Message Delivered by velvetlobster 2023-05-02T17:21:24Z
Great work on the music, love high tension soundtracks. Goes well with the story as it throws you in the deep end. Good job!
Foon → Ludum Dare Explorer → Users → bad_fetus
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Far Fetch | compo | 153 | 3.14 | 3.48 | 2.82 | 3.00 | 2.29 | 2.89 | 1.86 | 2.61 | |
| 2025 | 57 | Depths | Deep Drop | compo | 292 | 2.60 | 2.57 | 2.25 | 2.17 | 1.90 | 2.57 | |||
| 2024 | 56 | Tiny Creatures | the Last Leukocyte | compo | 198 | 3.37 | 3.53 | 2.86 | 3.62 | 2.77 | 2.96 | 2.75 | 3.00 | |
| 2024 | 55 | Summoning | 👥 | Mansion Madness | jam | 927 | 3.26 | 3.52 | 3.38 | 3.50 | 2.62 | 2.78 | 3.54 | 3.43 |
| 2023 | 54 | Limited Space | 👥 | Turbo Tumble | jam | 787 | 3.34 | 3.71 | 3.62 | 3.69 | 2.37 | 2.65 | 2.61 | 2.65 |
| 2023 | 53 | Delivery | 👥 | Space Postal Service | jam | 1100 | 2.95 | 3.05 | 3.18 | 3.41 | 2.81 | 2.69 |
Great work on the music, love high tension soundtracks. Goes well with the story as it throws you in the deep end. Good job!
Interesting ideas here for sure, could be great if built up from this. One quick improvement would be to remove the requirement to drag the cards to the rectangle - let me play them anywhere on the screen! Would speed things up a lot. Keep up the good work!
cool concept! I do wish there were more decisions to make than just pick the route order, but it was fun regardless. Good work!
Absolutely hilarious, best game I've played so far in this jam. I was laughing the whole time, well done!
Cool idea, the shooters were too frustrating in practice but I can see it being a fun game after some iterations. Good work!
Screeeeeee! Short but fun, good work!
Fun game! Very solid level design for a jam game, surprised you did so well given the time limits.
I found a bug where disappearing food permanently presses down on a button if it doesn't fall off first - allows you to cheese some levels. I thought this made the game more enjoyable in its own way though, always fun to discover the quirks in a game.
Enjoyed the soundtrack a lot as well, good work!
Love the titular concept, hilarious take on the theme. The game was fun as well, though the controls were a bit less responsive than I'd like. Not a major issue though, still enjoyed it! Good work!
Surprisingly good balancing, I thought the bikes were useless for a while before they got insane with all the upgrades. If I had to suggest an improvement though, I think the upgrades menu should have a scroll bar - when I wasn't interested in upgrading the bikes, my upgrade menu was held hostage by bike upgrades. It was a minor issue though, good work!
Fun idea, took me a while to realise there's merit in making the pigeons go in circles!
I'm unsure of why the AMAZING cover doesn't show up on the original post, but here it is: sps.PNG
Also woops, the music doesn't loop. 🤦♂️
Surprisingly fun for how simple the mechanics are! Hilarious with the music too, good work!
The audio was cool! Couldn't experience more of the game though, wish there was keyboard support.
Nice simple concept, I can see it getting intense with more mechanics on further levels. Keep up the good work!
Cool take on the theme with the limited space dealing with the instruction space itself rather than the level. Felt a bit tedious to get to the tile I wanted to edit but I quite enjoyed this outside of that. Nice work!
Great work on the character, I'm not sure if it's the eyes or something else but it really gives it this claymatic feeling that works well. Platforming using the edges of the box was fun too! Not too sure what the point of collecting/dropping items was but maybe I didn't play far enough. In any case, good work!
Very creative, having the window itself shrink instead of some sort of border within the game is genius! Love the additional windows as well. Fantastic job, my favourite game this jam.
Cool concept! A bit too difficult for me but I was happy vibing to the music anyways. Nice work!
Took a second to get used to the way the wall-jump feels, but had fun once I got it working. Some very nasty traps in the levels but I enjoy deliberately frustrating games so well done! Good work. :)
Cool atmosphere and mood! The game is rather simple but I think inputting the letters via morse code was a nice touch for both adding a new twist to hangman and to further incorporate the setting. I liked it. Good work!
Fun to see a battle royale for a jam game! I liked that you had stuff to do after dying. Good work!
