Foon → Ludum Dare Explorer → Users → Bumble
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Smoke Show | jam | 332 | 3.69 | 3.58 | 4.04 | 4.26 | 3.69 | 3.70 | 3.08 | 3.55 |
| 2025 | 58 | Collector | 👥 | Gobblin' Günther | jam | 541 | 3.31 | 3.24 | 3.36 | 4.00 | 3.16 | 3.26 | 3.39 | 3.20 |
| 2024 | 56 | Tiny Creatures | 👥 | Pied Piper's Payback | jam | 692 | 3.39 | 3.38 | 3.61 | 3.67 | 3.34 | 3.17 | 3.55 | 3.36 |
| 2024 | 55 | Summoning | 👥 | Dr. Kappasigma's Summoning Training | jam | 242 | 3.88 | 3.72 | 3.92 | 3.97 | 3.88 | 3.64 | 4.34 | 3.95 |
| 2023 | 54 | Limited Space | 👥 | disembARK | jam | 225 | 3.92 | 4.00 | 3.70 | 4.29 | 3.67 | 3.48 | 4.38 | 3.72 |
| 2023 | 53 | Delivery | 👥 | Light My Fire | jam | 1025 | 3.09 | 2.94 | 2.25 | 3.80 | 3.11 | 2.93 | 3.12 | 3.16 |
| 2022 | 50 | Delay the inevitable | 👥 | Out of Controls? | jam | 995 | 3.28 | 3.19 | 4.10 | 3.65 | 2.62 |
When I first saw the theme of "delaying the inevitable" I immediately thought that the best twist would be to make the player the inevitable and the game has to delay them. But I could not find a game mechanic that would work with the idea... Then I played BitBuddy and it is exactly the twist I wanted - way better executed than I could even imagine!
Turning the concept of something - that feels puyo-puyo-like in its puzzle style - around by letting the game play itself and then making the real puzzle game concept something totally different is brilliant!
This is definitely easy to learn but hard to master!
I will definitely come back to this to see what happens with the content of the gallery in the long run. This experiment is amazingly executed!
Who would've thought that for some people the game jam time crunch is not enough pressure - better add more restrictions like "has to run on real game boy hardware" :D Even though I am not the biggest fan of the gameplay (felt a little bit repetitive after some time) I actually played the jam version and the triple dare edition and have to say that I am amazed on what can be achieved in that little time!
I am a monster.
I played this game multiple times. The concept is incredibly easy to grasp - but the successfull execution during gameplay is hard. Exactly the type of game I can spend hours with, hating myself, and loving every second of the experience :D
I would less call it a game but more an interesting experience. (which is not good - don't get me wrong :) )
I actually liked that the interaction with the mouse was not shown - felt more intimate that way. But it confused me that sometimes it felt like speech was automatically shown without me clicking. So maybe just a small interaction of the character with the object they were talking about would have been enough to help with the confusion.
I actually can imagine this being a somewhat educational game for teaching the basics of entropy in our surroundings. And in this context the lack of replayability is not even a problem :D
You caught my attention with the title and kept it with the game! I really like the that the humor and gameplay match so well.
Apart from what some of the other commenters already said about the double jump timing I had fun and I really liked the art-style! The thing I like the most though does not even have something to do with the game but with the menu - it feels really nice how the game transitions back and forth between intro, menu and game with the car driving!
I really liked the way you mixed puzzle elements with dexterity! Making the boxes have their own little 'personality' adds a level of polish to the final experience which keeps you motivated even if some levels might become frustrating :smiley:
I wanted to know how you would tackle such a precarious situation in a game but sadly it crashed for me every time I delivered a meal successfully to a cell. I was using Firefox on Windows - maybe this helps.
This game gives me Nidhogg with a funny twist on the sword fighting formula and is definitely one of the more creative ways of interpreting a theme I thought was rather bland - nice work :smiley:
You managed to keep me playing multiple rounds - not just because the game plays very nice, but also because of the random encounters and interesting/funny failure states one can get into :smile: Twisting the theme name to make a game about organ harvesting definitely is a thing of questionable beauty :wink:
This game reminds me of a table top game I used to play as a child but with an interesting twist to it!
Great experience - I had a lot of fun solving the mazes and getting the resources needed to continue!
The only nitpick I have is that getting from moving to changing the maze feels a bit clunky at times, but this is a very minor issue :smile:
The sound, the art, the gameplay, everything is very well tuned to the atmosphere and works really great together!
I like the idea, but I did not understand how to save my package from a zombie. As soon as I got hit and fought back the package just disappeared and the game stalled with me not being able to deliver and the restaurant telling me that I already got the package. How do I get my package back?
This game is hard but an experience I enjoy! The art and sounds fit very well and the way of using this theme to build a qwop like climbing game is a very nice twist.
I have one small problem with the way the map scrolls though - sometimes when you aim for something to grab onto the map scrolls and you aim will get thrown off - this was by far the reason for most of my deaths. But this is a small nitpick in an overall very nice experience - and I am bad at it anyways :smile:
This game is fun, challenging and feels really polished - I badly need more levels! :smile:
I actually finished it on a mobile phone using the touch screen as input, it fits really well into the mobile game space!
Nice balance of making me chose different upgrade options and making my life harder for profit!
