Tightrope Theatre by AdventureIslands 2014-12-11T20:44:00
How you made this much content in 48 hours is beyond me. Very polished game.
Foon → Ludum Dare Explorer → Users → BoxedMeatRevolution
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Lumibot, Please Don't Trash the City | jam | 768 | 3.32 | 3.12 | 3.25 | 2.90 | 3.70 | 3.12 | 3.25 | 3.21 | ||
| 2024 | 55 | Summoning | Demon Phone | extra | |||||||||||
| 2023 | 54 | Limited Space | Park King | jam | 140 | 4.04 | 4.13 | 3.63 | 4.34 | 3.78 | 3.84 | 4.28 | 3.82 | ||
| 2023 | 52 | Harvest | Strange Orchardist | jam | 212 | 3.77 | 3.86 | 3.80 | 3.44 | 3.57 | 3.56 | 3.61 | |||
| 2022 | 51 | Every 10 seconds | Junkyard Space Race | jam | 443 | 3.64 | 3.53 | 3.65 | 3.19 | 3.75 | 3.40 | 3.23 | 3.61 | ||
| 2022 | 50 | Delay the inevitable | Cardboard People on Fire | jam | 607 | 3.58 | 3.04 | 3.47 | 3.60 | 4.41 | 4.11 | 4.04 | 4.05 | ||
| 2021 | 49 | Unstable | Reef Gobbler | jam | 1123 | 3.22 | 2.75 | 3.22 | 3.55 | 3.75 | 2.97 | 2.27 | 3.17 | ||
| 2021 | 48 | Deeper and deeper | Chess Hellevator | jam | 28 | 4.32 | 4.41 | 4.51 | 3.77 | 3.86 | 3.78 | 3.64 | 3.97 | ||
| 2020 | 47 | Stuck in a loop | Electro-loop-tion | jam | 3.20 | 3.20 | 3.60 | 3.00 | 3.40 | 3.20 | 3.00 | 3.30 | |||
| 2020 | 46 | Keep it alive | Potater Toss | jam | 741 | 3.69 | 3.75 | 3.71 | 3.48 | 3.52 | 3.53 | 3.94 | 3.39 | ||
| 2019 | 45 | Start with nothing | Void Prisoner | jam | 536 | 3.47 | 3.21 | 3.50 | 2.85 | 2.90 | 3.28 | 3.52 | 3.34 | ||
| 2019 | 44 | Your life is currency | Dr. Ectomy | jam | 131 | 3.90 | 3.93 | 3.78 | 3.01 | 4.13 | 3.76 | 3.37 | |||
| 2017 | 40 | The more you have, the worse it is | Bomb Robot | jam | 480 | 3.52 | 3.42 | 3.69 | 3.16 | 3.15 | 2.64 | 2.38 | 3.01 | ||
| 2016 | 37 | One room | Happy Tower RTS | compo | 430 | 3.05 | 2.91 | 3.14 | 2.91 | 2.73 | 2.68 | 2.17 | 3.00 | 49 | |
| 2016 | 36 | Ancient Technology | Aqueduct Defense Force | jam | |||||||||||
| 2015 | 34 | Two Button Controls / Growing | 1 Button Wizard X2 | jam | 215 | 3.66 | 3.83 | 3.89 | 3.74 | 2.50 | 2.91 | 3.04 | 100 | ||
| 2015 | 33 | You are the Monster | Tentacle Smash | jam | 431 | 3.32 | 3.51 | 3.38 | 3.71 | 3.08 | 3.00 | 2.70 | 2.89 | 73 | |
| 2015 | 32 | An Unconventional Weapon | Grease Colosseum | jam | 330 | 3.43 | 3.45 | 3.62 | 3.85 | 2.88 | 3.10 | 3.21 | 2.89 | 100 | |
| 2014 | 31 | Entire Game on One Screen | Spacebank Heist | jam | 131 | 3.73 | 3.89 | 3.09 | 3.62 | 3.35 | 3.06 | 2.70 | 3.32 | 100 |
How you made this much content in 48 hours is beyond me. Very polished game.
Very fun! I liked a lot about this game:
- It was adorable and innocent
- It was really fun
- I though the art and story were wonderful
- multishot-ing the fat bears was great
- The fast armor bears were a thing to fear!
- I became unreasonably mad when mamie decided not to buy me a second baguette. I'M SAVING YOUR LIFE MAMIE! JUST GIVE ME ANOTHER BAGUETTE!!!
- When mamie said "damned" I laughed
- The last level was had just the right amount of difficulty. I almost quit, but stayed with it because I knew it was possible if I was good enough.
Me only complaint is that being on an enemy sprite and attacking didn't knock it away. It felt like that should knock it away. Also, I was sad that there was no win screen :(
Great game though, one of my favorites :D
Very fun game. I liked the screen splitting, really makes this game unique and adds an element of visual dexterity on the player's side (focus up, focus down, repeat) which is cool. My one complaint would be the difficulty curve. I always ended up losing at around 24 seconds and didn't feel like I was getting any better with subsequent tries. This might just be me though. Overall, cool game, I love the innovation!
Very creative and very nice graphics :D I ended up just mashing jump while doing figure 8s :)
Liked:
- The dialogue! It really enhanced the game and set it apart from other maze games by adding a story and characters!
- Interpretation of theme. It really was all on one screen
- The graphics/layout. I though the idea of a lobby was really cool.
- The mazes. They were well generated and the timer had just enough time to make a run through the maze really tense.
Disliked:
- No way to skip dialogue. This is what ruined the game for me. I played twice, making it to the second maze on my second go, but didn't play again because it would mean going through the dialogue again.
- No way to go through dialogue at your own pace. The pacing you chose wasn't bad, but I wanted to click through it faster. Because I couldn't do that, I started the game already mildly annoyed.
- The music. It was nice at first, but quickly became repetitive. A music-toggle switch would fix this.
Overall I enjoyed playing, and reading the dialogue the *first* time.
It got pretty fun when things got fast!
Liked:
- The action. Very fast paced shooter gameplay that keeps you on your toes
- The weapon selection, it adds some nice variety to the game
Disliked:
- The difficulty curve. This game gets really hard, really fast. I felt that the number of enemies on screen and the pace at which they moved made it almost impossible to strategize your position and weapon usage
- The fact that your player stopped moving when touched by an enemy. Not only did this mean that kiting enemies was almost impossible, but also it meant a lot of time was spent surrounded by the horde while shooting and hoping that enough health/ammo would drop to keep you alive (luck, not skill)
- The controls were very finicky and fast. I actually think I'd have liked this game a lot more if everything was a bit slower.
Overall, it's a good start to a fun snowzombie-killing-rampage game, but the controls and difficulty of gameplay made it too hard for me to get into.
Great artistic style! I couldn't get into the gameplay, but listening to the music build and looking at the stages made it a worthwhile experience.
Great music! But when a box landed on me my mouse got stuck and there was no obvious way to restart. Also, on fullscreen broke everything pretty badly (clicking to move stopped working and everything became extremely laggy, even the music began skipping. This is on OS/X 10.9.5)
The feel of the game is very nice, but I feel like the gameplay needs a bit more depth.
Liked:
- Sweet sweet bouncing explosive combos
- Unified graphical style
- Explosion animation
- Cool drops (I felt like a risk taker when I opted to get "kill", was happy when it killed the others, no me)
Disliked
- Repetitive gameplay (maybe drops for character speed and jump would be nice, or temporary "superbomb" upgrades)
- Lack of strategy (I tried to find a cool strategy, but in the end it amounted to dropping a bomb and running away. I wanted to feel like I was making combos happen, but instead they just felt random)
Nice work though, with some polishing it could become an addictive little game.
Liked
- How everything was hilarious
- The throwing up scream
- The amount of ambition (7 entirely different mini games is impressive)
- The mini-tutorials (I always knew what to do, which is very important and often overlooked)
Disliked:
- Everything seemed a bit cluttered, hard to focus on 7 games. In the end I would have prefer a smaller selection of games with more polish/little jokes.
Overall very funny though. Nice work!
Liked:
- Graphical cues. I instantly knew that going to green was good, because everyone knows: green=good, lava=bad
- The ability to jump to save yourself
Disliked:
- Very repetitive. Soundtrack, gameplay, textures. With nothing to break the monotony this game has little replay level, and I became bored very quickly
I wish you'd finished it, looks like it could've become something fun. The jump mechanic has potential: rocketing yourself upwards through a cave. It's too incomplete to give a good rating as is though :(
It gives me the following error in Terminal when I try to run:
Library not loaded: /usr/local/opt/sdl2_mixer/lib/libSDL2_mixer-2.0.0.dylib
:(
Cool game, great mood and calming gameplay.
I could make the others run away with "kick man", "steal man", "punch man", "extort man", "kill man"... but couldn't find commands that did anything else. Some prompts/hints would be nice, but otherwise, I like the mix of old-school GUI and text-based commands!
Cool idea, would be cool if there were more levels, or the difficulty somehow increased with each successful block.
The fruits are in love with me! Fun and funny game. At first I thought the controls were bad, but after I mastered them I got really into it! The music was great at the graphics were perfect. I liked it when a freeloading incorrectly coloured fruit would smile because it had almost made it, but then my smiling helicopter would come in and throw it away :D (not that I think about it... I guess the best strategy would be to collect wrong coloured fruit somewhere until their box came...)
Great game overall, fun and innovative!
Wonderful! Very fun game and I love the style! Though, after I'd slain the mighty dragon, nothing happened. Maybe a bug? Or perhaps a win screen wasn't implemented. Not very important though, I thoroughly enjoyed playing this piece of art :D
Now 2 of my favourite LD entries this round are LCD throwbacks (this and http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46900). I'd love to see more games like this!
This game is a work of art! Amazing!
The physics are indeed very hard.
This is just a ridiculously good game. 5/5
Oof, the difficulty curve is bananas in this game. Went from being an easy little shooter to a flood of dancing enemy sprites in seconds. I had fun playing though, and tried my best to grenade the big guy when he came on screen (I was eaten by the horde when he had a sliver of health left D:)
Making it across each set of spikes was quite satisfying. Narrating the instructions was unique :) It was a bit long though
I think the concept is good and has potential! I had a good (albeit short!) time playing until all the tiles I had were ponds and there were only ponds on the screen.
You made me laugh.
Nice sound track too.
:)
22!!! Became much easier when I realized that you can hold down space bar for infini-lazer!
I'm a sucker for games with a great atmosphere! :D
Liked:
- The gameplay! Felt smooth and easy to use.
- The graphics! Nice atari style.
- The music! Perfectly complementing the graphics with a catchy tune
- The powerups! Lots of fun! I'm glad you took the time to add them.
- The idea! Very cool, I love tower defense, and I also love shooting down waves of enemies myself. Great way of mixing those things
Disliked:
- My character health. Was there a health bar? I always died from being hit by enemies and felt like I never got to fully realize my awesome traps. I actually think it would be cool if your character was unkillable, and instead was impeded in some other way when enemies hit him (maybe he wouldn't be able to shoot for a while).
- Jump height. I felt it could've been a biiiiittt more (this is a really nitpick-y thing)
Overall really fun game! Love the idea, I think it has a lot of potential.
Like:
- The high fidelity
- The pixel art
- The soundtrack
- The sense of exploration
Dislike
- The character movement (too much inertia)
- The inability to cycle through past spawn points
Overall, nice entry!
It would be nice if the cubes had healthbars, and if there were some form of score. Still, it's a good start, just very skeletal as it.
Great game mechanic and graphics! The teleporter was a bit glitchy by I made it to the end!
Very interesting concept and nice graphics. However, the controls felt very sluggish.
Very cool and unique concept. Nice unified graphic style. However, the spikes seemed out of place and felt like an unnecessary element to the game.
OS/X version not working for me. Always freezes at "1" on the intro screen.
I tried this again, and it worked! Fun, I like the idea of a game where you win by tricking enemies into traps (in this case, rooms where they can't get to you from).
Great game! Lots to like here.
- Very funny
- Smooth controls
- Well thought out shooting mechanic (spamming shoot just causes your bullets to hit one another. This naturally slows down the firing pace and feels like something fun to work around, rather than a bothersome restriction)
- Good diversity of enemies
- Fun Boss fight
- And, again, hilarious.
Very fun entry all around. I understand my desire to give you a high rating.
I won! Built a space colony *and* was complemented by my boss for writing a page full of profanities.
Liked:
- Interpretation of theme
- Unique idea
- Nice art, lots of little touches (the sun, the mouse moving, the LD webpage...)
Disliked:
- Length of gameplay. Even though it was short, it felt long because it was very easy to "win" once you knew what to do
Overall, I like the creativity of this entry, though the gameplay felt lacking.
Couldn't get it to work in OS/X 10.9.5 :( Just a black screen that disappears.
Couldn't get it to work on OS/X 10.9.5 :( All I got was a JarRsrcLoader application that didn't do anything.
Good work on the physics and graphics, but the controls felt glitchy and frustrating. In the end I got stuck in the ceiling and couldn't move
Very fun and innovative! Loved the soundtrack and the voice, and the game-play was very addictive once you got into the rhythm
Very calming music and cute sound effects! Pew pew!
Doesn't fit the theme, but I don't mind. Nice simple gameplay, humorous sound-bites, relaxing music... Overall a solid entry.
Pew... p-pp-pe-pewpew OwOwO-Ow HUAGH! Top laugh :D
Cool idea, and I like the level design. The exploitable glitches were actually kind of fun (jumping up while walking into a box lets you enter "wall-world"). Unfortunately I couldn't get past lvl 4 as my character would get stuck while walking across the trap door above the water :( Also, the sprite art was a bit of an eyestrain, it doesn't necessarily need to be bigger, it just needs to be more distinguished from the background.
Overall nice entry, I enjoyed playing.
15 rules! Very cool game, I've never played anything quite like it before. Good work!
Fun concept! I could see this being a very addictive phone game with some polish!
Cool game! The fact that you can glitch the bug through walls by moving the platform underneath should probably be fixed though. Also, a "x2 speed" button or something like that would be nice.
Overall I really like the innovation, this is a fun puzzle game!
(I notice you're letting yourself be judged in the audio category, but I didn't hear any audio... maybe a bug? I just won't rate audio)
I had the same problem as SuperDisk (running OS/X 10.9.5)
Great entry! Fun gameplay, and everything felt very polished (soundtrack, graphics, controls, the array of characters...)
Great work!
Nice atmosphere! The music, graphics, and game-play all complemented one another.
Nice and polished, and it's a cool arcade-y/phonegame-y idea.
Love the spitting bear. More complex patterns would be nice. Great graphics.
I concur with your frustrations.
The Kirby-like music brought tears of nostalgia t my eyes :')
Seems like it would be a really interesting game, but it sorely needs some instructions.
Very slick controls. I really like the recoil after shooting.
I like the clean graphics and the orbiting mechanic was a nice touch. Obviously some win/lose conditions and a point system would be nice... and after that a fun powerup system. Nice start though!
Liked:
- The controls. They were easy to use, felt smooth, and responsive.
- The visuals. Very nice graphics. Not breaking any new ground by making a neon space shooter, but it's a tried and tested style that looks nice.
- The difficulty curve. It was a fun game to play, I didn't become frustrated, and felt like I was able to win so long as I mastered the controls and kiting enemies.
Disliked:
- Enemy spawning. Some indication of when/where would have been nice. Often I felt as though I was being spawned on top of.
- The teleportation mechanic. While I think this is a cool idea, and a good way to set your game apart from others, I don't feel as though the stage or enemies ever made teleportation necessary. Because of this, it just felt like an unnecessary feature.
Overall I enjoyed playing though. Very solid entry. Polished and fun.
I wish there was a mac build! I watched the Youtube vid and it looks fun, but I cannot play using my mac :(
Liked:
- Graphics. I thought the mix of hand drawn and 3D worked pretty well
- Learning how to play was seamlessly integrated with level progression
- Learning how to position yourself to get around the enemies
- "Magic doesn't work on problems" :(
Disliked:
- Lack of music. I'd have really liked some sound!
- Confusing hitboxes (hard to know when you were within killing range of an enemy)
Very fun! I've never seen a text-based game like this before, and I think you did a great job of pulling it off. I would love to see more levels in the future!
Cool gameplay and innovation. I had a hard time understanding some of the rules and troop behaviours though. I'd build walls and want the troops to get off when they were done, and had a hard time understanding why sometimes I wasn't allowed to build Medic Stations and Mortars.
Over all I enjoyed this though, and I think it could make for a really fun 2 player game with a few tweaks!
Gameplay is a bit slow, but the bonus boxes shake that up a bit. More bonuses would be cool!
This is a solid foundation for a fun defense game. It took a while to really get going though, it would be nice if enemies and power-ups came faster. Nice entry overall though!
Liked:
- Graphics. Simple, but consistent
- Content: an impressive amount
- Music: was jamming
Disliked:
- Amount of clicking: carpal tunnel inducing
- Lack of story: needs something awesome to go with the music!
Absolutely hilarious. I interdimensioned myself into oblivion, and fell forever. I count it as a win. 10/10, would play again.
Liked:
- The music. Nice beat yo.
- 99% of the graphics. Great pixel art. Nice and easy to tell what everything is, and nice to look at
- The difficulty curve. Got harder at a nice rate.
- The snowball throwing snowmen. Nice addition to mix things up.
Disliked:
- The lag. Became unplayable on Chrome when the waves got bigger :( I haven't seen any other commenters say this though, so maybe it was something on my end. But whatever it was, it wasn't just graphical, as some of my keypresses were being missed as well
- 1% of the graphics. Specifically the snowball graphic. It was just a blue ball with black outline for me, and was in totally different style from the other graphics :(
Overall fun game! I wish I could have gotten farther but lag made it impossible.
The online works! So cool! Networked Ludum Dare games are always a treat :D
Also, I'm a OS X user (10.9.5), and it worked for me
I MADE IT OUT ALIVE!
Fun game. It was the correct amount of silly and small, with fun graphics, and a surprisingly addictive soundtrack.
Good job!
Liked:
- Cute graphics
- Soothing background tone
- Despite being simple, the game is actually complete. (this is really great actually, I've been playing so many broken entries, its nice to come across something that feels finished)
- Smooth controls
Disliked
- The beeping sound when moving
- The hitbox of the fire (hard to tell what would count as a hit)
- Score mechanic (It should be your "score" if you didn't get all the snowflakes, and your time otherwise. I was sad when completing it with 10seconds to spare gave me no higher score than when I completed it with 6seconds to spare)
Great mood. Great Audio. Great Innovation. Having the level change in the darkness is a really cool mechanic.
With some polish, this could become a really fun mini-horror game!
210000!!! Cute graphics, reminded me of Pingu. Good job on your first LD, especially going for it without any external libraries.
I like the idea of a maze survival game, but I felt like I spent most of my time simply waiting for the Evil-RedBlock to move. And because the red block wasn't particularly dangerous (slow, relatively predictable, easy to hide from) the game just felt easy.
Good start though! Maybe adding a few more enemies would make the game more tense.
Cute defense game. I liked the openness of the game, felt like sprite editor that turned your sprites into levels. Though, it would have been nice if there was a way to "undo" placed blocks. Also, I think some ambient music would have fit right in with the game-play.
Nice start! I felt that there was a bit too much time when I wasn't able to do anything other than watch donuts fall, but the game otherwise delivered.
Many donuts made.
(Note: there was a small bug: you can buy the plain recipe unlimited times and go into debt)
Nice game, very hard though. Great atmosphere, the sound fx and graphics complement each other.
Unfortunately I couldn't get it to work (character never appeared on screen). Using OS/X 10.9.5
I liked the minimalism thought that the game play felt smooth. I think that the level design needs to be more interesting though.
Pros:
- Entire game on one screen. 10/10. Perfect. All requirements met. Couldn't be better. Wow :D
- Controls work! Left goes left, right goes right! Very powerful too, can go off screen and into oblivion like a cinch!
- Minimalist graphics! I loved all 3 of them. Artistry Extraordinaire.
Cons:
- Needed game
Really fun arcade-type gameplay and a complementary soundtrack! I wish you'd decided to keep a unified graphics style though. The old-school Atari-vector graphics look great, but pasting raster art spaceships on top of them ruins it :(
I still enjoyed it though: Simple and fun.
I love this kind of game. Something about turning a banal act into a minigame is so cool! Very well done. Throwing the cat was a nice touch.
The controls made it too hard for me to get into. I like the graphical style very much though.
I WIN! 1000pts! 65 Health! I was playing the Post-Dare Patch and here are my thoughts:
Liked:
- The mazes. It was fun to look at a maze before hand and decide what routes might be best, and what ones should be avoided.
- The drop frequency. Health drops were nice and rare, keeping the game tense, but also providing just the right amount of relief when they came.
- The music. At first I thought it clashed with the game, but by the end I was digging it.
- The HORDE!!! So many enemies. Killing them all felt like an accomplishment.
Disliked:
- Movement speed. Felt too fast and touchy.
- The graphics. While the lighting was a nice touch, the rest felt lacking. Especially how certain walls weren't aligned properly with one another.
Overall fun game! I enjoyed beating it :D
Very cute graphics and nice idea. I'd like to see the controls to be smoothed over and more elements to the gameplay one day.
Very fun game! Great audio and graphics. Sometimes I wasn't able to jump when it looked like nothing was in the way, but other than that this is a very solid entry
Liked:
- The soundtrack
- The amount of content (many dinosaurs/boxes)
- The controls (felt intuitive and responsive)
- The jetpack
Disliked:
- The "nighttime". Made it too hard to see the character and was an eyestrain. Maybe limiting the character's field of vision, rather than dimming the whole screen would better accomplish this.
- The sprite VS background contrast. Bullets, dinos and the character all looked very similar to the background, which was an obstacle to play.
Nice entry overall! Shooting dinos is fun :D
Very laggy controls. Too bad, because it looks fun otherwise.
Liked:
- The concept, very innovative, and the level reveals were well executed
- The controls, they felt smooth and responsive
- The difficulty curve
Disliked:
- The art. Both the graphics and music felt lacking. The arrow graphics clashed with the clean background and character sprites, the screaming sound effect clashed with the minimalist techno background music.
- The gameplay. I spent most of my time just waiting and not doing anything, which prevented the game from being as fun as it could have been.
- Possibly a bug: Spacebar makes your first character jump, but not the others. Up arrow makes everyone jump. Though giving each character a few unique controls might be a neat idea, this felt more like a bug (it was unexplained and I couldn't find anything else like it).
Overall: cool game and idea. I'd like to see a version with a bit more polish.
Mouse controls were fun! Background and sprite art styles were clashing. Unsure how multiplayer is supposed to work. Definitely a fun hand-throwing-armless-swinging thing though.
At first I thought it was too hard, but then I couldn't stop playing until I'd beaten it.
Great job!
Nice innovation, very nice audio. Unfortunately the game sometimes resets if you collect a block while spinning.
This is a pretty fun game. At first I was a bit confused by the batting mechanic, but once I realized that you could hit the baseball based on its proximity to you the game became surprisingly fun! I only wish there were some kind of combo mechanic, I think that getting big points for multi-hits would be awesome :D
Unfortunately, there's a game breaking bug, and I'm not sure how I triggered it... But after I upgraded to 11/13/11 stats the baseball stopped being launched when I tried to hit it :(
WONDERFUL MUSIC, fun game play, amazing soundtrack, high re-playability, great song, unified style, 10/10 sounds!
The download gave me the "Contents" folder (containing all the game resources) but not the app :(
Good start. A bit glitchy though. I was able to back myself into some of the walls, which would cause the character to disappear, and make the light glitch into oblivion. Also, the light would sometimes lose it's alignment with the character.
I liked the ambiance though! Could become a fun stealth game.
