Beast Of The Woods by AgentParsec 2015-08-24T06:11:00
This was great - love the music, use of lighting, and the awareness of the victims. Great mood and polish on keeping mood!
Foon → Ludum Dare Explorer → Users → candlesan
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Tiny Creature Word | compo | 136 | 3.60 | 3.58 | 3.20 | 3.07 | 2.80 | 2.29 | 2.48 | |||
| 2024 | 55 | Summoning | Feed the Eggheads | compo | 218 | 3.32 | 3.32 | 3.50 | 3.54 | 3.18 | 3.35 | 3.02 | |||
| 2023 | 54 | Limited Space | Amazin' Delivery Service | compo | 93 | 3.87 | 3.85 | 3.80 | 4.33 | 3.83 | 3.52 | 3.57 | |||
| 2023 | 53 | Delivery | Deliver Us From Evil | compo | 52 | 4.01 | 3.94 | 3.43 | 3.89 | 3.56 | 4.13 | 3.18 | 4.21 | ||
| 2023 | 52 | Harvest | Acornville Escape Room | compo | 73 | 3.78 | 4.00 | 3.28 | 3.01 | 3.48 | 3.04 | 2.56 | 3.10 | ||
| 2022 | 51 | Every 10 seconds | Celestial Survivors | jam | 110 | 4.02 | 4.08 | 3.54 | 4.30 | 3.82 | 3.75 | 2.37 | 3.64 | ||
| 2022 | 50 | Delay the inevitable | Piggy Pileup | compo | 96 | 3.84 | 3.93 | 3.37 | 3.66 | 3.54 | 2.98 | 3.13 | 3.31 | ||
| 2021 | 49 | Unstable | Beep Boop Boba | compo | 45 | 4.00 | 4.03 | 3.27 | 2.88 | 4.01 | 3.61 | 3.65 | 3.82 | ||
| 2021 | 48 | Deeper and deeper | Fly Brie To The Moon | compo | 677 | 3.13 | 3.13 | 3.08 | 3.21 | 2.88 | 3.60 | 3.08 | |||
| 2020 | 47 | Stuck in a loop | Prison of the Dream Weaver | compo | 204 | 3.60 | 3.58 | 3.26 | 3.35 | 2.98 | 2.48 | 2.57 | 3.00 | ||
| 2020 | 46 | Keep it alive | Queen's Rose Garden | compo | 226 | 3.76 | 3.54 | 3.73 | 4.17 | 3.17 | 3.19 | 3.00 | 3.50 | ||
| 2019 | 45 | Start with nothing | Island of the Coconut Spirit | compo | 14 | 4.10 | 3.81 | 3.44 | 4.04 | 3.62 | 3.67 | 3.08 | 3.63 | ||
| 2019 | 44 | Your life is currency | Might of the Druids | compo | 113 | 3.64 | 3.93 | 3.12 | 3.62 | 2.84 | 2.54 | 3.08 | |||
| 2018 | 43 | Sacrifices must be made | Wildfire: Forest Containment | compo | 81 | 3.77 | 3.52 | 3.80 | 4.20 | 3.52 | 3.15 | ||||
| 2018 | 42 | Running out of space | Chief Data Engineer | compo | 115 | 3.79 | 3.75 | 3.19 | 3.98 | 3.50 | 2.98 | 3.11 | 3.38 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Final Click ZX | compo | 30 | 4.05 | 4.17 | 3.63 | 4.07 | 3.69 | 3.80 | 3.40 | 3.62 | ||
| 2017 | 40 | The more you have, the worse it is | Money Laundering Simulator | compo | 231 | 3.57 | 3.46 | 3.33 | 3.51 | 2.98 | 3.16 | 3.38 | 3.42 | ||
| 2017 | 38 | A Small World | Bamboo Life | compo | 20 | 4.15 | 4.07 | 3.35 | 3.87 | 3.87 | 3.13 | 3.82 | |||
| 2016 | 35 | Shapeshift | Super Shape Drop | compo | 177 | 3.59 | 3.61 | 2.24 | 2.97 | 3.32 | 3.61 | 2.91 | 2.94 | 68 | |
| 2015 | 34 | Two Button Controls / Growing | Z4KM4STER - Zookeeper DJ | compo | 26 | 4.11 | 4.24 | 3.76 | 4.09 | 2.69 | 4.25 | 3.23 | 3.41 | 84 | |
| 2015 | 33 | You are the Monster | Candy Knocker | compo | 117 | 3.70 | 3.42 | 3.69 | 4.17 | 3.14 | 2.58 | 3.41 | 3.30 | 69 |
This was great - love the music, use of lighting, and the awareness of the victims. Great mood and polish on keeping mood!
