Foon → Ludum Dare Explorer → Users → Broxxar
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 38 | A Small World | Terrasphere | compo | 3.25 | 2.00 | 2.75 | 4.50 | 4.25 | 4.00 | 3.75 | ||||
| 2016 | 37 | One room | One Way Out | compo | 77 | 3.83 | 3.35 | 3.17 | 4.43 | 4.48 | 3.74 | 4.00 | 50 | ||
| 2016 | 35 | Shapeshift | Lux Anima | compo | 75 | 3.84 | 3.20 | 3.33 | 4.39 | 4.51 | 4.12 | 4.23 | 62 | ||
| 2013 | 28 | You Only Get One | You Only Get One | compo | 77 | 3.71 | 3.37 | 3.43 | 3.71 | 3.98 | 3.31 | 2.20 | 4.21 | 95 | |
| 2013 | 27 | 10 Seconds | Play Time's Over | jam | 149 | 3.44 | 3.29 | 3.24 | 3.60 | 3.95 | 3.32 | 2.80 | 3.16 | 92 | |
| 2013 | 26 | Minimalism | Proxy | compo | 127 | 3.71 | 3.53 | 3.68 | 3.61 | 3.53 | 3.55 | 2.11 | 3.56 | 100 |
Good start but it needs a lot of bugs ironed our before it's playable. Namely, ability to jump gets disable sometimes, character gets stuck bouncing even when not holding jump, and the atrocious hit boxes on some obstacles.
Very interesting. Love the home made sound fx, especially the "Oh yyeeahh".
The pull of the nodes felt a bit weak at times, which became especially apparent when the areas that kill you were introduced.
Love the old gameboy feel. Didn't love my crew abandoning me because they were too afraid of me... I'll maroon anyone I want on any island I want!
Nice game, good job with the theme especially.
Needs a bit of refinement but the idea is interesting. I found the best strategy was to just spam all the buttons and rely on persistence of vision to see the whole world.
One of the best games I've played so far. My one and only complaint is that the tones you chose for drawing a path are ear piercing. They would be much more pleasant if they were a little lower pitch and all belonged to the same key.
Couldn't get the strategy. Though I've been lost in a corn maze for like 4 hours before so when I can't even see the walls of the maze I'm in I don't stand a chance.
Neat concept though, gameplay wise it's missing something though I can't quite pinpoint what.
Could really use some music!
Neat idea for a control schema. Could use check points and maybe some better level design. One of the biggest challenges is right at the beginning before you've even become accustomed to the controls.
Really stunning visuals, love the look and feel. The dialogue was also fantastic. Well done.
People are saying the controls aren't tight enough, but for me they are fine. The real travesty is A LIVES SYSTEM. Really? It's making the challenging platform jumps a lot less fun when after 5 deaths I have to start all over.
Especially considering that if you die holding left, you're almost guaranteed to off yourself on the left wall right after you respawn.
All things said and done though, this is a pretty fun game, reminiscent of I Wanna Be the Guy or meatboy, so good job!
Also, you can get infinite minimalists score on the first stage by spamming Enter to reset the stage. Pretty sure that's unintended ;)
Cool game, painter mode seems a bit buggy. Puzzles could be a bit more challenging.
Felt really slow pace. As well I encountered two bugs:
AI units were able to do 180s on the spot and stay on their own line (making them invicible).
AI passed through my line on more than one occasion and didn't die.
It also didn't make a lot of sense that you had to wait for the time on a round to finish before the next began even if you'd killed all the enemies on screen.
Can't for the life of me figure out N.
It's not a question of whether or not it's too hard or too simple, but more if people can work out arbitrary key stokes based on vague placement of rectangles and no visual feed back...
Cool game, well done using HTML5. My biggest problem was the audio was loud and peaking.
Really tough, but also addictive!
Also, when you hit Space on the web version, the splash text for "Sluggish!" pops up, doesn't seem intended. Just thought you ought to know.
Cool stuff. Would be interesting to see where you take this post-compo.
Pretty neat little pixel art platformer. It was frustrating that when you're on the ground but touching a wall you do a wall jump instead of a normal jump, especially since many levels start you in that position so hitting jump instantly throws you into a green ball.