The game definitely engages multiple runs and keeps you occupied :smiley:
Good thing I am not a stork - those poor families :sweat_smile:
Feels like this would be great as an "endless" game for score chasers!
Incredible game! Feels like 'typing of the dead' meets dating sim meets card game with a lot of polish!
The mood, the art and the sound everything fits and is achieved in so little time :sweat_smile:
This game feels like I am doing puzzles by using the T-Spin mechanic from Tetris and it is definitely exactly as challenging as that premise sounds :D
I really like how the levels build on top of each other to learn the mechanics one-by-one almost accidentally!
I am not sure if this game is supposed to be published yet.
At the moment it looks more like a tech-demo than a sequel to the game it is intended to be a sequel to?
Kicking people into a cramped train is a really funny time waster - especially with the impactful controls :D
I had a problem on the ldjam site with the viewport being inset a little bit - but it works flawless on itch.io!
I have no clue how to get high scores here, but the leader board let's me guess that there are tactics involved I have not understood yet :D
When I saw the art I was immediately reminded of Claustrowordia from a few ldjams ago and then I realized that this game is from the same person!
Looks and feels very polished!
Really good idea and well executed! I especially liked the part where I needed to actually load the textures of the menu, which was a twist I was not expecting :smile:
Overall a very good entry that takes the theme and interprets it like some other games I played also did, but made it actually a mechanic to enable not only the gameplay but also makes for some interesting puzzle elements!
I could not get the game to accept my solutions for level 5 :S
But I really like the concept and I would definitely play a full game like this on my phone!
Damn, I got here too early - all of the answers were blank :frowning2:
But I left answers for others to discover!
Very interesting concept and eerie atmosphere fitting to what happens! Not giving away any information about what is to go down in the description on the ldjam site was the right way to go here (even though it made me wary in the beginning that this was unfinished) :thumbsup:
I am not really a fan of dungeon crawling gameplay, but this one was interesting enough to keep me hooked.
Very nice mixture of mechanics to keep you on your toes!
Ok this one is crazy difficult :smile:
I think in order to make it more accessible to new players it would be good to have your player character indicate directly what element they are. I just didn't realize that it says so in the upper right corner until I died twice :sweat_smile:
One other suggestion would be to shrink the playing field a little bit to make it easier to decide what direction to take without every step being a gamble between actually counting what happens and just hoping for the best :smiley:
But apart from that I really like the puzzle idea - reminds me a bit of something like 2048 but you are actually on the playing field.
This game might need some more explanation. I won the game but until the end it felt like I was clicking randomly and had no idea when my actions could have been beneficial or not. It worked out, but I have no clue why.
Apart from that, I liked the premise and art style!
Incredible game!
This actually kept me hooked until I had a place on the leaderboard!
Everything just works together very well and feels incredibly polished.
Let's be honest, this could have been a full game release.
Neat puzzle mechanic with good tutorial like level structure!
I really liked to play this entry :D
I played until the physics went haywire and flung me into the enemy (at around 1500 bullets)!
Very interesting implementation of the theme - because getting stuck means certain death it feels like I the room I am in is my health bar, ammo clip size, level, everything! :D
The presentation of this game together with the gameplay is top notch!
At some points in time I would have liked the character to move with the parallax platforms on the horizontal axis like it does on the vertical (which would have saved me some context switches) but this is a nitpick :D
The graphics really fit to the 'small cute game' vibe and the game delivered that as well in gameplay! (it was still challenging though :D )
I liked the way the enemies entered the corridor. It felt like an ambush most of the times! But I also think that some variation in the enemies would have gone a long way to make the game feel more engaging (not a problem though as the game is short enough to not overstay its welcome!).
I have one question though: Is it intended that I can hit an enemy that stopped its attack right after the attack? It feels like they are always vulnerable shortly after ending their attack (which I thought would only happen if I actually blocked the attack).
Making the limited space a literal limited space but also the game mechanic is a twist I have not seen yet, very interesting and definitely fun!
From the scores in the leaderboard I can deduct that there are many jammers who played it definitely more than once - including me - and I think that is the best praise a jam game can get :D
I could not get better than 34 sets destroyed :S
There I was thinking I could cheese the game somehow by standing in a corner beside a door, but it wouldn't let me continue with the tactic :D
Very fun concept of the theme! There are just too many ways this room is too limited :D
I have to admit, I think I did not understand the winning condition :sweat_smile:
The general gameplay loop was engaging but at some point I think I needed something to work towards. I came to the part where it says to probably be buggy from then on and then I stopped playing, would something have happened afterwards?
Anyways, I like the art and the music - it just feels calming :slight_smile:
I played this one until I lost and then while reading the comments realized I was just one win away from a possible winning state?! Well, I think I have to get a second run going then :D
It is definitely a small experience that can be enhanced with a lot of stuff, but I think for a gamejam entry it is better to polish the core idea than to go to far and this one hit the sweet spot!
Oh this one is right up my alley. I really love *the other block game* and this one just really only adds to it in every way!
The graphics, the sound and the way it is played just feel really polished. When I think about the other versions of *the other block game*, that exist today, this one is definitely a different kind of beast!
