13 jellyfish by Four Quarters 2016-12-18T12:20:00
Love it. Beautiful artwork, great music, fun gameplay.
Foon → Ludum Dare Explorer → Users → automatonvx
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Signal Epsilon | jam | 606 | 3.32 | 2.83 | 2.66 | 3.26 | 3.21 | 3.54 | 2.26 | 3.85 | ||
| 2025 | 58 | Collector | Pumpkin Bumpkin | compo | 167 | 3.04 | 2.52 | 2.33 | 3.21 | 3.64 | 3.57 | 2.60 | 3.26 | ||
| 2023 | 53 | Delivery | The Deliverer | jam | 663 | 3.50 | 3.78 | 2.65 | 2.43 | 3.23 | 3.19 | 2.63 | 3.04 | ||
| 2023 | 52 | Harvest | Grim Harvest | compo | 89 | 3.71 | 3.65 | 3.38 | 4.19 | 3.84 | 4.04 | 3.72 | 3.76 | ||
| 2022 | 51 | Every 10 seconds | Pizza Boy | jam | 1188 | 2.66 | 2.57 | 2.23 | 2.04 | 2.85 | 3.10 | 2.35 | 2.52 | ||
| 2022 | 50 | Delay the inevitable | MineCraftMine | jam | 1285 | 2.89 | 2.47 | 2.75 | 2.89 | 3.02 | 3.11 | 1.86 | 2.47 | ||
| 2021 | 49 | Unstable | Nuclear Disaster | compo | 331 | 3.35 | 3.37 | 2.25 | 2.00 | 3.16 | 3.52 | 2.50 | 2.73 | ||
| 2021 | 48 | Deeper and deeper | Deeper and Deeper in Debt - Slumlord | jam | 1283 | 3.30 | 3.36 | 3.10 | 3.04 | 3.17 | 3.50 | 2.84 | 3.17 | ||
| 2020 | 47 | Stuck in a loop | F Minus 1 | jam | 1169 | 3.23 | 2.68 | 2.56 | 3.35 | 3.58 | 3.50 | 2.37 | 3.42 | ||
| 2020 | 46 | Keep it alive | Its Alive! | compo | 383 | 3.57 | 3.56 | 3.31 | 4.14 | 3.58 | 3.50 | 2.85 | 3.31 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Rhythm Attack | jam | 406 | 3.60 | 3.42 | 3.56 | 3.83 | 3.48 | 3.59 | 2.78 | 3.15 | ||
| 2017 | 40 | The more you have, the worse it is | Pixel Cartel | jam | 648 | 3.37 | 3.33 | 2.54 | 2.41 | 3.19 | 3.46 | 3.06 | 3.25 | ||
| 2017 | 39 | Running out of Power | Rocket Rescue | compo | 409 | 3.17 | 3.00 | 2.60 | 3.27 | 3.06 | 3.39 | 2.50 | 2.98 | ||
| 2017 | 38 | A Small World | Pixel Town | jam | 173 | 3.73 | 3.63 | 3.00 | 3.61 | 3.46 | 3.22 | 2.40 | 3.43 | ||
| 2016 | 37 | One room | Arena 3000 | compo | 485 | 2.94 | 3.00 | 2.43 | 3.59 | 2.50 | 2.98 | 2.71 | 2.87 | 97 |
Love it. Beautiful artwork, great music, fun gameplay.
Nicely done art style, although was a little disappointed by the lack of animation, especially on the character movement. The choice of background music is nice too, but as i understood the rules it seems maybe you should opt out of the audio category if you are using a third party sound track, or at least make it more clear on the LD page that this is the case. Apologies if that sounds too nit-picky. Overall not really my thing due to the lack of gameplay, but appreciate the effort and attempt to do something more personal
Nice Concept, could be a cool educational thing in a scratch style with a few extras to enhance the fun factor, probably more sound would help. I appreciated the fast forward button
Great entry, good job on thinking of a new twist for the platformer, kept me interested till the end. Ending was nicely done, suitably bleak. A checkpoint would have been nice, but fortunately due to a lifetime well spent I didn't really need it. The voice acting and atmospheric background audio were also really good.
Excellent
Cool interesting game, a bit unforgiving but i like it alot.
well that was weird
good game, i enjoyed, it but couldn't figure out how to kill the boss at the end, i was shooting it, but not sure if it was having an effect or not. great music and art
Stylish I like it, the control with the mouse felt really awkward for me personally compared to keyboard or controller, but I am guessing you wanted to try something that might also work on touch screen. Music was cool, but might get tiring after a little while.
Solid entry
Good concept, if you bounce of the walls its like a variation on breakout, but bugs kill fun.
Quite nice, cute art style, the post jam version is a big improvement with the controls fixed and some music and fx makes all the difference. Swinging from fans and lamp shades was a nice surprise.
Nice game, really liked the cute graphics, music, and the hole repair was a nice variation. Just too damn hard. I never had build power to repair the holes
Liked the soundtrack
Cute graphics, I seemed to get stuck on corners of things a bit, so maybe the colliders need some tweaking, took me a while to figure out that those things were spawning the enemies and I needed/could to destroy them, also reloading with 'R' was not that obvious and seemed a bit uneccesary as its instant anyway. More variation in terms of enemy behaviour would also really help the gameplay. I also felt everything was a bit too big, that made avoiding the enemy bullets difficult.
I really liked the main character though. I also made a one room shooter style entry, please feel free to give it a try.
Personally I really liked the music choice also.
Overall good job.
unusual
Nice artwork, some better effect when killing the spiders would have made it more satisfying and they were a bit relentless running straight for you all the time, and after dying I would have liked to restart on the same level, but overall good job I enjoyed it.
I wanted to try the game but it prompted for admin access through the UAC prompt when trying to run on win 10 and that put me off, as I didn't know why it would need that. So did not try Call me paranoid, but a stand alone build would be better
Feels like it could be fun but i felt the controls really uncomfortable, having to hold right click for a while to shoot and the short melee attack. I could not get past the first level, also the background music was sort of painful
I could run it just by running the exe in the release folder, but i happen to have XNA installed already so probably wouldn't work for others. Pretty fun little game actually. I liked the humour. I wished the jump wasn't so slow, but maybe its a feature, i also hit a glitch when i went from one room to another and ended up stuck in a wall. And yeah maybe use the theme next time :P
Intersting art style, looked pretty ok, at least when zoomed out. Dying alot is ok, but you've got to let the player get back in fast. It took me a little while to figure out i needed to go left to the plug first
Loved it, I thought the combination of the artwork, music and humour made it really atmospheric. I was not expecting it to get so dark so quick. Personally I thought the combination of quite cute pixel graphics with a dark story line works well to make things feel less obvious. It also took me a while to figure out i needed to go the the bed to advance things. Obviously more interaction, different narrative branches etc would be cool too, but hard in the time. Great job
very atmospheric
yeah i can't manage to absorb abilities with F either to make any progress, shame because i really liked the art and music
Fun, stripped down puzzle strategy, never played or heard of hoplite so I don't know how original this is, but its certainly fun and well put together either way.
Great mechanic, nice minimal graphic style, Good job
clever use of the theme, nicely done
Maybe throwing stones out a window is a bad idea, it only makes things worse. lesson learned
fun game, simple gameplay, but the mechanic of the enemies coming at different speeds works really well and the rotation is an interesting effect. Great soundtrack and atmosphere.
Cool take on the theme, personally found it a little bit repetitive for the gameplay, keys/doors/keys/doors/keycodes/doors/keys/doors, but 3d puzzlers are not really my thing. The music was well done, but started to drive me crazy pretty quickly.
Overall great job though
Looks and sounds fantastic, really works well as a style.
In Single player it was really easy to just win by walking towards the opponent with sword pointing at him, so seems the AI needs some tweaking, but apart from that great entry.
Great entry, really nice graphics, and liked the cut scenes with the obelisk to give a bit of story. The hook attack mechanic is really fun, I always loved it in the old zelda games and i like it here too. A bit of variation in the types of enemy, in a way that played well with the hook mechanic would be nice to see too. Really good, enjoyed it alot.
Some glitches with the computer screen staying on after i changed rooms. meds didn't work food didn't work, i give up
Pretty fun, could use more features, but for 48 hours what can you say. Liked that you managed to get music in there, some of the sfx were a bit annoying, but hey. The artwork for the bugs was pretty cute.
Great work, tried the post jam version also, liked the music, it was the icing on the cake. Pretty hard though, not sure if the way the furniture falls is random but it felt that way, it would have been nice to have more control over how it fell so i could use it as a platform more easily. Great job.
the stuff of nightmares, especially as they never stopped coming. good graphics, appropriate sound fx, fun gameplay although a bit repetitive after a while. I agree breaking it up into different nights or something to give a feeling of progression would help. Solid effort
Nice idea, and solid enough artwork, but the controls were really tricky, personally would have preferred a third person view for this kind of thing
Nice artwork
Good entry, played for quite a while, but once i had the rpg maxed out it was feeling pretty easy. If you were going to extend it, maybe variety of enemies would be good, or changing shape of the room or something at later waves would make things interesting. Great job
Cute art/music, enjoyed it. Got potential, maybe just need some variations of attacks/movement for enemy/player or something to increase the strategy element. Seems like it would be great on mobile. good job
Well i was indeed dissappointed at the initial lack of cute fox, the puzzles were pretty strange, I'm not sure i would have figured it out without the solution. The graphics were quite good for that style. Personally I just didn't find it that much fun, but not too much into puzzle games so maybe no surprise
great game, for the future would have liked a windowed version on windows, so i could play at lower res. Also couldn't see gamepad support.
hilarious
Well playing a terminal certainly game makes a change. Surprisingly fun, although i kept mysteriously dying after not many moves when my health was still quite high, not sure if that was a bug or some feature i was not understanding. I tried it on bash on windows but unfortunately didn't work so i had to use a VM. A windows version would have been nice. Nice to see something different anyway. I will hold off rating as I wasn't able to play very long.
That was really pretty fun. A lot of these style of games in this in LD (including my own) but you managed to pack a lot of features in for the time and it feels pretty complete, so hats off. I also enjoyed the graphics style, I thought the difficulty was pretty well balanced to keep interesting enough also. I agree pushing enemies back and into the fire was strangely satisfying.
solid
got distracted by coffee and forgot what i was meant to be doing, so a work simulator after all. not bad
Very atmospheric, the audio works really well as part of that and sounds good, the ending was indeed a bit anticlimatic :P, but i guess you ran out of time. A couple of humour points for the symbol of the feline wrath. Enjoyed your documentaries on your other entries, hope to see one on this one too. Good entry
Really enjoyed the intro polish, humour and soundtrack was excellent. Enjoyed using my cellmates as cannon fodder for the laser :).
Great entry
pretty cool, the hand drawn early cartoon bobbing art style was surprisingly charming
Good idea, sort of fun, but the controls and my own ignorance get in the way.
I thought the graphics looks really good, the music and audio was also good, i liked the meandering guitar thing, I thought it fit the relaxed game style pretty well. I found the character moves a bit too fast, making it hard to position him, also on the title screen if you try to change option with a controller it goes crazy. The gameplay is simple but still quite fun. Pretty good
I liked the simple but cute graphic style, was kind of easy, just needs a few more features to make the game play more interesting
As everyone else says, great graphics and atmosphere, just needs more gameplay
maybe a bug - I downloaded the windows version, with an xbox 360 controller i couldn't seem to fire with any button although could move. in the web version it worked ok. Anyway great work, impressive amount of features for 48 hours and nice retro styles.
Beautiful artwork, great music, great atmosphere, kept me interested till the end.
Good work
Excellent, nice touches with the hotel collapse and voice acting.
Hey I won. I really like the art style
Fun concept - stopped trump not quite sure how, but didn't manage to change anything else
I'd say you did pretty well for a weekend. Nice stylish looking level, liked the video screen effect. Nice, well fitting music also. As it stands not too much for the fun factor, but you can't have everything. Hope to see future entries from you.
strange, nice artwork but personally would prefer more gameplay aspects
Controls felt fine on xbox controller at least. Would have been easier on the eyes without the background. Quite fun
Pretty cool, a bit of audio would have gone a long way to add to the cinematic style atmosphere, highlighting which objects were interactable would also have been helpful, but not having that is sort of a feature to make the user look around more and try clicking on things. The camera panning could get annoying after the first couple of attempts. Also some feedback about how long the different actions are going to take and how much time will be left might be nice. Overall liked it, would have played more
liked the idea, the controls felt a bit weird, (i was playing with a gamepad) the slo mo threw me off a bit at first also. but for 48 hours, not bad at all.
Some nice visuals, solid gameplay but a bit repetive, I kind of liked the voice over but less often would have been better
I like the concept, and i'm a sucker for cute so also found the critters adorable even without animations (which would really help for feel), it felt like the controls needed some work and was sometimes difficult to get them to actually eat the food. The house looked like a Christmas pudding to me, bonus points if that was intentional. I think the music really helped the atmosphere. With more work it could be a pretty fun little game.
nice to see a text heavy adventure for a change. Just would have liked more, but fun while it lasted.
seems like half the entries went for this idea (including myself), but blame the theme i guess. This is one is better than most though, you managed to squeeze in a couple of types of enemies and a boss fight and it plays pretty nicely. And all games are better with pandas
thanks for all the comments, yeah i realise its way too hard and not at all well balanced, I ran out of time, in retrospect i should have prioritised that, but my first LD so just glad to have submitted at all in the end. For the controls and lack of mouse input it was (subconsciously) a zelda tribute, so there you go. Thanks for playing
Also didn't realise i didn't need the battery to get back.
good idea.nice
Argh just like in real life i wasted time on Art. Spent a lot of time on things and often gained 0 points in that category. Maybe too realistic after all.
loved it.
Really fun, enjoyed the rotation control, makes for an interesting mechanic and a kind of fun, frantic, chaotic feel. Also enjoyed the tiny pixel art and appropriate old school sounds. And colourful unicorns .. why the hell not.
Hey I really enjoyed that and even finished a game for once. Its not that often you get to fight a light fitting or a fridge, simple but entertaining, and decent graphics and music. There really isn't enough absurdity in modern games, Good job.
fun, but way too hard for me
Not bad - nice idea - just needed the weapon range to be a bit further, being able to use arrow keys would have been nice for left handed use
wow excellent, I really enjoyed this. nice visual effects, good music, good level design. And i don't even usually like puzzle games.
good use of minimalist 3-d style, the torpedoes made it for me. fun
Nice Soundtrack, interesting atmospheric experience, personally could maybe could do with a bit more gameplay/challenge to complete the experience. Pretty cool
nice puzzler, i like the core mechanic, just found it a bit hard, I didn't even get past the second level, I agree with others that it would probably work well on mobile, with a bit of polish I could imagine it being a pretty popular mobile game.
Great game, nicely polished, nice low res graphics and appropriate music. Would have enjoyed it even more if i wasn't so terrible at it. Made me think i might need to start filing away some games from LD that I might actually want to play for fun outside of LD time. My only complaint is I would really appreciate an option to scale up the screen size
Nice little puzzler. Also agree with @HuvaaKoodia not so sure i liked the combination of puzzle and trying to get the timing right on the spikes, maybe if it was more forgiving. From a puzzle point of view its frustrating to know the solution but not be able to execute it. The thing with the limited food is an interesting idea, but it was really confusing me why i kept dying till i went back and looked at the instructions, the health meter is pretty hard to see. If you could just scale up the the whole window it would probably help quite a bit. Liked the scene setting from the intro, but you need a way to skip it, users might play your game more than once you know :P. Good entry
Wow cool idea nicely done. It took me a little bit to figure out how that the attack worked on my turn just my running at them. Good idea, nice pixel art, nice sound. Good entry.
Really impressive for a jam, i also went for a town building game, but only in 2d and still didn't find time for half as many features as yours so well done. I tried the multi threaded version but found that after not that long into the game it hung and i had to kill it. Played the single threaded version for quite a long while with no major problems, then played it again and at some point it froze completely and had to kill it. I am running a quad core i5 and r9 380x so performance wise should be fine. I was a little bit confused by population all suddenly leaving at some point but could not see what I had failed to do to keep them happy. I liked the concept of working towards building the pyramid and the trading as a way to generate money, all felt pretty polished also. Probably the jam game I have spent the most time playing so was obviously enjoying it. Overall excellent work, just shame about whatever is causing the hangs.
@holgk - Tried again on single threaded version, managed to it to hang without doing anything special - put down some houses - put down some road - put down some farm. Some people started to appear - crash. Image of the state when crashed. https://drive.google.com/file/d/0B2PhbR7agvTGdGt5QlRlbk5TZ2M/view?usp=sharing Just guessing, but personally I have found pretty weird behaviour in unity if anything goes wrong in a coroutine, Often bringing down the whole editor, even when i put try catches round everything in the coroutine. also FYI if you reference a user with e.g. @holgk they will see it if they look at the [feedback friends site] (http://feedback.ld.intricati.com), maybe one day even in the main site. Good luck tracking down the bug
Cool graphics effects, nice overall atmosphere. Liked the fact that your leaderboard has 100 places so there was space for even people that suck at this type of game. And nice touch that you include mouse sensitivity and FOV for the motions sickness prone. I knows its blasphemy but controller support would have been nice too. Solid
Pretty fun, although there was a temptation to not pay much attention to the patterns and just drill down as fast as possible to beat the timer. The graphics were pretty unusual and actually pretty nice. The concept gave me slight ptsd from too much time in the dentist chair but thats probably just me. Saw the comments, I think unbreakable tiles would help alot. Solid entry
Cool game, the core game play is fun and quite interesting, The bullets orbiting round to kill you and the slight confusion of when you are trying to do things upside down works well. I didn't complete it though got frustrated on the level with all the aliens at different heights as I couldn't see the difference between the bullets and the sky. The crazy power up jump seemed too much also. Enjoyed playing, definitely got potential, good job. edit - couldn't resist going back for some more, those later levels get really crazy (in a good way). Only gave up when the physics bugs trapped me in the floor damnit. Cool music also, just maybe put it on continuous loop though instead of restarting at each level, hearing the same one second when you keep dying is not fun. Loved it
Great game, Took me a couple of plays to figure out how things worked, but once I did I really enjoyed it. An interesting take on the theme and setting for tower defence style game, Really enjoyed the music also, always helps alot for the atmosphere. Only criticism was, I would have appreciated a larger resolution setting or full screen or something, it can be a bit difficult to see what you are making
Great idea, nicely done, a lot of fun, just need to fix the loop holes in gameplay mentioned already that can make it too easy, balance out the difficulty curve, then its perfect. Music was cool but a maybe a bit over intense, after a while starts to get annoying, I guess just needs more songs with random ones for each level or something. Overall great job.
Excellent, nicely polished platformer, loved the art style and the way the jump sfx fit in nicely with the music. The toggle enemies mechanic was a nice variation on the classics. Great job
Pretty funny entry, I enjoyed it. Some nice touches, You managed to get a pretty good emotional attachment going on with the assets you had. Played through a couple of times but couldn't handle the social rejection anymore, bursting into tears when beay laughed in my face was too heartbreaking.
Racc the :wastebasket: :panda_face: Excellent :grin: Great game, managed to get the planet but getting back was too much for me. Really nicely done, The turned based stealth was a cool concept, the art style was really good, music was fitting, and amazingly didn't get annoying even after hearing it a million times. Well polished. Had fun. Great entry
Loved it from the first screen shot and it didn't disappoint. I'm totally biased towards traditional rpgs though. The artwork and music was really nicely done. For criticism, the balancing obviously needs adjustment, I didn't even end up using any of the spells or healing herbs, its pretty easy to use the turn movement to attack first and mostly wipe them out on the first hit and never take damage. More dialogue and text please, for me one of the pleasures of rpgs is the story and flavour you get from interacting with characters and objects so more of that would be great. Still for the time constraint I can't complain too much. Anyway great job
hey that was fun. Made it to the end, pretty tough but I found it pretty well balanced, actually the checkpoints are often enough that its not too frustrating. Would have liked the reach of the attack to be a little bit further and the movement feels a little bit slow and clunky. Pretty nice pixel art, music was ok, bit repetitive, but fitting enough. Like a mouse version of shinobi with only the melee attack. Good job
Perfect, kept me going till the end. Excellent artwork, Excellent music, Excellent design. Was grateful for the automatic resource collector because otherwise harvesting was getting a bit of a chore. Outstanding
Great work (again). Great humour, love the style, very polished. Music was also very cool. Look forward to the next one already
Fun little adventure game, i surprised myself that I was able to complete it because I am usually terrible at these things. Liked the main character, visuals were charming and mostly effective. For some reason I thought the metal plate for the ship was armour. Played too many rpgs I guess. I really liked the music I thought it fit well the playful/adventure mood.
Pretty good, the art style was well done in that cartoony style, although the guy on the game over screen was too gross for me. Pretty polished overall. Personally i found it weird that some of the enemies rotated with collisions, but maybe thats just me. It should be faster to restart a game when you die, instead of click restart -main screen - space, just one key press to restart straight away.
Not much to add to what everyone has already said, interesting game, enjoyed the exploration and adventure element, controls if not using a mouse are pretty awkward and while the circular world concept is cool, the way the current camera works feels uncomfortable. Sadly didn't see any ending, went round the world and thought I had explored everything until it seemed I was just repeating myself but guess i must have missed something somewhere. Graphics did the job, music was pretty good and helped the atmosphere. Overall, Nice entry.
Great game, nice variation on the super crate box design with the jetpack thing. Really enjoyed it, great pixel art, nice feel and polish, would be nice to see a couple of other original features, but for a game jam thats a bit of a harsh complaint. Seems like its crying out for a leaderboard also. Obviously some music would be great too, although the sfx are good.
quite fun little game, liked the chip tune version of mad world on the title screen
Just tried to connect to ld38.timeless.net on port 23 through putty, but not responding, not responding to ping either. Shame, this looked interesting
oh must have been forgetting to choose telnet before. Fine through putty with telnet and Window Translation UTF-8 option. Played til the end. Haven't played many terminal games so this was a fun change. I was expecting there to be a mechanic of you can't carry certain combinations in your pack because they eat each other or something, following the classic river crossing puzzle, but seems not. Fun anyway. Full marks for humour and innovative use of the terminal as small world theme. Sweet
Fun, nice idea, suitably creepy atmosphere for the dark star. The mixing of the sound between when you are safe with when the dark star is approaching is simple but effective. Good job
Gudamn, seriously impressive work for 72 hours. The art and music was fantastic. Only got as far as the swamp level, then it seemed i got stuck in some weird glitch https://drive.google.com/file/d/0B2PhbR7agvTGbUFEcWFDd2liTmc/view?usp=sharing The gameplay was pretty fun, standard platformy stuff, was never a big fan of collecting things in games so y'know. I liked the mini quest of collecting or shooting a bunch of stuff within a time limit. Otherwise maybe too many different things to collect, shards, eyeballs, underwear. Certainly catches the classic 16-bit vibe, I'm pretty sure I owned a ton of snes platform games that were less nicely done. What did you use for doing the music by they way? p.s the jump stomp mechanic was fun
atmospheric, loved the art and story, short and sweet.
