RETRO MIAMI BEAT by giordanno92 2016-04-18T22:07:00
Really nice. The beat really had me hooked. Very hard, but in a good "I want to break my keyboard" way.
Foon → Ludum Dare Explorer → Users → Archimagus
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| π₯ | π₯ | 2018 | 41 | Combine 2 Incompatible Genres | Elite Beat Zombygons | jam | Audio | 4.53 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | π₯ | Home Sweet Island | jam | 775 | 2.47 | 2.40 | 2.09 | 2.90 | 2.26 | 2.92 | |||
| 2022 | 50 | Delay the inevitable | T.I. | jam | 1383 | 2.47 | 2.54 | 2.15 | 3.38 | 3.40 | 2.60 | ||||
| 2021 | 49 | Unstable | π₯ | Portal Town Rescue | jam | 1164 | 3.19 | 3.00 | 2.80 | 2.83 | 3.02 | ||||
| 2021 | 48 | Deeper and deeper | π₯ | Gettn' Diggy Wit It | jam | 673 | 3.65 | 3.26 | 3.26 | 3.80 | 3.32 | 3.15 | 3.26 | ||
| 2020 | 47 | Stuck in a loop | π₯ | Endless Looping Adventure | jam | 1292 | 3.14 | 3.30 | 2.52 | 2.86 | 2.50 | 3.09 | |||
| 2020 | 46 | Keep it alive | π₯ | Sim Cell | jam | 2260 | 2.93 | 2.29 | 3.32 | 3.60 | 2.30 | 2.50 | 2.85 | ||
| 2019 | 45 | Start with nothing | π₯ | Tentacular | jam | 961 | 2.95 | 2.60 | 2.73 | 3.08 | 3.43 | 3.41 | 2.63 | 2.97 | |
| 2019 | 44 | Your life is currency | π₯ | The Haunting of Jonathan David Jones | jam | 199 | 3.79 | 2.93 | 3.43 | 3.69 | 4.17 | 4.46 | 4.43 | ||
| 2018 | 43 | Sacrifices must be made | π₯ | The Orion Trail | jam | 320 | 3.64 | 3.30 | 3.18 | 3.67 | 3.82 | 3.87 | 3.76 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | π₯ | Elite Beat Zombygons | jam | 64 | 4.09 | 4.08 | 4.00 | 4.29 | 4.11 | 4.53 | 3.12 | 4.16 | |
| 2017 | 40 | The more you have, the worse it is | π₯ | Kritter Keeper | jam | 290 | 3.71 | 3.42 | 3.11 | 4.31 | 3.61 | 3.18 | 3.42 | ||
| 2017 | 39 | Running out of Power | π₯ | Station 5723: Reactor Down | jam | 143 | 3.81 | 3.61 | 3.09 | 3.95 | 4.04 | 3.14 | 2.42 | 3.57 | |
| 2017 | 38 | A Small World | π₯ | Little House of Horrors | jam | 297 | 3.51 | 3.25 | 3.19 | 2.63 | 4.08 | 4.00 | 2.02 | 4.19 | |
| 2016 | 37 | One room | Warehouse Shuffle | jam | 429 | 3.35 | 3.50 | 3.30 | 3.90 | 2.31 | 2.88 | 48 | |||
| 2016 | 36 | Ancient Technology | Card Smith | compo | |||||||||||
| 2016 | 35 | Shapeshift | Super Shape Maze | compo | 740 | 2.87 | 2.60 | 2.27 | 2.40 | 3.38 | 32 |
Really nice. The beat really had me hooked. Very hard, but in a good "I want to break my keyboard" way.
Great job Quill18. I was there with you most of the stream, coding right along side you. (excalibr8 from twitch) Very fun game you got here. I finally beat the dragon after 3 runs. Looting 2 troll bloods helps a lot.
Neat concept. Though it's quite difficult if you don't know what all the terms mean. Also, I was hoping it was going to go somewhere with the "beat" level. I was hoping I was going to be making songs by the end.
As others have said, too much clicking. Would be better to just have a progress bar that can be sped up with upgrades. Speaking of upgrades, it would be really nice to know what the next milestone is to the upgrade. I played up to 50 rep then gave up because it just said I needed more rep to get more upgrades. I don't know if I hit the end or what. Is there a way to win?
Its a good concept, but a little more feedback and a whole lot less clicking would be appreciated.
Maybe make it controllable with the keyboard or something as that is easier to click a lot.
Congrats for finishing a game. The intro was funny although I don't like things like using "U" for you and stuff. The controls are not bad, but they are a little fast. Also the level design really needs some work. Should ease you into the game a bit more, diving right into 1 bock platforms at near max jump range, and crazy blind jumps on the first level is not a good way to get someone to play more than 30s of your game.
Also, at least as far as I could tell, the only "Ancient technology" was the crack about it in the intro.
Still, just completing a game is something to be proud of. Here's to getting better all the time.
Very short, as you said, but then again, for a LD game that may not be such a bad thing :) most people get to finish the game.
The graphics were very nice. Best of the games I've played for this LD so far.
The controls were difficult to use. Especially the dash being on Ctrl. When I first dashed across the first opening and stuck to the wall I thought it was some cool wall grab mechanic, being Indiana Cube and all, but it was just the normal Unity sticky wall thing. Would have been nice to be able to climb the walls and make that into a mechanic.
Really cute game. I really wanted to like it, but the controls were just really frustrating. There is a pretty big delay in the jump and it's really hard to get to the upper levels, especially when you are in a hurry. Also there is no indication of when you are close enough to a station to interact with it. Lastly, some pop ups for the station would be nice as a reminder of what the actions are.
I really like the graphics and am glad it was real graphics instead of the pixel stuff that has been so popular.
Interesting idea, would be nice if there was some way to defend against the attacks. It's just a pure onslaught of fireballs and weird flying things, and fire walls. Could not ever get close to beating the monster.
Really cool game. A lot of content for just a weekend. I played the web version and the performance got really bad by the end, it would be nice to be able to change that performance check box thing mid game.
Other than that, I might suggest that the pointers on the spin puzzles not be red. Was a bit confusing at first with the red on the dial.
I like 4X games, but I really didn't get what was going on. Could really use with some more explanation of what the clicking was doing. The game may be good in the end, but there wasn't really any feedback as to what was happening, or what I was trying to do.
Pretty neat, although it just looks like chaos. Maybe a speed control would be good to get an idea what is going on.
Freat game. Zelda 1 meets twin stick shooter.
One suggestion would be to make the camera push in from of the direction you are moving so you can see more where you are going that where you have been.
Quite fun though.
@loadsofmana I know... it was my nod to the trope and the scene from GoT. And pouring metal looks cooler than hammering :)
I like the idea of writing an assembly interperter. The output was way too slow though, it takes way too long to iterate on the code. Also, some example programs would go a long way to show how to write for it.
For example, I wrote
M05P0d0M1
hoping to start at 5, print the numer, decriment, then loop back to print.
Not sure if I am even close, I just got the register dump showing a value of 4 in register 0.
Neat idea, just needs some more documentation and a faster output.
Really nice. Was a fun little experience.
Took me several tries to figure out what to do but was overall really good.
One little nitpick. The reactor dragging minigame, the core moves at a different speed to the mouse, and it seems to be different based on screen size, I tried it once full screen and once in a window and it dragged differently on each.
I like the idea, but I'm not sure I get it. I launched the missile, it think, but it just flashed and alarms sounded forever.
I really tried to rate your game. I downloaded the source and built it. And at least it built and ran first try without debugging.
That said, all the menus beyond the main menu are just black screens with no way out as far as I can tell. And the game just seems to be walking around. I can't find anything to interact with at all.
Also, your colliders are visible by default, after wandering around for a while I went to the code, disabled the drawing of the colliders and multiplied the player speed by 10 just so I could explore a bit faster and try and find anything to do. Still nothing.
Still, props for attempting a game jam game in c++, but I imagine you spent all you time getting things to draw on screen an didn't have any time for game?
If you do have stuff there and it's just not working, you can submit a patch to fix it. And a playable executable would be nice.
Overall, I really liked it. It was really innovative. I don't know that you're quite legal with all those songs though.
Still, good job, too bad you haven't gotten any more ratings.
If you play some other people games, you will get more ratings.
Pretty fun game, but the controls are quite hard to use. Also, not sure how it fits with one room. Still, great job.
I like the concept, and it was certainly interesting and humorous. But I did find it hard to guess weather accept or reject was going to help me.
Very solid submission. I had unlocked all the upgrades and had at least 2 of every item. Was interested to see if the game actually went anywhere, but then I got an exception when clicking on one of the upgrades to double check what it did.
It did have me engaged long enough to get that far into it though. Well done.
An interesting game. Seemed like a bit of a stretch for the theme, as there were a lot of rooms. Also the game play got a bit monotonous after a while, though I wanted to see what happened enough to stick through to the end. Overall well executed. And very pretty.
Wow, this is absolutely gorgeous. Both in the art, and the feel. And the game play is super smooth. Seriously well done. I am bookmarking this to try and come back and see if I can get passed the first 5 minutes (because this is balls hard) once I get done rating some more games.
Wow, this is absolutely gorgeous. Both in the art, and the feel. And the game play is super smooth. Seriously well done. I am bookmarking this to try and come back and see if I can get passed the first 5 minutes (because this is balls hard) once I get done rating some more games.
Very interesting concept. The camera controls are really wonkey, and it's hard to know what way the rows are going to rotate when dragging. But overall very innovative. Great job, just fix the camera :)
I really liked this, way more that I should have for a game about a vacuum. Well done.
Screw this game LoL. Still, well done, it's a good game, just... AAAHHHHH.
Also, the mouse acceleration was way too high, had to turn my mouse speed down to play. And it was really hard to put things on the window sill.
Great game. Was really nice to have almost everything clickable with voice over. Also, thanks, I won't be sleeping tonight. The best I've rated a game yet this jam.
Was quite hard to figure out what the customers wanted, and it was really hard to read the text fast enough and then get them their stuff. Still, after a while it was possible to start looking for a keyword and matching that to an Item. Still not sure if I figured it out all the way, but was decently fun at any rate.
Not bad, but I kept getting game over and not sure why. It looked like I had ingredients left, and I hadn't messed up any orders as far as I could tell.
Neat game, and cool to be educational. Is there a way to win or lose?
Very fun. Pretty hard too. I got most of the way through the third round, with the big arm spinny guys.
Pretty interesting, and similar concept to my game. Would be better if the shelves would quit stealing my boxes, and if it was a little easier to pick up boxes. But overall was pretty fun.
Quite fun, I was able to beat it my first time through by running the whole time. The "Kill em all" sections were a bit seasure enducing though. Also, not sure if it fits the theme all that well. Still, I did enjoy it.