Got the world record! Very fun game! The control scheme is rather unusual, but I managed to make it work after some trial and error. A lot of fun, and fantastic sound design. Amazing work!
worldrecord.PNG
Fun idea! I can definitely see it having replay value with randomised questions. The platforming is a nice touch to stop the game from being bland as well! The perspective made it a bit tricky to judge when I was walking off a platform and when I wasn't, but I still had fun, good work!
Very clever take on the theme! And a very high level of polish for only three days. Great audio, graphics & level design. Fantastic work!
This one feels like it starts off too fast - would be nice if it could start slow and easy and get crazier progressively. It was a bit hard to understand what was going on as is. With that said, once I got used to it after a few tries it was very fun! I like the art as well. Good work!
I'll be the odd one out and say that I liked the animation despite it having few frames - each move sticks out more like this which is important in a fighting game. Great art and sound as well. I'm not so sure it follows the theme but I enjoyed it regardless. Good work!
Great to see the unreal tournament inspired voiceovers (double kill etc.)! Fun game, though dealing with the blue squares was not my jam. Couldn't do much better than 104 points as I found them hard to predict. Still had a good time though, great work!
Always love to see some microgames! Had a lot of fun with this one. I'm not entirely sure how it relates to limited space (it takes place in space and your time is limited? dunno) but I had a lot of fun with it regardless. Fantastic work!
Can't say I got the hang of the mechanics. But I enjoyed seeing what combinations I could make. Interesting concept. Good work!
By far the most polished game I found so far, all this in 3 days is incredible. Fantastic work!
45 points! Very simple and very fun! Had a good time with it, great work!
@shiiro-10psi The levels are all flat with no elevation, so jumping doesn't particularly speed you up. It does help make your trails more managable for the future laps though. The trick is to skip as many parts of the tracks as possible and avoid stepping in your own trails.
Thanks for trying the game! :)
@derek-glennon fair enough, we agree the penalties turned out too harsh! v1.1 halves the penalties and is a more enjoyable experience for it but it's only available on itch.io for now as the changes came in after the time limit.
Thanks for playing the game in any case and I hope it didn't sour your experience too much!
@igor-kingamer Sorry to hear about the motion sickness! The post-jam version improves the camera (among many other things) so hopefully it's not as problematic in that regard!
Great art combined with simple and fun puzzles. Not much else to say, it was quite enjoyable. Great work!
Managed a measly 25.50 after twenty minutes of trying. It's rather simple but I had a lot of fun trying to get faster and faster at this. Not sure how it fits the theme but I enjoyed it regardless. Great work for your first submission, especially as a solo dev!
I love brick breaker games, great to see one! The paddle switch mechanic was an interesting addition, don't think I've seen that one before. I do wonder if it would work better if you could switch the color of the ball directly to gain more control rather than switch the color of the paddles though. It was a nice twist regardless.
I'm unsure if this game followed the standard for paddle games of adjusting the ball direction based on where it hit the paddle. It felt like it bounced straight back most of the time even when I hit it on the edge. But maybe I didn't quite understand that part of the controls.
Had a lot of fun with it in any case, great work!
Captures the theme well! Every level I saw made me think it's too easy after the last one before the frantic last 10 seconds kicked my ass. Always a good sign when a game makes losing feel fun though! Good work!
Frenetic! Very fun for how simple it is, and feels surprisingly polished on such short notice. Not a lot to unpack here, but what's there is excellent. Fantastic work!
Been a long time since I played a parking game, think Flash was still popular then. Glad to see it come back, had a lot of fun. Great work!
Couldn't stop laughing at the card sounds, amazing!
Cool concept, I think this could be a small fun game with a less steep difficulty curve. Good work!
Interesting concept! Wasn't too much going on in this one, but it's a fine job for your first entry. Looking forward to your future games!
Fun game! The controls felt a bit off at first as the character does not face where you're aiming, but felt pretty good once I got used to that. Solid sound and art, killed 500 of those buggers while vibing with the game. The circle felt irrelevant though as I was basically spawnkilling all the enemies. Perhaps the circle should close in faster and faster as the game goes on with one of the level-up options being "more enemies" (with the catch that you eventually cannot outkill the circle if you never pick that option). In any case, fun game! Great work!
Wow, that was insanely polished for a game done in two days. Fun concept, enjoyable gameplay, fantastic art & sound, didn't overstay its welcome. Absolutely brilliant!
Didn't think I'd enjoy getting insulted every lap but there we are. Fun little game, good work!
Fun game! The balance didn't feel quite right - getting 2 pawns + 1 red dot every turn is extremely busted as I had a bajillion queen+knight pawns that could move 3 times per turn really fast, but I think the concepts are fun and the balance can be solved with some tweaks. Take a look at shotgun king on steam if you haven't already, there's some overlap there. Good work!
