Foon → Ludum Dare Explorer → Users → atmospherium
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| ๐ฅ | ๐ฅ | 2024 | 55 | Summoning | Seance | jam | 4.64 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| ๐ฅ | 2026 | 59 | Signal | We Trust You Are Well | jam | Innovation | 4.59 | |
| ๐ฅ | ๐ฅ | 2025 | 58 | Collector | #rizzfest2k25 | jam | Audio | 4.60 |
| ๐ฅ | ๐ฅ | 2024 | 55 | Summoning | Seance | jam | Audio | 4.79 |
| ๐ฅ | ๐ฅ | 2024 | 55 | Summoning | Seance | jam | Mood | 4.77 |
| ๐ฅ | ๐ฅ | 2024 | 55 | Summoning | Seance | jam | Theme | 4.82 |
| ๐ฅ | ๐ฅ | 2023 | 54 | Limited Space | Rude Bear Rollout | jam | Humor | 4.68 |
| ๐ฅ | ๐ฅ | 2021 | 49 | Unstable | Flat Earth (Not Another Rude Bear Game) | jam | Audio | 4.76 |
| ๐ฅ | ๐ฅ | 2021 | 49 | Unstable | Flat Earth (Not Another Rude Bear Game) | jam | Humor | 4.64 |
| ๐ฅ | ๐ฅ | 2018 | 42 | Running out of space | Rude Bear Resolution | jam | Theme | 4.54 |
| ๐ฅ | 2018 | 41 | Combine 2 Incompatible Genres | OPTIC | compo | Audio | 4.54 | |
| ๐ฅ | 2017 | 38 | A Small World | drone | compo | Audio | 4.66 | |
| ๐ฅ | 2013 | 28 | You Only Get One | SHIFTER | compo | Audio | 4.42 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | ๐ฅ | Chomp Radio | jam | 239 | 3.83 | 3.91 | 3.84 | 3.35 | 3.91 | 4.17 | 4.20 | 3.75 | |
| 2026 | 59 | Signal | We Trust You Are Well | jam | 276 | 3.78 | 3.53 | 4.59 | 3.81 | 2.75 | 2.56 | 3.90 | |||
| 2025 | 58 | Collector | ๐ฅ | #rizzfest2k25 | jam | 33 | 4.19 | 3.80 | 4.13 | 3.95 | 4.45 | 4.60 | 4.43 | 4.26 | |
| 2025 | 57 | Depths | ๐ฅ | Strafe To Hell | jam | 365 | 3.64 | 3.40 | 3.21 | 4.21 | 4.47 | 4.11 | 4.30 | 3.78 | |
| 2024 | 56 | Tiny Creatures | ๐ฅ | Walk the Planck | jam | 76 | 4.13 | 3.58 | 3.94 | 4.13 | 4.25 | 4.34 | 3.66 | 4.06 | |
| 2024 | 55 | Summoning | ๐ฅ | Seance | jam | 2 | 4.64 | 4.30 | 4.20 | 4.82 | 4.73 | 4.79 | 4.77 | ||
| 2023 | 54 | Limited Space | ๐ฅ | Rude Bear Rollout | jam | 45 | 4.25 | 4.17 | 3.88 | 3.74 | 4.16 | 4.50 | 4.68 | 4.26 | |
| 2023 | 53 | Delivery | ๐ฅ | Rude Bear Rebirth | jam | 50 | 4.23 | 4.07 | 4.20 | 4.42 | 4.34 | 4.23 | 4.43 | 3.87 | |
| 2023 | 52 | Harvest | ๐ฅ | Ozera | jam | 48 | 4.12 | 3.56 | 3.60 | 4.19 | 4.53 | 4.44 | 4.47 | ||
| 2022 | 51 | Every 10 seconds | ๐ฅ | An Average Day At The Cat Cafe | jam | 108 | 4.03 | 3.73 | 3.08 | 3.39 | 4.73 | 4.45 | 3.96 | 4.51 | |
| 2022 | 50 | Delay the inevitable | ๐ฅ | Rude Bear Restart | jam | 252 | 3.88 | 3.75 | 3.37 | 3.90 | 3.50 | 4.27 | 3.30 | 3.59 | |
| 2021 | 49 | Unstable | ๐ฅ | Flat Earth (Not Another Rude Bear Game) | jam | 31 | 4.31 | 4.26 | 4.45 | 4.41 | 3.93 | 4.76 | 4.64 | 4.34 | |
| 2021 | 48 | Deeper and deeper | ๐ฅ | Robed Bird Reckoning | jam | 149 | 4.07 | 4.01 | 3.09 | 3.94 | 3.94 | 4.14 | 3.86 | 4.00 | |
| 2020 | 47 | Stuck in a loop | ๐ฅ | Rad Boar Rewind | jam | 32 | 4.29 | 4.00 | 4.00 | 4.51 | 4.18 | 4.20 | 3.98 | 3.87 | |
| 2020 | 46 | Keep it alive | The Honest AI | compo | 262 | 3.71 | 3.38 | 3.71 | 3.40 | 2.57 | 3.50 | 4.09 | 4.15 | ||
| 2020 | 46 | Keep it alive | ๐ฅ | Rude Bear Gotchi | jam | 319 | 3.91 | 3.53 | 3.94 | 3.97 | 3.98 | 3.40 | 3.85 | 3.62 | |
| 2019 | 45 | Start with nothing | ๐ฅ | Rude Bear Refurbished | jam | 527 | 3.48 | 3.44 | 3.35 | 3.71 | 3.85 | 3.55 | 4.00 | 3.37 | |
| 2019 | 44 | Your life is currency | Ephemera | compo | 468 | 2.74 | 1.77 | 2.54 | 1.58 | 3.89 | 4.07 | 1.44 | 3.09 | ||
| 2019 | 44 | Your life is currency | ๐ฅ | Rude Bear Reassembled | jam | 210 | 3.77 | 3.55 | 3.90 | 4.14 | 3.95 | 3.67 | 4.08 | 3.59 | |
| 2018 | 43 | Sacrifices must be made | ๐ฅ | Rude Bear Responsibility | jam | 214 | 3.78 | 3.67 | 3.20 | 3.97 | 4.17 | 4.12 | 4.05 | 3.64 | |
| 2018 | 42 | Running out of space | ๐ฅ | Rude Bear Resolution | jam | 29 | 4.15 | 3.87 | 4.07 | 4.54 | 4.39 | 4.07 | 3.63 | 3.94 | |
| 2018 | 41 | Combine 2 Incompatible Genres | OPTIC | compo | 362 | 3.35 | 2.39 | 2.77 | 2.66 | 4.18 | 4.54 | 1.88 | 3.70 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | ๐ฅ | Rude Bear Rogueolution | jam | 355 | 3.65 | 3.45 | 3.43 | 3.50 | 3.77 | 3.56 | 3.51 | 3.62 | |
| 2017 | 40 | The more you have, the worse it is | Loot! | compo | 588 | 2.86 | 2.52 | 2.47 | 2.66 | 2.31 | 3.89 | 2.97 | |||
| 2017 | 38 | A Small World | drone | compo | 268 | 3.32 | 2.93 | 3.93 | 2.03 | 3.96 | 4.66 | 1.94 | 3.76 | ||
| 2015 | 32 | An Unconventional Weapon | UNIVERSALIS | jam | 784 | 2.89 | 2.25 | 3.25 | 2.27 | 3.96 | 3.74 | 4.28 | 39 | ||
| 2014 | 29 | Beneath the Surface | Refracture | compo | 470 | 3.26 | 3.00 | 2.89 | 2.44 | 3.58 | 4.00 | 3.53 | 28 | ||
| 2013 | 28 | You Only Get One | SHIFTER | compo | 22 | 3.99 | 3.67 | 4.06 | 2.60 | 3.87 | 4.42 | 3.25 | 3.91 | 90 | |
| 2013 | 27 | 10 Seconds | Richard Was Afraid Of The Dark | compo | 596 | 3.02 | 2.85 | 2.41 | 1.39 | 2.98 | 3.34 | 2.06 | 3.65 | 88 |
I really like the art style and the feel of the game, but I have to agree with the others - getting some clearer feedback on the puzzles and some tweaking would really be beneficial. Other than that, it was really enjoyable and I think you should keep developing this.
I like this a lot. The torches providing light for navigation and defense is very well executed. Definitely a bit harder than I'd like, but the difficulty fits in line with the retro-game aesthetic.
I'm always a fan of time-manipulation in games, and you did it really well here. Fun gameplay, and cool graphics. Having the artifact move through time differently really opens up some cool possibilities. You should definitely keep developing this idea.
Cool idea, I just wish the feedback was a bit clearer to the player.
Some of the best art I've seen so far and a really solid basis for gameplay, I really wish you had been able to get the rest of the game together. Hopefully you keep developing this.
I don't know why I find this so enjoyable, but I really like your implementation of the theme.
I really like how you developed this. You effectively demonstrated both the insignificance and the power of 10 seconds in a clear and engaging way. My only major suggestion would be to allow the replay to happen even if the player hit one of the obstacles.
Fun game. It took a while to understand the goal for stunning enemies and then stomping them (that's what I get for not reading the directions). Cool visuals and entertaining gameplay. Good work!
I really like this game idea. You really did a great job imitating the GameBoy visuals and glitches. I finally have the solution sorted out and can beat the game in 8 seconds. The glitched out victory screen is awesome.
Really cool game. Like most of the other people who have commented, I found the game to be incredibly challenging. In spite of not finishing, I really enjoyed the game a lot. Definitely develop this further.
I'm really excited to see where you go with this. I like that you took inspiration from the 10 seconds theme, but didn't force it into the gameplay. Really solid entry despite how short it is.
Seriously, I just rewatched your tech videos and I'm incredibly impressed. Great work, guys.
I like the turn-based controls and the tone you set. I had a hard time judging how far I would be able to run forward, so I found myself having to turn around more than should be necessary at a few spots. Great core concept, I think you're on to something good if you polish the controls a bit. Great work.
Awesome work. I love the design and the way that the puzzles and story intersected. Could be a bit clearer in parts (but that's usually the case for games like this), but definitely a lot of fun.
Very impressive work. I really like the tone you set for this, and you did an amazing job of executing this within the timeframe. Strong visuals, strong audio, strong voice acting. If you guys can do all of this in a weekend, I'd like to see how you could develop it over a longer period of time.
My only suggestion is to lock the cursor to the game screen, I kept clicking outside of the window (I know clicking isn't needed, but old habits die hard, I guess).
Great work, guys.
Really cool idea, I like the fixes that you're putting into the post-compo version. Definitely looking forward to seeing how this evolves over time.
I would love to see this as a network game so that orange doesn't have the advantage of seeing blue's moves first. Other than that, I really like the design and implementation.
Great premise and fun gameplay. Controls could be polished a bunch, but the core of the game definitely works. The graphics and music really worked well together.
Definitely difficult, but think with some refining on player controls it could be a lot of fun. The music was very effective at making me feel rushed.
With a failure screen like that I find myself playing to lose.
But seriously, gameplay was surprisingly interesting given the stat creations and downgrading. Good work.
Really cool game. The combination of story and exploration was really well done, and the graphics and audio did a great job of making everything feel creepy. It was really tough trying to track down some of the objects, as it was easy to find myself going through the same loop of doors over and over again. Some sort of map or visual pathing would be great, but otherwise this was a lot of fun.
I would love to see you develop this with higher quality textures. The concept, the mood, and the audio are all perfect. Great job.
Really cool idea, I think that there are a lot of possibilities for this kind of game. Great job having a diversity of styles represented by just three instruments across three songs, each level had something new to offer. Great job.
This was surprisingly fun, I just wish that the robot was controllable in the arena. Overall, cool idea and good implementation.
I really enjoyed this game. Gameplay that's simultaneously simple and difficult. The level design is impressive, you really pushed the player to improve over the course of the game. Great work.
Awesome game. I love the design and the gameplay (and those super polished sound effects). There's a pretty bit inconsistency in the gun strength (why can't I only ever have the shotgun?), but all the guns still felt pretty satisfying. This definitely feels very complete for a Ludum entry. Great work!
Nice job turning a choose-your-own-adventure into a game. I wish that there was slight movement in the scenes, but that's pretty nitpicky for a 48-hour jam. Good execution on the story.
Really cool idea, I definitely like that you took the theme in a different direction and started a story with it. I'd really be interested to see how you could develop the story and gameplay more. Only complaint is how short it is and how floaty the jump is. Other than that, great work.
When the game first loaded, all I could think of was Anti-Chamber, especially when I tried walking through the sign. The main light went out at the beginning of each level, so I found it incredibly difficult to get going, but I'm guessing this was a bug that most people aren't experiencing.
This is very impressive. I really enjoyed being able to beat people up (or get beaten up) in a networked, 2D platformer. I can't believe that this is a Ludum entry.
This is definitely one of the most complete entries. The visuals, the audio, the gameplay mechanics all worked together perfectly. Very well done.
The hand-drawn/MS-Paint feel of everything was really cool. The gameplay reminded me a lot of the Incredible Machine games. Definitely a fun entry.
Definitely enjoyed playing this. The humor (especially the music) made up for any shortcomings in gameplay. Keep on making stuff like this.
Definitely would like to play a two-team game sometime. There's definitely a lot of possibility to this idea.
Really cool game. Most games I've played that use gravity as a facet of the gameplay end up coming across as floaty or nonresponsive, but you really kept the energy going throughout. Really cool game, and strong execution.
Very cool game idea. It really gives a unique challenge to player movement, with the ideas for movement being simple but the execution being difficult. The art and graphics fit the game perfectly as well.
Man, those cat sound effects made this game so much better. I was irritated with how slowly the panda shot, but the upgrade system really helped out a lot. Really enjoyable game.
Really cool concept, I just wish there was more time for you to have developed it. The air pockets seemed a bit finicky to me and it would really benefit from some sound, but it was enjoyable.
Really cool idea. This strikes me as something that could have easily been ruined by bad level design, but you did a great job of building some cool level ideas throughout. Controls could be a bit more forgiving, but other than that, this was a lot of fun.
I could really see this get a pretty strong audience as a mobile game. Really simple gameplay, but perfect for adding a few distance objectives or whatnot and getting people addicted to playing it for hours.
I'm definitely glad that you guys are planning on developing this further. I really like what you have so far and really think you can do some cool stuff with it. At first I didn't like not being able to move backwards, but that ended up growing on me - it forces you to be a lot more careful with your movements. Great work.
Awesome game. I love the concept, I love the music, I love the fluidity of the scene changes. Great work.
I really like the puzzle mechanics on this, it could just use a bit of tweaking to make it a bit less difficult. Definitely fun though. Good work!
This is brilliant. Incredibly moody and ridiculously polished for a 72 hour submission. Very impressive work!
There are so many cool parts to this game, I really like the variety of puzzles you built for this. Definitely challenging, but a whole lot of fun. Great work.
Way to find a legitimate grounding for the 10-second theme and then taking it in another direction. I like how the simplified gameplay and texturing all worked into the concept of your game. Great work.
Really cool concept. Simple, yet effective visuals, but the sound really pulled it together for me. Good work.
I like the core ideas, although it took me a while to get the hang of how to position myself in time for wall switches. I think that giving the player a hint as to what the next wall setup will be would go a long way. Overall, it was fun.
I love the binary take on the theme. Really cool art, really cool gameplay, and everything felt really polished. The character designs were also really strong, it gave the game a lot of personality. Only complaint is the wall jumping. Great job!
Great job. The light fading was really effective at making me feel like I had to rush around everywhere. I'd like to see you develop this idea more.
Cool game. I think some of the control adjustments could be made clearer in-game, so that there's less confusion for the first few seconds of each switch. Overall, good job taking a standard idea in a new direction.
Really cool game, and great implementation of limiting access to light. It was definitely a bit tough towards the end (I kept misjudging the moving blades), but the cheat that you posted helped me finish off level 1. I definitely would like to see more games from you guys.
Man, you really nailed the sense of speed on this. I hope you decide to develop it more. High Score: 456
This seems like a good start to a larger game. I like that you modeled the enemies and added cinematic camera movement, little touches like that go a long way. I think that it would be beneficial to give clearer indication of player movement, but I adjusted pretty quick. Only major issue was some of the ghosts would spawn in a doorway right as I reached it.
This was awesome. I enjoy the whole feel of it (the music added a lot), and the whole concept of using the enemies' missiles against them.
Definitely got an eye-catching title. I really like that you integrated upgrades into this, I just wish that the timer didn't stop before I had a chance to level everything up.
This idea really has a lot of potential, you should definitely keep working on it. Like others have referenced, this does a great job of taking a turn based game and making it urgent.
It took me a while to figure out that the scroll-wheel was that useful (that's what I get for skipping over intro screens), but once I figured that out I really liked it. This is one of those games that looks deceptively simple, but really has cool game mechanics going on. Performance was a bit sluggish at times, particularly toward the end when I ended up having a half-dozen black circles following me, but nothing game-breaking. Good work.
Great game, I love how you lay the trap right in the first room. I couldn't resist picking up the gold every time. Definitely ridiculously challenging, but in a good way. I'll need to give your post-compo versions a playthrough now as well.
You did some really cool stuff with this. At first I was annoyed with having to play out the full 10 seconds every level, but then you threw in some levels that required perfect timing to hit the exit at the right time. The wall jumping was ridiculously difficult (something that you significantly improved in the post-compo version). I got all the way to the level with the T in the middle where I had to try to wall-jump up a single wall. At that point my fingers gave up. Great work.
One of the better uses of the theme, being able to prepare for the ten second rush is a great idea. Really fun game.
Fun game with interesting mechanics. There's definitely a bit of a learning curve for figuring out the weapons/functions, but not so much that it ruins the fun. And you also get points for having the best post-mortem.
Awesome game. It definitely reminded me a lot of playing RPG's on the SNES.
I like the look and feel of this. The levels falling apart on completion or death is a really cool touch. I think that with some refinement on the controls this could be a really strong game. Great work.
I like the simplicity of this, and the downward animations add a surprising amount of depth to it. I had a really hard time judging when I was supposed to click, so I found myself just clicking as fast as possible the entire way down.
Awesome game. Easily the most fun I've had with any of the games in the compo. Great art, great music, great gameplay.
I have to agree with the other comments - this game was pretty tough. But in spite of the difficulty, this has easily been my favorite take on the theme so far. The pause mechanic giving you time to think mixed with the incredibly speed during the game itself is a cool contrast.
Awesome. This is one of the most creative uses of the theme that I've seen. Everything about this was highly entertaining.
Really cool abstract art. My computer had a hard time keeping up, but other than that this was a very interesting game.
It's running now, but it's closing almost instantly most of the time. Sorry. Definitely let me know if you find the issue and update your packages.
Great art design on this. The world felt really immersive and the gameplay really was effective at making me want to protect the sheep. I hope that you expand on this more.
Great mood, great lighting, great sound... The presentation on this is perfect, but I wish there was more depth to the gameplay (but for a 48 hour entry, I can't complain too much). I would love to see what you could do with this without the 48-hour restriction. Great work!
I almost beat the 9th level, but I couldn't get it no matter how hard I tried. I think it would be a good idea to reduce the camera movement a bit, it made the game a lot tougher than I felt it should have been. Other than that, I rather enjoyed this.
Really impressive puzzle design and graphics, especially for such a short amount of time. I definitely want to see this game expanded further.
Really cool game, I like the game mechanic of having to take care of your friend. I love the graphic design (the characters were a nice touch) and the gameplay a log (even though I suck at patience games). Great work!
This took a bit to get the hang of initially, but the controls really started to grow on me over time. I think it would be beneficial to have checkpoints throughout the level, as it was really easy to screw things up accidentally, but other than that this was a lot of fun. Great work!
I really enjoy this game and especially like that you had your son join in the development. The art is awesome - all platforms should have beards. It would be really cool to see a larger game with your kid doing the art for it. Great work.
I really like your take on the theme, it definitely gives a unique feel to tic-tac-toe. I think you should develop this further and maybe do something similar to other games (Go, Connect 4, Checkers, etc...)
This was strangely addicting. It took a while to figure out how to maximize my profits, but I was soon riding Beiberbonds to the top of the stock trade. Good work on this.
Really cool twist on the theme, the announcing of the prisoner's number was surprisingly effective. Unique controls, but really clicked for me without too much confusion. Keep developing this further, I like what you have so far.
Great job, especially for starting without a ton of knowledge of your tools. You definitely nailed the mood - I don't know why the creature is that terrifying, but it actually is. I'd like to see those added elements that you had planned on. Maybe make a post-compo version of this? Great work!
Amazing work on this. Great concept and great gameplay. And an impressive amount of polish. This is easily one of the most complete games I've come across so far in this LD. Great work!
Good game. High marks for graphics/audio/mood. I really hope you develop this further.
Awesome game. It's easily the best shopping cart simulator I've ever played.
Games that require a lot of writing are typically hard to make, especially for a game jam, but you really did a good job in making things pull together. Yeah, there are some weird phrases and some odd dialogue options, but I didn't find it too distracting. Cool artwork and story. Keep it up!
I really like this type of game, and your execution of it was really strong. You found some good ways to make the puzzles challenging yet solvable. Good work!
Really cool take on the theme. I see a lot of potential for this type of game, I'd definitely encourage you to work on this more. Keep it up!
I really like how this game is layed out. I found myself trying to explore to find any shortcuts. As a result, I spent my entire time exploring, and not a lot of time trying to get anywhere in particular. There's something to be said for a game that allows me the freedom to play how I want. I got to the revenge guy in 18 seconds, so if that counts as an ending that's my best time. Great work, I'll definitely be playing more of this.
This is amazing! It's everything I want from a game.
Really creative use of the theme, very funny. Like many of the others, I couldn't quite find a winning combination, but it was fun nonetheless. Good work!
Good work. I really like the graphics and audio on this and the gameplay is entertaining. I would definitely play this game over and over again just for the sound effects. Only complaint is that things aren't as sad as I wanted it to be...
I absolutely love this art style, and I think it really fit the concept of building a friend out of real items. Gameplay could be smoothed out a bit (which you know) and the puzzles could be a bit clearer. I like the abstract "figure-it-out-as-you-go" approach (and it worked for the most part), but the wisemen puzzle felt like it was just arbitrarily trying different combinations. But, on the whole, really good game.
Cool concept, and really well executed. I like the limitation in controls and the gameplay felt like the right level of challenge. The story aspect of this was actually pretty satisfying as well. Only complaint is that pressing up while falling didn't always catch the ladder right. Great work!
I like this idea a lot, I just wish you had time to make more levels. The color mechanic really has a lot of possibilities. Keep working on this!
Yeah, I finally died of natural causes! But seriously, this turned out pretty good. Great take on the theme, and I really like the graphics you added. Good work!
I really like the mood of this game. The art, the music, and the slow pacing were all super effective at making it feel like it was an accomplishment to find the one. Great work.
Man, this is REALLY cool. The art style reminds me a lot of Anit-chamber (which is an extreme positive, IMO). I had a bit of trouble making it very far, as I prefer inverted controls. But that's the only negative I can think of. Great work!
Really cool idea here. It took a few turns to really get what I was supposed to do, but once I got over the initial confusion, this was a lot of fun. There is a ton of potential for this game, and I can really see this developing into a much larger game for the mobile market. I played the post-compo version as well and it looks like you guys are heading in the right direction. Keep it up!
Can't beat unnecessarily large amounts of damage and exploding vehicles. A lot of fun. Good job!
Wow, that art design is incredible. I can't believe that you guys pulled this together in 72 hours. I found the gameplay to be a bit less responsive than I'd like, but that's just about the only negative thing I could think of. Really strong work, guys!
I like the art for the player's ship, I wish you would have been able to show it off a bit more. I like that you have the beginnings of an upgrade system in place. There's a lot of room to develop this further and I really hope you continue working on this. Keep programming, you're off to a good start!
Really cool concept. It was definitely a unique take on the theme, and pretty well executed. I haven't had a chance to play with another person, but I'll need to give that a shot sometime soon.
Really cool concept. The minimalist sound and graphics really worked well together. I would love to see you do more with this game.
I liked this concept a lot. The notes, the story, the magic bathroom - the game felt very purposeful. I just wish you would have had more time to execute your ideas. But then again, it's a game jam, so we all make those sacrifices. ;)
You seem to want to develop this game further and are open to critique, so here are a few thoughts:
The story is good at hinting at something larger going on, and it seems to me that you're on the right track with it. Obviously you forced an ending in due to time constraints, but it seems like you've got a good instinct for where to go. Embrace the vague storytelling that you've started.
Currently the game feels very recognizably like a Unity game. The combination of textures, lighting, even the player controller have that feel (and especially the particle system), but I think there is a lot of potential to make the design your own. If you do continue development on this, I definitely think that it would be a good idea to start with a room and really build the feel of the game in just the one location. Work on polishing textures, take more time to model the furniture, tweak the lighting, etc... Don't make the game look like Unity made it, make the game look like YOU made it.
Super quick, but definitely enjoyable.
I like this game a lot, despite how challenging I find it. Cool graphics, interesting gameplay. I definitely want to see you develop this further and maybe release it for the mobile market.
Good concept, wish you could have developed this further.
Wow. The moment you started taking choices away was extremely powerful.
A lot of games try to make a statement for the sake of making a statement, but this made a statement because the statement needed to be made. Thanks for approaching this with maturity and tact without shying away from the distressing truths. I've seen this story, I know this story, and I hate this story. But thank you so much for telling it.
Holy crap, I just saw your tweet about the stats for this game and it just reinforces how effectively you communicated this. The shift from desperation to resignation is extremely clear, even in how people chose their responses. Simply incredible.
Amazing graphics and overall game design. This really looks like it has the potential for a retail release if you did a bit more playtesting and polishing. Very cool entry.
Awesome work, guys. Everything looks and sounds great, and the gameplay is really intuitive. Definitely one of my favorite entries so far.
Man, there aren't very many Android games that turn up in LD, and most of the time they are incredibly awful. This game is definitely the exception. I think you've developed some cool mechanics and really have a solid foundation to build off of. I would love to see you continue development on this. It's such a shame that so few people are willing to try out Android games, because you've really got something worth playing.
Cats + Notch = All the internets. Cool game, the controls were really responsive and the platforming was properly challenging. Good work on this and congratulations on getting the Notch cameo!
Great art design on this. I'm really intrigued by this concept and hope you take the time to polish the gameplay and make everything clearer for the player. It definitely felt confusing the first several times I tried to play, but once I slowed down the note presses everything worked out well for me. Definitely a good first-time entry to Ludum Dare. Good work!
Welcome to Ludum Dare! I always like this kind of game and you definitely added some challenge to the usual formula. I wish the ball was easier to see (it took several times before I even knew there was a ball). Keep it up, I'm looking forward to seeing more games from you.
Cool puzzle mechanic and sweet art. I really like the concepts here and I'd love to see you develop this further. Maybe have a few non-randomized levels at the beginning to get the players acclimated. But overall, this was fun.
Wow, impressive amount of control for only using one key. Definitely one of the best usages of the theme that I've found so far. The puzzle difficulty is a bit rougher than I'd expected, but once I got the controls down it really worked well. I'd love to see more puzzles that require keeping momentum. I definitely hope you develop this game further.
I loved the music on this, it built up perfectly. I really enjoy that there wasn't any guidance and the player simply went wherever they wanted, it really felt like it built up the conclusion. Good work!
I love the gameplay on this. I wish time before I could fire my arrow was reduced a bit, but that's the only complaint I could think of. Great art, great presentation all around. Good work!
I really like the mood you set with this and I hope you develop it further. I would really be interested to see what your original dungeon-crawler ideas would have looked like.
One thing that I think would be really beneficial for the player would be to lock the cursor to the screen. It makes the game a whole lot easier to play and Unity makes it pretty easy to do (http://docs.unity3d.com/Documentation/ScriptReference/Screen-lockCursor.html).
Good work, and I hope to see more games from you in the future!
I love the instructions for the z-key throughout the game. Really fun experience. Love the art, love the graphics, love the story. Very impressive work.
Interesting concept. I had the most success as an author (retired at 70), but most of the others I tried didn't give me any success whatsoever.
I liked this game a lot. It could use some polishing/balancing, but the basic puzzle design was brilliant. You took a few simple concepts and built some really challenging puzzles. I haven't beaten the game yet, but I will definitely give this another playthrough and keep going until I win. Great work.
Wow, that was incredible. You hit the right level of difficulty where I kept having to improve to be able to beat each level. Really strong usage on the one-button control scheme. I'd like to see you add stats to the Kongregate version, as it would be cool to see how my times compare to others. Really great work here.
Great game. The gameplay was a bit tough, but that might be due to my computer's slowdown. I really liked the graphics and audio. I'd love to see you develop this more.
I always like these kinds of games, and you did a really good job executing. Nice lighting effects and nice overall design. The controls weren't exactly what I wanted, but they were definitely usable. I really hope you take the time after LD to develop this further and add more polish.
This was really fun! Good amount of challenge, although it definitely scaled up a bit abruptly (that last level was incredibly difficult). Nice graphics, nice audio - everything felt really polished. The Android version of this really works well, the controls are incredibly responsive.
This is now my hands-down favorite game in the jam. Just incredible.
Nice, quick game. Just enough elements in this to keep it interesting while still feeling very simple and straightforward (which is a tough balance to find). Graphics and sound were good, controls did exactly what I wanted them to do, and the end screen was nice and motivational.
Really cool gameplay idea and excellent art. I really hope you develop this idea further.
Awesome gameplay and great use of the theme. You music was top-notch as always and the graphics were very impressive. Great job!
This is a nice, short game. Unlike a lot of games like this in LD, it really doesn't feel like it's missing anything. The gameplay really worked, although I wish there was a way to grab the parachute after it got knocked loose. Great music and solid graphics (the clouds really added a lot of life to the game). Not bad for getting a late start!
Great game, I loved the use of spreading weaponry and the weapon limitation. Great work!
Great take on the theme. I wish there was a bit more clarity as to what those objects were that I picked up, but it could just be that I didn't get far enough. The audio and visuals really worked well together on this to build up the mood. The color changes in the world were really effective.
I love the trippy graphics. The gameplay was a bit abstract, but it fit the visual theme really well. Good work!
Fun game, really reminds me of all the old minigolf games I played on my old 486. Really hope you develop this further.
Holy crap, this game is good. Puzzles were incredibly challenging but logical (at least once I saw what I was supposed to do). I REALLY hope you develop this further.
Man, I keep getting to the Wizard and then getting killed... But other than me sucking at the game, this was awesome. Gameplay, graphics, audio - everything was really awesome this time around. Great work! Now if only I could beat the wizard...
The death music is incredible. And I made to 950 meters (miles?, milliliters?).
Great work, love the sense of speed.
Nice take on the theme - everyone else is going underground or under water, so it's nice to have a different location for a change. ;)
Solid gameplay, neat graphics (I really like seeing real-life textures make an appearance in LD games). I think you've got a solid foundation here and I'm looking forward to seeing the 1GAM version of this. Great work!
Really cool take on the theme. "Switch to jam" had me cracking up. Visuals were awesome as well, particularly the lighting effects. Great work!
It took a while to figure out exactly what I was supposed to do, but once I figured it out everything went smoothly. I finally made it to the other head to colonize.
Interesting way to integrate the story, and a fair bit of humor for such a quick game. You definitely have a tendency toward unique gameplay and art, and I'd definitely encourage you to keep experimenting. Keet it up!
Great work! I really like the visuals and how they kinda built the stark and empty tone of the game.
Man, I played this forever before I figured out how to win. Thanks for making me feel dumb. ;)
Really like the novel approach to the theme. Music was great, just wish it looped.
I really the graphics on this, all sorts of nice details from the feathers flying to the characters closing their eyes while they attack. All the visuals really support the idea of kids getting REALLY into their pillow fight.
I was only able to play single player which was fun but didn't offer a lot of challenge. That being said I can imagine that multiplayer would offer a decent amount of depth with how fluid the controls are and how the different attacks could counter each other. I'm definitely wanting to give that a shot at some point in the near future.
Really enjoyed this game.
I love the contrast between the acoustic sounds and the darker electronic stuff during the dungeons. In spite of there not being any exposition, there seems to be a whole lot of story ideas communicated about the character through those sound choices as well as through the art design. The presentation makes it seem as though fighting is something the hero excels at but would rather avoid at all cost.
Gameplay was great. Enemies weren't too difficult on their own but were dangerous in groups, which I tend to like in games like this - gaining an advantage through positioning over gaining advantage through attack strength feels more satisfying to me. That being said, some contrast in enemy types would have been helpful. I like the powerup, especially visually, but the attack strength from it seemed less useful. I enjoyed the speed increase, but then I would be teleported back to where I first triggered the powerup, which made the faster progress less valuable.
All those things considered, I enjoyed beating up skeletons with a guitar.
This game probably has my favorite audio so far in LD32. It's not the most complex or impressive music, but it absolutely NAILS the quirky vibe of the game and makes everything feel just a bit unsettling (in a good way). The graphics are obviously awesome and give a lot of character to the game.
Gameplay was solid, although a few of the less-obvious mechanics made some sections a bit frustrating. The game ended right as I felt that I was getting the hang of what the character was capable of doing, so I definitely want to see you develop this into a full game.
Love the graphics and audio (as always). Some cool platforming sections although some areas feel unnecessarily tough.
I could do with more forgiving hitboxes, a wider attack range, and more precise jumping on slopes. But those are minor nitpicks. On the whole I really enjoyed this.
Nice kid-friendly game without snakes biting my head off or eating infants.
Graphics were perfect for a game of this type and those lighting effects kept getting my attention. The music really fit the tone of the game, but it did get a bit tiring after a while. I love how simplistic everything is, including the controls.
The ways you handled player instruction were awesome, whether by highlighting the objective or giving clear indication of when to use the Z key. That level of guidance for the player can often be frustrating, but you handled it in ways that in tune with the rest of the game.
Really cool entry.
I've played this game a decent amount over the past few weeks, a lot of that is due to the fact that the game plays very differently depending on who else is in the game. There aren't a lot of jam games that change as other people are playing, but I think this does a good job or giving people a chance to shape the experience for others. Asynchronous gameplay was consistently reliable, only a couple times was there a delay in sending or receiving data.
Gameplay is the typical smooth platforming I expect from you, and the gunplay was consistently satisfying. It did feel like a bit of a letdown when someone else scored a point that I had been working toward, but on the whole the game sets the player to feel like they're overcoming obstacles. In spite of how many guns and traps there are the game seems surprisingly balanced. Luddite is a possible exception, cause I found myself defaulting to that class.
The art is awesome. All the character design and backgrounds really mesh well. Incredibly polished all around.
I wish that your teams traps would show animations for what they are doing so you have a better idea of how useful your traps are. Likewise, I think it would be cool to see real-time multiplayer in some capacity (maybe you just see your teammates) so you can get a feel for the larger action that's going on.
Best music ever lolz
Now I Spanish so good.
SonnyBone - Yeah, the theme tie-in got lost in development. At one point the plan was destroy planets and use the debris as the unconventional weapon. That's how galactic destruction was always meant to happen.
ekun - You're able to fly around freely, but if you adjusted the controls in the Unity config those would have been overloaded in my code. I disabled the configuration screen and posted the controls in the game description if you want to give it another shot.
Mood and visuals are top-notch. I like how the gameplay is completely centered on the light source in ways that make you feel invested in protecting it. The story elements all feel like they build toward the "protection" theme as well. I haven't been able to make my way all the way through, but I'm looking forward to seeing how things unfold.
Gameplay was awesome when it worked, but felt very frustrating at times. I had much better luck with a controller than with the keyboard, but I still felt like I never really had complete control. Acceleration felt inconsistent (as did the orb-throwing) and the wall stickiness felt intrusive on occasion. I got to level 11 and had to give up, but I'm planning to come back later and work my way through the rest of the levels.
That being said, I did really enjoy the time I spent playing. There's some really cool mechanics and some challenging gameplay. The first time I threw the light, jumped a gap, and caught it again on the other side to keep it from flying off the screen felt incredibly empowering. I think that the game does so many things right and has the potential to be something AMAZING, which is why the negatives feel that much more jarring. On the whole, this is an incredibly polished, incredibly full LD entry. Great work!
REALLY cool way of using the keyboard for commands. Handling input in such a unique way really sells the "unusual weapon" idea more than the gameplay itself does. With how the keyboard mechanic worked I really wanted for there to be some cheat codes or something to discover.
The audio and visuals do a great job of servicing the game and never getting in the way. The presentation feels really focused on delivering the gameplay.
As far as the gameplay itself, this definitely offers a new perspective on the tower defense genre and I think it works out really well. I understand the decision to move away from the usual auto-firing towers, but it felt very button-mashy on the whole. I think I would have preferred a stronger penalty to using keys over and over again maybe a cooldown or something in addition to the keys breaking.
Very enjoyable game, I definitely think I'll revisit it from time to time.
Got to the infamous Level 11 before having to give up. I'm definitely going to give it another try later.
Cool mechanics, especially when it comes to the puzzles that require jumping between sections of water. Controls are a bit floaty and difficult, but I found that the more patient I was the better control I had. Good work all around.
I don't know if it's just that I suck or if my computer was delaying audio, but I had a really hard time with the second level. I found myself having to play ahead of the beat in order to get the notes. I ended up turning off the sound and playing by sight/rhythm alone and beat it that way. I think a more forgiving window for triggering would be a welcome addition.
Other than my issues with the second level I liked this game. The audio was great. Each track was unique and had something cool to offer, but the second one sticks out as the best of the three. Nice amount of juice on everything, each time I hit the correct beat it felt really satisfying.
Gameplay was straightforward, but you did some cool stuff with unexpected rhythms that required a bit of practice to pull off. With how challenging some of the rhythms are (particularly in the third level) it felt like a huge accomplishment to get a successful run.
Do you even dream, bro?
Props for the voice acting. I wish that combat was deeper and that the voice acting was more consistent. That being said, I'd be interested in seeing where you guys develop it from here.
GORGON GOT!
I like the idea here and the execution works for the most part. Initially I kept assuming anything that wasn't a rat was a gorgon, so I kept closing my eyes and getting killed by beasts. Cause I'm an idiot like that.
I like the little details - animals having been turned to stone giving a bit of an indication of when you're near Gorgon. The lighting was perfect for a game of this type, where your presence feels like an intrusion upon the darkness. Having got Gorgon and been gotten by Gorgon, I enjoyed my time in the darkness.
Oh, and like Alex said, I think the lack of music in this game helps set the mood a whole lot. The sounds are left to be the only thing that builds the mood and and they do a really good job.
A ton of fun. Really enjoy how hectic the fights were. The swinging mechanics were kind of odd, but I started to get the hang of it a bit. As usual, particles and overall juice was awesome. Screenshake was a bit overwhelming, but I believe you're aware of that.
You absolutely need to develop this more.
Really impressive game. Love the art, love the music, love the overall tone (love the reaction the cat has to the ocarina portals). Really enjoyed the range of gameplay you put in this, everything felt far more polished than I would have expected from a game with this many different mechanics. Everything, except level 3 of snake, that is. That just killed me over and over and I wanted to punch my computer. OTHER than my rage issues, this was a lot of fun.
Hey, finally got Java installed and could run this. Took me 334 moves and 5:23 to beat the game (not sure if that's good or bad).
Great use of taking simple mechanics and turning into something that is challenge and requires thinking through the implications of your decisions. I think this kinda game would be good for mobile platforms (tap to change colors, swipe to move). My only real complaint is that I wish there was an indication of what your current color is.
Great work!
Best I could get was 156km away, cause I'm a pretty good Birb pilot (yeah, I still failed but I don't care). All sorts of stupid and fun. The sound and my desire to be the best Birb pilot kept me engaged for longer than makes sense.
I really wish that the player could fly around instead of being locked to the planet. The ship movements on the title screen were entertaining, but they never had a chance to move in interesting ways during the game itself. I like the art-style and the subtle animations you gave the ships.
I found that I could easily beat any wave simply by alternating between firing and rotating as fast as possible (which definitely isn't the intended strategy).
Hey, REALLY liked this. It feels a lot like a board game, just with mechanics that a board game would never be able to accomplish. It a couple tries to actually make it to the boat, but eventually I got the hang of it (i.e. I spammed the Wizard's mana collection every chance I got). The mechanics are great - enough complexity to have some interesting options, but not so confusing that it didn't immediately make sense what my options meant.
Presentation was great - simplistic but with enough interesting touches to give life to the game (the board animations in particular). You did a great job of guiding the player's focus and highlighting possible moves. Music really fit the tone of the game and I really liked the subtle build with each new tower getting activated (but then again, I'm a sucker for anything like that).
The foundation of this is solid and I could definitely see some really deep gameplay come out of developing this idea further. I definitely hope you keep going with it.
Seriously, this is absolutely my favorite game in this jam. You took a very simple concept and made a very polished game with surprisingly challenging gameplay. This game is TOUGH, but I always found myself feeling like I just hadn't though far enough ahead or reacted quick enough and never felt like the game was unfair.
The visuals were great - the animation, the simple visuals, the burst of particle effects - things are simple and nondistracting where they needed to be and bold when they needed to be. Really impressed with the presentation
Awesome work on this, guys. The graphics are easily the best I've seen this LD (great post processing, great lighting, I LOVE that dissolve effect on the ground). Music was right on track as well. Gameplay was straightforward but forced the player to think a couple steps ahead toward the end - great difficulty curve.
Any complaints I might have are minor - the player could have been a bit faster, camera angle could have been a bit higher on a couple levels - but outside of those, I had a lot of fun with this.
REALLY enjoyed this. Nice and simple and small-world-y, but with a decent amount of grindy depth. Great presentation all around as well.
Interesting gameplay. Only playing solo, it felt like it was hard to keep up. I can see how having another person would change the experience (although those videos of solo runs are impressive).
I like the different mechanics you introduced over time, there was a lot more depth than I expected at first glance. The art and music were fantastic, which is to be expected. Great work!
This is great. The incredibly minimalist art and gameplay worked really well together. You stripped a game down to its core and still came out with a game that felt engaging and incredibly polished (great particle effects, btw). Really enjoyed this.
Interesting take on the theme. I could make it above 800 but then kept falling right back down to 500 or so. I guess I'm not very good at making my friends feel valued. It does a good job of communicating the idea that a few strong connections are as beneficial as a lot of very shallow ones.
I liked the quirky presentation and the humor in the dialogue. Audio gets top ratings for the Persona 5 soundtrack.
Good resource management game. It felt a bit directionless other than building more buildings to build more buildings faster, but it definitely feels like it is a strong foundation to build off of. The nighttime/enemy mechanic was good, I just with there was more depth to that aspect of gameplay.
Good art, good design - it felt very clear what I needed to do at all points in time.
Really like the music, definitely has an exploration-y vibe to it. I liked the shift in tone between the day and night cycles. My only complaint that I wish the night cycle music was a bit more unnerving or aggressive, especially with how the enemies would start to swarm on occasion.
On the whole, I really liked this. Good work, guys!
This felt like one of the most complete entries I've played so far this LD. There was actually an arc to the story, which rarely happens with something this brief. This really nailed the tone of an old-school RPG (great art and music). I liked the puzzle elements and the way it really served the story in the last room. With how the pieces work you could see just what you were about to walk into, but had to do it anyways.
REALLY good job.
It took a while to get the hang of this, but once I did I enjoyed it. I really like the candle mechanic, it forces you to think about your jumps a lot more before you make them.
The visuals were great, the audio was ominous. Overall it set a really strong mood.
I know I said this on the stream, but the jumping feels WAY too fast, I'd add damping of some kind. Other than that, good work!
@random-storykeeper, thanks for giving it a play. Not sure why none of the graphics are showing up for some people, but no, it's not supposed to look like that. Glad you were able to at least have some fun with it in spite of the bug.
Really cool take on the theme. I liked the concept, but found the controls to make it too difficult to enjoy.
Art style was fantastic (I loved the grime on the microwave as well the character animations), music really fit the tone and was a lot of fun. I think with some work to bring the gameplay up to the same level of quality this could be a fun game. Good work!
This was incredibly difficult. Based on the map I think I made it about 1/4 of the way through (I might try again later). I agree with @endurion's suggestion about having a checkpoint. My other main complaint is about the hitboxes, but you've already mentioned that in your notes.
I think you've got a good feel for level design - each section felt like a step up in difficulty from the last. I think if you smoothed out the difficulty a bit you'd have a great game that keeps challenging the player to push themselves a bit further than they think they can go.
Very interesting game, although it seems like it'll take a lot of time playing it before I get a feel for the larger strategy. It felt like it was a bit too difficult to trap the other races on their home planet, so it felt more like a game of attrition than anything else.
I really like the usage of the theme - showing earth's insignificance compared to the warring factions moving all around them. Great presentation as well, felt somewhat "board game-y" in a way that really worked for me. In face, I think a modified version of this as a board game would be a lot of fun. Obviously line of sight goes out the window at that point, but it feels like there are quite a few other good mechanics that would make up for it.
Good work!
Good job coming up with something new - I don't think I've played a game like this before. I like the graphic style a lot. Everything is very clean and simple but you made sure that important details (arrow above the player, blood on the ground, bullet trajectory) stand out enough to keep the player aware of what needs to happen. Gameplay was immediately understandable and I always felt like I had enough information to choose the right person every time. Whether or not I accidentally shot someone else is a different story altogether...
Good work on this, hope to see more from you in the future.
Man, you did a GREAT job of taking the theme in a completely different direction than anyone else. I'm always impressed when people take a difficult subject and have the guts to turn it into a jam game. Beyond that, you made it in such a way where the simple gameplay actually communicates a lot about a complex issue. Great job all around.
Music was exactly what it needed to be, it really built up the mood of everything. There was enough story to be compelling, but most of it felt like you were only catching glimpses of things - which is exactly how it needed to be presented. Really great presentation.
Any complaints I have are pretty minor - some objects weren't obviously clickable, and I think the text would have benefited from showing up a bit faster.
Great work!
Good work for your first time jamming. I really like the variety of movement you built into the game - the jetpack and dash, in particular, were really nice to have at my disposal. I dashed around a lot just for the fun of it. I wish ammo wasn't so limited (or regenrated), but I get why you would want to force the character into using the dash attack.
Wow, this was insanely impressive. Incredibly immersive, incredibly polished - everything from the gameplay to the art to the audio really meshed. It unfolded a bit too slowly for my taste, but I can't fault you for that when you did everything else so right. This is about as good of an LD as I've ever seen.
You guys nailed the sense of isolation and claustrophobia (having to hit the sonar to have any idea what's around you is a brilliant way to handle the navigation system). Great work!
This was fantastic. Drastically different than anything else I've seen this jam (or anywhere else, for that matter). I really liked how engaging this experience was, even though the player controls were minimal. Everything felt so much larger than life with the way you presented everything. Great work.
I really like the idea of an orbit-based tower defense game. I think everything would have benefited from being a bit more spaced out to give the player some time to see what enemies are coming.
On the whole, everything felt pretty balanced for a game of this type, I felt like the money-earning rate was fair and gave me enough ability to buy defenses. Toward the end I felt like the enemy spawn rate got a bit too tough too quickly, but it took several minutes to get to that point.
Good job on coming up with an interesting concept and implementing it well.
It took a while to get the hang of this, but I got to around 1800 eventually.
Presentation is GREAT. That opening shot of the sun was one of the best visual things I've seen in LD so far (I just wish it was visible for longer). The planet itself worked really well - a lot of different items, a lot of different scales. I did find that some of the items started to get hidden the larger the planet grew.
Audio was great - music really fit the tone of what was happening and never got overwhelming. The sound effects clearly communicated the actions going on. Really like how all the pieces fit together on this game.
Thanks Hanzo mains.
I think you're on the right track with this. Most of the survival games that are made for jams end up completely unbalanced (either WAY too easy or WAY too hard), but you guys got a good balance of difficulty. I only had one person left alive when I made it to land, but I made it (I also had just run out of water, I believe). Good job on balancing. It was also immediately understandable what you had to do, just difficult to execute.
Visuals were good (nice water) and music fit the tone (at least at the beginning). I wish the audio would have changed as time was running out. I liked the touches of riding past the other boat with music playing and stuff like that, I could have used more.
Good work.
Interesting take on the theme. I think the concept of building a world to the creator's satisfaction is good. I think the simple graphics worked, and I really liked the trail effect on the flying creature. While there wasn't a lot to this game, I did enjoy the small touches you added - having water turn into a cloud and the tree being bare at higher elevations was unexpected. Good work.
Nice entry, especially for your first LD. You put quite a few good things into this - gunplay, basic enemy AI, different enemy types. The art style is definitely a strong point, although I wish the background was a bit more engaging - maybe a starfield or something? Any of my complaints (bullet visibility, text size, etc...) are things that other have already brought up. Good work and I hope to see more LD entries from you in the future.
REALLY like the usage of the dragon curve - a surprisingly underused way to dynamically increase difficulty without a lot of overhead. I think having the paths overlap obscures the fact that there's a singular path throughout, but that's my only complaint with the procedural generation.
Gameplay seems to get out of balance very quickly, but I think the core of what you have here is great. Adding more mechanics and adding more of a dragon-y aesthetic would be really cool. Good job!
Nice work on this! I'm a sucker for games that let me make music. I think you found a good way of having simple inputs that still gave the player a lot of control over the final result. The art did a great job of communicating what was going on and I think anything more complex probably would have made it feel cluttered.
I like the post-comp improvements as well - the improved timestep goes a long way and having underlying rhythm really helps hold everything together really well. (Welcome to the dark side of manipulating Unity's audio thread). Definitely interested to see where you take it from here. Good work!
Really great take on the idle game concept. There was a clear sense of progression through the game and it always felt like i could figure out the right path forward. With games like this I find that balancing is usually a big issue, but I think you got it exactly right. I'd be interested in seeing a more fleshed-out version of this down the road.
As everyone else has said, you've got a great concept. Building your creature and then trying to customize it to have better odds of survival is a really strong foundation. It was easy to forget which color did what, so having the color descriptions on the customization screen would probably be a good idea.
The gameplay itself was more difficult than I think you intended. The physics of Unity's AddForce (which I assume you're using) are a bit floaty and make for difficult controls. Increasing the power of the force (and clamping the player velocity) or switching to Impulse would probably smooth out a lot of those issues.
On the whole, great entry for your first Ludum Dare. Giving player customization in addition to gameplay is difficult to accomplish, but you made it work. Good job!
Good take on the theme. I liked the gameplay a lot - especially the shotgun. Being able to push asteroids away instead of always destroying them felt satisfying for some reason. I think the game would benefit from having a wider view of the space around the planet - I would often see an asteroid pop up at the bottom of the screen and would have no chance to do anything about it. That may have been intentional, but it felt a bit unfair.
Good work on the presentation - the guns felt satisfying to use. There was a good amount of depth with having to deal with the shield and deal with the strengths and weaknesses of each gun.
I gave it a couple attempts and couldn't quite get my species to survive. I think there's some interesting gameplay here, it was just kinda hard to figure out. I think a better explanation of the cost/benefits of each action would help out a lot. I feel like if I had a bit better understanding of the mechanics this could have been a lot of fun.
Interesting take on the clicker genre. I'd echo what a lot of the others have said - the complexity was a bit difficult to overcome. After a couple playthroughs I was able to make some level of progress, but I still felt pretty hazy about what I was doing other than clicking everything as fast as possible. I'm primarily unsure of what needed to happen with the dark orbs other than clicking on them.
The overall design and UI was great. Current power levels were communicated really well in an unobtrusive, readable way. I think with refinement to the gameplay (clarity of purpose, giving some level of automating clicking) this could be a really interesting strategic clicker game.
I think you've got a good framework in place for a quiz game. If you continue updating it (which it sounds like you're planning on) I think I'd like to see greater variety in questions and answers. I like the absurd pairings of questions and answers, but it does remove all of the challenge.
I like the visuals and the way you've made the quiz about defending your planet. Good presentation all around.
Hey, good job on this. Played it again and got a bit farther than I did when I streamed (although not a whole lot). The art is great, I love the hand-drawn aesthetic. The gameplay has a good amount of variety for a jam game (different objectives and combinations of objectives). I think if you fix up the hitboxes a bit and speed up the action this game would be a strong arcade style brawler.
Good work!
I've seen a few games this jam where the goal was to balance several priorities for an ecosystem and I have to say that this was probably the most clear about WHAT I needed to do at all points in time. Clarity is quite often an issue with jam games, but you did a great job of communicating to the player. When I was playing "legitimately" it felt fairly challenging, but I found that if I just kept spinning as fast as possible I could power through pretty quickly (I got to about 13K before the planet died).
The low poly art works well - especially how the light passes by the clouds and the title screen. The music fit the tone really well (hard to go wrong with chiptune). I just wish the audio kept going longer.
Really good design on this game. It feels very polished, even though it's really simple. I like the basic mechanic and you did a good job of adding useful powerups that made it feel like you improve as the game increases in difficulty. Good work!
Hey, really enjoyed watching cubes attack each other and the different AI characteristics that you gave each army. I always like seeing the impact that subtle differences in AI can have.
I wish that the rest of your army would follow the one unit that you could control. I think it would lead to some interesting situations where you lead armies on a chase and then can force two enemy armies into close proximity. Beyond that, I think letting things like rivers and channels interfere with troop movements would be interesting to see as well (although that would take a lot of time to map out).
Good luck on the post-LD development!
Really difficult, but I had fun. I played level 2 for quite a while but couldn't quite get past it (I couldn't quite get the timing for the line with the narrow gap). I think with some fine-tuning on the controls this could be a lot of fun (let the jump height vary with the length of the key-press, give a BIT more leniency on the hitboxes). I think this really works well as a prototype of a game, hope you develop it further.
I really liked your take on the theme. You did a great job of communicating the player's anxiety in leaving the house and made me feel anxious trying to get them back. Great job at focusing in on the feeling you wanted to communicate and building a game around that.
Man, that Roomba was a pain... The basic game mechanics were familiar but adding in that bit of randomness (as well as being able to pick up the cats) really changed the dynamic a lot and made me have to think differently. The graphics and audio really fit the quirky tone of the game (although the cats got a bit annoying when there were a bunch of them going at the same time). I felt that the game was challenging, but never unfair. I just had to keep working slowly to make progress.
Good work on this. Definitely nailed the feel of a Christmas rush. Things felt nice and polished (although I wish there were sounds/music). The art style and camera controls were really well done and it felt like you put a lot of effort into making the game scale in an organic way. Things definitely started to get hectic the more friends I had, so you definitely nailed the theme.
On my first attempt I instantly slaughtered my cow. It turns out that that's not an efficient way to run a farm. After that I bought way too many cows and drowned in milk.
This really feels like it could be a good party game where you're less concerned about winning and more concerned about making your friends angry. I didn't get a chance to try the local multiplayer, but I might see if I can get someone else to join in sometime.
The graphics were really simple (obviously), but you made sure everything was clear - what direction the character was facing, where the safe spots on the rink were, etc... It's really easy to overlook giving the player visual cues like that, but they go a long way in helping things feel understandable and enjoyable. Keep up the good work.
Hey, I escaped. The first couple playthroughs I just threw totems down everywhere. It seemed to work pretty well until I would run into an unexpected swarm of enemies. I finally just ran through in the dark and made it to the end. Until I did my dark runthrough I didn't really understand how the totems impacted the enemy spawns, but it was cool to see that the game adjusted to your playstyle. I second the request for procedurally generated maps - that would have made my sneaky approach MUCH more difficult and tense.
Totally original story-line that seemed to not have any familiar elements to it at all. Really enjoyed the writing and the non-sequitur hints. Some of the commands took a while to get but eventually I escaped with the greatest treasure of all.
Interesting combination of a bullet hell, tower defense, and strategy game. Nice art, nice gameplay, things really meshed together. It feels like you're onto something here - add a progression system and you could have a really interesting game. The music wasn't doing it for me, but that's really my only major complaint.
Didn't quite get the feel for what I was supposed to do, I ended up throwing a hopper underneath the garbage and slowly built up my currency. It seems like there's a lot of possible connections between the devices but I never quite figured out how to make them happen. Really enjoyed the procedural terrain.
We had the same basic idea, but your implementation is WAY better than mine. Really enjoyed this. I got a great sense of pride and accomplishment throughout my play session.
It's not every day I see a Ludum Dare entry with an opening cutscene. Really enjoyed that you set your game apart from the opening. Gameplay was a bit rough around the edges and I had a hard time figuring out what to do. I might give it another go later and see if things clear up for me.
@jezzamon, I hoped the super deep strategy in this game wouldn't be lost on the average player. Glad to know it clicked for you.
@huvaakoodia - This is seriously my favorite comment on any of my LD entries. Not sure if you were ironically mimicking the complaints of the Destiny community or if my game legitimately annoyed you that much. Either way, I really enjoy the meta-humor. Plus, it's validation that I accomplished what I aimed for this LD - commenting on disappointing gaming experiences.
@huvaakoodia - Yeah, I get why this feels like an afterthought of a game, but I spent a good chunk of the weekend working on it, probably in the 25 hour range. I know that it seems very simplistic and whatnot, but the old adage "easy reading is hard writing" seems applicable here. I learned a lot from the weekend, moreso than probably any of my other entries (with the exception of LD39). In the past I've targeted "innovative and impressive" - sometimes succeeding, sometimes not - but my target this time around was different. I started working on writing up a post-mortem, so I included some of it below.
**My goals** (which I feel I successfully accomplished):
1. Use tools I wasn't comfortable with in a game-making context. All of my other entries have used Unity, so I wanted to do something completely foreign. I used all non-game-centric JavaScript libraries (React and Redux with the visuals drawn with SVG). It was an odd toolset for Ludum Dare, but one that I think I'll try again in the future.
2. Have enough gameplay for it to feel like the player was "taking part" early on, but then have the game remove that control from them. Likewise, I wanted it to feel long enough to irritate the player, but not long enough to keep them from finishing. That was a surprisingly tough to tune and I'm pretty happy with the balance I ended with.
3. Make a statement about the current gaming landscape where false senses of progression replace actual progression. Destiny 2 was my primary target (it's one of my favorite games, but the "progression" system is infuriating), but things like Battlefront II and Need For Speed were in mind.
**Things I learned**
1. Manipulating SVG elements. There's a lot of really cool stuff you can do with them that I've never gotten around to trying. A lot of my experimentation didn't make it into the game, but I found out all sorts of interesting stuff.
2. Injecting listeners into Redux stores - all the achievement detection and unlocking was an interesting challenge to figure out, having never done anything like that before. The achievement system isn't flashy or groundbreaking, but I learned some really cool techniques from working on it. I'm pretty new to Redux, but I feel I have a MUCH better grasp of it from working on my entry.
3. Learning to cut functionality - at one point I had multiple currencies, unlockable nodes, story progression, all sorts of elements didn't quite work the way I wanted (but that I spent hours working on). In the past I would have tried to find a way to FORCE them in, but late Saturday I took an axe to most of it and was able to spend Sunday just working on stuff that ACTUALLY helped the experience. In the end, anything that distracted from the core target got cut. This is my simplest LD entry by far, but it's among the most polished (oddly, enough), which I think is just as important.
On the whole, I feel this was one of my most successful LD entries. No, I'm not in danger of getting any medals, but I more directly accomplished my goals than ever before.
Well, this is the most fun I've ever had with lice, so congratulations? But seriously, this was a very interesting take on the theme and was pretty well executed. You hit the right balance of "simple to understand but difficult to master." Forcing the player to consider the speed of combing adds an interesting dimension to this.
My cat was sitting next to me while I was playing and she was NOT happy about the cat sounds. Or that I was feeding cats who aren't her.
Really cool mechanic. Simultaneously really simple and really challenging. You added enough things to keep the challenge fresh without going overboard with complexity. This felt like it accomplished exactly what it needed to and nothing more. Really good work on this.
Got up to the level shaped like a checkmark. I've always liked tangrams, so this was a lot of fun. I'd agree with everyone about contrast for the shapes. I think if each piece had an outline of its shape it would make it a whole lot easier to sort out where I went wrong. Without that guidance I kept taking apart EVERYTHING to try to reason through how to make it work. But on the whole, nice puzzles and interesting hints at story.
Hey, I made it down the mountain. Good amount of challenge without going overboard, which is a tough balance to pull off in something like Ludum Dare. Gameplay and art felt a lot like SkiFree (in a good, homage-y kinda way), but gameplay offered something different. The music speeding up was a nice touch - things felt more urgent as you went faster. The hitboxes felt a tad bit unfair (not extremely so, but I crashed a couple times where I thought I had more space), but that's my biggest criticism.
Definitely like the core of what you have here. High points are the destruction effects and the lighting. I felt the controls weren't quite intuitive (it was easy to lose sight of what was forward or to get hidden behind a wall), but those concerns aside it felt pretty polished for a jam game.
I lost quite a few times, but could never quite beat the first level. I like the concept, but had some difficulty with the controls (a laptop trackpad isn't ideal for camera controls, but that's not your fault). The mechanic of dropping your electrons to speed up was nice, but I wish they stayed where you dropped them instead of just disappearing. I found myself dropping one or two off at a time to keep up speed, but the red orbs would swarm like crazy by the time I tried for a final trip. I enjoyed the feeling of running for my life, but I would inevitably get hit a few too many times. I had a good amount of fun playing, but I think with just a couple minor tweaks to the speed of gameplay this could be much more fun.
Man, particle effects and post-processing always catch my eye. Good use of simple graphics with some nice eye candy along the way. Gameplay was alright, although being able to shoot through the sun felt very weird (especially since the player bounced off of it). I liked the gun collection mechanic - I DEFINITELY felt more powerful as I collected those. Nice work.
Interesting take on the theme. Gameplay was easy to understand but quickly jumped up in difficulty as more enemies showed up (which fit right in line with the theme). I think faster firing weapons would have been nice. It felt like it took a really long time to be able to fire and I'd find myself releasing fire JUST before the sound and then having to recharge again. Overall good work on this.
I spent so much of my hard-earned money to unlock all the items. I just wish I could have gotten more squirrel hats.
Really cool take on the theme. One of the more unique music-driven LD entries I've seen and very well executed. I think you found a good balance in difficulty by making it possible to solve with a bit trial and error but also allowing people who are familiar with basic music theory to have a bit of a leg up. The music felt like it was the right level of complexity to allow clashing notes to be common in the wrong circumstance, but not so complex that the player just gets lost in the cacophony. It must have been an interesting challenge to write the pieces with that in mind. Well done.
Hey man, nice work on getting audio working with the visuals. It's always cool to see people explore an area of programming that gets me excited. Keep experimenting and growing.
That being said, there's a couple things I think you need to know.
1) If you want people to rate your game, you need to rate OTHER people's games. Posting all over the front page will just get on people's nerves. You've received twice as many ratings as you've given, so you've got some work to do.
2) You need to attribute people when you use their music. The first 4 tracks are mine. I don't know who created the rest (you've only mentioned DJ Stirden, but there could be more). I appreciate that you enjoyed my tracks enough to want to include them, but if you wanted to use my tracks you could have asked and we could have had a conversation about it. Using them without asking and, furthermore, not crediting me is pretty rude.
3) I understand the difficulties in getting audio visualization working, and I know that it feels like your programming should count toward the audio rating since audio is such a critical part of your project. But without adequately disclaiming what YOUR effort was in the process, it feels dishonest to accept ratings for audio and, given that it hasn't been adequately disclaimed, you really need to opt out of the category.
I don't want to come across as being rude or aggressive, because I don't think you intended to be selfish or understood just how problematic it is to use other people's work like this. I get that you learned a lot of techniques during your LD process and feel like you want others to see the work you're proud of. I also know that you're still learning the ropes of development so I'm not angry with you, but I think these are very important lessons for you to learn.
Dude, come on, I've been nice about this whole thing. In the time it's taken you to write multiple "rate my game" posts over the last few days you could have rated multiple games, opted out of audio, or given credit to the people whose music you've stolen. It's clear you're not wanting to do any of that.
This is a community that's built on everyone helping each other out and it's clear that you want no part in that. You want everyone to check out YOUR visualizer, but you don't want to check out anyone else's projects. It's clear you want a high audio rating (your itch.io page claims it's YOUR music), but you don't care that none of it is yours. I've been giving you the benefit of the doubt so far, assuming you just didn't know any better, but it's clear you're being intentionally dishonest.
It's a shame when people like you try to game the system and ruin the experience for everyone else.
Great work, as always. Your team consistently does a great job of building the mood you're aiming for. Gameplay definitely sold the idea of exploring treacherous terrain without ever trapping the player. Combat felt suitably clunky for playing a character who's primarily an engineer - the slow gunfire forced you to think more about positioning yourself for an engagement instead of just charging in. The pixel art was very well done and the character animation felt clear and expressive. Sound was great - everything inside the train felt suitably sparse and moody and the music in the platforming sections gave momentum without overdoing it. The song over the end scene really tied things together.
I got the Selfish and Confusing endings (as well as breaking the game by destroying ALL the cars). Are there other endings to find?
@occultone I destroyed all the cars other than the engine. Next time I left the train and came back it was just a black screen. It took me playing the game decidedly wrong to do it (didn't collect any engine parts), so I don't think anyone else will end up with that result unless they try.
Really well done. I got to the end, but it took a couple tries. Toward the end each of the battles felt like it could have gone either way, but I'd always get a shield upgrade right in time or have a crew member promoted. It felt like I was always on the brink of losing but that I managed to keep my crew (or at least myself) alive. This really could have been a confusing experience given the complexity, but once I got the hang of things it was manageable. I like the clear 2D graphics against the parallaxed starfield. It felt busy but not cluttered. Good work.
Good work. I liked the quirky sounds and graphics and gameplay was solid. I think the upgrades could have been more noticeable (especially the gun). That's a fairly minor nitpick (balancing issues in Ludum Dare entries are to be expected). Some of the foreground elements kinda blended into the background so it was sometimes tough to predict what I needed to avoid and what was fine, but other than those (minor) complaints, this was a fun entry.
As always you've got a great feel for establishing mood. Everything felt claustrophobic and the sound and lighting really built tension. A few qualms with how often some of the dialog would retrigger, but that's absolutely a minor nit-pick for LD (especially considering the work going into fully voicing the game). Gameplay itself felt good - it was slower and more methodical than I wanted at first, but I think was absolutely the right pace for the mood you set. The gating systems were cool, water effects were cool, flashlight was cool (except for some textures not working great with my settings). Great work!
Great job, everyone. Took a few tries to get the hang of surgery, but after a few attempts I was able to do armless and brainless surgery. Just like in real life.
Character design and animation was great, walking was surprisingly satisfying. Music was really good, felt like the right level of energy for the gameplay. Does the music change as you reach certain thresholds, or was that just my imagination?
This game is great, easily the most fun I've had with an LD entry so far. I loved racing games like this growing up where there were insane twists and turns in the track. The visuals were excellent (even the fire level that some people have complained about). My only complaint is difficulty being a bit high, but that's hardly a serious complaint. This is one of the few games that I'll think I'll go back and play from time to time (and see if I can beat your scores someday). Excellent work.
@adam-clayden, thanks for the feedback! One of these days I'll try to do an actual rhythm game and see what I can come up with.
As far as theme goes, it inspired the underlying "space ship crew barters their lives to protect others" concept, but it's not necessarily as apparent as I'd originally planned.
@occultone, I wasn't picturing Battlestar specifically, but now that you bring it up I'm sure that it was subconsciously informing my sound decisions. I love that futuristic, ethnically-ambiguous, rhythmically interesting stuff that shows up in sci-fi.
@fashionbatman - Thanks! They're one of my all time favorite bands, so I really appreciate the comparison.
@jjjjason, thanks! Yeah, I made the music. Glad to hear you liked it!
I didn't call it a game. (x6)
@fonserbc, yep! All writing, recording, programming, etc... was done during the Compo timeframe. There's a few of us in LD who also do a weekly challenge to write and record a song in an hour, which is really good practice for working fast. If you're interested in joining in sometime, check out http://compo.thasauce.net/compos/view/OHC
Been eyeing your game, it's on my list to get to tonight. I enjoyed pianobots a lot and I'm glad to see more procedural audio stuff.
@jezzamon images.jpeg
@random-storykeeper, dangit. My new life goal is that someday you'll be able to actually run a project of mine...
It sounds like most of my complaints about this are things that others have brought up or are already fixed in the post-compo version. That being said, I really like the Star Fox-style combat and the upgrade system (although I couldn't make it far enough to really feel an impact). The art and sound were solid. I wanted to hear more of some of the music tracks, which is a good thing.
I liked this concept a lot. I found it hard to stay near the soul and effectively attack the enemies, so it kept making me consider the tradeoff of doing one over the other. I think refining the movement of the soul so it feels less random would make this feel a lot more manageable without it losing any of the necessary difficulty. Graphics were good, the color swap for friend/enemy was simple but effective and the UI did a good job of being unobtrusive but still making it easy to gauge my current status. Good work!
This was fantastic. Definitely a bit confusing at parts so I ended up looking at the story structure. Really cool method for handling branching paths and giving the player more options as they play. The story was interesting and the music fit the mood. Really nice entry.
I enjoyed your take on the theme, both in relation to choosing mice and using the life insurance policies. It definitely felt like I was better equipped each time I went back into the maze. I found that some of the enemies (or spikes) would get several hits off almost instantly, which felt fairly punishing (although, it's a rogue-like, so punishing is part of the charm). Granted, it's a Ludum Dare so you've got limited time to tune some of those things. Music and art felt like they worked well together and the story bits were engaging.
I'm not sure which wave number it was, but I got to where the larger cube throws out smaller cubes and couldn't get past it.
This is a super weird game, but I really enjoyed it. The color effects were super sweet and I like the ability to change palettes to something more or less extreme. As I played I found myself throwing the scarf in different ways and finding cool ways of protecting myself. It's nothing super complex, but I could feel myself getting better at the game as I played, which is always fun. The music is weird and I think I would find it abrasive in most other contexts, but in this game it feels right for some reason.
I like the premise of this, but had a hard time knowing what the best approach might be. I mostly just tried to buy anything I could afford and destroy all the factories. I ended up lasting for about 4 minutes, so I guess I was a semi-successful cloud god.
Hey, I escaped death.
I liked the mood and atmosphere of this a lot. Even the ways the field of view felt kinda distorted worked toward the feeling of being lost in a surreal plane, trying to outrun death. Things felt difficult in places, but I always felt that if I got caught that it was my fault (not to mention having checkpoints is SUPER helpful). By the end I found the balance of baiting the skulls and strafing to explore without feeling like I was about to get caught.
The mood on this was top-notch, the music built in intensity perfectly without losing the underlying beauty. Really strong work on that front. The grayscale graphics were nice and really allowed the color queues to pop. Gameplay was varied enough to keep my interest and the checkpoints kept me from getting frustrated (although that last tree section was a bit tough). Good work on this.
Nice game, it felt like it scaled in difficulty really well and was constantly giving me something new to have to avoid. I feel like the timer for each level was too long, I think aiming cutting it down to 30 seconds would have given players enough time to experience the challenge without feeling like it was a waiting game. But overall, this had good mechanics and was really polished.
Nice take on an obnoxious game mechanic, letting it play out kinda like an RTS/Tower Defense hybrid. Obviously there's room for polish and improvement, but for your first compo and first time using Godot, you definitely ended up with something to be proud of. Good work!
Nice rhythm-shooter. I know Unity makes it difficult to do rhythmic synchronization like this, so I'm always impressed when people pull it off this well. Synchronization wasn't perfect, but I was able to get the combo meter built up all the way a few times. The layers of music coming in the more you built up your combo was a nice touch (and the music was good on its own). Good work!
Always cool to see audio-responsive stuff in an LD, but especially getting things set up so that people can upload their own audio (I've wanted to do that in the past, but always ran out of time before I could make it happen). Gameplay was simple but effective, it seemed to work well in conjunction with the circle pulsing to the music.
Great work. The graphics were great - all the pieces from lighting to post-processing to texturing felt really satisfying. Gameplay was good and I like the upgrade system although, as other have mentioned, chomping away at enemies felt more useful than shooting them. Although shooting still looked cool so I kept firing anyways.
I like the look and feel of this a lot and you came up with an interesting gameplay mechanic. If you develop this further (and it looks like you are), I'd recommend giving the player a bit more freedom in the air to hold jump for different heights and have some basic maneuverability in the air, even if it's just slowing down a tiny bit. I found that I kept overshooting the bots no matter how carefully I lined things up. That's definitely not a complaint against the Jam version, as fine tuning stuff like that usually gets sacrificed due to time constraints. I think you guys are on to something, and I hope the further development goes well.
Nice work. Edit mode wasn't super obvious initially, but once I read the controls I was good to go. I liked that the enemies didn't freeze while you were in edit mode and I can see some interesting potential for making players have to decide when to fight or when to position themselves a bit more defensively to attach whatever necessary part they just came across. I enjoyed the music building throughout, nice atmosphere and really fit the tone of the game. The art was really well suited for this kind of game where the ships are modular and pieces have to work together. The background kept it from feeling TOO simple.
That smile at the end... I enjoyed the combo of creepiness and humor (especially the jarring piano bits when you capture a soul). The kids running away gave enough challenge to require the hiding mechanic, but not so much that it felt frustrating.
I dunkman'd so hard. I love how simple the gameplay is, but how you ramp up the difficulty toward the end. Art and music really establish the retro vibe and the humor is great. Nice work!
Nice work. The basic gameplay felt familiar but the randomized levels and the time limit really made it feel fresh. As always your presentation is top-notch and you came up with a challenging game that doesn't feel unbalanced or unfair.
Interesting mechanic, the monster being a bit unpredictable was a bit of a challenge but makes you have to think differently about things. Art was good, especially the monster design. Music really fit the setting for putting the shoppers at ease with the monster walking around.
@random-storykeeper I think it's a fair tradeoff to lose a point in exchange for the all star strats you uncovered.
@random-storykeeper I guess that's not super surprising. It ain't the sharpest tool in the shed.
@blay09 Yeah, I'm a huge fan of everything being subject to the user's configuration. It's made watching streams of the game a lot more enjoyable. During development I tried randomly selecting some of the voices, but found that there's a borderline offensive Mexican accent that my computer would land on from time to time. It was hilarious but really jarring, so I ended up deciding to aim for things closer to the user default settings.
Congrats on the anniversary! Nice simple game that does a surprisingly effective job of summarizing work/life balance.
Nice work! I made it back home safely with all my robots and crew. I like the resource management aspect of this where you needed to enable or disable modules to keep things running smoothly. My only real complaint is that the subroutine collection side of things was only useful for the first few minutes, it would have been cool to integrate that into the later stages of the game. But I'm sure that level of complexity would be outside the scope of what to target for an LD entry.
I'm always a sucker particles and glowing things in space. Nice and relaxing approach (although it felt like black-holes would unfairly spawn as I passed on occasion). Great work!
Nice take on the snake premise. Really enjoyed having to think differently about the mechanics. Visuals were great, felt super polished. Audio sounded satisfying. Great work as usual.
Really good game, all the upgrades feel worthwhile and, especially toward the end, COMPLETELY change the playstyle. Definitely hadn't predicted that this game would turn into a fairly challenging speedrun. Really cool switchup there. Got my time under a minute, but I don't think I'm gonna try to beat some of the other times people are posting. Great work.
Unique and challenging gameplay that I expected to be frustrating, but ended up actually feeling good as the game went on. The typing challenge felt simple enough to not be frustrating, but the game moved fast enough toward the end that it added a good level of intensity. The art was VERY well done and added a lot of character and polish. Overall a really enjoyable game.
I love these graphics - the particle and lighting effects allowed things to feel simple but still visually engaging. And the music sounded exactly like the game looked, great work. Gameplay was great as well, nice and fluid. I ran into issues where certain turrets wouldn't get destroyed, even if I got hit or was revisiting their square, but other than that small hiccup, gameplay felt really satisfying. Great work.
Great work, especially on the music and overall mood. Building the tension while you're captured or losing stability was a great effect. Your use of particles against pixel graphics looked really cool as well. I hit that softlock you mentioned, but other than that issue everything felt challenging but fair. Great work!
That was fantastic. Super impressive amount of content (that I only got part way through), but made it through a couple zones and got some sweet upgrades. It did such a great job at making exploring seem fun, with enough secrets hidden throughout to make it feel like there could be another surprise in each new room. Really enjoyed this, great work.
That was fantastic. Gameplay was super satisfying - flinging myself off into the distance of space was a lot of fun. Graphics were perfectly suited for this kind of gameplay, and the way things were primitive shapes that responded to the impacts and gravitational pulls really made everything feel dynamic. Audio was great as well. Just an overall top-notch package.
I'm bad at this game and I'm completely happy with that. Great take on motion controls that are somehow actually usable, absurd premise, great art, great music. This is everything I want from a Ludum Dare game.
But in spite of that, the intro cutscene isn't an infinite loop so I give this a 0/10, literally unplayable.
That was a ton of fun to play some coffin flop. Super frustrating in a way that was also really enjoyable. And that victory screen felt like a great conclusion to a great game. One of the more fun experiences I've had this LD.
Some very creative puzzles on this. I like how well things were built to allow trial and error a bit, especially on the puzzles that allowed for more precise timing. Art was great - very playful and while still being VERY readable for figuring out the pairs and the pathing. Great work.
Nice take on the theme and good implementation. The powerups were a great way to take simple gameplay and turn it into something more fun. I think better descriptions of what was going on would have been helpful, but it's a Ludum Dare, so that's just a minor gripe. Great work!
Mood is perfect for this kind of thing - nice use of creepy whispers and a great jump scare. I like forcing players to jump to make it through, but the control acceleration made it feel a bit more difficult than I'd like. Obviously that's just a minor complaint for a Ludum Dare entry. The layout and monster positioning was done really well, it felt like it was difficult enough to have to pay attention, but not difficult enough to give up on. Great work!
Great game, felt really ambitious. Nice usage of resource building mechanics and exploration. Took a while to get a feel for what the homebase could actually do, but after a couple failed attempts it clicked. Art and design was really well done and felt very immersive. The music was great at building the mood, but it's usually a good idea to disclose that you used external assets for something that integral to the mood of your game. On the whole, impressive work, especially since it sounds like you did this solo. I'd love to see if you develop this further.
Super engaging experience. I'm a sucker for this art style - simplistic shapes that are bathed in particle effects and post processing - and you did it very well. Music really fit the mood as well, chill but still energetic. Gameplay felt a bit tougher to judge given how great it felt when I'd jump around from object to object but how bad it felt when I'd get stuck in a slow orbit for 20 seconds, narrowly missing all objects on my slow descent. Not a major criticism for a jam game, by any means, as I think changing the gameplay too much would have made the great parts feel less great. On the whole, really enjoyed this.
Nice take on the stacking theme. Trying to not blow a TV up with a gas tank definitely upped the stakes more than the "put this shape on top of another shape." Audio is great, art is engaging and gameplay is super smooth. Only complaint is the amount of springiness on pulling an item into the game area, it felt like it forced me to move slower that I'd like, by which time the object would rotate more than I'd prefer. But that's a SUPER small gripe for an otherwise fantastic entry.
I love the sound and visuals for this so much, SUPER great work. I've been singing "bom bom bom bom" ever since first seeing this game on a livestream. I wish the gameplay felt a bit less random, particularly after spending 20 seconds trying to get one remaining enemy. But that's not a major complaint, gameplay on the whole was still a lot of fun. Great work!
That was a REALLY cool puzzler with some very creative design. The last level took a while, but I eventually got there (the extra block was a very effective... red herring). I agree with some of the others that, while the post processing effects were great, it did make it difficult to recognize some of the white blocks. But once I knew what to look for it wasn't a big deal. Super great work on this, you came up with something unique and executed on it VERY well.
This game was just as unfair as I could have hoped. With enough trial and error (and luck) I made it to the end. The level design is definitely the strong suit here, it felt like I was always seeing a new iteration of things. As others have mentioned, tightening up the controls would go a long way. But, then again, it's a jam entry so that's to be expected. Nice job!
I'm a sucker for these kinds of graphics - clean, simple, but also glowy and polished. Gameplay was intuitive and forced you to think ahead as much as possible and the points really well suited to the various pieces. Nice job!
I'm really bad at being a table. But I think this table is also bad at being a table.
Really fun and frustrating at the same time, reminds me a lot of QWOP in that regard. Nice art and gameplay, everything felt varied and gave a new challenge on each screen. Not that I was good enough to get to all the screens. Great work!
Really nice work. I love the combination of simple, one-button controls with exploration and difficult jumps. This game FEELS great, probably one of the best feeling games I've come across in the jam. The squishiness of the character makes such a big difference. Art and sound are great as well, immersive without excess clutter. Great job.
I'm really good at dying in this game. I like the idea and the way you built a strong sense of urgency. I think this would have benefited a whole lot with starting with much simpler equations and building up toward more difficult ones, but I completely understand not having time to accomplish balancing like that during Ludum Dare. Good work on this.
That was an interesting use of instability. I never quite got a feel for how to do things "correctly" so, like a few others have mentioned, I started spamming the ball in midair. Graphics and sound were nice and simple, everything felt clear and uncluttered except for the robots. But I assume were there to give a feel for time speeding up and slowing down, which was useful. Nice work for such a short amount of time.
This is one of those jam entries that is more impressive than fun, and that's definitely not a negative thing. I love seeing this complex of a system built over the course of a jam. I'm definitely glad you included some guidance to help people get started otherwise I would have made no progress. The visuals worked well for this kind of game as well, nothing flashy, but keeping clear color coding goes a LONG way. Good job on this game and good luck on continuing the project.
Nice aesthetic and overall design, although I REALLY wish I could have been able to use arrow keys and then use another button for teleporting. Clicking felt like it added unnecessary difficulty. That being said - I like the idea of glitching through walls and feeling like you're sneaking through a computer system.
I like the character model, the art, and the unique way we can interact with the world. The instructions also hinted at some cool story possibilities. The camera angle made it tough to control the platforming, especially because I kept turning in the air. This feels like you had a bunch of really cool ideas, but weren't able to execute on all of them (but, hey, it's a game jam). Good work on this.
Nice, unique gameplay here. A bit on the tough side (especially with how cheerful all the graphics and sound were), but not frustratingly so. Except for when the wanted fruit would change at a bad time. Otherwise, this felt like a interesting game that worked well.
Really fun game. Nice way of balancing the difficulty and giving the player room to figure out the strategy before ramping up the difficulty. The visuals were killer as well - simple, clean, and somehow still a bit flashy. Great work.
Coincidentally, I'm a spinning goat in real life.
But seriously, nice first entry for Ludum Dare. Entertaining concept with an idea that seems like the kind of absurd that could work well for a mobile game. Things definitely felt a bit uneven and unbalanced (but hey, we're a spinning goat), but the core idea of the game works well. See if you can run with some of the suggestions others have given and turn this into something awesome. Looking forward to seeing your future jam entries.
I rampaged all throughout the stable. It was interesting being able to focus on either exploring or fighting other animals. As others have mentioned, some UI for stamina would have been helpful, but once I knew which items to look for it usually wasn't hard to make sure I was topped up. Nice work on this.
Really cool to see you bringing in the next generation of game artists. And, while the mechanic was simple, it felt like something unique to this game and really worked well with the art and the music. Great work by your team.
Really nice mechanics, really great art, really effective audio - this feels super good for an LD entry. Great way of taking some simple mechanics and building something that feels purposeful and challenging. Any complaints I have feel more like suggestions for a full version of this and would feel unfair to put on a jam entry like this (and most of those sound like you're already working on). Great work, looking forward to seeing more.
Really cool take on instability. I finally got the through the first round, I'll probably revisit this later to try the other ones. This did a good job at making each discovery feel important. For it just being a terminal screen and a few beeps, this did a great job of building mood and tension. Great work!
Nice take on the stacking theme. I definitely didn't get my pizzas as high as the Tower of Pisa. I guess I'm not Italian enough. Graphics were nice, music really fit the mood, but that overdramatic slow-mo is what made the game for me. Felt absurd in the right ways. Nice job!
Nice work, everybody. Felt very N64-era RPG all around. The art and music really reinforced the peaceful village vibe. No less mood than your previous entries, just a WAY happier one. Both tracks were great (and it almost sounded like there was some dynamic music depending on if the boat was traveling or not?). Only complaint is that I kept rushing to get from dock to dock that the airship music didn't really have much of a chance to shine.
I like the concept of racing against the growing black hole. Gameplay was smooth and easy to understand, but the enemies felt a bit overpowered even on easy. I think making them track a bit slower would make a big difference. Graphics were nice - clean and effective. Music was nice. Good work!
Graphics are definitely the standout here - nice and polished. Gameplay was smooth and clear, even if it was a bit on the easy side. Nice work.
Short and sweet. I'm a big fan of using light as a mechanic, and removing light to have things feel more difficult the more progress you made on a level was a great mechanic. I liked the sparse audio and the flashes of particle effects - it made the caves feel empty and echoey.
Doing an RTS like this is SUPER ambitious for Ludum Dare. There's a good amount of content here for a jam and, even though there's definitely some balancing issues, this feels WAY better than I'd expect from a jam game entry with this kind of scope. Some issues with troop movements aside, this was pretty fun. I ended up forcing my way through walls to get to enemy units quicker, but I just chalk that up to having an army of super soldiers.
Nice game. Really enjoyed the mood and the audio went a long way to making this feel engaging. It felt like a good balancing act throughout. As others have mentioned, having the screen scroll faster would go a long way in improving the feel. On the whole, this was an interesting take on the theme and a nice game (with mobile support!), so you should be happy with what you've accomplished.
I felt bad seeing how sad my betrayal made all the trees and pumpkins, which shows how effective the art is in this game. The controls felt very weird at first, but within a matter of minutes they began to feel natural. I don't know if I saw everything (I got the sword and shield and a few of the potions), but it felt like a decent progression after attacking trees before I was ready the first time around. Good work!
This is a fascinating entry. The combination of card/dice/resource management game was cool to see in an LD entry and, even though it's a bit confusing, it was WAY more understandable than I'd expect from a jam game throwing some of these ideas together. The video example/guide was a very welcome addition and made things a lot clearer. Figuring out the right balance of slotting cards, programming resources, and fixing bugs is a nice puzzle to solve. Great work!
Love the art and vibe. It feels like it could be turned into an educational game of sorts. It took a couple packages before I connected the dots on how I was supposed to know which ones went where, but it quickly made sense. Great work.
I'm too emotional to comment about my thoughts.
But seriously. Love the aesthetics and love that failing at being coherent just makes the game more enjoyable. It felt a bit too long while it was happening, but having the fully acted out bit at the end made it absolutely worth it.
I really liked this entry. Nice puzzler that added some cool elements. I love the simplistic character and the subtle animations for it. Often simple art loses personality, but the eyes getting bigger when you fall was really entertaining and you gave the art enjoyable quirks throughout. Similarly, the music felt simple but got the details right - the filtering while you were traveling through the barriers was a fantastic touch. The music grew in a really satisfying way, I just wish there was more of it. Gameplay added some cool elements as well - getting caught infinitely bouncing back and forth by going the "obvious" route was nice (glad there was a quick restart). There's definitely a lot of room to add more mechanics, but this is a solid foundation. As other's said, speeding this up for speedrun purposes would be great, but I'm glad you added that functionality.
This was EXCELLENT - everything, including the wonky controls (especially the shotgun recoil), felt like it was all working together to sell the story being told. From the very first moment it's clear that you, the character, are struggling - but it never feels like you, the player, are trapped. The game was challenging without feeling overbearing. I don't enjoy the controls, per se, but they were perfectly done for this experience. The art is killer - everything feels incredibly grimy and textured and organic. Only complaint is I wanted more creepy scientist eye chick. The audio was also really effective in selling the mood but also in providing feedback to the player. I'll have to go back and read the notes - I admit I got impatient - but the story hints and overall vibe were really engrossing.
Nice minimalist game. Bonus points for this being an experiment with a new engine - I love seeing LD being used as a learning exercise. Gameplay was clear and smooth - I felt like I got better each time through. My only real gripe with the gameplay is it felt hard to predict how close my dash would take me to the outer edge, but I guess that's a good use of the Limited Space theme. The music was moody and fit the vibe of the game well.
Really good job at nailing the retro-shooter vibe with updated graphics. Any time I try to revisit some of those old games I find myself getting frustrated with the controls being more difficult than I remembered - but this game controls how I (incorrectly) remember them controlling. A much more enjoyable experience. I ended up getting cornered by an enemy and couldn't jump past them and was shooting right through them, but other than that I had fun.
Well, apparently I am BAD at trying to do pixel art. ;) This really seems like it could be a good start to an interactive/gamified guide on creating pixel art. I think it's a good story hook, great use of theme, engaging art - just wish it was a bit more forgiving for someone with my limited artistic skills.
I like the GameBoy vibes of this. I think this was paced really well for a Ludum Dare game - I felt uncertain of what I was supposed to do at first but quickly found the other rooms. As I noticed the bars shrinking I got a bit rushed, but was able to quickly determine which rooms needed to be prioritized. It feels like the game enables the player to go from confused to understanding to skilled over the course of a single playthrough. Character controls were nice and smooth, music fit the vibe really well. Great work.
This was a nice change of pace. It felt like a puzzle-ish kinda game without being about the solve so much as about the execution. That being said, I struggled with the execution, particularly on the compound runes. I found myself brute forcing lines to eke out another percentage or two. That being said, it's impressive how much latitude the shape/pattern recognition process gives for the variety of shapes and lines. And thanks a bunch for having autosave, I gave it a shot and gave up but wanted to try to get further and was able to pick back up where I left off.
I hate that people keep knocking me off the leaderboards. That's really rude.
But other than that, thoroughly enjoyed this game. Interesting mechanics with a lot of flexibility for trial and error. Those graphics are SUPER slick. It feels like a very big change of pace from what I expect from you guys, but each of you executed perfectly. Only complaint is that I wish there was audio. But I'll forgive you this time.
Apparently when I left my comment earlier I had your itch site muted so I didn't hear any sounds. So I clearly am a professional LD rater. I just needed you guys to know that, not only am I a professional Split-Decision player, but that I also know how websites work.
EXCELLENT work! Interesting mechanics - easy to understand but HARD to effectively use. I wasn't able to make it to the end (yet) but I found myself constantly feeling like I was getting better the longer I played, which is a hard thing to nail in a game in general, but near impossible for a jam game. Really impressive game design. Audio and visuals are excellent as well. Everything is very immersive without feeling distracting. One of the best games I've played this time around.
As others have mentioned, it's impressive you got a multiplayer game working over the course of the jam. I didn't have any friends available, so I just did a single-player playthrough and successfully built my house of slime. The art was simple but engaging (which is exactly what you need for a game of this type) and the mechanics made sense without too much trial and error.
It seems like the multiplayer aspect of the game is set up for parallel gameplay and passive competition, more a race to completion than building up a slime army to invade your neighbors. Is that the vision you have for this project moving forward? I could see some possibilities for things like collecting wild slimes or some version of zone control that could work well with the foundation you've built here. It'll be interesting to see if you develop this further.
Man, this is a checklist of everything I enjoy about game design. Procedural audio. Simplistic graphics with particles and post-processing to spice it up. Simple gameplay that builds on challenges, but also is extremely forgiving. Esoteric, cryptic hints at... something... to intrigue the player. Polyrhythms. I loved when things shifted to 3, but when the 5 came in at the end it legit felt like a plot twist (that in hindsight seems obvious and inevitable). Great way to play with expectations.
I've been doing LD for ~10 years, and this game is quite possibly my favorite out of all of the games I've played. It feels like the game I have tried and failed to make SO many times, but you guys have absolutely nailed it.
