve this problem.
Nevertheless, good job.
Great game! The gameplay is very fun and addictive. No matter how many times I've died, I wanted to go again (upbeat music definitely helps with that) :smile: Finished the game in 47 deaths in the end. Also loved the visuals - they give the game a very distinct look.
That art-style and sound combination is very cute, I love it. And controls seemed alright to me, so maybe you shouldn't be so harsh on yourself :slight_smile:
Also, really love the fact that the "good ending" isn't that good for the family :smile:
What an atmospheric game! You've done a great job on the Audio and Graphics front. The blend of noisy black and white visuals and distorted banjo music playing in background creates a melancholic mood that fits the overall story of the game, and makes the whole experience very relaxed.
The only complaint I have is the harvesting mechanic. As soon as you reach the otherworldly sceneries it feels unnecessary and distracts you from enjoying the views and music.
Nonetheless I've enjoyed the overall experience, great job!
Very relaxing game! Haven't even noticed how much time I spent harvesting digital plants :sweat_smile:
Very cute game! All the graphics and audio design are amazing, and combat is fun and fluid.
Platforming however felt a bit frustrating. Aiming your jumps felt very frustrating, especially when you are trying to land on a moving platform.
Nonetheless, I really love the game! Good job!
Great game! You've done a great job on all the art. Experimenting with different ingredients and looking at all the different results was lots of fun! The music and sound effects are also fantastic. All the noises, stove clicking, clanging of knives and sounds of vegetables getting cut made me feel like I'm on a real cooking competition :smile:
What a cute game! I'm melting at the sight of those monkeys blushing and shaking their tails! And the sounds they make when falling are great.
The game flow seemed really hard to grasp for me. Moments when I can and can not grab the tree feel a bit unintuitive. Also I couldn't get used to aiming when boosting off of other monkeys. Most of the time I was launching poor things straight into abyss.
But the music and the visuals make the whole experience very chill and addictive, despite the fact that I was really bad at the game :sweat_smile:
Great game! Despite the fact that the premise is so silly, I was very unnerved by the game's atmosphere. I also have a fear of heavy machinery, so it made this game the best horror experience for me :sweat_smile:
Great game! Comboing words and trying to write the next one on the run, while it quickly drifts out of sight is so much fun, and upbeat music makes the process even better.
Great game! Overall level of polish, audio and visuals quality amazes me. I remember your roguelike from LD44 also having those qualities :slight_smile: The gameplay is also fun and unique. It felt a bit too easy, so I got cocky, spawned the whole horde of plants and died. And I'm glad losing a battle does not reset your progress to zero :smile:
Figuring out the optimal way of cutting wheat was surprisingly engaging :smile:
Very interesting game design!
On my first playthrough I was confused on what's the goal was and my field got filled up with junk pretty fast. But when I got the hang of it, the game became really fun and addictive! I've tried a couple of different strategies and card pack combinations, and my best score was 495 (don't know how good it is :sweat_smile:)
@kromeboy That's strange. If you still remember, can you please tell us what actions led to that?
@t-c Thank you for the feedback! Unfortunately we can't do much about the problem with the scrolling, because we don't have much control over default Inky export to HTML :slight_frown:
@wuppos Thank you for such thorough feedback, I'm glad you've liked the game! :slight_smile:
@kromeboy Very strange. Seems like another bug with inky HTML export. Thank you for the feedback!
@local-minimum Save and load feature is built-in Inky feature, so I haven't even noticed it myself until you've mentioned it :smile: And the fact that everyone is talking about poster twist tells me, that no one figured out the recipes for the bride :sweat_smile: I should have made more different options (and respective outcomes).
Thymus was supposed to be thyme, but I used wikipedia to spell check this one and picked an ambiguous name for the genus of herbs( https://en.wikipedia.org/wiki/Thymus_(plant) ), that also means a completely unrelated thing :slight_frown: Should definitely change that, thank you for mentioning it!
@kyrio Thanks a lot for the feedback! It's always cool to sea familiar names in the comments :smile: Yeah, the epilogue was developed in a rush, so the merchant part has some errors in it, that cause him to remember the ring no matter what. I'll fix it in a postjam version. Really glad that you've managed to explore the bride plotline, I was afraid no one would find it!
@peachtreeoath At first we were planing to integrate the Ink scripts into Unity, and have a big map where the harvesting part would take place. But on the second day of development we realized that we won't be able to make it in time, so we just sticked to the bare Inky. I'm glad you've liked the end result!