@ZYXer Thanks for the comments. Our original plan was to have it more strategic and less hectic. Part of that was to have different shapes instead of just different sizes. Also, the pickup trucks were supposed to have a specific thing that they required which would prevent most of the dragging directly from delivery to pickup. But, you know how things go, best laid plans and all.
This was really great. I loved the art and the sound. The gameplay was also quite fun, if a bit simple. I played all the way through to the end and overall it's really well done.
I do have some constructive criticism.
- The lure/shotgun combo is just OP. The entire game was "drop lure 2 spaces in front of me, double shotgun on that spot" kill two enemies almost every time. I never had to use anything else.
- There needs to be a bit more UI to show what is going on. I figured it out pretty quick, but it's still tricky. There needs to be something showing how many points you have, and how many each action will use.
- It would be nice if there were a way to take back an action before ending the turn.
Other than that, it's a great start to a game. Well done.
Very nice. I was only able to watch a very small amount of your development this time as I was busy working on my game with a team. Hard to work on a game while chatting to team, and watch stream at the same time. Still this is a super fun and great looking game.
As the game started up, I was really liking the look, and sound of it. Then the character started talking. That might be the most obnoxious "talking" sound I've heard. An option adjust the volume of that, or at least turn it off would go miles. Also, as with so many games that do the character at a time typing, it really needs the option for that text to go faster or even instant, probably on a click. And then, it shouldn't just Auto continue to the next statement, there needs to be an action like a click to continue.
That out of the way, the concept was quite interesting, I'm curious if it ever does go anywhere or if it's perpetually day 3 after the first 2 days? It would be nice if there was just a little more to it than just making the potion, like things that would go wrong with improperly brewed things rather than them just telling you it's the wrong potion.
One more thing, the button sounds were a bit loud. Something like a fire stoking would be cool rather than the loud click on the stoke the fire button.
I realize that's a lot of negative sounding stuff, but really I liked the game, If I didn't like it, it would be hard to put this much thought into the comments. Overall the game looked great and the atmosphere was good. The main mechanic was solid and worked well, except for ingredients getting stuck sometimes. I could see this being a full mobile game if you were to add some more content and more options for things to do.
I like this a lot. I played for a very long time considering a game jam game. A few notes that would make it nicer.
- It would be great if the autocomplete could ignore case (maybe hitting tab multiple times to cycle through possibilities if there is overlap)
- Changing a word in the middle of a command is impossible. After using the up arrow command, and the the arrow keys to backspace to change the crew member for instance, the backspace key adds characters instead of letting me delete that part. Would be nice to be able to edit small parts of commands.
- Using respect and slander is confusing. maybe it explained it at the beginning, but that was a long time ago and I forgot.
- Minor thing, a failed eavesdrop responds with "Clara did not *overheard*..." should be "Clara did not *overhear*..."
This is a very ambitious game. Get a few of the small things worked out and it will be very good. If I had one complaint, it would be that it gets a bit tedious with the same few commands over and over again, with all the typing. But if it were buttons it would be too easy to just click through it and not really read. Very well done.
I really loved this game. Very well done everyone.
I have only 3 small issues.
1. What is the point of gold? 2. I never saw a reason to build more settlers (more mouths to feed) (is that what the gold was for?) 3. It would have been great if the window was bigger. I felt like I was playing on an index card.
Other than that, I loved the art, the sound, and pretty much everything else about it. I'm glad I took the time to install Java to play it.
Simple neat game, and has a complete game loop, which is a lot more than a lot of games on here. It's also really hard. It took me probably 6 tries before I even got 1 crumb. Just getting nicked by a foot is enough to kill.
This was pretty great. Quite a lot of content for a game jam game. I was able to make it all the way through. The puzzles were nice, the graphics were simple, but got the job done, and the it fits the theme pretty well.
The controls were a little weird, like, being able to back up a rocket was weird, but after getting stuck on a planet I understand why it was there.
The planets may need some sort of a "ship cannot pass" zone or something because even though it was a huge pain to maneuver the ship through the planet corridors, it was sill easier than jumping over the obstacles.
I appreciate that there was at least some music, but it did get repetitive very quickly, but at least it was not obnoxious and faded into the background.
Well done.
@whatsagaym It is a standard Unity game, so I'm not sure why OBS wouldn't record it. Also, I agree, we still have some work to do with explaining the stats.
@whatsagaym I uploaded a DirectX 11 version of the game to itch.io. The initial upload was using the Vulkan API. That may have been why you were unable to record. If you see this, and that fixes it please let me know. Thanks.
@fiote Good Catch. Thanks, I'll look into it.
@lereveur I'm glad you figured it out. I was starting to worry with your comment and it's not supposed to be black. Maybe playing the windows build will give a little better experience? (or mac or linux, though those are untested)
Good attempt for a first game jam game. For some constructive criticism.
- It would be nice to have an animation that better showed the range of the characters attack.
- The Shift look ahead thing was pretty janky, especially when letting it go. I stopped using it.
- 6 Waves seems pretty long when the game doesn't seem to change up the gameplay.
I liked the tree art. It would be nice if you could see it more during the game play. Well done, keep at it.
Well, I played it about 5 or 6 times trying to beat it. So I liked it enough to give it that much time. I might go back and give it another go later. That said, this really felt like an RPG, but really it's a puzzle game in disguise. It seems to be about finding the optimal path through the enemies and when to use the health and faeries. I was starting to think it was wicked hard for an RPG, but thinking about it as a puzzle game makes the difficulty not feel so bad.
There is a spelling mistake, In the spider ladies tower, it says "you dont **hand** over the cauldron here" and don't is missing an apostrophe.
The art is absolutely gorgeous, but an idle animation on the main character would have been nice.
The dialog in well written, enough detail to set the story without being so much that it was annoying to read. And thank you for not doing the unskipable one letter at a time typey text.
The first combat I had a laugh at the music. It's the same music I used for my previous Ludum Dare game [Warehouse Shuffle](http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=92172) Kevin Macleod is amazing.
Very fun game.
Interesting game. Seems pretty ambitious for a game jam, which is good. It would have been nice to have a goal, other than not dyeing. I suppose fallout shelter doesn't either, but I think they make up for it by the large amount of content. I wouldn't expect that level of content for a game jam, but as I said, some sort of goal would have been good. Still, it was fun for a quick play.
Very nicely done. This was really cool. The perspective shift worked really well, was easy to use. I got stuck for a while on the second level because I forgot about double jump (my fault) but once I remembered, I didn't have too much trouble.
I've got no real criticism of the game. If I had to find something, the graphics and sound weren't my favorite, but they were certainly serviceable and having any sound is much better than none.
Overall well done.
This was a very fun and interesting game. The art was charming, and the music fit well. I really liked the mechanic and it made for a nice challenge. The last level was especially tough, but I did manage to make it into the black hole.
One thing that I think it needed is a prompt to press 'R' to reset once you break past the boundary of the system. I was reading the instructions on the start menu, hit jump, and promptly few off the screen never to come back. (The instruction for R was after the instruction for Jump). I had to alt+f4 the game and restart because I didn't know how to get back.
Other than that, well done. I had a lot of fun with this one.
The graphics are great. And the humor is very good. I do have a bit of an issue with the text though. The way the text moves as the lines type in makes it very hard to read. I think with text mesh pro, could could have all the text in place, so the size is right, and the make the letters appear one at a time rather than adding them to the string. Also, the the prompts should not auto continue, A few times I looked away and missed the text because it went on without any input from me. (maybe make that an option if some people don't want to click.)
The puzzles were pretty simple, but for a game jam game, that's great. I was able to play right through and the "5'th" wall breaks were a nice touch.
I have to wonder if you went to my high school LoL, a 200 person underage house party... sounds familiar haha. Neat game. Though, by the description I was expecting it to be more text based because of the "visual-novel" description. Still it was pretty fun. The music was nice. Some of the humor was a little over the top for me, but that's opinion I suppose.
I really enjoyed this. The art is really nice, and the sound is good, although all the card sounds are only in my left ear which is really annoying. The biggest issue with the gameplay is that it seems like no matter when I click for defend, it seems random if I get hit or not. The attacking seemed to work perfectly though. It did take a while to figure out what I was supposed to be doing, and having my card be the one on the right was a little weird. That said, I really like the concept. it's fun and I like the take on the card battle being based on reaction time.
This is very fun. And hard. I played about 5 or 6 times vs AI, lost every time. In the web player at least, the bottom of the instructions panel is cut off. I feel like I was missing a control or something. Maybe not. Either way Great Job.
This was very fun. It took me a second try to figure it out, but that's not too bad for a Jam game. As the game went on I seemed to have a little trouble moving around, maybe the dead moles were getting in my way or something? Either way, one of the most fun games I've played yet.
This was really cool. A smacked the first guy down hard. I thought for sure I had the second guy, Calling him a jealous Pluto, but nay, I got blowed up.
My biggest issue is that it was hard to pick the argument I wanted because It was hard to tell which set of options I was on. Some way to see all the counter arguments at once would be great.
Interesting entry. I was able to get across about 5 or 6 different planets before dyeing (the second time) I missed the controls for attack on the first play through and was swarmed by bats. I am really not a big fan of the arrow keys for movement with X and C or some variant as the actions. One major issue, on my second play through, the score panel "came loose?" from it's anchor and was unreadable for most of the game. It was like it was affected by where on the plant I was or something. Was really odd.
The planets were interesting and varied and quite pleasing to look at.
In a game that needs jumping so much, it would be nice if the jumping felt better. I felt like I was fighting the character to get him to go where I wanted him to more often than not, at least when jumping. Also, the rolling only occasionally seemed to work, but I never felt like I needed it anyway. Maybe try and add areas that require rolling (once it works better) or replace the roll button with a jump button not tied to the arrow keys.
I don't know if it was just my imagination, but some of the bigger planets felt like they just kept going around. Like I could have sworn I had gone all the way round, but there was just more planet with more bats and coins to get. That's not a bad thing, it make the game feel very big, but it was a little odd feeling.
All and all, clean up the jumping and this could be a very fun game to play.
It's pretty cute. And the concept is quite innovative and pretty fun. However, it's pretty glitchey. Trying to get the ghost clone thing where you want it is sort of an exorcise in frustration. I did figure out to move the clone while the main cat is falling, but still it was really difficult to use. The other thing that bugs me a bit, is starting the game, and resetting is done with the mouse, where the rest of the controls are all keyboard. On a keyboard focused game, it would be really nice to be able to fully control it with the keyboard.
I think with some refinement it could be a fun game, and it would be nice for it to be a bit more complete, with an end game scene.
This looked and sounded amazing. The music was spot on. I don't usually go for the retro game aesthetic, but this brought me right back to playing Game Boy.
