FoonLudum Dare ExplorerUsers → Antti Tiihonen

Antti Tiihonen

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202148Deeper and deeperGoldfcompo1773.793.673.273.073.393.952.433.68
201843Sacrifices must be madeAltitude Sicknesscompo204.123.964.074.273.863.853.554.11
201740The more you have, the worse it isAmerica 2018compo1233.763.612.683.534.104.112.763.90

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Antti Tiihonen

LD40 — The more you have, the worse it is

Ni by HolyBlackCat 2017-12-07T17:28:56Z

The pace, the visuals and the audio all worked together nicely to create a somewhat dreadful atmosphere of being in isolation. I loved the mood! The controls and gameplay worked very smoothly but fiddling around with the boxes detracted from the experience a little bit IMHO. Maybe if the boxes were scaled up so that it would be less of a chore to hit them, the game would flow more smoothly. A solid game nevertheless. :thumbsup:

Delver's Sunset by Jimbly 2017-12-07T17:19:58Z

A compact game that's packed with small details and features, nice! For a platformer, the controls were perhaps a little bit floaty to my tastes but I really enjoyed the concept. :thumbsup:

My life as a cat lady by Samuli 2017-12-06T10:10:42Z

Nice audio and graphics! The gameplay was a little shallow though and it didn't seem to offer that much possibilities to manage the chaos. Maybe if the player could try to prevent some of the disaster by shooing the cats or protecting the furniture and floors? Despite that, it was a delightful small game :)

The Burdened Raid by evgiz 2017-12-07T11:10:26Z

What an absolute gem! Very nice bite-sized dungeon crawling with very polished presentation. :thumbsup:

The Beforlorne Wander by pvtroswold 2017-12-06T09:37:19Z

I agree that the controls and jumping (especially with the double jump) could have been tighter and more forgiving but I dig the ambitiousness of the game. It was pretty fun to explore the place regardless and the boss fight I encountered was a nice surprise.

Steam Paralysis by Nammflow 2017-12-07T06:15:15Z

Hahah, this game truly speaks to me :smile:. There actually was a surprising amount of tactics involved in which resource to go for next, making this game quite different from the typical "avoid these and collect these" -thing. The multi-jumping controls were fun and brought some aiming and anticipation to the mix but I wish there would have been better feedback for when you've passed the apex and cant jump anymore. An audio cue would probably have been enough. Neat game! :thumbsup:

Happy Bot Mess by meursault 2017-12-07T06:43:40Z

Really well polished entry! A fun puzzle-tactics game with a very slick core idea that plays well with the theme. Thinking of the concept, renaming "ammo" to something more generic like "energy cells" or "power cores" might have made it more clear and logical that the same resource is used both for movement and shooting? Anyways, the balancing act of movement vs shooting vs reloading brought a lot of interesting decision making in the game. :thumbsup:

The lost strawberry by egordorichev 2017-12-09T18:24:29Z

A superb entry but I also have a little bit conflicted feelings about the graphics. They're very busy and they distract from the gameplay but they're still very well made and beautiful to look at. Maybe using an color in your palettes for unimportant background stuff might have been beneficial and would have helped with making the gameplay critical features stand out more? Also toning down the particles at least a little bit :slight_smile:. But still, a really great entry nonetheless! Snappy controls and interesting (but harsh) level design make this game really stand out.

Slightly annoying traffic by JOrbits 2017-12-07T12:43:59Z

Such an elegant, simple and, above all, FUN game. :thumbsup: :thumbsup:

America 2018 by Antti Tiihonen 2017-12-04T06:54:35Z

Thanks! I've noticed the sliding as well but didn't get around into digging into what might be its cause. :)

America 2018 by Antti Tiihonen 2017-12-05T08:10:08Z

Thank you. I've noticed that I tend to steer towards adding juice to my LD games rather than experimenting with fresh gameplay ideas. Maybe I should try it the other way around some time :D

America 2018 by Antti Tiihonen 2017-12-06T09:20:52Z

Thanks everyone for the feedback!