Interesting game - The perspective is a bit strange, I see what you were going for with the small world theme but the effect looks weird with everything arranged in a circular way. I had a couple of dogs running around, but they way they rotate with their position just looks like they are randomly spinning around and bouncing off the walls in a not very dog like way. Had fun putting down what the humans asked for and seeing what they made. Couldn't understand why my fish kept dying. Played it for a while, after a bit things get too messy with too many buildings. It would be great to see a version focused more on the gameplay, giving the player a fresh world and reaching a goal and then moving on to a fresh world. Would probably have to limit the resources in some way also. Also what were the colourful things in the bottom left of the screen? Anyway great job making something unusual. Appreciated the music also, fit the feel nicely. Speaking of the alchemy thing, your entry reminded me a bit of this one (not mine) that you should try if you didn't already https://ldjam.com/events/ludum-dare/38/terrartisan
not that much of a game, but cute and nice atmosphere from the art and music
@red-fan-games Couldn't get it to work, got to the title screen but main game was just a black screen, the audio was playing and panning with mouse movement, so i guess just a problem with rendering, i'm on windows 10, tried with compatibility for windows 7 and without, same behaviour either way. Terminal was writing "AY" alot.. I'm running an amd r9 380x which claims an OpenGL Version 6.14.10.13474 in case that helps. Shame because it looked interesting
I tried it again, 32 and 64 bit, with compatibility. Still exactly the same black screen after the title I'm afraid. Just for fun i also tried the linux version on ubuntu in virtualbox - didn't work (unsurprisingly) it gave me : Warning: Unable to set VSync! SDL Error: That operation is not supported ARB_vertex_array_object not available. ./run.sh: line 1: 2352 Segmentation fault (core dumped) bin/bin
hey pretty cool, I liked the day night cycle thing, that was a nice touch trying to make it feel like a whole small planet. Was surprised by the goal of reach 100 pollution, ok factory world it is, my poor choking people. Was a bit confused by the goals, after i reached the original one then $20 funds.. so i replaced all my factories with trees but still couldn't hit it. Probably just the kind of stuff that needs to be developed more for a post LD version. I also made a slightly similar style of retro town building kind of game maybe give it a try. Music was pretty good but got a little bit annoying after a while, was maybe a bit too upbeat.
Hey that was fun. The classic castles game play with some extra twists. You should probably introduce the multiple planets a bit earlier, I almost quit just before because it was getting a bit samey, but that made it a lot more interesting. Accidentally blew myself on level 13. Loved the retro aesthetic and the overall polish. Nice one.
Thanks to everyone for playing. @anarbitrarymustache ha yes those are spawners and no you are not meant to be able to clear them, so thats a bug, thanks for spotting it, although not a game breaking one so i guess its staying in for now. Yes I should have included the costs of the buildings in game, not sure why it didn't occur to me until i was uploading. The UI generally needs some work to give better feedback about whats going on. Happiness is linked to population and decreased by any existing uncleared destroyed buildings and if food runs out happiness drops also. The enemy movement is the simplest possible random movement, so indeed pretty stupid, not quite sure why they seem to cluster at the bottom left on the first scenario, maybe more bugs. The strategy element is lacking a bit of depth at the moment and in retrospect its weird that you don't need population to run the mines, farms and towers. Just never enough time. @elZach I agree the enemy dying noise is pretty annoying I will definitely swap that out if I continue work on it. I will probably work a bit more on this project for a post LD version. If it turns out well I might try and release it on mobile just for fun also. Thanks everyone.
@christina-antoinette-neofotistou thanks for the tip with Joris Dormans’ “Machinations” tool i will check it out. It certainly needs some balancing and probably a few other things. Until a couple of hours before the deadline it didn't even have any playable scenario though so ¯\_(ツ)_/¯
@icxon thanks for playing and taking the time to record it, always interesting to see other people play your games. Completely agree on the UI/UX thing, its pretty unintuitive at the moment. I remember playing one of Caesar games a looooong time ago so that was definitely a reference point. Thanks
Nice concept, the art and music fit well and were nicely done and gave a good relaxed kind of atmosphere. I had the feeling that my carnivore was not very good at finding herbivores and there was a limited amount I could do about it which spoils the fun a bit. Also I think it would be more fun if the game lasted longer or was more open ended. Also maybe if the player had more chance to interact with the system in more ways apart from just placing herbivores it might help the gameplay. Overall though its a fun experience, good job. Max score 2151
Great game, excellent music and artwork, the only downside was i was too busy watching the control indicators to admire the art. Only made it to level 2, felt level 1 was just a little bit on the long side though. Great work
wow really interesting mechanic, definitely scope for some interesting puzzles with that I think. With the couple of levels you had it was fun, only needed more of them. I found the other players or images of previous other players just a step too confusing though, I guess you were going for some kind of multiplayer thing, but it feels like that would be really chaotic. Also had the same bug on the third room with falling through the lift at the start, randomly mashing the keys got me through it sometimes though so i was able to make it to the end (Playing web version on chrome). As already said need to be able to skip the text. Art was nicely done, makes a change to see someone going for a high res approach, music was also good. All nicely polished and a lot of potential, just need more. Great Work
Pretty fun, was starting to get a bit repetitive after a couple of levels though, it would need some additional mechanics to keep up the interest I think. Quite liked the music, the jump sound started to get on my nerves after a while, doesn't seem to fit that well and you hear it ALOT. Picking up the whole ship seemed a bit of a weird thing to be able to do also. thanks
Hey that was pretty cool, The ending was a nice touch. The unresponsive controls when playing as the cat were sort of frustrating, but maybe that was intentional. I liked the shifting mechanic to give a bit of variation on the classic platformer. Visuals and music also pretty good. Was a bit thrown at the beginning why the ghost couldn't move up or jump or shapeshift. Overall Nice entry.
Great music (except the percussion part which isn't as nice as the rest :P) , nice visuals. Like so many strategy games the lesson always seems to be that people are expendable. Oh well, guess its a lesson that needs to be learned. Managed to get my little guys out of there in the end. Only criticism, it seems too easy to accidentally get the buildings out of line, not sure if that would stop anything working or not. Good job and congrats on your first compo.
Pretty fun, the zooming in and out thing is an interesting idea and i liked that you have to balance picking up the dna with destroying the enemies to get health, the different art styles between the icons and the backgrounds and the sprites is a little jarring though and it felt like it takes a ton of bullets to kill the enemies.
Nice game, congratulations for your first (team) game jam as everyone has already said, great visuals, beautiful looking and works perfectly for the dream atmosphere. If you carry on working on the project a couple of points that for me would have helped. * The controls still feel pretty clunky to me (i was playing the web version in case it makes a diffrence), probably mostly a matter of fine tuning the input parameters in unity some more, by default I think they are set more in mind for a fps game with analogue inputs or something. * I spent a while at the beginning hitting different keys wondering why my dream catcher was not working until i realised I needed to pick it up first. * The changing worlds thing is a great core mechanic for this kind of game, so would be interesting to see what more variation of puzzles you can make from it. The existing ones are just ok so far, but you need some more challenging ones to keep it interesting.
Overall felt pretty polished and had a good atmosphere though. Good work
Cool game, Played till the end, levels did get a bit repetitive, I'd say probably could have made the whole a bit shorter to better hold the players interest. Loved the pixel art and aesethetic, thought the combination of travelling to worlds with the ship was fun. I really liked the way the levels wrap around so that if you die you can always go the other way to avoid repeating so much. Probably could have ramped up the difficulty a little bit for the later levels too. Thought the music was pretty cool and fit in nicely to help the atmosphere. Overall great job, enjoyed it.
Nice, nice pixel art and the soundtrack was great and gave the required space atmosphere, sadly it didn't play for the whole game, maybe some problem with the looping. Was pretty fun, and I played till the end just to see the ending, but was a little bit repetitive and of lack of challenge apart from keeping an eye on the jet fuel. Anyway overall still pretty good, congrats for your first jam.
Liked the concept, somehow would have liked it to be 3rd person if the focus is on the squirrel character. Fun enough, bit more variation for the gameplay apart from the standard wave based defend the base FPS would have been nice.
great graphics, fun game while it lasts, really miss some sound though for a game which is going so much for atmosphere
hmm, well a game about waiting. Highlights why games with resource mechanics always tend to have some sort of threat mechanic also. Sorry to sound harsh, but at the moment it feels a bit like some kind of psychological test to see what the minimum amount of reward needed to keep a player waiting is. Not much it seems because I played till the end.
The graphics are nicely done, The idea that the villagers naturally wander off and need to be found was kind of funny. I liked the idea of being able to chat with the villagers but i could only get them to respond to "Hi, How are you". Also when i tried fullscreen the text didn't line up with the UI anymore.
Nice, great graphics and sound, interesting idea with the shrinking mechanic. Good job
Strange I thought I already commented, but seems it disappeared. Great idea, nicely done. The pretty good but slightly weird music fits the style well also I thought. Well done
I can honestly say its never crossed my mind to make a game in a sperm setting, so points for unusual take on the theme. Fun enough for a little while, but just needs some variation to keep things interesting. Also as someone else as said already scrolling background, would help with the feeling of movement.
I'm always a sucker for some nice pixel art. Fun game liked, the concept. Small bug (maybe its a feature) - I was still able to control my player after the lava had melted my body. Controlling my disembodied head for a couple of seconds before i died was strangely disturbing. Nicely balanced i made it to the end with just the right amount of retries. A bit of sound - even just bfxr samples would have been nice too.
Excellent - loved it. Rhythm games are all about the quality of the music and this one had a great music. I played it in chrome and was surprised how good the timing was. I tried in on android also in browser on nexus 7 and was surprisingly playable, but feels like if you are on touch screen you need to leave one side free for the players hand to not block the view. Also if you have a couple of quick ones for the same direction the overlap makes it hard to see them well so maybe make them narrower or something. Had a lot of fun, Great work.
Pretty fun, Was playing the compo version, hit a "Failed to execute script" crash in both my plays though which cut them short. Playing on win 10 Haven't played too many roguelikes so not much to compare it to, but I'm guessing its all the classic stuff. Sort of felt like my rocks should go faster to give them a bit more advantage over melee, not sure i ever managed to hit anything with them. Music was excellent though, it was the highlight for me.
Nothing special I think, just moving, zipping around holding down the arrow keys trying to find the way out. I tried to recreate it playing a couple of times but wasn't able to get it to crash again
Played til the end, was fun to see how my flurpie evolved, the only thing that bothered me was that i was repeating the same platformer level every time for experience. And there seemed to be not much motivation to say inside. Nice music, cute graphics, felt pretty polished. well done
Certainly beautiful looking use of voxels. I found the controls a bid fiddly with the mouse, I would have liked controller or keyboard support personally, and on the second level i was getting totally overwhelmed. Pretty cool though, good job.
Ah I really wanted to like it, but the gameplay is just a bit grindy at the moment, methodically working your way through all the blocks. Also on the level i had some of the blocks were in an area i couldn't reach. Also I didn't realise for a while what I had to do with the bones i found, i threw them at the starting area as instructed but not much seemed to happen, i realised later that the fossil count went down but you should maybe make it more obvious that the player has done the right thing. I really liked the artwork though
Nice game, really liked the art and music, also found it pretty tough sometimes seemed to hit game over when it was not obvious which adults i was being spotted by. Personally found the intro scene a bit on the long before getting to the action. Nice to have the backstory and added atmosphere but maybe not so much right at the start.
Strange game, would have liked a bit more visual feedback about the current state of the civilization to help feel more emotional connection to what was happening and the consequences of the actions apart from just changing stats. Having to wait for a little while in between decisions with not much to do apart from rotate my panda was also a bit annoying. I liked the concept of a Space snails colony on an astronaut panda and overall it all looked good I just wanted more involvement.
Loved the theme and humour and graphics. The gameplay is seems a bit limited as it stands. Took me a little while to figure out C was to change room, seems i had to hold it down for a little while to get it to work. The music was kind of good, but I found got repetitive very quickly. Showing the controls in game on the first room was a nice touch.
Pretty cool, like the 8 bit style, probably need to toughen up the challenge to keep in line with that retro vibe. Also there was a couple of places where I dropped down by accident a long way to platforms I couldn't see below, which felt like a bit strange. In the platform games I have played that try to imitate old classics usually they fall short in level design so if you continue work, please don't be one of them, you have the visuals nailed already. Good job
Sweet game, liked the music. Nice writing and pixel art, a little more interaction would have been good but was still a fun experience. As already said the main character movement is a little slow.
fun arcade, could do with a bit more variation, also liked the mini zillas. congrats on your first jam, solid effort.
I read the post mortem, I wouldn't feel too bad, aside from the lack of challenge against AI theres a lot of stuff that is well done, it looks and feels good. Made me wonder how it would play on a larger grid, possibly where both players have multiple pieces. Congrats on pushing through and finishing something playable in the end anyway.
Really beautifully presented, great UI and artwork. Was a bit confused by the mechanics though I have to say, it took me a couple of reads of the tutorial to understand what the darker shaded cards vs the lighted cards meant. Might be easier for the player to pick up if the tutorials were more in game. Never played one of these card type games before though so maybe to others its more obvious. Interesting use of the theme.
Great entry, bit grindy, liked the quick battle system, maybe some usable skills or items to give it a bit of variation. Didn't like losing life to explore. Excellent pixel art, liked the exploration focus. Had a lot of fun. Starting to be in need of a save though
Great UI design and sound, but had the same problems as everyone else, kept getting the same limited messages again and often the response seems to contradict the choice, possibly the response is random also. The random generation of messages is sometimes quite entertaining, but only sometimes. Maybe a bit too much randomness and maybe the content that is randomly generated just needs more work for the parts to work ok together no matter the combination. Sure looks good though.
Enjoyed playing, only made it to level 2 though. Feels like you have focused on the strategy mechanics a lot which is a good thing for the game play. Mainly my problem was just the waiting for soil to replenish, although now i read your comment that i needed to built a soil generator on the surface that would help, but if you gave the player a way to speed/slow down the time step that would be great too. I know you focused on other aspects instead of the art, but I'm going to comment anyway :P. * Some of the assets look sharp and some blurred, looks like you just need to be consistent with the point/bilinear filter for the assets. * I found the way the termites float around kind of unnerving, looks like they are in water, maybe some animation would help, maybe not. * the difference between the workers/soldiers/enemies and health of each could have been clearer.
Anyway good game, thanks also for playing mine and streaming it.
Made it to the last level, really enjoyed it, the repeated mechanics of stopping you from reaching certain areas was nicely done and I liked the level design. I really loved the music, I see it was generated from cg music. Must give that a try. Loved the visual style reminded me of zx spectrum era. Loved it.
As everyone else says, nice music and art work, only needs some gameplay
Congratulations on your first LD. Pretty good, agree with the others the player movement needs increasing a bit and maybe his input parameters tweaking a bit. As said by others, probably best not to have all the enemies trying to follow you round because it makes them to easy to line up. Nice choice on the graphics and audio. I'm probably in the minority but i would like the option of controller or pure keyboard support instead of using mouse. I guess the retro visuals make me want retro input. Maybe i'm just getting my own back because I made an arena shooter with keyboard only input in the last LD and got lots of feedback telling me they wanted mouse support. Check it out if you want, its nothing special but maybe some of the feedback is relevant for you too http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=64571 also made a post ld version with some extra features (such as controller and slightly buggy mouse support) https://automatonvx.itch.io/arena-3000 . Good job
Nice entry, Liked the pixel art, kept me going for quite a while but didn't have the patience to carry on till the end. I couldn't figure out how to get the good quality stuff , so after all the effort my bread sold for almost nothing. Liked the music choice also. Couple of minor things, like the number above the stone is impossible to read, I didn't figure out how to generate stone until i realised i was just couldn't see the number. Also probably better to separate out the wheat from wheat seeds and wood from tree seeds so can't accidentally use them all up and be unable to plant more. Also when buying stuff it should give you some feedback if you try to buy it but don't have money, but thats just minor tweaks. Overall really well done.
Interesting idea, as a mobile game its probably got potential, would just need to some tweaking to the strategy element to keep the interest going.
I liked the core idea of protecting your planet, and the art was cute. Just needs some balancing to keep the interest going. Also felt the music was a touch on the dark side for the cute visuals and a bit too repetitive.
It was pretty atmospheric, and I liked the stair mechanic, but felt there needed to be more reward for all the back tracking and exploration rather than more of the same though, and as said liked the music but please fix the loop. unusual, but pretty enjoyable. Also would have preferred if I could have had a full screen option without having to sign up to kongregate, maybe try one of the other services next time.
Played till the end, then carried on to make the nightclub, because they deserved it. Great game, really nicely done graphics and great UI with all the tutorially stuff and info etc. to make sure the player knows whats going on. Also nice scene setting with the story and liked the subtle eco-theme. I also went for a town building thing and had hoped to get some kind of eco idea in there but dropped it due to time constraints. Any way great job, one of my favourites of this LD.
Played for quite a while, enjoyed it, a little slow going, and would have liked a goal apart from just survival, but a nice stripped down tactics/strategy game. Also often i wanted to attack, don't move, but then realise they are out of range, but cannot change my mind and move first before attack. Graphics were minimalist but did the job and I appreciated having the background music, quite liked it, eventually the loop stops playing on its own.
What do you mean the fuel is not even replenished after reach level? Thats just cruel!! Excellent work, loved the updated visuals in a retro style and addition of gravity to the classic lander mechanics. Fun, and as advertised incredibly hard. What are all the strange clinky things floating around? Just decoration? I was hoping they might refuel me but seems not. Great game, love the polish.
25s and zero humans killed! Then tried the opposite and managed to get 30 of them.. pretty disturbing with the screams and blood, choice of background music adds a strange ambience also. Silly, fun, pretty unusual. Like it.
Excellent, loved the visual style and fun level design, finished all three levels. There was one place where the platform was the same (at least to my eyes) colour as the background which took me a bit to figure out it was there. Nice fitting music and sfx also, great job.
hey space mini golf. Not so much a fan of physics based games, so only made it through the first 14 or so levels. Graphics are really cute, the worried planets was a nice touch. All visuals and sound fit together nicely for a solid package. Couple of minor things - I felt like when i got it on first try I should get some kind of achievement or something. A faster turnaround time to try again when i miss would really help to keep the interest going. (only saw the space thing afterwards). Nicely done
Fun, fun core mechanic and love the minimal but still cute vector art style. good job
yep thats work alright, coffee and typing pointless emails, stapling not so much. great graphics, simple silly gameplay. I wonder if you could have different levels as you progress career, I just want to see the manager version, space to harass underlings. Good job
That was really pretty great, a bit tough for me, didn't manage to get more than half way. Really like the art style and the music fit well too. I kept getting myself confused with the other characters though as they are all so small, if they looked more different that would have helped. Agree with @juan that a double jump might have been nice, or maybe just increase the ship frequency to give more chance to hop up and reach the higher ones. Excellent work though.
Fun, the crazy flailing of the robot somehow gives it a lot of character even with the primitive shapes. Great concept and I also really like the slow down to control mechanic, all had a pretty good if chaotic feel. If you could control the feet to kick stuff that would be pretty cool. Or maybe a slow down so you could set multiple limbs with targets in one go and then let him off to see what kind of crazy acrobatics he can do.
Love the concept and really nice style with the art and music was cool too. Also loved the mouse designed ship powered by a hamster wheel, you are getting full marks for humour for that. I also didn't finish it, as already said the long transitions make it harder than it feels like it should be, also it often happens that you stuck behind an asteroid with someone shooting at the other side.. if you go to the cockpit you get shot when you move, so you are a bit stuck, but maybe thats just part of the game.
Fun game, also agree that it wasn't obvious to me what was things to pick up and what were things to kill me, but it doesn't take long to figure out from trial and error. Good job
nice idea, chaotic fun, wish the add ons didn't spin round the ship though.
Finished stage 3 - had fun. Nicely done. Whole package felt well polished. Got too distracted by dodging bullets to remember to trigger the powerups. I thought the accelerating speed with batteries was a nice element to add a bit of strategy. Graphics and audio were really good and fit well, The only thing I didn't like too much was the checked background, but that was a minor thing. Excellent job overall
As others said controls took a little it of getting used to, but after that was ok. I didn't do very well, just couldn't keep up with how fast the batteries ran out when i had more than a couple to take care of. Pretty fun. Strangely compelling. The graphics were simple but still cute the little animations of powering down and the ears jiggling make all the difference to give a bit of personality to them I think. Fun idea. Good job
Wow, I was also really impressed with the visuals, I think you nailed that cute low polygon style, good work on that, so often 3d games in jams feel a bit sterile because they lack animation or something. Agree with the others that controls could use some work but I didn't find them that bad. The thing of the robot slowing down as the power goes down is actually a bit annoying, I know its the theme but would be better without I think. Aside from maybe the controls I thought the whole experience felt pretty polished. I also made a game with a jetpack, everyone also complained about my controls. If I as going to complain, I would say maybe it gets a bit repetitive, so perhaps some additional mechanics probably force related in later levels would be fun, but for the time its still great. Nice work
Tried playing for a while but couldn't figure out how to build things or what was going on, I turned some bits of the main grid thing green, but then what? Seems theres a couple of bugs with shooting the zombies, sometimes just seems to go straight through them and sometimes your arm seems to get stuck on also. Just a suggestion but as its unity and you are keen to get as many people to play as possible maybe try putting a WebGl version up on itch also. Unity WebGl seems to work pretty well these days at least for 2d games.
Interesting game, took me a little while to figure out what was going on and what the power and attack on the right meant, maybe some labels would help for those not familiar with this style of game. With a little bit of UI tweaking to make it easier to understand for new users I think it has a lot of potential. Fun. The minimal pixel aesthetic is cool too.
Fun game, definitely brings back memories, liked that level 2 even went underground like the classic Mario. Couple of glitches in places with collisions, i got stuck in a ceiling once and inside an enemy another time. Those flying enemies respawning right in your way can be a bit annoying, maybe worth rethinking. Difficulty is pretty well tuned but still on the hard side, i didn't make it past level 2. Music and graphics were nice too. would have liked to be able to scale up the screen a couple of time to appreciate it more.. I would definitely give players infinite continues. No one these days, myself included has the patience to keep replaying through levels they already completed. I made the same mistake in my game. Overall great job.
Took me a couple of goes to get the balance and be rewarded with a ton of kittens. Pretty fun if stripped down management. The newspaper narrative was entertaining and carried things along. Felt like some more management/decision making options or other parameters would have been nice.
Hey that was fun, I liked the fact that it was a shooter but had a slightly open world feel instead of scrolling or fixed screen style. Controls confused me at first because I was expecting keyboard only style asteroid controls, but once i adjusted it worked well. Art was nicely done and the music was really good. Minor things: Some sound on the intro would have been nice. Also in the asteroid field there was some kind of visual grainy effect that popped in and out sort of suddenly that felt a bit weird. Overall great job though.
