A Punker's Tale by ChronusZ 2015-04-29T02:06:00
Really nice art, but the walking animation was a bit weird. Also enjoyed the sound and narrative.
Foon → Ludum Dare Explorer → Users → bentglasstube
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Coherence | compo | 130 | 3.53 | 3.29 | 2.69 | 3.56 | 3.75 | 2.82 | 1.50 | 3.54 | ||
| 2025 | 58 | Collector | Echoes of Vorrune | compo | 126 | 3.31 | 3.22 | 3.70 | 2.45 | 3.54 | 3.15 | 2.44 | 3.64 | ||
| 2025 | 57 | Depths | Oakhaven | compo | 177 | 3.36 | 3.05 | 3.57 | 3.55 | 3.26 | 3.15 | 2.36 | 3.68 | ||
| 2024 | 56 | Tiny Creatures | Beetle Brigade | compo | 107 | 3.68 | 3.37 | 3.45 | 3.62 | 3.62 | 3.41 | 3.37 | |||
| 2024 | 55 | Summoning | Mathemagician | compo | 233 | 3.27 | 3.04 | 3.06 | 2.34 | 3.45 | 3.33 | 1.94 | 2.76 | ||
| 2023 | 54 | Limited Space | Chargez | compo | 226 | 3.43 | 3.25 | 3.11 | 3.77 | 3.20 | 3.59 | 2.42 | 3.47 | ||
| 2023 | 53 | Delivery | Obeyzos | compo | 313 | 3.12 | 2.95 | 3.15 | 2.95 | 3.57 | 2.85 | 3.18 | 3.41 | ||
| 2023 | 52 | Harvest | Vegetableau | compo | 28 | 4.05 | 4.00 | 3.36 | 3.58 | 3.86 | 3.70 | 2.62 | 3.72 | ||
| 2022 | 51 | Every 10 seconds | Tentris | compo | 163 | 3.59 | 3.63 | 3.20 | 3.95 | 3.52 | 3.54 | 3.40 | |||
| 2022 | 50 | Delay the inevitable | Hydra | compo | 262 | 3.52 | 3.47 | 2.32 | 3.00 | 3.52 | 3.69 | 2.05 | 3.00 | ||
| 2021 | 49 | Unstable | Upheaval | compo | 366 | 3.28 | 2.60 | 3.15 | 3.38 | 3.20 | 3.90 | 2.57 | 3.21 | ||
| 2021 | 48 | Deeper and deeper | Soil Surfer | compo | 359 | 3.57 | 3.40 | 3.50 | 3.92 | 3.37 | 3.37 | 2.97 | 3.25 | ||
| 2020 | 47 | Stuck in a loop | Etracyte | compo | 417 | 3.22 | 3.04 | 2.69 | 2.79 | 3.38 | 3.20 | 1.97 | 3.22 | ||
| 2020 | 46 | Keep it alive | Algernon's Flower | compo | 821 | 3.07 | 2.77 | 2.95 | 3.72 | 3.10 | 3.17 | 2.44 | 2.94 | ||
| 2019 | 45 | Start with nothing | EEPROM | compo | 233 | 3.46 | 3.20 | 3.36 | 2.87 | 3.60 | |||||
| 2019 | 44 | Your life is currency | Ripple | compo | 3.66 | 3.83 | 4.00 | 3.08 | 3.41 | 3.70 | 2.29 | 3.41 | |||
| 2018 | 43 | Sacrifices must be made | Trolleys: A Moral Quandary | compo | 232 | 3.45 | 3.04 | 3.66 | 4.04 | 3.23 | 3.38 | 3.21 | |||
| 2018 | 42 | Running out of space | Platform (LD42) | compo | 526 | 3.11 | 3.11 | 3.00 | 3.69 | 3.01 | 3.05 | 3.38 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Empty Space | compo | 298 | 3.46 | 3.06 | 3.62 | 4.25 | 3.50 | 2.04 | 3.45 | |||
| 2017 | 40 | The more you have, the worse it is | Pub Crawl | compo | 659 | 2.50 | 1.97 | 2.84 | 3.18 | 2.55 | 2.81 | 2.86 | 2.60 | ||
| 2017 | 39 | Running out of Power | The Power of Hove | compo | 383 | 3.23 | 3.09 | 2.71 | 3.23 | 3.28 | 3.25 | 2.85 | |||
| 2017 | 38 | A Small World | Quest Island | compo | 466 | 2.79 | 2.78 | 2.27 | 2.87 | 2.70 | 2.86 | 2.15 | 2.87 | ||
| 2016 | 37 | One room | ConQuest | compo | 382 | 3.14 | 3.29 | 3.14 | 3.89 | 2.36 | 2.32 | 3.82 | 2.78 | 54 | |
| 2016 | 36 | Ancient Technology | Catapults | compo | |||||||||||
| 2016 | 35 | Shapeshift | Shifty Berries | compo | 542 | 3.13 | 2.96 | 2.56 | 3.64 | 3.31 | 2.48 | 89 | |||
| 2015 | 34 | Two Button Controls / Growing | RUN For Your Life | compo | 544 | 3.16 | 3.17 | 2.80 | 3.80 | 3.03 | 2.97 | 59 | |||
| 2015 | 33 | You are the Monster | Hydro Carbon | compo | 383 | 3.21 | 2.88 | 3.48 | 3.69 | 2.96 | 3.16 | 3.15 | 3.17 | 100 | |
| 2015 | 32 | An Unconventional Weapon | Dario DDS | compo | 837 | 2.86 | 3.14 | 2.29 | 2.68 | 3.05 | 3.60 | 80 |
Really nice art, but the walking animation was a bit weird. Also enjoyed the sound and narrative.
Really great art and gameplay. The sound didn't work for me on linux but I will probably download the windows version and give it a try.
It seemed like a cool game but I couldn't really get very far due to the difficulty (played the old version). The spikes seemed to easy to bump into even when being careful. The graphics were great and reminded me of Canabalt
Maybe it was just webgl (which I seem to have issues with) but it ran really slow for me. I think if the pace were a bit faster it would be a really excellent game. Would work really well as a casual mobile game.
I enjoyed the jumping mechanic with blowing downward, and the physics seemed pretty smooth. I could not really figure out where to go.
Pretty interesting idea. Could definitely be fun with more variety.
Very interesting concept. Starts out a bit slow but very fun once it gets going. The control scheme for setting your own color is a bit difficult - it might be easier to just have three keys toggle the channels.
On linux with both java 7 and java 8, I just get a black screen that never does anything.
Very easy to win and not much replay-ability but an interesting concept nonetheless. I enjoyed the weapon selection.
I really liked the graphics and the music. It was an interesting take on the theme as well. Nice work all around.
A unique concept but it seemed hard to use the hammer after a couple upgrades so that I was always just throwing it out for a new one. From the other comments it seems like getting a giant hammer was much of the entertainment of the game.
The battle system was interesting but perhaps a bit slow. I liked the music.
Really unexpected idea. I spent too much on upgrades and couldn't progress because all I could afford was socks. I liked the art direction quite a bit.
Pretty fun and a cool concept, but there's a bit too much happening right from the start. Perhaps a slower ramp up to the amount of action would make it a better game.
Great use of the simple graphic assets, and a good base for a puzzle platformer.
Hilarious idea. It's too bad you didn't have time to add any gameplay.
The weapon recharge time seemed overly long and sometimes I had to click multiple times to fire. Hitboxes were a bit off too. It was an interesting concept but needed more variety.
I could not figure out how to use the weapon. I pressed space a and e as the on screen text indicated but nothing seemed to happen. It was fun to swim around anyway.
Really nice concept and well executed. Some kind of goal or variety in the enemies would have been nice. Also, it was hard to have to look down at the corner to see the next word.
The controls are a bit sketchy (you have to let go of all keys to stop moving diagonally) but once I got used to that it was fun. Needs more junk to spawn or something and the melee didn't seem to work. A fun concept that could be interesting with some more variance.
Very hard to see with the dark visuals. Good potential for only 24 hours of work.
Core dumps for me on linux.
I couldn't really figure out how to bite my opponent but I laughed every time he bit me so I enjoyed it. Graphics were absolutely amazing. Gameplay was not really my bag.
Really great execution and polish. Not sure it's all that unconventional but I quite enjoyed it. I only wish it was longer.
Very confused until I realized what the first weapon was doing. Definitely unconventional. Could have used some more variety to keep it interesting but it was still a fun game for a short time. Weapon three was my favorite.
Interesting concept but very confusing interface. I understood once I watched the video in the description. Kind of nerve-wracking to watch your money burn up on a bad investment.
The mouse look didn't seem to work for me so I couldn't get very far.
I kept getting stuck so that I couldn't jump out of a pit. The sound and graphics were stellar but the gameplay seemed too difficult.
A very interesting concept for the game, but I couldn't figure out how to progress beyond the first level.
Very cool take on a puzzle game. I lost because I was discovered by a taste tester although I didn't see any poison on his or her slice.
Interesting concept. The smoke makes it nearly impossible to shoot even before the drinks start kicking in. It also got really choppy after a while
Definitely would work as a mobile game. The audio was my favorite part but there's no rating for it :(
haha, it's more like Dr. Mario than tetris so the name is a play on that.
Sorry about the confusing gameplay, I have added a description of how to play. I also added audio to the categories that can be rated - I'm not sure why it wasn't showing up.
Very interesting take on the theme. A little long winded to start, and the lack of consequences made it a little weak to play. Could see it do well as part of a larger story.
Excellent use of the theme. Could be an interesting game with some more levels or something. I enjoyed the ending.
Really nice concept with reflecting the shots. Feels like a good start to a game.
Cool game play and an interesting puzzle aspect.
Fun concept. The present/past self seemed to sometimes double jump even when future self did not but otherwise pretty well executed. Not very challenging but still a fun playthrough.
Funny concepts but not really balanced since there is no cooldown or anything on the "weapons"
I didn't really know what was going on but when it was done I was very amused. A funny, quick game with fun graphics.
It was really difficult to know the hitboxes and if you hit an enemy, making combat somewhat awkward. A fun concept nonetheless.
Really interesting concept and very enjoyable. With some more graphical and audio polish, this could be a legit game.
The way the enemies remain while dying is a bit annoying, makes it hard to rush through the parts you have to play over and over.
Are you supposed to be able to make the jump at the end of the second screen?
I liked the game overall, but the audio was a bit weak. Some music would add to the mood of it quite a lot.
A very interesting concept. I had a lot of difficulty controlling the monsters, but it was fun.
The music was a bit repetitive but otherwise good. Ouroboros was really hard and frustrating. Fun concept.
The weird jesus head on the powerup screen cracked me up.
Very enjoyable gameplay, and the monster motion was very fluid. Loved the "cute" graphics and especially the game over. Music was great and bonus points because I owned a teddy bear when I was young that had a music box that played the same song.
Definitely need some better way to input the numbers besides mashing click. I'm sad you didn't get to "Math-y" part - it showed a lot of promise.
Really enjoyed the "chat"
Really awesome idea for a puzzle game. The graphics were a bit tiny and hard to click on with precision.
The music really sets a really good mood I felt, and I enjoyed the art direction but after 3 rounds I was just bored of the gameplay.
Wevel - if you press T multiple times it will queue up the tutorial over and over.
Stephen - The game works on a grid system, so you have to finish moving to the next grid cell before you can change directions. With how slow the tanker moves, I can see how this would be confusing.
kakarotsan - sorry, there is an executable in the tarball that you can run. You may be able to double click it from your file manager or something (I am not sure as I do not use many gui applications). I run it from the terminal by typing something like the following:
tar -zxf HydroCarbon-linux.tgz
cd HydroCarbon
./HydroCarbon
GBGames - the animal issue is a result of the fact that animals will not spawn in the oil.
When an animal is spawned, it's position is chosen randomly from the entire map. If the position is not clear water, the spawn is abandoned and the game waits for the spawn timer to trigger again.
I suppose I could reroll the location until clear water is found or perhaps just reduce the delay until the next spawn and hope the randomization takes care of it.
The controls were pretty awkward with having to click on things while using the keyboard to control. It was hard keep the mouse in a useful position while moving across the screen. Definitely an interesting concept though!
Interesting idea but a little repetitive. Impressive art to have finished in 48 hours!
A cool concept for a puzzle game - would love to see it expanded upon. I really dig the art style.
A very promising start to a game. I have never played towns, but I could see the Terraria inspiration for sure.
Game seemed to crash quite a bit, and would randomly take me back to the start screen although I didn't think I had lost.
On consecutive beasts the indicator for shot power doesn't seem to show up.
The art and mood is great, very cohesive. Is there any significance to the last 10 days of the month as the note states or is that a feature that didn't make the cut?
I had some stability issues with the game hanging from time to time, but otherwise a funny game. I enjoyed the ending.
I felt like the game was much too zoomed in. It was really difficult to see what was around.
Thanks for playing on your youtube, Jupi!
Yes, the music is mine. I am glad you liked it!
Yeah, the FPS can definitely be an issue. I didn't have much time to do optimizations unfortunately.
The difficulty should progress but it does so a bit slowly. As you run, the ratio of snow:ice:water shifts more and more toward water until eventually that's all there is and you can no longer outrun the seals
Never give up.
Never surrender.
Pretty fun concept. Keys to change shapes would have been nice and the whooshing sound when you change gets a bit annoying after a while. Also, an early win detection if the computer cannot possibly beat you would be nice since it's a bit toilsome to finish once you know you have won. A great effort for 22 hours and a fun game.
Graphics are nice and gameplay is interesting but why is it so tiny? An option for fullscreen or something would have helped a lot
Really fun gameplay, reminded me of wario ware. Loved the graphics style
It seems the itch.io download link is broken
The controls are pretty rough, I found myself spinning way too much. Also, the fact that you can only carry one cow is a bit annoying.
Loved the concept and a good number of levels. Destroying the brown blocks in the final level seemed a bit buggy.
Really interesting puzzle game.
Really like the idea and the graphics. Definitely an interesting start to a game.
Very interesting concept. The scare sequence was a bit long, though.
I really enjoyed the mechanic of this one, especially the timer. I only wish there were more levels. I did find that the shapeshifting controls were a little unresponsive at times.
Interesting mechanic but the balance seems a bit rough without being able to outrun the enemies.
I'm not a huge fan of the controls
I really liked the mechanics of the puzzle and though it was an interesting challenge to figure out what to do with the shapes. However, I found the controls a little awkward to have to switch between "move" and "rotate" mode.
I really liked the concept and the graphics were nice.
Fun mechanic and I liked the added timekeeping
The art and concept were great but the platforming was a bit strange, especially with the sticking to walls.
Not really sure what I'm supposed to do after I shift forms and having to mash e through the dialogue each time is irritating.
The gameplay was a little stale without any way to control the shots, but the audio and graphics were amazing!
An interesting concept but it sort of amounts to just jumping and hoping for the best.
Great artwork but the game gets boring pretty quickly. Would be interesting if you spent some more time expanding the combat and food I'm sure.
Sounds effects are amazing
This is my favorite game I've played so far. Great mechanic, superb graphics, amazing music. 10/10
Since this has been a common complaint - level 3 is the final level of the game. I made it hard because I didn't have time to make more levels after it.
It wasn't clear to me how the alternate attack was supposed to work. The game was interesting though and the platforming was pretty well done.
Really interesting mechanic - very similar to my own entry. The music was a bit rough though with how short it was.
really liked the art and the +/- mechanic
I really liked the music. The game itself was a bit strange with the interface that turned into a platformer. The platforming itself was a bit odd too. I wasn't sure if I was supposed to be able to jump off walls or not, but it happened often. Your gun fires so fast that all enemies, even the boss, are trivial. The art style was interesting, and I liked the tilt effect.
Really liked the art style of the intro, but it went a bit long. Once I got to the game, I had the same text rendering issue mentioned above (web version)
A pretty silly game, but I wish it were words instead of just random garbage strings. All in all it was fun though.
Amazing concept and the asteroids game is pretty fun too.
I quite enjoyed this puzzle game, but it gets a bit tedious after a while. Perhaps the tiles could rotate a bit faster.
Really great music and art. The intro was a bit slow, maybe let the player run and jump around while you reveal the story. The platforming was a bit clunky but a fun game overall.
A nice concept and I really enjoyed the art style, but the mechanic where dead enemies and enemies' projectiles (especially the boss's) could block your shots was more annoying than interesting.
Really simple concept and I loved the voices. Overall enjoyable art style as well. Great job.
