Hungry Holly by Avon 2019-10-20T13:34:56Z
I was firing rocks with the spacebar but they were always going in the direction of my mouse pointer, which seems strange. Cute little game.
Foon → Ludum Dare Explorer → Users → bassguitarbill
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | 👥 | Toil and Trouble | jam | 267 | 3.89 | 3.59 | 3.32 | 3.25 | 4.31 | 4.03 | 3.50 | 4.12 |
| 2021 | 48 | Deeper and deeper | Bumpysphere | compo | 433 | 3.47 | 3.31 | 3.08 | 3.87 | 3.70 | 3.34 | 2.83 | 3.50 | |
| 2020 | 47 | Stuck in a loop | 👥 | Loop City | jam | 911 | 3.42 | 3.28 | 3.26 | 3.19 | 3.01 | 3.60 | ||
| 2020 | 46 | Keep it alive | Thrive | compo | 963 | 2.86 | 2.30 | 2.59 | 3.32 | 3.50 | 3.50 | |||
| 2019 | 45 | Start with nothing | 👥 | Tardigrades on the Moon | jam | 280 | 3.73 | 3.29 | 3.53 | 3.41 | 3.32 | 3.83 | 3.29 | 3.60 |
I was firing rocks with the spacebar but they were always going in the direction of my mouse pointer, which seems strange. Cute little game.
Pretty simple, I could see this basic idea being expanded in several different ways. Nevertheless it's quite fun! A lot of times it was hard to see what was going on with the lighting effects you had.
Simple but fun! There's not a lot of variation in the weapons, nor any reason to get off the raft. Maybe one weapon can be fired while you're in the water? I really liked the art, music, and game feel.
Very funny game, reminded me of an old-school Newgrounds Flash game. There wasn't a ton of feedback on attacking, it was hard to tell if I was damaging the defenders or not. Not bad, but pretty simple.
Graphics were cool, and it seems like a fun concept, but the hitboxes are pretty far off from their visual representation, which made combat feel somewhat unsatisfying.
I like the idea of a rhythm-based movement system, but without some audio or video indication of the rhythm, it's hard to tell when my character is allowed to move, making it hard to judge if a risky move will succeed or fail. Good application of the theme, and an interesting game idea, but more feedback needs to be provided to the player.
This is certainly the most polished game I'll play in LD45. Great work!
Delightful! I love it and I want more! It's simple and cute but I think you could get a lot of mileage out of this concept.
I like the ideas in this one! A small suggestion: if the player hits "Restart", allow them to keep their pods and keys, because sometimes they are stuck in a rock with one more thing to collect before they win!
Very good! I got very frustrated on the last section and I almost gave up. I'm glad that I didn't give up. I like what you did with the theme, and the music is wonderful.
Got to 2618 feet. There's not much to this one, but it's funny, with a good use of the theme. Oh no, m'boots!
For folks who broke it by zooming out: if I'm getting the same issue you're getting, the game isn't broken, but the viewport might be quite far from the game area. Try dragging the camera around and see if you can get it back in view.
The bug wherein the same popover will appear multiple times has been fixed.
Oh also I made the decision to have a silly meme instead of a proper Pause screen, and given how one person has appreciated the meme and like four people have been very confused by it, this was clearly a bad decision. Whoops!
Fixed the bug where, if you zoom in, all the art is blurry!
Pretty floaty for a platformer, I don't feel like I had much control. That said, I liked the walljumping, and the art was minimalist and effective.
I lol'd when the hand reached into the bag for the first time, very funny visual effect. This is a pretty cool idea but it seems like there were many no-win scenarios. I would love to see this game expanded and balanced a bit more so I'm not always helpless against bandits.
An innovative idea, but there's not a lot of guidance for the player.
This seems very polished for a jam game, which was impressive. The language game is obviously what a player will be spending most of their time on, but even if it's not too difficult, it ended up being really time-consuming.
Quite simple and short, but I enjoyed it very much!
Heck yes, this is excellent! It's funny, it looks awesome, and it made me use my brain.
A lot of fun! I thought controlling the game with a diagonal overhead camera and aiming with the mouse would be tricky, but the game controls really well, and killing zombies is a lot of fun. I like how dark the game is visually. What I also like, is using the RPG to take down the hordes. Well done!
