Princess Ribbon by Goutye 2020-04-20T10:48:02Z
Great puzzle mechanics. This game has potential.
Foon → Ludum Dare Explorer → Users → cagibi
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥈 | 2021 | 49 | Unstable | Warhead Stroll | compo | 4.41 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Smoke Operator | compo | 49 | 3.88 | 3.78 | 3.38 | 3.45 | 4.26 | 4.04 | 3.71 | 3.73 | |
| 2025 | 58 | Collector | Chickens Go Home | compo | 48 | 3.73 | 3.64 | 3.45 | 3.92 | 4.14 | 3.73 | 4.42 | 3.90 | |
| 2024 | 56 | Tiny Creatures | Microadventure | compo | 24 | 4.15 | 4.02 | 3.25 | 3.88 | 4.54 | 4.13 | 3.94 | 4.12 | |
| 2024 | 55 | Summoning | The Colossopteron | compo | 41 | 4.00 | 3.83 | 3.52 | 2.66 | 4.41 | 4.08 | 3.83 | 3.86 | |
| 2023 | 54 | Limited Space | Prof Delespace and the Golden Record | compo | 102 | 3.83 | 3.78 | 3.04 | 2.88 | 4.28 | 4.00 | 4.32 | 3.76 | |
| 2023 | 53 | Delivery | Pheasant Courier | compo | 65 | 3.94 | 3.86 | 3.57 | 3.81 | 4.55 | 4.28 | 4.21 | 4.23 | |
| 2023 | 52 | Harvest | Ramming into Trees | compo | 30 | 4.02 | 3.75 | 3.95 | 4.15 | 4.22 | 4.07 | 3.63 | 3.67 | |
| 2022 | 50 | Delay the inevitable | Tax Mage | compo | 49 | 3.98 | 3.72 | 3.16 | 2.98 | 4.35 | 4.11 | 3.84 | 3.76 | |
| 2021 | 49 | Unstable | Warhead Stroll | compo | 2 | 4.41 | 4.29 | 4.24 | 4.50 | 4.58 | 4.31 | 4.46 | 4.20 | |
| 2021 | 48 | Deeper and deeper | Beaver Submarine | compo | 172 | 3.80 | 3.81 | 4.04 | 4.19 | 4.18 | 3.78 | 3.75 | 3.91 | |
| 2020 | 47 | Stuck in a loop | Ace of Rope | compo | 5 | 4.32 | 4.25 | 4.07 | 3.86 | 4.25 | 4.06 | 4.13 | 4.05 | |
| 2020 | 46 | Keep it alive | Lighthouse Keeper and the Shadow Pirates | compo | 45 | 4.08 | 3.90 | 3.45 | 4.02 | 4.19 | 4.11 | 3.45 | 4.03 |
Great puzzle mechanics. This game has potential.
Pixel-art is cute! I also like the idea of a time constraint on top of a usually timeless puzzle - and driving a fearless baby to various dangers. Adding a way to speed up (or pause) the game would have been perfect, but eh, compo games :P
The puzzle mechanic is great. I agree with the idea of replacing numbers with arrows.
A lot of fun! The graphics and music are very good too.
Game art is minimal, but it does the job. I like the idea (some pun intended).
L'ambiance est parfaite, on sent bien qu'on explore des souvenirs. Chapeau aussi pour l'audio et la narration. Bravo!
Nice game! A bit short, but audio and gameplay are good and smooth. Though I didn't notice the timer counting down until level 3-4.
I also had this feeling of "blind exploration" on the last level. What you can do (instead of/in addition to a minimap) is to put the camera slightly in front of the player.
@sticmac I didn't really find it frustrating, maybe that's because I was lucky in my exploration choices and I didn't die because of it :P
Those are adorable penguins! Made it in hard mode with just over 20 of them.
Some choices are a bit confusing/unpredictable though, but it kinda fits the game. I agree with others about adding a scrolling background, maybe progressive with a visible end for the last 100 km, to give some hope to the herd and the player.
Controls are a bit too simple (as I can understand, we don't directly control the slimes, we only tell them to go somewhere). Also the game can play itself. The background music only plays through the left speaker.
Otherwise, good game! I like the aesthetic.
Cute game art and gameplay! Thanks for gamepad support, by the way.
That's a very interesting game, it would look great with some final art (and sounds/music… I only got the slider), or any kind of feedback on what's happening to the player or the NPCs.
The current animations feel very polished. Collisions with walls are a bit glitchy though.
What a curious game of games! My favorite is the travel part.
Gameplay is pretty challenging but has some potential. Game art is the right amount of simple.
@arcus Thanks for the feedback! I've just confirmed the 'play' button bug, fixing is on the way, sorry for the lack of… game :p
EDIT: it should work now. Thank you again.
I'll upload a new version in the next hours: - Increased difficulty: the bullet enhancement damages the lighthouse a bit (small enough to make it worthwhile in some cases) - Gamepad support (still working on that one) - Also added a small kickback when you shoot, so that you don't have to hurl yourself into enemies while shooting at them. - Fixed some typo (thanks by the way)
EDIT: game updated
@jupiter-hadley Thank you so much for the feedback! I just noticed on your video that the bigger pirate ships don't shoot their bullets as intended (they play a sound but there should be a spiky ball coming from them). I'm looking into this bug.
EDIT: I've managed to reproduce the bug on web & desktop platforms. Oh and scoring is broken. Nothing game-breaking really, but this is sad.
EDIT2: it's getting weirder. When I export my game to HTML5 without debug it's broken. With debug it works fine, but the program is heavier (and I can't update the game anyway because of the rules).
EDIT3: I've just learned that I can re-upload my game after the deadline for bug fixing. If I can't fix it properly I'll just re-export with debug enabled.
Thanks everyone else for the nice reviews! I'm preparing a postmortem. Main critiques I see is the drop frequency, difficulty/fun balance (boring near the beginning), and the broken scoring.
A bit late, but thanks @malai & @ironygames for noticing the broken score bug.
Bugs have been fixed. This is not against the rules I think. In case it is, I can revert to previous commits (thanks Git!)
@shawn-moore thank you! I didn't bring keyboard controls forward because it's only 8-directional so it might be less playable than on the mouse or an analog stick.
As for the polished cutscenes, I was playing with Godot's animation system in a previous game jam, so I've been able to put them in practice again.
@kornel I don't really know. Right now I'm optimizing the game a bit, to release v1.1 once the ratings are over.
To extend the game I could do several levels and bosses, extend the narration, maybe an item shop, etc. I could even put an exploration phase after the defense one.
@monish-vyas one of the rare items the pirates can drop can repair the lighthouse, but most of the time the damage can't be undone. At the beginning of development I made the lighthouse so that it slowly heals. I don't know if this is a good or a bad idea.
@lee-reilly thank you so much!
Good gameplay and art style. Could have more bullet feedback though (bigger bullets, sounds, etc.). Otherwise great start for your first game!
That's an interesting game. I agree with the problem of shapes "fighting" each other when they come close.
Simple but addictive. Great game style & gameplay. Trying to bring health points was a real challenge.
