Foon → Ludum Dare Explorer → Users → burnedkirby
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Gander and the Elemental Dungeon | compo | 278 | 3.06 | 3.06 | 3.40 | 3.76 | 2.88 | 3.98 | 2.91 | 3.10 | ||
| 2023 | 54 | Limited Space | LD54 - Box Survival | compo | |||||||||||
| 2023 | 53 | Delivery | LD53: House Delivery! | compo | 316 | 3.11 | 2.91 | 2.72 | 3.68 | 3.38 | 3.53 | 2.48 | 3.15 | ||
| 2023 | 52 | Harvest | Harvest - Food Cut | compo | 184 | 3.41 | 3.91 | 2.83 | 3.00 | 2.77 | 3.66 | 4.16 | 3.33 | ||
| 2020 | 47 | Stuck in a loop | Escape! | compo | 317 | 3.41 | 3.16 | 2.70 | 2.52 | 2.94 | 3.95 | 2.36 | 3.66 | ||
| 2019 | 45 | Start with nothing | One And All | compo | 317 | 3.25 | 2.86 | 2.75 | 3.65 | 3.38 | 3.90 | 2.15 | 3.40 | ||
| 2018 | 43 | Sacrifices must be made | Entry for 43rd Ludum Dare | compo | 270 | 3.36 | 3.22 | 2.96 | 3.25 | 2.63 | 3.60 | 2.12 | 2.96 | ||
| 2016 | 37 | One room | Zombie Fight | compo | 597 | 2.53 | 2.80 | 3.00 | 1.93 | 2.67 | 2.67 | 26 | |||
| 2016 | 36 | Ancient Technology | Defend Earth From Ancient Asteroid | compo | |||||||||||
| 2014 | 31 | Entire Game on One Screen | RPG Platformer Thing | compo | 1021 | 2.69 | 2.87 | 3.27 | 4.07 | 2.13 | 3.20 | 3.13 | 24 |
This christmas, Rudolf becomes an evil disembodied head!!
Very hard, could not beat head. But had a laugh when that stage of the fight happened.
Dripping with humor, and filled to the brim with those snide comments that appear when you turn your back to it but seems pleasant enough when you look again and it's just charming and yet bizarre at the same time.
I have yet to get hired, but at least I am hired.
Sorry about the missing dependencies (gets me every time). Finally back from work, and updated the zip, so the missing libs should be in there.
The changing background fading from green to red is pretty neat. I kind of wish there was more of that going on.
Funny to see enemies accidentally killing each other, and funnier still to get killed by running into my own bullet.
It's hard to avoid enemies since they're wired to chase you down but meh.
There should be an incrementing timer to see how long you survive and use that for a high score system. That would be neat.
simple, a little difficult to fight as the spear throwing makes you lose your spear (until you pick it up again) and the attack has a long cooldown. neat game. Too bad there's no end to the bad guys and realistically, one-man-armies don't last long.
Reached a ledge that you could barely jump onto, but when I jumped to it, I got stuck in the dinosaur that was on that ledge and died a slow death.
Tried again and made it to the end. Didn't realize the gun could run out of ammo until the boss fight. Barely made it.
Neat game. Jumps are scary as the entire screen moves with you and doesn't display much below you.
LINUX USERS: use winetricks to install all fonts so that the text will display in wine.
Game is difficult as the view is too "zoomed in", making it difficult to tell where you land after you jump and only your immediate surroundings are known at all times. Neat though.
Wow. this game has a lot of unexpected moments within it. Very well thought out. Though the boss on level 9 was so hard, I had to memorize the time between the shots that the robot fired since the projectile was just about too fast to react to. Did not expect level 10 to be what it was (like level 1).
Very tough, couldn't beat it as the monster seemed to spew out more projectiles the further you got. Neat concept.
Really nice sprite animations!
Sometimes a wolf pushes a sheep onto the altar for sacrifice on its own.
The sling sort of aims at a spot above the cursor instead of directly at the cursor, so its a minor hindrance.
Other than that, slick game, no other bugs I can find.
the sfx adds a bit of humor to the somewhat sadistic game. Neat concept. but by the end of it you're whipping hordes of people chasing you down.
Entertaining, especially to see all the names of the artifacts.
If only I could read the contents of the "Artful Pillow". Then I could unravel the mystery of the "Weighted Scarf".
What... What is this game?
What.. What is my life???
All jokes aside, very strange thing you've produced here. The music fits the carnage in an oddly sadistic way. Though I have no idea what's going on, it seems that it is simulating destruction of ragdoll people and is storing the most "successful" scenarios? Odd. Very odd.
The windows version is too slow on linux wine to play, but I somehow managed to connect one aqueduct. Seems like a really neat game in 3D.
Neat game. The ambient music made it relaxing despite the mazeness of the game. Wasn't too hard as the shop made things easier. A bit of good fun.
Would be neat if different attacks were in the game, like a projectile based attack maybe? Neat entry.
On Linux, there are some control issues with the game.
Only S and D keys work (and arrow keys). A and W fail to move the player, and E doesn't seem to work as well. Mouse clicks work though.
Interesting game, as if from the perspective of an alien taking a look at a human dwelling.
I run Linux, so I tried to play the game with wine but I get an error message:
~~~
The global shader cache file 'Z:/home/s/ldclmbr/LD37/WindowsNoEditor/Engine/GlobalShaderCache-GLSL_150.bin' is missing.
Your application is built to load COOKED content. No COOKED content was found; This usually means you did not cook content for this build.
It also may indicate missing cooked data for a shader platform(e.g., OpenGL under Windows): Make sure your platform's packaging settings include this Targeted RHI.
Alternatively build and run the UNCOOKED version instead.
~~~
Wow, did not expect the scary vibes from this one. I guess the game ends when you wake up in the bathroom lying down unable to move? Also, when the room starts flooding you can somehow walk out past the door? Very neat game.
