Fridge Floppers by Split82 2023-05-22T19:00:26Z
This is a perfectly polished game! Great minimalistic touch! Congrats on your result! Well deserved.
Foon → Ludum Dare Explorer → Users → AweSkyBear
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Shooting Stars in a Blocky Cosmose! | compo | 176 | 3.34 | 3.45 | 3.72 | 3.37 | 3.19 | 3.48 | 2.79 | 3.34 | |
| 2025 | 57 | Depths | The 7 Questions | jam | 806 | 2.85 | 2.44 | 3.01 | 3.35 | 2.85 | 2.90 | 1.00 | 3.35 | |
| 2024 | 56 | Tiny Creatures | Cosmic Themes | jam | 1074 | 2.41 | 1.84 | 2.58 | 2.60 | 2.59 | 2.23 | 2.80 | 3.05 | |
| 2024 | 55 | Summoning | Bugs VS Bugs | compo | 334 | 2.72 | 2.56 | 2.88 | 3.04 | 2.45 | 2.22 | 2.71 | ||
| 2023 | 54 | Limited Space | Infinitum Labyrinth - Space Un-LIMITed | jam | 879 | 3.19 | 2.90 | 3.44 | 3.07 | 2.94 | 3.02 | 2.95 | 3.22 | |
| 2023 | 53 | Delivery | Airborn Island Delivery | extra |
This is a perfectly polished game! Great minimalistic touch! Congrats on your result! Well deserved.
Suuuuch a coool game, bravo! Very polished and *quite* cool mechanics! There is a saying: *perfection is when you cannot take anything out* - this is the case! I enjoyed the addictive mechanics and really liked to drift around : ))) For such a time short frame as the COMPO, **GREAT** job! I love the driving wheel view haha.
A few quick ideas, since I am writing: - maaaybe to add more challenge, the time dilation can be.. well, timed, haha. E.g. so you cannot have it for more than 1-2-3 seconds in a row (and then you have to be careful with driving again). - additionally, maybe you could take *damage* so that crashing actually impacts your character, the car
Overall, awesome work :)
Geez, this was good! Very nice, addicting. 2 things only (I would tweak a bit): 1) The *phone call* is sometimes a bit too slow / can feel; I would suppose that if it was very fast - like 0.5-1.0s this would add to a *frenzy feeling* and make the game feel even more dynamic ; I know this is a game mechanic, so that player should be taking the risk while on the phone, but that could be compensated by just having several more lines (which go rapidly but go for the same amount of time in total)
2) Sure, as others noted, it's a bit intimidating and it feels like maybe too hard; what about giving players another power or a way to *survive* while on the phone? :)
Overal, very *fun* and *funny* / *hilarious* *polished* game with a *solid core loop*. Thank you!
Oh... woooW! I cannot believe this has place 12 overall... it has the most amazing atmosphere and the music fita perfectly... Did I mention the wormy-moving mechanic is which **deservingly** brings you a very high place in **innovation** (for me even just this bumps your rating much higher...). And it exactly is somewhat extremely soothing... (bravo). The final transformation into a worm... reminds me of a concrete sci-phi novel (in at least several ways)... one of its parts, maybe you know what I am talking about. :)
I passed the whole thing in 20 minutes. Thank you for this amazing experience!
Wow! Very cool graphics and nice animations and sound FX. Very nice twist with the theme!
You guys, are *directors*! Not just game designers/devs! I **ROFL**ed so hard!!! How did you come up with this?? The doctor is rocking it! Extremely original idea! I am baffled.................
This was the most mood-satisfactory (and hilarious!) 1-2 minute experience I tried so far here!
Apart from that, gameplay-wise, I felt it is linear but *so well done* ! Thank you!
You are welcome! Awesomeness level 9000 !!! Keep up the *great* team work! :))
I just **love** this type of art. Great, very interesting and fun game. Captivating tune and those old-school sounds... I feel I am going to play this for a bit more than other games. Will comment more after I finish it. Awesome pixely animations!!!
This kind of retro art goes straight to the heart... several colors... reminds me of those very old computers and gaming systems and **great** gameplay! Thank you for bringing this back / I may be a bit oldschool...
Very nice graphics and a lot of action on the scene! Good approach to the theme itself, bravo. Clear goal. Overall, very neat jam entry!
Pretty cool start! The beginning reminds me of Cube Escape series / Rusty Lake : )) There is a similar slightly spooky vibe here. Great artwork! I wanted to see more, quickly, ones I started.
Starts very intriguing, it's hooky! Keep up the work!
A few things I noticed: - note that serif fonts are a bit hard to read, my eyes were straining a bit / maaybe sans-serif is a better choice when there is a lot of text - there is no way to skip text - I accidentally went out of the game / and wanted to move to the point I was, unfortunately this was not possible; - some of those typing sounds can be a bit harsh on ears / maybe something slightly more subtle would be better :)
Overall, awesome effort, **love** going over screens with this artwork.
Let's throw some crates : )))
Thank you, @shreemp ! Hahaha... it's not a bug.. it's a feature hahah
Thank you, @max-amaden !
I cannot express enough my gratitude and happiness that my first ever-public *game* gets such positive commments and that you are enjoying it! Pleasure is All mine! Thank you!
@shreemp , @max-amaden Btw while developing on the initial idea, I had the same drive haha and I wondered how i would make it such that (I myself) don't want to cheat - thus eject areas (added the previous day before publishing)
This way the player 1) has a clearer goal / idea on where to proceed 2) is motivated to build a strategy around concrete zones 3) takes potentially 2 kinds of risk while trying to eject , e.g. near a solid object and when targetting a flag
TBH: My sketches /ideas expanded so much to include more types of objects, like wind, moving ground, rotatable eject areas, birds and spikes (for example) but time was little (for me) and i am still building my "framework" for rapid delivery.. haha , thanks! In reality 1/3 of my time went jnto fixing issues due to my physics setup not setup properly....
@max-amaden hopefully yes ! next time maybe will try the scored formats too :)) and would really look forward to playing your great LD games as you deserve, on time .. : ))
**Incredibly beautiful and mesmerizing creation**!!! I have to play more.. I played just a bit, so cannot comment much more. Will get back : ))) I assume - since there were no hints of any sort - that I "need to find the exit". In case that's not the case, I hope I can find out on my own when I play again : ))
Edit: Oh, you've said it's exactly "find the exit" in the description. Well.. that's what happens when there is a trully beautiful creation : ))) - we skim descriptions, then straight into the game! Some bolds can help :D
Wow! You deserve *far more* ratings - and your game to be PLAYED! Do you know why?!?! - it's SUPER addictive - it's SUPER clear what you need to do - a LOT of games fail to do just that! - this initial tutorial is GOOD - it's easy to build a strategy - or it is clear that you need to follow certain steps to be able to beat the cargo ships! - yes, it's hard, but I find this with the above a good combination!!
Please, please, please - UPDATE your cover image! It's misleadingly LOW quality!! You have a *better*.. **refined** game! Make use of that! You have taken special care for very sweet details! The thrusters, the astronomical units jumps (WOW!.. love it!!!) .. do not let the poor cover image fool others!
GREAT job! You have taken and wrapped space travel into a neat package!!!
It's good. It's quite.. pretty challenging!
This is not a trivial game to implement : ))) Congrats on the effort and the mesmerizing result (both visually and in terms of audio)! Perfectly fits the theme! Perfectly!
Now to the bit of honest and from the top-of-my-head feedback.
**1)** Short-tempered people will not go too far with this game :/
I am not saying I am short-tempered, I did a few runs, but it's a bit *hard* to always understand and *see* if a given piece will fit in. This is an inherent property of the game, I know but MAYBE it could be improved with **1**: being able to change camera perspective?? Imagine - like a 3d editing software / I don't know.. that's one idea - the game itself is a challenge for this. Not sure if camera angle - bu a few presets for camera angles could be nice.. maybe.
**2)** It could just be me but... I got a bit irritated and felt slightly limited that I couldn't rotate the pieces in *every* possible direction. While this could be on purpose, this makes for the player to feel more limited than the already-limited space :P provides. It's already hard enough to place tetris pieces in 3d space.
Those 2 things are the main. It's honestly a HARD job to make it *perfect* and probably there is no perfect, so have to say **respect** for your out-of-the-box entry : )))
Hope the above provides some help! Good Luck!
Geeeeezus......... you are the winner :D :D :D
I will comment more later.......... baffled ! INCREDIBLE mechanics!
**Update**: ok, commenting more :D - WOW! Simply, wow! There was a HUGE *WOW* in me when I realized how switching between the ribbon and the world is the pivot mechanic! :OOOO
**Addictive**, **innovative**, **fun to play and finish!**
This is the best and most innovative puzzle mechanic I've seen so far throughout the jam! I will check Part 1 of this game, just noticed there is one.
Finished at Total Spools 7/9, maybe I shall replay and see what is it that I missed. :)
As other pointed, this could be turned into something much Much bigger! Note: the cube behind the damn tree was the trickies for me :D
Hello! I am confused / I would be GLAD to play and rate the game, help me out: 1) in the tutorial, I don't understand what is a *chamber* and how to.. create one? I am stuck at step 4. 2) In the game itself, I get *ant production failed* constantly;
Help me out here and will check further ; )
--dup post
Haha! This is quite.. quite cute! Audio is amazing. Gotta try this out with a friend : ))) ... who remains the king of the hill haha :D
@patbgames this *actually* is very cool game you got there : )))
It's addictive! It's well thought out. It's very well fitting the theme too! You can build some strategy up, everything is clear, it's fun and player is incentivised to not get hit, to hit enemy ships and up grade in a smart way. I was surprised by the variety of stuff you can put on your ship (the merchandise one was a surprise).
Now to the few feedback items:
1) initially I did not realize I could upgrade individual parts of the ship / it's easy to miss (although after a few waves I realized I need to move with Arrows onto the parts)
2) the *merchandise* one I did not realize how powerful is at first - until I sold it; and suddenly I got $ 2370 :D - then the rest was easy ^^
3) some music would be cool too; the shooting sound is juuust a bit too harsh, but all good apart from that
Here is a short GIF:
Shoot-n-trade-GIF.gif
**Overall, a very solid and fun game : ))**
I would love to see this developed further - more foes, balance, upgrades (etc.), and this could be a great-great fun! : ))
Bravo on your first steps with those tools!
**PS**: Since I am a fan of the same stack (TS, Phaser3), and since I am a JS/TS developer by trade, I've also developed this: [obs-disp](https://www.npmjs.com/package/obs-disp). I hope you find it useful for your games : )
I *actually* also have a very raw Phaser3 setup for rapid development, but its not yet polished enough for the public / will share ones ready ; )
Mate... this is an amazingly cool-look-and-feel entry!!! I wish you took some time to comment on other people's games so that you could get well over 14-15 ratings... it's a shame! It's *super* beautiful!!!
Now let me play a lil bit more ... : )))))
PS: I did notice now it is Extra - it was worth the effort! I wish you develop more : )))))))))) Good Luck!
Since I played a bit more, let me share a piece of feedback you may find useful: even after understanding what each piece of metal you can collect is, I still remain confused with the exact mechanic for buying (and the station storage thing). For example: I upgraded my lazer several times, searching for gold (Au), then I had *enough* Cu and Au *but* several times it did not let me upgrade my lazer again. Then I just sold some Fe (from the session storage) and *then* was I able to upgrade my lazers?! Is this a bug or I am missing something?
Ok, about the rest of the feedback: 3 parts with UI metrics - that's a bit too much. I was constantly calculating and watching those metrics to understand what I need for each upgrade. Then - when I sell something, *why* do the UI texts on the bottom right rotate?! Yep, a bit confusing :D - and also - not All are shown all the time - even more confusing.
I believe the game can get AWESOME if a bit more help to the player on what they have and what they need for an upgrade (even via a tooltip when going to buy stuff) : ))
Just my 2 cents :D Still - awesome game!
Checking out your game.. it's pretty cool. Just by playing it you can learn a lot about.. how the Universe works, I'd say :D I will play more!
Now, while you've seemingly gotten better balance (judging by comments; I didn't play the original initial, only the updated) you still have something I call UX issues - and those are the worst to fight (I had a lot in my game, even when trying to avoid at all cost). They are unpleasant to deal with especially when prioritizing time to more meaningful tasks. What do I mean: what players need to do in the game is not self-evident; or worse - they may not have a clear way to learn it (or it could require additional effort). Examples: many people don't read instructions. If I didn't read them, I would never be able to leave the ship in the first place. What about a small pulsing indicator on objects you can interact with? [Z] itself (on player over) may not be enough. Same thing for stuff outside the ship - ok, maybe after bringing a few asteroids *and* interacting with the ship systems I *will* know what the blue asteroid is, what the grey asteroid is (etc.) but I don't know from the beginning. I don't have a way to check either. That's basically should apply for any object the player may be interested in. : )) From this point of view, some players will persevere and enjoy, some will not even bother.
I myself like the gameplay loop. I will play more! Maybe I also learn something more about how our world works in the process ^^ And - big congrats on the effort! This is not a small feat!!!
Hahah, quite short, but bravo if it's your first using Godot ^^ ! I liked how clean it is. Definitely fits the theme :D ... you should have experimented by allowing the ratings - this is 10/5 the theme.
Woaaaa!!! Super cool and addictive!!! Nice nice! I had fun!
My *only* complaint - you die way too easily. Bumping into the end of the screen should teleport you on the other side like a classic snake game maybe :P
Overall amazing execution! If you keep up the work people will come back for more. :P
@aweskybear yep, I supposed about the wall thing - every bit of change brings more maintenance, I know :D . Thank you! GL
WOW! This is an amazing puzzle game! The vibe, the feeling, the graphics, the audio... so perfect! And this idea of words movement and splitting... wow! A **great** idea implemented in a fascinating way!
It is obvious you have been doing game dev for quite some time : )))))
Great job!! I have nothing to add...
PS: performance was perfect for me for the web version :)
It's a cool game. Clean graphics, crazy-floating enemy evasion. Upgrades.
But I get the feeling it's IMBA big time : / - or it at least feels so.. Even the first boss fight is quite intimidating (I sometimes get the first upgrade and sometimes don't). So it can put off players who would wish to see more. The question is: did I miss anything? I played the web build. BTW for me it froze *only* after the first shot on an enemy (then all good).
On the contrary, I believe the *limited space* part was there - the fact that those bubble-creators are too easy to spam bubbles creates for a *quite limited of space* :D :D :D
Cool game, but please make it less punishing XD
Cool looking game and a really interesting mechanic! Solid game! I would've liked more levels but I understand you also had *limited time*, not just accommodated for the... *limited space* :D. Great job! Amazing aesthetics and I like the shader.