@11tomi12 Good call, I somehow managed to completely forget about that. Inverse Y too :)

@tmpxyz It's bad, yeah :). Once a monster sees you for the first time, it'll try to walk directly towards you without any pathfinding.

@likitus Could be browser specific since it doesn't happen to me (Chrome on Windows). A fullscreen button should be available in the corner of thhe webgl player and if all else fails, the standalone Windows build shouldn't have this issue.

America 2018 by Antti Tiihonen 2017-12-06T12:41:07Z

Yeah, the web version doesn't seem to behave very consistently. I'll add a note of it to the game description. Thanks for the feedback! :)

America 2018 by Antti Tiihonen 2017-12-07T06:05:43Z

Hoo boy, that's a LOT of feedback with excellent observations. Thank you very much, everyone!

@thygrrr Thanks! All the synth sounds are made with U-He Hive. It's not the most feature packed of all the VST synths out there but it's easy to get it sounding good.

@drnoir Wow, awesome! Thank you very much for the video! :thumbsup:

@pkenney Very insightful and detailed review. Thanks! :slight_smile:

..And sorry everyone for leaving a gap in the map. Ooops! :smile:

America 2018 by Antti Tiihonen 2017-12-08T08:28:06Z

@jean I agree that it's weird but I grew up with Doom and Quake 1 where the guns were centered so I didn't question it. :smile:

America 2018 by Antti Tiihonen 2017-12-09T17:54:35Z

@antti-haavikko Thanks for the comments! Really good points. Now that I play the game again after a few days break, I definitely agree about the skill level. Each pentagram pick up gave 1 health point but it would probably have been more interesting if healing was a separate resource.

I was considering adding reloading to the gun to make the player be more careful with shooting but then I "forgot" about it once I started running out of steam when working on the game :slight_smile:. The AI getting unstuck once player is seen is a pretty neat idea! It would feel like they were sort of intentionally ambushing the player and would definitely add more flavor than just fixing the original bug of them getting stuck.

The odds are that I won't return to developing this game but the ideas are very interesting regardless. Thanks again! :thumbsup:

America 2018 by Antti Tiihonen 2017-12-11T06:00:55Z

@antti-haavikko Yeah. LD is first and foremost a learning experience for me and knowing what to do differently is a very important part of the idea! And Anttis do get around :slight_smile:

@hitchh1k3r Thanks for the feedback! Yeah, seems like the webGL build isn't as solid as I first thought. At least it's a lot better than a year ago since I last used it. I spent absolutely zero effort in optimizing things so I'm happy that the game even runs in browser. :smile:

Maze Crawler by Hilvon 2017-12-09T18:06:12Z

The game is pretty chill! It's quite enjoyable to wander around but as it is right now there's a little bit too much missing from the game to make it engaging enough to get back into. Maybe entering to the jam category instead and developing this for an extra day might have been beneficial?

Avoidance by Triastase 2017-12-06T07:38:23Z

A solid little game. Making the pitch go lower when fire rate goes down communicated it well what was going on and the presentation was pretty good over all. Tweaking a few annoyances here and there, like making player ship stand out from the background more and maybe making the enemy ship collisions slightly smaller, would have made high score hunting more pleasant. :thumbsup:

Drink For Money by Wizcas 2017-12-07T06:22:35Z

Wow, the boss is HARSH :smile:

The core idea works but it's a little bit overwhelming to get started with the game. Maybe a short tutorial scene with just one guest could be good for introducing the mechanics? The graphics and the dialogue brought a lot of flavor to the game. :thumbsup:

Lights, Camera, Action! by gamesplusjames 2017-12-06T07:57:12Z

I love the idea of the game and the one liners make me groan (which is what any great cheesy oneliner should do!) but for an action game, I wish the action would have felt more tight and responsive. :grinning:

Games Games Games by mhsco 2017-12-07T17:10:12Z

Such a delightful game! Is there a possibility to climb back up the stages? It would reduce the dread and desperation that I immediately feel once I screw up the first time :smile:

Oh, and props for using the Pocket Operators! I have one of those and they're probably excellent tools for game jams since they are so, well, jammable. :thumbsup:

Cardhoard by HacksawUnit 2017-12-09T18:10:26Z

Simple, sweet and novel game idea combined with excellent production values and great attention to detail! What's not to love? :thumbsup:

The 1D107 Exterminator by Gris 2017-12-07T07:16:31Z

It's a neatly executed idea. The "waiting while enemies calm down" -tactic felt like the more boring way to play so I always just went full aggro and died almost immediately :smile:

JUST SPEND IT! by Siarhei Rakuts 2017-12-07T07:21:55Z

For a platformer game the controls and player movement could be tighter. I liked the more tactical puzzling aspect the weight of the coins brought to the usual platformer formula. :slight_smile:

Nano Life by primitive-concept 2017-12-06T08:26:28Z

With a quick introductory level where the mechanics and tools are introduced one by one before the actual game starts, this could be an awesome little game. The graphics here are just right: a nice blend of microscopic aesthetics without sacrificing game-like readability. :thumbsup:

Intergalactic Misfortune [Compo] by TwinGhosts 2017-12-06T08:17:04Z

The levels had a great puzzle-like feel to them. The mechanics were simple but the levels required a surprisingly diverse set of tactics to overcome. The tutorial levels could have been condensed a bit so that players get to play against AI more quickly. Great game!

Rabbit Farmer!!! by EggshellDog 2017-12-06T07:51:53Z

A lot of great polish in this entry! Morbid but funny. The mechanics themselves could have used a bit more balancing - failures came hard and fast and weapons weren't very useful at least for me. :thumbsup:

Love Potion #7.2 by realryanrogers 2017-12-06T08:01:26Z

The visuals and music were pretty chill and the gameplay was laid back but is it wrong to wish that a game mostly about farting would have more depth to it? :grinning:

Snowman - Wildfire Edition by Tiberiusuciu 2017-12-06T10:23:43Z

The interaction with the environment and the balancing act while playing with fire was pretty cool!

Sunken by Tay 2017-12-07T17:40:42Z

Very stylish game with good, approachable puzzle-y gameplay. While the game was well balanced, I wish there was a tiny bit more depth and choice involved with the tactics.

Super Slaughter Dungeon by NNNIKKI 2017-12-09T10:26:54Z

It's pretty solid game overall but for a fast paced platformer game the controls were a little bit floaty. I guess that jumping could have been snappier. That being said, it's a pretty well-rounded package with rather good gameplay.

Level Onslaught by OrciFried 2017-12-07T17:48:43Z

Such a lovely looking and sounding game! The animations are superb and the music is ace. The idea behind the gameplay is great but it's a little bit cumbersome to control the player at times. Feels like it's difficult to nail down the exact timing and distance of the character. Could be just lack of practice but I wish the sword was like 50% longer :smile:

How To War by machrom 2017-12-07T17:05:09Z

Difficult. Concept definitely shows promise but as it is it's a little difficult to get into.

Gods Fate by Vieruz 2017-12-06T10:41:01Z

The mechanics felt a little obscure since the feedback on player's actions wasn't very visible. Some additional tutoring and more direct reactions to your actions from the people as well as a more clear UI might help here. The visual style rocks!

Snake Force by JeffChen 2017-12-09T18:16:38Z

Fun, innovative and beautiful to look at! The particle effects were particularly (heh) juicy! :thumbsup:

BoatAfloat by StratosKakalis 2017-12-06T09:28:23Z

As you said, it's somewhat unfinished but still what was there was nice and smooth. Maybe an extra day of work and submission to the jam category would have served the game well? :thumbsup:

Mister President by Zinkler 2017-12-09T10:11:29Z

I can see the potential in this but it's rather ambitious for a compo entry. Maybe taking an extra day and entering in the jam category would have served the game well?

The more possibilities you have the harder it gets by ImportantCreations 2017-12-06T09:56:42Z

The level design is a bit overwhelming IMHO. I think the layouts could have been more streamlined while retaining the same puzzle-cracking aspects. The concept does work though and with a little bit of iteration on the levels this could be quite fun!