Not sure I understand, is there just menus to navigate and no game? Minimalism is about doing a lot with a little, not simply doing a little.
I can dig it. Nice job!
Interesting idea but it seems a bit buggy, couldn't click on all the tiles and after clicking the core it seems you have to refresh to replay.
Some issues with flashing colours and screens, but it was a good game regardless. Had fun, wish there was more and some audio to go with it. GL with post compo.
Great, simple, theme is used well.
Oh and addictive fun, best of all. Great work, sound and music would be the next step I imagine.
I think it's a bit of a cop out to tell your audience to put on other music while they play. That being said, I played without music, and the tacking of my mechanical keyboard was not relaxing.
Great work with the theme. Gave some big points to humour to for the social commentary about how things like internet trolls and farmville should have a low priority in life and clicking the larger square representing things like that took a big chunk out of your score. Great stuff.
Why use left mouse button for shoot and not use WASD for controls? No consequence for being hit my enemies makes this pretty meh. All you can do is slide around mowing down WAY too many awkward moving enemies that ignore any collisions with walls.
Much like other reviewers, like the narrative and the puzzle solving, dislike the down time between events. Overall a win though, great work.
Switch palace to strong. Well done, dialogue was great.
Really cool. Love the representation of distance from the goal, and the bombs that cost time. A really neat game, would make for a cool tablet game.
Really nice looking visuals but the gameplay is just a bit too choppy and buggy to really play it.
The background music felt unnecessary to me. Out of key piano playing is rarely a good fit. Would have preferred some synths/pads playing a relaxing trance or something.
The gameplay itself was a bit tedious, maybe start with a smaller square for the first puzzle, because for the most part you're just slowly filling in a large square without much strategy. Only when you get to varying shapes does it start to get interesting.
Really difficult. Dying by going out of bounds was pretty frustrating, especially when the first few nodes that spawn are right near the edges. It would be nice if you had a dynamic camera that moves with the player.
This is a hard platformer. And I like that, well done!
This could be fun but the challenge is just way too low. Consider limiting the editor a little bit, number of edits, restrict what blocks you can/can't edit.
Hands down the best potato game I've played so far, and that's really saying something on account of how many damn potato games there are.
For something so simple to actually invoke an emotional response... you really hit the mark in terms of theme and mood. Well done.
The way you have it broken up into multiple zip folders was really irritating. The game itself was alright.
Cool idea with a decent execution. A little bit of polish and some more levels/varying types of enemies would take this a lot further.
Great work.
Wish there was more to then simply guess and check your way through. Also it crashed after prompting for my name on the first stage.
I like a challenge, but I felt like the challenge stemmed from poor control schema and not from solid controls and good level design. Still fun to play though.
I was surprised when it ended, seems like the levels could have been procedurally generated. Perhaps find a way to make it so holding 'w','a','down, and 'right' doesn't clear every stage.
@lpcustom
First of all thanks, glad you like it! If it's within the rules, I'll add simple script to restart a level with 'R' or something.
As for ideation, I kinda just had a rough idea and let it evolve as I coded the base mechanic.
This was my concept drawing from just after 40 minutes into the compo: http://i.imgur.com/1ZZ5MmE.jpg
@bastiandantilus, could you elaborate? I've tested that puzzle a bit, and I believe it can be done not only by slamming the block down onto the left side of the teeter totter, but also simply dropping it from its max height.
Keep in mind the the mechanics of your jump allow for slower falling and higher jumps while the space bar is held. So the jump should be more manageable if you use a combination of downwards force of the block and a well timed jump.
The humour included really wasn't to my liking and was a bit of a turn off.
Also you should not have this in the compo, it should be in the Jam if you are going to use multiple assets you made before hand.
This is... interesting. It's seriously buggy the way you sometimes finish a level only to repeat it, but then start in the next level after dying. The collision detection was a bit iffy. It isn't exactly an innovative platformer and it's missing key elements of most modern platformers (namely variable jump).
Nevertheless, all the best with your game. If you continue on post LD I would really recommend you can tighten up the platforming elements before working on more vampire gimmicks.