Took me a bit to figure out the spawning mechanics but the puzzles were satisfying figured them out. Could easily turn into an amazing Sokoban-like if more levels are designed without the time pressure. Fantastic work!
dungeonskater.PNG
Managed to take a screenshot right before eating shit. 😎 Cool game! Simple but fun with great music. Was impressed the music kept going on for so long with no noticable loop. Good work!
Cool game! Great work on the graphics and audio in such a short timeframe! I wish the flavor texts would go by faster so I can get back to typing but no complaints otherwise, good work!
Great game! Felt a bit too easy to go infinite but not an issue for a jam game. Had a lot of fun with it, I'd love to play a more developed version of this - could perhaps be turned into a roguelike? Fantastic work!
Chazm.PNG
Great game! Managed to beat satan on the first run - it was intuitive and easy enough to understand! A ton of variation in deckbuilding for a jam game too, amazing that you managed to fit all this in such a short time. Great work!
@assafl Hi, it was me, the main dev that got 101 points! The tasks get harder as you go (each task has 3 levels of difficulty) but in return they award more points (up to 6 points for a level 3 task). 101 is not that high when you keep that in mind. Thanks for playing the game!
Fun idea! I think this will be great fun with more refined animations once you can judge what the enemies are about to do. Had fun building my "rain god" deck. Good work!
TIL pico 8 cartridges are embedded into a png. Neat.
Very cute and fun! Simple and straightforward but rather challenging. Reminded me a lot of the recent Magic Garden game in UFO 50 but with a fun twist of not being locked to a grid. Very impressive given the console!
Great work, might come back later to hunt a high score!
Cool concept! Took me a while to figure out how to play but the progression systems were very intuitive once I figured it out. Took 25 minutes to beat it since my start was so awful and had to come back from around 5%. Might want to add a mechanic that removes souls - started having performance issues after a while.
Was there any audio? I see that you didn't opt out of the category but I couldn't hear anything - maybe I did something wrong.
The graphics were nice. Very easy to read once I understood how the game worked. The soul collection animation was confusing at first though - I thought my guys were trying to shoot at the enemies and I thought it was a bug that they kept "shooting" to the top right of the screen. Might be because I was missing audio cues. I liked the invulnerable dudes at the end, they looked cool.
Good work!
Wow, great artwork! Coherent and detailed while remaining very readable! Amazing work for just 2 days on art alone! The insects' animations are fantastic as everyone else mentioned and I personally really like the stomping animation.
I wish there were more mechanics as the levels went on - I think the game was a bit too long for the amount of variation. What was there was fun though - enjoyed stomping my way around. Especially right in front of inspectors' faces once they gave me a penalty anyways and had a cooldown. 😁
Great work, looking forward to see more from you!
Is there nothing left to do after dumping everything? Was expecting a new level or a game over screen but it kinda kept going.
It's a perfectly servicable prototype for the most part - not a lot to comment on but not a lot to complain about either. The art and the mechanics do their job. The standout was the beetle - it has a tendency to do 360 degree twirls for some reason and it's charming! Guessing it wasn't deliberate but definitely keep that if you put more work on this. :)
I'm surprised you opted out of the humor category given the description here. I suppose that's technically not a part of the game but eh I was ready to give you a good grade there!
Sounds like it was your first time working with Godot - great work on publishing something functional in such a short time!
As someone playing Wordle, PlusWord, Squaredle etc. every day it is refreshing to see a word game here in Ludum Dare! The theme feels a bit hamfisted but otherwise I enjoyed it! The only thing I'd change is maybe gray out the used letters instead of removing them - you lose the ability to construct various bonus words when they are removed.
Well done!
What a bizarre game! The gameplay itself is very simple (though tricky once you get to 4+) but the presentation is weird in a cool way. I like it, good work!
MKIFA WR.PNG
I liked this a lot, a typing game with elements inspired by roguelikes is very innovative. I'd pay for a full edition that iterated on this concept. Very well done!
Fun game! Reminded me a lot of Hex-a-gone from Fall Guys, though I guess That's My Fish (which I hadn't heard of) is even closer to that.
As others have pointed out, I'm not sure the music fits the gameplay but is a competent work otherwise.
I do wish the AI was more competent, and a "clean it up" for me option would have been good after all rival frogs are stuck to avoid clicking on tens of tiles, but those are fairly minor and likely too much to expect for a 2-day project.
Great work, had fun with it!
Ungnome WR.PNG
Took me way too long to do this :sweat_smile:
Got S Rank first try! :v:
Glad to see someone else with the idea of using cellular level life with this theme. It was a fun twist to be on the "evil" side of the equation this time though!