Anxiety by Jean 2017-12-06T09:47:01Z

It's a platformer game so nailing down the controls and character movement a little bit better would have helped enormously. Still, a solid start for your LD career :)

Greedy Dungeons by Nils -Gecko- Munch 2017-12-06T10:31:02Z

A superb entry! The balancing act of risk vs. reward was very well executed but save points after most rooms would have smoothed out the otherwise harsh difficulty level.

Flight of the Shaperate by Skibisky 2017-12-09T10:19:19Z

I appreciate the somewhat Jeff Minterish madness this game seems to have! It's zany and pretty fun too but I found the somewhat busy background graphics distracting. It made it pretty difficult to tell what was going on on the foreground at times. But still, a solid start for your jam career! :thumbsup:

LD43 — Sacrifices must be made

Dungeon of Lost Items by g12345 2018-12-12T07:15:07Z

The game is tough but fair. And a lot of fun! Figuring out a good path and order to proceed in the level reminds me a lot of Desktop Dungeons' gameplay but I actually think I prefer the even more minimalist approach you've taken here. It's definitely in my top 3 gameplay-wise in this Ludum Dare and I'd love to see you continue to work on the concept. :thumbsup:

While the sprites are nicely done I do wish the graphics would be less busy and little more clear so that I could tell items apart from the monsters at a glance instead of squinting at the screen. Having just a few pixels more resolution per sprite and playing around with the palette (maybe reserving cool&dark tones for enemies and warm&bright to items?) could help?

JOURNEY by Syrapt0r 2018-12-12T13:29:11Z

Real excellent hardcode platforming with super snappy controls. Excellent. :thumbsup:

ASTERION by conk 2018-12-03T13:50:49Z

The graphics were neat and detailed. It took me while to grasp how things worked but after that the basic gameplay was fairly solid although I often just ended up chasing the sacrifices in a circle for a while :smile:

The Saver by dunin 2018-12-07T06:05:02Z

Ooh, I liked the restricted graphics and the sparse audio. They worked really well in enhancing the desolate mood of the setting. The controls were super sharp and responsive but the level design made some jumps a little too fiddly for my tastes.

Escape of the Cheese Droid by dob 2018-12-12T06:51:58Z

It's cute, charming and the audio and the graphics rock :thumbsup: . Great attention to detail. I liked how you had to keep on adapting your tactics to the changing abilities but overall the challenge level was a little bit harsh for my tastes though :grimacing:

Antibody by crazyrems 2018-12-12T13:45:11Z

The presentation was well polished. The minimalistic graphics with the color scheme absolutely rocked. :ok_hand: The gameplay left me a little cold though. It was a little repetitive, which would have been alright if the situation would have kept on escalating on each new run, and the squiggly tunnel gave the impression that the game would have been a more natural fit for analog controls rather than a keyboard.

Room44 by arzi 2018-12-04T16:32:41Z

The great art and writing make for a really gripping mood. A super solid and well polished lil' game :thumbsup:. I take it that the numbers at the end are collected from people playing the game?

Owlgod Forest by oxeren 2018-12-03T08:55:42Z

Super slick presentation! The need to balance between converting humans to cultists and preserving them is a pretty cool mechanic!

Perilous Passage by Nick Rafalski 2018-12-07T13:04:20Z

Simple but slick! Got 36 on my first go but I'm going to retry right away :thumbsup:

Dog Days by ruthiepee 2018-12-03T13:36:37Z

A pretty chilled out game with a lovely visual style. The town names were entertaining but the core gameplay was very one dimensional.

Altitude Sickness by Antti Tiihonen 2018-12-03T09:29:44Z

Thanks everyone!

@fnissalot yeah. In addition to the basic clumsiness it can be easy to make the physics go a bit poltergeist-y at times. :laughing:

Altitude Sickness by Antti Tiihonen 2018-12-03T09:40:47Z

Thank you @oxeren I was super motivated this time and worked hard once I got the core mechanics at least somewhat functional. :fist:

Altitude Sickness by Antti Tiihonen 2018-12-04T05:36:48Z

Thanks for the comments. Much appreciated!