The controls are pretty difficult to understand, but the game is fun once you get the hang of it. Really enjoyed the music.
Awesome art and an entertaining concept. I really enjoyed having the cannons destroy my pursuers. One improvement might be to add some height to the terrain so you feel like there is some depth to the ground.
I like the concept for the game. It would definitely be good if it were expanded some.
I really enjoyed the concept, but the hit box when walking seemed a little large. I felt like I should be able to walk into things a little more, especially from the bottom. All told, a fun game.
Awesome concept, great pixel art, and I loved the music and sounds.
Jumping off the moving platforms seemed a bit buggy but otherwise I really enjoyed the game.
Just needs more levels :)
I really liked the idea but it seemed like you pretty much had to constantly go between eating and resting until you messed one up. The art and story was very nice.
Interesting concept but some bugs with the tiles made it impossible for me to progress far into it. Congratulations on actually finishing something for your first Ludum Dare though, I hope you return next time.
Not much intro to understand what's going on but that's okay because it's a pretty standard TD game. The graphics were nice but I found the pacing a bit too fast at the start so it was hard to get a feel for the game until you lost a couple times.
Really interesting idea and storytelling, but the gameplay became too repetitive. The art and music were very nice.
This was a really cool concept that would make a great game with some more polish and variety. One thing I noticed was that I could just keep giving Lionard cable TV so he had to pay huge nightly rent which was fun. The names were all amazing.
I really am a sucker for puzzle games and this one didn't disappoint at all. A new concept for a puzzle to me so I enjoyed it quite a lot, well done.
Loved the minigame concept. I am terrible at the #2 game and when I got antsy and pressed 2 again before it took me back to the main screen the game would freeze up.
A very relaxing game. I enjoyed the interactions of the vegetables although it was kinda hard to pay attention to all of them. I think maybe there were too many vegetables for the amount of time they take to grow. With that pacing, my strategy was just to pick a few that I knew worked well together and plant them and ignore the rest.
An interesting word puzzle idea. I think it would have done better without the slightly furniture related theme but that might have made it too hard (and of course you wanted to stick with the LD theme somehow).
This was an interesting concept but the controls were really hard to use and took away some of the fun of arranging the room. I think it could be a fun game with some more polish.
I really liked the concept but it seemed like I immediately ran out of fame and couldn't progress much. Maybe I'm just bad.
Really liked the idea and the town and house generation. Would be a cool thing to build into a game with more interaction than a basic exploration model, nice job.
Really nice short time-waster that is much too easy to get into a "one more try to beat my high score" loop. I had a hard time understanding which furniture would have the special powers because it was too hectic to really dwell on a single object too long, but that made them more of nice surprise which was fine. The "music" is hilarious.
Really addictive gameplay. Level 2 was very intense. The subtle background music was a nice touch.
Really enjoyable gameplay but it was fairly easy to cheese the game by shooting the enemies just as they entered. The bouncing bullets was a great effect that surprised me when I noticed it. Very nice art and music.
I had a lot of fun with this game, but it was hard to understand what went wrong when I didn't do an order right. Some feedback about what you did wrong would help a lot. Still, a great job!
Alex, rock paper scissors is not exactly rigged. The computer randomly chooses a move without looking at your choice (and is almost definitely biased to pick one thing more than the others). However, the computer does cheat in a way that makes it more likely to win than you.
I apologize for the game crashes, I will try to investigate the cause of this.
Really enjoyed the concept, but took a bit to understand what's going on, probably because I'm old. Seems like there is a lot of depth to the game, very well done.
A really nice concept but it was kinda hard to know what you had to do to impress the girl. I spent a lot of time getting preached to by vegans which was a nice touch.
Really fun shooter. The upgrade pace seemed really well balanced and the graphics and audio were terrific. I only wish that it were longer.
Really interesting concept unlike anything I've played before. The four way mechanic leads to interesting cliques of disease but it doesn't really take much interaction from you once it gets into a stable state.
Seems much too hard but it was enjoyable nonetheless. I really enjoyed the art and music.
Nice looking game, but I didn't really find much to do. I maybe misread some of the instructions but I just sorta wandered around shooting things occasionally. The (keyboard) controls were a bit too touchy as well, it was hard to aim.
Really fun and addictive game. I especially loved the music.
Really awesome gameplay and well polished. No complaints aside from the game being too hard for me, well done.
I really enjoyed the idea of the game, but as you mentioned it seemed a bit hacky with needing to connect things in the right order. I think with a bit more polish this could be a really cool thing for teaching people about electricity.
Seemed like a pretty neat concept but unfortunately whenever I got hit the game would freeze up (linux) so I didn't get to play the upgrade parts at all. I enjoyed the art of the rocket flying around when I pressed left and right.
Took me a while to get the hang of the game because the tutorial ends if you crash and I liked to immediately try the things it was suggesting. Once I got the hang of it I really liked this twist on a shooter.
I really liked this game but the gamepad support didn't work for me on linux, but this might be a problem with unity rather than with your game, as I haven't had it work with any unity game that I can remember so far. There was an impressive amount of content for a jam game here. I really liked the AI minions that your planet spawned. Even though there was quite a lot going on, it was nice that it was all automated and I could just focus on flying around shooting things.
The zoom into the guy's head at the start was incredible. I must agree with the difficulty complaints but the concept was very entertaining and I want to get good enough to beat it.
I really enjoyed this game, and I thought the resource model was well done. The building process is pretty cool an intuitive, although I had some trouble with the solar panels.
However, I found that it was annoying to have to add up my resource usage in my head each turn to know what I needed. It would be nice if the UI showed you what your modules were using or something. I didn't enjoy the voice-overs, perhaps because they are much louder than anything else.
This was a cool base for a game. I really liked all the mechanics that were involved with building a town. Once you add resource constraints and goals I think you'll have something very interesting to play.
The controls were a bit unusual but it was fairly fun once I got the hang of it. It would be cool if there were a little more to the gameplay, but the randomized portraits of clients was a nice touch.
This is an impressive game for the time constraints. The mechanics worked well and the item upgrades were fun to play with. I really enjoyed the map design where you went to various sections and then returned back home with a new thing to try a new area. The music lent a great feel to the game. My biggest complaint is that it ended.
This was a really awesome idea for a game. I was super excited about it and then new levels had a second planet which made it even better! My only complaint is that there wasn't a multiplayer version.
I think some of the UI elements are not working correctly in linux as I never saw the tooltips for costs or anything. Despite all this I still found the game a fun spin on a tower defense. It could deifnitely use some music or sound effects though.
I liked the gameplay and the upgrade mechanics, but the cannon is way too overpowered compared to the rest. The background sprites in space were a bit confusing and distracted from the otherwise nice pixel art. The music was very relaxing and fit well.
An interesting take on a tower defense, but it lacked some depth (presumably due to time constraints). I think with some more mechanics instead of just endless shooting it would be a really neat game, though. Excellent work on the art and sounds.
The lore at the beginning was exquisite and the gameplay was a lot of fun. The jump sound got on my nerves pretty quickly but I enjoyed the music and the death noise (which I heard quite a lot).
This was a great concept, but maybe a bit too difficult. The bird poops constantly get stuck on my head and then are impossible to avoid until you die. I'm impressed you were able to get a leaderboard in in time as well, nice work.
I like this take on a tower defense game. It was a little difficult to know how to get more of the items you wanted from just the colored doors. Perhaps some icons near the doors would help there.
Really nice job on your first entry. Some of the sounds became a bit too repetitive toward then end of a play through. Some variance in the footsteps and maybe distinct alarm sounds for each panel that you needed to do would add something to this. I hope you enjoyed the compo and participate again next time.
Tried to play on linux and couldn't get past the title screen. Couldn't click on the items or seem to do anything with the keyboard. I did enjoy the the title screen music, for what it's worth.
The planetary tower defense idea was really cool but the interface was sort of difficult to use. I found I lost a lot of games because I couldn't really tell what was going on while I was zoomed in trying to build things. The flow of the game seemed good if I could have figured it out a bit more. I really enjoyed the randomized layouts and planet names, too.
This was a really interesting game. As many others have pointed out the controls make it more difficult than it needs to be. Once I got a bit of a feel for the controls, I was able to survive for longer but then it was too hard to see what each supply ship had because of the small text. Maybe some color coding on them would have made it easier to know which crates to dock first. The music set a nice tone for the game, and overall it was a nice experience.
I am impressed that you got an online multplayer game working. Unfortunately, when I joined as the only person on my team it was a little overwhelming. Some sort of tutorial to explain the growth rules or whatever would be nice.
This was a great idea for a puzzle game. I think having it restart on the level you got to would be a nice touch though, and maybe some ambient music or something although the hollow echo of the footsteps gave it an interesting mood.
I'd like to second the comment that a tutorial would really be helpful. Planting a nice little farm was fun but I never figured out how to get more oxygen. There is a lot to take in on the controls page but eventually I sort of worked out how to play.
This was a lot of fun and a solid shooter. I enjoyed the art and the sounds quite a lot, especially the beefy enemies in the later stages. The screen shake when firing was a bit much, but otherwise great game.
The main character was a riot, although I wish he could jump a little better. After collecting the three electric blocks I wasn't sure what to do so I didn't progress any farther. I enjoyed the old-school adventure game feeling of not knowing what was going on and just experimenting, but it was a little bit opaque.
Really nice aesthetics on this game. I found the camera a bit annoying as well since it made it difficult to see anything other than the one direction. The mines also didn't seem to present much of a threat because they were regularly spaced. You might consider making the mine patterns more hap-hazard
Really impressed with the fact you made an NES game in 48 hours. The level layouts were terrific and felt impressively large the first run through. Loved it so much I am speedrunning it now.
Any% WR 2:25
This game seemed impossibly difficult at first but once I got the hang of kiting the enemy robots and shooting them while backing up it felt a lot more fun, though I still wasn't able to pull off a victory. I really liked the mechanic where you could kill the enemies but generally not recover enough power to have made it worthwhile
This was a terrific little puzzle game. I really enjoyed the art style and the music. The puzzle elements were introduced wonderfully by showing me instead of by telling me. I, like others, did get trapped later on in the level but still found it quite enjoyable.
It took me a long while to understand how the game worked but once I got it it seemed promising. Unfortunately that promise turned to more frustration because I was not very good at catching anything. This was an interesting concept that just feels a bit rough around the edges.
Really great art and well done platforming. One thing that was frustrating was that the guards could basically hit you continuously after they hit you once so it made health seem relatively useless. The reset to the beginning was also a bit harsh. I liked the hacking mechanic but I didn't get to use it much because I couldn't get passed the second door.
This seemed like a really cool premise and the mechanics were really interesting. Unfortunately, from the first two voice clips the game seemed too depressing for the mood I was in at that moment to continue much farther. Great job with the atmosphere and puzzle aspects though.
I really enjoyed the art style of the first level and the random level generation felt well balanced and was fun. The enemies didn't seem like much of a threat - my strategy was just to run as fast as I could toward the golden battery and ignore any enemies, so maybe a bit more balance could be done with that. The boss level seemed like fun but behaved a bit strangely for me (reverse controls, the girlfriend hoisted me above her head instead of trying to get me, things like that). Overall a really enjoyable game.
This game was a real hoot. It was hard to understand how to time the inputs, especially when transitioning between levels, but easy was forgiving enough that it didn't get in the way. The models and animation were amazing
haha the snake after the checkpoint in level 2 was a riot.
I liked the sound effects but wish there was a bit of music or ambient noise in the background. It was a bit hard to understand that I could pick up the keycard item, maybe something to call more attention to items that can be picked up.
I'll second the nice vibe of the low-poly art. Some atmospheric music would have really gone a long way too. I only played for a short while so maybe I missed how the theme fit in.
I really enjoyed the graphics of this one, although the screen shaking was a bit much at times. Great job with a short time.
I will add a linux and mac build when I get home.
I had planned to make you get more points for hitting the meteors at a height, to incentivize jumping, but I didn't find time. That's a really good idea about adding debris or something coming sideways that you have to collect/avoid.
I also tried in the last few minutes of the compo to add a feature where they meteors could bump you off the platforms so you couldn't just stand still, but it wasn't working in time, so yes, you can just stand still and rack up points. If your goal in life is to get the most points in my crappy game, then more power to you.
hey @testlab thanks for the heads up. I always forget to test the linux packaging because I just build it from source. I will try to make something more usable.
I think this is a really interesting concept but I had a lot of trouble with the enemy robots showing up and blowing up all my buildings right away. The awkward controls and interface also didn't help. I tried a few times to play on easy as I liked the idea behind the game but I couldn't get very far ever. It sounds like you addressed some of these issues in the post-jam version so that's good to hear. Nice work.
I feel like there are too many spawn points and too many enemies to realistically have any strategy other than run around wildly shooting. On the other hand, I did enjoy the art and sound.
Maybe I'm no good at these types of games but I could never get the water to stop rising continuously so it was very hard to play for long. Still, it was an interesting concept and well executed. I liked the backstory of fighting pollution and the humor of the political strife in the backstory.
I really enjoyed the glitching graphics for this one. It was a nice way to polish up a relatively simple (but still fun) game.
Although it was pretty depressing, this was a really interesting idea. I really liked the graphical indicators of the injuries since the progression of the game made it feel like you were rushed to decide and those really helped with making decisions quickly. I did have some trouble applying the painkillers sometimes but it wasn't really clear if they helped anyway. Overall a lot of fun despite the sombre topic, well done.
This is one of my favorites this LD. I really enjoyed the puzzle aspect and it was nice having an undo to try something different if you failed. The pixel art was very well done as well. My only complaint is that if I didn't press the keys super lightly, it would trigger multiple turns of that action.
This one was really well done. I liked the interpretation of the theme and the mechanics of the game although it sometimes seemed a little difficult to avoid getting close to too many people (especially pickle shirt guy, what's his deal?!)
I had to "speedrun" it a second time after beating it the first time. Also, don't go left after ratting on Kyle!
The music loop was bit short and it got annoying quickly because of it. The concept overall was interesting though and I enjoyed the gameplay. Definitely would be interesting to see how it evolves with some more polish.
Really impressed with the amount of dialog written for a ludum dare game. The story was adorable and I enjoyed the art style all around. I am not a huge fan of interactive novels, but this was fun and short enough for me to stick with to completion. It seems there were multiple endings, too, which is neat.
I really liked the idea of this game, but I think the house was too big so I got bored before I lost. On my first attempt, I didn't realize I was supposed to be bringing my boxes into my house and instead tried to build a stairway to escape the nightmare but that didn't work out too well for me.
I really appreciated the addition of the tutorial to teach me how to play this. After completely botching my first attempt I had a solid second run until I ran out of planets to trash. Thanks for making this.
This is a great implementation of Snake, well done. Congratulations on making something and I hope you continue to participate in LD.
I really enjoyed the upgrade system and the shooter mechanics were well done. I felt like the level was a bit larger than was necessary and the last few enemies were a chore to fight. I also feel like more variety in the enemies would have been a nice addition. Many of the upgrades didn't seem to do much but maybe it was just because I was focused on running around shooting things.
Overall a fun game, thanks for sharing.
I really liked the concept of this puzzle game and would like to come back to it. It was a lot of fun to try to work out a way to re-order the effigies when the solution tiles were not in the same order as they started. Some additional polish could make this a really terrific game.
Thanks for all the great feedback everyone. I agree the game plays too fast to really have much strategy. I thought about fixing that but decided it was kind of fitting that your decisions were mostly pointless. The bottom rail on day four is deliberately without choices to further enforce the lack of meaningful choice.
I do agree the controls are not great. Mouse control would have been smart.
The art was all made with Aseprite and a wacom bamboo tablet. The music during the title screen was made with LMMS and the music at the end screen was recorded from my digital piano directly.
I really liked the stickman pixel art (especially how he changed for all different angles). The Highlander-esque mechanic of stealing people's power was also pretty great. Early on the game felt a bit too slow as I wandered around looking for anyone to fight, but eventually the pacing was good and I was able to find groups of people to battle. The attack speed upgrade didn't seem to do enough good, and it was hard to know when your attack was ready again. Overall this was a really enjoyable game, great work.
I really enjoyed this game, and my only suggestion would be some way to tell the camera to focus on a different bird. I too often found that the camera would stay fixed on a bird I was trying to leave behind and then my off screen birds would be doing strange things when I finally got the camera to shift focus. Great entry overall, very enjoyable.