I will definitely come back to this one trying to find out what the best course of action is to not get stuck and still rank up points (the thing I love-hate the most is that getting *The Big One* is like a skill-check because you can't jump 4 high - really good design) :smile:
ld_jam_tetris.png
Feels very sterile and clean, but in a good way.
Very explorative game play with neat little twists for some of the orders of operations one has to do!
Incredible what can be achieved in 48 hours alone! This game just feels too polished for that :D
You really got me hooked with the mechanics. At the beginning I did not understand how this could be deep gameplay, but then I realized the the full potential of the time slowing!
@nozomu57 thank you for the feedback regarding difficulty!
The spawn timer gradually becomes faster with time, so the sudden spike mostly results from the bigger waves. We wanted to create some frantic ramp up moments - maybe we overdid that here for normal :sweat_smile: Overall we expect everyone to be able to finish easy quite well (without it being boring). Normal to be a challenge to survive but easy to get a good score once the survival is no problem anymore and hard to be challenging in both regards. But then, it is not like we play-tested with others :smile:
@nyxkn Thank you for the information!
Sadly, it looks like the only real options to fix this are at the end of the player right now. I don't think that we can expect anyone to start Chrome with experimental flags just for our small jam game - but good to know that fixes are in the works, thank you!
@100th-coin After seeing the video I realize that next time we have to test our game with some people who did not participate in building it :smiley:
Very interesting to see all the interpretations of the gameplay and graphical effect, which I would have never thought of! But this is how we learn to create the right learning curve for our players next time! If you want to know how the game actually tallies up points and win condition then the text in the description under **Gameplay** will clear that up - it is definitely non-obvious :sweat_smile:
Thank you for playing it and giving us valuable input for the next time we participate in a jam! :smile:
Unfortunately I had to test it alone, but I really like the Jackbox style games where everybody can just use their phone and play and this is a frantic version of that!
Maybe something like random matchmaking would have worked for a jam style situation to play with random people who are also trying out the game - but even then it is difficult :sweat_smile:
@frib no worries, I played it with multiple browsers open and tried out everything anyways. Nobody would expect crazy online stuff in a game that has been made in a few days - this even having an online element amazes me :smiley:
Impressive for a 24 hour entry!
It takes skill to create something in 3 days but in 1? This game was very well scoped and executed for that time frame and I played multiple rounds to see if I can win without damage :smile:
The game did not start for me on the ldjam website, but on itch.io it worked.
I like the type of gameplay this game is build upon and even though a tutorial would have probably made it easier I liked to explore what does what.
What made it harder than necessary was that you can't see the whole level at once, so some failed tries are almost certain before you get to the boat. This is a valid choice to ramp up difficulty, but for me the exploration of items would have been enough uncertainty :D
This feels like a finished game - I mean it even has additional modes!
Very simple, but very clever gameplay based on the theme. I appreciated Rush Hour mode, because it felt adjacent to something like a boss rush. And games with boss rushes are just the best!
I think I just went through all stages of grief ... up until the final chapter! The twist caught me off guard!
Really well executed idea and very fitting to the theme :)
It took me some time to realize that there is more to it than just interesting screen transitions and I actually enter rooms from different sides on a cube like space, very neat! I like the graphics reminiscent of old game consoles!
Unfortunately I think I also got stuck on a bug, because the screen wouldn't transition any more at some point :S
Nice little arena fighter! And I really like this type of art style!
I am not sure if I missed something, but it feels like mechanic of shrinking the play space could have been a bit more aggressive. I rarely did anything to the walls even though at some point I realized I could.
This game is hard!
I managed to get to Metatron, but then some of the projectiles left the screen and hit earth from the side where I could not stop them. Apart from that I like the idea of using the infinity of space but limiting it with what is essentially space junk!
A solid version of a wave-based twin stick shooter but I think the theme was a little bit of an afterthought here.
I liked the variety in weapons and enemies and that every item is a risk-reward situation because you could grab it later when the acid is gone, but maybe you need it now (I actually got cornered not being able to grab items because of low health and enemies coming in too fast, which was interesting :smiley: ).
From the games in the jam I played, that actually opted into growing the limited space they offered, most made it not possible to control how the playfield would grow. This game on the other hand made it one of the most important things to do right to survive and rank up points - very nice!
First the important thing - my high score is 6962!
I really love how you used the theme. The whole game feels really polished!
Being able to strategically use the crushing walls of death to your advantage with well placed jumps and dashes gives this really simple concept incredible depth.
Most important stuff first: Final Score 86 seconds :D
I really liked the wacky controls here - you have just enough control to not make it feel frustrating, but also ensure chaos towards the end!
I also like how most of the difficulty comes from your own mistakes in the beginning of the round just up until the spawn delay of food just wrecks you anyways :D
I feel like sometimes the way the upgrades worked made the game unfair if you didn't get what you needed, but if you got what you needed it was actually pretty fun.
A little delay between the upgrade menu and the in-game scene would have been good because when it got frantic I always accidentally clicked random upgrades in-between shooting :sweat_smile:
The best part was the design (art and sounds)!
I really have a soft spot for rhythm games!
While this one stays basic in its gameplay I really liked the art style and the music!
It definitely has a vibe :D
This perspective is messing with me :smile: at any given point in time it simultaneously feels like your snake is not even that big yet and still it is everywhere - very well executed!
