Danger Dash by vknauss 2023-05-05T05:08:20Z
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would love to play but... :(
Foon → Ludum Dare Explorer → Users → BalimaarTheBassFish
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | š„ | Searching for Signal | jam | 579 | 3.35 | 3.03 | 2.38 | 3.85 | 3.91 | 3.60 | 3.19 | 3.81 |
| 2025 | 58 | Collector | š„ | Cupcake Collector | jam | 440 | 3.45 | 3.50 | 2.52 | 3.57 | 3.37 | 3.59 | ||
| 2025 | 57 | Depths | š„ | Dive into the Hive Mind | jam | 414 | 3.58 | 3.45 | 3.19 | 3.38 | 3.41 | 3.43 | 2.92 | 3.26 |
| 2024 | 56 | Tiny Creatures | š„ | Papercat Farms | jam | 611 | 3.48 | 3.27 | 2.83 | 2.96 | 3.68 | 3.34 | 3.27 | 3.74 |
| 2024 | 55 | Summoning | š„ | Familiar Quest | jam | 867 | 3.31 | 3.00 | 2.32 | 3.84 | 4.42 | 3.43 | 3.27 | 3.28 |
| 2023 | 54 | Limited Space | š„ | Beach Brawl | jam | 1073 | 2.80 | 2.56 | 2.02 | 2.32 | 2.78 | 3.15 | 3.34 | 2.82 |
| 2023 | 53 | Delivery | Asteroid Miner | compo | 379 | 2.77 | 2.56 | 2.04 | 2.22 | 3.00 | 2.47 | 2.64 |
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would love to play but... :(
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Hooray! My pigeons are super pigeons :) we proved that the British pigeon is superior to the German pigeon :D The whole game was a lovely experience. My only criticism might be that it was a little too easy. At one point I had too many pigeons but I didnt observe any negative effect.
But hey its LD :D I enjoyed what you produced and I think you have a good core for a game you could develop further into something really solid for the mobile marketplace!
An interesting game and feels pretty complete (especially for a LD game!) The visuals and lighting were particularly effective. Personally I'd have made the whispering a little quieter but otherwise I cant fault the audio at all. Great work overall!
Managed to reach Day 5 before finally being overwhelmed 4 squares away from the goal :) All in all a solid experience I thoroughly enjoyed!
Loved the art and the music. Good solid work!
Great fun as always fgeva!
Good fun game :) An issue with the player hitbox as you said but hey time constraints are real!
Everything was really neat :) Enjoyed the loop for the most part. Found it difficult mind where at one point there was no food anywhere for a while and apparently my sailors are woodworms :D But all in all I had fun!
All in all a very solid experience!
It was a solid experience :) Just maybe (as others have already said) some visual indication of a hit and a puff of particles when you destroy something would have added a splash of polish. But hey, this was a unique take on the theme and I for one loved it.
All in all a solid experience. It was funny to make my van flip when I ran into the side of the road at top speed :D
A cute little experience :D Managed to get to 32 bees before I lost my first one. After that it was too much for me ahah. Well done on this!
For me the difficulty spike was a little much moving from the tutorial level to the next. I might suggest having the tutorial level have players juggle a pair of eggs to prepare them better for managing 3-4-5 at once in level 2.
Aside from that little nitpick I enjoyed every moment. The music was thematic and the broodmother was quite interesting :)
It was a fun little mystery to solve :) Reached the end and found myself wanting more! I hope you pursue this project because its absolutely genius!
I like the art and the music but had no real idea what I was supposed to be doing.
Very pleasurable experience!
A nifty innovative approach to Ludum Dare! I like it!
A neat little experience which I enjoyed for the most part :) I found the movement to be slightly difficult but I know how hard it is to get that sort of thing right! I struggled with it in my own creation. Well done on this game!
Great job! This was an interesting game to play, the visuals were fun, movement was smooth once I got a handle on it. All in all a fun experience!
Really solid and well done! Loved every moment :D
@candlesan The ship was a result of me panicking about how much time I had left before I had to submit otherwise I'd have nothing to submit. The asteroids took me FAR too long to do. It was a combination of taking photos of interesting shaped rocks that form a rock wall in my garden. Editing them slightly with a hammer and then playing with filters, colours etc etc etc to make something that looks good. I can't really write a tutorial I'm afraid on this as I am not sure I could replicate the steps. It took me HOURS to get these asteroids looking good.
I'll be streaming @ twitch.tv/balimaarthebassfish in about 10.5 hours from now. I'll definitely be playing your game :)
and the asteroids involved me learning a little bit of Blender too god help me.
@nathaniel-kaplan @wolfier you got lost off the screen? :O that means there is an issue somewhere with my boundaries. can you please share a screenshot or tell me where on the screen the issue is? that is certainly not something that reared its head in my testing!
@asmadigames thank you for playing :) I had planned a few more features but unfortunately RL interfered.
@braveskin I had planned to make more asteroids, make more spawn over time and so on. Unfortunately... time :D
@mitur @shiiigear Maybe I should have a new emote for my streams :D A Spinning Ship :D But yes I do see the issue with the turning. Its a case of the dev deciding it was too easy and making it harder - sorry!
@fluburbio Thank you for playing :)
@tudvari I had considered using mouse controls to steer but decided to implement keyboard first, get things working and then play with pointing the ship towards a cursor later... then I completely forgot about it haha It was the only thing I had not written notes on. Thank you for your kind words!
@bangkerpow thank you so much for playing and taking the time to record and upload your gameplay to YT :)
I thought I should include an invuln timer on respawn because it would hardly be fair on a player to lose another life just because the respawn point also happened to have an asteroid in it at that particular moment.