I really liked the concept for this game but I found it was much too difficult (using keyboard controls). I did enjoy that the tutorial set you up with some understanding of the game before dropping you right in. The visual effects were nice. It was kind of hard for me to keep track of my health with it being in the corner, or maybe it would be better to just start with a bit more health. I felt like I could never really keep my health up.
The controls for building towers were a little bit awkward, and it wasn't really clear to me outside of experimentation what the towers would do, but otherwise I really enjoyed this game.
I tried on easy mode and got wrecked when the green guys showed up more or less. I am afraid to try hard. It definitely held my attention while playing.
I really enjoyed the art and music of this game. Overall, the combat felt a little unpredictable but also repetitive. An impressive level of polish for a game jam.
I really enjoyed this game although I found it quite difficult. The draining energy seemed a bit unforgiving, but otherwise very well put together. THe mood was set nicely by the simple music as well.f
I really liked the simple mechanic of this, and how it works as a typing tutor of sorts. I think the jumps were much too tight to pull off, though, making the game difficult without adding anything. The sound loop was a bit short but still a nice touch instead of silence. With some polish on the graphics and gameplay I think this could easily be a great way to learn to touch type.
I like the concept of the game but in practice it seems not to work. Every playthrough my crew just starts starving after the second event and then I have like three more events before everyone is dead. It seems somewhat random to make choices about who to save since it's not clear if the different roles really have any effect on your ship. When all the people of a given type die off, it seems to just mean I can't pick the options that use that type of person. I enjoyed the art and storytelling and the application of the theme.
Really fun prototype of a puzzle game. As others have said, it lacks a little depth but I had fun with it and wound up doing a few runs to get a good time, wound up with 0:54 :D
UPDATE
Realized there was no sound in the web version so I downloaded the desktop version and there was controller support! That's awesome. I also improved my time to 0:49 :D :D :D
stones49.png
Definitely an interesting idea to use your shots for lighting and as your health. It was a little hard to nagivate the maze without any light, so I wound up mostly just spamming shots to explore and just not caring if I died. Awesome job finishing your first game jam!
This was a fun little text adventure. I enjoyed the small dash of visual and audio effects that added to the text adventure feeling without overpowering it. At some points, however, I found that the black text on the dark background made it impossible to read the text without selecting it to change the colors. Overall pretty interesting and I even played through a couple times to try different paths.
I will make precompiled versions shortly, sorry!
I have added percompiled version for Windows and linux. I will do a better packaging of the Linux one later as well as adding an OSX version.
if you press space while the program is running it will reset the level.
I definitely wanted to add a lot more to this game but my wife injured herself and I was only able to spend about 16 hours on this entry. It's hard for me to stay motivated to work on things post jam but this one is incomplete so I really should finish it up.
Thanks for the feedback Liam!
The snakes can definitely be tricky to get away from, but that is by design. Since they only charge straight at you, you usually will need to run and take a corner to get away from them. I tried to make the invulnerability after you are hit long enough to get away, but it's difficult when you play the game a lot during the course of development to know how hard it will be for other people.
The spawning is pretty random, so it can definitely make the game difficult or impossible. The game does adjust the spawn chances based on what you need, but I probably needed to weight things more heavily in that regard. Getting swamped by enemies is just bad luck, sadly.
I had plans to do more with the enemy AI, but I ran out of time, naturally. The best laid plans of mice and men...
@cheesepencil I used a simple depth first algorithm to create a minimal spanning tree, then the algorithm randomly removes some of the walls to add loops and make the maze a little better for the gameplay.
You can see the generation algorithm in action on the title screen, although it skips the wall removal step.
This was a simple but addicting puzzle/timing game. Despite initial concerns about how simple it was, I found myself playing it for quite a while. I never played the Ratchet and Clank games, so I'm guessing the reference there is important to understanding why you made this for the GBA, but kudos anyway. That's too bad about the complexity of making music on the console. Even some simple sound effects would add a lot to this.
I tried to play your linux build, but it didn't work (on arch linux, x86_64)
$ ./keep_the_rectangle_alive ./keep_the_rectangle_alive: error while loading shared libraries: libSDL2_image-2.0.so.0: cannot open shared object file: No such file or directory
This is due to GOARCH=386 in your build.sh. Once I got the 32 bit libs installed I was able to play. It might be worth mentioning to others trying to play on linux distros that don't include multilibs by default.
I'm not sure that recommending people disable virus scanning for their download directory is sound advice.
As for the actual game, I found it enjoyable but sadly too short. As some have mentioned, the music is a nice addition but slightly repetitive. The sound effects were also a tad loud compared to the music, and cut through a bit much. Particularly, the effect for the `<<` blocks.
The graphics were simple but well done. I think the theme would fit a little better if you had something more "alive" than a rectangle, but it didn't detract from the game at all. The level design was nice, with some tricky timing on the later levels which gave a nice sense of urgency to get your blocks in place before the rectangle arrived. The game takes a relatively simple concept and explores the space well. Thanks for sharing.
Although it took me a while to understand how to play (I'm bad at reading tooltips I guess), I'm glad I stuck with it and played through this one. The variety of different cells and enemies was impressive for a jam, and kept the gameplay engaging throughout all ten levels. Sometimes the sound effects were a little much (particularly when spawning lots of bacteriophage) but overall a very enjoyable game.
This was an overall enjoyable entry, thanks for sharing it!
Things I liked:
* I liked how each resource had a different tool (or lack of tool). * I was surprised by the shortness of the timer toward the end of the game, it seemed to ramp up quickly and suddenly I couldn't get fruit any more, but it gave a nice sense of urgency at the end. * The gameboy-esque art and sound styles were enjoyable as well.
Things that could improve:
* The sound effects seemed a bit loud relative to the music, making them sound a tad harsh. * The gameplay is a little simplistic and as the player I found myself lacking much agency. Vizbig is a cruel master, and I never had much of a choice in what I should be doing. It might be interesting to rework some mechanics to give the player a little more option about what to do.
I really enjoyed Papers, Please, and thus I enjoyed your quick parody of it as well. The art was well done. The UI was slightly frustrating, but I think that's part of the charm. With the limited mechanics, the game gets stale pretty quickly, but maybe that's some kind of statement about code reviewing. My biggest complaint is the lack of any sound at all. I think even some basic sound effects would have gone a long way toward improving the atmosphere of the game.
Overall this was pretty fun. I especially liked the voice acting sound effects. I think my biggest complaint is already addressed by other comments, but it was difficult to know when you should do chores vs hoard pizza, or where mom was going to be. I effectively just treated mom as a random event that I had to be ready for. Nice work.
This was an interesting concept, unlike other games I've played. The simple graphics really help to set a bleak mood which fits well.
It might be better if you could see the grid to know where things line up, and I never really understood what the spinning things did. Sometimes the exit was too far away to reach even without mistakes, but that is life I guess?
Overall an interesting artistic presentation even if some of the gameplay was light.
I really enjoyed the art style and the sound design in this one. They both contributed to a great atmosphere for the game. The character animation was a little bit flat, but still nice. The mechanics with the riddle and the puzzles were excellent.
One thing I wish worked better was some indication when you were hit by the skeletons. As it is, it seems like the only way to know you were hit is to watch your fire's life meter. It's not very easy to watch that while also trying to maneuver for combat.
Excellent entry, thanks for sharing.
I'm a big fan of these "dual style" type games where you have a different playstyle for the overworld and dungeons so to speak. I found the visual style and audio worked really well to set a nice mood for the game.
One thing I didn't care for was the platforming section mechanics felt a bit underdeveloped. For instance, it was frustrating to not be able to attack while jumping toward a worm. In many cases I had trouble landing on a platform with enough space to do an attack before the worm knocked me off. This was exacerbated by poor performance on my laptop, so might be partially a hardware problem.
Overall thanks for sharing the game and great job on the theme.
I really enjoyed this entry. The graphics and voice effects were wonderful, and the gameplay was simple but engaging. The fireball sound was a bit grating after a while, and I found the final wave difficulty escalated a bit too much. The game over voice in particular was very entertaining.
Once I got a feel for how to play this game it was quite fun. There are some times where you are blocked from teleporting by apparent collisions with the environment which was frustrating. As others have mentioned, the camera was a bit difficult to control as well, often it would cost me an attempt because it moved in a way I didn't expect. Overall, this was a really interesting and enjoyable concept.
Unfortunately I was not able to run your game on my computer (arch linux)
``` $ java -jar SlitherflipLD47.jar WARNING: An illegal reflective access operation has occurred WARNING: Illegal reflective access by org.lwjgl.LWJGLUtil$3 (file:/home/alan/Downloads/Slitherflip/SlitherflipLD47.jar) to method java.lang.ClassLoader.findLibrary(java.lang.String) WARNING: Please consider reporting this to the maintainers of org.lwjgl.LWJGLUtil$3 WARNING: Use --illegal-access=warn to enable warnings of further illegal reflective access operations WARNING: All illegal access operations will be denied in a future release Inconsistency detected by ld.so: dl-lookup.c: 105: check_match: Assertion `version->filename == NULL || ! _dl_name_match_p (version->filename, map)' failed! ```
It works now, thanks for notifying me. Overall I really like the puzzle aspect. It's a fun game. The UI is a bit clunky sometimes. It would be nice to have a "clear" button or similar if you decide you want to clear all the ideas you had. It would also be nice if after solving a puzzle you could go back to the puzzle list instead of the menu. Those are just some minor nits though, overall I enjoyed it and the music was a nice touch.
In my post-jam sleepiness I guess I forgot to add the build links. Sorry about that. They are included now.
I had an error in the random number seeding in the Windows build which made it always produce the same planet. This is fixed now along with the text on the title screen.
There is no way to replenish your suit energy, which fuels the air jump. One of the upgrades I wanted to add was a converter that would consume a crystal to power your suit. Another was a solar panel that would charge your suit if you were on the surface. Alas, I didn't have time to implement the upgrade system at all.
@schraf Yes, the planets are generated procedurally using a combination of perlin noise and cellular automata. Thanks for your feedback!
@bjornstahl the same planet issue should be fixed. what platform were you playing on?
I agree it is too easy to accidentally use the jetpack. I'll fix that in a future version for sure. Thanks everyone for the feedback.
@bjornstahl Interesting. I just tested the web version on windows and it generated different planets each time. I'm sorry you didn't get the full experience of the game :(
> have fun running around, until I ran out of jetpack fuel.
@capt-theo That is all you are supposed to do. When you run out you can press enter to bring up a menu and return to your ship. From there, you can explore a new planet and repeat.
Yes, the entire point was to use the crystals to upgrade systems and explore further but unfortunately 48 hours is not very long and I spent too much time on graphics, audio, and bugs. I'm glad you enjoyed the first planet in any case. Thanks for playing!
perfect.jpg
I think I had a perfect run without getting hit at all :)
At first I was annoyed because I couldn't tell what was good to hit and what was bad but it turned out everything was bad. That could maybe be more clear, but it was pretty easy to see so no problem really. Really impressive to see an NES game as I know development for NES is *not fun*. Thanks for sharing.
I enjoyed the concept of the game and the graphics suited it well I thought. The looping mechanic was great and I thought it was cool how you had to figure it out for yourself rather than having it explained to you. Overall the game was pretty relaxing, but the music was kind of grating after a short while. I appreciate the effort to include music though, even if it wasn't for me.
It was a little difficult to understand how to use the controls to move the plane into a position where you could land. I really enjoyed the sound effects. They added a charm to the game that made it less frustrating when you crashed.
The linux link appears to be broken.
This was a really cool game. As others have mentioned, I wish there were more levels. The puzzle mechanic was well done and unique. The music was a little bit repetitive and the sound effects a little raw. Keep up the good work!
Why does grandpa have so much health? It took me forever to kill him with a measly pistol and then my hand hurt so I didn't want to keep playing.
Other than the health being too high the mechanic was interesting that you are supposed to die. The music was great and the art was nice too.
Overall this was enjoyable. Toward the end the platforming was a bit frustrating, mostly because you had to start back at the very beginning and redo parts you had done in the past. I wound up finishing with one card left so the difficulty was reasonable but I definitely though about bailing after too many restarts that I felt were unfair. The jump sounds were charming and the music was nice. The artwork was nice as well. Thanks for sharing!
I really enjoyed the art and voices/music. They both lent a really interesting mood to the game that worked well. I didn't really feel like I had much agency and I kept getting health packs when everyone was at full health. The ending was surprising and I didn't really realize what had happened. Overall I really liked the game, though, and it seems like a good start toward something more fully developed. Thanks for sharing!
I really liked the art and the sounds. One thing that could improve the sound would be to record multiple versions of each effect so that it's not so repetitive but it was very adorable in the end. The dream world the hero lived in was a really cool aesthetic. Great job.
This was a really solid entry. I enjoyed the puzzles and the various loops that had different properties. One thing I found more frustrating than fun was when a purple loop shot you onto a short platform and you had to jump again quickly. It seems like no matter how quickly I pressed jump, it wouldn't register and I'd slide off the platform. Other than that it was a lot of fun.
This game hit a little too close to home with the shelter in place. I agree with some others that it quickly got repetitive but it was definitely an interesting concept. I think with some more variety on what needs to be done or feedback about what makes the day good or bad it would be a great game. Thanks for sharing.
The parts where you did attempt to draw had a really nice feeling to them. Sometimes the visuals were confusing, especially the part where you are told you are in a loop. Still, I found them all pleasant. I think spending some more time practicing drawing things in this style would serve you well. I hope you continue making games for old consoles.
I really enjoyed the puzzle and the atmosphere you created with this game. The weird camera and the music both contributed a lot to a feeling of dread which I thought worked well. It seemed like the padlock item didn't do much, as I was able to interact with the doors even without getting it.
Overall I think the looping mechanic felt a little bit forced because you had to spend so long reading the notes. I only ever found three hints, so I just brute forced the fourth digit of the combination. I'm not sure if that was intended but it was fine with just four digits to choose from in any case. I think overall this would make a really cool game with a bit more polish and more puzzles to make the looping mechanic feel a bit more natural.
This was a really great concept. The level design and the music were great. The graphics were simple but adequate I think, and the overall experience was very fun. Thanks for sharing.
This was a really cool game. The impact damage seemed a little unpredictable and toward the end some of the checkpoints were frustratingly far apart but overall I really loved it. I especially liked the atmosphere created by the background music and the sound design of the "narrator." Great work.
This was a really simple and yet interesting puzzle game. I loved how the mechanics worked to keep expanding on the concept without really having to add much new. The simple style of the faces that changed as the emotions changed was a great touch, and the sound effects worked marvelously. The transition animation (especially at the finish) was really a nice and simple touch. Great work.
I really loved the hand drawn graphical style and the sound effects were amazing. The ending cinematic was top tier. The gameplay was a bit lacking as you already know but it was still a great entry.
@pierce-brooks There's not much there but I find it useful. After doing a few ludum dares, I took out the bits I kept reusing and made it into a library. It basically handles screen transitions, input, and resources. There are a few graphics primitives to do sprite- and tile-based games which is what I usually make. There's a link to it in the description if you want to know more but the readme is badly out of date :/
This was a really funny and interesting take on the theme. I loved the puzzle concept of the game but unfortunately I kept having issues where I couldn't zoom in any more and that made it hard to play. The zooming sounds got a little annoying after a bit but otherwise I really enjoyed everything about it.
This is a very cool concept for a game. I didn't really get the resource management part of it, as it seemed like I could just keep exploring and as long as a found a new planet I could proceed. The music was superb, though, and made me keep playing for a long while.
It took me a few tries to understand that I wasn't supposed to collect the treasure in a cycle, but the UI actually did a good job presenting that once I started paying attention. The mechanics and the tight timing make for a fun puzzle-like experience, but I think the gameplay gets a little repetitive quickly. Partially this is due to the levels being rather large. I think having some more engaging controls than just pressing arrows, and some smaller levels would make this more interesting. Maybe have it where you cannot cross over a tile you have already crossed or something to increase the planning that goes into a level.
The art and the music are really well done, and give the game a nice feel. The controls are good although I think the jump is a little too short, making it easy to land on a rock you are trying to jump over. Great job overall.
Really interesting game. Like you mentioned, it's similar to mine but very different at the same time. I love the parallax effect and the mole facts. I wanted to include earthworm facts in mine but didn't find the time D:
As others have said, this is a good idea but the slow movement makes it feel pretty tedious compared to the Battletoads level that inspired it. It would also be nice to have some kind of loss condition when the robot is pushed off the top of the screen, instead of just feeling stuck forever.