Cool shooter, with a nice twist. You can exploit the enemy spawning system by centering yourself at the bottom (there's a spot where you can shoot at all spawn points just by rotating, making the game very easy).
I'd like to see it when it's polished up!
I had fun with this game! The art and music really helped make it. The physics were a bit glitchy though - sometimes boxes would spaz out through the walls. Also, the demon-bunnies wouldn't jump when standing on health/another demon-bunny.
Overall I liked it though!
Good effort on your first entry. Here are my thoughts:
Smooth controls. Best strategy seems to be sliding along the edges to get "good data". Maybe the game would have more depth if everything was a bit smaller, allowing for some strategic movement. Also, even adding the most bare-bones of sound goes a long way.
Liked:
- The graphics. Top pixel art, well done.
- The music. Perfect. Reminded me of 1080 avalanche (a gamecube snowboarding game)
- The idea. Making a two button left-right snowboarding isn't very original. Making one with a Viking though? Wonderful.
Disliked:
- How my snowboarder sprite blocked what was in front of him. Maybe some kind of "see-through" effect would fix this
- How much sprites slowed down as I passed them. The pace seemed unnatural, and made the game difficult in a frustrating way.
Overall I enjoyed playing though. With a few small changes this could be a very addicting little minigame.
I think you achieved the experience you wanted to make perfectly! The sound and graphics fit together very well :)
Nice graphics and ambiance. The controls were very difficult though: they felt slow to respond, and then suddenly moved you too quickly. Also, the difficulty curve seemed backwards, as the mechanic made it easier as the game went on. Maybe it would be cool if the enemies became more difficult as you collected more crystals (you can now see farther, but the enemies also see *you* better, or something like that).
Overall I enjoyed it though. Clean graphics, good music... a few changes could make speed-running this game into an addicting challenge.
Liked:
- The sound effects. I know they were simple, but they added a necessary rhythm to the game. Good choice.
- The innovation. I haven't played a survival game in the belly of an unknown machine before. Cool idea!
- The controls. Felt responsive and smooth, with logical jump height and acceleration, which is crucial in this kind of game.
Disliked:
- The graphics. This is a bit nit-picky, because I actually mostly do like the graphics. The art looks nice and clean, and is all very unified. My only complaints are that the character faded into the background (similar colour pallet), and that I wish there was a visual cue for what direction the block was going to move (I think this would make the game more fun by allowing the player to do some short term planning, without making the game too much easier).
- There was a small glitch that would sometimes cause you to teleport to the top of a block if you hit the block's side while it was moving
Overall a very solid entry. Fun to play and innovative!
Fun! The controls felt a bit sticky, but it wasn't much of a problem. More puzzle levels like the second would be great. Also, nice audio.
Not a web game, and I was unable to unzip the file (OS/X 10.9.5, the error was "Operation not permitted")
Wow, what an ending!
Pros:
- A new twist on an old classic!
- Responsive controls
Cons
- Hard to know when bombs are about to explode (a visual or audio cue would be nice
- No indicator for the edge of the screen (in my browser, both the screen and the screen edge are white)
- Death is very abrupt
Overall, nice innovation. With some polish this could become an addicting little game!
Though I wish there were more moves that you could do besides floating and shooting, this game has GREAT graphics and is very well implemented! Awesome entry!
Great innovation and very good puzzles. I don't think I've played a puzzle game with this mechanic before, and it was fun figuring out how to get past the tough levels. I have no complaints, other than the fact that you've made me crave more puzzles!
Liked:
- Excellent innovation! Very cool idea, I think it has a lot of potential.
- Graphically solid and unified, with complementary arcad-y music
- Good difficulty curve. Always feels like you could do better (doesn't go from trivial to impossible in 2 seconds)
Disliked:
- Controls didn't feel perfect. Felt a bit jittery at times, not smooth.
- It's missing... something. I don't know what. I really like the idea of the game, but something was holding it back from maximum fun. Maybe it just needs some polish. Like, making the jumps from core-to-core a bit easier, or preventing the sprite from going off screen as the cores expand.
Overall: very cool idea. I'd like to see a version 2.0 of this idea, because it has the potential to be really fun and really addicting.
Fun and humorous little game. Controls were confusing at first and I lost when my tower went off screen, but overall this is a solid entry!
Man, I wish multiplayer was implemented :(
52 balls :(
This game was reaaaaally fun! I feel like a bigger variety of obstacles in the maps would make the game super cool!!
I was told that I needed to defend a square, but I never saw any enemies. I was told that I had a bomb, but I couldn't figure out how to use it. I feel like I'm missing out on a fun game; some more instruction would be wonderful.
I like this game quite a bit!
- Great graphics
- Catchy soundtrack
- Very interesting interpretation of the theme
- Humorous
- Very polished
I only wish that it got difficult a bit more quickly. Artistically this is my favourite game so far :D
Smooth execution, but it felt a bit sparse.
I slayed the dragon and died a hero!
Very cool puzzle game, and well balanced as well. I always felt like I needed more boots, which kept it tense. Nice entry!
All I can say is: THANK GOODNESS FOR CHECKPOINTS!
Liked:
- The fantastic soundtrack
- The difficulty
- The smooth controls
Disliked:
- Slow progression
- No restart button? I was reloading the page to retry which was a bit of a nuisance. I'd have played more if it I knew how to quickly get back into the game after losing.
- How hard level 2 is. I only made it to level 3 once :(
Interesting game. Nice soundtrack and good minimalist gameplay. I felt like it wasn't quite successful though. I wasn't a fan of the graphics, and the gameplay got stale pretty quickly. I think that with such a simple mechanic it needs to be difficult right from the start so that the player is always on their toes and always engaged. Also, I thought it might be cool if the blocks/balls came from any arbitrary part of the screen's edge, rather than just the sides.
Cool idea though, and congrats on the soundtrack.
I don't think I stand a chance against a fleet skilled enough to fly planes backwards :c
Fun game! The old Atari style graphics and audio were great, and I felt the difficulty was fine considering that you got right back into the game after death. Also, the Mega-robo-rainbow dog boss was a nice touch :D
Slick controls, music, and graphics!
Cool idea, but rotate wasn't working for me :(
I agree with others that checkpoints would be great motivation to keep going, as it's quite frustrating dying on spikes hidden in water. Overall I like what I see in your entry and I hope you get the chance to make a polished version!
Liked:
- Graphics. All very unified and nice to look at
- Controls. Smooth and responsive. Moved the character at a good speed.
- Innovation. Making snowball fighting into a sort of shooter mechanic is definitely a cool idea!
Disliked:
- The munitions cap. 5 snowballs didn't seem like quite enough.
- The repetitive game play. Overall game play felt a bit slow and easy. It would have been nice to see some powerups, and more daunting waves of enemies.
Overall I think this is a very slick game. Looks great, fun to play, and with a bit more content it has a lot of potential!
Liked:
- The message of the game
- The puzzle aspects of the game
Disliked:
- The bugs. Which are numerous:
- - - - Able to fall off stage edge
- - - - Able to fall through the stage where blocks connect
- - - - Diagonal floor pieces continuously flashing
- - - - Unable to stand on the platform with the green button (I even tried dropping down from the top, was still unable to land on it. I think all these bugs maybe stem from some sort of problem with the sprite hitboxes)
- No way to know if game was complete (I made it to the door, and tried to go through. I was unable to find out how)
Overall, while I think the idea has potential, it needs a lot of polish before becoming something playable. Iron out the bugs first of all, and then add little things like losing/winning screens, maybe a score counter, a few more enemies... then it would be much improved I'm sure.
If you are an OS X user, be sure to allow "Apps Downloaded from Anywhere" in "System Preferenes" -> "Security & Privacy". Otherwise you may get a message saying that the file is damaged.
Nice game! Slick graphics and music, and a good difficulty ramp. The keyboard controls weren't great, but I was able to sort-of play with a PS3 controller which made the controlling much better (unfortunately, things are mapped weird for the PS3 controller, and I have no xbox).
Overall nice entry!
Liked:
- The music. Very soothing. Sounded just like my room.
- The graphics. Clearly made by a high-caliber artist. Preceding "TEST" on line 2 with a space was a stroke of genius.
- The character. Just a perfect blank slate. Very hard to interact with but that only adds to his depth.
- The gameplay. No controller needed??? WOW. You are literally like the next Nintendo.
- The amount of content. I can't even count the pixels. There are just so many.
- The colour pallet. Truly a paragon of diversity. So many colours: snow, dove, midnight, outer space, vanilla, charcoal, milk, darkest grey, ghost, white, ivory, black... the list goes on!
Disliked:
- I have nothing bad to say about this game.
Overall: Extraordinary submission. 1/5
Sorry, confused user here. I downloaded the file (OS/X version, I'm on 10.9.5) and all I got was a folder with some .mp3 and .blend files. Do I need blender to run the game? Or is there a compiled version I'm missing? A description of how to run the game in the description would be nice.
(I want to play, the graphics in the screenshot look awesome!)
Liked:
- Difficulty curve. Not too easy, not too hard, just right
- Sprites. Easy to see them. Easy to know what their hitboxes are
- Story. Unfortunately, I did not end up being a bad enough dude to save christmas :(
Disliked:
- Controls. Why could I move diagonally but not shoot that way? (on a keyboard)
- Respawning. I always ended up losing because I'd respawn underneath enemies and die instantly
- No powerups. Gameplay felt stale after a while, powerups would clear this up I think.
I WIN! Thanks for thanking me. That was a fun puzzle, makes you think logically and use your spacial memory. Very cool.
Liked:
- Controls. Felt good and responsive. Adding the ability to wall jump was a nice touch
- Music. Nice music. Good job
- Graphics. You picked style and stuck with it, so the game looks unified. Some of the sprite animations were extremely adorable
- The weapon. I liked how the shots were ever so slightly affected by gravity
Disliked:
- The shooting sound effect. It was far too loud
- The static difficulty of each level. It meant that if a level was easy enough it became boring quickly
- The game play. In every level I was able to find a place where I could stand still and easily shoot any dangerous enemies. (1rst level is easy enough to stand anywhere, 2nd in the bottom left corner, 3rd on the uppermost single-block cloud). Because the levels never seemed to get harder, this made me feel as though I'd beaten the game (no sense in trying to get a high score, because I know I could get an arbitrarily high score by playing in a robotic fashion)
Overall: Great start, but I think it would be much better if the levels got became more difficult with time!
Neat idea. Add some more depth and replay value and it would be awesome!
Very intriguing game! I loved the CRT effects. The ending was also cool: great interpretation of the theme! My biggest complaint would be about the pacing. It was too slow for the amount of content. Either the game-play needs to be more interesting, or the amount of total play-throughs until the end needs to be reduced. Overall I enjoyed this though!
Fun game play, I especially liked the room mechanic. It would be cool if doors took you to different places when gone through forward vs. backwards!
Also, like the other commenters, I think that some music would really make this shine. Nice entry!
I really like this type of game, and I'm happy you tried it out, but I don't think it was quite pulled off. It would have been nice to have some more information on what "evolution" was happening. Also, maybe some way of passively interacting with the world (maybe having some control over the environment).
Liked:
- Intro and "You Lost" screens. They looked very clean with great font and colour pallet choices.
- The music. It was very nice, and added good mood to the game.
- The timed danger. It was cool that both snowmen and shovels could become deadly, and it made the game tense by forcing you to act quickly.
Disliked
- The controls. The jumping felt very unnatural (went up too quickly, and floated down too slowly. A good way to make jumps seem better is to add a "force of gravity", so that the character accelerates downwards when in the air, like in real life) and the control scheme (using z and x along with keyboard) felt strange.
- The in game graphics. The art seemed smaller than the hitboxes. This made it hard to know what would count as a collision and what wouldn't. In general it's better to have hitboxes the same size or a bit smaller than the art.
- The platform height. Along with the strange jumping mechanic, having platforms that were just barely low enough to jump onto (from below) made getting around more difficult than it should been
There were also few other oddities, like sprites being able to go off screen, and flying snowmen getting stuck in platforms where they were un-hittable. Overall, I think this has the potential to be a much more fun game, but it was a bit too buggy and unpolished for me to properly enjoy.
Cool game in the minimalist gameplay genre! Very polished and with more features/obstacles, this probably has the potential to gain a lot of popularity. Congrats yo!
869pts
Cool that it works on android! Gameplay felt lacking though, I just clicked as quickly as I could until I lost. It would have been cool if kills got you $money$ and let you buy more powerful banned weapons from a store (chemical weapons, biowarfare, nukes...)
I didn't get a chance to play the multiplayer. Adding in the level editor was neat. Single player wasn't great.
The most obvious problem is the melon reload time. The player wants to always be doing something, even if that 'something' is just clicking furiously. If you're going to add a reload time there needs to be a reason for it, and you need to give the player something else to do while they're waiting (e.g. a way of setting the enemies up for the next shot, or having a game complex enough that the player uses up the wait-time strategizing their next move).
I also think the game mechanic itself could be better implemented. Dropping melons on bananas sounds like it could be fun... but the way it was implemented was totally generic. It just felt like dropping <sprite_a> on <sprite_b>. A little animation and sound-effects can go a long way! Seeing and hearing splatters would have been great.
I do wish I had someone to try multiplayer with to see how it works. I know that multiplayer can be a tricky thing to set up, and it's always nice to see a ludumdare creator that went the extra mile to add it.
AH! Difficult! Cool idea though, a twist on the classic "type-shooter" game. Maneuvering between the mouse and keyboard was certainly awkward, but ultimately the most interesting and unique part of this game. It was a fun and novel kind of multitasking: kiting the enemies with one hand and typing with the other.
I wish it had been wave-based though. Currently, falling behind even a little means certain death because the enemies keep steadily coming. If it were wave based the player would have time to collect themselves every once and a while, and better feel a sense of progression.
I like the idea, but the execution needs some work.
The destructible terrain and the water effect are great, and brawling to punch/cannon all the enemies offstage should be really fun. Unfortunately everything was so small! It's too difficult to aim and control the character. The jump is very floaty, and the slow "falcon punch" is almost impossible to land on the speedy enemies.
So it needs some balancing for sure, but there's potential behind it all.
uh... fantastic???
What a time to be alive
Interesting idea, but lacked polish.
As I played I became increasingly frustrated by the restart time, and the slow pan back to the start. Adding some enemies or moving platforms would not have been amiss. Also, the first time I played an unbeatable level spawned (detonation needed to be high up on a pillar, and there was no way to get up high enough, possibly because two blocks spawned on top of one another, making it impossible to land on the lower block).
Your take on the theme was interesting, however the execution was not very fun. I enjoyed the graphical style and the pacing though, for what it's worth. Congrats on the entry!
This is a great and fun game mechanic! However, you really really REALLY need slick and responsive controls to make it work! Also, I don't really see how this is connected with the theme... maybe should've been entered into the jam. Beside that, this was a great entry!
Well, after collecting every one of those star things and being very confused, I read that this game doesn't have an ending.
The level was great. It was small, but the backtracking through an earlier parts with new powers was well designed. It didn't really fit the theme though (the attractor wasn't really a "weapon").
I think this game has good presentation. Having a proper menu, well-laid out options, and an explanation of the controls is a big plus.
The idea itself wasn't terribly original. Additionally, I wanted the arc of the crate to be affected by my cursor, rather than being constantly the same. I think that if an action is preformed using the mouse it should be related to the mouse. If the throw isn't going to be affected by cursor position, then it would be more intuitive to map it to SHIFT or SPACE.
Killing zombies was fun though. I'm glad you added the blood sprite: those little touches go a long way.
This is a great concept! It feels quite polished and I think you pulled it off well. Deeper gameplay would have brought this game to the next level.
Looks really nice, and has a great soundtrack! Pretty fun to play too.
I wish the peanut was used more: I barely ever got to use its power and when I did it was easy. Seeing as some of the platforming was difficult (lots of spikes, and a fixed jump) it would have been nice if using the weapon required some skill too (maybe if there were more things that needed to be touched with the peanut? Or required twitch turnarounds...).
Overall this is an impressive entry for the amount of polish you gave it!
Zany and funny. I couldn't beat spoon guy though... I didn't die, my attacks just didn't seem to do anything. I also got stuck in walls a few times and needed to restart.
Contrary to some other comments, I liked the controls. I thought the oft unpredictably powerful double jump was fun, and while the character did slide quite a bit, I thought it fit the game's silliness.
I just wish I didn't get stuck in the walls so much :(
Another win 8.1 x64 crash :(
I liked the soundtrack and the art direction. Even though both feel unpolished they're unified in a kind of grittyness that gives the game a great atmosphere.
Unfortunately the game is almost unplayable... there seem to be some walls that you fall through, and there's no way to restart after falling off the bottom of the screen (or, if there is a way to restart, it wasn't explained).
All these years I've been taught lies!
The basic idea seemed pretty sound. It might have been nice if there was a scoring system of some kind. Also, the red coins pretty much meant instant death (seemed kind of unfair).
I are death.
I was expecting the laser to feel more powerful after reading your description... instead it felt kind-of underpowered. I think the game could use some faster pacing. Waiting for the laser to load isn't terribly fun. I want to shoot things! Pew Pew!
Super creative. Super nice looking. Super nice sounding Super cool variety of worms. I had a good time.
Nice entry!
Liked:
- Graphics. They looked very nice and fit nicely with each-other. Gave the game a unified and polished feel; impressive for an LD game
- Controls. They felt smooth and responsive. The physics was matched well to them.
- The diversity of game objects. Water? Lava? Bouncy things? Moving platforms? COOL!
Disliked:
- Didn't fit the theme. You used a machine gun (conventional), enemies were deadly to touch (gaming trope), and rotation-things aren't weapons.
- The rotation-things felt unnecessary. They were easy to avoid, so they weren't a threat, and the level wasn't designed in a way that let you use them strategically.
Overall: Didn't really fit the theme, but looks nice and has an impressive amount of content!
AUDIO!!! Congrats on being able to make some beats, it always adds a lot to a game. Cool idea, its fun beat up enemies with the corpses of their clones.
A few comments:
- Player movement is a bit buggy
- Sometimes the 'pick-up' sound would play but nothing would be picked up
- It would have been nice to have a visual cue indicating whether it was possible to pick up a piece of junk (maybe a radius that would flash around the player on click? Or junk could glow/shake a little when it's in range)
- I don't think pick-up and shoot need to be separate buttons... unless you were able to pick up MULTIPLE JUNKS and shoot them all in some sort of powershot! That would have been cool :D
The UI is perfect for this short choose-your-own-adventure text game. It also has some good replay-value to it as well! I play through three times and discovered something new each time. Good job!
I felt that controls would have been better with only the keyboard. Anyway, very cute game ;) Glad to see someone using the phaser+typescript combo!
That is one powerful hat! Nicely themes graphics and I really like the swiftness of throwing the hat. Some improvements would be more polished controls and maybe something added to the gameplay mechanic to make it more immersive.
Thumbs up for the celery sword animation :D A suggestion for next time might be to be a bit more creative with the theme. Embrace the theme! Anyway, grats on a solid entry for a js game.
Liked:
- Cool bloom effects, unified colour scheme
- Nice soundtrack!
Disliked:
- Controls felt sticky
- Repetitive game-play: possible to stick to the edge and only hit enemies after they shot
A bit addicting, but ultimately not enough variety. I stopped at 250... It became very easy when I realized that the ants only had 8 different spawn points. The magnification effect was cool! Also, the music added a lot!
I think one of the key things that would have made this game more enjoyable is smoothing out the controls/collision handling with the walls. Congrats on your entry!
Liked:
- The animations. Both the roach melting and the bag-of-rocks-when-jumping were appreciated
- Pretty bug free as far as I could tell. Controls were responsive; things didn't glitch
Disliked:
- (what was left unfinished)
- It would have been nice if the projectile arc was affected by the mouse position
I like it! It's a good length for a text game, has some humour, and has just a touch of problem solving.
Liked:
- Good balancing and difficulty curve
- Solid controls, nothing felt unfair
- Cool boss battle at the end. Gave the game an entire "arc" and a complete feeling that many LD games do not have
Disliked:
- Gameplay was pretty simple/standard.
- The "parasite/virus" aspect of the game felt unnecessary. I never used the transfer mechanic to my advantage. It was just something that happened, without adding to the gameplay. Check out this game http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50284 (Ninja Swapper), which uses a similar mechanic and builds the gameplay around it.
Overall a solid start. Getting balancing/difficulty/bossbattle right is a HUGE plus as many LD games lack that polish, but this game needs something to differentiate it from the crowd of similar games.
Liked:
- Nice artistic direction, graphics looked very clean
- Good and responsive controls
- Cute block characters
- The block bullets as physics objects was a cool idea. Points being attracted to your character was a nice touch
Disliked:
- Gameplay was simple and not diverse enough to stay interesting
- Took too long to get points (I don't think the rate of enemy spawn ever increased?) and the unconventional weapons from the store were a bit disappointing (I bought the 1000pts one... it shot faster and the game didn't get harder to match my new gun D:)
Cute. The voice-sounds made the game.
I really liked the feeling of weight of the spiky ball. It was a really fun and unique mechanic, but I would have preferred if the scoring was based on enemies killed over time survived (turtling isn't as fun as smashing enemies).
Liked:
- Great atmosphere and great music. Everything felt smooth and bouncy.
- Fun controls and physics
- Nice graphics. I really liked the colour palette and lighting
Dislike:
- The "game" is pretty incomplete
- The fish moved way too fast... they were impossible to dodge and zipped through the screen in less than half a second. I can't tell if this was the intended behaviour or if it was a bug (maybe calculating the fish position based on cycles rather than a timer? )
Overall very creative and atmospheric. I'd like to see a finished game in the same style.
Very fun game! My finest moments were spent swapping enemies into their own bullets. Great soundtrack, smooth controls, unique idea, great art, a puzzle-esque level at the end there leaving me wanting more... I have no complaints.
498 kills :) Nice miami shark-esque game. I liked the art style and the music was cool for the first few minutes, but the high pitch got to me! I also felt like slicker controls would have made the game a lot more fun. Commendable entry, keep it up!
Well, I think your description covers most of my comments about this game ;) Bonus humour points!
Liked:
- Great soundtrack. The death sounds and crunchy cucumber sounds were very satisfying.
- Smooth controls. Not slippery. The right amount of jump, acceleration, and friction
- Nice diversity of level types and things to do (platforming, enemies, boxes, spikes, blue things... each introduced to the player in a new level to keep things interesting)
Disliked
- I wish the screen was bigger though... some of the levels were very hard and required a precision that would have felt more fair with bigger sprites
- Box control. Throwing the boxes with character momentum felt weird... especially with the boxes being so heavy
Overall nice entry!
Graphics are great! The mechanic was cool, but I think more control would have made the game more fun. It felt repetitive after a couple rounds, either mashing shield to knock out the enemy or to run away.
My rise took 8:34:84, was poked 28 times.
Disliked:
- Some jumps were frustrating. The ones with low ceilings or jumping out from beneath an overhang
- A 'Restart' key would have been nice. A few times I got stuck and just needed to wait for the hotdogs(?)
- Some more enemy variety would have been nice
Liked:
- Fun levels and simple game-play
- Solid controls, easy to get into
- Silly mechanic, butt still managed to add to the game-play. Limiting player flatulence was a good decision: it added a puzzle aspect to the game as you planned out your route.
I like the humourous twist on the theme :D I wished there was more of an incentive to throw stuff though. It seemed like I just had to hit one person to start off a chain reaction and then just wait until everyone gets caught.
Decent humour and nicely polished feel. It's just too bad I couldn't beat stage 5 and see the ending :(
Liked:
- Short and sweet.