@sam-minh thanks for playing! yeah I know now the controls are too difficult. It was a function of me deciding my original setup was too easy so I made it more difficult. It seems I went too far - lesson learned!
@synthol Thank you for playing my modest effort :) I had to take examples from nature because I can't draw to save my life haha. Apologies for making the ship too hard to control. Its a lesson I have learned for next time.
@iggy-lonely can I ask what you mean by a score and "proper life system"?
@mediflect Thank you for the kind words and the advice. Youre totally right, I was really bogged down by asset creation. Kinda obsessed over those asteroids a little too much haha
@commanderstitch I ran out of time to implement a "kick to main menu" after the final death :D But hey you get to have another 3 lives instead :D
@iggy-lonely if you download one of the other builds you will see I do in fact have a score system in place. For some reason the web build embedded on the site here crops out a fair portion of the game screen.
@paulhocker thank you for playing! sorry about the controls. I had decided early on that it was "too easy" and so made it harder. looks like I went too far the other way!
@jiri-hysek ah ha! the mystery resolved! maybe I made the game area too large? do you happen to know what the dimensions should be for embedded games on LD should work at?
@yngvarr thank you for playing! I would have put a bit more variety in if RL hadnt reared its ugly head. But considering I did this with 10-12 hours left on the clock (and I slept for 8 hours too!) I am very happy with what I managed to accomplish :)
A nifty experience which I found entertaining :) I did have to restart once because I had somehow managed to duplicate the sound track (except the dupe was half a beat behind) which was most distracting. Congrats on your second Ludum Dare and congrats on making a game as solid as this in the time!
It took me until my second play to realise that to dodge the seagulls I had to hit burrow BEFORE the shadow reached me :D But thats a me issue. I really loved this game, the graphics, sound and the controls once I came to grips with the lot (which didnt take THAT long) were spot on! I also see this was your first entry :O Welcome to Ludum Dare and brilliant work!
A nice looking game with solid audio. I feel I have to echo a few of my fellows here about the drone controls but aside from that, its a brilliant entry (especially for a first time! well done!)
Great concept and I had fun playing :)
Nice graphics and creative use of theme :) Found the issue with the mouse drifting right to be annoying but managed to persist and had some fun!
Ok! The driving controls was a little learning curve for me (its a lot harder to use than my wheel and pedals for sure!) but that was swiftly learned. All in all it was a fun game and I'd love to know how you made the car sounds!
Nice game but a bit rude. Very hard for people just starting.
Now this was an interesting take! I loved it. You deliver once again Tudvari!
I loved the game :) Took me two attempts since in the first one I missed the viewer count by 10 :D Smashed the second attempt though.
All in all a fun experience and yes Twitch streamers are the best people in the world Kappa.
I also tried feeding the pig. I had a feeling I would lose it if I didnt give it an apple.
Maybe that could have been a bonus point (so you could finish with 8 out of 7).
All in all, as always, loved your LD entry!
Very nice interpretation of the theme. Loved the music and artwork <3
All in all a very nicely put together game. Well done!
Brilliant work and wonderful concept based on the theme! All round great job, bravo!
Cute and fun entry that I enjoyed. The idea of drag and drop onto the ship was especially nice! Music not my thing for this sort of game but the rest of the experience held up very well.
Definitely don't change ideas so many times. My duo this time around spent a half hour brainstorming and then filtered out everything. This way we didn't get encouraged to chop and change.
As for this game I did enjoy it overall, the gameplay loop was a bit tedious for me but given the challenges you faced, its totally understandable.
Just a smidge too hard. Couldnt be fast enough to get to the second door.
Overall though I enjoyed the concept, just wish the initial stages were a little easier.
Authentic valet experience! I have no doubt this is indeed what happens when I hand my keys over lol
The sounds worked well and added that little extra something that really made the experience. A very well done entry!
Found the right click to look around very annoying which caused me to lose the first couple times. Managed to escape on my 3rd attempt. It was a good game in the end, just had to get over the way the camera worked... and I knew where everything in the car was.
Wow I was drawn in to the story, you are certainly a great writer! In all honesty, if you were able to flesh this out into a hour-2 hour experience I'd quite likely pay a modest fee to play this sort of thing.
Sound and music would have been excellent additions but given the time crunch and all, I can certainly understand why you decided to drop those.
I hope you come back to the next Ludum Dare, I eagerly await your new entry then!
Loved the artwork and sound :) Combat took a few attempts to understand and even then I am a bit vague. Still, this was a great game!
@dhavavamba Please define "rude" for us. What is it about the aesthetics that makes you say that?
@gecko64 How do you mean more consistent aesthetics? What stands out as particularly jarring for you? What QoL features would you like to see?
@taeghen Sounds to be working as designed. I (Balimaar) coded the spawning so that the seagulls would be the ones providing the "limited space" to move around. I would argue that the difficulty does scale but perhaps the spike happens a little too fast.
@tudvari Thank you :) I remember you from last LD!
I had considered a custom cursor but by the time I got to that point on my list, I had received some rather sad news that kinda dampened my enthusiasm for doing much more. Something always seems to come up in LD for me.
After doing that and a couple more things, I was going to quickly implement a secrete password screen on the main menu. The password would have been revealed on the Game Over screen if you reached 100 points.
The password, correctly entered, would have taken the player to a beach themed snake game - the almost definition of a "limited space" game.
Thanks for the review @bangkerpow .
The spawn rate of the gulls was the subject of some debate in the team. Biz pointed out to me though that this was supposed to be a limited space game and with the old spawn rate, we werent being crowded at all and scores of 500-1k were easily achieved.
