FoonLudum Dare ExplorerUsers → BryceLTaylor

BryceLTaylor

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202558Collector👥I Hath Slain the Dragon!jam5503.293.223.844.113.403.173.853.27
201841Combine 2 Incompatible Genres👥Scoopjam2.802.463.303.462.382.372.832.50
201740The more you have, the worse it is👥Starbage Manjam7203.283.003.443.463.003.644.093.26

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by BryceLTaylor

LD39 — Running out of Power

AC vs DC - War of Currents by Orbat Games 2017-12-26T15:44:02Z

I can't seem to run it on my mac. I found the executable file called acvsdc but clicking it opens my terminal, runs a few things and nothing loads. It says this (I've cut out the full file path:

/acvsdc/Contents/MacOS/acvsdc ; exit; dlopen(jre/lib/jli/libjli.dylib, 1): image not found Error: failed to load VM runtime library! logout Saving session... ...copying shared history... ...saving history...truncating history files... ...completed.

[Process completed]

Then it just hangs

LD40 — The more you have, the worse it is

Lovely Kana by FireSlash 2017-12-06T04:17:40Z

Nice! In my first game I thought that the first choice at work was what to do on the train, so I napped for the first few days. Strangely that was my only play through where I won. Also, it was much more interesting and varied in responses when I was doing poorly. Overall I liked it and did multiple play throughs.

Reroute Reboot by OddballDave 2017-12-22T16:52:55Z

This was really cool! I really wish it had any sort of tutorial at all, though, even if it was just a few screenshots with sections highlighted and some text. I had no idea what I should click, or how to do anything. I stuck with it and eventually figured it out and I'm glad I did. It was really well done.

The visuals were good, but some of the text was hard to read, especially the dark text on the light blue background. The packet information was really clearly shown, so you could tell when you were going back and forth on a city.

I don't think it really fits the theme at all. It was definitely better the more cities I controlled. At least more mainframes. I wish there was some sort of factor that made it harder later. Once I had 3 mainframes of packets at my disposal I basically didn't have to do anything. It put all of the interesting gameplay at the beginning. But ultimately it was great!

Blobville by Erkberg 2017-12-28T16:18:55Z

This was great! It felt really polished, the art was adorable. I really liked the sense of progression through the game. I always had things to do and something to work towards. Really nice.

The Curse of Mangara by PavelDlouhy 2017-12-15T01:25:07Z

I liked the gameplay when I actually got to control the character and get coins. I thought it was nice that the enemies all speed up, making it harder and making the choice of which coins to get first relevant. The story ended up being way longer than it took for me to beat a level, which was sort of frustrating. Not that I don't like story, but I wish there was more time playing the game. It also seemed mostly irrelevant to the gameplay. And the fact that the story resolves without the players input seemed a little strange. I think I would have liked it more if the magic items you collected affected the gameplay.

The music was nice, though. Overall I think you did a good job.

Loot & Looter by NickZangus 2017-12-15T00:32:37Z

Hey, I'm having trouble getting the mac version to play. It looks like it flashes open and closes again immediately. I'm running version OSX v. 10.11.6.

Loot & Looter by NickZangus 2017-12-15T19:34:25Z

Nice! Thanks for fixing that, it worked. I thought it was fun.

The camera controls were a bit wonky. They swing really far each time I moved, making it really hard to aim or even look where I wanted to look. It wasn't so bad that I couldn't play it, it just felt like I was fighting them the whole time.

I love that the skeletons bash the crates open. It's really nice and gives you an option for when you have shot all of your treasure. I also really like that the treasure is your ammunition. It makes deciding whether or not to take a shot an interesting choice. I also like that you can't kill the skeletons but shooting them causes them to flinch. Is shooting that skeleton worth it? Sometimes. Which is a good answer to that question.

Sometimes when starting a level I would immediately get rushed by skeletons and others I wouldn't. I think I had a better experience when I started in a safe place and I could look around for a second. I liked that I got to make the decision to rush in. It made it feel tactical.

I liked the cartoony art style. And I liked the music. It all had a good feel.

I wish there was a restart level button when you died. Or even if it just started you back in on the level and there was a main menu button to click. It would make jumping back in quicker. I do appreciate that you could skip the intro, though. That helped a lot.

I really enjoyed this game! Thanks for making it!

Electrical Overload by Skosnowich 2017-12-28T15:46:51Z

This is a cool idea. It was frustrating that your initial setup involved building 4 different things, especially since it was possible to not know which ones to build and end up screwing yourself over. If your power generator acted as a warehouse and the first beacon it would have been much easier to get started. It could even be a bad warehouse and/or beacon at first, just enough to get you so you can't deplete the resources you need to go forward.

You could easily build yourself into a corner, literally. I got stuck behind the warehouse, which is huge, and so I had to restart the game. I tried to unbulid it so I could move around, but then I didn't have enough resources to build another one and couldn't get any.

I like the particle effects and the light source flashing, especially if you walk away from your generator and look down a dimly lit corridor towards a flashing thing. That was a neat effect, but the relentless sound of it zapping was too much. If you only had to be around it for a little while it would be fine, but there was nothing else to do but be near a zapping thing.

Also, the drones harvest really slowly. Even when I kept building them they just took forever. I had to stop because I was doing nothing but adding a drone every few seconds, which wasn't fun.

I really like the models. I would say that the quad-copter style for the drones made it hard to know how many there were, it always looked like more than there actually were, especially amid all the (really nice) particle effects they were in. That is just a nitpick. I really like the look of all of them.

I think that this is the core of something super cool. A first person, rts style resource gathering game is really cool. I think it just needs some more work. Good job!

Haunted House on 43rd Street by Franklins Ghost 2017-12-17T19:00:35Z

That was fun. I liked the creepy music in the background and that the sound effects seem to have been performed by someone's mouth. I love the animations. I wish there was some more gameplay or some more properly diverging paths. Possibly multiple endings. I want more! I understand why there isn't, though.

Also, I LOVE that there is an android version! That's what I played.

Nice job.

Remembag by Satyre 2017-12-17T18:19:44Z

Pretty nice. I felt like I was moving way too slowly. Since I could see exactly where I wanted to go, it was mostly just frustrating to take forever to get there. Most of the symbols (trophies?) were the Gueardian guy, I think all of the ones on the second floor, so I never saw another symbol on the door. Since the door wasn't labeled I just grabbed a random one and it often worked.

The instructions were a little unclear. I've never played the packing a bag game you mention so that is unhelpful for me as a player. Are you supposed to always put them in in the same order ending on the newest one? That was my best guess, but there were only ever two lights on the collection bin, so It didn't give me feedback that was useful.

I just realized that it accepted any symbol I threw in no matter what. It didn't have to match anything.

I found the game confusing, but I think I get what you were doing. It looks nice. Keep it up!