- Great humourous intro
- Funny art and soundtrack to match the game's humour
Disliked:
- It would have been cool if different weapons did different things
- I didn't see the instructions... Almost gave up before realizing the ENTER is for shoot
- A bit easy
Overall I enjoyed it!
Definitely a challenging timing-based puzzle platformer, although sometimes I felt it was too focused on the timed-platforming and not enough on the puzzle-solving. The graphical style fit the game nicely, although the twitching walls started to give me a headache near the end. Congrats on making a solid and complete game!
Ah, a breakout/space invaders hyrbrid, nice! And yep, the biggest mistake is to underestimate how long it takes to make a game. Hope you had fun!
Neat-o graphics! I think if I had a car with a 4-sided cannon mounted to the hood, I would make all the cannons be able to shoot at the same time :D
Feels nice and slick with the simplicity! I think with some gameplay enhancements this might be a good time waster android game. I wish there was an ending :(
Great atmosphere! Very cool unconventional weapon! Top soundtrack (reminded me of FEZ).
Very nice looking and polished game. However I felt that gameplay didn't give the player enough satisfaction/gratification, like when your monsters are full grown and you send them out.
Whew, that was a pretty intense experience! I enjoyed your game!
Interesting game.
Liked:
- atmosphere set by the art and the background music
- the game mechanic's simplicity
Disliked:
- the feel of the platforming
Final words:
Congrats on a complete and polished-feeling game!
Very atmospheric. I like the face-swapping mechanic and I feel like there's potential for a great game if this idea were to be further developed.
Put enough people and everything's solved ;)
Congrats on the entry! It's too bad you guys ran out of time to fine-tune the gameplay.
I couldn't get the game to work. I'm running Windows 10 and ran Bin/GS.exe. The game loaded, but the only button that worked was the Level 1 link! Clicking the filled hexagon didn't do anything (left and right click), and neither did clicking the help.
I don't see anyone else here commenting with a problem so maybe I did something wrong :( It's too bad, because I wanted to play! It looks like a unique puzzle game.
Also, the Logs/Console don't seem to display any errors...
I would have continued playing. The game has great atmosphere, and I bet the mechanics would have led to some really cool puzzles if you guys had had the time.
Though, if the game and puzzles got harder, I can imagine being annoyed by having to restart every-time a mistake was made... Maybe some kind of undo mechanic would have been nice?
Overall very polished, and good clean fun. Great entry -- I'll rate it highly.
Great entry. Unique, and the controls are fun. You kept it small and made a complete mini-experience. I thought the time-lapse was an inspired touch. Keep it up!
Oh. I thought it was going to be endless. But then I won. Not complaining though, it was the right length. Very peaceful and atmospheric.
This would be a really terrific entry if it was just a little easier. In particular saving in between levels would be nice. After many tries and finally beating the first level, it was frustrating to die on the second level and then realize that I would have to beat the first level all over again to get to where I was.
Fun controls and satisfying squeaky sound fx.
I think this would have been a really fun multiplayer game, but the levels aren't balanced for both buttons, so its awkwardly one player instead. Also, I wish there were more levels! I bet it would have been fun if there were some ramps to hop off of, and maybe some pinball bumpers!
Seriously, the controls are fun. This would be a great casual multiplayer game if you expanded upon the idea a polished it up. It's already fun, it just needs more content.
I had a fun time just exploring the whole level although I couldn't figure out what the goal was. The gameplay reminded me a lot of Risk of Rain but I'm not quite sure how it fit the theme(s).
Cangratulations! I beat light drifter 34!
Things I liked:
- Great graphics and music. They went together like PB&J and lent great mood to the game
- FUN controls. It was fun to pilot the arrow and drift.
Things I didn't like
- The amount of waiting! The restart timer after death was annoying because I wanted to keep driving! Let me get back into the game ASAP. Also level 4 (I think it was 4) started with a long stretch of going straight :(
- Dead ends in the level design. Dead ends are the antithesis of drifting. They stop the game's momentum, and dying to a dead end often felt unfair as they were shrouded in darkness until it was too late.
Overall great entry! I'd have kept playing if there were more levels :)
Love the ambience
Congratulations! Simple, but fun. Good level progression, and consistent style.
Thank me for playing? Thank YOU for making the game!
Things I liked:
- The game felt polished. It had a well thought out progression of levels that led the player from start to finish.
- The graphics and sound effects were well made, consistent, and well presented. No complaints in either area.
- The idea is innovative and unique! I've never played a game like this before!
Suggestions:
- The quickest way to beat levels was standing nearly in the middle so that the ball would bounce straight up and down. This strategy could be prevented by offsetting the ball shooting angle more, or by placing the star off to the side
- You write that this was for the 2 button theme, but I used 3 buttons! Two arrows for movement, and the spacebar to shoot...
Overall great entry! It was both innovative and fun :D
People, you press left and right at the same time to move down! It should probably be mentioned in the instructions... PS I enjoy your art style!
The music sells the game. So happy and beat driven :3 I had fun.
I found this game very soothing. Great chill soundtrack. Simple controls. Pleasing thunder cloud fx.
I continued to play because it's addicting with its peaceful sounds :3 I like the little touches, like how things worth more points take precedence over things worth less. My only complaint is that when you fall onto the lowest layer of clouds you need to wait for low clouds to spawn in order to get up again. Maybe this could be solved if the lower clouds were more bouncy... Just a small nitpick though. Overall I've had fun playing this and made it a bookmark.
Nice theme combo m8. Stupid ragdoll kept eating snacks and throwing himself into oblivion. I had fun. The soundtrack and vocals made for a good icing.
What a twist! Clever title and level design!
My only complaint is that using two buttons to jump, rather than a dedicated jump button, was clunky and frustrating. It felt like the two button jump was added *for* the theme, rather than making use of the theme.
Nevertheless, I had fun and especially liked the "boss" at the end (the change in music was a nice touch too).
TO ANYONE RATING THIS GAME THROUGH THE WEB VERSION: you do not gain enough momentum when you use the Unity fullscreen button! You have to use the Ludum Dare fullscreen button! Frustrated me for quite a while when I couldn't get the yellow orb...
Anyhow, I could see that this game had potential given the nice graphics and two-button upgrading movement mechanic. Good effort and hope to see you around next time!
I rated this 5/5 in humor for trying to save suicidal villagers from themselves.
She wakes up but doesn't remember where from. Above her the sky is a pixelated tapestry of pinks and copied clouds. She hears the sound of a cat. Cute. And there a bird. Where they come from isn't important, they become her friends.
Pop! Another cat? Another Bird? but where from? No matter. They can be her friends to.
Pop! Pop! More? But... okay. Friends friends friends. Pop Pop Pop! They keep coming! What is this place and Why are the animals all so friendly? Wait? Look at that! They're clones!
Even the big ones are just copies of the little ones. They all look at her with the same smile. "You are our friend," they say in saccharine unison, "We will never leave you."
Unnerved she get up and backs away. One of the dogs (or was it a cat?) teleports one foot up in the air and floats back down towards her. Pop. the birds circle her and dive into the ground as if reality were a play thing. As if she were a play thing.
She runs and comes to a steep drop. A robot stands solemnly with open arms in the gulch below. IT will help her, she knows this.
NO! The "friends" attack it in a bloody kamikaze! The robot is tossed backwards as bird guts splatter across its chrome chest. "Robot is not our friend," say two cats with their entrails hanging loosely. "Only you are our friend. Our friend forever".
She tries to object but can't. She pulls down her scarf and feels sealed skin where lips should be. She has no mouth and must scream
...
FUN! I liked the soft music and the art style! It was relaxing to collect animals, and fun watching them to attack the robot. Obviously you wanted to get in more content, but it's a great start :D
Clicking the link brings me to a page that says "Lol, you visit the page does not exist." This is after using google to translate the page. This means I cannot download or play :(
Liked:
- The art style and the music. They had a nice oldschool vibe that was consistent for the game
- The "hood" move. I like games that add a unique touch, and I thought the hood was funny
Disliked:
- The "cooldown" time on the hood ability was frustrating
- Obstacles sometimes spawned in unfair ways that felt impossible to pass
This is definitely the best looking entry I have played so far. I enjoyed the really relaxing, slow-paced experience. Unfortunately I unwisely jumped down a crater too steep for me to escape with only one pest left to find, so I didn't get to hear the ending :(. I'm not really sure how this fit the theme though.
Nice graphics, and props on the soundtrack! I thought the character moved and shot too slowly though. Often enemies would hit me and do damage even if I was pointing in their direction. Maybe some sort of "bouncy platform" would have been cool, to add in another dimension of movement but still adhere to the 2 button constraint. Nice game overall!
I made it past the background into a light blue zone and then further into a dark blue zone where the ground didn't exist. The ball then fell endlessly into the void. It still falls now.
...
I liked the humor of the game, but I agree with cudabear that it could have used more content.
INSTRUCTIONS TO PLAY ON WINDOWS:
Download the zip from git, and then run "MonoSurvive.exe" found in "MonoSurvive-master\MonoSurvive\bin\Windows\Debug".
REVIEW:
This game is very simple and doesn't do much innovating. The TIE-fighters spawn on one side of the screen, and disappear once you touch the other side. You move your ship up and down dodging while the enemies spawn faster and faster. Eventually it is impossible to dodge them any longer and you lose. I couldn't find a button to "restart", so to play again I needed to close+reopen the program.
The game has very smooth controls, which make piloting the ship satisfying. The pixel art for the ships is very clean and nice to look at. It would have been nice if the hitboxes had been a bit smaller than the art, because as it stands the hitboxes are not very forgiving.
Most importantly, this game needs something to distinguish itself! Making it star wars themed is a good start, but I'd have liked a little more. Maybe a special power up, or some text-story overlay. Though, I understand this is a compo entry and sometimes there isn't enough time :/
BLUE PELLETS OP!
I had fun playing with a friend :) The snake animation is very satisfying when the snakes get longer.
Ahahahahahahaha what a game!
I got too frustrated to beat the white striped boss :(. I liked the level design, and I think that with some bug fixes and music the game would have kept me playing until the end.
I'd suggest changing the world physics so that the character doesn't get stuck on walls (and instead slides down). Every time I lost that way it made me sad. Also, the double jump doesn't reset when you land on an "arrow" block! That may have been intentional (?) but I found it frustrating.
Very cute game and awesome art! I wish the night lasted a bit longer... My best was 5 babies
Very nice artwork. Would've loved to see more of the gameplay and/or story developed.
This game looked really polished, but it was really difficult. I wasn't able to get past the first 20 seconds after trying for about 5 minutes. I'm not sure if there was something that I was missing, but the resource gathering rate was really low and the upgrades were very expensive.
Very nice looking and well polished game! Controls feel good, sounds are funny, art looks great and consistent. I think that using the theme as an artistic direction, rather than one of gameplay was a unique decision. You've pulled it off.
It would have been nice to see some basic power ups, but I'm impressed by the amount of content you managed to get in!
I couldn't figure out how to mine trees or do anything at all besides mine dirt and rocks. I did manage to trap the bats in a cave that I created, so I guess I didn't need the fire after all.
That was really fun, but I wish the lives worked in a different way. After getting to the boss the first time, I died and had to start from the very beginning again to beat the boss (which was pretty frustrating). Overall it was super fun to play though (I really liked the blobby enemies that chased you through some of the platforming parts).
As others have said, the art is nice. Too bad it wasn't much of a puzzle though... :(
^ By that I mean the solution didn't feel as satisfying as I would have liked :P
Chillin' game you got there, reminds me of Flow. The graphics and music create a nice ambiance.
This concept is actually pretty solid. Destroying things to build an army of dinosaurs to further destroy things is more fun that one would imagine. Lots of room for growth here.
The gameplay was pretty simple, but I loved the dialogue and the art. The interpretation of the theme was really creative. Good job.
It was a very hard game! I only made it past the first level, and skipped straight to the last one :P Definitely needs a restart level button.
Very nice artwork here. Once I got the axe with 25 power that's all I used :P I wish health pots were more frequent. Made it to ~150.
Unique mechanics, although I thought it wasn't great how your score was tied to how many times you shot the black holes, since it encouraged just shooting the black holes over and over again. Maybe it would have been better if you got score for steering the black holes to target locations or something like that.
Also, I'm not really sure how this game ties into the theme.
The artwork was really nice, and I think that the concept was solid. I think that the actual gameplay was quite boring though. I wish it had either been more action packed, or had a bit more of a story. Either way, really good entry for your first Ludum Dare.
I was really enjoying this game and then it suddenly ended. I'd love to play a more complete version of this though.
This is probably the best game I've played so far. I'm a huge fan of challenging platformers so this is exactly the sort of game that I really enjoy. I thought having the 99 life limit was maybe a little bit too harsh though (I ended up with 18 left over on my first try). Also a fullscreen option would have been nice. I don't really like squinting at such a small window when trying to do precise platforming.
That was incredible! This is probably the best take on the theme that I've played so far. Obviously there wasn't a whole lot of gameplay, but it was a really unique experience.
It was fun trying different stuff out and figuring out how to keep all of those bars full. Really great atmosphere, although I didn't quite understand the ending (the sideways text was hard to read).
One of the more polished games that I've played. The graphics, audio, and basic gameplay all were really good. However, once I got the hang of not destroying the room instantly, the game was far too easy. I'm not sure if it ramped up in difficulty at all, but it didn't feel like it, and the zombies were not very interesting enemies. It never felt like I had to switch between the characters.
The game was decent, but it would have been nice if there were more things to interact with than just doors and keys. There were tons of objects in the environment that couldn't be interacted with in any way. The atmosphere was suitably creepy, but I also wish there was more of a story (although that's hard to add in such a short time). I thought it was a good use of the theme though.
Also, I think the left and right audio has been switched from what it should be.
This game was absolutely incredible. Well designed puzzles and a unique take on the theme. My favourite entry so far.
Glad to see a 2 player entry! The gameplay and music got a bit repetitive after a while, but I thought the fundamental idea (choosing to reclaim bits or maintain firepower) was well implemented!
Hmm... The controls are a bit off. Feels like the character sticks for a bit before moving. Also, it wasn't clear where I was shooting, or whether I was hitting the zombies. I honestly feel like I was missing something... Bullets didn't seem to go where my cursor was, and I consistently would kill zombies on the left side of the screen, regardless of my characters direction or the cursor's position.
Aside from the gameplay issues that I experienced, I liked the atmosphere and art. Also, I thought the 3D menu with parallax was super cool :thumbsup:
There are around 12 levels. Note about the "neutrino" bomb: it will kill you no matter where it goes off. It needs to be destroyed (by crushing it against a wall) to prevent it from exploding.
I really enjoyed this game.
I don't want to spoil it for anyone, but it's a very cute, humorous, interactive story. Short, sweet, and fun the whole time :smile:
This game looks like it could be so much fun, but the controls were janky for me :sob:. The mouse movement felt floaty and would stick to the edges. Frequently I didn't seem to pick up the item I was hovering, and it was annoying to accidentally "re-grab" a non-donut after trying to toss it.
That said: fun soundtrack, very nice set design, and a game that ticks off almost every "addicting" checkbox, except for the issues with the controls.
I love the idea of a rhythm based shooter, but it felt like the music was a bit disconnected from the gameplay later on when there were so many enemies. There's some interesting places you could go with this idea (such as tying player motion and shooting with the music), although it's hard to explore all of that in one weekend. Good job overall though.
Nice game! It would be nice if there was continuous fire when the mouse was pressed down, and it would be nice if "W" made you jump in addition to "Space Bar". I liked the music and the simple platforming.
Great entry! I enjoyed bouncing back and forth from door to chair. The level progression was well thought out, and there were enough elements to keep it interesting. Using open books as traps and bookmarks as checkpoints were clever additions.
A few nitpicks: I thought the animation of the character was a bit out of sync with the controls (sprite stays in bouncing pose for too long), and some of the falling book felt unfair (falling from offscreen).
Overall I enjoyed playing!
This game made me go "hmm".
Humorous interpretation of the theme, but aside from that there isn't much there. The humour was endearing. If there was more to this game, I would have played it, even though it's something of a glitchy non-game.
Really fun game, but also super difficult. I played for about an hour and could only get about 70 coins (does level 2 ever end?)
Beautiful game! Great sound design too. The clink of the coins was very satisfying. One suggestion is that I thought the horizontal movement was a little slow, I wanted to go a bit faster through those stunning levels! Overall, very impressive entry for Ludum Dare :thumbsup:
PS. not sure if a bug or intentional, but you can continue to fly the piggy even after getting a game over. In fact you can fly him right to the next level! I kind of like this "bug" though because it means you don't need to restart from the tutorial when you lose
You had a very clever take on the theme, and the game was really well polished too. Overall, a little limited in scope for a jam entry, but what you had was well executed.
Stellar opening scene! Great art and perfectly sets the mood. The music was also really well done! I also like the idea of "indirect combat", whereby you are summoning things to protect yourself. I don't think I've played a game quite like this before. I do think the player movement could have been tweaked a bit: the dash was difficult to control (going erratic distances), and the cat felt a little slow when not dashing.
Overall I am very impressed with this game! I enjoyed playing it for quite a while :smile:
This is pretty much my favourite game of this Ludum Dare. The game was very challenging but felt completely fair--every enemy always attacked in the same way, so you could plan out almost every situation. The enemy types complemented each other well--swordsman and yetis can cover each other when you move close, harpies can cover the units on the ground, and the snipers overall just make things difficult. Absolutely great job, I can't think of anything I would like improved related to the core gameplay.
Pretty fun to just mess around with stuff. The poison is super strong though! Every time I used it, I got about 300 souls, with hardly any effort. I also tried some chain reactions with explosions, but I was never nearly as successful as with poison. I'd love to see a version of this with more interactions between things, maybe if you plan to release a post-jam version.
This game has a really good interpretation of the theme, and I loved the story/atmosphere of Drytown. Just overall very well executed game, and I'd like to play a longer version of it.
I won "Who wants to become a vampire's heir"!
The voice acting was great, and I liked how there was a certain logic to the answers (sometimes there were even "hints" if you'd been listening closely enough to the prior scenes). Well done!
I enjoyed the boss fight. Combat was way too easy in general because of how strong healing is, but it was pretty fun just messing around with all of the different spells anyway.
@devin We played three times! Each was longer than the last (a good sign), though first player always won. I don't think we fully appreciated all the abilities: Most of the time "ping" seemed like the obvious choice. But we were developing strategies and could feel that there was depth to the game :smile:
@finn-truman I don't think it would have been much of a puzzle game without those elements, but you are right that they could have been explained more clearly (or, at all... :stuck_out_tongue_winking_eye:). Thanks for playing!
@nandon I think you might be talking about the effect which indicates an illegal move. For example if you try to stack organs more than 2 high in the body, then the organs will wiggle and bounce back to their original positions.
If you're talking about something else you may have found a glitch!
Edit -> our programmer theorizes that if the game lags enough the "jiggle system" might become unstable... causing jiggles to increase indefinitely rather than dampen over time. We'll look into it :stuck_out_tongue_winking_eye:
@360 - There is a bug. Normally the bouncing dampens over time, but if the game lags then the bouncing can increase in energy instead. Sorry you experienced the bug :cry:
@bakenshake - It's a bug with the animation if the game lags :cry:
Finally made it onto the scoreboard! (but only barely)
Like: - Alien animation and art. The "running" aliens were especially good. I liked how they would pause for a moment before running at you with their tusks - Voice acting and music. Both fit the mood of the game nicely - The "revive" mechanic, and how you came back even stronger than before! I thought that was creative and haven't seen many other games do it
Suggestions: - I thought it was odd that you could collide with dead corpses. Eventually they despawned, but it was annoying to walk into them. I think either the corpses should have never despawned (so you'd slowly build a fortress out of dead corpses, which maybe enemies would rip through), or the corpses should not have had any collision - It felt like the enemy behaviour changed as time passed. Personally I like being able to "learn" the behaviour of specific enemies. Having some pallet swaps for the "stronger" versions of the same aliens would have been nice
Overall good game! And I loved the inclusion of a scoreboard. I definitely spent some extra time playing while I tried to get a high score!
I enjoyed this game a lot. The main character felt good to control, and I liked the special abilities. I felt like the enemies were not very fun to fight though. I found myself often running in circles to group enemies into an area and then spamming specials to clear them out. If the fight was in a smaller arena, and if the enemies were less numerous but each individual enemy was more powerful, I think this game could be really good.
Got 6085.103!
I like the idea of getting stronger and then selling your strength to increase your score. In this game it seemed like the best strategy was to collect as many spaceships as possible and then crash them all into the "money spot" right before the timer ran out.
I was a bit confused by the numbers under the enemy bases. What do they mean?
Great name and art! I especially liked the voice acting! I think gameplay could have been improved in some ways. Maybe the mushrooms could be boucier, or flapping could have provided more lift. I really liked how you had a chance to customize the dragon before playing!
Wow! I really enjoyed playing this game! Made it to the end and was congratulated with a bunch of wiggly arms.
Liked: - It's a puzzle game! I love puzzles! Good progression from level to level as well - Unique idea with having the enemies move only when you move - Creative setting! I thought the whole situation was quite humourous - Solid art and music. The style is cohesive, easy to parse, and did not get in the way of game play
Suggestions: - It would have changed the game quite a bit, but it might make more sense if the character motion was locked to a grid. Maybe that's not a good idea though - I want more levels :stuck_out_tongue_winking_eye:
Overall great entry!
The Naruto boss "special ability" made me laugh. This game really hits the mark with humour! I thought it was well written and the voice acting was consistently funny. As for gameplay, it was fairly simple, but felt good. I liked how you could "arc" the money, and the controls were responsive. Overall it felt polished, creative, and well put-together! I enjoyed it through and through, right to the credits!
Really great feel to the game. It all fit together well, from how everything looked to the control of the ship. It wasn't very challenging once you had a few upgrades, but it was fun to play for a few minutes. The music/sound was also quite good.
I liked the witch laugh and graphics, but there was some tonal mismatch between the graphics and the interpretation of the theme that you chose. Got a score of 100,000, but then I found out you couldn't die.
The first time I thought hard, was unsuccessful, and found no love.
The second time I dipped my mind into the fourth dimension and split it thrice. Logic and unlogic twined in the space of a breath, and with love replete I kissed sweet Jubiflex.
(Great job on this game! Well written, voiced, and executed :smile:)
Well Done Zoltan! I enjoyed playing through this. A lot of creativity, keeping it interesting for the entire playthrough. The graphics were cute and the silly story made me smile. It wasn't clear to me if the stats of an individual cat made a game easier or harder, but I had fun even if I didn't understand all the mechanics. Good entry :smiley_cat:
Wow! Very polished entry! The visual presentation and audio choices were on point. I especially liked the use of effects when enemies were killed. The "explosion" effect was a nice touch.
The difficulty curve was also well thought out. I made it to level 11 before I got mobbed, but if I was a little better I'm sure I could have made it farther!
A couple of suggestions: - The fixed camera angle made it more difficult to move down, and easier to move up (because you could see more of the playing field in the "up" direction). Because of this I always tried to stick to the lower parts of the stage, and it felt unfair when an enemy came at me from the bottom - The upgrades could have been more fun. I would have loved to be able to buy different gun, or some abilities (e.g., a shield, or an AOE upgrade) - I was sad when everything in the shop was sold out :cry: Let me upgrade forever :stuck_out_tongue_winking_eye:
Overall very impressive and juicy entry! I had a great time playing!
Very fun game and incredibly creative idea. Well executed as well. The introduction was hilarious :smile:
The gameplay was simple, but well thought out. At first I was mashing buttons as quickly as I could and not caring much about little errors. But then I realized that mistakes kill combos, so I took a new approach and was more careful. Then I realized that the blue neurons blink differently when they're about to change! So I increased my high score even more by mashing buttons when they looked "safe". Those little touches make this game feel very polished, well thought out, and complete.
