Tumble Baby by 01010111 2020-04-20T19:54:21Z
Nice idea of setting up the tutorial that way.
Foon → Ludum Dare Explorer → Users → BinaryPrinciple
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | Sunken Secrets | compo | 168 | 3.39 | 3.23 | 2.78 | 4.03 | 4.10 | 3.45 | 2.50 | 3.33 | |
| 2023 | 52 | Harvest | Brain Crops | jam | 391 | 3.52 | 3.60 | 3.79 | 3.33 | 3.39 | 3.42 | 3.34 | 3.15 | |
| 2022 | 51 | Every 10 seconds | Memento Mori | compo | 444 | 2.85 | 2.40 | 3.32 | 3.57 | 3.65 | 3.26 | 2.45 | 3.17 | |
| 2022 | 50 | Delay the inevitable | DLAY's Buffet | compo | 411 | 3.26 | 3.22 | 3.02 | 3.17 | 3.20 | 3.51 | 3.30 | 3.19 | |
| 2021 | 49 | Unstable | Sanity Check | compo | 433 | 3.09 | 3.05 | 2.98 | 3.37 | 3.41 | 3.08 | 3.48 | 3.23 | |
| 2021 | 48 | Deeper and deeper | The Final Frontier | compo | 584 | 3.25 | 3.25 | 2.64 | 3.75 | 3.19 | 2.92 | 2.39 | 3.05 | |
| 2020 | 47 | Stuck in a loop | Loopertary | compo | 431 | 3.19 | 3.15 | 3.48 | 2.97 | 3.76 | 3.31 | 2.30 | 2.97 | |
| 2020 | 46 | Keep it alive | Floyd's Fire | compo | 847 | 3.03 | 2.67 | 3.09 | 3.26 | 3.51 | 2.15 | 3.23 |
Nice idea of setting up the tutorial that way.
Took a time to understand it, but the idea of keeping enemies alive to move forward is nice.
3125 is my second try. Nice graphics and perspective, very creative!
A tutorial and way to know where to go would be nice. Overall one of the best games I played so
Nice city builder, tried to expand as much as possible. Nice mechanics and there's a lot of potential.
Keep it going, what about move it to a never ending clicker mobile adventure? Unlocking flowers, demands and enemies along the way.
What a difference a good sound and cute graphics made for the overall fun. I really like the game. The tutorial is short and sweet which is good. The initial tight spot might be a bit unforgiving but I will keep on playing it!
Wow!!! I loved this game quite a lot!, very enjoyable, once you get the mechanics it becomes very strategic! Once of the best I played so far.
Awesome game!!! It's easy to understand and play, the music goes perfect with it; also the presentation for music and posibility to buy upgrades make it more fun! Impressive work! One of the best I played.
Clever work on words. I bet Tom Nooke is part of the Looser's club.
Love the UI, very simple but give you the info you need right away. Keep this idea and keep it growing. I have a soft spot for simulator and builders so this hit rights in.
I loved the combination! Nice pacing. I made it as far as love allowed me, then I ran a little more. The dialog keep me reading and waiting for the reaction! Please keep your work on developing the idea.
I like the style a lot, seems that my mouth sensivity is too high but I had fun!.
Really solid game, sound, graphics and theme. A puzzle game were you really need to think about the plan and execute it flawlessly. Maybe add some "coyote time" for beginners.
I can see a good idea here, please keep exploring it, with different scenarios, maybe based on characteristics of the criminal like an rpg, and you get tips while talking to them.
Fun game! It's within the theme and the style fits nicely with the gameplay. Controls were very smooth and the sound is on point.
@norris-eldridge likewise
I like it, but some feedback here: - I tried to pick up someone but didn't work, so no pay for my "evilness". - Material do not spawn often. - End game is not clear, so I assume is a never ending game.
Everything was fine until I mess with the wrong bird. The sound crack me up. It was very fun, maybe check the controls and make them a bit smoother. I like it so much that I didn't mind getting reminded of the cats movie.
It's very nice, although the controls are tricky, once you get in rhythm the fun begins. I like the background music a lot too, very soothing.
I like a lot the mechanic of balancing your health and the one for the main heart. What if some of those bacteria actually heal your heart so you have to be very accurate with the shooting. The music was awesome! Nice game!
Nice and simple, has mentioned by @leonel, it's a good mobile game!
Thanks @patrickjr. Glad you like it! Wanted to keep it simple and clean, the movement and lighting feedback is great, I was afraid that people were gong to complain.
I agree with your assesment.
I wanted to build it up to an exit or final boss, maybe RPG it up a bit with stats, also sound is something I wanted to add.
I thought about the skipping levels, I thought, well if people get bored they can skip up just to make the board more interesting.
I was thinking on continuing to work on it later on, add different type of enemies, high scores or survival.
Hi Everyone!!!
Thank you very much for taking the time to play and rate Floyd’s Fire.
I’m so happy (and proud) to hear so much positive feedback, I’m not the best at modeling or animating, so I went for a clean style hoping it would save me time in the long run. Adjusting the lights took a while; used to be darker, so I decided to made it more visible considering the brightness and monitor types (TN, IPC, etc).
The fire spawning.... yeah it should be better. I completely agree. Here is how it was coded: a flame will last X amounts of seconds and those are equivalent to X amount of points, the lower the light, the less fire points you will get. The spawn time should be better, also, smaller flames could populate more often. The spawn time, flame duration and prefab are in a scriptable object.
Ghost fighting animation was in my todo list. Facing your fears by been in the same spot was a decent work around in my mind, but it could use more juice or weight.
I was thinking: well, what can ghost give you? How can I balance it against fire? What if they increase the amount of time that takes for the torch to go off. By default, loses 1 point every 2 seconds. Meaning that you need to take a strategic decision: can I afford to lose fire as long has the flame last longer? Can I wait enough for new fires to spawn?
So at the end of the LD here the list of things that I could not implement in time: - A difficulty manager. - A sound manager (background sounds and random noises, like the wind or raindrops). - Better spawn rates. - Different enemies.
It was my first time building the project, so I regret not building it for other OS or a HTML5 version.
Your feedback is great, and I love how LD feels like a true community of people having fun, providing constructive criticism, giving a chance to everyone, a time to show you creativity in any way possible. To all of you thank very much. All of you put a smile on my face and a sense of proud that honestly I lost a while ago.
I will continue to work on it, polish it and who know, maybe one day release it.
Oh,..... the cheating button, well I had it for testing but then I was afraid that people got bore of the difficulty curve and wanted to give a way to speed them up and try it under different scenarios.
Hi!
Thank you very much for your time and feedback, still very excited to be part of this community and have a chance to do something new.
I'm taking into account your feedback, and I decided to move forward and keep on developing a better version of Floyd's Fire, who know where it might get me, but I'm having a lot of fun.
I'm glad you enjoyed the overall look and feel, and as you mentioned there's room to grow on game loop and mood.
- I implemented sound in the newer version using a mixer and scriptable objects, and currently evaluating the gameplay based on your comments. @lazzydev72 you are right, oxygen would make more sense... what if it's taken from the ghost's last breath.
- @norris-eldridge truly I need to make significant improvements in the UI and setup a tutorial. I think that after sound this might be next point (UI), to make it smoother.
- Maybe setup different types of caves and challenges like a time challenge ( @runuchok ).
- Balancing needs to be done ( @barelos ) and set better purpose for the enemies.
Again, thank you!
Thanks for your feedback!!! And your time for playing Floyd's Fire.
@emperor-eagle I'm working on some changes where the level start and end point might be on a different position and added a timer. Next step, cause a disaster once the timer is done.
@khaoz-fang Yeah, I need to polish the game loop, give more reason for fighting the ghosts.
@generictoast Thank you!!! Now that I added sound the atmosphere got better, make me think of directing to a type of "horror-action".
@notan-lemon thank you! True, I'm working on setting difficulty levels and improve those spawns. Maybe add new enemies.
I played all your games, so much creativity and awesome mechanics in each one. Feel very happy to join the community and share a bit of my effort. I'm waiting for the new LD.
Excellent take on the theme!!! The artstyle is lovely, like a HD Atari game. The puzzle challenging and fun. I made my best to keep his shoes dry, I have the same problem, I hate getting my shoes wet.
I tried to keep the fire alive as much as I could. I like the idea of a multiplayer, but as @doenerti mentioned, attach bigger hitboxes and an exit.
Nice graphics and sound. I would love to have more FOV so I can see where the owl is coming from, besides that nice game!
Feed me Seymour! I really like the engine idea, hopefully you can continue to expand the idea.
You got me with the music. Just double check the controls but it was quite a fun experience!
Very original! I really like it and engaged me to go as far as possible. Honestly no constructive feedback; it's very solid.
Just some feedback: - Try to add different sounds and randomize them. - Set different type of enemies. - Set a way to increase the plant live (collecting or self healing).
I enjoyed the music and how creative it was! Maybe you can introduce different types of attacks or ones that play against others.
Great game! The sounds and effects keeps the mood on. You get a deceitful calm playing it, you need to keep an eye on the oxygen meter. One of the best games I played so far. Good job!
I like the music and characters, with a bit more polish, I can see it on a switch. Try to push it to an enter de gungeon direction.
Really nice game! I tried my best but well, live gets in the way. A nice clicker adventure!
Nice game! Once I got the grab of it the puzzles got more interesting! Maybe next time smooth damp controls can help to make it more responsive to the keyboard, but overall very nice.
I like it bue struggle a little bit with the controls (HTML5 version played). Love the idea and environment like a cooking mamma ER.
I like the movement feeling and the recharge method. Maybe add another power up like a snowflake so it can turbo itself for a few seconds.
I like the concept and how peaceful it is. I had fishes off my own years back, so I can tell is accurate. The sound is great. I know it sounds crazy, but what if you grow into the concept and build somekind of relationship mini game among the fish, like coffee talk.
I liked it a lot, original, keep the note save. Just adjust the controls so they can keep up with the speed, and maybe check the player accuracy and use it as a metric to setup the game speed. (the most notes hit, the faster it goes).
I really liked the game! Interesting choice in controls. I protected floaty as far as I could, you would be proud!
I like it, but for reason I couldn't feed him.
Please keep on building into it. We need more coders and this help people to build an analytical and logical perspective. I can see it as a play and learn software for kids in ipad.
I really enjoyed it! Nice movement and sound!!! I don't get the loop part that much but overall is great!
I really enjoyed this game. An interesting gameplay and implementation, with lot of room for strategic thinking and becomes very rewarding. I would say that a demo stage or tutorial stage would help.
I can see this as a tabletop game as well.
Feels like you don't have enought time to get all the cones. Still nice idea and gameplay.
Really nice visual. I have to ask, was this done by casting a lower render image from the original camera? Like in short hike. Overall really good, please keep developing the idea.
Same issue, it hangs.
Great game!!! The core loop is solid, the screams make burst out laughing and the gameplay teach mechanics at a great pace. Awesome game. If you have a chance please play and rate my game. Good luck!
Nice graphics and gameloop, I would have like a visual timer or maybe the character to flash to let me know I'm about to change stages.
Great music and game!!! You should be higher! One of the best I played so far.
Please explore this idea more, is practically ready to be put into an apple or android store, even switch! Very well designed and fun.
I can see this game playing on an ipad or getting a version for kids with puzzles. BTW, you should have enable an option to vote for audio the track is perfect.
Wow!!!! You guys really need to keep exploring this game and push it. I love how each track adds another track to the music! Sometime can be desorienting but maybe I'm to close to my monitor. Amazing game, one of the best I played so far!
Nice intro, I would suggest a skip button if you want to reply. The control is smooth but maybe a bit floaty. The attack with mouse was great and the enemies too. Great work for the short time given.