One Final Task by HuvaaKoodia 2017-12-28T17:06:36Z

Awesome! I really liked the puzzles. That last one was super hard, too. I liked all of the elements, the box types and special spaces. I liked the dialogue. I do wish there was an instant restart button all the time, but that's a tiny thing. Great work!

Prinsen Gulden by King Kujito 2017-12-08T00:26:40Z

I really like the art style and the use of the theme, and I really like the 2d 3d combo. I found the controls very unresponsive, though. It was often super hard to get lateral motion enough to jump out from under something, which I was asked to do a lot. I also kept dying on spikes because they blended into the grass. I would just suddenly be dead and I would be surprised.

I did like the super meat boy style-like short puzzle levels. I'm not sure if the levels were randomly generated or just randomly assigned, but I think I would rather have had a sequence of levels where I had to beat each one in order than an endless game randomly given. It might just be me, but when I fail at something that I think I could have done I like to get another go at it.

I also really like how you handled the tutorial. Including the text in the world to run past is nice. They were occasionally hard to read, but I was in a safe space so that wasn't really a problem.

Overall good work!

Prinsen Gulden by King Kujito 2017-12-08T04:22:33Z

@king-kugito That makes sense. We all make sacrifices to get it out the door in time and I think you made absolutely the right choice under the circumstances.

Komainu by pi mont 2017-12-07T05:51:20Z

I really liked this game. It was fun and polished and I love the art. The cherry blossoms falling are a really nice piece of atmosphere. I really wished I had a reason to use the sword, which I found out I could swing after I had killed all the enemies. Being close to them to use it mostly just seems really not worth it and easily avoidable. There was also a shiny thing that I don't know what it was or how I was supposed to interact with it. Also when I killed the last enemy I really wanted something to happen, preferably more game! A You Win screen would also work. I felt accomplished for beating it all the same. Also the music added a nice atmosphere of tension and adventure. Well done all around.

Tabletop Farm Simulator 20,000 by jcsirron 2017-12-15T06:05:52Z

I love the idea of different game modes, but it seems that none of them quite worked. It seems maybe overambitious. Killing varmints seemed to have no purpose and when I ran out of bullets I couldn't do anything else. Not even go back to the farm.

I have no idea why my land caught fire or what I could do about it... wait... clicking fire puts it out... huh. I'm still not sure what causes it.

One of the biggest problems is that it's impossible to tell where to place things so they'll interact with the other things. If it was on a grid, or it drew a circle of influence I would be able to tell, but I didn't seem to be able to get things to interact easily. Things have to be sooo close to each other to interact, such as placing irrigation near the river. And you can't place them if they're too close. The range of places you can put them are too narrow and hard to find. I often thought that things didn't work, such as irrigation and power lines.

In one try I did manage to harvest some fields. I like the idea. With a little more polish I think it could be pretty fun.

Brick Racer by nekoballs 2017-12-17T19:57:55Z

Great! I love that you have to actually make a decision about whether or not to try to hit blocks AND health and that the answer to that decision isn't always the same. That's really nice. I really like the curved track; it does a good job of showing you what's coming in a reasonable way. It felt like I was playing on an Atari again in a good way. It was just fun. Good job.

Super Mailman by 0xDD 2017-12-07T23:26:09Z

I like the art style, I'm super into cartoony art, and I enjoy that the character is a actually flat and flips around. The animations are nice. I love his face changing. I'm not into the physics, though. Desperately hoping that the angle it hits makes the boxes fly in the right direction when trying to make them go up is frustrating. I really appreciated the walls that were walls for boxes but not the player. I wish they were on all of the levels because sometimes I got stuck because a box had flown to far. The presentation is nice. Keep it up.

Snaketris by Yngvarr 2017-12-06T02:30:42Z

@yngvarr only 2.5 times harder? It was ridiculously fun, but basically impossible with one person. I played with a second player later and it was still fun. I wish the snake spawned at a random position at the top. It's possible for the snake to die and become unplayable and then just be in an unwinnable game of Tetris for a while. Really fun, though.

Snaketris by Yngvarr 2017-12-14T04:34:18Z

Hey, I just wanted you to know that @william-macfarlane and I do a podcast about game design called Side Quests and we just did one about Ludum Dare and in it I mentioned your game! (All good things.)

If you want, you can listen to it here: https://soundcloud.com/user-433639808 (We're also on iTunes and Stitcher)

Spacelitch by Flaterectomy 2017-12-08T01:11:31Z

This was great! My biggest complaint is having to go through the tutorial every time I died... which was a lot... because I kept playing... because it was fun. I love that you're a dog. You didn't have to be a dog, but you went there. Awesome. I found that I could get to the boss easier (at all) if I just didn't get any power ups. Also, I found that crashing into things was overly punishing, killing you all the way rather than just giving you one hit, especially since it meant you had to start over and redo the tutorial. I loved the art and the music. I love the little portraits and the story they tell. Really great job.

Spacelitch by Flaterectomy 2017-12-14T04:33:51Z

Hey, I just wanted you to know that @william-macfarlane and I do a podcast about game design called Side Quests and we just did one about Ludum Dare and in it I mentioned your game! (All good things.)

If you want, you can listen to it here: https://soundcloud.com/user-433639808 (We're also on iTunes and Stitcher)

Hesperidian Trees by jlauper 2017-12-15T04:39:25Z

This launches on a mac but it is just a white box with no game.

Travel Light by Shivur 2017-12-15T01:09:17Z

Shooting the zombies felt nice with them falling back a little. It made them seem sort of unstoppable at first. But then it just became way too easy. I didn't really have to worry about getting caught, which made the meat feel useless. Also, was I supposed to be eating human?

The first time I ran out of bullets and then couldn't do anything but run away. But you move so much faster than the zombies that that wasn't a problem. Really I just wished that I had somewhere to go. That was true in general. I mostly just wanted a reason to do anything, or for it to be much harder. There could be more zombies appearing, or if they had better path finding I might have had more problems on my hands. As it was I just had to line them up so most of them got caught on a corner and shoot the few that made it around.

Lastly, the mac version crashed on me several times, though I appreciate that you built one.

I think that with a few more features it could be really fun.

人気があるよ!(~Be popular!) by Jordgubben 2017-12-17T19:25:35Z

I thought it was a neet idea. I like the idea of having to actually sign something, but there was no real reason to actually do it. I did most of the time. My experience was slightly hampered by the fact that after you sign an autograph sometimes the fans just sit there in the path and you can't move past. If they ran away from you clearing the field, or you could move through satisfied autographees it wouldn't be quite so bad. I had to restart the game several times. I never actually made it to the end because of this. Nice job overall, though!

Attack of the Killer Zombie Veggies from Outer Space by abcdef65g 2017-12-28T15:02:43Z

I love the walking broccoli guys. They are great. I got confused because there was no differentiation between the guns on the ground and there were too many types that it was hard to know which ones had bullets and which ones didn't. It would have been nice if there was some differentiation in shooting with them too, but for a jam game that is really more of a nitpick. Also it would have been nice if there was a consequence for them getting past me. Basically as it was I could play forever as long as I didn't touch a mutant vegetable.