It's interesting and certainly minimalistic. But there's something to be said about picking a crew that's very gunner heavy, and then the game simply becomes click the same spot for 2-3 minutes. There's definitely something there though in terms of the day to to ship management.
I was disappointed that by the third stage there weren't any new enemies yet. Once you learn to block the only threatening enemies (the red ones), you just have to wait out each stage then make a dash for the finish.
Good use of the theme.
I was at like 70 points and I had never let a block land on top of another. Naturally I was like "pffty, what twist? camera shake and lighting?" Then it happened. Cubes... cubes everywhere.
Simple and fun, great work.
Pretty standard free runner, I liked the character animations, but the background music was mute worthy, really used like two different keys over laid or something. Just didn't sound nice (especially through head phones).
This is SICK. Honestly the most fun I've had in ~90 LD26 games I've played so far.
Really cool but like others have said, the controls are just hard to get the hang of and the game play seems overly complicated.
Probably the best use of the theme I've seen in 40-50 I've played. In its most basic stripped down state, THIS is GTA. Really superb job. Hope to see this go somewhere post comop.
Looks fantastic, would love a download link though!
Run around planting trees, grass, and flowers to get your boyfriend frisky enough to make 10 babies with you to kill all the monsters... This game has some quirks with gameplay and is a bit of a grind to beat but damn it's 5/5 on humour for me.
That being said, this is a good basis for a sort of harvest moon/viva pinata style of game and is very promising in that respect. I'm a fan. Great work.
Aside from a bit of awkwardness when pushing blocks this was really fun. There was maybe a bit too much block pushing though. But the puzzle was tough to solve (in a good way) and it looks fantastic. This was really one of the best games I've played.
There is a bug in the top down minigame where you can straight up walk through walls, though it doesn't affect much since the game ends after ten seconds but alas.
Was the intended strategy to discover an area and lure the blue square into it? That doesn't allow for very much exploration through the pretty procedurally generated land.
But if you're intended to just chase after him, the later levels become a headache of bumping into walls and pretty much relying on RNG to let you catch.
Aesthetically very pleasing (while using minimal shapes and a simple pallete, major points on theme), but game play a little lacking.
Still an enjoyable experience, and one of the better games I've played so far.
Oh also the web version wasn't working, something about calling load outside the main thread.
One of the better runners I've seen in the Jam/Compo. Great work
This I like. Seeing a lot of use of primitive shapes in unity being called minimalism but not achieving much. This however, just uses primitives and lighting to really create a cool environment.
My one and only suggestion would be to give all the spheres a pulsing animation, either translation, scale, or maybe both. Make the whole environment more dynamic.
Anyway, great use of theme, great mood created, well done.
Really cool once you get the hang of it. Love how you represent health and cool downs with colours and shapes. Would be great if it was a little bit more organised, sometimes it was a bit chaotic with enemies and bullets on the screen.
Over all a really fun game.
Really couldn't get a handle on the controls. Aside from that, it's a neat game, good use of theme.
Really stands out in terms of graphics and just game feel in general. It lacks in gameplay a little bit though, but maybe I've just played to much minecraft for one life time.
Nevertheless, great entry!
As others said, a bit strenuous on the eyes. Really cool idea none the less. Made it to difficulty 6 before my head exploded.
Very nice to look at, though some splashes of colour, might have done a bit more. Nice music track too, well done.
Just got SSS. Great game, really enjoyed that.
10.7 seconds! Clever and silly use of theme. Well done.
Great execution but the gameplay was a bit monotonous at times.
I think next time you do a Jam, you should put your clearly capable 2D artist to better use than making a menu. Avoid a massive scope super kickass 3D game next time, and focus on getting fun, polished game play in the 72 hours.
Silly and fun. Good stuff.
I actually think I liked the graphics more before there upgrade. The Pen and paper aesthetic just looked more put together. Good use of the theme, similar to how I used it.
Wish there was a bit more depth to choices, but the mood and environment was great.
Good on you for trying your hand at Ludum Dare! Submitting an incomplete project still beats not joining in at all or dropping out early!
Hopefully hear about this again in your post mortem.