I may have gone too far with the spawn rate the other way looking at this gameplay from a... well... gameplay standpoint but from a LD theme point of view I couldnt turn it down by much.
@ffffchai I did consider a burst fire mode then thought "the player is only limited by how fast they can click". Thanks for playing and your review!
@noobgeek :D All the signs I see everywhere at restaurants and such near the sea say "dont feed the gulls". Maybe they are seeking revenge! I wonder if anyone playing has understood the "Noooo my sandwiches!" voice line reference xD
@commanderstitch thanks for playing! You can thank my partner Bizzybee for convincing me to up the spawn rates, she reminded me of the theme.
@tudvari Only my second Ludum Dare and first with a team. I hope Bizzybee is free next time around because damn not having to do art and sound saved A LOT of time!
@frank-gevaerts Thank you for playing! I just played a couple runs myself and managed to get to 400+, I think maybe that's a challenge for NamedMoose :)
@gecko64 The "zoom in" on the initial upload was entirely my fault. I had forgotten to adjust the player size in the settings before the build, so Ludum Dare tried to resize the game... which obviously did not work. I would have changed the cursor but I ran out of mental energy late on the last day following receipt of some sad news.
@kyle-farwell thanks for playing! will confess we were inspired by the poor cabbages guy in The Last Airbender!
@hawkin Thank you for playing and the excellent advice! Also congrats on the score! I think that's the highest score I have seen outside the dev team. We score up to 500+ but I think part of that is knowing where exactly off screen the spawners are!
There is a lot more that we could have done with this game. I think there is room enough for us to develop it a bit more as well.
I think we might translate this game into Godot and work on it behind the scenes until the next Ludum Dare :)
@hawkin thank you for the kind words!
@katanajellyfish and @knexator
Thank you for your feedback! Your ratings have just given us what we need to be ranked once the scoring wraps up.
Thank you! Glad you found the game funny Katana :D My personal favourites are those seagulls that try to sneak in from the left and right... and of course the "Cabbage Guy" inspired "Noooooo! My sandwiches!"
Knexator, I agree the spam is an ideal strategy. Glad you had fun!
@psv-games-studio thank you for playing!
@madasski Thank you for playing!
@pkenney I promise the soundtrack for the game was composed by @bizzybee who graduated from College in the USA with a relevant degree :)
@lincolnsalles It's not that I didnt agree with some of them. Some choices had to be made to make the game fit the theme. I had the spawn rates at a more reasonable level in the last couple test runs before submission. Then my partner and I had a small debate over the seagulls spawn rate. She argued I needed to increase the rate because the gulls never crowded the player / limit their space for maneuvering. I was in the camp of a lot of respondents here at first but my team mate pointed out that it was supposed to be a limited space game. We didnt have anything in the game to limit space with aside from the seagulls themselves. So the solution was to increase the spawn rate. I agree the game is difficult, nowhere have I said it was not and I have even said the difficulty spike is perhaps too fast.
Fonts/cursors were on my list to fix but by the time I had to go to bed and therefore submit the game, I ran out of time. I don't like to resubmit or upload new versions after the deadline unless its something truly gamebreaking AKA the issues I had with the web build. Feels too much like cheating to me otherwise.
Never considered guns for the game but I am glad we did not go for them. Can you imagine everyone's poor ears after a few rounds of this game with the pistol sound?
I'm not ignoring anybody, merely explaining in some cases why things are the way they are and in other cases saying "yeah you right"
I won't rate the game because it would not be fair. I don't know about other people but for me I refuse to install any extra piece of software to play LD games. I have enough of that in games outside.
Oddly addicting and that soundtrack had me grooving :D Nice game!
Great job on this! This could quite easily be one of those quick games people fire up on their mobile phones with some more work and polish. Well done on your first compo!
A fun entry and neatly done!
Cute little twist on the minesweeper classic. Solid work! I felt maybe the music was out of place but aside from that I dont have anything really to criticise!
Trying to work out combination to look in a different direction is what ended upkilling the game for me. I can see where this is going and I could see myself enjoying it but I think limiting to space bar is maybe taking the theme slightly too far albeit its a very creative idea!
My LD buddy @frank-gevaerts beats me! 7 is my limit!
It's a very nice and fun little game and loved the soundwork too. A fine entry indeed. A simple plan executed well!
This puzzle game is fun! By piecing together three key clues, I was able to crack the puzzle and breeze through the rest of the challenges. The gameplay was straightforward yet engaging, and I had a blast solving it. A neat little game that brought a smile to my face!
@incd021 for me there were enough clues and half hints. the fellow who gave the hint about the lines and the other with the word basically told me most of what I needed to know. I did feel good about solving it as, despite being a D&D DM and am constantly setting puzzles/traps, I struggle to solve anything :D
This game offered a refreshing twist on a genre I'm familiar with, adding an element of challenge that kept me engaged. While I stumbled on the second level initially, finding the right balance between income and defense proved to be the key to success. Once I got the hang of it, the game became straightforward and enjoyable. Overall, I had a great time playing and commend Tudvari for their work!
It's a nice idea and well executed. Found the book mechanic a little tricky at first but soon got used to it!
OW MY FINGER! Aside from game induced RSI (joking here) this was a solid game. On a serious note as others have said, the clicking minigame for 30 seconds was too long.
Neat game with a great concept. The spellcasting mechanic was a highlight :) I did crash once or twice on casting a new spell I had just learned but those blips on the radar were nothing. I thoroughly enjoyed this game!
A fun game! I will have to come back and revisit this later. The whole game came together nicely!