Without reading the instructions, it was very unclear that the red circles were bombs rather that just red coins. You might want to spend a little more time on the graphics just to represent different things differently.
The graphics and music were exquisite. As others have mentioned, I feel like the air mechanic was brutally difficult and made it hard to really progress much. The idea seems really great if you can iron out some of the kinks.
This had some great mood setting with the strange visuals and the sort of dreamlike music. I played it in the "avoidance" mode and it was very relaxing. If only the end hadn't come so soon :)
I quite enjoyed this one. At times it felt like I had to spend all my energy focusing on deflecting the negative thoughts and couldn't rope in the good feels, but maybe that's some kind of statement about mindfullness :)
The sound design was superb and the graphics were simple but worked well for the game. My biggest disappointment was that I wasn't good enough to hear more of the background sound.
I like the concept of this and it's well polished with the graphics and music and everything. The core mechanic of having to move the blocks around just felt very tedious to perform though; especially when trying to climb out with the ladder. It might work better if you had a small inventory you could manage instead of just a single block.
Like others I was a big fan of the art style and the sound design. My biggest complaint was that it was over before I was ready for it to end. Great work.
This is a really interesting concept. I like the idea of having a controlled fall down a well or pit or whatever it is. However, it felt like often even if I fell to the next highest platform, I took a substantial amount of damage which seemed kind of mean since I couldn't have done any better.
I really like the concept of this, it reminds me of an old game called Pipe Dream. Sometimes all my miners died for no apparent reason but it was no big deal because I just played again.
The lowering was just top tier. Loved the gameplay, the dialog, and the art. The music didn't quite fit with the rest but it wasn't annoying or anything. Great job.
I really enjoyed the lighting and the mood set with the graphics and music. Great job getting the feeling you wanted down.
I like the concept and the art is really well done (aside from the bats blending into the background way too much, which it seems you fixed post-compo). Having more control over aiming the bombs would help a lot with the gameplay. The music could stand do have the levels of the various parts adjusted as the lead feels much louder than the other parts.
I sat down with a nice glass of whiskey to work my way through a fun text adventure. The glass is still mostly full, but the disconnect from my expectations makes this very hilarious to me. I think the lack of complexity in this game is actually a very funny misdirect for fans of old school text adventures. Great job.
This was a great concept and the music was really nice. One thing I didn't really understand was the purpose of having the instruction sets. Maybe if there was some limit to how many programs you could execute per level or something that would make it more interesting. As it was, you could just issue a single command each time if you wanted to which kind of took away from the programming puzzle aspect. Anyway, it is just a minor thing, and overall I enjoyed it.
The graphics of the player and enemies are really well done. Other than that, it seems still pretty rough as you mentioned in your description. I think the biggest hurdle for my enjoyment, though, was how slowly you moved. It wasn't at all clear what I was supposed to be doing, either, especially since the enemies just wanted to fight each other and didn't seem to effect me at all.
In any case, great work on the graphics and the wall walking as an amusing surprise.
I enjoy the concept of this game and it seems like an interesting mining/terraria type idea. Unfortunately, having to click on each individual tile multiple times to mine it was just too rough on my fingers to play for very long. It was also much too difficult to mine upward at all. I think having a better control to let you mine would make this a lot better. I did enjoy the resource management, especially having to make sure you don't dig yourself into a pit and then have your pick break leaving you stranded. The music changing for the surface/underground was nice too.
Very fun concept with the drawing and some unexpected twists in the sigils to draw haha. Sorry I didn't get to your game while you were still watching. I wasn't sure what to do about some of the attacks, so I mostly just kept drawing and operating the generator but I still had a lot of fun with it. The audio and the graphics were top notch, and the gameplay is pretty fun.
I appreciate the multiple endings and the way they are laid out despite there being some moral judgements made on the player based on their actions. The music adds a bit to the mood as well as the details in the graphics (the blood trail for example.
One thing that was confusing was finding the memorabilia was surprising since there was no graphical representation of the photo/journal/etc as you walked by so I wasn't sure if I was missing something. Other than that I'd say taking some more time to practice your drawing skills would help to make the narrative game more immersive.
This was a really fantastic atmospheric experience. I really loved the parallax effect of the stars and nebulae as you fly around. The sound design was superb as well. The ambient music and the little beeps from the warnings went so well together. If there were some more guidance about where to go and what to do it would be a really great game.
This is a great take on a relatively simple premise. I liked that the music was generated procedurally although the voicing was a bit abrasive at time. The art and especially the small details like the sun rising slowly and the inset with which "body part" you were singing from were very well done.
One thing I noticed was that it didn't really distinguish between perfectly timed notes and slightly off ones, it was just an all or nothing hit or miss type deal. It would have been nice to have some more variance there. It would also have been nice to have some kind of percussive backing to help keep rhythm.
I have to agree with some of the other comments here that it's very intensive on the micro management which makes it kind of difficult to grow your colony very large, as they mostly will just loaf around. The controls are a bit clunky, but the pathing and camera/scrolling is all very well done. Seems like the start of what could be a nice ant sim.
I appreciate the game as a commentary on debt and the difficulty in escaping it. The music and sound (waaaahhhhh!) were really superb, and the graphics were well done. I enjoyed my time playing it because of the music and the side characters, but the game itself is just not all that fun unfortunately.
As an aside, the left/right were swapped on my controller, an xbox one controller.
This was a really fun game. I enjoyed the graphics and the gameplay quite a bit and played several rounds. The upgrades kept things interesting and the prices seemed well balanced. The one complaint I have is that sometimes the fish spears hitboxes were really odd. If I was too close to an enemy they'd just despawn without hurting it, for example, and I could never really shoot upward although it seemed I was meant to be able to.
This was a very interesting concept. Overall I found it was pretty fun although many of the things were not obvious without reading the instructions. I found it pretty easy to get off breathing rhythm when trying to do the key pressing minigames. It might be interesting to switch up what mini games happen throughout but obviously with the time constraints that will be tough.
This was a pretty nice relaxing game. The controls with the keyboard are a bit challenging. It also wasn't clear what things I could do in the game or what my goals were, but I still found the experience enjoyable. I think adding some crackling fire sounds would have gone a long way to improve the mood.
Really interesting concept and I liked the backstory. I have to agree that the spawn rate and the inability to shoot behind you make the game quite difficult. Still it was pretty fun, thanks.
Great job on the pixel art and the minigames were a ton of fun. It took me way too long to beat the second level. The ending was just incredible :D
This game seemed pretty promising, but having to click so much made me quit pretty early on. I got a definite universal paperclips vibe from it which I really enjoyed but unfortunately my wrist is just not that healthy these days.
It took a while to understand how to play, but it was fun once I figured it out. A couple things really detracted from the fun though. One is the fact that touching the top of the screen takes you back a level which is much too easy to do accidentally. The other is that the green enemies are way too hard to deal with. Overall it was pretty solid for a first entry, I hope you continue to make games!
This is a pretty interesting concept but I agree with some others that there should be a random element to it. The "steal a building" card also seems incredibly overpowered, especially as one player got to use it twice and wound up with about 5x the wealth of the other player. I really like the concept overall and it was fun trying to decide if improving my own properties or sabotaging the other player was better.
Really terrific work on the graphics and puzzles. I especially liked the polish with the level transitions. The trick to get the egg was hard to notice, so I wasn't able to figure it out without the spoiler. The sound effects were a bit harsh, which is often the case with sfxr and no mastering, but great job overall.
I have to agree with others that while I appreciated the mood you were going for, the game is much too dark overall. It makes it frustrating when you are trying to go quickly because you can't see very well where you need to go. Overall a fun platformer though, thanks for sharing.
I got through the entire game without even realizing there was a time stop mechanic. It seems like the level design is a little "kaizo"esque where you have to learn by failing where to jump next. The graphics are well done and overall the level design was pretty interesting.
A nice and simple puzzle game. I think the force delay between moves made it feel a little unresponsive since there was no clear indication of when I could move again. Thanks for making it.
Every time I unlock the Thorium Core, I'm unable to build anything more. As such the game is pretty unplayable. I was going to download the windows version to see if that worked better but the automatic suggestion that I give you money for your LD game made me just move on instead.
Very fun platforming with smooth controls, well done. I like that there was also an introductory cutscene to set up the story. Impressive polish.
I quite enjoyed the 3d graphics with a 2d game. The pacing was nice and I liked how it had a "speedun" mode where you just tried to go quickly through. It might have been a little more challenging if you couldn't rush past all enemies. I think also a little animation for the elevators would help. At first, I got a little confused when enemies took elevators instantly.
This was a really fun entry overall. I really enjoyed the concept, the graphics, and the variety of objects/powerups. As others mentioned, it's a bit tricky to deal with the trash depositor not being able to move independently. It's also a bit difficult to look at what item will be deposited while also navigating the trash heap.
The game was really fun, although I found 4-2 a little unforgiving. The music was just incredible with setting the mood and the story was pretty interesting.
I also thought about making a game where you put horses outside, but this entry is much better than what I would have done. I really enjoyed the voiceover work in particular. The upgrade system was fun and I especially liked the mechanic where you got more points for unstabling the horses via more difficult exits.
As others have said, it's quite cool to see a handheld console game on here, so great job with that. Overall I found the controls in the emulator a bit tough to do but the game was pretty fun nonetheless.
This was a pretty nice tactical game overall. The graphics and audio worked well with the mood. All of my runs ended because I was unable to move to the crystal. Often this seemed arbitrary as I could jump over small gaps but not the gaps leading to the crystal. It also seemed a bit buggy when I would get the currencies for upgrades, and the costs seemed to go up each level so I was never able to afford the movement upgrade.
Really cute art and I enjoyed the music. The random elements of gameplay were a nice touch too, especially the angry pandas that start trying to sabotage you :). Definitely a good beginning to a lemmings-like game.
It's really hard to understand what you are supposed to be doing. The movement and shooting are well done and the level design seemed fine. I think mostly just not knowing what's happening makes the game a little rough feeling. As others mentioned, the sound effects are quite loud and having to mash click gets old.
The music was absolutely perfect for the game, especially when they warning buzzer came in as I struggled to press all the keys on my keyboard at once.
This was a fun little puzzle game. It was very hard to see what was going on though, as the game rendered very tiny in the middle of the screen for me (playing in Firefox on Linux, if that helps):
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Overall I enjoyed it still, thanks for sharing!
Love the music and art. The gameplay is a bit repetitive but overall it was a nice relaxing game.
The fact that you don't need to stay on the road at all makes this game really hilarious. The opponents seem to be unbeatable if you do stay on the road in fact. The music is nice and as others have mentioned, it's a bit frustrating to wait for everyone to finish.
I love that people are sharing their high scores! Here's mine, although I probably played a lot more than anyone else.image.png
The concept of this game is solid, but it definitely needs some polish. In particular, since the platforms start falling when you land on them, you sometimes get a very weak jump or spend your double jump on the initial jump instead, making the next landing difficult or even impoosible.
The game plays very smoothly and the boss attacks are a lot of fun. Obviously things get a little repetitive with an infinite health boss, but it was still a lot of fun. The yellow attack is a little difficult to manage since you can't easily keep track of where it is.
I really enjoyed the concept of this game with the platforming and throwing things. The rising water letting you skip past puzzles you were struggling with was a really nice touch too, to keep players from becoming frustrated. The graphics were great and so was the music.
One thing that wasn't perfect was how floaty the jumping and throwing felt. It was frequently difficult to make a throw because of this but still the game was a lot of fun overall.
Always love word games and this one delivered. I found myself waiting around for good letters a bit frequently but still really enjoyed it overall.
Very fun and well made game. My only complaint is that it's hard to aim well when trying to deal with weeds so it gets frustrating when you can't get rid of the weeds and you lose a crop.
This was a really nice little minigame thing. The funky shapes later on keep it from getting too repetitive. The music, sound effects, and artwork for each stage really added to the polish.
Really nice design and progression. The game feels a bit simplistic, but that makes sense for a compo entry. The different house layouts were fun. My biggest complaint was that the cops were a little dumb, trying to shoot me through walls, for instance. Great job overall.
I really enjoyed this one. It definitely felt a little more like an idle/clicker than resource management but it was a lot of fun anyway. The graphics of the totems were really nice. The icons were, as others have said, a bit small and hard to comprehend. One of my favorite parts was guessing what an icon might be before you unlock the job that produces it to see the tooltip.
This is a really fun game although it's a little frustrating that you often have to just guess. The music and sound effects are amazing. I especially enjoy how the music builds with the water level. Great work on this one.
@nate954 The starfish idea is great. It reminds me of a minigame in The Legend of Zelda: Skyward Sword which was very minesweeper like, but where you got ranges instead of specific numbers (e.g. there are 2-4 bad outcomes near here). It gives a little more balance than the pure luck that happens with the seaweed as you have it now.
I honestly think with a bit of polish you could easily sell this game.
One other thing I meant to mention is that my go-to strategy is to flag everything once I have enough flags to do so since there seems to be no penalty for flagging a safe tile. With that strategy I got to 103 points before I had had too much beer and couldn't focus well D:
I can't stop coming back to this game. Does it end after section Z or does it go on forever?
This was a fun little game, and just needed a few things to make it shine. Obviously, adding music would be a big plus. Adding numbers to pick the item would be an improvement as well, as I often had some trouble landing on the item I wanted to use. Having infinite ammo made the guns feel a little too powerful. Maybe you could reduce the number of enemies and the player would use the seeds as ammo or something to balance it out. Overall, nice work.
Overall a fun game, if a little too short. The chicken level was my favorite by fare.
The art and sound gave this game a really awesome atmosphere. I ran into a bug where I couldn't throw the log I was carrying which unfortunately ended my game early, but I had fun up until that point :)
I feel like the default level is a bit too short so you hardly have time to do much at first until you get some cards. Pretty unique concept to combine this arcade type game with deck building. I think personally the art style would have worked better as more cartoonish. The pixel art was fine but everything was different sized pixels which made it a little incoherent and didn't really feel like true pixel art.
Made it to week 12. As a software engineer who recently had a kid and returned to work the day after this LD ended, this game was a little too real :) Luckily I haven't been fired yet
As others have said, the lack of feedback on your actions made it very difficult to play. You might want to add something like knocking back enemies when you successfully attack or even very basic sound effects (you can generate these quickly with sfxr and similar programs).
Good job finishing something for your first jam. The graphics were the best part, so no need to apologize for them.
I guess I am not smart enough to play this one :(
I got through three levels but I have no idea how.
very interesting game. It was a little disappointing that the ice just stopped spawning at 150s, but it was fun up until then.
I had a lot of fun playing. The puzzles were interesting and a little bit frustrating (usually in a good way). The self-made sound effects are always fun. As others have said, the delay when bumping into an enemy got old after a while but it was still well done.
This was a fun game with a pretty interesting concept. The phases seemed to move a little too slowly which was frustrating. At some point I didn't place the city expansion cards at the right time and I wasn't able to play them at all so I couldn't progress.
Very nice job with the control and movement in this one. The swimming underground felt incredibly smooth and fluid. The game gets repetitive pretty fast, so maybe some extra mechanics are needed to fill it out, but it was a fun game just the same.
A fun take on frogger. I really enjoyed the sound effect of the grim reaper laughing when the level started. The controls felt good and the gameplay was interesting. The music was a bit repetitive for me, but overall an impressive first submission.
Interesting game that was more fun than I expected. One thing that was frustrating was I didn't really know when the customers would leave or how much if I had health left. Some UI elements to show those things would be a nice addition.
I played this one for a long time, so great work on making an engaging game. I really enjoyed the concept and the variety of weapons. It's not really clear to me how the difficulty ramps up each level, but it seemed like almost every time I died it was because I got one-shot by the shooting enemies, so that was a little frustrating. Because it's such a fast paced game, an option to pause or waiting for a key press to start each level might have been nice to have a break sometimes. The empty levels were actually nice for this reason, although that did mean I wasn't getting any upgrades that level. Overall a really cool idea that would be a fun game with a little more polish.
This was very fun and unique game. The music was very nice and relaxing and the lack of any punishment for tuning things wrong made it even more relaxing.
One complaint is that the forced fullscreen made it difficult to play on my ultrawide monitor. On hard mode, I couldn't even see any sliders to adjust.
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Feels like the character moves too slowly compared to the other entities. You can chase something for the full 10s only to have it turn into your predator and turn around and quickly eat you. Made the gameplay a bit too slow to be enjoyable. Adding the lizard and spock was a nice touch though, as it gives you a lot more to think about.