Put some more levels in it and this one is a finished game :smile:
I liked the variety of cars and the gameplay changes that came with their specific traits as well as the level design which forced some *interesting* parking choices!
Interesting! My team actually also thought about reducing the amount of space one could press as well but we didn't find good uses for that apart from not begin able to jump as often - so we changed our plans. Here, the idea of making space also the interact button is very nice. It immediately makes it more like a puzzle game!
This game reminded me of old Flash game times in presentation, crazy gameplay and general vibe :D
Definitely too much fun for what you are doing there, but crushing anything in your path was just to tempting!
It always amazes me what someone can build with little resources and mandatory restrictions like Pico8! This game is incredibly polished and I liked every single level - the progression felt great! I needed some tries to understand how the calling works, because the text did not make that clear to me, but I felt even better when I got the hang of it. Really nice puzzle game!
I really liked the mood in this game. It had the perfect length and difficulty for this type of experience! Simultaneously made me feel like I was calmly trying to summon something and doing weird and gross stuff to make it happen while being unfazed about it. Really well executed!
I lost it at paying the 5K rent. I just needed one more pull! Just one more pull before rent was due! It is not like I have to, but you know, the team had to grow and I needed to hear GACHAPON just one more time!
No but really, it was fun to see how you incorporated the gacha mechanic with the automatic fighting and gave it an external incentive with the duck landlord. Total chaos that works really nice together! :grinning:
The combination of a clicker-type game with the exploration of songs is a really interesting approach. Got me hooked at least :grin: It took me 19 minutes and 42 seconds to finish after I struggled to find the last song I needed :slight_smile:
You really hooked me with the speedrun part of the game. I got stuck retrying quite a long time trying to at least get a semi-decent rank on the Any% leaderboards :smile:
The only part that got me a little frustrated was the janky physics sometimes, but that is to be expected in a game made in such a short time-frame. Everything else is very much polished and I liked the art style you used!
I remember playing Puzzle-Bobble a whole lot as a child and this game brought me right back! Very well executed mechanic and very well integrated into the theme of the jam! I finished it completely and am really looking forward to the post-jam attic release :grin:
I like clicker games, but they are made interesting by the weird stories that unfold 'between the lines'. I liked how you tried to accomplish that by summoning random funny humans at the end to accomplish this even though the game is very short. I think a little bit more content would have helped you here, but we all know that gamejams are just not very friendly towards 'just add more' :grinning:
Oh and I got Baby Belle!
This was more difficult than I expected :grinning: Making it so that it is non-obvious what the problem is and additionally making the player balance caller patience and support tries while also giving the interactions a very real feel by having to juggle notes, a book and a computer was really fun and creative! Reading the description I was not sure if it would like the game, but you won me over instantly!
Sadly, it crashed at some point for me - feels like I triggered two things at once because it lagged shortly before that trying to switch between two states. Didn't keep me from just starting again though :sweat_smile:
@oblivioncreator I played it in the browser as a pop-out window and when it crashed it gave me this message (as an alert): "An error occurred before the game window could be initialised. Please check the console!". When I check the console there is nothing in it. When I dismiss the error message the game is frozen and only finishes playing the main music loop, then goes silent. I managed to replicate it just now to write this message. I think the lags start happening when you are asked if you want to change something and then you say no but change your mind and then press yes (which the game seems to ignore but starts lagging for me). At least this is what I did a few times and then the crash happened. Sorry but this is all I got from my testing.
You really impressed me with all the stuff that went into making this very focused gameplay interesting. The donation goals, the donations popping up, the chat flying by like it would in a real stream, the expressiveness of the magician and the rabbits. Everything was incredibly polished! I really tried to not miss anything just like in a real live stream - overwhelming and really fun! :smiley:
Almost any game on mobile today is a 'match-3' or 'connect-4' kind of game and they get repetitive fast. So I did not really go into this entry without prejudice. But I have to say that you really actually achieved something that is different in ways that make it interesting all over again! :smiley: Reminds me a bit of the dynamic between 'Tetris' and 'Not Tetris'. Very well rounded entry!
I really liked this entry! I don't play deck building games because they feel like you always have to watch out for weird combinations and most seem to be PvP. But in a small setting with obvious rules and PvE I can get used to it. The impressive implementation led me to finish the whole thing!
Very interesting concept! I would have liked to have less interactions in my way to do some of the work. I get the papers please adjacent gameplay, but that game has lore to keep me hooked while I shuffle papers and puts me into time sensitive decisions to get a little bit of craziness going. I actually never got the right pixel but I don't know if I am just bad at it or if I did not understand how the defects are weighted. I thought a pixel with a defect in every metric MUST be the killer but that didn't get me where I wanted to be (with cash left at the end of the day). :smile:
This two step process of first building a path and then trying to go through it both ways is actually pretty neat!
Apart from a little bit of physics jankyness and that you apparently ran out of time I think this is a solid entry into the jam and I had fun. I can definitely see how this can be build upon and polished! :grinning:
@jose-pedro-dias Maybe it has something to do with different keyboard layouts. For me X and Z are not close together and I had to weirdly spread my hand (but it worked in general so...).
