FoonLudum Dare ExplorerUsers → AVAVT

AVAVT

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202353DeliveryAMA Jocompo2.952.883.052.832.612.542.60
202148Deeper and deeperπŸ‘₯Greenceptionjam3.623.123.662.583.954.083.70
202047Stuck in a loopπŸ‘₯Save The Princejam4443.753.603.762.764.232.833.22
201944Your life is currencyπŸ‘₯Seed.jam134.244.014.163.994.133.993.004.32
201842Running out of spaceBoard 'n' piecescompo613.924.023.763.234.003.072.383.15
201841Combine 2 Incompatible GenresπŸ‘₯Life and Deathjam9433.063.073.072.753.552.713.04
201740The more you have, the worse it isπŸ‘₯Phaeria's Minejam164.234.113.704.004.274.092.844.10
201738A Small WorldπŸ‘₯Johi Farmjam2253.643.693.263.623.373.213.493.46

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by AVAVT

LD38 — A Small World

iii by YukonW 2017-05-12T01:13:15Z

I shall be your 20th vote!

Wonderful entry! I really love the game. I guess iii mena 3 eyes?

The entire game was beautiful and cute, and the only thing I can complain is that probably her horizontal movement speed is too high. It make it quite hard to aim to land on an enemy. So many times I ended it overshoting the landing and got killed by a returning snail, or face-slaming into a flying bat because I moved forward too fast.

Still, it is only my personal wish-I-can. The game as a whole was 5/5. Great job!

Timeless by Chaseplays 2017-05-02T16:51:05Z

Great game with frustrating game play but somehow I'm still hooked. Wonderful music and art style as well.

Very well done!

In the end I couldn't get the 3rd fruit (the one where you introduce mid-air wrap), too hard for me. Maybe as part of the tutorial that fruit could give more time for error?

liftoff by Remco 2017-04-29T16:21:24Z

The game took me a little time to figure out what to do, but once I understand it get quite interesting.

My problem is mainly with the boost/control system, it feel... bugged? Idk it just feel random-ish to me. I kind of know to press space to apply booster force to my ship, but there's always other unknown forces apply on my ship that doesn't quite seem like planets' gravitation. Most of the time I see my ship thrown all the way to the end of the universe, slammed hard on God's barrier.

The trade system is cool but feel quite random, it would be nice to have "characteristics" of each planet so I could know what each planet might have to hope for.

Space Travel 15 by jk5000 2017-04-25T11:47:22Z

Really cool game, the panic rush got me sweating a lot! The timing of opening airport is really good too, I don't know how it's determined but a new airport always open just when I *almost* got the hang of it.

I only have a bit of complain about the HUD, I'm playing on a big TV at work so having to constantly go from bottom left to top/middle right is really tiring (and miss clicks). Maybe you could put the UFO control somewhere closer to the airport info panel?

Space Travel 15 by jk5000 2017-05-01T09:11:59Z

I have also rated the game, have a nice day :)

REDBOW by PixzleOne 2017-04-26T22:03:44Z

I honestly can't imagine how you managed to make a multi-levels game in 48 hours, but you did, and it was pretty well designed!

My only real problem with the game is maybe there should be an arrow pointing to the trapdoor upon clearing a level. From level 8 onward when the map got bigger I started having serious trouble looking for the door.

Also, I would love to have a brief moment of invincibility when I take damage, so when I mess up I don't have to take serious damage at the same time T_T

Overall it's a great game, simple but charming.

Space Turtle by Sebastian Lague 2017-05-04T19:18:24Z

Really nice mood!

I love the fantasy of guiding a world flying through space. The game play was very nice and simple.

I don't really like the game over sfx & visual though. The sfx doesn't quite sound like a world or something breaking, it feels kind of disappointing. The visual could be a bit slower maybe one frame freeze or something to signify collision, right now it left question in my mind whether I really collided or not (because I'm looking at a 3D world through 2D monitor).

I would also love to be prompted to enter my username once when I start the game, so I don't end up submitting "anonymous" high score.

Overall quite a nice game with great mood, and the opening sequence was awesome, I loved it.

Star Traveller by SecondDimension 2017-05-09T22:36:27Z

Really nice game. It was short but meaningful, and the mini games were quite innovative. I love it.

Tiny Worlds in Flasks by FiSilva 2017-05-07T15:18:06Z

Relaxing, calming, enjoyable. I had fun.

World Destroyer by Move127 2017-04-27T09:11:56Z

I love the idea of permanent projectiles! Make you think carefully before you shoot.

Some problem I have is with the bomb randomly rolling, it's almost impossible to get it where I wanted, especially during panic rush it's quite frustrating.

The physics was a bit buggy but playable, and the idea was delivered well. I'm truly humbled by the sheer amount of contents that you created in just 48 hours.

Overall was a good game with cool idea, but the bugs need to be fixed and probably on a smaller embed size (my laptop screen wasn't large enough to see the whole game)

Monochrome Perspectives by Funkensteins Monster 2017-05-07T08:35:19Z

The game could be better with some polish, some thing I can think of is:

- Freeze everything when I change room. It's really frustrating to see myself walked into a turret while the camera move into new position, or having no time to react because an enemy charged right at me while the camera move. - Sometimes the bullets are not disappearing, probably because it's not colliding with something that specifically destroy it. - Movement speed of both player and enemy could be a bit slower, so they don't run at bullet speed.

Fancy meeting you here by Local Minimum 2017-04-25T22:04:30Z

Wow this concept so my life it feel creepy...

The mini games are hard to understand though. I got how 2 of the 3 games I've seen after some failures, but I can't find out how to control in 1 of the mini game though - the one where your mouth fly around in dark space.

On my best try it froze at the 3rd scenario, just when the woman show up. I got a screenshot if it helps:

Screenshot_2.png

Mallows World Adventure by geeitsomelaldy 2017-04-26T14:45:02Z

Quite an enjoyable game!

I didn't really know what to do at first, and felt quite lost. But then I noticed the map name at the bottom right and it got much easier to navigate the world.

The game is quite interesting, but I wish there was a bit more guidance, like making the research base close to the starting zone (and easier to find). During my run it was the last thing I found.

Paper traveller by dunin 2017-04-26T10:41:14Z

I just realized I have no potential as navigator...

Amazing concept with fitting art style. Despite having to draw more than 10 times just to pass 2nd level I'm loving the game!

I would love either an undo or an eraser feature, but I guess in the old day of paper&pen cartography they don't really have them do they?

Paisley Princess by 01010111 2017-05-21T04:04:27Z

HI IS IT THE END WHEN I RETURN

Little Lands by Mr_Field 2017-05-07T15:09:13Z

Wonderful game!

I love how every single interaction with this work has a nice feedback, and I love how this little world *feel* so small, floating through magical space.

This is the best best entry I've played so far. Great work!

Pixlets by MaggardJosh 2017-04-29T16:00:19Z

HOLY SH I JUST CLICKED THE TRASH CAN AND THEN... and then... every thing's gone...

That's so bad UX friend, when you reset or delete something be sure to get confirmation from the player instead of just go ahead and delete everything. How am I supposed to know the trash can icon mean "delete everything and go back to the beginning?"

The game is great though. From what I've seen: catchy theme song, addictive gameplay, adorable visual. I don't think I have the patience to replay again to see it through to the end though ._.

Pixlets by MaggardJosh 2017-05-01T09:15:03Z

I have now voted for the game. Great entry! :)

Slice of Life by tweedle 2017-04-25T14:43:54Z

Fun game!

The art style is very interesting, I love the feel of it!

The concept of using the same resource for health & money is pretty cool, I haven't played any other TD game with this idea, and it seems to work well.

The "towers" will need improvements though: I don't really see the points number 1 and 4. I just figure number 1 is a barricade that slow down enemies, which is pretty much useless IMO; and I honestly don't know how number 4 work.

I can see the distinction between No.2 and 3: number 2 deal less damage but auto lock on enemies while number 3 is a stationary mine-like unit.

In the end I completed the game solely with number 3. I guess the game could be a lot more interesting if the unit have different clear purposes, strengths and weaknesses that make you think to choose the one best suit current situation :)

Realmpusher by danbolt 2017-05-03T18:01:34Z

The intro was super cool! But I'd love to have skip-able text. The text speed at the beginning is too slow T_T

The design of the game is very interesting. But it feel a bit lacking. The process of understanding how the game work was quite fun, but after I figured it out the puzzles are quite simple and didn't provide much challenge. Once you completed a path the process of walking through them is just time-killing.

I don't mean by anyway that the game is bad, it's awesome! The only thing it's lacking is content. The graphic was on-point and gave me lot of nostalgia. The feeling of worldly mystery made me remember SNES classic like Terraria and Seiken Densetsu.

Overall I think this is a great game but a bit lacking. It would be great as part of a bigger game, for example a RPG where each block contains different monster you have to fight on the way to the orb etc.

I would love to see a larger version of this game :)

Factions by frenchie 2017-05-12T00:53:09Z

Wonderful entry! I'm not a RTS fan but still I'm hooked.

The game play was fun and thrilling. It was hard enough for me to lose once or twice, but not too hard so a RTS newbie like me can still manage to clear.

The sfx and music was especially funny and cute. I can say the audio is what made my good impression of this game. The graphic might not be the best but the board game-like appearance is charming in its own way.

My only problem is that I prefer a more traditional control method: left click/drag to select, right click to move. Left click serving dual purpose is not really to my liking and caused confusion.

Despite that I still think the game's worth a 5 star overall. Great work!

Pocket World by BtheDestroyer 2017-04-25T12:23:42Z

The idea of the game is pretty cool! Feels like Minecraft plus Legend of Mana to me. The command instructions are quite helpful, but the texts are a bit hard on the eye IMO, maybe you should add a 1px or so padding away from the edge?

Unfortunately I'm stuck quite soon into the game because of (lack of) resource management. Will try again tonight and comment more :)

It's a Small World, So Let's Crash It into Things by simonhutchinson 2017-04-29T16:46:12Z

I have trouble understanding the goal of the game (or is there a goal?) After sometime my planet started moving slower than the death star, and the game started feeling quite irritating. You have to constantly look for planet both to block the death star and to feed your own. And without having a real "goal" to aim for, I gave up after some time.

Bunny On A Plane by ocarson 2017-05-16T14:23:30Z

Totally dope! :thumbsup:

GALAXEN by mrerdalural 2017-04-27T08:53:52Z

The mood is very good, leave me with important life questions - like why am I sitting here playing a game instead of turning in the report I promised my boss.