A few things that could be improved: - would be great to have *undo* of the last-collapsed space, since anyway you have to undo it manually every time - it can be confusing where you can drag from (and to where at most), especially initially; e.g. the 3rd level took me the most time ; there probably are - the sounds - even though they are cute and retro, they are a bit too much; I always suggest softer sounds and I stand to that again
Overall, a pretty cool and innovative mech : )) .. develop that, make sure players will be able to wrap their head around it and you got a banger!
Hey... it's a cool concept! And beautiful graphics : )) You know... I'd wish if such a game is turned into something like Hell Fire (an old Sega) game - these graphics with something like Hell Fire gameplay .. that would be awesome! Just an idea :P
And as others mentioned - seriously, it's cool! Don't worry about it being short - build up on that **super solid and good-looking core**! Make it longer. Add sound effects. Make the ship have different fire modes or sth. Maybe create a fully-random (or pseudo-random) level/s. Add level decoration / solid elements.
One tip: *don't be an extreme perfectionist!*. I can feel you are somewhat of one ;) And... *make a plan and execute it*.
Good luck, it's a beautiful start : )))
Hmmmmm... this little game got me into a *flow* state pretty fast... I really like how smooth the controls were. I liked it. It's relaxing! The music gets you going, the objective is clear. My feedback points: - however many times I was pressing Tab, I didn't feel it get any harder/more difficult - this made it feel repetitive after the first 20 or so fill-ups onto a truck (maybe I am just too impatient) - maybe I needed something more to happen in the game / more types of blocks / something to tickle my brain more / some dirty twist :D I don't know; - maybe the truck storage skeleton could have been different with every truck - or getting more twisted (think tetris) - maybe the positioning of the parts you take could surprise you after each truck, etc.
Pretty *flow-y* start : ))) I would say. I would LOVE this developed with twists, please do :P
Wait.. wHAT?!! You have to be kidding me... This actually **BLEW** my mind off!
The fact that there is NO explainer but that funky things start to happen (if you push through a bit).. I find stunning! GREAT job!
To the ones who are wondering: there are *levels* of space... Those mechanics are **exemplary smooth** ones you get the hang of putting objects in the first place! Maybe that's the only thing - if somebody doesn't get it they would leave. But they shouldn't! That's one of the most unexpected game jam experiences I've had with LD54. Amazing job. It's beautiful to watch, *much* more well thought out than expected, the ending is a BANGER and the cosmic references are amazing! Well done, guys! :slight_smile:
Team, this game deserved much higher ratings! I am kind of going over games (I ranked) to see *what happened* and I can assure the case is that people most likely didn't push through to realize what this game is actually about. :/
Shame on the hasty world..
Great job!
Wow... I just checked this game (the post-jam ver).. and what can I say.. *sooooo* satisfactory!
You've brought the retro-game feeling so well + the graphics, the tunes and the gameplay are so good! This parallax is amazing!!!
It seemed a bit easy though :D - *although* I find this part fun too (it got me into a flow state that never ends, was good!) - I basically held the down the S button and almost never released it. Seems I did beat the highest score (just got 14k) and still had 3 lives - decided to give up and pew-pew my remaining 3 lives. Maybe it *finally* felt repetitive.
super-drillboy.jpg
I saw some very cool mechanics here - and congrats on the procedural generation - very well implemented! ^^
WOW! Much better than I expected!!! **Please** *put* a screenshot... orr a **GIF** - better a GIF - MANY people don't play games they don't have seen, be sure! It's a pleasure for me that I discovered it! That I downloaded it **and** played it!
I will comment more when finished!!! But this has the vibe of *true retro* games - **solid** gameplay, no bullcrap around, just you vs the game. Clear mechanics, direct action. It's awesome! Already one of my favorite entries just after 2 minutes of play!!! : ))
I liked the 3d introduction. And enjoyed your game quite a lot! Bravo ^^ ! I beat it from the 3rd try... it is addictive ^^
I wish there was more :P But overall, a pretty fun, *clear* (very important) and addictive experience : ))) GJ!
Veeeery good looking and feeling! Few things though: - it's a bit of a nerve breaker :D (yes, I noticed you say it's on purpose)... buuut why Not add an ability for a bit easier control? E.g. a time-slow-for-a-sec button? Or sth like this? For example / first thing that came to my mind - e.g. with one more mechanic you could make for even greater gameplay while allowing those who don't want it to still use the hardcore one But allow others to make use of some additional skill (for example) - initially I didn't understand how to move - at all - I though I had to click inside of the circle (fine) .. but it turns out you move via clicking only onto the dice - am I wrong? - a very small tutorial sentence somewhere would fix that : ))) (and you would get more players :P )
@danyvk I respect that! I respect you standing behind your decision for the game to be challenging to begin with. I will play more, and comment more, just need some focused time for that :D I am kind of eager to see what's next.
Thank you.
@danyvk Maaan, I just got back to your game (as I had promised some time ago). It is addictive.. but *only* for the players who *get used to it* xD.
So, here it is:
rolling-over-it--Screenshot 2023-10-14 215412.jpg
You've got a bit of an up-vote from me this time. Because this time I FELT the fun!
So, a few more thoughts: 1) be **SURE** - some players will immediately quit the game due to several confusions occurring in the beginning :/ - one is the already-mentioned fact (that for some) it makes more sense to have the applied force-to-distance-from-center reversed
But I realized something more important: *until I did not realize that this is a shooter-precision game* I could not go anywhere! What do I mean??? **I realized I should not move my mouse too much!** But only adjust it .
**How to retain players: make a short 2-3 step tutorial** of them getting over a few platforms. **Explain** this thing about the precision in a clear way - then no one will be rage-quitting after 5 seconds of play. Logic is the following - if the game *starts too hard* (or is immediately seen as *impossible even for simple baby steps*, which may be misguided - it is unless player knows what I mentioned) the game will get immediately dismissed. You don't want this.
Note to myself too: simple / stupid tutorial for the basic stuff that we (experienced) players do by heart - that's what will save the day. ;)
NB: The game was actually pretty easy - ones you get the hang of it - 1) I never used full power - but medium, to do the precision landings 2) then if I had to jump over stuff, I used full power 3) I never moved my mouse too much (after positioning it for *shooting* when I have a *target platform* 4) I usually clicked with an interval of at least ~0.5s for the precision jumps / that's it
@danyvk Glad that my thoughts are of service!! : )) Somehow I missed your last msg...
I really enjoy the feedback-ing part of LD. It is *super powerful* and a lot of ideas come straight "from the lab". Because this is a lab! One big lab : ))))
I get ideas, I see ideas, I share ideas. And enjoy when people do the same for my games (I did get some amazing feedback revealing a few serious problems with how my game *is* played, which I would forever been oblivious to xD .. if it wasn't for LD!). Trying to do the same for people!
GL, you have an amazing game with the potential to become even more amazing :p
PS: HAAaa - 180 hits looks insane XD
It's an interesting start to something that can go great lengths! Congrats for the visuals!
I love the graphics and the feeling they give! And I like the concept of flying. On the contrary to other people, I think the music intensifies the game and makes it great. I really could feel the need of some SFX though, e.g. boosting your ship speed, bumping into things, shooting, you know ^^ / this would intensify the atmosphere further.
What I would say *I wish* about this game: the space is *really* limited XD - so I guess you filled in the theme well! But... there should probably be a way for the player to not *die* so easily (or a mechanic which helps to reposition). I got restarted several times and could not not feel the need to rage-quit :smile:
I was dying at the first enemy fight / to this point - it's hard to control the ship without going into a wall / while trying to evade enemies.. or I just suck at flying xD
To this point my feedback is kind of that of @axys (I *will* try the mouse sensitivity setting though and try the game again : )) )
What I also think would be SUPER cool - the space to not be that tiny so that I could accelerate a lot and just go at super high speed with my super-duper cool ship! :D
Great start, guys, wish to see more! :)))
Wow wow wow :D ! Beautiful little but *totally complete* and fun/funny game! I LOVED the artwork... those doodles made me crack several times in the beginning. They are *absurd* and absolutely lovely put in this context.
The story is GOOD, great job on it! Lots of funny moments. It felt like a *small village*, isolated from the rest of the world with its own folklore.. traditions, beliefs, superstitions. All was good! I liked how gameplay was simple (clean) and *non-linear*.
Stitching together everything into a cohesive piece is a heroic act on its own! Bravo. :))
Overall, awesome work!
I honestly am surprised your game did not score *at least* >= 4s on *several* of the categories. You've deserved seriously higher rankings!
Maybe one of the things is it's unfortunate we are living in *hasty times*, and (probably) people often don't see stuff through, since they are, well, basically - lazy..
You have an absolutely **cohesive** entry, which is a very hard thing to do - and a pleasure to play. Like enjoying a Really good short story, interacticely. Shame.
@fupi Heh, yep, congrats on in top 100 in humor : )
And yet, people here who play games also *create* games. I've done a bit of checking and tbh when I notice a single-screen single mouse button arcade game with a higher rating than a game with a *soul* - well, buddy that's trully telling of sth :D (actually several things but let me do another test next LD and then we talk further ;)
So that's how my comment appeared here, not much else :D . Then again, that's how things are, happy you happy there! Good luck and see ya ^^ :p
Wowwwwww ... coool coool coool... let me play a bit more and will comment more.. but I am hooked from the beginning : )))))
This is a dopamine banger!!! I very much liked it - controls are super smooth, I LOVE the double crosshair (I do understand how it works, not sure why others wouldn't), upgrades are nice and help for the *feeling of control* for the player (configurations are always fun). Music, sound effects, shooting at enemies - lots of retro feeling inside... very well fitting altogether! : )
Now, for the feedback part: it was too easy, maybe a bit repetitive on the enemy side (I would never die or almost never get hit). This is a balancing problem - the game will retain attention for much longer if it has a bigger challenge (maybe?). Or maybe I wasn't patient enough for the game to progress (people are hasty today!)
My latter point would be super valid *only IF* you also bring additional stuff that happens with each level. E.g. a minor new element like a type of enemy, or type of *need-to-do-this-now-to-survive*. This will trigger a brain feedback loop which tells players *there is more to come*, hence greater interest. : )) Final but you can totally ignore it - I would love shinier background (it IS perfectly fine, retro-style) but I am a bit of a lover for nebula and shiny space stuff :D (as my avatar shows.. I designed that).
Very solid entry, good luck and we want moooo' :D :smile:
Hehe! It is a suuuper cute concept.. I like the guy! ^^
*However* I can't get too far in the game.. since *I die very easily*... If the game is less punishing, interest would be retained for longer. : ))
*For the CRTL + W issue* - if you can add some JavaScript code with the page load (even if you are not using JS for the game), it should be quite easy to do sth like `document.addEventListener('keydown', (e) => if (<... check if both CTRL + W are pressed>) { e.preventDefault() })` to get rid of this nasty issue :/ which can cause frustration.
All in all, super cute game! Although a few issues to get rid of. : )
Wow! Super fun game!! I didn't expect this to be SO good and cohesive! :D I am still playing it... might be my last game this jam - enjoying a lot! ^^
Great game were you able to fit together :)))) Bravo! Now.. let me play some more :D
This is an *extremely* good management game! You need to keep track of so many things! Great balance! I'd say I am very impressed : )))
Hello there. I get an error clicking the PLAY button.. you may need to update to have your *index.html* up. Please DO and you will have your game played : )))
`Uh oh! If you're seeing this error, it means I can't find your index.html file.`
Very *elegant* idea I would say : )))) You certainly are a math lover!
Yep, as other people stated, I also was getting 2 stars for some reason on the levels (that's not a big deal though).
I would love to see MORE stuff in this style! It's a pretty solid *start*. But it *feels* like a start - **I wanted more**! And maybe more mechanics around functions... for example... redefining a function yourself?? : ))
This would create potential for extreme count of combinations : ))) So... if you create more twisted levels And an ability to modify more from the user side - well, that would create even more awesome experience!
Apart from that - Incredibly neat!
@notinatal Good ideas! Keep up the work! Yes - that's what I meant - *anything* that adds more potential combinations (like red shapes) is a great addition to the fun factor of a game. And you've done good by adding sliders, since players / and you cannot get it much wrong when done in this way. It can be tricky to incorporate player input *proprely* and we should be careful ^^
The *interconnected levels* sounds very sweet but it would take a bit more time to plan and code I suppose : )) And as you've seen.. unfortunately every bit of change / entropy we introduce to games takes mooore and mooore time to test :/// so I understand what you meant (I got only 5 levels in my game..)
Good luck! BTW, my game also incorporates infinity (in a very different way though). Check it out when time :P
That was super fun! I played long enough.. maybe an hour. Like the progression a lot! Like the upgrades a lot.. like the choice of upgrades and cities a lot! It's good, **very solid**.
I found **a bug** that ended my game XD - the bad guys PUSHED me off the level and I flew till the end of eternity ://////// NOOO
Apart from that - amazing! Some music would be awesome too (but didn't lack!).
Wow, amazingly polished and has a great mood! Bravo bravo! I like the progression. As others mentioned, it's a bit overwhelming but *not* because there is too much but because it's not always clear what you need to do to progress / that's the hardship around UI design anyway - it's much harder than it seems to convey all messages properly. Still I was able to figure it out and progress Although I had an issue with upgrading the main hub.. not sure why - I had resources and it didn't work.. it suddenly worked and I was not sure what I clicked.
Very very solid game! LOVE the voice. Aaand.. *construction complete* reminds me of Dune 2 ;) and not only. Very relaxing game. Only if it was a bit clear-er it would be PERFECT! Good job.
Hey, feels like a great start! Like @syntaxxor I couldn't figure out what to do exactly even when the fish appears - I get consumed by the darkness every time (even when I *breathe*)
Could you provide a hint? Then I go back to the game and rate it : )))
Wait.. what?! Well... you surprised me! Totally out of the box mechanic :D D: And funny comments in-game at that!! Congrats on this! You surprised me in at least 2 ways for the better!
And yet another HTML5-only game (my one was too). Cheers to that!
Any feedback? Nothing much to say but one tip - for your game description - you *would* want some BOLD text for the more important stuff the player needs to know. I got hurt quite a bit due to the inherent complexity of my game - I had not explained everything as evidently as needed. : )) For example.. I directly jumped into the game without reading the description (many people will do so).
Incredibly polished!!! The dialogues, movement, the mechanic, the audio - it all fits perfectly! Aaaand.. when you fall into a dark abyss... oh my! I love the falling sound (reminds me of one very old game, an FPS...). And the whole gameplay gets you into a flow state : )) All thumbs up!
Still, I have only one question - and only one thing bothered me: should the resolution be that low? Was it intentional or something with performance or rendering concern? I think a bit more crisper reso would make for even greater experience! Maybe I am wrong? Everything but this: amazing entry! Congrats! :v:
Geezus THIS IS SUPER GOOD! I needed 20 seconds to Notice how GOOD this is!