Good clone of Dr. Mario :thumbsup:
I really like this game. Simple concept, minimal but very well executed (definitely crazy what is possible with Pico-8)! Had to try for a high score but I was caught off-guard when the first tractors came from the left side. :sweat_smile: Screenshot 2024-10-08 203007.png
I have to admit I did not understand what I had to do to recruit fish. I swam around and talked to every fish and frog and nobody wanted to join my school. Did I fail to do a specific thing or did I trigger a bug or something?
Anyways, it is really impressive to have full voice acting for a jam game! Overall a very nice package :grin:
@carraka oops - I was not aware that I had to hand that quest in before I could start the other one proper. Thank you - I'll try again!
I played it all the way through and I really liked the concept with the lab environment where I am actually sitting in front of the workstation and my browser is the OS, very neat! Except for the spam, which I had to read, because it was fun :grin:
The one thing I could not figure out is what working on my DNA actually does except for visual changes, but I think this is probably due to jam time constraints?
Apart from what was already said about the difficulty curve being too easy I actually have no complaints here!
Sound and art were really nice and everything fit the eerie mood, especially the 'splash' if you pressed too hard :grin:
The gameplay is easy to learn and with the right difficulty curve probably also hard to master, which I really like in games. And everything with this basic premise of just eating small creatures!
5 hours is pretty crazy, especially since this game is actually cozy and well put together with the art and sound!
I got to level 12 and was spamming mouse clicks towards the end, which I don't even mind, because I could have hit the needed number if I hadn't miscalculated. So the way of balancing frantic mouse movement with the skill of fast math I actually quite enjoyed.
Very well implemented small time-waster (meant in a positive way :smile:)!
This one is short and sweet!
I think you took some creative liberty by entering a game about huge blobs trying to overrun a city in a 'tiny creatures'-themed jam, but I think we can all look past that with the nice work in art and gameplay :grin:
Interesting concept but I have no idea how to catch the rabbit :smile: I put myself in front of both entrances to a room but the rabbit just ran through and now I don't think I understood the mechanic. But I liked the idea!
This feels very polished and everything fits well together!
I had a problem with the game starting to lag really bad as I approached the right amount of wisps so I just finished the level as soon as I had enough of them. Wanted to further explore (which I think is praise :grin:) but sadly couldn't.
'Only 2 children disappeared' Sounds like I am cut-out to be watching children :sweat_smile:
I really like the fun concept and the way you interpreted the LD theme :grin: The game is very chaotic very fast but plays well enough so that you can keep up if you dare! I also like the visuals and the sounds. Everything fits together and is implemented well!
Very cozy and fun atmosphere! Feels like 'Stanley Parable' when the pixies comment on everything I do and I like the banter between them. Art and sound are top-notch and everything is very well put together!
One note: Fullscreen breaks the layout completely if you are on an ultrawide display - so probably not recommended for that case.
Very interesting to build something like a point and click adventure in Figma, it always catches me off-guard what is possible if you just try and do it! :grin:
Very polished experience!
The way you build upon finding creatures to enable to find more creatures is very interesting! Together with the short descriptions in the journal it feels mechanically like 'My little inferno' which hooked me for a long time :grin:
I would have appreciated a tutorial, because the slightly janky physics together with not knowing what every form of creature does made it unnecessarily difficult for me to understand what to do. Nevertheless, I figured it out and finished the game - it was intense! Oh and at the end it told me to 'kill the guest coder'? :sweat_smile:
The mood in this game is very much on point!
I played it all the way through and really liked the 'cutscenes' in form of newspaper articles and reports, gave it a lot of lore for a 72 hour game :grin:
Except for the lack of levels this feels almost finished and very polished! Especially the sandbox environment is crazy and makes clear what else might be added and how difficult the later levels could be. Combined with the teased story and the other untapped opportunities here it is really impressive. I really like this jam entry it is crazy how much one person can achieve in so little time.
Sadly I was on my own while playing this game, but I liked the inclusion of cooperative elements to fight against the trash AND the opposite when trying to finish the enemy off - really interesting idea :grinning:
This is such a small but well defined, straight to the point idea - I really love it! Together with the polished implementation by syncing the rhythm of gameplay and music and the applied shading it really makes a very good jam entry! Marking the 'two types of children' in the highscore list is also a nice touch :smile:
I feel like deck building games are a really big undertaking and you actually delivered a pretty solid experience in so little time, amazing! Your mechanics also work very well with each other, it feels like one mistake can overwhelm the player fast with stacking odds against them! Very nice!
I like how this game gets more and more frantic up until a point where you can just reap the fruit of your work by having completely overpowered upgrades! Really well made short game loop for a jam and with perfect corporate but fun style!
The art-style of this game together with the fun descriptions and overall mood are very nice! It gets interesting very early when you try to manage squeezing points out of specific hex structures and you just don't get the tiles you need :smile: Very well made entry!
A nice little platformer with an interesting premise! It feels a little bit like on of the game modes in move or die, just in single player.
I like how the twist at the end leaves it open if you are just saving yourself or being a greedy bad guy :sweat_smile:
This game gives me vibes of Opus Magnum, in gameplay as well as general style! (Which is a compliment in my book!)