I really like the game, but I can feel how it needs sound. I think that if you point the camera forward at the beginning of the level, it would make it easier to get in touch with the mouse movement, once you do that it's easier to control. I like how you unlock your enemies. Finally, it might impact a bit of the gameplay, but adding a "orb magnet" so you can get them when close enough could be a good Quality of Life improvement.
Looks great!!! I like the captain toad feel of rotating the game map, nice puzzle!
I liked the game, and now I have a this music in my head that will take a couple of days to tu tu tu duh go through... see!!!
Awesome game!!! Really fun, took me a few tries to understand the mechanic but then it becomes crystal clear. Nice graphic, music and sounds. Loved it!
I really enjoyed this game! Takes time to get the grip but is very rewarding! Loved it.
Once I understood the core mechanic and interface it got smoother. I like the click gameplay and keeping an eye on all your numbers turning it into a balancing act. Nice music too!
@freeworld really good! I can see it expanding to new challenges and layouts.
Awesome game! once I understood the controls I got in a grove. Nice music and simple controls, you could redesign this for mobile and put it on a store.
@tjm Thanks for the heads up. I checked the itch.io link and I noticed that it takes a bit to load but then runs smoothly I wonder if there's any extra setting I need to modify in the page. If you can, please check the .EXE that is linked as the WIN version. Appreciate your time and feedback.
@jag Thanks for the feedback! Glad you like it! I noticed today that I cannot aim down, maybe too late to fix it. The bullets go through if they are not against the right element, thought about it but maybe it shows that they are "invulnerable to them". Stil, I agree that movement can be improved.
@minibetrayal thanks for the feedback!! Yes, it thought of setting the boss on a stage that allows you to move and prepare for a few seconds, also thought of making him vulnerable during that time but might make him easier to defeat.
@igaryhe agree, I wanted to add mouse controls but time run out, even implement smoother rotation. Then I recall the topic of making it arcade like and leaving me room for heavier controls. I like the idea of collectible items, like power ups that would freeze time for a few seconds, or make eliminate certain enemies once. Thanks for your feedback and time.
@theseusinabottle Thank you!!! I need to work on my tutorial for the next ludum, or maybe a cleaner difficulty progression. Glad you like it and had fun.
@freeworld Thanks very much for the kind words! Yeah a little bit of progression would be nice, I tried to increase the amounts of enemies, but it would over populate the tiles, maybe stronger enemies like you said with bigger health.
@somogy thank you very much!!! I appreciate a lot your feedback!
@madbookstudios Thanks you!! The hexagonal movement almost break me at 2 am on saturday, but manage to pull through, the AStar path implementation was... interesting. Glad you like it! Once I added sound the feel improved a lot, happy you noticed.
@mrredbeard glad you like it!!! agree sometimes hard is fun and limitations in controls might push for interesting gameplay. Thanks for your feedback!
@super-hadoken I agree that squares would have been smoother, I tried Hex since last LD I used squares and wanted to try something different. Code that movement was insane, but I agree is needs a bit of work.
@blotosaur I would have setup up spawning better, or ore enemy types. My goal was to setup a strong core loop and lost a lot of time in a couple of things. Maybe I should expand this game.
@arkinrev Thanks for the feedback! Maybe a message like: boss incoming would have been a nice add-on prior the boss battle.
@lelulagames thanks for the feedback. Agree, level increase is tricky, I have a couple of ideas to make it more progressive.
@saurterrs thanks for your feedback! I liked your game a lot too. And yeah, controls are tricky glad it turned around.
@drjexter I setup the controllers like if you had two joysticks, still thought of setting up mouse aiming but it would have go against the arcade feeling. Thanks for the feedback.
@ale thanks for the feedback!! Glad you like the enemies movement, I appreciate what you said about the boss! I agree that moving feels a bit clunky, and a stronger RNG would reduce the repetition. What you said about using a different aiming method, got an idea, maybe the player can change states itself and push towards the enemy, getting a pushback of 1 or 2 positions. A bit more dynamic and might force you to think when are you going to land.
@rhoff95 thanks for your feedback and time! Hex movement is quite tricky to implement, somehow is not has smooth as one would expect. Still it can be improved. The bullets were quite a challenge, and I think I could have use more suspension of disbelief on how the bullets work and visualize. I focus on having a define core loop, but it can use at least a week to smooth out the movement and rebalance the enemies.
Great graphics and music. The core loop idea was brilliant. Reminds me of a RARE game! Well done!!
I like it but needs some quality of life improvements: what about a slow motion prior a crash to give you a chance to change lane, allow the player to get into the round about don't throw him in, a visual representation of a slow or fast lane, a visual queue (since a rear view is already in) to advise you are about to be impacted.
Really fun game!!! Reminded me of West of Loathing. And the way the theme was implemented was brilliant! Well done!
Goes with the theme, great controls, crunchy sound and nice track. I really liked it. Been playing it for a while. Reminds me of downwell. Awesome work!
I cannot move to the next level or screen.
I like the style and idea, but my translator can only go so far.
Nice game. My feedback is to give the jump a little bit more of air or window for close calls, maybe a power up for a double jump. I liked the puzzle and the changing levels. Well done.
I like the game a lot. I would say I would like a way to better handle momentum, since theres sometime where I cannot jump high enough, or reduce the speed enough to catch the points. Nonetheless I like it, could be a nice mobile experience adding speed by swapping up or reducing on swipe down.
I liked the concept and Bill & Ted guitar, the background music gets you in the mood. I would recommend to redesign the arrow, gets a bit disorienting but it was fun!
Good entry for a first time jam!! I would recommend setting the instructions like @drsmey said and maybe open the camera more so I can see what's happening with the monster. Also the controls are a bit unforgiving, maybe add some buff to the jump.
It looks beautiful. I won't get into the controversy, if there's one. Just my feedback, maybe lower the blur when you move or give the option to remove it, and pin point a bit more where to go. Beside that, a very good game.
I like it, maybe a bit more of balancing in the fight but overall nice entry.
Really nice game!!! The core mechanic is solid. I like the floaty controllers in this game feels like a have a chance try to run to the flag if necessary.
I really like it! Artstyle, sound and gameloop is solid. I would like the enemy to drop some items that can give me an extra boost, like trying con concatenate attack.
I really like it!!! At first is a bit tricky but once you imagine the next step it gets quite interesting. I also like the idea to try different routes and define which one works best. Potential replaybility. Thanks for playing my game! Try the Web5GL version again or download the Win EXE.
Just amazing! what else can I say.
Nice looking game, reminds me of carnage. Maybe add this to easily destroy and recover health.
Wow! Just wow! The music you selected is perfect, the sounds crispy and the gameplay brilliant! Once I hit the multi-depth layers I noticed how well design this game is: one mechanic smoothly implemented. I enjoyed how the music speed up when I went deeper, and how my trail helps me get back to where I need to go and kept me informed of my location. I think you have a very calm and chill game here that you need to build upon and sell. I would recommend on the deep levels (green, pink) to add a spiral that if you touch it it will pull you back outside of the level, so you have be more aware of your next move. Next time setup a WebGL version of your game so more people will enjoy it. Excellent entry!
I lost the track fo time playing it, reminded me of Blasphemous. The gameplay is tight, the artstyle a looker and the atmosphere spot on. I honestly cannot think of anything negative, except drop frames but that's understandable with the lighting and enemy AI (and quantity) on view. Excellent game!
One of the most beatiful games I played so far, if not the most. I needed a minute to get a grasp on the controls, initally felt backwards but one I understood it was related to the propulsion I was able to play it better. I would recommend giving the option of changing the controls, or perspective, since feels inverted. Still awesome entry!
Good idea on combining mechanics! I like how the game ask you to put attention and the puzzles were interesting. Good game.
A missing gem! Cool simplified turn based game! The only thing I recommend is been clearer on where can I move and mine, although is highlighted sometimes I have a tile in front of me but I cannot mine it or move to it.
Smart and significant decisions. I loved to that I can charge horizontal digging, save me time and makes it more dinamic. Reminded me of an evolved Dig Dug. I would enjoy to add some decision making or having the top drop after an amount of time so I have to keep up a pace.
Still awesome bite size experience.
This is the type of retro game I would like to make. The controls and mechanic are well designed and fills me with some good gameboy vibes. The sound is crunchy and the highscore a nice touch. Thanks for this game.
I enjoyed the game, my recommendation would be to reduce the screen shaking a little bit, also maybe add different types of platforms (bouncy, melting,etc). Good job on making the game!
I enjoyed this game a lot, is all about skill and contol. I wish there was a category for technical archivement, this been in spectrum deserves recognition. Good entry.
I loved the graphic and character design, the goofy eyes makes me crackle. I like the idea of rushing forward if I slash so I have to take small decisions of where I'm going to be or when I attack. I would recommend different enemies with different patterns but still excellent entry.
For some reason is not running for me. I get a "T" blip like if I'm supposed to type but the controls are not responding.
I liked the doom arcade feel of the game. The camera is very well configure, and follows the player without reducing the FOV, which is critical for this type of games. The mechanics are simple but well done and easy to understand. The currency system is well balanced and never made me felt overpowered. The challenge escales smoothly. Nice entry and game.
A nice original idea. I appreciate that you had an option to invert mouse.
The graphics and sound goes well in hand, and suits the aesthetic of your game, made feel like playing a 4k version of a commodore game.
My recomendation would be on controls, maybe more options to speed up or slow down the graping, I have the feeling that this one plays very well with a controller.
Nice concept and the gameplay feels smooth. The sound is very reach. I would recommend adding different enemies, and maybe more momentum on the rope so I can swing my way out more freely. Nonetheless fun game!
Congrats to all of you! This game is amazing! The atmosphere and humor is well done and I loved the Macguffin (Hitchcock) reference. The gameplay is fluid and the information horizon (vision cones) are perfect for keeping me aware of the risk without making it easier. The cactus was a brilliant idea and nice mechanic for alarms, also the voice over: is he dressed like a cactus? Even the little touch of running away ends the game. Your team deserves to be on top. A 5 start overall!
@pat-cleaver the praising is the least I can do to recognize an excellent game. I laugh at the cactus and his walking, gave me some nice Mr.bean/Leslie Nielsen vibes.
The game is very entertaining and challenging. I got stuck but then I found out I just need to move the ball out of the bad spot. The movement and tracing of the hit is very smooth and with good physics, the speed and direction felt on point.
I would recommend adding special blocks or "holes" that can grant power ups or wacky ball physics.
You need to redesign it into a mobile game or switch, something with touch controls
I felt like the rotations controls were inverted, and gave me some fight. Once I manage to get a strong grip to it I was able to move forward. I like the simple and strong mechanics and how it push me to go deeper. Sound and music were very calming and add it a lot to the experience. One funny thing, my game have the same mechanic of moving your ship up to slow down and down to speed up. Great minds...
I enjoyed it and made me go for some cheese. I like the mechanics but I'm not clear on the end goal> win/loose condition.
We need to go deeper! but let me bypass this A* pathfinding first.... I really enjoyed your game, the concept is clever, the goal clear and the minigames excellent idea (you made pacman wow).
My only comment is that the difficulty might need a rebalance, since the enemy is pretty sensitive, maybe add a vision cone to let me know if I'm at risk and a cooldown so I can get a chance for hiding. Another is the walls, maybe the angle needs more perspective since sometimes I get he feeling i'm behind one but still noticed.
Great entry!
I was pretty entertained and I keept playing for 5 rounds. I card mechanic to build your parth is brilliant! I would say that has it is is a perfect base that just needs to expand with more crunchy sounds and player feedback! Please keep working on it.
I enjoyed the concept. I would recommend to make the enemies of the color of the book just it would be quicker to point out who is who, since there are plenty and move really fast.
I would recommend adding an enemy variation: some walk slower, other faster, others jump.
Still a nice game, I had fun!
I was trying to find the bottom then I read that it was not completed. No problem. I enjoyed the art and ambience. Please expand it.
I tried it but it was not clear to me. Maybe add the instructions on the side, or a small tutorial.
Build the mechanic and find the fun. The two buttom controls are excellent.
I really enjoyed this roguelike, I just whish there was a way for me to regain health, maybe defeating and enemy gives some points back. Nonetheless a roguelike has it rules.
The atmosphere was great and the sound and echo in the cavern perfect.
One of the best I played so far! The art style goes very well with the music and give so much personality. The grim hummor and the excellent controls! I don't know what to add, it feels so complete!
I liked the dig dig mechanic. The idea is fun and the design clear.
I felt like the time to break the stone should be a little bit faster, or allow me to chain blocks and multiply it's speed.
Overall a fun game.
I have not see a lot of click adventure games in this LD, but this is really good. Maybe a smooth movement would help, still had a lot of fun.
The tutorial is nicely done! Introduce mechanics at a good pace and turns the game into a complex puzzle platformer. It gives a true sense of progression and challenge. My recomendation would be to smooth the movement.
I liked the art direction, gives me a nice saturday morning cartoon feeling. The simplied mouse control with a drag and drop feels very nice, but I would like to keep registering the drag. Also, a radar that shows me what is around would be helpful. Still a very solid game.
Really nice game! Initially I felt that enemies appeared to soon, I believe it can be helped by offseting horizontally the camera against the direction of the player, but the zoom helped out. I felt sorry for the mushroms in my path to sucess. Nice game!
I really liked the color grading of this game, sets the ambience greatly. My feedback is the sense of direction, maybe add a small "horizontal radar" like the one in Fallout 3/NV/4 so I can tell if there's something in the distance that calls my curiosity. I enjoyed it a lot.
I enjoyed the art style and animation, the music is perfect. I would recommend: sounds for enemies, an option to attack or defend and a prize at the bottom. Nonetheless very nice soothing entry.
Nice music and controls! Maybe extend the push back distance when you shoot. I had fun!
Nice game! I would recommend having a smaller scope, maybe a smaller level with more thing on going. Still I enjoyed it! Good entry.
The models are very cool and the endless fall shooter is a nice idea! I just felt that sometimes my gun was not causing enough damage, and the mouse was really floaty. Still I enjoyed my time and I can see potential.
Cool Game! Initially the floaty controls were a bit frustrating but then I got a grasp of them and take advantage. I would like a way to quick correct the direction, but I still like the fact that sometimes I have to take a hit to get the barrel. Nice entry!
Nice game! The graphic are very good the feel of the controls on point and straight forward. Easy to understand and loose for a few minutes. Nice entry!
I see you mentioned it was not fishined, but it does not felt like it. I loved the art direction, I enjoy seeing potential fish in my radar and give me the tools to select how I would approach it. Please keep working on it. It would be a great switch game.
Nice animation, but I felt that I hit bad RGN a couple of times. Maybe allow me to see a little further while I´m falling.
@aune np, I enjoyed the game, maybe my skills were not on point.
I think you found an original SIM idea here, something less dense than Democracy. I liked the music and the overall idea of bulding followers based on my believes. Nice original entry. For the future I recommend maybe give a demography of people interest so we can optimize the best approach, including that it might also have a negative impact with another group of people. Like in Tropico.
First off thanks everyone for your feedback! I'm very humble and surprised to know that you liked it and had fun with it.
@mdotedot Thanks!! Agree, sometimes you spend so much on testing that you assume controls are clear. Now with your feedback I made some instructions and put it in the game page.
@rouge-dragon I know! That was a silly mistake of mine, I had it, but I forgot to put it. I think I'm not allowed to since I just need to add one line of code (please confirm if possible). I manage audio as scriptables under a audio manager, I can simply upload the Soundtrack profile and play it as soon the game starts.
@baconn00 You and @mdotedot were correct, new instructions submitted on the page. I wanted to make the mines tingle and have expansive explosion with a -2 hearts value. Well, time is tricky, and I focused on have it playable. In my design I have fish backs that you have to wait for them to pass and fishes that attack the ship.
@rushhourz Glad you enjoy it. I wanted to have a new ship at the bottom so you can collect it and be able to selected at the beginning of a new run. I have the code code, but the time was too short for making a new model and selection screen. Maybe I can add it later, once allowed.
Thanks everyone for your time and feedback!
@robowarrior1982 Nice feedback! I like the idea of setting difficulty areas that spice up the gameplay. It was hard to decide on the speed how fast or slow, so I decided to give the options of slowing down or speed up since people might react different from my perspective; maybe I can give you the option to set it up as part of a configuration menu. Like you said, the base is there, just needs more time to built on it.
@thatmanrobin Glad you liked it! Yeah, I thought it was key to give the player control over speed and direction, with a chance to quick correct (push up by pressing A or B, Space or Shift). It's tricky to make and endless game engaging and give something in regards of rewards or difficulty.
@poorwill Thanks! I was talking about it, won't you believe it?, I agree that a nice coyote time and more forgiving collision boxes (scale -10% perhaps?) would bring extra balance. By the rules I think I can reduce the collision boxes but I cannot implement coyote time, the closest I have is pushing up (A, X, Space) or shoooting a rocket (B, Circle, Shift), it give you a chance to quickly safe yourself but beware of what's in top of you.
@corporation Thank you! Feedback was in my notes, I was going to explote the Koral at the moment you hit it, I'm not entirely happy with the sound it makes when it gets hit but had to rebalance my time. No excuse but I'm aware it can be more crunchy.
@joonamo thank you!!! My original idea was to give the collectibles some background, so when you catch them you get a message saying what it was (i.e. you found Rosie missing mirror, it's been lost since 1950 but it's never too late). Maybe I can add that in a new version. Thanks again for considering it fully feature. Btw, your entry is amazing I love the style!
@1studio Appreciate your comment! I was hesitating on my art style but your feedbacks gives me assurance that it was the right call. I'm a fan of your game too, the art style was amazing.
@juliuscube-arcade Thanks! I thought of how to make the mechanic and theme work together. Your feedback makes think it was a good direction.
@alpharock6 Thank you! Yeah, I'm debating if is possible to add the instructions on the right side, since it's not coding or new features maybe is possible. I will work on it.
Thanks for your feedback, I appreciate it and enjoy it, helps a lot to learn and correct my wrongs.
@smeljey Appreciate your comment, I believe you and @poorwill have something in common. **I will resize colliders today** to make a bit more forgiving, currently is up the edge and that's too much. Glad you enjoyed it.
@loig Thanks for the feedback, within the plans was to setup an automatic balanced difficulty that would track your health and collectibles and try to spawn them depending on how well you were doing. Sadly I had to turn to other options. Thanks for your comment and glad you had fun with it.
@eugenik thank you!
Collision boxes were rescale down enough so you have more chance to go between tiles and the UI has been setup to scale on your resolution (native remains as FHD).
Awesome feedback!
@pedrorocha glad you like it!!
@junamai glad you had fun!
Thank you for the feeedback! I feel very humble with all the positive and constructive feedback. It's not easy putting yourself out, more so with so many of your amazing games around.
@wartronic Glad you had fun with it! And glad I setup the rocket mechanic. I knew I need it to give the player more control over it, since you cannot stop falling, you should have some options. I enjoyed your game too and the models were great.
@jokerbomb I would love to send you tickets! Funny thing is that on this LD one of my inspirations were arcades and Gameboy games. Designed the mechanic then find the fun! So I started with the movement and what I can do with it. Glad you like my primitive blender models :v: Btw, your game was so atmospheric!
@bubbadubc Very happy to hear it! My goal was soothing "underwater" sounds, seems that I made it. I loved your game, so much personality and juice!
Thank you for your time, playing+rating the game.
@camden-obertop Glad you liked it! It's a good point, adding acceleration to the horizontal movement. I liked the idea. Thanks!
@omnes-ludos Thank you!
@sigo Glad you made it to the bottom! Agree, it can be added or calibrated via options for normal speed, slow down and speed. Up.
@adaxxas Happy you liked it! Funny things, I cannot draw so I decided to go through models, and though took advantage on setting a new perspective.
@valeth2124 Good to hear you had fun with it! I played your game, it's very good and fairly impressed. I like the idea of setting up 2D or improving the 3D to make it look like 2.5D. I want to add biomes and associate music and prefab to it so you can feel in different areas. Music is something I really need to work on.
@vilcans Thanks! I enjoyed your game too! I took some physics liberties, and the irony of destroying korals while recovering pieces. Appreciate your feedback, many have commented on the speed it can be modified since is a variable, and I like the idea of the game itself speeding up the closer you get to the bottom.
@martin183 Agree, different enemies or behaviors, originally I wanted the bomb to have a sensor area, it would vibrate if you are too close and if you stood to long near it, the explosion will be bigger. A soundtrack might be done, I don't need to add code so I think about it.
@mololo thank you very much! glad you had fun with it.
@pvp Glad you enjoyed it! I should have locked it at 60 fps, it's a good point. I wish I can set a resolution option but the rules won't allowed me, still I will have it for the next LD. I'm happy to heard that you got a flash back from Kula World!
Thanks for your time and feedback.
@rolle Glad you enjoyed it. Agree, maybe adding some biomes with special conditions (speed, enemies) to spice it up. The perspective was very helpful to give a chance to see where you are going.
@andrewaprice Thank you! I like arcade games for LD, bite size experiences.
@vexorian Thanks for your feedback! Yeah, I wanted to give some challenge or decision making to use rockets, although it breaks through and give you a push up, it could hurt if you are not aware of where are you at. Balacing is something I wanted to do, but time was running out.
@monkeybit29 thanks! your game was awesome too!
@leorid Maybe adding difficulty balance would be better. Glad you like it and noticed the hit boxes.
@superpokeunicorn Thanks for your feedback! That's a nice idea, saving your rockets to make it more strategic when to use them. The move mechanic was the first thing I built and then design around it. Also, like you said different obstacles would help.
@wizard-sino Thanks!
@johannimations I agree that is a strong base, and considering the feedbacks there's room for improvement along with interesting ideas. Speed is tricky but maybe you can gain speed the more you progress or have pick ups.
@yurikun Thank you!! Glad you liked it!
Thanks for playing and rating!
@pat-cleaver Glad you liked the mechanics! My challenge was to keep it simple and don't overscope. Seems that I archived that. Next one will be to have more humor and variance.
@pickens-inc Thanks! I agree completely. I was planning explosive korals and background colors, also bubbles for speeding up and push up. But time was the enemy. If I continue this game, I will add it. Agree also on the music, I wanted something deep and atmospheric almost trip hop lofi.
@filgru Agree! My initial drawing had banks of fish crossing the level, so you had to wait for them to pass by. Glad you like it and thank you!
Thanks for playing and rating!
@room606 Glad you liked it! Yeah, I should remove the **quit** option from the HTML version, maybe make it return to the main screen.
@bbaf Thanks! I think you found the but I was looking for!! I noticed that during gameplays but could not pin point it. Thanks again!
@joe40001 oh, interesting, I would have to review if it runs over frames or real seconds, or setup an option to modify postprocessing (which is very low in this one). Btw, I played your game and rated, amazing, please keep working on it, I would love to have it on my switch, next to Flat Heroes.
Thanks for playing, rating and giving feedback!
@kotzi Glad you liked it! The was a happy guess, initially I was going to set it up as 2D perspective, but when I was setting up the camera I noticed that keep it on a Y offset rotation help see what was coming your way. BTW, your game is awesome! I reached Atlantis.
@fabula-rasa Glad you liked and thanks for downloading the Win Version! I agree with your I could add more ambience and use light for difficulty. I like the idea! Funny you mentioned on checking how many submarines sunk. My original plan was that if you collected all the required parts, at the bottom a new ship will find you. Also the parts would have been broken submarines. I guess that great minds... Also, Cattlantis is a very soothing game! I enjoyed it a lot.
@neontropics Glad you had fun! Maybe I can setup a perspective slider and tune the tween of the rockets make them more "alive" and integrated. Thanks for your time and feedback.
@aune Glad you liked it and thanks for leaving your feedback. I agree, its been interesting to see how people made their own "faller/go deep" versions, and sometimes reaching to the same conclusions regarding controls. The first thing I did was making sure it was going to built well in WebGL and Win, glad I made that call.
@kram Thanks! Glad you liked it. Happy to hear that it got you in a nice mood. Interesting idea of setting a peaceful or ballistic run.
I liked the game. the graphics are nice, the sound is soothing, nice animations and physics.I would recommend allow me to move left and right without the need of constant jumping, but I understand is the main mechanic. Also rebalance the difficulty the level 2 was a bit harsh. LOL, took me 4 tries to reach the bottom and then sent back to the top. Now I understand Peach.
Overall, very nice game, just the balancing is key.
I really enjoyed the ambience, the music and darkness works very well with the theme and objective. The art is nice and the overall very soothing.
I would recommend a small hint for the enemies, so I can tell which ones might attack me, maybe a small exclamation mark above them, color change or streching showing that they will come to me. The darkness was quite dark, maybe a bit more light flowers, or fishes that emit light so when I eat them, I can gain some light myself for a few seconds.
Overall and excellent game congrats!
Amazing graphic, sound and feel. Reminded me of Ape Out. I would recommend a tutorial, initially felt a bit lost on what to done when I possesed a NPC. Still, this game oozes style.
I like how the mechanics expand and sets itself to a resource puzzle. True that resources balance is quite tricky, and within the limited time setting up scaled difficulty is almost impossible. Nonethless, great game!
The humor is excellent and I appreciate the different poses! It was really fun, good luck!
Ok, this is the best I played! The humor and animations, the handshake and uno card. Amazing!
A very smart game mechanic with excellent ambience! I wish it could be longer, but the ending was unexpected and fits the mood of the game. I can see this playing well on a tablet or phone since the light mechanic could be explore more. Also, many options for puzzles, even discovering puzzles from other civilizations.
I was scrolling around... ok, this looks nice, then growling started and the "oh sh**" music started. I liked the concept is really fun.
I think maybe the rock spam can be improved, I'm around 6000m with no incident by hanging at the top.
Still, loved the ambience and feel of the bike.
Nice game! The controls felt on point and the way it's designed justified me buying upgrades because I wanted to see what's deeper. Nice ambient perfect to play with a coffee cup.
I like it, keep me on my toes more so when it got darker. The controls are tight and never felt cheated. I like the idea of juggleing the fall with the shooting. Strong game here.
Very innovative! The controls are point and the idea of keeping yourself safe until reaching hell is amazing. Well done!! One of the best I played so far.
Honestly, one of the best I played so far! The art style is awesome, I loved my "Oh yeah" reminded me a friend of mine. The level is well design and the mechanics easy to understand. So much potential! I felt like I was playing a GBA game. No complaints, bugs, or anything, flawless.
The ambience is great (sound, look and feel). Once I setup the controls, I was able to play it more smoothly. I lost my sense of direction, maybe find a way to highlight the path better (like flowers or small animals runing into or away from the target). I enjoyed it.
It reminded me of dig dug but with crafting... that's a nice idea actually. I was just not that clear on how to refuel but I enjoyed a lot! Good luck!
Nice entry! My recommendation would be to add something that gives me oxygen, while I´m stationary, like a plant or old vessel, I would have to keep and eye on for the torpedos while getting oxygen, and empowers exploration.
A simple concept well executed! I liked the momentum and controls. It was fun once I manage to gain some speed. Well done!
I liked the game, I would recommend some difficulty rebalance and options for setting up music volume. Good job!
@omnes-ludos ok, I will try it.
I liked the maze generation and the graphics. Maybe add different enemies and sound, also you could add them a small shake prior attacking so I can get more telegraph attacks. Try adding a way to parry, it can be with your own attack. Nice entry!
I had a lot of fun with your game! The different items keep up a good pace. My wife enjoyed a lot! Very original entry!
Nice game! I like the maze concept
I would recommend the following: 1. Lerp, or smoothdamp between your current position and your new position, for smoother movement. 2. Keep the direction of the animation, if I move down, it automatically looked up. 3. At least 3 types of enemies to give it some variety, they can be part of a specific biome.
Good luck!
Nice first entry! Congrats on completing the game! I liked the level layout and music, the look reminded me of playing Bobby go Home on Atari 2600. Nostalgic and fun!
The first Weeeee made me jump! Unexpected but give a nice sense of completion. I would recommend different Wee sounds or maybe a sound for how well you did the level: woooo, wow, oooohhh. To give it some variety. Nice platformer.
Sorry, I raised my contrast and brightness and couldn´t see anything. Just a bunch of white squares flying around.
I enjoyed this platformer, it has a story and different enemies that required timing to attack or defend. My only feedback is regarding controls. The J,K keys felt apart, maybe setup (AWSD + Q+E) or (Arrows + SHIFT+ Enter/space). Still nice game!
The idea is very different from what I played so far. I would have expanded on the concept of staring contest with the blocks maybe some have a personality or different damage rates. Also, maybe limit the raycast length so the player is force to move around. I had fun and was very creative.
I like it, wellcome to the Endless fallers gang (you can try mine). I would recommend adding a small quick hit of where the rock is coming since is going down fast, or maybe a small slow down just enough to react at the last minute if you are way to close to it. I had fun, the art, and sound are gorgeous.
The idea is excellent and satisfying, good call on been able to get a flashlight.
Honestly I don't have any feedback because the game is really good. Maybe expand it, new cards, options for defending and more mistery items.
Awesome game! Really fun and I love the artstyle.
Atlantis.JPG
I enjoyed opening my way through the walls and find new places, nice exploration hook. The models, sound and feel are very good. I know it might be tricky, but maybe give us the option to locate the camera a bit farther away, since I might roll or turn and it will help with direction.
Good entry!
Very impressive how much work was put into this. I enjoyed the build your own ship feature, makes more personal. I would recommend changing the key bindings (Q = rotate left, E= rotate right, space = action), besides that nothing else to comment.
You might not believe but I wanted to make a game like this! I like the dimentional puzzle you setup and push me rethink the platformer. Nice entry!
Very innovative! The idea of researching as a rabbit hole to go deeper into links and pages is brilliant!!!! The score is a nice touch makes wants to try it again.
Good first game, now some recommendations to improve it:
- Give us a small signal (maybe at the bottom) when we are close to a debuff/buff. - It falls very quickly maybe some control to slow it down or speed it up. - zoom out a little bit more, or the capacity to zoom and zoom out.
Welcome to the madness of LD. Hope you had fun.
The work done by this team is great! Lots of personality, crunchy sounds, good sountrack. It kept me engaged. Although the mechanic is simple (up/down/shoot) the enemy variants and the fact you had to wait keep it interesting. Also appreciated that the game kept me informed all time, how much time to wait, health, cooldowns. Excellent entry!
I liked the idea of the game, I like management games so it suit up perfectly. Overall a great game just felt that the dwarves where not moving fast enough, besides that I had a lot of fun.
I made to 109. Starting seeing creepy crawelers in the darkness of my room, so it's very atmosphering. I enjoyed the art style and calming gameplay. My recommendation would be biomes in the well with it's own enemies and maybe some of them can be killed with more than one stone. Beside that, I enjoyed it a lot.
I loved the arcade feel and the puzzle design. A simplified and elegant design. I would imagine myself playing it on the gameboy. Difficulty curve is nice, but maybe add a hit if people takes to long to find a solution, but that would be an extra feature, the game is fine the way it is. Nice entry.
I made it to 198. I liked the graphic, maybe some crunchy sound would add more to it, although I enjoyed mixing up the controls. Good idea!
Nice micromanagement game, keep you on your toes but can be unforgiving. Maybe a bit more balancing on the timers, but besides that I really enjoyed it.
Feels really nice! Simplify the mechanic to mouse and click was a good idea. I don't know if it was intentional but I used the rockets shoot at me to trick them into destroying bigger rocks. Excellent game!
I loved the frustration and the wario like feeling. I can see it on a DS easily. Fun, tricky and keep you on your toes.
Smart gameloop! I enjoyed having the keep a balance between upgrades, shooting and collecting. My recommendation would be to define better the need for the grill, I did not felt a lot of difference from been inside it to just waiting for the minerals to pop up.
Nice game here, a potential nice rage quiting game like Get over It. Maybe give an option of FOV to reduce motion sickness.
Truly mindbending puzzle! My only recommendation, background music or add sound to the smiley steps and wall destruction, to add more mood to it.
Amazing game! I like how you match two minigames, and personally I like collecting and discovering. There's something very peaceful in its gameplay.
Made me laugh out of pure insanity. You deserve an executive role in Buzzfeed.
Initially the arm taking to much of my POV but then when I started shooting I noticed it became into a FPS platformer. My recommendation is to add a sound queue when the tile is about to fall to add a bit of awareness and tension.
The way it looks is way to impressive! It a nice merge of concepts, like a type of timed-rts. Initially was a bit confusing but on my second try it started to fit. I would recommend rebalance the time it takes for certain actions because it feels that randomness sometimes get the best of you. Great game!
Well that was not helpful for my anxiety! LOL Nice idea, I was initially enjoying a space walk then everything broke and had to come back and keep the humans from freezing. Pulling minigames in so little time is very impressive. Well done.
The theme implementation is brilliant since it can work on so many levels. The look and sound are really crisp and put you in the right mood to play it. I like the way it controls, you manage to make using only mouse a nice experience and adding a minimap was a great way to avoid getting disoriented. You have something special here.
Good idea! Although I would like a bit more of guidance.
Awesome Game! Simply controls, easy to understand and play, and a unique theme! Well done!
I enjoyed it a lot, tricky but once you accept that you need to failed first to get the proper answer then it becomes quite zen. Well done! Screenshot 2021-10-07 171538.jpg
Reminded of those good 80s fx music videos on MTV, with the music and the concept of leggy envelopes. ALthough I cannot see the theme very much in this game, I enjoyed the overall style.
I had a lot of fun with it, there's something adorable about it. Although sometimes I feel that randomness played against me I didn't mind giving it another try, because it was very inviting and responsive.
Wow! Such a lovely game with it's arstyle and very deceiving on its difficulty. The theme is very well implemented and feels really balanced, not sure how you managed to do it, or just a couple of good RGN runs. Well done!
I love the dog tank! Easy and direct gameplay with some potential for exploration.
I made it in 9 min with 16 deaths, well science ain't easy! Really enjoyed it, so amazed on how you introduced mechanics and made a little Portal of it's own. Amazing!
Nice look but it really needs sound, something very arcade, some beeps. Maybe add different terrains so I can feel that I'm moving through areas or biomes.
I like the concept of time limits power ups, but one minute breaks the pace. Maybe allow me to choose, if I wait longer i get a better gear or power up, or I can take a short solution that will help me only once.
Fun concept and poor horsey! I would like to have the posiblity of adding power ups if I hit the right things, something between monkey ball and pool.
Such an enjoyable experience! That atari HD feel with simple controls. Brilliant how you can jump and gain time with the same button. I got really excited when I unlock new music and colors the higher I went, it felt like a nice reward. Well done! You need to work on it a bit more or adding bird unlocks with different powers and sell it.
I liked the concept, initially I thought, ok just be careful where you walk, then it turn into a memory puzzle. Good idea, my feedback is the following, allow me to recover tiles for a few seconds once a light is grabbed, so I have to have a quick memory reaction.
I believe you have a pontentially great rage quit game here,... don't be mad hear me out. The floaty controls demand precision when you are trying to put the key on it's place, so having the wall to fall into further chaos or adding a timer would be a nice way to increase the tension.
The art and music are great, and I love the concept of having this cat floating around trying to escape from gravity. The gameplay was a bit tricky to understand first, adding a tutorial level might help, so you jump from constellation to constellation. Still, once you get into the rhythm of it, it becames very satifying to hit the shape and keep the motion. You know what... rhythm game loops and mechanics would be a nice touch.
I like the car model a lot, reminded me of Tron.
It's a cool idea of having a rope to drag the ice to cool the volcano. Here's my feedback about that mechanic, what if we can launch it? like a cannon, and you need to make sure you hit the best spots like in a darts game.
I recommend adding sound (with random pitch to avoid repetition) and music. Also, a minimap. Nice entry.
I like how you setup the controls, initially I thought it might be confusing but became second nature, good idea it gave it a true feel of playing two ships. Angry birds + Pong.... that's sounds like your own constraint. Well done. Hope your game jam addiction keeps producing cool games.
Well, it kept me on my toes, nice game!
I believe is more an experience than a game, and I appreciate that a lot.
Is not easy to transmit emotions, and is harder to sell negatives ones without sounding way too condescending or treat them as a trope. You found a nice balance and that help to setup a very deep mood.
I believe you need to explore this more, it would work well on a tablet, and transform it an interactive story, like in the game: 80 days.
Nice concept and gameplay! I was able to cure a couple just to curse them again. The humor and mood were excellent!
Presentation is top notch. I haven't played runners so far in this LD, so nice idea that helps to stand out. Initially the controls felt too distant but then I got used to and start to enjoy the game, reminds me of mirror's edge, with an original aesthetic and location. Great job!
@liammasters thanks for been the first person to play it! Glad you had some fun with it. I was afraid about the Font, but the labels are: Anger (red), Fear (Orange), Happiness (Green) and Sadness (blue). It should reproduce a sound for the "ticking pipe about to explode", the explosion, and the bottom is the subconscious, so they make a sound because they dissapeared. Oh and those random thoughts,... yeah tried to find some fun ones.
@munkkeli glad you liked it! Mmmm, the sides are cut off? Did you played it on Full screen? otherwise you get that effect. I'm working on fixing that.
Thank you everyone for your feedback! Really appreciate taking the time to play my game and leave very strong and objective comments that help me find how to improve it.
@alec Glad you liked it! It was my first time setting up double jump, maybe next time I simplify it and avoid the mechanics I added to it (timers, button pressed).
@javicoder Glad you enjoyed and thanks for the kind words. I won't lie, inside out was an inspiration LOL. Yeah controls could have been smoother, guess is one of the risks of play testing alone, you get use to it. Next time I get more testers. BTW your game was very stylish!
@polkoii Thanks! Well, the idea is that you can only control where the toughts go, since Mike is a little unstable.... I thought of maybe adding a hint of what thought is coming next in line.
@tcastillo Hope you had a better time with it. Just FYI, have you tried to double jump? I think one of the issues might be having a small separation among platforms.
@diego-escalante Thanks a lot! Sorry you got a bit frustrated but I appreciate the feedback a lot. It's my first platformer, and well, I will keep working on the mechanics of it. I adjusted a 3D controller I made and had to do some fixes. Thanks for acknowledging the art and animation, it's been my main struggle since I'm no artist.
@cottontshirtz Thanks for the feedback! I think you unlocked a way of playing it :laughing: Good idea adding a score... like a report at the end of each level.
Thank you very one for the kind feedback!
@katanoueki Glad you had fun with it! Mmm, maybe I should resize the trigger box and reupload. I think is allowed since is not a new feature.
@ludokultur Thanks! I adjusted a 3d controller I made for this platformer, agree that I can keep it more tight on the sliding side.
@mejzlosh Glad you liked it! Initially the events you see on top would modify the demand on each pipe, but it might have become way to hectic.
@louiejams Thanks! I keep a light on for Mike, he needs it.
@pdotjpg Wow! that's an amazing feedback! Thanks for the kind words, I see that controls are becoming a common pain point. It's my first platformer but I appreciate how everyone is objectively giving me tips on how to fix it in the future.
@reccy Thanks! I hope Mike is doing well too, he was a bit down lately. I added a double jump to experiment but a strong jump would been more responsive. My challenge was that he was "cutting through" the platforms but I could have embrace that for easier jumps.
@myles-doupe Thanks for the feedback, now that's interesting, you had issues in one computer but another one did not? Mmm, did you expand it full screen? since is a HD resolution.
@n00begon Thanks!Like many others, I struggled with the theme, finding a new direction to take it, I thought of breaking horses on a stable, or choosing chickes in a barn, but this came to mind. Glad that it paid off, and become an interesting take on the theme.
Again, thanks everyone for your feedback, if allowed I can make some fixes and help others to improve their experience. Thanks!
@myles-doupe now that's interesting... I will look into it.
Hi! Thanks everyone for your time and feedback! Glad you had fun with my silly entry, and I feel very humble since your games are so amazing.
@shellofagirl Glad you liked it!
@fakefirefly Glad you beat it! I agree, I need to work on adding more player feedback and I like the idea of having distorsions or alusionations.
@pkzinpo Thanks! Is tricky to grab the right emotions, since they move and you have a limited "trigger box" to get them. Prioritizing whoever comes last near you.
@llaumegui Thanks! True, is my first platformer, and need more steady weight or gravity.
@maximeg Glad you enjoyed the comments! I thought it would add some personality, glad I was correct.
@quoc Nice to hear you had fun with it! Thanks for the feedback.
@glenugie Thanks for your feedback! I believe I can get these platform controls tighter, since is allowed as long no new features are added. I will give it a try and update it. I agree that it can be better regarding control.
@cabjhegas I love the idea! A realtime that shows the emotion that is coming. Originally Mike thoughts were going to impact the thought "drops" and demand of the pipes, but then it would have made it too demanding for a LD. Thanks for the feedback!
@wedgiebee Glad you like the positive messages and been a neuron! I find it weird how the Web5GL version cropped the game, since I setup the canvas and all up to 1080p, maybe next time I can make it run in a lower resolution and avoid the cropping and perfomance hit.
@solah Good idea! Like an Inside Out Basket ball... I like it! Maybe not a platformer but make it more agressive and have to play the against Mike's negativity.
@lesinvisible Glad you liked it, you game was very interesting and we both went with the idea of mental balance. I agree that the control are a bit slippery.
@gorypixels Thanks a lot! I enjoyed your game and I was impressed by the look and feel of it.
@pbg Thanks for feedback glad you like it! Oh, now this is an interesting take. You know, I thought about it a lot, adding some accesibility for color blindness, more so on a color coded game. Thanks again for the feedback, I will make sure to keep in consideration in the future. BTW, you game is really cute!
@ismael-rodriguez Thanks for your feedback! First of very humble to have you giving me feedback, your games are awesome!
Funny you mentioned transitions and screenwrapping, these were darlings I had to kill to meet the time. I have a transition coded and even some slow mo for the final droplet, but for some reason it was giving a hard time, although it's a simple coroutine for some reason the timescale was not helping. The wrapping would have make it feel better. Player feedback loop is one of my biggest challenges.
About the background, I wanted to make something that looks like brain activity or neurons, so I made a shader, using a voronoi scale through time mix it with another (higher scale) but with a "negative effect". Both of them with mixed colors. My first shader using shadergraph from Unity. Glad you like it.
Again thanks for your feedback and happy you had fun with it.
Background Shader.jpg
I liked the PS flashback! Reminded me of Duke Nukem. It has a great mood with the artstyle and music, it helped putting me in the headspace.
I would recommend some crazy power ups, think of Postal, maybe a special beer makes the roaches small or too big, and more squishy sounds.
Awesome take on the theme. Allowed me to explore different options and solutions to the problem and I was very please on the way that physics reacted. Chaotic enough. Well done.
Cool take on the theme! I like how the puzzles are so strong on association and I felt like the character trying to remember who they are after playing it. Also, the intro was great!
Nice concept and execution, good take on this type of platformers, by the look of it and the other players feedback, I think you have something good in your gloves... sorry hands.
I really enjoyed the game and feels like you have a nice mobile game here. My recommendations would be sound, an 80s synth soundtrack and an options to change the camera. Sometimes it felt more like I was fighting the camera than the apex.
Very nice game here, I had to take a couple of minutes out of frustration and retry but that's the nature of it, so it didn't bother me. Good idea on combining mechanics and give this lovely artstyle. You can add extra skins, or colors like downwell and maybe a point system and it can easily be on switch.
Good idea and clear implementation. Maybe in the future add boyd dynamics for a group hug.
The insanity of making all these interactive levels, just by that you deserve kudos. Also, the game is very nice and zen, like a friendly limbo. The mood is so well done, honestly nothing to add here.
Fun but needs some variety and chaos.
I made it to 539! Well, one of the best I playes so far, if not the best! Well done! The artstyle and music are excellent, the idea of catching the ingredients and mixing awesome and the way it keeps the pressure on lovely! Your team has a winner here.
I was not expecting to get such profound advise, reminded me of Kind Words. Funny thing is that it guessed my profession corectly and a couple of personal points. I enjoyed it a lot and nice take on the theme. As soon ratings are open I will return to rate it.
It's a solid game, but I couldn't grasp it at first, I feel like I need a tutorial.
Another tetris ga... what!? Ok this is cool. I like that you have to really make the puzzle well done!
Nice platformer and concept! I enjoyed it a lot! I think you can explore with different effects depending on the pills. One can make you bounce or change your size, even affect gravity.
I like the elegance of how it looks, initially I was confused on what to do, and I understand that it goes against the designed I enjoyed, but maybe add a bit of color to where you need me to go as a queue. I cannot imagine how much work went into this RTS.
Is this really your first LD game? Very impressive. Some smart design decisions here: collect block to use them and have them expire only if you step on them to demand more responsiveness from the player. Great entry!
Creative concept, but it demands a bit of time to go through the whole first page. I know is part of the game but it might take people away from missing your nice entry.
It's a beautfil game that feels like a HD version of paper boy. The artstyle and music are really nice. I enjoyed the hectic gameplay but maybe add a small curve so you can get a bit use to it prior initiating the insanity of boxes >D
Nice concept and I like that I can experiment to try to get a balanced environment. I would add small challenges like, create a biome just for prey, or ensure that there's at least on predator all the time. I liked it.
Well, this is very unique, quite a chill game honestly. I see a lot of potential in different areas: as a chill game, as an educational game, for kids or people trying to regain motor control of their hands. Very cool and unique game, although I don't see too much relation to the theme.
Good combination of mechanics here. It might look simple at first but then you have to really think what's your next move and do it fast. I liked the retro style art very smart, since you have to concentrate and have a clear vision of what's coming.
I enjoyed the movement and how it does not hang on my to release the button, really feels like a slingshot. Well done! My recomendation would be to make the runes a bit more bright or colorful, potentially unlock different skins for the eye.
Funny my name is Fabian too. Well, first of, great game! I was very nice and cute, nice exploration of a strong mechanic and easy to understand gameplay. I pushed myself to dance as much as posible so far: 1:30 is my best.
You took the theme to an interesting direction and intepretation of the LD data center >D I would recommend setting up events, like a new eTournanment is ocurring so the demand increase for a while, or maybe a hack. Things that break the monotony.
Nice and challenging concept! I would recommend a minismalist sound for moving and falling floors and maybe add extra juice like a tween between jumps.
Good idea! Jenga tetris. I enjoyed the physics and I would recommend adding some background music to keep you in the mood, hopefully something a bit chaotic to add more tension.
Nice take on the theme and good concept, although the execution might push people away since it requires a lot of reading... well's that what we do on daily basis. Nice story and decision tree.
I really like the artstyle and the punchy sounds. The ring when I found items is very satisfying. Here is my feedback.
1. Add background music to add some mood to it. 2. Don't be afraid to guide your player or show hints. 3. Use a single hit to break rocks, so it would be faster and maybe make them bounce for extra satisfaction. 4. Use sprint button, even if you add stamina.
Again, I love the artstyle and I can feel that a good puzzle game can be done here.
Just the amount of work is insane, but well done. I enjoyed a lot having to setup my structures and let the simulation run wild. Extra points for putting the classic snow monsters from the windows game. Well done!
You took a big bite and I don't know how you managed to complete it. Nice style and modeling, with a big place to explore.
Now the feedback. I had several problems to run it, keep on freezing my computer for some reason. I wonder if you cap frames or load all at once. My recomendation is to setup a HTML5 version of it.
Nice graphic it help a lot with setting myself up for the adventure. The controls were great with a lot of potential, there was a point that I had to shoot myself higher and then dash and it felt so good. I like the delay and recoil of the shotgun and how it adapts on your gameplay. Great game!
It was really fun honestly! Something very soothing on keeping an eye in your garden, while keeping an eye for bugs and watering plants. I enjoyed the simple and straight forward control and the sounds. Well done!
Hi, here is another review. I like the characters and music! You can add extra crunchy sounds for when you hit them or even add an animator to rescale them or rotate them to add that "hit sense" to it. I would recommend adding a mouse sensitivity option. What about collecting power ups so you are force to parkour your way around?
You need to expand this game and explore the mechanics a bit more, because is quite a fun puzzle. I really enjoyed the artstyle and how each level bring new items and ways to play it. Find inspiration in games like downwell, maybe some type of metroidvania, so that you can unlock skills to use in previous levels.
Is always frustrating to have a theme that simple does not stick with you. My advise is to think more of a game mechanic and then you build the theme around it, check on simple games from the arcade era for inspiration.
Now regarding the game, I think you have a chance to do something extra fun with it, and rebuild it around a rage game. The controls and theme are there. Maybe add extra dangers, or let him release himself in different places (plants, cubicles, corners) but you need to avoid been seen or your shame / college rage bar will go up and hunt you down.
Criminally cute! The controls were very smooth and the ticking clock and music add a lot of tension. My feedback: add the timer above so we can tell how much we have left and what about you buy a few seconds per snooze.
I think you found a catchy mechanic, a nice reflex game, good idea to make some arrows spin around. My recomendation would be to add more effects into it, a nice shake if you catched a difficult arrow, or color explosion, some have extra points. You have a core for a potential bullet hell. What if you put a smiley like face in the character that changes expressions depending on how close you were.
Initally I was a bit confused, then it hit me and I save 10 of then then 14. I like the dangers in the road and having to run against the clock. I think you can take this and expand it with different levels of different dangers. It would be very intuitive on an ipad.
Now that's innovation! Well done! The art style is great and the sounds along with the music theme. A simple game that become addictive. Honestly I don't know what to add since it feels very complete within the spirit of the old QWOP game.
Your team did a lot of work in this amount of time, not even sure how you manage so much. I like the idea of a survival game, like Don't Starve, but I believe is a bit too big. I would recommend this, how about you start in a smaller island, and you can exchange your experience for land tiles? so you have more room for the actitives you like to do the most.
Wow! Just wow! I cannot imagine how you manage to make so much in so little time, but it was very clever to keep a single mechanic, with separated shapes and color for the tools. It was not that hectic and felt feasible to complete so I didn't feel that I was fighting the game. Amazing work on this one.
Nice take on the theme, I like the sense of urgency and how I had to make quick decisions on the type of tree I wanted to take down. The art goes very well with the game and HUD is not invasive, so I can see what I'm doing. Here is my feedback: make the axe return too you like in God of War. Although part of the challenge is recovering your axe, I think it adds frustration to a game that demands speed. Still, I enjoyed it a lot.
I think your team will get very high on the scale. The art is amazing, the layout well though and the bite mechanic simple enough to not distract you from all the things you have keep an eye on. I like the core loop and this type of rock-paper-scissor ideology put into it. Amazing game with room to expand and almost ready for sale.
@squaxcom Thanks! oh, let's say it was a weird weekend. @mook Thanks for the feedback! Yeah, DLAY is not fooling around, I thought on adding extra levels, but I heard and advise from Vimlark that recommended short and sweet experiences, since people will be testing multiple games. I can add more levels to it, maybe I should post LD.
@nima Glad you liked it! A minute of silence for those brave sheeps bravely sacrificed by the brave Shaman.
@marc-grabow DLAY, I bend that so far, LOL. I thought about it a lot, I wanted to have it physics based for destruction only, like having characters explode on sacrifice, but time was short, nonentheless I thought that keeping the aiming out of the game make it faster and more friendly.
@smiley Thanks! That music was key, was on it felt so different.
@purpledartfrog Glad you liked it! Yeah, maybe aiming could been "Hard Mode".
@13x666 Wow! Thanks for the compliments! It's always hard to know if you are doing something right, I knew I wanted weight in the parabol and keep the player from thinking about aiming when facing DLAY. Thanks! Seemed to be a good decision.
@jeffrey-hwang Glad you had fun! I enjoy hearing that DLAY was a worthy oponent, I hope the battle was legendary!
@ardakrkz Thanks! Mmm that is interesting, a build survival game, what do you suggest?
@daniel-mak Appreciate it. Time has always been my biggest challenge. After playing your game I understand why you feel it easy. It was something I did to help people going through it without frustration, since we are testing a lot of games. A recomendation from Vimlark.
@pdotjpg Thanks! Glad you like it! Yeah, calibrating the movement feeling was a bit tricky. Initially I set it up to aim, or throw in specific points, but it added some difficulty that might felt a bit too much. So, keeping it simple was the answer.
@vidu Thanks! Very humble to hear that you liked the graphics, your game looks amazing!
@studio-vykanic Thanks! Glad you liked it.
@his-games Hello fellow worshipper and sacrificer, great minds thinks alike I guess. Glad you enjoyed it. Initially I was going to use exploding villagers but time was running out and maybe it would be some dissonance with the look and feel of the game. Also I was going to add some mini gods that if sacrificed would help DLAY recover health.
@shreemp Wow! Glad to hear you wanted to play more of it! Thanks again. I put and area that you had to be in in order to throw the sheep but it hurt the flow of the game and that nice feeling of never missing.
@jzucc12 Oh, that bug! I got it while testing. It was not cleaning the player status from Holding to Free, so it thinks is holding something. I put a line to force clean it, mmm something might happen.
@wouter52 Glad you loved it! My messy crazy sheeping game. Some answers here:
- Yes, they are golden and white sheeps. Golden one hit DLAY harder and gain you one heart. White ones, just hit DLAy. - I enjoyed watching LD devlogs and one of them is Vimlark.He recommended to short the difficulty by half since you are testing the game constantly, in theory you are the best player, and a very difficult game would prevent others from completing it, since you have to test plenty of them. Initially I wanted to aim but it felt more tasty just to be able to alway hit the spot, so I moved to have to throw while you are inside a specific area, it's in the game but it felt a bit too punishing, maybe it can become another gamemode. - Thanks! It's always challenging to try to add multiple controllers support, glad it translated well.
@mathglo Thanks! Glad you loved it! I will have to setup aiming for the next, maybe as an option so you can chose your "difficulty".
@wouter52 Vimlark had a bit of an issue with game jams, but at least he shares LOL. Your game is really fun and challenging I like that take on endless runner with horror and a chance to defend yourself.
Np, I added the golden sheep tip in the tutorial but maybe I could add an extra icon or something to make more visible.
@aldebaram Thanks! Good idea, maybe make it recover health as part of it's attack cycle.
@kimberly Glad you liked it! Nice feedback and ideas. I setup a random between two points for sheep spawning and attack frequency, but I agree that this game will benefit from a bit of chaos and extra rush. Agree too on adding more damage feedback when you are hit with a higher pitch to make it easier to ear.
@vixenmink Glad you liked it! Key binding, that's a good idea, not sure how to do it on HTML5 but will find a way and having the island explore would have been a nice touch. Thanks for the feedback.
@hawkin Glad you liked it! Yeah, I think I might made it a bit too easy, and having the shaman to throw with aim was something I consider quite a bit, and like you said, I came to the conclusion that it would have been a bit frustraing on the final boss.
@yamaisiukdranko Thanks! Glad you had fun with it.
@ronanrory Thanks! I tried to learn from my previous mistakes and make an easier to complete game with some personality. I though of adding dialog, and let my sarcasm shine, but time ran out.
@boaromayox Thanks for noticing the UI, I honestly work hard on it, how to make it easier to read and cleaner. Agree on adding some background effect and have an extra level of animation. Still thanks and glad you enjoyed it.
@bernhard OHhhhh, sheep builders that fixes tiles? I love it! Glad you had fun and appreciate the evil laugh.
@sarah-alexa Wow! That's a very high praise, thanks! Glad you noticed something, been able to reduce DLAY health prior the battle. It was something I wanted to implement and motivate you to get as many sheep as possible since his hunger would be less. It's the second time I try some type of boss attack cycle. Glad to hear it worked.
@link270 Np, yeah, that was on me, wanted to make something you can easily test and play, I was concern it might be to long or boring if delay's health was too big.
@black-flag Thanks! Originally I was going to have a mechanic that you can only throw sheeps from certain points... I think I might use that for later gamejams.
@coderaurus Agree, I don't know why I forgot to add the hurt sound and animation to the player healthbar. I'm glad you like my attemps at blender :D
@oadtG Glad you had fun with it. That's a nice proposal, sounds quite cinematic, lower the light, desaturate the screen let DLAY had his big fall.
@jackaljk Agree, more juice is needed, but I was running out of time; fun fact. We had elections in Costa Rica that very same Sunday, so... Still agree that needs better player feedback. About the hole, it was supposed to be like a sacrificial volcano, but then I thought that it should be the top of DLAY hiding, my wife recommended an animation and shaking of DLAY coming out of the ground. I think you both are on the right track.
@thecritterscove thanks! Must be a small bug in the grab and throw state; I will sort it out.
I had way too much fun with this one. The core loop is simple, the music keep you hooked, and the powerups and scaling are meaningful. One brilliant, brilliant idea is to allow me to continue after I die, so I can keep going as far as I want without loosing progress I think is a great way to setup difficulty without having to shout out loud an easy mode. I would like a bit of extra feedback when I get hit, but since I'm swamp by creatures that might be too much feedback. I would like different enemies, what about adding minions that help you?
Nice rage-WASD game you made. Choosing this specific mythology was brilliant, a lot of style with the music and the graphics. I think that adding it feature might actually break the game that you made, but I would recommend going the route of Downwell, and unlock color palettes and different rocks. I would add some background music, and sounds to the steps to fell how much progress I'm doing.
Why is this game so pretty? Why does are the sounds perfect? Why is the mechanic simple but fun? So many questions, all I know is that this game has a lot of potential. I enjoy keeping the balance of your health since you have to loose some to attack the enemies. I see room for adding special potions that can spawn minions, or setup sometype of tower defense. Well done!
Many clever and good things in this game: the highscore, the simplified controls, that wolfenstein 3D look and sound, the "weapons" I can use. I like how you combine an endless runner with some capacity to take action and keep yourself going. Well done!
The voice adds a lot of personality making it funier. I appreciate that even if the core loop is simple it has a strong player feedback when you hit the vortex. My recommendation are: a couple of pipes that will shutdown and up from time to time so you have to run more around the room, or balls with different power ups. What if... the scientist is so evil that puts you in a treadmill?
My Titanic will not go on or above 1:56 minutes LOL. It so smooth, I'm surprised how smooth it felt with all those vertex around and the mechanic was simple enough not to get in the way but to keep it fun. My recommendations are a higher spawn of barrels or maybe combo them. Also highlight the colider of the stairs, nonetheless very fun indeed!
Wow! I don't know how your team manage to do so much. Reminded me of forager... with sacrifices. I enjoyed a lot discovering new things to build and trying to remember that I should appease the god, is not just about me making everything fancy. LOL. Well done!
First off, I made it to 609, position 48. The art is amazing and I like how it shows you the trail of your steps, walking around the house and allowing you to make a mental map is a good idea to keep you engaged. I think music could help to increase the tension, but the sfx goes perfect with the game. I would have like to have a more real impact to coffee, like moving faster or been able to quicly cancel my walk and move to another direction, or ways to defend myself a bit from the giant creature. I loved the Alice in Wonderland cat and the sentence: "kitchen, that's where coffee lives" will be my new phrase.
The dark humor adds a lot of mood to the game, like a Postal+Black and White crossover. The mechanic is simple but for and the controls quite friendly. I would have like a small parabol on my "fountain" but that's nitpicking. I would recommend a sound when the houses get completely destroyed. From a fellow god theme LD dev, well done!
It's very impressive how much game your team manage to put into it. I had a lot of fun with this tower defense game and the clever take to the theme. The sound and music adds a lot of mood. I would like more feedback when hitting the hero.
The theme is there but the idea of having minigames as very clever, the music sets the mood perfectly and the dialog adds a lot of personality. I noticed that jumping is not that restricted, some challenges were easier to complete by keep on jumping. I like how each one have their special. Nice touch on the scoreboard. I had a lot of fun with it.
Very original, and intuitive controls with the Sheet, which I lost it at some point. Add some challenges and sheet upgrades and you have a nice catchy ipad game here.
Safe the idea for the next LD. It sounds very fun and the art has a lot of personality.
@shreemp don't give up, exploring ideas is alway rewarding.
Hi, I tried it but noticed a couple of issues. Let me provide some feedback:
1. Use UnityEvents, they are great for triggering multiple thing at once. An example, you can call an event when the sword collider hit the enemy and leave a listening agent on the enemy to die and play sound, along with the gamemanager to add points.
2. Don't be afraid of putting the game controls as part of the UI.
3. Use colliders as triggers, although it will not push your characters it will be less expensive since physics are not running.
Cool idea and execution, physics game have that nice feel in their responsiveness. I like how I had to keep building and preparing for future dangers. My recommendation would be to add some type of tutorial level.
Nice superhot inspired game. Initially can be a bit frustrating but is a mater of retrying and making sure you hit dash at the proper time. The bullet time and AI are well done and I had fun on seeking cover. You have some nice basis here for a 2d SuperHot kind of game. My recommendation is to add an easier tutorial level that introduces the mechanics.
I really enjoyed this game, it has a nice feel and clever take on using time as currency. Sacrifices were made along the way but you have something interesting here. My recommendation: add shake to the enemies when hurt and reduce the shake for my attack options.
Very fun and catchy game! Keep you on your toes and the controls although sometimes to floaty they are good enough to chase those pesky rocks. My recommendation is to add some power ups that spawn sporadically that will allow you to boost your speed, explode all rocks in the screen or stronger bullets. The power ups only last for a few seconds. It would give you more change to get more skill points.
Congrats on participating in LD! These are great oportunities to try new things and share the love for creation.
I like the artstyle, I enjoyed the fancy noir duck like Humphrey Bogart. Also good idea on setting up a minions mechanic, leaving you room to focus on movement and collecting items. I enjoyed it and I would recommend adding feedback when you get hit. You can use the game: Vampire Survivors as inspiration.
Thanks for your feedback and see you in the next LD.
The controls are very smooth and I enjoy the rush of going to the top, also the music and sfx goes well with the overall mood of the game. My recomendations are: add stretch and squash to the cube, a very soft shake if you get hurt and a bigger sound, and change the color of the hearts and levels in the HUD, maybe a dark transparent background to make it easier to see. Still very fun, add some collectibles for extra points or power ups and refresh the procedural code to have more than one path. What about different tiles, ones that you slip others melt.
The art is really cozy and the mechanic of keeping everyone alive was balanced. I enjoyed having to keep those dofus alive.
@stoickekis Hi, thanks for the feedback, I noticed I used an old description for the game. I updated it and it has the instructions. The game is about "grabing" clues and avoid getting touched by the enemies. Once you have 10 of them the game ends. Like Qbert.
@scottgoldsmith Hey, thanks for highlighting a problem with loading HTML5 here. I updated the page so only the itch.io has the game. Interesting bug, I think a cooldown on the jump might help. Thanks for the feedback!
Hi! Thanks for your time and feedback!
@jackaljk yeah, I need to improve that and find a way to setup a cool down or something that allow me to jump with move without jumping infinitely.
@cogcomp glad you liked it. That's a big that should be improve. I setup noise to design the layout, random spots for items and pathfinder to ensure they can be reached but my code needs a a deeper review.
@jag glad you loved it!! The secret is that the woman in dress blamed you for the death of her husband, a case you concluded was an accident. I wanted to setup and ganeplay where you categorized the clues in victim, killer, case an it will show you the truth. I loved the idea but time was short. I started 12 hours later.
@simplepotential glad you liked it, I agree on the movement and will fix it post ludum.
@ryupold I like writting stories maybe that should be my next attempt and simplify with stronger gameplay.
@deprecat thanks for the kind words! I love cinema noir and detective thrillers. Those are great suggestion. I wanted to set two enemies with different moves but I ran out of time, just had 12 hours to make it. I tried to show where the enemy was about to land by resizing the tile before the reaper landed, but I agree that needs better visuals for it and movement. Also, eliminate the jump button. I wanted to add tiles that break or shock you in place for a few seconds since they a re neurons. And the Momento Mori title was a shot of inspiration.
@epicgamefan thanks!! Control can always be better.
Is a nice idea with a strong basis, I would like to expand on the story and the extra challenge that my weapon can only take X amount of hits, so you have to take so interesting decisions on when to sacrifice it. What about if the weapong works like a boomerang...
It has so much style! The music, the graphics and the control feel is very natural. The core gameplay is simple and strong! Well done!
I see the basis for a cozy, artistic game. I enjoyed it and have a few recommendations: setup a random pitch when you harvest, setup a mini map, maybe there are some wheat that give you power ups or higher score, even some alien jump scares.
At first is a bit overwhelming and did not understood why I keep on dying. Still, I enjoyed the turn-based mechanic and the look and feel of it. The music gives it a nice tension and I like seen my progress.
My recommendation would be to simplify the controls (WASD and Arrows can be the same) and setup a test level.
Loved it! The arcade feel of it, great work with the bloom and shaders! And a cool take on the theme.
My recommendation would be on the driving of the ship, I understand is by design, but when it turn it can be a bit disorienting, not sure how can that been improved. But I would add a dash with a cooldown it been able to hit back for slowing it down.
Thanks everyone for taking the time to play and leave feedback for Brain Crops! Really appreciate and humble to hear you enjoyed my game. All your games are awesome and had a lot of fun with them!
For a second I thought would miss LD52, I was struggling with ideas and finding the fun in the game, more so having started 24 hours later.
@kettelcorn Glad you liked it! Level balancing is always tricky.
@soonthespoon Thanks! My mistake is putting ideas prior gameplay and find a way to make it fun.
@kromeboy Thanks! Glad you liked it.
@wouter52 Appreciate your kind words! I tried to keep myself away from the traditional concept of Harvest, maybe I just overthink things. I like the the idea of putting the words in the wrong places! and have it impact your date.
@zluca Thanks! Very happy to hear how you got involved in the game, and how the bosses gave you a run for your second date. Interesting issue about the dash, I will check on it and maybe and can make it have a bigger push.
@ninnec Thanks! Agree that bosses and enemies could have better AI, even pathfinding.
@yogurtthehorse Agree AI could be better.
@animatrix1490 Thanks! Glad you had fun!
@fizzbark Is a good point, in controller feels a bit better, wonder if there is a way to determine if a keyboard is been used and select different values for the movement.
@epicgamefan Nice to hear you liked it!
@pikario I enjoy adding humor in the dialog of the NPCs and sometime throw a curved balls, glad you noticed! About the music, yes, is a Cantina Cover, sadly I didn't made it but add it as a free asset.
@mika314 Absolutely, more so trying to meet someone new.
@pope-paf Great! Glad to hear you made it through! Hope you had fun.
@koboldskeep Nice idea! even having them exploding or chasing you like bad memories. If I made a bigger version of this, I will add it.
@vivyhasadream Thanks for the kind words! And you know.... tiramisu is not a bad idea!
@skaaaza thanks! Glad you liked it.
I enjoyed the game a lot, cool take on the topic, felt like petit prince/pikmin/tetris. My recommendations are:
1. Find a way to simplify the controls, maybe plant and harvest could be the same depending if you are holding flowers.
2. Setup a small training level.
The style is awesome! The voice acting and comics gives it a cool feel that you need to explore. I would say randomize the pich of the screams and skill colors to make it feel more variable and add ramps or the need to carry rocks to open places. Love how the machine feeds moving it's arms.
Really awesome game! It has so much room to build an interesting mystery. I enjoy the puzzle and how is not hand holding me to them, but giving room to resolve it. Maybe add more systems for experimentation.
Well done! As others point out, nice take on Conway's Game of Life! I personally enjoy puzzles and yours was challenging but fair. I appreciate how you let the player undo and experiment.
The sound, graphics and voice over builds a very strong environment; made it feel like a Kentucky Route Zero mixed with Black Mirror. The controls are nicely simplified and feels good, the trick is always driving a vehicule from the top and remapping mentally the direction. Overall a strong entry and would be a great getaway for a nice story.
The amount of work put into this is amazing, the voice over, graphics and humor are well done. I really enjoyed shooting at the creatures, and I think it would be funny if you havest the spice from them like in Bioshock.
Nice chill game, althought I would love more conflict, like having to spray bugs or cutting bad branches.
I really enjoyed the artstyle, very colorful, easily can be turn into an interactive game for younger kids. The game is solid, core loop should always strive to the easy to play and fast to learn and this one shows it. Nice entry.
Just wow! Very impressive amount of work! I like how your team setup different characters and interest to justify the way their AI plays. My recommendation would be to add some background music and maybe some reactions sounds for the other players.
I think you have a very cool idea in here, the sound is juicy, the sense of urgency is there and I bet it would be great in Mobile. My recommendation is to allow a few seconds to see the recipe first or get a splash screen like a new order. Nice entry!
Really nice entry! The sound is crunchy and the puzzles interesting. Also enjoyed the artstyle and dead animation. It had me struggling a bit but it was really fun!
I enjoyed it quite a bit, nice idea, reminds me of serial cleaner. I would recommend the following: setup a police cooldown or been able to hide behind a tree.
The sounds and music makes it feel alive and the mechanic of reducing you vision when ducking was a very smart touch that added difficulty. Is is cute, feels complete and very responsive. Well done! I think you can expand this into a mobile cute game where you can buy different carts and hats.
I couldn't play it. It gave me a cascade of missing component errors. Can you let me know how to install or execute it? I give it another try.
Very impressed with how much it was put in place in such a short amount of time! Well done! I like the card mechanic but I recommend to setup some random negative ones that you have to trigger to release your deck, but you have to be strategic about it. I also recommend setting different cave noises at random pitches on a random time (frequency) to add more to the mood.
It kept me playing. I liked how investing in specs actually made me more powerful. It was very satifying clearing out the map. I recommend adding sound you can use freesound.org and maybe a small screenshake if you hit a special material.
Graphics and ambient sounds are so well done! I enjoyed the crazyness of keeping my cabin while exploring. I would recommend to try to introduce mechanics the deeper you go, so when you are reaching the depths you are a master of your own ship. Very well done and fun!
Extremely atmospheric it felt like I was in the sewers of silent hill and Amnesia. The graphics fit perfectly and the sound and music is very well selected. I would recommend to give the player a radio that makes static if you are close to an item and a slightly brighter light if you are going on the right direction. That way I can guide myself a bit better. Excellent work!
The environment is so well done with the lightning and soundtrack. I liked the overcook idea of having to satisfy the orders in a specific amount of time. I would recommend: add sounds when crafing (randomize the pitch), add a motive for building these orders. What about you are the one providing weapons to them because they are fighting an evil enemy that is trying to take the mines, and if you fail to provide a total of weapons or within a time limit, then they will loose and get to you. Since reaching the quota of 12000 gold coins might be to big.
I enjoyed it a lot! It has a strong and simple core loop, reminded me of the caves in Story of Seasons when you have to find the "hole" to the floor below. I like the different power ups and that you can select to replace the ones you have or not.
One of the games I enjoyed the most so far.
The benefit of having a solid simple core loop with strong controls, is that it allows to focus on other things. The artstyle is stunning, full of personality and beauty. Is so stunning I forgot to move my bird.
Amazing job!
I want this on my steamdeck. The presentation (graphics, music, sound) is very well put it feels like playing a modern version of a NES / Arcade game. The controls are tight and the difficulty scales. I would love to see more obstacles and tiles with different effects (it break, spins you, give you boost).
It caught me by surprise. The story and voice acting is good, the graphics and perspective well done, the puzzles scale so well and allow me to use some exploids (like putting two items in the same funnel). I had a great time on this one!
My recommendations:
1. Make a web version of it. I learn people usually don't download games and want to play as many as possible. 2. Cap the frames at 60 or another limit since my pc was going over 650 FPS and trigger my vents.
Smart use of depth as a concept! It made me smile and get frustrated simultaneously, well done! Very original idea!
I loved it! A simple idea with a lot of personality and exploration of the core loop. The voice acting as many as mentioned is amazing and adds so much to the mood. Like a sport livestream of DOWNWELL. So cool!
Why is this one not on my steam deck yet? I mean is one of the best LDJAM games I played! Is so juicy, full of personality, and the music reacting to my actions. Amazing work!
Is such a complete game almost ready for release on steam.
I'm keeping this one on my computer.
@glurgludor I see it like a Steam World Dig + Dome Keeper. Add a small story thread or a character they can speak with through radio advising them of the potential enemies incoming or for new cargo to provide.
Simple and addictive! My monkey brain see numbers go higher and I like it. It could use some balance but overall the randomizer is doing well.
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@flying-butter-studio Thanks for playing and your feedback! Ironically I was about to implement the TRY AGAIN button but then decided to setup the safe at the back of the map :(
@zirrrus Glad you liked it! You are right, having a better description to show what do to with the safe is better. I will make the change if possible.
@deadroach Thank you! Glad you liked it.
@wouter52 Thanks! I have the problem of scope creep and tried to keep it to a single mechanic, then when I modeling the oceanic floor, walls, tunnels, cinemachine and extra levels I noticed I did not had enought time, so I remodel it to a single long section. Had to kill my darlings. The other problem I had was time, I only had 24 hours to do it, since I had plans for Sunday and find out that LD started because of Adam C Younis live streams.
I hid the packages so that people focus more on the sonar sound and the light at the top of the submarine that tells you if you are in the right direction.
For the sounds, I went to freesound.org found the ones I needed, clean then recut and change their pitch with Audacity, to make it clearer and more define.
The safe was a last minute edit. I had a dialogue system, like a line of thoughts that would guide you but time wa s running out, and last time the WebGL build of Unity 6 took too long. Found the right settings to speed up the builds and got lucky.
**Thanks everyone for taking time to play my game, rate it and leave feedback! I review play and rate yours as well.**
Your feedback has been very objective and gave me good ideas, also noticed very well the areas I had to cut due to time. I agree that adding enemies, expanding shooting, and giving options for sounds or lightning will help in the future.
Again, I appreciate your feedbak and very happy to participate with my silly game :D
@jag Agree with you. The safe was a last minute added and I should have expand on shooting. My idea was having pirate ghosts that you had to shoot or caught, and have the safe been carried by a final boss. Unfortunately I find out about LD on the first 2 hours and just had one day.
@byebye Wanting more levels is a good sign. I wanted to have a big level with tunnels and enemies, but time is our enemy and had to kill my darlings.
@freamdev Good idea on shadows, I wonder what happened. I setup a caustic shader but was not working correctly.
@ammonit I changed the rotation based on the sea floor normal. My wife gave me the idea.
@skosnowich Another victim of my poor communication. I agree the safe needed a label. I had a dialog system, I should have kept it. Sound is so tricky to balance, will make sure to give options in the future.
@scoobysnacks Agree with you, shooting was a last minute attempt and I had the model of the enemies but time was the enemy.
@betovf Agree with you too! A simple restart button helps a lot.
@snowdrama I always scope creep, and my personal challenge was to make a simple mechanic and add more responsiveness to it.
@transkuja Glad you made it! Oh! I glitch in shooting. I set it as a Rigidbody with constant acceleration and parent it to simple transform. I seen some videos and noticed the issue. Thanks for letting me know.
@soul-grinder Thanks! Very proud of the sonar and light on the submarine. Wanted to give a practical way to let you know where to look.
@tobias-kiehnlein Agree! Enemies would have been a big improvement.
@gerswick Awesome feedback! You hit the nail. I always scope creep and decided that I should focus on one mechanic and try to polish it as much as possible, so I focus on making another mechanic (sonar) that gave feedback without the need of dialog, colors or shapes (since I had feeback ones that I need to keep daltonic people in mind). One the sonar was setup I thought of adding the light to let you know if you are facing the right direction. I heard game devs mentioned that since there are so many entries in a gamejam, you need to keep it short and hopefully have a web version of the game. Keeping this in mind, I noticed I was taking to long on setting up a big level so I decided to kill my darling and keep it small like a "vertical slide".
@sangheli Caustic lightning was in the plan but had to cut it out. Agree that needs more fun, perhaps expand shooting.
@torte478 Thanks! very proud of my sonar and my blender models.
@ljg Good idea! having the options of selecting between a light and a sonar. Agree on shooting! it would make it more engaging, what about fighting ghost and blowing sunken ships?
@alvaron I saw your stream! Thanks for taking time to play my game. The itch.io page had an exe file with the game. I will keep in mind to mention it more in the future.
@autotrophian Thanks! Very proud of the sound work!
That sonar effect and audio are top notch! The graphics are great and the mood excellent. Really enjoyed my time with it. I like how you gather story bits.
My game is very similar, great minds think alike.
I really enjoyed your game! One strong mechanic but I would like to explore it more, for example having to put yourself in a specific position to find new shapes or shadows. The graphics are very strong and the depth of field effect was very well done! Points extra on the ghost!
Is very impressive how much you could do with the amount of time given. The animations, models and sounds are great! I would recommend to review again the vision cone of the enemies, they still found me even if they were on trap on the corners. Level 2 took several tries to complete, but remained fun. Well done!
I was not expecting this type of game. I was awesome! I like the responsiveness of the controller and would recommend a smooth damp when turning so you can feel a bit of tension. I like how you were adding concepts and mechanics the futher you went into the levels. I would like to have a barrell roll option to increase juice on it, or have it happen once you reach the total rings you need.
Overall really fun, responsive, and with nice background music! Well done!
Love it! The music! It feels right to move your character just the right amount of floaty, and the puzzles. Such a good balance! It made me want to play more! I think you can expand this into an interesting indie release.
Graphics are excellent! Control is very responsive! Lightning is so well done! The audio! I love the pitch changes on when the skull hits the floor and the random screen, also the soundtrack is great. It feels ready for release on mobile, and if you are other mechanics like bonus, power ups, even card build you can extend the idea. Well done!
Atmosphere is excellent! I like how the intensity grows and the camera mechanic felt very natural. I would love to have like a collector book that stores the captures of the animals in the lake.
Such a nice cozy/puzzle game! The difficulty scales well and the music is very soothing. Nice play on the theme and mechanics. Well done!
Nice game! I think you have room to make it a Bennett Foddy type of game. Add curves, effects and events that make it harder to orient the shield. Well done!
I was not expecting a narrative game in LD.
The humor was very nice, the dialog tree just the right size, and the dialog system is juicy. I think you can expand this into multiple stories, here is an example. I remember a tv episode of an old show where devils reunited for a drink and talk about how humans reacted to their downfall and laugh about it, since we humans look clueless and impulsive and find out way to late there was no turning back. I think integrating different character per run would make it engaging and adding a jazzy soundtrack with small sounds for the different dialog reactions.
It was a fun entry.
I really enjoyed how you play with the concept of depth, and how you unlock the deepest sides of your memory. I liked the puzzles, it felt like a real progression. I got stuck and couldn't figure out the 62456 combination even by using the total sides of each shape. I recommend larger symbols.
You have the base of a nice cozy game if you want to explore it and expand it. A strong loop (fish>show>sell). I recommend adding music and more juice on the catching of fish.What about taking wishlist or orders from your clients, and those fishes glow or are outline, and harder to catch.
I enjoyed it a lot!
So atmospheric and well put together! Is like a combination between downwell and spelunky. I don't know how you manage to put it all together in so little time.
The graphics are great, you can see clearly your goal and the dangers. The sounds and music put me in the mood of mining and exploring the unknown.
Was it done procedimentally? or do you went on the spelunky route and build sets of levels placed randomnly?
I enjoyed it so much! Is a clicker mixed with a dungeon crawler, with a small drop of darkest dungeon. The UI is very juicy and it feels very balance on the cost of keeping your sleep and hunger bars. I think you need to rebalance heatlh since I invested in a strong armor and kept me unharmed multiple runs. I had a lot of fun with it and I think it would be nice to add some modifiers to it, just like emotional and mental states affect your run in darkest dungeon. Awesome entry!
Very well done for a first Ludum Dare! The graphics were beautiful, the sonar and how it show the borders of the trench was a nice touch. The depth messages was interesting and the ending took me by suprise. Well done!
Great minds think alike! because my game is also a submarine with a sonar that search for packages and while keeping an eye on cabin pressure.
I kept me hooked :wink: The mouse movement was such a good idea it felt fluid. Keeping and eye on the fish behaviours was a puzzle in itself and having to evade meshes and suspicious worms added action to it. Strong coreloop and mechanics. I enjoyed the music and sounds gave it personality.
One strong mechanic with a very moody environment. I liked it! It remind me of the old atari fishing game: Fishing Derby. I would recommend adding some shaking on the fish on the way down.
Congrats on your first LDJam! Good idea on making a Web version of the game, people like to play and rate as many games as possible and some people do not like to download it.
Here is my feedback:
1. Set a tutorial level. 2. Make it visually more intuitive. You can use simple animations and sounds to convey a warning or prize. 3. Put the goal and controls on the screen at all time as part of the UI.
The artstyle and music put me right in the mood and gave me some anxiety. Well done!
Is my first time playing an iddle game, but I enjoy resource management. I see you mentioned that due to time sound could not be added, I had the same issue, so I break it down to the less sounds I need and use pitch to gain more from them. The video you made helps, but I tutorial level would be nicer.