Polished polished POLISHED! to the extremes! The initial puzzle mechanics, the win animation and sound, the *simplicity* of it all... *THIS* is what a good game is. No... this is what a **GREAT** game is! AMAZING job!
It's a cute game with clear mechanics. The 3d arena I find cool looking, but the player and enemies' visuals (although pretty cool) are in a bit different style than that of it (the arena). Audio is also cute. I wish there was more stuff that is happening/possible in the game since the core is pretty solid! E.g. upgrades which change game variables like *attack range*, *cooldown*, *attack force*, etc. Lastly, I also kind of felt like that [space] should also act as the attack button : ) Overall, a great start to a potentially very addictive game :P
Cute soundtrack. Pretty simplistic gameplay, it's a single-mechanic game. You can try adding more stuff to make it more interesting. A few ideas - use the spacebar button to change the state of the astronaut to, for example, crush asteroid with his head :smile: If a second passes, he changes back to normal fly mode and gets crushed if hits an asteroid, otherwise - gets additional points :D
You can also try make the game harder as time passes (and points grow). Etc. add variety and the game will get more fun : ))) GL!
Coool coool.
This is a *professional* quality game. I had 2 runs - the first I died. The 2nd I beat it. But the fact the UI (and UX) is *so* good shows that you knew what you were doing. Professional quality, as mentioned - everything is *easy* to understand - what needs to be done, for which I say congratulations! As UI is not less trivial than anything else.
Game is beautiful, fun (addictive) with great sound and graphics. The only complaint? Not really a complaint, but ones you get the hang of it (a few crucial upgrades) - it becomes easy as others mentioned. That's fine by me, to be honest.
Lightholder-2-Screenshot 2023-10-07 205021.jpg
You know what I am thinking? Another element, randomization element - this would make the game even more fun and *less* predictable. Don't know where it shall be put though. **Maybe**.. just an idea - every game has a different set of potential upgrades. **Maybe** these upgrades are randomly picked before the game! And you are made to use only them. Maybe. : )
Wow... this is a really good game. It's both minimal and perfect - nothing is missing from it nothing is excessive, while it has progression! Really impressed, great job : ))
Niiiice nice niiiiice.... I love the simplicity... yet... you have a skill to exercise :))) I will comment more when I play more. Very NEAT game - visible from the beginning!
Bravo bravo, I played it to the end. Very good execution and a great game overall!
Neat reflexes and patience tester : ). One comment only - just as the fellow above me said - it took me some time until I realized I need to mouse-click in the right time and place. I tried very hard to use the keyboard and wasn't sure if it's working :D
Very cohesive aesthetics!
Beautiful. Just beautiful... incredible atmosphere. But I got stuck.
Glad you liked it! I am glad with those tunes actually.. The music was created on a mobile phone... glad I am able to load custom sound fonts and tinker with :D / Walk Band is the app...
@oter Thank you for your honest comment! Sure, the game is a little crazy, especially if you go for very small maze... Since *this was still legal*, I took your feedback and spent 20 minutes to add DZEN/CALM mode (no enemies). I suppose it will spear some frustration for *some* players. Others would enjoy the awkward enemies and the interaction with them!
Thank you very much! I hope you finish the game ! :)!
[dzen-mode.jpg](///raw/659/a5/z/5dcdc.jpg)
*To everyone*: **press the SPACEBAR to deflect close enemies**
I may need to make that more obvious.. :D
@rongon Glad you kept going through this *dream fever* : ))) ! Press the LAMP button for a hint if you get stuck... and if your doughnut ate enough watermelon XD
Thanks, @verttixpertti ! It's ok, no worry :D . I know it requires attention and effort :D You also have hints 💡, exactly for the lazy-ness reason (it's another story IF those hints help as much as I want XD). First usable hint 💡 after eating 10 melons
@rsheepdv Yep, finicky by design and technology actually. I have to stand behind this one, since hastily looping through the maze, almost like going to slip into the unfortunate abyss of another frying pan or whale (or a basketball) is part of the "challenge" :D and sweaty mood of the experience. But I do understand. Maybe next time I would provide a 2nd "slower" set of controls too (I was thinking of that).
Thank you!
**I am afraid that** if people start looping throughout the maze.. I may get 0 people actually finishing it XDDD :smile: ... *infinity troubles* ...........
@robert-li Thank you very much ! Yes, you felt the mood I wanted to bring :)) It's a mood of uneasyness and abstract mystery! Like the doughnut is in a faked matrix or sth.
@boxedmeatrevolution Glad you are that far ^^ ! Use your hints when you eat fruit (I don't rememeber but i think if you use enough hints - if Too stuck, you will get the solution with one of them) **Anyway, I will add a link to a GUIDE for all levels** so that people at least can finish it *for sure*. I **Really** want that! Thanks and glad you were enjoying! :smile:
@mindhijacker Hahahahah.. I hope that didn't bother you too much :/
The rubber duck is not a nice guy. He is cocky and derranged.. turning people into doughnuts.... putting them into mazes. A psycho. Yes, I agree, he not nice :id: Part of the messy mood xD
@bergeronimo Heey : )) glad you seeing some value in JS itself. I will be honest: it's tricky. Check out my tool for rapid observer/command pattern programming: obs-disp
I am thinking of creating obs-disp-phaser (Phaser3) template for rapid and flexible dev of Phaser3 games next (been tinkering with it for quite some time).
For the game, I am flattered! Thank you very much! ^^ For the entering of portals and repell, I wanted to keep controls to a minimum; that's like a part of the mechanics - to be careful if you are on a portal that you can't repel but just enter it... cannot both use a gun and enter your house at the same time thing XDDD
@catusfelony xD I like your comment. Please go to portal C :smile:
@digital-bacon Thank you, thank you ^^
Use it if stuck on ANY level!
**I want you to see the ending cutscene, for sure**!
@catusfelony and @boxedmeatrevolution :D
@snekofspice heheh, you've *felt* the atmosphere Just as I wanted it : )))))) Thank you very much! And am glad All those feelings got invoked! ^^
Yes, you are correct about it all. I will rephrase it as a dungeon crawler too! Great great point@
I don't know if it's visible enough... the game becomes More about Only paying attention ones there are No enemies (**Calm mode checkbox**). But I've introduced major UX mistakes, like not making such stuff apparent enough by default.
Yes... INTENSE is a bullseye word! That was intentional... and I felt those little foes add to the absurd and player-desperate feeling :D
About the guide: you are right.. lvl1 is not, lvl0 kind of is. All levels kind of are - besides the fact you are boombarded with enemies all the time. Aaaand I was in a big haste writing that Guide.. there will be edits.. :id:
Thank you!
Hehe, thank you, thank you guys ^^, @kanity @hagamosvideojuegos
Glad you found certain parts nice!
It's true, the intense colors are again due to a randomly picked color, didn't have time to refine it all.
Hopefully, after being feedbacked aalll the UX things... I now got enligthened of the main issues and will be able to fix them / be aware of them for the future ^^
@fupi (1) I don't know what to say... Wow! You took the time to comment on the WHOLE game!! By doing so.. you've been the *golden* feedback/reviewer.. you just became my *online bestieee* xD. Seriously... thank you very much, my friend! I am **extremely** grateful because you just helped me realize ALL issues that keep this game from being the best possible!!
Aand.. I cracked at the donut-duck doodle XDDDD... geez.. SO good... :smile: *hats off*
So: if I have to be short - thanks to your *details* I now realized obvious things I was oblivious to: like, the main issue with the game is *basic UX*, fixable in less than an hour ;(( Trust me, hints Were for that - to offload A BIT of the mental hardship *which I knew* I was bringing to the player! How often do we explore infinity with challenges (+ undying foes..) - cannot be that easy. I am sorry about the BUG - lvl4 must have revealed the sign texts!!! But that's my bad :// (it's based on the reso and DPI you are that sometimes ctrl+ scroll may NOT trigger the check- only the UI button with the magnifying glass......)
**Now, to the actual points : ))**
**The good parts**: I am glad you found the surrealistic setting nice with all the out of the box stuff. Happy that you made it through some levels on your own ^^ and felt great - that was one of the goals.
**The painful parts**
The reason for adding enemies is that it made the game more intense.. like, it was part of the spirit and challenge - and brought additional life to the otherwise empty mazes. BUT I went too far with that - there are ways to make it balanced, like, for example - they could DIE, not continue to thrive, ones you-ve dealt with them (on a global level - not just by re-entering the maze).
You didn't realize there are hints?? Nooooooo xD ... this is my Biggesy blunder - I violated the UX principle - only a few elements onto the screen!! Nobody reads/checks/clicks/cares about more than a few ;(((
Aand I do realize now - should have put special attention to the hint button - it looks LIKE a part of the options since we start with the sound buttons ;// haha
AND the major UX thing - I must have shown a simple dialog with a Single sentence, before each thing - maybe reshow the dialog several times for different things: game start - "You can use hints via💡, when you have 🍉 " , "You can disable foes and just explore the maze puzzles via [ ]" (this could be in-game too.. easy). ,
It is intentionally like this, yes - it was *actual hunting* for the right ones. If you check the source code and levels.ts you can see the hints for each level , if you check for level 3, there are some note that when you figure out the right *branch* that has mazeS with 7 falcons, you have to explore them all to find the right one.. I know.. I am nasty :D It's the worst level.
It's a bug.. I am sorry :// the fact you didn't consider (which is Normal!!!) The buttons at the top made it unbeatable without the Guide
Hahaha.. that was kind of the goal - yes, he is so bad and stupid :D He represents a demon, who is exactly like a 9-year old, does not know better. And - another UX mistake from my side - for people who struggle and get tormented in the maze from the 1) puzzles 2) lack of hints 3) lack of way to restart from puzzle start .. 4) nasty foes that hunt you without rest .. it's certainly much more bothering if the main antagonist is an ass too :D (no rest on any level).
For me? My brain is probably with a major bug but I found saying bi*ch was way actually funny (probably too much staying into the infinity hole XD)
*I didn't make it to a working version of this - it was bugged*. I wanted to bring it in for the reasons you mentioned, but in an infinite maze where you need to Track the entering sequence, I got into a mess and had to ditch it!! I will add it for a post-jam ver for sure!
Ok, that may be just me but
@fupi (2)
Ok, that may be just me but that's why the Back-arrow on the portal titles are for - you can just follow it and go back, if you wish, to the Genesis Maze very easily from 30+ depth. Maybe *this* too was either not obvious enough.. or I tormented you mentally way more than acceptable :// and it was easy to miss
You revelaed ALL the issues for me. I will be greatful to the end of the game-design world! And your doodle is off the charts-cool ! :smile:
**Does it make sense** if I try to address the UX issues now in a post-jam version deployed separately? I believe yes.. if have time will do so will notify : )))
Man, you saved me. I love you.
Todos: - fix major UX issues: less UI text (before game instructions) / in-game buttons, focus on the important parts via stop-play modals when appropriate - fix the lvl4 bug - make enemies globally-destroyable (at least) - point out better you could play the game withour enemies - a modal which pops Before just starting the game - point out controls like this too (stop-play-atrention-grab modal) - point out how to track where we came from : maybe a GIF or sth) - more hinting like the NO sign for the 0th level (tbh I didn't have the brain left to add such stuff, even if it crossed my mind)
My brain had more level ideas / mechanics and triggers and stuff (just to name a few - going over walls, colored blocks). But this game is much harder to realize (and test especially the UX) than it looks.. that's the troubles with growing complexity and.. choices. : ))
**Thank you very much my friend**! If any thoughts - let me know ^^ .. OR take a break... :D you deserve it due to mentally over-tormenting you
And.. if ever am creating a 2nd game based on this ---> oh boy... will.I be careful with UX XD + will try to do a *less tormenting* thing. This is my 2nd or 3rd *finished* game in my life, I am learning.
@fupi, it's not just fine - I am happy with your feedback beyond what you imagine. And exactly - this is what *true* friends are for - being down to earth and to the point : )))
And a little secret : usually I am the guy with the essays, so not to worry at all :smile: (that's evident for my game, too much text in the wrong places :DD , i am saying it with a smile)
To all final points - exactly as you mentioned I will do.
For the evil duck? Yes, there will be changes for next games -> that's *one* of his sides only XD
Thank YOU! Will keep you posted :p
@alzhu1 Thank you very much for taking the time to comment! Glad you liked what you mentioned. Your feefback coincides with other's feedback and I will improve on those things : ))) I rrally wanted tove a Reset of some sort but a mentioned, didn't have the time to put it in cleanly (will surely fix this one).
Thank you!
@notinatal ;(((( I am sorry for **tormenting** you.. Please **use the HINT (lamp) in the middle at the top** button - I know it's obscure!!! My greatest UX mistake... nobody notices it (your stream was the ultimate proof.. and the comments above :D)
If too **much pain** ---> use the **level guide (see description)**
Thank you a lot for the kind words! I saw you were in pain on the stream XD ;(
And bravo for getting to level 3 without **any hints**
@ricardobusta , @deadbydeath , thank you very much, guys! Glad you liked the experience!
As for the **entering deeper for 15 min**, you are correct.. the game should have more signs (explicit hints) but the bigger thing - **I have to fix the HINT button** - I have to make it evident for players -> with it, for every 10 watermelons you get a new hint to use (different set for each level you are on). : ))
Thank you!
@egormnc Yes, right, but it also woupd be great if you don't copy and paste the same comment at every game ;)
@lincolnsalles Thank you very much for the kind words! : ) I am glad you enjoyed the experience and spent more time than imagined ^^!
Could you please post a screenshot of *exactly* what you are seeing? I understand the difference of the *sprites* (it's actually just emoji font symbols - thus the potential difference on different systems :D - an extreme quirk of the game!) **but** the almost-transparent enemies... this I think I don't understand :))
In any case, very glad you enjoyed it! ^^ Aaaand... as a note - if I even do a 2nd part of this I will probably be using `canvas` and drawing stuff to it that *always* looks the same for everybody. : )
@lincolnsalles My friend, it must be that your system is different and *is probably* displaying the emojis in a bit different manner. Depending on DPI, default fonts, probably even OS and browser. Example: I had tested the game on an old comp of mine, with older Windows (and probably other different font-display settings) and I get a quite different-looking enemies in the maze xD For one - on the old comp I get a rough black outline on my foe emojis ^^ So, this game is also one big experiment ^^
I *still* would be happy to check a screenshot from how it looks for you ^^ but in any case -> it's not sprites on the GIF / images, it's the game itself with the same ol' emojis :D
NB: it may be possible that the situation is fixable (to look the same everywhere), but I honestly have not looked into the core reason for the difference of emojis on different systems yet (time is limited, not just space :D)
Hey, @Vodzik, glad you enjoy the game!
There is a bug (seemingly) where on some machines even the *correct* mechanic fails :/ .. feel free to take a look at the **Level Guide**: it will unblock you!