Thanks everyone for the feedback! It feels great to know that someone took their time to play your game, out of so many entries :slight_smile:
@thomasward Originally we had a different ending if you haven't made enough money to buy any property in the capital, but it was too depressing so we just cut it. I'll probably try rewriting it and release a post-jam version :slight_smile: Thank you for the feedback! Glad you've liked the game, despite the botched ending :sweat_smile:
@hawkin Yeah, the ending was rushed and it has some logical errors :sweat_smile: We will fix them in a post-jam version. Thank you for the feedback and your kind words!
Great resource management game! On my first play trough I thought: "Ha, I've got this. Just don't keep too much people around and you can get through the game easy". How I was wrong when I've got the final screen :sweat_smile: On my second playthorugh I've done a proper resource management, trying to keep every vulnerable villager well fed, and getting enough offspring to replace the old generation and managed to get on Ok ending :slight_smile:
Loved all the aspects of the game. Gameplay is interesting and unique, visuals look good and original and sound design is top notch as well. Good job!
Art and music for this game are very well made! The core gameplay that exists is also fun and addictive.
The only problem I have is controls - it's very inconvenient to have shoot/pickup and move on the same button. A lot of the time my character just moves toward the enemy instead of starting to shoot when I right click the enemy. Relocating those actions to LMB would probably solve the problem.
Nonetheless, the game looks and sounds great, and as I said the core gameplay is super fun! Good job!
On my first run I spent all my spice on purely located turrets and single man nukes and was barely using the scout, so when It was the time to evacuate I had meager 200 spice. But after figuring out how to place the turrets properly, I've barely managed to escape my death! :sweat_smile: It was fun, great job!
You've nailed the atmosphere aspect of the game. Not only the audio and visual effects, but the gameplay itself immerses you in this creepy cornfield atmosphere. Good job!
I'm not sure I've been able to figure out the optimal strategy for this game, because my crops are getting swept up very fast :sweat_smile: Nonetheless, the concept is original and the game is very well made! I like the audio and your pixel art looks very cute.
The game has cute visuals and audio, I love it. The gameplay is very addictive. Haven't even noticed how much time I've spent making vtuber money :smile: Good job!
Very interesting concept! Paying attention to the whole railway system while spamming the sprinklers takes some time to get used to, but once I've got the hang of it the game was very engaging. Good job!
Great game! The gameplay is interesting and addictive, I've completed all the 10 levels! :smile: And I think Ascii-like graphics fit the game very nicely, I love it.
What a cute little story! The graphics are cute and music is lovely :slight_smile:
Great game! If only my feel of rhythm wasn't that bad, because I've botched every song I've played :sweat_smile: I guess there is not enough ska in my heart :slight_frown:
Very cute game! :slight_smile: I love noises the seal makes when he moves, and the background music is very chill and relaxing. Also, regular ocean turning into blood ocean was unexpected :sweat_smile:
Also found a little bug while playing: when I lost and restarted the game the score didn't fully reset. It showed 0 at first, but jumped to 3000 with the first object I've picked
Really great atmosphere! The lighting system combined with amazing sound effects makes the whole ~~mining~~ harvesting process very intense and unnerving. I wish the exits from the cave were highlighted in any way (maybe with some flow, like the harvesting points), because sometimes it's hard it understand if you are heading to the exit, or is it just another corridor.
"My name's not Shane, Kid"
I love and at the same time hate what you've done with that ending :sweat_smile:
You've done a great job with the sounds and atmosphere: even though there's nothing scary in the labyrinth, there's always an uneasy feeling when looking around.
I also love the discrete movement system concept. However, the game felt quite disorienting at times, especially when it would turn me around for no apparent reason.
Sadly, I wasn't able to understand the mechanics of the blood-clouds. Sometimes they would just damage me and send me back to the spawn, but other times they would just reset my timer, without resetting my position.
Nevertheless, I still love the atmosphere and the look of the game! And that ending was unexpected :smile:
So, does the game's story involve falling in love with a demon and proving your worth by making a blood sacrifice to their parents? If that's the case, I love it!
I also love the fact that the main character looks like a crossbreed between ghost from Spirited Away and Uboa from Yume Nikki :rofl:
Even though there isn't much challenge in the game, it was fun slaughtering all those innocent villagers in the name of forbidden love :smiling_imp:
It took me almost an hour, but I finally did it! I've cooked enough soup for all of my 11 bird friends!
The game is amazing, as always! Fun and innovative gameplay (even though it can be a bit infuriating at times), great music and sounds, and cute graphics.