The artwork is simple but well done - it looks really good and is clear to read!
I'm unsure how the mutations worked - lining them up awarded a mutation but do the colors mean anything? Was I supposed to lineup specific colors somehow? I only made sure to line them up. Good variation in the powerups, I think I got 4 different ones - nice variation in such a short time span.
Great work overall, had a good time with it until I died! Keep up the good work!
Capture.PNG
Felt impossible after getting the minigun, no idea how someone has 29K.
Simple but fun game. There is (mostly) a natural progression to the weapons that keeps up well enough to the enemies for the most part. I do wish there was a reason to go back to the previous guns with some mechanical advantages though, it felt odd to be able to but have no reason to.
The visuals look great, very atmospheric. The camera sway with the strafe was a bit difficult to get used to but felt natural after a couple minutes. The enemies were appropriately scary (though maybe a bit too scary when a spider got stuck on my head).
Good work!
Managed to beat it first try! :v:
Very impressive for a 2-day project! Cool concept to fly through a tunnel of tiny (and cute!) creatures - but I'm more impressed that it's actually as fun as it sounds. I'm not sure if the short render distance is a computational limitation or a deliberate design choice but I think it works in the game's favour - there's a sense of mystery and exploration as you play.
Not a lot of mechanical depth in this one but that's OK - the game is the perfect length for its depth. That's a hard balance to strike but you nailed it!
I do wish it ran a bit better and it probably wasn't a good idea to put _that many_ tiny creatures on the screen - but it wasn't problematic enough to be unplayable and it was definitely amusing to see the school of aliens fly across the screen.
Fantastic work overall! Loved it!
Great artwork, love the villagers and the overall style. Very impressive for a 2-day project.
I'm unsure how it fits the theme though but I suppose it's optional.
The gameplay loop felt well balanced, good job getting a good feel for that in such a short time. The only thing I'd change is maybe start the player with some resources or villagers so you don't have to click so many times right away. It's a minor issue though, the gameplay loop was well made.
Keep up the good work!
Fun game! I enjoyed the sound design a lot - the calm, relaxing music is a nice juxtaposition to the rushed footsteps chasing you. I wish there were more to the game - more levels, more mechanics - but I liked what I played. Good work!
Took me a while to understand what was going on but cool concept once I figured out that the goal is to "win" one of the four meters before the opponent does! With more time and more mechanics it could be very interesting.
As it stands though, I'm not sure there was any strategy to it? You have to play your whole hand before you get new cards so it doesn't matter what you play since you have to play everything anyways.
I also noticed a gamebreaking bug if you click too fast on the button - you can play the same card many times in a row. You can fix that if you have the time - fixing gamebreaking bugs is allowed even outside the allotted time! It will probably help other players as it's very easy to run into the problem and break the whole game.
Cute concept and animals! I liked pressing N over and over to see what combinations I could generate! Partial to the iguana with a fox tail personally, lizards would be much cuter if they came like that IRL! :)
Good work overall - shame you ran out of time on this one. Looking forward to your future entries now that you have some experience!
Really cool concept! Took me a couple attempts to get the hang of positioning myself since you inadvertently move whenever the paddle moves - finally ~~won~~ survived on the 3rd playthrough when all the bricks got destroyed. Was hoping the paddle would run out of lives but never really got close - is that also a win?
Fun for how simple it is - though I do think it was a tad too long for the amount of content, a couple more mechanics to keep things spicy would go a long way. The gravity powerup was cool though, I don't think I've seen that in a Breakout clone before. Good work!
@dhim the leaderboard relies on https://dreamlo.com/ for the backend - all I'm doing is managing API calls to it. Thanks for playing! :slight_smile:
@dhim true, I didn't have time to look into excluding that from the repository. FWIW I don't think it's too difficult to sniff it out either, just have to trust nobody abuses it :wink:
@drinlan Wow! Insane score, wasn't expecting anyone to obliterate the leaderboards to that degree. I'm glad you enjoyed the game enough to accomplish that.
Thanks for the feedback - slowly working on a post-jam version (small in scope, QoL improvements etc.) - should be able to incorporate those. :slight_smile:
@ategon please do! :smile:
Fun game, compelling combination of mechanics for a puzzle platformer. I can see this becoming a full size game with more time spent on level design and polishing the physics. Good work!
This game is gorgeous! Very polished graphics for a jam game. Pretty to look at, and no issues with readability - very important for a action game.
The way the theme is introduced via the dialogue is funny, and the humor was on point in general - “I hope it doesn’t end up being a cult”.