This game is basically a challenging boss rush, very neat. Did not expect the space walk ending, quite a weird day indeed.
I am jealous of that pixel art. Such great pixel art, though it was lacking in movement animation. Neat story (stories). Could use some music though.
Neat puzzler, got stuck on the 4th (or was it 3rd? the level that fills the entire screen) level. Neat mechanics around the gray fish squeezing together.
Pretty straightforward, reach the top of the mountain. The dash move is kind of buggy as you can find yourself stuck in the ground. You could spam it to keep moving to try to get unstuck, but most of the time the player ends up falling into the void. Cool use of the theme of trading abilities for different ones. Kind of short, but its Ludum Dare, the time constraint does make it tough to add more content. Good game.
This game feels like a sandbox game. It feels kind of endless because of the slowly diminishing cycle of creating crops to feed people. The music adds a chill but frentic mood to the game. Cool game with good game-feel.
Cool clicker game with a cool concept of changing the game window the further you get. The ending was also cool. The only issue I found with it was the lag from so many objects being in the game. Other than that, its basically a clicker game that is interesting and kind of fun.
Pretty good and stable game. Fog of war requires the player to explore to see what the level layout is, and each level is a unique puzzle to reach the goal which was nice. It also made use of all the game mechanics of leaving limbs, leaving eyes, and pulling dropped limbs to the player. Simple and good.
Funny audio, simple and short but well executed.
Simple game. Maybe too simple? Gameplay could possibly be improved by something changing the further you get, but nothing changed other than more collectables spawning as you go. I stopped at 1500 points since there wasn't anything different after collecting and sacrificing collectables for a while. But it didn't crash or have any bugs so it works fine.
@pancakefriday The theme is applied by having the player lose a piece of themselves on every jump, making them slightly smaller. Once too small, the player dies. Unfortunately I didn't implement checkpoints so it has become easier to give up than to reach the end and I just expected the player to notice by the end that you get smaller. Thanks for the feedback.
@incobalt Ah, I didn't realize I had to "like" the comments, I'll do so, thanks for letting me know.
@slashee-the-cow I used lmms (found at https://lmms.io/ ). I mostly learned how to use lmms on my own, and my music experience was from years of high-school orchestra but other than that I'm mostly self-taught. There probably are youtube tutorials on how to use lmms, so maybe you could look that up?
Nice and simple, works like you'd expect. Interesting progression by acquiring the different arms that some newer enemies come with. The only indication you've caused damage is maybe a sound effect, could be more helpful if it was more apparent.
Pretty straightforward, its a shame that the team ran out of time on this one. Was stuck at the first ladder for a short while until I realized that the ladder needed to be repaired. After that, it was not as difficult to figure out what to do. The game appears to be pretty stable too. Cool game.
Are you aware that "HTML5 (web)" is meant to be for games that run in the internet browser? Because your link should be labeled "Windows" as it is a Windows binary.
Like how others mentioned being unable to play due to a looping intro, I too have the same problem, so I can't rate your game...
Thanks for fixing the game.
Controls are difficult as this game uses W/S for move forward/backward, and A/D for turn Left/Right. Usually you'd expect strafing Left/Right with A/D instead and turning with the mouse. The "tank controls" this game uses makes it difficult to jump on top of rocks and save souls. The music should loop but it only plays once, which is a shame since it seems to add to the feeling of saving souls via holy chanting. The theme is used in the fact that the player is sacrificed once the light fades I think. The description of the game on the itch.io page seems to indicate that the player could return to heaven to avoid dying, but I wasn't able to figure out how as it isn't apparent on how to do so (maybe you can't). Game has a neat feeling to it, and it looks nice.
Cool concept. Problem is, sometimes the "replay" players get out of sync, and go in wrong directions. Sometimes they die sooner than usual, but that is expected since the newer players change where the enemies are shooting. Difficult but interesting. Having a health bar would've been helpful as its hard to tell how many hits remaining you can take.
Gameplay-wise, it was frustrating to constantly die and restart from spawn points because monsters take too many hits to kill. Seems weird that the only reason to kill people was to progress past the road-blocks. The ending sure was creepy though. Not my cup of tea, but it was alright.
So its like a reverse-tower-defense? You make buildings that generate people with bombs that kamikaze the castle. I kind of expected the sacrifice theme to be incorporated into the gameplay/mechanics: You collect resources, you build stuff, you eventually destroy a castle as the objective. Well its an ok game, and its nice that there's a setting for how much resources are spawned and how much hp the castle has.
Pretty simple and straightforward, spawn sheeps, drop them in holes, and walk across them to reach the goal. The problem is that crossing the holes is dependent on crossing on top of sheep that do not fit the hole and is smaller. Thus, crossing a hole is kind of janky as you hope the physics of the game allows you to cross and not cause a sheep to be kicked out of the hole or other stuff. Maybe if putting a sheep into the hole made a different entity that fit the hole better would've worked better. Also, there is no limit on how much sheep you can sacrifice. I think the game could've been more interesting if there was a limit, then it would make for a better puzzler. Instead its just jam sheeps into holes so you can hopefully cross if the physics allows. Game seemed to be pretty stable for me though.
Gameplay is ok? Rotating the ship makes the game unplayable, so I just used arrow keys to boost and strafe. It seems sacrificing people earlier is more helpful as that was the only way I could make it to the end. The "you made it here in [x] seconds" message is bugged as the seconds keep counting even after the win condition was reached. Kind of difficult in a janky kind of way but not impossible.
@hindbodes I think so? I definitely didn't reach the end on my first try.
Game is pretty chill especially because of the music. The graphics is nice too, colorful and bouncy. Kind of difficult to tell what the controls are at first, and took a couple tries to realize how the bark mechanic worked, so it could've been useful to have some text explaining the controls on game start. Fun little puzzler.