While playing, I found a small exploit - on your way down, you can just mash the space bar; there's no need to time your punches. But perhaps this was intentional to make that part feel less stressful :sweat_smile:
Thanks a lot to everyone for your feedback! We are currently working on a post-jam version, so it helps a lot with figuring out what works with the concept and what not.
@local-minimum Thank you for such an extensive review! I agree that the game lacks progression and has pacing problems. We spent too much time fixing small problems and didn't spend enough time on polishing the gameplay loop. The endgame score was slapped on at the very last moment, so it lacks many features.
The issue with mouse sensitivity was partially caused by a bug in the camera smoothing code - we noticed it too late and, unfortunately, had no time to fix it.
The thing that killed you is the fact that your Blood Rage Meter filled up (it slowly fills up over time + taking damage adds to it). We should have added some visual cues and balanced the audio so you could hear the audio cues when it gets dangerously high, but alas, we had no time for that :sweat_smile:
But I'm glad that the game was still enjoyable, despite all the problems you've had! You even recorded some gameplay for us - it's always helpful to see how others play our game! Thanks a lot for the feedback!
@jefvel Thank you for the feedback! That's a very neat idea; maybe we will try it out in our next iteration :smiley: Right now, we have decided to add a "boss" enemy that you have to chase around the level and have reduced the number of enemies your boots are spawning. It fixed the problem with constant backward movement, and there are no more hordes of enemies that freeze up the game :sweat_smile: Hopefully, we will finish the reworked version by the end of the JAM.
@simon-rahnasto Thanks a lot for the feedback, I'm glad you've liked the game :smiley:
@phanelly Thanks for the feedback! We are actually reworking the game loop so that you have to chase one boss enemy, while spawning a horde behind you. And it does fill more fun that way! :smile:
This game is so adorable, I love it! :heart_eyes: The music, the graphics, the story and even the UI! Great job!
I really love the look of the game, great job on that front! The sound design and music were also very nice.
However, the gameplay felt a bit slow. I feel like the Lilith character needs something more to do, other than being a dedicated button-presser. Her movement feels very nice, so I think you need to utilize it in some way.
Nevertheless, it's a very impressive-looking game, and I'd like to see more of it! :smile:
That was a very unnerving experience. The sound of the scratching, the exhales, BGM and the visuals of those tiny bastards create a very unpleasant feeling throughout the whole game :cold_sweat:
I like to scratch my nerves sometimes, and this game fulfilled my need :sweat_smile: Great job!
Was not expecting to go back to school while playing LD games. And definitely was not expecting the lesson to be that entertaining! :smile: Great job!
I definitely could have done it way faster, than 8 rounds :angry: Would try again tomorrow :smile:
As always, great game with original concept! You keep amazing me with your gameplay ideas every time.
Thank you everyone for your feedback and kind words! We are glad you've enjoyed our game :smile:
@local-minimum You got that part right - the empty island with a surfboard as a bridge meant to be an area where the surfer would reside :smile: Sadly we had no time to write any dialog for him
@jefvel Haha, I'm glad you've got some dark souls vibes from level design. My pal was trying to achieve that feeling, while working on the level! Sadly, you can't reach the surfing beaver, and he wasn't even supposed to be there. Had no time to write any dialog for him and forgot to remove him from the level :sweat_smile:
Loved my journey :slight_smile: Never knew cultist were so chill and you can get free coffee and weed just by wondering through the woods :smile: But I have one question left: Was Sully killed by John? And that's the reason why they are fleeing into the woods? :sweat_smile:
Nothing stands between a role-player and his lucky d20 :sweat_smile: Had fun with the game. I wish there were more actions to utilize multiplier combos with (and The One dice), or an ability to buy some new actions. I ended up buying the whole hand of prime dice, and that strategy worked quite well for me :slight_smile:
Didn't break your record, but I'm still proud of myself :smile: Снимок экрана 2025-04-08 192807.png
Flawless gameplay coupled with cute graphics and amazing sounds - that's the recipe for the perfect game :slight_smile: Great job!
@local-minimum Thank you for recording your gameplay! :slight_smile: It's always fun to see how people approach your game and react to the design choices.
You are not the only one who mistook the "lava" at the first cave for a clearing :sweat_smile: We needed to add some lava texture to that, but had no time. Also, you were half right about Glider being the hardest :smile: It's easier to understand how to control the glider, but it's very unforgiving to the collisions compared to other two, and it's also significantly harder to go through the last cave using the Glider.
Once again, thank you for such thorough feedback!