Well done. The main problem I see is that the UI buttons only respond to the mouse, while gameplay is on the keyboard (and takes both hands), so switching between them can be tedious, and not fast enough for some levels.
The keyboard shortcuts really add something to the playability (though I can skip unfinished levels by pressing N, is that intended?)
Graphics are a bit too simple, music is good even if it resets frequently, and the theme interpretation is pretty ironic (poor dog!).
I survived until level 3. This level could greatly benefit from the character jumping off a one-way platform with the down/S key. Otherwise good game art & mechanics (some pun intended).
Great game. Although it can be frustrating when a new circle appears too close to the pointer, but there isn't much that can be done about it in a few hours. Love the simplicity!
That's a nice simulation, it's always interesting to see projected trajectories of a planet's chunks. No need for music, there's no sound in space :P
Best puzzle mechanics I've encountered in this jam. You did a really good job on the atmosphere as well, with lots of polish.
Pretty hard to understand and control, but the atmosphere is very interesting.
A severe memory leak crashed my computer (Firefox on Linux) near the end of the introduction. Apart from that, it looks really polished! I love the concept.
Interesting puzzles! I agree with the music being too repetitive, but the rest of the art is good.
Nice gameplay! Very simple game overall, but simple doesn't mean easy.
Very catchy, I really like the art.
Funky game, innovative mechanic. I agree with laser shooting being a bit slow. There's potential!
Well-balanced game, the color scheme gives a nice atmosphere to it.
The game mechanic is what it is, but the various effects make this game oddly satisfying.
Interesting concept, and well done aesthetics! I feel like it needs a bit more feedback on shooting and hitting enemies.
Good game mechanic! I think adding relative gravity around planets would make the game too difficult because of the unpredictable trajectory. A similar, more interesting improvement could be that outer planets (for realism) or bigger planets (for balance) move at slower speeds.
Very nice gameplay & art! Well balanced as well, I nearly run out of satellites before the end.
This game needs more polish!
Apart from that, kart physics are okay. You should probably add controls in the game description.
My best was around 35 seconds. The meta transition is a nice effect, the art style is a bit too simple, but enhancing the level design would kind of defeat the point of the level being the snail so that's fine (I hope that makes sense :P ). My favorite jam game in terms of theme implementation.
Incredible aesthetic! I agree with some kind of lack of feedback on zombies, but this doesn't stop me from putting it in my favorites of this jam.
Great game and mood! The only thing that lacks polishing is the camera still following the player after death, if I wanted to be picky :P
Cute graphics & audio! The gameplay is a bit deterministic but it fits the theme :P
@ausstein Thanks for the feedback! I'll put a way to deal with the final boss with the helicopter. I only tested the fight with the gun, but the idea of choosing your weapon sounds good.
EDIT: Just updated the game. Now the helicopter can parry (and redirect) homing bullets. Spinning bullets can't be redirected, so that this isn't too easy. The gun is still recommended.
@nate-wert Thank you for the feedback. I don't usually continue development of jam games beyond a v1.1 with general improvements, but yeah there's some potential, like adding the ability to grab food (or coins) without consuming it with the rope to attract coyotes (resp. sheriffs) somewhere, this sort of thing.
@clemonades @vanea @shortbread Thank you!
@wevel The gun recoil is intended to be dangerous (shooting yourself also makes for a quick way to reset your progress). I'm considering dedicated save points to avoid being stuck in a situation with too few lives. I'm also planning to do something about being stuck in the middle of water. Thanks so much for your feedback.
@oneiromancer thank you for the feedback and criticism! You're not the only one to complain.
I'm considering removing the damage when you shoot yourself, instead just being stunned and having to wait two seconds until the next shot, as if you were reloading your gun (which you never need to do anyway, so that would serve the same purpose except it's a bit random).
@peace-of-cake-games Thanks! I'm glad you enjoyed it. That's interesting you mention Super Paper Mario, it's one of my favourite games ever. I guess its sense of humour just stuck with me :P
Death was the final boss of the jam version so that can explain the difficulty. And sticking to the side during the dance battle was not intended to be cheaty, I just forgot there was this area near Jo when designing the final phase x)
Optional places and side quests are good ideas. I just need to rework the place system to make the world more open (currently, each boss is a point of no-return, and I can't make cycles between rooms so they need to be tree-like, plus some bugs regarding the save system). Still more open than the jam version (which had a strictly linear progression), which was a bit frustrating to overhaul to say the least.
I really like the puzzle mechanic! Nice and simple.
Cool idea! Though I got thrown out of the invisible maze level, I was able to reset it when asteroids arrived a minute later. The puzzles/level design is sometimes very creative.
A bit too difficult, but the game mechanic is interesting.
The polished art and ambience really add to the unique mechanic. The most satisfying and hilarious game that grabbed my attention in this jam!
Simple mechanic and really fun to play! Cute art style and audio as well.
Great game for a compo! I really like the animations.
Nice game, even if I agree it's a bit mysterious how it works (in the jam version at least). Once you understand the game, hitboxes are a bit unforgiving and I didn't understand the thrower unit could be killed, but the aesthetic is really nice. The incremental mechanic has some potential as well.
Very good-looking game with a lot of polish. I wasn't expecting the ominous music.
I've never successfully hit enemies with the cannons (or I did hit them but in that case it lacks some feedback). Increasing their hitbox might help. I played on medium difficulty.
My strategy was to avoid enemies, die a few times, and keep my missiles for the boss. Oh yeah I didn't expect a boss, that was a great addition even if it consists of a beefed up enemy. Cool game overall :P
I like the game idea, but in its current state the lack of input feedback makes it hard to tell if this is a game or a simulation. Also, I got no audio, if this isn't a bug you might consider opting out of the category.
Great idea & art style, although a bit difficult to me and sometimes two enemies can overlap. Well done, especially for the compo!
The time window for dodging isn't very clear. I ended up clicking several times per obstacle (especially for rocks) and running out of stamina more quickly. Cool game anyway!
Best jam game I've ever played. It'll easily fit in the top five. I mean, there's nothing like looking at the clock and realizing I've been playing for two hours or so. Looking forward to a post-jam version!
I second the need for a post-jam update! This looks very interesting.
Thank you all for the feedback! This is the first real game with full-blown physics I made, so I'm glad it was generally fun. I tried to apply a stabilizing torque to the submarine depending on its angle, but that didn't really work for more than a minute.
@doc-kaos You're right, the protagonist accounts for 1/10 of the submarine's total weight!
@goodwincek @chuckeles Thanks! By putting the buttons at the opposite of their kickback direction, I tried to avoid situations where you can just coast to the bottom without any input. I tried to tune the protagonist's friction and velocity damping to be movable enough without being too slippery, as well as responsive to external forces.
@sir-syko The fish don't hurt at all, they just weigh half of the submarine and get in your way (which is challenging enough). Maybe I should have made them less scary and/or adding a variant.
Thanks for the feedback! I'm considering continuing the game into a post-jam version. Maybe I should have shown the button labels permanently instead of having a dedicated help button in a hard-to-reach place.
@pseudohausen @mkmuffi This looks like an audio bug, it might depend on your browser. I've seen similar bugs with other Godot games on the new version.