I will definitely come back to this one and try to figure out more combinations of machinery :grin:
In general I have to say that this is a very well made entry and completely blows my mind how you can achieve this polish in so little time.
This game feels very eery. Well done! Sadly, I was not able to locate the key the second time (or third time?) and was not able to progress further. Any hints? :sweat_smile:
Looks like your itch game page has not been made public, yet. So nobody can review your game :slight_frown:
@ein No Problem! I played it now and I really liked the art! It is a fun little puzzler with a very polished look!
I agree with @morepixels. I would've liked to see the snake speed up. Apart from that I really like the visualization you chose to make sure one knows on which lane on the other sides of the cube stuff is/appears. I was never lost while playing (except for possible skill issues :grin:).
I was not expecting the size of the upgrade tree I was discovering throughout the game! A small but really well fleshed-out idea! We also went the 'sort your backpack'-route but way more frantic and a lot less polished :sweat_smile:
We took 42 minutes (and 2 deaths :sweat_smile:) to get to the end. Incredibly impressive how you created a game that hooked us for that long in just a few days! I really love the escape game genre and this rivals some games I have paid for! It feels like a really good mix of an escape game and keep talking and nobody explodes, but without the frantic parts. The style, the gameplay, everything keeps you in the moment!
This game is real fun! The ability to upgrade cards by collecting a lot of them is a nice twist on the jam topic.
And I really like the animation when you pick up a new card!
Reminds me of bomberman but co-optional. Very short and sweet game loop with interesting items and hazards!
27 capsules and over 800 hearts later and I got everything!
I would have personally liked to see the husbandos do something to the way you have to click, like auto-clicking or changing gameplay in any other way. At some point I realized that getting 'Nothing?' does that in a way, but the more the merrier!
@melomaner @semenchk it sounds like you both ran into objects on the ground and stumbled. During a stumble you can't control your character. If that was not the case it might be a bug. We would be very happy with more information like the browser you used, etc. :smiley:
I really like the idea to get parts from your opponents and the multiple options of different bots!
It looks like you definitely could have made it more difficult though. As soon as you get the 'wind-up'-bot you can just place 4 of them at the start and win the last levels within seconds. I still tried to check out the other bots and found it quite fun to build defenses! :smiley:
I made it to wave 16 and I have to say that I really like the way you force decisions at the beginning because the slots are filled up at some point and you have to live with your 'build'. In the later part of the game it would have been nice to have more than just percentage upgrades, because I was just gaining more and more money at that point :grinning:
I like the whimsical designs of the bugs, which really made me want to collect everything to see what other fun designs you made!
I have one problem though. On a Widescreen-Display going into fullscreen does not work without cutting off even more parts of the game than the small view in the jam site does. You probably have to fix the way you are scaling the game when the screen is not 16:9.
This game is really cute. The way the kids definitely do not adhere to any rules of the real card game and just try to get the best cards without actually caring what 'best' is when you just throw them around or play a game of 'find the thing' reminds me of my past self with anything collectible. Really well made!
The mood, the art, the gameplay, everything just fits so well together! When I got the tooth I wasn't supposed to have I realized that there even is unexpected depth in this game of collecting teeth! Really just a great experience throughout!
Whoever lives in that house definitely needs a bot with all the abilities that wonder bot offers :sweat_smile:
Small game loop but very well executed with the gradual but not too slow advancements!
Nice tech demo, but I agree with @willoxs. It is difficult to give a fair rating in the game category. There is a demo category that would have been more fitting, I think.
This game gets difficult really fast! I like how you managed to create a rather challenging game with so little interaction but a lot of fun concepts that emerge. Being able to only cherry-pick parts when you first drag the whole assembly from the line into one of your slots makes the game really interesting. I managed to get myself fired at day 4 :sweat_smile:
This is by far the game with the most interesting mood and underlying story elements I have yet played in this jam! I really like how you have to upgrade your body to achieve get more and more options for movement. In that way it feels like an old Rayman game, just dark and somehow cute? :grin:
Sadly, the itch page is still not publicly available.
@t-c I updated my rating! I am not sure if it is a bug on my side, but I was not able to start a run on medium or hard difficulty. I could only get the lowest one to start, which was quite slow and it felt like jumping over obstacles was made more difficult by how slow it was.
Sadly, this game does not look right in fullscreen on a screen wider than 16:9, so I had to fiddle around a bit to get everything into view that I needed.
But this game has a lot of charm, especially with the ability to sort you stamps in-between rounds and the fun little post-its all over the place. I really liked what you did in the short time frame!
Really cute auto-battler! The art-style and general vibe with the glasses of monsters battling in an eery dungeon is very well made! One nit-pick: the first hit sound blasted my ears away :smile:
Very serene but also somehow frantic gaming experience! I love the art and how you made the most of it by putting it front and center of the gameplay! The short and sweet duration of play makes it even better and somehow more frantic when going for higher scores. Really well done!
From the other comments I got that it is rng-based, but for me personally it went too easy. Apart from that it is a good first time entry! I can speak from experience when I say that the next times using Godot will get way better!
This feels like an endless runner that would feel right at home on a smartphone! (And I know that smartphone gaming can be controversial, but I mean it in a good way) Very clear interaction, a good amount of upgrades and a very nice art style and mood!
