No Man's Cubzh - Deliver package between planets, reach the top 5 astronauts by Hiinds 2023-05-06T14:03:25Z
so buttery smooth for a 3D browser game! If there were time to make music, the ambience would be off the charts
Foon → Ludum Dare Explorer → Users → Anthony Katona
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Crowbar and Sonar | jam | 606 | 3.32 | 3.25 | 3.82 | 3.92 | 3.50 | 3.63 | 2.75 | 3.65 |
| 2025 | 58 | Collector | 👥 | TeamSquirrel LD58 | jam | 708 | 2.94 | 2.57 | 2.95 | 3.45 | 2.82 | 2.96 | 2.72 | 3.10 |
| 2024 | 55 | Summoning | i can be ur angle or yuor devil | jam | 1199 | 2.57 | 2.57 | 2.37 | 3.20 | 2.57 | 3.26 | 2.36 | 2.92 | |
| 2023 | 54 | Limited Space | Wide Berth | jam | 2.78 | 2.71 | 2.67 | 3.10 | 3.35 | |||||
| 2023 | 53 | Delivery | Balloon Dropper | jam | 1190 | 2.60 | 2.47 | 2.84 | 3.92 | 2.73 | 1.97 | 1.67 | 2.38 | |
| 2023 | 52 | Harvest | Jumpy | jam | ||||||||||
| 2022 | 51 | Every 10 seconds | How Did This Take Me 48 Hours and WTF is a Quaternion | unfinished |
so buttery smooth for a 3D browser game! If there were time to make music, the ambience would be off the charts
cool audio and I like how it's a little unforgiving (you know your jam audience). Well done!
first 30 seconds I thought this was the dumbest thing and then I was like "I'll be god damned if I let this delivery truck beat me" very fun, nice job!
yeah super chill and stylish
Super fun! Had a bit of that personal passion feel like Undertale
the level complete audio was almost disappointing to have to interrupt the sweet sweet sax. Nice game!
amaaaazing music/audio. Really slaps you in the face with the mood every second. And lots of subtle little visual elements that keep a boardgame-style jam feeling actively engaging
absolutely nailed every retro element, all the subtle details really paid off
my fave so far, super addictive
rofl 5 for humor 100%
@noobman64 There's a super helpful Brackeys tutorial on procedural terrain with a script that draws each vertex, raises them with perlin noise, and connects them as triangles, but I messed up and forgot to prevent the terrain from making weird glitchy bridges across the map when it moved to the next row it was generating! Thank you for all the feedback!
box-hole ambiguity and the movement being a smidge frustrating for precise movements aside, really addicting and fun and sounds and looks great
really incredible. everything is very satisfying and crisp and right. 5/5 across the board, no notes
atmosphere very cool, small things like the shaking ship really sold it!
the overall sensory experience definitely worked towards immersion which sounds like it was the vision! nice stuff!
ooo yeah, it wasn't so punishing as to make me feel like I could let myself give up until I beat it. The kick mechanic was tough to find a use for but it certainly feels like the kind of clever idea that would've had a super addicting implementation given another day to mess around. Really cool
crispy polish, the sound+shake response to a bump is very satisfying; the music is fun; the graphics and UI are stylish and clean! It felt like something that would take a week just to go through playtesting let alone start-to-finish in a jam weekend. Really solid work
very nice look and general feel in feedback/responsiveness/UI/fx! I loved the procedural element, it felt very inviting to retry on a failed build
grappling with the flocking pattern was frustrating in a compelling way, very clever! I felt that the level of tediousness wouldn't inherently be a problem for this kind of experience, but paired with the ambiguity of the upgrades, I found myself without that kind of tactical anticipation that I'd usually hope for in a game like this (if that makes sense). Very cool!
Sum----Mon----!!!!! Very nice
nice and cute! maybe a little convoluted to play properly, but that's fine imo when mashing buttons feels sufficiently satisfying as it does here
Even with the tutorial, navigating the UI to accomplish the goals was confusing. That said, it looks/sounds/feels stylish and responsive and if there was enough time for some basic play testing this feels like it would turn into a game for Steam to properly pester me to buy. Good stuff!