The only thing I would change is the crouch - like the commenter above I couldn't find a use for it. I thought it would make a lot of sense in the final fight with the boss being smaller but it didn't seem to help there (might be a skill isuse on my part, not sure :slight_smile:). This is not a major flaw though, it's easy to ignore the action after all - but it would help add more variety to add one more useful action as I ended up mostly spamming z/x depending on the situation.
Enjoyed this a lot! Fantastic work, very well done!
Cool concept! The movement sensitivity was a bit too high for my taste but I enjoyed swatting out airplanes nonetheless! It seemed like the best strategy was to ignore them and keep spamming the strongest attack though. They also stopped spawning eventually - not sure if I broke them somehow. Fun mechanic nevertheless!
The game has a tendency to crash on browser (Firefox) but I'm not sure what triggers it - I think I accidentally clicked off-window both times it happened? Might want to investigate.
I'm not sure about the sound design - the airplane collisions etc. do their job but charging the attack to max power is unpleasant with the buzzing getting ever louder.
The art is rough but servicable - no issues with readability. The tentacle arms though were done really well!
Good work overall - had a fun time exterminating the Earth. Cool take on the theme!
Great art! Always impressive when people manage to put together coherent visual design in only a couple days!
The font choice pairs well with the art of the game but I think a clearer font would work better - hard to differentiate some letters like U and V when they are not parts of words.
I was surprised to see that the snail took a bit to finish after I did - does the typing determine movement speed rather than position? A bit confusing.
Good work overall in such short time!
Cool concept - was interesting to try out different lineups. I found a combination of flingers and ladybugs to be most effective but perhaps there's room for the other insect too - I couldn't quite make that one work.
It was a bit frustrating that most of the difficulty came from trying to make the insects not get stuck on each other and walls rather than strategising against the opponent - maybe it would have been more fun to keep the gameplay locked to the grid rather than the insects having free movement? More variety in units would be welcome too, though that's understandable given the time limits.
The artwork isn't really my style but it's incredibly well done for such a short timeframe - gritty and very detailed! I see that this is your first LD entry so I'm looking forward to your artwork in future games - hopefully with fewer insects! :)
Good work!
HighScore.PNG
Probably not too impressive but this is the best score I managed after a few attempts.
Cool concept overall - it probably needs more mechanics and felt more luck based than strategy as is but there is still some risk-reward style depth in playing for score or discarding in hope of more turns.
The art is cool! I like the abstract patterns and the keepers are cute.
The sound design is great! There is a fitting sound effect for everything and the music is nice and atmospheric. Good job!
Great work overall, I had a fun time.
#complexout Always love a "2.5D" game and this one pulls it off very well - not at one point did I think the graphics were confusing or ugly, they were charming. The sound effects were solid but I think the game would be improved by having a soundtrack. I liked the mechanics - simple platforming but it worked well and the 2.5D aspect of things added an extra layer that I think was utilised well given the time constraints (the level design with platforms in fore/background in particular reminded me of Paper Mario). As someone mentioned, the controls felt a bit delayed rather than snappy - not sure why but worth looking into (though this worked well for the co-op section). Very well done, I enjoyed the game!
Cool concept! I like the idea of getting progressively deeper and exploring more difficult regions while slowly upgrading my vessel.
The gameplay felt a bit lacking - it was too easy to constantly swivel the light to see the enemies and ignore all other mechanics, perhaps the enemies should react to the light rather than the sonar so that you are incentivised to avoid using the light and rely on the more limited sonar?
The mood is very well done - great job on the underwater audio and the simple visuals do their job of engulfing you in the dark depths very well. Good work!
Cool game! Simple but functional mechanics, enjoyable old-school gameplay. Felt perhaps a bit too tedious at times though - maybe it would help if the tunnels were wider and in return you could move faster with more punishing mistakes? The walls should probably bounce you back at least, scraping along felt off.
I liked the visuals a lot, very colorful and joyful to look at. Well done!
Cool concept, I like the idea of a game around being a cameraman a la Pokemon Snap with more mechanics around getting the focus right etc. I liked the music as well, well done on that front. Good work!
Cool concept! Simple but it works. Something felt off with the timings though - I wonder if it would work better if the miner had continous movement rather than a full tile at a time because it's hard to get a feel for it. Good work regardless!
I found the gameplay a bit disorenting - the controls and the visual indicator felt backwards - to shoot down for example I expect to pull up and see the targeting thing point down. It also felt inconsistent when the ball is fast enough to fully break a tile versus just damage it but that might be because I missed something.