Overall it was a pleasure to play. Well done!
It was fun trying to get all the endings (got 10/12), story was pretty good too. I was a bit confused why I couldn't recognize the man on the farm as my uncle unless I went down one specific path. The english wasn't quite right for a lot of the text, but I didn't find it to take away from the experience at all.
Great game! There are loads of games this LD that cause you to "lose money when you shoot", but I think this one does it best. You're actually shooting money so it makes sense! It was incredibly gratifying to see all the money go flying with "cha-chings" when people got hit. Great entry :smile:
Game definitely seems unfinished, but I'm sure if you work on it more it could become something cool! I think the enemy waves stopped after a while, and the reload button didn't seem to always work (even when bullets I still had bullets). Also, as the others have mentioned, some ground texture would go a long way to giving a sense of movement.
I had fun trying to get the most overpowered upgrades, but I think I came across a bug (or a really overpowered upgrade). Every time you choose lightning fist, your lightning gets bigger. I picked it about 4 times, and my lightning was so big that I one-shot every room by cicking once. This then applied to other upgrades too, so my wind punching got really strong as well.
There were also a few issues with shooting not always going towards the mouse and the player getting stuck on walls. Overall I enjoyed messing around with the ugrades though.
I won (even with an additional enemy)!
It took me a while to realize that the enemies don't really chase you down, but once I realized that they'll eventually stop following you I was able to make it through. I wish there were more enemies and that the corridors were a bit wider. I liked how at the start of each maze you could get a view of the corridors to plan your route.
Great game! I love the "hidden information" aspect. At first I wasn't driving hard enough bargains, but slowly I learned what people would accept and was able to push folks to the limit. Got the good ending on the beach!
The presentation of this game really shines. Very well done and cohesive art style. Great music. Good tutorial to kick things off. It all fits together perfectly!
I love seeing an entry with randomly generated levels! Played up to level 17 (the levels start to get real big!)
I noticed there's a bit of an exploit in the shop. The item "halves damage, gain 12 seconds" is very strong. You can buy it arbitrarily many times, and then spend the seconds on other things. This way you can effectively get infinite speed, infinite time, and infinite max time. Your damage output goes to zero, but that doesn't matter when you're super speedy and have all the time in the world :stuck_out_tongue_winking_eye:
Regardless, I had fun playing this game. It was well put together, with a reasonable increase in difficulty each level, and fun game loop. Good entry :smile:
This game really succeeds at creating a creepy atmosphere and building tension! Having the screen become more bloodied over time was a nice touch!
Ollo was never forgot :cry:
Really great entry! You nailed the Gameboy aesthetic, and made a very cohesive experience. I notice some people complaining about puzzle difficulty, but I thought they were a bit on the easy side. Easy is good for accessibility purposes, but I would have liked a couple more difficult puzzles.
Overall I have few complaints though! I enjoyed my time playing, and would have kept going if there was more :smile:
This game has amazing audio! I love how mush attention was given to everything, even the doors creaking open. Clearly a lot of care went into the visuals and dialogue as well.
Gameplay was linear, and the end came far too soon. I wish you guys had had more time to flesh it out! I would play a longer version of SHIPWRE-KT if only to listen to more lovely tunes.
Great game! Very creative idea, well written, and perfect atmosphere. Played through the whole thing and only reached for the hint for the second-last clue. I might not have used a hint if it was a bit easier to "get around". A couple suggestions: - collect words automatically as you go to "before" - have a "quick select" for already discovered word combos (provided you have the words) - trim down the number of words (e.g., "disembark" and "deboard" maybe could have been the same
For a Ludum Dare game this was amazing! Had lots of fun puzzling through it, and I'd definitely play a longer story.
Really good game. I got up to level 25, but it started to become really hard--I was mostly using my gigantic stockpile of cash from early levels to keep going. I think it might be better if the criminals came in at random times, instead of all at the same time, but either way it was really fun to play. Loved the art!
Brother Moomi stole all the moom hearts :open_mouth:
I love the art style and atmosphere! I think the double jump is a bit glitchy: it's possible to get to the upper level of the jazz bar just by jumping and not paying any hearts on the lights. The story was cute and kept me playing until the end! Good entry :smile:
Unique and beautiful style for the art. The soundtrack and sound effects were perfect as well. I may have been missing something, but I thought the combat system could have been made more interesting. Maybe add a few more mechanics or enemies. I would love to play a more fleshed out version of this game. Well done!
Great art, and I love the idea of making magic use a risk, and forcing melee combat! As others have mentioned, some polish was missing (the character moved a bit slow, and the melee attack didn't look threatening, making melee fighting less enjoyable than it could have been). Nevertheless, there was a lot of content and thought packed into the game and its mechanics. Good entry!
It looked like it might have been pretty good, but I wasn't able to pick up drinks (on Windows version) without mashing space/ctrl many times. You should probably try to fix up the input responsiveness. I'll rate this later if it gets fixed.
I played for quite a long time because I was intrigued by the story and the game felt polished. Unfortunately I got stuck trying to get into the factory (couldn't find the new crystal lens anywhere). If you post a hint I'd love to finish it. Overall good game!
Nice to see a narrative game! I thought it was well written, but difficult to tell who were "real". I definitely had a number of guesses before finding the correct combination. The UI was nice and clean as well. Good entry
Many others have said it already, but great graphical style! The controls were a touch sensitive, but I just decreased the sensitivity on my mouse :wink:
I really appreciated how you filled the skybox with interesting art! It made the game world feel more real, and I wanted to fly out to the space station / visit the black hole! I thought the music was a bit epic for cleaning up space junk, but I liked the tracks nonetheless (who am I to complain anyways? we didn't even get to music on my game). I also liked how the shop items were randomized, giving the game more replay value. Good game!
I enjoyed playing it a lot, but I wish the combat system had a little more strategy (maybe some way to get poise back by fighting well?) Best score I could get was around 2500 gold.
Beat the 5 levels and got all the hearts! The controls were a bit twitchy, but I'm not terribly good at precision platformers. I liked how different environments had different tunes, and I thought the levels were cleverly crafted, with lots of interest packed into small screens. The level with the blinking platforms was tough! Started to feel almost rhythmic, because of how you'd need to go and stop to the beat of the level. Good and polished entry!
Wah! The shield guy on difficult is tough to beat with only your two fists. My arm got tired after mashing the mouse for so long. Bought a spear after that.
Liked - Great use of theme! I felt the tension between wanting to buy sword/shield but also needing to fend for my family - Good music and art - Pixel blood effects :smile:
Suggestions - Took me a while to realize "space" returns to menu. After a battle an indication of how to continue would be nice - Hard to tell whether you or the enemy is taking damage. Maybe you could have a different voice or blood color
It looked and felt great to play. Sound was the best out of any Ludum Dare game I've played yet (I especially liked the shooting sound). One issue was that it was hard to know which way I was moving because of the lack of a stationary reference--I felt like WASD didn't work correctly. Maybe having some "space dust" or something would help with this. I also would have liked some proper enemies, but I guess you didn't have time to get around to that.
Great atmosphere! The music, particle effects, and fireworks explosion when killing an enemy were very well done. One bug: I collected all the energy in the first sector, and then when I teleported to the second sector a message saying "you mined all the energy in the sector, game over" appeared. I thought the controls were well balanced! Clearly you did some playtesting and tweaking to make them feel right. Good entry!
I unraveled the mystery of the ancient artifact! Had fun playing through. The progression was well thought out. When I started I was hardly able to catch brown weasels, but by the end none could escape my net.
Impressive compo entry!
All in on SK! Got in at a cool 100 per stock and rode it up until the price no longer even fit on the screen. I think my score was also overflowing... but it was fun getting to that point! I was surprised by how addicting the gameloop was. I was just picking a few stocks, buying when the number went positive, and then selling when it went negative. That strategy seemed to work pretty well. The graphics were very well done, and I loved the humorous "You Get No Help". Great entry :smile:
That was a lot of fun. The game feels very polished, the sound and art are both great. The only criticism I have is that it doesn't seem to fit the theme very well.
Great art! The controls were a bit slippery feeling, and the ranged abilities made combat a bit too easy. It might have been nice if the enemies would track you down once you attacked them, and if there was some sort of "shield" you could temporarily put up to block attacks. Good work again on the visuals!
This was a good idea and a really creative interpretation of the theme. It's held back a little by being overall buggy though. Particularly, I ran into a lot of issues when entering two terminals before receiving the customer for the first one. Often the first customer would glitch out and stand so that I couldn't read the later customers. Also, in the responses menu, there are some indistinguishable options (such as two that just read "NOT"--I think possibly "NOT FAMOUS" and something else?).
Again, it's a really good idea, so I might try this again if some of the bugs get fixed.
Amazing art and atmosphere! Good writing too. I played through all the endings, and (almost) found the good one last. I wish there was more content, and that the "magnifying glass" to click things was used more often. But, I understand that would be hard to accomplish in a game jam: you guys already made an impressive amount of content with the writing and art! Great entry!
I tried recruiting a bunch of demons and fighting some sinners, but after I would kill one sinner, I became unable to fight any other sinners. They would run into me but I wouldn't be taken to the fight screen. How are you supposed to collect additional souls?
Very nice looking game! The pixel art and UI were well accomplished and well thought out. I enjoyed the soundtrack as well! Gameplay was relatively simple, but fun. I like the idea of trying different character loadouts until you find the one that beats the boss. Good entry :smile:
(edit - I just noticed this is a compo entry, which makes it all the more impressive :thumbsup: )
I bought the car. Great game, I loved the art style and writing (and the sound effects).
Definitely a strange game, but fun nonetheless :stuck_out_tongue_winking_eye:
I really liked the art style. It looks like a tangram puzzle, with bold colours: all geometric and angular. The game itself felt unfinished, but I played it in an almost trancelike state for a while. I liked how only certain combinations of QWER were used. After a while I wasn't really looking at individual letters, but instead could recognize whole "groups" of 4 symbols, and input them without much thought. I think if there were too many letter combos then the game would have suffered.
Wow! This is the most polished and entry I have played. Everything has it's place and feels complete. The sheep, the soft music, the farting mushrooms, the squat-dancing idle character, the process of discovery as new items get shunted out of the tool pipe... it all fits together perfectly.
Highlights for me were discovering that the sheep orbs make you a pied-piper of sheep, and unlocking the first door only to have all the sheep get distracted by the pit of death.
It was a joy to play, and the mega-sheep ending was the cherry on top :smile:
The movement was really cool, especially being able to leap and roll. Managed to get about 5,000 points. A couple quick recommendations: - I think third person camera behind the character would work better, with lightsaber attacks on the LMB. As it was, it was very hard to control where the character was going. - I found it easiest to kill enemies by standing still. The animations for lightsaber swipes are in the z-axis too much, so make it harder to kill enemies in a lot of cases.
I think this will be a lot of fun to play once you've polished it up a bit though. I hope you will keep working on it.
On Windows, zip file was invalid, so I couldn't open it.
Aw! It ended so soon :cry:
Very polished game, and lots of fun to play! Controlling the character felt good, the 3D world was vibrant, and the voice acting was a nice touch. Also, the "cloning" and "exploding" sound effect were particularly satisfying.
I think the most enjoyable part of the gameplay was creating clones to jump on, and then needing to jump again quickly to another clone before the current one exploded. It made the platforming at the end especially tense!
One issue is that the camera seems to be at a fixed angle, making some sections frustrating to play through. If there is a way to control the camera I was unable to find it. Also, the only unpolished part of the game were those little red health boxes... I assume time just ran out and you weren't able to make a "heart" asset, but it sticks out in an otherwise beautiful game! (you still get full marks for graphics of course)
Overall this is a very impressive entry. Well done :smile:
This is a really good first Ludum Dare. The characters and dialogue were really fantastic. The bartering could have been done better, because it wasn't really clear what a reasonable exchange was. Perhaps if your advisor could tell you more about the person making the trade so that you could get hints from their personality or something like that. Either way, excellent game.
I WIN!
Good controls and game loop. Took me a while to realize that you need to move on the blood to gain health (standing still doesn't work as well). Also it's possible to win on wave 2. Strategy: kill every zombie except for one of the gunmen. Then go slide back on forth on the blood until you have 1000 blood. The gunman shoots you, but you gain health much more quickly that he takes it away.
The pixel art and horde gameplay were fun. Good entry!
Even though they were simple, I liked the graphics quite a bit. They fit perfectly with the type of story that was being told, and complemented the mood. Short experience, but I enjoyed it.
Pretty fun game. I managed to beat it, but I think I would have preferred if the controls were a little less slippery, since the platforming required a lot of precision. I liked how the levels all had many ways in which they could be approached, and how exploring the entire level often paid off with an easier route.
(Also, I very much did not like the trail effect and the water effect, as they made it much harder to understand what was going on.)
Beat both levels. Wish there were more! I wasn't quite sure what what the cacti were for. I made them bloom and got mana, but the mana didn't seem useful for anything.
The pixel art and music fit complemented each other nicely (though I wish the audio loop was a bit longer). No bugs, and the controls were easy to get a handle on! Nice entry :smile:
Lots of fun to play and try out all the upgrades! The difficulty really ramps up as time goes on. It goes from feeling like a game where you're hunting down lone ships, to more of a bullet hell. Explosion sound effects were a nice touch! Great entry :smile:
Made it to wave 22!
Things I liked: - Easy to learn - Simple controls, but enough to make me unsure about what is the "right" decision - Fits the theme
Suggestions: - Currently, I don't think there's much reason to buy "Wall durability". "Poison Durability" seems like a better purchase every time - I wanted to build my own base! Would be fun if you could also buy walls/poison blocks and place them
Ah! It ended so soon. I want more! Instead I guess I'll need to learn the lesson that you can't always reach all your goals :stuck_out_tongue_winking_eye:
Honestly, the puzzles you designed were very well thought out. You set clever traps by ensuring that the "obvious way" wouldn't be the "right way". Then, when I did find the "right way" I got to feel clever. This is good puzzle design :thumbsup:
Aside from the puzzles themselves, the game was minimalist, but nothing detracted from the experience. Though the visuals were a bit rough, the audio was on point. Overall this is one of the best puzzle games I've played this Ludum Dare.
I liked your idea of switching between gardening and fighting. I would like to play a scaled up version of this, with more plants and enemies, and maybe a little more strategy about what to plant when. Right now the game is a little too easy once you know what's going on, but a larger variety of stronger enemies would help with that a lot.
Also, the way the enemies stagger when they walk was a nice touch.
Great artwork, and the combat was pretty fun as well. Once you figure it out, it's almost impossible to die though. Sometimes the enemy AI also just stops working. I'm surprised you chose not to be rated in graphics--the pixel art is very nice.
Fun game! It's always nice to see games with randomly generated levels :smile:
The levels got difficult pretty quick though! One suggestion is to start the level zoomed out, and then zoom in on the player. That way you'd get a chance to briefly memorize a path before making your way to the exit.
Good entry!
I had the same problem as @codingninjajoas. I skipped ahead to level 2 using the 1-0 trick, and wow, does this game ever get difficult! I made it through lvl 2, but 3 and 4 were too difficult for me. Also, I noticed the game slowing down and dropping frames when lots of objects were spawning. My computer isn't the most powerful, but it is pretty strong, so I was surprised to find performance issues.
I thought the controls were good, and I liked the simplicity yet difficulty of the gameplay. I would have like a few more easy levels though :stuck_out_tongue_winking_eye:
Good entry!
On windows: it would not play until I renamed the folder "LudumDare44_data" to "Cultaria_Data", otherwise it threw an error.
I got 2 million followers! At one point the cops came and asked for a bribe, I thought that was funny. Good work on the UI, it was pretty clear how everything worked even without a tutorial. I also enjoyed being able to "set up" my cult before the game started.
A couple suggestions: - It would be nice if the info you input at the start was reflected on the buttons. E.g., instead of "Publish book" say "Publish NAME_OF_BOOK_YOU_ENTERED_AT_START" - More silly events (e.g., cops asking for bribes) - Maybe the ability to build your cult beyond being a single tent and a person with a sign. For example, imagine if as your cult got bigger some of the buttons would "upgrade headquarters" and each time that event completed your headquarters would get bigger and attract more followers
Overall, I enjoyed playing!
Note: you guys are on the "Neglected Games" page :cry: If you rate more games then your game will get more visibility and more people will play it! (Maybe you guys know this and don't feel like rating games. That's okay!)
I made to the end and was thanked with green hearts :smile:
Liked: - Smooth controls - Good level design. Concepts were slowly introduced and I was able to progress without getting overwhelmed - Consistent in game behaviours (e.g., enemies moved at same speed, and always took 6 shots to kill). This made it possible to think critically about how to spend actions
Suggestions: - The bot doesn't teleport centered on the cursor (it is offset). I think being perfectly centered is better - The enemies try to tunnel through the walls (they get stuck and move very slowly). This makes them too easy to kill. I imagine you are aware of this bug
I wish there were more levels! Congrats on your first entry!
I WON!
This game looks very nice. The way the lights shine off the ground is very pleasant. I liked the "turn based" mechanic, but wish it had been used in some more "puzzle-y" situations. Currently the game seems pretty easy, with lots of health, and empty areas. If you had more time to work on it, I think it would be cool to add some smaller "puzzle areas": Situations where the player really needs to think about the enemy movement patterns to be able to make the right choices.
Good entry!
Game Finished! 10/10 Gems found!
This game is tough, but I think you got the difficulty just about right. I think the controls could use some work: the fact that left/right buttons override up/down was a bit frustrating at times. Overall I thought the game was well executed. Clean art style and fun reaction puzzles. Good entry!
Great mechanic! The puzzle difficulties were just right—I thoroughly enjoyed playing this game!
Wow! This is a very polished game for Ludum Dare! I thought the art was beautiful, the sound fit, and the gameplay was fun. Great interpretation of the theme too. I climbed all the way to the top!
Also, I could watch the menu open and close all day... Same goes for the top-to bottom screen wipe when the game starts. So good!
Very atmospheric! I thought it was well written. The music was perfect, and the looping rooms gave the gameplay a dreamlike quality. I think it would have been nice if there were a few more puzzle elements. Nevertheless, I was engaged in the story and clicked through until I could follow the Blue Girl off the roof. Good entry!
I made it home without ending up on a list...
Funny and unique interpretation of the theme :laughing:. Also, there was something almost trancelike about the gameplay... I was compulsed to retry until I made it to the end. The music was a good fit, and the gameplay was simple but addicting. Good entry!
Everything worked together really well! You nailed the halloween music, and the emotions were cute and funny :)
Great work on the sound design and atmosphere. The way the soundscape changed to the hum of the machines was particularly well done. I wish there were more "game" elements. Maybe I missed something, but after flicking the levers and going back to the furnace the game ended (showed furnace face and then closed). I would love to play a game like this with some light puzzle elements, or a bit more story! Really well done on the composition for the time constraints though!
I really liked this game. It was fun messing around with things trying to understand how the reactor worked. However, I think the ICPC control was broken. Even when I carefully followed the manual, the ICPC continued to increase. Because of this, I couldn't make it past 30 seconds to finish, because ICPC kept finishing me off. I would love to play a larger version of this though with a more complicated reactor--the complexity might be offputting for some but I thought it was really fun.
I am complete! 8 deaths.
I thought this game had a really well thought out progression. I enjoyed learning how to fight each new boss. Each boss felt like a little puzzle. First you need to find out how to do the fight (by learning their pattern, and when to block/retreat), and then you need to execute (which feels very rhythmic).
Additionally, I thought the mood was on point. Great entry!
Fun game!I got all the coins! I couldn't figure out if the two biggest enemies were defeatable.
I liked the controls and progression. I noticed that you can go super fast if you mash jump and shoot while pressing forward (this causes you to speed backwards).
Fun game!
through this great sea of blackness
I penetrated through these corridors
and I went through that last segment
where I went through these dark serpentines
I passed through that corridor
where they sat, where they are
and when you penetrate to the most high Mindmaze
you will believe you are mad
you will believe you've gone insane
but I tell you if you follow the secret window
and you die to the ego nature
you will penetrate this darkness
(5/5 mood)
I like the style, but I couldn't get the character to move left or right. I could jump up and down, and the character would do a walking animation when I pressed left or right keys, but there was no movement in those directions.
I tried "turning right then left" as you suggested in your "glitch update", but it did not work :cry:
This was fun! The unlockables were engaging, and the music (once unlocked) was jammin'. Made it to the cataclysm at the end (you can hide in the rightmost corner once you have the upgraded bat). I almost died at one point, but then unlocked health regen in the nick of time!
It was pretty fun trying to optimize my route to get the most possible points. I even avoided finishing for a few rounds because I thought I had found a better route than my previous best. I couldn't really find a way to get more than about 700 in a round though.
I made it to 'Thanks for Playing'! Fun platformer to speed through. I liked the running and dashing mechanics. Great entry! :smile:
My score was 11 :) Great art and sound fx, congrats on a very polished game! However, the gameplay felt a tad lacking in the fun department. Some ideas I though of while playing: - if the crab could dash to dodge eels - if it was easier to push multiple pieces of garbage up at a time
Great looking game! I played the android version, and it started out fun, but then it never seemed to get any more difficult (I played up to a score of 135). I think that this game would be much more fun if the buttons lit up more frequently over time (and maybe sometimes multiple buttons at the same time).
Good job!
This reminds me so much of [ROBO RALLY](https://en.wikipedia.org/wiki/RoboRally)! Pretty difficult. Two of us were playing to keep track of everything. I think it would be a bit more user friendly if the cards "slid" to the left instead of immediately taking new positions. A few times my setup got wrecked because I hadn't noticed the cards had shifted, sending my robot on a walk into oblivion :laughing:
Unique idea! I haven't played an entry like this before, and I thoroughly enjoyed it :smile:
3rd on the leaderboard! Very addicting gameplay. The controls feel snappy. At first I thought picking up the purple friend felt awkward, but after a few plays I was into it. Really liked - the risk/reward of dropping purple friend in front of purple bullets - how the soundtrack that increased in intensity with the gameplay - the way the bullets moved across tiles to make their direction of motion extra obvious
This game feels remarkably complete and polished. Had a lot of fun playing!
This looks amazing. The main character's design is super cool. The game itself is too simplistic though, and once you get the hang of it's impossible to lose. Nevertheless, I enjoyed playing it and drinking in that sweet sweet scene
The game was quite glitchy on Firefox. I couldn't close the store, and the buttons for the store menu went off the screen. I also was able to telepathically feed the animals by clicking on them through the store pane. Not rating for now, but I might come back if stuff gets fixed. The art looks really nice though
Great music, and fun idea! I love the planet's arms, and the later part of my game was spent failing wildly with a rock. Fun!
Very fun! The writing was pretty good (especially considering the usual Ludum Dare standards). It was pretty annoying to have to replay from the beginning everytime I made a mistake though. I just want to try every dialogue option!
This was pretty fun! I couldn't beat all the vaccine levels, but I enjoyed getting there. I thought you did a good job at making the levels feel "new" on repeat playthroughs with different characters. I think the Antiboy was the most fun, and I liked how Grandma's sugar made some easy levels difficult (because of the high jump) but some hard levels easy (because of the jetpack).
One criticism is that I didn't like how movement in the air felt. I thought that the character changed direction in the air too quickly, making it very difficult to slow the character's momentum and fall straight down. However, I can tell a lot of work went into making the controls feel as good as they do (I wouldn't have played up to the last levels if the controls were bad).
Good entry!
@Team-on Thanks for the report. We don't have any log files. Which operating system are you running on? If you start the program from terminal does it say anything in stdout?