I liked the music, but trying to hit the yarn with that tiny claw attack was kind of frustrating.
Any game that lets me eat the hearts of my vanquished enemies is a good game in my books. Simple but fun!
I don't normally like sliding block puzzle games, but this one was really fun, and a great use of the theme! There are lots of different mechanics, more than I would expect from a jam game, and the puzzles get pretty difficult. Well done!
Cute but empty. The combat is calling out for some feedback when a monster is successfully damaged.
A wonderful subversion of the clicker game genre. The graphics, while not detailed, are charming, and conveyed the game ideas well. I'm not sure what "popularity" does, but the rest of the game is pretty self-explanatory, and I liked the twist at the end.
Nice and spooky.
This looks really ambitious for a jam game! I was unfortunately twice unable to get past the first level, first due to a crash and second due to a softlock where an enemy fighter spawned on my beacon and the enemy turn never ended. Looks cool though!
You say the physics are buggy, but it's actually pretty fun to long-jump and zip under tight platform gaps. I liked this!
I like the concept a lot! For a jam game, the minigames were pretty good.
Cute game, would have loved a score meter.
Very visually confusing game, too much text information
Cool game, loved the concept, but with all apologies to your composer, that ain't a disco song. Something with more of a beat would really put this game on a whole other level.
Very cool! The side effects were all very fun!
@Linx I appreciate the feedback!
Not sure how to run this game? It looks like a zip archive with no obvious executable.
A fun one! Once you get the hang of the rhythm of combat, it's really nice to play.
Lewd! But hilarious!
You've spent the animation budget well.
Cute game, cool idea!
Neat game! Pretty easy to win the arena sections by just standing in the middle and shooting, but overall fun!
Ooh it's a tricky one, I like it though!
The controls are real tricky and the enemies are unforgiving. Other than that, this game might be perfect.
Oh this is very sweet :'(
Tricky game! I like it.
These controls really rustled my jimmies
Interesting game. Really unforgiving, but pretty fun.
Delicious
Short and sweet
LOL'd when I got taken the fuck out by a cardinal.
The game was unpolished, but it was also extremely compelling and I played it through to the end. Very well done.
image_2020-10-11_094649.png Can't breathe from laughing too hard. You get perfect scores across the board, this is a masterpiece.
Fun to play, nice and challenging
This reminded me of Katamari Damacy in a good way. Never have I thought I'd play a body-horror game this funny. Well done!
Very very polished!
Bouncy bouncy bouncy bouncy bouncy bouncy
Game's fun, a little frustrating, but overall pretty good. Having the keyboard controls all with the left hand was very awkward, there's probably a better scheme out there, but the game was really fun overall.
This is everything a jam game should be: a cool idea, fleshed out enough for a proof of concept, leaving us wanting more! My main complaint is that the controls are a touch floaty, but the game was still really enjoyable.
Concept was really cool, very very tough to play though as I never felt I had enough control over the car.
The graphics are so cool! Really wish I could see past the first room!
Wonderfully imaginative, gave me really strong Katamari Damacy vibes.
Nice simple game, it was fun to figure out the actual mechanic of the game without being told. Having to redo the entire game every time I fail a puzzle is slightly frustrating. I would definitely play more of this, though.
Spooky! I enjoyed this a lot.
Art-wise, the game has very nice graphics, but the flicker when you move is pretty intense. Really cool combat system, though.
Pretty cool
The camera angle is a very interesting idea, well done
I didn't play this game because I'm too old to have a Roblox account, but if you didn't make the music I don't think you're allowed to enter this into the compo :(
image_2021-04-26_164422.png If you go up from the map below this one, you can get stuck! Having a restart option on the pause screen could help deal with this. That said, this is very, very impressive! Multiple enemy types, programming for a 35-year old console, strong Zelda: Oracle of Seasons vibes, even though I got stuck I'm going to rate this very highly. Well done!
Minor aesthetic nitpick: if you have background objects that stay at the same height as the player, it seems like the enemy fish are flying up past the player, and not like the player is actually descending. Making the background seaweed and starfish move upwards would have created the illusion of actually going "deeper and deeper".
Very nice, I really wish there was more. Well done!