Really nice looking, also agree some explanation of the meaning of the bars on the side and general guidance would have been nice. It felt a bit difficult to control, i guess its part of the challenge but still, would have liked the speed to be a bit faster also.
cool game, cute art style and pretty fun version of tower defense. It did take me a little while to figure out first that I could pick up the black stuff and then that just refilling the crystal wasn't enough and i had to take its output back to the machines. Obviously no one reads instructions :). The only issue I had is it lacks the feeling of progression you usually get in tower defense, where you can build more stuff as well as upgrading the weapons, which helps to stop them feeling too repetitive. Like @sma if i'm being critical its just because I genuinely liked the game
Nicely done. I thought the mechanics worked well together, the looping thing is one I had not seen before in similar games. For some reason it took me a little while to figure out i need to drag and drop the instructions up instead of just clicking on them, and also agree that maybe its best to introduce each mechanic element more slowly to be sure the user understands. Liked the inclusion of the mayor to give some humour and narrative. Good job
fun, although pretty damn hard, like the minimal square style. Seemed teh enemy boxes spawned too close to me on screen rather than coming from off screen, which would be nicer. i found it pretty impossible to find fingers to trigger any abilities so they didn't really come into play, was playing left-handed, but even the other way i think it would be tricky. Music fit well with the graphic style.
Pretty fun, nice to be able to play something with a controller, feel like i'm the only one on LD that prefers that as an input option on action games, appreciated the effort on the polish, I didn't manage to get beyond level 2 was always running out of plasma. found the music sounded bit odd but not exactly bad, the actual music is good, but it sounds somehow like a metal band recorded on a phone mic. Didn't see any weapon upgrades but that would have been/would be a nice addition, whats a shooting game without a bunch of different guns to play with? I'd cut down the intro a bit also. Narrative and background story is a fun thing to add mood, but maybe don't put it all in the intro. Also I would drop the text rotation, it end up with a sort of strange aliasing look, maybe due to low res, and anyway its a bit distracting. Just a bunch of minor points though, overall i liked it, good job.
Fun, Played till the end. I thought the artwork was really nicely done, the main character is pretty cute. Had a little problem getting the stick to wall to trigger sometimes but got there in the end. Liked the robotic humour in the dialogues. The using previous drones mechanic as steps mechanic is interesting although the the amount of retreading the same areas it causes is a bit of a downside and could become boring if you had to go far. Got a lot of potential, Good work.
I really like the idea and the clean style, agree with others that it could be more obvious which are things you are aiming for and which are not through some kind of visual cue. It also felt a bit lacking in challenge at the moment, but thats just a case of limiting the energy you have and designing tougher levels. The overall style and feel are really great though
Really great looking runner, feels pretty polished, lots of nice details like the lighting flashes or the trail when you reach full power. The main character was cute and his animations gave him a lot of personality. I felt that I wanted the jump to be a bit less high. The dashdown was a nice idea but somehow i didn't felt like i had a chance to use it much. Great job - Best score was only 552.
Well not too much to it as a game, but nice while it lasts. Also agree that the art is fine, hats off for taking the hard option and writing it in C, I even flicked through the code.
fun experience, the minimalist but stylish visuals fit nicely too.
Awesome as always. Love the graphics and music, how anyone can produce so much high quality content in 72h is a mystery to me, you must work like a machine. Only tiny negative points i could think of: Would have liked some more visual feedback when shooting the bosses, I was not sure I was doing any damage until he died. For arcade style games i always think controller support would be nice too. Fantastic.
Love it, the graphics and music are awesome. But too hard for me, I did not manage to get past more than the first couple of levels, which is a shame because I wanted to see more. The taunting messages are fun if a bit cruel, but I would show them for a bit less time so I can get right back to dying. I'll say it again - LOVE THE MUSIC. I really have to try out pico-8 sometime soon.
Stumbled upon your game after seeing a reddit thread of pixel art vs vector art. I think the vector style is working pretty well for you, overall it looks pretty good, the main character especially. I liked the progression of seeing the different enemies. It gets more fun as you go on. Feels like their should be combos for getting multiple enemies in one dash somehow. Good work
Pretty cool, I also liked the 2.5d thing, makes a change in LD, somehow I felt that the controls were a bit awkward with the combination of arrows and space and mouse. Also I found that I had to stop every time i hit a bat anyway so a bit like flipping between 2 games. Graphics and music were nicely done and game play was still fun enough to keep me going to the end, I liked that you gave it a complete story to make it feel more complete.
Pretty fun version of the arena shooter genre. My main criticism was that I would have really preferred a consistent resolution between the main character, the enemies and the background, it felt a bit jarring to me. Aside from that decent art and music. I found the toughness of the enemies ramped up a bit too quickly so I died pretty fast before having much chance to make use of the upgrade system (which I thought was a nice addition). The falling apart animation on death was a nice touch. Good job
Thanks to everyone that played for the feedback. @jason-kennedy @tuism @starlight-glimmer-is-best-poney @jonathan-whiting @akirassasin @kevinworkman @Turncoda @nofuel Thanks for hammering home the point on the movement and controls, I had meant to come back to it later on and adjust it but by then I had played it so much I had got used of it, tweaking the paramaters now I can see it could definitely be a lot better, so that will be top of the list when it comes to a post jam version. @felixmcfelix you are absolutely right about it being better without a lives count, not sure what I was thinking there, my brain is stuck in the arcade days I suppose. Thanks for playing
@sinclairstrange, @minibobbo Thanks for the feedback on the Left-Alt problem in browser version, had just gone with default Unity keybindings, I'll have to amend that for a post jam version. Actually mouse buttons work too, I should have mentioned it in the description. Will amend that too.
@pkenney thanks for playing and sorry about forcing players to restart from the beginning, I completely agree its a bad design choice, honestly I didn't really think about it and my default approach is stuck in the past. Hopefully I'll remember for next LD. That was the last level I had time to make anyway so you pretty much saw it all.
@codechomper thanks a lot for playing and streaming, always funny to see someone else play your games, you did pretty well. Thanks for the comments, I agree he's heavier than he should be, I have already adjusted for a post jam version to be released soon. I already played and commented on your game a little while ago.
Tried the windows version and got generic windows messagebox with : https://drive.google.com/open?id=0B2PhbR7agvTGMGZPU09vWmE4Qzg too bad i love ghosts and goblins
Windows version works now. hmm well I love the concept of a little pony clone of ghosts and goblins. Actually any clone of ghosts and goblins is fine with me. Pixel art is a pretty good clone for 48 hours, the ponies looked good and had a nice jump as you would hope. I was a bit confused by the gameplay, you can only shoot a couple of times before running out of energy..then nothing to do but run until you die. Maybe I am missing something. Took me a while to figure out I had to jump on the portals to go through them. Fun while it lasts, just wanted more. The music was suitably atmospheric.
Really nicely done, all felt well polished, the game play was fun, the graphics were cute and easy to understand, the music and sfx was good and fit well. Can't think of any criticism. Great work.
pretty unusual mechanic, i haven't seen a herding game before, quite fun in a weird way. feels like it has potential. Cute graphics also.
Finished in 46 turns and 12 points, although it did take me a couple of tries, I was somehow hoping it was going to be one of those classic type commands style text adventure games, but in 48 hours i guess not, still cool anyway. The story was fun although maybe a couple of odd moments - you are being chased by an evil creature, you are running for your life, you come across a bar you can't get into - option - take a photo. Seems like a strange moment for selfies but hey why not. Anyway I had fun, felt maybe a bit linear but that about my only complaint. The nice atmospheric music made it for me. If by chance you run out of games to stream ;) and you felt like playing my LD entry that would be cool too. Looking forward to next LD documentaries. Keep up the good work.
Love it! i'm a bit of a sucker for minimal pixel art style and this was a really nicely done version. The gameplay was also more fun than i thought it would be, the charge mechanic works really well to make it more interesting. The fast mode is a really nice edition too, Now I think basically all games should have a fast mode. Like street fighter 2 hyper, more speed == more fun. Bonus points for including controller support :) Also liked the music.
Cute graphics, quite fun, as you say it just needs some obstacles to give it challenge. Its nice to have the plane sound but personally found as its there constantly it got annoying after not very long, but its a minor thing. With a couple of extra features I could imagine it working well as a mobile game pretty easily.
Got the gem, pretty sweet game, probably needs some tweaking of the controls/player movement to make it feel better but still had fun as it is. The graphics and are cute and the music fit well. I liked that you have infinite health and just get knocked back instead of dying, it makes for a less frustrating platform experience. I'd say its worth finishing it up a bit more.
love the music. graphics are nice too, pico-8 games are always very cute and yours was no exception. Found the starfield background a bit too easy to confuse with the bullets though, the shifting power thing is an interesting idea, but in the end i found it best to stick cannons all the time. I found the nervous shaking of the enemy ships a bit weird as movement patterns go also.Anyway had a lot of fun, good job.
Really like the concept, also didn't understand the filling up power units and moving until i saw the comment from @pixel-game-wizard, those green bars are a bit hard to notice. When I went fullscreen the power and health are in the middle of the screen though. Fun enough for a while, but game play could probably use some extra elements to help to keep it interesting.
whoa and i thought my game was hard. Cool game but i would say the controls, particularly for the wall jump could use some tweaking. I only made it to level 3 and i thought i was doing pretty well. If you are going to go for a brutally hard game in the meat boy style you should take out the replay screen and just go straight in to keep the player hooked. Also maybe shorter levels to ease the frustration. Cool game
strange game, personally always hate getting lost in games, so probably not the game for me. The simple graphic style worked pretty well with the green light to give you a clue you are close was nice. Movement could maybe use a bit of fine tuning to make it easier to navigate around corners. Also Seems a bit that it ends up just being random luck of which routes you try for how long it takes you though. Interesting idea though, would imagine it could be more fun on mobile with an accelerometer though. The decreasing light is pretty effective to give a feeling of panic as it gets harder to see whats going on.
All looks great and feels really nice to play, the attacks are all really satisfying. It sort of feels like it needs a map or something though, I was wondering around for quite a long time and didn't find what i was looking for, after a while I had seen all the enemies, the characters i met just seemed to say the same things so it was getting a bit repetitive. So maybe I would say aim for a shorter overall experience. Still really great work though.
Fun Game, great looking and I enjoyed the sucking the energy out of enemies to recharge mechanic as a variation on typical shoot em ups. I was a bit confused by the collisions of my ship with enemy bullets.. they seems to pass through me pretty often so I wasn't sure if I had shield i wasn't aware of or just a really tiny collision box that I wasn't sure where it was... probably just as well because otherwise i would never have completed it. Music was also cool.
Ah always a pleasure to play another of your entries. Really enjoyed it, laugh out loud funny and an interesting take on the theme. Only improvements I could mention, as already said, the intro is maybe a bit long, its good to have the narrative, but maybe a bit of interaction to break it up would be better and the blurred tips while funny to be in the hero's shoes was a bit annoying, but those are really tiny things. Love the tragic humour.
Well done on trying to make an RTS for LD, I think it turned out pretty well, it looks good, the robots are cute and after a little while I could recognise everything enough to figure out what was going on. Obviously the tiny pico 8 screen makes controlling units pretty tricky as you have to do so much scrolling. Played for a while but the only thing was it was a bit lacking in challenge or win condition that i could see, its a pretty massive map to try and pick up all the batteries, so I didn't get as far as collecting them all to see what would happening. I wouldn't feel too bad about the music its not that bad, having anything is still better than nothing.
Great entry, really nicely polished visuals, already feels commercial quality, Would maybe suggest an animation for when the main character is moving between tiles rather than just instantly transporting, buts thats a really minor thing. I really like the core idea of choosing where to put the random tiles, feels like maybe there is more you could do to enhance the strategy, maybe if some pickups are already shown so you get an incentive to build in certain directions or avoid others or something . Anyway cool game
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Fun. It first it seemed really impossible until i realised when you shoot the enemies they are immune for a little while and so actually they only take 2 shots for or 3 for blue.......Once you get the hang it was actually not that hard at all. Anyway had fun, level design was nice, although by the end it was getting a bit samey. liked the NES visual style. Liked the music, it fit nicely- was that procedurally generated? Good job
Cool game, the graphics were cute, agree with machinite that at least the placement of crystals should be locked to a grid.. as picking them up and putting them down a few times to get them in the right spot is a bit annoying.. Also I would have preferred if it was divided into distinct levels, that way if you accidentally trap yourself you can quickly just restart that section. I liked the music, but the loop is a bit short so it gets repetitive quite quickly. The lazer splitting mechanic is cool, shooting stuff is somehow always more fun than sticking things on switches. I found it a bit weird that I could trigger the same looking thing by sticking a crystal on top but also by shooting it... the switch looks more like a thing to step on than a thing to shoot to me. Nice work
well yeah maybe its a bit clunky and theres some issues with collisions and when i die I often seem to get that brrrrrrrr of a sound being constantly retriggered and it obviously needs a bit of polish, but still you put up a playable game with a team falling apart so I'd say you did alright. Congrats on your first LD. The music was the highlight for me and the art is perfectly functional. Maybe skip the team and go for compo next time, it might make life simpler. Works for me anyway.
Not too sure what to say, I got the artefact and completed it. Pretty fun, although getting lost in games is my pet hate so its probably not the game for me. Aside from more visual appeal, perhaps more variation in the shapes of rooms would have been nice, maybe a bit of needing to find keys to get through locked doors etc or other things to help add variety, wasn't sure if their was a bit of a stealth thing going on with the enemies turning to face you, but something like that would be fun too. Nice
Pretty fun, only managed 6800. Controls were fine for me, would maybe decrease the thrust a touch. Asteroids style games are always pretty fun, I liked the twist of losing power for shots and movement that changes the gameplay style from typical asteroids. Not sure if it really makes it more fun, but it makes it different anyway. I had a similar idea for a mini LD 72 a little while ago,in the schmup style instead of asteroids, where you lose points for each shot, so tries to encourage accuracy. https://automatonvx.itch.io/schmup-trainer. For this style of game i always think a leaderboard to encourage competition adds quite a bit too. mine had one but it seems to be currently broken. Other stuff - as already said, music would be nice, I also think it would be better for the overall feel, if you keep a consistent resolution for the background and the main sprites (which are pretty decent). Overall, good job, congrats for your first LD.
Pretty fun, liked the lighting effects
Great music and graphics, felt that things were not quite lining up when i was hitting the keys on beat it didn't always work as often as it did when hit them randomly, maybe i messed up the configuration, but i tried a few times... maybe more visual clues to make sure things are in sync. Felt like it was impossible to die also. Still really great work overall though for 48h.
Cute graphics, liked the toy battle feel, would have probably preferred a more traditional turn based strategy click to move/attack control system so you could go through the turns more quickly and so focus more on the strategy gameplay, although the first person camera lets you appreciate the models more. Trying to push the red toys into the holes was fun. Pretty wacky music. Liked it.
Liked the artwork and the nordic theme.
cute graphics, liked the narrative and main character, but was getting confused about which way to go, was trying to follow the air streams but just didn't seem to work out, tried with keyboard and controller..much better with controller. Maybe an arrow to tell you when you are going the wrong way or something would be nice.
Completed it, a bit lacking in challenge at the moment and going for the 'no control of direction in air' is realistic but always feels weird. The visuals were pretty nicely drawn. The jump felt a bit floaty and you can do some weird super jump if you touch a wall. Congrats on your first LD, good effort
Cool, didn't manage to last too long maxima pabula animus 150. First time I have seen a text input action game, i liked it alot, I also really wanted up arrow for the last command(s) although it might start to make it too easy. The graphics style was also really nicely done and fit well with the terminal style gameplay. Would be curious to see how this would be if it was extended, if it was, personally I would like to see some kind of different levels with different objectives I find the survive as long as possible and restart from beginning format a bit limited gameplay wise. I suppose you could do some version of destroy a specific target, escort missions, protect a specific object etc. Anyway an interesting idea executed well, great work.
congrats on your first LD, pretty decent take on the arena shooter. I kept running out of bullets and it took me a while to figure out the reload and power mechanic. Maybe you should put some hints on the itch and LD pages. Also the enemies seemed to get lost or something, i was often running round trying to track them down. Small point but having a green main character on a green background is not the best for visibility also. A fullscreen button would have been nice too. Overall pretty good, just needed more enemies to keep things interesting. I liked the addition of the crates to give an obstacle to navigate around and offer power ups, they should take less shots to destroy though.
Congrats on your first LD, simple concept but fun enough. As already said would re position the camera and personally thought that although its nice to have a visual feedback that you are running low on energy, fading the screen to black stops you from seeing what you need to play, so maybe don't fade the whole screen or fade more gradually or use a different visual effect. Quite liked the music. Good job.
Simple but nice looking, I'm not too sure if I personally find the idea of a limited sight platformer fun but its an interesting idea. As @minibobbo I got frustrated at one point where if i forgot to jump I missed one and couldn't get back to it so had to restart, so if you include that in your level design you need to be able to restart from the last gate to avoid things getting annoying.
Hey great game I didn't make it past the boss, a checkpoint there would have kept me trying for a while longer though. Fun, pretty decent controls (the jump is a bit floaty) graphics are nicely done and being able to play as a killer robot is guaranteed fun. Nice to see someone using monogame too. Excellent job, especially for a first LD
Interesting game, at first it just seemed like a shooter but with the limited energy and way the enemies move it turns into almost a puzzle of how to group them together for the best use of energy. Nice design. I also liked the clean visual design and over the top energy beam. Enjoyed it a lot. And Welcome to LD.
Really nice work. Very atmospheric, the level design maybe felt a bit weird in places..agree with @peredom that the orange platform door switch thing was confusing and I found the star background should have been more faded out to be less intrusive. But Overall I really enjoyed the experience, enjoyed the music too. I'm also totally using bloom in my next game ;)
Nice looking and sounding, but not being able to avoid getting hit is a bit annoying and limits the game play I think. Apart from that i liked it.
Tried to run your game, but my AV blocked it as a threat (Avast). Then I got a windows pop-up saying windows cannot access the specified device, path or file, you may not have appropriate permissions to access the item :(
Fun game, even with the simple graphics, cute main character. I got stuck on part 3 though. Would have loved a bit of sound, even just a bfxr random jump sound. Nice level design making good use of a couple of simple mechanics with the purple bounce things and honey slow down. Pretty cool
Nice, fun game, Good job on managing to get the 3d graphics etc and procedural levels etc. all in the compo. Solid puzzler. Maybe larger levels with more time would have been fun too.
Really cool game, I didn't manage to find the third drone... as already said after a while the distances start to get further and further which makes it less fun.. the concept is cool but also quite frustrating to keep on on having to go over the same ground before exploding.. also liked the music and consistent look really nicely put together and feel it did bring back nostalgic memories of playing my gameboy a loooong time ago.. so thanks for that too .. the only complaint would be too change the font on any text to be more consistent with the feel of the rest of the game. I stopped playing but still left the music running :)
Great design, nice style, good gameplay definitely see it being a great mobile game, only downside for me was the audio, it sounds nice but the loops are so short they drove me crazy really quickly and I had to mute it. Aside from that its all good.
Pretty fun, the art was pretty good, would have liked a fullscreen button to be able to see it better actually.music was sort of quite good, but did drive me a bit crazy after a while. Would recommend bfxr for generating quick Sound fx next time,especially for retro arcade style. The mouth made ones never quite fit imo. Congrats on your first game jam. Good job.
Made it to the end, solid game, had fun, would be nice to do some landing though to complete the level. The minimap was a welcome feature. Welcome to LD
Good job, That was a pretty ambitious game for 48 hours. I struggled to figure out what was going at the beginning, a couple of small things threw me of like the fact that it was zoomed in and paused so I could not build anything until I unpaused. After that I really liked it, but it seems very unforgiving and I could not figure out why my vote percentage kept going down and finishing me. I think if you just made it a bit easier for the user to understand whats happening and polished up the usability it would be really great though.
So family is just about sharing the misery equally, bit depressing but ok. Didn't manage to find the win condition until i read the comments. For all the other questions i tried multiple options but for some reason i just never wanted to watch the news. Anyway had fun, enjoyed the humour. Nice entry
simple but fun gameplay, congrats for your first game jam.
Simple gameplay but fun, leaderboard keeps you coming back, I wanted to have one also but that feature got cut :disappointed: I only managed 190, I knew there was a reason I wasn't into social media. Really nice clean UI, Music was pretty cool too and fit the mood. Cool concept also making a game out of the gameification of real life, very meta.
Really cool mechanic, very fun, I kind of feel that it actually should just run automatically and then you need only one button, for some reason i just want to run all the time, but then again i got stuck and didn't make it too far. Graphics are nicely done. Music is nicely chosen, sorry to be picky but if it wasn't made by the team during the jam I sort of feel you should maybe opt out of the audio as that is the main thing you hear and not the bfxr sound effects.
crazy take on the theme, love it. I liked the consistent crazy particles and over the top death between games. Got distracted with the games and forgot to feed my pet, felt guilty :sob:
insanely cute, fun, nice music, loved the little 'meow' sound effect. Maybe a touch hard, i couldn't get past 10, as someone else said an online high score would have been a nice feature.
Fun shooter, the art is really nice. Mechanic is a nice twist that fits the theme, although shooters with less shooting is sort of less fun. Sadly didn't manage to make it to the boss that i see was mentioned. Also as others have said, would be better to have the meter taking up less screen space. Small point I think the enemies that pass you carrying on firing at you from behind which always feels wrong. Great job overall, especially on the visuals.
made it out with $125, doesn't seem like much. Had fun, liked the jazzy music and sfx gave a nice atmosphere, maybe a bit laid bank for a heist but hey.
Loved it, even though this is unfinished its still probably the best game i played so far. Didn't get to the turrets, had the engine on but after that i couldn't get past the one room with the giant fast spinning blade. Gameplay and design was excellent, graphics were cute and the music was really really good (after the first unlock at least). It took me The first alien crab game was also fun, I'm looking forward to the 3rd instalment. Excellent work, congrats.
Pretty cute and a nice ambience from the music and graphics, but a bit lacking in challenge. As @darkgrisen said a dash attack or something would have made it more interesting.
Nicely polished feel, nice pixel art and music was good and really fit the mood too. The sugar overdose effect was a nice touch. Can't think of much to complain about really, perhaps the player movement felt a touch sluggish.By the way on the web version in chrome at least, the full screen button doesn't really make it full screen (shame because I want to get a closer look at the pixel art)
Fun game, best score was only 4620 though, couldn't even make it to the board. The whole thing was nicely done, interesting mechanic, nice graphics and catchy music. I was also a bit confused by not taking damage and was looking around for a health meter for a while wondering if the dials in the background might be it. Gameplay was nicely balanced and the movement of the enemies was weird but actually worked well so you often just miss them in a way which adds to the fun. Having the power ups break off the ice block was also a nice touch.