The evil laugh when you die is pretty great :laughing:
Made it to level 10. I wish there was some way the character could influence the path to the portal, because on the easier levels a lot of time is spent waiting for blocks to fall without doing much. I enjoyed playing!
It took me a couple tries before I understood that the soul is following my old path. For my first few games, I was zooming all over the place by propelling myself with the bullets and the soul couldn't keep up. It was a lot of fun moving around by shooting the gun, but the optimal way to play is just moving very slowly right beside my soul, which is a lot less fun. Music was good too. :thumbsup:
The graphics and audio were very well done! Congrats on a very polished entry :) I just wish there were more objectives or maybe if the difficulty scaled as days went on.
This is a great start! The game is pretty self explanatory, and I feel like I was able to figure most of it out through playing. Walking around the island to pick stuff up is fun, even if there wasn't much to craft. In general, the island was fun to explore, so congrats on your procedural generation code.
I thought the energy system was interesting. The dual stamina bars is an interesting idea, and makes sense physically (climbing is tiring, but so long as you have a full belly you can climb again shortly after).
I think the game needs a bit more going on to be considered "complete", but I enjoyed playing :smile:
(oh, also, the bird animations are super cute :heart_eyes:)
I win!
I thought the bone physics were a bit odd: it was very very slippery. Also using the keyboard to throw took some getting used to. I think it would feel more natural with a mouse. However, I really appreciated that the controls were always on screen, and I really liked the art.
By the way, what did the bubble do? Sometimes it seemed like the dog got stuck in it, and other times it didn't seem to do anything.
I escaped and stayed alive!
Pretty easy, but fun to play. Great atmosphere: I got spooked when the creepy music started and I realized that I was being chased by a ghoul! The level design was really solid for a maze game. You placed a good number of items, and I thought the "compass" and "flare" items were particularly nice. Often I complain that maze games feel a little too luck based, but the compass gave me an idea of what direction to head, and the flares stopped me from missing things that would have been frustrating to miss (such as the key).
Very cute art and nice take on the theme!
Very fun! Driving the delivery truck was awesome! The controls felt delightfully frantic, as the truck would fishtail and slide across town. The game looked great too: perfect for the goofy feel of the game. I thought it was a touch difficult (I tried a few times and couldn't ever beat day 4), but that didn't stop me from having a lot of fun!
The human race has been extinguished and our glorious mother can finally rest.
The levels were a bit long, and the rng wasn't super fair near the end (we played the last level many times perfectly before it finally let us win). However, the art is top-notch!
That was really fun! The difficulty is a bit high, and it would have been nice if there was a more obvious goal/scoreboard. But fundamentally, the gameplay is fun, and the execution is super cool!
Wah! That gets intense fast! The way the whole world starts to shake when the cactus needs something is pretty hilarious :laughing: Fun!
My love has been recovered :heart_eyes: I think I went a couple days without sleeping just talking with my wife for hours then running to eat and immediately go to the washroom and then eat again and shower and then more wife talking. Very frantic, but very good!
I thought it was especially clever how you used the background to communicate the game state.
I made it to the phone charger!
I wasn't able to beat the original release because of some of the bugs, but it looks like most of them are fixed in the post-jam release. I really like the design of the main character, but it looks like the art got stretched in the game, so the pixels don't look as clean.
I liked the mechanic of being able to go faster with more charge! Also, once I discovered the double jump, I thought moving through the level at top speed was pretty fun. I also liked the audio loop, I have the tune stuck in my head now :musical_score:
Way more fun than I thought it was going to be! I actually feel like I've learned a lttle bit about the still-lives in game of life. To win I needed to find ways to consistently transform one still life into another (or group of others). A lot of fun! My only request is that you let me keep playing beyond 42 points :smile:
Looks cool and fun to dodge between enemy bullets. It would have been nice if the edges of the map were "slippery", because it's not very fun to have your movement stopped by touching the edge. The difficulty increased reasonably until one level where the map is suddenly filled with enemies. Very tough, but I think I could make it one more level with more practice. Good entry!
Great interpretation of the theme! Very creative word play :laughing: I'm not sold on the way shooting works, but I loved stomping around and crushing things. I wish I could upgrade my legs! Make them big and strong and stompy. Good entry!
Start with Enter ;) Fun platformer! I thought the difficulty was well thought out. Not too challenging, a few tricky parts, but in the end we were able to complete all the levels and save the circuit!
That was fun! I thought you did a great job at making the bubble feel good to control (the way that it slowly floated up was a nice touch).
It took me a while to realize that right click transforms you. Maybe I missed the instruction. Great choice of sound! Once I figured out the controls playing through the level felt sort of meditative. You were very generous with checkpoints as well, which I appreciated.
One potential bug: your description says "Fixed game end screen", but when I escaped the level there was no end screen. I just floated away into the infinite void, listening to the sound of the waves...
Beautiful art and and sound design! The ship moved a bit slowly for my liking, and I wish I could "aim" my shots towards the mouse. Needing to keep an eye on the temperature was a neat idea, and I like how the player is forced to stop shooting when they want to change it (adds tension). Great entry!
Difficult, but fun! I like the addition of different weapon types. Using a rocket launcher on slugs felt a bit overkill, but I loved it :smiling_imp:
I thought the art and music were pulled off nicely as well. Great entry!
I have successfully released my system!
Fun to play and figure out the optimal strategy. I liked how the organs were placed on a physical board, forcing you to think about the layout. I think this idea has a lot of potential for more in depth puzzles if you pursue it further.
This game is graphically stunning and has a nice atmospheric soundtrack. On my final playthrough I was able to release the system at virus level 9. Great entry!
I made it to THE END!
Beautiful game, and very cool concept. Looking into the eyes of your dead enemies to solve puzzles is a totally unique idea, and I think you pulled it off really well. I especially liked how in the later levels you gave an "incomplete map", but with enough information for the correct path to be deduced. The ragdoll physics of the dead bodies and the "pick up" mechanic was another nice touch. It gave the game a delightfully visceral and macabre feel.
The character's movement is a bit slow, but none of the combat is too challenging, so it didn't bother me too much. I appreciated that you put checkpoints at the start of each level. In Ludum Dare little touches like that aren't always present (but they are always welcome).
Top marks in mood and graphics! Great game :smile:
I liked the art and appreciated the inclusion of frequent checkpoints! At times gameplay was slow, but there were enough "surprises" to spice things up and keep me playing until the end. One thing that could be improved is the physics... I got stuck standing in a pit once, and they felt a bit janky. I liked the drone swarm at the end, and thought the title card + ending card were especially nice bits of art :smile:
The olympic flame have been lit!
The controls of this platformer feel pretty good. The first time I played I ran into a bug where my flame disappeared from shrinking, but never respawned, so I needed to restart :cry:
The soundtrack is pretty good, but it restarts every level, so you never get to hear much of it!
Good entry!
Good dialogue and unique gameplay! I'm not great at this style of game, so I found myself more invested in the chat than the boss battle. Appreciated how you gave lots of time at the start to figure out the controls before the battle really begins. Great entry!
Short and fun. I like how you added different difficulty levels to make the game more accessible. Looks very polished graphically. Played until I got a deathless run on hard mode: 30.07seconds.
Seeing as this game is fun to do fast, it would be nice if there was an onscreen timer, and a way to restart from the very first level (resetting the timer to 0). Nevertheless, I had fun playing!
Tough! Cool idea, and really nice atmosphere (the music and graphics gave off a consistent vibe... feels... neon). I think a more "puzzly" application of this mechanic might be really cool. Maybe something more turn based, or where the directional indicators of the balls are longer. It's fun as is, but I don't quite have the reflexes needed to beat the later levels, and I think there's a lot of potential to make games using a similar mechanic.
Got all three! Good level progression. I was stuck on the last one for a while, but then I realized that you can change spring directions during a run! In the end my solution involved "catching" the egg with one spring (by shooting it up), and then relaunching it (by changing the spring direction before the egg fell back down). Not sure if that was the intended solution, but it was fun to find :smile:
Definitely would have played more levels!
Clean graphics and sound fx fit well. I like the concept of finding keys and pass codes hidden in the levels to unlock new areas :) However, the access point combat loop felt too repetitive and I began to lose interest after level 6. Congrats on your entry!
Challenging! I like the idea of dropping ice when you double jump. I tried a few times to build an ice fort around the penguin, but the meteors came too quickly for me to make much progress. Cool particle effect on the meteors and snow!
Everything fit together very well and the song was quite catchy :)
This game looks really polished, and I think the idea is very innovative. Gameplay feels a bit like a math puzzle: trying to figure out the optimal way to protect/heal/attack the enemies so that they get knocked out.
A few criticisms. The time spent between turns is too long, and I often wanted to "skip" one of my character's turns. Often I knew exactly what I wanted my next few turns to look like, but getting through all the information boxes to actually execute those moves felt like a chore.
Overall, I enjoyed playing! Nice variety of enemies, great looking art, good soundtrack, and a fun+unique core mechanic. Great work :smile:
Jumping felt a bit floaty, but somehow I was able to push my egg off the screen, and the enemies stopped attacking it! SO MANY POINTS!
I did it! I carried the flame!
Incredibly fun and well polished. The graphics are stunning, and the flame effect is great. The "woosh" as things go up in flames is particularly satisfying. The levels are well designed (multiple paths!) and that the character is fun to control. I appreciate all the affordances you gave the character (how they can get up onto a ledge even if the jump is a little low is especially nice).
A lot of fun!
Very nice art and atmosphere! Managing the modules' integrity while simultaneously dodging stalagmites was quite intense. I just barely escaped haha!
Very polished! I think the idea of trying to visually untangle a bunch of different strings in a short period of time has a lot of potential, though this game is a bit short to realize it. I thought the graphics and animations were very nice, and enjoyed the levels that were available :smile:
The opening cut scene was nice. I couldn't tell how to beat the game but I managed to survive for a couple seconds.
For some reason double click to run didn't work. I'm on Windows 10 and I needed to use powershell with "java -jar ./Holy_Fire_Knight.jar". I also ran into an index out of bounds in level.LevelLoader.next(LevelLoader.java:38) on my first run :cry:
I played again and I won! I loved the flame animation at the end :smile:
Level "Surprise" got me :laughing: Then same surprise got me in "Calm Down" :face_palm: :stuck_out_tongue_closed_eyes:
I really liked the art, and thought the difficulty progression was well thought out. You were doing some weird stuff with the game's window which didn't seem necessary... At one point the game teleported itself to one of my other desktops (accessed by Windows Tab), and I couldn't reposition windows or close them in the usual way.
Still, I played all the way until THE END and had fun doing it. Good entry!
Nice responsive controls and catchy chiptune music :)
Of course earth's savior is the guy with a few child corpses left in his fridge... :laughing:
You pulled off a good mix of creepy and humorous in this game. I only wish that there was some sort of "win state" (I played for what felt like a long time. If there is eventually a win state I didn't have the patience to make it there). Alternatively, if the game is intended to last forever, I think it should become even more difficult than it currently does.
I almost lost once when IT hid in the flowerbeds and he sort of "blended in", so I didn't notice him at first. Most of the time his orange hair made him very easy to spot. I think if IT had more places to be camouflaged the game would be more difficult, and might just have a chance at winning the Macabre Where's Waldo Game of the Year Award.
I had fun playing :smile:
@barravelbzh I played again so I could see the ending! It took me 14min04seconds to save 7'594'434'653 peoples. One way to hint in game that there is an "end" would be to progress the story each time you open the fridge. That way the player would know that an end was coming because they'd feel the story progressing. Thanks for letting me know that there's an ending@
Controlling a bunch of wizards with different powers was pretty fun. The purple ones were kind of hard to control, so I mostly just made them shoot as much as possible. There ended up being so much stuff on the screen at the end that it wasn't really possible to aim anyway. It would have been neat if one of the purple wizards had a different power than the other.
Looks great, though I agree with the others that it is tough to control. Right now, it seems like there are random "impulses" that change the plant's direction (and this is what makes the game challenging). However, the impulses are mostly random and unpredictable. Perhaps if they happened more predictably, or if there was some indication that an impulse was going to occur, then the player could "fight back" in a more satisfying way. Despite this, I had fun playing and enjoyed trying to wrestle the plant into an upwards direction :smile:
Made it to the top!
This looks nice and is fun to control. The ball wobbles in a satisfying way, and I think I managed to "pop" it when I jumped down from the top. It's unfortunate that you didn't have time to make more of a game! I think that controlling this wobbly blob through some proper levels would be a lot of fun :smile:
You're welcome for looking after your blob baby :smile: Fun and humorous! Pretty tough, but it was possible to learn the blob-baby logic and perfect taking care of the blob, baby.
Made it to level 16
My strategy was to aim straight up at max power, and then run beneath the bugs to shoot them. Was working pretty well, but a bug ate the worm that I was standing on and my character got stuck (the bug bugged the game :cry:)
I think it would be cool if there were some powerups or other enemy types to spice up the gameplay. Love that your game is a Dune reference :smile:
This game is ADORABLE! I thought there were a lot of nice visual touches, and laughed when the cosmo corgi ascends as an angel at the end :laughing:. The speed and fragility of the rocket is well communicated by the way it seems to be shaking itself apart! I thought the music was great too, though I'd have appreciated a sound effect when the corgi hits a wall.
Small bug: the tutorial was vertically stretched on my screen (but you have a screenshot posted here, so I was able to figure it out).
Current record is 69084
Overall I had a lot of fun playing this game :smile:
Nice game! It feels good to play and move around, but sometimes the UI seemed a bit glitchy (I couldn't sell my full crop of BEST seeds). I liked some of the little touched, like how the enemies displayed where they were going to spawn before appearing. Good work!
The ending was pretty funny haha! As expected of our feline overlords. :)
Really cool game! Gamifying cellular automata is a really cool idea, and I think this is a great way to do it. The soundtrack was great too: really added to the atmosphere.
Unfortunately, near the end of my playthrough I discovered that a valid strategy is to simply "overwrite" the purple cells by clicking furiously, not even paying attention to the type of material. You could prevent this boring strategy by adding a cooldown between clicks.
I also think it would be nice if you could "paint" the materials onto the board, rather than having predefined shapes. For example, let the player add 10 water tiles where ever they want before the material runs out.
Overall I had a blast playing this game. At one point I had a stable system where the fungus was growing upwards while being consumed by fire at the perfect speed from below! Really fun to play with the systems and explore the game.
Great entry :smile:
(sorry, ludum dare glitched and double posted my comment)
The acid jump parts were too challenging given the difficult jump controls, but besides that this was a very well polished entry. The easter egg at the start for Tiny was a nice touch.
I didn't read the description, and it slowly dawned on me that I was a male chick and that meant my death was imminent :scream: Definitely a good idea to base a game on.
Controlling the chick is fun. I agree with nazorous that it's reminiscent of the Super Mario 64 slide level. I think it would be even more fun if the chick was a little easier to control. Currently, going fast feels really good, but the level isn't designed to encourage it (more often than not going fast ends up with the chick falling into the void).
This is the best puzzle game I've played so far! The difficulty ramps up fast, but I'm having a lot of fun. I'm on "Turn Around" right now (Intersection took me a while to figure out).
I think the controls are a little odd. I'm not sure whether the "you can only sit the goat when facing it" mechanic is necessary. Controlling the game might feel nicer if the direction of the character didn't matter, and it would still be possible to construct clever puzzles.
I think you did a good job of teaching concepts through puzzles. New ideas (riding the goat, hanging multiple baskets, confusing the goat to stop it, swapping goat with basket...) are introduced nicely and I don't think you ever require the player to learn multiple new things at once.
Overall great idea! With some cleaning up I could see myself buying a puzzle game with these mechanics.
Beat it! Network is a very good level. You designed some great puzzles :smile:
That was really fun. I liked having all of those big spells you could only use once--I beat the game several times just to try different things out. At first it felt a bit like a puzzle trying to figure out who to kill first, and I think it would have been cool if you leaned more into that.
Mission Success! I saved them all!
Innovative game! I really liked the character creation at the start, it got me invested in my balloon boy. I thought the hitboxes could have been a little more generous: maybe the balloon's hitbox could have been a bit smaller than the sprite.
I had fun playing all the levels!
All the devs worked until the very end and delivered something!
I made it up to Overjammed 3. Very fun gameplay, and beautifully put together. This game has a lot of heart. I liked how sometimes the devs just wanted someone to talk to, and how they each had a unique "thing" that they'd get upset about. I especially thought the guy who kept dropping his blue thing was funny. And when the internet goes out and everyone freaks out in synchronicity... too real :laughing:
Very polished game. I had a blast playing :smile:
I like how this game looks, and like the idea, but I think the gameplay is a bit lacking. I'd have like it if there was some way to permanently destroy a fireball. Currently the fireballs just get faster over time, and it's incredibly difficult to juggle more than one. I think with a few small gameplay changes this game could really shine!
Made it to the end! This game has a really unique feel and style. I'm not sold on the controls, but that's mostly because they felt unresponsive. I think the unique control scheme could work if it was polished a bit more. Unfortunately, at one point I had to restart because the block in front of the exit fell down :cry: It might make sense to reset all blocks after death to prevent that from happening. Good entry!
Beautiful looking game with great sound design. Gameplay was simple but addicting. However I thought the game was a bit too easy, and would have appreciated some changes to spice things up when searching for the 2nd and 3rd shards. Adding new enemy types and traps would be ideal, but that means making even more art and doing more code. A simpler way to increase difficulty might be increasing the enemy speed in later levels?
The music and graphics kept me playing until the end (where you treat the player to a nice piece of end-game art). Nice game!
Unique idea, and cute execution. The graphics and music work well together, giving the game a chill mood (even though I was frantically running around to save the suicidal cat :stuck_out_tongue_closed_eyes: )
Pretty fun, with calming music. I think it would be nice if only the spear tips killed the penguin. Every time I died it was from walking into the back of a spear. It would also be nice if we could see more around the edges of the board, so that going to the edges of the board would be less dangerous. Good entry!
I made it to the poem at the end! I thought the game had a good atmosphere, and that the difficulty was just about right. The platforming felt good, but it was hindered by the camera (player is too close to the bottom of the screen). I appreciated the little touches: like the sound of refilling the lantern, and how you could make a panicked search for oil after falling in the water.
Great entry :smile:
Fun to control, but I ran into the same problem as Clayton. Specifically, the colliders in the top right corner of level 19 are broken, which make that level impossible :cry:
Impressive amount of variety! Pretty tough to keep those villagers alive though, I think we maxed out at around 19. They kept jumping in holes and going to get food when it was on fire :laughing: Sometimes we'd dig up a hole, and it felt like disturbing some sort of party
Good work!
That was pretty fun, and the idea you had was really good. The UI definitely had a few issues--it was never clear how many of a certain unit you had left for example. Also some of the mechanics were a little obscure. Sometimes a bulldozer would complete in a second, and other times it would take minutes, and I never quite figured out how the firetrucks worked or why I ran out of them so quickly. I would have loved some more challenging scenarios.
Great atmosphere and characters! I thought the puzzles were pretty interesting, though a bit obscure and filled with jump scares. Good entry!
Fun arcade game. Great pixel art, and one of the best soundtracks I've listened to so far. I also found the "safe spots" that others have mentioned, but the game remained challenging so long as I forced myself to venture out and collect the eggs. I think that some arcade style power-ups would have been fun, or some more enemy types, but there's rarely enough time for that sort of thing in a game jam
Made it to the end! This game has well designed levels: each one is like a small puzzle which also requires mastery of the controls to beat. I'm not a huge fan of how controlling square feels. Square is very slow to start moving, and I couldn't really get the hang of wall jumping. I liked how the story was reflected in the levels (like how after you say square feels like they're "walking on clouds", we get to do a level where only square can stand).
Not sure if the relationship between square and circle is a healthy one, but there certainly are a lot of heart shaped sparks flying when they touch!
We cheated and played with two people and managed to beat it. It was pretty hard with just one. It was really fun. The art and music fit your game really well.
The art was real. It was fun bouncing the universe off of the walls, but ultimately the best strategy was just to shoot when standing still. I think it might have been fun to encourage the player to throw the universe around a little bit, maybe if it took damage from the player's bullets for example.
Really fun idea! I got legitimately spooked the first time that the lights went off and the baby transformed! I though the gameplay was a bit tough, and that the days were a little long. I only ever made it to night #3, and stopped trying to get a perfect playthrough because the days last so long.
The atmosphere was very good! I was fully tense during the nights, frantically looking in all directions to see if the baby was coming. Great art too: the perfect kind of cute to become creepy.
Well done!
Emotional game :cry: Very nice art, and good dialogue. I enjoyed finding objects and seeing what my wife had to say about them. Giving story as a "reward" for playing the game worked really well. Unfortunately both times I played my wife ended up getting stuck somewhere (her sprite stopped moving), and she wouldn't pick stuff up anymore. I'm not sure what I was doing to trigger it, but it seems to be a game breaking bug. I enjoyed playing while the game was working!
Loved the atmosphere and cryptic clues! I played three times until my character went insane, but I could never find the white sage... The clue made me think that it would be atop the mountain, but all I found there was the sun tree and yellow root. Any bonus hints for how to find the white sage?
Great for a first entry! Looking forward to more :smile:
Tough game! I was constantly torn between wanting to protect my fire, and wanting to venture out to grab some wood. Most of the time I'd defend and hope for a wood elemental, but sometimes you gotta take your chances and find some tinder. I think it would have been cool if there were powerups, or some kind of special ability you could trigger (maybe a temporary shield for the fire pit so you could safely hunt for wood?). Of course, not much time in Ludum Dare to implement that those types of extras
I liked how there was more than one enemy type. The big elementals on level 2 are especially difficult. Also, the fact that attacking reduces the flame is a clever idea. Great work!
Having your shield tied to your health is a cool mechanic! I liked the soundtrack at the start too, but I wish there were more diverse sound effects during gameplay.
I also got stuck in a dead end room when I jumped into a teleporter. Not sure if it's the end, a bug, or a troll. The movement feels pretty good, and the puzzles are fun (though they never became very difficult). Good work!
Cool style! I'm not sold on the control scheme, but it was fun learning how to deal with each monster. A couple of times I passed by what looked like a crowd of people, is there any way to interact with them? Fun game!
Nice take on a rhythm game. Looks really nice and the simple control scheme works well. Hard mode definitely lives up to the name! I think the addition of a boppin' soundtrack would go a long way for this game. I had fun playing :smile:
Wow! This game felt remarkably _complete_ for a Ludum Dare game. A whole story, 2 minigames, and a super cool ending sequence that ties it all together. I didn't have any major problems with the difficulty (beat the mole game second try). Using the mole's ability in the ending sequence was a bit janky though (the first "hit" of the ball seemed to send it in a random direction for me).
Great entry!
You should probably upload a zip with both the exe and the pck files. I think some people are having difficulty playing your game because right now they are separate downloads.
The difficulty ramps up quick with multiple potatoes! I'm still trying to make it past level 3... it's easy enough until the potatoes collide, then it's chaos.
My team also made a hot potato themed game! Glad to see this interpretation of the theme getting the love it deserves :smile:
Addicting! I like how getting bonuses puts you at risk of being hit by the darts. Unfortunately, I found that the optimal way to play was to keep my speed low, otherwise I couldn't move precisely enough for level 3. Great entry for 7 hours of work!
I win!
I think you reaaally nailed the controls for this game. Best feeling platformer I've played this game. The way the character jumps, the acceleration, the height, velocity.... mmmm All feels good. Also, when you let go of the direction keys in mid-air it feels like there a very satisfying "dampening" of horizontal velocity, followed by falling straight down. So good :yum:
However, the platforms were shrouded in darkness! The idea of carrying around a light and needing to move fast before it dies is interesting, but I'm not sure if it's pulled off here. I would have loved to do more platforming where I could clearly see the platforms!
Overall, I think this game feels great, and looks really nice. Would love to play a longer and more polished version!
@notinatal @alarianngames @ssjcoder-yt @eduardo-yukio Thanks for checking out our game and sorry for the window sizing issue! If you'd like to try again, we uploaded a full-screen version which should scale the game to the desktop resolution.
I dig the retro vibe and the student loan backstory xD
I found the game loop to be pretty addictive, and I liked the clean visuals. The controls felt pretty good too. I thought that overall the game was a bit easy. I never ran out of light, and just decided to stop when I hit a score of 150k
I got 7 samples ^^! (I may have encountered a bug, since I didn't encounter any enemies on the way up xD)
Nice atmosphere, and I like the detail of decreasing light as you descended! My main feedback would be to somehow make dodging enemies more strategic, to make the journey down and back up more fun and rewarding.
Great work! Meeting the mole colonies and getting hats were great additions. If only our root could help poor Reginald...
This game looks nice and I like the mechanic! I was hoping there would be more levels, but it brought me back to the title screen after level 2. An expanded version of this game with more levels, and more dimensions within the levels, would be cool!
Great game! I played all the way through (sat on the throne, then made it back up). I enjoyed exploring the levels, and learning how to control the ship. I also liked how the ship got heavier on the way out, making the controls much more difficult.
What a slick experience! The smooth controls, intuitive UI, and visual details (e.g. parallax background, animated planet FOV, etc.) made this game captivating and enjoyable to play. I stuck around long enough to reach 665 million miles into deep space :smile:
My main feedback is that, after exploring and expanding for a while, it becomes quite repetitive. Perhaps consider adding some strategic/puzzle elements to keep the player engaged, or maybe add a progression system to reward the playing for going deeper into space.
Was pretty fun getting to learn the layout of the map. Even after I beat the game, I know there were a few optional areas that I didn't get a chance to see. Music was also nice. Even if you didn't have time to make new features for each of the different floors, I think it would have helped a lot with differentiating them to have each floor have a different focus in level design. Ex: maybe one floor with narrow passages and spikes, and another with wide open areas and flame pits, or something like that.
Really creepy atmosphere with awesome music. Not a lot of LD games have good enough music and art to pull off such a strong atmosphere. I wish the story felt a little more complete, but that's pretty understandable in a game jam. The gameplay was ok, but would have been improved a lot by having slightly more interesting mechanics. Maybe a physics-based rappelling system?
I really enjoyed this solar-system faring experience! I gave myself the goal of visiting every planet in a solar system and finally succeeded on my 3rd or 4th try. It was fun mastering the controls, and making decisions about how to route the ship. The music really added to the atmosphere, and made it easy to get into the zone with the gameplay.
The web build seems to be broken, on Firefox at least.
Even though there's no real objective, I did manage to lose. Didn't realize my ants needed upkeep and accidentally starved to death. I don't know how the simulation works under the hood, but it would be cool if things like pheremone trails to food were implemented (and visible to player). As it is, the workers are frustratingly incompetent at finding food.
Really creative idea! It feels like diving into a fractal. Well executed and polished.
Very unique idea! I thought the captcha with trucks or puppers was a pretty funny idea. The tetris game felt a bit janky, but it was fun to multitask. I got up to 98.611 accuracy, 90 data, and ??? layers (the you win screen hides the number of layers). Very innovative game!
Very unique art style; I loved the animations of the characters and obstacles! Backstory was cute, and I appreciated the fresh take on the theme. I managed to beat the game, but man were those brown pushy guys frustrating :laughing:
PS, not sure if you intended it, but the last two bosses have a blind spot :wink:
I will be forever remembered as a hero! Talking to the deep mibs on the way down was fun, and I enjoyed learning how to control the chopper. I thought that the "oxygen" mechanic was under-used (I was never at risk of running out of air), and I noticed certain level elements didn't respawn after death (for example, if a spike fell then it would not respawn on death). Overall I enjoyed delving deep into this little world :smile:
Highscore of 116 :) Cool title art! I think next steps for this would be to thinking of some way to reward the player for progressing farther into the game, besides just the score.
Fun game. The instructions at the beginning were very confusing, so I had to lose once to get the hang of it, but on my second run I was able to win. I thought there were some fun elements of strategy in how you needed to manage resources over many fights. The strategy I settled on in the end was a little simple, but I still felt like I was barely hanging on in the last boss fights.
This game was great, very polished and fun! The highscore board was a very nice touch (it was fun trying to compete with my friends for a highscore position). Perhaps as a further improvement, you could try to add some way to reward collecting more gems. Either way, definitely one of the top games I've played this LD!
i really like this game. So adictive. I played it in browser and it is a bit laggy, but still totally worthed. Great job.
Great music and combo system! I like swinging around and being told I'm awesome :heart_eyes:
I think was one of my favourite concepts for a game I've seen yet. I think there were a few things that made it hard to figure out though. It wasn't obvious to me until my 3rd playthrough how happiness was working. I would just observe my happiness jumping up and down seemingly at random. Tied to this, I didn't realize that the colour shading on the buildings meant anything. I think having more noticeable animations related to this would help a lot.
Also, eventually I was able to just take all the food on the map, and then I slowly starved to death. It would be nice if you could just expand endlessly deeper.
The little lore details you put onto everything were really cool. I liked being able to click on the buildings and see a little history.
Very nice looking and the controls felt good! It was satisfying to spook the monsters with the flashlight, and the boss at the end was a nice touch. Good work!
Its super impressive how you wrote so much over one weekend. My only real complaint is that the resolution was too large to fit on my screen, which made it pretty awkward to play. I wish you had enabled rating in mood.
I think the mechanic you chose has a lot of potential in a narrative game. I'd be interested in seeing what could be done with it. I love seeing what people can do with narrative in a game jam, so it was great to see this.
The attention to detail in this game is lovely, from the marine life animations to the wavy water at the end. I definitely appreciate the environmental message in this game, given the current state of the Earth :(
Also, I LOL'd the first time I got baited by the anglerfish with the coin xD
Cool proof of concept! I made it to the end of my deck of cards and enjoyed puzzling about how to build my mine.
Wonderfully cute art; I thoroughly enjoyed the cartoony sprite animations! Two points of feedback that I think would've heightened the experience: 1) reduce the screen shake a touch (I started to get a little dizzy :dizzy_face:); and 2) make controls more responsive (I got a bit frustrated when pressing keys didn't seem to do anything as the gas was closing in)
The song is fantastic, the game really entertaining.
... am I the android that will be disposed of :fearful:
I thought the music and the backgrounds were really well done. Having a story unfold through the collected items was nice, and got me invested in the game. Overall it felt a bit on the easy side. Normally I'm pretty bad at this type of game, but I don't think I ever dropped below 3/4 health. Still, I had fun playing and piecing together the story!
Really good! I have no idea how people got those 90s times though--is there a movement trick that you can use? Best I could get was 140s.
It took me a really long time to realize that it didn't matter which way I went, that the caves were generating around me. Very well polished, and good voice acting for an LD game, music was also very good. I didn't really understand what was going with the ending (didn't get all the pages), and also never ended up using the number clues on the one page... wasn't sure if I just missed things or if they were meant to be red herrings.
I made it to the Congratulations screen! I really like how shooting down causes the character to hover, and the music is great.
Reminds me of the point and click escape flash games I played back in the day. Very nostalgic :) Nice illustrations at the start and end!
This game is simple but I think it works well! The falling objects make it especially tough, but it's fun to master controlling the paper. I'm curious if there's a "bottom" to the well. If there is then I wasn't good enough to make it!
Really clever idea. I found it hard to be too strategic, because the pace of the game was just so fast. I would have appreciated an easy mode at 0.25x speed so I could really take time to check what the dwarves are doing and plan around it.
Really nice retro 3D aesthetic! That last door took a couple tries to get the boost management right. I wish there was an option for inverted Y-axis.
I saved them! The graphics and soundtrack are really nice. I found the controls to be a bit frustrating. It felt like you moved left and right much more quickly than forward and back, and jumping often got me stuck on a wall. Also, I think more levels would have been nice. Maybe starting with an easier one, and then ramping up the difficulty.
The art looks really good, and I liked the music too. I kept running into an issue where some of the fireball enemies would stay off screen and I could never kill them, so I couldn't complete the level. I wasn't really sure how to lose either.
under_under_under_world.PNG Fun game! Reminded me of MotherLoad. I enjoyed making my drill more and more powerful, and eventually I got to the point where I could just dig straight down: refilling fuel at the start of each new level with whatever I collected while digging through the previous one. I think that it would have been nice if there was an "ending" of some sort, but overall I enjoyed my time with this game!
I was really enjoying this game, but I get stuck in the elevator on floor B3. The door opens, but I can't walk through it :cry:. I tried a couple times, and in both cases I got stuck in the elevator there. I was playing the windows build.
I like what I experienced though! A fun horror-exploration game, with really unique monsters. I really jumped at the start when I grabbed the first keycard and then turned to see an abomination on my left. Great entry!
B3.PNG B3_stuck.PNG
I don't think I'm doing anything weird. I get every item (except the health pack on B1), and can get to B3 without taking damage or shooting. But I can't walk through the door into B3. First image shows what it looks like after the door opens, second image is how far I can walk forward until my character stops. I can walk back into the elevator, but I can't get out. I have gotten to this point in the game 4 times and it happened every time. Sorry that I don't have any other info!
@trusty Unfortunately that did not fix the windows build for me :cry:
But, I decided to play the web build, and that one worked! The doors were still a bit "sticky", but I was able to make it to the end and destroy the big purple boss.
I had a lot of fun with this one, made it to round 28 in my last run! Kind of like a TD and rogue-like hybrid. Mechanics of the game took some time to understand, but once I did it was fun trying to go deeper each time. I also enjoyed the music, it matched the setting of adventuring into the depths of the unknown. The floating mole animation was also really nice!
Some small things that I think would greatly improve the experience if quickly explained at some point: - cost/benefit of holding onto diamonds - cost/benefit of selling turrets - how the merging mechanic works
Anyway, this game is definitely among the top games I've played this LD!
Managed to get 7365. The combat was really fun, but the fireball did so much more damage than the regular attack that I never used the regular attack. It might be nice if the regular attack had some other benefit, like possibly hitstunning any enemies you get so you can stop those big stompy guys if you're fast enough. I really liked the different "special events" that happened. Also, the stomping wave is defeinitely the worst.
I physically laughed out loud at the things the main character said! xD Very nice humour overlaid on top of some simple but pleasant puzzles. :thumbsup:
PS, I got soft-locked in the second last level so I had to skip it :(
The art and UI look really good, and you have a cool concept. I played it a few times and it seems quite easy to beat the opponent slime. With some balance improvements and a progression system, I definitely would try playing this again!
Very fun to control and upgrade the mole! It was very satisfying to find big patches of gems, especially when they had those elusive purple ones. After I got the emerald helmet I had enough upgrades that I could just hold down and zoom through the ground, racking up lots of gems. Eventually bats stopped spawning, and then a little later the game froze, and Monty was left hanging in space forever. I think he died doing what he loved.
Really liked the SFX and BGM, it set a very nice atmosphere to accompany the dark, lonesome scenery. It wasn't very challenging, but I don't think it needs to be! Add some kind of progression system and I can see this being a nice relaxing game to just chill to <3
PS, finished level 10 :) and props to the music creator!
This is one of the more unique entries. Music was great, and I loved the sounds of hitting/being hit by the enemies. Combat was confusing but I think basically figured it out. Lost on the final boss though because, so I didn't get to see what happens at the very end.
Yes! I reached the surface! I enjoyed the story, and it was fun to get different upgrades. I ended up with 9 booster engines and 1432rps :smile:
Cool soundtrack and eye-catching pixel art! Lots of walking (almost too much :laughing:) in this game. I would love to see a teleportation system or minimap, just to make the walking a bit more bearable.
This is a very satisfying puzzle/exploration game! Reminds me of Labyrinth (the boardgame). I did run into a bug where my character clipped out of the play area when going from the left-side to the right-side. There was a wall on the right side that should have prevented crossing over, but maybe because the screen was scrolling the game got confused (I had just fallen down a pretty long shaft). Despite that bug, I still enjoyed spelunking and rearranging the caves! I think this is a cool idea for a puzzle rogue-like, and would love to see it developed further.
I enjoyed the exploration! The boss was really tough though, I got him down to half health a few times, but then he'd heal right back up. I didn't feel as though I was at risk of losing, but it seemed like winning would require a healthy amount of luck and time.
I think it's really cool that you made the game with your kids. The graphics were cute, and the soundtrack was a jam! Great work!
I made it to the ship!
I really liked the game's atmosphere, and the voice acting was a nice touch. I also appreciated the tutorial at the beginning. It would have been nice if there were a few "easy" levels to practice moving around. Still, it was fun to master the controls and finally get the astronaut to safety!
WOW! The ambience, graphics, and audio are all stunning (extra kudos to who did the music and SFX)! Highest score I got was 70k, not sure how that one guy managed 89k :spy:
Only feedback would be to somehow refine controls, although I'm not sure how. Basically it got extremely hectic at level 20+ and moving the food bowl around took a toll on my wrist :sweat_smile:
FYI it looks like your latest build works now! :D
The pixel art looks very nice and overall the gameplay is solid! If Spelunky and Motherload had a child, I'd imagine this is close to the result :) My main feedback would be to re-evaluate the auto-scrolling, which introduced a lot of frustration and didn't really mesh well with the gameplay.
I really enjoyed the character creation aspect! Choosing which spells to learn, which skills to upgrade, and which bonuses to get was a lot of fun. The fights themselves were a bit confusing, and I thought that the spells recharged a bit slowly (maybe that was just my build though). Still, it was fun exploring the different combos and I enjoyed playing!
Congrats on a complete game (very bittersweet ending :wink:)! As for feedback, I understand you two were under a big time crunch (as are we all :cold_sweat:). I think more focus/refinement on the grappling mechanic would have increased the fun factor a lot, as I mostly just used regular attacks during my first playthrough. Second playthrough I only used grappling and it was quite enjoyable! Just to throw out some ideas: maybe add a level which forces the player to grapple enemies, or maybe add a visual effect on successful grapple hits to make them more satisfying.
Very enjoyable and relaxing puzzle game! The level generation could use some tweaking (one time I played and there was a big wall of rock preventing access to most of the field), and the UI sometimes got in the way (I sometimes reeeeally wanted to put a seed under the "place a seed" dialogue). But overall the game felt very polished, and it was fun to puzzle about whether I should save or spend my water. Well done!
Fun and challenging! I think I made it through about 1.5 cycles of the soundtrack... though I'm not exactly sure. A depth counter would have been nice to better keep track of my best run. Also, I ended up always holding down the "whisper" button, because there didn't seem to be a penalty for doing so. Very nice art and sound effects! Congrats!
This game looks great, and feels very complete. The game-loop of walking up to things and searching them was simple, and I think the game could have benefited from more variety in its puzzles. However, I enjoyed the story and talking with the king at the end.
Oh the nostalgia :-) Kind of like a hybrid of Motherload and Minecraft, a very ambitious idea for a game jam. I think you implemented it well; the controls were good and I saw no issues with the procedurally generated map. All it needs is a bit more content, but that's definitely beyond expectations given the time constraint of the jam.
Cute game. Challenging and fun. I am a big fan of the art.
Woah! Cool idea. Great atmosphere, and good puzzles. Are there multiple endings? I made it to an ending that made it sound like I lost (we will remain together). Either way, I enjoyed getting deeper and deeper into the mystery!
I beat the final extra puzzle! I really enjoyed this game. I actually spent some time thinking about a "growing roots puzzle", but then went with a different idea. I think you really pulled it off! The puzzles get pretty tricky, but you can generally reason about where the bends need to go. Great work!
I fought off the navy and claimed the pearl! Very fun upgrade system. It really makes you feel a lot stronger each time you get one.
The game was super glitchy but somehow that just made it more charming for me. Really good story/theme idea too. One issue though: When I got to the very end, I fed the octopus god my fishes, but then nothing happened. I waited around for a while, and explored other tunnels, but it seems like they just took my fishes without giving me the tools back.
I love the visual style! I think it would have been nice to have more control of the wheel. For example, maybe pressing space when in the air could make the wheel snap back to the ground. That way you could avoid landing on rocks after a jump.
I almost beat your high score but couldn't quite get there! Good work! HighScore.PNG
Very unique concept! I enjoyed the Python humour! It would have been nice if more of the upcoming tiles were visible. Often I hit a full line of blocks and wished I had been able to see it in advance to strategize.
I made it to Hope and defeated the boss! At the end my personality got consumed, which makes it seem like maybe I lost... Either way, I enjoyed playing this with a friend! We raced to see who could beat it first, and it was fun trying to learn to quirks of the game to speedrun it. The movement felt a bit slow and floaty, but I enjoyed the creativity of the level design and the characters met along the way.
I think the web build is a little broken right now, so I just played the downloadable version. It was pretty fun once I figured out what to do. Managed to get to stage 9. I wasn't sure what the best strategy was, especially with the healers, since it was very difficult to understand what each piece was actually doing. Perhaps some more detailed instructions would have been good.
It's really great that you made a story-based game for the game jam. I always love playing these. The story-within-a-story-within-a-story interpretation of the theme was great too.
I won! Congratulations on a complete game. The controls and visuals were both good and clear. I thought the game was a bit on the easy and short side, but that's understandable for a game jam (better to make it too easy than too hard). Good entry!
Huzzah, I made it the end! Nice mechanic, I can feel the attention to detail there! As someone mentioned, a checkpoint system would be a welcome addition. I think separating the time-slow and the slingshot into two buttons might also be good, to reduce mouse click spamming.
This is a great game. Really enjoyed it. I do think the instructions should be clearer! If it wasn't because I was intrigued by the music and looks I would have left. Now that I know how to play it I have done it multiple times. Really enjoy it.
You combined the two most common takes on the theme and combined it into one, I love it! Very polished prototype, albeit a little bare-bones. The dialogue was a very nice touch to give a sense of progression. Looking forward to see how you can take this game further.
Very polished game overall, art and music were really good.
I think the combat in this game didn't quite work, but could be improved a lot with a few small changes. The biggest issue is that the hit sound didn't play consistently when you actually hit the enemies, so you never got feedback on whether your strikes were doing anything. Also, all of the animations were played way too slowly: I think the roll especially should have been about 3x faster (and shorter to compensate). I also think it should have been possible to cancel animations with another action. It just felt bad when you press roll halfway through a roll, and your character does another roll immediately after even though thats not what you wanted. Finally, enemies were just really unpredictable. They ran around without attacking for long periods of time, then attacked super fast for 5 attacks in a row.
I think this game was 90% of the way there, just needs some tweaks to make it fun to hit things. If you're able to find someone you trust to playtest for you during the Jam and give game design advice, I highly recommend. I sometimes find I get so used to the mechanics I implement during early testing that I don't realize how awkward they can be for others.
Such a cool game. I must admit it took me a while to get used to the mechanics, but the difficulty level was reasonable for me to get used to it. Love most of the graphics, particularly Dunkann. The cherubs look too contrasty with the rest of the design, but I guess heaven is a whole other world ;).
Pretty cool aesthetic. The portal looked really cool, and all the rare collectibles were a nice touch. I wish that there had been a little more depth to the gameplay, as I felt that I was just sitting by my turrets repairing them constantly. It would also be nice if the gameplay progressed a little faster. I got to 5.34 and died, and didn't really want to play through the whole thing again to get a win.
Voice acting for the sound effects was a great choice! Also it was fun to master the chaotic helicopter+dynomiteguy combo. I ran into the same problem as @pixel-lifetime with the helicopter getting stuck, but I played again knowing to avoid that part of the map, and found the car keys!
Took a while, but I figured out how to hit the nail without breaking it eventaully. It would have been a nice touch if something happened once you got to the center of the earth, but overall it was pretty fun seeing all of the art you put in.
I also got booted after the wind maze, so I guess I also finished. I can tell there were a lot of plans for this entry, which probably didn't all get fully realized in the game jam time. Hope you will come back to this in the future!
I only made as far as 35km before dying :(
Very nice prototype! I love the idea, a kind of rogue-like RPG adventure where you must protect the train on its never-ending journey to some mysterious destination. I would definitely like to see a fully-fleshed out version!
Chill and enjoyable experience. Fun to play multiple times looking for more fish. Also, high marks for innovation! I don't think I've played a Ludum Dare game like this before.
The way that you sting the bees was weird at first, but I really like it. It was pretty difficult to keep the bees alive though because they kept stinging each other. Couldn't do better than 33.
Wow! This was a great start to a game. I was hooked, and it ended far too soon. Of course, for a jam game it's completely understandable that you didn't have time to make the story longer, but that doesn't stop me from wanting more! Great entry!
Holy cow that last level was difficult! For LD games, I would recommend toning down the difficulty a little more than you would think. One of our teammates is notorious for making "easy" games (hint: they are far from easy :laughing:). Other main feedback would be ease the player into the mechanics (e.g. switching world mid-air). Unless discovery of the subtle mechanics was intended, in which case a checkpoint system would be a welcome addition. Either way, this is a solid entry, especially for your first jam!
I think it entered an infinite loop at one point, because the whole game just froze, when I was nearing the end of the rectangular maze.
It was fun getting really fast. At the end when I was going supersonic everywhere, it was pretty fun driving around as fast as I could trying not to hit walls.
I saved them!
I had a lot of fun with this game! Destructible terrain was a great idea, and I had fun to strategizing about how to approach the enemies. I also thought that the "particle splash" of acid was a great idea. It makes for interesting combat, because you need to worry about where the particles will splash.
last_moment.PNG
Won at the last moment! About to be smooshed by the mega-gob. I enjoyed playing this with a friend. We had a race to see who could beat it first. The wall jump was a bit janky, but I really liked the powerful upgrades.
Very stressful game (in a good way). I thought the gameplay idea was pretty good, but it would have been helpful to explain it more clearly in the tutorial. Even though I beat all the stages, I also never figured out why I was randomly taking damage, and sometimes the levels were impossible due to random damage/bad clues.
Wow! This game really make you _feel_ like you're going deeper and deeper. I especially like the intro to level 3 and the change in music: it sets a great mood for that final level. Personally, I found the controls and collision detection to be a bit frustrating. I often got hit when I thought I was in the clear. Also, when you die the depth counter loses position (the helmet always goes straight to the bottom), so you can't see how far you got. Despite those nitpicks I think this is a really solid game, with excellent art, music, mood, and theme.
When I was beeing electrocuted while attempting to dive more and more into that brain... I could only think: maybe I deserve it :')
The ending is a bit of a downer, huh :stuck_out_tongue_closed_eyes: ?
I like many aspects of this game. The story-telling is good, and the visual style is particularly unique and clean. The character movement also feels pretty good, though I would have liked it if the walking speed was closer to the running speed, and if the running speed was a bit faster. I also think the inventory system is pretty cool: it doesn't add much to the actual gameplay, but it made me care more about the items that I found, and increased my immersion in the game.
One thing I would change is the control scheme for the gun. Using the mouse to shoot but not to aim feels clunky. Also, RMB for aiming triggered my context menu, and sometimes I would accidentally click something in that menu (like "inspect element" or "show page source") and then get kicked out of the game... definitely a risk when relying on RMB in a browser game. Also also, I kept forgetting that you can only reload when aiming, and I think that being able to reload at any time would be more natural.