The Windows version download link is 404ing for me too.
Unfortunately the game suffers from some bugs. Villagers can be stuck running around in loops, probably due to a bug in path-finding. They can also be stuck in between 4 tiles, and also become un-selectable. When I tried the game I never got a prompt that the gods demanded a sacrifice or offered a gift, but that did happen when I tried again. It is hard to keep track of villagers because there is no indication of where they are when they are off-screen. Some arrows at the edges of the screen or a mini-map would've been very useful. Interesting concept of village managing to get resources and providing sacrifices to the gods. EDIT: I also found that the game had no sound? I did increase the volume and could hear nothing, maybe I did something wrong but it didn't appear to make any audio.
@javasaurus Ah, I see. I thought the game itself would let me know the controls but it appears the controls is only listed on this entry page. Thanks for letting me know.
A few typos here and there, but its ok. Gameplay wise, it appears that once you run out of purple energy, there's no way to get more since you need to kill using an attack that consumes energy to get more. But the penalty of death is just restarting the level which isn't that long, so its not that bad. Not very long but its Ludum Dare, and its hard to make a lot of content in a short time. Edgy but its an ok game.
Tried it again, it works so I left a rating.
Game is stable and kind of fun. It seems it becomes harder if you lose a floor so one must sacrifice a robot to clear hordes of enemies pretty often. I was hesitant at first but it seems there isn't much of a penalty for sacrificing a robot other than that one robot is removed and must be replaced. Simple game and works well. EDIT: forgot to mention, I really like the music its pretty good.
Wow it took a while to beat in Normal mode. Gameplay is what you'd expect from a platformer, you get mad at not the physics but mistakes you make and placement of spikes. A bit annoying when checkpoints are next to spikes, which was a source of some accidental deaths. I managed to get 46 as my score at the end, maybe because I skipped a few checkpoints. A pity that there's no sound or music.
You appear to have not provided a download link on the itch.io page, but your "source code" on github is actually the compiled Unity game posted verbatim. You should provide the Unity project files in github, not the binary produced by it, otherwise you haven't actually released the source of your game. EDIT: oh its a Jam game, it doesn't need to provide source I guess? You should still make it clear that its not "source code" but the "game download".
After trying out the game you provided on github for some reason, everything looks pretty sci-fi. Kind of weird that the health and ammo bars look... strange. Its apparently the number of icons represent how much health and ammo you have, when the graphic seems to be designed to use a bar in the graphic instead? I could not progress past the "hangar" area as the spiral ramp is not climbable, and other paths appear to be a dead end. Also, the "hanger" area has enemies constantly respawning so all you can do is struggle to survive but eventually fall since its endless. The starting cutscene is a bit annoying because it tells you "E to skip" but the E key does nothing at all. The theme only ties into the game as part of the story about being an escaping sacrifice.
This game is like an adventure FPS, but there isn't much to explore, and there's only 2 types of enemies. Well its a Ludum Dare game so its hard to add lots of content in a short amount of time, so that's expected. Good effort.
Kind of.. strange? Gameplay is a little difficult, until you realize that you're supposed to press space on the last three notes. And if you hit early, it doesn't complain. Also it doesn't explain that hitting left is no and right is accept sacrifice (kind of hard to tell). Its an ok game.
The game looked interesting at first, like a click adventure game. But once I reached the fuse-box minigame, I got stuck. The controls in that minigame are not very responsive and its apparently impossible to outrun the blue antivirus block. Maybe I'm missing something? I would like to see what's after that but I just can't get past that fuse-box minigame.
Wow. I don't think I've spent at least an hour on a LD game other than this one. I only stopped because the game crashed when there was a mutiny in my group, and selecting "kill" from options "free" or "kill" crashed it. Well made, pretty fun, and is a time sink. Well done.
The Linux version doesn't work as its missing a data directory apparently.
Seems kind of endless? Stopped when the map changed and I was suddenly out of bounds and could not go back inside because of the walls. Other than that, seems to work well. Melee attacks seem risky because you usually get hurt from touching an enemy (I think).
This is as much of a game as is "Dear Esther". On one hand you're only walking and talking, but on the other hand a story is told. Too bad this is short and it's not clear whats going on at the end when everything just stops with the main character centered on screen. It says "push Space to give light" but there is no indication of light being given or light being lost other than the dialogue changes with other characters. Music is nice but doesn't loop. I guess this game is ok, but it feels... incomplete? More content of some sort would improve this game.
Interesting concept of traversing a grid that has game-of-life tiles updating every move. Kind of a shame that there's only 3 levels but being able to manipulate the grid by adding tiles is very cool.
Kind of silly and fun. Doesn't appear to be more than 3 levels, where the third level is an endless hallway of enemies (I think, I haven't reached the end and I don't think there is one). Graphics are good, audio is good and funny (old Minecraft hit sound I think, and the "bang" is funny too), controls works as expected, but had to look at the Jam game's entry page to see the controls. Any long hallway is dangerous because the guards with guns pick you off once they notice you pretty quickly until you can reach them (unless you have extra arms to throw). Good game.
@toast-toaster Its just something I noticed about the game mechanics. Since melee attacks have no penalty, but ranged attacks makes you lose health, fighting enemies that are further away will cause the player to lose health in that situation, especially if the enemy has a ranged attack.
Gameplay is kind of.. well. Its frustrating trying to traverse pipes as most of the time, hitting up or down (w or s) doesn't work. Its like trying to thread the needle without seeing the needle. Its also not clear that the steering wheel actually fixes the pipes except if you read the intro that hints at it. I wasn't able to figure out how to control the ship when the wheel was in place, but I somehow evaded an asteroid? Difficulty seems too high due to these issues. At least I kept the animal in the cage fed.