I've learned *a Lot* about game design, what works, what doesn't and etc. And also got a huge pile of inspiration through the awesome games I could try (and marketing.. aaah this little underdog, I also learned a few things about :D). Not to mention UX.. xD
Without *all* of you this wouldn't be possible : )))
Cheers!
Hehe! : ))) **Great game, guys!**
This was super cute!!! And actually... this is a *very* solid core loop!!! I enjoyed that there are several things happening at once... the gravity pull you activate makes you careful since if you are not big enough you may "lose weight" but otherwise, the items that grow you are your target. **I very much enjoyed the *space feeling*! :)))**
I liked the progression with the lazers who make it harder and the fact that you are not harshly punished even if they hit you (only you grow smaller).
Ultimately, I won the game. It's a great and sweet entry!!! Although.. a *very* short one! Sweet tune too!
**Here are a few tips/ideas**:
**1)** I didn't understand it was a *shield* until I read the description (one UX note: many people don't read text, especially if its one big paragraph. You can try putting headings (to catch attention of the most important stuff)
But just a few... when these grow people again don't read. Also **bolds** help when a longer sentences : ))
**2)** You *could* look into some kind of procedural/pseudo random generation / also to generate more stuff when progressing through the level (you could even make it infinite and track a score). My game uses something like this and creates the illusion of A LOT of content!
**3)** Some randomization (e.g. on the initial player position) would make every run different :P / this Can achieve higher replayability :P
**4)** It would be awesome if the game is a bit longer, even if no pseudo-generation , but I guess that's up to time you had for it : )))
**I have no major complaints with the entry itself, liked it quite a lot :))) GJ!**
PS: have you played Osmos? The game reminded me of it with the growing and "eating" mechanic ^^
@qyq Glad I could give helpful tips : ))
One clarification though - you Can have reproducible randomness via PRNG helpers - e.g. provide a seed, generate random numbers (e.g. positions) which are always the same; tune them a bit and voila - you got an infinite level which always starts the same ;)
Just a hint :p
Very cute game, I like it a lot, relaxing.
2 things to feedback on - the rotate feature stopped working for some of the items?! Or I did something wrong (but I didn't). Also, it was like only flipping some of them. The other minor feedback is that I personally would make the sound effects juuust a little bit Less aggressive (something softer.. think Candy Crush sound effects, for example : ))) )
Hope that's useful!
*Hypnotic!!!*
If I had to use a single word, that would be it!
It is an interesting concept. I kind of enjoyed the mini games.
**My feedback**: I am a little bit confused - it's called *Museum* here but if you called it *Museum Asylum* (as the game files state) - this would have made a greater impression (to me the least). It is a *strange* museum for sure.. adding the insanity element makes it... more fitting maybe. Note: calling it *Asylum* also makes it more fitting to the theme!!
I was confused with the purpose of the game; the reason for the games being *these games* was not entirely clear to me.
Apart from that I like the trippy tune, had no issue with the mechanics of the games themselves. Next time.. maybe add some *even short* narrative? Like to add to the mystery and the whole reasoning for these? **One idea/tip**: have you played Rusty Lake games (Cube Escape?). Try them if not. **Imagine**: the end of EVERY mini-game reveals a piece "of a puzzle". Lost words (in the memory of the protagonist - for one). Or a part of a "key". Or a mysterious element. : ) How does that sound? Now immediately players *have a goal* which is also of some mystery!
Cool cool, @poroli : ))
Ok, I get that time is little. But still -> adding even a *small* thing to make the mini-games' endings more purposeful (and adding to the overall feeling of mystery) is a big win! That could be as simple as even a filled blank in a *sentence with blanks* visible somewhere to the player : ))
GL!
Bravo bravo... very nice entry! This is *so well thought out* and at the same time - so clear and simple - that I have nothing much to say! : ))) You've got a **flawless puzzle experience**! Congrats ^^
No confusing details! Especially taking into account the fact that 3d puzzlers like this are *very tricky* around visualization of all pieces! Bravo.
Would LOVE to see a lot more!!!
Pretty fun little game. Pleasant surprise! : )) It has the *addictive game* vibe with the selection of different means to destroy ground! This makes you build strategy! Good job. And it's cute! If this is (one of) your first games, trust me, it's great!!
A few feedback points / thoughts: - having just 10 red dynamites and no way to acquire more / this felt like *wait.. why not?* - it was not apparent that you point the direction of throw via the mouse - this was not in the tutorial screen / some players may never get it :D (trust me) - just an idea - why not give the player *some* bonus from time to time? I don't know what; but to give them a free goody or sth either after a timer Or when they fulfill some condition - I didn't get how to *sell* - I was able to only buy.. ? - what about a *minimap*? This would be Awesome to not get lost and know where to go back :D - sure, more levels would be cool, or more types of blocks Or stuff to buy (I know, time constraints)
Screenshot 2023-10-03 195744.png
My score : )) I really had fun, thank you!
I am sure you if/when you get back to developing this again you will make it even more fun. Pretty much, very very nice!! : )
@arvis You are very much welcome! For me it *also* was my 1st (competitive) LD :D so i believe we should take good care when feedbacking each other. You could feedback/take a look back at your first-timer buddy XD if you want .. though I believe my game is a bit more unnerving than yous :S ... heavily unnerving it seems :Ddd
It's a cute game. The graphics are sweet.. I am thinking that if you could add some lighting (map) effects on the surroundings so they are illuminated while moving, it would be even sweeter. : ))
The game itself can get quite challenging, the mechanic is nice but I am also thinking that if you replicated jump/left/right controls to always work like you are in regular position (does that make sense?) it would be a bit more intuitive.
Final note: sound effects are ok but a bit harsh on the ear, I'd prefer a bit softer ones.
After some tries (there is this tricky part, nice :P ) I got to the end of the 2nd level.. touched the exit spiral but nothing happened? Are there more levels?
Overall, it's a nice game and a solid core : ))
It is a *very* interesting concept. However, as with many many games (including mine) it seems that the greatest issue with games is **user experience**, e.g. *for players to EASILY understand what to do*.
This is vital! If players are to *play and stay*. Haha.. play and stay.. just made this up term.
Your game needs to either be *self explanatory* (which is not the case) OR you need to have a VERY good tutorial / textual hints on every step the player should / can take. Also, since it's abstract, it's not very clear what object does what.
I very much liked the asteroid storm. But that was the first time I realized I am in space :D Imagine people are lazy! I am lazy...
You know what fixes ALL of the above: **make a video** of you playing. AT least a GIF / e.g. ScreenToGIF does wonderful job (keep it under 4 mb to upload directly on the site).
GOOD LUCK!! I very much like the abstract shapes and colors : )
@normality You can embed a youtube video after publishing one (you just need to see the proper markdown syntax / embed link for this). Others have done it I think : )) GL!
LOL.. pretty funny.. crazy hard :D It's a dopamine banger. I got 146.. I don't know how I managed to survive for so long haha! Good game but must have some mercy to the player :D
Nothing to complain about, really, except for the difficulty :D
This was pretty well done!! It's sure quite hard.. I can't get much far but this is a solid solid and fun game!
I hope next time you not only create a great game.. but also make sure to comment on others' games so that your game pops up more often for people and they rate it (and you pass the 20 rates threshold). GL !
Heeeheee! What a cute little game! I liked how many things were happening! Those events, the LAVA, the side-glitch (that's how I'd call it) coming from the left ot finally eliminate you! :D You get a very high rating from me - THIS is an actual *limited space* which eventually goes down to 0!
It's polished, it's cute, it has an AMAZING retro feeling attached to it! Thank you for your little game! ^^
**Bravo** for doing the combination thingy! ^^
This feels quite, quite polished! The smoothness of the movement is sweet. As others have put it, the make-a-bridge-of-stones can halt that feeling of smoothness a bit, but overall, that's a great entry! Art, music and cutscenes fit perfectly.
The fact that there is a boss fight is also amazing. Good job!
Wow! That was incredibly flow-y! : )) Cannot believe this was pulled in a few days
Great job!
Very very sweet entry, congrats :) . I don't usually play these types of games, but this one was very hooky! Bravo!
Played just a bit, probably even with the bug on.. I will try the downloadable in some time, thanks!
Screenshot 2024-04-16 200252.png
This was on my list for some time, glad I found the time to get back to it!
You got a very cool game here! **Plus it's *very* similar to mine! XD** I have to say, it seems you made a better game than me xD.. quite a bit more polished, great job! The best about it, as others have mentioned, is that its super intuitive.
I like the graphics and the sound (fitting and hooky), the gameplay is fun and there is variety! Now the only thing (while I am biased due to my own creation) I sometimes really wanted to do stuff I couldn't - e.g. move my army in other parts of the field. But then again, this should push players to do better planning at the beginning when they see how the enemies will be positioned.
Overall, great job : ))
I had a smile on my face while playing this one. :D It felt hurting for this piano to fall onto you XD .. geez.. a big piano :S It's a cute entry. I ooonly wished one hit didn't kill you - at times felt overwhelming .
Overall, a cute little entry. ^^
BTW I noticed your comments around build times. My build takes 5 seconds (dev build) and 20 seconds PROD build :D ... you can try it if you're irritated xd / JavaScript.. bundling.
This was an amazing experience.. Thank you for it!
Hello there : )) I beat the game. Very cute!
First off, I really respect the effort put into developing *your own* engine! Admirable. I'm also a JS dev, that's why even more from my side. Respect. :bow:
Secondly, it's a very cute-style game. It works well, is polished, looks neat. Beautiful pixel art.
Now time for the tips: the gameplay is FUN... but only *once* you get how it actually works. I tend to read instructions, but not always - I relied on the menu screen aaand `Q - Summon` was surprisingly unclear. I tried it in the beginning, nothing happened: I almost dismissed the `Q` button whatsoever and later was wondering how I should be able to proceed to kill those guys on the platforms. : )) A smaaaaall tip which could resolve this very issue, at least for my brain `Q - teleport the last resurrected` XD It's a minor thing... but `summon` itself sounded like creating sth out of nothing, it's implicit logic to work otherwise.
Other than that, last tip - again on the point of "confusion" - it's very easy to die - some hasty people could close the game just due to that, too early - maybe have 10hp rather than 3 - give 'em more time to react. Just my 2 cents. : ))
Awesome game, besides the 2 UX things I mentioned. Full respect!!!
PS: I read you didn't know how to make audio - I am a sucker too - but you may want to check what *Sound Fonts* means / and take any MIDI-enabled software to generate some arbitrary note sequence and then just use the custom sound font to make it sound very very cool : )) ;)
A fun little game. Pretty neat and polished/fitting art actually. Transition is quite nice and the mechanic works very well. I'd wish it was a bit longer. I think a tune would've been a perfect addition to the mood.
Wait what?! This was **really** good stuff! I really enjoyed quite a lot! There is some challenge, there is the potential for strategizing on using the different summon blocks and all else fits quite well : )) - music, the retro pixel art, giving me Shinobi vibes. And the music is awesome (what did you use?!?)
Congrats, mate!
Screenshot 2024-04-30 061429.png
A few tips: please please please - add a better capsule next time - the game is better than it ;) (will drive more people in instinctively). And also comment more on other's games - that's the real driver :D The only technical complaint is that my character got stuck sometimes, but nevertheless, enjoyed the vibe : ))
@whirlguy The game "capsule" is the thumbnail image you see when browsing games ; )
If you open your own list of games and compare your last capsule to some others, you will see it's kind of poorer quality than some of your previous games. That's a trick professionals use when creating games (e.g. for Steam): very high quality capsule, even paying professionals in that case (just an example how important that is). It has subcontious powers basically. You can read some articles.
Believe me or not, I got 20 ratings very quickly ckly in the first week - I believe due to the capsule (yes, it's absurd).
Thanks for sharing the music tools! Really love the retro vibe of your game (love this kind of music).
GL!
@Fupi, hello there! I will start with *your* game after I recover xD Looks very fun and funny! : )))) Cheers and enjoy the rest of Ludum Dare!! :bow: , ma friend!
Oooohh this is fun! Just played 5 minutes and am hooked :D The toilet often gets clogged I see...
Died a few times until I realized I ... May need to use the buttons on the left xD Will write more! Good job as a first impression : ))) Very cute.
@Fupi, all good, fella! I am yet to still play yours longer, not even started how I wanted. You can also delay on playing mine.. it seems I got a few more bugs than expected :DDDD (will try to fix some..)
Edit: I was so ashamed of these bugs that I took 30 minutes and fixed them xD (you could play now).
Finally got down to playing a bit more. ^^
My friend, this is a very polished game! : ))) The graphics and sounds are fitting like bread and butter. Very cute cartoonish style. Great job!
Now... I did beat it on the 4th or 5th time. Then I did beat it again, just to be sure (I don't know xD). Except for the somewhat varied controls I have no other feedback.
Screenshot 2024-04-19 003140-won.png
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Here is why it took me... a bit longer / and it made me feel like an imbecile not getting something simple :D ;())) - **the mouse clicking** (initially) can be a bit overwhelming / at least it did confuse the hell out of my brain! I lost several times, almost not understanding what happened, because my brain wasn't getting used to switching between left and right clicks constantly (I tend to get used to stuff quickly). I also couldn't easily click on the job targets speedily enough, for some reason (then later I got used to).
The mouse clicking - that in my opinion is the only potential place for improvement of the game itself, because combined with the jobs requiring attention rapidly, you can lose very.. rapidly :D An idea -> left (or whatever) click to select target... double-click of *same* button to move guys to target from the selected one! OR (even better)... the same single click to move guys - but a click onto a special icon somewhere on the job target, not it itself.
The camera pan with spacebar is very good! The zoom, I didn't use. The middle mouse btn for panning, I didn't use (for some reason using more than 1 btn confused me - initially - maybe the pace?). But that could be just.. me? FYI: I had similar decisions to make for my own game / it has similarities!! xD I added quite a few controls, so they are far from the best :D
One final piece of thought: if a game is too fast in the beginning, it could be off putting, if the player doesn't immediately get it - it's a hunch (again - not valid for everyone, I am just a slower person xD)
Overall, amazing, very cute, warm game with a speck of modern working-life humor.. we all probably know the pain of :D Thank you and keep up the great work!
@fupi You did more well for these 3 days! : )) Cheers and have fun with the rest!
LOL. This is funny :D . Nice job. Art is super polished and beutiful. The devilish style is cute and hilarious, I really liked principal Pain XD
GJ!
WOW! What a variety!! I totally did not expect so much stuff happening on the screen. : )) That was very cool...
One question - I got the feeling it's impossible to get RIPed, strange. xD And the shield just remained. I will play more..
With some tuning this would be amazing. Solid base!!!
I am very bad at it but its pretty cool : )) . Super retro! And the sounds fit perfectly.
Wooow... one of the cutest entries in the entire jam!!! ^^ The cuteness of the graphics, audio and gameplay, perfectly fitting together is really, really amazing! This broom addition is unexpected and makes you feel powerful.. pretty cool!