The card mechanic was neat, but I found it to be a bit frustrating after the novelty wore off. Maybe I was just bad at it, but it just seemed too random as to where I would be able to move.
One issue, it has full screen button, but doesn't scale properly. I tried playing in full screen but it stretches weird and cuts off a large portion of the screen.
Overall, a very good entry. Well done.
Sweet, I love escape rooms. These were some nice puzzles. Not too difficult, they had just the right amount of A-Ha to them. It would have been nice if the rest of the puzzles would have made it in. Great job. as @zeriver said, the only reason I found the rug is because I read about it in the comments before playing. I'm not sure what the solution is, but it would be good to find something.
I thought this game was very hard, until I thought about the Duck command. Then it was fairly trivial. I had almost given up on the game before that though.
The graphics are quite nice, and I generally don't like pixel graphics. The music was also pretty good.
I like the concept, it's a neat idea. The controls are a little rough though. It seemed like sometimes some of the missiles would fly a lot further than others even though I thought I launched them exactly the same way. It seems like it was maybe the different missiles had different properties, but there is no indication that I could see what those properties are.
With some work this could be a pretty fun Kongregate game.
Oh, also, going into full screen cuts off a bunch of the screen, like the launch power indicator and stuff.
My son and I played this. We had a lot of fun, and were jeering each other over hits, and missed shields. It makes for a really good single screen multiplayer game.
My biggest criticism is that the whole game is keyboard controlled, but you have to use the mouse to start it. Enter or something should start the game. Also, we couldn't find a way to start a new match after we finished. We would have likely played several rounds if we could have jumped right in. But after trying Esc. and it closed the game we were done.
Still, very fun game.
Cute game, and a really neat take on an asteroids game. Having to protect something other than the ship made for some extra challenge and shooting out the back of the ship rather than the front really changes how you have to approach things. The music was a good fit and the sounds effects worked well.
I did find myself waiting around a lot for something to happen, at least early on. And the big level ender asteroid took a very long time to chew through. More than a full bar of power.
Also, some power ups would go a long way to making the game more compelling to play. Of course, this being a game jam, you get done what you can.
Congrats on finishing the game. I know I said I'd play it the other day when you responded to my comment, but things came up. Still I kept the post and got around to it now.
So first off, great job for getting something done. Putting together something like this at your age is pretty impressive.
That said, if I were judging this like it were any other game, it needs a lot of work. Please take this criticism as constructive and ideas to think about for your next game, not as me being mean.
- The controls are really quite wonkey, like trying to move towards the camera and to the right was really hit or miss if I could get the character to turn that way.
- The lack of any sound really hurts the ambiance, even mediocre sound is better than none.
- Once placed, a crate seems to be stuck, and trying to drag is spawns another.
- Building stuff seems to take far too much wood, and there is no indication of how much it will take.
- Anything can be harvested from any distance. It doesn't really make sense.
It feels like you tried to make too big of a game. I would suggest starting with something much smaller and focus on polish. A small but very well done game will get a lot better scores than a big but "slapped together" feeling game.
The models were good, and fit the theme of the game. Over all, this isn't a bad game, but like I said at the beginning, it needs work. Well done for getting something done though, what you have here is far more than a lot of people will ever do.
Very fun game. I played through twice. The only suggestion I have would be to add hot keys for what you want to build. It can be a bit tedious to click back and forth between cities and the build buttons. But other than that, well done.
Interesting game. it's pretty fun, though the lightning is pretty hard to use. The 3rd spell is super powerful, just keep that on the towers, and heal them as needed for an easy win.
I have to admit when I first started the game, I was not expecting much. The movement isn't very interesting, and the graphics are pretty rudimentary. But after I started playing I found the gameplay to be pretty compelling. It's just simple go finding things, but still I wanted to finish. So that's something. My biggest problem is hitting escape immediately closes the game, this caused me to have to start over after buying the first two items. I hit escape to try and leave the shop by mistake and was immediately dumped to the desktop.
Man, all those hours of XSP really paid off. I was able to land successfully after only a few tries, Might have gotten it the first time with some instruments. This was a great experience. Thanks for making it. The slider to set the earth size, the intro quote, all of it was really nice.
This is the best sort of game for a Ludum Dare. It's so simple but so polished. The movement feels perfect, the graphics are exactly what they need to be for a game like this. The sounds are spot on. Really, this have everything going for it.
I am trying to think of anything negative to say, but all I got is that you could maybe add some particles or something for when you get the pickups and when you get hit, just to juice it up a little more, but even that isn't really necessary.
I am going to bookmark this game for when I need to tell people about coming up with a simple game and executing it well.
Super great job.
You really need to get out and rate some games so you can get more ratings. This game really needs to get seen by more people.
Cool Concept. I really like the art and the sounds. Also the effects are great, good sense of weight to it. My biggest issues are that I essentially lost the first game before I figured out what the controls were. I wasn't expecting znes controls. Also, the controls feel very difficult. It is hard to hit where I want to, and often I hit the attack button and don't swing, cooldown or something. Still, it's a fun game and with some polish to the controls and a bigger move set it could be quite fun.
Neat, what is it using for the back end?
@sgt3v mouse click does collect items.
@juan Thank you for the great feedback. You are absolutely right on the lighting. (I did the level design.)
@larrychupacabra Wow, thanks for the playthrough and great review.
Not sure what I was doing. I managed to finish once, with just a single Uranium, and a bunch of lead around it. Everything else I tried, I just blew up no matter what I did with the one slider that I had control over.
The graphics were nice, though the shadows were pretty rough. It seems like a lot went into the physics of it that I just didn't get.
Not a bad game at all. I also played through your game from last Jam. The running one. I really liked that one.
Overall, nice job.
I really like this sort of game. This felt like the first 5 levels of a 500 level iOS night mare :) in the best way. I think you have all the mechanics you need for at least 20-30 levels that get progressively harder to solve then you could add in more mechanics slowly as the levels progress. I think this game could sell decently on mobile if you were to polish it up and ad a ton more levels.
Neat game, there isn't a whole lot to say that hasn't been said already. My biggest issue is that it's hard to see whats going on. The player blends into the background a lot especially when there a lot of explosions. I kept falling off the edge because I couldn't see how close I was and the enemy dude would run at sit right at the very edge.
I really liked the intro animation it was quite good. The music worked though it was a little repetitive, still it's better than not having any. The gun sound effects were a little weird. I know it's generally good to vary repetitive sounds like gunshots, but I think it was a bit too much. Like music, mediocre sound effects are way better than none.
My only two real complaints are that hitting escape dropped me immediately back to the main menu instead of pausing, which lost me all my progress. And the window doesn't seem to lock the cursor, or at least it didn't after going back and forth to the main menu, so I kept clicking outside the window on my multi monitor setup.
This was a pretty neat idea for a game. Though, just running up and down to power the middle turret seemed like I could go on forever. And I couldn't ever get enough time to power any side turrets anyway so I was just stuck running up and down over and over again till I just let them come and kill me.
The Electricity effect was certainly the star of the show, It seemed like you put a fair amount of time into that and the rest of the graphics were pretty well done as well. I'd have just liked to see a little more gameplay. Still it was pretty good. Well done.
Nice take on the theme. My team thought about doing political power as ours as well, but we didn't. The graphics were quite simple but worked for the game. My only complaint is that there didn't seem to be a win condition. Is it just a "See how long you can go" game? I found that by jailing all the dissenters I was able to keep people corralled pretty well to one section of the map with the police.
Let's see, goods and the not o goods.
Good- * The intro animation was neat. * I liked the concept, it fit the theme well. * It seemed like you had quite a few features. * The art seemed pretty good for MS Paint art.
Bad- * The controls were kinda awkward. WASD, C,V,B. A better button choice would be nice. * The jump was basically a jet pack. * I found it really hard to tell what was going on. * I managed to catch 1 rat, but then didn't know what to do with it.
I was going to rate pretty badly, but then I started reading the other comments and figured I'd have another go. There is no indication that running into the wall at the end was advancing anything. I thought I was just playing the same level over and over. It would be good to have some indication that there is progress being made.
The controls were quite awkward to use, and I often found myself losing control too quickly.
I also had to turn off the music, I found it quite grating.
Other than that, the concept is neat, and I liked the "story" once I figured out there was one.
Good job for a first Game Jam. Now keep improving.
Ok, I hate this game... It's really well done, but I hate it :)
The music was pretty great and the graphics were gorgeous even for mostly being boxes. Some sound effects could have went a long way.
I hate platformers, so I can't really comment on the quality of the platforming, but it felt pretty good to me.
Also, I HATE the Arrow keys, Z,X control scheme. My left hand is hard wired for movement while my right is for things like use and shoot.
Very hard game, and a bit confusing at the beginning. I really liked it though. Great use of the theme. I do with the controls were a bit tighter. I had a decent amount of trouble swapping the batteries. Like, sometimes I could just click a full battery on top of a used one and they'd swap and other times they wouldn't and I'd just drop the new one on the ground only to pick it back up again. The graphics were cute and sufficient to get the point of the game across and the moth noises were pretty good, though the door one was loud enough to get a little annoying with it happening so much. Over all, great job.
I had pretty high hopes for this when I saw the page. It's cute, I like the idea and it seemed pretty nice at first. Then I spent the next 15 minutes or so (i lost track of time) spamming A,D and N next to the computer, and running down for coffee every time it spawned.
Overall, it's not bad for a first game jam game. There just wan't much to do. With so little actual interaction required, the timer should have moved a lot faster. Also, all the interactables like the clock still kept giving me their messages long after the theme was decided.
Counts
I really like the graphics, the sprites are really cute. I never really figured out how to influence most of the stats at the top. I'm sure with more time I could have, but it wasn't very clear and for a jam game that is not so good. Other than that though, the game feels very well polished and very solid. Great Job.
This game is beautiful. I love the graphics, and the mood is great. Unless I am missing something, it's super short, I wish there was more to it. I'm not sure how it ties into the theme, I mean, I guess the More shadows the worse it is, but I didn't see any way to affect how much shadow I had. Can't progress without taking the sword, can't avoid killing the people, taking the blue potion means instant death no matter what. I just don't understand what's going on. Oh... left ctrl as the attack button is awful. My pinky finger is protesting.
In any case, like I said, the game is beautiful and has a great atmosphere. Just a little more game would be great.
Man, that last recipe was a bugger, took me 3 or 4 times to complete it. Thank you for not starting the game over from the beginning on a failure. The graphics were cute. Overall a pretty solid entry.
The initial jam release is hard to the point of being nearly unbeatable. I ended up playing the post jam release which is much better and a lot more fun (but had to rate based on the jam release, sorry).