Good job over all, though.

Piggle Puzzle by fractalsunrise 2017-12-06T02:15:59Z

I played way more of this game than I set out to. The first puzzle is figuring out the rules of pig spawning and movement. There are some important aspects that are not mentioned in the instructions and aren't intuitive. They are discoverable though. I had to turn the sound off, because it took me a long time and was a little repetitive. The puzzles were good and kept me wanting to play more.

Beer O' Clock by krammetje 2017-12-06T00:23:38Z

I loved the sound changing and getting all wibbly as you drank. Nice touch. I like the cartoony art style.

The Will of the Wisps by adsilcott 2017-12-15T00:18:19Z

Wow, this is beautiful. I love the art style and and the music. The atmosphere is fantastic and your slow pace really helps to build tension. I love the alternative art for the commonplace objects when you get far enough along.

I also liked the way you used the theme. It's not harder for the player but worse for the character.

Great job!

The Will of the Wisps by adsilcott 2017-12-16T03:54:57Z

I liked the update! I like that you re-tuned it so you need to shoot the little glowy things. I'm not sure if it was intentional, but when I died I started over with all of the glowing things I had when I died. I also think that some checkpoints would be nice. Once you know the pattern of where the things are, it's a little frustrating to play through the first ones again since you move so slowly. I still like that you move slowly, though.

Bee Rush by FDR 2017-12-26T02:11:11Z

Yep, that's what I see on a mac as well.

I didn't know we still had that by Papaver 2017-12-06T00:57:43Z

Memory games are hard. I felt like I was fighting with the controls, but I'm not exactly sure what would have worked better. Eventually I got it, though. I like the art style. Nice job.

Fungus Among Us by Lukuluk 2017-12-17T20:58:27Z

Okay that was fun. I really like that they multiply when you kill them. I wish it got harder as you went on rather than easier. At first I died a few times near the beginning, but once I started upgrading, especially the attack scale, it became much easier to get more powerful. Soon I just became death incarnate. I had to actively try to get killed. I wish the different types of mushrooms had some variation in their attacks. The same strategy kills all of them, which got a bit repetitive.

I also wish there was some sort of end goal. I sort of got all the way big and then just kept killing things for a bit before letting myself die. I understand that it's already a pretty polished game that you made in a really short period of time, so that is a fairly minor critique.

Overall, really good.

The weighty island by frederikja163 2017-12-15T21:44:33Z

This feels like a nice start to a bigger game. I played it once and felt like I couldn't do anything. I didn't realize that the axe and pickaxe were different things, they look so similar in the shop and in your inventory. I went back and played all the way through, though.

Though making it so your inventory weighed you down fit the theme, I think going slower in this case made it slightly less enjoyable. There wasn't a choice to be made about how much you had to carry, you just needed to carry what you needed and that just made it take longer. If there was a reason that you might NOT want to carry everything in one load, I think it would have worked better. Like a rickety bridge that you would fall off of, or monsters that would get you if you moved too slowly, or something. I'm not saying that either of those things is the right thing, but something to make you think about what you should be carrying.

Good job over all!

Potion Commotion by boaheck-artgent 2017-12-15T20:54:28Z

I really like the art style of this game, but I spent the whole time battling the controls more than the game.

First, the camera controls are soooooo sensitive, which really negatively impacted how you moved because your direction depends a lot on which way your facing. I fell off a lot of things because I looked around too fast before I decided to just point the camera in the direction I wanted to go and then not touch them while moving. That is a real problem because it removes your depth perception in the 3d world. Especially since the edges of the platforms don't draw as lines when you're above them. I really wish that you drew edges of platforms. It made it hard to know where you could land.

I couldn't play with a controller. Mine, I think, registers with a slight permanent push down, which is fine in a lot of games, but because of the sensitivity, I basically just pointed at the ground and couldn't do anything. I unplugged it and then could play with the keyboard. I appreciated that you included it as a way to play.

I really like that it's non violent, since it seems like that is just a gimme in most games. However, the little grey guys are super frustrating. The fact that they make it so the player can't jump properly when they touch you is really frustrating, especially on the little tiny platforms you have to land on, you can't help it. You just sort of hope that they randomly walk away from you on that run.

Speaking of which, the second gem was almost impossible. It was so hard to land on the platforms with the little creatures. It would look like a good time to jump and they would just turn around and walk right up to the edge so I couldn't land a large percentage of the time. Or if I did land they would hit me afterwards and I couldn't jump. The second creature didn't seem to be quite as much of a problem, but I only got to it some of the time. I think its platform is a little wider and so it didn't essentially always knock me off. If I could have used the camera properly I would have had an easier time of it, I think. Also, if the creatures had a more understandable pattern, or stood still until you landed and ran at you after, I don't know, half a second. Something to make it so that when you could feel good about landing and then worry about the creature. Or maybe just making the platform wider. The third creature felt kind of like a slap in the face. Getting up that high and being so close to the gem and then getting knocked off felt awful.

I really liked that you could see the whole world from the start and that it opened up as you played. I saw the bridge at the beginning and thought it was need and hoped that I could go there. And then I could! It made my little bit of exploring at the beginning feel rewarded. The checkpoints were handled well, too. One at each gem and, importantly, one at the start of each section. Nice.

Overall, I think that with a few tweaks it wouldn't be so frustrating and would be even more fun than it already is!

Potion Commotion by boaheck-artgent 2017-12-15T21:13:17Z

By the way, I'm playing on a mac and the controller I was trying to use was an xbox 360 wired controller. What seemed to be happening was that I could look left and right by pushing the right analog stick up and down (not ideal) and look up and down by pulling the left trigger or letting it go. In order to NOT look left and right I had to pull the trigger half way. No buttons made me jump.

Factory Panic by Chronosv2 2017-12-06T05:38:58Z

I like it. There are a lot of nice built in conflicts that make you have to re-evaluate what is more important at any given time. Nothing is obviously the right thing to be doing at any given time. I like that. I like the art style as well. Nice job.

Tangram Technologies by Baby Dino Herd 2017-12-18T14:53:02Z

Nice implementation of Tangrams! It's cool that you could make shapes that were impossible in a physical form. That was neat. Also the tutorial was well handled, showing each mechanic and then ramping up the complexity. I do find it strange that the tutorial doesn't show all of the little triangles in the shape you're trying to make, but it isn't a problem.

The rotation method didn't feel intuitive and needing to hold down the mouse button while pressing the rotate button felt awkward. If it just remembered whichever one you clicked last and could rotate that one it would be nice. I also wish that while holding it and rotating it didn't leave the old one behind. It made it hard to quickly see the shape in the new orientation because it would combine with the old orientation. That was easily work-around-able, so it wasn't actually a major problem.

Also, I think the pieces and the shape you are trying to create could be a little more differentiated. A slight tint of a color in one, making one lighter or darker, a texture... something. Occasionally I found it hard to tell where a piece was or wasn't.

This last one is kind of funny. My cat sat on my mouse while I was holding a piece and it flew off the screen and I let go of the mouse button accidentally. The piece was just gone. I couldn't beat the level after that, so I had to quit. I can find Tangrams kind of frustrating sometimes and I was far enough along that I really didn't want to go back and replay the other levels again, so I didn't finish.

I liked the sound at first, but I had to mute it after a while since it was a little repetitive. Possibly a longer track could help.

Overall really good job.

Guardians and Gems by Micahtron 2017-12-06T06:03:54Z

I really like how you ratchet up tension. The music you picked fits perfectly for that, though I see you opted out of audio. The guardians are placed well to give you a good head start and then overwhelm you. Nice job. I only wish that you didn't stick to walls so easily. Overall, I really liked it.

Cat Lady by Jason Lothamer 2017-12-26T15:31:48Z

Nice! I really liked the tutorial and how you made player clean up a mess to proceed. Also the music was nice. At first I liked the sound effects, but after hearing them for a really long time they started to wear on me. Also, the game was really easy. I wish there was more vomit from the beginning so it could ramp up faster. I never felt overwhelmed, which I think was the feeling you were going for. At the end it just started getting a little harder when I won. I think it just needed a little tweaking of how often each cat threw up. Or another task that I had to balance with cleaning, like feeding the cats or something...

Over all, nice job!

Infection by Daniel Conway 2017-12-26T02:33:36Z

Cool! I also had a crash after the 7th brain, once in sight of the 8th brain, which was frustrating. The music kept going and I could move the mouse, but nothing moved and I couldn't shoot. The mood was nice, helped along by the music and by being greyscale. I did find that going diagonally the whole time meant that I could move faster and escape pretty easily, which made it easier. I basically only had to shoot a few of them, which might have been by design.

Overall, nice job.

The Incredible Car Salesman by Eric Florio 2017-12-06T00:47:25Z

It's clever, but I wish it was clever a little faster and that I had more to do.

The Incredible Car Salesman by Eric Florio 2017-12-07T16:19:32Z

Nice! I thought (incorrectly) it would be simple placing cones in an optimal pattern and then forgetting about it, but it really changes as the gridlock increases, keeping you thinking about the traffic pattern. Especially since you basically start by making the playspace smaller to keep the cars where you want them. That just means that you hit gridlock faster, which is nice, since it draws attention to what I see as the point faster. Awesome.

Minimalista by Bernhard 2017-12-17T20:27:41Z

There are some good things you did here. I really like that the upgraded weapons really feel better than the weaker ones in a really nice way. However there is so much visual noise in this game. It seems that every object you can get is identical underneath, but look different for some reason, but also some of the objects that you come upon kill you. It took a few play throughs to figure out which was which. It makes sense, but ultimately it does not feel good to try to crash into a rock. Also, the objects don't make a lot of sense. Why does picking up a soccer ball make my gun better? Or grapes? I wish they were just one generic powerup. It would have made it easier to read.

The best strategy seemed to be to just avoid things and get rid of any "upgrades" immediately. By doing that I went as fast as possible and still go caught by the police, but I did get a score of 275453.

I wish the items were placed more intentionally. The first time you run into them they are just a wall of things that look bad, but are actually upgrades. After that you are just in a wall of things. I wish there were more parts where you could see individual things and decide whether or not to get them.

Oh and on the mac version, at least, the UI covers the playing area making those parts of the screen not particularly useful.

Good job on such a short time frame, though. I'd like to see a post-jam version.

Just Ask Her Out by ciderWrath 2017-12-15T06:35:44Z

Nice! I love the ending and the art is really nice. I like both art styles, the detailed polished drawings and the more cartoony ones. But I sort of wish they were used a little more deliberately. Like the detailed realistic one for representations of characters in the actual situation and cartoony ones for what is in the character's heads. It sort of played out that way, but some things seemed they should be the other one if that were so.

I like that the sketchy style on yellow background reminds me of sketches on paper in school. That was really nice.

You drew a lot of pictures in a short period of time and I like them a lot. I'm super impressed.

Fat and Furry-ous by Tex Killer 2017-12-28T16:00:57Z

Fun! I love that it is secretly an object avoidance game, especially when you get that speed boost for eating a cheese ball, it makes you think you should get them at first. Tricky. I really like the art style, both in the 2d menu and in the actual game. My only complaint is that the wheel is a trap and you can't get out of it. The broom just will get you. Also, I love that you're running from a broom. Great job!

Rescue Mission by soxfox42 2017-12-15T07:04:40Z

Fun! I love punishing side scrolling platformers. I found myself fighting the controls a little, like when jumping off the end of a block I like a little more forgiveness for jumping after hanging over the edge, but I got used to it. The music was fun and I liked how it kept changing.

That last level is really frustrating. The whole game spikes in difficulty a little too quickly, I think, but I understand you had a deadline. The falling blocks fall in such a short period of time after you touch them that it makes having to jump on them from below and then off of them again immediately feel damn near impossible, which is what a lot of the later levels have you do. Especially when you knock them down when you hit them from the bottom.

I also really wish that you could use the A and D keys to move as well as the arrows. I am much more comfortable playing that way and eventually crossed my hands over my keyboard so I could move with my left hand and jump with my right. It's just a preference thing, but it's how my hands are trained.

The levels feel like they're the right length, and are challenging but beatable (eventually.) Good job!

p.s. Love! I haven't used that in a while, but it's nice to see it.

Wumbo No 5 by wizebin 2017-12-26T16:52:17Z

Nice! It was hard in a way that kept pulling me back in. My high score was 9154 having gotten 10 coins, and when the coin spawned on the other side of the screen I just knew it wasn't going to happen. I wish there was a little more juice, especially when it came to being hit by things. Screen shake, sound effects, something. I really like the horizontally moving bar that you have to duck between. It came at the right time to not feel too hard or too easy and made the whole experience feel nice. I also really like that the enemies fade in and are only lethal after a few seconds. It gives the player a chance to acknowledge them and not get killed right away. It feels fair.

Great job!

All the Spiders by LillyByte 2017-12-06T02:37:49Z

It's a little buggy...

All the Spiders by LillyByte 2017-12-06T02:40:03Z

But I love the art.

Fireball Dungeon by Andrew White 2017-12-15T04:52:35Z

That was fun! It was tricky without being impossible. Nice balance there. There was something strange going on with the collisions of the fireballs that I shot when firing alongside a wall. Sometimes it would just go through it and other times it would slide along the wall. Especially in the level with the square in the middle. It wasn't really a problem, though.

Nice job!

Abstraction Blaster by antagonist 2017-12-28T16:31:02Z

I liked it a lot! The different enemy types were really nice and provided a lot of variety of play. I didn't have an opponent, which I don't think broke the experience, but for solo play I wish it had a fail state that was a little... I don't know... more consequential, I guess. I see that dying is part of it for the 2 player game, which is nice, but it would probably need to be tuned a lot more for difficulty if death was more consequential. It would also be nice to make the hits feel more impactful. Some sound effects, or explosions, or screen shake would be nice. I actually really like the music a lot, don't sell yourself short. Great job!

Starbage Man by BryceLTaylor 2017-12-02T03:48:24Z

We have ideas

Starbage Man by BryceLTaylor 2017-12-03T02:20:34Z

Pretty awesome first day of the Jam. Still working on it, but there are several playable sections that are pretty fun to noodle around on.

Starbage Man by BryceLTaylor 2017-12-03T22:25:41Z

I think our game is going to be pretty rad. Space garbage!

Starbage Man by BryceLTaylor 2017-12-06T03:56:43Z

@grentacular we did a lot of the work for putting in subtitles, but we didn't get them working in time. We also had a bug where the audio wasn't working at all that was related to the file with the subtitles and in the end we ripped it out to get it published in time.

Starbage Man by BryceLTaylor 2017-12-08T05:43:05Z

Thanks everyone! You're all right, we do need to tune up some of the systems.

@Yngvarr @William-Macfarlane said a lot up above about why we made some of the decisions around the boss. Basically we didn't have time to tune a lot of systems and decided to put effort into turning the game into the tutorial to give a taste of all of the systems.

@bartosz @Chronosv2 @fernandxor It's quite deliberate to make flying the ship hard, namely, not being able to steer and see exactly where you're going at the same time, but I think with more tuning we could get it to feel a little more silly and a little less frustrating. Like how QWOP is hard (but nowhere near that extreme.) Probably making planets be further apart or you move slower would help. We could also have told you that you need to be at the pilot station to launch garbage, but I never went back to record more voiceover.

As for the boss freezing your controls, we did that to solve some problems with the events triggering for this section of the game to get it out on time, but the fact that the ship is still moving does cause some other problems. Ideally both you and the ship would be able to move while talking to the boss and he'd be more inconvenient rather than totally blocking.

@eric-florio Thanks, we might implement that.

@talon You're right. I think stuff is generally too quick to get to so you don't really need to spend time worrying about that in this version. In the future we'd like to make it more pressing. As for your other bug, It's really a feature! and a bug. There is a half-implemented system of planets exploding if you have too much waste, which happens now but we just don't explain it at all. We ran out of time and I don't think I recorded the audio to differentiate that from your ship blowing up.

Super Huber by Kuneko 2017-12-28T04:10:45Z

This was fun. I couldn't figure out why sometimes stuff would bounce off my vacuum and others it would get sucked in (usually when I didn't want it to.) I didn't like that turning around would cause me to run into things sometimes. It would put me in impossible situations. Sometimes it would look like I could eak my way out of a situation if I was careful, but that really wasn't possible. Also because of the shift in perspective it looked like there were places that I could go, but I would hit an invisible wall. A visible barrier would have been nice.

The sound effects became a bit grating over time, but the music was quite nice. Over all I enjoyed playing it!

Good job!

Rescue_Mission by Bibilega 2017-12-07T17:04:02Z

Nice. I liked that what you had was polished, but I think it needs some tuning. I couldn't think of any reason to keep anyone in the warehouse since I would pretty much immediately be below capacity. Maybe it makes sense if you play for longer. I also wanted there to be a bit more of a goal to keep me playing other than to just keep playing. Or a time pressure of some kind. I wanted to feel more pressure or tension.

On flight 15 most of my people died and it didn't say why. I wish that it would have a description of an event whenever someone went critical. I also felt like I was keeping an eye on their stress and was surprised when everyone died. Maybe it's that I couldn't watch the days pass to see the condition that was going to kill everyone build up.

A small thing, I wish you had picked a different fruit to grow on your ship. The word Orange and the word Oxygen, while quickly scanning text look enough alike to make me need to look twice. A Peachery or a Kumquatery would be easier to pick up quickly.

I really like the art and I love games about space crews. I enjoyed it overall.

Rescue_Mission by Bibilega 2017-12-07T17:15:03Z

Update: It turns out I found a bug. Everyone dies every time I fly no matter how many people there are. This was after the great dying I mentioned above.

On Call by Mabry 2017-12-15T00:47:10Z

There are two ways to interact: clicking things on the left or typing things on the right. I'm not sure if the output in the bottom is something I'm supposed to care about. It might be part of the game... Typing something and hitting enter causes you to be unable to type anything else, which is the main way to interact.

I don't get it.

Jade by flynn 2017-12-28T03:54:00Z

I think I see what's going on here. I think the real problem is a lack of tutorial. One easy puzzle that didn't rotate the screen and then introduce that mechanic on another puzzle. I just wasn't sure what I should be doing the whole time or how I had to interact with things. Also the controls felt unresponsive, so if I tried to do anything nothing would happen sometimes. Or maybe there was just a delay..? I'm not sure. Sometimes I could rotate the world and sometimes I couldn't. I'm also not sure what being able to move around achieved. Since I didn't know what I should be doing, needing to go to the surface every few seconds mostly felt like a chore.

The music and atmosphere were nice, though.

Voxel Mob Arena by Bartosz 2017-12-07T23:53:27Z

It was really fun! Once I got the hang of it, though I started wanting something more out of it, like a goal or a ramping of difficulty, something to keep the tension up. I did enjoyed exploring the space you made and discovering new areas. I didn't realize you could run out of bullets until I read some of the other comments. There is something up with the web player not being in full screen where it cuts off most of the outside including all of the HUD elements. On top of that, once I put it in full screen I just never came close to running out with some casual pickups.I think with a bullet cap and maybe a slower respawn of the bullet drops you could force some more diverse play. I just parked myself in one spot and with the machine gun no one could come near me. I couldn't see any reason to use any gun other than the machine gun, but I appreciate that there are other gun types. Over all I liked it, though. Good work!

Mesus VS The Broman Empire by UmSingeloPugManco 2017-12-18T15:08:49Z

Nice! I love the cartoony style. It would be nice to see some animation, but I'll take what I can get. I didn't get how it used the theme until I saved someone and couldn't get past them and the others and I went, "ooooooooh, I see." Nice. I also didn't realize why you could throw fish until then either. The commandment on that one didn't really explain it.

Over all it was good!

Open the Moon Gate by professor 2017-12-08T06:03:33Z

This was great! At first I thought it was super easy. The green things are super easy to shoot, a little tricky to get the crystals but manageable. Then I got a moon. Then it got hit. Then I went: ooooooh!

It's a nice hook and nice use of the theme. I love when there is a built in conflict to doing well. I liked that you use all of your crystals when you make a moon. I tried getting 16 of them and then make 4 moons at once, but you got me on that one.

I liked the music a lot and the sound effects were nice too.

Brilliance by Kobrar 2017-12-28T17:25:21Z

Nice! It was pretty hard, but I think in a good way. There is something about the keys that you chose for the color switching that felt strange and took getting used to. Other than that, great work!

Wonder Tsum by regisrquoi 2017-12-15T02:42:33Z

This game is super cute. The art and the music give it a super whimsical feel which is really fun. The puzzles are fun and I enjoyed playing it. I'm not really sure how it fits the theme at all, though. Good job!

A Clearly Uninspired Title by Milo The Cool Guy 2017-12-26T17:02:38Z

I love that you used Scratch for a Ludum Dare entry. I also really like that you changed the scale of the button when you moused over it. That is a nice little bit of juice you have going on there. I would have appreciated more of a game in there, but it was kind of funny.

riskREWARD by Siepiau 2017-12-07T06:13:03Z

It's a good start. Since it's all about putting yourself in harms way to gain points I really wanted you to have more movement options. A dash, climbing over walls, or something like that. Then I think it would be more satisfying to get in and get out for some points. As it is you just sort of run away slowly. I really like that the thing that helps you also makes you lose. I love that dichotomy. Good job.

LD58 — Collector

Unwordy by Omiya Games 2025-10-23T22:40:56Z

Clever. It's not the type of game I typically enjoy (never been much of a fan of boggle) but I could see it being a lot of people's kind of thing.

I wish there was something more of a strategic decision about collecting the words, like trying to make sure you get certain letters. In the end you end up with a ton of most letters. I think having more of a constraint in your choice of letters would make that part of the game more of a puzzle.

Overall, quite nice.

Clean Line by Jesús González 2025-10-16T23:53:57Z

This was super fun! I like the puzzles, which were actually tricky but solvable. Hard to do in a short time. I really enjoyed going back and filling up all of the recycling centers at the end. It was a different kind of puzzle.

Not a requirement, but I had fun making myself a loop that went to all of the screens, which took a little doing. It's nice that there is a sort of free play mode at the end. I like the music, it was really catchy.

It might be nice to have some quality of life features, like a way to make it faster to delete tracks and I wanted a way to go back to the start of a level without resetting all of the garbage when I was revisiting a level I had cleared it once. I could work around it, though.

Overall, really fun. I played it for a long time.

Lunar Burden by Iluvatar 2025-10-17T01:21:50Z

Really nice! I like the art style a lot. The story is fun and I like the characters. Some of the puzzles were tricky to find what I was supposed to do, and I tried to click the bird too early and it didn't do anything, so I ruled it out at first. The worm was a little frustrating to find. But I thought it was funny and fun overall. The mood was great.

Overemployed Empire by JOrbits 2025-10-13T22:38:43Z

This is great! If only getting a job was this easy in real life.

I love that there is a built in tension between getting more jobs and keeping up with all the calls. I enjoyed the outrageous cover letters, though I didn't really have time to read most of them.

Super fun!

1000 Swords by abcdef65g 2025-10-24T00:50:57Z

Good job! I really like the art style and animations.

I do feel like the mini games themselves got a little old after a while. In the typing one, I found it hard at first to remember which key was which before I realized I should put my hand on the keyboard like I was typing normally, then it got really easy. I was totally thrown (in a good way!) the first time it went backwards.

But with my hand on the keyboard like I was typing meant that the "hold the q key down" one was really awkward using my pinky on the q. The third game, pressing 'e' in time, never got any more challenging. It maybe would have been better if they sped up. I also really wish the key presses were in time with the music. In some ways it was harder because I had this beat in my ears and it didn't line up with when I should press the button.

I also really wish that you moved faster between sword-guys, but I did like getting a little break between games. It might have been useful to have the guys give some sort of clue to which mini game you would play, but that might have been asking a bit much for a jam. Or maybe you did do that and I just missed it.

Overall, I thought it was fun, it looked great, and I like the idea.

Bibli-otter-phy by Mathstr0fficial 2025-10-24T00:21:52Z

Super cute! I love the otter and the animation is quite nice.

It was super fun, too. I always love when the tension is built into the core of the gameplay. Slowing down when you collect things is great, and I had some nail biting runs, hoping I'd get back to the surface in time. I like the "collect your body" aspect to it, especially as it goes on and I'm worried I'd never find those things again.

I'm impressed by the scale of the game. There is so much to it. I do wish there was some difference in appearance of some parts of the map. It would help me navigate and know when I had been somewhere before, but for a jam game it is maybe too much to ask for.

I also wish there was some way I could go for a specific power up. Early on I really wished I had more inventory space, though if I had it, I'd imagine I'd wish for more speed.

I think the best strategy is probably to ignore the gifts entirely and just get power ups as fast as possible.

Overall, it was super fun. I really liked it. Good job!

Stellar Salvage by Peter Jonsson 2025-10-23T23:08:17Z

Fun. I like asteroids style spaceship flying. I do think that it would be good if you had some more warning about where the edge of the map was. At first I just kept dying that way and I wasn't sure why. Then when I figured it out I just moved around really slowly, which made it less fun.

At first I wasn't sure how I was collecting the salvage. It just seemed random. I think a little progress meter of some kind, or some other indication of progress for collecting them could help make it clearer what is happening.

I do like the sound effects for the motor. The pitch indicating the speed is a nice touch.

Overall, I liked it. Good job!

The Key Keeper by megalukes 2025-10-08T03:19:36Z

Nice job! I like the way the darkness works. It really brings the mood. I ran into an issue on a mac where it only really works on Firefox, though. I tried Chrome and Safari before it worked on Firefox. I enjoy the atmospheric music, too. My only real complaint is that I got really frustrated on the one jump to get back up to the red switch to repeatedly try to catch the door before it closes.

Overall a really good job!

I Hath Slain the Dragon! by BryceLTaylor 2025-10-09T03:19:19Z

@koolruz thanks! I think I know what that crash was. It almost certainly came from a gem hitting the "ground" at the top of the cave entrance and it getting grabbed by a goblin, but then also getting scored. I fixed that bug in a different place, but another way for it to happen snuck in. We'll have to go back and fix it at some point.

I Hath Slain the Dragon! by BryceLTaylor 2025-10-09T03:20:42Z

@zungryware Thank you! It was fun watching you play it.

Lil'Jones 2: The Collector's Tomb by SolidHinken 2025-10-13T15:20:20Z

This was fun. The fun was mostly in packing the backpack. I really liked the tension between watching where you were running and fitting things into your backpack. I just wish there was some negative consequences to the running part to make that matter more.

Larger items aren't worth it, and the best item is the silver ring because it's worth 20 per square. I eventually made my own goal of only collecting silver rings, the one square holy hand grenades, and the compass because they're the only ones worth 10 or more per square. Eventually your backpack gets so big that this stops being as interesting.

I really like the art style and I love the torchlight around the player character. Good job!

Stealth Hobo by Thoastbot 2025-10-09T02:54:55Z

This was fun! I love how the simple shapes really evoke people, trash cans, buildings, etc. I think the stealth aspect kind of got lost once I realized that nothing seems to care how long I walk around the neighborhoods. But then it just ended suddenly on the third one and I don't know why. I'm not sure what "stealth level maxed" means or why it killed me. Also, I kept getting stuck on geometry that didn't feel like it I should have it it, like lamp posts. I love the art for the lamp posts, though.

Really good job over all!

Stealth Hobo by Thoastbot 2025-10-09T03:10:49Z

I realized I had gone straight to your site and hadn't read the instructions properly. I did so and then played it again. Some of the things made more sense, but I'm pretty sure the third level is impossible. I had gotten everything from every trashcan and hadn't earned enough to survive.

I think the stealth mechanic makes more sense when you understand the meter at the top. For some reason I thought I wanted it to be full the first time, and it would probably have made more sense if it depleted as you went.

Still fun! Kept me entertained for a while.

F.L.O.P by Pentaworks 2025-10-08T17:28:55Z

I like the slingshotting of the penguin around, it's a fun mechanic. I had trouble closing the tips menu (I think I noticed the close button later, but I hit escape the first time and I think that's what did it.) Also, the second level is literally impossible because you get stuck on an invisible wall and can't get to the fish. I tried for a while but couldn't figure out how to get to it.

Familiar by SID37 2025-10-13T15:30:47Z

This was really fun! I really like the art and the mood. It feels like a fairly complete game, too, which is nice. It took me a little while to figure out what I was supposed to do in some places, but I got there. I love that the toad has anticipation in its animation so you know when it's going to attack.

Great job!

Kobolds In Space by WeirdBitGames 2025-10-17T01:34:55Z

It's fun, but hard to figure out. At first I wasn't sure what I was supposed to do, but eventually I figured out that I needed to go places with the map. I was never able to craft anything or complete any objectives, I'm not really sure what I needed to do. This really needs more of a tutorial. (The tutorial button on the home screen didn't do anything when I clicked it.)

I went back in and played it a bunch more because I thought of something to try and I'm glad I did. I really figured out the gameplay loop at that point.

Kobolds In Space by WeirdBitGames 2025-10-17T02:20:03Z

Many times I salvaged in an area without realizing I was full of cards and had to waste the salvage and not get something useful. I wished it didn't allow you to salvage when your inventory is full. I also wish that the slots for used items was better explained. I was just filling up my inventory with a couple items for many salvage attempts. I thought they were equipped already.

Also, it seems way easier to lose health than to gain it. I never finished the game because I died each time. Food is quite plentiful, though, which is good.

Overall, I like the mission system, and how it improves or makes worse one of the sections the next day. I didn't realize how to fulfill a mission at first. For some reason I didn't make the connection that the mission was to acquire the symbols which are on the cards. I think part of that was that my first mission was called "navigation" (or similar) and I couldn't go to the bridge. Some text that says "Get these and put them here" when you open the first one would go a long way.

I ended up playing for a long time, so this may seem like I didn't like it, but I did. I just had to put a lot of work in to find that out.

Full Marbles Universe by Norah 2025-10-17T00:46:51Z

I want to play it, but it basically won't run on my mac in any browser. My whole computer starts to take off like a rocket ship. I like the art style, so I want to play it one day.

God is a nerd collecting video games and such, but by wo_ri_gou_le 2025-10-09T01:10:35Z

I thought it was fun. Reminds me of Katamari (in a good way). The song was well placed. I love the juxtaposition of the peaceful piano music with the utter destruction. Also, I played on a mac (x86) and it worked fine, if a little slow to load.

Call Hector by Crak 2025-10-08T02:34:34Z

I think you did a great job with the theme. A collectable card game is perfect. I think you did a good job with the feeling of opening packs and looking through for new ones. I was mostly frustrated when the the phone rang, but I appreciated rolling out the information slowly. I really didn't want to type in the codes to the printer, they were extremely long and I couldn't copy/paste it from the log. I like that you can press the buttons on the phone.

Nebula FM by Chariot 2025-10-09T02:40:00Z

A factory game sounds really fun, and I'd love to play it once it is going. I like the art style.

Wed & Shed by OlesjaDarkMoon 2025-10-08T17:09:08Z

The shmup part is fun, but really challenging. You have a lot of health, which sort of makes up for it, but there are parts where I'd like to feel like I COULD avoid some of the bullets.

Crown Crow by ThDudk 2025-10-08T02:07:36Z

Super fun! I love the art and music. At the beginning I kept thinking I could attack things since that dive feels like an attack. I was also confused the first time my inventory was full and I didn't realize at first that I had to manually sell my inventory. But I love the crow as a collector (of shiny things.) Great use of the theme.

Beat the Mall by LizzieA 2025-10-17T00:58:46Z

Good job! I like the art. Overall the challenge was mostly in finding the figurines and there wasn't a lot of need to actually fight anyone. I sort of wish there was more challenge with the other customers. I like the end screen art and the sort of paper doll style in the game. It was a clever way to get a lot of character into the game.

Hurry Popo by 5757 2025-10-23T23:31:31Z

Good job. I really like the art style, but it is very difficult to tell what is the background and what is a wall or the ground. You stick to walls in a way that makes it hard to jump over ledges, which I found quite frustrating. I really like the animations, though.

I barely made it past the first level. Everything seemed to kill me. I ended up getting stuck to the wall on the book shelf (it has a trophy and a plant) in the third level. I couldn't jump off of it, which was frustrating, so I stopped there.

I think it has a lot going for it. It just needs of rough edges cleaned up.

Not just golds by Yanruyi 2025-10-09T01:59:39Z

This was super fun! I really like that each of the different body states were useful in different ways. I found a few secrets, and then went back in and found some more. I'm pretty sure I didn't find them all. I really liked that you could choose to ditch the coins, but could get them back if you needed to.

THINGS I KEEP by APDT 2025-10-17T00:25:48Z

The art style is great! I especially love the way her eyes move, it looks really good. I a little wish there was another dimension to the exploration. Not necessarily a literal dimension, like up and down, but some way that made finding items more of a challenge.

One other note, is that I'm a really slow reader, so I wish that I had more time with the comics. I always prefer to be able to advance text myself. It would have given me more time to look at the art, too.

The monster made me jump. Nice and scary. (Though I saw the twist coming from the beginning.)

Really nice job!

EMBERS WILDFIRE by einfach 2025-10-17T00:33:37Z

Good job! The mood was well done. The text went by super fast and I couldn't actually read it all. I read pretty slowly, and I always prefer to advance the text myself. I really like the pixel art. The cut scene in the middle looked especially nice.

LD41 — Combine 2 Incompatible Genres

PataPata (Survival Rhythm) by seurimas 2018-05-04T02:39:27Z

I agree with what pretty much everyone says about remembering the rhythms. I also wish that the game itself taught me things. I really didn't know what it meant to harvest or craft. Also, I have no idea why I needed to rest or what to do about a laser eyed wolf. It basically just killed me.

It was fun to enter in the rhythms, though.