Alas, I tried to pass the red door with three separate runs, and I could not get it to open (I did get the red key each time). Otherwise, the game controls are responsive and the music is neat.
@kunonooni I did spend a good chunk of time trying to press myself against that red wall over and over again, but to no avail. One workaround could be to just remove the wall itself immediately after getting the key, but that would make it less apparent of where to go if the map is big.
Tried it out again, red door bug is indeed gone, made it to the end. Reminds me of my previous Ludum Dare entry because it also didn't have checkpoints. People did complain that it was too hard to complete, and I'm not sure if this game suffers the same issue but it didn't seem that hard if you're patient enough. Good little platformer, good job!
I don't think I'm going to leave a rating because the game seems bugged. The linux version of the game has a bug where moving the camera quickly ends up staring down at the blocks from the top, and locked there (gimbal lock), only being able to rotate. If it gets fixed, I'll leave a proper rating after trying it out.
After figuring out some issues running locally, I was able to play the game. Creating the target voxel object is a little challenging when the object is wide enough to make it hard to guess distances, but otherwise is kind of calming to just churn out shapes. The music made it give me this "robotic factory" vibe. Simple, and the object detection seems to work as expected. Good job!
@merkisoft The goal is to basically populate the empty universe with planets, stars, and fish. But there isn't any enemies so there is basically no difficulty. I will keep that in mind next time, thanks for checking it out.
@humphreysmedia The text typing is basically create a new text image object per letter, each new object consecutively has one more letter of the full string to display. Also, the sound effect when adding a new letter helps. Thanks for trying out the game!
Kind of gross, with blood, flies, and spiders everywhere. Impressive how well the multiplayer works, as well as the mechanics. It feels balanced because big spiders are slower than smaller ones, so it is easy to flee when you don't have much blood, and you can steal blood from bigger spiders that way too. Pretty fun game, well done!
...I'm quite not sure what I just experienced, but I can't help but wonder if this is what a bad acid trip is like. Plays like a visual novel, but there's no decisions to make. Weirdly presented story that hooks you in because its so strange but you cannot help but continue clicking on. Good job!
Some issues with the gameplay, but otherwise a good entry. Movement seems to step tile-by-tile, unless you hold the movement key down, so coins next to walls are sometimes hard to get. The blue and green enemies keep their distance and eventually die on their own (I think their projectile is hitting themselves, assuming that they're supposed to shoot at the player). Took a while to realize that the melee attack's direction is pointed at the mouse's position. Also, the atom bomb... wow... Good job.
Good story, good gameplay. The only problem I had with the game (other than booting up a machine that runs Windows instead of Linux after failed attempts with wine and a vm) was that one vertical section, the text progressed faster than I could reach, so I may have missed some dialogue. But the story was clear, and there clearly was a lot of emotion put into this game. Well done!
Fun little game that is somehow also a puzzler kind of. Ending is funny too. Sfx is good, though it could do with some music. Good job!
Very quickly annoyed the other people in the room trying this game out. Maybe if the audio was something less ringy it would be better. Simple game, kind of fun just seeing what emojis will appear next. Don't worry about this game not being much of a game, mine is kind of like that too. Good job.
Pretty bleak look of life as a homeless person. The difficulty makes it hard to survive for very long, but I guess that may be a reflection of hard times. Only one bug though, if you open your inventory at the "Sadly you don't have enough" ending, you can continue the game, but it's still too late to trade with anyone. Good job!
Cool little boss rush game. Once you figure out the mechanics of the two power-ups you have (but not at the same time) (EDIT there are three total), it isn't too hard. Visuals are trippy and the sounds give it that good satisfying "game feel". Great entry!
@memedev0 I tried your game again, and this time I saw the third attack style.. Weird.. I'm pretty sure I reached the end screen after only seeing two of them. Maybe it's a bug? For now I am certain there are three attack styles.
As an arcade side-scrolling shooter (that reminds me of DOS games due to the color and graphics style), its fun. The menu was really strange, but I eventually figured out that one could set any difficulty they wanted and I think the bgmusic selection was also a stage select. But I'm not quite sure. It was fun to figure out, and satisfying to reach that 4-star-end-screen. Kind of slow paced, but it's chill that way. Great job!
Very difficult platformer due to there being no checkpoints. Got pretty salty about the yellow-green wall on the left side being untouchable if pink/red was off, which caused a death. Not quite sure how to beat the boss, but I eventually reached a blank background screen.. I guess that was the end? Good job!
This game sucked me into playing for at least 30 minutes, just to beat level 7. At first I completely forgot about the thing cards because they were always "nothing" in the first two levels, and lost. 3rd playthough it became too OP as I could just destroy the enemy's cards each turn once the select-any-thing thing card was available. I guess its a way of choosing your own difficulty as you can just choose not to play them. The card game is simple and good. The game seems to lag a bit more the further a game got, and got smooth again after starting a new one, so I suspect its because the cards sent to the discard pile wasn't actually removed in memory. Good job!
EDIT: Forgot to mention the music, it's very simple, and it's catchy so it isn't annoying at all, good work.
Fun platformer that gets really difficult by the end. As others have mentioned already, it does give some "yume niki" vibes as you wake up in a room in spots during the game. Music is chill and great. controls are tight and responsive, but hard to pull off multiple wall jumps as gravity makes you fall pretty quickly. Fun game, good job!
Very funny game! Simple premise executed well. It wasn't clear at first that the game was like a rhythm game but it made sense very quickly. Gets tricky sometimes when some target-speech-bubbles appear fast and slow at the same time. Good job! (I will decline on sending the screenshot as I don't drink, but do treat yourself a beer, it was fun.)
Fun, fast paced game. Though in Wine on Linux, it runs slowly, but it does run pretty snappy on Windows. There's also an interesting bug where bullets get stuck in the fences at the boundaries of the map that can still hurt you if you touch them. Kind of fun. Audio is a category that can be voted for, but the game appears to not have audio so I did not vote in the Audio category. Good job.
I can't leave a rating because this game crashed my nearly-decade-old-computer since I feel it wouldn't be fair to leave a rating without experiencing the game fully. If there was a way to reduce the graphics quality of the game so that lesser computers can play it, I would gladly do so and leave a rating. Seems interesting though, with resource collecting and base building.
EDIT: I fixed my problem, gave the game a rating, good job!
Kind of hard. I don't think I reached above 300 energy because I kept on getting blindsided by red particles due to the random nature of the particles. This is made more difficult by the fact that red particles decrease your energy much more than blue particles increase it. I'm not quite sure if anything else changes other than more particles spawning. There doesn't seem to be audio in the game but I can give an audio rating? It could use something more to make it more fun, but it can't be helped since it had to be made in two days. Good job.
Simple premise to the game, but a few bugs regarding the upgrade menu. If you hit down on the last option, it goes down by one more past the last option, and once this happens you can't buy anything anymore for some reason. Also, there is no game over. If you actually just start the game and do nothing, the game will not end despite having no HP. I couldn't get the upgrade for the satellites to shoot faster for some reason. There doesn't seem to be an end, or separate waves of enemies for the game. The music loops shortly and is repetitive enough to be somewhat annoying. It's a shame that these bugs/issues exist (well it is made from scratch in two days, so that is expected), but other than that, good job!
Simple game, a bit slow to start but after building enough speed, the race goal was met. It could do with more content of some kind, as there is no more goals after beating the race (the opponent doesn't get tougher, or there isn't other speed-related challenges). Good job.
Very hard game. I thought for a while that you had to beat the enemy somehow by shooting it with your hard-earned shots, but it is actually more like a survival situation looking at the game's description page. It would be very helpful to see your high-score after you died, as its kind of hectic to look at it during the gameplay. Runs pretty well though, no bugs as far as I can tell. (BTW, this does work in wine in Linux. I thought maybe there was a problem with wine as there was no sound, but judging from the fact that Audio is not a rating that can be given I don't think this game has audio. Ah well.) Pretty good!
Wow, the creepy music sure sets the vibe of the game. The green crawling bugs, the weird spiky red creature, and the player ghost also sets the stage for something eerie. Kind of sad thinking about how one with OCD would be like the ghost trying to constantly set everything "right". Good work!
What an experience. Game is weird and has that carnival game feel. Not sure if there's an end-game as collecting enough notes to fill the gauge resets it. Music/Sfx was a bit too loud. Good work! (Also, this game can be compiled and run on Linux.)
I really like how this game tells a story pieces at a time. Really dark mood going on, and the music really enforces this. Good work!
Nice game. I thought at first the looping 5 levels was part of the game until I realized after the 3rd clear of that set of 5 that there are no more levels. The idea of a time limit that forces an immediate reset feels like a speedrun-platformer type of game, which is fun and forces you to find and take the optimal route to the exit. Good work!
Nice simple game, easy to understand, challenging to get a high score. Good work!
Neat but hard game. Everything seems to work well despite the mentioned bugs (though I wasn't able to reach the endgame). Good work!
Well that was something else. I was expecting some kind of reward for breaking out of the loop, but instead I got program-closes-to-end-suffering. Voice acting was strange at first but it sort of grows on you as you go on. Quite an interesting take on the theme. Good work! (EDIT: By the way, if you have two physical monitors, the game will fit the entire two monitors for some reason.)
Pretty hard defense game, but neat. Had an issue where when a wave ended, I accidentally placed a trap because I was clicking on a bug. Other than that, pretty good. Good work!
@whynotyt That is an issue I encountered when running the project in Debug, not Release mode. Did you run from source? I suggest doing `cargo run --release` or using the executable created with `cargo build --release`. If you used the downloads I provided... I'm not sure why its doing that..
Difficult platformer, but pretty well made for having been made in only a day. The animations are smooth, and seeing a thumb in a boot was something I did not expect. Good work!
Neat game. The puzzles did get progressively harder, but not too hard to make it impossible to beat all levels. The idea is well executed as I did not encounter any bugs. Good work!
Interesting take on the theme, but it got too frustrating for me to finish the 6th objective (I stopped when the dropped boulder bounced off the rock and hit me in the face). Music sets the stage of the struggle. Good work! (Works in Linux with Wine)
This is a really solid entry. The puzzle isn't too difficult to figure out, and it is interesting interacting with the characters to see how things go. It is satisfying getting the right sequence of events to play out, and the ending was not what I expected. Very well made for 48 hours, good work!
That was really funny. Hard to stay mad and be frustrated when the music is schmoovin. Accidentally closed the game at one point because I wanted to pause it so I hit Esc. Turns out that completely closes the game. There was a point where the level glitched out the speedometer, but it returned to normal at the next level. At one point I increased the repair fee by 200 pounds because a cutscene restored my previous fast speed right after it ended with no warning, and got a fender bender. Other than some of these issues, very enjoyable game. Good work!
Cool game with local multiplayer support. Too bad you didn't have enough time to add more features because with a little more work it looks like it could be pretty fun to play. Good work!
Really great game that fits the theme, just one game-breaking issue that others have mentioned: The passcode for the engineer's terminal is obscured by the gui, so it isn't possible to access it to (I assume) redirect power so that you can activate the navigation system. Other than that, I think you have created a very neat game. Good work!
Interesting and thought-provoking game. I wasn't able to figure out the eye-hint for the fourth person unfortunately. The ending I saw was logical but morally conflicted in my opinion. Good work on creating this thought-provoking game.