Enjoyed the gameplay and all the polish (nicely done). I think you could put an additional 10 seconds.. just in case (I finished it having 1 second, literally XD). It can be a little bit punishing (especially since the ghost-hit takes quite a bit of your time left :P )
Wait, what?? XD This was much better than expected! I love the *reflective* nature of the game!!! I like how you have a companion... and you are a dumb circle. The humor actually is kind of.. brilliant and unexpected! Especially that with the keyboard and the mouse. :bow:
Overall - amazing job! The only feedback I could have is a minor technical one - that the screen is too large - but that didn't stop me from completing the game. :)
I also got Rose Buzz
That's a smaaart idea for the character-generation ; )) Good job.
@mdotedot , @freakyzelga, thank you guys, for playing the game!
I now realized the confusion - **button on bottom is Only for un-summoning** / maybe I had to add one for summoning as well :D. **Only SPACE summons after 3 (click) crosshairs**. I will have to explain why that is a bit later: I wanted to add 3 additional (button) actions in total but had time for just this one.
I've updated the description to be as clear as possible and to avoid confusion (description, video, screenshots). Thank you, guys!
@storeyware that is exactly 1 of my ideas for intended tactics!: ) - employing Hit'n'run / or decoy and buy time. Unfortunately, a planned visual (HP bar onto damaged bugs) did not get in those 2 days. This would (hopefully) drive players to summon-unsummon - thus "healing up" those partially damaged (due to fighting) bugs!
@joeshanahan it's about the same thing that I comment in the above lines: (it is not obvious) but un-summoning can "save" damaged bugs .. no damage/HP is displayed now. You have 5 hits and they happen on 0.5s. With this strategy I lasted just a bit above 5 minutes when playing today.
And yes, there are bugs around Earth HP going below 0. :D
I am planning a serious post-jam ver: - HP bars - additional actions (like shockwave) to deflect bugs, maybe some additional healing mechanism - a few improvements to controla - one very important - the bugs which are touching but NOT facing a given bug should not deal damage to it; the combination of these should improve the game, I believe
Thank you all for your thoughts and feedback. : )) Share when *any*! And have fun.
@storeyware that is exactly 1 of my ideas for intended tactics!: ) - employing Hit'n'run / or decoy and buy time. Unfortunately, a planned visual (HP bar onto damaged bugs) did not get in those 2 days. This would (hopefully) drive players to summon-unsummon - this "healing up" those partially damaged (due to fighting) bugs!
@joeshanahan it's about the same thing that I comment I'm above lines: (it is not obvious) but un-summoning can "save" damaged bugs .. no damage is displayed now. You have 5 hits and they happen on 0.5s. With this strategy I lasted just a bit above 5 minutes.
And yes, there are bugs around Earth HP going below 0. :D
I am planning a serious post-jam ver: - HP bars - additional actions (like shockwave) to deflect bugs, maybe some additional healing mechanism - a few improvements to controla - one very important - the bugs which are touching but NOT facing a given bug should not deal damage to it; the combination of these should improve the game, I believe
Thank you all for your thoughts and feedback. : )) Share when *any*! And have fun.
@JoeShanahan LMAO.. you just found the bug of the century xD Amazing video. Thank you very much for your work.
Your video is golden (feedback) to me : )))
**BUG FIX update**: Dear players, fixed issues: 1) Infinite bug spawning 2) Negative HP
**Please also note you need to play in Chrome/Chromium-based to avoid issues with controls (sorry about this)**
More fixes and postjam ver later.
Thank you, guys! @hammerer , @rita-pressanykey
Hopefully when I get time I will be addressing all in a PostJam release /;sure there will be more actions on the bottom, like shockwave and HP restoration; the pace and convenience of calling back will be sth I also think about but surele the *slow* pace is part of the idea : )) ; bug speedup possibility or time-scale is a possibility though
GL
Thank you for playing, guys! @meru @tamara188 @piero-pbes-studio @fupi
@meru Glad you like colors.. tried to be uninvasive as possible
@tamara188 That's correct, game is far from finished: 2 days was harder than I anticipated, still I feel I got quite a bit for the time I really got : )) There will be more bugs and possible actions ones I do the PostJam!
@piero-pbes-studio Atmosphere! : ))) But yes, it's difficult to preserve the Earth.. currently Hit'n'run (Unsummon) before a bug dies is one way. I will need to provide more options for the player.
@fupi Thanks, buddy, for the awesome review!!! It's gold! I will address separately : ))
**BUG FIX update (2)**: Dear players, I again fixed some... bugs :D ... due to obviously having too many of them XD :smile: : 1) HP explosion (as per @fupi), unsummoning HP incorrect, a few other nasty edge cases :S 2) music now will loop too
Well, I may need to think a second time when creating such interconnected controls and gaemplay next time :D
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@klemen yes... hopefully less now XD
@mremmele Thank you very much for the kind words! It's really a little bit more ambitious than could fit in 2 or 3 days, it seems. Good point about the GH link : )), thank you.
@fupi Great many thanks, you again manage to open my eyes for quite a few thingies : )))
**On the aesthetic**... glad you like it. : ) It's really all I *can* draw... on the phone via a ink pen tool .. or sth XD
**Some fixes**: I just "removed" the.. thing that made the game more fun to you - the mega health explosion glitch XD, sorry. But you really got me thinking - let's next add stuff that *could* increase that HP somehow. One of the things that make this game fun is actually seeing the guys marching to the next targets. : )) I have to do sth more with it!
**The compo** time limit... correct - but even with JAM my brain still would have been in jammed mode XD, so not sure if the 3rd day would be too helpful. I promise a post jam version, which I will be starting to work next (*when time* ; ((( - got some planning ready). I just hope it doesn't take forever to do.. without bugs. But will try to do it in phases - first the few cool things that would improve a lot, then anything else.
For the **too-much-waiting-between-waves**.. I am thinking of a time-scale of some sort : }
LOL - **the Earth flew off into infinity** - :smile: that's what happens when you are using a physics engine and don't set limits on some.. speeds XD . Yep, seems you spawned too much stuff on one spot that went into a catapulting effect, awesome. You won, I guess so :D
Thanks, @fupi, and stay tuned, a serious update is planned / as a separate link-to-play ofcourse. : )))
In summary: it's quite a bit of emergent gameplay, easy to code, easier to code with many bugs :D :D :D. THANKS! :bow:
@notnasiul Yep, only Chrome works correctly now for some things. Glad you enjoyed it, it's really only a part of the experience I wanted to create... Post jam game coming after some time. : ))
@deformhead Thanks, man! I agree, 2 days was a real challenge and am pretty satisfied with the initial result (brain almost exploded the 2nd day xD so it couldn't be betterxD)
@baluj Probably not :D if you are talking about the bugs-dragging-the-planet XD
**My Dear players... I have updated the game to drastically improve the gameplay** ! Thank you very much for trying the game initially, your feedback has been precious : ))
@fupi @deformhead @baluj @notnasiul @klemen @piero-pbes-studio @meru @hammerer @tamara188 @rita-pressanykey @joeshanahan @freakyzelga @mdotedot
Screenshot 2024-04-28 130244.png
postjam--2.png
**New gameplay video**: https://aweskybear.github.io/ld-55-Bugs-vs-Bugs/video/postcompo-1.webm
**PostCompo game link**: https://postjam-ld-55-bugs-vs-bugs-aweskybear.netlify.app/
Definitely taking a break after these updates. **But looking to your feedback forward on**. :)) Thanks!
@kanity Detailed feedback, thanks! I know it's not your cup of tea but it's a bit sad you couldn't try to postcompo version (does that work if you refresh the page several times or hit CTRL + SHIFT + R?.. that'd be useful to me).
Thank you for appreciating the effort! And the idea about showing little text hints is great - I just have not had the time to do it and had focused on the gameplay itself / thus only videos showing keystrokes (that's actually done via ScreenToGif's feature to show the pressed keys in a rendered video/GIF). : )
@kanity Thank you, that actually gave me a few ideas and will be fixing it. : )
@yellow I was hoping for more like "Independence day" :cry: xDDD but "The wondering Earth" is also a good one..
Thanks a lot, @dzejpi ! Dev stack reasoning is not just because that's what I know best but the rapidness - takes seconds to compile / reload automatically / see changes and really helps to put out stuff quickly (also direct console debugging via browser dev tools). I really am quite short on available time (not even during the compo time), so "working on it after LD" :D may be a bit more impossible than I'd like, but anything I do, I take as an experiment and while time + fun is there, why not : ))
Thanks!
@dzejpi A quick tip around "hot reloading" (not sure how Godot builds/provides updates to your builds) but hot reloading can be setup to run manually via a node script for your browser build - literally in 2 minutes (given that Godot continuously outputs to your disk some html / web assets): 1) install Node (allows you use `npm`, 2) then install any of the million+ packages globally `-g` [choosing one] that allows you serve a directory (via a watch, where it'd refresh per change), like this: https://www.npmjs.com/package/reload?activeTab=readme or `live-server` or [put any other of the possibly 50+ solutions there] and then 4) run it via a CLI on the output folder and open your game url
Ofcourse, that might not be of use if Godot's build process for the web is more complicated, where it actually takes much more time to bundle for the it, if you meant that :D ('ve never worked with it). Just my 2 cents
Very very addictive actually : )) And also quite polished! GJ!
Now who's done their math lessons now we see XD
Hehe, that was very relaxing ^^. Nice tune and cute graphics, very polished and complete. : )) I also like the ending, since it turns out the cats not only won but moved here... that explains a LOT XD
BTW I let the dog in... couldn't stop that one :D GJ
LOL xD This rocked
Finally I got to play this one, too. Nice nice nice. :D I love those "bad" faces, the entire vibe. And the game is beautiful. xD And the theme is obviously **spot on** (with the summoning element in place). About the song... I feel the intro was in some actual song I liked XD .. very relaxing.
On the feedback part, yep, the game is not much of a challenge, as others mentioned above. Sometimes, just sometimes, I'd loved to see more of the screen at once, but that's about it. Since the experience is similar to mine (in its core concept), I would say that what feedback people gave for my one would also apply to this one / maybe a fast-forward would make the action more... action-y (when there is still time left until day end). While the summoning element is very relevant to the theme, it also gets tedious eventually (to use it for new guys). Apart from these, quite.. quite polished experience : )) Good job!
It's an amalgamation of fetch with golf.. interesting : )) and also nice atmosphere.
Some feedback: it could be quite fun but it's a bit punishing, give you an example: I almost got to the end of the first level aaaand... I hit a bit too hard xD ... this restarted me from the beginning ; (((
I will play a bit more though / as a fan of golf games I am keen on seeing more levels : ))
@kjscott That must be the case. Reporting to @pov
It's a cute game you have here! Aesthetics are charming, the music and art fit well together. The floating is charming too. The difficulty is a bit punishing / maybe have less HP taken from the player (double less?) to go with the charming mood.. ? ; )
I like the difficulty progression too, made it to level 3, maybe will try to go further later. Good job overall!
A few ideas that could make it even better: - (as mentioned) less HP to be taken from player - casual players would appreciate - maybe there were a few glitches with movement, although one gets used to that - any way to punish those fish? That would be fun :id: / a stomping mechanic comes to mind - minor visual tip: I'd apply some kind of anti-aliasing effect to your rendering / a few jaggy edges would be automatically smoothed for an even creamier feel : ))
GL!
Wow, wow, woow! Okay, few things... if I have to say what you bsaically basically nailed 300%, this is the relaxed feeling of it all! I felt like I am in a coffee place with my laptop and doing fun stuff that I am looking forward to. Nailed it!
What else? Extremely polished experience! Yes, even though you had more plans for this, it is polished.
Else? It gets a bit more difficult too soon or maybe I get bored quickly, not sure. Here is out of the blue idea that comes to mind when reading the comments here: a potential mechanic is a "pop" button - e.g. all combinations that were up at 5 and more - only then pop - *upon player choice*. Have no idea if this makes sense in reality, just sharing. It just felt like I wanted first to "sort things out" (Lol) and only then pop, e.g. the entire screen. I couldn't do that. Another idea - ever played Pet Rescue (mobile)? There are colored balloons there - when you click them they pop all the same-colored blocks. ; ) Bonuses from time to time?
And one complaint: LoL (I am picky bastard) - what about some less poppy animation? Like liquid, like melting, like squashing (that'd be technically more complicated I guess), pop is not relaxing enough considering the **ultra-relaxed** context XD
Anyway, warmest congrats for this (successful) effort! It's really good! You made a finished ultra-relaxing game.
So that was multiplcation with all of your fireflies in play :P initially I tried 1x2. Anyway, good little game! I love this kind of usage of lights! I like the subtle hints and puzzles that care about detail and how much you need to "light" at every spot.
Now I only would've wished this was longer! Haha Maybe my only 2 nitpicks would be 1) the beautiful music stopped and never played again - but *maybe* this is intentional - some games do it for a reason and 2) full screen would have been awesome
Overall, great job and very much in tune with the theme : ))
Screenshot 2024-10-11 181032.jpg
Osmos! It's good
This is a full-fledged puzzle game! Went through it all. Enjoyed the mechanics and how the potion works : )). The humans seem to be the *tiny* ones here, so it actually fits the theme. When seeing the minotaur I thought initially *this is biggy creatures* xD but then, *no, that's right*! You also have Hades who *set up* the stage, so it very much makes sense! Art and music are perfectly fitting. The gore adds to the *doomish* atmosphere. Congrats!
It's a cute little game! I like the general mechanic of "calling them in" and the core gameplay loop, it's sweet. I had trouble with the 2nd level due to the infamous bounding boxes. Some tune would be also nice for the mood. Overall, good job. Plus I cannot not appreciate this since I use (almost) the same tech stack. :) Cheers!
Haha this looks like fun.. lemme try it tomorrow. I like how spacious the WC is. Congrats on publishing!
Ingenious! LoL xD this is the most hilarious tune that I've come across the jam!! The buzzing during the tune just cracks me! The plot certainly is... *dramatic* and then the vengeance is absolutely absurd hahaha very good job! Also good job on the overall graphics, pretty clean / polished + the fly mechanics. Ones you get used to flying the *copter* (feels kinda like this) it becomes pretty natural.
First run
Screenshot 2024-10-21 184903.jpg
Then I found your highest pointing (I believe so) asset (the denture muhaha) and got 12k points xD. I like those mechanics. It's also interesting how on the walls there are screenshots other LD games of you :D
high-score.png
I am very happy with this game :bow: GJ!
Top notch retro feeling : ))) Also, the source code is a mind-blow! :O
Ohh ohh ohh.. what else to say than what the others are saying... creepy as hell atmosphere! I rarely download desktop games (prefer the web) but this time I downloaded it / wanted to try a bit more and hopefully (no stutter there). Those empty rooms with a single object in them rise further the deep feeling of desperation. The pixelated retro graphics give a vibe of an old-time shooter, which I very much fall for. And do you know what that nasty bug reminds me of? The bugs in the caves in Turok 1 (1997). Very well-fitting textures too!