Game balance is hard! But I found it was a race to be the first to summon the Unicorn/Rhino. After that it was a straight forward win. That aside, I enjoyed the gameplay and it was a satisfying loop. Very well done on a solid attempt at taking on a complex game type for Ludum Dare!
I must be blind because all I saw was a grassy field :(
@rentem Thanks for getting back to me :) At the time I did but no dice. Weirdly enough I tried again just now and it worked fine! I have updated and improved the rating to reflect that, thanks again and well done on this entry!
@incd021 thank you! glad my D&D writing skills came to be of some good use!
Also: you monster! Did you also do the gassy twist with the poor thing?
Thank you, @tudvari , for taking the time to play our game! We truly appreciate your support and feedback. We apologize for the lack of a 'skip seen dialogue' option; as fellow coder fgeva mentioned, the plugin we used does have that feature, but implementing it proved to be a headache before the deadline.
We're glad to hear that you enjoyed the writingāI was responsible for that, so your praise means a lot! And about those fart jokes... well, let's just say I'll take about 80% responsibility for those. They could have been deleted or overwritten at any time, but hey, where's the fun in that?
Thanks again for playing, and we hope you had a blast! (badumtss)
@fabula-rasa Big thanks to you for diving into our game and sharing feedback! We're thrilled to read such kind words, especially the blushing-inducing comment about our game being a 'tiny jam gem.'
We might need to borrow some of that blush for our next character sprite!
Thanks again for playing and for the glowing reviewāit's comments like yours that make all the hard work, the mental exhaustion and mild panic at discovering new bugs, worth it!
@kirsybuu, thank you for your kind words about our game! We're glad you enjoyed exploring the myriad of possibilitiesāwe must admit, keeping track of all those variable combinations felt a bit like herding cats!
And speaking of unexpected surprises, if you managed to stumble upon a path through the game that even we didn't anticipate, don't worry, I had a catch-all implemented. It just so happened to involve the house catching fire.
Who knew wizardry could be so... fiery? Thanks again for playing, and remember, always keep a fire extinguisher handy in your magical toolkit!
Hey, it is I the slightly still waking up project lead here!
I understand your concerns, but I believe it's highly unlikely that Jaquillyn used AI to generate the art for our game. Making such an accusation without concrete evidence seems unfair and unwarranted. As the saying goes, "source: trust me bro" isn't sufficient proof.
I've known Jaquillyn for a long time, and I have full confidence in her abilities as an artist. Without proper evidence of the use of AI tools like Midjourney and Dalle, I'm inclined to trust my friend's integrity. The burden of proof should always lie with the accuser, and until there's concrete evidence to suggest otherwise, I stand by Jaquillyn and her work.
Again, I firmly believe our game's art is a result of Jaquillyn's talent and hard work, not AI-generated assets. It would be deceitful to claim otherwise, and I assure you, that was never our intention. We're proud of Jaquillyn's contributions to our project, and I'll continue to defend her integrity whenever necessary.
I appreciate your diligence in seeking clarity, but I must respectfully disagree with your overall assessment. While I understand your concerns, it's important to approach such matters with tact and consideration. Accusations without substantial evidence can be damaging and unfair, and it's essential to handle them with care.
Offering proof that was little more than "trust me bro" is hardly proof at all.
Rest assured, I have full confidence in Jaquillyn's integrity and abilities as an artist. When she returns, we will address this matter together and provide any necessary clarification.
If it does turn out that our artist used AI art I'll apologise publicly, contact the admins and see what we can do.
If it turns out that, as I expect, you are mistaken - I expect no less from you.
This is the last I, or any member of the team will be responding to the question of AI art until our artist has returned home and has presented her case.
@jiri-hysek Thank you so much for your kind words. The whole debate yesterday did have me in a bit of a downer. I was riding such a high, legitimately proud of what we had managed to create only for one person to ruin it.
@yngvarr I must take responsibility for the puns and the fart jokes
We would like to extend our sincerest apologies. After conducting a thorough investigation in collaboration with some independent outside experts, we have encountered sufficient doubt regarding the human origin of the art assets used in our game.
In light of this, we have made the decision to opt out of the graphics category for our submission. We understand the importance of upholding the integrity of the competition and want to ensure fairness for all participants.
We would like to express our gratitude to members of the community who provided valuable insights and assistance during this process. Your support and understanding are greatly appreciated.
Thank you for your understanding.
Sincerely, Balimaar Project Lead
@outstar Thanks for playing our game! The drama has been particularly painful for myself since the artist is a personal friend. It's not fun to doubt a friend, you want to believe them, you clutch at oily straws defending them... then the evidence starts to pile up and its not just from one source like it was initially.
@verti Thanks so much for playing our game, glad you enjoyed your time :) @xoreaxeax I might not have minded so much if I hadnt stated to the team that while I have no objection to AI placeholders, I was not going to have any AI left in the release version. Ah well. It is what it is. Thank you for the kind words about the story! I'll be honest I probably would like to flesh out this fantasy world... @digital-bacon Thank you! It was a lot of hard work by the entire squad, we hope you had as much fun playing as we had making it!
@kanity Hey, thanks for the awesome feedback and detailed review! Gotta admit, I kinda lost track of time on day 1 of LD55. I was hunting around for some code examples when I stumbled upon Dialogic, and man, did it save the day! Not only did it solve my problem, but it also promised to make the rest of the game a breeze. So, I went ahead and installed the plugin, but had to spend some time getting the hang of it. It all worked out in the end, but I really wish I'd found it before the event kicked off.