EDIT: wow, reaching 20 ratings after one day, that was quick!
As others said, it's a bit hard to read the text, but the mood is well done. There's potential for a bigger game with more choices and a deeper (heh) story.
Great brick smashing simulator! I agree on the potential for a complete game, and its glitchiness after a few seconds of digging (maybe turn the glitch into a losing condition, like you need to cool down?)
The enemies moved a bit too randomly for me. Other than that, I really like the idea, cool and impressive game for the compo!
A bit too simple but very polished! This is a cool idea with some potential, I agree that a bigger game like this one can be great. Cool art and audio as well.
Cool game! Unfortunately, I didn't have any audio on my browser (Firefox 92.0 on Linux). Guess the jamming song has to wait! EDIT: okay this is a general issue on my side for all web games since this morning, no worries. EDIT2: Fixed! *spins and jumps in rhythm again*
Oh and spinning my way to the first part is just hilarious, IRL pogo sticks should definitely have very powerful reaction wheels inside them.
Cool game! I really like the images and the music.
I agree with the low rate of fire, that and the lack of reward for hitting enemies means that the strategy is to avoid enemies or ram into them if the ship is stable enough (that's okay for me though). Maybe adding a score or power-ups could help.
Difficulty is just right! This is just so satisfying to beat all enemies of one color at the same time, well done.
Hilarious game! I really enjoyed trying all of the wrong answers. My only remark is that the minimap was oriented differently from the main scene, for the ostrich at least.
Cool idea! I agree that the attacks need to be telegraphed a bit, but even without audio the game is pretty juicy and fun to play. Do you plan on making a more complete post-jam version?
Really cool game! It takes a while to learn all of the mechanics, but once it's done it becomes very fun to try to visit all of the solar system. The art style is one of my favorite as well.
I like the idea! I was also stuck sometimes, and I didn't understand the stability metric at first because I wasn't paying attention to the tilting landscape, and the tower & physics remained vertical. But overall the art and gameplay is pretty good, especially for a one day game.
@peace-of-cake-games Thank you! I wasn't able to reproduce the bug, but just in case I added builds for native platforms if that can help. Looking forward to playing your game!
Based on other feedback, version 1.0.1 also adds an automatic explosion when exiting the screen, as well as properly scaling the title screen on some browsers.
@gogu Thanks, and congratulations! I wasn't able to reproduce the crackling audio bug for months. I don't know if it is against the rules to re-upload the same game on an upgraded engine for non-game-breaking reasons, but there are non-web builds just in case.
Yeah the boss fight is very hard. I should have toned it down a bit, or added a sensitivity slider + reduce the knives' hitboxes. That'll be for the post-jam version.
@frogman @rogual I'm glad you liked the game! And yeah, sorry for the unbalanced difficulty.
If that can help: there's a safe spot near the bottom-right corner of the arena for axe attacks. Also, small knife attacks always have an odd number of knives, so once you go between two knives, you need to move to avoid the backlash from the opposite one. I usually move to the top of the screen to avoid the rotating variant, and never to the right. Oh and Old Roger is indeed completely unnecessary for the boss fight, maybe I should have detached the leash and put him outside of the arena.
As for the misleading traffic, my bad! As implemented currently, cars need an open border to loop indefinitely, and I really wanted to draw a car as seen from sideways, so there had to be an open border to the right. Maybe a narrow bridge could work, under which cars can pass and Old Roger cannot.
Anyway, a postmortem is coming very soon! I've learned a lot.
Wow, 20 ratings in less than 3 days, thanks everyone so far!
Apart from the misleading cross-roads (sorry again), I think my main fix for the post-jam version will be to calm down the boss a bit (especially because your feedback starts to become encouraging enough to develop the game further, maybe I'll put a second level and a second harder boss).
What's really interesting is that many of those that beat the boss submitted games on the hardcore side as well. :P Glad to hear that it feels more like bullet valhalla than bullet hell for the most part. Well except for "The Rose" which is a bit too spicy of a bullet pattern (that was the last one I implemented, a good way to learn that the developer is the best and worst playtester).
This isn't the best place to say it, but a less frustrating way of listening to the boss music [is now on Soundcloud!](https://soundcloud.com/cagibidev/butchers-challenge) (and the main level's music as well)
EDIT: I just uploaded version 1.0.2 (the Github repo is updated as well). Changelog: - Upgrade to Godot 3.4 beta 6 (in order to fix the HTML5 audio bug) - Make car danger & Roger step sound effects better derivatives
In a hurry I used samples from the GeneralUser soundfont without derivating them (apart from random pitch), and I just remembered those and that they were against the compo rules, hence the modified sound effects. I would have "downgraded" my submission to Jam if I could. Sorry for the possible unfairness.
The difficulty and the misleading traffic have not been changed, as per the rules. (well the difficulty may have changed, but that depends entirely on Godot 3.4 physics changes)
Postmortem released!
https://cagibi.itch.io/warhead-stroll/devlog/301926/warhead-stroll-postmortem
TL;DR: That was really cool, playtesting is important, I reused some of my knowledge from LD47, playtesting is important, and I need to change my sfx habits for compo rules reasons.
Okay this is an absurd amount of success. I am practically forced to do an expansion now. It's even higher than for LD47, what the hell!
Thank you everyone!
I really like the concept! Unfortunately, the text box in the top-right corner was partially covered by the speech bubble for me. I was still able to guess the tone. The R to reset is a nice addition.
Very good storytelling, and the amount of gameplay is just right to follow the story. Can't wait for the devlog!
This feels fun and juicy, I agree with the high difficulty but it didn't feel frustrating at all, thanks to the juice/playfulness of the mechanic.
I really like the simplicity of the idea, and even though it's very difficult, jumping your way through lucky combos is particularly satisfying. At first I missed the overheat part in your instructions, I thought that was bad luck or a scripted event, but that makes much more sense that way.
Very cool, this game has potential. Maybe it could use some variation (starting with short/common words and getting more complex over time, maybe?)
I managed to keep whacking chickens for about 2 minutes (a bit surprisingly) on my modest laptop. I agree with the music being stressful, and with the need to see ~~why did the chickens cross the road~~ where in the sky did they come from.
Overall, a game with chickens cannot fail at being funny.
Very cool, feels pretty complete for a compo game! This could be a great game with audio and a less mysterious baby, as other pointed out :P
Very cool! As everyone said, I spent way more time on it than I should have.
One of the ways to expand on the jam's theme would be to make a reference to the Doomsday Clock: spin for too long and you end up at "midnight", that would make for an alternate losing condition.
Cool game
Very nice looking game, I understand the difficulty of using that theme. (was it you who suggested Floating Islands or a variant thereof? :P )
My only nitpick is a slight input lag (about 100-150 ms), enough to make me fall off once, despite a very smooth visual framerate. I played on the Linux version.
Cool little game, the underwater effect is a nice touch. I wasn't expecting so much tension given the colourful graphics!
I really like the cutscenes and the ending, very impressive for the compo!
Thanks! Yeah, I didn't put some iframes after spawning, my bad. I made sure to keep the drones away from spawn points in the levels, but that simply wouldn't be possible for the boss.