What I'd wanted maybe.. to not die so easily. Amazing atmosphere! Congrats!
Reached wave 16. This is kind of addictive, I like how many things we can build and the skirmish that happens with the worms. Haha, reminds me of Dune 2 (worms, you know :P).
It's interesting to see how you are breaking some of the (expecteD) boundaries of RTS games, like I can spawn many building, they just are all 0%.
I found out the following: I was able to spawn MANY buildings that wouldn't ever finishe building - this slows the ferocious enemies. This leaves time for my guys to do their job and destroy enemy worms. However, from time to time a single worm won't be targeted by none of my guys and he will destroy my church and end the game.
Bonus points for the idea of "naming" the guys :D that spawn. And also for the lifecycle you are introducing. With some polish and more feedback to the player this would become and awesome game!
A few points I'd improve if I was you: - have no control (seemingly) to point my guys to fight a given worm - or did I miss it? - no idea about who will die from not having enough food / sleep I see it says ZZZ on them - the tutorial could be easily missed by the player - it's a bit of a frenzy, not sure if there is a better strategy than to spawn many buildings to distract foes for now
Overall, it's a cool creation. Keep digging!
Played this one for quite a bit, got stuck on *The idea is simple* and not sure how that had to be beaten. Not bad, but the forest is a bit harsh on the eyes, which makes difficult longer playtime. Still, I like the way there is diversity in terms of "missions".
Thomas, let me put it this way.. wow! No, this way: WOOOW.. no no, this way: WOOOOOOOOOOOOOOOOOW ! This is one of the most satisfying games I have seen in this jam! If not the most! Being a snail has never been that good-feeling :smile: !
I gotta say this is the most *cohesive* entry I've played, ranking you very very high.. Polish is superb and big congrats to doing something *different*.
> Go go, happy snail, you *spider-snail*, rock it all! XD
PS: you gotta do sth more with this. E.g. I felt like I wanted 35 levels, not one.. haha!
Congrats! To be honest I expected you to be *at least* in top 3 ; ). Still, cheers! for lot's of us are in love with your game!
Lolz, this was kind of funny.. little guys on top of each other running like hell to pay rent after serving dishes.. xD. The music fits well. There are several fresh ideas here, I wish there was a bit more to do but that's pretty okay for 2-3 days. GJ!
One bug, I got stuck on the wall at one point, not sure how :D
Screenshot 2024-10-09 193608.jpg
Oh man.. I got really hooked at the simplicity of this along with the jumping mechanic that takes skill to master! Very well done! Now let me try again.. this little masochistic creation since I fell from very big height several times... and now I saw there are several useful keys to use XD
May I ask what engine was this made in?
Hmmm... nomnomnomnom :shallow_pan_of_food: ... this is a dopamine spiker! Gameplay is fun and sounds are reeeeally spot on with the little b\*stards festing = DDD . Also the *hive* feeling is a very fine detail / mechanic! Congrats for that one! Spot on theme too.
You know how this would've become even better? Ofcourse that changes the scope but: turn this into a roguelite: e.g. stronger and stronger waves / bosses (enemies), then some kind of currency to spend on upgrades, upgrades in-between levels or permanent stat upgrades - each replay let's the player reach a bit further. Ofcourse not the scope of 2-3 days, but just a few ideas :P Overall, great execution!
Hahaha, this was frantic :D The final maze is naaasty :D
I very much enjoyed this one, got hooked. The big boy behind you looks funny. I liked the overall mechanics. I find the 1st person view switch interesting. And the boosters are cool. Cheers!
win.jpg
Ooohh, this is hooky! I like (and try to learn from) games in which you have simple and from-the-get-go controls like just the mouse, very nice! I got hooked and went over a few levels! Overall, very very sweet and well fitting together game! Beautiful music, sound mechanics, sweet graphics, clear controls, progression.. love it!
Unfortunately, it seems I cannot pass a given level due to a bug (playing web version; may not be the level itself):
Screenshot 2024-10-12 145318.jpg
Not sure how I got into this state but Restart button is visible at all times on top of next and interestingly clicking it doesn't work, also cannot click Next and only 'R' key works which just resets the level :P
**Quick tip**: add an `N` button to just go to the next level to save this trouble and let keen players see other levels / trust me, they'd appreciate!
Apart from that, if I had to nitpick 1-2 things, recharge could have been awesome faster (probably) but it also makes sense the way it is. Finally, the magnet thing miiiight have been easier to use if it was stronger. GJ : )))
**EDIT** oh wait, I clicked the Restart button and now it disappeared? I am continuing to play :D
I saved Molly and her kids. I liked it.. pretty dark atmosphere and the mechanics make sense! I especially liked that how previous path remains and helps you move faster. GJ!
That rabbit is like a torpedo!!! :rofl: That raises the difficulty curve to an astonishing height :D :D
It's a soothing game, I really like the art and animation. I have to agree with @llikdowk though, since it's a bit unclear what-happens-when, even after reading description. I mean, I could just bump those chicks into the targets without thinking too much about combos and my score was easily increasing. : ))
It's beautiful! Background music and art create quite an unique feeling. Thank you for that!
Thank you guys, @flipsy and @mrjimbles. This turned out more of a short-movie or sth like this. Hopefully it's able to at least convey some message, if not anything else for these 12 hours of comp time XD
@glassar that must be Netlify hosting bitching... I suppose that's not the first time this happens. You could try to hard-reload via CTRL + Shift + R but it might *just* be Netlify. I'd have to provide an alternative link..
**UPDATE**: alt link https://aweskybear.github.io/ld56-cosmic-themes-built/
@heiden-bzr you are absolutely right and I understand. Unfortunately got the same thoughts myself, so thanks for being honest. Initially I was planning on a full-fledged game involving a ship which gravitates around planets and sucks in their atmosphere, while avoiding bumping into them.. but my plans turned into scrap paper :D due to time limitations. I was planning a *little more clicking* exactly, that also didn't happen :sweat_smile: but proooobably that long intro should have been 3 times shorter... YES :scream: Still I hope that a *piece of absurdity* with all of this makes *some* sense because it is an anti-war message.. and nothing more (unfortunately) :D
Thank you, @kutase ... the Universe is very.. very Very big, yes...
Thanks, @jamieok , exactly, enjoyed myself a lot, sadly didn't have enough time to put into it :D
@wouterk12 oh, thank you!
Hahah, yep, @heiden-bzr, still, you now will be able to XD (if you like), alternative link provided: https://aweskybear.github.io/ld56-cosmic-themes-built/
Oops, I just confused you with @glassar who can now "play the game" LMAO
But yes, destroying planets is.. kinda bad I guess............... So it conveyed sth, righ'? XD
@patbgames I had one job :rofl:
@keithswanger That would have been very humane. But naaah *give them what they deserve* :rofl: anyway. Also typically (in)humane righ'?
@glassar Oh hehe.. not only you came back (and thanks for giving it another go) but you are also very kind! Thank you! And yes, timing things was my goal for the little I could put together. Thanks and happy LD-ing, your game is on my list too!
@oliver-day Me too :crying_cat_face: @roroto-sic Or they only thought they were happy in their blissful ignorance! muahahah :cat: :skull:
@kanity I am sorry to read you had trouble running it. Strangely this error is audio-related. You could try a different browser: Chrome, Edge, Firefox should all work. What's your OS by the way? And thank you for sharing the above!
@kr4ft3r Glad you enjoyed those things : ))
@vodzik YAAY YES YES YOU SAW IT FNALLY SOMEBODY SAW IT :rofl:
@lilyspren Points taken! Thank you for the feedback and glad you liked it!
This time I complied with what time I had overall, so the goal was *minimalistic but finished* - other times I've gone way too hard with emergent gameplay stuff - while potentially sweeter, too ambitious [for the available time]. : ))
This is a *beautiful* experience! I completed it. The final dance is absolutely adorable!
Cannot nitpick a single thing, to be honest : ))) The lack of sound effects actually *works for* the game with its minimalistic style. You did something very unique here. Animations, art and puzzle elements fit perfectly. Congratulations!
This is nice! Puzzles, sound, art fit very well! I also love the team play that's.. at play : ))
Same thing as @turquoise-moon mentioned / I was all fullscreen when I thought you did sth funny there - hiding the person in the hole xD
Apart from that, that's a pretty solid entry, which I will play more. Especially like how the dog is stronger but cannot jump so much and the cat is lighter but jumps higher. Getting `Head over Heels` vibes :P GJ
One recommendation: doesn't seem the embedded version of the game works, I almost missed the Itch link, so.. : ) maybe remove the embedded
Very very addictive ones you get the hang of it : ))) I'd say incredible visuals and the dommy-building mechanics are awesome! Unfortunately my comp heats up extremely quickly, not sure why, so playing for too long was impossible ; ( . I've noticed this with the Unreal engine games specifically.
Amazing game! Great job : )
This is ingenious! You got a lot of mechanics for 2-3 day game. I was enjoying (and glitching haha) at level 3... until the game suddenly got reset?! Not sure if I hit `R` button or sth. I particularly like physics elements and this is full of it / and even 3d xD
I like the puzzle elements a lot. The scope of your game is big. You did a good job in this short amount of time but the big scope makes it impossible to cover many edge cases / thus the glitches. I'd play more later on, GJ!
EDIT: will certainly check more levels later - now saw description that I could skip sth if too hard haha
I liked the flying experience and the planet getting closer : ))
Too bad we destroyed the Earth. XD
I had a few min (not even on a comp) and was able to play your game. This is very much thought provoking. It's a good creation. And I kind of believe many people may have been in similar situations where they have no idea what to do exactly. There is subtle detail to each piece.
Very very good atmosphere, even without sound.
NB: it's actually the lack of elements like vitamin D, B complex, Magnesium, Iron missing in the body that cause a lot of this. I've had lack-of-energy for years myself. Also coffee to coffee differs like Js to Java.
@jeremyfa Great you found a way out! BTW the experience with the doctor is also a common one. And also those levels that are always ok.. aaahh, also a known feeling. Thanks for sharing.
Pretty pretty cool! Great underwater experience. Mood is spot on!
I do have a few pieces of feedback though: the biggest one being the inability to see very well your surroundings / maybe additional camera switches like in racing games (e.g. seeing your car from the outside) would help this. I also felt it to be a bit puinshing, but that's okay. A way to light the way forward would also be awesome.
Overall, a cool starting point for a great experience : )))
This was fun!!! Really fun! I enjoyed your game more than I expected to! It feels *natural* and the *digging* makes sense! Harpooning the guys was also very cool. Is the level proceduraly generated?
Good job, good job!
Now, what I would imagine would make it even cooler - goals to reach further depths? Maybe the further the depths the greater the amount of foes or sth?
Overall, very very enjoyable drilling game : ))
@coda-highland Oh nice, deffo checking the post mortem : )))
Wait.. caves are thinning out UP? That is why I was feeling it got more spacey when going down - I wanted to go the deepest depths naturally. x)
Obviously I missed the description :smile: I will play again. xD
Okay, I escaped the depths. I would say it is a small well-balanced game that I enjoyed : ))
GJ
What a naturally-looking bug : ))) !
Hey @mateusboga , I just drilled the entire screen :smile: !
Music is just epic! Drilling is sweet, pixel-art animations are just superb. Good job on all of that! AND the *save* feature is a HUGE plus!
Now, for the feedback part, I reaaaally *almost* missed that there is a point to the game (from just playing the game!) - until I saw the video of the guy who actually reaches further layers?! Why wasn't I able to reach the next layer? Maybe I am missing sth... :sweat_smile: ! Not sure what but I recall in your PostMortem mentioning Lemmings! Maybe a visual hint from the start to what we need to reach?
For the too-fast-drilling.. I actually kind of liked that a lot! It was fun to see those guys buzzing around like hell :D (btw I can confirm this is not a *machine performance* issue - it is a display refresh rate issue - and here is your super-simple solution - Fixed Time Step to 60: https://github.com/AweSkyBear/ld57-The-7-Questions/blob/ld57/src/scenes/Game.ts#L78) - I confirmed this via setting my monitor from 144hz to 60hz and confirm there is difference. **EDIT**: strangely, now it runs "slowlly" at 144hz? There is a small bug here ; )
My other feedback is what others have mentioned: I need some zoom to keep track of my mongers. Also some way to pan FAST around the screen, really. And, since it felt like an RTS a bit... way to select multiple mongers via drag-select or sth ;) (I think this could improve the game greatly, since as you mentioned there is an issue where the guys just stop with "auto" option.
Overall, I bow down before very complex efforts, because this all is NOT easy to code!!! Let alone in 2-3 days! Great effort and a great concept that just needs some polishing!
@mateusboga big fat **LOL** !!! XD **YOU CAN DRILL DOWN LIKE THIS ?!?!?!** Things just got A LOT more interesting!!
UX rule (for building UIs) number one - if there is an important feature that you don't want your users to miss - put it in front of them ! ! ! And don't base its appearance on a condition! LMAO !
I will have to start playing again hahaha! :smile:
---
About the speed of the game, LoL yes.. fullscreen somehow affects that. XD
@mateusboga Ok, I got down to playing again. I now see how you can move between layers. *But*.. I got confused a few more times, to be honest. Here is how: - when I send my member down the hole (this really doesn't sound right XD) it automatically switches to that layer. But then if I create a dwarf he is spawned at the top layer (not super convenient) - on that part - I did not realize that clicking the hole / ladder brings you up/down - I found that out kind of by chance :/ - I think I hit some bug (or is this a feature?) where the drill is not getting equipped properly (getting unequipped immediately); then it somehow fixed itself - playing the game more, it didn't feel too useful to manage multiple dwarfs but rather just play with the one yielding the drill, since its a much faster action - due to the navigation and lack of zoom, sometimes I get lost and don't know where my hole/ladder is
Overall, the drilling is quite satisfactory, as already mentioned, but those navigation (UX?) issues are kind of a put off for playing longer unfortunately :/ These are the risks with a complex multi-faceted game like the one you've created (it has many edge cases). Maybe keeping the scope smaller would allow for polishing out the experience next time. Still, thank you for the experience! It is a feat to have this in just 3 days! And I hope you find the feedback useful. Peace!
I finished the 4 levels. This was probably the cutest game I've seen in the jam : )))
The polish is very cute - the submarine, the bubbles, all the sprites have this distinct cuteness with them :heart:
I like how you've put the base for a much bigger game - it is polished. Those mechanics can be exploited in many more ways / levels, I am sure. Along with ideas that come for other similar mechanics - like creatures in the depths, etc.
A small feedback would be that the submarine maybe felt a bit slow to me, but that might be just me.
Good job ! : ))
I am impressed...! This reminds me of FEZ !
Oh boy, I am not even sure how I was able to beat around 5 levels, then I felt like fucked in the head XD
I am definitely interested in taking a look at your source code. I got hooked. Definitely interested on your inner mechanics for this. But more so, how *easy* it was for you to build the those levels?!
Here is one idea that comes to mind - *maybe* some kind of a 3d projection (maybe as a hint - and you have limited hints there or time-bound) of the current surroundings of the character or sth. Cool cool! You dare to try new things : )))
This is hilarious! :D Guys having to eat in hell.. what do you know XD I really appreciate the lava setting and the driving feels cool.
Not bad not bad at all : )))
Oh man!! Classy as usual!! This pine apple thing cracked me to being with! XD
I cannot believe you've pulled this off! So much content. I will have to enjoy the great extent of this entry later. But thank you, guys!
This is an amazing entry! : ))
Oh MAAAN ! ! ! I just finished it. This was my longest play-through of any game in the jam. :))
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@fupi and @catusfelony, big congratulations for bringing this lively masterpiece to life! I am not only impressed, I was immersed and enjoyed a lot: the story, the visual style, the absurdity of the idea for *killing a pineapple* XD, :smile: the absurdity of the *wife* being a fruit fly (also blond), the absurdity of *the pineapple having a wife in the first place*. **Maan**, you got some talent coming up with stuff like that!
**Overall**: I loved the liveliness of this, the graphics and the vivid characters with distinct traits. Also the fact that you got the theme really REALLY well. Unfolding and getting deeper with the clues is bingo on the theme!
But you know what? Another amazing fact is that you, guys, were able to put all of this into a complete creation in such a tight window! **Bravo**!
Fupi, I have to consult with you, **how do you develop your writing skills**? I am interested :D There were at least 4 times which were quite funny! I even took notes:
> [the chain-smoking or the seek of a thrill] in the beginning XD
> [initial presentation of the pineapple]
> What was the murder weapon... it was a **knife** XD
> [the detective zipping his mouth and throwing the key]
> [convenient pillar] XD
> [the CRAYON image of the monster-slicing-a-pineapple] WAS A BLAST XDDDDD
Oh boy! There was so much life into this!
---
Now, for the feedback part :smile:
It seems **I got stuck 4 times** / that's the number of times I didn't really know what to do (I took notes on this too):
**1**: for some reason *what time the murder was* I wasn't able to present to Penny - **why**? Maybe because I expected what Zamora gave as answers around "being in the restaurant - and when her husband arrived" to have been enough. E.g. in my mind I expected Penny to be satisfied with an answer like "somewhere between.. .."; thus my mind completely ignored the fact that *it happened around quarter past midnight*
**2**: after the old lady gave the clues around the knife - it seems I missed using the *right* one; to my mind ALL/any of them should have worked to get the dialogue (it could be frustrating to not allow this)
**3**: round noise - this must have been the toughest one, since I was constantly thinking of a *knife scratching a surface in circles* (maybe my deranged brain here) but I would have *never* thought that this was Bettany - I know exactly why: - the *brick-walling* feature made me *stay away* of Bettany after the fact - I did not even think to *make use* of her lines after I was "finished" there, thus missing the round sound altogether : ))
**4**: The "red purple monster" from Billy; maybe in my head *bravado* happens right after this - since this was a clear arrow pointing towards the staff member; but that didn't work and I got confused - I totally didn't come up with the idea Billy had to be told MORE about it to reveal.. well.. more :D (usually it felt like I go somewhere else after such interaction, another character); "she may have touched the murder weapon" unlocked the game further, but that was not super intuitive maybe
**A few more ideas** / minor UX points that come to my mind (but again, the game was PERFECT for the time frame it was produced in, congrats!!): - I would have loved an indicator to tell me if a pin was already used - also in the dialogues (maybe also in the bar above) - is this a bug?: I couldn't un-pin stuff when a new scene was just unlocked and I was going through the dialogue - (only if the game is developed for a big release) Hints would make sense in-game / e.g. maybe infinite hints, which reload after usage for 30-60-120 sec) - example: **Round noise -> old legs**
**Thank you for this masterpiece**!! Peace!
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@fupi *Compliments deserved*!
Agree with your reasoning! Yep, that thing with a different character response for a "wrong" pin is spot on! For example: my confusion would have been cleared with sth like "Couldn't you be more specific??" from Penny :D about the time of the murder if I pointed "other" times. But anyway, the game is *perfect* for 3 days, so @fupi, @catusfelony, you guys know how to do stuff : )))
Cheers! Enjoy the rest of LD :heart:
Amazing atmosphere with this game! I think the dialogues are spot on! Not too long, not too short, just spot on to keep you interested without impeding, bravo for that! Sweet visual aesthetic and graphics.
Unfortunately **I got stuck** after the first piano game - I don't understand where I should put the stuff I pick, nothing happens (even if I put everything out of the screen). Could you help out? It's interesting where the story will unfold!
@missfire , @teadog, I just finished the game. WOW ! ! ! **WOW !!!**
This is nothing but *incredible*!!! This is one of the deepest games here. What a condescending bastard the violin guy was! But look how that turned out! The club... she is free there!! No mistakes are fatal!
Wow, let me just say this: this is the best psychologically-driven game with the most incredible character transformation I've played/seen so far! A Stockholm syndrome is evocatively depicted - and at the same time so flowy and easy to grasp.
I literally *hated* the guy during the game, which (alone) is incredible to achieve! Then I was BLOWN away by the transformation (that Zephyr revealed and unleashed)! The scene where mistakes couldn't *not* be made and she realized IT's OKAY was climactic. :))
I have not expected such a *subtle* game to pop out of LD! And the execution is also masterful! The music accompaniment was fitting beautifully. I am very glad I came back to it to finish it : ))
Thank you!
Spooooo**oooooky** :ghost:
I am so glad I finally checked your game! I had it on my list since the beginning! Possibly the last game I play+rate in teh jam : ))
It is AMAZING! It got me into a flowy state and I played for so long! I liked how naturally everything binds together, I liked the overall message and the "dealing with memories" concept.. plus you actually have some challenge and gameplay that is at the same time so simple but makes so much sense and there is progression! I am impressed !
Great job!
Cool aesthetic and visuals, also the sounds/track fit pretty well! In the beginning I had hard time navigating the ship, then it actually got quite easy (I didn't even use the propulsion, then checked and realized it's the Shift key)/ got to about 1000 points.
Very polished, well done on that side!
On the flip side, I was hoping a bit more of an action to follow. Also.. unsure if it's me but no matter how many times I got hit by asteroids, my ship still standed ;) so my only threat was getting swallowed by the black hole.
I would have *loved* if there was some kind of progression (or goal to reach). Overall, a cool entry.
EDIT: (rechecked the description) wait, waht? No new level followed for me when reaching the top?
Aaaaaaggrrrrrr... I lost to the (presumably) final boss :D - he had 6 points left!
Obviously that's the *final* challenge.
BTW I've never played card games BUT now I can see why this is so cool! I quickly got the hang of it. Congrats for this gem of a game! Very hooky! (bow)
Your game definitely deserved higher scores everywhere! Loved it
Such a cute little entry! It has its own very retro character! ^^ I like the graphics and the puzzles. I didn't immediately realize I need to use the mouse click (maybe a hotkey or a visual hint when I am near would suffice) but ones I did it made all sense!
I also like the entire chuu-chuu tracks / very nice :D and the coin-like marble grabbing. : ))
GJ!
@wouter52 I didn't even notice that indicator. I played a bit more and maybe I know what confused me - the minigames for solving the puzzles do not activate unless you are stepping on ground. E.g. in the beginning I didn't even realize I have to fix those pipes (lazy-21st-century-people-not-reading-the-description :D) and if they "activated" as soon as I was near them - that would've helped it all!
I didn't say I really appreciated the depth and darkening effect. : ))
Wow! Visuals are impressive here! Music and atmosphere are engaging. Sweet graphics and dynamics of this underwater world!
A piece of feedback would be that I kind of felt "pushed" by the scenery. I got stuck several times (I am not sure if this is an issue or an actual feature). And maybe I didn't have the nerves to play more to finish it. :D
Sweet creation overall!
Thank you, guys!
@fupi Haha, those 2 are spot on bugs : )), thank you! Will fix ones I get a chance. Obviously in the whole haste of putting it together I swapped those 2 answers and for the very-long one.. well.. obviously not as fixed as I thiught! :laughing:
Thank you for evaluating the game so quickly.. I kind of hoped some of my favorite members to stall a bit so that I could make the experience cooler in a post compo ^^ THANKS!
@fupi you are awesome : ))
@fupi had about 2 hours and actually fixed those bugs. Hopefully I will get some time next week to both play other's games + actually dev a post compo : ))
@jeremyfa I have to see why that happens, thank you (I see the same if I try to run it on my phone so I will definitely debug when I can / suppose it's a small thing Maybe :D). Thank you!
@jeremyfa , @silas-reinagel Thank you very much guys! **I fixed it, please try again** and I hope you enjoy!
Without you I wouldn't know this is not a mobile-only issue (now it renders on mobile too - and hopefully on your Macs): the fix? I HAD to change the `zoom` of the game because on VERY high DPI devices this basically turned the game to a 0x0 canvas - thus black. That's bad on my part :D People with more modest screens were running OK XD ... (this fixed mobile too, though the game is way too small there). **BTW you can zoom in just as any web page :)) **
Fix: one liner magic as always ... https://github.com/AweSkyBear/ld57-The-7-Questions/commit/3af5b6a2cde1abd91f095124834a14547dc322b1#diff-4fab5baaca5c14d2de62d8d2fceef376ddddcc8e9509d86cfa5643f51b89ce3dR15-R27
Next week I am going to do more (meaningful updates) in a post-jam hopefully : )))
@jeremyfa Yep, I totally agree : )) - digging deeper was my original plan but I had to descope 3 times hahaha and this was the final thing. I had many many ideas but "branching" off of questions was a very tough one to do right in the time frame.
@silas-reinagel me too, me too : )) Was planning at least 2-3 times more questions (so that replayability brings more value). Initial ideas also included "branching", "personas", maybe even more game-like related choices but life happens. So yeah.. maybe for a post-jam (next week with me also playing your games, guys : ))) )
Glad you enjoyed the atmosphere. : )
@mibi88 yep, different answers and different questions (a pool of ~20 questions currently in the post-jam one)
@lllarso Branches was my initial idea, yes. Thus.. the tree. However, only *natural intelligence* was used during the creation of this project ;) .. and that takes a bit more time to come up with, implement and test :D haha ^^
@missfire Thank *you* for checking the game! And also thanks for the honest feedback on the *ending*. I do share the same feeling (still was happy with the final form in those < 10 hours of coding in total). One idea was to *profile* the player (e.g. assign final qualities or personas to them) with the final story - maybe have a shorter *verdict* / *reflection* in some form. Another was to gamify the experience with goals, but that was even more out of scope. x} A third was to go *deeper* with questions that have sub questions and that leads to actual *consequences* and *reflection* but that quickly gets out of hand even on paper :D, let alone me hurrying to code it all in (while coming up with meaningful-enough reflections).
I do take the feedback with a thoughtfull *hmmmm* really : ))
Sincerely thanks a lot! ^^
@coda-highland : ))) Thanks a lot, Adam! I am very happy to have given some valuable feedback in the past, glad to be of help!! And I am grateful for that long discussion even before that (on classical inheritance, functional programming and so on) that we had on the site / it was fun!
Your points with feedback, I fully agree! I was imagining many many things on the visual part, they are actually quite easy to achieve (with Phaser) and I have the base; so, very well transitions from question to question, maybe question scaling/fading effecta, "recoloring" of the tree, (nice!!) the gradient effect for the bg you mention is a very good idea - I was thinking of some shader too. All of that - is on the list! Shifting layers of audio?? Cool cool! That didn't cross my mind.
But this sweetest visual part takes time to experiment with - and currently I try to not miss others' games, so a bit later.
Thank you a lot once more! And hope you enjoy LD ^^ ! Your game very flowy!
@a-bond , @slow-chaz , @t-pirozzini , @yanato thanks, guys! Glad you liked it!
@a-bond colors :heart:
@t-pirozzini Thank Paint.NET - I love [using] it (btw the artwork is freely available through the source).
@yanato Glad it's relatable :p
And *Happy Easter*! :sunny:
@holyblackcat Thank you for mentioning this here! Is there any chance you try a different browser? I'am sorry for the crashing part, I will try to take look (I mostly use and test in **Chrome**).
@holyblackcat Mmmm, interesting point! *Arguing* with the player (confronting them?) sounds like a juicy continuation... that didn't cross my mind, taking a note of the idea, thanks!
NB: branching-off questions was an initial idea that I didn't have time to really implement and it stayed that way, but *confronting* actually might be better ; )
@samuel-hollywood-summers , I am very happy you enjoyed it!
After checking, you could also check the PostJam too if you like - it has about 10 more questions added in + slight visual updates. Unfortunately never had the time to actually extend upon it the entire concept.
Thank you! : )
The fact that this was written in C is brutal! Congrats to that! Also the web build is great (since many of us play just such).
I would advise the following: advertise the fact that you can upgrade yourself in a more obvious way.. it almost was a put-off when I died several times to begin with very quickly : ))
However, ones I started upgrading it started getting a lot more fun!
From own experience and observation: whatever happens *the first few seconds* in your game may be Very importanr for the overall player experience! Maybe it felt confusing to me, at first, but later got better! Still, appreciating the low-level code stuff and deffo checking your source code later :ppp :heart:
Definitely a *different* game. The 1-bit color scheme is cute and it's a distinct are style you got here - simple but effective. : ) I enjoyed the vibe. However, it seems I was unclear what to do at level -15 with the big balsy guy.
This is unbelievably polished! And the *gruesome* elements seem to be an interesting part of the mood :smile: Vivid gory scenery xD
Now, the only actual complaint would be that it doesn't feel too different progressing on. But again, if you build up on the existing base, towards more *diverse feeling*.. I guess this could become a killer : ))
Good luck and thank you for the game!
Definitely an unexpected surprise! Ok, I was just getting used to the covered-in-soil blocks without creating "holes". But then hitting the bottom kind of feels way too punishing. In regular tetris you lose in just one way. Here - multiple xD which may as well use the game name *Punishtris*. :smile:
Just a miiiinor idea: why instead of the GAPS that kill you, not make soil FALL DOWN? Not just a physics element.. but actually makes a real-world connection :p and would make players be able to stay longer (I know from experience there is a fine line between difficulty and actually putting off players since the difficulty was introduced too early or before they get better at it). :peace:
Hehe, cute game, polisehd, sweet graphics and it's kind of fun! :)
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from my first try, after reading instructions (good I did!).
However, as others, I had success rapidly switching between cannons to clear more balls than any actual "listening".