The vibe is so cool!
Love the art!
Some great ideas in here! Very ambitious!
This was really fun!
This is fantastic! Really well done!
A very promising concept! worth fleshing out some more!
Great game! Love the mood. I like the animations and the art style. Good choice making everything dark so that hte lights really pop. The music was PERFECT. Maybe consider switching to a different amp'ed up track when you are raged.
Great idea!
Great concept! :) And the little guy is cute!
So much fun! Loved the ability design and enemy design.
This was great! :) You can make so much money just by firing everybody and jacking up the prices! Perfect!
Fun! Took me a few plays to figure out that I had to walk up to the platform to pose, but once I did I got 78. Thanks for the fun game!
this game is amazing I love it so much I'm going back to play Ripple Runner!
Excellent use of audio to create that fear factor!
Super cute dog! Lasers were super hard to save up for but I finally did it after over an hour of playing.
Great music! Awesome art! Great vibe! Woo!
Quite challenging!!!
Really neat game. I like the music and sound a lot. Didn't enjoy hunting at the end but it was still cool to watch the little guys fly around.
Great game Super high production values! Nice work team!.
Had a lot of fun!
Pretty cute! Had trouble really figuring out what the controls were and yet after playing for a while was still able to get pretty far.
Cute Star Wars tie in, nice timing :)
Wall jumping was fun.
Really great theme interpretation!
Very moody!
The store was a bit hard to understand :(
Yay for shooting crows! Die crows! Loved that part. Wish the targeting reticule was brighter and didn't blend as much into the trees.
I love that you recorded your own music :)
Strangely compelling even though I didn't always know what I was doing!
Very interesting take on the theme! Liked it! Calming and peaceful and a funny joke at the end :) Enjoyed myself.
Pretty fun! Control scheme was neat to use. Would have been easier to understand if plant reached out and missed rather than not reaching at all when there's no valid target but I figured it out eventually. Missing a jump can be very punishing, forgiveness on those jumps is low.
Love these types of expansion growth games! Reminds me of sim city.
Wow really fun! High score was 167. Some great ideas in here.
Really liked the game! Creative use of the controls.
Great little tower defence game
Some interesting ideas in here. Movement resetting the action timer seems cool. Defnitely has a big growth element. It seems there's a strong snowball factor though where whoever gets a small advantage can snowball the fight in their favor without trying very hard.
Game play is pretty original! cute sounds too.
Really liked being able to try to get higher and higher. Not sure why the lasers would shoot horizontal though. seemed frustrating without adding much gameplay. Loved double jumping though and the randomized level generation.
Hi everybody - by request I uploaded a post-jam version that adds a hotkey "H" which makes the game easier for kids.
Post-Jam update:
http://www.wyattcheng.com/games/ZookeeperDJ/index.html
Pretty interesting! I liked shooting zombies. Lots of levels! My mouse sometimes wouldn't shoot but moving it out and back in seemed to fix it - not sure if there was a design element I misunderstood or just a bug.
The idea is really cool - too bad you ran into those technical difficulties along the way I would have loved to see it the way you had imagined!
Lots of fun! Liked the different block types. Liked hunting for the easter eggs :)
Good uses of both themes! Controls were a good experiment but I dont' think panned out. Good growth interpretation.
Bouncy yellow ledges were the best!
Original mechanic!
Nicely done! Great music - sets the mood well.
Pretty funny :)
A bit buggy getting stuck a lot but the idea is cool - if you take it farther I could see this being interesting.
Art and humor were great! Found the control scheme a bit hard to get used to but the levels had a nice feel.
Some interesting music and rhythm ideas here.
Elements of a good game here! Just needs some pacing adjustments and an audio pass
Cool thematic! :)
Great game! Loved the simple graphics, very attractive. The gameplay was interesting! After about 600 turns of creating snaky mazes for the pirates I walled myself in completely to see what happened and they jumped. Lots of fun!
Neat game! Cool idea. Simple and straightforward. Grats on your first LD hope you had fun look forward to seeing another from you next time
Great work for only 5 hours!