As for the writing style in the game, I deliberately kept it simple for the LD submission. I wanted to make sure it was easy to follow while still being engaging. Almost ran out of time, thoughāI was rewriting all the endings with just 2 hours to spare! That said, I think the stories would've been way more fleshed out if I'd gotten the hang of Dialogic earlier. Live and learn, right?
@kanity There are technically 14 but only 13 true endings. The 14th ending is a catch all ending should the player find a combination that we didnt take into account. We had a great time making the game. Looking forward to October!
A fun game with room for player experimentation. Very nice!
I/m not usually one for puzzle games but for this I would gladly make an exception! Nice artwork, cool soundtrack and a general ambience that drew me in. All in all an excellent experience!
Cute game with some nice writing!
I enjoyed my time playing this. I did find that summoning an extra demon in the level would rather severely slow the game down and made controlling them quite unresponsive. Despite that the game was fun!
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I only came across one issue during gameplay. While I ran away from one pursuer, I got him hooked on to a fellow citizen (and annoyingly they happened to be sitting on top of one of the trash cans!)
Aside from that minor issue which was resolved by letting them see me and chase me, I stuck around and finished the whole game - loving every moment of it and even felt a little emotion at the end.
All in all a brilliant entry! Love is cabbage <3
Hey! A very interesting take on the theme and this engaged my little grey cells in a fashion I was not expecting. Nice chill sound track and a well crafted card game. Can't complain about this at all!
Cute! Enjoyed the game :)
The first couple levels taught me some bad habits. I simply parked the car on the path and watched the bugs kill themselves.
I enjoyed my time playing this! Well done!
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This spider seemed to be a little stuck! They also REALLY wanted that easternmost castle haha 3-4 of them were going for it so I had to concentrate a lot of time there.
All in all this was a fascinating and very enjoyable experience. Nicely done!
I had to replay a couple times to find my first story. But I managed to create a few colonies that survived, none thrived mind :(
All in all this was a fun game.
@andrewkennedy Thanks for playing our game! I had a great time working on it.
Can I ask please what had you farm basically only wheat? was it a case of "lets do this" or something else?
Did seasonal pricing changes have an effect on any decisions you made?
@andrewkennedy Fair enough! We were considering implementing crop death as a feature, but we ran out of time we had defined earlier as the deadline for such things and decided to focus on refining what we had already created instead of adding new elements.
While Catmint is the most valuable crop overall, other crops can be just as profitable during their ideal seasons (each crop has a specific season and we even defined an ideal day for each one).
@bizzybee Thanks so much for all your hard work! Trust me, no one wants to see what happens when I try to drawāso I guess you're stuck with the art duties for a reason! š
@david-york Thank you so much! Iām glad you enjoyed it! I totally agree that the mechanics werenāt super clear at firstāsomething weāll definitely improve in future LDsābut Iām happy to hear that it was still intuitive enough to figure out through a bit of trial and error. And Iām thrilled you liked the art style - our Biz is more talented than she realises! We tried to pack as much depth as we could into the game, so itās awesome to hear you felt that. š Thanks again for the great feedback!
@wesel Thank you for playing! We had a blast making it <3
@kanity Thank you so much for the kind words! I'm thrilled that you enjoyed the cozy vibes and found the art endearingāthat really means a lot!
I totally hear you on the meowing! Itās adorable at first, but I can see how it could get a bit much after a while. Iāll definitely look into balancing the audio to make it more enjoyable long-term. Purring kitties are the best, though, right? š±š
Iām really happy to hear that the core mechanic worked well for you. I was a bit nervous about tackling a farming game in the jam for exactly that reasonāit can be a lot to take on! But hearing your feedback gives me so much motivation. Iām definitely planning on continuing work on this, and Iād love to know what kind of polishing or additions youād like to see! Any suggestions you have will help me make it the best cozy farming experience it can be.
@zoupeiyan Thank you so much! Iām glad you enjoyed it, and we really appreciate the 4.5/5!
@coke Oops! We thought the greyed-out box would help avoid that, but we see how it could be clearer. Do you have any suggestions on how we could improve that?
We're so happy you enjoyed the game, and we really appreciate you playing!
@thefruckets Thank you so much for your kind words! It was a big challenge making this and I for one am glad we took it on. Did the price variations of the crops between seasons influence your decisions? Were the different crop yields between seasons noticeable?
Description updated with a tip from the dev team :)
@mavvy Thank you so much for your kind words! Itās amazing to hear that you enjoyed the papercraft world and that the game kept you engaged. We really wanted to create a balanced farming experience that doesnāt overwhelm but still feels rewarding, so weāre thrilled to hear that you found your rhythm and got into it! š Figuring out the seasonal crops is definitely part of the journey, and weāre glad you stuck with it! Your feedback means the world to us. š
@bangkerpow Thank you so much for the love! Weāre so happy to hear you liked the art style and found the game chill to play. We totally get what you mean about wanting a faster planting method ā thatās a fantastic idea! š¾ Weāve been thinking about ways to streamline the process, and an upgrade for Leo to plant in a 3x3 pattern like the hoe upgrade would definitely be a fun and useful addition - what do you think? Thanks again for playing and sharing your thoughts!
@stormburpee Thanks so much! We're really happy the cozy, papercraft world and the cat character worked for youāthat laid-back vibe was exactly what we were aiming for. Cheers for your feedback!
@pierre-marie Weāre glad the chill atmosphere came throughāitās awesome to hear that the laid-back feel resonated with you!! Thanks for playing!
@sharky3188 Cheers for the kind words. Admittedly the hunger mechanic was a bit rushed and not brilliantly planned. Essentially, as it stands right now there is a random chance every day that Leo (and the mice!) eat some of the crops. If you have no food 5 days in a row, the game ends.