Some constructive feedback. I like the displays in the center, but it's really annoying trying to upgrade towers out on the periphery without being able to see when I have enough money. A GUI element for money would be really nice.
It would be much more fun I think, and maybe fit the theme better if you were to start with one lane, and get more lanes to defend over time.
Overall, a pretty solid entry (in the post jam version)
Quite a good job for a first LD game. The graphics were simple, but clear and nice. I liked the gun mechanics. One problem though, if you select the gun power slider by clicking on it, then W and D adjust the slider which makes it kind of a pain if you want to control the tank. Other than that, I don't have a whole lot of feedback, the game seemed to play well. Great job.
This was a pretty neat idea. I don't see how it relates to the theme though. Still it was pretty cool. The donky is kind of annoyingly slow, but maybe that's the point. It took several play throughs to win, as I found that I had to anticipate where the party would go, get ahead of them, and meet their needs as they pass by. otherwise I can't keep up with them. Maybe that's the idea though. Either way, pretty solid entry.
The art on this is great, not just because of the theme, but it's really well done. As has been said, the combat is a little lack luster, and it kind of sucks to not be able to get any equipment beyond the initial leather. In it's current state, I wouldn't exactly call the game "fun" but it is quite compelling. I am even keeping in my itch.io collection to watch for updates I will try it again when there is new content. Great job.
Hey, just letting you know, it works on Windows Phone :thumbsup: Other than that, it's a pretty standard traffic jam game, but with grenades. Nice Job.
@quasar47 The Planets are 2 spheres. One for the planet surface and one for the atmosphere. Each of those spheres has a PBR texture set on it and the two are rotated differently to give the atmosphere the feeling of flowing over the surface while the planet rotated.
@firellon Thanks for all the feedback. I do have one concern with it though.
> Audio is great - 4.5 / 5 (would be nice to have some sounds besides music
There is a lot of audio other than the Music. I am concerned you weren't hearing it, in which case I wonder if others are missing it too. Every button has hover and click sounds, and there are sounds for entering and leaving warp, and encounters. What platform did you play on?
@philstrahl Hi, Thanks so much for playing and for all the feedback. As I am watching, just about everything you are commenting about I find myself saying "Yup, I know, would have been nice to get to that." Still great to hear the honest reactions as the game is being played, by far the most helpful type of feedback.
Such a great game. It's beautiful, the atmosphere is perfect, the theme is spot on. I guess if I had to find something to complain about (other than the warren bug, which I used to finish the game) would be the talking audio. I found it a bit loud and grating. Maybe toned down ever so slightly. It did fit the atmosphere well though I think it was maybe just a bit much.
I liked a lot about this game. I really like the main character graphics. I like that you seem to be a blindfolded sheep, sacrificing other sheep. I don't like how hard some of the jumps are to make. I found the "ladder" section to be particularly infuriating. I think part of that is the control scheme, maybe it would have been easier with a controller rather than Keyboard. But with that, the control scheme needs some work. G for dash was super unintuitive, I just started hitting keys while walking to try and find it. Also, any sort of sound would go a long way to making the game feel better. It's also probably not a great idea to start with the main character off the screen. I wasn't certain the game had finished loading. I wasn't able to finish the game. I got increased dash distance, and I found the only place left to explore, in the upper right of the level, but no matter what I couldn't make the jump. I really wanted to finish because I liked the progression and wanted to see where it went.
Spot on with the theme. Also the controls where quite interesting, if hard to master. I had to turn my sound off. That wolf howl was just too much. A pretty solid game over all.
An interesting game. It was really hard to figure out how to score. It had a nice relaxing feel to it though.
@yyz I dunno man, something sure seems fishy to me. The game has a total of 3 comments, not counting yours. There is 0 karma for feedback and 1.875 ratings given, how did this game even get enough ratings to get a score? It almost feels like someone was miffed at the results from the last jam and decided to game the system. I hope I'm wrong, and this guy just won the lottery for people who decided to play and rate (without leaving comment) his game, but something seems off to me.
I love these escape the room type games. Even though they usually boil down to just click everything on everything else. Some of the stuff was pretty intuitive and others, like what to sacrifice was just try everything on every face. The art was really well done and the sounds were nice and not annoying, which is asking a lot for game jam games. I don't like the fact that the game suddenly ended with the one thing (don't want to spoil it). Overall it feels like a lot of work went into this, so great job. I really liked it.
Great job. I like the art and the sound. The core mechanic is solid and well implemented. The game was maybe a bit long for such a limited gameplay set. But at least it did give me enough time to explore the map, which seemed to be pretty well laid out. I agree about the fact that some sort of gore of elfs getting ground into guts would have helped. Great entry.
I really love the art of the cut scenes and the cover art. Not as much the in game art, but still 5 stars for the static art pieces. I like the different mini games, even though they were quite hard, especially the barbarian. That one was really tough. I didn't really like the sacrifice mechanic, being an RPG I like to fight monsters, it felt wrong to be punished for doing so, and no loot from them to boot. Although, that said, I did like the fact that the different monsters all had their own movement patterns. Reminded me of Crypt of the Necrodancer in that way. By the second play through I was able to beat the boss only having fought one monster before hand because I was able to navigate around the enemies using their unique patters. Really solid entry well done to you all.
Well, that was a thing. If nothing else, it was certainly innovative... and disturbing.
Very innovative game. It does feel like you had an idea for a game, and changed the word Spawn or Sacrifice or something. I do like the concept though. The idea that you are scrambling for money and you need people to climb on top of, but you can get buried by them. I found myself in a corner and lagged the game out at about 204 sacrifices. Though I still kept getting money when anyone picked it up. Once I realized I didn't have to get the money myself that took a little bit away from the game. Again I like the concept and the innovation. Well done.
Neat game. The trivia was pretty fun. An audio slider is really needed. The volume was way loud, which normally I could just turn down, but I was chatting while playing.
Great game. I really love me menu animation. That opening sets a really good tone for the rest of the match. The mechanics are a bit simple, but they work. The whole thing feels nicely polished. One thing I would change, is make the "ready to fire" indicator be combined with the fire button somehow, like light up the buttons or something it took me a while to find the "ready to fire" text down in the middle and it just felt a little hard to see sometimes. Other than that, great game.
You didn't misread the rule, you are supposed to opt out of categories that you used 3rd party assets for. However, as the jam gets bigger, more and more people don't read the rules and there is no way to really enforce it unfortunately.
Great game. I like the take on sacrifice. I'm not a huge fan of bullet hell games, but this was good as far as I could tell. I don't really have anything negative to say, it all seemed well build.
The graphics were quite good. Did you make that zombie thing at the beginning? I thought I was going to run into it. At times it was hard to tell what was something I was going to crash into. Also on that, the game might be a little too unforgiving for as long as it takes to get into it. Instant death and restart for nicking a corner is just a bit much. I didn't feel like I got very far into the game before I couldn't take another restart. Outside of those issues, the game controls nicely and I like the idea. The music was a bit too in your face for me, it's good music, but it got a bit grating after a while.
I enjoyed this game a lot. I think, with a lot more polish, and a much better control scheme this game could actually sell as a mobile game. I'd play it, if it were upgraded quite a bit. The premise is very solid. It could really use some sound. The control scheme is, while functional, pretty bad. There is a whole lot of clicking to get anything done. I think, a small fix that would help a lot is to have the number to move start at the max as most of the time that is what I want to do.
I upgraded, but I couldn't tell for sure when i was aloud to, and what that upgrade did. it would be nice to have a map indicator saying when a tile was upgradable, and a tool tip at least saying what that upgrade would do.
Hard game. I couldn't beat the 3rd guy (the fast one, cant remember his name) I liked the Punchout feel of the different characters though. Also, nailed the theme.
Pretty game. It took me a long time to figure it out. Some of the tutorial tips seemed to go away too fast for me to grasp what they were talking about. I did manage to get up to berries. I like how the music seems to progress and add instruments as you get further along. The one instrument, the high pitched one is a bit grating on the ears though.
@5n1p3r-4r73m1s Thanks for the great comment. The game "not being fun" was a concern I had most of the jam. We were hoping to have a few more puzzle elements to the game to give it more of an escape the room type vibe, but that fell through.
Sorry to hear you couldn't find everything. Most likely the bottle on the piano behind the music stand, or the journal in the desk drawer.
Yeah, we had plans for the lights, but you know... time.
Also, super idea for the piano. I'd love to put that in.
@eamon-kane Any relation to [Chris Kane](https://www.youtube.com/channel/UCbFfLQAj_zE6rSo7AsaRxJQ)?
Interesting game, I've always liked genetic type games. The art is simple, but works for the purpose. It's a bit small though, would be nice if things were a bit more zoomed in.
The sliders seemed like they were supposed to indicate the stats of the creatures, but the line being high or low on the bar didn't really seem to affect them. Unless they were not in the order I thought they were?
The art style is pretty nice, and i like the idea of voice overs. I could forgive the really bad translations, but most of it just didn't make any sense, and the fact that the chatter just played over, and over, and over... I wanted to smash something. Also, I think I got stuck, or it's not finished or something. I calibrated all 3 antennas, and then there was a rocket sound, then everyone just said Come back later.
Nice concept. I really like what you did with the theme and it really is quite innovative. I thought it was too hard for the first level. It took me quite a few tries to even figure out what I was supposed to do. And as others have said, the restart cycle is a bit too slow for a game where you are going to fail so many times. I am not rating the graphics, because as you said the background are not yours.
GOOD - The art is quite good - I like the fact that you did a card game - Betting years of life is a cool way to do the theme
BAD - Should be able to click the coins faster to bet. The delay is annoying when I am going to be 96 years old. - The opponent doesn't have a score, there doesn't seem to be a way to win? Just keep playing. - All Betting happens before you have any idea what cards you have.
Fun clicker type game. It got quite hectic, and was tricky to remember to pump the heart every time it got to 7 so you aren't wasting seconds. My biggest criticism would be the font, it was kinda hard to read. Other than that. Great entry.
Cute game. As others have said, you should opt out of the graphics and Audio categories given that the music and background art isn't stuff you made during the jam. I don't know if just compositing a bunch of images like that really counts as transformative enough to call that new graphics made for the jam. That said, the game was cool and fits the theme well. Nice job.
Great submission. The graphics are excellent. The audio is really quite good too. The intro is a little quick, was hard to read, maybe a click to proceed would be better? The wall jumping was just a touch finicky, but quite good considering that it was a game jam. I found the switching between slimes to be a little odd, not sure if there was a point to it later on, I lost one of them early. It would be better if the camera re-centered on each slime as you switched to it. Unless that was a deliberate design choice? I am not a big fan of platformers so it's hard for me to judge the fun of it, but I'll rate it pretty good there as it seems solid.