I think I kind of get the message of the game (this is one of those game where you can never be sure you complete got it). And it was a nice experience. There wasn't much *game*play in it, but it was a beautiful experience nonetheless.

Food Fight by Scornz 2017-05-02T17:17:31Z

I'm saddened by the fact that my second play through score lower than my first try when I was just shooting mindlessly at whatever moves T_T

The game was very fun and stress-relieving. Remind me of those Army Men games I played with friend in my childhood.

Game's full of physics problem but it's fun. It's really fun. So fun that it seems like the messed-up physics system seems like part of the fun - y'know, figuring out how to break it. I'm assuming that's exactly what you were intending all along.

The AI & path finding was exceptional, and trying to trick that was very fun too.

Overall a cool shmup with great, fun, messed up physics!

Little Fortune Planet by Flaterectomy 2017-05-09T22:00:36Z

I can't say I understood the game.

At first I played the windows version and it was completedly messed up. Full of bug. After so much time not understanding what to do I tried web version and realized a lot more about the game. Still, I dropped after getting 2 "water worlds" card.

The game world was well-made, and the simulation was respectable. Graphic was astounding imo, and the humor is apparent.

Overall a decent game, if only I can figure out how to actually play instead of randomly clicking cards...

Path of the Rabbit by managore 2017-05-04T18:46:46Z

Beautiful game, awesome!

One thing I don't like: when the rabbit "stuck" at the edge of the map, it doesn't game over right away like when you run out of water or carrot. There's no way to connect to the edge, the only thing I could do was placing tiles until water run out, which is confusing.

Maybe make it so the rabbit fall out of edge to visual a game over?

One Push Man by harusame 2017-04-26T13:38:13Z

This game is so adorable! I love slimes and I love killing them better!

The collision is kinda bugged imo, or maybe I don't fully understand it yet. Sometime I get stuck inside an orange slime and end up standing still for minutes until another slime come and knock me out. And occasionally I would get pushed continuously by a slime without being able to move or dodge, until I fall out.

Generally I feel the theme is really cool, got that nostalgic childhood cardboard fortress vibe we used to play where you pick up a hammer and slam whoever enter our castle until they bleed to death (everybody does it... right?)

Dwelling by aeveis 2017-05-07T09:01:27Z

This game is so beautiful. I love the sacrificial theme and the mood.

I love the little details like how the leaves rustle when interacted, or the white smoke emitting from the doggo.

I didn't have much to add from above commenters, backing the idea that reincarnation should be somehow explained to be acceptable to the player. Although it is fine as it is now too, I did figure it out after all.

Overall a wonderful game. I love it.

The Spoiled Prince by silkworm_sweatshop 2017-05-07T08:25:09Z

Cute game and a wonderful theme! I love the game and despite major frustration I played it to the end.

The biggest problem I have with this game is the control. The animation of the throw/pickup is too long, resulting in a game that feel like an experimental MMO Platformer, where everything you do is delayed 300ms. The girl doesn't throw when I tell her to throw, she does so 300ms later. This is really frustrating because it give the feeling that I am handicapped against the game.

Another problem I have with the control is when I press jump continuously (without prince) the bee doesn't fly up, she ends up hovering up and down. So in order to actually fly up I have to hold .3s, release, hold .3s, release.

It's fun to overcome hard challenges with a powerful, responsive character, it's never fun to overcome mediocre challenges with a slow, confusing character.

Overall it's a nice game, but the control really could be redesigned to be less frustrating.

The Spoiled Prince by silkworm_sweatshop 2017-05-10T12:29:40Z

@silkworm-sweatshop for the jump, I think I know why I wasn't satisfied:

- I just feel that the difference between holding and pressing is too small. Take mario for example: when you hold the jump button, you can jump to almost 5x the height you do when you press (both higher jump and longer jump time). In the game, the amount of time I can keep holding to go up is too small (I would guess around 0.3s or something). So holding is not different enough from pressing. It actually take conscious "manual" control to keep the hold-press-hold-press sequence in order to maximize jump height.

- Slamming the button continuously doesn't make the bee fly up, she actually stay at the same general height. This does not fit well with the *character* - which is a bee. See, unlike a normal character, the bee is a winged insect. The jump behavior - which is similar to "flapping her wing" - does not go with a bee. A bee's wings flap continuously all the time. There's no "burst of speed" like a bird's.

But still, it's all just my personal experience with the game. Other people might have different opinion on that mechanic :D

Tiny Tony by Firewill 2017-04-27T09:26:54Z

Awesome game!

This game is... beautiful. Make me wish I have such thing on my desk.

When the game started it took me quite some time to notice the ball, since I was playing on web (non-fullscreen). Maybe something to highlight the ball at the beginning would be nice.

Although I enjoyed the game the control was not to my liking though. Having to deal with both balance and the box itself moving around is quite frustrating. Especially because my laptop is not too great, the slight lag is very noticeable.

Overall it was an immersive experience and I trully enjoyed it.

Come on, barbarian! by uchiro 2017-05-09T22:22:08Z

Great game! The control is so frustrating I hate it sooo much! All 5 from me.

Frag Saga by guoboism 2017-05-03T17:09:45Z

Quite interesting! I really love this concept!

The game in the current state is a bit too simple to deliver its potential. It wasn't able to demonstrate the puzzle mechanic, and only a little of the exploration part. And the gun... doesn't really have any purpose I think?

Overall a nice and fun game with much potential. I would love to see a more completed version of the game!

Polar Protector by AlexHoratio 2017-04-26T15:14:34Z

No highscore? No monument honoring how I sacrificed half an hour of my life shooting fried egg protecting a giant pole?

I really love the concept & design of the game. And the music went well with it. Thoroughly enjoyable. Well done! :thumbsup:

It's a Small World by aviv871 2017-04-26T11:00:21Z

The game was fun and boring.

Control was great and terrible.

The story is intriguing and sleepy.

My stupid laptop keyboard doesn't allow pressing 3 buttons at the same time so I stuck at the second 4-world stage. Will try again when I got my hand on my PC's keyboard.

Wonderful game, it sucks.

Microms' World by TomBuston 2017-05-07T07:52:35Z

Very nice mood and wonderful music!

I jumped right into the game without reading game's description, and was puzzled over how to play. It took me quite some time to understand the catapult mechanic.

I was also quite hard to understand how the seeds work too, at first it feel like sometimes a tree grow from the seed, sometimes none does. Now I think I understand that the trees must have proper spacing, but I can't be sure.

Overall, I enjoyed the game and it was fun, but I think the feedback to player must be stronger to signify important game rules.

A World in a Jar by Zeknir 2017-05-12T23:07:50Z

Really nice game!

Everything in this game go well together, from the art style to music to gameplay.

Near the end of the game it get quite repetitive though, and the combination started being random. I would love it if there's certain "relation" between the product plant and its parent, that way there's more "thinking" in the game (like in the original doodle god game which I loved), rather than just exhaustive fail-and-repeat - which is kinda boring.

Therrain by stuffed wombat 2017-05-07T14:20:32Z

Very cool game!

The control is kind of frustrating, especially the wall hop feature. I kept sliding off / couldn't wall hop to the top of my tower and end up missing the rain drops. But the rest of the game was really fun!

World Keep-Away by dracominer 2017-05-02T16:59:22Z

The concept is pretty solid and humorous. And the turret mechanic is very interesting!

The control is a bit clumsy, and the physics doesn't feel realistic - though I've never been to the moon, what do I know?

I'm a bit irritated by the um, background music though. I'm giving a 1 stars for audio and 5 stars for mood because the bad music *did* make me feel the panic & stress equivalent to someone running with the fate of the world in his hands.

Claimed by Hector PiΓ±eiro II 2017-04-27T11:32:41Z

The theme song is so cool! I love it!

There was trouble starting the game, it didn't work for me on Firefox, when I switched to Chrome and play on full screen it worked.

The biggest problem I had with the game is movement speed being too slow, and it took a while to push the blocks.

Overall the game was pretty chill but kinda short, it feel like it's still lacking messages to deliver the point.

Mr. Fishy's Small World by SheepTree 2017-04-26T09:13:14Z

The game is beautiful!

It took me quite a long time to understand the feed button, I kept clicking frantically within the game view wondering if this is some kind of Hidden Object game.

Maybe the feed button could be moved into the game view and behave differently from the rest of the screen? That way people would know it's all they can do in the game and start sitting back & relax.

Retro Rabbit by wtoa 2017-05-09T15:52:49Z

Nice and easy to hop in, and the theme is very interesting!

The game get a little boring after a while though. It was *very* good for the first 5 minutes but it lack a persistent charm that can hold me for long.

Cat Ed by Fedor 2017-04-26T10:12:50Z

The music was fun, graphic was cute and game play casual. I don't know if there's something I missed, but some times a planet spawn that's much higher above that I can't find a way to land on it.

SlapR by MewSoul 2017-05-09T21:11:08Z

I think the game would play much better with a controller.

The game was quite interesting despite a somewhat common setup, I guess it's thanks to good level design.

The characters were quite adorable, though I would love to see something like a slapping animation to clarify action :D

Hiperloko Mode by Jesus Fermin Villar 2017-05-03T19:24:53Z

Hello, I keep getting the "out of memory" error when I click play. It said to increase WebGL memory size in build settings.

To Valhalla by gcoope 2017-05-17T05:58:21Z

The control took me sometime to understand, a bit confusing. In the beginning I was alternatively pressing left-right to move forward like I was rowing.

The narrative and theme of the game is really good, and the story enjoyable enough. I would love to see a more refined version with detailed stories about the relics and how we got it/or how it was placed there.

Colorfly by Zelos 2017-05-02T15:30:35Z

Outstanding concept Outstanding music Outstanding execution

The only thing I can nitpick is that I don't really see a strong connection with the "Small world" theme; and for the Graphic part, the butterfly characters could be a bit more detailed than simple gradients.

Overall an outstanding theme.

Qwer CiTy by Le Slo 2017-05-11T23:21:46Z

This idea is quite cool! I really like it!

The game start out a bit too hard to beginner though imo. Probably there should be some "introductory" levels before the real game. Like a small subset of keys in the beginning, or a city with the whole keyboard fully visualized.

I don't really like the UFO though. Shooting them doesn't really match well with the keyboard layout, since they're not on a building, I can only shoot at their general direction, it's like shooting from one coordinate system to another, it just doesn't feel good.

Overall I think it's a very innovative entry with several potential directions to evolve. I had a good time playing it!