Quite fun. The time slider was a neat touch, but I feel like there should be limitations because in general you just want to go as slow as possible to perfect each jump, and there's little incentive to going quicker.
Would have been nice to be able to pan out the camera a bit. Neat use of theme.
The reaction time puzzles were the best (Random key placement, clicking the pop out books).
A bit of a bummer ending though.
Enjoyed the humour, I imagine you'll do particularly well in that category!
Really smooth gameplay. Enjoyed this one a lot.
Controls were a bit of a pain. Don't see how theme made it in, most of the events, my time needed to be between 11-14, instead of say, 9-11, (forcing me to complete the event in ten seconds).
@cjordan1683, your comment has no feedback on my game and is an unwarranted insult. Please leave your negative comments off my entry. :/
@Dream of Sleeping
Yeah I think I got into the original scope of the project in my post-mortem. The original plan was 8-10 rules, and the last rule would always be "reach the finish" where after ten seconds you'd be killed indefinitely ahaha.
Thanks for the insight, I'll give yours a play when I'm back to my PC tomorrow!
Really crude but charmingly fun.
This is neat game, but I don't know that it compliments the theme. The time limit just made it too difficult as it went on.
Drop box 404, check your link!
My highscore: 887,599,040
Great little game, lots of fun for something so simple and silly.
Had to give a few more tries: 1,677,561,472!
Get those leaderboards up ;)
Neat little game. Behaviour of the balls is a bit to predictable though, so not too challenging.
As a note, opening this in a 1920*1080 window, it was very difficult to find my square at the beginning.
I was confused as to whether my ten seconds started: when I started the mousedown, when the eyelid animation finished, when the bell chimed. Other than that remark, this is an awesome entry, wish I had played it full screen at night with the lights off to maximize the effect!
A surprisingly compelling story. Well done.
Cool idea but the controls were a bit too hard to master.
Not the most intuitive game, but still interesting.
This has potential but the control scheme was really lacking. Was disappointing to barely get a single kill.
Got to the point where I was just spamming the space bar. Was disappointed when after I saw the boss, I never saw him again. I died at 121 while kiting a HUGE mob of creeps.
Pretty neat game, think it might be a bit more challenging if powerups were tradeoffs and disappeared after they'd been on screen for too long.
Quirky and fun, this is a fine entry! A bit on the difficult side though ;)
As REIN1 mentions, there are just too few unique assets. This is mostly a prebuilt sample project with a bit of crude GUI you made and the themed timing mechanic.
You would really go and give someone else negative ratings because you didn't like their comment?
That's a really poor choice. The Ludum Dare community is a great community and it doesn't need negativity like that. Giving someone a bunch of 1 stars certainly because you disagree with them is certainly not in the spirit of the competition.
Shame on you. I hope other people who take the time to play your game recognize your poor attitude and let it affect how they score your submission.
Don't be so immature.
I haven't really said anything negative. I originally offered my honest opinion about your game. It bares striking similarities to http://www.unityracingkit.com/.
If I'm mistaken, and you modelled the car yourself and programmed the racing physics than I truly am sorry.
But still, your insults are unwarranted and not in the spirit of Ludum Dare. I try to make informed criticisms on other people submissions (and more often compliments as well), not this ad-hominem insulting you've been throwing about.
I'll be messaging a moderator about your behaviour and blatant disregard for the community.
Best game I've played so far. The most unique take on Rock Paper Scissors, great use of theme and beautiful pixel art and sounds.
Really superb.
Pretty solid, but RNG factors in a little too much. Still had fun playing a few rounds, good job!
Great audio, graphics and of course, mood. I found the experiment write up at the end was a bit difficult to read though, a combination of the resolution and the hand written script.
Really solid. Would be great as a mobile game. My main issue was death penalty was a bit cruel, but still was very fun.
I actually gave this a 5 on graphics. I see so many instances of people using really spectacular looking 3D assets and dozens of comments about how great the graphics are, but the designer is typically using prebuilt models, or relying heavily on post-processing bloom, AO and alike.
This on the other hand demonstrates really interesting and unique art, and to me that means a lot more than lens flares and sun shafts.
The game itself plays quite smoothly and integrates the theme well, so overall great work!