Very fun game! Maybe I'm a bad person, but I laughed so hard at the poor ducky getting bonked and falling unconsciously to the bottom of the well :sweat_smile: My best depf wasn't very impressive though :cry: Снимок экрана 2025-04-09 235726.png
The mood of this game is just amazing! The graphics, the music and overall theme of the game fit so nice together. I didn't understand that I need to play a mini game to avoid damage at first, but when I figured it out, the gameplay was pretty fun, even though quite stressful :sweat_smile:
Really fun game! Had a bit of a freeze when the the first earth block was broken, but besides that the game was flawless :slight_smile:
What a fun throwback! The game reminds me of the old times, when I was playing [Balance](https://en.wikipedia.org/wiki/Ballance_%28video_game%29) on my first laptop :laughing:
I only wish you've scratched my collector's itch a little bit more, by adding actual stamp pictures :smile: They could appear on the background wall as you collect them.
And here is my best try of the final level :slight_smile: https://youtu.be/_FiiVdQEE84
Hahaha! I thought the fact, that you have an extra secret level after the one, that says "ITS THE END, STOP PLAYING ALREADY" was intentional! :smile: And I actually spent way more time on the final final level (that was recorded on the video), than on the one before :sweat_smile:
Every new pickup line sounded like it can't get any worse. Oh boy, how wrong I was... :see_no_evil:
I wanted to come up with some cringy pickup line myself, but I'm not as good as the woodlands-gang :sob: I guess I'd have to get some lessons from The Rizzlord to get better at it.
On a more serious note, the game has a very interesting concept, extremely cute art-style and superb voice over and music :blush: I especially love all the reactions girls make when you fail with your pickup lines again and again :sweat_smile:
I've encountered a bug, that allows you to use the same pickup line when a game gets harder and requires you to come up with multiple pickup lines. Also some of the lines that worked did not make much sense to me (especially the one with the pencil), but that's probably ESL problems.
Nonetheless, great entry! :slight_smile:
Thank you everyone for the feedback! :smile:
@vydra Yes, you can lock yourself out of sockets. In that case you need either to detach some of them by smashing into something, or just dump your current ship into the sun\junkeater and go again. We were thinking about adding easier detaching functionality but had no time for that sadly.
@local-minimum Thanks a lot for such thorough feedback and the playthrough! I still can't believable you've cleaned up the whole thing, I think you are amongst 5 people who did it (and that list includes both developers :sweat_smile:). I've tried to record some BGM for the game while my colleague was working on final touches, but was not satisfied with what came out, so we decided to just not add soundtrack.
@archaeognathus Thank you for the feedback! :slight_smile: The amount of junk you need to cleanup to finish the game should have been way lower, it was a last minute miscommunication. We set 3/4 of all the junk on the orbit instead of 1/4 :sweat_smile:
@tatawanda That's great idea with snap assist! We actually had something similar to that at the begining, but messed up that system during development process :sweat_smile:
@jefvel Hey, thanks for checking out our game! :smile: Very sad that you got sick :pensive: Hope you're feeling better!
There is not much point bothering cleaning up the whole orbit though :sweat_smile: You probably have seen everything the game has to offer, except the final end-game screen. Sadly we weren't able to implement many game mechanics, except the flying, docking and a few functional modules.
What a fun game! Amazing how you've managed to make such a great looking game, with extreamly fun and deep mechanics in such a short time :smile:
I loved every aspect of the game: graphics, sounds and sound design, music, and most importantly game play! Great job!
And here is my final victory setup, pretty boring, I know :sweat_smile: screen1.jpg
What a lovely game :slight_smile: Very cute graphics and interesting concept of two ships connected by a rope! I wish there were more mechanics tied to that concept though. Also it appears that hitboxes of obstacles are slightly larger than the obstacles themselves, while hitboxes of pickups are smaller than the items themselves. I think the gameplay would feel smoother if it were the other way around :smile:
Nonetheless, loved your game, great work!
Very cute game! :slight_smile: I love the sound racoon makes, when he gets caught :laughing:
I only wish you've made a more clear indication which trash can has already been emptied. It gets reaaly hard to remember which ones you haven't collected near the end, especially after multiple tries :sweat_smile:
Very fun game!
I really love all the card's art and the fun upbeat music accompanying you throught your appraiser's journey :smile: It's also cool that you've actually gave cards different effects in the description.
I have encountered slight problem, don't know if it was a bug or not: most of the time cards that are given to you for authentication have a very small sprit, that's really hard to look at. But when you open your hell-terminal and close it again - card sprite is big enough to see clearly.