Cool game to chill out to. It all runs pretty smoothly and the premise of the game is easy to understand. Good work!
Neat little game. Though it does get repetitive after a while, but that's part of the theme. Maybe some tasks changing each time would spice it up a bit? I respect that you don't get thousands of points at a time. Good work!
The music and presentation give off this chill relaxing vibe, making these normally mundane tasks feel soothing. Great work!
Neat collectable collecting game. Cool to explore and realize how the world works, which fits the theme. Good work!
Neat way of using the theme, a robot that loops its instructions is a nice concept for the puzzle game. Solid work!
That was funny. Interesting choice of using the loading screen as the antagonist that causes the player to be stuck-in-a-loop. The only part I had issue with was the keep-the-mouse-in-the-circle part, but I managed. Good work!
Simple looping-shooter shooter, but gets complex in terms of difficulty as the player has to deal with multiple obstacles of usually a different color. Interesting game idea, good work!
Playing through to the end, some parts confused me. There was a part where gravity reversed, and I wasn't sure why or what caused it (maybe the other checkpoint/spawn point had something to do with it?). Things seemed to change offscreen as when I "returned" to a previous place, it was different in a few ways. Despite the confusingness I managed to reach the end. Good work!
BTW, works on Linux with Wine. The game is.. kind of buggy? When the vehicle moves, you can still click on the tile it's on to rotate it, making it possible to cheese the puzzle into winning. Sometimes, the vehicle doesn't follow the road, or sometimes it kind of leaves the puzzle board and floats into space. Despite the bugs, interesting game. The music and sfx are good, and interacting with the puzzle is explained pretty well I think. Good work!
Neat game, though a bit repetitive (though I guess it can't be helped due to the nature of the theme). Visuals are great, but audio feels repetitive. Good work!
Pretty hard sometimes, since often times I would make a loop and it would make that sound, but the slime wouldn't disappear, so I had to do it multiple times. Couldn't make it to the end, but the gameplay is good. Good work! BTW, this game works in Linux with Wine.
Challenging in that its hard to keep up with the ball and make a path before it runs out of path, since the tiles you get appear to be random and it is often the case that the next tile is not the one you need. Seems to work pretty well regardless. Good work!
Neat little endless game where you aim for a high-score. The only problem I have with this is that the difficulty does not go up at a rate that would make this interesting. In fact, it seems to ramp up too slowly and makes it feel tedious after a point. Other than that, good work!
Took a while to reach the end on this one. Wasn't sure how the buttons were supposed to progress the game, but I eventually reached a point where things changed and was able to make it to the end. So I don't really understand how to actually solve the first puzzle with the buttons. Though the ending was nice. Good work! EDIT: BTW, This works in Linux in Wine
Kind of works in Linux with Wine, but no text was rendered (I assume there was text) so it may not really be compatible with Wine. The keys are a bit hard to find because you can only see not very far in front of yourself in the pool. Seems getting close to the key is enough to collect it, and touching the red door in the ceiling with enough keys lets you out apparently. The music is eerie, and makes it scarier as the turtles and crabs chase you. Good work!
Running `java -jar loop_shooter.jar` works for me in Linux (using OpenJDK 14.0.2). Game is neat, but a bit hard. If an enemy block appears at a certain point, it can be significantly harder to destroy before it reaches the blue. Makes sense to have limited ammo as spamming shots would be too OP. Good work!
Short and sweet. Kind of funny to see the farmer's brother asleep at the wheel, that was a fun little detail. Somehow managed to make it home after some tries. Audio is great as well. Very amusing game. Good work!
@mark-winter Actually, the broccoli has the same difficulty as the other fruits. It just has a smaller window, so the line moves slower as well. The line movement and the window to fit into are defined as ratios instead of hard-coded values. The actual implementation has the window be 1/3 of the full movement of the line. Glad you liked the game.
@local-minimum That is a good point, having a bonus for doing a successful cut sooner would be nice. Thanks for the comment.
Thanks for providing a Linux version of the game. Neat puzzler that got more and more interesting as the levels progressed. :thumbsup: for protecting snails. Good work!
Pretty cool that you made the game for arcade hardware with assembly. The game was hard to play because the bee was really "floaty" and hard to control. However, the graphics was neat and sfx as well. Good work!
Kind of figured it out, but I lost my composure when the randomized level happened. Also, I'm too hasty for this kind of game. Good job on making an algorithm for it that tells you how many "harvests" are needed to solve the puzzle. Good work!
Neat game, I like how well animated it is. I did not encounter any bugs (except squashing worms), but the audio was a bit too quiet. Nice work!
Cool particle effects. It would be neat if there were plants of different structure types. Also cool that you made it in Rust, but that does have the issue where it's hard to quickly prototype something in, but good effort nonetheless. Good work!
Wow, I really wanted to keep on playing this one for a long time. The card and dice system was really neat. Too bad that there were no variations to the enemies that appear, but I guess that's the nature of the short amount of time of the game jam. I think it would be neat to see this more fleshed out as a bigger game.
The progression of the game is well thought out. It is very satisfying to upgrade aspects of the tractor/field. Though I think it sort of tapers off eventually. Too bad there is no audio, but the game is fun due to the progression. Good work!
Cool use of theme to make a sneaking rabbit game. Hiding in the bushes makes for a great way to make up for getting sighted by the dogs and avoiding the farmer. Also cool how the difficulty naturally gets harder as the carrots you need to collect are further and further away. Good work!
Interesting game. It was a little bit frustrating when I realized the scarecrow/player had to pogo their way anywhere at a slow pace. However, the upgrade system made up for it. The progression of the game was nice, and the difficulty ramped up at a reasonable pace. Good work!
Wasn't expecting to play a horror-game-like game, but here we are. Somehow managed to survive after a few tries. I think if it had suspenseful reactive music it would be more immersive and scary. No big issues when playing the game. Having to save the carrots from the farmer was an interesting concept. Good work!