@cqcumbers Spot on. If I had an extra day, I'd probably spend it mostly on more interesting levels. @artbohr Agreed. The idea there was that you'd have to do strong enough structures that they last for more than a quick scramble through but it ends up being pretty frustrating on the bigger levels.

Altitude Sickness by Antti Tiihonen 2018-12-04T11:34:01Z

@hectigo Hah, yeah. The ballerina was fun and it suited the janky movement style perfectly but the game somehow felt more cruel with that character when I implemented the freezing effect. However if I am going to develop this further, I'm probably going to implement a switchable character so the ballerina could still make a return some day :sweat_smile:. Thanks!

Altitude Sickness by Antti Tiihonen 2018-12-04T16:37:34Z

@boundtotheearth Thanks. Here's a summary of how the movement works: I scatter a bunch of "marker" points into the level and on the climbers any time they are frozen. The feet search for the closest marker (with a cooldown so that they don't stutter between targets too rapidly on ambiguous situations) and are attracted towards it . The actual movement of the character however happens by pulling the character by its head. The legs just try to keep up with the movement of the rest of the body and that's how the "walking" and climbing happens. :smile:

Altitude Sickness by Antti Tiihonen 2018-12-08T06:43:54Z

Thank you very much, everyone! Nice to hear that all of you seemed to enjoy the game, despite the occasionally janky physics :bow:

@randomphantom Ah, that's just where my time ran out (or where my laziness got the best of me). The game just loops back to the first level instead of having a proper ending. So yeah, you beat the game! :sweat_smile:

@wiredoverload, @hitchh1k3r Ooohh, I hadn't thought that you could complete the levels like that with the frozen-body-tornado physics bug. :laughing: Makes sense since I don't think I check if the person touching the flag is frozen or not.

SpaceCrafter by shrekshao 2018-12-07T05:25:54Z

I love the building and configuring the modular ship but compared to that the combat is a bit of a let down. This would be a great starting point for a little bit more fully featured game since the systems itself are so cool. :thumbsup:

Ludumiumings by smiley 2018-12-07T05:13:06Z

An interesting combo of tower defense and lemmings. The audio and visuals were great but I had a bit of a hard time getting to grips with the gameplay. The slow pacing of the game and maybe a slight lack of feedback made it difficult to interpret the outcome of your tactics. In practice you would probably have to try out a tactic and then replay with a different tactic to observe the difference which is a rather long feedback loop. I loved all the little animations of the characters for different actions. It's something you rarely see in LD :slight_smile:

A boat trip to remember by jandourek 2018-12-07T05:58:26Z

This is a very charming game but I think I would have preferred a level-based structure where the game would start with just like 4 boxes and then built up from there in subsequent levels.

VOID_SHOT by NNNIKKI 2018-12-08T07:15:02Z

Yeah the difficulty level with keyboard is intense :smile:. Took me a couple of tries to get to 10 points. Nevertheless, the game is a simple concept executed in a solid way. :thumbsup:

Sacrifice Thy Robutt Parts by SimonTheCase 2018-12-03T12:53:32Z

A clean and simple game. The puzzle mechanic felt pretty novel and the levels had a good amount of challenge. Sometimes figuring out the correct solution felt less like figuring it out logically and more about experimenting until landing on the correct order though.

Dungeon Sacrifice by loligxp 2018-12-03T08:43:31Z

The core of the game and the idea worked alright. It was super grim too :laughing:. The level layout was a bit sparse to my tastes. If it would have been smaller there would have been less back tracking and dead space.