Nonetheless, great game! :smiley:
Ahahaha! We also had an idea about making a game about sewer collector during our initial brainstorm, though our idea was much more tame and lame :smile: Don't have an opponent to battle right now, so I just tested Player VS AI, and AI vs AI, but I assure you - as soon as someone starts an argument with me, we will battle it out in the Sewer Collector :smile:
What an amazing metroidvania! Every mechanic feels polished and enjoyable. And I really love the fact, that you give us the opportunity to play around with the teleportation mechanic at the very beginning, so it's easier to understand how the final boss works and moves! Also, is the boss's sound effects a reference to RotMG? :smile:
I want to say that I loved every moment of the game, but the final part was a bit disappointing :pensive: Trying to find a way out of the maze without a map and under a stress of a timer isn't very fun.
But that doesn't mean that I didn't enjoy my time in the game! :smile: Still love every other aspect of it, great job!
And here is my final time. I spent so much time running around at the final part :sweat_smile:
screen2.jpg
The visual-novel part was really fun. It has nice writing and humor, and all of the references were really well made. But the dungeon-crawler part was quite a chore, so you need to work on this part or get rid of it.
And people complained about our game being too hard... This multitasking was insane. I think i would not have been able to complete it without my friends, telling me where to go, while i concentrate on the heart. But this game was awesome! Playing through this insanity was super fun, the artstyle was just perfect and the audio kept me pumped up through the whole thing. Great job.
Really interesting concept you've got there. Reminds me "Divinity: Dragon commander" a little bit. But i don't like that your projectiles collide with the projectiles of your enemies, i think that kinda breaks the bullethell element of the game.
Interesting idea for a game. Still rough though. The thing you should fix first is collision detection with the bar, because right now it's kinda hard to understand when the ball would actually ricochet off of it.
Fun idea. And actually it was pretty easy to get a grip of this game, so props to you for that. BGM was a little bit repetitive, but i understand that it's really hard to make a fully developed track in that short amount of time.
Really ambitious project for a jam game, i really adore you for the try. You made pretty long game with a lot of content in a small period of time, and that deserves a lot of appreciation. You even made some filler reactions to background items. But sadly i will say that it wasn't much fun to play for me. Puzzles in adventure game should not be so linear. If you can complete most of your adventure game without even exploring every accessible scene beforehand, you are doing something wrong. And maybe i'm wrong, but i think the chess puzzle has wrong solution actually. If you put White Queen right before the Black King, Black King can just eat the Queen, because it's not defended. It's a Сheck, but not a Mate. Nevertheless, great work on every other aspect of the game.
@jsmars oh man, i'm so sorry... For some unknown reason i thought that this is the King, even though i understood that the same white figure is the Queen. My bad 😓 chess.png
I think when the enemy appears the camera should stop, or else you can get in the situation, where you can't shoot the enemy (because you don't see him anymore), but he can shoot you. Also, during tutorial section, info about reloading your gun should popup right when you lose all of your ammo. I've managed to lose all of my ammo before even first bottles have appeared, and got stuck for a little bit. Everything else worked fine. Haven't played rail shooters in a while, so i'm glad you made one 🙂
Great game! Visuals are pretty, soundtrack is awesome and the gameplay is fun and addictive.
Jumping off ramps and doing some tricks was pretty fun, but car control feels too "floaty". I always felt like i was riding on ice. I think if you fix that, the game would be a lot more fun. Also you've made really nice BGM, props to you for that.
F#ck this sh#t, I'm outta here!bear.png
It was really hard to understand the controls on keyboard, but once i've got the hang of it the game was super fun. Great job.
Well, understanding what the hell i'm supposed to do, and why do i have wireframe mode and EVEN EDITOR! is already a fine puzzle for me :dizzy_face: I think it would have been better if you said about our goal on first level, not at the end of the second level. But understanding what i'm supposed to do and launching myself high into the sky was actually really fun. I only wish there was a visual representation of the grapple.
Quite an interesting game once you get a hang of it. You did a great job on the music. Producing 3 track in 72 hours, while doing all the graphics and programming too, is not an easy task to accomplish.
Damn, that was dark... And i loved it! Graphics are good enough for the jam version and audio is just great and sets the right mood and atmosphere. Great job, guys!
If there was an award for the most convoluted character controls, this game would have been a good candidate 😁 Interesting mix of genres, but i think you should make the FPS part less chaotic. It's hard enough to aim in this chaos, and having a gun, that fires all over the place makes an FPS element quite unpleasant.
Haven't played text-based choose-your-own adventure games in a while! Really fun reading, nice work. It would have been nicer, if we were progressing by trying to follow the instructions (picking our interpretation of the action, described in the instruction), but that's just my opinion.