Ooooo this has me smashing my keyboard in a way I haven't since super hexagon which is a compliment. I do find myself instinctively trying to right click to cancel and inadvertently forming a connection but maybe that's just a me problem
pleasant general vibe from the art to the keyboard clacking
the underlying formula was addicting enough to override how bullshit the rng was sometimes. fun stuff
l OL :emoji_code:
I made it outside the map! I'm impressed there's a respawn mechanism implemented for idiots like me. The riding feels nice
I am now 100% mushroom. Thank you mushroom humper
but yeah, that was mega vibes, very serene. Whenever I play a game like this I always think "why didn't I focus more on the vibe/atmosphere?"
the dog was maybe not as useful as I was hoping. And I thought the tree-transparency window for keeping the player in view was super cool, but it obviously doesn't show the terrain when you're not already on it, and so I found myself frustrated by map RNG that placed the trees in the center because I couldn't plan my route effectively
the pacing felt nicely tuned in. Not too long, not too short. Little surprises in the upgrade tree progression but nothing that made me feel, like, frustrated with finding that I didn't pick a certain path earlier (other than the dog a little bit...idk what I would've done with the dog, that's a toughie. it's cute though, so still +vibes)
I'm 10 seconds in and I had to run back to make sure I put a 5 in for humor and theme. first full on laugh of the jam
it took me a bit to parse the UI (which one was attack, that I was supposed to make a choice and not just click skip, what they enemy's attack was), but once I got the hang of it, the choices were interesting and I felt pretty engaged. I probably would've played for another hour
no idea what I was doing, but boy were the vibes there. I second the comment about the wall-slides, I probably would've been happy to just roam around a void exploring for another 10 minutes if it felt a little more frictionless. And maybe the note in main beat was juuuuuuust a smidge loud/harsh
Never underestimate what it does for your game to make the player character a cute little beaver in a pinstripe suit.
The biggest struggle now is just balancing—how you can respond to every new lair spawn with a shrine vaguely in its direction. It'd be cool to mix in more meaningful choice with jacking up the spawns/difficulty until you have to sacrifice some buildings, maybe making certain buildings add value in different ways (bank gives you interest? armory gives a damage buff?), maybe another price tier of turrets for that "cheap now to survive the night or save for the big gun for tomorrow?" choice
definitely one of my favorite theme concepts so far, super cool art, nice general design, great beaver
I hope you have the time to polish the frustrating navigation into something more rewarding/ conventionally challenging, because it's otherwise a 5/5 for me in most of the categories. Very pleasant to interact with
oh yeah that's an addictive one. takes a minute to get into the swing of things, but I had to cut myself off
I feel like I snuck in before you had a chance to include the instructions and I can't quite figure it out, but it's cool enough that I wanna keep the tab around and come back when it's time.
Or maybe you just didn't have time to really make the part where it's a game, in which case I have been there! And I hope you have time to flesh it out, because it's got some strong bones
OHHHHHHHHHHHHHH there's a '.' before the '----' in the first ship's select code!
I also kinda figured obtaining the first goal would reset the level so I set myself up for a nose dive into the land next to the goal instead of trying to careen gently around to drive-by it
But minor playtesting polish aside, this is probably the most 'Signals' take I've played. It's fun and straightforward and has an understated, pleasant style. Really cool
this is the most frustrating thing I've experienced in my entire life. But only like 15% of that frustration doesn't feel like it was deliberate
Very cool experience, just a little too punishing for misplacing relays, imo
oh yeah 4.5 to 5 across the board for me
classic submission hour merge conflict. god bless you for powering through. but curse you for that enemy that ambushes you on the final ladder jump
easy 5/5 for audio, mood, and humor and the others aren't far behind. I don't know if you just have a bunch of French speaking friends or what, but the voice acting fit so perfectly, it felt like the kind of polish I'd expect from a full game studio
I think I was on round like 160 or something when it failed. I couldn't read the numbers for a while. Team owl + hedgehog + fox
That's a fever dream, and definitely a stretch for the theme, but there's definitely a there there to keep me dragging around those sad little animals for 20 minutes
awesome mood. the claustrophobia was palpable and the textures were well used. You sold the sounds really well. Where did you get them or how did you make them?
I know you know that there are browser issues, but my only big issue was how the cursor seemed to not lock properly and so whenever I would make a left turn, my browser would scroll down (Windows 11, Brave Browser). I'd also give the intro text a "click to continue" because I missed it a bit.
I was happy to find the walls didn't instantly kill you. It was a good length and challenge level for this kind of thing.