Sacrifice Knight by Balgorode 2018-12-21T07:58:00Z

The graphics were super charming and the slime monster animation was somehow especially hilarious :smile:

While it's a pretty well polished entry I wish the player movement and combat feel would be a bit sharper. Especially the jumping is a bit floaty and imprecise since the jump height seems fixed and the feedback from takeoff and landing is vague. I know this is maybe a little bit nitpicky for a LD game but nailing these is crucial for any platformer game. Other than that the gameplay was pretty cool and the loop of repeated playthrough attempts with purchaseable upgrades worked great in getting you hooked to the game :thumbsup:

Alms Crown by toboggan 2018-12-03T13:18:36Z

Ahh, a great puzzle mechanic! :thumbsup:

I made it to level 10 but I'll have to come back for more later. The movement rules felt initially quite rigid and I think I would have been sold more quickly on the idea if the main character wasn't a human or if there was another explanation for its "clumsiness".

The visuals were neat as well although I would have hoped that there would have been just a touch of camera movement when walking (or something similar) so that I could have figured out the layout of the levels a little better. These are just very minor nitpicks though. Overall it's a great game!

Terrifying Rocket Zest by Hindbodes 2018-12-03T09:53:39Z

I wish there was a score of how far away you reached. Or maybe I just missed it? Regardless, once you got a good sense of how the ship moves, it was rather pleasing to play. A little bare bones as a whole but with a bit of polish this could be a very entertaining mini game.

SANTA'S DEATH SQUAD by paperjack 2018-12-03T09:39:17Z

The gnome flinging! Such a tasty mechanic. The gibs strewn across the snow was super grim but funny. I could have played more but the unresponsive controls sucked some fun out of the game for me. The visual humor, and the graphics overall, were the highlights of the game. :thumbsup:

Lucifer's Plain by drikdrok 2018-12-12T14:02:09Z

Even though the core gameplay worked and was executed well, I didn't really feel that the sacrifices were that fun. I'm just thinking aloud here (so feel free to disregard :smile:) but perhaps if you would, for instance, lose your sanity and start seeing enemies that are not there, or become clumsy which would stop you from firing for a few seconds when picking up ammo, the increasing challenge could be more interesting. :slight_smile:

VoidOver by NightmaresDev 2018-12-03T08:49:39Z

Going for a bit of an Isaac vibe? :wink: The game was very bare but for a one hour effort it's alright! The mood managed to be surprisingly oppressive and intense once the enemy spawns ramped up.

Two Minutes 'Til Tribute by Furtive Pygmy 2018-12-07T05:50:15Z

The basics of the game are definitely there. It's a straightforward game but it works. :thumbsup: The game could use a little more punch to make it more exciting though. Explosions, sounds, smoke from the ship's thrusters etc! :smile:

Running Wild by Jannick Larsen 2018-12-03T09:27:34Z

What an intriguing game! Even though the setting and style was grim the game had loads of charm and it put a smile on my face with its dark humor. The core mechanics worked great but the sparse structuring of the level and lack of checkpoints made it a little bit more boring to play repeatedly than it should be.

Everest by Snow Punch Studios 2018-12-07T05:32:17Z

The game is a little bit bare bones but the laid back mood was pretty cool. It took me a moment of idly wandering around and trying to push other folks around to realize I could go up from the first area :smile:

Switch Accelerator by Nekonyo 2018-12-12T07:01:41Z

The game has a lot of charm and style. I wish the level generation would have a few more tricks up its sleeve for some more interesting patterns but other than that the gameplay itself works pretty solidly.

sacrifAce must be made by Air-Kon 2018-12-03T09:19:35Z

The rhythm combat was fun and the way the game moved forward with the dialogue was something that's pretty uncommon in LD. The game does lack depth and content but it's a solid start.