I'll take responsibility for that one. The hunger mechanic was my doing and was implemented because I felt the game was a little too straight forward and easy.
Our usual music artist was pulling double duty this time around with doing the graphics as well, wed have loved to put in more animations but the time crunch was real :)
Thank you so much for your time and your feedback!
@aegisfate Thank you! Glad that the gameplay loop felt satisfying <3
@skyystorm Depending on the season certain crops increase in price. I think we have in the code specific day for the price to peak and from there it trails off down to its base price.
As my fellow programmer fgeva said, the whole question about upgrading planting caused some hesitation as we saw that there were cases where people might want to only plant a single square for a moment and then switch to the 3x3 upgrade (and vice versa). It was a a choice we made to not do this but we could have probably implemented a skill upgrade like with the sickle and decrease the cooldown between plantings at higher levels.
A strange but wonderful experience. I hadnt thought of using RPG Maker in this way, youre very creative!
I'm glad you put the text for the final poem on itch because I found that part hard to understand clearly.
A lovely jam entry and well made!
Edit: I got the shellshock (oh no ive forgotten the name already im so sorry! I know its something like that!)
A neat entry with some cool ideas :) I echo some of the earlier comments that sections of the puzzles are too dark and I found myself a time or two performing jumps of faith hoping there was a platform there.
A manic click fest :D This was well designed, maybe the timings were a little too fast too quickly but balance is hard! And everyone will have different ideas :D
It was a fun experience and very well made!
For me crashes after losing a life :(
I noticed that the game seems to register a collision between the mouse and the flea even when the mouse is still a bit far away. When that happens, I hear the mouse's panic squeak, and the game crashes.
After looking into it more, it seems like the collision detection box is a square around the flea. This works fine for smaller enemies or ones that are more square-shaped, but because the fleaās arms and legs extend out, it makes it harder for new players to accurately gauge the collision area.
I also encountered a few instances where the mouse would instantly die and the game would crash, which seems to happen when the flea spawns right on top of the mouse. I hope that helps!
I don't get an error code :(
An interesting take on the theme! I did spend a little more time than necessary on wondering why I couldnt just jab my finger and give it to the mosquito :D I had a good time with this :)
@magopian now you explain it, it makes more sense :D Loved my time playing this anyway :D
Neat. Although I lost a lot of time at one point when I was near a wall and the camera kept spinning.
Loved about 99% of it. The core gameplay of searching for clues was nice and well executed. The ending for me felt a little rushed and I wanted to know what brought the ship down. Loved the atmosphere, loved the music. All in all a very fun experience!
Thanks for playing Dive into the Hive Mind!
This was a short and very fun experience (its one of the few games that has had me spend more than 15 minutes on). Your squad has done very well! Congrats!
A very nice interpretation of the theme there! Well done
A great example of storytelling done well! And the artwork was really neat too - all in all a solid game :)
Thanks for playing Dive into the Hive Mind!
I loved your effort here and the fact you managed to accomplish so much in 48 hours is mindblowing! Smooth gameplay, atmospheric tunes... cant fault anything at all.
An interesting take on this type of game. usually youre concerned with going up :D the game ran pretty smoothly, id encourage you to next time try and do some graphics yourself. Programmer art isnt only just welcome in Ludum Dare - its actively encouraged!
Thanks for playing Dive into the Hive Mind!
This game explains why my pizzas are sometimes arriving banged up and I wont be complaining from now on :D This was a fun experience and I enjoyed my time with it.
The music in particular was great!
@andrewkennedy
Cheers for playing our game :) How did the randomly generated levels feel to you? Early on I coded the ammo loot drop to at least drop what it would take to kill the bees - which assumes 100% accuracy which is not easy. In the end I had it set so that 75% of the time the big bee and small bee would drop 1-5 more ammo than it took hits to kill them. Otherwise it would drop less. In hindsight I probably should have set the profit to be up to the max health value of the entity you were attacking. I spent a fair amount of time on balance and unfortunately this is something I missed.
@siilicac My apologies! I didnt balance the ammo drops properly. How dd the procedurally generated levels feel?
@andrewkennedy excellent to hear! the initial implementation of that algorithm was my work and its good to see it works well :) That scenario must have been one of the earlier levels where levels are kept smaller on purpose. We dont spawn many enemies in the early levels and it just made sense to make the levels smaller otherwise youre wandering around the maze for a couple minutes doing almost nothing. The algorithm also has its occasional quirks too.
To explain it quickly, an invisible walker basically runs a quick journey and where they walk unlocks tiles for the level. Where the walker stops is the room where the exit is spawned. So you might have had an occasion where the walker looped back on itself a little.
@oxnh Yeah that's our bad my friend! We didnt test a web build at all I think until we created one for submission and at that point we only made sure it worked. Its definitely the web build thats messing with us here. How did you find the procedurally generated levels?
@kamile-v thank you for playing!
@nojoule thanks for playing our game :)
its not quite game over when you run out of ammo though! the character can still punch :)
let us know if you give the Endless mode a go and see how deep you can delve!
@alexis-brochec Thanks for playing! Did you know your player can punch the bees? its right click with the mouse.
Let us know if you take on the Endless mode and tell us how far you manage to go!
@bangkerpow The controller implementation was mostly me, admittedly I did not test the punch and with that comment I realise I should have noticed that potential issue. I put in controller support and tested the game and immediately expended all my ammo on the first bee encountered. My guy thought he was Rambo with a never-ending machine gun!