I don't really get what is the Battle Royale element of this game, but running around in this maze was actually pretty fun.
Nice mashup. Really calming background music, sets the mood just right for this game. I think the punishment for losing the ball could have been something more crucial (like losing a life, or resetting a level), but i understand that this could make the game too hard.
You should add controls to your game description, or explain it a little bit better in game, because i spent quite a bit of time trying to understand how do i talk to other vegetables. And that's really sad that you spent so little time on a game, because this audio and graphics are just amazing! Sliding as little bean was fun too, but sadly there were almost no gameplay involved with it.
Neat idea. You managed to make quite a lot in a short time of 5 hours. But i have a question: Is it a bug or is there no audio? If that wasn't a bug, then why don't you exclude your game from audio category? Because it's impossible to rate your game in that category right now, there was no sounds for me.
This game has really interesting concept and the premise of the game is actually pretty funny. It's sad that it's only two levels long though.
God knows, i've tried... But i guess no bacon for me today.🙁 Quite addicting game, as any good rage game. The one thing, this game desperately lacks is some better explanation of what's going on. At first i don't even know there is more than one level, and was aimlessly mashing A and D keys waiting for plates on the background to move.
Fun idea. It's sad that there is only one level though.
Wow! Really great concept. You successfully combined one of my favorite board games with one of my favorite PC games. It takes some time to get used to the character hitboxes and attack ranges, but i think that's a part of every "souls" game.
Damn, that was fun 😄 Sadly i'm not as good of a painter, as master Bob. But i've tried my best... SavedScreen.png
Nice entry. Cute lowpoly graphics and feeting soundtrack. As it was already mentioned, the sensitivity is insane and static top-view camera would have been way more convenient.
Also i think you picked wrong category for your game. As far as i'm concerned, COMPO category does not allow teams. So, even if you spent only 20 hours on your game, but was working in team of 3 people (as description of your entry suggests), you should sumbit your game as a JAM entry.
Well, i think i found my purpose - indefinitely flying through space and time...screen.png
All jokes aside, pretty nice platformer, with a large level to explore.
Nice concept. I would suggest making the jump a little bit less unforgiving. Give to the player a small time to perform a jump even after going off the platform, aka "coyote time". That way the gameplay would be more smooth.
And yes, installers are kinda turning off a lot of people from trying out the game.
Nice game idea. Takes me back to good old times, when we were playing tower defence maps in WarCraft 3 :older_woman:
Platformer where you can manipulate your environment is pretty interesting idea in itself, and i loved it. But i don't like that the blocks move randomly, so i can't do any strategic level morphing, and have to go, where RNG takes me to. Jump also feels too floaty for such small areas and corridors you have to navigate through. And for some reason sometimes lines of blocks without 3 matching colors disappear, when i click in the middle of them. I don't think that's an appropriate behaviour for a match-3 game.
Well, that was fun and addictive :smile: Great job on all fronts!
@frostbyte4k We haven't added exit button, because we were expecting to build this game for web only. But during the submission hour we found out that web build of our game is broken for some reason, so we have to make a desktop build quick.
@sempiternal my colleague is going to post a small tutorial about that, because we get a lot of questions about reflection. I will send you a link when it's done.
@zyuxis Yeah, we should have made that the rogues would appear only when you encountered some merchants. Will fix that in postjam version.
@auxc Glad you liked it, i was trying my best with those texts (to the extent of a person not knowing English very well can do that).
@drzanuff We were actually trying to make stats and stuff, that would affect the results of some encounters, but we ran out of time.
@weekend-panda Thanks. We are thinking about adding slow motion when you encounter NPC's.
@advd We are actually going to make small tutorial about reflections (i don't know anything about shaders and postprocessign, but my colleague @detectiveLosos says it's an easy trick), so stay tuned if you want to know the trick 😉
@mza Nice suggestion, thanks for the feedback.
@shockeye Yeah, we were actually thinking about moving the text prompts somewhere else, but it was too late already to do that kind of stuff.
Thanks everyone for the feedback. We would gladly check out your projects, when we get back from work 😩
@christian-koch yeah, we need to balance\rework the encounters, and fix this ledge-spawn thing. We actually working on it right now, so if you are interested - stay tuned, and maybe you would like newer version more than the jam-version.
Wow, man! Really clever puzzles, absolutely loved them. And this background music! 😆 It would be nice if you add some transparency to the walls that hide the player character. It's not a big problem, but it would have been nicer to be able to see your character at all times.