Great job on the mood, the frenetic music sets the tone well and the audio & visual effects both are very satisfying when smashing through the tiles. Well done!
This is incredible for a compo entry! Great music, a fantastic idea and mechanics explored in depth. It also feels surprisingly polished. Trapezing off of past lives is cool enough and yet there are many other mechanics that interplay in interesting ways. Very, very well done!
A mikado psychologist game was certainly not something I expected but is a great idea! The base game was a great introduction to the mechanics while crisis mode kept it interesting after beating that - well done on getting the balance right in crisis mode, managed to beat it with exactly zero patience left.
I liked the effort that went into all the different problems and their resolutions - didn't notice any that felt superfluous so well done on that front. Great game overall - the only big criticism I have is the performance one but that's already been addressed above. Very well done!
Love to see simple games, I came in planning to make one but then overscoped as always. Not much to say here, there isn't much but what is there works well - the visuals are clear, the audio keeps you in the game and the mechanics work. The only things that really need to be changed are the issues mentioned above regarding keyboard layouts and a penalty system for pressing the wrong key. Good stuff, well done!
Thanks for inspiring me to read the book again, used to be one of my favourites as a kid. I liked the idea of mental battles to solve puzzles, I think the concept could likely go far if developed further. The audio was pleassant, especially the AXEEEEEEEL line. Good work!
Hahaha, great concept! The simplicity, gameplay, art style all took me back 20 years ago to the golden age of Flash games and I certainly welcome it. The game knows what it wants to be and does it well. Greatly executed, I enjoyed this a lot. Fantastic job!
Reminded me a lot of this old game called Bouncedown (video below) - same main mechanics of descending without hitting the top/bottom of the screen. I liked the fresh take on it though with actual level design (as opposed to randomly generated endless levels) and some form of combat.
I agree with some of the above that the timing was too tight for the enemy jumps. Perhaps it would help if it allowed you to hold down space bar pre-emptively - I think the fun in the challenge is to avoid jumping too high/low and not having good timing. In any case, very well done, this was enjoyable.
[Bouncedown](https://www.youtube.com/watch?v=bPQJkmWDWsQ)
Fun idea!
I'm impressed by how polished the UI feels already, good work! The gameplay loop has surprising depth to it, feels largely complete already. The balancing needs a bit of work - spawning enough boulders early on to keep the board clear of crabs matters a lot. I suspect the boots are underpriced as well. Nevertheless, it's well balanced for a compo game. Great job overall!
Wow, can't believe how polished and fully realised the game feels already after one weekend. Solid sound design, clear enough visuals and everything looks and feels professional in general. Very well done, fantastic job, had fun with this one.
@oxnh Haha, I assure you there was no intent to piss you off with the audio and visuals - it's a combination of my poor artistic skills and limited time, especially since I ended up not starting until around end of day 1. I'm glad you enjoyed the gameplay itself and I agree that a ton of polish is needed if I ever work on the game further. Thanks a lot for the feedback!
There was a surprising amount of variation in the levels given how quickly this was made, well done!
Very atmospheric! I enjoyed slowly walking through the memories and contemplating life. While the game lacks in gameplay, I think it's a lot harder in some ways to make something more artistically meaningful, something you connect with emotionally - well done pulling it off in 3 days!
I had the same mouse drifting issue some commenters above had but I honestly did not mind it too much - felt like it could have been deliberate given that we seem to have a drinking problem. Though I suppose you'd expect more of a wobble than a constant rightward drift with that.
Great work on the visuals - both on the amount, variety and detail of assets but also on the consistent design and well-used shaders - helps sell the melancholy together with the audio design. Very well done!
I found it very hard to judge the timings of the toggling platforms, maybe it would be nice if there was an even faster speed to help with when it's an awkward distance. The gameplay was fun other than that.
The art was gorgeous, and the music was fantastic. Very well done on both fronts, it certainly is a spectacle. With some gameplay tweaks I can see this being a perfect mobile game to play on the train etc. Well done!
Interesting and interactive way to show how deep the ocean goes. Reminds me a lot of "If the moon were only 1 pixel" with space replaced by the ocean. I would love to see an extended version of this where the route is even longer to get a better sense of how massive things really are.
I liked that there wasn't much gameplay, I think it would distract from showing off the scale of the ocean in an immersive manner (though I don't know if this was your goal). I enjoyed this, well done!
Cool concept! It was short, sweet and worked well. I was not expecting to "one-shot" the ship and was amused that it was basically just another fish to our Lovecraftian monster. As others above said, I'd love to play a longer and more difficult version, whatever that might look like. In any case, great work!