After resetting, the querty mode didn't seem to work, I tried toggling it multiple times. After refreshing the page, it seemed to work again.
This really itched the KSP nerd itch in me. I was wondering where the theme played in, but then I saw it was in the trader station. Too bad the upgrades don't persist between levels or I could see playing this for quite a few levels.
Having drag isn't quite realistic, but I suppose it would be too difficult for a lot of people to play with no drag so its fine. Overall nice job. I like this one.
Hi, Saw your comment on the front page. Nice concept for the game. Quite literal on the interpretation of the theme which is cool. I usually try and place some constructive criticism, but most of what I wanted to say was covered in all the other comments. The control scheme just seems difficult for the sake of being difficult, with the movement being so floaty, and the odd keyboard move and look controls. Also, it was hard to tell what some of the upgrades did, like the upgrade player.
The music is quite good, and I really like how you handled the theme. My biggest problem is, winning only returns your bet, there is no winning, you can only lose more slowly. The game would be a lot more fun if there were some betting strategy other than ante up and roll till you get your bet back, or lose.
Hi, great mood. The graphics are mostly great, but sort of a mixed bag. Like, the shader on the houses seems off, and the same with the rocks, compared to everything else. Also, some of the trees clip and flicker. The audio is good, although, I'd have left out the audio on the villagers rather than pulling in some 3rd party stuff. I'm not going to complain really as its such a small part I don't think that should affect your audio score, but still. The gameplay itself wasn't exactly fun, especially the cultist section where I couldn't really figure out what I was supposed to do. I didn't like that it seemed the last item I collected would drop on the ground when switching characters, even if I had brought it back to the house already.
Hey, pretty ambitious to attempt an RPG for a game jam. Although, using RPG Maker with built in art helps a lot in that regard. I don't know if I just got lucky or what, but I basically just ran straight to the witches house, and the witch fixed my wallet, and game over. I never got a chance to buy anything or spend my life. I fought a shady guy, and an ogre. Either way, I can see this becoming a much larger game. Cool stuff. Probably the most fun game I've played for the jam yet.
It took an me a round and a death to figure out what I was doing, but after that I was quickly able to have all my resources steadily climbing with no goal or challenge in site. When a building is destroyed, I can't seem to place a new building in the spot any more. Maybe that is part of the challenge?
One tip, for a jam a randomly generated map is usually a bad idea (I've done it myself a few times). The problem is, it takes at least as long to randomly generate maps as it does to make a decent map by hand, and most people won't play the game enough to get any benefit from randomly generated maps. That way you can have one, hand crafted map that lends itself better to the game play for the one or maybe two times that someone will play your game.
Still, nice job for a first jam. I can see with a bit more depth and balance this could be a fun little game.
@romes Sorry about that, you can transform, but only after killing the boss in each section. The biggest one. It was meant to be a bit more obvious, but, well, you know how game jams go.
Quite a fun little game you got here. Quite simple to play, and then then just had to figure out who and where. We actually tossed around an idea very similar to this. Inspired by the guy who traded a paper clip up to a pencil, and so on, up to a house or something like that. Is a cool idea and you pulled it off pretty well. I liked the music too, a bit repetitive, but fitting and nice.
Very nice and polished experience for the most part. Obviously sounds would have went a long way to making it feel more interesting to play. The tutorial was a great touch and I could tell a lot of time went into making it. It was maybe a bit lengthy though. A lot of mechanics to explain. I was hoping it would be a bit more fun that it was unfortunately though. Maybe it was the balance or something, but I felt a lot of time I was just sitting for many turns to buy gems, and my first game I screwed myself by not leaving enough space around a tile to get enough workers for the victory tile. Also, the win screen is a bit broken. Annotation 2019-10-09 215835.png Still very nice job. A lot of work here for 48 hours.
Neat game, reminds me of those "intro to programming" courses in middle school. Would have liked to see more, maybe actually collecting the instructions somehow? Also, it needs to be just a bit faster.
Fun game, the mechanics are pretty clunky though. It was really hard to know when a gear would attach, or when a belt was or wasn't allowed to be connected or to go through another. After I got level 3 spinning the game just closed. I don't now if that's by design or if it crashed. I had to disconnect level 2, to get it going, maybe could have went back and got all 3 going but with the "crash" not going to try again.
Still cool game. Also, I'm enjoying 0.17
Cool game. I didn't like how precise the placement had to be for the different explosives. I would have used the blue marks, but the radar made it look like it wasn't close enough for the left one. It took way too many replays to figure it out, with no way to reset after I knew I failed. Still I had to persist through, so that says something. Also I did like the music, it fit quite well.
Fun concept. The sounds were great, though, I guess you didn't create them since you opted out? The controls were a bit awkward but not too bad. The graphics were quite good too.
Neat. I'm very much not for clickers, but at least there was some puzzle aspect of getting the goblins to do the work. I screwed myself in the beginning by making my first few buildings and blocking any paths to make roads. The graphics were great, and the music was pretty good too.
Quite nice, very moody. I wouldn't exactly call it fun, but I don't know that it's meant to me. The art was quite nice and the sound was pretty great. Not really my kind of game, but I can see the appeal for some people. Nice job.
Noooo, the ship left all my people do die... they worked so hard so hard along side Franks corpse.
Mostly fun game. Generally in this kind of game I prefer to just give orders and have the guys do whatever needs done, including feed themselves and sleep rather than me having to micro every unit. Still, I'm sure that would have taken even more time that you didn't have. Over all I like this sort of game and you guys did great for a jam. I tried getting my team to make a game of this sort.
Great job.
Lot of "create the universe" games this time around. I suppose it's to be expected. Still, this was at least a different take on things.
Just came across your game. I saved it to play later and I'll leave a better comment when I do. I just had to leave you a link to my last Global Game Jam game. [Squirrel Away](https://archimagus.itch.io/squirrel-away) as your's reminds me a lot of it.
Duuuuudes, This was EPIC.
My stars kept "going out" though. Something with the shader maybe, they would turn off sometimes. They were still there, but the emissive would cut out. I was thinking about making something like this, but I don't think I could have done any better.
Awesome experience, Dat super massive black hole :whale2: FAT.
The music is great and the look of it is very nice. When I first started I was like "Fuck this game", but then I saw the fish in the background and I had to find the rest. The key was super hard on my first go round because it happened to be randomly in the middle o a bunch of other yellow stars. Might be worth putting is some (more?) effort into dimming or removing some of the same colors stars in the area of the constellations. Other than that, nice relaxing experience.
Cool idea, pretty fun. Would be better against a friend, but at least I could play alone. I wanted to make a multiplayer game too, but always tough for a game jam.
The interface was a little tough to read, off the screen and all. But it wasn't too bad. Nice job.
Well, this was different. I read the tutorial and went back to play again, still got overrun by weeds. Not sure what I need to do. Still, an interesting concept.
Fun idea, but there were a lot of bugs. Equipping armor would cause my bow to unequip. Re equipping the bow would fix it. Several of the UI menus would get stuck. Sometimes I could unstick them but I ended the game when my store page was stuck open and I couldn't get it to close. Still I like the idea, I wish I could have gotten further into it. Also, the randomness of the drops maybe needs some tuning. My first play through I got almost nothing useful equipment wise. I died to a plant. My second time, I got a legendary bow as my first drop and murdered the forest. Would have continued wrecking through everything except the dragons if the UI didn't bug on me.
@listonos Thanks, yeah, we got a bit overambitious on trying to include as much of the actual biology as possible, we sort of ran out of time to explain how to play it in the game :/
@falzock @space-man Thanks, unfortunately we didn't get to try the HTML5 version enough before the deadline to realize that clicking the link was a problem.
@solifuge Thank you so much for playing and giving the video feedback. It's really helpful to see where people struggle. We know it's much more difficult than it has to be. We just ran out of time to do a good balance pass, and especially a tutorial. There were even more processes we wanted to get in as well, and we should have probably stopped sooner to make sure we could get that all important tutorial in. We wanted to do pretty much everything you suggested. Also, it sucks, I think you ran into a bug, maybe after a restart? It seemed like some of your workers bugged.
This was such a brilliant game. I'm not much for platformers, but this was beautiful and very well done for a game jam. I'm super disappointed I didn't get to see the end. The game froze, I assume when trying to load the final scene? Stuck.png I let it go for a very long time to see if it would eventually load. But it wouldn't.
As for what I got to play, the only part that bugged me was the fact that I couldn't bounce from mushroom to mushroom when going back up sections after I fell. Would have been very satisfying to bounce from shroom to shroom rather than have to land beside it and jump again.
Outside of that, the game was beautiful, and very satisfying to play. The music is the best I've heard this jam. I loved the way the plants would spring up around you as you walked.
Great work, love it.
Interesting concept for a game, I have been wanting to try and make a dots game too, but have been too afraid to try it for a game jam. I would have liked to see how far it could go, but it keeps crashing on me. I felt like I was getting into a rhythm to get a really high score at one point, but again a crash. So as other have said, sounds and some hit feedback would be kind of critical to make it feel just better enough to be fun just slaughtering through the thousands of zombies. That and the crash fix as well. After that, pickups to get different weapons to enhance the zombie massacre and you've got the start of a fun time waster experience.
Very solid game. Simple to understand and pick up and play. But difficult to do well. I'm not really a score attack kind of person, so there isn't much here for me beyond the first few plays. But for that kind of person, yeah there seems to be a lot of room to get better. Does it scale up in difficulty as it goes on, so that the better players will eventually fail?
Also, the slice mode was a lot more interesting than the rocket mode. Good choice on that one. It was fun to see how many I could get with a single beam.
The explosion sounds cut out a bit soon, would be nice for them to trail off just a bit rather than instantly cut off.
I made it home. Pretty simple game, but works well. One possible bug? You can just leave and re-enter the same station over and over again to stock up on resources. No need to explore. Some sounds would have really helped I think, even some bleeps and bloops make a big difference.
That was unexpectedly fun. I am not a writer, but still was fun. My third story was going well until I miss typed the key word and ended it. I wish the time pressure ramped up just a bit slower so I could get a little bit of a longer story out. Also, some sounds would be great. I think it would help a lot with the atmosphere. I light typewriter clacking, some easy music. Also, maybe something to make sure you don't get the same word super close to itself would be good. Super cool idea though.
Pretty fun game. I liked how physical everything was, the bullets, the health pickups. How the bullets "syringes" stuck into the enemies. The shooting is quite satisfying. Some sort of upgrade pickup would be nice I think, to shake things up a bit.
I hope you guys get to finish this. It really seems like it might have some potential. For now it's not exactly fun, but the mood is great. It feels like there is a good game hiding underneath what is unfinished. My first play through, I got stuck in the "how to play" section. I could just move around, and that's it.