Captured mayhem very well, but as Vasileiadis said, the controls were a bit wonky.
Liked the music and use of theme but I'm not really a fan of the game itself. This game exemplifies a negative stigma associated with games made in Unity. This happens when games feature no art and only uses default prefabs and lighting.
It's a more acceptable approach in a game jam where there's limited time for art assets, but still, you can't express your creativity when you don't at least attempt to make art for your game.
Not sure where the theme worked it's way in, but the game play was solid. Though I'm not a fan of how resource production AND resources were consumed by building structures.
Fantastic use of theme. And kudos on the beautiful volumetric lighting.
A lot of fun, but I couldn't always understand why I had died. Great sprites though, really well done there.
Works well as a mobile game. Would be great for kids.
Simple and clean. Works as an excellent memory game for training your brain! My one criticism would be that the entire board shouldn't be displayed again when you hit an incorrect number, only the number under the tile you misclicked (and any others that you've already correctly highlighted).
Really like this one. Well done!
Congratulations on completing your first Ludum Dare !(and maybe even first game?) A superb effort. As per your post mortem, things get easier the more you make games and get familiar with the various libraries you use.
Hope you can participate again LD #28 and with an even better game!
How the ship controlled wasn't obvious, but I liked that. Great game.
Really nice. Could use a bit of polish but that was splendidly fun.
Amazing. Really truly amazing. Way more fun than draw something!
I've left you a rather generous rating to hopefully make up for the unwarranted poor rating from the obvious troll.
The game is what it is, a bejewelled clone with a really nice looking aesthetic. Very well executed. Though the majority is right, you should remove the Mario music.
Cool but wickedly too hard.
Not quite sure I got it, but this is pretty awesome. Honestly just flying through the procedural terrain was awesome, not really sure how the vaporiser or oxygen mechanics played a part. Aside from not running at 60 fps, this looks great.
Enjoyed this. Pretty solid platformmer!
A lot of fun! Crashed for me unfortunately, I had many many goblins stacked on top of each other and when they all collided with the orb it froze up.
Really polished looking game, though really strange. I can't imagine what possessed you to make 'G' the jump and confirm key...
Like others have said, awesome looking and sounding, great feel, but not really clear how to play.
Best game I've played. The multiplayer experience was amazing.
I'll put up a spoiler later on, but for now I'll let people try to work out how to get out alive! As a little hint, I'll say that the lighting in the game isn't just for show.
Thanks everyone, glad people are enjoying it! You can read my post mortem if you want a spoiler on how to solve the puzzle! I also mention how I did all the art and what not. Cheers!
Ahaha yeah Almax, that was an annoying little issue. It actually compares the center of the player to the center of the object being clicked, which for doors is actually their hinge, so you have to stand on the wrong side of them to open them! Oops :P
Glad you enjoyed it!
Witty take on the theme. Good game, but some of the platform jumps were a bit awkward.
Hilarious all around.
Really ought to have the key presses land on beat with something, and there's no visual feed back when you hit a key.(the arrow could pulse or explode or something)
But I have to admit, I played for a long time, so something about this works very well. I was disappointed that it's so damn difficult to get to the end with all your original parts. I think you should give the option to retain one of your parts every turn to make getting to the end looking like yourself not so damn RNG dependant.
This is a damn solid entry. Awesome looking sprite art and audio/ambience. Only negative thing I think to say is that it could be a bit deeper. If was more meaningful than just straight up "here's a fact", and you could maybe derive more information if you really thought about what people were saying.
Awesome job overall, really one of the best I've played.
This is great. Would be nice to have some visual feedback when you hit the worm, maybe flash red or something. Other than that this was a pretty solid entry, orbiting mechanic was really well done.
Neat! My only gripe is that I couldn't use WASD but I had to use the mouse!
Well done
This is pretty good, but some things about it I really didn't like. The floating mechanic was just bizarre, and the jump that shows you to press the 'e' key doesn't even require you to use float, so I didn't even figure out at that point that it did anything. Would have been much nicer to make holding space be the float.
The theme being tacked on as "only get one minute" was really weak, honestly it makes the game punishing and you'd have had a better game without it.
