You found nothing. by atraxgames 2019-10-09T16:56:08Z
I enjoyed it. It took times for me to get my first lost hope.
Foon → Ludum Dare Explorer → Users → Aune
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | đ„ | G-VAUDAN | jam | 50 | 4.15 | 4.04 | 3.65 | 4.09 | 4.56 | 3.81 | 3.07 | 3.97 |
| 2025 | 58 | Collector | đ„ | GNOWER | jam | 85 | 4.00 | 3.86 | 3.92 | 3.94 | 4.13 | 3.86 | 4.26 | 4.12 |
| 2025 | 57 | Depths | Bagatelle | jam | 57 | 4.15 | 4.35 | 4.07 | 3.04 | 4.16 | 4.09 | 3.45 | 3.95 | |
| 2024 | 56 | Tiny Creatures | đ„ | G-news | jam | 62 | 4.16 | 4.03 | 3.56 | 4.41 | 4.53 | 4.40 | 4.43 | 4.17 |
| 2024 | 55 | Summoning | đ„ | TechnoMonk RITUAL | jam | 38 | 4.27 | 4.15 | 3.95 | 3.68 | 4.40 | 4.15 | 4.43 | 4.13 |
| 2023 | 54 | Limited Space | đ„ | Calves of the Braves | jam | 79 | 4.16 | 3.99 | 3.82 | 4.25 | 4.46 | 3.74 | 4.21 | 4.01 |
| 2023 | 53 | Delivery | LD - PIZZA | jam | 119 | 4.09 | 3.87 | 3.72 | 4.52 | 4.50 | 4.40 | 4.10 | 4.05 | |
| 2023 | 52 | Harvest | đ„ | Turbeets racing | jam | 188 | 3.82 | 4.09 | 3.26 | 3.48 | 4.21 | 3.12 | 3.90 | 3.52 |
| 2022 | 51 | Every 10 seconds | đ„ | 10 seconds Delirium | jam | 241 | 3.85 | 3.71 | 3.78 | 3.97 | 4.27 | 3.75 | 3.82 | 3.78 |
| 2022 | 50 | Delay the inevitable | đ„ | Unfaithable | jam | 356 | 3.78 | 3.51 | 3.35 | 3.41 | 4.55 | 3.44 | 3.57 | 3.75 |
| 2021 | 48 | Deeper and deeper | Aero-Spéléo | jam | 605 | 3.69 | 3.71 | 3.23 | 4.00 | 3.78 | 3.39 | 3.43 | 3.10 | |
| 2020 | 47 | Stuck in a loop | Surround Them! | jam | 526 | 3.68 | 3.80 | 3.45 | 3.57 | 3.92 | 3.89 | 2.56 | 3.36 | |
| 2020 | 46 | Keep it alive | đ„ | Kaboom Princess | jam | 1966 | 3.15 | 2.86 | 3.45 | 3.76 | 3.72 | 3.40 | 3.10 | |
| 2019 | 45 | Start with nothing | đ„ | Zmaaone | jam | 395 | 3.60 | 3.11 | 3.36 | 2.55 | 3.73 | 3.31 | 3.51 | 3.48 |
I enjoyed it. It took times for me to get my first lost hope.
Hi, I really liked the gamplay, I'm quite surprised that I managed to look at two places at the same time throughout the game. I love the music of pig(gy? I do not remember sorry) capitalist. Even without tutorial we understand perfectly how to play great job :) A game tribute of others that's cool!
Cool idea I had difficulty with the Pig sometimes when it becomes stuck in upper right corner. The idea of scaring to save is original and I believe that in a multiplayer mode or just a gameplay where you place hunters smartly would be really interresting
Hi! I play with controller and it fits really well with the chirugical control that's it's requiered sometimes (pass the time control button on the controller and it will becomme perfect!). Such a work for the procedural generation it's impressive, I never found my self stuck in front of a wall with no escape hope and it's still challenging Great job! :)
Hi I could craft potion too tthat's a good idea ! I think that just one other kind of glass for other kind of potion and timer to complete the custumer request would be an easy way to add difficulty for the v2 ^^ Funny art!
Wow ! The gameplay worked a lot on me and I laughed a lot on the last levels. Congratulations! :) Simple and dreadfully efficient. The feedback of the propagation from the pomp to the heart was really important and I think if you have the time "one day" try to put it also on bad selection in order to explain "why it's the wrong answer" great job !
@jrd @lees-pac Yes thanks for your return, we'll fix this soon to make the game experience the same on both keyboards, sorry for the bug. ^^
Hi @maxathon have you tried to change the keyboard layout? Thanks for your test anyway I'm sorry if you didn't appreciate ^^
I really appreciate that you're being replayed @maxathon :)! Thank you very much. Yes, from what I've had as informal feedback the gif finally helps more to understand than the tuto haha. We'll do better next time. ^^
Hi @forevertrash we are really sorry. We try to pass Qwerty as the default layer but it looks like it didn't work. I'm sorry you put yourself through such a painful test ^^ Have you tried to change your Keyboard layer? Thanks for your test anyway, weâll do better next time
Hi @fpeg thank you for your testing! :) I got writer's block on that (furano was kind of upset 'cause this is the second game jam that it had happened to me) For v2 I swear
@tsombi100 @ben-ash thanks for your playing! Have you tried to change the keyboard layout? we're completely French and we probably screwed up the export thing. I'm sorry if this has been difficult for you :(
We fully understand what we have to do without any indication. Great art Nice job guys! :v:
An atmosphere that is coherent and a fitting ending. It's more closer to the experience than to the "classical game", it's really interesting.
As a great KSP fan I enjoy the idea :) At the 8th satellite I managed to reach the red one! It's a rather funny simulator I think there is a way to do funny things with it!
Well done for the pre visualisation
Good idea, I liked the fact of "not stun the enemy right away but waiting until he is close to another one to score more". Maybe a little screen shake and HP UI would have been nice ! Great Job ! :)
I never thought playing my greatest nightmare would be so funny.
Maybe this, like, a "therapy"?
Really nice! :)
I laughed a lot when I discovered the game. Not easy in my humble opinion haha.
Well done ! Really good polish !
@bukkaketears @furano @asfdfdfd Thanks for your return ! I definitively agree with ennemy that cut the loop thanks
I see what you mean @asfdfdfd ;) Thank you for the CONTROL note I will add it on the itch page !
Hi @pink-shard-games @captainproton42 @vleue @jakegilla @gabriel-dias-oliveira-de-almeida !
Thank you for your compliments and for your advice! I completely agree with the improvements proposed :)
About the **controls** it's quite interesting: - The casual players seem to prefer the version I made. (The *snake-like*) - LD47 and **I** prefer to "project" themselves into the ship. The question I ask myself is: What if I change the player sprite to a sphere? Wouldn't it be better for us?
Ho, it's an elegant gamedesign and art ! I loved playing it. The level 5 and 6 are really beautiful level design pieces.
It's perfect. I subscribe, don't hesitate to make a post for a V2. You can be sure that I will come and test it !
Well done ! :)
Hey ! A rather good first try with unity well done !
The cat design and other props are awesome ! With blue ray and control displayed I feel the goal clear. But I did not manage myself (sorry !) to bring 4 bones together ! Thanks for web build !
Wow un jeu avec un combat de boss haha! J'ai beaucoup ri quand j'ai vu comment briser la loop. Well done ^^
Hi !
A rather relaxing game ! :) The goal are quite clear in my opinion. One things: the UI did not work well in little screen size.
A very interesting gamedesign idea with quite funny dialogues!
And congratulations for the level design!
Among a small suggestion of improvement it would be a "zoom out" of the map to "apprehend" the path more by reflection (in my opinion)
Very simple concept but very fun to play. I love the music ! :) Cannot be able to reach 30 but I was close! Maybe a little dashed line would be appreciated !
Well done :)
Hi, that's a great idea even if it is not finished. I really appreciate the explanatory video which gives the twist I would have missed. Sleep / reality image effect are really well found.
Finished with I think that is the good ending (only one wrong just to see what was the answer ^^) but thanks to the "wall jump".
I never thought a series would be possible for jams. I will have to test the others now ^^
Congratulation for the voice acting ! Well done
Bonjour ! Pretty cool game ! Well done with godot !
I think that variation in the boss starts quite late. It wouldn't be a problem if the game was a bit shorter !
Tips : put your player sprite at the main menu instead of the godot placeholder. It makes us appreciate even more its design !
Bonjour! C'est tellement beau et ça bouge tellement bien j'y croyais pas pour une compo... Puis j'ai vu la page itch et les projets... C'est un honneur de voir le jeu d'un grand maßtre !
Translation for non-Bordeaux lovers : Hello! It's so beautiful and it moves so well, I couldn't believe it for a compo... Then I saw the itch page and the projects... It's an honor to see the game of a great master!
Cool art, and kind of scary when I see the door opened ^^ Maybe a complex task to achive while protecting the sleep may improve the the experience.
The game is amazing and beautiful ! I really love it but the last level when you get the golden sword after 20 minutes made me go crazy haha !
Well done
Hey (played jam version) Very cool ambiance and sound, Yes the shark makes me laught too. I agree with comments above about your camera choice is quite frustrated maybe you had a more contemplative
I love your chill ambient music ^^
Hello :)
Well done for a solo game!
Very cool idea to mix shoot and obstacles maybe a bit easy rightnow but please tag me as soon as your release your post jam version ! I activate the "receive notifications"
Very cool game, good polish. I love the sound design and ending music. Maybe few more visual feedbacks would be appreciate for hit effect.
Well done :D !
Well done ! I like the concept. I enjoyed playing, very challenging ! ;)
Hello That's funny I made my game based on same game design idea, thinking "Everyone will make the same idea..."
It is with some relief that I finally find another game based on the same design ^^
Well done, I really appreciate the looping blue side and the gray light to anticipate where we are going.
I know it's getting a little trendy and all but, I LOVE THIS STYLE It's a great atmosphere, no need of tuto the codes are well known and it works well ^^ I appreciate the fact that the game is very "kind" for health, (I don't know if it's possible to die) the good jam games are not necessarily the hardest to my taste
Impressive art. Maybe a little additional particule or whatever visual feeback would have been great.
Hats off, this is amazing! From the music to the graphics and mechanics. My only complaint would be that I found it quite complicated at the beginning ^^ but that's what we love!
Wow well done ! Sounds like a cool story with a rather cool surprise ;)
Game jam makes games with story very complicated to achieved in time
I like the idea to go deeper in mind and deeper in an environnement these are beautiful images in my opinion.
I really love your image shader for the swim part
Thank you @g-kobu !
Hey ! @sli @pixelbug @luddegodofpain
Thank you very much for your comment and your improvement idea this is only my second solo creation and it helps me to progress !
@fabula-rasa my cowardice involves that I only know the cartoon networks vision of skydinving ^^
@rajatg héhé ^^ I was wondering if anyone would wait long enough to see it, I don't know if you saw that if you wait long anough again there is another message
@jonathan-lorenz Thanks for your idea, do you have any idea how to mix this with the time attack?
@marcus-otterstrom Hello marcus ! thank you for your comment it summarize well the improvements idea that I received (I feel quite dumb not having thought to the restart button).
I admit that it is such a pleasure that you understand exactly all the choices that I made about no random and falling things (that don't deserve the original story in fact) so ... It is, like, good to feel understood ^^
@jonathan-lorenz Hoooo... I love the idea of falling kitten ^^ Thank you I'm starting to think about my post-jam version and I think it could be a great idea (why not a falling bonus too that leads too speed run even without time attack)!
Hello @chrisap thank you for your return, I found really hard to make a correct level (that why I tried 3 suggestions more that 3 real level)
@binaryprinciple Hello thank you for playing and your return. I thought I wrote it, there is no RGN in order to make time attack possible. In my opinion (maybe I'm wrong) it would not be fair to make random part in "speed running like game". I'm sorry if this disrupted your gaming experience
Thank you for your return @chrisap @ditam !
@ditam I saw the collision glitch too (And did not got the mental force to fix it) very strange UI bug indeed... I've no idea yet about how to fix that, thanks for the notification !
Hello ! Cool aquatic ambiance :)
There are quite a few 'go deep' games on this ludum (I've done one myself) and I find it super interesting to see how everyone interprets it (it's like a jam within a jam). This one brings some challenge without being hardcore. I took it as a chill break between two over-complicated-frustrated game. Nice compo pleasant RNG ;) !
Thank's for html build
It's really nice to have this kind of creation for the ludum. I really like the idea of the constellation at the end. Well done!
I'm not so bash fluent and..... I actually really enjoyed trying to figure out how the game worked ! The delivery of the cd command. It's really cool to have implemented auto-completion and command history ^^ As said in commentary : "very visually appealing " well done ! cool mood ! :)
Hello firerate is quite slow for me. I like the idea but it was quite hard for me. Cool sound ambiance and sound design as well nice art, I like the puppet player animation.
Well done !
Well done for two people ! I like the fact that the enemies have a different behaviour (and not just a sprite). In my opinion the simplest improvement would be to put a loading bar for the shutgun
Thanks for web export !
Super game well polished! We understand quickly what we have to do. A second run was necessary not to burn the cake ^^ ! I love the music ! Especially the change when the mother arrives very cinematic!
Well Done !
Sorry for the second message (bug of browers)
Sorry again ^^
I really like the idea, but unfortunately the gameplay is a bit slow and I would have liked to have a bit more "macro" gameplay on cities rather than farmers.
The game fits the theme perfectly. With a bit of improvement it could be really cool to have like trade-offs on which land to give up to fire and which to keep no matter what.
The core idea is really nice. I had some trouble with the combat mechanics at first. Because I found the input-reaction time quite long. Once you get into it, it's really fun. I appreciate the diversity of enemies and the animations ! My small remark: the backgound is in too low resolution compared to the rest of the game, it can be quite confusing. Really impressive for a compo
I am super impressed by the quality of the cooked-tower-defense-like gameplays made. Very polished tuto and graphics. Impressive entry !
Simple but very effective! Having several enemy types really spices up the challenge. Really well polished. I love the choice of colours!
Wow Great solo creation! I didn't know pico 8 at all (so thanks!). Minimalist and efficient! The fact that the meteors are sent back gently by the shot makes it really interesting to delay the impact ! I love the art style!
Easy to understand, original ! I found the balancing and difficulty a bit "strange", but for a compo (or even a jam) it's already super clean and playable! Solid entry, well done!
Very beautiful intro and animation. There is a little graphic dissonance with the pixel art characters (which are also very well done, especially the boss) while the background is not.
I think some feedbacks (screen shake and 2D FX) would be welcome to polish it up !
Otherwise well done nice entry !
The symbols speak for themselves (well I just got fooled by the puzzle too ^^) very nice. The idea is quite interesting I can see it being increased with "special event"s (wedding / divorce / win LD) that arrives one time only. I think I would have liked to have the head of the character in a corner that evolves as a feedback of the points you get back.
Nice entry
Wow ! Well done ! Super fun! I really laughed while playing. Whether it was with the poses or the eyes. The graphics and music are really polished !
Great idea, it took me two or three runs to figure it out. Once you get it, it's pretty cool. A bit addictive ^^. Nice entry !
Well done for your first jam! I appreciate animation and feedback (audio and/or visual) when we complete task. They are often underestimated in first jam. It's really nice that you had the opportunity to make several mini games and a mini tuto! I guess some of the asset graphics are yours too (plus there are animations) that's really cool !
I hope you'll get your 20 rates and that you'll make jams again !
Excelent game ! I also found the platforming bug but it's not a big deal as it only costs money, you can tell yourself as soon as you have a factory that you could have built them in this game. No ?
Waiting for the surge is long, this is my only criticism (but it's the theme...)
The graphics are superb and so is the sound... So far my favourite game of this LD. (And it's a compo :dizzy_face: )
Very great reverence for the game engine :clap: !
I'm impressed that the game runs smoothly on my old (11 years old) PC (except for the dash which looks like a teleportation)
I think the attack could be more dynamic with a little more feedback (screen shake in particular). I really like the textures painted like this, the heads of the enemies are perfect!
Once again a custum game engine :astonished: ...
The concept becomes clear quite quickly after the first run. I didn't manage to reach wave 4. Very nice game, I find that I don't waste my 10 seconds in thinking but more in assigning actions. Maybe because I don't know what the enemies will do next
This is an interesting concept ! Well done.
Hey :coffee: Thank you for your feedback @nullval @magus77 @eerongal @arfilish @sirdorius ! I tried to fix the collider and the window mesh this morning (I screwed up my last commit). I hope it will be better.
I'll just add one more note **for the nerdy stuff:** - **Meshes** are made with [Blender](https://www.blender.org/) - **FX** animations are also made with Blender using grease pencil - **Music** and most sounds are made with the organelle synth running [ORAC2](https://patchstorage.com/orac-2-0-for-organelle/)
@omphh @enad96 @dodidouda @for-science @eeperdeheap @erlioniel @mvasko2 @save-sloth-studios @velvetlobster
Hey thanks a lot for your feedback :yellow_heart:, sorry for the wall collider...
@velvetlobster yeah the encephalo-gun... Drawing this gun part from this perspective was a bit painful and as @furano doesn't give me limits about weird ideas... Put a brain sounded a good alternative for this. :grimacing:
Although I can't read the words, I can quickly understand what to do. And some themes are universal :beers: ! Fun entry !
Hi, A bit short but the challenge is there and it is extremely effective. Not bad the anchor trick. I think this is the kind of game we are looking for. I'd like to see an extra component with the other mouse click to put more holds. Keep going like this. Great Job
I like this kind of game where with a quick look you get the goal of the game. I didn't pass the level 4 even after some retry. Maybe the trampoline is a little bit slow for me ^^.
Well done! Good old style :smile:
Cool entry !
I was really waiting for this type of harvest for this ludum dare. If on top of that there could be stock exchange prices times series of each organ types it would be awesome for trading ^^.
Very fun ! :smile:
Impressive Game,
Really good idea, it's a very hard topic but the rendering by its style and animations allow, I think, to manage this in a "kind" way.
Put name and age on people plus the fact that the tombstones are decaying make things more intense to me.
I think I would have turned the % into something else (dice or other) because our feelings about percentages are quite biased and can be quite frustrating (there is GDC on it if I remember well). But the game is already very very very polish ! :)
Very solid entry. No lag on my side with the web LD hosting (using firefox).
Good idea ! I did not succeed (and I tried a lot) to destroy the door with my few black knights. In a way it reminds me that kind of mount and blade games where you are on the battlefield with your men, feels good.
An ounce of additional feedbacks would have projected the game into something even greater. But it's a jam and juicy a game is hard of course :)
Well done !
Hi @Rochon thanks for playing. It is our first web godot export. Definitively I miss something I will check soon. (Sorry for the crash test) We will add standalone version soon as backup.
Thnks for the info
Very nice game. And good concept! :rocket:
Thanks for putting a goal of gems to reach. Often jamer set just an endless mode which to test is quite frustrating ^^ The game is challenging but not too hard !
Add little bit of feedbacks effect (hurt and shoot) and it would be perfect!
Very very cool, well done!
The system of "I don't get everything back to keep a cover" is really well found.
I just wish we could see the box that will be harvested.
Cool effect for the day lift !
It may not be the most revolutionary gameplay but it's not a pre-boiled platformer at least it stands out. It's very well executed and looks really good with few assets. The feedback of the dash and the few elements are well polished. Well done really!
I really like it. Well done on level design each piece is added one by one. The UX is pretty well done as one understand tile quickly thanks to the smooth progression level by level. I love this kind of game!
My first LD was on the same gameplay, we were young and dumb, we had hard time for the programming and Level Design. I hope it was less painful for you!
*I found level 6 do not require logic gate and at level 8 a bug appeared where the folders did not spawn at all. (Maybe it's linked to the fact that I built a tile on the spawner :smirk: *
I loved it. By far one of the most fun of this jam. Very well balanced and so polish :blue_heart:
Very cool sound and 2D art!
I'm always impressed by the quality of a compo. Very good idea to remove the power one level and then put it back in to appreciate its contribution in terms of feel. :green_heart:
Thanks for the coyote time and the input buffer :blush:
The game is great, the two only things I would add are: *screen shake* and, because enemy are placed to help the jump (good level design by the way), I would teleport the character to the destroyed position in order be at the *correct position* for using the bonus jump.
But, that's compo it already well well done :smile:
Well done!
I went to your code (and than to wikipedia) too understand how the check of same shape was made, impressed by mirror robustness. Very intersting the polyomino...
Kind of relaxing game if we forget the timer. A chill/puzzle version with big polyominoes too make with less one-bloc available would be interesting.
An interesting way to see the theme. Good controls with good interaction in the universe with doors and so on, I appreciate. I had a bit of trouble creating the first meal I had to restart the game itself (maybe it wasn't necessary)
However I recognize that make a meal-checker is complicated, that must have been a pretty hard moment ^^ Well done!
@yorsh @parinamais @rainmaker02 thank you :smiley:
I forgot to lighten the outline of the buildings and trees. It would have made the black of the scenery less dark and therefore make the assets stand out.
For the difficulty I'm sorry it's so hard to balance, I had considered a chill mode with only one scotter, maybe for a post jam?
Thanks @random-ideation-studios @ginluy @auxc @jacob-vandomelen @wadlo and @caeonosphere :smile: I will try to test your game soon ^^
@wadlo It's indeed very simple, I made my 2D with the blender's grease pencil (which is normally made for animation) on one frame. And then I apply a fake-fix noise building 3 similar-but-not sprite sheet.
fakefix.gif
And I made two small inheritance of polygon shape and sprite that takes care of varying the sprite.
If you want, in this game it is very obvious
And the scooter is a viewport of a very small unshaded 3D model it took me time but I have all the direction available.
@caeonosphere I'm a huge fan of AoM, hence the controls :blush: (the shift control is specially made for RTS player ^^). I always have in the back of my mind this *RTS that I absolutely want to do* and somehow this jam allowed me to understand the navmesh of godot !
Very good polish it is very consistent :train: I have a little trouble with the balancing, (maybe I'm not taking enough risk). But the idea is very nice.
You were not afraid to take godot 4, the web export was not too bad? For 2D, was it worth going to 4 ?
Simple and effective, love the minimalism of your game it works well.
Capture dâĂ©cran 2023-05-07 120215.png
To add complexity (even if at the end it is complex) I would add a timer for delivering the email (like they become less and less saturated if they are not deliver in 2 seconds or something like that)
Well done! :love_letter:
I loved the cat and all the art you've made, it really work well. The end reminds me so much over the garden wall!
You have a very good palette. I often disable marker and minimap in games, and doing some stone quarry exploration I'm used to not having GPS position and use environement to not get lost. So I'm glad to have this kind of zen game whithout marker where you have to keep things in mind to not get lost.
Unfortunately, it lacks a bit of feedback at sea to keep the fun going. I would have made the area slightly smaller.
:sailboat: Nice boat !
Well done! Cool level, not too hard not too simple. I found shortcut in some (don't know if it is done on purpose). The text on level is a good idea to see where to go and add fun (and as I am French I didn't see the grammar mistakes)
We are not too used to go to the left at the beginning of a level, it's funny that you chose that. A small feedback with "e" action would very appreciate (like screen shake) :smile:
The addition of the seagulls is a good idea for the challenge and I find the movement very well executed, we understand that we will soon be stolen the dish.
Well done for having achieved to create all these things with only 2 people. I love the music
Juts, on my side, the player was very slow too even with the boost. I take a look on the source code, in ```data/scripts/PlayerScript.cs``` I think the var ```RigidBody``` should not see its velocity modified on Update Function. It's better to use FixedUpdate for the physics and might explains why it is so slow on my side. :smirk:
Well done, the mechanic is a good idea, the complexity increases a bit, the idea of the ice is interesting but it becomes a bit of an agility game rather than a puzzle game.
I have to say that my car flipped over after the jump and my character went through the ground. I had to redo this part of the level which was a bit long.
At the end the game tells me 12 minutes which is for me the perfect balance for a LD-jam game.
The climbing animation make me laught :laughing:
Wow very good artistic view. It's remind me things like Mandy movie for the athmoshpere.
I love the player character. My only regret is that there is no special mechanics in this platformer. Strong art :art:
Coherent design, it tooks me times to see th arrow but after that it was nice. I have the impression that by collecting bonuses my character moves less and less fast...
However very good retro vibe well done
Very impressive art, I really thought it was human made :frowning:. Did it take time to find the correct "prompt" for making the art?
Very, very lovely game, the graphics are adorable the level of quality and quantity of assets really impressive!
The gameplay is a good idea. I would just say that it's a tad repetitive between levels once you find a working setting, you tend to stick with it, haha. Some even more precious items could have appeared along the way.
C'est vraiment top bravo :clap: :flag_fr:
It's refreshing to see something other than just a game. It's a very heartwarming story, especially as it speaks, I believe, to everyone who has jammed at least once and experienced that wave of validation from the community that warms the heart so much.
Very good graphics, the small map is a great idea. I think the combat system was not necessary. In my opinion, we mostly played to see each sheep's reaction. I love the one that moves super fast :smile:
Hey very cool entry :smiley: Great minimalist concept.
Very interesting variation with the last levels. I would found interesting to have something less smooth between empty space and "filament flow" to hehance the feedback. But it's a compo, well done and hudge respect :clap:
Strongly great puzzle game with a really well-balanced difficulty (removing the red demon made me laugh a lot :laughing: ). Enough number of levels to taste the whole concept but nerver boring.
A perfect mood, art and music, Plus with cutscenes too :scream: ... CUTSCENES for a compo!!!
This isn't the first time I've tried your games. I would love to know your artistic stack, The style with solid fills, do you use a purely vector-based software and for animation as well?
Thanks @vidarn for all this explanation.
A creator developing their own custom tool for creation is truly inspiring. Drawing inside a game is definitely the perfect feature. You skip all the pipeline from screenshot to Photoshop to PNG to engine resources, then to the game to test your resources; that's really smart.
I agree about the use of grainy texture. It aids in understanding the scene, even if for now, I can't perfectly explain why. I would say it's like a clue for the eye
Thanks for the dithering, we thought it added to the dirtiness of the game ambiance.
Genius. I would have loved to see the result if things had gone better.
Very intriguing gameplay and powerful combinations. I especially appreciate that enemy types have distinct behavior patterns, rather than just being copies of each other with different sprites. It adds depth to the challenge. Well done! :sun_with_face:
Hey! What a strong jam game. I won on my second try (lost the first due to the right-click/left-click confusion, Age of Empires player here). You should be proud of how well the music and graphics fit. Best mood so far! Super idea to have an end to the game, endless games are a bit frustrating. And handscribed tutorial is not long and very clear.
Having made a somewhat similar game two jam ago, I must say I'm a bit jealous of how polished your game is :blush:
@jhonny111 @adrien-tremblay @enver-arco @brandsma @bigstrongddoge @patrick-pang Thanks for your kind messages :pray:
@shanzhai On my side it was broken too.I *tried* to fix this bug, it *should* work now. Sorry for the inconvenience.
I updated the [itch page](https://furaune.itch.io/technomonk) and the [release](https://github.com/furan0/ld55/releases) (I do not have the rigths for newgrounds)
dance.gif
(SPOILER) @furano hid the credits on the little cat on the bottom right.
Thanks @nrankin13 @maxthedoom :pray: !
@bastillas thank you for your comment. The secret to the number of assets lies in the fact that @furano is a coding powerhouse :factory: (transforming beer :beer: and coffee :coffee: to code), and we've refined our asset pipeline for almost 5 years. We're getting better and better at not cutting features (although the knight sharing the same animations as the swordsman really saved us :smile:)
**Long range conversion** has been a source of discussion. The fact is that we do not want to player to first take a damage before conversion. And because of the archery we were constraint to increase the conversion range. I agree with you. The balance is very hard.
@rradu @azathothep @kyrio @okamit I join @furano to thank all of you for your comment :pray:
@captaindreamcast thanks a lot for your feeback, the tricks about animation: there are [only two drawings](https://github.com/furan0/ld55/blob/main/scenes/UI/ending/1.png) for the dance; we mirror them and (very importantly) deform them with Photoshop to add a bit of overshoot.
Hey @vidarn, thanks, glad to see you back testing our games; it motivates us more than you might think :yellow_heart: ! I plead guilty for the weirdness, but @furano isn't entirely blameless in the matter either. Let's just say it's just our _signature_.
Balancing was really laborious, I'm pleased it's being enjoyed. :pray: :yellow_heart:
Such an interesting concept! It's executed excellently, and I adore your artistic direction for both sound design and graphics. Well done!
As a suggestion for improvement (though certainly not necessary within the scope of a jam), I would recommend adding a gameplay mechanism that requires a bit more attention on the battlefield screen. For instance, allowing the player to choose unit locations could provide a nice contrast to the focus solely on the "match 3/4 view".
A strong point of your game is that no tutorial is required to play it. Well done!
Beautiful art direction (both audio and 2D). The level is a bit challenging for me, but I managed to pass some platforms (reminiscent of old game difficulty, so that's not a bad point).
The mechanics are interesting and well executed, very polished.
I wish you could add coyote time and input buffering for less skilled gamers like me to reduce frustration (though certainly not necessary within the scope of a jam)
Well done! đ
Fairly intuitive to pick up without being simplistic. It's a clever gameplay idea! :smile: Well done
(As someone with a non-QWERTY keyboard, I really appreciate you including controls with physical keys :pray: )
The graphics are very readable :thumbsup: I feel it could benefit from some feedback like screen shaking or little bumbing (since you're on Godot, Tweens can easily add dynamism here an [humble example](https://github.com/furan0/ld55/blob/main/scenes/entities/Rig2D/Rig2D.gd#L75) if needed).
I really like the game idea and the combat feedback. The graphics are beautiful :thumbsup:
However, I found the system a bit confusing. It was difficult intuitively to understand what went wrong with the assembly. But otherwise, it's really great work, congratulations! :clap: (love the green princess)
Thanks for your comment @kiberptah :pray:
tromb.png Yes, the genius **Rattell** (linked in credit) first prototyped on guitar, then wrote all the parts in his software before recording the borrowed trombone in 30 minutes (even though he said he didnât know how to play it). He also asked his friends for the clarinet and trumpet. Having him on our team really motivated us.
We almost cried when we heard the rap (you can hear it easly by losing in the game)
For sfx, there are punches sfx but bus compression doesn't work on web export so you have to lower music volume with settings to hear it :unamused:
Finally winning sample come from this [Sweden government message](https://www.youtube.com/watch?v=PwXewk32-bk) Thanks to @hengen
What an adorable game. I really appreciate that the game have rules that don't require any text, and it's through their manipulation that we come to reveal and understand the complexity of their composition.
I find the grid to be the perfect size, large enough so that you can't really brute force it, but small enough to get the mirror trick _by chance_ on second puzzle.
Every time, your art style is always incredibly coherent.
I'm impressed by the story telling of the animation sequence very effective :astonished: !
Thanks you all!
@mavvy, I think more than 60% of the time was spent on tweeking (and I could spend the double again). Speed, gravity (that's is apply only after the hit), scale, spacing between blocs (so much time spent on)... Each tweek impacts all the LD :sweat:. I really appreciate that you enjoy it, the first try was definitively unplayable.
@sharks, there is no random nor _assist_, juste phtysic engine artifacts sometimes :laughing: (and bad bloc alignment from LD) As said justg above I played, tweak, replay tweak again and again... to robustify the expected behaviour. For example the couple of aligned :purple_heart: was added because I spend a lot of stamina by recharging stamina.
I also think making the game simpler (much simpler than at the beginning) gives more tolerance when the bounces don't go as planned, without losing the flow of when everything aligns for _hehe moment_.
C'est légendaire :heart:
Great puzzl! there is a way to go further than the bling bling bling partt ? :laughing:
Really polished game, I was really amazed by the art switch. The root ramification matchs naturally the game design. I wish I could accelerate by holding key down to go faster to the _hard_ part on new sessions.
This is a good really good thing to add an end to the level it gives to the player a challenge to reach ! Well done you could be pride of your game!
Great mood! I'm not very good at bullet hell games, but this one suits me just fine. Nice use of the theme. Bonus points for the music theme, which I find very fitting.
It's a short game but well executed. I wasn't expecting the mid-game surprise. It made me laugh a lot. I find the difficulty very well gauged.
Tell me it was you who made the monster scream!
Very cool entry. Well executed and bonus point for the incredible music that feats really well the mood. I managed to go to the bottom. Good job!
Such a beautiful well crafted game! The vibe is really excellent!
Given your previous games previous creation I really thought it would have been a puzzle game. I laught a lot. :smile:
I was rather surprised with the gameplay change and the quality of level design!
After (a lot) of trials I did not manage to finish the level with arms. (I wish a small feedback to know if the hand well grab the platform)
But all I saw so far was really great entry. A lot of content for jam! Bonus point for voice acting !!!
Haha my favorite game so far!
Matchs really well the theme. I love the mood you've created with so much content in this game! Bonus point for the jungle.
My only wish would be to have a button to speed up or to kick the arena to add more chaos :smiling_imp:
@zelew @faby @5h08 @kash @vidarn @amanon @brainloaf-studio @borbag-uskada @6knowledge @ginger-kyoko @aleksey-salion @retrific @jo-bettaque @crowelian @archaeognathus @psevdonim @she-wrote @kiberptah @gwhyang @ludumdaredevil
Thank you so much for your feedbacks, which I read carefully :pray:
We absolutely loved (maybe even a little too much) making the intro.
For those who are interested about the **TRUTH**, the prequel is another LD: [**GNEWS**](https://furaune.itch.io/gnews).
_To be transparent_, thereâs an additional coded feature that âcuts the signal.â This blocked the âlineâ sensor, which increases the complexity.
aft.png
The issue was that we didnât quite master the level design and difficulty for these levels, and a feedback was missing for better readability.
Thatâs why the gameplay is rather shortâwe preferred not to artificially inflate it (to respect your testing time).
Thanks again!
Well crafted compo :punch:! I love calming mood emmerging after a session of fast paced game test, thank you!
My only wish would be to know the last gesture that (please forgive me :pray: ) brut force as the game switch quickly on the "done" screen.
I did not know that pygame can make such game! Really nice entry!
Really love the graphical coherence of your game. Took me time to see the "cargo" number like said above. but other things were pretty easy to understand. Well done!
It took me time to understand that i can hit the "1" cell. after that I really really enjoy the game. Kind of addictive! Really nice entry!
Really nice mix of genre!
I'm curious if you thougth about other kind of upgrade?
Well crafted fun entry!
Capture dâĂ©cran 2025-10-11 112626.png
Another excellent experience! I really love the mood and the "shown, not explained" approach!
As for the paintings, itâs truly a masterclass in composition both for frames and color.
From a gameplay perspective, the idea of sending objects from one character to help the other creates an immediate connection with the couple. Just like them, we want them to reunite.
These ways of storytelling through interactions increase the engagement. Blurring the idea from being spectators or readers to interpreters. Itâs truly inspiring.
Well done ^^
Hey, the page is loading infinitely. Maybe consider hosting it differently? Let me know if it becomes accessible agai Iâll definitely come back to test it!
Hi very cool mood ! As said above it's feel very energetic :smile_cat: Really like the concept
Huge thanks for the AI transparency usage!
Very good game scope. The gameplay idea fits the theme really well. I admit I was thinking, 'Wow, Iâll never make it,' and Iâm glad it wasnât necessary to reach the final twist, which I found hilarious. Love the dialogue box visual!
Congrats!
A super original idea! Itâs really alternative!! I donât have a very nice voice and no singing experience. So it was really that hard (I considered using a synth to play ^^). But I had a lot of fun trying the levels Played on SteamOS Linux + Firefox, I had no issues at all. Thanks for the web build!
Hey, great interpretation of the theme! I really like the effect of the text to decode. However, I think the lack of air control artificially makes the game more complicated. Iâd like to know if this was a design choice or a code difficulty during the jam?
The visual and audio styles are very cohesive well done !
Hey, well done!
I really laughed when the tic-tac-toe game appeared. I had a few UI issues with my screen resolution (800x1280), had to resize browser windows + go/exit fullscrreen but nothing major (I know how it goes :smile_cat: )
As improvment I would have liked a bit more visual feedback when I got the right answer (maybe my UI issues were hiding it).