Great atmosphere and mood. And the graphics were super, and I don't usually like that style. That said, there wasn't much "game" here. Just hold right. Also, I would make the text prompts clickable or something, or make them stay up longer if not clicked. I found myself reading my other monitor waiting for the next prompt and sometimes I would miss them. Also I there might be a bug with which one is displayed. I seemed to start getting messages for the wrong station. Then at I started getting "This is the end" message, over and over again for the last 3 stops or so. So yeah, great mood, art, sound, but it would be nice to have a little bit of game play.
Hey, we had similar ideas in our games. My team went the educational rout as well. Your's is a lot easier to play though. Similar to ours, it's a bit hard to understand what to do, or what thing has what effect. Still, I was able to manage to get all the upgrades and seemed to be on a path of surviving forever. If you wanted to check out my entry, you can here https://ldjam.com/events/ludum-dare/46/sim-cell I normally wouldn't link my game in comments, but since you also did an educational game I thought you might like to see it. Be warned, in the HTML version of the game, clicking the "Learn More" button will take you away from the game and lose your progress.
Yay I got a full sized rock. All the little interactions were fun to play with, and at first it seemed way to easy, but getting that last growth stage was pretty tough. Trying to balance all the different needs. Some sounds would be nice, but you seemed to get a lot in with the different mini games. Sound i'm sure wasn't a priority. Overall great entry.
I like the idea, but I can't seem to play, I picked up some ice? At least the little I could given the collision issues. But I couldn't seem to get it back in the ship. Am I missing some trick? Maybe with a few more hours of bug fixing this could be an interesting game.
Glad I saw the honey early and figured out how to get it, thought it was for the badger, glad I got it to get past the bear. Fun game, well executed.
Great work, solid execution. This certainly wasn't the game I was expecting from the screen shots. I was expecting something a little more explore oriented rather than wave fighting based. Still, it works well for what it is. Easy enough to play, but still starts to ramp up in difficulty. I could see this begin a fun "flash game" with a few more mechanics.
Game seems well done, but way too hard for me. I was able to get through about 4 or maybe 5 screens. Way not my kind of game. Still, I can appreciate the effort that went into it.
Brilliant execution, mood, sound. The whole game was just very satisfying to play. That said, the time limit felt more annoying than "good pressure" I'm not much of a platformer guy. Still, as I said, I really liked the theme, characters, and pretty much everything about the feel of the game, except the time limit, and maybe the running out of time effect.
Thanks for the feedback @ismael-rodriguez Completely understandable, it's certainly not the kind of game that would appeal to everyone. We did want to add things for you to do during the battle, like user activatable abilities but as like most game jams, we ran out of time. We also wanted to have more choices for characters and for what abilities they have.
@gizmolo That's awesome dude. Yeah, we never got that far in testing, if we do make a full mobile version we'll make sure leveling is a little better and make sure you can get past more waves.
There is an android build on the game page now if you want it on mobile. I want to get game saving in so that you can progress after shutting the game down.
@gizmolo Just to let you know, I posted a version for all the platforms except WebGL that save your progress when you quit so you don't have to start over every time.
@peachtreeoath Thanks for the comment. I haven't played Almost a Hero, but when I started talking about this sort of game as an idea, the other guy on the team suggested that game as an idea to look at. So it is, the slightest bit modeled after that as I did go look at a few screen shots and one video. I wanted to have our characters walking along a path and encountering the monsters, but we didn't get to that.
We wanted to have a lot more for the player to do in the game rather than just sit and watch once you've filled out your team, but you know how jams go.
As to the dark themes. Yeah, we made "Little House of Horrors" and it did quite well (still gets played about 20 times a month actually) so we've done the eldrich horror things a few more times as that theme seems quite popular.
Very cool concept and pretty well executed. I would have rather seen more time spent polishing the mechanics rather than coming up with more levels. A few things would help a lot, like the ability to chose a buildings rotation, and the ability to remove blocks. Also, Maybe a speed control, at times it felt a bit tedious waiting for things to happen. Still I quite enjoyed the game and I think with some polish it could be really fun.
Solid game. Pretty loose on the theme I'd say, and it's suuuper hard. I played on both red and blue sides and with both moderate and polarizing candidates, and got annihilated every time. I didn't seem like the issue the states cared about mattered all that much? Still, it was fun and amusing. Great job. Also, really nice on the map, very clever.
Wow this game is really fun. Sometimes it felt a little bit clunky and unresponsive. I think if the between moves movement was a little smoother that would hep. And some of the moves seem to end the combo just a bit too early. Like I wanted dragon punch to be able to go just a bit higher before deciding that it missed. But over all, this was super fun. I unlocked all the moves on the second to highest difficulty. Some of the combos were super hard, so thanks for the reroll button. Overall one of the most fun games I've played this jam.
Neat game. A little bit too hard at the beginning I think. Also, it seemed like sometimes it would register the wrong word for what I was typing. Still it was quite pretty. A better font might be nice though sometimes it was hard to read at speed.
Ahh, good times. Fun game. Im winner. Pretty rough on 1 core of my CPU lol, all that cash pouring out. Still, was good.
Not really my kind of game. I wasn't able to complete much of the game, I found the controls to be pretty difficult, with that on top of the puzzles not being my sort of thig I didn't get very far. I kept getting the boxes stuck in corners by having them push when I didn't mean to and stuff like that.
Hey great game. I don't even like platformers, but was really good. You managed to get a lot done for a jam game. With the art sound, animations cut scenes. It all works together. The loop theme was used really well especially at the end. Only small issue I had is that it was a bit fiddly to go down, as I had to stop completely before I could duck to go down, otherwise I'd jump. But that's a minor issue. Well Done.
Your game is showing up as a virus. I hope it's just a false positive. But I'm not going to run it. Screenshot 2020-10-06 175145.png
@tomssuli Yeah, I know about the Windows Defender not liking exe files. This was caught by both windows defender and McAfee web safe.
Wonderful game. The art is simple but nice. The weapon effects are well done. The sounds are good. The gameplay is very fun.
A few things that would make it better. -The left and right weapons should be swapped. It's a bit disjointed to have the left button fire the right weapon. -I'd like to have a display of my current equipment. -A distance indicator to the target would be nice.
Super cute game, and a great use of the theme. I did run into a bug where sometimes the pointers would get stuck and I'd have to restart the game to fix it. On the first day I drug the pointer closest to the green square on top of the building there and then I couldn't move any other pointers. After a restart I made sure to not drag any outside of the streets and it seemed fine then.
I am not normally a fan of the "pixely" blocky graphics but these were really cute and worked well for the game. The audio was simple but fit the mood of the game just right. And the little interactions when the bike hit a character just made it all feel a little more finished than it otherwise would have.
Great job.
I played the speed fix version and it's REALLY SLOW. I wanted to solve it, but between the loops and ending up back where I started, and walking so slowly I gave up. As a suggestion, maybe make the signs just have the clues on them instead of having to go up and click them? It would make it a lot quicker to read the clues. Other than that, the graphics were simple but worked, and the music, while simple, fit the game and is better than none which puts you above many games.
You hosted this on itch.io, but you compressed it as a rar file. The the itch.io app doesn't really work with rar files. I know it can be manually downloaded but it's really convenient to use the app. You should consider uploading it as a zip file.
@oshawatt123 I was just suggesting to use a zip instead of a rar. If you do that, then the itch.io app can install it. Plus, windows doesn't come natively with a way to unpack rar files so you are probably limiting your potential players just by choosing a less standard packing method.
As for file access, I seem to recall that you can write to Application.persistentDataPath from a web gl application. Or, worst case, depending on what you need you could save your file encoded as a base64 string to PlayerPrefs. No ides if those suit your needs, just something to look into if you wanted to do a webGL version.
HAHA Super cute. Someone's been watching blender guru?
Great job. Impressive game for an 11 year old. It was a bit short, maybe increase the number of apples? Really cute caterpillar and that winning sound was great.
Awesome music, is it original to the game? The graphics were enjoyable too. The game is a bit short though, I was just getting the hang of it and I won. More waves would be nice, and maybe a random spawn location for the enemies. Well done.
Very cute art. I gotta be honest, I found this one more frustrating than fun. Still I was able to stick with it enough to beat both levels. It's an accomplishment to get a game done, and you guys did a great job. It's well made for the most part. It was just hard to tell what was happening when and why I was getting reset to the beginning of the level. Didn't take too long to figure out, but was a bit frustrating to figure out what would kill me. Still, like I said, the art is great and the music was nice.
Beat it in 9 days. Probably took way longer than it should have. The art was great, the sounds were fine. I hated the controls though, they are pretty awkward. Mostly having the movement split between the two hands. <- -> to move and Space to jump, was just hard for me to get used to. And then using up arrow to interact with the two interactions, just didn't work for me.
That said, it was fun enough for me to keep trying despite getting utterly frustrated with the lack of idea for what to do, that I was able to complete the game.
I saw this game and I knew I had to play it. The theme and art are great. I wouldn't exactly call it "fun" but it was very atmospheric. It seemed like it should be a really nice and relaxing game, but I found myself fighting with the controls just a bit much to get in a zen state with it. I did manage to balance my decent rate with the pressure, but I felt like that mechanic didn't really add all that much. I wanted to look at the fish, but I spent all my time working the controls. Still I enjoyed the experience a lot. 15/18 fish, and the end. Wasn't ready for that, but cool
Hey, cool making a core game. We made our first core game for the jam, and it sure was a challenge. Great job for pulling off all the different things.
@trexxak Thanks for the constructive feedback. The game is multi player, so you could have up to 7 other people in there, if you could find them. We totally understand that what is there is just grinding out the next thing. It took us long enough just to figure out how to do things that we didn't have time to implement much in the line of actual gameplay.
As far as NPC's yeah, we would like to have them. It's something that is totally possible in core I think, but that is a whole nother system to add in. I think with 1 more day we could have had some rudimentary NPC's. But for now we just assume the "evil wizard" removed all the people at the same time he removed all the buildings LoL.
@ekilibr The game is multiplayer. I wonder if it dumped you into a game with someone else that already nearly completed the portal? I don't fully know how Core works as far as putting multiple people into the same game.
This is probably the most fun I've had with any of the games I've tried yet. Great job. Really tough, but compels me to keep playing. Some sounds and a little more polish and you've got a great game here.
Really cool, and hard game. I did manage to beat it, and I kinda hate platformers.
The art was amazing, the mood was really good too and even the sound was great, booming music. I never lasted longer than about 20 seconds though, maybe I just don't understand the game. I'd have kept trying more if it wasn't for the really long intro that you have to go through every time. I think a quick retry would go a long way to help figure out just how the game is supposed to work.