Thanks for providing a Linux version. The game is as expected, its whack-a-mole. But it was a bit nervewracking since the moles were divided by carrots that would cause you to lose points if you wacked them. Though this could be used as like one of those mouse/aiming/accuracy practice things I think. Good work!
At first I was worried that there might be some kind of time limit, but I later realized this is one of those relaxing as you farm kind of game. Calming music and farming at one's own pace. It is pretty nice. Good work!
A bit difficult game, but the music is great. I managed to collect about 6 gold, but wasn't able to buy "make angry" from the shop for some reason. I think it would be nice if one could skip to the next day since waiting for the shop-keep to leave is a bit tedious. Very amusing game though, especially the game-over screen. Good work!
Neat game. Are the wheat frequency based (as in, using Fast Fourier Transform or something)? I would yell into the microphone if it wasn't nighttime right now, but this was a very amusing game to play.
Interesting FPS. No crosshairs made it difficult to aim, and it was kind of nerve wracking as the beasts grew in number and eventually brought a game-over. Thanks for providing a Linux version of the game. Hard but interesting game, good work!
Very peaceful music that reminds me of Cave Story. Meeting the inhabitants of the island and delivering their mail was nice, as it also had some neat world-building anecdotes. Good work!
Feels like a chill dungeon delivery service game. Sometimes the audio has this loud "snapping" sound that hurts my ears a little bit. The visuals are a neat way to show the map as if I was looking at a CRT screen. Good work!
@naganen Edited my post to have a "how to play" section, thanks for the notice.
@grid96 The music slowing down effect is possible because of how wasm4.org handles audio. You can't play mp3s directly, but you can play a tone at a specific frequency with a specific duration with one of four audio channels (two pulse, one triangle, one noise). So I quickly made the music in LMMS, then transcribed the notes into the game's code. Then, when I wanted to lower the pitch of the audio, I just reduced the frequency parameter when the note is played. You can see all this being done here: https://git.seodisparate.com/stephenseo/LD53/src/branch/main/src/music.rs . Thanks for the comment!
Neat puzzler! Could use some audio though. I have in the past, written games from scratch including the engine for some submissions, and it really does take a significant chunk of the time. The only "bug" I could find is that if you stack envelopes on top of each other, and pick it up, all but one disappear. Good work!
Thankfully this works with Wine on Linux. Fun FPS, and there was no issue with volume because of the silly shooting sfx for the robots (even if there were a bunch shooting at the same time). Good work! (That Final Boss fight certainly was something.)
I really want the drag-and-drop to work well, because I think that is holding back the game. It gets frustrating when the drag-and-drop just gets stuck, so you have to move packages slowly to deliver them. Maybe its an unintended gameplay element that you have to be careful with packages? Also good that it sometimes mixes things up by swapping the chutes, but I think it would benefit from the chutes actually moving instead of the icons just changing instantaneously because I missed it changing a few times. Despite the problems, good concept. Good work!
The truck is surprisingly well maneuverable, unless you get wedged between walls somehow. It started getting harder to make deliveries when the destination changed to an area you had to discover, and it was also hard to get back to the starting point for each delivery. Though the difficulty ramped up in this way, there were neat little details to the game that made it pretty cool. Good work!
I feel like I'm controlling a floppy fish, but I guess I just couldn't get used to the wobbly-ness of the bicycle (seems like a variation of tank controls kind of where directions change the angle). Difficult for me. I think this game is similar to an old game I played a long time ago, but not sure. Good work!
Very silly and fun game. The story was very amusing, and the objectives got sillier as it went on. Good work!
Quite a silly game. The hit sfx seems a little too loud, but I had fun playing the game. Though the game wasn't long, it did have a good amount of variety. Good work!
Took a while to realize that you have to hold down "s" or "down" to keep on sliding. I like how silly the audio is. Good work!
This is really fun. I enjoyed collecting ship pieces and building up a ship. Getting more fuel modules to get further is very satisfying. Good work!
Very peaceful game. The sounds are great too. Good work!
Kind of addictively fun. Good to see the Famous Delivery Man making deliveries. Could use some music/sound/sfx though. Good work!
Was difficult for me as I realized that too many inputs at once would cause Deli to get too sick. Neat concept, and liked the detail of loading cargo onto Deli. Good work!
No bugs, great graphics, and the RTS-style-gameplay is not hard to grasp. It was unclear how to harvest the gas from the area until some trial-and-error. After a long while, managed to reach 100% research, which was satisfying but was also an abrupt end to the game. Good work!
As was stated earlier by others, this game is quite the fever dream. All the audio being basically acapella and strange quips further lends to this vibe. I somehow won, but I'm not sure if I did it properly, as I ended up being chased everywhere by wolves and I wasn't able to defeat a single summoner. Other than that, before things got hectic, I was able to round up some sheep to the house. Good work!
Took some time to figure out how to "connect"; I had to read the comments to figure that out. After knowing the basics, I was able to complete the game. I like the "fade-in/out" effects and seeing the progression as the candle by the side. Getting the win condition for each level also increased in difficulty as the levels went on, which helped to ease into the puzzle logic of the game. Good work!
@chuckiee The difference between hammer and sword is that the hammer has more "variance". Sword does maybe two possible amounts of damage, but hammer has at least 4 possible amounts of damage. On average, the damage should be the same, but the hammer has more "risk vs reward". Unfortunately there are only two weapons in this COMPO game. Thanks for playing.
Took a while to realize to aim for the given percentage, not 100%. I think. After dropping due to lack of mana a couple of times, I finally was able to figure out how to be sustainable. Interesting game. Good work!
As others have stated, it feels like playing Dwarf Fortress, but LDJam COMPO style. You certainly did get a lot of game logic set up in two days, which is impressive. Though, Dwarf Fortress is not my cup of tea, this game is pretty neat. Good work!
Feels like a puzzler, but it becomes more like a management kind of game, juggling the other spirits. Interesting concept, but it kind of gets a bit stressful later on. Neat idea though. Good work!
Difficult to summon, instructions unclear, summoned thing instead. I like how the music makes this what may have been a serious-creepy thing into a silly "lets see what happens" in a whimsical kind of sillyness. I suspect the cut-off words is randomized each time, but I'm not quite sure. Good work!
Interesting take on summoning to change attack behavior. Not sure about the heuristic used on the letters but it was amusing to type random things and see what happens. The presentation was cool too. Good work!
Couldn't figure out how to summon, so I checked the comments here for hints. Well, I don't know the language of the instructions (seems like it was upside down and a language I know not of), and I was stuck. So instead of trial-and-error, I just followed one of the suggestions in the comments and perused the source code. I'm sorry for basically cheating, but I could not figure it out otherwise. I think the game itself could use more cool hints to make it more interesting and more mysterious instead of being stuck. Good work!
This game has a relaxing vibe to it, thanks to the music and fog. Funny easter-egg with the audio there, but the pitter-patter-voiced sfx is a little harsh on the ears sometimes. A little difficult to navigate and to view the world, but once I figured out the wisps, it was just a matter of time to find the destination. Good work!
The graphics are really good. I really like that at least one of the hand gestures are just silly (in favor of more sillyness, but I guess it is enough). My first go at this game was a literal flop, but the second go I managed to flush away the danger. Interesting choice of inputs for this game, though it kind of makes sense as you need to input "commands" and using both arrow-keys and WASD-keys fits. Good work!
This arena-style survival summoning game is addictingly fun once you get a sustainable run going, until it gets too difficult that is. I like how well thought out the 5 summonable creatures are, and I also like the variety of enemies as well. Good work! (And thanks for the Linux version.)
Difficult battle, but it becomes clear how to use the mechanics of your options soon enough. Tried twice but failed to defeat the demon lord frog thing (man it's tough). Music is kind of creepy but I guess that suits the enemy being fought against. Everything seems to work bug-free, so that's nice. Good work!
Love the humor of the audio. Makes up for no music, because of the sound of my laughing. All jokes aside, this is a game with good gameplay. Kind of weird that you can't really die, but the point system makes it a good game for getting high-scores and replayability. Good work!
I like the silly results and flavor text for each thing that gets summoned. Fun game to pass the time with and to experiment with the summoning process. Good work!
Despite the simple look, the story is charming and the gameplay evolves each time around. Good work! (and thanks for the Linux build)
From short-order chef, to short-order summoner, I like it. More variety might've been nice, but also more variety might've been too complicated to memorize and deliver orders at the same time. Music sets the mood well as one frantically summons orders. Good work!
I think its pretty brave to use Vulkan for a Ludum Dare Compo entry, well done. Feels like a sandbox game where you set up the pieces and watch them fight. Kind of curious about the heuristics about the names, but I guess it's based on the letters? Neat concept. Good work!
This game felt like a puzzler, as one has to wisely deploy robots and radars with limited resources. Having separate levels helps to ease into the game mechanics. It got a little difficult when some of the enemy robots got stuck in a corner inside of a house, but I managed. Good work!
This game feels pretty addictive, until the levels get harder. The game feel is nice, as the sounds and graphics are satisfying each time you defeat a monster. This can also help kids with math I think, and it could apply to more than just sums. Good work!
@rcxa Once the levels got harder, it became kind of hectic than addictive trying to compute sums in one's mind before the monsters reach you. Four sums of mostly double-digit numbers got stressful once they started showing up. I didn't really notice the "sum" pun until now, that is funny.
Neat game that makes you use the summons (rock and doggo) to pass obstacles and platforming challenges. Satisfying to reach the end, but I kind of felt like more levels would be nice (though its understandable considering the time limit). Good work!
Ah, a Raylib game. I used to use Raylib until I got tired of rewriting the same setup-from-scratch code for things like Ludum Dare, which is why I switched to Godot for this Ludum Dare game jam. The game is pretty neat, but I found it hard to continue because I would reach a point where my summons would spawn camp the enemy units once they appeared. I'm not sure if I needed to play longer for more difficulty, or if the difficulty remained the same. I think adding some sort of progression system would've been nice. A point system or number of enemy units defeated would've been cool too. Good work!
Neat puzzler! I like how the levels had progression such that new gameplay mechanics were introduced in a way that it became intuitive to learn them. Good work!
The visuals and audio are fun and funny; I like the "handmade-touch" going on (I just wanted to say charming but someone else already said that, so I said something different). My short-term memory (for things that I feel are somewhat arbitrary) is trash, so I did terribly with this game. First go around, I accidentally got rid of the jurors on the defendant's side, but I figured out the game by then. Very interesting concept, and I like the silly options for every question and factoid. Good work!
Got pretty difficult pretty fast. If there was a way to move the summoned helpers to nearby enemies without having to push them directly, then I think the game would've been significantly easier. I had a somewhat sustainable method going, surrounding my area with summoned blue helpers while I ran around collecting resources to summon summoners, but I eventually got overwhelmed by enemies. I think the gameplay could use some more development (maybe some quality-of-life changes), but 2 days is a tough timeline to balance out things like that. The game was neat. Good work!
The game gets pretty hectic as more enemies spawn. It seems having a bigger screen gives more of an advantage I think. Being able to stop moving with spacebar is a nice quality-of-life touch. There doesn't seem to have much incentive to summon the helpers since they also come with "curses", and I ended up with the poison-removing one only. Maybe if there was some kind of "overuse" system instead of direct pros-and-cons I think would improve the game. Good work!