Love seeing a simple game! This is basically a vertical Flappy Bird and it works well, smart use of the theme! Pretty graphics help make it a short and sweet experience. Well done!
Wow, great art in so little time, the prison environment is grim but cool and moody. I like the facial animation on our guy as we walk around. Cool soundtrack too. The solitaire was a bit glitchy though — I think there is a bug in mouse position tracking as placing cards in their spot gets physically harder and harder as the game goes. Had to restart a couple of times to fix it. Enjoyed it still, good work!
Capture.PNG
This is surprisingly complete for a compo game - the UI is clean and works like a charm, the mechanics could be expanded upon but are perfectly sufficient, the tutorials are there, the sound and art fit perfect and there are a ton of levels. ~~The only "problem" I could find is that you get softlocked if you place every single block since the only way to get them back is to put another block on top, but this required me deliberately acting stupid to find.~~ Very impressive amount of work, fantastic job!
Kiwi!
I really liked the attention to detail in this — actual username in the top right corner, funny quips in game descriptions and the relevancy box, references to developers etc., kept finding more things the more I looked. I really, really liked this, very well done!
Took some effort but managed to get it all eventually!
Capture.PNG
Really funny reversal of the theme, had a good laugh as soon as I opened the page.
Was a bit too difficult for me though, gave up in level 7 - the jumps get insanely precise starting at level 5. Got too frustrating by then but was fun until. Good work!
Took me a full run before I understood that there was an actual goal but it was fun once I got it. This could be fun with a ton more items that are randomised each run, could be an interesting take on a rogue-like. Well done! Capture.PNG
This is a cool concept, I like the idea of a wave-based shoot 'em up based around defending an objective rather than yourself. I think this has potential as a roguelike with upgrades to buy/pick between each wave. Reminds me a lot of [my entry from two jams ago](https://ldjam.com/events/ludum-dare/56/the-last-leukocyte), cool to see someone had similar thoughts. Great work!
Capture.PNG
As someone above said, big flash game shitpost vibes. It was funny, good work!
Here's my time - I think a punishment for missing would go a long way if speedrunning is an intended part of the game, spamming buttons is OP right now.
Capture.PNG
@sudocoffee This took... way too many tries - not sure if there's a strategy to it at this point, I think it might be more about getting lucky with the spawns. Good luck beating it!
Capture.PNG
@sudocoffee wow, that time is insane! My fingers already hurt trying to get the 32 - I'll probably try on and off a little still but I think your record is likely to stay, good job!
Had a good time with this, always fun to play a monster collector. The only thing I didn't like was the "big mush" - got stuck there for a long time because I didn't realise it was a separate monster to the "mush". Only a minor issue though, still had fun.
Very impressed with the graphics - how did you achieve the "scrolling" effect? Is it all 2D with custom calculations or is it actually a 3D scene with sprites? Looks very cool in either case!
mid_sized_monsters.PNG
Sokoban is usually my least favourite sub-genre of puzzle games but the cute artstyle and the cozy sound design more than made up for it. Played through the whole thing, had a blast. Great work!
Funny play on words and a nice initial surprise that it was still about collecting even though I first thought you side-stepped the theme with the name. This looks very cool, a unique artstyle and well handled lighting. I wish the items that dropped were highlighted when not visible but cool little game beyond that. Good work!
Fantastic sound design, the soundtrack sets a relaxed, bittersweet mood and the sound effects for the flowers are spot on. I found the gameplay itself confusing but it was a nice experience nonetheless. Well done!
Very cool concept - I think this could make a fun puzzle-platformer with each level getting more and more difficult to carry out the gold, especially if each new level introduces mechanics. Really liked the graphical style as well, great job!
I'm not entirely sure what the goal is in the Sink level — only two targets but three kinds of pollen as far as I can tell. That's where I gave up.
Well done on pulling off movement on a hexagonal grid — not sure if you came up with it or if the movement scheme already existed elsewhere but I was pleasantly surprised at how fast I got used to QWEASD movement and got proficient at it. Good work on getting the sokoban QoL in there as well with the undoes. Great work!
Very pretty! I'm impressed by how well a job this game does at making you feel in nature, good terrain design and art. Surprisingly bug-free geometry too for how complex it is - only got stuck in a tree once (even then, managed to wedge myself out after struggling for ~20 seconds).
The flying itself was nice too, I didn't find it hard to get used to or be precise. I did have some trouble clicking on the nuts after landing but maybe that's the mouse capture issue you mentioned above. Great work overall, this was nice.
This was neat! The switch from 2D to 3D was semi-unexpected ("no way they switch perspective right..?") and very impressive. Building up your moveset by picking up powers was cool, I could see this turning into a compelling puzzle game if developed further. Really enjoyed this, well done!
