Clone Stacking by CrociDB 2024-04-15T14:32:02Z
Interesting game! I like the back-tracking idea!
Foon → Ludum Dare Explorer → Users → BruceZoom
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Connect | jam | 276 | 3.78 | 3.75 | 3.98 | 4.32 | 3.09 | 2.84 | 3.36 | ||
| 2024 | 56 | Tiny Creatures | 👥 | Every Light Counts | jam | 59 | 4.16 | 4.02 | 4.12 | 4.19 | 4.30 | 4.19 | 2.50 | 4.40 |
| 2024 | 55 | Summoning | Numeric Summon Circle | compo | 209 | 3.36 | 3.20 | 4.06 | 4.22 | 2.86 | 2.54 | 2.38 | 2.75 |
Interesting game! I like the back-tracking idea!
Really fun and addtictive!
Really nice puzzle game and lots of interesting levels! It seems after clearing a level, the grade of level is displayed randomly using one of four colors of these wizards. But the gray one is really unclear, and I cannot tell whether I get a full grade or not when its grey.
Amazing game! The first time I get to choose a bonus, I was confused because mouse clicking isn't working. Then I realize I need to type to get the bonus! I love the way you persist one simple but interesting control through out the game!
Very nice game! I love these particles in the game, especially the effect of blood transforming into object.
What a cute game and smart level deisgn! Thank you for making this incredible game. BTW, maybe the drak tiles in the first environment could be a little brighter. It's difficult to distinguish walkable tiles and holes.
Nice game! Summoning chicken stuck on the ground is an interesting idea.
Get confused by the the meaning of symbols at the beginning. But really addictive when figured out which ingredients to use. Nice job.
A very interesting game! The AOE range could be a little larger, otherwise it is really risky to do melee combat. The same for the [Space] attack. In fact, I didn't use the melee attack at all.
Very cool game! Watching electrons flying around and kill massive enemies is really enjoying,
A really beautiful game! But after a few cycles, it gets a little boring as the previous cycle's music fade away and I start to doubt the meaning of keeping hit the beats. Maybe adding more feedbacks or rewards can give players more motivation to play the game.
Very nice game and interesting mechanisms! But the resolution seems weird. Can bare see what's going on in the game.
Really cool game! And really diffult. The time stopping could be a little more responsive to make controlling easier.
Thanks for your comments!
@lightningst The inner nodes with different operators will have different initial production time. For example, multiplications are very slow, about 10 seconds per operation, while addition only takes 3 seconds. You can speed up different nodes with upgrades in the shop, and they will eventually reach 1 sec per operation. (I guess I should add this information to the hover tooltip.)
@legendarypie As for the inconsistent spawning, maybe you are talking about rewards. When an enemy (and your minion) dies, there will be some probability that it drops its number and gets added to your inventory. If an enemy is killed by a minion with exactly the same number, then both will definitely drop their numbers. That's how I thought would encourage players to adjust their calculations to match enemy's number instead of just building a huge number.
Thanks for playing the game and comments!
@goodwincek Sooooo sorry for the bug. I added this feature at the last moment because I realized some remainning minions from last wave may interfere player's strategy for next wave and it's better to remove them on player's choice. But I failed to test it thoroughly. Now I fixed the issue and may minion No.934(1/8) rest in peace.
@denilseven Thanks for feedbacks and suggestions. I added a count down timer before the next wave is imminent. (But I am too lazy to add a count down for the number of remaining enemies in each wave.) As for the multiplication power, I was using the low production speed as the trade-off for making large numbers but that could still not limit player's creativity in making large number and then I give up. But watching a giant kill your enemies is also a cool thing, and I don't mind players to enjoy this.
Thank you all for playing my game and leaving comments!
As you might have discovered, I am really pool at giving in-game guidance, especially when the game has mechanics more complicated than WASD :( I will try to come up with a better way to do that in the future.
@adamg Thanks for the feedback. That's also something troubled me, because I can't find a way to let left clicks go through these giants nor a proper way to display the nodes when a giant is standing above it. Then, I gave up and let this be a feature of these giants.
@anson-rutherford The ultimate goal is still beating enemies. You can still do that without matching numbers, but that would cause you eventually run out of ingredients (these numbers will have very low drop rate if you do not match numbers). And without gold coins obtained by matching numbers, the shop upgrades come much slower, and you might eventually be outrun by the increasing enemy spawn rate. That's what I was in mind when designing the game, but really didn't have the time to perfectly balance the system.