Knight Soul Redemption by BGameDev 2018-12-03T09:05:44Z

The core of the game felt pretty solid. The combat had a good amount of flavor to it with the various mechanics and moves you can do but it lacked a bit of punch somehow. If your and the enemies attacks had more impact it would have made for a pretty entertaining mini-souls game :smile:. The mood and the grim graphical style were spot on :ok_hand:

Gombi Escape by exper105 2018-12-03T10:10:41Z

Somehow I read the word "gombi" with an australian accent in my mind :smile: The game is simple and charming but it could have used more solid feedback to the player to make it a more enjoyable experience. For example moving the ship could have left an indicator graphic on where it's heading so the player knows clicking does something without reading it from the menu. Spamming the shields was a winning tactic for me. :ok_hand:

Stones by jihem 2018-12-12T14:14:44Z

A neat lil' puzzle game! The basic mechanics are nice but it feels like there's still some depth missing from the puzzles. Maybe if the player could switch some colors with some tile or alter the layout with levers or something it could add some more flavor to the puzzles? I don't know, I'm just spitballing here :laughing:

I enjoyed that all the levels were visible at all times since it gave you a good sense of progression but maybe dimming the "inactive" or completed ones would have made the game a bit more clear. All in all, it was a lovely game. Took me 2 minutes so it was a perfect bite-sized experience. :thumbsup:

Creepy-Crawlies by KaunisPoika 2018-12-21T07:28:26Z

That was a lot of fun! The end game was a bit of a grind (although this is real common in RTS games) but the balancing act of sacrificing your units worked really well in the early parts of the game. :thumbsup:

Cold Galaxy by PixelMeal 2018-12-12T07:44:20Z

The game is a little overwhelming at first but it gets real good real fast. Ultimately though it would still require a little bit more meat around its bones (more encounters, more opportunities for meaningful choices and a little more involved resource gameplay) but what you have here is already a really intriguing package. I really enjoy how cleanly the information and choices are delivered to you without room for guessing.

The visual style is super clean and cool and the writing is solid. I enjoy that the characters here feel a lot more fleshed out than FTL's and you can easily get lost in a role playing mood where the characters are more than mere containers for different abilities and traits. Overall, a pretty awesome package and I'd love to see you continue developing the concept further! :thumbsup:

Body Smasher by cqcumbers 2018-12-07T05:42:29Z

The presentation was spot on, including the spooky music, but controlling the game was a bit fiddly. Gameplay with controlling multiple characters hasn't ever really clicked with me though.

LD48 — Deeper and deeper

Out of Gas by randomhuman 2021-04-27T12:50:51Z

The graphics were awesome. All the space cars were especially fun. The gameplay was alright too but it felt like I was very much at the mercy of the random encounters. It felt that there was little I could do to steer the luck to be more favorable to me. With just a few more variables and more varied encounters those issues could probably be fixed. Solid game nonetheless and I'd gladly return to it if it's updated.

Debate Time by NidzaKornjaca 2021-04-27T12:17:46Z

It's a solid game. The visuals and interface work really nicely and the conversations are fun. The game mechanics feel a little bit one dimensional since it feels there aren't that many meaningful choices to do in the debate once you learn the basic rules. It could get real fun with more fleshed out cards and some synergies between cards. :thumbsup:

A Branch in Time by mechanicallife 2021-04-27T13:01:51Z

Feels like the project was overly ambitious. Seems like there's quite a bit of depth to the game but I had a hard time understanding what was going on. A tutorial to get you started would be appreciated. I did manage to defeat the three jellies and then the scenario restarted but my character seemed to be unable to do anything. :thinking:

As a side not, feel free to omit the "BackUpThisFolder_ButDontShipItWithYourGame" Unity places in the build directory. I don't really mind it but some people may appreciate the considerably smaller download. :slight_smile:

Goldf by Antti Tiihonen 2021-04-26T09:18:14Z

@fictions Thanks for the feedback! Did you get stuck in as totally unable to progress?

Goldf by Antti Tiihonen 2021-04-26T09:51:20Z

Thanks a lot everyone! Good comments, good feedback :thumbsup: . It seems like the player getting stuck inside the ground on some level changes is a quirk of the hastily done HTML5 version since I didn't see it happen in the Windows Standalone. I may investigate that later.

@baturinsky Yeah, it's procedural. The level generation isn't that smooth I agree but I'm glad it works at least. Striking a good balance with annoying vs. challenging is tricky (since a game like this can't be too easy either!) and getting that working well would take a LOT of work. I might look into it at some point after I've recovered from this weekend though :laughing:

@dynamix @stuartc The little sharp corners can get annoying with the levels, I agree.