Man, really cool mechanic with the input, i haven't seen it before anyway, trying to control that thing was a lot more fun than i would have imagined. I was glad that it was pretty forgiving and the little guys didn't die when i dropped them because i dropped them ALOT, guess that could be a hard mode or something. The art was simple but worked well, the terrified expressions were very cute. Feels like it has a lot of potential. Really great job
Pretty good, I really felt that the player movement needed to be a lot faster (even with the bags to make it more fun) and just overall more fast paced, just increase the speed of all characters by x2 would have made it much more fun i think. I thought the art was actually pretty good, only missing animations, even really basic scissoring the legs for walking would have made it feel a lot better. The music was ok, but needed smoothing out for the transitions between normal and being followed, obviously some other instruments would have been nice too. Overall pretty good though, I played it till I managed to get everything.
Interesting design, feels like it has potential. For me the pacing was a bit too slow, It was fun to begin but it took too long for storms to start appearing to make it interesting and then pretty often they went past me. Also personally i don't find having to do alot of repetitive clicking at all fun, i would rather it just worked on a timer automatically always, i know you can buy the surgers but still.. Obviously could use some polish in many ways, nicer background, info about the pieces when you hover over them, music, nicer font, more kinds of units etc etc. but for 48h you can't expect all that. For a first LD game its really great. I did a slightly similar entry for LD 38 in that it was a combination of town building meets tower defense: https://automatonvx.itch.io/pixel-town (the original LD version was much less complete though) so I can appreciate these kind of things are quite a bit of work and hard to balance and make fun.
Wow great job, cute graphics, fun mechanic, fitting music. Short but sweet
Cute graphics, although feels they are a bit wasted because you always have to look at the bottom to see what to press so you cannot really appreciate them, trying to press 3 arrow keys at the same time is a bit tricky. Music was ok, touch repetitive but good enough. Rhythm games are usually pretty fun and this was no exception. Had fun
I liked the teddy bear/crime mash up. Not really played these kind of board/card games too much, they always feel a bit like its a matter of calculating how choices will add up which personally I don't find that much fun. I liked the style though, a bit of background music would have helped a lot also.
I liked the concept and the art was good, just found it really tricky to move my guy around to get to them in time, never managed to make a game that made money though, just couldn't keep out the bad ideas i guess.
Great art as always, probably the best looking breakout game i ever played, the boss at the end was an unexpected and cute surprise. Gameplay was fun as you would expect with a classic, the vent mechanic was a nice variation and take on the theme. Shame about the lack of sound, more levels also would have been nice but its LD so only to be expected.
Cool game, nice puzzle platform concept, and I like the dino setting. Only downsides, the font was a bit hard to read, and i would have liked a slightly larger embedded version, as that was too small and fullscreen (at least for me with 1900 X 1200) is kind of too massive for this resolution. Played till the end, cute art and sounds.
I liked the weird futuristic squirrel concept and the 80s style. I was also a bit confused by how to avoid taking damage and only managed to get one KO. You definitely get points for weirdness :).
Pretty fun, also liked the music, I would suggest breaking down into smaller levels, having to restart from scratch is otherwise to frustrating, enjoyed the low res art too.
Fun dungeon crawler, the ascii art style is always a nice change of pace, the level layouts were good and I liked the abilities feature and artifact curse idea, I didn't make it past floor 3 though. Some lo-fi sound fx to match the ascii art would have been nice.
nice graphics but those chickens die so quickly! It felt a bit like chicken neglect simulator
Really liked it, the weird combinations of curses makes for some strange and interesting (if very short) gameplay and I always the love the low res pico-8 aesthetic and it was nicely done here. I missed the sound too.
looks nice, but it felt like its needs some rebalancing to be more fun, the jump feels a bit floaty, there is a bunch of references out there for designing jumps in platformers to be more fun and less realistic that are worth checking out.. This was my thoughts after playing for a while and not getting past level 1, after writing that I tried again and then made it till the end. After level 1 with the extra abilities it gets a lot more fun (and the floaty jump makes more sense) also I almost would have missed the flying saucer aliens (also more fun) if I had not accidentally jumped back up to the surface. So in the end i completed the game. So I would say just be careful of not showing the fun stuff to the user before they get bored. So Level 1 = boring Level > 1 = fun
I like the idea (anything with vikings is great) and the artwork was pretty nice but it feels a bit awkward to play at the moment, the way the player slides around and trying to use the axe on the wolves or rabbits is kind of tricky, it just needs a bit more work to make it feel smoother to play. Also sorry to be picky but if the music was not made as part of the jam I think you should probably opt out of the audio category. Felt like it has potential though.
Nice, solid enough gameplay, i just found it a bit lacking in challenge, but could be easily fixed with a bit faster ramping up of difficulty, maybe some kind of time limit or increase in enemy spawn to encourage you to carry as much as possible in one go or something. art was pretty good, personally would prefer with sfx instead of voiceover, I find it gets a bit annoying quite quickly, also a bit disturbing. Anyway had fun for a while good job.
Potentially interesting idea and the art that there is was quite nice in a simple but clean way, but as others said controls are a bit awkward and needs some tuning of movement parameters to feel nicer. Also some/any sound would have helped alot even some quick and dirty bfxr sound fx would make all the difference.
I loved the concept and the characters, the art was nice, although would be better to keep a consistent resolution between all characters and background, music worked well too. I made it to the end, then tried again because i wanted to see the cat getting dramatic.. not as dramatic as i hoped but still. Gameplay was simple but fun enough, good job.
Looks great, fun idea and nice polished feel, but argh i never missed sound so much. Still amazing work for 48 hours.
Found the place a bit slow to be fun, the sword attack was nice, but could have used some more user feedback visual/audio to make it feel more satisfying. Nice but felt needed the challenge ramping up a bit and more juiciness.
I liked the artwork style and the challenge of trying to protect the other people, although its easy to just forget about them, felt a couple of small changes would have helped the fun factor though, the movement was a bit on the slow side and it felt like it took a ridiculous amount of bullets to kill those things, and being rewarded with some death animation or something would have helped increase the satisfaction. Sound even just basic sound fx would really help alot too
Argh the original version of that was pretty unplayable, the curse of screen shake. Much improved in the later version. Its fun enough, felt like there could have been more explanation of what went in what box and sometimes there was a lack of the correct kind of box. I was also confused that the ones i fulfilled stayed in the list, I would have expected them to disappear and then the difficulty slowly ramp up. Instead it seems like its always a fixed number of items
Short but sweet, pretty funny had fun. Would suggest some visual feedback when hovering over an intractable object though, and the music gets a bit painful. Enjoyed the art style.
Whoa, even with the NSFW warning I was not expecting that! the core play is a bit grindy as is, some animations and sound, and variation of levels and monsters to beat would help to make that less obvious. The artwork is nicely drawn and I liked the setting for the concept.
Cute graphic although some of the background elements e.g clouds , cactuses should be made to look more obviously part of the background so as not to be distracting. Felt the timing mechanic was annoying to be constantly shocked without much I could see to do about it. Was getting annoyed at not knowing where to go until i spotted the compass, but still felt like the levels were too big, the boss fight was more fun. Also agree that felt the controls a bit awkward, not being able to move on the ground, or turn without flapping. Music was pretty nice.
Great job, looked great and played really nicely, well paced, and really good feel. Weirdly the WASD was not working for at all in chrome although left click to shoot was. Worked fine in firefox though.
Thanks to everyone for playing and finding the bugs i missed whoops, can't believe i didn't notice the wall jump one. For @schwarcraft and all those that mentioned the lack of reset button, there actually already is a hidden restart button. F12 resets the level,I had put in for testing. Unfortunately on a browser it also opens the dev tools but nevermind :). I updated the description for anyone else that plays. Rest of the bugs can wait till postjam version I think .
cute, liked the style, on my first playthrough i think my baby died but i didn't realise because rubbing still made it love me. Is there no way to get hearts back after the radio goes crazy? Anyway had fun with it, only missed more stuff to do.
sweet game, liked the art style, remy was pretty cute and the random jazz band music fit pretty nicely. The gameplay was fun and actually not one i had seen before exactly, if there was any complaints I would say maybe a little lacking in challenge, I made it through all levels fairly easily without a death. Easily adjustable with the health packs counts i suppose. anyway good job, look forward to the postmortem :) p.s. the onboarding was nicely done with the notices spread out was a really nice way to set up the story and everything, and sidestep the wall of text tldr issue.
amazing job, great idea executed really nicely and really nice artwork. Only criticism was on some levels when he walks straight into spikes, with the death noise and reset gets a little bit annoying when i just want to be paused and look at the parts to work out the solution. but thats really minor. excellent work kept me interested to the end and I am not even really a fan of puzzle games generally. Weirdly the music didn't work when i played on firefox so i thought there was none, but i see there was, tried and worked ok in chrome so who knows... music was ok but the weakest part.
fun concept, controls took a bit of getting used, the automatic chopping that relies on being right next to the tree but not behind it threw me a bit. I've never seen so much pixel art dithering in one place, interesting effect. Enjoyed the music and the use of evil foxes :)
artwork and presentation and feeling of polish are all really good, music is also nice and fits in well, gameplay is ok but gets a bit samey and the dialogues while initially sort of fun for setting the story and so on in the end gets too frequent and I want to just get on with the game, the spell effects were nice and fun but didn't really feel there was much challenge with the enemies, still good work though and impressively polished feeling.
weird concept but pretty fun, I couldn't see anywhere on screen that told me how many points i had so when i could afford the new spells.. could possibly have done a bit better in explaining what i had to do without reading the intsructions, as like most people probably i try to dive into playing and then when i get confused go back to the instructions, but hey. Might be better to to be a bit more zoomed in so could watch the carnage a little better and maybe someway of incentivising resurecting a particular skeleton, otherwise it gets to be a bit just type any of the words it doesn't really matter which and also they start obscuring each other and sometimes dissapear while you are typing them which is a bit annoying.. anyway good job.
liked the art style, cute characters and little touches like the particles. Liked the setting and the weirdly convoluted back story :). Found the combination of art and echoey SFX and weird little organ soundtrack pretty atmospheric. I felt gameplay was a bit basic but ok, felt the vines and platforms somehow didn't quite workout as a useful thing for me, maybe if i could have shot while climbing, i ended up always just sitting on the lowest level or one above that and trying to jump their shots. Would have been nice maybe if the sould had healed me or something had, so I could have had a chance to stay in the game longer, managed to make it past the first wave, little bit dissapointed that it seemed it was just more of teh same after anyway. Overall good job though as an arcadey atmospheric shooter.
pretty cool, interesting idea. It took me a while to figure out that full lines of same colour clear. I didn't understand any other rules though, at some point all my huts were suddenly on fire and i don't know why. I feel like at the moment it would be pretty difficult to keep lines in a single colour to be able to clear them and keep the game going very long. Presentation was nice simple but clear and effective and the background music was nice and fit well also. I feel like its got potential but wish i knew the rules better.... played one more time, ha i didn't see half teh quests because i was just one key for rotating so never cleared that quest.. quest should probably just be use Q OR E .. or make them separate quests.. then i was stuck on make an additional hut HOW? ..a and all my huts caught fire again :O
Took me a while to figure out what was going on how to play.. i think maybe the isometric look makes it more confusing than it needs to be. Once i figure it out it was actually pretty fun, feels like it would be better on mobile to me with the swipe mechanic, but still works well enough to get the idea... not much to say, fun little idea, liked the setting, art and music were ok and did the job.
not bad at all. The first couple of times i played i didn't realise i had to carry the chicken, maybe the post processing blurring out the tutorial text is too blame. anyway once i figured it out, it was pretty fun to play and i made it to the end. Annoying that you can't reload until you fire all the bulletes, i just dropped teh chicken and cleared the clip between enemy groups to be sure i could get through. As others have said music was annoying after not ver long so i had to mute it.. maybe next time just go for some weird ambient drones and add in sfx instead if music isn't your strong suit. Gameplay was pretty fun and presentation was mostly pretty nice and I kind of like the post processing stuff to add a bit of interest, maybe tone it down a touch though. good job
Really Liked the art style and music was pretty cool too, was pretty hard to aim those turnips and get them to hit.. maybe the bunnies ramp up a bit fast too. Was a bit annoying to have to refresh the browser for a retry, but nice to have gamepad support. stylish
I was initially a bit off by the mixing of different size pixel art for the walls and stuff, and the dialogue with the button labelled "button", but the basic concept for the game is solid enough and quite fun, took me a couple of tries to figure out what collectibles did what that i could return and heal the guy until found all medecines, I appreciated the randomness of the weird giant green blobs spawning mutants. So for me it just really needs a bit more focus on polish, but I liked the the theme and setting, and the balance was ok.
Yay made it to the end. Great use of sound for conveying the tense atmosphere and feeling something could drop and kill you at any moment, nice scene setting for the story, graphics while probably not winning prizes for beautiful pixel art worked well for the mood, gameplay could have used some more interactiveness perhaps but hey. A short fun experience
pretty fun, very reminscent of Don't starve, the gameplay is kind of fun but the cycling between objects to move around gts a bit annoying, the more orbs you find the more annoying it gets too, found all 4 but couldn't quite get them together before i got overwhelmed. The art style is charming in a programmer art kind of a way, might recommend that you use a smooth gradient for the light area though because the tiled effect is somehow kind of jarring when you move it around. some ominous background music or ambience would have been really nice though as i kind of feel this style of game lends itself well to focusing on atmosphere. really missed being able to craft a torch or something though. good job......geez only just realised too late now seeing the screenshots i was meant to put the orbs on the columns. darn
Nice, does defintely feel pretty complete, the artwork was nice and cute, death screen especially,the music is my favourite part, had a nice fun 80s synthpop kind of a feel. The gameplay is ok in typical high score way (mine was 2100) agreed with @esben-jensen that was initially confused y the egg timer going down that i assumed was bad and i expected to have to do something with the eggs. having the progress bar going the opposite way probably would have been more expected. Tend to lose all teh hearts pretty quickly once you get hit and stuck where you are, could have done with longer invincibility or something. My strategy was to hand at the top of the screen next to a ledge, seemed basically safe there, only died when going down to get eggs. So maybe could have done with some other enemy or something later to negate that strategy, which would help the fun factor i think. Overall good job though, especiialy on the music.
That was pretty great, I'm a sucker for pico-8 style anyway but the art was really cute and I thought the mechanic was nicely done with medusa growing and shrinking. The little story, dialogues and stabiliser twist helped keep my interest till the end. Was only missing some nice little pico-8 chip tune to be basically perfect. Great job
weird game but strangely sort of fun after i figured out how it worked, didn't make it ot the end though The camera panning is a nightmare though and makes things harder than it needs to be. Appreciated the total weirdness of the setting, had to turn down the music after not too long, not resetting the tune when you die would have helped a little to avoid over repetetiveness. Can sort of see some potential in the mechanic.
Cute, nicely presented, gameplay is pretty straightforward but the animations are nice, was going to say nice music, but you opted out of that so i guess that was 3rd party or something, well nice choice of music at least :)
art is really nicely done, sort of a fun concept, gameplay is ok, scene setting and story etc. was nice and worked well. felt pretty polished over all, good job. Would recommend making a webgl version though as its easy to do with Unity and you will probably get more players that way, people tend to feel a bit uneasy about downloading and running random exes from the internet. good job.
I'm sorry i was just confused about this was meant to work i place down some flowers and random lava may or may not spawn and kill them? Shame because the art was cute and i liked the set up of the story and I have the feeling there is an interesting game there if i could figure it out.
The graphics are pretty nice and all feels pretty polished. For me the issue was mainly that a lot of the time you don't really have enough time to see the upcoming obstacle before you would hit, due to a previous corner or the camera being blocked by something, so it ends up being about memorizing the layout, which for me is less fun than the standard infinite runner style reaction mechanic which woud also require random courses really. Maybe memory games just aren't for me.
Liked the game, but was still crashing on game over every time for me (Windows 10) which makes it difficult to get very far. I'd give you a crash report or something if there was one or I knew where to look for it.
Thanks everyone for the feedback, as pretty much everyone has said the player is a bit on the slow side and the AI is a bit too good by comparison. As pretty much always for me, I didn't end up leaving enough to play test near the end and balance things out better because I overscoped (I originally planned a Mario Kart Grand Prix over at least 3 courses ha) and was wrestling with blender adjusting course 2 up to the last minute trying to stop everyone getting stuck on inclines. Maybe next time i'll manage the time better (but I doubt it).
Fun little space adventure, was pretty moody thanks to the music, the hand drawn art style was really nice and worked a lot better than i would have expected. Some more visual clue about which items are interactable would be nice, also in a way its a shame that you have the timer because it discourages you from stopping to look at everything and see every bit of story, but on the other hand you need it for the sense of urgency soo..? I liked the take on the theme too, reminded me of many a sci-fi time anomaly plot. All felt pretty polished. GG.
Sweet a C64 game and in 48H, hats off. This game is actually pretty fun, only got as far as the first stage with the 2 red trolleys, would have played longer but was getting a bit frustrated with trying to get my cursor to the right place fast enough which feels a little awkward, maybe just slow down the trolleys as I found the fun is more from the puzzle element than actually trying to execute your plan fast enough. Also the somewhat unpredictable or uncontrollable setting of which direction the trolleys will go on an X crossing is a bit frustrating, but limited control options its not obvious how that should be solved. Only missing for me was some fun SID chip tune goodness, but you can't have it all. BTW I tried the web version, but it ran pretty bad for me (felt like it started to slow down after a little while) so I just used VICE and was much better.
Interesting idea for a mash up. Felt the card rounds were too often, would have liked to get through maybe 4 5 rooms or a full level first. Would also up the overall initial speed of players, enemies, projectiles. The jabba the hut with sleeping mask was a cute character. Could use some polish for the player feel, but time is limited so can't expect too much. Nice work.
I really enjoyed this, I liked the kind of minimalist 3d look, but the player character was animated enough to give a bit of feeling of personality. The main issue I had was judging where the dagger was going to throw, maybe just some highlight or something to make it clearer, also it often wanted to throw daggers at walls that were just blocking the camera instead of stuff i actually wanted to throw it at. The Music and SFX worked well for the assasin style atmosphere too. I didn't finish level 2 trying to kill 4 of those things chasing me at a time was too much for me. Also i was dissapointed I could't throw the dagger down at the enemies below me. Could have used a way to control the camera also. If you were going to develop it more it would be nice to maybe focus more on the stealth element rather than trying to actually destroy stuff, or make the dagger targeting easy enough that trying to run away and throw at the same time is not too annoying. Anyway, not without some issues but still pretty great work for a compo entry.
cool, I also was going for a sort of synthwave aesthetic driving game so its fun see how yours turned out, you went for it way more than I did. I found the handling of the car really weird at first, down to combination of the on rails nature of the track combined with the free side to side movement of the car i guess, but I got used to it after a while. It kept me playing for a little while to try and get a decent score I think mainly because I wanted to hear the rest of the song beyond the first 1:20s. The track with more twists ends up feeling unfair because you crash into stuf stuff you didn't have a chance to see coming sometimes so the flatter one is more fun for me. The visuals were over the top and fun, the music was good, the gameplay was ok in the endless runner style but could use a little control/camera feel tweaking. Overall a good time was had.
Interestig idea, and an ambitious one for 48 hours, basically agree with all the points from @jitspoe. Particularly the need for a brake, I was just working my way over gradually a lane at a time but I always not being able to brake fast enough after changing lanes and hit a car in front, even though it feels like i'm going really slow.. Also maybe having your camera more like 3rd person style behing the car would be nice as its difficult to judge where whe edges of your car are. It feels like you are going for a somewhat realistic simulation style, but feel like thats problematic without being able to really move your head around to see the surroundings. I wonder how it would be in VR, might work better.
I always like the aesthetic of pico-8 games. The combat felt a little bit awkward, it was difficult to judge where my attack hitbox was meant to be. Took me a while to figure out the winning strategy is charge them with the attack. Sometimes the enemies start sort of shaking up and down in a weird way too. The music loop could have been a bit longer too, short ones tend to get annoying quite quickly. Good effort I like the concept and the look, but it it feels like it could use some more work.
Cool that you made an actual gameboy game. I tried the web version but the pixel art was slightly skewed so i ran it in an emulator for the full experience. Its a nice little narrative thing, would have been nice to have a few more gameplay elements or sort of mini games. Also I was a bit dissapointed I only got music when brushing my teeth, would have liked a bit more, but hey. Short and sweet, good job.
The graphics and animations are really well done, the little aliens are particularly cute. The gameplay is ok, bit repetitive but it always is with resource gathering games. The music fit nicely in a sort of spacey eerie way. Good job.
Score 136, after a little practivce almost felt like I could go on forever if i was a bit more careful which was making me lose interest, so probably need to adjust the difficulty ramp.. Really nice feel, interesting core mechanic. Liked the minimalist art style, works well for you. SFX are nice. Would work great as a mobile game I think. Good work.
Cool idea and nice to have a sort of ear training game. When you hit a wrong note it would be nice to have a little more gap before playing the loop again, also on the levels across multiple octaves it would be nice if you had multiple octaves to choose from instead of playing (and then hearing G in the octave above instead of below). Maybe also a button to just replay the loop and maybe show the note names above the notes you got right so far, maybe even mark them in the correct place on the stave. Anyway with a few little quality of life tweaks its the kind of thing I would play as a sort of gamified ear training.
Finished with a score of 1397, I admire your ambition going for a 3d car game in a 2 day jam. I took 3 days to try and make a sort of similar 3d car game and ran out of time to add any cosmetic terrain features, so i appreciate the effort. Obviously its a bit buggy (saw plenty of flying cars), but I had fun trying to control my car around the wacky little world. The fact that the car is hard to control is part of the fun to me. I found it quite hard to judge the position of the bonus hoops, maybe they need a drop shadow or something. Trying the web version I ended up having to kill firefox in Task Manager and used the windows one, which still felt like it didn't run particualrly smoothly. Good effort
Made it through all the levels. Was pretty fun, would have appreciated controller support, or better control support if you were playing with mouse in left hand, but hey I know i'm in a minority for that on FPS games. The repeating level thing was a pretty cool twist. Not sure if it makes much difference for the gameplay but visually its kind of interesting. I found the visual for when I shot seemed strange, it just didn't look to me like I was actually shooting where I was, I suppose down to the 2d/3d thing. Music was nice although getting a bit repetitive by the end. Would recommend also including a downloadable version because the framerate was pretty bad for me on the web version when looking at so many blocks. Nice job.