I could fix drones being able to shoot through walls, but as this has a major impact on level design, this will have to wait for a post-jam version. I'm also thinking about adding a mechanic of cancelling the lasers with your wand projectile.
@esayitch @mixon00 thank you!
@pdotjpg Thanks for the feedback. At first, I added mana because I didn't have a ready-to-use implementation of a snappy platformer character (with things like coyote time and input buffering). So I just made a resource that regenerates on the ground only, to be used for jumping, and because you're a mage, that's "mana". Then, same thing for shooting, why need a cooldown timer when I already have a self-regenerating resource?
You'll notice if you have less than X% mana (but strictly more than 0), you can still jump even when it usually costs X%, it just zeroes out your mana. I could have done the same for shooting to address that.
As for drones, let's say they shoot infrared lasers, that's why they can shoot through walls :P
Thanks everyone for the feedback! So drones shooting through walls is definitely not a good idea, though it would make for a good challenge the player can do the same. I'm considering adding another weapon or unlockable ability for the player. Or even "soft" and "hard" walls to incorporate into the level design, wand projectiles bouncing off ledges, etc. Lots of ideas for a post-jam version. At least, lasers colliding with walls will make for a nice particle effect.
I'm thinking about how to solve the problem of waiting for the mana to recharge as well. Showing the minimum mana cost more precisely could help, as well as allowing attacking for any positive mana amount.
As well as the game's message, I never thought that way about a tax-evading mage destroying bureaucrats and shooting to the right. :P
Overall, thanks again for the very positive feedback!
Pretty cool, it's got a nice retro feeling to it! I felt like the boss fight was a bit long. Long texts are also a bit hard to read, it would help to have a bit more space between lines.
Really cool! The laser really feels stupidly overpowered against the remaining debris at the end, good work. And now for humanity to deal with a weapon that just blew up an earth-sized rock :D
I really like the idea and your interpretation of the theme, nice polish as well!
Very cool, I agree on the music being a bit repetitive, but the rest of the game is very impressive for the jam.
It's very minimal indeed, but congrats on publishing it! Maybe instructions could help, about being able to carry only 1 plant at a time, and clicking on the top right icon to drop it on the altar.
I think you mixed up the categories you opted out from (for example, the game fits the theme, but it has no audio).
Using the knife was a bit confusing but not impossible.
Otherwise, it does exactly what it says on the tin. I got a bit more than $100 before quitting. Also, the main character runs very fast (and can jump using the pots, though I didn't try exiting the stage that way).
Some cards seem to have the wrong effect (notably a golden card named "Ray of Light" who *removes* one sunlight point). Also, the difficulty was very forgiving and I was sometimes lost regarding when the turn ends/my actions on the deck.
Otherwise, the mechanics are very cool and that's a very good start for a complete game!
Very good aesthetic, especially for the compo! I completely forgot about making a coherent story until the final part of organizing words, but I had fun anyway :P
I agree with the oddness of rotation controls (but 3D rotations are famously complicated to get right and I could still examine the mushrooms anyway).
I found another bug: on one level start/analysis phase (the 2nd one I think), the 2 mushrooms to examine were at the same position, so I couldn't click on one of them to examine it. Are their positions random?
Apart from that, cool idea!
Impressive game! At first I was a bit confused by how it works, but as said by others, hiding advanced "nodes" helps a lot in the beginning. My only criticism would be that some resource icons aren't very easy to see, especially with that dirt background.
@lfreinoso Thanks for the feedback! About the difficulty, do you have a particular mechanic in mind? (the controls, the differents fruits, ramming speed maybe?)
@omphh Thanks! The £ stands for £emons (I needed a nice yellow fruit to serve as money!)
Thank you all for playing!
@mcnuttys Now that you (and some others) pointed it, I might change the "£" to a lemon icon to make everything simpler. I just need to learn how to add in-text "emojis" to those UI elements (or even edit the font itself)
@andidebob Making some of the controls diegetic can be a good idea, though I'm not sure about a gate for buying stuff (maybe you would have to stop and stay in front of the store for 5 seconds, instead?). I'm planning mouse/touchscreen controls for everything including driving, so tapping the Buy button will start to make more sense on mobile.
Also on losing fruits, inventory management is already complicated (each basket does its own logic), but not to the point of making it impossible to add falling fruits in their UI, I just didn't have the time to add them during the compo.
Outstanding physics. I went through all the emotions while playing this game.
Very good humor! I just felt the need to be able to pause the game sometimes (although quitting and loading an autosave *technically* does that).
The graphics and story were very good, and I agree with previous comments that I didn't find myself "in control" of events, but that might be the whole point. Also, I feel adding sound effects would make a difference, but this is already impressive, congrats on making a game all by yourself!
Very impressive for the compo! I managed to survive for about 10-12 days: the game isn't easy, but not that frustrating either (the mood helps a lot).
Cool game! I agree on the small harvesting hitbox (it looks like the hitbox for refilling the bucket is better, but only because the well is big?) I also like the intro.
The idea is cool, and the aesthetic is very Flash-y (as in like a good old Flash game), but it feels a bit "dry" when it has the potential to be extremely juicy.
Also, the scythe's hitbox is a bit unclear (but not frustrating either, I didn't have a bad time). It would also be nice to see the wheat grow back less suddenly, but this is already good as a compo game.
Simple but cool idea, no idea if the player facing the mouse cursor means there's a (shooting?) mechanic I overlooked. Sometimes the crop teleports on me and I get another free point, but no problem or bug overall.
Also, you might want to change your game's event format to "Jam", since in the "Compo" rules you need to make your assets yourself, and the farm background [is a stock image](https://www.vecteezy.com/vector-art/692349-farm-fields-in-minimal-and-flat-art-work-style) (and the music sounds like royalty-free music from Kevin MacLeod/incompetech, though I haven't found it; if you did this music *and this game* in 3 hours, you must be a composer god or something)
Cool game, though my fuel running out felt very sudden (a "low on fuel" sound or the indicator turning red would be a good idea). I mostly stuck to one color at a time, no idea if this is the right strategy but it was fun anyway!
I agree with the difficulty curve needing a bit of tweaking, but this is already impressive for the compo. The visuals are interesting (I was a bit surprised by the oblique camera angle at first, but it made the crows' positions clearer).
Very cool game, can't believe I'm the first comment here :P
At first I thought "trees yield monsters" meant monsters would appear near the trees on their own, so I wasted a bit of time. Once I got the mechanic and strategy right, it was kinda relaxing. Planting mostly one tree at a time was enough to get through the first week for me (I used a mouse but it looks like the game is ready for mobile).
The mechanic is incredibly clever, and it would look really good with a bit more polish (more feedback on slashing trees/enemies, on their life/how damaged they are, and as always, sounds). Maybe even a transition between days.
The air boost is a nice (and often life-saving) mechanic. This could be the base for a very cool game once the physics/difficulty/etc issues are fixed.
Maybe showing the jumping trajectory of our character would help, but I totally understand that it's too difficult to code for the jam unless you're a physics genius or you already did it in a previous game.