Capture.PNG
Cute art and sound! Wish there was more to do in terms of gameplay but it was pleasant to look at. Good work!
Is the third level winnable? I reached it twice and got everything as far as I can tell but it was not enough.
It's a cool concept overall, wish the timer was more lenient though and failing the stealth gameplay more punishing - right now it's less about stealth and more about getting to every trash can as fast as possible since you get punished hard for anything else. Had a good time with it though, good work!
This was very creative! A great concept, fantastic sound design, and a clever sense of humor to tie it all together. Easily my favourite game I played this jam, very well done!
Very pretty art! Really like the fox especially. I also liked the design of the hunger mechanic in this, adds depth to the game as you need to track a few different things. Good work!
Managed to get a date, wasn't good enough for ending 5 :<
Capture.PNG
Probably the most humorous game I've seen across all editions I've participated in, the writing was very witty. Giggled at practically every line, fantastic work!
Not sure there is much strategy to the game besides tossing everything in a corner and waiting but here's the best I managed in endless in a couple minutes:
Capture.PNG
The game had severe performance issues for me (old PC, possibly also a Firefox issue?) but managed to play enough to get the gist of it.
I'm very, very impressed with the amount of effort that went into all the 3d models and the terrain and the various visual effects, incredible for a 2 day game by a single person. Great work!
Good humour, certainly had me smiling throughout at the game. Really liked that the coins were physics based as well, added an element of skill to bouncing the coins into the cart. Good work!
Played a couple runs, here's my best one:
Capture.PNG
!> Is the game over when you collect the green cube? Seems to be the only cube with a different effect, deletes everything physically as far as I can tell with nothing left to do?
This was rather confusing but I think I eventually managed to figure the mechanics out - certainly an interesting approach to the "rule-learning" puzzle genre where you have to learn the basic rules to the world itself. The graphics were a bit glitchy (in particular, the pause menu liked to violently shake triangles on the screen) but otherwise did a great job of conveying a mysterious mood, especially combined with the falling down sound.
The game felt incomplete but otherwise was a cool experience, good work!
Is it intended there is no sound? I see that you didn't opt out of the sound rating.
I think I got all the endings, was short and fun. The controls were jank but it reminded me of playing flash games back in the day so it worked out as a nostalgia trip of sorts.
Sheep bleating over itself 100 times wasn't on my bingo card for the theme but here we area. Absolutely hilarious sounds when you get near a sheep, had a good laugh. Well done!
Holy cow, is this the first quintuple A game?
I... don't know what on earth I just played but it was hilarious and a blast to go through. Great work and thanks for the laughs!
There's been a lot of "normal thing but rogue-like" games released lately and I feel like this could head in that direction - add an upgrade system and some sort of limitation (number of attempts? time?) and this could become a full-fledged game!
I liked the polish on this, the buttons physically being pressed is cool and the balls dancing around you to mark your progress is a nice touch. I wish the controls inverted with the camera though - it is frustrating trying to move the claw when the camera is not straight on. I understand that would be less true-to-life but I think it would enhance player interaction. Regardless of that though, this was enjoyable, good work!
What have we come to as a society if a gorilla cannot enjoy his bananas in peace but must sell them for goods and services to make ends meet..?
Cool little game! I really like the gorilla animation - it's very simple but it does the job, conveys movement well. I also liked that you could go around the outside of the maze as a cool secret. One thing I'd change though is make bananas pickable during invulnerability frames, frustrating to walk through them with nothing happening. Regardless of that, good work!
Going around beating scalpers is definitely a funny take on the theme! Took me a couple rounds to understand what the goal was but it was fun platforming around and looking for the scalpers once I understood how to play. The punches didn't always work - not sure if I'm missing a mechanic there but otherwise I had a fun time. Good work!
Here's my best score:
Capture.PNG
Very cozy graphics, this was calming to go thjrough. I wish there was some gameplay to it though - maybe you get to throw your airplanes and they can fly according to whatever characteristics that type of paper airplane would have?
I liked the effects on clicking on the background, reminded me a lot of desktop destroyer from back in the day. Good work!
A way to exit games on demand and not just when you win would be great - I won the third game twice but died before I could exit which restarted it. Fun concept otherwise, impressed with the artwork and sounds overall. Good work!
Turns out I'm not cut out for the cutthroat world of coin trading - ran out of money and got stuck with coins I couldn't sell really fast. Was curious to see how the storage lockers would have worked but never managed to buy one. Cool concept, might be too technical for most though. Good work!