Finished in 110s Cute game, I enjoyed the narrative element and the overall feel in terms of art style and sound all had a nice consistent feel. The platforming itself could do with a bit of refinement, the jumps felt a bit floaty and sometimes the collisions felt strange (not sure if that was partly due to being a web build that maybe doesn't work quite as well) .. Also would be nice to have some more challenging levels. I really liked the overall feeling though. Nice work
wow, interesting idea, nicely executed. Gets a little bit frustrating having to repeat all the intermediate steps when you mess up the last one, but i guess thats platforming games for you. Interesting mechanic, solid supporting art and music was nice and fitting although was probably getting a bit repetitive after quite a few minutes of frustrated platforming. Took me a while but I made it to the end :), a bit frutrating but satisfying. Appreciated the polish with the little narrative and particle details. Had fun, Nice work
Initially got a bit confused that i seemed to just respawn as if i had died everytime i got to the bonfire, but then I read the rules and realised that each time was a 'level', could have been a bit clearer and also some indication of progression would be good to increase motivation, like the score is how many nights you survived and a ramp up in difficulty. Art style was interesting as a mixture of pixel art and tweened animations, was quite atmospheric with the wind sounds and the rain. Pretty good job for 48hrs but i guess for this style of game you sort of need the crafting etc. you didn't have time for to add more depth to the gameplay.
Interesting concept and quite fun, but I definitely woud not interrupt gameplay to flash up a full screen "legacy created" and reset the player, it feels quite jarring and throws off the player. Also felt the difficulty could start of a bit lower there are so many of the initial red triangles that the legacies are not the main problem.. also for some reason I felt like it would have been nicer if the screen wrapped instead of destroying the player on the edge. Enjoyed the visual polish with the bloom and destruction effects.
Pretty cool puzzler, really really confusing at first until I reread the help and experimented a bit. Liked the simple retro aesthetic, some sound would have been nice, even just basic sfx. I admit I only got to level 7 before it was enough for me, but I'm not that much into puzzles. Nicely done in a minimalist way.
Short and sweet, well not exactly sweet, short and messy maybe.
like a strange psychological experiment or art for the post video game generation. I found it hard to turn away and stop the collecting even though I knew there was no reason to stay. Interesting.
Graphics are so cute and the music is great and fits well too. Excellent work
Sweet game, had fun. Got to the end but probably not a great score 3980. Not much to say, it a nice fun little idea that fits the theme nicely and is executed well. Art is cute, chippy sound track is nice and fits well. Only criticism is its pretty short and would have been nice to see further mechanics introduced enemies with new patterns other hazards to negotiate etc. etc. but for 48hrs solo you really can't expect too much content so great job really.
Phew made it to the end eventually.. I have to say it was a little infuriating because the timer for spikes is quite long I kept getting impatient and chancing it and inevitably getting killed. Love the minimal retro aesthetic and artwork was really nice. Basically agree completely with the feedback from @mexou. I have a habit of getting lost in games anyway so a maze game was likely to be a bit frustrating for me personally. Would have been nice to see a a bit more variation of obstacles I was defintely feeling like I had seen enough of the old wait for the spike by the end. So maybe a little long for the amount of obstacle variation on offer. Also before you get the torch upgrade the tiny light area combined with the one shot death feels maybe a bit harsh. Music had a nice feel to it but in the end the loop got to repetetive for me and i had to mute. Overall nicely put together a solid entry.
The pixel art is great and the fire,water and smoke effects work really nicely. Some audio would have been great of course particularly because the setting really lends itself to being atmospheric and sfx/music would have really helped bring that out. The fire spreading is really nice and adds a fun strategic element to making sure you keep it all under control before it blocks your path, The core mechanic is fun but by the end is starting to feel a touch repetitive. Still made it to the end.
I thought this worked really well as a gameplay concept, in the end I ended up blocked in way that feels like it was pretty out of my control, so maybe a bit more careful tweaking of the random minefield would be needed to avoid that (or maybe I just wasn't very good). Also maybe if I could see the next few pieces that are coming so if my brain is fast enough I can plan out a path would be cool maybe. Anyway really enjoyed playing. Artstyle is minimal but works perfectly well. The soundtrack is really atmospheric in that 80s sci-fi horror style that I am personally a sucker for. Fun gameplay concept, solid execution, Good times were had. Nice work
That was pretty great, made it to the end.. it wasn't so hard, just about right, challenging in places but not enough to rage quit. Controls were pretty good, would have loved gamepad support though, graphics were nice in 1 bit retro style, would have liked the option to make the screen bigger to get a better look at them. Gameplay was good, you got a lot of mileage over that interesting little platformer mechanic, was only missing some appropriate sounds to go with it. Great job.
wow so many cheese puns. Fun concept, minigame gameplay is a little weak, but ok, Art is nice in places. Shame there was no sound, that could have helped quite a bit for atmos and giving a bit more life to the minigames I think. oh well good job anyhow.
wow pretty great, I kept going for a good long while before I called it a day at 15000 and it seemed I had seen all there was to see. The core loop is really nicely designed with getting deeper to get more gold to get oxygen whihch makes mining further easier etc. All feels really well polished for a game jam too, art is nice, sound is also great with the little elevator music while going down etc. Only downside was limited number of reused levels. I would have rather had an ending after all the variations had been exhausted also or some increasing challenge because I felt I coudl have carried on forever pretty easily. Also I second @ancooper with the gamepad request, predicsion platforming with keyboard isn't so fun. Still great work though.
Like the concept and the driving music had me in the right mood but a few issues got in my way. I couldn't figure out why but sometimes I could shoot and sometimes not the amount of bulletes flying with a few enemies on screen was sometimes just way too much for me to have a hope of dodging I found the best strategy was just keep running around and let them kill themselves by blowing up up the oil drums and usually accidentally run into the exit. Would suggest not opening the exit till you have cleared the floor. Also I didn't understand the point of the in between limbo levels that change to platformer style. Especially as the sprites look the same it was pretty confusing to be suddenly falling due to gravity. Also could have used some visual feedback when I was getting hit because first of all I thought it was being buggy until I noticed the health at the top left. Anyway, fun for a bit marred by a few issues.
Nicely done, the tongue mechanic was chaotic fun and kept me coming back till the end. Felt really polished for the visuals and a great soundtrack. Sometimes a little bit of bugginess for collisions but nothing that really spoiled the fun. Started on keyboard but definitely had a better time when I randomly tried gamepad and was pleasantly surprised that it worked. Kept on finding myself missing having a little jump as well as the grapple, maybe thats just the standard platformer conditioning that is hard not to miss. Anyway great job.
Fun take on the theme, always love the Pico-8 style... fun concept, but I found the car a bit awkward to control, also didn't like the movement stopping when the shaman talks feels a bit odd. Still great concept and original take on the theme.
I like the idea of running around the city jumping in cars and playing a drug dealing pixelated chracter exploring the city and stuff is potentially fun, but I really needed a map (or smaller world) and my car seemed incredibly slow and felt a bit painful to drive + all the other cars were driving insanely fast and kept hitting into me. Managed to find one dealer buy some overpriced stuff take it to another and realise i had got a bad deal.. but then was just driving around and couldn't find another one again. Not sure if just driving back and forth trading would be fun enough in itself, maybe. Sort of felt like I should be armed. Got potential but probably a bit of an ambitious project for LD.
Pretty good, the graphics are sort of really well done, the character designs are good, but there is something a little bit off about the pixel art, like maybe you are more used to traditional art than pixel or something. Basic gameplay is fine, certainly reminds me of elevator levels in many a classic beat em up, there is a good variety of enemies, as others have said the secondary attack is overpowered, probably just need a cooldown or something to avoid being able to use it so much. Nice overall level of polish with the tweening UI visual fx etc. For me the music loop got annoyingly repetitive pretty quickly, but having any at all for compo game is pretty good going. Solid
Great Art, couple of classic Unity weird tile seam issues though, not sure if you were using the Pixel Perfect Camera but I recommend it if not. Sadly the gameplay was a bit of a weak point, as others have said feels a bit clunky to control and the lack of options for what kind of attack to do took away from the strategic possibilities. As it stands there is not much point to the different level layouts since they play the same, run up to the enemies kill them, run to the exit, repeat. Maybe some sort of use of terrain to add strategic gameplay would be cool. Also really a shame you didn't get a chance to add more sound after title screen would have helped a lot for the atmosphere which to me is a quite a big part of a turn based game. Anyhow great work for 48 hrs but probably a bit on the ambitious side for the time.
Really like the retro 3d vector aesthetic, found the enemies pretty hard to predict. While the steppy movement following the beat is cool in a way, I feel the style of movement somehow a bit uncomfortable to play in a slightly dizziness inducing way. Only made it 7686 and I think that was mainly just good luck. Music is quite nice too.
Fun entry, pretty atmospheric, the glitchy effects are pretty interesting and add extra tension, although the sound when the play gets a little annoying after a while if it happens alot. Made it to the end was shorter than I expected also weirdly I struggled most with the cat right at the beginning compared to teh rest of the levels. Good job
Found this one pretty fun, tried a few times but still didn't manage to beat the boss, agree with all @recher points. Also with all the particles from the exploding bricks its quite difficult to see the boss projectiles I need to dodge, these could also be more clearly differentiated from the other particles and pickups. Also I wanted to be able to kill the annoying orb enemies to stop their number buildig up sometimes as I went down, but as far as I could see my bullets didn't seem to be any good against them. Would have been nice if maybe the boss didn't catch up quite so quickly after a long drop to give the player a bit of a chance to get some pickups before having the floor destroyed. Also I wouldn't recommend putting a webGL build for this kind of post processing heavy 3d game, it ends up not looking so good in browser so players get a lesser experience. Overall had fun, gameplay was good and graphics were pretty nice and over the top.
I really like the Thomas was Alone style aesthetic but the gameplay is a bit lacking as it stands, its just a matter of place the wires at the limit and keep going down then backtrack (which is sort of annoying and not fun) to restock the wires. Also the movement doesn't feel great, its meant to be a jetpack but behaves like infinite jump and does not limit the speed. I like the terrain deformation and (i'm assuming procedurally generated) terrain. The aesthetic, sound and lighting made it quite atmospheric. So feels like it has potential but to me is missing some crucial elements to spice up the gameplay. Still Compo time limit is prety restrictive so good effort all the same.
Fun gameplay idea of dynamic tower defense where you choose what blocks to open up to get resources to build more towers. Unfortunately I was finding a lot of lagginess (playing in firefox) that made it almost unplayable at later stages (i got to wave 4). It also took me quite a while to understand what was going on that could have been made clearer. Like the towers cost 300 dirt, I control a tiny, hard to see little red ant that goes place to place to pick up dirt and put down stuff, would suggest skipping that character and just do his actions automatically. Could have done with a visible timer that shows that a tower is being built, other than just waiting to see one appear next to the cursor , also probably because you can't place them close together and this is shown by hiding the tower it seemed to me for a long time that building towers was not working, until I fully understood the rules. At later stages the ants all seems to get stuck and pile up, I'm assuming the pathfinding was struggling at this point. Anyway once you get over the initial learning curve the gameplay is really fun and its a solid idea, but really needs some polishing up. Also I wonder if a downloadable build would have less lagginess than a web one. Still good work. EDIT - Played again on chrome - definitely lags alot less, but by wave 6 was still struggling. At some point I had enough towers set that I could leave it to play on its own without further intervention, checked back later and i won :) save_the_queen_victory.png
Pretty fun, somehow the atmosphere reminded me a bit of hotline Miami, but in a retro 3d shooter style. Only problem I had was a bug where on the giant hippo level I must have got killed by it as I was dropping down to teh next level and then got stuck in a loading screen although I could still shoot and make sound FX. After it happened once, restarted, got to the same place and the same thing happened again, then bailed. Would have loved gamepad support personally. Graphics were minimal but did the job, music worked well for the atmosphere too. Pretty Solid.
Kind of fun, artwork is cute, felt like the gameplay needed some balancing to increase the difficulty to keep it interesting, increasing the difficulty as you go down further in one way or another. I felt like I could keep going a good long while and only died because I was starting to get distracted. Good job.
Great job for a first jam. The art is nicely done, wish I could have full screened to see it better, gameplay works well although the switches seem a bit finicky sometimes. Solid effort.
Core gameplay is quite fun with the inertia physics trying to carefully naviate around and blowing your way through the path is also strangely quite satisfying. Just needs a bit of juicing up, visual feedback for collisions, thrust some SFX and music for atmosphere. On my first play I was totally confused because i guess sue to the procedural generation I had no visible walls on screen so not even sure where i was meant to be going, subsequent ones made more sense. Would have been nice to keep track of high scores to encourage teh player to push themselves for another round. Overall a solid effort.
Nice game, the art style in low res pixel art is pretty nice and clean. Could use a few improvements in game feel, the jump is VERY floaty so doesn't feel so great, jumping on enemies is also not very satisfying as they just dissapear and you go through them, and the mining is a bit finicky about the collisions. Also more animations woudl have been really nice. Also to me, seems a bit of an odd control scheme, I would just stick the dig on the keyboard also personally, I was using one hand on cursor keys to move, one moving between spacebar and mouse (on left hand). There isn't really much of a challenge there, I just ran through all the levels without ever feeling I was in much danger, could be improved by adjusting jump to be quicker and maybe make the enemies faster also or have some which fire projectiles also or something. I enjoyed the music, but see you opted out so I guess that was third party. So nice style, could use a bit of polish in gameplay and feel.
Simple mecahnic but executed pretty nicely, the basic gameplay is fun and the visuals were pretty nice in a sort of minimalist way. Only problem was that the difficulty didn't seem to ramp up so I felt I could have easily gone on forever, i gave up after 348 and something. Could be easily fixed by just increasing teh scroll speed over time, or maybe not being able to go up a block at all, although that might feel a bit unfair if you get trapped in a pattern that you couldn't really see. Once I got the hang of it I could zip around with fast keyboarding and pretty much 100% all the available gold, so maybe limiting how fast you can move could also be an idea. With a bit of balancing would be a pretty good little mobile distraction game I think. Great effort for your first jam.
Feels pretty polished, the art is solid and SFX, BGM,particle effects etc. were appreciated to give it a nice feel. Not a fan of mouse to move over traditional WASD I have to say. With the firing patterns of the enemies it seems the best strategy is just to avoid them completely otherwise there would be no way to avoid taking a bit of damage most of the time. The recharging lazer was a nice touch that added a bit of novelty for classic shmup formula. Trying to beat my high score kept me coming back for a little while. Also bonus credit for going the SDL C++ route intead of using a full engine and still bothering to get a web version made. Solid entry.
I got the turned off ending, I survived being mauled by a bear so seemed like a pretty ok result to me. Reminds me of old text adventures but without the cryptic grammar gameplay (thankfully). Actually more like a choose your own adventure style book. Whatever genre of game you would call it, I certainly enjoyed the experience. I thought the writing was pretty good and had enough strange and unexpected encounters to keep me entertained. A good time was had, Thanks.
Man, that is pretty cool. interesting step up on the classic thrust based gameplay of Jupiter Lander. Sort of frustrating of course but that is all part of the fun of this kind of gameplay. Had a feeling this theme would prompt alot of physics based games, which I am not usually a big fan of, but this one I enjoyed. Not sure if the camera spinning might be too dizziness inducing, especially on a full screen version. Anyway, a cool gameplay mechanic solidly executed. Art was minimal but tasteful and the Tama's to rescue add a nice bit of character to stop things being too sterile. Music is also appropriate and soothing to help combat the inevitable frustration. Overall, pretty great really.
@kekkodude Thanks for playing, glad at least someone made it to the end. For the music I was using reaper as the DAW and the instruments are things from Native Instruments Komplete bundle, I think I used a Battery kit from their "Byte Riot" expansion for the drums, bass is their Monark synth and lead synths were "Retro Machines" and "Massive" I think. being LD it was thrown together pretty quickly like everything else. SFX are just straight Bfxr sounds.
@ubershmekel thanks for playing, yeah there is no getting away from that Zelda lineage alright and why would you want to :) Yep I admit the theme connection is indeed pretty weak, always in a hurry to not lose too much time on the concept phase, would have liked to have come up with more of an innovative twist on the genre and clever use of the theme but my brain failed me.
@maggardjosh Thanks for playing, yeah I agree the enemies should definitely be frozen when you transition, noticed it in play testing, but just didn't find time to do anything about it, even though it wouldn't have taken long, thats always the frustrating part of game jams. Oh well I'll probably make a post jam version and fix those little issues just to round off the project.
@leyaotang thanks for playing, yeah I made the song myself. Yeah I agree probably having diagonal attacks would feel better, I mainly went 4-way to make less work and following a traditional Zelda style, thanks for the suggestion. Also I wanted to make more of the nuclear thing in to give more character but no time :(
ah the good ol' days. Top marks for humour
Made it to 6005, felt it would have been alot easier if i had better typing skills :/ Interesting concept, like the style, simple gameplay but balanced fairly well to be sort of compelling. Felt there was quite a few times where I had 2 obstacles on different levels at the same time and it was basically impossible not to hit something, but maybe i'm just too slow. Like the fun art style and the humour.
Wow worst speed run ever, 37 min. Excellent entry, you had me at bunny donkey kong. The art was nicely done, music was also pretty great, keeping the 8 bit original feel but adding its own twist nicely done. as @trexxak the marriage of platforming and crafting works suprisingly well. Its a testament to the power of the crafting mechanic that in the early game I was thinking argh I'm going to have to grind so much to get the points to build its going to be annoying, but the more i built my own hideous structure the more i was invested and didn't mind the grinding. Couple of little bugs, barrels seemed to get stuck at the bottom of ladders sometimes and if you die on a ladder your animation gets stuck in the dead one until you move off it, nothing game breaking though. Overall best compo entry i played so far. Great work. Hats off to you sir/madam.
Took a couple of gos and re-reading the decription before i realised i had a gun and had a way to fight the monster. Once I did it was easy enough to get all the pieces and escape. Great job for 48H the PS graphics filter works really nicely and overall everything has a pretty polished feel and nicely atmospheric, only missed a bit of creepy ambience music to complete the effect. As at @loyance said might be better wth limited ammo as once you realize that it can be easily scared off its not much of a threat. The encroaching vignette to warn you he is behind you is helpful, but maybe a bit too helpful, i guess that would be 'easy mode' or something, i guess sound design could also be used for that warning slightly more subtley perhaps. Anyway very nitpicky for an LD game. I would say for whats possible in a compo game going for a retro horror style you really nailed it, congrats.
Made it as far as the boss on the second stage. Pixel art is pretty nice and I appreciated the amount of music tracks you made, they were also pretty good and reminded me classic schmup style soundtracks in their retro funkiness. The core mechanic is an interesting take, but for me is a bit problematic in that shooting stuff is kind of a key part of the fun in schmup style games, so discouraging it sort of detracts from the fun, also the unstability bar takes quite a while to go down. The result was that my most succesful main tactic was to mostly hide in corners and wait for it to go down and not engage with the game, which isn't super fun. I also felt things were a little slow paced. Also its kind of weird approach that the bosses get easier the less health they have, which is the opposite of most games and doesn't help to increase the tension. So overall nice work for 48H but feel like the fun factor could be improved with perhaps a bit more balancing.
Made it through all the bosses to be at peace. Not sure what to say for this one. I liked the interpretation of the theme, and it made for a pretty atmospheric experience. On the path sections I found i was just looking at the coloured dots and so not paying any attention to the environment or character which is a shame. I liked the pixel art in 3d style. Gameplay was compelling enough to keep me retrying to the end and the music helped a lot for the surreal vibe. A fun experience.
Great work, The pixel art is cute and nicely done, soundtrack is fun and appropriate (EDIT thats weird you opt out of audio? maybe you didn't make the music just the SFX?) and the core mechanic is quite an interesting twist that I haven't seen before and nice take on the theme. Made it through all levels apart from 3 which seemed to be impossible, I start on fire and I think have no way to reach the extinguisher before the time is up, I was playing the 1.01 version. And you even squeezed in a boss fight, for 48H this is some pretty impressive work. Well done.
Played with gamepad, felt pretty good to me, amazingly the WebGL version seemed to work perfectly well. Great fun take on the retro shooter style. Overall felt very polished. Visuals all felt pretty coherent like a lost gem from the N64 era, music also fit the style nicely. Only critiscism I could think of is, I could have used some health packs, I never saw any.. and maybe some more sense of progression but for 72H I can't really complain. Great work
Ok, on the postive side the pixel art is really nicely done, the character and the slimes are cute and backgrounds tile nicely without being uncomfortably repetitive to look at. The music is also cute and fitting the cave atmosphere. On the downside the camera positioning gives you all of these leap of faith moments where you are trying to jump to a platform you can't see, which to me is a big no-no for a platformer. The jump also feels very floaty, again a big thing for a platformer. Also the fact that all the slimes don't move is a bit weird. Made it to the end to see a little win sign, but nothing happened. All in all feels a bit unfinished which is a shame because the art and music were good.
Took a little while to understand the mechanics, its amazing how instictive it is to ignore any instructions, but once i got over that it was a lot of fun. Interesting mechanic executed well, the 2.5d pixel art visuals worked nicely to add some style and the music fit well too. smahing and dodging felt pretty good too. No complaints, great job.
Managed to get through the first level only, had to much of an issue getting the robot to drop the stuff where I wanted, sometimes it worked sometimes it dropped it somewhere completely different, seemed a bit bugged.. ok after reading the earlier comments I managed to get around that with only clicking on the guide, but still couldn't get past the second level. With the objects sometimes rolling off to the sides it was very difficult to get the structure I was aiming for.. anyway interesting concept and nice enough 3d models, just needs some tuning to get teh building part working reliably I think.
I stabilized the mind.. On my first try i failed because i was trying to dodge all the incoming bullets instead of focusing on just shooting the others, afterwards i realized that this doesn't seem to make any difference (which is weird), so my more succesful strategy was just running back and forth across the screen aiming in a pretty constant direction, that seemed to do the trick. My first thought is that the funness could be improved quite a lot quite easily by adding all the classic juiciness things, explosions when enemies die, more satisfying shooting etc. e.g. https://youtu.be/AJdEqssNZ-U . Using a randomized shot sound from a set of them instead of just one is also a classic easy to do sound design trick. I thought the basic mechanic of killing the enemies to decrease the spawn circles before your world is overwhelmed with them is a solid idea and works pretty well,also the bright neon colours dream world sort of aesthetic could work pretty well too. Would be nice to see less engine assets and more handcrafted ones too. Anyway congrats on your first LD jam, you managed to succesfully navigate Unreal and got up a playable game which is no mean feat. Look forward to see what you come up with in the next one.
Really like the visual style and music, overall had a cool aesthetic, reminded me of those old cute stop frame claymation things. Was impressed that you managed to get the sort of IK for the model to control the hand working pretty nicely. Gameplay was ok, probably a lot more fun on a touch screen than using a trackball mouse. Made it through quite a few levels up to the ball to bed section before I had had enough. On the first moon level, it took me a little while to realise that I had to right click to cycle through the 3 modes and use the appropriate one, so maybe that could have been clearer. I was also sort of surprised there was no timer element to complete a level, In a way I was relieved there wasn't because I was pretty slow, but also it may have made the gameplay more compelling. Overall a Solid entry and interesting take on the theme. Thanks
Made it through all the levels, pretty fun. Agree that there was probably scope for more you could do with this concept, I was expecting to get to some more crazy levels, with higher difficulty. With a couple of extra little mechanics e.g. one way steps or something you could probably get quite a ful game out of this. Felt the full top down 3d was a bit overkill and didn't really help the mechanics, would be easier to read whats going on in just straight 2d or a more clean 3d, but hey.
Managed 17 at most after a few plays. Graphics are really cute and I liked the pun take on the theme and the fun fruit and veg space setting. First couple of times i was playing in WebGL in fullscreen and didn't understand why the game suddenly ended, only out of full screen could I see the ship travelling at the bottom of the screen, monitor is 1920 x 1200 , so i guess the game doesn't handle that aspect ratio well or something, just a minor thing. Gameplay felt pretty good, maybe could have been a little faster paced and even more juicy, but still pretty good. I liked the destroy generator twist on the standard arena shooter style. Music was ok, did the job. Overall nothing ground breaking, but good clean fun, solid.
Pretty great entry, the artstyle is all really cute. The gameplay loop is quite simple, but solid and works nicely, the upgrade options add a nice bit of strategy. Nice fun soundtrack also. Can't really think of any complaints, all feels nicely polished. Only managed a highscore of 5600 myself. Very solid entry. well done.
Pretty fun concept executed well. I struggled for a while at the beginning to figure out how the controls worked that I had to drag room types onto the map, so maybe something in the description would have helped, also only realised at the later stages that I did not need to fill the whole map, and failed on my first run. On my second playthrough once i understood the mechanics it was pretty straighforward to weigh up the times per room based on the party and pay the debt. Maybe could do with some more elements to make it less easy to calculate, perhaps some more randomness, not seeing the whole party, or some rooms have chance to waste extra time based on dice roll or something. Anyway had fun, no complaints, art was nicely done, music too, good take on the theme too, solid entry all round.
Interesting concept, it has a weird charm about it, after a while I seemed to run out of mutations, so I only really had a chance to go back to previous ones that worked less well. Not sure how it would work if fleshed out further, maybe as conditions change you need to evolve in the right way, e.g. long legs were good until the ice age hit , then they were a disadvantage or something. Also I suppose if you are too well adapted the population explodes and destroys its source of food, then all starve. Art was ok, quite cute, appreciated a bit of music. Interesting take on the theme. Not so much fun as its stands, but still sort of interesting and a fairly unusual concept. Decent entry.
Agree with everything @orionhart said alrady, pretty good, I had fun to start, but the inevitable ends up taking a bit too long, and didn't really feel that my choices were going to make a lot of difference in the end. Also partially just an issue with the theme generally. Liked the low res pixel art style. Music loop was nice and fitting, although as the game goes on for a while ended up being a little repetitive. All felt pretty polished. Solid enough
Nice little city builder, I liked the hand drawn water coloury art style, it fits pretty well for the genre like looking at some olde time map or something. The music/ambience works nicely too to help with the atmosphere. I found it quite tricky to balance the elements especially with the gold, if people start leaving suddenly your costs turn negative and its difficult to turn it around. I was really missing the standard feature in city builders of like a council or whatever which tells you Whats going wrong or what you have not enough of. Also I wasn't sure if for the rodent and boar control etc. if their placement was important or just the numbers. Also could have done with a screen to give me a breakdown of what is costing what overall. So basically I was just missing all the other features of a typical city builder, so if you could have squeezed a couple of years of development features into those 3 days it would have been nice :) . Overall great effort though, trying to make a cohesive city builder in a jam is a tall order, so I would say you did pretty well. Fun.
Cute graphics, always like the pico-8 style, movement feels a bit weird to me, a bit sort of stuttery, but also like i'm on ice or something. Also with the changing size of the character its hard to judge where my hitbox is for intereacting with food, or blocking stuff. Also its not clear which edges on a screen are connected to another area or not sometimes which is quite frustrating given the time limit. Also the restart game doesn't seem to work I had to refresh the browser to restart. All those issues aside though, I liked the concept and cute pig setting and the shrinking mechanic is potentially quite interesting, just need to smooth out some rough edges.
Liked the concept of the happy dream land overun by nightmares. Art style was cute. Was a bit annoyed when the nightmare parts spawned over my towers replacing them, seemed a bit unfair. Would have liked a couple more options of types of shooty stuff apart from the bears, to give more strategy. And I couldn't see anything to tell me exactly how far from game over i was. Difficulty seems to overwhelm you pretty quick, with the feeling there is not much yu could have done that would help. Music was good and hit the right dreamy atmosphere. Only real gameplay complaint which affects most games this LD is that following the "Delay the Inevitable" theme was there is no way to win or even feel like you have made much progress which sort of kills the fun quite a bit. Not your fault just a problem with the theme for me. Anyway theme frustration aside. Solid effort.
Really liked the aesthetic and the beaver world setting and writing. Even with the tutorial took a little while to figure out what was going on and still not entirely sure I understood what the water movement pattern was. Equal parts intriguing and confusing. Was a bit annoyed that the pop-up Game oever sometimes covered part of the map so I wasn't entirely sure what had happened in the end. Made it to the end of the normal levels. Music was nice too, sort of surprised it didn't loop. Solid Entry
Also had an issue with the cut scene camera panning thing, I triggered it a couple of times accidentally, I was just trying to get up to see if I could intreact with the giant watering can.. after the cut scene my camera was stuck inside the player, so after that was a bit akward to see anything. I quite like the environment and the panda character is cute as a panda should be. I feel like even with the cut scene issue though, finding all 24 flowers was perhaps going to feel like a bit of a chore as it didn't feel like there especially a challenge or puzzle in unlocking them, just quite a bit of back and forth refilling the can and then fighting a bit with the camera to see where they were. The music was nice and chill and fit the vibe, and I was intrigued by the mystery of the green creatures, but not quite enough to go back and restart and find all 24 flowers. Good effort, but maybe could have used a bit more polishing for the camera behaviour and level design. I really liked the concept though.
Like the vector style visuals, has a nice stylised minimal feel, like the setting, all feels pretty polished. The core mechanic works nicely and is quite fun too. Was just crying out for some sound to add to the atmosphere and immersion. Only managed an extra 43s myself though. Solid entry.
wow, super polished, pretty great pixel art, good music. Kind of interesting mechanic with the flying/platform parts. Found it surpisingly challenging, didn't manage to get past the 3rd stage even. Would have loved controller support, who doesn't want to play arcade style games with a controller? Great entry.
Score 326800 not too shabby. Pretty nice game, the concept works nicely for the theme and solid take on the classic asteroids style gameplay. The only issue is that it feels very rng based about when I find the special level object. In my first run I didn't find it on the first level so it was quite short, on my second I found it on like the first thing I destroyed out of luck and randomly got it quite soon on the next couple of levels. So maybe making it appear only after a certain time on each level or after a certain number of asteroids destroyed would feel fairer. Music took me by surprise for being pretty intense right out of the gate and was pretty decent. Visuals were also good, with judicious amounts of particles which are always nice. Overall all felt pretty polished to me. Solid entry.
Simple mechanic, so the amount of fun from the gameplay is a bit limited. Nice visuals, some sound, even just simple BFxr SFX for the healing and cracking would have been nice. I liked the concept of healing the world with plasters :) .
Delaying waking up to go to the office is certainly a concept i can get behind so I like the idea. The space feels a little bit too confined and some of the objects are hard to judge where the hit boxes are. I was also having a bit of a problem of stuttering and some audio playback issues on Firefox. I tried Chrome but then the input didn't work at all. The artwork is nice and the music and audio is ok too, but I found the rounds too short to get much into it. Also I would like an option to just skip submitting my high score on the rounds when its not worth even submitting.
I liked the super low res pixel art , even though the particle effects were a completely different resolution the overall visual still kind of worked for me. Gameplay is a bit weak, felt like there was not really any choice to make, just burn the next closest thing till you can't get back in time. I feel like probably could have been quite easily improved by justing have some kind of choice about where to go or how many things to pick up before returning maybe some hazards to jump over perhaps or something. Anyway congrats on your first gamejam and getting a playable game up, welcome to LD, there is no turning back now :).
Like the concept and a nice take on the theme, pretty fun, was initially confused that i completed the checklist but still died unhappy, replayed and did a bunch of extra stuff and dies with a smile on my face. The controls could sometimes get a bit stuck, and I was left constantly rotating at one part, also sort of a shame to use third party assets for art and visuals, but nevermind. Good effort, bonus points that 2 items involved urination.
There is a certain weird charm to hand drawn space beasts and the purely vocal sound track. Refreshingly unprofessional or something. The gameplay is a bit weak though, the concept is sort of interesting but after a couple of rounds is not really that much fun. I was initially a little bit confused about when the weapon was going to fire but got there in the end, and some of the colours were a bit similar for me (I am slightly colour blind though so ..). Does just end up basically moving back and forth waiting for the charge to get to the right level. Interesting idea, executed with some charm but ultimately perhaps a bit flawed gameplay wise. Good effort though.
Gameplay is very simple, the infinite runner genre is ok, but even within that feels like it could have done with a bit more of a unique spin on it to make the gameplay feel more interesting, or maybe even just more juicy to help cover the gameplay simplicity. The art is really cute though, and the ageing as you go along is a nice touch. Music is a fun catchy tune, probably the highlight for me.
The hand draw aesthetic is cute, but the hit boxes are very hard to judge which makes things a bit frustrating. Didn't make it past the flying level, I'm assuming that was the last one. Tried it a load of times but somehow just couldn't get through so didn't see the ending which is a shame. The simple mini games are ok, but I guess you were going more for the narative thing. Not so much my kind of thing, but I think it works pretty well for what you seem to be going for.
Really cute looking game the 3d effect for the truck works nicely. I was getting a weird graphical bug where I see all these little lines appearing/disappearing between the tiles as I move around, like little seams, they seem to show bits of another tile. Apart the gameplay is simple but fun, the control of the van feels a little bit weird as if when I turn and then straighten up by just pressing forward the van turns a bit the other way. Sound track also fits nicely too. Good job.
wow, impressed how much you manaed to get done in 48 hours, I also made a 3d motorcycle sort of game and maybe prefer yours. Its sort of fun in a very painfully frustrating sort of way, maybe if there was some pickup or something to buy it a bit of extra time against the 10s or something would be nicer. Or actually just taking out the 10s stall altogether and let me drive round in peace would be more fun :), but thats the theme i guess. Fun primitive art style, love the little touches like the hand drawn enthusiastic spectators and the fake product advertising. I only missed some music. Solid and weird entry.
@dodgergram nope thats not intentional, must be some kind of weird bug going on with the input there sorry, not sure if just restarting would fix it. @ale yeah some of those collisions boxes are a bit off sorry about that, glad you managed to overcome the physics ish As @cdmaniac @monika @mossgames @paul-avallone @elmos-minion .. basically everyone pointed out, the physics based controls don't feel too good to play as it is, totally agree I should have spent more time on that, I ended up swapping out my original hacky controller for Unity's physics Wheel colliders late in the timeframe because mine was glitching out on the uneven surfaces so was just glad to get something that basically worked at all. @malai sorry the mac build didn't work for you, according to Unity its meant to be compatible with Intel + Silicon hardware, but I have no mac to test so, I guess maybe not ¯\_(ツ)_/¯ Thanks all for playing. To round of the LD I am working on a post jam version with much improved controls, a whole mini city with more buildings, cars, fixed UI icons etc. etc. should be up in a few days if anyone is interested. Thanks All.
Interesting concept as an auto battler where you can just focus on the equipment part. I liked that you framed it all as just playing a game with friends rather than more obvious and violent actual real combat, although winning/losing based on equipment in a play fight maybe could do with some explanation, perhaps you see some virtual dice rolls in game or something so it makes more sense. Missed having any sound. Feels just like a prototype rather tha a game right now, but at least a sort of interesting one with potential. The 10s time limit to fit the theme actually is the way a bit. If its timed 10s is perhaps a little short. I really wasn't a fan of this LDs very specific theme :) . Good job.
wow kind of amazing to squeeze so many mini games in 48 hours, fast paced and fun, i love the retro aesthetic. The control set up for any games that needed firing felt very uncomfortabe and weird to me. Move the cursor with the mouse but don't shoot with mouse click, what? I only managed to complete about half of them, but enjoyed them all. Great work.
At first try i couldn't get very far, then went back and read instructions and found the run button (sigh) the gamepad mapping was a bit unexpected I think so didn't find it naturally. Sort of fun to hop around and explore but a bit lacking in feeling of reward for making it to other areas. The art style is really cute and works great and the audio fits nicely too. Could have done with more incentivising of the farming aspect. Anyway great job on getting so visually appealing up in the time. Solid effort.
My favourite game I have played so far, i'm a sucker for some cute pixel art and a sort of depressing narrative so the aesthetic sucked me right in. Really neatly designed, the art style works perfectly, the little lines of narrative pull your emotional heart strings and the balance is just right for making you want to keep coming back. I didn't manage to collect all the tablets, i'm assuming that was the way out, although I did keep me trying for a good while. Personally I would have preffered movement with the keyboard instead of mouse and some ambient music would have been nice, and it took me a while to realize what the currency pickups were, but really great work. :tophat:'s off to you sir.
Not really familiar with tha card game genre and frankly a little bit confused about the value of the choices I was making but had fun and beat it anyway. Replayed a second time to ty and understand it better. The swipe to the right seems a bit finnicky and the position my mouse has to be in, so that in my first playthrough When i tried to swipe right an it didn't work I assumed that for whatever reason it was not allowed on that card, the highlight in red also made me think "maybe i'm not allwed to do that". I would have liked to have seen more of the strategy aspect, like maybe a couple of levels of enemies of increasing difficulty So I would have to learn an optimal strategy, or maybe playing against a couple of enemies at a time so I have a choice of 3 options instead of 2 so more chance for strategy. The art was cute and the music was suitably tense. Short and sweet, made me want to try more card games. :)
Fun, made it to the end. Art and music choices are nice. The combination of relaxing music and hair pulling gameplay is always funny. Nice compact well balanced levels. If i'm being critical using third party art, music and third party engine that just does this genre feels maybe a bit low effort.. although saying that it makes me feel tempted to do the same in another jam to focus on game design and not spend the whole time trying to make art. Anyway I had fun so thanks for putting it up. Nice
Not much to say, third party music and art so only can judge on game loop. standard arena shooter format, the controls don't feel great for movement although not awful. biggest gripe is that the op-up for levelling up is distracting and often felt like it led me to forget where I was going and take some extra damage. I didn't really find the boost helpful, the more standard roll dodge/dash that lets you get through enemies would have been more helpful, also the air strike felt too slow to be useful. Also the reload mechanic is not really fun to me. Shooting stuff == fun, so not being able to shoot stuff != fun. Anyway good job on getting a playable game, just could use some tweaking to make it feel beter to me.
@juanrod707 ah thats too bad because the music and art you guys did do was pretty cool, maybe for ratings would have been better to do just use really quick and dirty home grown assets for those parts instead of third party so you could at least opt-in for the rating. For me in game jams I prefer bad home made over higher quality third party, its kind of part of the fun.
All feels really polished, the graphics are nicely done, the sounds appropriate. For me the gameplay was just not that fun though, it felt just a bit too repetitive. I think maybe breaking it up into levels or something to give a bit of a break and feeling of reward would have helped. Still a solid entry.
I have to say after a couple of plays I was still a bit confused. Some of the gam ewindow was cut off to the left on my 1920x1200 screen I guess the game doesn't support that aspect ratio very well and no option to change. Anyway, Music was cool, art was charming in a very old school early 8-bit sort of way. The game concept about balaning different elements was intriguing. The enemies as far as I got seemed a bit basic, felt like I might as well just run around them instead of waste bullets and time on them. The levels did get a bit too repeaty, but limited time for content so fair enough i guess. Didn't quite understand how the health worked maybe some crucial bit of UI was cut off on the left for me. Feels like it has potential, good job.
Good take on the theme, the result is actually pretty fun gameplay wise. I only had time for the first 3 floors so far but there was a good job done of ramping up the difficulty with new kinds of enemies. Always a fan of the retro style. Music was good and added a lot for the tense atmosphere, the art was cute. The only downside was that I played it in the web player on itch and whe I tried to use fullscreen the side of the level was cut off making it unplayable (using 1920 x 1200 resolution) So i had to play in the small window instead and not be able to enjoy the art so much. Great job.
Kind of a perfect LD compo entry, core stealth gameplay is fun, the art style is cute and well executed, the narrative and theme ties it al together and give it some emotional pull and the sound fits nicely and does what it needs to do. Also for me the balancing was about right, first level was easy enough but the second took me a few tries, the hacking minigame is kind of easy, but that was fine, its just a little minigmame. If i was just trying hard to find any fault, I found I could get a bit stuck on walls/corners moving my player and sometimes it was not 100% clear where the collision was going to be, and I suppose some more animation there would be nice, but thats the really tiny stuff. Excellent work.
couldn't get past the point that @retrowillgames links above, tried for a good while until the frustration overcame. Neat concept, like a 10s take on minit, cute art, nice soundtrack but argh the frustration. Good job.
So the web version on itch didn't work for me in firefox but seemed fine in chrome. Took me ages to find the key on level 1 strangely.. also was a little bit confused about shooting the ghosts, after i shot looked like they died but then carried on floating round. Also probably a bug that I finished a level with the weird colour filter on and then it persisted for the rest of the levels and I got no more events I think. The concept was ok, although personally getting lost and wandering around in circles is a thing I find very frustrating in games anyway, so maybe not the most fun for me. The events didn't really feel like they made a massive difference to me, swapping the controls you get used to very quickly, the enemies are easy enough to run by anyway and the colour filter doesn't reall hinder me. The art style and execution was fairly charming in a very old 8-bit sort of way, the fitting chip tune soundtrack was the highlight for me and fit the tense mood nicely. Decent entry, gameplay is maybe the weak point.
argh i'm sorry but restarting from the beginning every time is just too much.. WHY??? with this level design you are just forcing the player to spend a lot of time doing the same ones over and over only got as far as level 4 before the repetition got too frustrating, shame because I was curious to see what was in store for the other levels, it was quite fun. The art style was very cute and nicely done, would have loved some sound.. even just a quick bfxr sound for the on/off switch would have been nice and useful feedback. There should be more visual feedback when the button switches too, its a bit subtle and was easy to miss the first coupe of times especially because the door is just off camera. Also with the emebedding the only way to see the game properly was full screen for me. Good, but fun killed by restart flaw.
I think it may be impossible to make a game in pico 8 that I don't kind of like, I just love the aesthetic. simple gameplay concept but kind of charming and fun and a nice take on the theme. I was confused that my car couldn't go up or down just left/right and also it took me a while to realize i can go through the flakes. On the downside I feel like the difficulty is a bit low and it needs to ramp up a bit, just increase speed a little every 10s would do it. Next time please add some sweet pico 8 chip tune soundtrack :). Welcome to the strangely addictive world of game jams, definitely a good start.
Wow, great atmoshpere and vibe, the insane art style, the eerie bleepy music loop that somehow also fits the visual and even the harsh crushed voice sound fx that fits also. The actual gameplay is fine too, I didn't read the description so I liked that it took me a little while to understand what was happening and why i kept dying, reminded me of playing games in the 80s that would just dump you in a weird world that you had to make sense of, with no hand holding, this also fits with the bizzare retro graphics. Great experience overall, this is exactly the kind of weird gem that makes game jams so much fun. Thanks
Cute concept and really quite beautiful visuals. The core gameplay works pretty well, and the incentive to keep fishing to upgrade kept me going to the till i got the best boat to see what it was. The audio loop was nice and fit the atmosphere well, could have done with a bit more variation though as looping for the 15 mins of my playthrough was getting a bit repetitive. After I upgraded to the third boat it seemed like there was an extra layer in the music but it was way too loud. Other than that, I would have preferred to use keyboard or something for movement and mouse for rod perhaps would have been more comfortable and the player boat movement was kind of stuttery, looks like one of those Update vs Fixed Update issues. Just Minor things though. Anyway overall excellent job nicely done, felt very polished especially visually.
Thanks for playing everyone
@glaikunt yeah the hitboxes for using the weapon on the guards are not set up very well, making it pretty tricky to pull off and risky. It was a late feature add that I didn't manage to polish up too much. For a postjam version i'll probably adjust it a little so at least its a reasonable option.
@papaya thanks for the feedback, yeah that vision cone collider probably needs a little adjusting, i'll add it to the postjam list.
@exofrenon thanks for the kind words yeah that transition is pretty abrupt, i'll fix it in postjam :)
@chompdev thanks for the detailed feedback, you give me too much credit the AI is not that sophisticated, they are just pathfinding to you position, its just random luck (and your skillful playing ;) ) if you don't get boxed in.
@xfinktion thanks for the detailed feedback, yeah the using weapons against enemies feature doesn't work very well, it was a late add. Sounds like it actually has even more bugs than I thought :sweat_smile: I'll probably do a post jam update eventually to try and fix it up a bit. Thanks for playing
Liked the idea, novel take on the theme, enjoyed the music and the art was pretty cute too, gameplay is a little janky, mainly I just wasn't clear when I was at risk of the cat or not. Good effort.
It feels like a bit of a strange combination to control the player moving around with keyboard, but then just plant and harvest stuff directly with the mouse, you may as well just make it mouse click on the van to sell or shop to buy stuff and take out the player all together or use the player for planting and harversting more stardew style. The visuals are charming, the gameplay is a bit repetitive, but thats part of the clicker stlye i guess. The music loop is way too short, so gets annoying quickly, just add a couple more sections to it of literally anything :). Looks nice though, good effort.
The idea of switching characters was interesting and the vegetable puns were pretty funny. I was a little dissapointed that the actual level was just one screen with enemies spawning in somehow. Also it could really do with some juicing up, it literally reminds me of the "before" part of the well known game feel talk from one of the guys from vlambeer. https://youtu.be/AJdEqssNZ-U Check it out if you haven't seen it, a lot of quick tips that make everything feel better for very little effort. Certainly feels like you put a lot of effort in with the voice acting and different music for different characters which is cool. Solid effort you just need to squeeze a bit more juice out of those vegetables :) Edit - also for me the music didn't play in web version even though the rest of the sound did, so had to download to hear the music.
I was a little bit confused, I expected the order you place things nto to matter, but it seems so, so I can't get any apples from putting down a tree next to a house, only a house next to an existing tree, so if the shop starts with no trees, and just a bunch of markets I am kind of in a bad spot. The art pack and music choice is nice and I feel like its an interesting sort of city builder meets card game kind of a thing going on potentially, maybe I missed something?