Goldf by Antti Tiihonen 2021-04-27T07:08:00Z

UPDATE: Player should not get stuck inside ground on level change in the HTML5 version anymore.

I suppose that's OK as a post-compo update since the issue didn't exist on the original compo standalone exe version, just on the post-compo HTML5 port? :slight_smile:

Everyone is absolutely correct with the player vs. gold nugget collisions being annoying. What I had hoped to do with that was that player could move the nugget around or even headbutt it mid-flight to control its movements but as it is the player controls and collisions are not nearly tight enough to work for that purpose. If I develop the game further I'll have to rethink the role of the player character or if I should scrap it entirely. The thing is though that without the character the game turns into an almost direct clone of Desert Golfing. I mean it already is like a 95% clone of it but what I'd like to achieve, if possible, would be to differentiate from it even further by strengthening the role of the character. :laughing:

The connection with the theme also is also admittedly thin at best. The idea is that the levels get deeper the more you play but you would really have to play the game for hours to notice a difference there. :slight_smile:

@binaryprinciple @robin-scarbrough Nice ideas. Those could definitely spice up the experience.

Goldf by Antti Tiihonen 2021-04-27T13:19:52Z

@smbe19 In hindsight... Not much The character was basically a leftover from the initial idea of the game (which was WAY too ambitious so I had to simplify) where there were more platforming components in the game and the gold nugget was also used as a weapon against enemies. That's what happens when you're developing at a pace where you can't stop to think :laughing:

Space Dig by Lawrence 2021-04-29T06:11:24Z

Ohhh nice. The controls were awesome. A nice blend of precision and trickiness which is a great vibe for a game about maneuvering among an asteroid field. A lot of the more complex jam games can be overwhelming but here the tutorials lead you to enjoy the game at a near perfect tight pace.

The combat felt slightly awkward. I think the enemies attack could have used more feedback and anticipation. It would be nice to see and hear their weapons charge for like a half a second before they shoot so that you could dodge more efficiently. Nevertheless it was a great, well rounded game. Good job! :thumbsup:

Sonder (a story) by Noble Robot 2021-04-27T12:28:11Z

A very soothing experience. :relieved:

It seems like I encountered a bug where the mouse wouldn't pan around in the room anymore when I went for a second round: the camera just stayed motionless. Other than that it was a really solidly built game. Tightly focused small experience that was very highly polished.

Space Mining by Krapht 2021-04-27T12:34:33Z

It was a bit difficult to get into the game since it didn't give much feedback on what was going on. Sound effects, particles and other indications of getting damage and other events would have been appreciated. A good foundation that could turn in to a fun game with just a tiny bit of more polish.

Granny Goes Deep by universeflow 2021-04-28T08:56:13Z

lol, what a great game. It's a treat to see an opening cinematic in a jam game :thumbsup: . The game is simple but feels very polished. The music slaps, the premise and voice overs are hilarious and the controls are snappy and tight. It's good as it is but I think could still be improved if there were some additional variables in the levels that would affect what route you choose. Maybe additional hazards or powerups so that you'd have an extra dimension you need to think about while you make your way down?

Granny Goes Deep by universeflow 2021-04-28T11:53:15Z

@universeflow Yeah definitely worth it :v:

Pigs War by sharkmax218 2021-04-27T13:15:32Z

lol

It's a rarity that you see cutscenes in a jam game. Well done. I'm not totally sure the use of audio there was reallllly by the rulebook but I'll let it slide since it was just too funny :laughing:

If we forget about the need to replay from beginning the gameplay was alright. Simple tactical puzzles where you needed to think ahead. :thumbsup:

The Last Place by sebirit 2021-04-29T05:55:51Z

A cool game. No need to warn about the game being simple, just embrace the minimalism! :slight_smile:

It seems like there was some smoothing applied when turning the camera. Something about it caused me to start feeling a little motion sick until I started to turn the camera more calmly. It's not a biggie but maybe something to keep in mind for the future.