The art on this is really great, but it was really hard to get into it, for the longest time I was just click accept on human otherwise no. I didn't even realize the laws had changed until I randomly clicked back on it to see. I still wasn't sure what exactly was going on. Then, the game just ended, suddenly, with music and I about crapped my pants LoL.
Cool aesthetic. Not my sort of game, but it seems well made. Some sound would help a lot I think, of course I know how that goes for a game jam. Overall, great job.
Really solid game. I like the use of color. The art and sound are amazing. Great work, tossing toads and lizards into a pot, what could be better HAHA.
Wow, wild ride. I think I got myself killed off early, but still. So many details, so much art. I loved the cool kid, with the poop culture wearing a poop emoji pin ROFL. I can't exactly say the game was "fun" but I loved it anyway. I usually try and find criticism but I can't really find anything wrong with this. It even has a menu with a lot of options, and a bunch of save slots for those that want to go back and try all the options. Superb job.
Cool game, the intro was great, though it should probably exclude you from the graphics theme (unless you went and took all those pictures yourself for the jam?). The English is pretty rough, but understandable enough and really appreciated and great that you had multiple languages supported. The music is nice and fits well and it was a great use of the theme. Unlike some others, I was able to buy nuclear right at the beginning and it was pretty smooth sailing from there, just had to run down the cash a bit :)
@exevirus OMFG That's great. I mean, that is kind of what I was hoping would happen, but man, I love to see it. Thank you.
@ulisses Great idea on the scoreboard. I was just so frustrated with the theme that by time I made this I just sort of got it done and shoved it out :D Of course I think @exevirus probably already has a permanent top spot unless someone else wanted to bother getting a better auto clicker? Though it's probably framerate limited.
Beautiful. The board, the pieces, it all looked very tactile. The mechanics are straight forward, and work great. The biggest problem with the game, as with so many with this theme, is that it's just a "hold on until you lose" game. So I play for a bit, until I stop trying and lose to see what the end screen is. Great submission, just a shame about the theme.
Interesting idea and thank you for the option to turn off the background, I don't know if my brain would have been able to not melt with a scrolling rainbow in the background while reading all that. Some of the puzzles made sense, but others seemed kind of random, just click buttons until something new happens. Still, I did make it to the end nice job.
Really great game here. Tons of content. I am rating on the jam version, I'll play the post jam after this. But, the controls could use a bit of work. I don't like that movement gets locked out when the selection circle is up. Hotkeys would be great, I just want to hit B to get the build menu, among others. It was often difficult to tell at a glance why I couldn't build something and what resources I needed to focus on trying to get more of. On that, it's really easy to hard lock yourself by not having enough resources to get yourself back up and running. Maybe that's due to the crappy theme of this jam. I got to a point where I ran out of solar stations, and then I couldn't collect anything, so I couldn't build a new station, so I just died. It would be nice if the ship provided a minimal amount of power to run a single collection drone or something. Anyway, I really like this entry great job.
Interesting idea, probably the most innovative game I've come across so far. It's not too much of a game yet and has been pointed out you can sort of just keep moving forever so once you are on stage 4 you can just stay there till you get bored. Stil it's a cool concept.
Catchy fun game. Great art, the frog is a super winner. The sound is great too. Overall, well done.
Nice game, simple and to the point. Nice sound effects and the controls are simple and intuitive. It could be a touch slower and not be quite so frantic right from the get go. Maybe have the missiles start a bit higher so there is a bit more time to react and it's easier to tell which one to go for next.
Super great looking game. I love the art assets. Looks like it was modeled after the Vector robot, or maybe Cosmo? Either way super cool. One problem, for me the tutorial seemed to be messed up the first time and I didn't quite get what I was supposed to do right away. I saw the tips but there was already a pile of garbage. After I lost and restarted it worked, would have been helpful on the first playthrough. I would have liked the game to be a bit slower, you spend time developing the box stacking, but the trash was coming so fast I didn't really get a chance to play with it before things got out of control. Also, on the second playthrough I think the game over was broken because trash trucks were just coming 3,4,5 at the same time dumping a constant pile of trash until I was completely buried. Though that was kinda cool too.
Some good humor with the snail's reaction to being shot. The music was pretty decent too. As far as the game, I guess it did what it said on the page. I would have liked a bit more design put into the mazes. Maybe 3 well thought out mazes rather than 11 that I couldn't really tell apart. I'd have liked to see maybe some distinct areas of the mazes, at least a color change or something to help know one part of the maze from another.
Great puzzle game. Really good progression of mechanics, building up to teach as the puzzles got harder. I did struggle on a few, but just enough to where it felt good to figure them out. Nothing really to complain about here.
Fantastic job. The art and sound were superb. The flight was a bit, floaty? Maybe that's intentional? It feels pretty good, but I wouldn't mind if it were a bit tighter. The biggest problem with this game is the theme it was made for. This would be great if you could actually do something with it and have some progression and win condition rather than just endless waves till you run out of ammo. Either way, great job.
Most of the art is great and the sound is decent. The controls need a lot of work though, it feels pretty bad to play. It's so floating and hard to control. I really like the background art and death, though I don't care for the main character. Or at least his idle animation.
The webgl version doesn't seem to ever finish loading.
Great game with a super unique mechanic. Took a couple rounds to get the hang of it and it's brutally hard, but fun. The sound is quite loud by default, and there is no menu before the action the first time, so maybe I'd change that. Another tip, since you have the full screen button in the unity project, you can disable it on the itch page, as it is, there are two full screen buttons.
It's a stuffed Wookie. Top humor marks for that one. Top mood marks too. A bit more depth to the puzzles could have been nice, but for a jam game this is pretty impressive still. The FMV sequences were great and super innovative. Awesome work.
Most of it is very pretty, but the main character doesn't fit at all, and the "gun" part just looks really low res and doesn't fit. Still, the sound, background, and enemies were all great.
@deruitda Thanks, but it doesn't bother me. I've made a lot of games and this one is among the worst :shrug: Still I appreciate the help.
@solvenoff Thanks for the nice words.
In a way though, they almost hurt more than the blatant rude comment :smile:
> Everyone starting out in game dev deserves support
> Keep going β youβre on the right track!
I've been making games since like 2004, with something like 30 game jams under my belt so looking like a newb hurts. But I know it's deserved on this one. Been away for a couple years and bit off a game that would have been ambitious when I was super active and up to date on the tools.
Anyway, thanks again, I do appreciate the comment and the kind words.
@starduster Thanks. @poshdan Tab or I to open the inventory - and yeah, that was our thought. Lets try and do something visual for a change. Except neither of us had used the terrain editor before, and were both pretty bad at finding assets π¬
Beautiful game. Nice chill vibe. I like it. Some things I think would make it even better. - WASD controls. Arrow keys and mouse is hard on the wrist. - Some sort of indication of what the purpose of the creatures is. It took me a while to realize the creatures powers were what let me click on the use power things. - Making the symbol on the UserPower clickable and not just the sign.
All minor things, overall great job.
Well done, a great level of polish. And I could tell a lot of time went into the design. Some of the puzzles took me a lot longer than I'd care to admit LoL. A few bits of constructive feedback. - Pressing Enter in a text box confirms, but on a wrong answer it should re select the box. (I found later on that hitting enter a second time does select the box) - Escape in a riddle window should just close the window, not ask if I want to quit the game - Escape with the quit window open could close it. - Pressing I to bring up the inventory only brings it up for a few seconds, really hard to read the story in there.
Cool idea for a game. I somehow ended up with a homeless guy exploiting the system, he had to go π€£ Screenshot 2025-10-07 152805.png Not a big deal, but I have an ultrawide monitor, (5120x1440) and in full screen the labels don't line up with the houses properly. They work fine not full screen. Screenshot 2025-10-07 153406.png
Great idea for game. I think it maybe could use some balance it's hard to tell if the upgrades are actually doing much. I found myself mostly just crashing into asteroids hoping they break before I hit them, most of the time they don't. Speeding up to get some distance, then slowing down for the asteroids seems to help some. But it's hard to know if an asteroid is going to break or not.
After a while I ended up on a black screen with just the HUD but no particles or asteroids so I had to quit out.
I found in the menu the list of all of the rarer elements, but as far as I could tell I only ever got iron.
Cool idea, I think with a bit more time polish and balance it could be fun.
This is the weirdest thing I've played in a long time, but in a good way. It would be super cool if there were one more location where you could go to view all the artifacts you collected.
Also, I went to Paris first, and spent all my money buying artifacts, but after playing more I feel that was maybe a mistake? Does it just fill up social class, so buying more when already full does nothing?
Either way. Cool idea.
Why is this game fun? This shouldn't be fun. Let me just knock out one more game rating before bed he says, it'll be quick he says... Oh, it's 1:30 in the morning now, what happened? Seriously though, great puzzles, super well put together. I wish I knew the game was going to end though, I could have perfected my grand master book. {02A7FB8E-2898-4236-875B-748B8462B83E}.png
Cute game, it looks really great and the premise sounded super interesting.
I found the controls to be a bit frustrating; the movement is kind of robotic, rather than fun and wobbly like I was hoping for, and I kept dropping everything by rolling into a slight hill. Also it's a bit difficult to understand the objectives.
Still, good showing overall, I could see potential in this idea.
Quite hard game, but I managed to beat the final boss. The art is quite beautiful I like it a lot. The controls are frustrating. Moving with Arrow keys, but esc and z being the undo and withdraw keys makes it awkward. I would make movement be on WASD at least optionally. The movement is also annoyingly slow and clunky. It would be much nicer to have free movement rather than single direction. The cards could use some icon indicators for a few things, especially flying. That would help a lot, as well as a more convenient way to sort through the cards, those little buttons are not very nice to use.
Still, overall the game is well done, the puzzle was satisfying to solve and the art is great.
@lsy As for uploading the fixed version, just make sure you keep the original uploaded and marked as the official submission for ratings. Having a fixed version available is generally acceptable I think, as long as it's clear which one is the original for ratings.
I caught them all! This was awesome. Love it. Took a few tried to get them all. I forgot to look at my high score at the end though. It would be nice if there was a way to view the high score from the main menu.
I really like how the different bugs have different movement patterns.
> Please maximize the WebGl-window to see the entire interface.
Has issues at 5120X1440 Untitled.jpg
I have a "full screen in window" plugin that lets it be nearly maximized, but still within a window. So I was able to play it well.
Flying around the system feels great, with the hyper drive. Trying to collect the critters feels a lot harder than it should be. Also navigating around the planets it pretty tough, it would be nice if there was some better controls for orbiting. But other than those couple things it's a pretty neat game. Nice job.
Cool idea. Not really my thing though. Still the art's pretty good.