WIP: World In Progress by JEJoll 2017-04-26T09:38:24Z

This game could be fun, but I think the poor control really hinder the experience.

Movement feel so spontaneous I can't be sure if it's bugged or that's how it's supposed to be. Sometimes my planet suddenly go from zero to extremely fast for seemingly no reason.

There are also occasions when a big planet just appear out of no where right on top of mine.

Overall I think the game could be pretty cool if the controls were better and the game just a bit more deterministic.

Island Guard by AnayK 2017-05-04T06:19:38Z

Very cool concept, I love it! Although there's a lot that can be improved as well:

- WASD or arrow movement might be much better than right click in this game, since players can use both hands to play. - Auto-fire by holding down the left mouse button is much needed! - Simply increasing the number of enemies until the player is overwhelmed is not quite fun. It's easy to notice and it seems like "lazy" designing. There's other ways to do it: varied types of enemies, loss of crucial combo cause an OP pickup not appearing, etc. The point is to ensure that as long as the player is good enough he could go on forever. The "enemy spamming" method has a hard limit (dps of the gun vs enemy spawn rate) that can not be overcame by player's skill. Also, it's easy to notice "that's all the game has to offer" after 1 play through.

Minor improvements that could be nice to have:

- Pause when in background: I played in window mode and when a skype call pop up I died T_T - Pick-ups should have some kind of sound/visibility effect when they appear. Right now they are quite missable. - End point explosion for the bullet, so it's easier to notice on your first play "oh, that's where the bullets end".

In space, no one can hear you SQUAWK! by Venny 2017-04-26T13:11:55Z

The death mechanic is pretty cool **if only** I didn't die so many times. By the 5th death in a row it started to feel like the main game is about flying frantically in space.

The feel of the game is well done and I found it quite enjoyable.

I would love to have a level with difficulty somewhere between 2nd level and 3rd (the last level) for better learning curve. I didn't have any trouble with the first 2 levels (they aren't really die-able are they?), but blew up all of my lives at the 3rd.

In space, no one can hear you SQUAWK! by Venny 2017-04-26T15:00:56Z

@Venny Yes the first time I see the death mechanic it was extremely cool! It only take too much time, if it was shorter it would be awesome indeed.

Diminishing Lands by drazil100 2017-04-26T13:47:02Z

I hate how I return to the exact same height if I wall jump and return to the same wall. Meaning I can't wall-climp. But I don't think of it as a bad thing for the game. It's just one of those "I wish I could" thing.

Really great entry. I just spent half an hour playing the game. This is a nice example of how gameplay alone without much icing can still be captivating.

Oh and the music was wonderful too, it really fit the mood :)

Infinite Planet by gaffa 2017-04-29T16:28:35Z

Game's not working for me (windows build). Or maybe I just can't figure out the control.

When I start the game the character keep on running clockwise until he hit something & get stuck. When I press space a sfx that seems like jump sfx play but the character doesn't jump, still run on the ground. Other than space other buttons doesn't seem to have any response for me.

Fishy Fish by B4zsB4zs 2017-04-24T09:27:37Z

"How to train your human" :D

Crater Creator by navot 2017-04-27T14:14:37Z

So cool!

The evaluation is a bit strict though, I only missed 1 point of water and it rated my planet 41% T_T

The art style and mood were great. The planet growing up in size was really cool, I'm still in the middle of trying to see if I can fill the whole screen with it.

The control is... kinda frustrating, but I guess it's still a whole lot easier than controlling a real rocket.

Overall it was a great game, I loved it!

Crater Creator by navot 2017-05-01T09:16:23Z

I have now voted for the game. Great entry, have a nice day!

Frayliens by Sahaun 2017-05-03T15:59:31Z

The concept seems really cool, but I hate it when 2 aliens of different colors stacks and I can't quickly determine which bullet to use. Maybe disallow aliens stacking?

The border of the map was not very clear, and I died because I got stuck in the corner before I realize (there's still some space left before the camera clears so I thought it's not the end of the map yet).

There was a slight bug with the leaderboard: each time I click highscore a new score my last highscore is added to the chart again.

Overall the concept is fun and intuitive, it has potential but need more polish.

Johi Farm by AVAVT 2017-04-25T11:29:22Z

@jk5000 Thanks! About the introduction, do you have a particular mechanic in mind or just the whole introduction in general?

Johi Farm by AVAVT 2017-04-25T15:13:55Z

@jk5000 I see, if only I managed to get that sprite glow shader up it would have been a whole lot easier to notice the seed & the water can :(

Johi Farm by AVAVT 2017-04-26T11:56:11Z

@picapica & @Takusan thank you 2 for playing!

Difficulty balancing is always my problem. I seems to fail at finding the sweet spot between "ridiculously hard" and "utterly boring" T_T

Difficulty setting is a good idea, we could have that in the game as well, should only take 5 minutes or so. Lesson learned.

Johi Farm by AVAVT 2017-04-26T22:12:47Z

Thanks everyone for playing the game!

@AlexHoratio: haha he's a roach actually, the Johi thing and the whole ending is kinda a bad pun.

@Takusan: I'm taking difficulty problem into account seriously because I plan to make games for children (4+ and 10+) in the near future, and if a game is too hard for *adult* it's probably off the roof for children T_T

@PixzleOne: Our music/sfx guy would love to hear your comment! He has always been good with the guitar but this is the first time he show his composition publicly. Thanks!

Johi Farm by AVAVT 2017-05-01T10:31:53Z

Thanks @jk5000 !

I have also rated everyone's games.

@picapica @Takusan @alexhoratio @xxdoombox @move127 @mrerdalural @pixzleone @richard-michael-smith @navot @firewill @remco @undefinist @sheep42 @maggardjosh @simonhutchinson @drazil100 @heinrix

Johi Farm by AVAVT 2017-05-02T17:51:10Z

@gleb-mineev jump above the whirlwinds is an easier way to beat it :D

Some people have demonstrated sliding in between the whirlwinds for me but I myself can't do that.

Johi Farm by AVAVT 2017-05-05T11:34:56Z

@caryoscelus can you tell me more? Which version were you playing? If WebGl then which browser, if executable then which OS?

Globe Trot by Richard Michael Smith 2017-04-26T09:56:21Z

Fun little game! The game is simple but quite enjoyable.

The movement of the ship was hard to learn for me, in the end I kept moving straight while firing in a cone in front of me, works much better than trying any real targeting.

I think it would be a better if both the movement speed and the bullet speed were lowered a bit, would give more room for targeting & planning.

I would also love it if I can see my final score when it say "Game Over".

Still Waters by mihaylovartem74 2017-05-12T20:57:54Z

Thanks Hanzo you damn killer

The game is so hard! It was hectic but quite fun(ny)!

My issue with the game is that there's only 1 chair and people can only rest on a chair! Why can't they just lay down on the board and sleep?

Maybe that's just a design decision and probably that was part of the fun, but another thing I really want to have is the ability to "switch out" people: for example character 1 is rowing, and I want to be able to control character 2 to take his place to row. Character 1 will now be "free". This will remove the frustration of having to swap place 3 times each time I want to switch places. Especially the chair. All of my character are dead next to the chair T_T

Overall it was very funny. The mood was not what someone would expect from a "stranded" game (you die slowly from lack of resources), but if one's not too traditional about that he can see the charm of the game.

Powerless by Gleb Mineev 2017-05-03T18:10:39Z

The mood is really cool.

I don't like the graphic of the game because it hindered the control. It was quite hard to move where I want to. Near the end of the game it kinda bugged and my bot was floating far above ground.

The *game feel* though, was quite good. I was immersed in the world. It somehow felt "real" to me.

Slightly Angry Max by Takusan 2017-04-26T10:10:25Z

Lulz @ intro.

The game was a blast.

Enemies drive me MAD. So I kept my pickup at MAX.

Honestly though the enemies should be slowed down, it's impossible to get any stable game play without exploiting that invincible stuck spot. And yeah I think the stuck spot is too OP.

Overall I had great fun shooting zombie, much better than being chained to a truck.

Les Petites Planètes by Greeny7 2017-05-07T09:38:12Z

Very cute and relaxing game. The art, sfx and mood are all wonderful. It was an enjoyable experience.

Afterbirth by xxDOOMbox 2017-04-26T10:20:39Z

Fun & hilarious game albeit short. Music was fun, graphic overall was not too good but the baby himself is loveable. The control is superb, very responsive & felt great.

This idea has much potential, I would love to see more of it!

Landshift by undefinist 2017-05-01T09:56:33Z

The game is quite fun, remind me of some similar board games like The aMAZEing labyrinth.

But I think people who had no previous experience with similar game(s) will have a hard time understanding the rule, and thus there should be some kind of introduction or tutorial somewhere.

The art style and audio was awesome though, feels good :)

This Plague of Mine by Mega Munch 2017-05-04T19:29:39Z

The game didn't work for me on firefox fullscreen. I switched to Chrome and it worked.

Very bizarre game, weirdly fun. Still in the end I couldn't truly understand what the "goal" of the game is. Is it to get high score by doing more achievements or is it high score by surviving longer? My human seems to get infected no matter what, so I couldn't really find a way to prolong their life.

Bounceball by DusteD 2017-04-26T14:57:01Z

Simple and enjoyable game.

I really like the trail effect and the mood. But I don't really understand the numbers at the bottom right/left of the screen. They stay the same throughout my plays despite getting new highscore and such.

The dialog should wait a bit before becoming skip-able imo, I accidentally skipped the intro first time :)

Sucker Munch by oultrox 2017-05-07T14:32:06Z

TREMBLE MORTALS, AND DESPAIR!!!! MUAHAHAHAHAHAHAHAHAHAHAHAHHA!!!!!!!!!111111ONEONEONE

\*cough\* 10/10

P/S Oh I would love to have a quick sound toggle button so I can play during work hour.

Lovebug by Pix3m 2017-04-26T18:08:49Z

I must say the romantic theme and immersive art was the 2 things that helped me pull through this game. The difficulty level was up the roof.

When the game started, the tutorial dialog about paddle was halfway off the screen for me, so I didn't see it at all until my 5th try or so. And there's no mention at all of the fruits, so after dozens of death I calculated that the only way I can reach the lady is to use only 1 single fly spray at the tutorial point, saving all my love point for the long paddle part - which is probably impossible. Even when I finally found out about the fruit it was not an easy game, took me another 3 tries after that to finally reach the goal.

The ending was quite lovely though, worth the effort I guess.

This is Cutopia by Heinrix 2017-05-01T10:12:10Z

This game is so cute! Without prior knowledge about why chicken aliens would want to abduct little bunnies I had lot of fun blasting them off the sky.

I don't really like the control though, it feel kind frustrating. The cannon feels like it has some kind of "lock-on" targeting system that only activate when you manage to slow down and aim close to a chicken, other time it just fly off. I never managed to get a shoot-by, always have to pause, aim, aim, aim, shoot, miss, aim, repeat. It doesn't give me the thrill of a shoot 'em up game.

Overall I think the game is very fun but the aiming or control system must be a bit more natural, either "smarter" or more badass.

Small Worlds by Damien Remars 2017-04-26T12:46:19Z

Pretty chill game albeit short. Or maybe not challenging enough.

I think the game could be more fun if it take a more skill to be able to get to another world, then exploration would feel like a reward :D

Tumblin' down by Shodanon 2017-04-27T08:29:17Z

The idea behind the game sounds interesting but it's a bit lacking.

Control was not what one expect from a mainstream RTS game (select with left click, move with right click, move the map around with keyboard arrows etc)

I did manage to finish one game where I lost, but I think I kinda got the hang of it and would win next time.

The music was astounding though, and the visual was quite soothing (except the capsule units and cube barracks which were kinda disappointing).

I love the supreme feeling of throwing my loyal servants into the abyss and the cry of death from my enemies. 10/10 would try at home.

Overall I think the game has lots of potential if more were done on it.

Oh and the game froze on my first game. The music was still playing but I can't move or control anything.

LD40 — The more you have, the worse it is

Cherry Creek by SecondDimension 2017-12-14T20:50:25Z

Screenshot 2017-12-15 03.32.58.png

Really nice mood! I loved this kind of relaxing game. This is certainly the best experience I had among similar games.

The half-houses puzzle me a bit but they're cool in their own way. And I love the passing clouds, it enhanced greatly the look & feel.

I think the algorithm was perfect maze generation and then you put a tree at each dead end? Though I can't figure out the exact generation algorithm, doesn't look like depth first recursive to me. I'd never thought about using it this way, it's an eye-opener.

For improvement I think there should be some kind of graphic effect after the level is completed. It wasn't easy to finish the Ridiculous level and some kind of effect or animation that give the "Perfection" sense would be, well, perfect. For example light or wave flowing from the fountain reaching each tree giving it bursting bloom.

Some modern leaderboard/daily mix would be fun too. A game named Mazy on mobile does it very well, it add more replayability to the game. No one play the game I mentioned anymore but it was really fun when it last. In that game each time you finish the "daily" challenge you could see real-time replay with visualization of how you compare with top competitors.

Samurai Shaver by DDRKirbyISQ 2017-12-17T16:53:33Z

Awesome game! Music and art are on point and felt great. The gameplay is a bit monotonous after some time, but I think with a bit of variety I can play it for hours.

Travel Light by Shivur 2017-12-06T08:51:53Z

Interesting concept, simple but solid and got room for improvement.

As @kothead mentioned I also think the game need some kind of "motivation" to fight. And the game right now is a bit too easy to show its concept.

IMO the game would be at its best when players feel the dilemma of having to choose between either stocking lots of ammo/food for better chance of survival or carrying little for less chance of being detected.

Anyway it's a solid game & concept, right now it mostly need some sound I think :)

Critter Sitter by dvdfu 2017-12-14T17:58:44Z

Wonderful game!

The art style is astounding I can't believe it's a compo game. The game is really fun and have a lot of potential.

If I have to nitpick I'd say the scoring need some improvement. Right now it's not clear to me whether I should try for higher earning or longer run or more pet cared. There should be some kind of central scoring system.

Regardless I rated it 5 stars overall because damn I don't need any scoring to fall in love with this gameplay!

HUDdled by Pox 2017-12-06T13:00:25Z

Funny game. The panic rush was good laugh.

I still don't know what Refill (G) does because by that time I have already spammed everything that lit.

The UI taking the entire screen is annoying but also hilarious as heck, I'd even say that's the best part of the game :smile:

Museum Keeper by Louspirit 2017-12-15T00:54:24Z

You'd totally thought they would learn to change the damn lock by the 15th break in!

At first by the music I thought it was a scare jump horror game (I'm bad at that), but it turn out the game was not one of those. The sound was really thematic and voice acting was surely impressive! The appearance of the burglar is very interesting as well and I liked him (is this Stockholm syndrome?). I'm also very impressed with the design of the music as a whole and the art pieces jab especially.

The AI was a bit too simplistic though, and probably because of that, by the 10th day it started feeling repetitive. It is a bit of a pity for the very interesting burglar character. If only he knew how to hide or in some way more elusive at later level it would be more fun.

Contamination by Lars DK 2017-12-21T23:51:17Z

Pretty cool game!

What I liked: - Tutorial. A bit too long but well done. - Various types of enemies - Super POWAH!! - Post-apocalyptic theme was well done. Really, loved it.

What I think could be improved: - Movement. Switching too fast from A->D make the character stuck still for a second. Moving diagonally into a wall make the player stop (people are acquainted with "sliding" along the wall in the non-blocked direction) - Clicking hell: my finger hurts~~ can't it be hold-to-fire? - Performance: game run really slow after a while (probably path finding?) - Turret versus Plasma: I think the plasma should be cheaper/spammable to add variety to the gameplay. Right now it takes forever to get enough metal to do anything.

Temple of Greed by fusionnist 2017-12-06T02:31:04Z

The game didn't display correctly on my machine (only show on half of the screen). But when I tried running as administrator it worked.

For the game itself: I really love the graphic! The color is vibrant and warm.

Control is very well made, but double tap for dashing is something I think of as bad design: you always end up dashing when what you really want is to move small steps.

The level design is quite good as well, got me hooked. There are 3 particular turnoff for me though:

- Not knowing which artifact will open new paths and which doesn't. This end up making me take whatever I see anyway, and defeat the should-be purpose of the theme (don't take more than you can handle). - Places with lava on equal ground with platform feel really cheap: you take damage for overstepping platform when jumping - not natural and not fun. imo for the same difficulty just make lava lower than platform but make the jump longer. - The content after you lost all power (the part to the right after all 4 doors open) feel too long and tedious. It's not too hard but it's tedious, and I hate the 3 space lava jump mentioned earlier. I really wanted to know if there's a better ending than "got my own house" but I never made it back from there.

Home Raider by Rongo Matane 2017-12-22T00:07:23Z

Oh my god

This game is soo good, presentation was great, the idea has so much to extend upon. Truly a gem.

Only thing I could complain is that the ability to "revisit" previous settlements kind of broke the mood. I really think it should be either: - An episodic game (cannot revisit previous levels), or - Permanence result: stolen items do not respawn, broken-in house would have heightened alertness, etc.

Phaeria's Mine by AVAVT 2017-12-12T11:59:28Z

Thank you all for the feedback! I'm sorry for not replying much in this thread, because we're trying to squeeze out as much of our time as possible and focus firstly on playing your games and give useful feedback in return.

It is busy time for us but we really appreciate you playing and definitely will meet you again on your game's thread :smile:

Phaeria's Mine by AVAVT 2017-12-16T11:59:51Z

Thanks again guys for playing!

@law5guy urgh it's probably a sound compression issue on WebGL. I'm working on it right now, but in the mean time it's not game-breaking, only affect the sound quality a bit. And if you close inspector windows the game will run more smoothly (mass log printing cost a lot :cold_sweat: )

@lars-dk and @rongo-matane : (At least for the Jam version) We want player to enjoy the game at an abstract, macro level of strategy without having to worry too much about detail. So even though each unit is slightly different, since you can't really choose unit type or control them anyway, the information about that unit's stats is redundant anyway so we didn't show it.

@rongo-matane we made a quick heroku server that accept and return highscore. The server is dead-simple and the amount of data is minimal (only name and score) so it'll take probably tens of thousands of play each day to reach heroku's free plan limit :smile:

@vfabien21 that's a really cool idea! I love charts too! There could be a big pie-chart to see how much of the pie was eaten by your enemies and how much was spent feeding your own unit! :joy:

Phaeria's Mine by AVAVT 2017-12-21T22:57:38Z

Woohoo, grats @ddrkirbyisq! On top of today's #1 you have beaten my own best score as well :smile:

Chasing Syrinx by Lugdumdare Team 2017-12-06T00:09:29Z

Beautiful artwork and sound!

The game is too punishing for my taste, but it is just my personal opinion (I gave up @ first sliding sprore)

The physics collision/interaction could be visualized better imo, it's wasn't apparent to me that I could stand on leafless branches, and it's hard to see when a platform (branch) end.

From my personal experience it is always very easy for us - as creators - to perform tricky maneuvers in our own game because we're the one who made them: we know exactly where the colliders are and how they stand in relation with other pieces. But the players don't have any of that information and have to figure out the detail with trail and error - a process where "hard" and "frustrating" are only a hairline apart.

Dungeon of Cursed Artifacts by Florian van Strien 2017-12-05T16:10:47Z

Too damn effing hard!! I always die at the %&Q#$ 5th level!!

Diamond Bell is sure death. Slow belt is strange - not sure what 20% slower means. The glasses are easy. Globet of alzheimer is globet of alzheimer is... what was I saying again?

Very fun game, but I died too many times, ragequited.

Oh and I agree with the above commentors on the long text, it's kinda confusing, luckily when I happened to me the first time I was on a great run and didn't want to F5.

I wonder if I had a younger sister by fangzhangmnm 2017-12-17T16:48:16Z

The story is a bit shallow compared to the rest. And the rest is WONDERFUL!

Gameplay overall is a bit weird, don't get me wrong it's the "good" weird, but it didn't live up to its potential I think. Regardless I totally felt jealous of this MC, which is exactly the point of the game I think. Damn mofo.

Sam Snow by Matthias Schedel 2017-12-05T15:41:57Z

Congrats on finishing your first Jam. It's an achievement on its own to publish a game before the deadline! :smile:

The game is pretty hard. The jump could be done better, maybe because its lack its own animation.

It seems like there's a bug or something on my machine, I cannot see the snow ghost, only a bunch of spiky bluish blob.

It would help a lot to have basic control guideline in game as well, I tends to play game before reading the post (avoid spoilers) and didn't know you can shoot with F until I came back and read the description. Afterward the game make a lot more sense.

Speed Journey by Kyle Pham 2017-12-09T01:46:44Z

Congratulations on your first game jam! It's an achievement of its own to finish a game on your first try.

The game is lovely and the concept is clear (though very punishing).

I think the jump and fly up should use the same or at least similar sound. Right now they're quite different, as if belong to 2 different characters.

There's a bug with the red orb (increase size) that bumps me up when collected, not a big issue but I missed my jump timing some times because of it.

For the design of the game, I think the instruction screen is too cluttered and not necessary: - You can put the control part (arrows, x, z) at the beginning of the game - for example as clouds resembling those shape or even simply as it is right now. Player can enjoy figuring out what they do by themselves. - Touch rainbow & die: they can find out by themselves (it's more fun that way teehee) - Effect of the orbs: you can display them as floating text when the player collect them. That way the information is available to the player immediately when they actually need it. In the current state I always have to re-check the instruction screen to lookup what they do. - Collect lava lamp to win: also not necessary - they're already begging to be collected :smile:

As for level design, I think the game could be more fun if there's more than 1 path. Maybe if you collect too many orbs you can only go through the upper paths - which is harder. If you avoided collecting too many more options are available to you and you can choose whichever is comfortable to you. It encourage exploration and experiment - 1 less level in the game is no problem if each level is satisfying!

MiniDom (2-6 Player game) by cammy 2017-12-05T15:33:58Z

I heard of Pico-8 before but never actually played any game on it, and the control really confused me (well sorry for not reading the post before playing). It's very confusing when the game say press... was that an O or a Square? really hard to read.

On the other hand the game is pretty cool Definitely something I'd play with friends occasionally instead of same old Poker or Bridge.

I would love to have some explanations of the game icon but the experience of figuring it out for myself is kind of fun as well (I still don't have a chance to play the crown icon so not sure what it does).

TL;DR; cool game, need basic instruction.

POKED - be social by Faktori 2017-12-11T13:17:34Z

Coolest cactus ever! :smile:

I really love the game, if not for so many bugs I guess it would easily top my favorite charts. Despite crashes I managed to get 2 endings and they were both great *horses noises*.

I think the part that need improvement the most is probably the control. It's not responsive/reliable and it worked against the game's feel, especially at the beginning when I'm learning how the phone's UI work. It was very hard to learn what was a bug and what was intended behavior. Worst part in my experience is when the Call Mom alert show up and I can't click Ok to turn it off. I thought that was an intended feature and sat for a long time waiting for it to turn off itself.

Aside from that, the game itself as I said was amazing. Loved every characters and cactus especially <3

POKED - be social by Faktori 2017-12-11T22:57:26Z

@drjedd thank you very much! My team mates want to expand the idea as well, but right now I'm not quite sure which direction to go. The most I can think of with current design is a web game that last 3-4 hours through the night. If we want to make it a more "serious" game it could possibly fundamentally change the gameplay, dilemma dilemma T_T

Don't lose your marbles by PoshDan 2017-12-06T09:04:33Z

A lot more fun than I thought at first! The idea is simple but quite addicting.

On my Mac it's glitching out I think, the tray is completely black, so I can't comment on the graphic. The music is funny and familiar.

When the tray turn to the far side it's really hard, I could only survive those phases by luck. Or it's just because of the texture glitch make it hard to estimate where the tray ends.

What does the blue bar on top do though, I can't figure it out?

SΓ€nka Viking - A Viking Warship Simulator by Erlatronics 2017-12-15T00:11:19Z

Simple mechanic and fun. Remind me of the old cannon fight game on Windows95. Despite being a rather short game, I can totally see the effort and attention to detail spent making it. Even as it is right now, it could easily fit into a RPG as mini game or part of a side quest.

I have some inspiration for the game, maybe if I had the same concept I'd give it some kind of theme:

For example you're a merchant ship delivering goods from one port to another. When you're attacked by pirate the fight could be exactly like the game right now.

When a pirate ship is low they will try to escape. You can choose whether to try finishing them off (gaining their goods while making your ship heavier) or just let them go. You get gold upon successful delivery and that way the game could be episodic where each next trip is longer than the last.

Well that's just my imagination and maybe doesn't fit your intend, just leaving it here as reference :smile:

Infortune by Pacha 2017-12-14T21:19:44Z

That moment when your character's so fat he causes earthquake by falling into a pit!

It was an interesting setting for a game. I totally felt the thrilling danger of the pyramid.

There was much to desire though. I think the beginning of the game was really punishing (instant dead on first pits) while the rest of the content after you stack up some diamond is kind of a breeze, so it felt like the reverse of the theme (the more diamond you have, the easier the game become). The character control is a bit... unfamiliar, probably because of the force control the character kind of "slide" around like on ice, and it was a bit frustrating.

On the other hand, I loved the part where you have to run through a maze with spike underneath, it was truly thrilling and breathtaking totally felt like what pyramid exploring should feel like. The "Oh sh-" moment when I realize I chose the wrong path was really funny.

LD42 — Running out of space

CRAMMM: Totally Accurate Studying Simulator by tuism 2018-08-14T22:21:07Z

Hey there!

Quite an impressive game, especially the aesthetic.

What I like: - Beautiful art and sound combination - Cute, funny, light-hearted game. - Fresh idea with potential

But I don't like how the gameplay is balanced right now.

At the moment (and as a non-US?) I find the game easier when I just play randomly. The process of "dealing" with word is "Read the word" -> "Determine if it's related to the topic" -> "Keep or discard". All 3 steps are hard. In fact it's so hard that throwing blocks out randomly waiting for rng god to magically solve the problem is easier. So maybe 1 of the 3 steps can be simplified?

Maybe have a visual cue to show if the word is "on topic"? I honest have no idea which word belong to the "Trumpology", even if I see the word.

Or maybe you can have a dictionary so player can check to see if a word belong to the corresponding category or not? Categorizing is a largely subjective matter so you can't expect people to have the same categorization as yourself.

Encroaching by Ava Skoog 2018-08-14T20:56:35Z

Hey there

The game is quite moody and the theme and introduction of the game got me curious. But the execution need some improvement imo.

- The control is... very bad. It just feel unnatural. Every time I see a hunter and in my mind I was like "SHIT A HUNTER! RUN!!" and I press back, but the deer just stand there stupidly, and I got pulled back to reality "Oh right it's just a game" and it felt really bad. - There's nothing telling me what to do in the game. I know I'm supposed to dodge hunters, but what else other than that? What should I do instead of just standing still?

Hydrogenic by Gabe 2018-08-15T11:30:22Z

Hey there!

The game is cool. I like how I was able to jump into the action immediately with minimal instruction.

On the other hand, I feel the control is a bit frustrating because of the constant direction flip. Because the jumps usually involve positions close to a spike, I always mispress and die. This part is not cool.

I strongly believe that control should empower player to express themselves, not hinder them.

For this game, I think instead of controlling the electron, maybe you should change the control to rotate the game world instead? Because the orbit doesn't jump, control won't be flipped and would feel consistent.

Also, I would love to have a point of reference at the center of the circle. Currently, it's very hard to determine exactly where the electron would jump to on the other side :D

Quicksort by Yngvarr 2018-08-14T20:06:48Z

Hey there,

I think the idea could be greatly improved with some humor. It will destroy the reasoning sense ("why am I doing this?") and make the work of the robot more relatable.

I also agree that the control is hard to get used to. Have you considered a more traditional approach? (face box and press Z to pick up, press Z again to put down). If you dont' have the arts to visualize "facing", you can use an overlay box (similar to harvest moon-types tool hit overlay)

Sink or Swim by wrexialmt 2018-08-14T21:10:01Z

Hey there, the game is fun, but: - Reading the introduction, I thought I *am* the cat. - I don't know what the worm are for. I just keep eating them but what are they? - I honestly don't know why I keep dying. I always die after the 2nd cat appearance. I have dodged every thing red on the screen but I just die, so I gave up.

Ice Interstice by aeveis 2018-08-13T08:25:34Z

Wow this game is really cool!

The settings and character is very cute, remind me of NES games I've played. The puzzle mechanic is really fun! It's stimulating and "free", unlike most puzzle games where you feel restricted instead of empowered. And the level design is pretty good as well. Love it!

Terraform by Hi Im Greg 2018-08-14T20:41:18Z

Hey, nice game there.

What I like: - The mechanics were pretty fun to toy with. - I really like the aesthetic. It's not the best but it has a certain sense of harmony among the elements. - It was a pleasant surprise to see the 2nd island (is there a 3rd?)

What I don't: - I think the biggest issue of the game is the camera. It's too hard to see anything after some kill, and you always end up in the south corner of the island defending. - The death block thingies is cool aesthetically but not cool when visualizing exactly *where* the death zone is. One slight mistep and you're death T_T

Don't give up, Earth! by Rosca Valentin 2018-08-13T09:33:49Z

So cute~~

I think the gameplay could get a little optimization. Right now I don't need to "fight" and just keep on dodging. After some time when the universe is small enough it stopped shrinking altogether (because other planets keep colliding with the sun?) and it's become an endless game.

Also, the explanation text is too fast and misleading. At the beginning after reading it I thought my role is to knock other planets away from the sun (similar to other "protect Earth/Sun" games). Took me a while and many re-read to understand how to play,

Trattoria by Rongo Matane 2018-08-23T11:09:06Z

My browser keeps running out of memory space!

Screenshot 2018-08-23 17.55.19.png

Jokes aside, I love management sims so I was looking forward to playing your game since you started uploading to itch. But it was crashing at the time, so I couldn't try it out until now.

To be honest with you, the current implementation didn't have any thing "new" comparing with other management sims. The feeling/sense of the genre is there, and it's greatly done, and without the performance issue I can see myself playing until the end (the game froze halfway through day 3). But it's lacking an identity for me to remember it by.

Sorry if I sound harsh, I consider myself a fan of your previous games, so when this game that I looked forward to doesn't have the same originality/fun as it predecessors I feel sad :cry:

Board 'n' pieces by AVAVT 2018-08-19T12:10:41Z

Hey guys, thanks for playing my game. Sorry I didn't reply soon enough, I was really busy and had to focus on playing other people's games T_T

@tuism @edj99 at first glance, the falling tiles seems like an add-on feature. But I think it's an integral part of the game. You see, if you remove this feature, the defensive formation will become so OP that a defender will always have at least a 3vs2 advantage over any possible attack, meaning both sides will not dare attacking and only defend all the time. The falling blocks solve this problem by introducing opening into the formation.

There are 2 ways to implement this: either make the block fall randomly (more surprise) or let the player controls which block will fall (more sport-like). Since this is a LD game, I assume people won't play the game for a long time so I chose the random method :smile:

@tuism @aeveis the combat is a real simulated battle. Unit types have a rock-paper-scissor relationship because of their behavior (cavalry move fast and dodge arrows easier, for example), but results are not always exactly the same (depending on where individual units are spawned). Multi-squads combat are a lot more complicated, you can setup combat formation that beat the r-p-s relationship.

@kubenexion Units actually are darkened 2 times (they become even darker when they have moved and attacked). While play testing I find it more important to know which squad you have moved than which squad have completed both actions, without it you'll keep clicking units to see which one can still be moved :smiley:

But surely I need to differentiate units' states and allegiance better. Since there's only 2 days I couldn't draw much T_T

S.P.A.C.E. Module Collectors by AdroitConceptions 2018-08-16T18:13:24Z

Hey there, I'm the guy who asked for local multiplayer tester :)

What I like: - Procedural generated level, which is pretty impressive imo. - The compass at the top as the only navigation aid is also very cool. I like it. - Voice over. It adds a lot of seriousness to the game.

What I didn't like that much: - Only 1 type of enemy (or was it just my luck?). You could use more variety here even if just a slight difference. - The general difficulty is a bit too easy now.

Overflow by Mors 2018-08-15T12:02:51Z

What I like: - Wonderful art and audio. - Cute, lighthearted theme. - Easy to grasp gameplay. I like how I was able to jump right into the action.

What I don't like: - Questionable control: you have to keep pressing against the wall to wall jump, which is quite different from most platformers. - Collision box is off, leading to frustrating fall/mistep. - The game is hard enough without the water filling mechanic. It didn't feel like a part of the game.

A New Kingdom by 2lol555 2018-08-16T18:53:05Z

Hey there, I'm the guy who asked for multiplayer tester before the jam :)

About your game, what I liked: - Simple, light-hearted theme: the story is easy to sympathy with, and very "pure". I can see my son playing games like this when he's a bit older. - Catchy tune. idk about other people but I find it funny, which is what you truly really need when you die for the 123617826948124 time. - Hand-crafted levels. For games like this it's easy to see randomized level (because it's quicker), but random spawn platforms feel cold and machinery.

What I didn't like: - The control: I see other player already mentioned it, but some times the character doesn't jump while expected, leading to frustrating death. - After the first level, it looks like I've finished the game (the first dialog looks like a "the end" screen). Only when I came back to this page did I realize there's more. - I think the 2nd and 3rd level is easier than 1st level? I think there should be something new here, since player have grown a lot after finishing level 1.

Falling Ecosystem by sprvrn 2018-08-13T09:00:27Z

Cool game, has an additive feel to it.

It took me a while to figure out how the game works. In my first game I mined a spot at the center of the island, and every went down quickly.

Although the game is cool and I played it to the end, I don't like how the game "progress" or "unfold" to the player. Things like "how to win" or particularly "should I spam mine, or should I wait until the exclamation mark appear?" are not quite clear to the player (I still don't know).

The score need some explaining as well. Maybe instead of score you could just have a "Wonder" building that require loads of resource and player wins by building that? It would be a more "visible" target to aim for.

Comfort Zone by radow 2018-08-14T11:41:40Z

Hey there, I'm the guy who made a post about making 2-players game :)

I find the game quite fun. Achievements as a guide for sandbox-y game is something I wanted to try for a while and haven't got the chance. And it's used well here.

This game touches me personally because I'm a party hater. The experience of avoiding people in the mist of loud techno sounds while looking for friends is something I can totally relate to.

For the game itself, what I like: - Ambience/background sound. It adds a lot of depth to the atmosphere. - Interesting "development"/"unfolding" of the story and gameplay, and also how well they go together. The whole experience in general is very good.

What I don't like: - Inconsistent art style. It's better to have consistent bad art than mixed arts. - The techno song. Oh but maybe it's intended to be unlikable. - The single door that connect 2 large area that always get jammed. I think it's cheap/uncreative. - The time speed. Waiting till 23h takes forever, and the number of people increasing is also too slow. Maybe it could be hastened a tiny bit?

Comfort Zone by radow 2018-08-14T19:33:19Z

@radow yes, that door. I don't know the specific reason, but once it get jammed, it will never un-jam.

@ente I mean the game itself use hand-draw images, but the glass icon is pixel art, and the dialog/buttons are using unity's default panel.

LD44 — Your life is currency

Mr Moneybag by managore 2019-05-02T17:19:13Z

Nice game again, but I dont' quite like how the game is not intuitive comparing to, like, Path of the Rabit or Roguelight: you can just jump right into those game and play, but not with this game.

I had to switch back and forth from the game twice: one was when I actively look for explanation of the numbers, and the second time was when I "finished" with the game, about to comment that I noticed the part that say you can... destroy the wall!?!

Mind = Blown. Had to play the game again, ugh!

What I love about the game is the constant evaluation of cost vs benefit while play, in every action in the game.

What I hate the most is there's no indication of "what's now" - number of reds spawned (maybe not that important), remaining coins on this floor (pretty important), how many turn until next red (could be useful).

And I still don't understand the meaning of gem. What are they for, after all? Maybe I just never managed to get enough gem to trigger their event or effect (best I got was 5 probably).

- If they have no special effect, they're serving the same purpose as "floor level" imo. - If they do have their "special meaning", maybe you could have an earlier indication of that "maybe just a message?" so the player could have a desire to gain more.

A Moment To Reflect by aeveis 2019-05-02T13:28:43Z

I wish I have your sense of color, your pieces are always so innocently colorful.

The experience was simple and nice as always!

Seaway by Constantin 2019-05-02T10:38:35Z

I played the game before reading description, and I was like "They were SLAVES?? I thought they were ship planks all along! Mind = Blown"

This is the most beautiful game I've seen so far, and the peaceful auto pilot mode was very soothing.

I don't like the manual control of the ship though, the navigation is very unpredictable and hard to understand. And I feel the progression should be lengthened a bit. In my experience by the time you buy 1 or 2 powerups you're practically the god of the sea already.

Overall I love it a lot (4.5/5), but more as a piece of art than a game <3

Fluffensnuff by Rongo Matane 2019-05-02T12:49:51Z

Coming from my game:

Human cutting down trees: "Damn evil human!! 🀬"

Cat massacre every single animal in sight: "Aww that's so cute! πŸ₯°"

===

Awesome game with cat, all 🌟🌟🌟🌟🌟

SACRIFIGHTS by Lumpy 2019-05-02T13:18:25Z

Power!!!

Unlimited

POWER!!!!!!!!1111OneOneOne

====

The sounds get kind of noisy toward the end,

...but I guess it's logical to hear madden voice in my head at that state. xD

Another great game!

Cyborg Highway by Pyrian 2019-05-02T13:54:40Z

Nice game as stress relief! But I got a bit of dizziness after a while playing. I hope the main character could be a bit larger and more noticable.

Maybe with a closer camera zoom, and let it follow player? Not sure how it would affect the gameplay.

And a juicy sfx when you managed to kick the enemy would be nice!

LD47 — Stuck in a loop

What Goes Around by Omiya Games 2020-10-15T07:05:09Z

What I liked: - Geometrical surface movement is really cool presentation! Maybe I'll try to make one some day. - Ikagura mix Geometry Wars is a great idea! I actually was just passing by but when I see the idea I simply *had* to try.

Was totally worth it. Slap some vfx on it and you'll have a totally dope game.

What I think could be improved: - Music sounds like sfx. It confused me and made sfx lose its, well, effect. I couldn't reliably deduce which sound means what happened. - I think the size of the everything should be smaller (relative to the big sphere/the planet) - But more importantly the **speed** of everything should be reduced to about 75% of current. At the moment because of speed and size it's not a danmaku game, it just feel like traffic in my city where your safety only depends on luck, and the only way to ensure you're alive is to stay still.

Possible addition: As mentioned above, after playing for a bit I feel like staying still is the best course of action. But honestly, if your player stand still on a geometry surface game, it basically lose the whole point. Geometry surface presentation is only cool if player is constantly moving. So maybe additional "flag point" or "capture point" could be good incentive for point-gaining.

Fort Loop by deepnight 2020-10-06T16:12:26Z

Great game. The concept of time loop was well executed, and polished art style.

2 thing I think could be improved are: - The jump height and jump duration is too low. I know it's a realistic height, but gamer are too acquainted with mario's super jump height, and short jump is just too frustrating. The frustration become apparent at that level where 2 diamonds drop from the ceiling, and it require split moment reflex and precision to grab it. If it's an action game like ninja gaiden, it could be cool but in a puzzle adventure game, it feels terrible. "I found the solution of the puzzle, but I can't execute it after the 20th tries" is an experience no one enjoy.

- Jumping and landing sound could be nice. Jumping the first action you learn at the start of the game, but there's no sound and it felt kind of void.

Overall it's still a fantastic game though, easily one of the top game so far I've played.

Curly's Chase by aeveis 2020-10-12T15:15:28Z

What I like: - Super lovely artwork. I can't get enough of this cuteness! - Interesting way to unfold story. I was mildly surprised and amused at the same time when I can fly through the cloud and just as I was about to think "So, what now... oh, so now I face water challenges, cool."

What I think could be improved: - The view distance is a bit too close. When you are moving vertically it is impossible to react fast enough to turn. In other word it's pretty much guaranteed that you must press Z whenever you see a turn while moving vertically, and it's a bad experience. I think this is the biggest issue with the game. The "problem" of the game is very alike to parking car, and certainly no one enjoy parking car while forced to not turn their neck. - Smoother retry would be nice. I mean after I hit the wall, maybe instead of resuming with my face touching the wall, maybe one auto Z that put be back a bit further in time would be great quality of life.

Oplo by Harry Alissavakis 2020-10-06T16:55:17Z

Great game! - Graphic was good - The music was spot on - Game was extremely easy to jump in and play, without needing any explanation

What I think could be improved: - Performance: the game occasionally have big spike during animation - Were there repetitive levels at level 15th onward or just my deja vu? 15 and 17 looks the same I think?

Loopomotive by Tamas Turi 2020-10-07T08:51:27Z

What I like:

- Fantastic art style! Really bring me back to the popcap games era where game could be pleasing to the eye without having to buy a RTX2090 - Choo-choo music - Very interesting idea. (But I think it hasn't reached its full potential, more below)

What I think could be improved:

- The railway could be more... realistic. For example in the image below, the train is turning in a very illogical way, which make no sense. It'd be much better if the railways order their z-index constantly to reflect correctly how the train will turn when it reaches that intersection. Screenshot_122.png

- Currently it is possible to just leave the number of railway to a manageable scope and wait to gain points via railway repair, then I could have infinite score (even though it's slow). One can immediately see that issue at the start of the game, and thus make the aim of the game unclear.

^ My approach to understand the game is: first, understand how the train move, then see what I must do to get point, then try to get better. But as it turn out after making 4 full circles (to understand the train movement) I immediately realized I already "mastered" the game. Which is definitely not good.

Minor issues / nitpicking:

- WebGL initial window size is too small on itch.io, which force me to play in full screen. Maybe adjust it to be a bit bigger?

- The railway snap could be more intuitive, as in image below, this is where I think the railway should snap into position, but in game it snap only when I move it... I'm not sure, somewhere above where it should be? Screenshot_120.png

All in all I think the idea is quite promising, but require reimplementation for the "endgame goal". I'd love to play a game like this on mobile, not as a panic attack hyper-casual but some kind of mediative/relaxing game.

Gorilla Taxi by Rongo Matane 2020-10-06T15:07:10Z

For clarify I didn't play the game for too long. I'm a very bad top-down driving player (get nauseous after just a bit) so I couldn't manage well.

The game's mood is fantastic! - I love the radio music, it's the one little detail that get you into driving mode. - The (German?) street name is another thing that enhance the "local driver" feeling. - The "cause" of the game also drew me in, I still remember when I was a child when drivers don't have GPS and they remember all the streets in the city like the back of their hand. As someone with name-remembering trouble I admired them a lot. - The evaluation criteria are very human-like. Should require a bunch of different detection. How did you do them?

The things that I'd love to have better: - The animation of the map opening/closing could be better. I'd love it to have a feel where the guest name a street and you kind of fling the map up for a quick peek and step on the pedal. The in game animation is a bit clumsy. - The evaluation of the game could be more transparent. I like how when I just started the guests give me feedback on how I should not drive on pavement, how I should not cut through streets etc. But quickly after that I get a series of guests who neither complain nor praise and just slap $6 on my face. I don't know how well I did or how I can improve. It'd be great if I can constantly know what I can do to improve.

As mentioned at top I didn't reach the point where I "finished" the game, the best result I had is a guest saying fantastic and gave me $80. I can only try to give feedback under pretension about what would a target audience might like. Hope they don't miss the point of the game :)

Save The Prince by AVAVT 2020-10-06T15:15:44Z

Thanks you for playing! :sweat_smile:

@ryzy27

> OpenGL was not available. Not sure if that’s because of the game or it’s something from my end.

Well before whenever I see that error on a WebGL build it's usually an error in Unity's sound mechanic, but this one doesn't have anysound, so very strange indeed @_@

As for code, we usually share our code on github but this one use Rewired to handle inputs (for controllers) Last time I put them in a public repo, they sent me a warning email in just 2 days (must have a bot scan or something) So well, yeah, that's the problem T_T

Save The Prince by AVAVT 2020-10-09T16:00:35Z

@rongo-matane thanks for the comments

- There are a total of 4 days. Basically day 1 and 2 are walks in the park where you farm stats up, and on day 3 and 4 you will continuously fight full teams. - I think the isometric direction issue could be handled a little bit better. Right now the "main" direction from start to goal is right, so when people think "Forward!" they instinctively press up and got the wrong direction instead. - The combat was actually the result of a feature cut. We wanted to use the same combat mechanic of my other game Board'n'pieces (which is precisely as you meant), that way the arrangement of units on the battle field could be so that your knight will charge into enemy's archers and decimate them. But soon after day 1 we realized we don't have nearly enough time, thus the current fight system and also the stats up tiles (which are OP as heck)

@super-hadoken Definitely we plan to add more feature to the game after Jam :D There are so many thing we wanted to do, but the scope was too big to handle in 3 days.

Stagnatum by Cosmic Adventure Squad 2020-10-06T16:30:38Z

What I like: - Wonderful art style and ambience - Awesome music & sfx - Great implementation of the theme

What I think could be improved: - Art: the enemies could get more love. They look terrible comparing to the rest - Sound the sudden piano "slam" at the end startled me. Maybe because I'm using headphone. - Game performance could use a lot of optimization. There's a lot of FPS spike when I run fast so I ended up having to go slowly. - Story/writing could improve a bit to catch up with the wonderful atmosphere. Right now the writing feel like that in game companion that keep on babbling about meaningless stuff.

Lastly I'm not quite sure if it's a flaw, but I don't like how the character move forward when he attack. It's quite frustrating, like you see an enemy immediately above your head so you jump attack, but the attack move you forward in mid air so you end up getting hit instead.

Mission ∞ by ryzy27 2020-10-06T15:49:33Z

What I like: - The game is easy to jump in and play. Information are descriptive, for example I can easily *imagine* the stats of a gun at a glance :p - Art style is really cute - The mood is light, feel like old school sailor moon game of sort. You're the cool heroine saving the world, who doesn't like that

What I think could be improved: - Contrast of the cursor need to be bigger on both the menu and the game screen. I can't see the cursor at all and with mouse aiming that mean I can't reliably shoot where I want, and it's really frustrating. - The viewable area could be a bit bigger. If it's a melee combat game this size could be fine, but in a shooting game you basically get shot the moment you see an enemy. It also preventing me from appreciating alien's beauty.

Hang on, Bill! by zanzavar 2020-10-07T09:54:17Z

Wow this is one really nice game! I love it! It's well thoughtout, well executed, and humorous to boot.

The only one complain I have is that it's only 1 level. I hope you can give a few more level like how Bill get caught again at that 2nd bank and all that, maybe after the jam? :D

Fault Outcome by VPhyre 2020-10-24T11:45:56Z

Great mood! I can tell that a lot of love was spent making the game.

The storytelling part is very impressive and I think it fit great in a thriller/ghost game.

My biggest complain is the story ended too abruptly (understandably).

The text content could use more, like, importance. Being at the top doesn't help much because it's a bit hard to read. Maybe having their own panel and a bit of sfx on open/close could make player feel their existence more.

Around the Cluck by Brutten 2020-10-07T10:15:30Z

What I like:

- That ending was totally worth the effort, lol - Passive humor and references

What I think could be improved: - I don't like how the camera always stuck with you at the bottom of the screen. It forced me to always move at the bottom or else I can't see a thing. - The hit zone of item usage is a bit hard to use. The item is grabbed on your peak, but you have to stand exactly on the spot to use it, which is quite hard to correctly get. - Probably add some kind of story at the beginning? Just one dialog of the owner about getting a fat chicken or something could ease the "getting acquainted" step a lot

Wash machine loop by DmitryGalias 2020-10-07T11:08:04Z

It's a fun short game.

The highlight "call to action" for item usage is a nice detail that greatly helped, I like it :)

I have one suggestion that is to add a bit of expression to the ladybug in the beginning (like shocked or scared) to add a bit of character for it, and boost the player's drive to save the little thing.

Stuck in a Timeloop by Stefan B. 2020-10-07T11:31:17Z

Well it told me to capture screenshot so...

Screenshot_123.png

Anyway it's a pretty good game. The initial thought I have when I see a "space to timeloop" game was "Oh no not another mindf*** game", but turn out the difficulty was well done :thumbsup:

The death on lava was quite punishing but you basically only die once at the first time you see lava, and the timing was appropriate (when it doesn't hurt that much) as an introduction, and later you knew there'd be lava before reaching that part, so it was acceptable I guess.

All in all I think the difficulty curve was the most well done part of the game. As for gameplay I'd love to have a moment of "Oh, I got it!". Right now I kind of just move around doing stuff and just get the reward, it lack a "stop and think" moment which usually an important moment in puzzle solving games.

Last Night in France by halfboltGames 2020-10-07T09:31:31Z

What I like - The floor is lava - The game somehow combined zombie, thriller and detective/spy feel into one, which is neat.

What I think could be improved: - The goal was unclear. Maybe show the girl in trouble, or the "Get to the balcony" hint right at the beginning. That way player know immediately "what" they want to do, and can get on to figuring "how".

- Dying immediately at the beginning is very frustrating, which can turn off people. I think it can be solved by making it humorous in someway to ease the pain (it's very common in "impossible" games like Getting Over It - the guy himself is funny, or the Impossible mario-like game I forgot name)

- Maybe make a logical/understandable reason for "The floor is lava"? At first I thought it was because the character fell from height, but then I realized he dies whenever he touch the ground and I was like "That was no sense at all!?"

Nitpicking: Game is too short. I was like "Oh! I finally get how to play this g... WHAT it's already over?!".

Maybe add 1 or 2 more levels? You see, I finally managed to beat the zombie and got into the girl's room, maybe a level about unbuttoning your shirt could be a good follow up :p

Concentric by Scraggle 2020-10-07T12:54:54Z

It's a fresh concept and good idea

What I liked: - Good instruction, very easy to understand. - Gameplay is very smooth and the target is clear. Many little quality of life features helped me jump in the game and play immediately.

What I think could be improved:

I don't quite get the Point and the level's Target. They don't really go together. You can keep on playing forever without clearing a level and get infinite point. So the Point thing is pretty... pointless imo.

Just on top of my head some changes I can think of - Maybe change the targetto "get XXX points in an amount of time" - or instead of regenerate runes, let user try to get the most point before they are stuck in impossible state.

Just random ideas that pop on my head so they may not be that good, but anyway my point is the point and level target mechanics don't have synergy, and should be tweaked to go better together.

Aztec Ride by Idan Rooze 2020-10-08T08:57:03Z

Truly one of the most outstanding game this time around!

What I love: - Fantastic art and thematic music - Smooth control and overall gameplay - Complete and casual disregard to human lives.

Some nitpicking/hope for improvements: - The font could be a bit more clear. I totally can't read the Creators name and all that - Turning off camera rotation could be a bit more visible or available in-game. By the time I know about that option I was already nauseous.

LD48 — Deeper and deeper

Dome Romantik by Rongo Matane 2021-04-28T16:12:15Z

Another wonderful game! I had great fun!

It's really amazing how much content you managed to put into this game.

Also, congratulations on reaching 1st page of best LD48 games on itch! :D

OPEN SEA DEEP SPEAR FISHING DELUXE by WhyNot 2021-04-28T13:01:48Z

What I liked:

1. The graphic is great. I love the model, it look chills and game-y.

2. The gameplay was... actually surprisingly good, after I figured out how to play. I love fishing games and this is a fresh air quite different even from other harpoon games.