Overall a fun, if short, little clicker game. I liked the in-game story explaining what was happening, although it felt a little slow. I wish I could see how many resources I had from each dimension at all times. Sometimes, I couldn't remember what I had made in the pressure dimension and so I made the wrong thing next energy round, but perhaps that is by design. Well done.
I really enjoyed the strange aesthetic and the hand drawn assets a lot. I wanted to like the game, but only being able to bounce the hatchlings up every ten seconds just made it feel very slow and drawn out. I think the core concept is good but the ten second timer takes a lot away from it.
I really like the concept of this game. The core mechanics are fun and the constant switching makes it a bit hectic and exciting. Unfortunately, the enemies seem to get strong way too fast compared to the player. It takes several rounds of mining to get enough stone for the upgrades and I can go many rounds of battle without any crystals dropping. I restarted a couple times and some of the powerups are much better to get early. "Rubber Bullets" on the other hand made the game nearly unplayable because I couldn't kill anything. The variety of enemies was a nice touch and the graphics for them were great. The sound gets a bit irritating after a while, though.
I also found that you can full heal in the shop round by pausing on the healing pad. You'll continue to heal but the timer won't tick down.
Great work on a really cool concept that just needs a bit more balancing and polish to shine.
It's very satisfying when you get a good combo going. The controls make it a little difficult to stay on the road but I suppose that is intentional. The missiles were a little bit hard for me to see so sometimes they were surprisingly close before I noticed, but they didn't move too fast so that wasn't a big deal.
I very much enjoyed the visuals and the storytelling in this entry. Impressive to make so many cool scenes in just 48 hours. My biggest complaint is that the game was over so soon.
This was a really fascinating take on the theme and a very fun game overall. I really enjoyed that the manual was built in to the game so it felt very finished. I do wish some of the ops could take literal values as well as addresses, but I still enjoyed the game quite a lot.
The concept here is sound but the controls made the game frustrating for me. It was not at all clear how to place the pieces in the elimination area the way I wanted them to go. They seemed to just go wherever I first put the piece down. I think with some more intuitive controls this could be a fun game though.
It took me a little while to understand what was going on, but once I figured it out this was one of my favorite games I've played this LD.
It seemed to only be an issue on the third stage, but it was hard to take note of the pants-pooping keys in the short time they showed on screen, so I wound up "letting loose" quite a few times. It was always entertaining and made me want to try again though, so I wouldn't really call it a critique. The art style was top tier, and the music and sound effects really rounded out the feel of the game. I would maybe add a small sound when the controls are about to change in addition to the visual feedback. Overall a very well done and polished game. My biggest complaint is that it was too short.
This is a fun concept. I really liked how the matches would chat each other up and say one of their interests. However, the chatting made it so you couldn't see their full interest set and the game quickly gets too busy to play meaningfully. I also enjoyed that you could extend pairs if all the matches had the same interests.
I couldn't tell for sure because of the chaos after the first couple rounds, but it seems like anything other than a perfect match burns out pretty quickly. It might have been interesting to have the rate that the heart drains is based on how many discordant interests they had instead of just a static rate.
Overall, it was a fun game that just needs a bit more balancing. Well done.
> which is currently only possible when they have single interests that are matching
This explains a lot of the struggle I had with the game :D
Really a strange concept for a game but enjoyable just the same. I really liked the music and the calm vibes from it. When the displayed numbers' pacing and the ticking didn't match I started laughing and failed by like 6 seconds but in the end I was able to control time.
An interesting concept, but lacking a bit of explanation. The platforming felt good at the initial size, but the jumps were awkward and the character feels very slow as soon as he starts growing. The new features that were unveiled as you progress are cool, and the puzzle-like elements where you have to be the right size are fun.
Very fun little game. One suggestion would be to have a confirmation to put the plate in the collector or to stop it from happening automatically for the first couple seconds after the switch. I lost because I just missed the timer and put the previous food in and then just had to wait ten seconds to lose a second life because of it. The character direction seemed a bit strange but was manageable. The sound effects were nice, especially the subtle ticking of the clock. Great entry overall.
This was a really cool concept and well executed. I think a few things fell short, as others have mentioned. The 10 second timer is much too long and I mostly felt like I was waiting for it to finish. The last level was a bit frustrating because the only way to find the exit is via random exploration. The graphics and music were simple but well done, and added some charm to the game. Great work.
I really enjoyed the voice lines, especially how the echoes slowly changed. The night level was a bit tedious with having to just wander until you found the invisible triggers. It might have been better to have a subtle visual clue to their positions. Really great mood with the tone of voice and music changes. I had to play twice to see if there was a different ending.
There was a lot going on in here. I like the unconventional aesthetic. The gameplay was a bit chaotic, but still fun once I kinda figured out what things were. Obviously, the description is a bit challenging to read so I just jumped in. Well done, and thanks for sharing.
I enjoyed this game until the 50 fairy stage, where my hand started to hurt from all the clicking. I really don't have any complaints aside from that. Maybe some way to automate the fairy dust would help with needing to click less. The music and sounds fit the mood perfectly, and the art was great, especially after the harvest.
Thanks everyone for the feedback. The levels are randomly generated, so you can keep playing forever if you like, but the difficulty stops at level 15 (and in fact, the number will stop going up). I meant to add an end screen after you beat level 15 but ran out of time. My friends and I have been comparing times to beat level 15.
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Thanks for sharing the video. It's always fun to see people discover how to play. The random levels was actually pretty easy to do. I have it place any rocks first, then fill the garden in a solved state, then it just makes thousands of random moves to shuffle things up. This way, I know the level will always be solvable.
The visuals and lighting of the wheat souls/memories were really cool, and the atmosphere definitely felt like I was lost in an endless wheat field. The controls and aiming took some getting used to, but it was a fun challenge to try to learn them to get the golden wheat in time. Obviously, some more depth would add to the game, but it was still an engaging concept.
I have been playing a lot of Vampire Survivors lately so this was a fun take on the idea. I did have a bit of trouble moving left and right (web version, firefox) which perhaps made things more difficult than you intended, but I still had fun with it. The "ouch" sound was hilarious. As you mentioned, some kind of confirmation that you are replacing your weapon would be nice.
Excellent work on the audio and visuals in this one. The thieves were adorable. The main mechanic was fun if a little simple. As some others had said, it was sometimes hard to find all the boxes to avoid them being stolen, and it was hard to know where the thieves were going with them. These are pretty small complaints overall though, nice work.
Very fun take on pachinko and really well done with the physics and controls. Some more polish is really all this one needs. More levels, more variety in the vegetables, some music and background graphics, etc. Obviously all that is hard to get in for the Compo, but I think some extra work could make this one shine.
The amount of polish in this is impressive. The art, especially the little animations on the crops, were really great. The gameplay was fun, if a little too easy/simple, but the interesting story distracted from that to keep me engaged until the end. Great job all around.
This was a fun little puzzle game. As others have said, it's a little overwhelming to start. There is a lot of information on the screen at once and it's hard to take it all in. When the harvest comes, it would be nice to see some kind of visual indication of your score to help explain what you did well. The music and sound effects were well done and fitting. Overall a great concept that is just missing a bit of polish.
I really like puzzle games and this was no exception. It's definitely challenging and takes some time to get used to the rules to understand how to solve the levels, but it was fun once I got the hang of it. Randomly clicking until you get to 1 harvest isn't very fun, but if you try to take a reasoned approach it's more interesting. The art is great and the game feels relatively polished. Thanks for sharing.
The two different modes were a cool aspect which I enjoyed. It's been too long since I had an actual tamagotchi, so I don't remember much about them. Whenever I did training, there was no feedback from the hero if that had been a useful thing to do. The graphics and sounds were excellent. The spear weapon felt pretty slow to attack and took away from the explore mode a little for me, but maybe another weapon would have been more suited for me.
Really well done on this one. The gameplay is super fun. Having the option to scare or shoot the birds makes for more depth than expected, and the difficulty ramp is solid. One thing that I missed was the ability to pause the game. Also, since there isn't much reason to not shoot, some way to auto shoot would be nicer than holding down space or the mouse button. As others said, the pacing is a little bit slow, but it keeps things relaxed. The graphics were excellent and the controls intuitive. Great job.
Interesting take on a tower defense sort of game. I really liked the character, what a strange little guy. The mechanics were kinda simple but still engaging. As others said, it's a bit too difficult (as in it feels a little unfair) when they attack multiple zones, since you don't have much of a way to engage them.
I really loved this game. My biggest complaint was that it was so short. The graphics are adorable. The music and sound effects are solid. The gameplay was simple but engaging. Especially the very fast second dash made it fun to try to beat the levels as quickly as possible. Great work.
Really strange controls but they were fun once I got used to them. The music and sounds were great. The grim reaper face bouncing around in the background was awesome as well. Nice work.
Very well polished and interesting game. The shortness of the game is a bit disappointing, but you can just play more rounds so it's still fun. The watering can mechanic is interesting, but doesn't seem to change the game much. The sound effects and animations were excellent and improved the feeling of playing a card game. Very nice job making a video game version of a card game.
This was a fun one. The graphics were great, and it was very satisfying to attack the zombie chickens. I especially enjoyed the night/day atmosphere you created. The upgrade system was interesting although it seemed pretty easy to get overpowered. Having something to do during the day would help fill out the gameplay. The chicken noises got a little annoying after a while, maybe adding some variety in that noise would help.
The game wouldn't run in Firefox, but I was able to play in Chrome.
This game was fun and the concept was quite entertaining. Overall the pacing dragged a little bit and the news flashes were pretty disruptive, but I enjoyed playing.
The speed mechanic was an interesting addition to what otherwise would have been a really simple game. I didn't really understand how I was supposed to harvest maize in the dead ends without losing all my speed, but I still had fun. In the browser version, I couldn't really see the left and right sides so sometimes maize was hiding out there. It also reminds me a bit of Lawnmower for the NES (a homebrew game).
A well made if basic wave/tower defense game. The mechanics seemed interesting but a little underdeveloped, as there was no real strategy to what ground to till. Having keyboard keys for the seeds would be really nice, as I found it difficult to click accurately. Also showing the boss health would be helpful to know if you are going to get them down in time. The boss sprites were entertaining.
I really liked the visuals and the sounds in this game, very well done. The strategy part was engaging, although the 10 crystals per day bonus you could choose near the end kind of made it too easy to get to the 100 you need. I found a natural crystals but I couldn't figure out how to mine it, so I wound up just building tons of crystal farms near the end. Maybe I missed reading something, though. The other difficulty I had was in knowing the boundary of the map, but that was a small issue. Very nice job overall.
Great puzzle game with excellent level design. The characters were well drawn and the music was nice. The controls were a little tricky, as others have mentioned. The eclectic mix of characters gave me a chuckle.
This is a solid platformer with a unique momentum implementation for the double jumps. As others said it took a bit to understand how to jump high, but it was fun after I figured it out. Nice work.
This game was deeper than I expected at first. Trying to balance the tasks to get oil was fun and the graphics were great. I love the idea of a kiwi olive farmer. It wasn't clear what I was supposed to do about the slugs, so I wound up just doing my best to avoid them. Great work.
I enjoyed the mechanic of keeping a safe distance from the harvester while still getting kernels. The slow fall makes saving your friends a little annoying, so having the option for telepathy was nice too. Well done.
I really enjoyed the visuals and music in this one. The wall jump controls felt a little erratic but otherwise the platforming was solid. It took me a while to understand the mechanics, but not so long that I got annoyed. The puzzles were interesting and the little story to explain the ending was nice.
I like the concept and the artwork is great. As others have said, there is not enough feedback on what is happening with the plant plots so it's hard to understand how to play. Still, it's a good start to a game. Well done.
I enjoyed this one. The pacing was excellent as well as the upgrade system. Having to click on things instead of pressing a key was mildly annoying but I still played for a good while and enjyoed it. Nice work.
I really enjoyed the visuals in this game, the style was nice. As others have mentioned, my main complaint is not feeling useful to the tankers who seemed to get into their own rhythm after the first round. Adding A/D for left/right would also have been nice. Great job getting something interesting in the short timeframe.
I tried to play but unfortunately it wasn't working well on my 32:9 display. The text box was always just empty so I didn't understand what was going on. I did click on some falling apples but without knowing what was going on, I don't think I can give it a fair rating. I did enjoy the NES-style art though.
I really enjoyed that the interface was the dev console. The best part was the speed up at the end for long loops. I enjyoed the graphics and music as well. The puzzles were a little too simple but it was still fun.
This was a solid little platformer. The graphics and music were excellent. The enemies were mostly trivial because of their limited range, but it was still fun to shoot them. I wish the gun fire rate was a little higher and it wasn't obvious that I could double jump. The level design was engaging as well. Nice work.
I really enjoyed the strange worlds and the music, which combined for a very pleasant experience. I appreciated the timeout for getting lost and letting me warp to the next area. It might have been nice if there was some way to actually find the wormholes on your own, though. I think I only managed to find three of them.
This was a fun puzzle game. It was slightly frustrating not being able to see the upcoming tiles, so you have to sort of memorize them to be able to complete the levels, but I still played it for a good while.
This was my favorite entry so far. I love the graphics which remind me of those old city play mats from my childhood. The sound effects and music were also very fun, and went well with the aesthetic of the game. The controls were a bit challenging and sometimes I couldn't really see what I was hitting. These are just minor gripes with an overall excellent game.
Regarding the blaring noise when the managers see you, that's an unfortunate bug but in the spirit of the jam I decided to leave it in.
Thanks for the feedback everyone. I am glad that people seemed to enjoy the mix of games I crammed into this one. The first stage was supposed to be a Spyhunter type driving game where you drive the delivery truck to the warehouse but I ran out of time to add it. I know the game is kind of a mess but I am happy to hear people got some joy from it.
> There’s no collision on the right side of the screen but it still seems that coin projectiles don’t fly past the edge of the screen, so I would just leave the boss fight until it calmed down, slide back on screen, shoot a couple times, leave again, and repeat.
Ha, this is incredible. I must have made an error in keeping you on the screen for that edge.
This was a really fun game. I played a few rounds but I don't know what score I got, because it was too easy to restart after you lost and miss your score. The visuals and controls were great. I especially liked how you had to use your momentum to aim the poop. The only thing missing was some music to vibe to.
Really solid game, especially the controls and physics seemed very well implemented. The music loop was a bit short but otherwise I really enjoyed it. It took me way too many tries to beat it :)
This was an interesting puzzle game. It's a little hard to understand what you are supposed to do because the spreadsheet just instantly updates values and at least I couldn't really understand how my birds were flying to deliver babies. I thought about looking at the formulas to cheat but that didn't seem in the spirit of the game. For some puzzles, I was basically able to just put birds in the target cells and get the numbers that way. For the last level, I had no idea what was going on. Anyway, pretty interesting game and what an unusual platform to use.
This was a fun management game. I liked the music and the way your stats affected things. Being able to eat the store's groceries instead of buying food/milk was a funny touch, as were the managers getting in the way. Well done.
All the download links are 404s for me unless I log in to github which is a bit annoying. Also on windows 11 it was very laggy which made it hard to play. Still, it was a fun entry and unusual to see a text-based game like this.
I really enjoyed the visuals of the shader. The gameplay was also nice, and it was fun just driving around launching over things. I found the objectives to be too hard for me but the game was still fun to play.
A really nice entry visually, I enjoyed the drawings. The gameplay was a little monotonous, but the short duration and the audio made it playable to the end.
This was an interesting concept that was a little overwhelming to play at first, but was pretty fun once I understood the concepts. The gameplay is a little repetitive and a tad too fast for me, so it felt more like making quick decisions instead of necessarily good ones, but I suppose that fits with the plot of the game. I liked that the packets had some information but because of the fast pacing, I couldn't ever read them. The visuals and the audio were very well done.
I really enjoyed this one. The story (especially the hand-waving of the main game mechanic) was entertaining and the music set a great mood. The art style was great and reminded me of the days of flash games. I played all the way through and especially loved the escape sequence at the end. Well done.
The black flickering bars are because of the "Hacker" enemies.
@yoss-iii you should only lose a heart for going out of the ring. You can press Enter (or start on a controller) to continue when that happens.
This is a really well done racing type game. THe controls are fast but they don't feel unfair. Sometimes the hitboxes of the snow were a little hard to comprehend but mostly the experience was smooth. The online leaderboard was a cool bonus feature.