Cool idea and pretty well executed. The ramp puzzle was kind of frustrating with the loose floaty controls. The concept is really cool though, with slowly building up the game by playing adding additional elements. Well done.
Why not just use a zip file? Much more widely supported?
Great job for a first time. I was unfortunately not able to get more than the couple starter coins and 1 shrimp. I couldn't figure out how to move after that, just moving the two platforms didn't seem to help aside from getting to the one higher coin. Everything else seemed blocked. I think with some more practice you'll do better, it's a good starting point.
I feel like I'm missing something, I found one body, and all I could do is click and read the story, I didn't seem to have any control over what was going on, and then the game ends after the one body. If I am missing something and you can give me a hint I'd like to come back and try more of the game. But as it stands I didn't get too much from it.
Aside from what others have said, the art is great and the story idea is good too. I like the concept, I just feel like I'm missing something.
Were in for LD41 Lets try and get a great theme this time... Ha, who am I kidding :) Good luck everyone.
@Q-ro Great feedback. We know about the dancing around powerups issue, and there is a fix coming in a few minutes along with a fix to clipping in walls. Though number 2 I never really noticed so thank you for that I'll certainly look into it for a post judging fix, though that seems more like a gameplay issue and not a "bug" so i won't fix that during the judging time.
everyone else, thanks for all the positive feedback. We are super proud of this game.
@Kichex I fixed the post jam version. Sorry about that.
> @HPMNK "I think you can improve the score system but putting some more Score variety, like having some βPerfect/Good/MEH/Bad timing on each bullet, which multiply the score and combo"
Good idea, I'll put that one in the list of updates we want to make to the game.
@bunnybreaker Just FYI, you can move. You need to run away from them.
Hey @PhilStrahl Great video, as usual. And thanks so much for playing our game. Also, good feedback. To the full screen/windowed question. Like just about any full screen program Alt+Enter will switch to windowed mode, of course, we should have that in the options menu, but well, Game Jam time :) Also, if you hold shift while launching it, you can get the unity settings launcher thing that will let you chose windowed mode.
I think you are the first person I've seen get to the end of Surely You Will Die. Or, if not the first, then one of very few. It's a hard song, and you didn't even use the super.
@jusw85 Thanks for the comments. Yeah, the spawning is our biggest thing we wish we were able to tune better before the end of the jam. It would be easy to fix, but not for the jam. And yeah, stacking powerups would be great but that was certainly a cut feature for times sake.
Hey, this is one of the coolest game I've seen yet. The concept is really innovative.
I want to rate your game, as we made a rhythm game too but I don't get any audio from your game. If you have an idea how to fix the audio, let me know and I'll play again.
Hey, congrats on the 2nd (should be first) in audio.
We got robbed by a game that didn't even use original audio. First place game is using this track. https://www.youtube.com/watch?v=kSetQroJe-U
Hey, sorry it took so long. I had bookmarked your game forever ago (as you said in your video about my game) but my list of bookmarks got longer much faster than it got shorter :) Anyway, very interesting concept. The mood was really good. The graphics felt a bit awkward with the super sharp 8k or whatever it was grass, and the ms paint characters. Also, that was some huge grass, were they zombie bugs? LOL. Overall it was quite a good experience and that goal keeper was frightening.
This was pretty neat. I really like deck builders. Though, in this I had a fairly hard time understanding what was going on. I'm not the best typist in the world, but I'm not too bad, I can imagine this being stupidly hard for someone that doesn't type for a living.
Some feedback. - There should be at least a brief tutorial screen for what the cards do. I never did figure out what a few of them did, Pot of greed for example. - There should be some indication of how to place cards, preferably a representation of a number key above or below each card. - It would be nice to be able to move the target location left and right, maybe via arrow keys instead of just tab. Several times I tabbed past my spot and had to go all the way around again.
Still, all in all it was a fun experience and could make for a decent edutainment game for typing classes.
Hey, this was pretty gun and quite innovative. I saw a health meter, but I didn't notice a lives counter. If it wasn't there, then it would be a good thing to have. If it was, I just missed it, so maybe that is something to keep in mind.
This was certainly an interesting and creative game. I hope you aren't stealing my email for nefarious purposes ;)
The play through email is a neat concept, but I can't help but feel it would have flowed better if it were all email or all web browser text adventure. It was a bit odd having to go back and forth between reading the text on the page and the text in the browser.
It might have been cooler if to take the next turn you could reply "Option1", "Option2" etc to the email. So you could play completely in the email.
The itch.io app claims that your game is not supported on windows. You may want to look at how it's packaged. That might be why you are having trouble getting enough ratings.
My work computer flags the download as unusual and deletes it for some reason. And the itch.io installer app claims it's not supported in windows. Not sure what to tell you.
As others have said, not having music really hurts this game. It would be so great if each beat of the compass as you put it would sync to a background track.
I liked the artwork, and that the cards color matched their character.
If there were any sort of combos, or tricks to getting solos I didn't find any here. I only got one solo, to finish off an already badly damaged goblin.
It felt pretty random as to how much damage the different moves would do. It would be nice to have a better indication of how much damage a particular move would do.
It kinda sucks to not be able to target the attacks or heals.
That brings me to maybe the biggest problem. Heals always target the lowest health party member, which includes trying to heal dead party members. That's not good.
Overall I really like the concept of the game, I just with there was a little bit more too it. If there was I could see myself killing a few hours with this game.
This was pretty fun once I figured it out. For some reason it took me several plays to figure out I could speed up by pushing W. Probably because I first tried to slow down with S and it didn't do anything so I figured it was just steering, and I couldn't figure out how I was supposed to get anywhere when I was immediately mobbed by two guys and I couldn't kill them fast enough to not lose most of my health.
Once I did figure it out though it wen't better and became pretty fun.
I did have an issue a couple times where my cart got stuck in a right turn, crashed into the wall and I couldn't move away.
Pretty cool game you got there. Very pretty. A whole lot of stuff going on. Some more feedback on taking and giving damage would be really nice. last time I looked at my health I was at 100, then I was dead. Leader boards is always a nice touch.
I normally wouldn't link my own game in a comment, but we also did a rhythm game and so I thought you might like to give it a try. [Elite Beat Zombygons](https://ldjam.com/events/ludum-dare/41/elite-beat-zombygons)
This game looks great, and the mood is really good. I wouldn't exactly call it fun, but I don't know that is what you are going fore here. Compelling yes, but I can't really say fun.
That was.... odd. Not really in a bad way.
It wasn't exactly fun, but it was compelling.
The audio was really well done, especially the sound between games. It felt really good.
I really liked the graphics on the second level, that paper texture was really good, but there was one flower, under the line that I really wanted to get, maybe that's why I resorted to drugs and booze, and fell down into a pit of despair?
The room on the other hand was a bit too plain, I feel like I missed something, as I just picked up the key and left. I would have liked to know what was going on, but the game was over before I realized I solved it, or did I? Did I just escape the reality instead of confronting my childhood issues?
Super fun game. I've been meaning to rate it for quite a while as I've been in several streams where you guys were being played. The announcer is the best part of the game I think. The other day I was thinking it'd be cool to make some sort of fantasy sports game, like the old Mutant League Football or something with her and another (maybe male) announcer as co commentators for the thing. Have some banter between them, could be super funny.
Anyway, the graphics are super cute to and the concept is great and really on theme. I like it.
I couldn't get it to work in Chrome. I had to run it in MS Edge to get it to work, otherwise I just had a light blue screen, no images.
Once I did get it to run I was able to play it through. Not too bad, but as others have said the text gets way too small. Also, full screen would have been nice ;)
Cute game, I've seen it on a few streams. Had to check it out for myself.
Very pretty game. And the music was great, is it made original for the jam? It was very hard though, I couldn't even get half way to the first sun in the progress bar. So I had to put it in god mode to see the story. It was really annoying to have to go through the tutorial stuff every time there was a restart, maybe remember if the player has seen it and now show it again or something. I never really figured out how to "play" the game so I most sat and watched the pretty stuff scroll by and watched the story.
This is one of the prettiest games I've played the whole jam. Well done. I do with there was just a bit more gameplay, or at least a death condition so I couldn't just forget to switch forever :) Still, it's beautiful and peaceful. I'll play it with my daughter.
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I posted anonymously above, calling out that the fact that the music wasn't original. (just that one, the other anons are not me) I posted anon because I didn't want to sound all salty because my third place got bumped down a rank because of it. I know the difference between first and third place is 100% the luck of who rates your games more so than the quality. In fact, the difference between first and 100th place is largely down to WHO does the rating.
To that, I agree *something* should change with the rating system but I really don't know what that could be there just isn't a way to normalize everyone voting standard that I can see. Not even down to personal preference for what they like, but how harshly they rate things.
For instance, I watched one streamer rate games, and the comments were like "Hmm, graphics, Yeah, I they were really great, I loved the effect. 3.5" To him, graphics he considered REALLY GOOD are a 3.5. Yet I've watched other streams and they are like, "Graphics, yeah, they are serviceable, eehhh, 4"
So yea, I blame the system more than anything.
As for this game, and I hesitate to even say anything because it makes me look petty at this point. But it shows the problem with the system. This game is pretty decent, but it's by no means a winning game. None of the other top games have this kind of conversation going on and I think it's pretty clear that there is a reason why. Even if you don't particularity like some of the others, it's clear how they could be ranked the way they are. But this game feels like it purely won the "who decided to try my game lottery" @smallboss I'm sorry if I'm offending you with this I really do congratulate you for finishing and submitting a a game. Just finishing is a huge accomplishment, and you really did make a pretty good game, better than my first (and at least second) game. But even you yourself claimed you weren't too proud of it. I'm just rambling at this point so I'm going to cut it off. I just had to get my thoughts out there.
@David-Boeger Neither I, nor @JavaSaurus, nor anyone else in this thread that I could tell were accusing you of cheating by rating your friends games (acquaintance/group member/ whatever you want to call it). Maybe some others have as you've said people were stalking GDU, and for that I am sorry that shouldn't happen.
Everything I and from what I can tell JavaSaurus have said is that there is a problem with the ranking system, because a game with so few ratings can easily have it's rating skewed far to one side or the other solely based on who ends up rating the game.
I don't believe you, or smallboss cheated in the rankings (at least I really hope not) and I'm pretty sure competing in the audio category was an honest mistake.
Looks cool, I tried to play but I don't have a controller handy. I'll try to remember to play it when I get home.
Hey, pretty fun game. At first I was getting pretty bored, and wondering if I was missing something. But as the combinations got more complex it started to become pretty interesting. I don't know that I get the theme of it much, but it's not too bad. The graphics were quite good and I liked the music. I was going to say instructions would be nice, but I think it's self explanatory enough.