Fun, the combination of grid based movement and frantic realt time action is a bit RSI inducing as I as hammering away and the keys to try and escape the flames. Its also a bit error prone that I found myself mistiming my key rythm and jumping into the flames. All part of the fun i guess. I like the early PC retro style and the music is fittingly crazy. Made it a few levels before the RSI overcame me. Nice
Fun little game, managed to get the queen and hit 253701. I agree with the others that might have been nice to have the camera a little bit closer to appreciate the art more. I was initially confused that I had an attack and was killing stuff but not increasing the score, until I released the blood sucking was a separate button. The hunters are easy enough to avoid so its just a question of sucking up a bunch of them to boost the score and keeping an eye on the health and running away in time before it gets too low. The queen is a nice little addition. A solid entry that keeps things fun by keeping the game length short. The character feels maybe a touch sluggish, but aside from that no complaints. Charming visuals and nice and appropriate music choice, gameplay is short and sweet but fun. Solid.
Too hard for me i'm afraid. i think it could have done with a bit of tweaking to make the feel better, faster player movement, more range with the scythe, the game fading out when I die but still allowing me to move also feels odd.Basically was just missing all the standard juiciness tricks you can find in something like the well known "art of screenshake" by the vlaambeer guy video you can find on youtube. The music does a pretty good job of giving an epic vibe, which is nice. The art is a bit variable, the player character is kind of cute, just lacking in animation, but some of the background textures seem a bit harsh on the eyes. Anyway solid effort for a compo.
I really enjoyed this, the graphics and setting are charming and I actually really enjoyed butchering some christmas carols because i couldn't remember what the key mapping was. I could have done with a metronome or little backing track for the timing and some indications on the piano keys what the keyboard mapping was. The roaming is cool for a bit of scene setting and stuff but if you were going to work more I would try and polish up the core piano playing thing a little more, maybe some more songs. Had fun, thanks for this :)
Took me a little while to figure out what the game wanted me to do, but once i did it was pretty fun. Simple mechanic, but stylishly done. Nice Entry
Sweet game, always love a pico 8 entry. Great tunes. Somehow feel like the beat didn't 100% line up with when i actually need to hit the button for the window of the visual, maybe an indication of how close to the centre of the window I was, i guess you can even have difficulties for the narrowness of that beat window. Anyway Really enjoyed, great work.
The LD hosted version is not working with a 404 error. Make it work i want to play more rythm games :).
Cool game, the isometric part is kind of tricky but sort of adds to the trickiness of the puzzles in away so sort of works. Stuck on level 12 myself. The art was cute and the music was really nicely done and fit the mood, the puzzle gameplay was fun too. Great job.
so bascically what @lisyarus said. I did get to the dungeon where i reached the end of the game, so I can imagine at that point you would have had more typical rogue elements. I would have loved a bit of sound, just some basic sound fx from bfxr or whatever would have been nicer than nothing. It seems like as far as I saw you have a pretty low limit on how much you can ever grow and keep up with harvesting in time, so the extra expansion options are redundant. So interesting concept to mix the farming elements with some enemies and combat, maybe has some potential. Never been a massive fan of the farming genre so this may not be the entry (or the Ludum Dare) for me. Art was nice enough and does the job, gameplay is funcitonal but for me at least more grindy than fun. Solid effort.
I beat it first time, seemed pretty easy, maybe i just got lucky with the rng. Music was nice and managed to be pretty atmospheric, art had a certain charm. gameplay is simple but effective enough. Good job
Sweet little narrative game, always a sucker for pico-8. The art is cute and the music is also nicely done. Not really so much on the gameplay, but a fun short experience never the less. Thanks.
Nice take on the theme, I was quite getting into the alien organ harvesting fantasy. The electro interpretation of moonlight sonata kind of made it for me. Characters and art style was cute too. I was confused by my ability to move things around, but after i did I couldn't seem to interact with them properly... so i put them back and then they were ok. Also the use of ESC clashes with having the game full screen in browser which was a shame as I wanted to fully immerse myself in the alien lifestyle. The little mini games were fun, after a while if feels like a bit slow to go through the whole cycle to line up the next body on the slab and get on with it. All said, I had fun a sweet experience. Thanks for helping me live out a fantasy i never knew i wanted.
like the concept, mowing down ravers is probably more fun than it should be.
Pretty atmospheric, good job with the sound design and lighting to achieve a suitably creepy vibe. Only issue was that I wasn't sure if there would be other exits or if I should remember and backtrack to my entrance. Pretty soon I found I was basically lost which takes away from the idea of choosing to exit or stay in the cave, since I was searching for an exit anyway. Still, nice work overall though.
Love the concept, pretty fun, made it to the end, took me a long time to realise I could actually attack the other creatures, for some reason I just assumed I had to avoid them, guess it never occured to me a squirrel could potentially beat a fox. Would have appreciated enabling the full screen button on itch page so I could better appreciate the art, obviously some basic sfx would have been nice, even just bfxr bleeps would be better than nothing. Maybe would have felt a little bit more varied if I was collecting different stuff apart from just hazelnuts, maybe with different capacities would add a bit of extra strategy. Didn't really feel much of a challenge, I don't think i took a signle hit of damage the whole game as the enemies didn't seem to move towards me. Solid effort
whoa that was pretty great, felt like designing those levels to work with multiple deliveries at a time must have been pretty tricky. On top of that, just felt really polished, nice pixel art throughout and cool visual fx, love the level transition dissolve and the crate destruction. Nice little soundtrack too. Made it through all the levels and had fun throughout. Excellent work, especially in 48h. Side note, I remember randomly coming across your alien crab in the rotormaze game a while back and really enjoying it, so was excited to try this too and it didn't disappoint. :heart: it
Kind of an interesting art style with the russian doll like characters, feel like there is some sort of potential for a kind of more chaotic physics based lemmings like game there where you have to herd a certain number to the exit without losing too many. Also maybe as a sort of multiplayer party game might work too. As it stands, there isn't really any challenge, no time limit or anything, so the fun is somewhat limited to me. Also the main character feels too slow to move to me and I would like more options of how my hammer is going to effect them, like a charge level perhaps as someone else said, or more aiming the force in a specific way or something. Also some sound would be nice of course. So sort of interesting, perhaps with some potential, but for me not so much fun right now. Appreciate the effort.
@jebouin thanks. funnily enough i originally had it set up so you had to go to the exit at the end to fit the 'rescue' concept, but changed it at the last minute because I thought players might not understand what they had to do, or just find the backtracking boring. maybe should have left it in. hey ho, maybe I'll put it back post jam.
@bangkerpow thanks for playing and making the effort to record it, it was a lot of fun to watch someone else play. I liked your early tactic of just trying to run around all the zombies, it never crossed my mind that players would try that. @meptllc sounds like a bug, sorry about that :(
Really Cute and fun concept, maybe could have used a slightly harder difficulty ramp to keep interest, but overall pretty great, :heart: pico-8
Decent entry, the art style was kind of charming in its own way (would have liked a fullscreen button to better appreciate it) , and good enough to convey what was going on. Made it to the end, but never felt much of a challenge even though I struggled to pull off the boost intentionally, died once, just because i was lazy about waiting for the lightning strike. Maybe playing around with the physics to make the flight a little less easy to control and perhaps increasing the movement speed (the pacing all felt a bit slow) would go along way to improving the fun factor. Appreciated having at least some basic SFX. Nice work, liked the theme choice, although a little surprised to be droppping babies down chimneys, that can't be safe ;). EDIT - after playing on the LD embedded version i realised i could have played on itch and had the fullscreen option (although you should disable itch.io's own one since they overlap and the itch one doesn't actually work to make it genuinely full screen)
intro was maybe a bit too much for me, liked the idea of a contra like. Was confused why i didn't seem to have a health bar and did not interact with the dogs, so they seemed sort of redundant. Managed to get a B anyhow. Props for making something that would actually run some old hardware. Seemed to have a bit of an issue sometimes when i fired the package it just dissapeared, but was not delivered. Nice idea, but as it stands seems missing some key mechanics, good effort though.
Fun game, all felt really pretty polished, a bit tricky to get any smaller movements with the drone with the keyboard inputs. Levels were good, got stuck on one with just one bomb and seemingly 2 places i need to bomb. SFX were tasteful, like the grunts of the enmeies, music fit the atmosphere. Art was clean and effective. All round a pretty great job really.
Great classic feel, not only in the visuals,but also the sound and feel of the physics. Difficulty was just right IMO, challenging as I would expect it to be in the classic style. Nice take on the theme and suitable homage to the greats, No complaints.
phew, i did make it to the end with a very unmpressive time of 543. That was actually alot more fun than I would have thought. The balance of the physics was just about right to be a good mix of frustrating, silly and still feeling pretty fair. The only sort of annoying/unfair part was the van bouncing around weirdly on respawn, but hey. The low res pixel art in 3d visual style and bright colours was quite fun and works well in a sort of endearingly ugly way. Obviously some sound would have been nice. Fun was had. Nice take on the theme.
Kind of a weirdly beautiful experience, the combination of the music, the low res visuals and chill gameplay watching your little seedling fly and bounce through the sky, trying to catch sunshine, but it not really mattering much because you can't really lose. I sorted wanted more 'game' but at the same time maybe that would detract from the meditative feeling. The music kind of made it for me, so well done on that one. An unusual one, not really sure how to rank but a cool experience in any case, thanks.
I liked the minimal visual style, even with that style the animations and sound design was enough to make the world feel quite nice. Handing boxes to the NPCs was fun, but I felt like there was something missing from the gameplay to put some pressure on me or additional danger. Once I understood what I had to do I felt like I could carry on all day. Also sometimes there was long gaps with nobody to give a box too.
You managed to fit quite alot into your 48 hours. The concept and gameplay is pretty neat with the 2 stages and the scope for being strategic about it. The physics with the boxes is on the one hand frustrating that they don't lock into place when you put them in the van in a more teris like style, but at the same time the chaos of getting them out and throwing them everywhere is pretty fun, so not really sure what would be best there. I found the time constraint pretty challenging, maybe the difficulty ramp could have been a bit more forgiving, managed to make it through the first day 2 days but got stuck on the 3rd where loading up the boxes got so jammed i couldn't move any anymore. The art is tastefully done and I like the kind of chilled meandering music that contrasts with the frantic gameplay. Pretty great work overall I have to say.
Great game, kept me hooked for quite a while, got to 82% but didn't manage to beat it. Might be nice to display the health for the base, also seems to be a bug if credit miner is destroyed the credits still keep coming. Visual design is really nicely done, the minimal palette works well, you can understand everything you need without getting overly distracted. The main planet background music fits nicely and is atmospheric (the ship one not so much, but hey) Interesting set of choices for upgrades to keep things interesting and give a good level of strategy and the balance is pretty good, hard enough to be a fun challenge, but not so hard that i didn't feel like i was learning with each run, probably with a few more goes i could figure out the optimal strategy and win. Always cool to see someone using their own engine too, so Kudos there. I hesitate to say a 'perfect' compo entry, but certainly not far off. :tophat:'s off to you sir.
Pretty fun take on the theme. Sort of crazy taxi with pizza delivery. Probably pretty ambitious for the time frame. The visuals are all really cute, I did like the look of the little town. The gameplay idea is solid, with an increasing pressure from the repair cost going up and the constant zombies. Unfortunately the car doesn't really feel that fun to drive, it has a tendency to spin out alot. With some practice I got the hang of keeping it under control, but it still didn't feel really fun. The camera was also a bit of an issue, I often had my view obscured by trees or buildings and was then left crashing into stuff and having to guess my way out. The thing of having to read a description to figure out the delivery house was a bit annoying, would rather have just had a marker appear above it, or some other kind of visual indicator on top of the pizza arrow. The choice of music and sound fx was nice and fitting. I also got stuck once with 2 wheels off the edge of the cliff on the hillside house and had to hard restart. I enjoyed the little ramp to be able to jump over the river to get back to the main area. Overall a pretty great job though.
I like the concept alot and the visual style is cute, I sent rats on a few contracts, mostly with success but wasn't entirely clear what was going, presumably the contract specifies some criteria with which to match the best rat for the job, but wasn't entirely clear how that worked. Oh well fun idea.
Fun, all felt nicely polished, its a simple mechanic but works nicely. Sort of would have expected to be a rythm game, but still a good time even just as a reaction one. Art was all nicely done and consistent. Soundtrack was nice and fit the casual aesthetic nicely. Minor bug i guess that once you are going fast you can trigger 2 identical prompts in one key press sometimes. After a couple of plays my best score was 1234. Only critiscism, i guess,more levels or overall progression to keep up the interest after a couple of plays, but can't ask for too much in 48 hours. Great job
Phew, made it to the end in 68 Deaths, had fun, although quite a lot of frustration too. I felt like the controls needed some fine tuning and polishing for extra time window allowances, e.g coyote time, the wall jump if you push away just before you jump, that kind of thing. All those little details a game like Celeste has to make it feel just right to control the character that you really miss in a precision platformer if its not quite so fine tuned. Having said that its a game jam game so can't expect perfection. I did wonder if in a downloadable version instead of web gl it might feel a little smoother control wise. Pixel art was pretty good, spikes seem a bit on a different pixel scale to everything else, but apart from that, maybe making the UI fit a bit more in terms of Font etc. would be nice. I enjoyed the authentic 8-bit soundtrack. Level design was ok, a bit lacking in elemenents with only the spikes and platforms to work with perhaps and restarting a whole room when you just fail near the end is obviously frustrating, but kind of standard I guess. All in all a really solid entry, albeit very Celeste inspired and the theme was a bit of a stretch but hey.
Fun, very hotline miami inspired feels like, but thats cool, still alot of fun and very polished. Enemies don't like to move between rooms, but can't complain too much for jam game. Fun art style too.
Always love the pico 8 aesthetic. Was a little bit dissapointed that aftet hitting my targt that was it and there wasn't some sort of progression to keep the game going :( . Short and sweet i guess. The bird physics felt a bit weird, but ok. I couldn't understand how to collect the hats never seemed to be able to pick them up. Liked the visual polish on the title screen in general. Appreciated a bit of chippy pico 8 music and sfx too. Nice.
Pretty fun take on the delivery theme. I liked The combination of top down view of the road and van with the in van view to throw out the parcels. Main problem for me was the weird physics going on with throwing out the packages, after i threw them they seemed to end up following around my van and being influenced by my controls, also the height and so landing point was weirdly unpredicatable. I completed the first 2 levels ok, second one took me a while and it seemed I just needed to eat constantly so the best tactic was stay right next to the shop as dying of hunger was my main problem. I liked the visual style, thought it worked pretty well and the upbeat dancy soundtrack added a bit mood and energy. So basically solid effort slightly let down by weird physics and maybe a bit of balancing
Only got to level 8 but a cool little puzzle game, enjoyed the postman pat theming, pretty cute and serviceable pixel art and music fit ok too (a bit repetitive perhaps) Nice work.
Quite fun, I think the gameplay idea works pretty well, just needs a bit of juicing up to make it feel more fun. Also the limited visibility of the roads from the top-down perspective is a bit of an issue, maybe could be better with a more dynamic camera that puts your car closer to the side of the screen and the direction its facing nearer the centre to give you closer to a full screen visibility instead of a half screen. Getting the orders in on a mobile phone was a nice touch. Obviously some Sfx and music woudl be nice, strange to have the rating for audio, but no audio. Solid effort though.
Cute puzzle game, took me a little while to realise that the path parts go in a specific direction i.e. straight up and straight down are different even though the icon in top left of the piece looks the same, just a minor thing. Anyway, liked the theming, pixel art was very cute and tubaey music fit the feel nicely too. Agree with @adjo having to confirm each tile is annoying, anything to speed up the process would make it flow better so you can just enjoy solving the actual puzzle. All felt pretty polished though, Solid Effort.
Liked the soundtrack, it really helped me maintain interest retrying to get a better score. For the visuals a more consistent pixel size for the art would have really helped everything feel nicer, but it was still serviceable. I was getting a little bit annoyed at the UI at the bottom of the screen that obscured the enemies a bit and caused me to run into them which felt unfair. Also might have liked the zoom level to be a bit further back so I could see more around my player. Also would have liked to have had a little pause to place the towers rather than trying to run and place at the same time which felt awkward. Was a little a bit unclear what the 3 different buildables did differently, i'm assuming maybe damage. A simple mechanic but like many mechanically simple high score games chasing that high score kept me going and having fun for a few runs. Decent effort, kind of carried by the soundtrack to me.
Interesting concept, quite fun, with a bit of balancing and polishing up could probably be a pretty decent mobile game, like a sort of weird variation on angry birds. Feel like its currently too hard with the enemies respawning pretty quickly, also maybe different level layouts to give more progression would probably be nice.
Shame you didn't manage to finish it a little more, feels like it would have been only a couple of features away from at least a full game loop. What is there feels quite nicely polished though. Got potential.
Smooth.
@nash @breadstick @preef thanks for the feeback guys :heart: Yeah I definitely agree the movement speed is too slow, especially for the size of the levels.. probably should enable the player to control direction while in the air too, once you are used to it as a standard platformer control, going back to that older style just feels less fun. Hopefully if I feel enough post jam motivation i'll make a post LD version to improve that kind of thing and re-work it to have shorter levels.
Kind of intriguing, I wasn't sure I entirely understood the rules.. does it end at some point? I played 7 days, but no end in sight, so i'm assuming it just carries on. What's the point of the collection. I think its a good mechanic for a card game, just feel like I am missing other players to be playing with or something. Seems like you should play like x days and then see who among the players has the most gold or something. Maybe I missed something :shrug: Anyway I like the core mechanic and the presentation is pretty nice with the transistions etc. to feel nicely polished. Would love some sound, some chill adventurey soundtrack would help set the mood, I feel this kind of slow paced turn based kind of game really needs music.
A potentially fun twist on the normal arena shooter style, with maybe trying to move the bits of your hoard around. Fun enough for a little bit, probably could have used some juicing up (all the usual tricks you can easily find videos on e.g. the vlambeer 'art of screenshake' video on youtube if you haven't seen it already) that would help make it feel more fun without really needing to change the gameplay. Maybe some options for upgrades or something between waves would help give the gameplay another dimension it could kind of use. Solid effort for a compo all the same.
I kind of hate puzzle games :grin: , I don't think I have the patience for it. Played for a little while but couldn't figure out the rules, not reading the itch page doesn't help. Once I cheated and watched the other video on here and understood the rules it became more fun and less frustrating. Maybe its just me, but I find trying to solve a puzzle when I understand the rules more fun than trying to figure out the rules, especially here where it feels like there was a lot of possible ways the rules could have been arranged based on colours, positions, order etc. Presentation was nice, little bug in that if you turn off the music (I liked it, but it gets stressful after a while) it resets every game over. I appreciated the little story setting stuff, its kind of silly, but some how that stuff adds to the fun. Certainly a solid entry.
I like the concept and the hand drawn art is very charming. Just feels very awkward to play because of the lack of smoothness in the movement and the animations. I was going to say there is a lack of any risk element, but I guess thats not neccesarily a problem if you are going for an Animal crossing relaxing feel of just enjoying collecting stuff and building up your little world, but you really need a nice feel for that to work. As pointed out before though, I feel like for Compo category you should really only be using assets that are made by yourself in the time. Using third party music or other stuff, is fine, but should just be in the Jam category and be clear about what is yours or not so folks can rank appropriately. Anyway, anything with cute squirrels is fine by me. :chipmunk:
I'm not sure its the weirdest jam game I have ever played, but its definitely up there. Really fun vibe though with a lot of nice little touches. Particularly liked the Animal Crossing style voices, also the music was really nicely fitting. Driving my bus around and being a tourist collecting stuff in a town with light-fingered locals, whats not to love? Fun.
A simple gameplay mechanic, but it works. I loved the setting and the combination of the cute animal aesthetic with the grim tax collecting. The little voice acting and simple but effective music loop adds a lot to set the atmosphere. Silly and kind of depressing, I like it.
I did manage to complete it on medium. The graphics both the 2d and 3d as well teh music are all really nicely done. Certainly impressive within a gamejam time frame. The gameplay was ok, I quite enjoy a bullet hell or twin-stick shooter kind of thing, but even for me it felt like it was a bit too drawn out, especially as the boss fight was basically the same as the previous section in terms of gameplay. Also with the way its arranged(at least on medium) it felt like it was just a matter of patience to beat it as dieing doesn't really set you back much (not at all on the boss). Also i played the WebGL version and opn my controller stick left/right worked but up/hown didn't I ended up using the D-pad which worked fully instead. All felt very polished, just maybe try and condense down the gameplay a bit to make it less repetitive. But great effort overall :tophat:
Very solid tower defense, played till the end. Would have like a little more info about what damage the extra upgraded units did or how much more gold I got from the upgraded mines etc. After the first few waves my army was so built up that thye never even got close, so maybe some little tweak to the difficulty curve would have been good to keep the tension going. Graphics were nice and the was nice too to keep me bopping along while mowing down the hordes. Solid work
heh, a simple design but surprisingly fun. I liked the setting and was pretty polished. The voice SFX are always funny XD. Simple but solid.
I really like the concept of crafting your armies, combining different ingredients to see what new units are revealed is somehow just very fun and a neat twist on the usual ways of building armies in strategy games. Only thing I found weird was that the combat area was very tiny compared to the UI. I put it in full screen but everything was still very small would have been nice to be able to appreciate the pixel art more. Obviously some music would be nice too for the atmosphere. I guess if you wanted to focus more on the crafting and combining meta-game you could make the combat an auto-battler, although personally I quite like the manual combat aspect. Anyhow very solid effort. Great work.
Not a big visual novel buff, so I don't have a lot of point of reference for the execution, but it worked for me. The night character as 'collector' didn't make that much sense to me, felt a bit like tryng to shoe-horn the theme in, but that's ok :grin:. For me personally the music kind of carried the mood quite a bit, so sort of a shame since thats not ranked I assume its third party. Anyway the main thing is that the story-telling worked pretty well emotionally, and I have to admire going for such a personal theme. A welcome change of pace while doing ranking.
Man that was great, I always love the pico-8 aesthetic anyway, but this was still really nicely done. A little story, lots of juicy polish touches, really well balanced and a solid gameplay mechanic. The meta-game of trying to decide what upgrades might be worth it added a little spice too. Didn't manage to pay my debt, but will have to come back for another try. Only thing that threw me is the coffee didn't seem to slow time as far as I could tell. :shrug:. Anyway great work, my favourite so far.
Sweet game, not very gamey in the sense there is not way to lose, but works for Animal Crossing so who am I to argue. Its a cute little world you have there for sure. Particularly liked the dithered clouds. Completed my 'shroom collection.
Feels like it needs a little bit more polishing, e.g. the room transitions, a bit buggy (sometimes I seem to wipe out all the enemies when killing one etc.) I like the idea of having some secondary items I can use, although trying to tab through them when running around and shooting feels awkward. Also running out of bombs and having nothing you can do feels bad when it happens. Quite liked the music loop.