Sweet entry, thank you!
Sweet platformer! Cohesive, with an "in-game tutorial", fits the theme very well, was fun, a bit of a challenge there. The prolonged ending made me crack a few times :D , very well.
> A snort... a FART If my brain had not come with the 2nd of these words just before it showed, it would not have been that funny........... :rofl:
Besides the final conversation going for as long as the edge of acceptable XD I have only one thing... man, why, WHY didn't you add an easter egg or something after the self-dialog?? My ONLY complaint. Maybe guy turned into a cow or something, I don't know. Then close the game. It could have also been titled "Guy talks too much", that would hve been hilarious and understandable only after ending. XD
One of the best entries.
But what about just a game .exe? If I need to compile myself, most people wouldn't do it or wouldn't have the time to do that :/
This was definitely a dope-y experience! XD
Text's been a bit hard to read here and there but overall, I believe it contributes to the overall feeling of... craziness :D
I am slightly conflicted internally.. in a good way :smile:
xD LOL! Definitely out of the box experience. That is not that often seen here. Unfortunately, from what I have seen, this is not the type of creation that is appreciated enough.
For the feedback, I wish it was longer, as anyone else. But also - I would like to believe there are some deeper references with the pages the skull went through. And ofcourse, more interactions. BUT AGAIN, I *do* know how hard it is to do all of this cohesively in a way that makes sense!
All in all, appreciating the meta-ness of the game! So congrats on the effort.
The time travel is a nice mechanic! I used it to cheat on FTL :D by restoring my save points in it. Good job on that. Audio as always - top notch and quirky visuals as your trademark : ))
I wish just that the timetravelling was less cumbersome but.. it's just complicated in nature maybe..
Niiiice, Adam and team :) ! This is a very hooky game. I think you nailed it with this one - it's neither too easy, nor too difficult. I had just 10 minutes to play it but will play further. It's very cohesive and I am genuinely enjoying the skirmish : )))
It's hooky and retro! Love both. Even the awkwardness of moving the ship like it has has an "implosion" engine :D is sweet and gives it its own aesthetic!
**EDIT**: just played a bit more. Got to level 4, where it may be gets a little harder due to the may enemy ships. One small addition I would make that would have made it even more fun would be some Special weapon that reloads for a given time, to clear a portion of the screen. E.g. a shockwave. That would "save" the player in a few occasions where death is near :D. Apart from that, great job overall!
Ingenious and cohesive puzzle game, indeed. :))
Oh maan, the nostalgy here! So many games on that very old small CRT screen [that looked like one of those in the game]! :))
You got me by surprise - this is innovative to me: switching between screens that lost signal, ha! Aaand... good thing I read about the DASH, I almost missed it - would have been my only complaint due to larger gaps but this problem is catered for!
Overall, cool retro innovative concept in the game! :smiley_cat:
Haha, I find this hilarious! :smile: The reason is I die all the time and the sounds are funny.
After the 5th death I realized what is going on, bbut I am afraid it's very punishing from the beginning. :smile_cat:
One idea that came to me - since it's a little bit confusing and brain must calculate, why not upon hover, highlight "where your pawn will go"?
Note to remember (to myself too) - games are WAY harder for your players than for you, always :smile:
Thanks for this funny creation. But I can't get past level 2 XD
**EDIT** OOH I SEE NOW. I did not see well the RED squares which are the problematic ones - I thought he just always shoots at you..... but he also shoots you if you are too close to him?? That doesn't feel fair :D
Hey, Fupi! Such a cute little game you got here! : ))) As usual, you are my very first game played from an ever growing list. :D
Your sounds and visuals are so top notch as always! :bow: Simply beautiful and super cute and super polished! But nothing you don't know already. XD Cannot not love it!
On the gameplay, I realized you could get away with clicking more or less randomly just to "let creatures or cars pass" :D But then the overheating stopped me - nice [and needed for the balance] addition!
I survived for ~2 minutes 3 times. At one point it gets more or less (probably) impossible due to the unavoiable Crime Chicks haha (I don't think they disappear under any circumstance) :D
Ones I started using WASD, that was much better than the mouse but then I started breaking the light all the time :D Maybe I was impatient. Maybe the breaking from overheating could last a bit less, but it might be me. I wish there was more to do
For the rush the compo is, beautiful beautiful job, man : )) And balancing all of this is HARD! So good job!
Cheers! Happy game playing! :smile:
This this! Maybe nobody clicked the crime chicks : ))
Haha, 3 minutes from first attempt after exploding the crime chicks :D
Ok, it gets crazy haha!
Very cohesive experience! Amazing sound FX and music. I needed some time to realize how the ammo signal works. :smile:
I am clumsy, I promise to beat the game. I thought I hit Dracula a few times, but maybe I didn't. Will see. :relieved: :wink: Maaaybe just an indication of when we have a hit / what's the HP is good. Will see, will see : )))
Awesome!
This is the most atmospheric entry that I have seen so far! Great job on the feeling of the submarine hunt!! The ref to the *Red October* I also very much like :).
It's a truly immersive game!!! Now, I wish the field was *less* busy, or that all submarines (yes, I thought all were submarines) would be... slower. Why? Because that would make dying a bit harder, which is very easy right now. It seems to me a problem of balancing. Another way to balance this would be to make cavities larger. Oooor... also add a minimap which holds the last-indicated position of anything detected (mostly ships but could work for terrain).
I died 7 times, some of them quickly, and TBH it's a bit hard to try 8th time, regardless of the great *mood*! I also thoughts those are other submarines, *not* boats above water. Those depth charges... aargggh got busted more than a few times :D . Sometimes less is more.
Thanks for the entry! :) I love it anyways!
Got to 35 seconds. But I think there are some bugs. Sometimes I was finding my identical copy but the game did not end when I was digging in. Then I was wondering what was going on. These were my first tries.
Just now, I beat it. And I also got soft-locked ones into some wood :D a few times.
Just sharing. BTW I noticed your dev-log video... and I was totally amazed to see you code in NPP++ :D . You are hardcore...
> Regarding the 3800+ characters grin I did not draw them all by hand as you can imagine. What I did was creating 24 hats, 5 faces, 4 types of shoes, 8 types of body (24 * 5 * 4 * 8 = 3840).
This is very cool indeed :)) . One similar idea [that I've loved to use in other games/creations] - use some sort of CSRNG to sort of achieve the same thing, but with infinitely many combinations. Although... that could make the finding of *your twin* a bit more D: challenging..
@binroot Haha no idea what banana song is :D but glad you immersed in the game. I wonder if the game is not obvious enough (it never is XD), especially if many things are happening at once.
@kyanoss yes yes! Thanks for noticing! I spent half of my time on day 2 *rebalancing*. And red and blue stars were one of the mechanics added after my own playtesting.. + how those affected the game!
@guardaro truly, this game can be both relaxing and frustrating :D - not for everyone. I have to come up with a way to showcase one *intended* way of playing. I've noticed there is such a thing for many games!
@ugly-robot HA! Great you had fun playing!!! Suuper happy you felt the both-arcady-and-meditative feeling. :D Thought exactly the same but didn't know if it's just me... did we invent sth slightly new here ?? XD
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Thank you all! All feedback welcome!
⚡ **Tip how to not get negative score XD**: - avoid capturing **RED** stars 🟥 - you lose points or the game gets faster :D - just capture GREEN 🟩 ones with the smallest circle possible :P - the ones for points :)) - see **sniper mode** in the description if you got the nerves to use that XD or are an FPS fan - capture **BLUE** 🟦 ones (no need for precision here) to negate red ones and make the game last longer
@sirlich Oh, thanks for the feedback! It is a web game - you can always "zoom in" a bit like a web page BUT you are right - I'd better add some Settings for the textual elements specifically maybe : ))
Yes, Level Up is "Things getting harder" :D will think on this
@ricna thanks!
@universeflow capture them all!
@tenthousandfireants haa that is fine :D :D - that's why there is a `Mute` button in settings
@wo-ri-gou-le Glady glady glady I am :)
@jed :heart:
@carsten good, your score is the highest so far from the reported ones :D
My personal score was around ~500
I attempted to allow for this game for anybody to have fun. E.g. "snipers" / FPS guys - precision players; casual guys - who don't care about the score but the pure clicking and chaos should be ok too; meditation guys..? you can let the game just run - no clicking LoL. You must be between FPS and casual guys haha :smile:
@crak sift through them all then! Thanks! :spy: :four_leaf_clover:
@commanderstitch :smile: the game's a bit like life - you don't always end up on the positive side :/ :crying_cat_face: LOL !
Did you have fun, regardless the negative score? :)) Come ooon, be honest XD
@commanderstitch that is useful feedback, thanks ! Ha, taking cool as many cool pics is nice, I am glad since that was one specific intention behind being able to capture "at any size"!
BTW I was planning to also add a Zen mode, which would be a meditative non-punishing experience. Maybe for a PostCompo. In that, maybe we could have the smallest star size... larger than 1x1 :)) yes.
@coda-highland Thanks for taking the time to try it! : )))
Not sure about the Windows sound xD, I have some "yay" and "noo" sounds that represent "pain" upon getting Red star but not much else.
About the engine/collisions, correct, it's pure JS this time, so doesn't go through much hoops I guess.
I am not sure if it's obvious enough, but when a green star is in view, it says "Detected" at the bottom-centre bar. Anyway, if one is for the points, they need to actually find them and zoom on, yes :D. I intentionally did not make the CTRL this way, but only for fine-grained zoom because of the assumption some people may never use/find that and without fast zoom in/out the game is pretty much unplayable :D So a UX decision.
Appreciate even the side nitpick :rofl: I actually care.
THANKS for all the feedback : )) and GL and have fun! :bow:
@coda-highland Hahaaaa... :smile: ok.. now I "see" the Windows sound effect XD LMAO. I never even noticed LoL, good catch! To @Fupi too - you eagle-eared people XD .
Thank you for the thorough additional feedback! :)) All are bugs and are known but the focus was pretty much on getting fun gameplay (spent a few hours just replaying and rebalancing on Day 2). I [tried to and] am glad that it ended fun besides any of those points! Thank you.
Just adding on this:
> the green circle doesn’t show up until I click once, which forces a miss.
True, this is the case. I have a useless feature - Right click which toggles the "camera".. ended up useless since left click also activates it (with the aforementioned bug).
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Regardless, I got several cute ideas to extend upon. If I am able to get down to it I will likely release a Post Compo also clearing the bugs.
@fupi Haaaa! This is the kind of feedback [I am always] looking forward to! :smirk_cat:
Thanks, buddy!
I do realize right now, no matter how simple and clear your own game looks to you - it *always* can be [initially] confusing to others! No matter what! :D
I would have to prioratize an interactive in-game tutorial next time, no matter how simple that ends up. Thank you!
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On the green stars giving few points, all is intentional but... your comment makes me come with more ideas to balance that. For one, capturing several stars at once could at least give some bonus. Oooor... simply allow for more points, yes. xD
Red stars are punishing by design - wondering if that could piss people off (I thought *no* but I am never for the points in games; so it's just me :D ).
> All in all this is def my favorite game you’ve made so far! It’s cohesive and genuinely fun, if a little confusing at first, but when you get into the flow of it you just wanna keep going as long as you can. Good job!
:bow: Great words from one of my masters here! Appreciate it!
And glad you played for a few min! :)))
@fupi good good points : )) . Thanks ones more. And GL and Have Fun ! :heart:
@artur-hawkwing Heey, I am so happy! : ) Haaaa! Amazing about the *stars going faster* as a thing to enjoy! I did enjoy this one myself too ^^ as a kind of meditative experience. Exactly for the people who won't bother for precision points. Cheers and thank you!
PS: there are also Blue ones, but I hope I didn't torment you too much :S with your color blindness.. let me check how to tackle this better next time.. ! ✓ :sweat_smile:
@jin9310 this is music to my ears! :smile: Enjoy the rest of LD!
@nbumgardner thaaaanks SO much for playing it on stream! :bow:
Your recording is .999 gold in terms of feedback / end-to-end player perception! Cheers!
And yes, you made a few great feedback points, that I would definitely take into account if come to give a post jam update! E.g. it would definitely make a lot of sense to bonus the Blue ones too based on zoom (NB red and blue were added as one of the final features, so not that much time to iterate and think through). And sniper mode shortcut, again a good point. : ))
GL and HF! :v:
This is an admirable entry! Nothing less but beautiful and so polished! I played it for just a bit. These days it seems my patience for those types of games has "perished" (hectic life you know making you tick faster) but I cannot not appreciate the art, the vibe, the static, the console... ohh. And the complexity of getting such an entry off the ground! You've done a incredibly cohesive (and difficult) job on this one! Bravo!
I am traumatized for life now. :rofl:
Screenshot 2026-04-26 132415.jpg
Even the final credits are ridiculous XD Love it.
This must be the *humour* winner this half :D
Ha! This idea of "sending signals" to control is a very signal-y one! Had a similar ephemeral thought of instead of using actual controls to draw a joystick and let player click it to move stuff, but yours is so much more cohesive!
Definitely trying this game, GIF looks awesome!
Just played the game for a few levels and had some good fun with the experience! Music/SFX and graphics are very cohesive and as mentioned above - this *is* the theme - you got 5/5 on the theme from me!
It takes skill and effort and some planning to pass levels. However, it staarts to feel a bit too punishing too fast. I got to the first ice level, and due to being a 2026 person (LoL) my nerves betrayed me and I had to leave the game. Great concept, though!
A few ideas to lessen up the difficulty or make it more fun: the power level can go beyond 100 (why not), e.g. for players not to have to push it all the time (it becomes a bit annoying). The gaps require quite a lot of precision. Though I LOVED the steering wheel XD . And thank you for using GM - my first-ever tried software for making games so there is some nostalgia here for me...
I saw your game from the one of the posts and am happy I got to it, after a long list of other games. : ))
It has some resemblance to my own game (set in a starry blocky cosmose) so couldn't not try it, cheers! ^^
I got totally immersed into the experience! Ones you get the hang of it, it's really chill. I like the scanning sounds and the sound tracks. Thank you for that, I think it's a beautiful game. Even though a bit short.
Screenshot 2026-05-01 201512.jpg
Some interesting mechanics here, with the text being the "received message". Maybe, as others mentioned, my only feedback would be that the "level" ends abruptly after the scanning time is finished, it doesn't let you read and ponder over those scanned messages for a bit more.
Bravo.
I just tried your game and need to say this is a neat play with lighting! I would have loved to hear some void-y sound effects! It would have been such a great contribution to the overall look-and-feel. Congrats on getting to this state, although some game goals would make it a full-fledged game. Examples: even some goal on the "map" where you need to reach a target like a "black hole" or sth to get to the next level. I imagine an arrow indicator for the general direction - and the beautiful signals to light up your way to it. : )))
Many possibilities. Anyway, good effort! Love the movement and lighting.