I don't know what I just played, but I'm so glad I played it. I'm listening to the end screen song on repeat (bonus points for letting it play indefinitely). I showed up for the Braid sequel and stuck around for the THPS sequel. Thank you for breathing new life into both franchises.
I found Peso. I liked the approach of taking more abstract-feeling art and turning it into something clearer. This definitely had a great vibe and, even when I was struggling to find the right pieces, I found myself appreciating the nuances of the art along the way. I wish it was easier to determine which pieces were interactable, but that's a fairly minor complaint. Good job!
Great job here. Definitely hit a skill blocker for me, but enjoyed the parts I was about to get to. The mechanics are nice and simple in concept, but you've built some great variations that let complexity (and difficulty) feel organic and easy to understand (even if I couldn't quite execute). The art is clean and clear, definitely focused on making the puzzle solving clear, but with great lighting and particle flourishes along the way to make it feel polished.
I feel like this control setup and premise could work really well as a mobile game. I struggled some with drawing the right shapes with my mouse, but I think touch controls would go a long way. As far as the gameplay itself, I liked letting my troupe of creatures all do their own thing while pointing them in the direction I wanted. The art and overall aesthetics were nice and I really liked the interactive musical elements. I THINK I killed/mined everything on the map and got to the exit gate, so it did a good job of keeping my attention.
Nice spooky-yet-cheerful vibes. I loved how the music kept slowing down and lowering as you got bigger. Everything felt more and more ominous the bigger that I got. Not sure if there's an ending, but I got far enough for things to start to get difficult to collect candies on my own level. So I got a fair amount of enjoyment out of this.
I love seeing entries like this in Ludum Dare where there's a ton of ambition that wasn't able to be fully realized. There's a lot of complexity in getting these systems to work right, so I'm thoroughly impressed in how complete you DID make the game. I beat each of the individual levels (I think I used an unintended strat for the last one, but I'm fine with it). Great work.
Interesting idea, my first time through I didn't understand the growing mechanic and got to the end without much difficulty. My second time through I let the clock countdown and saw how the growth mechanic would prevent you from proceeding if you didn't escape in time. I think that's a great idea, but I feel like most people will get through each screen without realizing the puzzle aspect. If you continue working on this, I think finding a way to start the player off at the large size so they HAVE to collect a potion before they can squeeze through a gap would go a long way. But those are minor complaints - it's Ludum Dare and we all realize how time constraints get in the way.
The art was nice and clean. Simple and effective animations (even the extra frames for the poison/water). The music was minimal but fit the tone well.
I like this take on the theme and you did a great job of making things feel chaotic and unpredictable. And that failure screen caught me off-guard in a very enjoyable way. Art and music really fit the tone. I never succeeded, but I guess that's why I'm not a kindergarten teacher.
This might be my favorite game of yours. The gameplay was conceptually simple, but with quite a few satisfying twists and turns. Each new gameplay addition felt immediately understandable and like leveling up. Movement felt incredibly good. Difficulty never felt unfair - it always felt like I needed to improve my timing or approach, never that I was fighting the game. Don't know that I'll learn any speedrun strats, but it's clear there's a super-high skill ceiling here for people who feel like putting the work in.
Presentation was excellent as well. That water shader, caustics, particles, and passing sea life really made it feel engaging and moody without drawing attention away from the gameplay. PERFECT balance of shiny complexity and practical simplicity. The dynamic audio was a great touch as well, reinforcing the intensity ramp-up without overpowering the gameplay.
Great work by the whole team.
Always impressed to see games with custom engines in game jams. Plays smoothly, easy to understand. Surprisingly moody for how minimalist it is. I feel like the last level gives a great glimpse of what can be built off of the fundamental concept. Welcome to the LD club!
This is about as on-target for theme as I've seen this jam. Nice, clear gameplay with excellent vibes for this type of game. Things felt intuitive enough to be able to jump in and experiment without needing much direction. I didn't get the whole log-book filled out, but I was able to find some interesting combinations along the way.
Threw a bunch squishy friends around, bounced on their heads, built some buildings, found new squishy friends. I think that counts as a success.
Really impressive work. Mood was top notch, graphics were top notch, just the right amount of audio presence to keep you on edge. One of the more polished entries I've seen in a long time.
Great work by the entire team. Easily the best typing game I've come across this LD, and one of my favorites overall.
@Erkberg Thanks for the feedback! Regarding the music, I use Reason for my music production and mostly use stock synths and plugins. Of the non-stock plugins, I made heavy use of TDR Nova for dynamic EQ, Expanse by Blamsoft for a few of the synths, and an assortment of Joey Sturgis Tones plugins on the mix (JWBusGlue and JSTClip a few places, Toneforge JR for guitars).
Really good combo of themes. I hated every time "representative" popped up on the screen, but I was able to get it a few times and felt like I accomplished something difficult. Art and UI were clear and understandable from the get-go, which often isn't the case with top-down games in jams. Good work!
I really enjoyed this game, cool puzzle mechanic and I felt it challenged me enough to want to keep figuring things out but not to the point of frustration. Until the chain lengths came in and I lost steam quick. I think having some way of visualizing the distances between objects would have been helpful (a grid or something in the background for context).
But for all the levels I got through, this was a lot of fun. I could see myself playing something like this on a mobile device to knock out a couple levels in some down time.
@antti-haavikko: I think the slider bits are CLOSE to being a good mechanic. With a bit of visualisation about the scale (gridlines or something) and delaying when the distance mod is applied could take it from being an inherent frustration to being difficult but fair. If you decide to develop this further I'd say your more in the realm of needing to iterate on that mechanic instead of scrapping it entirely. Now that I know I made it to the final level I might see if I can push the rest of the way through.
This was a weirdly enjoyable experience. I never quite knew where I was going with it but, as others mentioned, it was a relaxing experience. Interesting sound effects as well, they started off annoying but then transitioned to being relaxing over time. I didn't find a way to get to the end state, but I might give it another go later.
Man, I love this kinda thing. I'd play this just to chill and watch the colors, but adding the puzzle dynamic made it that much better. Great work on this.
This was an oddly complete feeling game for being so simplistic. The fluid text animation and audio were super satisfying and you built a weird dystopic mood. To press or not to press, that is the question.
Well, I can confirm that I don't have a new career in traffic logistics...
Gameplay was clear to understand, but had some interesting nuances. Cars slowing down or getting impatient made things feel organic. Well paced to introduce the flow before getting overwhelmed before just giving up.
Music was tasty - busy enough to fit the vibe without distracting. The voices and sound effects rounded things out well.
Art was super clean, which is crucial for a game like this. Definitely felt like a throwback PC game from the 90s.
Great work from all of you.
I love how much you committed to the absurd idea nonsensical baseball turned into turn-based combat. Pentagram as the baseball diamond? Perfect. Main character named Johnny Baseball? Art.
Gameplay made sense as the game progressed, very much like I'd expect from the premise of making up rules on the spot. The art and sounds all combined for that early-90s quirky PC game vibe. Nice work on this.
This is your masterpiece, gang. Dude Ranch ain't a thing anymore, TellyBuddy is for champions.
All the cheerful and quirky sendups of everything from Shamwow to Max Headroom, to creepy AF baby doll face. Weird puzzle mechanics and emotionally resonant acting performances. Maybe not that last one.
Seriously, this is everything you guys already do well just with the dials cranked up til they're broken. I can't imagine another game in the jam topping this for me.
Those humans underestimated me. Nice action-y game that was also kinda zone control-y. Art, music, and sounds felt perfectly suited for the gameplay, really nice vibes throughout. The palette switchup halfway through was also added a whole lot. Nice work all around.
Nice interpretation of the theme. As others have mentioned, there was some uncertainty of how the signals were summed together in a couple places, but for a proof of concept/jam game, this is a great initial showing. Graphics and audio felt just right for this type of game - simple enough to be clear, but with a lot of character and vibe.
Nice job!
I got about 2/3 of the way through without needing the walkthrough. But then again, on all the old point-and-click adventures, I frequently ended up needing to use a guide as well.
Excellent art. Engrossing audio. Well thought out puzzle designs. There's a lot of really good stuff here, and you tied it together very well. Great work.
This was great. Tough, but fair. This felt like exactly the game it needed to be. Fleshed out enough for different ideas to add together to make for hectic defense, but without any clutter. The music and art were perfectly suited to the gameplay and there was some nice polish added to make everything pop. This type of laser-focused design is honestly incredibly impressive.
I saved the galaxy. You're welcome.
This game does a good job of reinforcing urgency. I wasn't very strategic with upgrades and was able to float by, which is probably for the best with a gamejam entry, but it could be cool to see what would happen with a bit more thought put into what I upgrade being required to succeed.
Good, clear graphics that are intentionally simple and clear. There wasn't any guesswork or clutter.
The music does a good job of setting the mood, I wish it wasn't hit as hard by the sound effects. I'd recommend lowering the sound effects volume for this type of thing in the future so it doesn't overpower the music quite so much.
The idea here is solid, just is missing some of the connections for making it really pop. I really liked the parallax display for the map, it felt satisfying to just move around (and to find the SPAYYYCE Operaaatoooor). The music fit the vibe really well, and the overall presentation really worked for this type of game. It's clear that a lot of work went into the systems, and it would be cool to see what your original intent was.
This started off feeling very trial-and-error to me, but crossed over into "I can solve this" pretty quickly. Took a few passes to get the hang of this, but ended up with a final score of 23. Nice combination of mechanics, there was usually SOMETHING I could do to not negatively impact my score too much. Nice art and presentation, everything felt clear and engaging. Nice work.
Nice implementation of the theme. The Witness was one of my favorite games when it came out and this definitely draws some pretty deserving parallels. Nice design and structure. Everything felt well-paced and like the complexity ramped up intuitively. Voice acting is always a plus.
Some of the particular win conditions felt less clear, particularly when receivers required specific colors, until I realized about halfway through that additional info was available on hovering over certain nodes. In a perfect world, receiver icons could have used clearer visual indication, but for a jam game you gave the player all the info we could have needed and it was just up to me paying attention a bit better.
Excellent work. All of you should be proud of the results.
I'm a sucker for spatial audio, and you did a great job of integrating it as core gameplay, not just a gimmick. Nice lighting effects as well, everything felt really moody and oppressive (in a good way). Procedural generation is also super impressive for a compo entry. I could have done with some tweak to enemy aggression or maybe make them shy away from the light, but it provided a good contrast between search mode and run away mode.
Nice work.
Nice take on the theme and really well executed. Really impressed by the amount of content for a compo game.
As others have mentioned, the lack of win-states trivialize some of the stations, BUT for a gamejam I think it works to your advantage. Giving people a chance to experience all the content with less frustration shows your game in a better light in this context. Great work all around.
I love this art, particularly how well you presented the invisible platforms and soundwaves. Interesting mechanics with purposeful level design. I could see where things required skills I didn't have yet and come back to them with fresh eyes. That's always a super satisfying feeling. Great work on this.
This is an incredibly impressive game. VA, audio editing, the whole audio effects pipeline, the node connection system... So much of the design requires complicated interactions, but you gave the player as simple an interface as possible to manage the chaos. And as someone who's lost a huge chunk time doing VA editing for Ludum Dares over the years, I can commiserate with just how much work goes into getting things sliced and diced effectively. Excellent work.
I only got partway through the game on this pass, but I will DEFINITELY be coming back and revisiting this.
I like the premise. It would be cool to turn this into an actual galactic stealth game. The pulses and connections are satisfying representations of communication and it was unnerving the first time an enemy probe popped up.
I'm still not understanding exactly what I'm doing or how to strategize my way to success, but I honestly don't care. The terrain responds to me and I can brute force my way through. The mood hits hard. The graphics are distinct. The sounds are right on target. Great use of the theme and your engine.
Super well designed. The progression of difficulty was satisfying and the solutions took some creative thought without getting too convoluted. The raccoons added an urgency to the solve, but were usually able to be held off in a corner somewhere. It was a very engaging and immersive experience with very well-suited art and audio. Great work.
That was fantastic. Definitely see the Limbo/Inside inspiration, but you took it in a very different direction.
Everything was impressively well thought out and was super engaging the whole time. Art and audio did exactly what they needed to do to build the mood. Really cool concept and very well executed.
You built quite a mood with such simple ideas. Great use of audio to add tension. The highlight for me was definitely the mirrored stages, I felt like I had to lock in. I see a lot of potential for expanding on that mechanic in particular. I wasn't a fan of the wi-fi minigame, it felt like everything was unpredictable and I successfully ended in the wi-fi cone twice by accident alone.
Hard mode was surprisingly tense. I played easy mode with spamming the signal, but having to be a bit more strategic with it in hard mode felt really good. The display of the enemies' eyes and the character trail went a long way in making this feel engaging. Nice work!
I like those graphics a lot. I'm glad you finished SOMETHING, even if it was just a quick video and some UI concepts. One of the things I love most about Ludum Dare is seeing people bring ideas out that were too big for them to finish, it shows you're thinking about possibilities not just what's easy.
Really nice puzzle mechanics with simple rules that play out in chaotic ways. That last level stumped me for quite a bit, but it clicked eventually. Nice, clean graphics that keep the player focused on the puzzle. Good audio feedback. This was a great idea and really well executed.