Seppuku Pilot by lightsoda 2018-05-15T01:32:48Z

I like the progression when you die, but I really didn't get what the two different modes were. It seems like the best thing to do is crash early so you can get gems underground but I don't know why I want gems or points.

Generally it was fun and kept me playing!

The Chamber by Phaix 2018-05-14T03:47:54Z

NIce! I like the graphics and the tone of the game. Like pretty much everyone pointed out, the only thing I could really figure out to actually do was talk to the computer. It seemed mostly like that part got finished and the rest is still a work in progress. It looked like there were buttons, but I couldn't push them. I really liked that if you dropped things in the cube they floated. I don't know why I would really want to do that, but I liked that it happened.

Overall, really nice.

Ok Tactics! by sorlok 2018-05-04T03:36:07Z

The date's reactions seemed totally random, so I wasn't really sure how to progress meaningfully. One time I got the same prompt and gave the same answer and got a completely different result. Also, after I moved the date the first time the couple disappeared off the map, so I couldn't actually make decisions. It's an interesting idea, but It didn't really feel like I had any control over anything.

Jumper Cables by Elemental Zeal Game Studios 2018-05-01T23:53:02Z

Overall it was fun. The physics were sort of a problem for me though. You're just too floaty and so a minor mistake and you just aren't on the ground again for 10 or more seconds. That said, it makes it sort of a puzzle, which is an aspect that I kind of liked. I also really wish you didn't press the same button to rotate that you pressed to accelerate. I'm not sure what the best layout would be, but I found myself accelerating and then suddenly flipping over because I had lifted off when the ground changed angle. And you rotate so fast that it's hard to control. I also wish I wasn't constantly hearing the sounds of other cars jumping. It gets old fast.

The art style is nice, though. I thought it was generally quite nice.

Etiam In Aeri by PTSnoop 2018-05-15T03:34:18Z

I love the turn based dog fighting. It is unclear why you are a flying roman villa, but I like it. The symbols on the buttons aren't particularly helpful in figuring out what they do, and since there is very little in the way of other objects (that aren't moving) it's hard to tell sometimes what effect your actions have. That said, it was fun, I made it to level 4 and want to play more.

A Rind in Time by Plasmonic 2018-05-15T03:15:26Z

I love the idea. It's like Primer the game! However, it is a bit too much of an information dump at the beginning followed by basically zero time to do anything. I have no idea how I could have succeeded. I think it's too much to have to activate the machines with a button push after you add the wheat or pigs. A little tweaking and I think it will be fun.

Apostle: Vanguard by Shess 2018-05-07T03:15:07Z

This game is beautiful. I really liked the concept and most of the execution, but I did find it really hard to control because right clicking in my browser (Chrome on Mac) brought up a context menu almost every time. Basically I had to try to click three or four times for every command, so it was almost unplayable. I really wanted to play it, so I stuck with it longer than may have been reasonable.

I also felt that it could really have used a bit more of a tutorial. I basically played until I died because I didn't realize that I had to actually tell the builder units to go to the structures I had placed and I just wondered why I couldn't do anything. But that took forever to figure out because of the right click issue. It could be in the conversation in the lower right (which I liked, by the way.) Basically I had a lot of trouble figuring out how to do anything in the build section.

Also the Refinery just disappeared with out any kind of explanation in each playthrough.

The music fits really well, and I love the mood the story, art, and sound combine to make. Really well done.

Solitary by FuriousWitch 2018-05-15T01:49:46Z

Nice job. You got the core of the gameplay down, it just needs a few more features and it would be great. I really wish you could put things down, and I couldn't really tell when I needed food or water, if at all. One time it said I was thirsty, but it never happened again. And it never seemed like a good idea to use the catapults. I couldn't tell if they had any effect at all. It also became quite repetetive after the first day or two. Over all it's nice, though.

Evil Bunny by PonchoGuy 2018-05-15T02:02:29Z

I wish this game had a tutorial, or if the different aspects of the game opened up over time. It is just too much at once and I had no idea which of the many many options to do.

Interdenominational BROwS by Ratherjolly 2018-05-05T02:13:23Z

The voiceover made me so happy. I loved it. The asymmetrical gameplay was nice. The voiceover kind of reminded me of the Professor Brothers. Awesome!

Extreme Tower Fishing 2018 by Roka Josh 2018-05-02T01:12:02Z

Great! I think it actually fixes one of my biggest pet peeves with the tower defenses (a genre that I love/hate) which is that you end up in a death spiral when you don't get money from the guys you miss. When I first played I didn't realize that there was a tower defense game at all, though because I didn't fully read the instructions on the LD page (which I know is my own fault but it's nice if the instruction is in the game itself.) It would be great if there were levels to beat and a more finely tuned difficulty curve that didn't always overwhelm me, but as a jam game, this is fantastic. Good job!

Peckbuilding by maysick 2018-05-15T01:19:11Z

Super fun! I played for a long time for a Ludum Dare game. My only complaint is that it's hard to tell what your opponent did to you on each turn since it disappears so fast. Eventually I got used to their moves and could understand it, but it would be easier to learn if there was some way to look back and what they did. Also, some of the symbols on the cards look very similar, so it's harder to see what they did quickly. But I really enjoyed it. Awesome!

Super Word Knight: Searching for Courage by Stamperino 2018-05-04T03:05:29Z

Fun! Normal was pretty hard. I never beat the grey skeleton other than on easy. It seemed tuned for an easier mode, or maybe I'm just not good at word searches (which is demonstrably true.) Nice job using the fighting game genre as mainly a theme for a timer based word search game. That is a great use of time, and it fit nicely. I like the art, too.

Great job!

Scoop by BryceLTaylor 2018-05-19T17:08:21Z

Thanks everyone! We really intended on having a more tutorial like experience that does a better job of teaching the player and remaining fun. We just lost a lot of time in this one, and it came at the expense of that and fine tuning the level design and polish. The intro was mostly just going to be for some characterization and an intro to the story, but when we ran out of time to properly introduce the mechanics it became the best place to stick some instructions so the player wouldn't be totally lost. Unfortunately it made it a little long. Probably the post-jam version will make that a little nicer.

Thanks again!

Deck of the Dead by Balance686 2018-04-26T05:34:23Z

I like that you make splitting focus a core element of the game. It's simple, but each minigame becomes much more difficult because of the other one which improves the whole project overall. The music is nice too. I do wish that jumping was more helpful. I often found it hard to jump over the zombies. I wanted it to be much easier to handle when my focus was on the jumping/shooting game. Also, the purchasing ammo mechanic was not clear at the beginning so I died the first time without ever realizing that I could shoot at all. Once I figured it out I had fun, though.

Last Stand. [Web Play] by Darkwing00Duck 2018-05-02T00:05:36Z

Generally great!

I will say that I wish you could control the debris helicopters with WASD in addition to the arrow keys. I'm playing on a laptop with a track pad and I had to cross my hands in order to play comfortably. It's well executed, though, and the graphics are nice.

Good job!