Wonderful job with the sound and visuals. It took a while to understand how to play but it was fun once I figured it out. The area with the "coffee beans" got me pretty stuck but I'd definitely play this more if I had time.
At first I thought, "ugh an inventory management game." But I played anyway and I really enjoyed the concept of negative boxes that removed space. This plus the discontinuous boxes in later levels added a nice sci-fi vibe. As others have mentioned, some basic sounds or animations would add a lot of polish, but the puzzle aspect was well done.
Really great work with the voiceovers and the story was entertaining. I think the goat was my favorite character. He reminded me of The Moon from The Mighty Boosh. Loved that there were different endings as well.
This is an interesting use of RenPy to make a game that's not quite a visual novel. Overall the concept was interesting, but game lacks some depth. I like the stats management part and especially the limited turn doubler so you can try to optimize.
I really enjoyed the aesthetics of this one with the simple graphics and the arcade sound effects. Having nobody to play against took away some of the fun I think. The fast pacing made it difficult to know what had happened sometimes, but not to the point that it was frustrating. Great job.
The cutscenes and the characters were super cool. I didn't figure out what to do to save the ship though :(
This was a really fun and chaotic game. I had some trouble with the UI arrangement due to playing on an ultrawide (32:9) screen. Namely, I could never pick the middle upgrade because the list of taken upgrades was blocking the button to choose it. Still, the game was very playable without that choice. The music was particularly fitting, as well as the scene outside your little cube.
I really enjoyed the art and sound design. I also liked the secret item combinations (I think I only found one though). Overall a charming game that is fast enough to play a few times but gets pretty trivial to beat.
Really nice work on a balanced and interesting game. The mechanics are fun and easy to learn without being too repetitive. The sound effects dd a nice atmosphere but are perhaps a slight bit too loud. The music was the highlight of the game for me.
Really liked the balance in this one. The different speeds of the different sized enemies was a nice touch. Well done.
Really great art and the puzzles were excellent. It's funny that Ghetti was just random because I spent way too much time thinking about it and whooped his ass. I assumed he was also going to have some strategy for choosing :D
What a wonderful entry this was. The concept is similar to my own game but still a completely different experience. I love the concept of the elastic leash for the attack. The art and music were both fantastic. The wave mechanic is something I wanted to add but ran out of time for, and it really helped to introduce the different enemy types in a way that was not overwhelming. Great job.
This was a fun and relaxing entry that I could definitely spend some more time with. The music was a great backdrop for the gameplay. Some of the sound effects were a little jarring but they still worked well overall. The visuals were great and the management of inventory was a nice aspect as well. Some minor nits:
* Would prefer to click once to select and then click a second time to place instead of click and drag * Early on I felt like I had way too many sprinklers and I wanted to delete them from the delivery area instead of having to place them to delete them. * Having a bridge or something to allow the pathway and waterway to intersect would make for nicer garden layouts.
Overall a really solid entry, thanks for sharing.
At first I found the UI confusing and frustrating but after a little while it was quite easy to use. I actually felt like the unusual interface made it feel more like I was an alien taxi driver, and in the end it was one of the most charming parts of this game. The little emoji conversations were cute and flying around to deliver entities to their destinations was relaxing. I would say some ambient music and sound effects would have added a lot to the mood, but I'm sure you had your hands full with what you did add. Great job and thanks for sharing.
I really enjoyed the concept of this game. Having the modes just bound to a single key might work better, as it was slightly annoying to have to press r before the mode you wanted. The music loop was a little short. I often accidentally quit because I was pressing escape to close a menu. The "squish" effect when you move was a really nice touch that made the game feel quite polished.
Very fun puzzle game with an excellently polished finish. The only suggestion I have is letting backspace be the undo key :) The little ditty when you beat a level was perfect.
I didn't expect too much when it was described as just Old Maid, but the unusual cards made it very entertaining. The adorable narrator/host/whatever also won some big points <3. I think the second level was my favorite with just all the wild cards that I didn't know what to expect from, although I lost that round for holding DEATH too long.
Pretty interesting concept for a shooter. As others have mentioned, it feels a bit crappy to die to something you couldn't see at all. I understand the audio volme as a signal but I felt like that took away from the music which I really enjoyed. Overall a fun game that just needs a little more polish.
I enjoyed the concept of this one quite a bit. I'm a sucker for maze games in general, but the need to remember and use the echolocation to get your bearings was a nice addition. I do think it would be more interesting if the echolocation used some kind of energy mechanic instead of a static cooldown, but that's a minor thing for a jam. Great work.
This was a fun game. I especially liked how the circles "clung" to each other as they moved.
Got stuck on the section after the trap door. I couldn't seem to unlock the door no matter what I did. As others have said, some better feedback about the door/statue status would be helpful. I really enjoyed the retro crawler vibe and the atmosphere you created. Nice work.
This was a really strange and fun game. The hamster was adorable and the music was excellent. The platforming mechanics were a little floaty and I frequently found myself unable to jump because I had walked off a small edge and I was falling. As others mentioned, some better separation between what is and is not a platform would have been nice in the first level. Overall a fun and charming entry.
@myse yeah, that's a definite problem with the game and unfortunately I didn't think of a way to handle it other than forcing you to restart, sorry you experienced it so early on.
I really enjoyed the art and the music in this one. The controls left something to be desired though. Having to click to move was tedious and made it extremely difficult to evade enemies. The overall concept was interesting though, and I enjoyed that.
Very nice work, especially using your own engine. I enjoyed typing the shapes, especially since some used uncommon letters (square, hexagon). The graphics were great with the glow and the transitions between shapes and colors. The score text could have been a little bigger. I felt the normal rounds were a little too slow and enjoyed the fast rounds a lot more. Thanks for sharing.
I really enjoyed the pacing of this one. After you get to the three skulls it gets really stressful to try to find a solution before everything disappears. Really well done, thanks for sharing.
Very fun gameplay loop. I especially liked the mining mechanics with the random timing and the increasing speed. I also had trouble with the miner imps where I could only spawn one which disappeared, so I was not willing to collect 300 crystals. I enjoyed the character of big mike. Having some background music and walk animations would add a lot to this already solid entry.
The controls were a little awkward to use, so I lost a good chunk of the city before I figured them out. The main gameplay loop was fun but got stale kind of quickly. Perhaps having some extra city layouts would mix things up to keep it fresh. I really enjoyed the UI of the game, which set the mood well. The radio sound effects were a bit loud and grating. I liked the bonus ending content, especially the knocking at the door in the back hallway.
the vibes of this game were wild and I was loving it. the camera was a little bit of a hindrance in some places. It might have been better for it to be further away or maybe have the distance controllable. Trying to bait the teethmen was frustrating but fun. I never figured out any sort of goal, I just wandered the labyrinth fighting the monsters. I don't know if that was intended, but I had fun with it.
Overall this was a lot of fun. I think my only gripes are some minor things. It would be nice to be able to see all the summon sequences at once. After using the later ones a couple times, I wound up just forgetting about them because they were too hard to type. Maybe using actual words would make them more memorable, but I understand the game also supports controllers. I really liked the simple art style and the sounds. Some kind of terrain to navigate would add a lot, too, but obviously that is a much more complicated game to make in 48 hours. Well done.
A simple but fun tower defense. I didn't realize you could pick two kinds of towers so I wound up with entirely ranged ones but still won. As others have said, the chanting background noise was a bit annoying. Having some kind of indication of the upgrade level and cost would be nice as well. Fun game.
I normally use a trackball and this game was just way too hard with that. I enjoyed the audio immensely, though, so I dug up an old mouse and played and it was well worth it. The mechanics are repetitive but not to the point of boredom. I really enjoyed paging through the notes to find what to do. I am very satisfied that I now possess the great knowledge of the eye. Well done.
This was an interesting typing game. Some of the images were a little hard to know (e.g. "timer" vs "clock" or "boom" vs "bomb") but otherwise it was fun. It would be nice if you could hit backspace to correct mistakes. I really enjoyed the art style and the simple game show music that intensified when the timer got low.
I really like the concept of the game you have here with the multitasking. As you noted, the mashing kind of negates the need to really participate in the other games, but I still found it was fun to try to manage them. The music was rather loud relative to the sound effects, so you might want to do some balancing there in the future. The rune magic minigame seemed to always trigger all four of them around the same time, and it might be better to space things out a little more. I was surprised that I couldn't stop moving in the third minigame. Although short, I enjoyed the story and the options to abandon my partner and dog (of course I saved them both though!). Thanks for sharing.
Very nice puzzle game. I really enjoyed the art and music. Once I got to the second level with purple cans I got stuck and had to go to bed. Great game to finish the night with.
Great work with the pixel art. As others have said, there's a good core here that just needs a little more polish. The only thing I'd add to the feedback you've already gotten is to maybe show the total eye count somewhere. It seemed like if I summoned too many the oldest eyes would disappear and I would waste my materials. Thanks for sharing.
Really well done game that felt smooth to play. The starting "weapon" felt a bit slow but I suppose that's just part of the genre. Love the audio and the progression. A little more time on art would make this really feel polished. Thanks for sharing
Very nice gameplay loop. Things got a little hectic having to run over to the shed but it was very fun. I really enjoyed the minimal sound design with the ambient fluorescent light hum. Great job on your own engine, it worked really well.
You have really captured the feeling of being on a support call with an automated system. This was certainly the most novel game I have played this jam. Well done.
I really enjoyed the art style and especially the effect when the enemies were damaged. It got a little monotonous but that's not surprising for a jam game. Very fun and wave 7 was surprising :)
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Thanks for the feedback everyone. I wanted to add many balancing features around the bugs spawning but the as always the deadline came before I could.
@ruthiepee the font is bubblegum from DamienG - https://damieng.com/typography/zx-origins/bubblegum/
@loveapplegames It is possible to save only some of the bugs if you keep moving the tiles after they are walking around. You only get three stars for saving all the bugs.
@recher it is always possible to build a static path, but it can be faster and/or simpler on the bigger levels to destroy the start of the path to finish the end.
I agree with all the feedback about the bugs being annoying and coming too quickly. Initially, the entire level was regenerated if the bugs died, but that made the game very difficult. I planned to fix this by having a longer delay before the bugs appeared but I wanted to implement a "fast forward" button before I did that. In the interest of making the game somewhat approachable, I changed it to not regenerate the level when you lost which gives the strange experience of having to press enter.
What an awesome entry. The level design and puzzles were perfect. I couldn't ever have imagined playing a metroidvania in a game jam. Well done.
This was a really cute entry. I loved the visuals and the sounds. By the last level it was pretty trivial to guide the ducklings to the mother, but I still had fun with it. Great job.
Really ambitious and impressive to make a rhythm game in a jam. I would echo some of the feedback from tuism. The vertical alignment made it really hard for me to keep track of which colors were which notes. The lack of feedback on timing also made it hard to know how well I was doing. I did really enjoy the visuals and the music though.
This is an interesting concept that just lacks a little polish to shine. It's pretty difficult to understand what the wishes are and how they help you without repeatedly dropping them and checking the menu. The hitboxes are also pretty difficult to reason about, making the combat difficult in a frustrating way more than a fun way. I really enjoyed the art and the music and just the overall feeling of the game though. I think it would be excellent with a little more work.
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This was a fun little arcade style game. I loved the graphical aesthetic and the sound effects. The game got pretty hectic by the end and I got overwhelmed but I think that was probably the point. Nice work.
Very smooth controls and fun bullet dodging. Overall it seemed a little too easy but it was fun. The storytelling before and after were also enjoyable. Good to know I'll be okay if I have a gun or a spear.
Easily the best game I have played this jam. The graphics and audio were spot on. I loved all the animal drawings. The puzzles were engaging although with the code and room matching I was able to kind of brute force them once I was close. The "real treasure" message is always entertaining. Great job.
This was pretty fun. I liked having to manage all the little items although sometimes picking up and dropping them was buggy and frustrating. The graphics were great and the movement controls felt good. Nice work.
Really complicated game to produce for a game jam, so nice work. Some minor details like progress on building things seemed to be missing but it was fun to watch the little workers scramble around building things. I enjoyed the calming music as well.
This was a very interesting concept that I quite enjoyed. The visuals were spectacular. The controls, especially bumping into the blocks, were a bit unpredictable, and I was never sure if the blocks were in the correct position to damage the foot. All that said, I still enjoyed playing it quite a lot.
I liked the added mechanic of clicking on the blocks to make them solid. The gameplay was a little slow at first but as the creature grew it became a little more stressful, which was fun. Nice work all around.
There are a lot of objects and mechanics which is impressive for a game jam, but it definitely felt like smashing through all the doors and tossing my friends out the window was the way to go. Very silly game that I played longer than expected. Nice work.
Well that was a strange but enjoyable game. Getting to build my own little pixel art monster was super fun. The controls were a little tedious at times, but I'm not sure how I'd improve on them really. Until the "boss" it felt like I was invincible but I was ill prepared for that encounter :) Very nice entry.
This was a fun sort of idle/clicker game. I really enjoyed the visuals of the glorps consuming the planet. It seemed pretty easy to completely break things but it was still fun.
I really loved the visuals of the environment and the bugs. The maze puzzle in the third room was really fun with the bug guiding you. Both the player and the bug seemed to get caught on the elevation changes between the planks sometimes so I had to sort of shimmy around to make progress but it was still fun. The atmosphere of the cave was really nice as well.
This is a really cool concept and I love the physical aspect of rolling to attack. I had a really hard time with the game and I couldn't even beat level 2. The art of the miniatures and the sounds of the dice were great. Nice work.
This was a very strange and interesting concept. I had a lot of trouble keeping track of all 16 "players" but I managed to get about 10 of them to be checkmarks. Really great work with the unique mechanic and representing it well.
I found the controls to be very confusing. There was no indication when I was "near" the machine or far from it so I felt like I had gotten stuck. I also couldn't hear the clues well because they came so abruptly and there was no way to replay them so I really had no idea what was going on. Eventually the creature got out and killed me. I enjoyed the graphics and probably would have enjoyed the puzzles if I could understand what I was supposed to do.
Very fun concept, my biggest complaint was that it was too short :). The controls were a little confusing, and it wasn't clear why I needed multiple tiny friends, but the mechanics of the puzzles were super fun.
I really liked the concept here. Obviously hard to expand on things in a game jam, but I feel like some more mechanics would really make this one shine. It could be super fun to have as a couch co-op game as well. Great work.
This was a great arcade type game. The controls took a few rounds to get used to but once I had them down I had a lot of fun. I loved the chaotic pacing and the music matched it well. Great job.
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This is a really simple but fun game. The risk-taking aspect makes it a lot of fun to try to get as close as possible to getting hit. The ant was a little hard to see on the background, maybe having it in brighter colors or with a border would help. Also some vertical movement might spice things up a little. Really fun and simple concept with lots of polish. Well done.
A very ambitious and complicated game for a jam. I really liked all the little details that went into this but in the end it seemed like the best option was to just breed them for a few rounds to get really strong guys to sacrifice. Certainly an interesting concept that could be expanded upon with more gameplay.
This was an unexpectedly fun entry. Great job on the music and pairing the charts with the songs. The story/overworld was a great way to tie the levels together.
This is an interesting game. It's not quite clear to me how the color merging works. I think the problem is the little triangles wander all around and I don't actually know which one was the result of the merger. I never figured out how to use the coins or recycling but I still had fun trying to match the colors. I enjoyed the graphics and the music as well. Nice work.
Really nice arcade action game. I enjoyed the music and the sound effects a lot. I didn't have anyone to play against so I didn't get the full experience, but it seemed like it would be fun. I would say it would be nice to have a sort of score keeping so you could play multiple matches. Great work on the animations and physics of the balls, it all felt silky smooth.
Really great work with the writing and the way the text was presented. I loved the shapes and colors used to represent different characters/moods. Sorry to hear you had such a rough time with covid, and glad to hear things are better. Thanks for sharing your story in such a cool way.
I really enjoyed this one. I liked the variety of spells and power-ups you could get. It gave it a feeling like Noita to some extent. The simple graphics were perfect for the mood, and I enjoyed the sound effects. One thing that caused me some headaches was I would accidentally click outside of the game window. If your engine supports it, it would help to capture the mouse to avoid that issue. Great work.
@rinevard you'll have to backtrack and find another way.