Great job! Really cute cat and nice pixel arts! But I get stuck in the summon room.
Cute enemies and nicely drawn towers! But I get stuck at the end of wave 4, maybe you want to fix this small bug.
Interesting puzzles!
These dices are soooo cute! It's so smart to make tiny things alive to have tiny creatures!
A very cute game! Sometimes really wish these rabbits can eat faster. The grid locks when the rabbits are eating the row and makes the control feel a little irresponsive.
Screenshot 2024-10-14 194416.png Wolves are amazing! But are really vulnerable to late game boss with high speed and aoe damage.
Really like this procedural animated snail and physical mechanisms! And really wish to explore a larger world and more levels!
Screenshot 2024-10-15 160942.png Nice game! Really like this innovatiate control of movement. But the 3D effect makes controlling the ball a little painful cause the center of the graphic is not the position where the force is applied to. It took me a while to figure out why the ball is always tilting to the bottom of the screen.
Very cute and cozy game!
Really like programming games and really glad to see one in this jam! The mechanism is self-contained and interesting. I managed to prevent the apparatus from overheating, but not my computer. The game is extremely slow with lots of creatures spawned and some optimization would help (probably not something fesible during the jam). Also, really looking forward to seem more build system and and more in-depth mechanisms integrated.
Thank you all for playing our game!
@comicsans Oh no! We forgot to make nests remember the launch direction. Thanks for reminding us!
@daflamingpotato Seems the darkness is causing trouble. Either for finding the right path or prevent running into obstacles. But some obstacles do mismatch their colliders, and we will fix them in the future.
@wodensfang Yes. Frogs in the large pond have ridiculously long range. Because we want to put no lights on that lake while provide players some obstacles. Other frogs should be of similar ranges.
Thank you all for playing!
@alexascher Congratulations on clearing the game! Apologize for the first difficulty. We could have make obstacles and their collision boxes more consistent or have more hints for the ones that you can pass through. But for the second one, it is an intensional design where we want players to feel lost without the help of light. There are a few lilypads that points the correct direction but they are also quite difficult to find and to be understood.
@alexascher Thanks for the feedback! That's definitely a bug. Gonna fix it later. Seems lily pads are still not good enough hints. Those two-in-a-row lily pads points the direction to either next two-in-a-row pads or the goal, the nest. Other single lily pads are pure decorations (maybe we should remove these).
I find the progression a bit slow. Your pawn take actions in short intervals but they accumulates to a slow progression. But overall I like the idea to control both the enemy and the player using one set of signals! It creates interesting strategies.
Swearing using smoke signals is so fun! It's a really interesting take on the theme! I didn't fully figure out the rules of the language, but I would say I'm so good at swearing lol
I like the graphic! But the progress is a bit slow. The same set of simple parameters is repeated too many times before the real interesting part.
The art is really cute and the game is really challenging! Though my eyes feel a bit hurt with these flickering sprites lol
A really cozy game. The idea of running a radio station in the outer space and let other ship help broadcast your radio is so cool and romantic. I wish the game progression could be more interesting. It's really a good idea to keep developing.
Really good art and juicy effects! But really challenging since I'm no good at multi-tasking.
It might just be my personal flavor, but I find very few motivation to keep playing the game. The goal is to survive. But the "upgrades" I choose only makes it harder to survive. TBH, the moment I found out my effort is only for making my life harder I wanted to skip the upgrade, and I wanted to stop playing when I realized that I couldn't skip it QAQ. I think the game could benefit from adding some real positive feedbacks (in terms of gameplay mechanic).
The game really created the feeling of tension. I was desperate and started panic when I lost half of my ship's integrity and a false signal is tracing me. I almost gave up but I gathered my courage and kept going. And I finally reached the goal. The game is too short. But it provided a very short and trilling experience!
The massive destruction is so fun. But the upgrade UI is a little buggy with the tooltip panel blocking the cursor, you might need to make the tooltip ignore raycast. Multiple sound effects played at the same time could be improved. It's a bit noisy but that kind of made the massive destruction cool.
A really enjoyable incremental game! It is a quite deep mechanic to produce a signal with a large number. I would like to see the module placement is grid based. The current one feels a bit unsatisfying because sometime when I add a new module it fails while I don't see any overlapping it has with others.
Really nice implementation of the idea! Here are a few things I noticed while playing. - The wiring is not very responsive. Everytime it took me a few attempts to be able to connect. - The diificulty curve is a bit weird. Many levels feels like just try-and-error and not really a puzzle.