A very hard game: beware of going postal :P
Cool game! I knew I would be overwhelmed from the start, so I took my best "whatever" work attitude and still had fun.
However I was stuck once, I finished examining a package and it disappeared from view entirely, and clicking on other packages didn't do anything (but I could still interact with the lever). Also, I never succeeded at sending a package to the customs, this lever didn't do anything / the customs box never emptied :P
My dearest Frogman,
I would like to thank you for your submission. It contains really pleasant narration and humor, and has fantastic replay value. Furthermore, the voice acting is a nice touch; it must have taken a lot of time during the compo.
Unfortunately, I regret to inform you that as others said, the elocution speed is lower than what I am comfortable with. That is the main reason behind my choice to select a less-than-perfect rating in the "Fun" category.
I wish you the best for your future endeavours in game making.
Sincerely, a fellow participant.
(read this using any messenger you like)
@castitatis @adrieldf Thanks for the feedback! ^^
I'm somewhat glad that both levels and bosses are hard, I was worried about one being way easier/harder than the other. Checkpoints were invisible in my previous games, I figured it would be more satisfying to show them this time!
@frogman Thank you for playing through all of the game!
This is my first time experimenting with indirectly controlled attacks in a platformer. I admit that the mechanic isn't very precise or predictable (I used circles for hitboxes after all, not package-shaped or pheasant-shaped), and I'm still searching for ways to improve it. My design process on this attack was (and still is) "mess around and find out" :P
For the second boss, the bullet attack can be parried by jumping right next to the first bullet and moving upwards in a C pattern (when he's on your right); with their inertia, your packages sometimes act as shields in front of you. You can also use his spin attack against him with a careful jump.
I didn't think about that end screen issue, yeah this is a bit of a problem, unfortunately this is a bug I should fix after the ratings period.
@momo-hunter I didn't count how many I placed! Let's see, there are 84 sticks in the game, but defeating rats (×10) & goats (×11) gives 1 point, clouds (×14) 2 points, and bosses (×2) 10 points, so the maximum score is… 153.
If you find a bug that allows you to kill enemies (or bosses!) more than once, that score can be higher. I think hitting a dead rat/goat again before it explodes counts as a double kill, it's easier when you have two packages.
@erlioniel Thanks for the feedback! Normally the boxes don't change your velocity at all when hitting you, but I guess they can be a bit distracting.
@pacha I admit A Short Hike was a bit of an inspiration when I added the feathers. Thanks for the kind words!
@digitaldude555 @lexuor The spawn-kill problem on the first boss was already reported to me, but I'm not sure I am allowed to fix this during the rating period. Thanks for the feedback anyway!
I released a devlog on the results (a sort of postmortem part 2?): https://cagibi.itch.io/pheasant-courier/devlog/530485/jam-results-are-here-v11
Also, version 1.1 is on itch.io, with various fixes (the embedded version on this website is still the original).
Very impressive, I really like the atmosphere! I was almost stuck into my rover at some point, but I got out by spinning around.
Nice interesting idea. I did 1200 on a quick run with the middle belt strategy, seems like all it would take to make it suboptimal is to increase switching penalties. But then again, the game is hard enough (especially the very subtly color-coded packages; I'm not colorblind but I managed to confuse one of them)
I agree with the lack of goals and character interactions, but this is a solid base for a cool game and it fits the theme very well. Let us know if you continue it!
Wow, that is impressive both in idea and in execution!
I just didn't notice the timer at first. My final strategy was to run around (roll around?), like a shepherd's dog guarding the pack. :P
There's potential for a full game here! Even with the bare minimum it was fun to play for a long while.
Impressive game! ~~Looking forward to receiving the stack of punch cards by postal mail~~
If you really want to fit it on a QR code, and if you know javascript very well, you could port it for the web. Although good luck wrestling with the Canvas API when your budget is in bytes, especially for texture generation.
For anyone not on Linux, it seems like this is a Godot 4.x game with the Compatibility renderer. So you can use https://gotm.io/web-player/ and drop the .pck to play it. (it's just very laggy for a few seconds compared to the Linux build, at least for me)
Interesting idea. I agree it could use some difficulty balancing/strategy. And more juice/feedback on walls, maybe like a bit of screen shaking and thuds in stereo every time a wall drops. And a death animation other than the fighter sinking into the ground :p
Well that's certainly a playful approach to grid-based gameplay. I like it :D
Cool game with breathtaking sound effects. Those are some very hungry sharks, either that or rafts are made of baguettes.
Directional movement is… interesting, but it kinda fits for a crab so that's okay.
Très bon début pour un jeu !
Comme déjà dit plus haut, il y a juste un peu de travail à faire au niveau du lien texte <-> zone de jeu. La narration était sympa et mettait dans l'ambiance (à part le passage avec le village pillé et la musique chouette qui continue malgré tout :D )
Pour la musique qui boucle mal, dans Godot il y a l'attribut "loop offset" qui peut être changé dans l'onglet d'importation du fichier audio, si ça peut aider.
Great music!… but I got a fatal error on startup and ended up jamming in front of a black screen:
``` ERROR: System.NullReferenceException: Object reference not set to an instance of an object. at SceneController.Transition(Action midTransition, Action postTransition) in […]\SpaceFantasyXIV\Scripts\GodotUtils\SceneController.cs:line 78 at SceneController.TransitionToScene(String name) in […]\SpaceFantasyXIV\Scripts\GodotUtils\SceneController.cs:line 88 at SceneController._Ready() in […]\SpaceFantasyXIV\Scripts\GodotUtils\SceneController.cs:line 30 at Godot.Node.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) at SceneController.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in […]\SpaceFantasyXIV\Godot.SourceGenerators\Godot.SourceGenerators.ScriptMethodsGenerator\SceneController_ScriptMethods.generated.cs:line 59 at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr godotObjectGCHandle, godot_string_name* method, godot_variant** args, Int32 argCount, godot_variant_call_error* refCallError, godot_variant* ret) ```
I'm on Linux Mint 21.2 x86_64 xfce with an integrated GPU.
It's working now, thanks!
The fight was tough for me too, but I enjoyed coming up with various tactics anyway. And that's certainly the best banter I've ever read in this ludum dare.
It took me a few dozens tatatata, but I finally finished it… only to discover there were different endings. :P @ pov we need spoiler tags!
Now I wish I had that rabbit's (lack of) work schedule.
Very cool and juicy game with potential. Not much else to say :P
@sarah-northway @frogman Thank you for your feedback! That was my first puzzle game, I'm glad you enjoyed it overall.
For the second puzzle, did you feel like the shapes of the board/ships were unclear, or was it more of a puzzle difficulty problem? Or a straight-up bug, like the hints not moving any ships to their correct position?
As for the duel, Ghetti's strategy is literally random (I thought that would be hard enough, but the game was less luck-based than I expected).
@100th-coin thanks!
That's weird, Ghetti shouldn't guess below his hand, he's not supposed to be *that* stupid. I'll check my "AI" code for any bugs.
@caryoscelus Thanks a lot for the video! To be frank, I didn't put the game to playtesting at all before release. At least not to that level. They say an image is worth a thousand words, well this video is certainly worth a million :p
About the first puzzle, my bad, the reason is probably that the hitboxes of the outside dots are different from the buttons' shapes. And yeah, only relevant physical buttons have a dot (else I would have spent hours searching for other potential solutions to the puzzle that it would have created). I'll try to code a more robust version of that one.
For puzzle 2, in your playthrough, ship hints don't look very helpful indeed. They're supposed to move some of the ships to their final position, but when the board is cramped it's hard to notice. I mostly tested them on a near-empty board. Maybe I should clear the board first, at the cost of erasing player progress? (and now that I think about it, dragged ships should be bumped in front of other ships, for legibility)
The post-jam todo list just tripled in size I think :D
@erlioniel Thank you! I'm starting to have done a lot of practice over the years (mostly on graphics, yeah, as you can see with the quirks on some puzzles)
@vyndilis Thanks! Ghetti's strategy is based on randomness in the last duel, so with as few as 3-6 rounds I guess it's possible for him to always pick the same value.
@thomaslebel Merci beaucoup ! Content de savoir que les énigmes ne sont pas si impénétrables que ça. Merci bien pour le chapeau `[|:^)`
Thank you all for the 20 ratings! Just in time (that was my first Ludum Dare during a full time job, so I wasn't sure if I had enough time to give enough ratings)
Thanks for the feedback! I will be away from my computer for a few days, including during the results reveal. So a post-jam version will be released in a (short) week at minimum.
@recher Yeah, for the second puzzle I'm not sure what to do (decreasing ship sprites or increasing the game's resolution are both time-consuming tasks, especially when I'll be away from my graphics tablet). I'm thinking of adding the ability to hide the current text panel when you click on an activated tab. That will save a lot of usable space on the left.
Thanks for everyone who played! The post-jam version is available on itch.io (the embedded version here is unchanged).
And the postmortem is out!
https://cagibi.itch.io/delespace/devlog/623091/how-did-our-fellow-professors-endeavors-fare-in-this-trying-world
I managed to finish the game with no dams! And quite a bit of lag on my laptop, it was at 4 FPS with no possibility of exiting full-screen, but still playable (but those were definitely not real seconds :P )
I played it on Linux+wine (the download has no Windows label for some reason), so of course the game didn't have any sound. I agree with the mechanics being a bit obscure at first but understanding what to do was quick enough. I also enjoyed the dilemmas which appeared from time to time.
Unique game, impressive considering the engine's current limitations. I wonder if the art style/consistency would be improved if things on the main viewport were also emoji-based, and with variations on planets/stars in the background.
My only nitpick is that the camera lags behind the player. Not a lot of taxi drivers are interested in what's behind them! If it were me I'd center the camera constantly (or anticipate the player's moves if it isn't too jarring).
I agree with the tutorial needing a bit of work, but once I understood the mechanics it was an interesting game, hard but not too hard.
Well, it's packing, and it's hardcore. :P
I was a bit confused by some objects, as well as their hitboxes on the factory(?) level seen from above (I guess their click boxes are the same as their collision boxes?), but other than that it's a cool game. (Sort of) easy to learn, hard to master. And it fits the theme both in gameplay and in graphics. Good job!
I agree that it could use some polishing/tweaking, but this is a solid base for a nice little game!
Maybe it's not frustrating thanks to the lack of a lose condition. Who needs game-overs anyway?
Oh, I get it! (after reading the comment above)
Yeah, some quality of life improvements could make a difference, like adding an "error" sound when you press space but you can't jump, increasing the pill's hitbox, and making the music persistent. Or muting it while you're dead, if you want to keep this feeling of "…oh.". And it continues where it is/stopped. That can make music loops more than 5 seconds long more interesting.
But overall a good start!
When the simulation is running, the buttons aren't very responsive, as in they react with a very big delay (tested on Linux with Firefox & Chrome and an old GPU). Apart from that it's a nice and playful simulation.
I didn't hear any audio, is that a bug on my end? Otherwise I think you can opt-out of the Audio rating category.
For free heroes (after the first one), I didn't know how to get their stats since they just popup (unless they are automatically bought? It might explain why I suddenly lost). Also text on the rightmost board is easily obscured by the portal in front of it, but those are tiny nitpicks. It's still a cool idea with a nice and colorful environment!
Cool graphics (from what I can see)! I'm commenting to put a reminder for when it'll be available :p
The scene is completely static, I thought it was a splash screen at first x)
I only deduced one good item (and had a pretty good guess for the second one), so I had to look at the magnificent source code to look up the solution. That's not cheating, that's investigation!
As a fan of unshaded+fog aesthetics, looks like it was put to good use there! I managed to find the summoning circle very quickly on my first time, then I aimlessly walked for 2 minutes in a random direction. The biggest enemy is those trees blocking the view. I guess fixed camera placement can be very hard to get right on such a hilly terrain.
Links are working for me. It's a cool and original game, I managed to get a monopolistic advantage in many places because nobody else followed my strategies (though that would be more work to do, so it's still impressive for the compo).
Because I was frequently distracted by the stonks, it'd be nice to have a reminder of whether a treasure was purchased or not (although the lack of reminder/need for paper-and-pencil kinda fits for the 1980s text PC game aesthetic).
Great game, I like the idea of a dual gameplay reminiscent of the full-time job of many of us. Maybe the frustration could be eased by some kind of anticipation/early warning for the summoning.
There's a bit much to memorize at once, but as others said it's a good foundation for a bigger game. I managed to hit the target a bit before the narrator got to talk about it :p
@jcmonkey By "past the ant", are you talking about getting too far behind the ant (you managed to bypass the scrolling wall and you're stuck on the infinite floor)? Or the sequence after you enter its hat (the cutscene breaks somehow)? Or something else?
@abrds Thanks!
@jcmonkey Ah I see!
To beat the ant, you have to climb it, find whips and use them to climb even higher. Some inner parts of the ant have text clues that help you find its weak point and activate it.
@frogman Thanks a lot!
The final scene was supposed to be an a completely easy and anticlimactic fight, but then I decided to cut the scope just a *tiny* bit and just put a cliffhanger.
I think you won't be the last one to comment on the slowness of the ant :p I animated it so that it's approximately walking (… at a glance… from afar… if you don't think about it too much). Adding a climbing action would break the game's difficulty, but crouching/rolling maybe not, I'll think about it!
@erlioniel Thanks! Feel free to request a native build for your OS if it's too laggy. I know Godot 4 and the web don't play along sometimes. Actually I might just release binaries for all big 3 platforms if I get one other similar feedback.
@denvil @dvdagames @jiri-hysek Thank you all!
I'm thinking about making double jumps less precious/punitive (but not quite entirely free, for difficulty balance).
In a previous prototype before the jam I experimented with throwing the item downwards (i.e. then it would be available under us instead of where it was found). However, on a scrolling ground, that means the item would be lost forever. A possible workaround is to send the lost whips to their birthplace (I'm thinking of a literal garbage collector trailing behind the ant).
It would also enable fun physics, like the thrown whip going down slopes and bouncing down as the player screams NO and wants to get it back quickly.