Still, controls aside from 'e' were solid, and the art style was light and cartoony so nice job there.
Died a couple times to spikes that looked a lot like grass. I was also a bit confused as to how double jumping/wall jumping worked. Sometimes it would work, other times it wouldn't. Really cool aesthetic, though it doesn't score many originality points with so many games using the flat colour/silhouette style.
Simple and eloquent! This is a lot of fun. Would also make for a great mobile time-waster.
Really long load time and performing a hard refresh to restart are a bad combination! Could you not just use Application.LoadLevel() to refresh the scene? Or was that causing bugs?
Considering your recent tweets about how many sprites you can render and still pull 60 fps, I'm disappointed that my screen was not filled with more sprites!
Well done, a stellar little game.
Pretty great but as others have mentioned the lengthy intro is really detrimental. Awesome graphics!
Really awesome looking. I think tacking the theme on in the form of only getting one life was actually a negative though. Hope to see a post compo version with a bit more explanation and a proper ending!
Putting aside the word "game" and whatever that means, this is not an interactive experience. I'm all for experimenting in jams, but this is maybe just a bit too far into the realm of experimental to be a good fit for a jam.
Still, it's quite neat. Nice added touch making it start on the end screen when you return to the page.
THE ENDING... I dare say this is a perfect game. Incredible controls and feel, awesome music and art. This is really an amazing end product for a 72 hour jam. Great work you guys!
Very complete and polished. Also I'm a sucker for these incremental games!
http://ludumdare.com/compo/2015/04/22/wee-pon-speedrun/ I did a speed run of your game and abused a glitch! Great mechanic, simple but interesting.
Welp... that is the coolest mechanic anyone will ever make. Anyone making a pixel-art puzzle-platformer with a gimmick should just pack it in because they will never top this.
Definitely unlike any other game I've played in LD. Also did he just stuff that bloodied woman into his bag?!
Honestly perfect 5 stars. This god damned amazing.
Love that lo-fi image effect. Very cool!
Pure, unadulterated fun. Reminiscent of Super Hexagon in the best way. Also really smooth shape shifting!
That spooky laugh is too spooky. I gave you a 1 on audio because it spooked me so good.
Incredibly well done! I died on level 9 though and was really sad to see there are no checkpoints or anything, especially given how brutally difficult the platform levels get :(
http://i.imgur.com/ysW7GM5.png
I wouldn't have even thought to cheat if your post didn't mention it... Muahaha!
Definitely worth pursuing this project post jam. Love the HLM look and feel.
Very well done. I survived with the tiniest amount of health and it was intense and awesome! Love it.
Really neat puzzle mechanic. Once I got the hang of it, it was a lot of fun!
The Souls inspiration really comes through, but the controls feel too rigid to really "git gud".
HE WAS THE BOX THE WHOLE TIME I KNNNNEEEWW ITTTTT
Fantastic game. It was a bit awkward to control the character at times, but I'm not sure how you could even simplify that.
I also managed to get stuck by crouching in an awkward way. I couldn't extend out of where I was stuck or un-crouch!
Short and sweet, enjoyed this :)
This is really cool, though I felt like I was fighting against the controls a bit (something which my entry suffers from as well).
I found my self trying to correct mistakes with the arrow keys, having to reset felt awkward if I accidentally pressed up, and just wanted to shift back down. It seemed like I should be able to press down to undo an up-shift.
This is really fun though. With minor tweaks to the controls, I could see myself sinking a lot of time trying to get a highscore in this.
Thanks for sharing on stream! A lot of fun! But damn those Shurikens.
Really polished, slick graphics. Has a very "Vlambeer" feel to it.
Interesting game. Wish there had been a few more mechanics, after the first level the other two just felt like rinse-repeat. Nothing new or more challenging compared to the tutorial.
Was also hoping for a big boss battle or something at the end! But that 48 hours really flies by, huh?
DAT ENDING DOE.
I was the invader all along! It was earth along!!!
Very confusing! But after my second try I was able to get a score of "OK, I Guess".
Love the narration!
Favourite game I've played this jam. Charming retro art and sound, interesting use of theme, and challenging without feeling unfair. Excellent job!