Hot diggity damn! That was a fun expirience. Great tracks with distinct rhythm, so you can easily follow the beat. And character design is just perfect! I only wish there were more levels. I hope you would continue the development of this game in the future.
Wow, you did an amazing job on the audio part! And this graphics are super cute, especially this fish-like horned lady Ambyst (have i got her name right?). She is super lovely :blush: Sadly i don't have a working controller and aiming with mouse is surprisingly difficult in this game, so i was losing chains too often and didn't get any good scores :slight_frown:
Was not expecting a full intro with a voice over. Really well made. Gameplay was also fun, the puzzles were clever, but not too hard for the first levels of a puzzle game. I hope you would not abandon this project, and add more puzzles, with increasing difficulty.
That's sad that the game is kinda lacking cooking element right now, but shooting is actually feels pretty nice. I think faster projectile speed would make it even more fun, and you should really do something with gun jiggle during camera rotation, because it is really distracting right now.
Really fun game. But you really should give player some time to understand what's going on and how the crafting system works. Because when i just launched the game, I almost ragequited because of not understanding how crafting works and getting overwhelmed by hordes of monsters.
Really interesting idea, and i would even say pretty good implementation of that idea. But god damn it! You have so much free space on left and right sides of the screen! Why didn't you put the controls and preferences of the girls there? I had to quit to the main menu several times just to remind myself about this things, and that was pretty infuriating.
Hmm... Holekeeper you say :smirk:
Okay, all jokes aside, sorry for my bad humor, and thanks for your brilliant jokes. Absolutely loved them. If you work on the graphics of the clicker part of the game it's gonna be perfect.
Wow, this music was so energetic, that i haven't even noticed that the terrorist are not actually threatening. That's sad though, that you wasn't able to implement some game logic for terrorist. Add an ability for terrorists to shoot back and some low poly models, and this game would be just great!
Quite an interesting idea, but i think it's more like Tetris+Math, not Action Math. Wish there was an endless mode, where you can get some points back when you reach the border line.
Nice game idea, but you should make it more dynamic, and maybe change the camera position, so it feels more like a racing game.
Cute little horror game. I guess that was the "Incompatible genres" part of this entry? One suggestion i can give, to trick players into thinking that it's actually way longer, is to restart a game after every cycle, increasing the farmer name number. That way we would have been wondering for some time: Can i progress any further? Am i doing something wrong? Is there really an end to it?
Also you have not considered that the player can interact with the bed, before doing any house chores, and progress to the next stage without seeing any signs or shadows.
Really interesting concept! I actually was thinking to make something like that a while ago. Love the artstyle too. It's minimal, but cute. The only complaint i can make is that you can't drag your moves by icons, only by names.
Quite an interesting idea! Creative mix of genres (at least for me, heh). If you fix the bugs and make the enemies more interesting looking, it can become really good time killer.
Really atmospheric game. Good job. I've actually enjoyed jumping around this landscapes and didn't have much problems with platforming. It would have been nice if the environment was filled with some random junk, so you actually have to solve the riddle, and don't just aimlessly run towards the first item that's not a part of the environment.
You explained the lore of the game pretty damn good, but you forgot to explain how to play the game 😄 That's a shame you excluded yourself from the audio category, because i actually liked the voiceover, but i guess it would have been pretty misleading, because the music wasn't made by you (but it was a really nice pick though).
Loved the aesthetic of this game: audio, graphics and game theme fit together really nice. It's kinda hard to lose right now, which makes the game not so challenging, but i still had a lot of fun playing it.
Also, i think it's better leave the original jam build available for download, so people can see both versions.
@honey You can add something like "LD41-JAMVERSION" to the name of original build or something like that. Or just call the edited version "POSTJAM". There are no strict rules about that as far as I'm concerned.
The premise of this game sounds interesting and enemy design look pretty cool. But sadly, the actual gameplay isn't that fun. Right now player has almost no control of the character movement, and because of that platforming feels clumsy and painful.
Interesting game concept. Fending off the puzzle floor from zombie puzzles was pretty fun. BGM was very well made - cheerful and uplifting. I would suggest to implement in game tutorial as fast as possible, because text description is good thing to have, but not enough. Also, telling to the player that the red puzzle at the beginning is actually "Quit" button would be nice, because at first i've thought that the game just crashed for some reason, when i killed it.
Really neat little game. The rules of the game were not really clear to me at first, and i still don't know how car getting off course affects the game, but everything else is great. Main idea of the game is fun, the graphics are super lovely and the sound effects just perfectly fitting for this oldschool arcade feel to the game.