But congratulations on finishing the jam and keep on working!
@glem-fumeno @benjaminm @sebastian-fuehr @cotijelucie @cat-value @shivvvy @awwwz Thank you all for playing my game!
@cotijelucie The revolution of modern internet! But in game lol
@awwwz Maybe I should have added more instructions. The purpose of the current design is to let players figure out most of the game themselves, but that's really hard to do. I have supply the control for any operation one can do when the mouse is hovered upon something interactible. But seems that's not enough.
@neox Thanks for playing the game! - I agree the UX is a mess here. In fact, I intentionally made click and immediate drag to move the object to make it easier to move the object. I didn't realize it made the wiring hard. - I should have explicitly say the splitter can have more than 3 outputs in the tooltip. Sorry about that. - Chaining all repeaters near the source is definitely one strategy. However, you need to use WiFi to broadcast it to other areas, but the wireless sender has a bandwidth limit, which brings one challenge to this strategy. - It is also less modular. You would have to adjust the layout in the source area everytime you have enough money for a new repeater. While on the other hand, applying repeater only in the middle or at the end of main routes waste some data but provide better modularity.
@yuriscat 感谢游玩!各区域游玩时间确实没有仔细调整过,毕竟game jam能做完就不错了hhh 如果带来了困扰,我表示非常抱歉orz
事实上区域的解锁除了作为目标驱动玩家游玩,还有一定的教程的作用在里面。区域一主要是教学基础的有线网络搭建。本来相加更多的隐藏区域的,但是确实如你所说可能比较难发现,就只加了一个影响不是特别大的。区域二是强制要求玩家学会无线网络的使用,同时这个阶段的理论上限会大于源头的上限,开始引导玩家寻找可以优化的细节,同时让玩家意识到源头是有上限的。区域三repeater的解锁让玩家得以对源头的数据进行扩容,解决前一阶段的问题。同时带来三个优化目标,驱动玩家进一步研究优化方式。
@drainkid Thanks for playing the game! And sorry I didn't get to adjust the pace very well. The second area is intended to be slower so that the player has sometime to learn optimizing the WiFi network and can realize the bottleneck of the source output. But TBH I'm also kind of worried that it might be too slow.
@fractal Good job! Packet inspection is definitly a good idea. But, wait, I thought I have updated the UX so it should have been better. It is still weird? Could you be more specific about why it feels weird so that I can further improve it? I would really appreciate it!
@fleetingmoment Thanks for playing the game! The key idea to optimize in the current game is to prevent waste. Everytime an oversized packet (say 64mb) send to a device (say with input size 16mb), 48mb data gets wasted! So the optimization would be carefully divide packet to fit into the input size. But this might be too obsecure that it should have deserved some in-game hint/tutorial.
I was suprised that the terrain does not deal collision damage to the submarine lol
It's a good implementation of the concept. But the game's progression is a bit weak. I don't know why I'm collecting $2000 and what's it for. Maybe that's something worth figuring out post-jam.
But congratulations on finishing the Jam!
Cool art. But I don't understand the mechanics of the game. I found the music, but I had no clue what's the goal in the second stage and what do those two knobs do.
Like the art style too! I also really like the bat flying control! Nice work! However, the wave mechanics could have been more meaningful. And the control for skills could have been simplified.
I don't know why this doesn't work. The mechanic is quite unclear. Like I don't understand why TTL is decreasing so fast as I extend the route and looks to me many levels are unsolvable as the TTL clears out like the one in the screenshot. ScreenShot_2026-04-21_091154_091.png
But hey, I finally found a game that has a similar idea to mine! Nice work!
@head-priestess-ari Oh, that makes a lot more sense now. Thanks for the explanation!
Nice work! I wish there is a way to adjust the scroll sensitivity.
The music and art style is so sick! But what are coins for?
Really cute cat!!!
Nice implementation of the idea! I also made a network design game this time. Welcome to try it out! I also agree that the guidance could be clearer. I find it quite puzzling that the uplinks in initial levels only have one port and it says you need to upgrade or place a new one but I can't find where to do that.
Really fun to play! Though I still don't fully understand the game mechanic of taking damage. It seems when the small ball hit you or the wire, you take damage? SFX will definitely make this more intuitive. Another suggestion is to make small balls more visible. It's color is a bit similar to the background and becomes hard to react to them when their number goes up.
The update version seems to have no UI at all and there is only a space ship in the upper right corner that left no thing to do with it expect moving around with keyboard.