Very Nuclear Throne, I dig it. Though you should check out JW's talk on "the art of screen shake". This game could definitely benefit from some of his lessons!
Fantastic job on the music, it's really well done. Also your post moretem of a busy family life and still finding time to jam is incredible. Amazing dedication to the craft haha :D
Tying your health and power together was a clever mechanic. I also enjoyed that it never felt "unfair", no enemies seemed to spawn right on top of me which is often a pit fall of these types of games. I will say that the 3D background didn't add much and it was a bit confusing that the walls were invisible (rather than being the edges of the screen, or otherwise represented).
Overall this is pretty decent, great job :D
Nice minimalist design, though the muted maybe aren't the best choice if they have a gameplay impact. Not to mention this would just be impossible for color blind individuals.
Very impressive! Rhythm games are not usually tackled in a jam so that alone was quite the feat. Really well done :)
Fantastic job! Really well done, and the ending was just adorable :D
Absolutely positively delightful. Incredibly polished, great visuals and audio and a good bit of fun too boot. Really well done!
Nice work! My only critique is that I wish it weren't just an arcade game, but rather if there was some win condition. I really wanted to help the poor girl escape some how...
Also, on itch.io if you label your downloads properly, people will be able to install directly from the itch client which is always handy! :D
@hermetic, the ending was very rushed! I made that particle effect and the "drawing you in code" in literally the last hour of the jam. It was originally planned to be a very different sequence where you actually escaped the room to the field in the painting.
Thanks for playing! :D
Genius as always!
First things first, alsways make it stupidly easy to play your game, a lot of people won't be willing to download another application and you want more people to play!
The game itself is interesting. Nice job on the toon-shaded lighting. The Non-euclidean nature of the room could have been disguised a bit better. It was often noticeable when geometry clipped in and out of existence or I was teleported around. Maybe consider what is visible in the view frustum as well as position, so the sort of "magic" door ways don't show their seams as much.
Great job overall, this was one of the most fun plays on the theme I've seen!
Looks fantastic, but is a bit lacking in the controls department. Movement wasn't as snappy as it should be (given the parallels to quake/doom). I'm guessing this is just a product of the default Input settings in Unity. Ramping up the gravity of the WASD controls would help a lot with this.
Also seems to take place in pretty discrete different rooms. Would have been nice to see some use of theme there.
Don't let those little qualms of mine get you down because this is still easily one of the best games I've seen in the Jam and maybe even LD to be honest. I'm basically critiquing this entry as though it were a released game because it is so far beyond what is typically created in a jam. Good luck going forward if you decide to make a full version of this!
This is a fun little arcade game! I will say I wasn't a fan of the 25 second mark's "every space but one" pattern. Too RNG dependent. Love the jelly's animation, really smooth looking. Great work :)
Wow that is one stylish gecko! Really enjoyed this, love the animations and the music. Fantastic work!
A little bit of ambient/bounced lighting would go a long way here!
Very well done! Glad to see other Shader Wizards in the jam, and you also did an escape room to boot! I think I like your puzzle much more than my own though hehe.
Fantastic work you two!
Neat prototype, and I don't think I've really seen this mechanic in a puzzle game before so kudos to your for iterating on the genre!
Nice! I think I've played too many janky physics games though because I was pretty much able to keep up with the incoming rate of boxes haha!
Nice creepy atmosphere. Maybe say in your description just how much you finished because I did think I was missing something at first. Grats on your first LD! :D
Neat game. Well done on your gravity/character control, that part felt perfect. The audio needs work though, the music was a bit much while wearing headphones ><
Nice pixels and pleasant music! I have a feeling you developed for a fixed framerate though and didn't enable VSync, so if someone's machine runs the game faster than yours things get a bit bonkers! I was moving and jumping at a million miles-a-minute heheh.
That was unexpectedly challenging! I love me some skill based platforming, and even though this is a rough-hewn prototype, it shows promise of level design apparent in the genre of uber-hard platformers.
I will echo what other's have said though: you should probably communicate somewhere the the player can double jump!
Spendidly cheerful concept and graphics! The characters controls felt a bit strange, like I needed some sort of floss-based grappling hook or something. But all around this is an excellent entry!