You are all providing wonderful feedback for version 2.0 of this game, once judgin' time is over!
@glaikunt Due to the weirdness involved in getting a game to run inside the browser, I may have overlooked a bug where the music will only start once you click inside the game, after it has started. Give that a try if you want to hear the tunes.
Delightful! I'm a very cool guy, apparently. The dodge animation was wonderful, the boss fight was really fun, this was everything a jam game should be.
Excellent! Know that I was about to scroll past your game, but then I saw the animation of the elephant drinking and I was immediately charmed, and I had to know more.
This is my 8th Ludum Dare, and I can confidently say that I've never played a game quite like this one.
image_2021-04-29_052945.png :(
This will go down as the cutest game in the whole compo, mark my words. Some feedback: allowing the player to pick up speed would encourage recklessness, which would make the pufferfish fun to dodge. With the slow speed, they're very easy to dodge, and the game does not let you challenge yourself by going faster.
image_2021-04-26_165243.pngAt about 115m down, you can sneak out of this wall and fall forever!
Interesting concept for sure! It was tough to see the available tiles against the playfield, some more visual contrast would have helped.
Really strange, very good
The visual concept is so great! The game was pretty frustrating though: it's very hard to see what you're shooting if your ship is in the way.
Pretty simple game, and there's no real reason to fight the (extremely creepy!!) enemies, because running around them is pretty easy. I loved the atmosphere, though!
Very cute idea! I agree that there is something extremely wrong with this cat!
Making a jam game where you're required to grind is going to disappoint a lot of people. Having a game where the best strategy is "float around the starting area, collect as many coins as possible, then die, 20 times in a row, then you can buy the upgrades and actually try to beat the game" is not as fun as "fly through space and try to win"
Very fun, interesting mechanic. Reminds me of [WitchWay](https://gleeson.itch.io/witchway), in a good way :D
This broke my brain for a little bit, it was very challenging to me, someone who has played a LOT of Tetris. My issue is that the game is pretty easy to cheese: if you just concentrate on keeping a single column clear, you won't lose. Really, really fun though.
Level design here is pretty chaotic: I like the room with three save points and nothing else! My one major issue is that, if you die when rapidly clicking, it's pretty easy to accidentally click the 'Quit' button, so a small pause between dying and having the menu come up would be nice.
Wonderful art! Right now, the power-up lasts a very short amount of time. If you make it last a little longer, I think it would be more useful. Good job!
The weapon is kind of wimpy, but it makes for a pretty good challenge! One note: your enemies remind me of the [sabre-toothed lime](https://kol.coldfront.net/thekolwiki/index.php/Sabre-toothed_lime) from Kingdom of Loathing. This was fun!
The controls and style for this game seemed really cool, but wow the 4th or 5th level or whatever was intense. Take a look at http://gameaccessibilityguidelines.com/avoid-flickering-images-and-repetitive-patterns/ for things to avoid in your next game, or alternatively provide an option to turn flickering off.
Ooh that lute's reminding me of Dwarf Fortress, in a good way
This game made me understand why construction is so noisy.
This is a really cool concept! The controls are a challenge, but there are a lot of different actions you can take, so it is unavoidable I guess. Having them show on the UI would have been a nice touch. Good job!
This game looks like it could be fun, but "ground", "collapsing floor", and "a hole that will kill you" all look identical.
My first playthrough, I killed all of the trash bags, then nothing happened and I was trapped in Trash Zone. I didn't see any other comments mentioning this, so I played through again and there was indeed an ending cutscene the second time, so if you're reading through comments trying to see if there's an ending, try playing again!
As for my actual feedback, the 3d art was very cute, the theme was very fun and game-jammy, and the music was pretty neat as well! This is super good for a first 3D game!
I don't think "some rebalencing" or modifying the in-game manual after the deadline is allowed under the rules, it's only supposed to be ports and bugfixes.
@triggthediscovery Okay, if the rebalancing was to fix a gamebreaking issue that's definitely in the clear. Thanks for clarifying!
This game is grim as heck and I'm super glad I played it! The visuals aren't super clear, but they do look very very cool, and I'm pretty sure that's the point. Mechanically the game isn't too complicated, but having a big manual is a very cool touch. I got big Papers, Please vibes from this game. Great job!
Vera cute! I like the concept, although it seems like it might be hard to lose. My main issue with the game: I had a really hard time telling where my spells were aimed: it did not seem to be directly beneath my feet, nor directly in front of me. An indicator showing the affected tile could be really useful. I enjoyed this!
As someone who has never traded and will never trade crypto, this is what I always imagined it was like.
Definitely a nifty idea, but I feel like the "health bar" mechanic is flawed. My first fight, I knocked the block off the pile and it fell behind some other stuff, where I was unable to hit it again. My second fight, my first shot took it down to 10% without dislodging it, and the second shot took it out. Maybe more of a "the floor is lava" mechanic would be more strategically appealing. The overall idea, though, is super fun and creative, well done!
@feor Thanks for the feedback! The app is just written in Javascript and HTML, so there's no real way to make a Windows native build. We developed it in Chrome on Windows; would you be willing to try it on Chrome or another Chromium-based browser?
@stellarluminant thanks for the detailed feedback!
Don't worry, you didn't miss any cutscene at the end or anything, the dialog noise is just a result of the same rutabaga dialog playing again in the background (we started implementing that room around hour 71 and it was a bit rushed :D)
This game has gotten me into the Hallowe'en mood for sure! Cute music and graphics. I like the main mechanic in this, but I had a real tough time figuring out which ingredients correspond to which effects.
This game answers the question "what if Tony Hawk was a 2d anime schoolgirl?". I liked this! Any game jam submission with more than one game mode is really impressive, and while the gameplay was pretty simple, the balancing part was challenging and the boss fights were visually interesting, so I was never bored. Well done!
I like the art and the rotation of the ship
"Roly-poly farm animals" is a very cute aesthetic!
I like the art style, and especially the animations.
The game looked very nice! It was hard to tell where I was aiming, and there was no objective telling me to "get to the exit"
You say this game is "for educational use", and yet alcohol doesn't heal you in this game, what gives? This was a really strange and kind of nightmarish (in a good way!) experience. I had fun!
This game looks amazing, I gasped when I took my first steps and saw how the character moved. I love the visuals. I thought the jumping physics were pretty tough to deal with, although I made to the end so I guess it wasn't that bad. Well done!
No joke: in seven years of competing in this jam, this is the best game I have played, it's absolutely delightful.
First place wooohooooooo! I have to say that whether or not you slam into a planet seems like a game of chance rather than skill: there's no real way to react to oncoming planets in time. I like the idea though, and the controls felt appropriately space-flight-y.
Also loading sounds takes over a minute on my laptop, not sure why that is.
I wanted to like this game so much! I think the ideas and concepts and graphics are really cool! The movement, though, is really slippery and I kept falling to my doom!
image_2021-10-19_072129.png Wowowowowow very very fun! A great mechanic, wonderful music and art, cute and spooky customers, I'm a big fan.
As someone who has completed the GameMaker2 Space Rocks tutorial recently, I'm going to give you ratings for graphics and music.
Fun concept, brilliant art, very minimal, I like it a lot
I found the mechanics confusing: I would catch an item, watch the combo go up to x2, catch another item, and watch it fall back to x1. I like the aesthetic a lot, very cute pixel art.
High-stakes hot potato is a very very good theme! The graphics are simple but effective, and I really liked how the music got faster as the game went on. The minigames were very simple, but had nice variety. Well done!
A timer or a percentage-done indicator or a minimap, any of these things would help the player understand that they're not on an infinite procedurally-generated rainy racetrack. Having chunks of the car fall off after a collision is a hilarious touch, and the voiceover is top-notch. The UI is pretty confusing: in video games, "red and white spotted mushroom in a box at the top of the screen" means "you have a powerup available to use", not "a debuff is being applied to your car", which is why I was slapping my keyboard like an ape trying to find the "use powerup" key. I have heard that car controls are really challenging to implement, so considering these controls are mostly functional, I think you didn't do a bad job in that regard.
I like the graphical style! Putting an invisible key inside a shadowy cabinet was I think not the best choice, and making the crosshair turn a different color for "interacting this object will do something" vs "nothing" would be a helpful feature. Lot of potential here!