I also considered making the whip a temporary item (like the starman in Mario games), with unlimited double-jumps (!= unlimited-jumps) for 30s, but the ant's slowness is frustrating enough as it is :D
In the prototype I also experimented with stacking items (i.e. allowing triple jumps), which would actually be okay re difficulty balance.
@ryusui Thanks for the feedback!
Hmm yeah, in my previous games, the dialogue triggers had no speech bubbles (just floating text). Here I made the trigger areas smaller so that the bubbles don't hide where you're going when you have to do platforming tricks. Maybe I just need to grow them back and make the speech bubbles semi-transparent.
Originally I planned a very anticlimactic final boss (the amoeba would have 1 HP), and then our rival would just cry miserably. One tiny scope cutting later, it was turned into a cliffhanger.
And yep, big flashy neon letters are a must-have for any ant tamer worth its salt :p
Thank you all for the 20 ratings! Expect a (minor) post-jam version in the coming days.
Simple but effective. A small visual feedback when you hover on demons would help, in some cases I'm not really sure if I can grab them or not. I agree with the good tension rise and fall rhythm brought by the upgrade window pause.
Everything in this game looks very good and polished. The floating buttons in the UI are a nice touch. I found the difficulty a bit low and the "Let's go!" a bit repetitive (would be funny if it was lower pitched for big skeletons, but also a bit too creepy). But apart from that it's one of the most solid entries of this jam!
Nice little game, I agree with my biggest enemy being the UI instead of the casino staff, but it's got a good atmosphere nevertheless.
In Godot's Export menu, uncheck "Thread Support", and then export it again. It should work on the page after that. I think the rules allow it (I guess it's a game-breaking bug technically).
I don't know why, but I can't rate this game. Maybe because the itch.io link is in the description and not the "Links" fields?
Also, I can't find the source code. You have to submit it (because it's a Compo game), or switch to Jam.
It's funny because the Play icon for the embedded game frame looks like the demon's nose. Even if it wasn't intentional, you get bonus for Fun/Humor. *dog toy noise on click*
Apart from that it's a bit too simple for now, but still, congrats on completing the compo!
Impressive for the compo! Personally I don't mind the lack of incentive or goal, in one run I'd collect money, in the next one I'd try to gather as many souls as possible, etc. :p
My only tiny criticism would be that when you die/pause/finish a level/etc, menu buttons don't have keyboard focus and since the gameplay is 100% on keyboard, I have to use the mouse only for that part. (you can do something like $Button.grab_focus() in Godot and voila it's fixed)
This game is ~~part of a complete breakfast~~ really nice and polished. I'd say there's some potential for more mechanics, but it's actually complete as it is. Bonus points for the source code that fits on the screen!
I agree, that's a good start! I was also distracted by the blue guy which I thought was many blue guys with one hit point.
Very cute game, impressive for the compo!
My only nitpick is that the small font is a bit hard to read on prompts, probably because of its outline (and the length of tutorial text, but any jammer that didn't do it cast the first stone).
@taotang @frogman thanks!
I tried something with the background platforms (steps one tile high acting as slopes), so that I wouldn't need slopes. Though I agree it plays weird with the one-way platform system in some (literal) corner cases.
I kept it because it gives a squishy/mushy vibe, and there are no punishing deaths if you fall off.
Thank you all for the 20+ ratings!
@strangeryann thanks! The keys in that level are a bit less visible. If all else fails, you can restart with R.
@sudocoffee I actually didn't count the maximum score until now. There was even a patch near the end of compo time to raise the amount of juice drops because lots of testers had none left after the boss fight. But with perfect play, you can get… *checks all levels* 99 points. I know, frustrating right?
Nice little simulation, though I agree it'd be excellent with a bit of audio. At least it really brings forwards the power evolution of our swarm, perhaps a methaphor for the ever growing insatiable hunger of modern capitalistic institutions including the professional game industry at the detriment of all. Or just nice dots flying around, which is fine.
I agree for the need to just a little bit more polish/juice, but this game is a very good start, there's some potential.
Clearly, this game stands out! I like the mechanic of heirs growing up and becoming enemies, it forces you to get close and personal with enemies (along with the cooldown between births).
Very interesting art style, stop motion is a lot of work, so that's pretty impressive for the compo!
That game is well done. I was able to overlap with the monster, but lasers (attack 1) didn't hit it from inside. That's just a nitpick though (who ever made a bug-free collider for a constantly moving monster in time for the compo?)
With a bit more rhythm/pacing (like I was just chilling between making attacks), or at least one that fits the music, it'd be a great game!
That's a good start! I don't see many raylib games out there. I was able to compile it from Linux and play it on a screen that was too small, so I give you bonus points for robustess!
Nice little puzzle mechanic, can ramp up pretty high as level 8 shows. Impressive for a custom-engine game. I also didn't notice the story at first :P
I also missed the feather above the gap, but apart from that, well done controls and juice/squash&stretch.
Nice little incremental game! I agree there's some potential for more variety in the upgrades and that the wall jump is kinda useless, but overall it's a good start and the snake's animations are nice.
One full mile (I used both hands). I also had no issue on Linux/Wine. The pixel art is pretty nice and has some detail like the blood on the front wheel.
Would benefit from some kind of progress in the landscape/car/another kind of change (or I was just not determined enough to see it!)
That's a good boy, I mean, that's a good start for a more complete game. I did it in about 180s. It would be interesting to see sheep having some kind of herd mentality and staying close together in groups, but as a programmer there's no naive implementation of that that wouldn't make my computer explode, so maybe that's for the best.
Once I understood movement was tile-based, difficulty was much better (though I agree we need a hint about the dwarf stopping on coins). Nice animation/sound design by the way!
Nice little physics-based game, has kind of a sandbox ring to it. I think the lack of enemies feel right, with the gameplay being what it is, that'd be very frustrating otherwise. Also that's an... interesting walking animation. :P
Very cute game with a lot of ideas on the cards, the lack of a game-over allowed me to play as a very honest store keeper for a while (before stealing as many cards as possible naturally).
@mr-mesmer thanks for your feedback, I'm glad to know this game meets professional standards.
@frogman thank you! I'm thinking of adding the store's loudspeaker as a collectible, or who knows maybe a power-up.
@gonutz Thanks for the feedback! I just added the link in the description.
@linus-lindberg @bereg @surfacedfox thanks!
@awanami I thought I fixed that crash (when you collect more than 1 box in the same frame, tricky to reproduce), I'll see how I can fix it again. EDIT: done. There was a for loop for updating the stack of stuff, and now when one of the items is missing I pop it and exit the loop.
@wouter52 @thegrottman Thank you!
Fun facts, at first both events were much more boring: I started animating the helicopter blades normally (okay maybe I planned a lot of pitch/yaw but that would be it for the craziness). On stairs, I tried to make them actually climbable, not impossible given that your collider is a sphere, but eh loss of momentum. :P
Thank you all for the 20 ratings! :D
I'll see what I can do for a post-jam version. My "spiritual predecessor" game had one big special item you had to collect each level which is a power-up most of the time.
@wouter52 Thanks! Ooh nice, humor is 5th place too :D
Though the sub-50 bonanza isn't as surprising as it sounds, there were only 272 rated compo games compared to 800+ 5 years ago. Still, that's nice to see, and now on to the post-jam version (should be released in a few days):
- Add text outline - Hide item stack when boarding helicopter - Add a shelf to make it past 300 objects, the 300+ result text couldn't show up :( - Make market music into a collectible radio which plays a chaotic MIDI balkans-inspired fanfare music when collected (still working on the music)
Whoops, can't edit the Ludum Dare embedded version. guess I'll need to upload it to itch.io or elsewhere!
It is done.
https://cagibi.itch.io/chickens-go-home
Thanks again!
Very original puzzle game and very trippy too. I agree with the need for an undo function, but it's still a solid game and an impressive programming exercise nonetheless.
Really original entry, I just drew whatever, but had fun anyway :D
Nice to see Canvas games around here :D A bit tricky at some point, and I also felt like I couldn't catch 2 newspapers close together in a single swoop, but still a solid entry.
Very interesting visual mechanic, though I also didn't really understand it at first.
At least as a textless game it won't ever have font/localization/texture issues :D
Interesting puzzle mechanics, has a lot of potential for a full game!
I had a lot of frustra- I mean fun with the unexpectedly realistic claw physics. The art style is nice to look at (and the physics-based sound design is pretty solid too, no pun intended)
The truck's hitbox doesn't look really precise (it's a point probably?) and the lack of diagonal moves was awkward sometimes, but that's a good start, reminds me of an old Windows-XP-themed game where you also control the trash can.
Impressive! I also thought I was on a time limit/bandit counter as first, but realized the gameplay was more bullet-bound. My second attempt was much more lucrative.
Also the bandits really look like they're running away like chickens, laying eggs behind them in panic :P
Nice game, would benefit from a bit more complexity in gameplay and a sense of progress (like the oasis appearing in the background).
I don't know if it was intentional to be able to click on the overlap of several plant silhouettes to consume both of them, but it made for a nice micro-tactical twist.
Great base for a full game, both in gameplay and aesthetic. "Do one thing and do it well" is something as a game designer I should think about more often :P
For the keyboard users around here: Left/Right arrows to aim, A/D to move cart, Space to shoot (from what I found out)
Good use of adaptive music relative to the dog, and cute aesthetic!
Cool idea! I never died because of the enemies, mostly because of the terrain especially in the maze-like section. It'd be funny if you could harmlessly bounce off the walls and that creates its own ping wave. Also, nice sounds :D
The linux build downloaded and launched just fine for me. Really pretty game, and sound design is simple but effective. My very minor nitpicks is that there isn't much feedback about where you are reception/budget-wise apart from the grade, and RMB removes all the antennas for some reason, not only the one under the cursor. But other than that, nice work!
I agree with the need for a tutorial about the gates. Mostly about the dots vs squares. It got me a minute to... connect the dots about them. :sunglasses:
Apart from that, nice game! A bit more polish and sounds and it'll be the best version of itself. Good luck with the end of the rating period!
Cool concept! I like the minimalism. Just needs some difficulty balancing :P
Nice game! I had 3 alerts popping up at the same time and the sound effect was really loud. Apart from that it was all good (well, as good as a 70% chaotic galaxy can be). My strategy was to make jacks of all trades, always upgrading from right to left except the red ship (from left to right) because it looks more dangerous. I agree that maybe, having on-demand access to ship stats would be nice. And maybe some funny little text for each mission, depending on its required stats :D
That was a lot of fun mixing up conversations and trying to get all the outcomes. Hmm. I want to develop a malicious chat app now.
@torte478 Thank you! In the fan level, you have to jump and use your inertia, so that the smoke of your torch crosses the wall into the smoke detector. (or if it's the jump across the cliff after that, it's a question of good timing. I should probably have added coyote time on the player character to help with that)
@frogravity wow, thanks! :D I guess I should add "eggs can bounce once" and "the boss' weak point is its somewhat conspicuous antenna" to the shelf of bad ideas, but I'm glad you enjoyed the game anyway!
@rinevard thanks for the feedback, sorry about that. Boss healing was so that your death still has meaning, it was a bit of an afterthought / inspired by one of my previous LD games, though maybe I could have done +1 HP instead of +2 this time.
@badpiggy thanks for the details! The boss' weak point is its antenna (not explained at all lol). And originally your own smoke would hurt you, but I kept dying by jumping too high or had barely any jumping ability. Maybe I should find another smoke color that works both in the desert and underground.
@kanity thank you! For the itch.io box, I almost ran into the character limit for that one :p You're not stupid at all! The mechanic idea sounded good at the time but is a bit too obscure. After the rating period I guess I'm going to increase the smoke inertia and/or move the smoke detector a bit closer.
@le-don Thanks for playing! Hmm, I could make the suit be an extra hit point (Mario did it before after all). Maybe even a suit power-up. The boss should not regenerate completely when you get hit, it's supposed to only regenerate 2 hits, is that what happened or maybe you encountered a bug?
Everyone, thank you for the 20+ ratings! Now I'm going to try to focus my playtesting to games in the Danger zone, and I'll post the v1.1 changelog here and on itch.io after the results.
I published the post-jam version on my itch.io page, with most of the issues fixed. Thanks again for the feedback!
Also, for some reason I can't see the results anymore. For the record this game is 49th overall out of 367 compo participants, not bad.
Nice! I had a score of 58%. The double scissors were tricky to follow, thank you very much for the lack of a health bar.
What do you mean, people don't like my playlist of slow-core hyper-modulated unrecognizable songs? :( Anyway, cool idea, though I got no sound at all on Firefox, but it was fine with a Chromium based browser.
Nice concept! I didn't really get to disable towers properly, so I just deleted and recreated links when they fed too many aliens :D
My personal strategy is to try to lure all enemies to one side of the network, hoping the other side is productive enough, not sure if it's the best one.
Really unique game, congratulations especially for trying a new game engine! I played it on Linux with no problem thanks to the file of another Ludum Dare Godot game.
The gameplay loop is nice, I like the contrast between familiar/recurrent city scene and the unpredictable dreams jumping at you. I tried to catch the very fast wave first, thinking it must be important and should not escape, before trying something new. So yeah I didn't get the happiest dream after all but thanks for showing it in the video!
Very impressive :D It took a bit of time for me to understand that when the markers disappear I still needed to follow them, but that's my only nitpick. It's a treasure of a game, especially for the compo.
Cool idea! I wonder if it's possible to sanely complete the game on the lowest signal? :D
This game has potential, though the vents(? because they trigger a room preview) look a lot like papers except they don't have an outline, and some of the room previews seem to be stuck until I enter the room properly and then exit it. Otherwise a good sense of mystery, congrats on your first compo!
Cool idea! I managed to reach the 4th room. I feel like the propagating waves aren't very visible, red on gray contrast is already iffy, even more so when it's a thin rapidly moving wave. Has potential with a bit of polish and balancing (that was a lot of precise platforming).
Nice idea! I was worried it would be unplayable at higher velocities but it actually works with the number colors. The 3x3 pixels face which just lowers its eyes when you lose is a nice touch.