Even though I'm complaining, I really appreciate that this game is innovative and explores a new control scheme! Overall I enjoyed my playthrough, and would have kept playing if there was more content!
highscore.PNG
Got a score over 100! I think you did a really good job balancing this game. It's tough, but most of the time you feel like you can juuuust make it to the next batch of cubes. It's quite an addicting game loop!
Very nice experience! Simple gameplay, but engaging because of the beautiful art and story. Also, there was an impressive amount of variety in the art! I think you did a really good job at making each biome memorable and distinct.
Why am I laughing so hard?! The SFX are too good.
This game reminded me of some old recursive robot game I played once where you could bring robots inside other robots and program them. Pretty fun, and the puzzles were at a pretty good difficulty the whole way. The real-time movement of the inside robots was a nice touch, and it was fun to wait with anticipation in the top level to see if everything went according to plan.
I think this is a great start to a horror game. It ends a bit too suddenly to feel complete, but the music, atmosphere, and visuals are all great. I agree with some of the other comments that the walking speed is too slow. However, I wouldn't speed it up much because the slow pace helps add to the sense of growing dread. I would absolutely come back to this if there was more content!
I tried to play the downloadable version, but it seems that the walk left and go deeper controls were swapped, and also jumping didn't work. I didn't rate yet, but I'll try again if this gets fixed.
Very nice physics puzzle game! I managed to beat all the levels. It was quite satisfying to find the intended solutions for puzzles 7 and 8, as they seemed almost impossible at first glance. (At least I hope they were the intended solutions :stuck_out_tongue_closed_eyes:). The music (I noticed the arpeggiation when deleting blocks :wink:), sounds, and art fit together nicely for a fairly polished product. Well done!
I liked that atmosphere that you created with the writing, visual choices, and background music; I got some Paper Sorcerer vibes. I beat the game on my first play through by just stabilizing everyone's abilities and treating it like any other turn-based RPG. Your ability-sharing mechanic was unique and I feel like it definitely has potential. As it is right now, it feels a bit superfluous. To have the mechanic play a bigger role, did you consider enemy designs that required a certain set of skills to be left unstable in order to beat? Although considering this is a compo entry you were probably fairly tight on time aha :sweat_smile:
The music was great!
It took a little while to figure out, but once I did it was really fun! I didn't get very high scores though because I was too greedy. It's very tricky to aim the boxes onto the right spot on the ship to keep it from getting off balance (maybe if you could choose direction you shoot the box with mouse/thumbstick instead of by angle with player?)
I liked the background music, it fit quite well with your setting! I noticed that it was easier if I held down right and just tapped left as needed to adjust position. Using this strategy, I got a high score of 167 :smiley: As others have mentioned, the main feedback I have is to improve the visibility of the balance indicator. It would also be nice to have a visual or audio cue to clue to the player that they will start losing HP if the don't get the right balance soon.
The cat is nicely drawn! It would've been cool if it could meow if you clicked on it haha :cat:
Overall, I found your game to be intuitive and quick to learn. One major point of feedback: I think orders that run out of time should disappear and result in some kind of penalty. This will force the player to make on the fly decisions about which order to focus on and increase player engagement.
I managed to reach equilibrium with 100 happiness :smiley: I think this is a solid foundation for a city management game. The UI was fairly intuitive and it was interesting to find the right balance. Gameplay is limited, but it's hard to expect more given the Ludum Dare time limit and your ambitious genre choice!
Very fun idea! Gameplay was simple but fun, and you had some nice looking pixel art too. Although I don't get why a bee can't just fly over the gaps...
The game can't be completed as is. The second floor is just too glitchy. Story seems promising
I was enjoying playing, but also got stuck at the screen for journal number 3. I tried both the web build and the windows download. Tried every key on the keyboard (including 'A' and 'D'), but the game would not progress.
Still, I thought the art was nice, and the soundtrack was a good jam!
The story was very unsettling. I couldn't figure out how to win, even trying to stick to stable nuclei--is there a win condition? Very cool idea for a jam either way.
Groovy music :) The game feels very polished and the upgrade system really increases the replay value. It took me a couple of rounds to really understand how points are calculated (only orthogonally adjacent blocks provide +1 for meeting rooms or rooms of same colour). I think adding a "next piece" preview (a la Tetris) would give the player a little more control over the RNG and make it more fun. Regardless, I really liked the end product you've created!
Beat the game with $4143 as my best. Very difficult to keep the status meter from dropping all the way, but it was a lot of fun getting better at flying the ship. I think that allowing you to use tractor beam even with full cargo would have been nice, because I often found myself unable to stop asteroids from making it through when I was in the middle of unloading oh-so-slowly.
Could not figure out how to get the ending, even after playing around 10 times. I like the idea of having to figure out the ending, but I think having a hint in game is necessary. Just trying random stuff out isn't working. The concept is fun though, and I liek the music.
I love the minimalist art! The gameplay is also solid, despite only having two levels. The game mechanic feels like a hybrid of puzzle and tower defense, which is something unique I haven't seen before. I think all this game needs is some UI polish and more levels, which are obviously hard to do given the game jam's time constraint.
I made it across! It would be nice if the blinking platforms stopped blinking after death, and there should be a message explaining the double jump. Enjoyable platforming, and nice art + audio. Looking forward to future updates!
I like the idea of shooting down the enemy bullets for rewards. However, I think the movement controls and/or player bullet rate/speed could use tweaking. I basically just sat near the middle and spammed bullets upwards until the boss died, which ended up being repetitive. It would have been nice if I had more control to dodge between bullets and snipe shots at the boss during openings.
The tutorial art was great! At around the 70 second mark, it just becomes too overwhelming. The sense of frustration from the difficulty ramp in combination with the slippery momentum-based movement did not encourage me to continue playing more than a handful of runs. A couple small things that would have drastically improved replayability and fun: 1) remove the movement momentum, and 2) have your weapons gradually get stronger the longer you survive. Regardless, this was still a solid entry for a game jam, congrats!
Very polished, and the difficulty felt just right. Art was great and put together nicely. Love the attention to detail ("it's not that kind of show" cracked me up :laughing:).
Very nice aesthetics and groovy background music :musical_note: I liked the puzzle-like concept of finding the longest route possible. I think it would improve the fun factor if the player had a point of reference for each level to know how good or bad their route was (maybe like a grading system based on how long their route was?). Overall this was a very solid game! Also thanks @mhm32167 for explaining the controls :slight_smile:
This was incredible! I think that if there was more player choice in the first third of the game, it would be improved, but overall this was really well written and fun to play. One of my favourites of the jam so far.
Funny concept, and unfortunately kinda relatable haha! Art feels very nostalgic, reminds me of the days of flash games. It would be nice to see how much I was able to delay mom. I'm curious if I performed every distraction that was implemented.
Very reminiscent of Don't Starve. The characters were all really creative--I liked the candle protagonist and the blacksmith. It was fun experimenting with the world to learn how to survive. I think that the nights are a little bit too long... often they weren't especially difficult, just a little boring to get through.
I made it to 132m! The art style is nice, and I like the mobility mechanics. The camera can be a bit frustrating because as you swing it around the platforms can clip your entire field of view. Overall I enjoyed jumping around, collecting things, and trying to master the game.
lovely game. I learnt new words, too!
Really fun game, it was pretty addictive. The kunai had good physics. The gameplay ended up being quite frustrating though, because the spawn indicators didn't work properly and the thrown weapons always ended up at the edge of the screen. I felt that I was just hoping for RNG in the kunai bounces for them to come back to me in the middle. Music and visuals were both really good, and it was clever to sync them with the sunset in that way. Gave a really nice feel to the game as evening set in.
The art style and the music is really nice! However, the pacing felt too fast during the game, so it was hard to focus on placing towers and reading the dialogue at the same time. I felt like I missed out on a lot of your quality writing because of this :frowning2:.
Some key quality of life improvement I can think of are: - adding an option to skip the intro sequence would be (as mentioned in previous comments) - tweaking the hitbox/collision logic to be less sticky (it was a bit frustrating move the heroes around as the kept sticking to the towers)
Also, looks like there is a bug where you can't move your heroes after the first playthrough, so I had to close and re-open the game to see all 4 endings.
Even though this game is simple, I thought it had pretty good replayability. I got to a point where I felt like I could play indefinitely. So long as you stop any seeds from growing it seems easy enough to prevent additional mongooses from spawning (though it took me a few tries to get good enough). I agree with the other commenter that the "duckling bonus" system felt a bit odd. It would have been nice if each duckling added to your score somehow, rather than only the living ones at game's end. Still, I enjoyed playing!
Fun idea, and the look/feel of the game was really cool. I liked the wargames feel to the interface. The game was a bit too easy to beat, just spy on everyone until you know the traitors, sabatoge, then give your army to the remaining loyal ones. If it had a bit more depth to the game design, especially the spying, I think this would be a really fun game. I can imagine a variant where the troop movements really matter--is that general moving their units there to defend against against a coup, or to start one?
Really enjoyable to play! The aesthetic is really nice and well pulled off, and there were little touches like the people talking that just made it a joy! There were a couple of bugs, and ultimately most of my runs ended because of some bug or another cropping up. One time all of the rooms were completely empty and it was flat forever, another time, my character fell halfway into the ground and frames started dropping like crazy, and another time I went into an elevator and it never went anywhere :cry: . But, even with those bugs, I really had a lot of fun running through the zany office. The controls felt good, the game looks great, and overall has a fun sense of style.
Oo, and if you guys had had more time, I would have loved to be able to pick things with my noodly arms and throw them at the boss to slow him down.
Had a really unique feeling to it. I liked the storybook pages and the artstyle was quite distinctive.
This is such a fun (so addicting!) and well-executed game! The tutorial was perfect and everything was so polished (from the animations to the card balancing to the sound effects). I also like your very literal take on the theme :smiley: I got 6'44" on my first try, but definitely gonna try a few more times later!
Man, this game has great vibes. Very nice art, UI, and soundtrack. Like the other commenters, I feel like I didn't quite understand the gameplay. I never got any of the yellow resource, so I couldn't upgrade, and I never had enough batteries to keep my lil' guy going. Poor little Plobnis never made it out of their 20s, but they did have quite a few cute cats fall asleep on their knees, so I guess that's something ¯\_(ツ)_/¯
I couldn't really figure out how to play this one. Perhaps you could give more detailed instructions in your description? The idea is good, and I liked the scrolling text at the bottom.
I enjoyed playing through to the end and reading the story! The combat was a bit simple, and the first time that I played the abomination I died even after attacking twice, which led to me trying various other strategies without success, until I read the comments and realized I just needed to attack twice and get lucky. Nevertheless, I thought this was a very solid game in pretty much every category! Well polished, good mood, fun to play.
The environments were really nice, it was fun to explore the little world you created. Also, very good voice acting for a Ludum Dare, don't see that too often. It did feel a little artificial how you needed to make the "bad" choice before you could progress to the next area. Good game overall.
You're able to stand at the rightmost side and safely spam the attack button until you win, which makes the game a bit easy. Aesthetically I like it, and think the mood + mix of graphical styles works.
Really well made! Not only is it a great aesthetic, it's also a really solid game. Great entry!
Fun game, I had to try a few times to figure out the strategy. Once you know what to do, you can basically stay alive forever, which felt like winning the game as much as it is possible to do. Liked the art style and the direction you chose to go with the theme.
That was pretty insane for a jam game. The combat was really bad, but honestly I didn't mind that much. It was fun exploring the world you built, and the boss caught me by surprise. Would have liked to see a bit more originality in your interpretation of a Souls-like for a game jam--I think if you ruthlessly stripped away unnecessary stuff and added your own flair, you could make an ambitious project like this more feasible to complete within the 72 hours, while still having that Souls-like feel (ex. trying a simpler combat system that's easier to make feel good, not implementing unnecessary bonfires, etc). Overall though, really cool entry and I appreciate the ambition.
Great soundtrack and addictive gameplay! For my ability it felt like the ice-cream game and bouncing game were a bit easy, the sleeping game was an appropriate amount of difficulty, and the bike game was way too hard (I wasn't ever able to beat it, and I think the closest I got was about 3/4 of the way to the end).
I think that the game would have increased replay-ability if the games started out easy, and got more difficult over time (like having the bikes get faster, the ice-cream moving more quickly, etc as your score increases). Still, I think this is a great ludum dare game and I spent quite a bit of time trying to master it!
Cute art, and glad you had the cat yowling after getting sprayed :laughing:! It was a little bit frustrating to play though. Maybe one quick thing that would improve the balance is to have an indicator to warn which room the cat is about to do something naughty in.
Wow, at first I didn't think this game was my cup of tea. However, I found this game to be oddly immersive and played through to the victory screen :smile: Nice execution of the FMV and the board-game puzzle/strategy mechanic. Casual mode difficulty was just right, early mistakes aren't too detrimental and can be fixed in one play through. I may give hardcode mode a try later.
I beat Garlic knight but couldn't make it through the next area after my blood started draining super fast. The visuals and sound were really good. I thought that the movement and combat could have been improved--I found myself getting stuck in wall clings frequently, and fighting the enemies in melee felt like just trading hp.
Honestly this is an incredible ludum dare entry! The visual style is amazing, the music is great, it feels really polished, and it's just fun to play. The game feel of being a big boss was pulled off really well, and being able to choose different moves as the game progressed was fun and kept the game interesting.
I like the character design and general aesthetic. The robotic voice-over and lounge music were good choices. The controls feel pretty good, but a little bit slide-y sometimes on the moving platforms. Also, the AI is a bit predictable in the way that it follows your exact moves, and I think it would have been fun if it tried to chase you in a more dynamic way (though, that probably would have been difficult to pull off in a game jam!). Overall I enjoyed playing!
Great concept, would like to see a more fleshed out version of this, with a little more strategy involved.
I legitimately had a lot of fun playing this game, and was pretty obsessed with playing until I managed to beat it. I loved exploring the level, and the music was great. The combat worked pretty well, but had a loooot of collision problems, which were frustrating at times. Also, it felt like the late game enemies were just super fast, instead of being more interestingly designed. Very addictive though, with a little polish it would be an absolutely incredible entry.
That was pretty good! Some of the puzzles were pretty tricky. Using many different mechanics kept the game feeling fresh all the way to the end. Each level felt pretty distinct too, as there was usually something interesting you had to figure out with the mechanics to solve that level in particular. I don't really get how this game fits the theme, and the puzzles as metaphors didn't really make sense to me, but it was fun to play anyway.
Difficult, but I really like the style and the originality! It would be nice if there was a "free play" mode where you could practice the controls (maybe the sack could bounce off the ground instead of causing a game over in this mode). The "record high" in the attached video is really impressive! It's cool that it's possible to master the game to that degree.
Very difficult, but I guess that's the name of the game haha! I appreciate that you went experimental with your idea to accompany the short story with matching gameplay. Sitting by the fire listening to a short story about someone freezing to death is a big mood :laughing:. I think if grabbing things was a smidgen more forgiving, I would've been able to listen to more of the story. I ended up googling the rest of it haha!
The art is so good and the game is simple yet fully enjoyable.
Only managed to get 18 coins on my final attempt :frowning2:. This is a very fun concept, and the graphics/art is well executed. Some things that I think can take this game to the next level: - tweaking the camera movement/player control (started to get mild motion sickness after a few play throughs aha!) - adding some kind of cue to guide/indicate to players where the next coins would be
Overall, I really liked your game, and would have tried to get the dev high score if I wasn't so sensitive to motion sickness :sweat_smile:
Dropped 160 items and successfully delayed the hoover for long enough!
Fun runner game. I liked the style and the bopin' soundtrack. The incorrectly named paint cans were funny. The gameplay is simple, but I think it works well. Good submission!
It was pretty fun to play. I thought the gameplay could have been improved by making enemies and their bullets slower (so you could actually try to dodge instead of having to tank all the time), but making them do much more damage. My strategy was to just go all in on shields, tank everything while I collect, and then run away to let shields regenerate. I didn't warp after the first time, because it was easy enough to survive with the mothership around. Eventually I won somehow, not quite sure how (did I kill the mothership?)
I had tons of fun being burned alive multiple times! It was simple enough yet challenging. Great submission.
Great idea, and its executed well too. The writing is extremely good for a LD game. My only issue is that the game ends up being a little bit easy when you realize that if you slap someone early, and then slap the complainer right after, there's no consequence to making people angry at you. Overall though, one of my favourite entries so far.
WOW, that was a beautiful experience! The art is gorgeous and the choice of rain/water dripping in the background is big vibe. I think as a game, it's missing some elements to make it fun. However, I think you were going for more of an interactive visual experience, for which you nailed the execution!
I'm always excited to come across narrative focused games on here. I played through a couple of times to get all of the endings. The parallel universes thing was a little confusing to me, I thought it was the result of oxygen deprivation at first (since the thoughts were so blurry), until I got the parallel ending. I would have loved if it was longer to setup/conclude the story with a bit more detail, but I'm guessing time constraints make that difficult to do. Overall, I enjoyed reading what you wrote, nice work!
You have got to rate games so your own game gets seen! This game is absolutely incredible, super innovative take on the theme, great story that works perfectly with the gameplay as you uncover it bit by bit. Art and music also are really good. It's making me upset that this has only two ratings despite being this good!
Looked really good. It would have been nice to be able to move diagonally.
It was fun to try a few times, to see all of the different events you put in. The writing was pretty good. It might have been nice if some of the achievements that happened earlier in life (like getting a dog) gave rise to other special events later in life (dog dies, or something).
At first I thought I got pranked and no one did anything on the train, but then I figured out that you can find all of the items. Things went by a little too fast to really figure things out logically, but it was fun talking to everyone and was generally well written.
Made it 7:40. I liked looking around the little wizard room you made, unfortunately once I realized what was happening there wasn't much time for that. Gameplay was good, but a little simple, perhaps some additional complications/tasks besides clicking spells would have made it more interesting. Had a very tense feeling especially towards the end.
Great visuals and mood! Very impressive that you were able to make something so visually engaging in such a short time. I really enjoyed driving the star-ship, and I think it would have been cool if more of the game involved piloting the ship. Great entry!
My score is 54 :dizzy_face: Solid platformer and cool music! The controls feel good and the pacing is just right (slow enough for the player to get the hang of it, but fast enough to feel the inevitable lava death). One point of feedback is that some of the items seem impossible to reach without getting hit with the lava. Maybe adding a half jump would allow the more adventurous to go for those hard to reach items, otherwise I think the gameplay becomes a bit too repetitive.
Great music and visual! Like the other commenters, I couldn't really figure out what any of the buttons do, or if they have any effect on the game at all. I tried a few games of carefully hitting buttons and trying to discern their effects, but I couldn't tell what any of them did. In my current and final play-through I decided not to build anything, and after many cycles civilization is booming and in a state of perpetual nuclear war. At the beginning of each cycle there is a population boom that immediately gets annihilated down to 1 in each category when the bomb goes off. Civilization is stable with numbers in the >500 range. Interesting, confusing, yet somehow enjoyable experience.
Played all the way to the end and beat the boss. I liked the positioning aspect of the game, where you had to be careful moving your ships past each other so you could bring the right ones in to take hits when necessary. At first it kind of seemed like a bullet hell, but I don't think it really felt like one, more like a really fast paced strategy game. The music and art was great.
@hawkin Glad you liked our game! It was made by four people though, we just have a team account (I can't even imagine making something this big alone haha).
I liked that the different items had different effects on the character, and it was fun to try and scoop up as many coins as possible each 10 seconds. It would have been nice if the hearts had an effect on the gameplay. Maybe more hearts could increase the spawn rate for coins or something like that.
Highscore 19400
I had fun, and the idea was good, but there were some issues that really took away from my enjoyment. First of all, the enemy bullets were tiny, dull coloured, accelerated, which made it nearly impossible for me to distinguish them from the background, especially when the star exploded. On top of that, the hitbox of the player was huge, and so was the enemy bullet hitbox. Player should also be allowed to shoot during invincibility after respawn. Also, sometimes you just got really unlucky with the asteroids, which felt really bad. I think a little bit of tweaking the mechanics would make this a lot more enjoyable.
What a great idea! It took me quite a while to figure out how to flip a pancake, but that was part of the fun for me. The satisfaction of getting a good pancake was actually quite similar to real life!
Very challenging! Great aesthetic though. I think I'd have been able to get into it more if there was a more clear indication of where enemies were, and when one was getting close (some kind of audio or visual cue). Fun controls though and great art style!
Was pretty fun, but I didn't bother going for crystals at all because that part wasn't fun. Sometimes the eyes would clip into the ground, so it was hard to see them. If they hovered a minimum distance above the ground, it would help a lot. Also, if the sound design was just a little better, because it was difficult to know when enemies were behind me. I spent a lot of time seeing how far I could get, it was pretty addicting.
You should work in teams! It's tons of fun, and you don't lose your vision, you get other people's vision + yours, which is usually better than yours alone! The ambience of your game was great, although I found the gameplay quite frustrating. Especially because I couldn't tell the colours of the beacons apart very well, and you had to be fairly precise with the drops. Also, there was a lot of waiting around for the ship to get places, which I found boring. It already barely matches the theme, just ignore the theme and just restart right away when you miss one! It was worth playing through all the levels though because I got to see more of your AI generated backgrounds, which were quite nice
Cool idea, but had some issues. Since spiders can spawn anywhere along the tower, you never really were able to climb, I always stayed near the bottom few towers. Sometimes a spider would jump directly from the wall onto the orb and deal damage. Also, the towers shot randomly instead of on a timer, so sometimes the towers would just let a spider through for no reason.
There was also a glitch where on a restart, the towers lose the ability to shoot.
I really liked the music and art, and the gameplay concept was good too. Just needed a bit of playtesting I think (hard to have time to playtest in a Ludum Dare!).
Really nice looking game with a cool concept. I thought that the whole "10 second" theme kind of got in the way a little bit though, because in practice, it basically just meant you could only go to the upper deck once every 10 seconds, and that you moved slowly half of the time, which was pretty annoying. It would have been nice if you found another way to use the weightlessness. The artwork turned out really well though, and the music/sound was pretty good as well.
It was fun gradually figuring out the personality of each of the criminals. At some point though, I just had a few items which I knew for certain would be accepted, and I wouldn't try any of the others. Maybe if repeatedly using the same item would make it less effective, to encourage more experimentation?
That was fun. I was victorious with 1 hit point to spare! It felt like there could have been more strategy to the game, though I'm not sure what the best modification would be. Maybe if you could know your opponent's move before they made it? Or if you could save cards to a deck for use later? Either way, I enjoyed playing, and was at the edge of my seat towards the end!
This was a really unique idea, and you did a great job executing! The 10 second theme worked pretty well here, it was just the right amount of time to keep you on your toes, but you had enough time to think about stuff. I wish there were more puzzles! The game ended just as I was getting into it.
Super creepy! It would have been really cool if you leaned more into the horror elements, but its hard to do that much in a weekend. You can beat the game in an unintended way by jumping over the bridges at the end, which I did by accident my first playthrough. Wish it was longer!
I liked the 3D models, the animations, and lighting effects. However the game was far too easy, and could definitely have benefited from some ramping up of the difficulty over time. Also, I liked how you could shoot your own bullets.
Cool looking game, and good concept for the theme. Once I learned how it worked, it ended up being pretty easy, I just gave up eventually because the game didn't get any harder with time.
Super fun! Main problems are: no sound effects (makes timing things hard), running at 30 fps instead of 60 fps (why???), no input buffering (that's a killer in this game), no quick restart button (even for whole stages), using same button for jump and dash. Still had a ton of fun getting good scores on all stages though, 2106, 2059, 1292.
I played until round 67 before deciding to stop. Since there's no HP limit, it becomes really hard to die after gathering enough HP haha :laughing:. review_screenshot.png
I like the mechanic of using the turning radius to dodge enemies. It was quite satisfying to blast all the enemies en masse after rounding them up for a while. It would be cool if you had some kind of progression system in place to reward the player for surviving longer.