Really nice visuals and the sound effects work well. The concept is engaging but I feel like it's probably too difficult. Having a hacker spawn every turn makes it feel impossible to deal with them all, especially if they appear behind a user which you have to sacrifice to stop them. Overall a cool concept that just needs a bit more polish. Kudos to starting with a new stack, that's a bold move for a game jam :)
I liked the mechanic of this and it could be a fun game with some more polish. I think it most badly needs some better indication of where the suction is and when you collect a fish successfully. Even something as simple as a sound effect when you get a fish would help. It seemed like toward the end there were just so many fish so you could just hold left mouse for a while and collect them. Maybe you could add something to make capturing the fish more interesting, like they change direction and you have to keep them sort of centered in the suction or they'll get away. Really nice atmosphere with the low visibility and the little specs to indication motion. Thanks for sharing
Really enjoyed the music and the gameplay was very fun. Some of the graphics made it hard to know what was going on but I still enjoyed the art style. I especially enjoyed the boss at zone 1-3. Great work.
Very well done text adventure. Some of the puzzles were a little hard to understand, but that's par for the course for this genre. Some added music or sounds for atmosphere would be a nice touch, but I really enjoyed this.
Really impressive physics for sailing through waves. I enjyoed how the audio was tied to the waves crashing as well, it made it feel very immersive. I capsized a lot thinkink I could steer through a big wave :cold_sweat:
I really enjoyed the gameplay and the upgrade mechanics. The music and graphics were top notch. As others have mentioned, it felt a little slow at times, but overall I had a lot of fun with it. One thing that felt a little jarring was when you enter a new room you appear in the starting area instead of falling in from above. This meant I had to spend a split second looking for my character and distracted from the cave feeling a little bit. Great work.
The atmosphere of this game is really exquisite, nice work. I enjoyed the game up until the maze level, where the controls were just too sensitive and I got frustrated. Great work on the gameplay and atmosphere though, one of my favorites I've played.
Very fun game. My wife wanted me to make a depth of field game, but I have very little experience with 3d graphics so I didn't think I could pull it off in time. I'm glad to see someone did explore that topic. I was only able to find 15 of the items. I tried again but wasn't sure what I missed. Great work on the visuals and the gameplay, very chill.
A really interesting concept that was fun to play, if a little unforgiving. The black corruption bar was very difficult for me to see, and seemed to be the main way I lost. I often found that the tenticles would move at the last minute and ruin my attempt to cut them off. Loved the artwork and the tentacles were really well animated. The music was a nice addition, although it felt a little bit repetitive. Great job.
I actually enjoyed the background quite a bit, as it fit well with the ps1 cover image. All the puzzle games of that era had weird 3d backgrounds for no reason. As for the game, it felt a little unfair at times because there are no safe places to try on any of the three levels. Original minesweeper doesn't even generate the board until you click, which is why you never lose on the first reveal. You could use something like that since the three layers are independent. Furthermore, I seemed to get into situations where there couldn't possibly be any unflagged mines left but it wasn't clear what to do then. Great work on the late 90s/early 00s vibes and the puzzle game was an interesting twist on a classic.
Very amusing concept and it's mostly well executed. I beat the game but I didn't really understand how to lose. I guess just quickly mashing the items on to the end is a pretty good strategy because it seems to be some kind of weight based system that topples your weapon over. That's really my only complaint, is that I was able to beat the game by rushing and not understanding the mechanics much at all. I loved the artwork and the variety of attachments. The audio also gave a nice atmosphere. Well done.
Lidenbrock yelling "Axel" was certainly the best part of this, as it was so unexpected. I enjoyed the turn based RPG battle style for the book as well. My biggest complaint is the game was so short. Nice work on doing a compo game and keep working at it!
Impressive amount of depth for a tactical game in a jam. Some more feedback about attacks and healing would help understand what was going on. It's also a bit easy to get into a stalemate on the second level. I found that after getting a game over I would have to exit the game to play again or I wouldn't be able to move any of my units. Great work.
Stellar ;) job on the audio and visuals. I really enjoyed the gameplay loop although I agree the controls were a little too sloppy. I liked that the controls were not entirely straightforward, but I think a little more damping on the rotation would make it more fun. I sometimes found myself just flying around empty areas for too long as well, so some kind of indication about where things are might be helpful. Nice work all around, one of my favorites I've played so far this jam.
Excellent game. Love the exploration aspect and the mechanics of the different characters. Having QWE be the controls was a little difficult when using A/D for movement, so I'd suggest adding some other keys to the left hand for such things next time. Really loved the visual and the chill music. Great job.
This game looks interesting, but I'm not sure what to do with the source code download. You should mention how to play in the description or add a web or other build.
I really like the simplicity of the gameplay. The sound effects are a nice touch, although some cheesy elevator music would be a nice touch too. It would be cool to have some kind of progression like more floors or multiple elevators to manage. Also some keyboard controls would make it a bit easier. Well done
The controls and audio were solid, as was the story telling. The enemies felt a little overpowered since they would immediately attack when in range and with the lighting on the later levels this made it pretty unforgiving. Nice work
Great project for learning to make things. As others have mentioned, there should be some indication of how things work. Ideally put this in the game, but in a pinch you can explain in the submission text. I can definitely see an interesting game loop buried in here so keep at it.
I really like the Kid Icarus vibes. The graphics and gameplay are very solid. The sound effect when you get hurt is a little jarring and doesn't really fit with the style. I would say something more abstract would work better there. Also the music seems to just end instead of stopping. Some kind of indication of the boss health would be nice but it wasn't so long that I had to wonder if I was even hurting it. Lastly, I found that it was quite easy to just stockpile health. You could add a maximum health to limit that I guess. Great work overall, thanks for sharing.
This was a really well done game. I enjoyed the mechanics of jumping and placing blocks while trying to dodge the various "bosses". The platforming was smooth and the variety of patterns kept things fun. I accidentally pressed down at the start and that was extremely surprising, but enjoyable. I especially enjoyed the parallax background on the starting level. I'm not sure if they all had that because of the chaos on the other screens :)
One thing that was a little rough was having the bosses immediately attack when you went to a new screen. Especially with the lightning boss, this gave you very little time to get your bearings on the new screen before being ejected back down. Maybe some kind of smoother transition between screens would have helped with this also, but it was a little jarring.
Great work overall, thanks for sharing.
This was a super fun series of microgames. The difficulty was pretty spot on I thought, although perhaps having a lives system before going all the way back to stage one would make it a little more forgiving. Often by the time I gotten back to stage 4 (flicking) I had forgotten how that stage worked. The visual presentation as a sort of comic strip was really awesome. Nice work.
I really enjoyed this one. The music and voice really set the mood well and made it pretty relaxing. The mechanic where you don't die if you fall but you lose the heart was really cool. The artwork also fit the mood very well and reminded me of the game Hylics. Nice work all around.
Really well executed shooter here. Like others have mentioned, I did get a little overwhelmed by the enemies usually and it was hard to see where the crystals were to pick up. I had a lot of fun running around and shooting the zombies and eyes. Really nice touch to have the dash implemented as well, which made it feel more fun. The visual and audio elements were outstanding. Nice work.
The atmosphere, controls, and visuals while exploring where excellent. I really liked knocking the mines to try to get chain reactions from them. Presumably that was not the intended gameplay but I had fun with it. Could definitely see sinking some time in this if the other features suggested by the UI were implemented. Nice work.
@ace17 I downloaded chrome to check out the audio issue you mentioned but it sounds the same to me as on firefox. Several folks have mentioned audio issues but I'm afraid I have not been able to experience the problem to understand. The music is pretty experimental so perhaps it's just not to your liking?
As far as the completeness of the source archive, the missing things are in my LD game library: https://git.sr.ht/~bentglasstube/gam which is included as a git submodule in the game repo as well. I guess the source archive doesn't capture that well, sorry.
@petitlu The problem is that since I didn't mean to show you the solution directly, I didn't really design the UI for that and so the pattern has run off the screen and there is a fourth symbol (probably ^) to the right that you cannot see. This ruins the Omen stage unfortunately and more or less make the game unbeatable :(
@ace17 Thanks for the explanation, I definitely have not encountered that for myself and I will make a note to adjust that in the future. Hopefully I can find a computer where I can observe the problem to ensure it gets fixed :sweat:
@bluedandelion The general strategy is to count the glyphs and make sure you don't get yourself into an impossible situation. I'll put a detailed explanation for the puzzle you shared in a spoiler (but they are randomly generated so you aren't likely to see it again)
!> You have 4 moons so you need to be careful with those. The only way to get down to the exactly one that you need for the solution is to eliminate three of them. Since the pattern is four tall, you'll have to eliminate a row of three. The same applies to the mountain glyph. With two rows eliminated, the height will be exactly four, so the rest of the clears will have to be columns. Continuing the counting, there are eight tree glyphs (all extra), six extra sun glyphs, and 12 extra water glyphs. So, you will have to clear a column of suns and two columns of water to start. Then clear the two aforementioned rows. This will leave you with a three by four grid with the glyphs you want and the trees. The trick is to be careful to not chain any row clears with the trees when doing this since you need all four rows for the solution.
@xlambein Sorry, the first puzzle wants you to clear the board entirely, so there is nothing shown for the solution on that one. Hopefully that is what you meant.
Everyone else, thank you for the very kind comments. It's easy to feel disappointed when you don't make the game you wanted to make and not realize that what you did make is still something folks will enjoy. I do plan to finish the rest of the game at some point :smile:
This was an incredible idea and very well executed. The graphical style was awesome, the sound effects were nice and added to the mood. My only complaint was that there was no music to listen to while I played. I would legitimately buy this game <3
This is a very fun and very polished game. I really like the net mechanics to catch the fish. The hexagon grid is a nice touch to mix it up a bit. The music and sounds work well with the overall aesthetic. I found the capacity management a little repetitive, as it kinda worked best to just make a single large tank and throw things in there. Maybe add something where too big a tank is detrimental if it's very empty or something similar. The visuals of the "fish" were awesome. I loved finding all the different strange shapes. Nice work.
This was great! I really enjoyed the mechanics of having to stack up your inventory, and the limit of 3 jars felt perfect. I do wish you wouldn't replace your good butterflies if you accidentally catch one when you're full, but that's a minor complaint. The sound effects complemented the game well and the visuals of the butterflies were excellent. My only disappointment was that I couldn't combine the cyan butterflies, so I just caught three of them instead: Screenshot 2025-10-16 135825.png
It's very cool to see a C64 game as an entry! The game was fun and definitely felt at home on the C64. Having to double up on the fire button to mean both fire and control drone gave the game an interesting twist. This, combined with the very fast pace, made the game quite difficult. Some background music would have been a nice touch, but overall I really enjoyed the game. Nice work.
Great game overall. I loved the artwork and the premise was adorable. As others have mentioned, it was a little repetitive once you got the responses, but it was still fun to go through the duels. I didn't really understand what the purpose of doing the gold or land battles was, so maybe I missed something. The duel mechanic reminded me a little of The Curse of Monkey Island. Nice work.
Very cool and polished shooter type game. I really enjoyed exploring the different cards to see what they did. The visuals and audio were fantastic and the level of chaos seemed about perfect. Nice work.
I really loved the way the fruits pushed off each other and the boxes. I had a lot of fun just messing with the physics of the game. I couldn't really figure out what I was supposed to do other than jam the truck full of fruit but I had fun doing it. The music was great. I hated walking too far from the radio because then I didn't get to hear it :( Nice work
This is the most polished game I have played this Ludum Dare. It's an impressively complete project for a jam. The artwork and animations are terrific, and the variety of enemies blew me away. The music and sound effects went perfectly with the rest of the game. I really liked that you got me to learn the enemy behaviors in order to efficiently kill them because of the bullet limit. Very cool game all around, nice work.
This was a very fun game. I enjoyed that the candies made it hard as you got faster. My only complaint is that when you fall it takes a long time for the game to end. Great work on the art and music.
Really fun game! I love the random humans styling, it was super fun to look for your friends in the pack. I made it to stage 23 before I misclicked too many times :angry: . Honestly my only complaint was that there was no pico 8 chiptunes to jam out to while I played. Nice work.
This was an awesome game. You definitely captured the vibes of those old LCD handheld games. I particularly enjoyed how each lane had a different pitch beep. I never really understood what the shotgun did. I assume the farmer would shoot you if you were in the wrong spot or something but I just ignored it and nothing happened. Great work all around.
Very simple and entertaining. I loved the billboard business men, it gave it a really strange vibe. Especially them all looking the same was amusing. A little strange that fire was right click instead of left, but I got used to it quickly enough. The double shotgun upgrade seems far and away the best one, and it was kind of hard to notice what some of the other upgrades even did. I loved the simplicity and played until my fingers got tired of clicking by just kiting the swarm around. Nice work.
This was a really nice and fleshed out compo game. I enjoyed that you got the sound effects, music, and backstory added. The multiple endings was a really nice touch that had me playing multiple times (I only got three of the four). The arrows seemed to behave a little erratically and sometimes I couldn't tell if there was a soldier shooting at me that I missed or something, but otherwise things ran smoothly. Keep working on the art and music skills to get an even more polished game.
Very interesting game with some spooky/ethereal vibes. I enjoyed the strange rendering that made you feel sort of out of place. After a few times of falling it was no longer putting me back in the world so I wasn't able to finish but I really enjoyed the concept. Nice work
Really nice work on the visuals, I love the art style. The simple animations work well and give the game a fun aesthetic. The hitboxes are a little hard to reason about, so it was not easy to know where to punch. The somewhat long delay between pressing the button and actually attacking also made things difficult. I think with a little polish on those aspects you could have a really nice beat-em-up. Nice work.
I mostly agree with what has already been said here. The large game board felt a little overwhelming but the game was fun just the same. I really like that you can approach it different ways to try to get big matches or long chains or do upgrades. The music was great and the visuals were simple but effective. Nice work.
Really interesting concept here. I played and even won, but I wouldn't say that I ever understood what the cards meant or what I was supposed to be doing. I just stacked a lot of red cards with an up arrow and that seemed to do it. Perhaps during the turn it could show which slot is doing what actions so you could more easily understand what's happening. Overall a really cool game especially for a first jam, nice work!
Love seeing pico 8 games in these. Great work with the graphics and the various level scenes. I enjoyed the music as well. It was sometimes hard to get into tight spaces (especially the top right area of the first level) but otherwise the game worked well. Nice work.
Really enjoyed the art and glitch aspect of this, but I think there could have been some more clues that you are supposed to break the rules early on. Some of the later sequences where frustrating because you moved slowly or strangely and all you really needed to do was get hit to continue. Really an interesting treatment of the theme though, thanks for making this.
This is an interesting idea for the mashup. It mostly seems to lack some polish to make it a finished game (such as letting the player die in the shooter part or a win condition). It certainly sounds like you ran into issues getting everything you wanted into the game, so try to limit the scope to something more manageable in the future if you participate again. I very much enjoyed the random hit noises the enemies maded.
I liked the idea of this game, but I think you must have run out of time to execute it entirely. The way the sound worked with your keys was fun, but I couldn't figure out how the notes mapped to my keys so anything I tried to play sounded like trash.
A pretty fun mashup that took me way too long to figure out. I think the problem for me was that the beats of the music are not significant as much as the timing of the white dots on the timing bar. I wanted to just click things to the rhythm of the song but that causes things to go wrong.
Unfortunately I didn't have a friend handy to fully explore this game, but the concept certainly seems interesting. Paper seems a little underpowered just because of the movement restrictions.
This is an interesting concept, but I'm not sure the turn based part adds much to the rts other than periodic interruptions. It could be that I am just really bad at RTSes though and so I can't tell the full effect of having to do turn-based planning in the later game. While I understand the camera controls are a shoutout to older games of the genre, they were pretty hard to use. I also felt like the gameplay was a bit slow early on. ALl that said, I did enjoy the idea of the RTS with turns and the computer internals theme of a network attack was a great touch.
Really interesting concept with the mashup, and I loved the art. Game gets pretty repetitive really early because there is a lack of variety in the enemies.
For linux, you will need to have libSDL2 version 2.0.5 or later, as well as SDL2_image and SDL2_mixer.
UPDATE: I have bundled the linux release into an appimage that should make it easier to run.
Everyone agrees this game is way too hard! In the course of creating it I became and expert at 15 puzzles and probably forgot how annoying they are if you aren't familiar with them. Thanks everyone for the feedback about the difficulty, I think having Easy be a 3x3 puzzle would have been much better.