I love rhythm games and it is difficult to make one in such a small amount of time. So great work! I have a few grievances though :wink: The music feels not really connected to what you have to click. I don't know if that is just a de-synchronization in the browser, but it felt like I was just hitting quick-time events instead of reacting to music.
Very strong visual appeal! I would have liked some hints on where to find the objects, because at some point it felt like I was just running and hoping for the best. But I beat it! Looks like in full-screen the final message is stretched wrongly - at least it was for me. Could read it fine without full-screen, though.
Ok the first time the monster appeared I was not ready. It felt like this game would just continue being eery but it definitely made me jump a little!
I like the art and the mood you achieved in such a small amount of time!
It seems like I have the same errors while touching crystals in the ghost game as the other commenters. I tried out the other games though and liked the variety and fun little jabs at the player!
I would not strictly call this a game it was more an experience and I really liked it!
The way the small puzzles interact with the story and the back and the way everything weaved into each other supported by the sound and art design is incredible for a single person submission!
Just one thing: The sound never started in Firefox on Windows. I switched to Chrome where it worked!
Nice art, interesting gameplay additions to basic Sokoban, and everything in a complete package done in 72 hours? Crazy work!
One thing: Going backwards with a box attached breaks the game in weird ways if you enter small corridors!
[bug](///raw/1b2/54/z/72ab1.png)
When I read the text about not being harsh about the somewhat janky art I didn't know what to expect from the game, because all the art on the page looked really cute. Then I started the game and it was exactly like the art on the page :smiley: Don't be so harsh on yourself!
Really cozy and incredibly polished experience!
At first I thought it was a basic box moving game and then it started to immediately make me move boxes while the signal was moving and then split the signal, etc. Very well done additions to keep it interesting and difficult!
I like how you picked a mechanic and polished it through! The way you can only place antennas in direct sight to each other, the way the terrain impacts your signal strength and everything. I really like this short adventure :smiley:
I have one nit-pick though: I lost signal a lot because I tried to maximize my antenna placement and I would have liked the indicator of 'can the antenna connect if placed here' actually show the value for where the antenna will be placed and not the position of the car :sweat_smile:
I like how incredibly complex this game gets with just these basic rules! Together with the clear art style it is a really polished experience. Especially with how minimalist it presents itself and then just goes all in with difficult puzzles :smile:
Interesting concept with the two different 'signals'. I did not realize that there were enemies that did not react to the lure signal until I had almost all HP lost but I managed to finish the run! I liked it :smiley:
Did I just play Pikmin but with men and boogers? Yes I did. And I liked it :smile:
At the beginning I thought this will take forever, but then I only upped my luck and it went fast after that :smile: Very charming and very cozy game! I really liked the art style!
One remark: Fullscreen does not really work that well on ultrawide screens, but it could if the last few assets that are cut off at the 16:9 screen border were not cut off, because some of it actually looks nice like this!
Why are game within a game games always creepy :smile: The way your jam entry was set up reminded me of duck season which I liked to play, so that is a good thing!
Really polished game and a very charming one at that! I especially liked how you incorporated the rhythm part into a completely different game loop!
If I had to mention one complaint it would be the text animation which makes it impossible to read fast. I would have liked the animation to skip like you can skip the appearance of the text letter by letter.
I thought clicker-type games lived from their story aspect BUT this one actually has puzzle-like game play! Very engaging and well done!
The art looks like something interesting was planned! Sadly there is almost no game play to vote on. What was the initial plan for this game?
I did not find out how to really repair the ship and what the bottom right room was for (maybe these two were connected). Apart from that it reminded me of lovers in a dangerous spacetime just without multiplayer.
This is a very polished entry and I had a lot of fun! Got hectic when multiple people turned their signs at the same time. I really liked how you made it so the end is a choice and that I know that probably tells you what my choice was :eyes:
I really liked the inclusion of the hard mode. Parsing the expressions fast and then reacting in rhythm was not easy! Overall I really liked this submission. (But I also love rhythm games anyways!)
Charming art and interesting mood :smiley:
I got stuck trying to climb the hill until I realized you could jump :sweat_smile: Maybe you should mention that in your key bindings section!
I played it the whole way through and it was a really good experience! I second some of what the other comments said about the oscilloscope not being a physical part of the board as it hindered my layout quite a bit and probably made the level size needed on your developer end not that easy to determine either. Overall I really liked it :smiley:
@kr4ft3r thank you for sharing your signals! We hoped more people would do so. Because we were looking forward to playing those messed up signals (shared from standard runs). But it seems you actually created your own map with hand crafted signals, which is even better! :eyes: (my first try got me a smokin' hot 95% :fire:)
@jahwffrey yeah we count the empty spaces as well. We realized too late, that this looks confusing, but we use that information in score calculation as well so we don't want to change it now :sweat_smile:
@eric-nguyen thank you for submitting a signal! Yeah we thought it would be nice to get some engagement going in the comments. But at the moment it looks like just sharing scores is way easier to get people to engage and works better. Still, we really like this feature and will probably do it again!