Even a kind of stripped down RPG is an ambitious option for a LD. I love the retro aesthetic and think it mostly works pretty well, maybe the enemy sprites in combat looked a bit less coherent with the rest of the style, but its a minor thing. I guess main points is the lack of feedback about whats going on during combat, in terms of enemy turns would help alot. Also it was unclear what was going to happen when the time ran out so the knights rocking up and wiping me out in one turn was a bit of a shock. Love the ambition and concept just felt it was missing a bit of essential polishy stuff. Music was nice too and like that it kept the retro theme. Was disappointed the full screen button didn't really work, its nice to be able to properly appreciate the pixel art.
Really Nice art and the music was good too. Pretty fun, but I think mainly could use just a bit of tweaking for feel. Like the jump is pretty floaty, and the dash is fun but goes too far given the camera position. Also personally i rather have a keyboard or a mouse control scheme, it felt a bit strange that i had to start using the mouse to aim the weapons, which made me just stick to using dash alot. Made it through a coupld of rounds but got killed by the something big ones. Didn't really get the theme connection either?
argh thats a cruel game. Trying to pull those off in SF2 was always a weak spot for me. Also only made it to level 3 before my fingers couldn't take any more shoryuken. Interesting idea and a good take on the theme. Really nice pixel art, I liked the music choice too, but unfortunately had to mute it due to restarting at the beginning of the level when i was repeatedly dying 2s in.
Wow that car is hard to control, I did make it to the end, once i gave up on trying to go fast. I see another unity developer falls foul of their tilemap bugs, was getting a lot of those grid lines appearing, I've had the same problem in the past. I think there should be a time limit on each level, otherwise you can just go super slow to complete it.
@pennycook, yes, the main thing that worked for me was for your tile map renderer instead of using the default material, create one fresh, use the Sprites/Default shader and tick 'pixel snap' on it. Then use this instead. To avoid other weird behaviour you need to get the orthographic camera size set up right too, as described on https://blogs.unity3d.com/2015/06/19/pixel-perfect-2d/ the rest of the info on there is good too. Hope that helps
Really a lot of fun:
Your greatest lyric was "i like to conclude with a cat" (+11 Points) Your worst lyric was "oh yeah " (-5 Points). - I think your algorithm needs some adjusting to compensate for down rating tried and true lyrical cliches here ;)
they key to success is setting up some easy words to rhyme i think i discovered the secret to writing lyrics. Great game jam idea.
Made it the invaders level before it got too much for me. Typing and fighting was a fun combo, maybe it would have been better to focus on that aspect and added in like combos or other fun stuff instead of adding new elements like barrel jumping and invaders. Not sure if its a bug or a feature that you can type all the letters apart from the last one and then just wait for the right moment to trigger with the last key, sort of problematic when the words overlap in characters though. Anyway I wouldn't have got very far without this technique. Had fun, brought back memories of all those old fighting games like karate champ and kung fu master. I agree the intro is too long, I just wanted to get to the game. Graphics are ok and do the job, found the music a little bit on the annoying side though.
Liked the art style and choice of music, watching rude bear and the rest of the world bounce around to the music is pretty entertaining. I also was confused with attacking the enemies not being sure if the instruments following me round were on my side or not, or if i was dealing the boss damage. Also not sure if all the abilities were needed here or just confused things (the fact that i was using an xbox controller may have added to the confusion). Cool style, interesting mechanic. Nice.
Love it, interesting mechanic that works surprisingly well, liked the zelda nostalgia too, the final boss took me a few goes but got it in the end. Would have loved to have controller support. Nice execution with enough little details to feel good too.
There was a lot i liked about this. The art was simple, but clean and nicely done. The music was quite nice, bit of a short loop, so a bit repetitive, but still nice. The core mechanic was fun, having to do rhythmic key sequences to get movement and shooting. For me the main problem was the balance, It is just too easy to drift along and shoot the things in front of you or occasionally change lanes when its safe to shoot, so with little challenge any game gets boring. The combo thing was nice, but I didn't understand it for ages, because shots don't count, which i found strange. So either make shots count or take out shooting completely and make it about dodging. Also having to wait for the beginning of the bar to start a sequence was slightly annoying. I liked the combo idea and the fact that it added musical elements, but didn't seem much motivation to actually try and achieve them. Also no explosions?? wooot? Also either my rhythm is worse than i thought or it seems a bit buggy that sometimes I hit a key but doesn't seem to register. Another idea, maybe some of the sequences could involve hitting keys in a different rhythm for more variation. Anyway despite criticism, I liked it and thought it had potential. I also made a rhythm game/shoot em up, so probably spent too much time thinking about the whole thing.
@sohakes thanks for the feedback and glad to see someone managed to clear a level i was worried it might be too difficult. yeah the time going to negative is some kind of bug i didn't have to time to sort out. The bar is full when you should hit, yeah I agree it doesn't work that well as a visualisation, especially at higher tempos. You should be able to shoot the lazer once per beat on the beat, if not thats another bug. Glad you liked the music, yes i made it all myself, although the melody of the first song is accidentally very similar to a dropkick murphy's song. I didn't notice I had been influenced by it till after I finished. I updated the description to list the tools. I can't recommend Reaper enough, for the cost its amazing, and Native Instruments Komplete bundle is also pretty good.
@mrpenguin thanks for the feedback, moving multiple times on one beat is a bug I hadn't noticed, thanks for pointing it out, I'll fix it for a later version and probably improve the UI etc. for a post jam version too.
@david-greene thanks for the feedback, sorry for your problems with the controls, no mac for testing I'm afraid. Left CTRL is a Unity default for fire, and arrow keys a default for movement, maybe less sensible defaults than I had assumed. You can actually also fire with mouse click, I updated the description just in case anyone else finds that more comfortable also.
Very stylish, the art was well done, reminded me a bit of the old another world and flashback game. The turn based game play was fun, although the choices are a bit limited. Slowdown was also very cool. Only criticism is just the endless wave based restart from the beginning again genre always feels a bit unsatisfying to me. For the time though you can't ask too much. At the beginning I thought maybe I would need to advance to the end of the level or something, which would maybe have been cool. Great job
Cool, running around in my crown and gold outfit while everyone throws money at me, living the dream. Nice graphics, sound, fun (for a while at least) gameplay. Just would have liked a couple of extra attack combos, maybe a boss, but for 48 hours great work, and fun take on the theme.
Second driving/dungeon crawler mash up i played (other one was this one https://ldjam.com/events/ludum-dare/41/legend-of-zoom) , strangely its a combination that works pretty well. Shame you didn't manage to finish this one, as @mohamed-dkd said if you are doing 3d maybe a slightly different camera angle would be better to make the most of it, otherwise you may as well just do it in 2d it seems. The headlight is nice, maybe should make more use of that as a core mechanic. Played a few times and never did see the green key. The basic message box pop-up for 'You Died' made me smile in its basic placeholderness. Actually gives me an idea for a mash up, arcade game meets line of business application. Damn too late for this jam.
An unexpected take on the theme, I'm not sure horror sport is going to be the next big thing, but worth exploring every option. The ball attack was quite a fun mechanic, atmospheric soundtrack. I see you came down more on the horror side than the sports one. The combination of realistic textures with cartoon sprites is a little bit strange. Looking forward to the post-mortem :)
Really liked the music, the gameplay is strangely complelling too, there is something just strangely pleasant watching about all the dancing cubes. Sometimes hard to see whats going on, maybe if you make the cubes which are blocking a view of the player semi transparent or something. Also hit a bug here: Where even after i respawned and didn't touch anything i kept getting moved into stuff and dying. But that seemed to fix iteself after i minimised and reopend. Didn't make it to the end, i rage quit on a long narrow section. Had a lot of fun thanks.
Really fun, and I like the use of theme, art was good and really liked the music, I think i won.
argh, i made it to the impossible level, and was making my escape, I saw the crack to the ocean and went west and godot crashed. Strangely I don't know if this was intentional or not? Anyway really great idea of combining match 3 with text adventure, and the writing was pretty emotive. After i realised what was going on i just noted down everything in notepad to keep track. I don't think you need to display this at the same time, manually keeping track of everything is sort of part of the fun. Its been some years since i had to manually make maps of games on paper but hey why not.
cool game, enjoyed the retro FPS styling, and the soundtrack was nice too. Frankly i didn't much get into the card side of it I just wanted keep blasting stuff with whatever weapon was on hand. I didn't make it past the 2nd level though so maybe wasn't the best strategy. Oh well I had fun dying.
Pretty fun, played till the end. second turn based shoot em up i've played, and the combination works pretty well I have to say. With some thinking about enemy patterns and weapons that work well for turn based, I'd say it has potential. As others have said keyboard shortcuts and any other ideas to make it flow faster would be welcome. graphics simple but effective enough (like the pseudo vector style) and music was ok too. Good job
I really liked the 2.5d pixel art style and the turn based platformer concept, especially once you add multiple playable characters seems like it has lots of fun puzzle potential. Nice
Seems like a pretty ambitious game for 72 hours. The farming was sort of fun, but the night time attack, (at least for what i saw) not so much as due to the way the enemies move, it comes down to run backwards in circles while waiting for your gun to cooldown (also i felt the controls a little awkward trying to hold left shift while using arrows and aiming. Also somehow it seems like my gun was getting unselected, or at least the tile select was appearing all the time). Also had the fall through the floor bug coming out of the house on a restart. The art and sound was nice in a kind of simple style. Anyway good job for 72 hours, just a few rough edges that could use smoothing out
@nina i had the same problem for opening the .rar for iocus-navis but updated to the latest version of 7 zip fixed it for me.
Pretty fun, a bit slow going as is often the way with turn based games. And the frustration of not being able to go where you want due to the lack of useful cards is a bit counter fun. Maybe more variation of cards would help. Hit some weird bug when i transitioned screens, think i may have ended up in something and then was just stuck. Tried again but still didn't make it to the planet. Its a bit tiny, would have liked to be able to have a larger screen as well just like double size.
I liked that you gone to the trouble of making up a narrative and some kind of concept, not the first turn based platformer I played this jam, it can sort of work as a concept i think, although its tricky. For me a couple of things made this experience frustrating, I wasn't entirely sure if i was meant to make it to the necromancer guy or somewhere else. I thought to the necromancer, but it looks like the path can get completely blocked off by bones. The movement is not great, jumps are very floaty and get snagged on walls a lot, then the turn ends and you drop down somewhere you didn't want to go. Also watching each enemy turn seems unnecessary and slows everything down, especially as many don't seem to move much. The music was quite good and fit nicely, and I really liked the crow.
Those geometry wars style neon visual style is somehow always kind of pleasing. I thought the rhythm aspect was a bit too subtle, I had to reread the description to figure out what it was. Felt like the challenge/difficulty should have been maybe been higher. I find for this kind of last as long as you can/high score game a lot of the fun is if its really difficult to survive more than about 5s, maybe thats just me.
artwork is pretty nice and i liked the music, but i was really struggling with the controls, for me trying to time the key presses with the music never seemed to work for running or jumping, not sure if i was meant to be following the music or the heart, it seemed to work better with the heart. Still made it through a few levels before some wall jumping section was too much for me.
Took a bit of of getting used to and to figure out the trick to stop losing by my warriors starving in the cold. Then I got game over at Score 177 but no sign of why the game was over, did I win, did i get attacked? Was playing only single player with bots, probably would be more fun against actual people. Some indication of whats going on with my enemies would be nice, an ascii map or something even.
Really nice pixel art and style, seemed very hyper light drifteresque. I was a bit confused, i picked up the bones but what i assumed to be the bone/money count didn't increase so never had a chance to get into the shopping part. Also really wanted to hit upwards rather than just on the sides. Music and ambience was also really well done.
Really nice visual style, although sometimes I found all the shininess gets a bit in the way of trying to see whats actually happening, gameplay was fun in the classic shoot em up style.
Really nicely polished experience, great pixel art, nice music, liked the setting. Interesting combination, reading and running is a bit awkward but i guess thats the challenge, which is pretty novel. From a gameplay point of view maybe some more variation of the types of obstacle would be nice, but for the time i can't really complain. great work
Really nice style, intriguing, but I did not get very far before i got stuck, definitely made me want to play more and try and find what other games are hidden in there - Edit went back and played more :), made it to the end/ an end. That was excellent. Definitely one of the top LD games I ever played, not just LD41. Argh Now i have to go back and play again
Distance 142.29M Final score 30474. Fun, i even played through the level twice. Graphics were simple but did the job, enjoyed the music. Not sure what else to say, just wanted more levels. Good job.
Fun take on the theme, stealth rhythm, why not. Overall had a nice fun feel with a bit of backstory, details like the throbbing heads and beat boxes throwing notes. The core mechanic, was more puzzley than rhythm exactly but was still fun. Played till the end. Only criticism, somehow i found the isometric layout and the fact that up went to the tile just above me instead of diagonally up threw me off a couple of times, but the other way would also have thrown me sometimes, isometric layouts are just confusing since different games handle movement direction differently, if the tiles were just connected it would be more obvious perhaps. Just a small point. Anyway great job.
Fun idea, but i also sucked at it. I guess you could make early levels easier by limiting the choice of notes
Played till the end had fun. I liked the game show styling. The 2d sprites on 3d works pretty well, but with a melee weapon it gets hard to judge if i had hit or not, maybe needed some kind of love gun (*ahem) or something :) . Music and SFX was pretty good too. I liked the dog growls.
Best score 1040. Combination actually works surprisingly well. Nice visuals, made me wish i had made a 3d entry myself. Sound is pretty good and fits the feel well. If i was going to make any suggestions for a post jam version it would be maybe to have actual levels where you have to find the perfect combination of moves to make it through, rather than an endless style, just a thought. Anyway nice work.
beetbug.png Found some strange bug where i ended up inside the walls and couldn't get out, think i might have jumped through a switch. Aside from that, fun game. Combination of top down and platformer is interesting although there was a lot more platforming in the levels i saw. On the boss it took me ages to figure out he was only vulnerable when he fired, there is a little visual indication but its quite subtle. artwork was nice, the only minor thing, some of the fx have a different pixel size and it feels a bit jarring, but its a minor detail. It also took me a while to realise i could shoot the fruit. Sound was also fun and fitting
Well match 3 is match 3, I think the combination of that with a kind of virtual pet thing has got a lot of potential, not sure if there are any popular games that do it already, but if not then you should polish it up and get it out there ASAP, you would probably make a fortune. For me the main thing missing is just juiciness, I want to see nice animations when you match 3 things, even more cute expressions from the baby shrimp, sound fx etc. etc. Basically all the usual stuff as covered in e.g https://www.youtube.com/watch?v=Fy0aCDmgnxg. The artwork is really good though. Overall Pretty solid, congrats on your first LD.
Pretty cool, I also made a rhythm shoot em up and had considered trying the Ikaruga style colour match mechanic also, but took a different approach in the end. I found it fun, maybe a bit of issue with the rhythm, it did feel like a half beat off (I played the web version, in case it matters), and probably could have used a more obvious big kick on the beat to make it more obvious to the player. Played through twice, but failed to beat the boss. I spent a couple of minutes shooting him and then read the comment to figure out i was doing it wrong, but couldn't pull off the right approach. Definitely need to make that more obvious to the player, but I think as an idea it would be cool. Also agree the player health should just be a single colour not too confuse things for the player. Also some more enemy movement variation would be nice instead of appear and then wait to be shot while firing their pattern, but given the jam time constraint, fair enough. Art was charming and functional enough too. Overall solid entry, had fun.
pretty fun arena hack and slash, didn't get the theme too much, the demons were pretty cute, some music would have been nice especially given the dance theme
Really nice visuals, wandered around for a bit killing stuff which was fun, was not sure if i was meant to be going to particular places or something, could have used some direction. It seemed for the attacks you don't need to follow any timing or rhythm just get the sequence which seemed a bit strange to me, also then the guitar sounds don't follow the music which would have been nice. Really nice style though, a few things reminded me a lot of bro force which is no bad thing.
Fun, nice style, maybe some more variation of moves or enemies would be nice.
nice artwork, interesting combination. nice fitting music, gameplay is probably the weakest part. the multitasking thing is good and trying to remember the right answers is good, just the combat is a bit too simplistic perhaps, and with no way to win its hard to keep the interest. Still a fun entry for a little while.
Nice work for a compo entry especially.. it took me quite a while to get through flight school even. I blame my instict from all other flight games to have y-axis inverted kept throwing me off. One thing I would say is make it faster to restart when you die instead of having to go through a couple of UI menus clicks. Especially for the main mission that never got further than 4s in. Its quite hard to judge collision form that first person perspective, third person would be better I think for this style of gameplay. Sound wise the music loop gets annoying pretty quickly due to how short it is :/ but the voice acting added some unexpected added humour :grin:
@cazik21 Thanks, yeah your right that I couldn't run that build on my mac either, not sure why. I made a fresh one building on a mac (Macos_v0.1_build2.zip) which works for me at least and replaced it on the Itch page. Thanks for letting me know :heart: EDIT - Also added a webgl version because who really wants to run random .exes off the internet anyway :sweat_smile:
@madbarron thanks for the feedback, I didn't really anticipate players doing that, was more worried they wouldn't find where they should go :grin:. Probably the level design needs some work
Made the fatal mistake of hesitating.. lessons learned. I had fun, it's very text heavy obviously, but the writing is good enough to carry it. Ambient music sets the tone nicely and the art and character portraits also hold up their end. I really should go back and finish Disco Elysium :). Nice work.
Nice, I'm not much of a puzzle person, but its a fun mechanic, sort of like sudoku or something where you have to figure out the placeement through a process of elimiation. Only played about half the levels. On the critcism side I would say the 3d presentatin doesn't add so much for a grid based game, probably could be cleaner and more readable in 2d, but not a big deal, it was still pretty readable. The opening line of each level gets a little annoying after a couple of levels, maybe a bit of juicing up for when you convert tiles and finish levels woud be nice. But the core gameplay and mechanic is really good and it overall felt pretty polished for a jam game. Really nice work, well done.
I like the concept, took me a minute to figure out how to open the door.. but then once its open it just stays open, so seems a bit redundant unless I missed something. Serving the drinks seems maybe a bit too easy, might benefit from having an extra step, like having to hit some keys get the ingredients or something.. one hand for ingredients one for serving.. :shrug: basically a typing game at that point. Sounds and music were nice, and art while simple, was charming enough. Nice entry.
Nice.. feels very polished. Really nice pixl art, and fun character design. Interesting mechanic. I got as far as the level with the whip guy,zombie and projectile due all on one level before I rage quit. :grin: Feel like the level design could do with a bit of tweaking, the leap of faith drops where you can't see what's coming the first time never feel great, and some parts of some levels seem a bit redundant. and then just annoying to repeat to get to the challenge part. Also feels like there is bug with the collision with the attack hitbox, that I need ot move sometimes to get it to trigger properly. Anyway it's still great work for a jam. Well done.
Ah yeah I think I saw the tutorial bug too. At some point there was some black text box at the bottom that felt like it should have had something in it :smirk: Glad to hear I saw all the levels at least 😁
Really weird to not have visible bullets, unlike pretty much every run and gun side scroller. Without that dodging aspect, it boils down to walk slowly and shoot constantly to try to kill everything as soon as its on screen before it shoots you. So a bit weak on the gameplay side. Never the less, I played through till the end, took a couple of tries, The over the top action storyline and rocking soundtrack made it an entertaining ride. Silly but still kind of fun. Background music kind of carries it for me. I wasn't quite clear if that was made for the jam or not? Anyway, Appreciate the effort. Fun was had.
Nice, I like the Indiana Jones theming with the iconic crate warehouse. All felt nicely polished, I think the core loop is a pretty good mini-game mechanic, balancing exploring for more loot vs remembering the way back. First couple of tries I got greedy and couldn't find my way back, so had to accept my terrible navigation skills and be a lot more cautious to get out. I didn't find the diviner too useful really, was best off just wondering around and seeing what I found. Surprisingly nicely done 3d art for an LD game. Solid entry.
A fun idea, with some cute pixel art to match. The sounds do add quite a bit, probably technically should have a version at the deadline for rating, and maybe a separate post-jam one for fun. Not the end of teh world though. Nice work anyway.
Heh reminds me of playing desert strike back in the day a bit. The visuals are a little bit hard to tell whats going on, so much bright colours, all feels a little bit harsh on the eyes. The aliens are pretty creepy, feels like the inputs need a bit of polishing to give more feeling of inertia or something. Also it seemed I ran out of fuel but nothing happened. The signal got to 100% so I guess I won, or maybe I didn't was kind of confused what I was meant to be doing apart from shoot bugs and pick up stuff. :shrug: Still kind of cool anyway.
Cute animals and presentation, played some rounds, won some money, then lost all the money. Basically the expected outcome of gambling. Was a little unclear what should be really done in terms of strategy.
Played through till the end, had to restart after dying. I like the idea, but feels like its missing some elements to add to the funness, its a lot of walking with not much happening most of the time.. walk to the next site, defrost, heat, repeat. Maybe more branches or something. The flashlight doesn't seem needed at all. Was really missing having a walking animation for the main character also, as that's what I was staring at the whole time :D. I liked teh concept, and balancing cold and food is potentially, good, maybe it shouldn't be the same place to restock both, like if you had to decide whether to search for food, or carry on following the signal.. that kind of thing :shrug:. Anyhoo appreciate the effort, I know it's hard to find time to get everything done you want to in a jam. Good job
Great example of how to do LD well... have a simple but interesting twist on a classic mechanic. Simple but effective visuals, nice polish extras like the retro CRT effect. A nice little soundtrack and some sfx (EDIT - audio is opted out, so I guess its third party, shame, but fair enough). I played quite a few games, but didn't get past the dash, felt like sometimes I hit something couldn't have been there (maybe making anything you actually hit also visible would be better). Overall great work really. Well done.
Not the biggest fan of clickers as a gameplay mechanic, but it was a cute polished take on it. The music was nice and chill, kept me clicking till I completed my mission. If I was going to critscise I might say, maybe a bit of variation in where you have to click would help the gameplay a bit... like if the resource re-spawned in different locations or something :shrug:. Also the robots felt a bit underpowered, had to do most of the work mmyself :) . Nice
Nice. I really like the art style in that kind of bloomy, glitchy pixel art style. The music kind of fit the art style, but found it a bit kind of unlistenable after not very long :grin: . Was kind of thrown by the lack of visual feedback when I was shooting enemies, with the switching on/off wi-fi mechanic I wasn't really sure when i was damaging them or not. Also really needs a restart button at the end. Played a couple of rounds, but never did that well. Had fun though. Nice work.
Neat idea, but too hard for me :/
LD_hack.png Took me a little while to figure out what I was meant to be shooting at and how the game worked. First of all I thought I was meant to shoot the blobs when they came by. Once I got it, it was surprisingly fun. I feel like its got a bit of potential, if you couldn't go through the same node more than once, it would add some strategy element.. could make it harder from some sides etc. Anyway I liked the setting, visuals kind of worked for it and the music and sounds also kept the vibe. Nice work