To answer some questions:
The powerups are with meaningless letters on purpose so that you have to discover how they work on your own. This is kinda wonky but I preferred it that way.
The ammo mechanic for the K powerup is basically required to be able to solve the puzzle. Without it, it seemed too easy. I think a better approach would have been to give the enemies health and have the K powerup do more damage or have a higher fire rate or something instead.
The boost powerup feels pretty useless early on, but it is useful in the later parts of the game (when the monster spawn rate is maxed) to get out of trouble or collect things otherwise out of reach.
The different graphics in the screenshots are from the "Queasy" difficulty. The original idea was that you had to repair a part of your ship to get back your FTL engine functionality but I wasn't really able to flesh that out. I actually had this grand design to create a random circuitboard for each playthrough but I would have had to draw way too many little puzzle pieces.
The audio is opted out because I only made the sound effects. The music was a surprise gift who was viewing my stream while creating the game. It would not be fair to include the contributed music in the ratings for the Compo entry.
I really enjoyed the idea of this game with the graphic novel and resource management combination. I did feel like the attack sequences were too difficult but maybe that's because I always kept only a small buffer of fuel and you can't convert food to fuel in combat. Great job overall, very fun concept.
The first play though I was utterly confused on the second driving attempt. Once I understood a little better what was going on I had a lot of fun with this one. The bouncy cat physics were often disastrous for my race but were too funny to be irritating. The towers could maybe have been a little more clear in what they do, but it was easy enough to figure out if you watched them instead of racing.
Really interesting take on tetris. I enjoyed the puzzle aspect of this, and trying to figure out how to make use of the remaining pieces of a block after using it once. My only complaint was that it was too short.
I will agree that waiting for letters is a bit annoying and you don't feel like you have much control. I also had lots of trouble with drifting, and my character wound up off the right side of the screen. Still, a really interesting concept that might be cool with a little more time.
I had a few issues with the controls glitching out and my guy suddenly switched to 3d view when I didn't want to. This unfortunately prevented me from getting very far into your game.
I suppose then I was too tired to notice the gauge that would count down my change to 3d, so that's on me. After resetting the stage I was sometimes unable to move my character but I could not consistently reproduce this so I can't say much more than that about it. I was playing on the windows build, for reference.
Really liked the surprise twist in this one. The clicker part was pretty uninteresting for me, but I'm not sure that there is much more you can do with that genre. Great work overall.
This is a really wonderful concept that I think only really lacks in some polish. Some additional variety to the sounds and animations for the character sprites and some kind of adventure mode between battles would make this a top notch game. The stuff you have in place now already is wonderful, though, and I really enjoyed figuring out how to get a solo which delivered on the promise to look "cool af"
This was a really interesting mashup. I liked the mechanics of it but I think I picked too many useless cards which made the game really hard since I just had to burn through teleports until I got something good. The boss was a fun surprise, too, but he whooped me.
I was not able to get a weapon in time to fight off the first couple enemies that showed up, but that was fine since you could lure them around the map. I think once the sword is built it would be nice for it to need repairs or upgrades or something to make the building for it more useful.
Really interesting idea with the mashup. I didn't get too far but it seemed like a lot of fun. One thing I'd change is to add an automatically pick up the berries and seeds after you chop
The hands boss was pretty much the best thing I've ever seen, thanks for that. Really was sad to see that was the only enemy. The music and writing were great.
The concept was entertaining up front, but with only one way to fish, it got too repetitive too quickly. The nice thing about using a re.pl to run it was I could just add my own "cheat" command that gie me the money I need for the ring so I was able to see the ending anyway :)
I really enjoyed the concept and the art style of this game. It was great how you used the chess pieces to give some familiarity with the moves (for people familiar with chess anyway) but still kept them simple enough that you could discover what they were without much trouble. The single hit death was a bit unfortunate sometimes, but it was fun to try to make sure your moves didn't leave you vulnerable if you didn't get the card you were hoping to get.
I really liked the look and feel of this game, but I found using the attractors to control things way too confusing.
This was a really interesting concept, but I think sticking to 1d and using plain colors to show information took away from it a little bit. It would have been much easier to see what was going on with some simple graphics at least. Once I did get the hang of the game, it was a lot of fun to try to figure out the levels with the limited view of them.
A really strange mashup of genres but I enjoyed it. The instructions were way too much reading so I just jumped into the game and that was definitely a mistake because I was very confused by it all. Once I got the hang of it, it was much better but still pretty challenging to get the ball up into the play/feed toggle.
This was a fun concept (I also made a shooter/puzzle mashup), but it seemed like the princess happiness bar filled too slowly. A little more variety in the game would go a long way I think, but I did enjoy it still.
One other thing I noticed was that hard difficulty was super slow and thus much much easier than easy difficulty (newgrounds version).
a good base to build a stealth game I think. The mechanics seemed solid enough but there was no real reward for being stealthy vs just running for the exit.
Really strange mashup, but I quite enjoyed it. After a while it seems like you mostly let the bullet factory run automatically and just click on things to buy between waves, but maybe that was intentional.
Wow this was a spectacular entry. The visuals with the glowing line were an awesome retro vibe. I really loved that everything was simple lines. The controls were exquisite and that was very important for a game like this. The signal management was really cool with the line of sight requirement and with the ability to push and spin the rocks, it was surprisingly engaging. It was well balanced, being difficult but not feeling unfair. The subtle sound effects suited the game well. All around just a great entry, thanks for sharing.
I quite liked this game but unfortunately my small keyboard make the controls extremely difficult. I played a few rounds on the easiest difficulty and had a lot of fun. The visuals are great. I really liked the different ratings you got based on the alignment angle, that was a cool touch. The music was good and fit well. I would play this more if I had a full sized keyboard or the controls were customizable for sure. Great work.
This was a super unique entry. I really loved the art style and the crowd that got in your way felt really well done. There was an impressive depth of the game with the radio signal scrambling the text and making the timers not show up. I definitely got stressed out trying to fix the damn speakers that kept breaking on the other side of the festival and the dang people would not move! Really great entry, thanks for sharing.
This is a really well done game. I hated the controls at first but the mechanics made them make sense as I played. The music and art are solid, and the level design was excellent. The one complaint I have is that I couldn't use WASD instead of arrows. Great work.
Impressive to make a gameboy game in such a short time, I know working with older consoles can be a real pain. The story was cute and I loved the sprites. My only complaint is that it was too short. I will have to go back and make different choices to see what happens. Great work.
@zazzar The signal loss is a hidden timer. The signal display is supposed to give you an idea of how much time you have left. Unfortunately, I ran out of time to really balance that or make it apparent to the player. As with every game jam, I had a lot of ideas that went unrealized. Thanks for the detailed review.
@kristinamay It's not very obvious, but the signal display is also important. When the signal becomes incoherent, you will lose the current level and have to start over. The oxygen indicator is how long you have to beat the entire game.
I added an explanation to the description to make this more clear.
@mahalis As is often the case with my LD games, I play them too much during development and don't realize how difficult they are. This is a very valid complaint and I should have spent more time balancing things or at least made it more obvious when your time was running out.
@noobman64 interesting, the "searching for signal" phase just means it's trying to generate the next level. The final level can take a while because it frequently has to throw out the level and try again, but before that it should be pretty quick. Unfortunately this is a difficult bug to reproduce.
@stratcat66 You have to click the power button (or press enter) to check your solution once you think you have connected things and it will show you the path connecting them.
@ditam It's just a timer for the current level. All you can do when it gets fuzzy is try to finish the puzzle quickly.
@discomorphine I'm not sure what you mean about the right way being obvious and straight. It sounds like the puzzle generation is not working correctly for you. If you don't mind could you send a screenshot of the point in the game where you thought the solution was obvious and straight.
Well that was more than a little surreal. I was hesitant to bother with setting up signal but the other comments convinced me it was worthwhile and I'm glad I did. I think the "dead end" part was a little hard to figure out. I noticed right away the strange hitbox but I wandered around for a while before I figured out where to go. Overall very interesting and I enjoyed the "game within a game" feeling of talking to hikari and then playing the platformer. My biggest complaint is that she didn't know my favorite color: chartreuse.
This is a fun little puzzle game. The music loop is a bit short but it fits the game well and didn't get annoying while playing. The levels are well made and the early difficult ramp seemed good. After level 7 it wasn't clear if there were going to be any new mechanics so it felt a little repetitive. The visuals are really nice. Great work.
> since I also created the baby from scratch I’m counting it as compo
I have made fewer babies than compo entries but I never figured out how to make a baby solo ;)
Great entry that was very silly. The sound design is obviously the star of this entry but "N" and "X" stood out as particularly great ones. Thanks for sharing
This was a really well done game! I enjoyed the intuitive signal matching with the filters and modulations a lot. The story was interesting and kept me playing. I do wish there was a way to know if a signal was "lore" or just credits, as you get far more credits than are needed to buy all the upgrades. I also wish there was some background music or something. I translated everything I could find but I don't know if I got them all. Really great work, 10/10.
Really solid shooter that was too hard for me to get far. I enjoyed the variety of weapons and the limited ammo with them. The 00s aesthetic with the art and the music were great. Nice work.
I really enjoyed the music and art in this one. Especially the alien's message at the end :) The gameplay itself was a little dry, but it's a solid base for something you could explore more by having obstacles or something that impede your ability to build. Great work.
This was a fun and relaxing game. Since you have to wait for the end of the day to get new cards, I really liked just chilling out and watching the people walk around. The map generation was really well done and kept things interesting. It would be nice if I could somehow see the coverage of all antennas so it was easier to figure out where to build next, but that's a minor thing. The overall game was very polished. Great work.
I found this one impossible to play with my mouse but I played on my tablet and it was a lot of fun. The spelling out of words was quite irritating, so I'm definitely glad that mechanic didn't come back after that level. The audio fit the theme perfectly and the visuals were fun. I loved the mnemonics for things (500 miles, 360 degrees, etc) that made them a little easier to remember. As the messages got more complicated it was a fun rush to try to enter the flags as quickly as possible. Great work.
I really enjoyed this one although it ended too soon. The focus mode was an interesting mechanic and the sound design was great. The creeps in the speaker buzz area legit startled me the first time I saw them. Great work.
Really cozy chill vibes on this one, I played for a long time. At some point I couldn't really expand any more without just waiting forever at 100x to get enough for more relays. The UI was a bit rough as you said, but the core game was fun. I really loved the orbits of the moons and everything and how they interacted to try to catch the further planets. The music was a super nice touch, too. Great work.
Really well made and smooth. The difficulty a bit much for me but this isn't really my genre. The music was phenomenal and the mechanic where each pulse triggered more was fun to discover. Great work.
Wow, what an ambitious project. I'm afraid I don't have the patience for therestofthepuzzle but I really like the idea and what you got done for the compo. The two clues with the same set of symbols was a cool way to make me understand the meaning of the early symbols. The UI with the computer desktop was a fun touch as well, great work.
This is a really nice puzzle game. I like how all the different tools interact to give you a lot of sort of emergent behavior for how to solve the puzzles. As others have mentioned, an undo button would be nice for the later levels where the sequence is long and hard to remember. Great work.
This was a really chaotic and fun experience. It took me a while to understand what all the colors meant and the limited vision was a cool mechanic. The enemies were a little too difficult to deal with other than by just running away from them, but perhaps that was the point. The pixel art was great, and the dithered "transparency" for objects you could no longer see worked really well. I found the end with only a sliver of health left! Great work.
Very relaxing gameplay that was still engaging. I spent a lot of time teasing the police of the various planets. Overall this was really well executed. The music choices were great and the upgrade system worked well. Nice work.
A beautiful and chill game about chickens crossing the road, I loved it. The artwork and sounds were excellent and the gameplay was simple but engaging. I particularly liked the ramp up in difficulty to introduce all the concepts. I didn't read closely and kept letting the bad chicks into the coop and losing but I got much farther after I realized how to deal with them. Nice work.
This was a cool idea, if a little repetitive. The escalating shapes worked well and I liked the unique id based codes in the later level. The presentation and story were great. The sound effects and drone music were perfect for the vibes. Four levels seemed about the perfect amount for this. I bet with some more development this could be a more full fledged game. Great work.
The very brief display of the color sequence was stressful and made me lose my first attempt. I really liked the "simon says DIE" sound effect, that was a fun touch. Once I understood what I was supposed to do the game felt a little simplistic. The visuals of the lamps were nice and the lack of a visible timer kept the anxiety going as you navigated the maze. Interesting idea for sure. I could see this as part of a larger "simon says" type horror game. Nice work.
As others have said the atmosphere of this is really well done. One complaint is that the sonar has a long cooldown without any real indicator that is shared between both types of scan. That combined with the lack of any mechanics early on mean I spent a lot of time just waiting for the cooldown to come back before proceeding. A minimap of what you have seen already would also help perhaps so you don't just feel like you are wandering aimlessly, but maybe that was the goal. In any case this was an interesting entry I spent a good amount of time on.
This was a really refreshing change from the way you interact with most games. I really enjoyed perusing the radio stations and seeing what was there. The interview with Dr. Rumenthol was particularly enjoyable (and frustrating!). Great work on a strange entry that makes Ludum Dare so fun to participate in.
This was a fun entry, and impressive to make a gameboy game in the compo. One problem I ran into was if you pressed B while moving the game would break in strange ways that made the graphics stop displaying and then it was quite hard to play. Still, I was able to slow down and beat the game by not scanning while moving, so it kind felt like I was just pushing my equipment too hard or something :) Nice work
The radar mechanic and the effect on the text were really well done. The jumping got a little frustrating at times, not so much because you couldn't control it, but if you hit a corner and lost all momentum, that felt a little unfair. Great job with the simple artwork, it really gave the whole game a nice feeling.
I really enjoyed the scanning to find the weakness mechanic, especially later on with the "trick" slimes. The various slime behaviors were a nice touch. I could see this being a fun action platformer with some more polish. Great work.
This is a really cool concept and a great use of the theme. My biggest complaint is that I couldn't use a key on the keyboard to tap out the signals. Trying to manage the ships (and port vs starboard) was pretty stressful but in a fun way. I didn't really understand the purpose of the enemy ships as I just kinda let them sail until they crashed or left the screen. Really interesting entry that could be a fun game with a little more work. Great job.
The atmosphere of this one is great. I really love the analog horror of sticking your finger in the boiling water and huffing the gasoline fumes. I couldn't figure out how to pick more supplies up so I never made it very far, but I enjoyed it just the same. Great work.
Contrary to some other comments I actually like that the movement buttons were inconsistent. It felt like it fit the mood of the game for the controls to be a little awkward. I loved the rabbit(?) that appeared when you opened the door, very strange. Overall the game was bizarre and I enjoyed playing it. The sounds and art were both really well done. I especially liked the crown man(?) that was the goal or boss or whatever.
I got tired of trying to guess what a proper greeting (tried hi, hello, yo, sup) was but the concept seems interesting. Perhaps so less subtle hints would make this more approachable. Thanks for sharing.
This was a really cool idea. The core mechanic of matching the colors was fun to play. The visuals were great and the music was top tier. Everything went together well and the last robot you fought was a stressfull but fun level. Great work.
This is an interesting concept that I would probably enjoy but there doesn't seem to be any in game way to determine what the symbols mean, which makes it degrade into a guessing game that I didn't find particularly fun. I loved the art and getting nuked because of miscommunication was entertaining, but I couldn't figure out how to actually progress the game without looking at the spoiler doc.
This was a surprisingly fun game given how simple the mechanics are. Trying to manage the swarm and read the signal strength was a fun balance to strike. The powerups were mysterious but useful which was fin. I loved the music and the flies were such a good sprite. Great work.
This is a great and simple entry. I enjoyed the challenge of the small frog and hard to see light. I played this too many times when I should have gone to bed. The audio and visuals are wonderful. I really like the simple art style. Great work.
This is an interesting concept that has a lot of potential. I really enjoyed trying to think about how to get the robots to coordinated to solve the puzzles. As others have mentioned, the awkward UI hurts the playability somewhat, but this is an impressive first foray into game jams. Keep at it!
This was a really cool concept. I wish there had been more levels or more commands to give the robot. Maybe you could even have combined colors that do multiple commands or something. I enjoyed the difficulty ramp in the levels and the art was fantastic. Great work.
This was certainly a unique game for me. I had to switch to my tablet to draw because I am bad with a mouse, but I had fun with it. One issue I ran into was I could not see the symbols for the cars in lane 1 on the embedded build. Great job.
I don't know what this is but it was certainly unique.