@coderaurus thank you for the feedback! We separated the keys because that is what most rhythm games to so that your hands rest on the keyboard markings on the home row. The one thing we forgot to do was to mark the separation between your hands in the play field with a line. So yeah sorry the confusion is our bad :sweat_smile:
@papaver You actually went all in being seemingly the only one to complain about us not keeping scores, trying all the levels AND playing the levels of others :smile: Thank you for your code! I got 98.5% on my first try. I really like the 'alien'-like shapes you created with our limited 6x6 grid :fire:
@cedaoan thank you for your code! It is always interesting to see which icons made people struggle the most AND then trying myself not to struggle with whatever icon was created from your struggle :smile: (I got a 99.15% :fire:)
Dang, I was missing only some pink in the end :smile: Very minimalistic game with interesting depth in the way you have to plan your actions sometimes. A little bit too heavy on the randomness for my taste, I would have liked to know which tiles I will be able to pick later instead of the whole left sidebar switching out after placement. But definitely a very polished jam entry!
This is a very unique rhythm game with how the buttons are not controlling the lane you are hitting but the color! The way it is set up does make it somewhat easy to just clear every color one after another, but this does not change, that this is definitely one of my favorite entries! The way you made the theme fit by adding the different wave sounds is also a very nice touch!
This feels like one of these very cozy games that progress very slowly, which is something I can get behind. I liked the mechanic of the ships sharing the amount of available waypoints and that 'signal' has been used for almost all parts of the game loop - very nice!
Crazy entry in all of the best ways! It has so many different ways of how signal could be interpreted and combined with the mood and gameplay it really stands out! Also, the polishing with the interference patterns and everything is just incredible for the time!
Those pesky worms ate my civilization twice! But then I got utopia :smile:
This just straight up feels like a finished game. Incredible what your team achieved in that small amount of time!
The art, sound and the game play fit really well together. Feels like you had some time to polish this entry!
What I like in particular is the slow motion while moving the tiles, which never removes the urgency to actually do stuff and makes the puzzle aspect way more interesting.
Very interesting gameplay especially with the death mechanic that actually makes it possible at some point. I would like to know how many death one needs at least to make sure the game is winnable, because at some point it gets too fast and easy :smile:
Also the art is very well made!
My group also thought about making a card based dating game, but we decided against it, because we thought it was too much work. Good thing somebody thought different :smiley:
I saw your comment on our rhythm game 'Smoke Show' and immediately went over here :smile:
This entry reminds me of just shapes and beats BUT 3D! I really like how these types of games switch the rhythm aspect around and make the level do the hard work of moving to the rhythm you JUST have to dodge right!
Thanks for making me aware. I really like rhythm games :smiley:
The best entry I have played yet!
I have the same audio issue some other comments reported. Maybe the information that it was the web version on the ldjam site on Firefox (on Windows) might help tracking down the problem?
Nevertheless, I got 90% for the audio logs and decided on a solitary sacrifice :handshake:
Incredibly infuriating to have a single player game with the same ping as playing online with the worst internet service that exists.
On the other hand: Incredibly good game loop and I really liked the timing aspect which perfectly fit to the theme of the jam! I actually liked the experience a lot but I still wanted to cuss out those antennas the whole time :smile:
I also really liked the design direction. Overall one of the best jam entries I have played!
Very simple game loop but engaging overall. I think people with high end keyboards have a big advantage here as the can press way more buttons simultaneously than people with standard keyboards! We had the same problem with our game (rhythm game) where we created everything with 8 buttons in mind and then realized that most keyboards can't do more than 6 at the same time so we had to change it. In our game this created impossible situations, here it just makes it way more difficult depending on the keyboard :smile:
For me this one felt like not everything has made it in there that was planned. Then I read the comments and seems like me feeling was right. I liked the puzzles, but it became a little bit repetitive after a while. I would have preferred less days BUT I like the way the story is included into the gameplay so I am not sure if less days was an option to still convey a message.
I was confused about the lack of an ending but apart from that I really like the way you implemented the split screen mechanic and how I had to manage multiple hazards at the same time!
This is a good puzzle game that kept me engaged for some minutes :smile: I really like how there are obvious fast ways to clear a level but then the signal is wrong so you are not only checking the best path but also have to make sure where it goes through.
This game reminded me of flash game defend your castle but with a fun twist on the theme! I won the fight against whatever that last monstrosity was :smile: Very well made entry!
One thing: The game seems to not restrict rendering out of bounds whatsoever and on ultrawide screens you can see 'behind the curtain'.
Interesting how fast I could learn the essential morse code signs by just playing those three levels! It is almost an edutainment game (that actually was fun!) :smile:
I had a bit of trouble understanding what node type does what and I am still not really sure what the difference between the square and the circle is, but I managed to finish a map!
Way too short! And I mean that in the best way possible :smile: Mixing the mechanic of the sound with the spacial arrangement is really clever and makes for an engaging puzzle experience. Together with the fitting sound and art it feels absolutely polished and I need more!
I saw your comment on our game and just now realized that you also created a rhythm game where you create something to the rhythm! Your way of preparing the player for the incoming rhythm is way better than ours though :smile: I also liked how you actually created a full other element of game around it with the upgrades!
The art style and the atmosphere are very well done. I have to admit I did not understand what makes the AI special, but I played the web version and it says that there might be bugs with it, so it could just be my setup!
It's like Wario Ware but different :sweat_smile:
I really liked it especially with the twist!