Also, nice audio transition between menu and game screens :musical_note:
Very cool effect with the heartbeat. The story didn't make any sense to me though, did I fix a generator with a lunch?
Not sure if I won or lost, but it was really cool! You nailed the sound and art, its one of the most immersive games I've played in a Ludum Dare. I wish it was bigger!
Really nice art and music, the feel of the game was great. The art for your little character was really good too. The gameplay was pretty confusing to me though. I survived 9 days on my second try, but I feel like I played the game wrong. I thought there might be enemies that show up because of the bomb, spinny blades, and sword, but nothing ever came. Also the controls were really, really bad.
Great looking game! The combat system could have been tuned a bit more though. The rest of the game was really good though.
Very cool idea, I always love seeing card games in ludum dare. It took a few tries to get used to it, at first I thought the 10 second timer for playing was too harsh, but I came around to it eventually. If you could drag and drop the cards as well, that would be a lot more intuitive for me. The card art was really pretty!
I think the controls made it a bit more difficult than it needed to be, and it would have been nice if the difficulty ramped up a bit more slowly. That said, I played for a good while, because the music and simple visuals are kind-of hypnotic and addictive. I almost cracked 200 points on a run where I got multiple yellow powerups, but couldn't quite get there.
Very nice puzzle design! The last level had me thinking for a while, but I managed to figure it out eventually :smirk:
By the way, was the wall-clinging an intentional game mechanic? It felt a bit janky and frustrating at times.
Had a lot of fun, I made fourth on the leaderboard but I'll be back for a higher placement later :wink: Everything felt tuned just right, I felt like I was just barely dodging the lasers every time.
That was awesome! I love the idea, and you had a lot of variations to keep it fresh. It was also so atmospheric, and the music was so good! Great entry
Ran into a bug where the game froze when you killed multiple enemies simultaneously, resulting in several level ups on the same frame. Overall though, very fun to play. It was very satisfying to get big kills with the special ability. The hitboxes on the bullets felt a little wonky though, I was frequently shooting straight through the little enemies without hitting them.
The art is great, and throwing the pizzas at customers is delightfully silly. It would have been nice if the difficulty ramped up over time, or if some other mechanics were added to the game, but it's great for a compo game!
Lots of fun blasting away at other wizards in the arena. The game got a bit grindy at the end though, I died after getting lazy and couldn't be bothered to replay from the beginning again.
Good job for your first game! I like that you put a story in, and the art was really nice (especially the backgroudns for the levels and the story section). Some suggestions on gameplay: * You should use same button for both types of attacks * Enemies are able to hit you before their animation looks like it should! Their windup shouldn't do damage, only the final strike down * More player animations for attacks. Right now, it feels weird that you can't move after attacking, but with a good attack animation, it would make perfect sense. * Player should be able to move on diagonals. * Add some variation to player attacks! You have all these different weapons, but they basically felt the same to me.
Now that you know what you're doing, I'm sure that next time you'll be a lot faster and polish things up a lot more. Keep at it!
Fun puzzle mechanic! I haven't played a game like this before, and I enjoyed playing it a few times and getting better with each replay. I got a score over 20'000 in the end, which I was happy with.
Beat the game, it was really fun! I found the boost pretty difficult to use though, so I did a low boost percentage win. That last jump took me like 5 tries to finally get
Beautifully put together! The art and the choice of music set the tone and atmosphere very well. In my opinion, the difficulty of each minigame was tuned perfectly to fit 10 second intervals. I ended up having exactly one last minigame left (the word search) after the final conversation preceding the ending. Nice job! :smile:
That light effect is so cool!!! I loved the feel of this one, the art and music came together really well. I wish there was a bit more to the story and gameplay, because the environment was so incredible!
Built the dome. It was a really cute game. It was a bit simple on the gameplay side, and felt a little bit boring once I knew what was going on. The art and music was really nice though, I like your astronaut animations.
The sound design on this game is absolutely incredible, and the visuals are great too. The gameplay, however, is absolutely busted: - Sometimes when starting you see a level select screen, and other times it brings you right into the game. Both have different first levels - The second level in the "level select screen" mode never lets you go through the exit, even when all enemies are dead - Sometimes when you jump on a big clock you take damage for no reason - Small clocks... what even??? Sometimes damage, sometimes no damage. Often damage if they jump, even if you are above - Bells. These are basically impossible to kill. You don't bounce at all off of them, or maybe you bounce, but not enough to bounce again, so you just collide and take damage. - Level 3 of the "no level select screen" mode, has two bells defending each other, which is an unfair nigh unbeatable combo - Level 13 on the level select screen has a jump that I'm pretty sure is impossible - Level 14 (I think) has an exit door that appears to be a child object of one of the clocks. It walks side to side with the clock, and disappears when the clock is killed. Unbeatable. - ... This is about where we gave up
I made it! The Mayor will burn for his lies and deceit :smiling_imp:
I enjoyed playing! I agree with some of the other comments that there wasn't much pressure once you were in the building. I would have enjoyed more timing puzzles for sure, but I'm sure you just didn't have time to add them in. Overall I had a good time sneaking about!
Great concept, but a little bit too short. It wasfun to fly through the levels as a baby.
Got 185. Really fun once you get the hang of it, though it takes a long time to get it.
I ran 731 meters! Fun gameplay and chill soundtrack. The events were fun, and the bouncy arrows in the slime battles were nice. The changing environments were also nice.
END???
This was very fun to play! The controls felt great, and the music was a bop! I think it could have gotten more difficult towards the end, but it definitely wasn't too easy. If there were more levels, I definitely would have kept playing. Also, the animations and lighting effects looked very nice. Great entry!
I liked the art, and moving around to shoot slimes was pretty fun. Clones is a cool mechanic, though I wished that they'd stick around between pillars. It might also be nice to know where all the slimes are, to make hunting the last ones down a bit easier. I had fun playing!
I defied death many times and saved the corporation trillions! The music, black-and-white graphics, and movement all worked together really well. Playing felt almost trance-like. It was fun trying to dodge asteroids, collecting energy, and dipping down to the event horizon to drop ballast. Great work for the short time spent working on it!
Great atmosphere and addictive gameplay! I found a strategy that felt like it could go indefinitely. I only ever focused on 3 prisoners at a time, and made sure they always had food by mashing their hotdog buttons. That meant they could never poop (cleaning costs money! no poop allowed!) and their happiness increased with maximum efficiency. I was able to consistently harvest 6 to 9 people a day with that strategy. My home life involved keeping only the wife alive, and giving her money as quickly as possible before immediately going to sleep. But, with only a wife, I made it to day 33 with $3225! I ran an efficient people harvesting business, and turned many a Crumptop and Buzzly's into delicious hotdogs for other Crumptops and Buzzly's. Great game!
I ate all the energy, had 6000 points, then couldn't do anything. Cool visuals though, wish I understood how it worked a little better.
I couldn't figure out the rules, so wasn't able to get past the savoury knight. I was sure that my watermelon celery lemon should be able to beat it, but it couldn't, and any other combintaions I tried didn't seem to work either. The presentation was really good though, I loved the little comic that led up to the reveal of whether your knight succeeded.
I was harvested and cooked into a soup! Dream accomplished. I liked the big snake enemy at the end, the soundtrack, and variety of platforming challenges throughout the level. Even though there were many attack options, I only ever used drill and carrot throwing, and it would have been nice if there were other enemies that the other attacks were needed for. I'm sure something like that was planned but time ran out. Overall I enjoyed playing!
Very nice looking game, I loved your art style, it was very unique, simple, and still looked great. The bubble gun was fun to use, but I didn't really understand how the game was supposed to work. I shot the little guys, then they got angry at me. I couldn't figure out how to get more air though, I was just always running out.
Your pixel art is so cute! Feels funny dying to such nonchalant looking vegetables :laughing: Overall, solid base of a game!
Very engaging! The sounds and visuals are perfect, and make this game incredibly satisfying to play. The only issue is that it's too easy once you've got a bunch of flails, but that didn't stop me from playing for quite a while. The flails just feel so POWERFUL and decimating enemies with them is way too fun!
Quick math, platforming challenges, and money-tree management is certainly a new combination of game mechanics! I enjoyed figuring out how the money growing system worked and then trying to optimize my time between harvesting trees at the right times and going up to give money.
The intro cutscenes were really cute! I also like the idea of having a preparation stage to grow and harvest weapons before fighting enemies. It would be cool to see that concept a more fleshed out. Congrats on putting together a complete game with the little time you had! :smiley:
The end credit rap is great! I think the game play and progression is a bit slow, and that's a shame because anyone who stops playing before getting the helicopter is missing out! In particular, after my first harvest of carrots I was a bit disappointed to realize that carrot cake and carrot juice are so low value (carrot cake sells for $10, but consumes 30 resources, whereas bread sells for $5 and consumes 15... making carrot cake not feel like a strong upgrade, even if carrots grow a bit faster). Anyways, aside from being a bit slow, the game has a chill game loop and great cutscenes!
Good entry, it was fun to personalize my tree with random flags and bells and stuff. Dropping the apples onto the hedgehogs was pretty simple, but there were a lot of wrinkles, like wind, ice, and physics, that made it more interesting than I expected. I liked the smart hedgehogs
I like the art, and how I controlled two different characters on different layers. The gameplay was fun, but at once too difficult and too easy. Carrots, tomatoes, and corn are very easy to catch, radishes are devilishly hard, and I wasn't able to catch a single pumpkin despite trying for about 15 minutes. Often it felt like the pumpkins were impossible to catch, because they'd go too high for the catcher to get them. That said, I think with some tweaks this could be quite addicting!
Wow! Very impressive entry that had me hooked until I'd beaten it and gotten all the coins. In general movement felt very responsive and natural, and the spider's dynamically animated legs were great. My only complaint is that the web swinging mechanic felt a bit off. Instead of following the spider's natural arc you'd get a kick of momentum when releasing the web which felt unnatural to me. But other than that, I enjoyed the level design, the exploration, the calming music, and eating tasty bug snacks with my little spider friend.
I was congratulated for winning! I like the aesthetic and the controls felt smooth. It's a little easy, because you can just wait by a bed until all the nurses leave and then drain the blood. Maybe if you were "tainted" for some time after drinking the blood and needed to hide then you'd be forced to move around and hide from the nurses more. Nevertheless, the atmosphere and evil fun of being a vampiric robot kept me playing until the end!
I got a score of 2212 by using lots of seeds as pieces. I really like the graphics, and enjoyed running around the world. My "use lots of seeds" strategy wasn't very fun as it involved waiting for a lot of seeds to grow, but it felt like the easiest way to get a high score. Nevertheless, I still enjoyed my time with this game!
Enjoyed playing and getting to know all the best trash bins. It was always most sad when someone would throw me some bread, and then the harvester would zoom by and knock it all the down the street leaving me to starve :laughing:. Walking around the city and finding the different items and NPCs was fun!
I love playing visual novels when they get submitted. There was a lot of dialogue in this game, which gave the characters much more depth than I'm used to from LD submissions; the twist at the end hit a lot harder given how well you come to know the characters. The AI art looked pretty good, but I would rather you had opted out of the graphics category, as it doesn't seem fair to put it against games with human-produced art.
I also liked the increased speed and drop rate after each new sandwich. It was fun to fill up the whole screen with sandwich ingredients :laughing:
I love the vibes you created! It was fun reading through sack guy's hilarious little monologue; I think you nailed his character :smile:
Very fun! My first play-through was pretty slow and I got Rank B, but I immediately played it again and got Rank S in 2:12. But I knew I could do a better run so I played juuuuust one more time... and then a few more times... and then again and again until I got a speed-run I was happy with! S Rank in 1:19 :raised_hands:
I do think that the platforming controls felt a bit off, but they clearly weren't _too_ off, otherwise I wouldn't have played it as much as I did. I also ran into a bug a couple of times where a box or platform would be somehow "behind" the character, making them impossible to jump on top of. This was a pretty rare bug, and I'm guessing it's some kind of physics issue, but it killed my runs when it cropped up.
Anyways, great soundtrack, great level design, fun variety of abilities, and a unique 2D/3D platformer look! Overall I'm very impressed with what you guys accomplished here. Harvestbest.PNG
Looked really nice, there was so much detail in the background, and the character animations looked really nice for a game jam. The movement and combat was ok, but could have been a little more interesting. I ended up just running past all of the enemies because there wasn't any reason to fight them. I wish it was a little more complete, hope you keep at it!
Simple but fun! I enjoyed perfecting my strategy of going fast but slowing for turns, and avoiding cows+fences at all costs. Even though the AI cheated on the turns it felt pretty easy to beat, and it would have been nice if it got better after each round. Nevertheless, it was fun to play and master the game as is!
Nice game, reminds me of Crypt of the Necromancer! You tuned the timing for hitting the beat just right; I had no issue matching the beat.
I noticed you had a whole 3:36 track on the SoundCloud link, but I only ever got to hear around the first minute of it during the game (since it resets every level) :frowning2: Maybe a game jam hack-y workaround could be to just keep the song playing between levels and sync up the start of each level by keeping track of the beat?
Great atmosphere, and shooting the big laser felt good. Learning to move as little as possible and lining up shots to hit multiple enemies was fun. I lasted 86 seconds on my last run and noticed that the Bomb Drones keep spawning after death which is kinda funny :laughing: solarship.PNG
The hand-drawn artwork was great, and I also loved the sounds/music. I made it to an ending where I died somewhat abruptly after insulting my cellmate. It's a nice change to play something with a more "high-concept" approach to the theme, although it felt like I didn't really have any control over what was happening. It didn't so much feel like I was reaping what I sowed, as much as just selecting dialogue options over and over, trying to progress to the next screen. Still, had a really cool vibe which made it worth playing all the same. Nice work!
The change in atmosphere when the melon gets up is great! And then after you kill it going back to harvest more melons with a smile on your face is very funny. I felt like I got to a place where I could play indefinitely, and found myself wishing that the game had a bit more progression. Maybe the melon boss could get strong each time or send out more challenging bullet patterns? I still enjoyed playing though and getting a good melon harvest!
Heads up that your web build is broken on mac! It causes chrome/firefox to hang and potentially crash. Doesn't work in Safari either.
My team's game has the same problem. It's an issue with Godot 4's web export. See this github issue: https://github.com/godotengine/godot/issues/70691
Might be worth uploading a Mac build so Mac users can download and play! I'll play the web version on a non-mac later so I can rate it :smile:
Great entry! The art was great and the story was funny. I like how the papers still got my name wrong even after being crowned ruler of the earth.
Overall, I thought the gameplay was solid and engaging. One bit of feedback is that sending multiple asteroids into space didn't up the challenge much. After one asteroid made it into space it was often trivial to send the rest out the same hole. But I still had fun getting the first asteroid out, and liked the spherical twist on breakout!
Corporate might not be proud of me, but I'm glad for the happy roof pigs! The puzzles were well thought out, and never got too difficult. It was fun to see the conveyor belts in action once a level was finished.
I couldn't figure out how to survive. I tried punching taps, but I got only a tiny bit of water from each one. It took half of my water just to go from the surface to the first tap. I'm not sure if I was doing something wrong. It looked really nice though, I especially liked the shark model.
@federico-delgado I tried again on a stronger computer, and it seemed to work a little better, the sub moved a lot faster. I think there might be some issues with the gameplay at lower frame rates.
I liked exploring the little fishbowl, it's hard to make a 3d environment in a jam and you had a lot of nice art. Punching the sharks was definitely the highlight for me :punch:
My record was 27. I think I got the hang of combat, but I found I was often getting killed from glitchy behaviour. The arrows often didn't hit enemies, and sometimes I got hit by enemy hitboxes which weren't actually there. I also sometimes fell off the screen, or knocked enemies off the screen, which softlocked the game. I liked the art style and animations, and the really wide frame for the game was a cool idea.
I wish the game kept track of my longest run, I think I made it to year 500 after a ten or so runs. It was really fun managing the numbers given the cards that were dealt. I think there's a lot of potential to expand on this idea!
Figuring out how to efficiently knock the snowballs out was fun. Controlling the alien felt pretty smooth. It would have been cool if there were abilities you could collect/use to change up the gameplay. Nice work using a new game engine, that's definitely an extra challenge!
I really liked the world that you created! The colours on each of the sea creatures were so cool. The game felt really chill and friendly until I got stabbed for holding scissors haha. I played again to get the true normal ending though.
It looked really good. I thought the ending was going to be him finding a way to reach back into the world of the living to change his will, but the son still won't be able to go to Paris because he'll be destitute :( I think the approach to the narrative was good, it was fun seeing things just out of reach, and getting to anticipate what we would learn about them.
I got stuck on level 3, but might come back to it. Very challenging puzzles. I thought maybe the progression of falcons was parabolic, but that didn't seem to work out. Sometimes the number of falcon signs would change when going back up, which confused me. It seems likely that I'm not smart enough to finish this game :thinking:
Great art and visual polish! The mechanic is a nice twist on the classic platforming genre. I beat the first two levels, but glitched into the ground on the third level by the moving platform. Spent 15 minutes trying to beat the 4th level, but gave up in the end. It felt good when I pulled off a strong dive bounce up to a platform, but unfortunately the physics of the hamster/ball felt too inconsistent and the controls too unresponsive.
Fun idea, although I couldn't find anything to do after breaking the force field. Maybe if there were several consecutive force fields that you were trying to break out of?
I like what you were going for, though it seemed a bit incomplete. The idea was super creative in a creepy way though. I wanted to keep playing after I esacaped the monster but there wasn't anything else :(
Really good first Ludum Dare! The art style was really cool, I liked that you took the time to make screens for the story at the beginning, and the background was awesome. The game was super hard though! Is it actually possible to make it to the surface, or does it just go on forever? At some point it felt like there were so many fishes that even though I shot constantly my cage never moved
I loved the crazy flame effects as the levels progressed! Really impressive for being made in a day. I think the basic puzzle mechanic was well enough explored, and it's easy to see how it could have been extended if there was more time (e.g., by adding other constraints to the demon graph).
@alessandro2024 thank you for your comment! These are completely original designs. While I use AI as a tool with Ps, Ai, and Stable Difussion, following current trends in design, the art is mine and not AI’s. I am happy to share my documentation with you if you send a message using my website: nikolehidalgo.com
I made it to the end with a nice little cave and a pile of gold! I agree with the other commenter that having a restart button would have been nice. I liked that the combat felt both arcade-y and goofy and even a little puzzly (needing to do double hits sometimes based on how many objects were available). Overall a really solid entry
I got to the end of the long level! I think a 2D portal mechanic could lead to interesting puzzles, but the portals were a bit too simple in this game for good puzzles to emerge. Portal placement didn't really matter - I found myself just putting the cursor over my character and then click+ctrl to teleport, never needing to move my cursor otherwise. In the end the "puzzle" came from following the instructions on the signs, which was fun to figure out, but left me wanting more. I liked the music, mood, pixel art and the shader effect!
The art and vibes are on point. I played multiple times. One time I ignored all summons and got my best time (40ish seconds remaining). Another time I went to as many summons as I could, until the fish guy summoned me again. Even though the gameplay itself is quite simple, seeing the different summoners is a great reward, and the silliness of the world is delightful
Definitely addictive! Fun to find out how to best strafe around the enemies so they clump up so you can throw the hammer for max damage. The voice lines were great too, giving the game a silly vibe. Also, as a Godot user, go Godot! Screenshot 2024-04-22 224517.png
I tried quite a few times but could never beat the final boss! At first I had the same problem that some other people have mentioned: if you try to control the game with arrow keys it doesn't work properly (can only shoot horizontally, and can't move horizontally if holding jump), but using the arrows on a numpad works great. The tunes were great, and I liked the retro feel!
Great vibes. I had a good shift and stayed long after it had concluded.
Great art style, and I loved the cutscene at the end (a very nice reward for beating the game!) I agree with some of the other comments that casting spells felt a bit finicky at times, but overall it wasn't too much of a problem. It would have been cool if there were more spell related puzzles, because the game introduces all these cool spells, but then you don't get much time to explore different ways in which they can be used. I'm sure that was the plan, but time always runs short. Great art, fun music, cool idea!
Enemy golem defeated! At first I was trying to blow into my mic to generate sound, which worked, but also made me lightheaded halfway through the battle so I needed to change up my strat :stuck_out_tongue_closed_eyes: Fun and silly idea. Perfect for a game jam
I like a lot about this game! I think it's missing some aspects in terms of strategizing, and the items might need some balancing, but it's already pretty fun to summon a bunch of goblins to watch them bounce around.
Big fan of the bouncy cubes. Wasn't sure if there was an end, but I felt like I made it pretty far into 5 cube drinks. It felt good to learn the colours and serve drinks fast!
Made it to the end! The third last level and the last level were pretty challenging, but definitely in a good way. Great entry!
Like seemingly everyone else here, at the end of the game I went to pet the cat and was pleased. Very polished short rpg. Though the gameplay itself was pretty simple, the dialogue and vibes were enough to keep me engaged and wanting more by the end!
Woah! I was really getting into these hairball puzzles on the last level and was sad when the game suddenly ended! Fun puzzle mechanic, and great difficulty curve to the puzzles. Really enjoyed playing!
Great puzzle game! The audio and visuals aren't polished, and the controls felt clunky. I think the "undo" button would feel snappier if it reverted you to the state before your last merge/split, because those are the only moves that can't be "undone" by repositioning blobs.
But the puzzles were really good! A lot of the levels were set up in tricky ways that made them seem impossible at first, so you'd need to break your initial assumptions to solve them. Level 4 was particularly well designed (and probably the most difficult).
I beat all the levels, and made it to the "You made it! GZ!" screen at the end :smile:
Love the cute voice lines and background music! I could see this expanded to be a wave-defense highscore-type game.
Love the art and concept! Will there be a macOS build?
Love the game's 80's aesthetics. I was not expecting my bugs to want to murder each other. I was hoping they'd be friends. There's a weird bug (lol) that had my unt spinning in the corner at one point. I might have glossed over the instructions, but I don't think it is exactly clear what the symbols on the bugs mean. Also, the instructions should be condensed to be easier to follow.
Great humour, but the cat always murders =.=
The minimalist art, audio, and story all fit very well together! The combat was a bit easy against the bosses, it would have been nice if it was a bit more tactical.
Nice relaxing atmosphere, it's like a 3D Where's Waldo-style game. Unfortunately this triggered my motion-sickness quite intensely, so I had to stop after finding 7 of the creatures :frowning2: I noticed the mouse sensitivity was super high, which might be what triggered the motion-sickness.
Capitalism in a nutshell. Love every bit of the design! I wish I could zoom in to see my little workers get me some money. I was surprised that my guards would die at the first confrontation :( We need better self-defence training for them ASAP.
Looks like it has great humour, but alas, no macOS build :(
It was fun grappling around, I liked when you ramped off of a building and could take a moment to choose where you went next. Got 35 at my best.
Love the game! The attention to detail with the Drawer Sheep dunking into the holes is great. Puzzles are challenging too.
Nice music/audio! I stopped at 51 snails. It was a bit too easy/repetitive to group up the snails and keep dodging them forever.
Cool mechanics! It showed me that my hand eye coordination cannot handle keyboard and trackpad properly at the same time. Definitely adds to the challenge. Loved the design, too.
I like the idea, but I thought there could be some improvements for it to feel a little better to play, like if you could see your next dice after you shoot right away, or if the enemies came in patterns that fit dice better so you could feel more clever. Also if you wiggle your mouse when you shoot, you can hit more enemies
weiiiiiiiiird
Embedded game throws a 404 or is it only me?