What I think could be improved:

1. I had huge trouble understanding how to catch fish. I mean it just pull me around all the place, and me pressing buttons aren't reflected by anything on the screen, so I wasn't quite sure what to do to catch the fish. I think just one more animation (maybe a pulling back animation) or some notable effect (maybe sweating emote or struging emote) that appear immediately when I press Down would help me realize pressing down is what I must do to pull.

2. The game's introduction was a bit misleading. Before I could catch fish, I thought it was because I don't have enough O2, so I even tried to figure out how to "train my freediving skill" by staying underwater and go up, which didn't work obviously.

Those 2 are big issues I think, because I almost quited from frustration when I didn't know how to play.

Luckily someone in the comment mentioned you can increase lung capacity by catching fish, which helped me go back and focused on figuring out how to catch a fish. After I did, as I stated at top, it was surprisingly good gameplay. There are millions new things I could think of than can be integrated to expand this way of fishing further.

Finally. Not a "bad" thing, but more like a pity: the game could be greatly improved with some sparkly sound effect and visual effect. Like those arcade game or Mario-family games. I guess it was because of time constrain?

Moth extraction by rhys_vdw 2021-04-27T14:37:33Z

This is weird beyond my comprehension πŸ˜‚ πŸ˜‚ πŸ˜‚

LD53 — Delivery

Deliver or Die by Imphenzia 2023-05-07T09:41:02Z

Screenshot 2023-05-07 163604.jpg

Damn that was one violent neighborhood, I love it lol!

I really really love the aesthetic in general, it complement the humorous nature of the game so well.

A small speed increase after a while would be great I think. And also just a little bit more items to break the checklist trick.

Superfetch Dog by benjamin 2023-05-06T18:03:25Z

Really great entry!

I love love the theme and am extremely curious about how the story would unfold, but it's just too hard for me.

I think the only issue is the effect of RNG on gameplay.

On the perk side smelling feels like the only thing I need, while eagle eye, hearing feel so much inferior. The other perks are all nice but honest, without a starting tracking perk the run is basically dead.

On the hazard size it's not that much of a difference but the ground spike is honestly too annoying.

I got a really good run with kickoff nose followed by time increase, and 2 or 3 simple hazard (mushroom, branches etc) which allowed me to reach turn 13 or 14 something when it sound like I'm very close to the ending (well at least from what the girl said). But then I dropped on a boar and died.

After that the runs are never that good and I always died much earlier which led to a rage quit.

I really really love the game, please give me a slight toned down (where RNGod have less power) so I can find out the ending uhuhuhu

Ravenhaul by Rongo Matane 2023-05-08T13:18:09Z

Damn is there no save I have to go home!!!! A Jam game made in 3 whole days don't even have save feature unbelievable I'll rate all 1 star!!!

j/k really great game I love it until now but will review properly tomorrow when I can spend another 8 hrs pretending to work.

Ravenhaul by Rongo Matane 2023-05-09T07:00:09Z

This game is very complete as far as gameplay imo. Music, art, design etc are so good! I think this could already be a working game prototype, I can't really consider this as a "jam game". I truly love this.

I. Question: it looks like if I don't pay a penalty, it will double up in 1 day (clone itself) right? It's not explained anywhere so I don't know if it's intended or a bug.

II. The Queen mission is a bit underwhelming. Coincidentally I played a game very similar to Ravenhaul in this LD named [Chain Mail](https://uppon-hill.itch.io/chain-mail). There's a similarity that both Ravenhaul and Chain Mail have multiple zones/partrons and then 1 "big" final mission. I think both has similar fault that the "final boss" is not impactful enough.

The 2 patrons before the queen were a lot more impressive to me (distance, time and package size constraints destroying my current party). And then the queen being so easy make the game end in a low note, didn't feel very satisfying.

III. There are still some bugs in post-jam build (Windows). Not very important for jam version but listing in case you want to fix them:

1. Permanent progression block: at the end of the day, when you sleep in the nest, instead of press `E` to go to next day if you press `Q` or `Esc` to close the windows then you can no longer sleep to pass day.

2. `R` to receive payment never worked for me.

3. Upgrading bird food max size sometimes cost more than it says, even bringing my money to negative (had 1k6, paid the 1k5 upgrade, ended up with -300 somethings)

4. Occasionally when I sign a new contract the item doesn't come, so I would lose that contract for the day. Happens near the end of game when I sign multiple contracts per day, not sure if that's related.

5. After meeting the Queen the play area is shifted upward, not game blocking but new mails on the ground is out of camera.

AMA Jo by AVAVT 2023-05-08T14:44:57Z

Hey @bullex , that mean your bot server is not running, did you start the bot package?

AMA Jo by AVAVT 2023-05-11T05:34:52Z

Thanks for playing @3ggplant ! Could I ask a bit: do you have the Unity error console log anything out at bottom left when the package explodes?

There was too little time to add a reporting window, so I used the development console to log out penalties reasons. Usually package exploding mean the drone dropped it in a non-storage area, or 2 packages colliding into each other

AMA Jo by AVAVT 2023-05-12T04:09:17Z

Thanks for your kind words @sodoj ! I'd be greatly exhilarated if you want to continue playing the game!

This bot framework is a base upon which I plan to make a series of small educational games about programming & languages, so any feedback/recommendation/issue reporting would really help me out πŸ™

Power Delivery by SharpLoaded 2023-05-08T04:16:39Z

Wow that's a lot of content for a Compo entry!

Had great fun figuring out how to balance the output/inputs.

Though I'd love to have the content of the `Help ?` page shown before playing, it's quite important information.

(Not like it matter much, but) wind power remains shitty in the end, despite so many upgrades πŸ˜…

Swiftly And With Style by 3ggplant 2023-05-11T06:02:15Z

Wow this game is so realistic! Feels just like real life, especially the throwing package on recipient's door part xD

Only unrealistic part is there's no dog chasing after you while delivering :p

I had some issue with the waypoint: occasionally when the target is above me the waypoint point me downward (toward the ground) instead. That waypoint would be fixed when the target is within my viewport, but did take some time to realize.

- I would love to have the layout more complex (more like real apartment) - Would be hilarious to remove the waypoint system, and add "realistic" building name/house numbering as well, so you have to deliver based on number on the door. - Would be nice to have some kind of "target" to aim for e.g. if you deliver every thing in under 30s you receive gold etc.

The Death Delivery Service by SAD Studios 2023-05-06T18:32:05Z

The graphic was nice, and I love the music (why isn't it played during the gameplay?)

I was hooked in immediately with the "introduction" soul (the person who want to see the car and then Betty and the corn), I guess it's placed there by intend? Really good kickoff.

Going on I really like that the souls all have their own story and feel "alive", I'd instinctively imagine the person I'm delivering, like the introduction soul was a farmer guy who loved his work, probably is very young at his death. Or the old man who want to see places with memory of his wife, probably he was in a wheelchair for awhile so he couldn't visit those places for awhile...

This lead to my no.1 dissatisfaction that the game's on a timer so I feel rushed and can't get to know the souls better. Doesn't matter that much being a single player game though, but definitely would enjoy a slower approach like a narrative or puzzle game setup.

As a side note, this Jam's theme lead to a lot of Death-themed game, but I really appreciate that this one's lightweight and even humorous.

Commutator by Sodoj 2023-05-08T03:33:43Z

Heyo, interesting concept!

I played the JAM exe version and the postjam script:

- I think you need to update the instructor the postjam script, there's also `psutil` needed to run the script e.g.

``` pip install pyautogui pygetwindow pywin32 keyboard psutil ```

- Would love to have a bigger pencil size, currently the dots look too small on my monitor and it kinda hurt my eye.

- I managed to "trick" the JAM version by opening another Paint windows and use a Brushes with max size, and JAM version used that window instead of the one it opened. Max brushes size looks better imo and I can play well. But post-jam script detects window quite stably so can no longer trick it :(

This script is very interesting, maybe it can even turn Paint into a movie/gif player haha

Unwelcomed Delivery by BlueDandelion 2023-05-06T18:47:42Z

Wow haha this is a really well made entry! Maybe I didn't expect much because of the "my first attempt" title, but this surpassed all my expectations.

The Windows 95 vibe is strong in this one.

I love the story being lightweight, like old times where good boys are complimented and that's it. I'll probably show my son this game, saw him play a similar one before. (the ending was kinda weird though)

Only issue I had is the old lady's message color was kinda hard to read, and the overlord's message was cut off at the right side.

LD41 — Combine 2 Incompatible Genres

Astral Fantasy by PowerSpark 2018-04-24T03:00:52Z

The game is really cool! Although there's still some improvement to desire, I enjoyed it quite a bit.

Really cool: - FF7 UI - Ship control feel completely natural in battle. It felt like an improvement of the turn-based battle system instead of trying to fit random things together.

Could be better: - Camera not following the ship automatically was a bit of a surprise to me. - Maybe ships hit boxes should be enlarged a bit, or the aiming could be changed to be more precise. - Duration between planets are a lot of turn skipping (chore).

Not sure if bad or good - Instant double level up was a bit unexpected. Or was it just my luck?

Seaman Sleuth by pudding 2018-04-24T16:34:12Z

Waaat abrupt end? What happens next??? xD

To be honest the metroidvania part of the game wasn't too impressive - but it's not bad enough to become a bother. The detective part was pretty good though, got me all curious and thinking even though there's no event of import yet.

Aloisius by Rongo Matane 2018-04-24T16:45:22Z

Please make 2 players version!!

Oh and I got null pointer exception because I misclicked outside the map when building new unit.

Witchbeat by dragonxvi 2018-04-24T02:45:22Z

Nice game! The graphic was really charming. Either my machine has some input lag as you said or I feel the window of timing is a tiny bit too small. I got used to pre-pressing after a while though, but it didn't feel perfectly synced with the beat (can't close your eye and tap it)

Cauliflower Power by Librorumque64 2018-04-24T16:50:16Z

Really really really love it, this is the most awesome box pusher game I've ever played. I mean it was like "hey yet another box pusher game" and then after a minute it was like "aaaaaa I'm stuck I'm death f***". Very good one to play with friends (alternatively), was great laugh!

Crane Quandary by Strato 2018-04-24T16:40:16Z

Been waiting to play this game ever since I saw it on twitter. Great game is as I expected. Very good puzzle design that give me pleasant surprise when I find out the solution.

I think the pace of difficulty (for the LD build at least) could be improved a bit though, adding more "breather" levels. I stopped at this level because the level before it was a huge stress and I couldn't find the solution for this one...

Screenshot 2018-04-24 21.44.57.png