Damn, i was waiting for some sick plot-twists throughout the whole game... But just a cute love story is fine with me too. Really loved the development of relationship between Arisa and Marko. And this graphics are too cute for me to be really objective on rating this entry. I just wonder, is there actually some plot-twist and i just got too unlucky, or most of the options are minor and doesn't really matter?
Nice idea. It's sad that you did not have enough time, to implement a proper RTS element though.
I solved all the puzzles on perfect, but haven't got any hidden tunes for some reason :slight_frown: Loved the game though. Graphics are minimal, but fitting, and guitar sounds were picked well.
Very simple to understand, yet very enjoyable game! I really like your approach to the theme, and the music sets the mood for labyrinth exploration just perfectly. I wish the trajectory was resetting to straight after every hit, because it's really inconvenient to make small position adjustments, when trajectory is curved every time you hit.
I'm qute amazed by the BGM you have made in such a short time, great job. The core concept and gameplay is fine too, but i would have prefered if the starting part with one button sequences wasn't that long. I've got really bored by the time actually challenging stuff started to appear.
What a surreal ASMR experience :smile: I love it! Funnily enough all the little chattering that items make complement each other and make the whole experience quite calming. I also love what you've done with the house decor - very avant-garde! I almost want to live in an apartment like this, however the constant chattering would get on my nerves at some point :sweat_smile:
The ending was a bit sad, but it did put a tired smile on my face. We all get nothing but spam as our phone notifications, but we still can't help but look at it right away - maybe this time it's something important 🫠
Very cool concept and spin on the theme. That UI looks so slick and eye catching, I couldn't walk past it :smile: As previously mentioned - I wish there was an option for a trial run or something, but it was still a fun experience - what score do I get, and how much anonymity I'm going to lose this time on the internet :sweat_smile:
The graphics and the audio of this game are superb! As already was mentioned in some of the comments it's a bit hard to figure out that the object on the table is a box of matchsticks and you can actually interact with it (I was stuck until I read one of the comments). But after that small hurdle the whole experience was smooth sailing :smile:
LD Lagged out and my comment was sent twice, sorry :sweat_smile:
@slippers Hahaha! At fist we also thought that the game is a bit too easy, but when playtesting it on some of our friends and relative we realized that if the player is scared of the monster - it's really easy to get lost and move in wrong direction :smile: Glad you've enjoyed the game!
@local-minimum Thanks for the play through video! I wish there was a webcam so we can see a jumpscare reaction, but I feel like we managed to get you :smile:
As for the 4 bar signal not having a dial option - it is quite confusing, but I had a hard time balancing things. When I made it so that you only have 4 bars in one of 4 spots on the map where the connection is good - it was too hard to find it. When I made the 4 bar area bigger it was too easy to find and complete the game without getting jump scared even once. So I decided making it a 3x3 square where you have all 3 bars, but only a center of it is good for dial. It is a bit confusing, but it seemed to me like the best solution.
@jefvel
Really sad that you weren't able to participate again :slight_frown: Let's hope for the next one we all gonna be hot and ready! :smile:
And thanks again for checking out our game! It means a lot to see you around every time! :blush:
Whoah! What an atmosphere you got there! The graphics, the audio and overall vibe jell together so well in creating that grungy atmosphere, elevating the whole experience on the next level.
Fun take on the theme! My best score was not very impressive - just 7 :sweat_smile: There was one small issue I've encountered. It seems like this letter is missing in the alphabet reference you've provided. From trial and error I assume it supposed to be H, but there is no combination of flag like this in the reference.
s4.jpg
Nice little game! As was mentioned above the experience is dowered a bit by the fact that the points where you have to hit the spacebar don't much with the bit a lot of the time. The VFX is pretty and the background musicis pleasant, so with a little bit of tinkering and aligning the hit points to the music bits correctly, it would be very chill rhythm game experience! :smile:
Woah! What a great atmosphere you've got there! The running sequence is so tense, I felt like I was running from that facility myself :sweat_smile:
Amazing work on all the aspects. The audio is slick, the music sequence while running is tense and all the visuals are dark and grimy, making it a perfect creepy game.
Amazingly polished project, especially for a COMPO game! All the elements are very responsive, and it's fun to just play around with all the elements you have. I do wish you've added sound generation, it would have made the whole experience even more fun :smile:
What a great game! We actually had similar idea during our brainstorm session at the start of the jam! :smile: I'm glad someone implemented it!
What a great artstyle! The weapon design and the monsters are top notch! I was a little bit confused at first on what to do and how to actually kill an enemy, but when I got a hang of it the gameplay was quite fun! :smile: