FoonLudum Dare ExplorerUsers → Birdwards

Birdwards

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202250Delay the inevitableReady... Set... SLOW!!jam1903.953.774.404.453.753.07
202149UnstableReactorcompo1033.853.643.834.003.643.983.74
202148Deeper and deeperGLUBcompo1733.804.044.552.563.183.463.982.94
202047Stuck in a loopTerror of the Lazy Rivercompo983.823.983.704.173.843.923.893.78
202046Keep it alive👥untitled mob gamejam25441.861.632.231.612.933.301.602.14
201843Sacrifices must be madeGoo Glowcompo473.943.914.024.413.753.22

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Birdwards

LD43 — Sacrifices must be made

Off the Rails 2 by Karai17 2018-12-24T08:12:53Z

Good work! It was fun to just explore all the nooks and crannies of the map- I wish there was an easier way to tell if I'd seen it all. For that reason, I think it was a good decision to not require all of the coins to win.

The Tearable Three by grandtheftmarmot 2018-12-09T23:26:17Z

Nice work! Here are my thoughts: - This is a great concept. The difficulty of the three sacrifices is pretty well-balanced. I still can't decide which to favor, and that's a good thing. - I really like the filter you use after removing the eyes. It looks like you're squinting through several layers of fabric, and as a cosplayer who uses masks a lot, the feeling hits pretty close to home. - I also like how there are multiple ways to approach each level, especially given the double jump (though the instructions should really mention that you can double jump). Even though this game is a purely physical challenge on the surface, making decisions about your sacrifice and the route you take through the level help give it more of a cerebral feel. - It's a shame you couldn't get the collision bug fixed before the deadline, but thank you for putting up a fixed version so quickly. It's definitely a lot more playable, and allowed me to see much more for your content than I would have otherwise. That said, I did notice a few more minor issues, even with the post-jam version: - While the collision no longer clips you through the level or anything like that, collision with ceilings in particular could still stand to be improved. For example, if you're jumping to the left and hit a ceiling, it pushes you back to the right. In the post-jam version, you are allowed to move to the left again after falling for about half a tile, but even the small amount of pushback that still happens can make it difficult to progress in some areas (such as the little nook containing the key in the first level of the post-jam version), especially since you can't control your jump height if you sacrifice your legs. It would feel more natural if hitting a ceiling preserved your X velocity and only changed your Y velocity. - I got no audio at all on my first playthrough of each version. I would have chalked it up to a weird sandboxing thing that my antivirus (Avast) does when running certain unfamiliar programs for the first time, but I checked the HTML5 build, and it happened there too, with no (visible) intervention from Avast. The audio is now working for me on both builds of both versions. I have no idea what could cause a bug like that... maybe it's still something specific to my computer. In any case, I'm glad it's working now- the audio is great! - On the sacrifice select screen, if you click a sacrifice but press the left or right arrow keys during the fade to black, you can change the sacrifice before the level begins. I discovered this accidentally, and I imagine that this is unintentional.

Slithering Dark by pkenney 2018-12-03T05:50:48Z

Nice work! Here are my thoughts: - You definitely nailed that "claustrophobic tension" you mention in your description. - I love the little details, like the faint pitter-patter of the walking sound effect, and the animation on the "c'mere" command. - I wish the Game Over screen contained the same results (such as number of people eaten/abandoned/etc.) that you see when you successfully complete the game. - On that note, I love the way you do the ending (open the door and - phew! - the whole room is empty), but the point at which it ends feels rather arbitrary, considering that all the levels are randomly generated. I'm not sure how to solve that problem without making the game infinite, though. - I was going to talk about how difficult I found the game to be, but I realize after looking back at your second screenshot that I probably wasn't playing the game exactly as you intended. It never occurred to me to split up the characters *on purpose* to minimize risk. I figured the whole mechanic of moving one character at a time and calling the others to you was just a way to simulate the difficulty of moving in a group. So, I basically just kept everybody together as much as possible, spamming the spacebar whenever I was running away from the monsters and exiting with whoever survived their attack (which was usually not many). My strategy was probably a bad one. Nonetheless, maybe it'd make sense to include some mechanic that *forces* the characters to split up at some points, which may help along the realization for folks like me. - When the main controls are WASD and spacebar, the Tab key is in a pretty inconvenient spot when you need to use it quickly. I'd recommend moving the ~~"c'mere"~~ switch-character command (edit: whoops) from Tab to Shift, so the pinky rests on the key naturally.

Superstar by mahalis 2018-12-24T08:41:58Z

This is really cool! The graphics are gorgeous, and this is one of the most innovative entries I've seen. However, the fact that you can freely swim in all directions kinda undermines the rest of the gameplay. There's no incentive to grab onto any of the handholds (armholds?) if I can easily get points by just swimming to every regeneration orb that I see. This would be more interesting to play if the rules somehow *forced* the player to swing from the handholds (for example, if the starfish could only move left or right, or if the regeneration orbs didn't give you any points).

Necroprancer by Blueman 2018-12-24T07:55:57Z

This was fun! I have one nitpick, though: if you're planning on doing a post-compo version, I'd recommend changing the graphic you use to represent checkpoints. On my first playthrough, I thought they were sharp pins, and jumped over every single one of them assuming they would kill me. I only figured out that they were checkpoints while closely examining the gifs on this page, right before I was about to write my feedback. Of course, I immediately went back and played it the *proper* way for a much less frustrating experience (since I didn't have to go all the way back to the start every time I died!). My mistake also allowed me to discover a game-breaking bug: If you don't hit any checkpoints, it is impossible to progress past the spike wall circled in the image below. When you hit this wall and go back to the beginning, you respawn stuck halfway into the ground, unable to run or jump. The only way out is to reset the bodies... but that still doesn't help you progress past the spike wall (unless you actually hit the checkpoints this time).

necroprancer bug.png

There were a few other times during my no-checkpoint run when I respawned completely underneath the ground, but my character just fell below the screen and respawned in his proper place without losing a life, so no harm done there (I give you bonus points for gracefully handling an error that isn't supposed to happen during normal gameplay!). Once I actually played with checkpoints, I was able to progress much farther. I still didn't finish, but not because of a bug. 😛 I had enough fun that I may come back to it and try again sometime. Good work!

BlobSacrificator by Sarwin 2018-12-03T05:03:45Z

Congrats on finishing your first Ludum Dare! Here's a few things I noticed: - The instructions don't mention that the spacebar is the jump button- or the fact that you can double jump. I wouldn't have figured out either of those things if it weren't for the fact that the first image shows the player character standing on a raised platform. Since the instructions mention using WASD to move, I expected W to be jump. - Whenever the character changes direction, the camera quickly jumps to the right or left. This can be very disorienting. - It would be nice if there was an element of risk to the game, such as taking damage when you run into the blobs.

Don't Take my Stuff! by OrionDark7 2018-12-20T08:33:14Z

Nice idea! I know you've already observed issues with lag and aren't sure how to fix it, but I'd like to share my experience: The moment I enter the house, the game slows to a crawl. It's about 1 frame per second - or even less - by the time I get far enough into the house to reach one of the first two doorways. At that point, the controls often freeze so I cannot move at all, no matter how long I hold down an arrow key or mouse button. I know the game itself hasn't frozen because the clock is still counting down, though it is usually counting in increments of 2 or 3 seconds by that point. If I do make it back out of the house, the game speeds back up again, so I think you're correct about it being related to the number of objects onscreen. That said, it's not like I'm playing on a super-old machine - my computer has a GTX 970 - so it should be more than capable of handling a game like this. I have a couple guesses that may be of help: - Maybe there's an issue with the PNG files that's making it take longer for libpng to render them. I'm guessing this because the console window that pops up with the game displays many copies of the following warning: "libpng warning: iCCP: known incorrect sRGB profile". [This StackOverflow thread](http://stackoverflow.com/a/29337595/5401826) has some solutions to that problem. I don't know enough about sRGB profiles to know if that may cause performance issues, but it's something to look into. - Maybe something that's only supposed to be called once per object per frame is being called multiple times per object per frame. Try checking your main game loop to see if pygame is giving you repeat events or something (I have experience with Python, but less so with pygame, so I don't know how likely this is).

Despite the performance issues, this seems like a neat (and relatable) concept. If you figure out the solution to this problem, I think you'll have a solid game here.

The Affliction by Jono953 2018-12-24T07:13:47Z

This is a very ambitious game for a jam- congrats on getting it finished! Like others here, I was a bit frustrated when I would be attacked while trying to exit an area, or immediately upon entering a new area before I had the chance to react. I also noticed a few bugs- for instance, I sometimes took damage or was even set on fire when running into an obstacle that was not an enemy, while no enemies were onscreen. However, this is a good take on the "sacrifice" theme, and I am impressed that you managed to make a game with this much detail in so little time. Good work!

Tezcacoatl's Dance Dance Paradise by numeralien 2018-12-10T01:11:38Z

Nice work! I hope my comments can be helpful as both a rhythm gamer and a drummer. Here are my thoughts:

- The graphics and audio are delightful. I love how the game conveys its humor entirely through those, instead of explicitly writing jokes. - You chose your scope well, and it shows. The amount of polish put into each detail is impressive. - I love the subtle rumbling of the volcano telling you how close you are to losing. - Like everyone else, I struggled with diagonals, especially hitting them in rapid sequence. When diagonals are introduced, it seems like each arrow is equally likely to be diagonal or orthogonal. I think you should tweak the probability so that diagonals are far less likely than orthogonals when they are first introduced (maybe a 25/75 split), but get more probable as the game progresses, up to a 50/50 split. Otherwise, the ramp-up in difficulty feels very sudden. - I had the same input problem as @ild-games-llc. My guess is that you're using Input.GetButton or Input.GetKey to detect key presses when you should be using Input.GetButtonDown or Input.GetKeyDown. - It can be difficult to replicate a rhythm that contains a long rest. Likewise, when there's a long gap between the end of the drum sequence and the beginning of the dance sequence, it can be difficult to time the first arrow. I think there should be a backing track to compare the drum rhythm against- maybe a shaker softly playing 8th notes with an emphasis on beats 2 and 4. - The gap between the beginning of the drum sequence and the beginning of the dance sequence appears to be about one measure of 4/4 time. This can pose a problem when the drum sequences become longer than one measure. Dancing one measure behind the drums while the drums are still playing can be very disorienting/distracting. I'd recommend a gap of two measures, so you can generate longer patterns without disrupting the call-and response flow of the game.

God of Indecisiveness by JakobTheQuizGuy 2018-12-03T06:19:21Z

Nice work! Here are my thoughts: - It's kinda funny how, in later levels, it basically turns into a very morbid rhythm game. - Half the time I messed up, it's because I forgot which of the two buttons killed and which one freed. Maybe that's just an inherent part of the challenge of this game; I dunno. - That said, I do think the freeing mechanic was a good idea, and adds some much-needed variety into the gameplay. - I like the difficulty of the last level, but I think the difficulty of the other levels ramps up too slowly. The last level seems to go at about twice the speed of the second-to-last level, so I think you have some wiggle room to make the other later levels go faster.

Explodin' Slimes Maze by Eranot 2018-12-04T06:20:02Z

I knew as soon as I saw the title that I had to play this... I also submitted a game about exploding slimes! (Don't worry; it's very different from yours.) Nice work! Here's my thoughts: - The level design is excellent. It gradually introduces the mechanics to the player (as it should), the puzzles make some nice use of red herrings, and the later levels have genuinely clever solutions. I'd love to play a version of this with more levels if you two were planning on expanding on this. - The use of innocent bystanders that need to be left unharmed was a nice touch- though, given the theme of this jam, I was wondering if at some point I'd be forced to kill one of them. - It's a shame there's no audio, but as someone who also struggles to make time for audio in game jams, I feel your pain. - Since you can exit the first level without a key, I feel like when the key is introduced, there should be a separate block right in front of the exit with a keyhole that you unlock. Otherwise, it feels kinda inconsistent (at first, I thought the key might unlock a hidden room or something rather than the exit). If you don't want to alter the existing levels, maybe you could have the exit be gray when the level begins, but then turn red when the player grabs the key to signify that it can now be entered. - The instructions should mention that clicking also chooses which square to explode (for green slimes, anyway). I tried repeatedly tapping space at first, expecting it to explode in all directions like the pink slimes eventually did. Then, of course, i was surprised when the first pink slime *did* explode in all directions, but I guess that's partially my fault for not paying attention to the fact that *all* the red squares highlighted on mouseover rather than just one.

Goo Glow by Birdwards 2018-12-03T06:52:40Z

@anfaas1618 Good idea! Here's a gameplay video for you. [click to play](https://www.youtube.com/watch?v=zh4hDuEt3kU).

sacrifice must be done by anfaas1618 2018-12-10T00:07:10Z

Congrats on finishing your first Ludum Dare! A lot of other folks have already talked about stuff I would have mentioned, but I did notice something that might be a bug. When I try to jump onto the platform directly above the first boulder, something kills the character, but I don't see any hazards there.

Dare to Risk by Morris Beardbarian 2018-12-08T01:32:43Z

Nice work! Here are my thoughts:

- I'd like to affirm pretty much everything @erasmus-crowley said. I like the choice the player needs to make between upgrading a tile and moving its units, I noticed all of the same problems on my playthrough. The only difference was my experience with the AI. Not once did it successfully take over one of my tiles; even when it had more units than one of my adjacent tiles on its turn, it only sent a handful of those units over, so my number of units went down, but ownership did not change. Maybe it knew that taking over a given tile at a given moment would stretch it too thin and put it in a disadvantageous position. Maybe my strategy for this game was particularly powerful (I left all tiles with only one unit except the ones on the front line, placing as many units in each of them as possible, similarly to how I've played other Risk-likes). Maybe it never had a chance because of a possible exploit I found- see the next comment. - I know that, when you perform a single action with a tile, you cannot perform another action with that tile until your next turn. So, I'm not sure if this is a bug or a feature, but I noticed that you *can* move the same units multiple tiles in a single turn... if you move them in the right order. For example, say there are 3 tiles in a row named A, B, and C. A contains 3 of your units, B contains 5 of your units, and C is an empty tile. So, you can move 4 units from B to C, 2 units from A to B, and then you're done with your turn, right? Well, if you move the 2 units from A to B first, tile B is updated to have 7 units before you've finished your turn. So now, when you go to give orders to tile B, 6 units are available to move from B to C. In other words, those two units from tile A can be moved twice in a single turn. I assume this is unintentional. Since these movements can be chained together, they can be easily abused. Nearly every turn after I found this exploit, I carefully plotted paths that allowed me to move units up to 6 or 7 tiles away from their starting position within the span of a single turn. - I'd like to know what the properties of each different building type are. I think I figured out that hospitals generate units faster, but that's all I could figure out on my own. - Once you select Attack or Upgrade, you are not allowed to change your mind. An undo button would be nice. - I'd like to see a local two-player mode as well, so you don't have to play against the AI. - The sound was very low; I didn't notice there were sound effects until I faintly heard the win fanfare.

Despite all these criticisms, I did enjoy playing the game.

Bow-wow Before God by Papabirb 2018-12-04T05:47:05Z

Nice work! Here are my thoughts: - The graphics and relentless dog puns are really charming. - I love the contrast of a cutesy dog character demanding human sacrifice. ([All hail Mr. Poofers.](http://homestarrunner.com/ween18.html)) - I was pretty confused by the shop screen. It was unclear what to click on to purchase a boost, or that "MAX" and "+25" represented two different boosts for sale, as opposed to being two pieces of information about the same item. I was also thrown off by the icons for the type of Sacrifice Points being redeemed. For example, the max boost for Pats requires 1105 Sacrifice Points, but there's a Human icon to the left of the number 1105, and an Animal icon to the right of the number. Since the Animal icon is in the same cell as 1105 and the Human icon is not, I thought it required Animal points, but it actually requires Human points. It was only after I noticed the icons outside the table to the left that I realized that the icon to the left, not the right, represents the type of sacrifice required. I'd recommend shifting the icons and numbers in rows 2 and 4 to the right, so that the appropriate icons are in the same cells as their respective numbers. - That said, once I figured out how to play, I got the hang of it pretty quickly. I think you have a solid set of core mechanics here. You may want to tweak the balance, though; I was able to hold out for the max boost in each category without having to use any Special Sacrifice points. - I know you want to do a proper tutorial for the post-jam version, but in the meantime, perhaps you should mention the disaster/blessing mechanic in the description. I wasn't sure what the alarms represented at first. (Speaking of which, are disasters caused by anything specific, or are they random?)

MindMaze by SMOKOKO 2018-12-18T06:49:06Z

Nice work! Here are my thoughts: * This is a really unique concept. I don't think I've played a game about fighting negative thoughts before. * The character's animations look very natural. * I was confused by the instructions, but I understood the game pretty quickly once I started playing. * I agree with some other players that winning feels more about luck than skill. There is some strategy in deciding which routes to take to try to get which resources, but because of the limited field of view, it can be hard to find the resource you need. * I found a couple bugs: * I reached the "YOU WIN" screen right after I clicked "Unlock" for the last red triangle, before the wheel even finished spinning. I wasn't guaranteed to win that spin; I was all out of Hope, so if it landed on Hope, I assume I would have lost. * When facing a red triangle, if you click "Unlock", then click "Leave" before the wheel stops spinning, then wait a few seconds, the triangle still disappears and you still lose some of one stat, as if the wheel still finished spinning.

Foothold by Vinay Rao 2018-12-13T05:50:57Z

Nice work! Here are my thoughts: - This is a great take on the theme. - I had fun with this one. With some polish, I could easily see myself coming back to this. I'll be looking forward to 2.0. - I love that you can expand the map by walking off the edge. That was a pleasant surprise. - I know you've already addressed these in the comments, but I'd like to echo the thoughts of others about enemies spawning too close and tiles crumbling right underneath the player. You mentioned fixing the latter by giving the player some time to walk off the tile before they fall. While that could work, I think a better solution for consistency's sake would be immediately repairing the tile after it crumbles. After all, that's what happens when the player walks onto a crumbling tile from a non-crumbling tile. I admit that players could abuse this system by constantly shooting underneath themselves for the points without actually giving up any footholds, but that problem could be fixed by making it so the point counter for a tile doesn't start until the tile has completely crumbled away. - I thought I saw Munchars repairing tiles a couple of times. I assume that's a bug. - My high score is 30987 (screenshot below)! I figured out a strategy: Move around the edges of the map in a circle, while quickly shooting as many blobs behind you as you can. This allows you to destroy footholds faster than you repair them, so your reserves are always kept up, even if you run into a Munchar here and there. That said, if it weren't for the instant-fall thing, I'm not sure what could've stopped me from going on forever with that strategy. Perhaps a restriction on fire rate is in order. I feel like that would make it more about the kind of strategic decisions you mention in the description.

footfall high score.png

TILL WE UNITE AS ONE: CHAPTER ONE by April_Xu 2018-12-20T07:32:50Z

@hamsters-actually The Google Drive link worked for me; did you try that one?

Neat idea! The first level was hard because of how fast the bullets move, but the second level was really interesting. I was confused at first about how the second level works, but once I figured it out, it was a nice little challenge. The sound effect at the end surprised me, but I think it's a good choice for the narrative.

Baby Grenade by publicidadeba 2018-12-13T06:27:01Z

Nice work! Here are my thoughts:

- Who can resist a game with a [throw baby](http://i.imgur.com/Jsrwa.gif) command? - Your "how to win" description is gold. - The music is the most polished I've heard in an entry yet! - I agree with @pkenney that third-person would probably be better so you can see all around you. I do like how the spawn points are visible objects, though. That at least gives you some sense of where they'll be coming from.

LD46 — Keep it alive

Paper Holes by Gehad 2020-05-12T05:38:12Z

I enjoyed this game, but I'd like to comment on the base-code controversy. As someone who was around for the discussions within the community when the base-code rule was added, I can say with certainty that it was not intended to allow jammers to start with a game made before the jam. The rule was written to address the fact that the line between a proper game engine/library and personal boilerplate code is rather blurry. The consensus, AFAIK (and I believe endorsed by PoV himself), is that base code that could apply to a wide variety of games is okay, but the closer you get to implementing a specific game in your base code, the less okay it becomes.

For some non-anecdotal evidence: I know this game was submitted to the Jam, not the Compo, but the base-code rule is included with identical phrasing in the Compo rules as well, and I highly doubt anyone would want to allow people to start with previously-made games in the Compo. For the record, I think it's against the spirit of the Jam too, not just the Compo, to do this. While the Jam is supposed to be more relaxed than the Compo, I think the core concept is still "make a game in a weekend".

That said, @gehad, you are absolutely right that the way it is phrased in the official rules is super vague, and I can see how one could honestly interpret the rules in the way that you did. I believe you made your submission in good faith with no intent to "cheat" or break the rules. I'm going to abstain from rating this one because I don't think I can fairly compare it to other entries, but I would discourage others from intentionally lowering your score over this dispute. The solution, instead of pushing against this game, is to push for better clarity in the official rules.

LD48 — Deeper and deeper

Vast Trivia Of The Void by JorgeGameDev 2021-05-16T01:57:03Z

Thanks for submitting your game to my stream! The VOD is now on YouTube for your perusal (I start yours at 2:10:07):

https://www.youtube.com/watch?v=OsMPyOopzzU

Sorry again for no game audio.

Downward Frog by GogglesKitty 2021-05-15T23:40:27Z

Thanks for submitting your game to my stream! I played it last weekend. You can watch me play it here (I start yours at 1:03:55):

https://www.youtube.com/watch?v=eC7ohNz5jGk

Until There Was Nothing by dietzribi 2021-05-15T23:41:37Z

Thanks for submitting your game to my stream! I uploaded the VOD if you'd like to rewatch (I start yours at 1:27:54):

https://www.youtube.com/watch?v=eC7ohNz5jGk

Adelie - Rolling in the Deep by Meep 2021-05-08T18:41:07Z

https://youtu.be/1uPFW7nWIIU

Thanks for submitting your game for me to play on stream yesterday! I uploaded the VOD if you'd like to rewatch the stream. I started your game at 28:36.

The Discloser by agentparsec 2021-05-15T23:44:39Z

Thanks for submitting your game to my stream! I uploaded the VOD if you'd like to rewatch (I start yours at 2:07:45):

https://www.youtube.com/watch?v=eC7ohNz5jGk

Ludophile by Jack Lance 2021-05-15T23:45:35Z

Thanks for submitting your game to my stream! I uploaded the VOD if you'd like to rewatch (I start yours at 2:48:46):

https://www.youtube.com/watch?v=eC7ohNz5jGk

Boombox by auxC 2021-05-15T23:39:11Z

Thanks for submitting your game to my stream! I played it last weekend. You can watch me play it here (I start yours at 0:00:38):

https://www.youtube.com/watch?v=eC7ohNz5jGk

Masseuse you Loose by ColeSlaughter 2021-05-15T23:40:52Z

Thanks for submitting your game to my stream! I uploaded the VOD if you'd like to rewatch (I start yours at 1:12:25):

https://www.youtube.com/watch?v=eC7ohNz5jGk

Diggurai by svyatozar 2021-05-08T18:42:01Z

https://youtu.be/1uPFW7nWIIU

Thanks for submitting your game for me to play on stream yesterday! I uploaded the VOD if you'd like to rewatch the stream. I started your game at 1:12:50.

Marbellion by acronaut 2021-05-08T18:42:31Z

https://youtu.be/1uPFW7nWIIU

Thanks for submitting your game for me to play on stream yesterday! I uploaded the VOD if you'd like to rewatch the stream. I started your game at 1:36:20.

Mine Zhero by Colisan 2021-05-15T23:43:43Z

Thanks for submitting your game to my stream! I uploaded the VOD if you'd like to rewatch (I start yours at 1:39:27):

https://www.youtube.com/watch?v=eC7ohNz5jGk

ChaO.S. by Nanda 2021-05-08T18:21:56Z

https://youtu.be/1uPFW7nWIIU

Thanks for submitting your game for me to play on stream! I played it yesterday. You can watch me play it here (at 4:04).

Unfortunately, my mic was off at the time, and I didn't realize it until someone in chat pointed it out later. So, here's my thoughts:

I really like the concept of piecing together a story by going through files on a computer. The aesthetic was pretty cool, too. The puzzles weren't too difficult - I figured out what the password for the "Chaos" folder was after the first two clues - but that's not necessarily a bad thing. It was pretty short, and I found myself wanting more at the end, but the content you already have is well polished.

Deep Mine by NateTheGreat 2021-05-08T18:43:28Z

https://youtu.be/1uPFW7nWIIU

Thanks for submitting your game for me to play on stream! I played it yesterday. You can watch me play it here (at 2:02:10).

Pheromones by Shakedimus 2021-05-15T23:46:17Z

Thanks for submitting your game to my stream! I uploaded the VOD if you'd like to rewatch (I start yours at 3:50:10):

https://www.youtube.com/watch?v=eC7ohNz5jGk

Last penny by Advarsky 2021-05-08T18:38:23Z

https://youtu.be/1uPFW7nWIIU

Thanks for submitting your game for me to play on stream! I played it yesterday. You can watch me play it here (at 13:33).

Unfortunately, my mic was off at the time, and I didn't realize it until someone in chat pointed it out later. So, here's my thoughts:

I played v1 instead of v1012, because I want to make sure I rate the game based on what you were able to do during the 72 hours of the jam. I haven't played v1012, so maybe you've already made changes that address some of my comments, but I would recommend that you add something to the description explaining the difference between the two versions. That's what I was looking for during the part of the video where I'm scrolling through the comments before playing the game.

The art in the opening scene is beautiful, but the text scrolled by much too quickly for me to read. During the gameplay, the animation is nice, but the smooth lines of the walls clash with the pixel art used for everything else. The gameplay is fine, though it would be nice to have some indicator of how much oxygen you have left. I mistook a plastic bag for an oxygen bubble at first, and I almost didn't realize my mistake because I couldn't see my oxygen level go down. I liked the ending, though I was a bit confused why the camera scrolls all the way down the river again after the last cutscene. I was kinda hoping all that scrolling would lead to a follow-up on what the crab was doing with the penny. Overall, though, I enjoyed it.

The Bothnia Trench by Milestone Games 2021-05-15T23:39:53Z

Thanks for submitting your game to my stream! I played it last weekend. You can watch me play it here (I start yours at 0:52:10):

https://www.youtube.com/watch?v=eC7ohNz5jGk

To the Center of the World by Dimini Inc. 2021-05-08T18:40:20Z

https://youtu.be/1uPFW7nWIIU

Thanks for submitting your game for me to play on stream! I played it yesterday. You can watch me play it here (at 19:57).

Unfortunately, my mic was off at the time, and I didn't realize it until someone in chat pointed it out later. Once my mic is turned on, I give a summary of my thoughts on your game at 27:57 in the video.

Boris with a crazy dream by Kirby 2021-05-16T01:30:31Z

Thanks for submitting your game to my stream! I played it yesterday. You can watch me play it here (I start yours at 0:01:05):

https://www.youtube.com/watch?v=OsMPyOopzzU

Since you were asking about it, I got copyright claimed too. The music is a 2015 track called "Expressions of the Mind" by Shady Dave. I did some digging and found it here:

https://freesound.org/s/325647/

It looks like the license would allow you to use the song anyway if you gave credit, but please don't claim you wrote it yourself. I compared your first name (according to your itch.io page) to the name on Shady Dave's PayPal account, so I know you are not the same person.

ONI by Daniel Whittaker 2021-05-16T01:43:45Z

Thanks for submitting your game to my stream! I played it yesterday. You can watch me play it here (I start yours at 0:05:44):

https://www.youtube.com/watch?v=OsMPyOopzzU

Rex's Wizardspace by RexTGun 2021-05-16T01:44:11Z

Thanks for submitting your game to my stream! I played it yesterday. You can watch me play it here (I start yours at 0:24:59):

https://www.youtube.com/watch?v=OsMPyOopzzU

Corporate Mole by JoeDev 2021-05-08T18:44:07Z

https://youtu.be/1uPFW7nWIIU

Thanks for submitting your game for me to play on stream! I played it yesterday. You can watch me play it here (at 2:58:23).

Virtually Deeper by Glaikunt 2021-05-16T01:51:15Z

Thanks for submitting your game to my stream! I played it yesterday. You can watch me play it here (I start yours at 1:23:36):

https://www.youtube.com/watch?v=OsMPyOopzzU

Sorry for no game audio - OBS somehow stopped recording the computer audio without me noticing, but I could hear the audio just fine when I was playing it.

Deeper Well by Feraligatr 2021-05-16T01:57:46Z

Thanks for submitting your game to my stream! I played it yesterday. You can watch me play it here (I start yours at 2:29:50):

https://www.youtube.com/watch?v=OsMPyOopzzU

Sorry for no game audio - OBS somehow stopped recording the computer audio without me noticing, but I could hear the audio just fine when I was playing it.

Crust by exopunk 2021-05-16T01:59:12Z

Thanks for submitting your game to my stream! I played it yesterday. You can watch me play it here (I start yours at 2:46:54):

https://www.youtube.com/watch?v=OsMPyOopzzU

Sorry for no game audio at the start - I only realized it was muted halfway through.

2021: A Space Odyssey by ChrisCo 2021-05-16T01:52:10Z

Thanks for submitting your game to my stream! I played it yesterday. You can watch me play it here (I start yours at 1:32:42):

https://www.youtube.com/watch?v=OsMPyOopzzU

Sorry for no game audio - OBS somehow stopped recording the computer audio without me noticing, but I could hear the audio just fine when I was playing it.

The Shrinking by Rayo 2021-05-16T01:48:32Z

Thanks for submitting your game to my stream! I uploaded the VOD if you'd like to rewatch (I start yours at 0:39:23):

https://www.youtube.com/watch?v=OsMPyOopzzU

Into the Mines by Hugison 2021-05-16T01:59:34Z

Thanks for submitting your game to my stream! I played it yesterday. You can watch me play it here (I start yours at 2:54:49):

https://www.youtube.com/watch?v=OsMPyOopzzU

Deeper Caverns by Quartzified Studios 2021-05-16T01:54:04Z

Thanks for submitting your game to my stream! I played it yesterday. You can watch me play it here (I start yours at 1:53:17):

https://www.youtube.com/watch?v=OsMPyOopzzU

Sorry for no game audio - OBS somehow stopped recording the computer audio without me noticing, but I could hear the audio just fine when I was playing it.

LD49 — Unstable

Reactor by Birdwards 2021-10-17T02:34:00Z

@zimny11 Thanks for playing! I believe you encountered a bug that I only discovered after the jam. The algorithm that determines how large your cluster is when new atoms are added has a small, RNG-dependent chance of returning an incorrect value when the cluster is in certain shapes, making the game think you've crossed the red line when you haven't. I imagine you saw the camera zoom way out before it told you the game was over? That's the telltale sign of the bug. In either case, I've just figured out the fix, and will be adding it in a post-jam version.

Reactor by Birdwards 2021-10-21T03:08:23Z

@omiya-games Thanks for playing! I'm intrigued by the comment that it doesn't really feel like a puzzle game - I'll need to think about how I approach that in the design.

The game suddenly ending probably means you encountered the same bug that zimny11 did (see my comment to them earlier). I've fixed that for an upcoming post-jam version.

As a note, the red ring never actually changes size; that's an optical illusion I accidentally created by having the background not zoom in or out with the rest of the camera (and probably not helped by the fact that the circle is constantly changing its center to the cluster's center of gravity). You're not alone in seeing it, though - even I have trouble unseeing it, and it's something I'd like to address post-jam.

The loose controls and conserved momentum were intentional design choices - although the turning not being instantaneous is news to me (maybe it's a performance issue; maybe the deceleration when you're changing directions is just difficult to see). Given how many commenters have mentioned disliking the controls, though, I'll definitely be tightening those up post-jam.

Thanks for the detailed feedback!

ŮNSTÅBLĒ by Dominium11 2021-10-11T02:31:40Z

Thanks for submitting to my stream - I had fun with this one! Here's my screenshot for the leaderboard:

unstable_high_score.png

LD50 — Delay the inevitable

Support Simulator by NotExplosive 2022-04-13T03:38:40Z

This was great! As someone who doesn't really play MMOs, I was worried that the game would rely on preexisting knowledge of genre tropes, jargon, and typical raid strategy, but the tutorial was an excellent primer on all of that, and I understood what was going on throughout. (The only thing I didn't know was the term "pulling", but it's easy enough to figure out what that means from context.) I did have a lot of trouble with trying to cast something and realizing a half-second too late that I was already in the middle of casting something else, because my eyes were on the health bars, not the text terminal telling me I couldn't cast yet. An additional sound effect could be very helpful there (either a bzzt for "you can't cast that", or a long ascending boooooop to indicate how far along your current spell is).

Sunset by PTSnoop 2022-04-17T16:47:46Z

This is super cool! I agree with Lazzor that it could use some sound effects for collision (and maybe some subtle visual effects for colliding with the circles), but that's a minor thing. Besides that, this game has everything it needs and nothing it doesn't need. Great work!

Manual Manny! by ghost-in-the-toast 2022-04-16T00:18:26Z

This game is a good case study in the virtues of making something very simple and polishing it to a sheen. It's almost too simple, but the SKATE letters are a great way of keeping it replayable. It took me a while to realize that keeping a direction held down doesn't do anything more than just tapping it once, and that the proper way of leaning harder in a given direction is to tap that direction multiple times. I had to fight my instincts to internalize that.

Don't save the planet by winniehell 2022-04-18T22:57:52Z

I like this! The humor is great, and it's a smart idea to make it harder to distinguish alien ships from human ships on harder difficulty levels. Even after the hotfix, though, I still think the difficulty ramping should be a bit slower.

John The Icecube by rvenson 2022-04-17T18:58:47Z

I love this! I'm a big fan of challenging platformers (I see your Celeste shoutout there :wink:), so this was right up my alley. My first try on the compo version took me around 23 minutes, but I immediately wanted to try speedrunning it afterward. I switched to the latest version, and after a few practice runs, I was able to get my time down to 4:35.992 - and that's still with several deaths (especially on the last room)! I kinda want to try doing a TAS to see what a perfect run would look like.

I saw the conversation on the itch.io page about what to do with the multiple jump mechanic. The first thing I'd do is add a short one-shot timer (maybe 0.1 or 0.2 seconds; experiment with it) that starts when the player presses the spacebar. If the player releases the spacebar before the timer finishes, John should wait until the timer finishes to jump. That will prevent the player from spamming the spacebar to hover in place. It would also make it much less efficient to spam the spacebar to slide left or right along the ground (I exploited that one a lot to make small adjustments to my position without really jumping).

The timer idea wouldn't prevent the player from repeatedly jumping straight up at max power, which is how I skipped getting the key in my speedrun (you can just exit the room with the locked door by going straight up). However, that trick is difficult to pull off consistently, and it was really satisfying discovering the things I could do with it, so I don't think that exploit is necessarily a "problem" to be solved. If you decide you do want to prevent it, though, I agree with reducing the power of mid-air jumps instead of getting rid of them altogether; mid-air jumps are fun to pull off!

I agree with Cyzaine that I'd prefer aiming with the mouse instead of the keyboard here (and I also agree that this would make a great mobile game).

Paper Boy Flyin' High by unplugred 2022-04-16T01:10:16Z

Great work - I love the art style! I agree with Raptor that it's tough to line yourself up with the speed boosts. I often found myself flying over or under the boosts when I thought I was headed straight for them. Since it seems like the game only generates a new level after you pick up at least one speed boost, I got stuck once on level 2 when the first speed boost was so far away that I couldn't reach it (although maybe there was a closer one in a spot I just couldn't see), and I had to restart the game from level 1. After that restart, I was able to get to level 3 and complete it. I found a bug when trying to restart: if you quit to the main menu and then click start, the game seems to freeze without showing the paper airplane or generating any obstacles. Overall, I still had a lot of fun with it.

Ready... Set... SLOW!! by Birdwards 2022-04-08T20:56:18Z

@infinitycore Wow, I didn't even think of them as "snail trails"! For some reason, turtles occurred to me as an idea, but not snails. For this version of the game, I wanted the player to be something rotationally symmetrical so I didn't have to draw them from different angles (especially motivated by the fact that I had like 90 minutes left for spritework and sound after wasting the vaaaaast majority of the jam time just getting the infrastructure for the boost mechanic in place). As such, I went with hovercraft since they have rotational symmetry and fit the slippery control style I was going for. But snails are a wonderful idea (what else is both slow and leaves a trail?), and if I do a post-jam version of this game, I'm definitely making them snails!

Sheeplantis by Elmos Minion 2022-04-18T20:24:11Z

This is cute! I love the chaotic physics of the sheep, and it's interesting trying to find a balance between how many sheep you let live and how many you fire at the meteor. At first, I had some trouble dropping sheep into the cannon. I walked right up to the cannon and aimed for the big orange number. When I did this, only some of the sheep I was holding went into the cannon, while others were dropped back onto the ground, stacked on top of each other, walking back to the spaceship. I eventually figured out that it's more reliable to aim for the base of the cannon, but I think that if the cursor is touching any part of the cannon, all the sheep being held should be automatically dropped in. It would also be nice to have an explanation of the different kinds of sheep and what their stats mean.

BDriver by ZevsEHG 2022-04-18T21:35:15Z

Super cool idea! The driving physics could definitely use some polish; I agree that it's much too easy to flip over the car, and when the car flips over, there's nothing you can do but wait to explode. The instructions could be clearer, too (such as mentioning that you use WASD to drive), but this game has a lot of potential.

Ghost Caretaker by vidim888 2022-04-13T02:47:38Z

This is super cute - I had fun with it! Some things need to be clearer in the instructions, though. It took me until after my first death to figure out that you automatically dig when standing near a grave, and that digging is how you earn currency (souls?). I also thought that each death was basically "game over", since you go back to the start menu. I stopped playing after maybe 8 deaths. I didn't realize until after quitting the game and rereading the instructions that "game over" only happens after 10 deaths. A life counter could be useful in the main menu so players don't miss their score.

Oh, and one minor thing: you can uncheck the "Fullscreen button" option on your itch.io page. That's for games that don't have their own built-in fullscreen button. Unity automatically adds a fullscreen button to web games, so right now, your game has two fullscreen buttons on top of each other at the bottom-right of the game: the Unity button (in blue, with two arrows) and the itch.io button (transparent, with 4 arrows). Only the Unity button works correctly for your game, but right now, you have to click in the thin area outside the itch.io button to reach the Unity button.

Dike Defender by Raptarr8 2022-04-18T21:17:20Z

This is cool! I love the idea on keeping one hand on the crack at all times, and having to defend that hand, but I think the instructions should make it clear that enemies touching your hand will hurt you the same as if they touched your body (I kinda thought of the hand as a "background element", so it took me a while to figure that out). I also agree that the slash attack could use some explanation - I'm guessing that holding the mouse longer makes the slash last longer?

Shaft by Minaus 2022-04-18T22:47:03Z

This is cool! Just a quick note, though: you need to turn on "Do not rate me in Audio" on the edit page for your game, since you did not create the music during the jam.