After that I implemented a check to see if the player had actually released the trigger since the last shot and that returned the gameplay to "as intended" territory.
I should have realised the same would have applied to the punch. As it stands, youre punching once every frame (Goku has nothing on you!)
Thank you for the video and your words about the ammo system in particular. I spent ages on that part of the balance and its good to see it works!
I challenge you bangkerpow to try Endless mode and beat my record of reaching level 13!
How did the levels feel to you? They were procedurally generated and different every game :)
@bjornstenlund I'm responsible for a lot of the balance stuff in this game. My idea was to encourage players to think a bit more like Agent 47 than Rambo ā to approach situations with strategy, make every shot count, and adapt when things donāt go to plan.
I totally get that not everyone vibes with that style, and itās something Iāll keep an eye on for future jams, but I wanted to share where I was coming from with the design.
Always open to hearing more thoughts, especially if there are specific moments that feel unfair or frustrating. Thanks again for playing and being honest with the feedback ā it helps more than you know!
@thomas-bringer I'm away from the computer for a while, can you specify in what scenarios things were weird with the audio? If I recall correctly all sounds should be coming from their source in the game world.
@bizzybee huh. I did NOT notice that before. id check it myself but since we uploaded the builds at the deadline Godot crashes whenever I try to load the project up.
@jiri-hysek How were the procedurally generated levels? Spent a lot of time there :D
Brave to do a water level :D Points for that! Loved the art style too :)
Enjoyed the experience for a while but unfortunately something about the graphics made me feel queasy :( Its a shame because I was enjoying the atmosphere but I just couldnt continue.
I'll admit I watched as my first my rig was being attacked the first time around. I had no idea I was supposed to turn around haha. I managed to survive a couple minutes after that. A fun experience with some banging tunes!
I also collected a white pixel! A fresh interpretation of the theme!
Definitely an interesting choice for overall theme. "Collecting diseases" :D
I had a good time!
One of the more unusual games ive played during my time playing Ludum Dare games since I joined a few years ago. Found myself enjoying it and vibing to the music. Great job!
In general I enjoyed my time with your game. I did eventually manage a victory despite the apparent sometimes heat seeking nature of these arrows :)
All in all a great entry!
@noobman64 thanks for playing and for your insight!
we did use export to manage changing levels ```@export var next_scene: PackedScene
func move_on() -> void: get_node("/root/Main").end_level(next_scene)```
In the editor, the door held the information for the next level so we didnt switch a lot in code as such but its definitely something to look at in more detail and see if we can avoid these issues.
@she-wrote Thanks a bunch! š fgeva cooked up those tricky projectile arcs! Glad you enjoyed them! Iām curious if the infinite jumps you mentioned happened just in the āflappy birdā level or beyond (if the former thats intended, if the latter we have an issue)?
And how did the level layouts feel overall?
Yep it was definitely a low point in the game jam for me :D especially when I tried to fix it multiple times but it just wouldnt work. again @frank-gevaerts thank you so much for that MVP save.
@lrdjj Thank you for your kind words <3
@f2 I have played 2 of those 3 games you mentioned :D Suddenly I am recalling Jazz's YUM voiceclip that played
Enjoyed my time with this game :) Was defeated by the Everempty on each of my 3 attempts though :( couldnt work out how to beat that one!
Thanks for playing our humble effort :) I just had a quick run and thoroughly enjoyed it. Now if youll excuse me I've gotta go back to vibe some more with the art and audio <3
Ouch those poor mice! You've made a fun entry and btw thanks for playing our humble effort!
Thanks for playing my team's humble effort <3
I played your game just now and like others have said the jumps are perhaps a little unforgiving but youve made something really nice here and you should be proud of it!
A fun game to play :) My monkey brain likes big numbers!
I found the AI-generated music a bit distracting, unfortunately. It didnāt quite fit the tone of the game for me, and since it was *very* prominent, I had trouble focusing on the text and following what was happening.
Thatās a shame, because the parts I did experience seemed like they could lead to an interesting playthrough. I wasnāt able to continue much further, but I appreciate the effort that went into the game.
An interesting take on the theme! Managed to find one of them in 16 seconds but that was only because I ran into it at full speed. I turned my ship until the front signal was pinging and just went straight and happened to smack right into the one.
On my 4th or so run, the game was EVIL and had the planet be a tiny one clumped amongst a wall of larger planets. I had to burrow my way in haha.
ive not rated your game yet because I havent been able to play it :(
https://i.gyazo.com/c55a4b8078763b1c9065d6428300df5c.png
All in all a solid effort. As others have said the whistles are too loud, id recommend if possible in future game jams implementing a settings menu where sliders can adjust sounds.
The game mechanics are fun though, my only issue id raise there would be perhaps the sheep should likely start scattering in earlier levels a little so the player has time to adjust to how the logic works.
I ended up using Google Chrome. Looks like Godot web building doesnt like firefox
dayum... this is honestly one of those jam gems you hear about!
Tricky game! Timing the changing laser colours was an ingenius little mechanic. Solid entry that I enjoyed every moment of!
I had difficulty with the arrow prompts from time to time where it would randomly decide to not register my last key press and for me the sounds overwhelmed my tiny brain. I've marked this game on my list "to return to" later in a couple days when my tired brain has recovered sufficiently from Ludum Dare. You've got a nice game in general and its cool to see someone else using FMOD. We used it for the first time this jam!
@digital-bacon thanks for the kind words. I agree a minimap would have been a good addition and was on my to-do list personally but in the end had to make a call thanks to time running out. Glad you found the game fun!
@myezko Everything you say was on the to-do list but when we crossed what proved to be the last task we could complete there was only a couple minutes left. We had a number of larger issues that had to be ironed out (oof!) and those items didnt quite make it. Thanks for playing our game and giving us your feedback. As to whether we make more games together? That's a question. Whether we do something or not outside of Ludum Dare is TBD.
@parkuhrmd yes that issue we found very late in the jam and we just didnt have time to patch it out without breaking rules. The death issue is a result of an unfortunate integration between two plugins and this an edge case we didnt discover until too late.
Mouse shooting is mentioned on the help screen in game and on the jam page, but we may need to make these things clearer for future entries.
Thanks for playing our game! We put a lot of effort into the overall look and presentation. The programmers really tried to ensure that any efforts from the two people who actually know what they are doing ( :D ) didnt go to waste.
@orjan I'm very happy to see that the package as a whole was atmospheric AND fun. I was largely responsible for most of the dialogue with my team mates chipping in for the "quest complete" dialogues. I confess to being the one responsible for the NPC names though haha. Bizzybee is a hecking genius with the audio and gave us a way to do subtle things like change the music if an enemy was nearby. Phil is a magician I swear... his art is wonderful as it is and then he waves a magic wand with the positioning of lighting and suddenly im looking at a scene I worked on last night and wondering if I pulled from the wrong github lol
You're right about the graphical elements, we could have done a better job with the z levels of our textures.
@sylvic Thank you for the kind words! A lot of work and effort went into this game and I love that the ending resonated with you <3
@stormdrill Phil certainly poured a lot of effort and love into how the game looked. It was great to go to bed and wake up in the morning to see what magic he had pulled with the graphics :)
@half-animal-half-beast Thanks for playing!
@jiri-hysek thank you for playing :)
essentially +1 to everything Frank said. I confess to falling into that sort of dev trap of becoming used to the hidden quirks of the game therefore concealing some things that detract from the experience. with my previous entry with Frank I had managed to get an early build out to a couple friends to ask for immediate feedback which helped with a couple level design flaws I was overlooking. This time around I just didnt have the time to do that.
@xparker Thank you for playing :) Our GFX and SFX wizards did amazing work indeed. My personal favourite thing with the audio was with how when you get close to an enemy, danger music blends in and fades out again when the enemy(ies) are killed and the normal music resumes. Then the GFX... it was a real treat to wake up in the morning to see what Phil had done with the lighting. I remember ofc what it looked like when I went to sleep. Then wake up, pull the updated build from the github, hit play in Godot and wow... to the point of "is this the same game?"
it was ofc. its just incredible what the right lighting can do isnt it?
@wendel-scardua Tim Burr would like to advise you that he had no say in his name, it was his builder Carp N Terr!
Funnies aside, I'm glad you liked them. I blame @frank-gevaerts for exposing me to 5+ years of puns and wordplay. Its rubbed off on me :D
@commanderstitch Yes some of the level design could have been a lot better. I had a tough time on my last coding shift which chewed up a lot of the time I would have spent on further testing levels before handing them off to the rest of the team. This game was hard work but I am proud of what we have managed to build.
@xparker He really did. That man is blessed with skills!
@gurkenlabs entirely fair. those areas did receive most of our attention. The platforming and level design is largely my domain. I'm afraid my final shift was terribly inefficient for all sorts of reasons and then the stress of feeling the inefficiency and time falling through my fingers was terribly frightening. The platforming really shows the missing couple hours that would have otherwise been invested purely in that as a focus.
Bizzybee and Phil did an amazing job with the SFX and GFX respectively. This entry wouldnt be half of what it is without them, thats for hecking certain!
@redphoenix2412 hehe thank you! The dialogue was largely myself along with Bizzybee who wrote a lot of the quest complete dialogues. It was my idea to give players some choice on how to respond. Early on I had some ideas for a mechanic that would change how NPCs responded to you depending on how you responded to others. Slight tweaks to the ending were also planned. Just did not have time to implement it fully.
@geraldfingburke Ahhhh Oddworld! Thats the exact game I kept trying to think what our entry was reminding me of. Thank you for playing!
@le-don and @plutonicrock
Thank you so much for playing our efforts <3 That particular issue we uncovered quite late and unfortunately there were worse issues to iron out. Also Frank and I had decided early to prioritise tasks that highlight the hard work of our epic team mates who did the GFX and SFX!
@kahztein Thanks for playing and thank you for honouring Boulder in your review. He was the best of boys and my companion for 15 years of his life :'(
I swear I had the jump coded to "just pressed". I guess it was changed later, I never really noticed because my brain always assumed it was still that way.
I agree the hub area would have been nice to have the attention paid to it in lighting but time didnt allow it. We prioritised the 'actual' levels for the lighting treatment as the hub was only intended to be a brief pass over. We simply ran out of time for the hub im afraid!
And thank you also for shouting us coders out :3
A fun experience escalates quite quickly too the moment you let things get out of hand even a little bit.
A very creative entry. The art I dont have words for aside from its beautiful!
I couldnt progress at one point as the characters showing me what the controls were glitched so I had no idea what to do.
Up to that point I was enjoying the entry very much. I have to ask how you did the dialogues for this game :)
A very nice entry! The graphics and the audio were a great fit for the game. Thank you to @deng for the exploit you mentioned as I managed to finish the game and experience the full story :D
An interesting take on the theme! I did lose a couple chunks of public perception because my silly brain couldnt recall what some of the details on some images meant but otherwise it was a decent time... and interesting how the right words can convey the same message but more digestable for the community.
Fine work for a jam veteran but now you tell us this was your FIRST? Wow indeed!