Loved this game. Difficulty pacing was really good. Lots of little polish details put together to set the mood. Great work.
Had a LOT of fun with this - really great job!
Cute - reminds me of the ipad game trees of doom. Fun!
Could see how this would be really fun with a friend.
Very moody - cool shot mechanic - lots of potential if this were fleshed out into a full game. Don't like that there's a delay on drawing the arrow, never really felt the need to shoot short range arrows and found myself waiting to draw the drawstring a lot.
Great little attention to details!
Good music! :) I also like the attention put into having multiple tiles on platforms, edges, corners, etc.
Funny setting.
Cool concept.
I wish there was a category for execution too so I could give you 5 stars in it!
Music was good indeed!
Original gameplay! Well done.
Funny sounds. I think I would have liked jump on space and attack on LMB but that's minor.
Really great art! The collision areas don't match expectations very well but the music and sound and challenge were a lot of fun to take in!
Really good polish and execution. Well done! :)
@Crafting4U The shapeshift aspect is because you are Shifting Shapes back and forth! :) Thanks for playing :)
@igrir whoops - sorry about the source link being broken. Should be fixed now!
Cool.
Loved shifting into pixels - very nicely done effect!
Thanks! I got a chuckle out of the theme interpretation :)
I like the music!
Great game! Made me chuckle
Nice work for a first game! keep it up! :)
Very different game! Would like to see it as the crafting portion of an RPG or soething.
Great game! I'm guessing this is for "Indirect Control". Good interpretation of Indirect Control theme.
Really cute lamb. I like the idea of changing from a child to a lamb and back - would like to see this game developed more!
Really cool concept.
Well done level design! :)
Fun to vaccuum stuff up!
That last level is really challenging!
Very challenging game! Didn't use WASD much but flying around as a bullet was cool.
Great story! :) I like the concept a lot. Wish you had more time than a single day so there'd be more to play! :)
Visuals were amazing! Very well done.
Great game and super cute art!
Fun to run around - unexpected gravity flip! :)
Really tight controls - love the target indicators and the natural handling of the single mouse click input.
Interesting use of the theme! :) Would like to see more people try to make a strategy game with shapeshift mechanics.
Cool pvp game! Great idea.
Storyline was so funny :)
Some really unique gameplay here!
Many things to like. Good audio. Good explosions. Good use of theme. Cool patterns formed by the enemy ships as they fly around.
Really like the recording and playback idea! :)
I wanted to give you high audio marks but the audio category wasn't available for judging! :(
Loved the implementation of different weapons. Screen shake was effectively used too :)
Really creative use of the theme! Well done!
I'm impressed you were able to implement full pathing! :)
Lots of cool characters.
Good sounds. Wish that the falling shape mattered more in the decision making but still fun.
Considering you also made a web site - this is really impressive! :)
Good solid platformer. I think all the basic elements of a platformer are there and executed well such as instant jump, reasonable air physics, and sound effects in all the right places. I appreciate you took the time to make sure the spikes didn't kill me unless I definitely fell on them - too many LD platformer games have giant hit boxes on the obstacles. Quite the dramatic effect when you die - I enjoyed that for sure.
The second level where you need to move on the platforms is totally fine. I'm glad you mentioned that the running with the platform is intentional and I think that's just fine. I did not like having to wait so long for the platforms to move back and forth. It's fine for the game to be hard but it's more frustrating when you know the solution in your head but you have to wait on the game in order to execute the strategy you've planned.
Good animation on the main character.
Was not expecting to see even more board elements like lava and fireballs!
Solid music.
The screenshots do a good describing the game but unfortunately after leaving a lobby game open for 30 minutes nobody joined and I was not able to play :( Sorry! Wish there was a way to maybe play against another player locally or against a dummy AI that did nothing or even did random moves so I could try to extrapolate what it might be like playing against another person.
Kudos for doing a multiplayer online game within the context of a Ludum Dare though. That is ambitious!
I had a lot of fun! I liked the way you took a simple concept but made a lot of run levels out of it. Lots of good detail like reasonable jumping speeds, doing alpha on the bullets that are in the "background", and a smooth learning curve.
That was fun thanks! Music is good. Puzzles were really interesting It was a bit hard to figure out what all the board elements meant and movement rules were but I got it eventually. I liked the little subtle touches like the screen shake sync'ced with the sound and the smoothness of the motion of my character.
Solitary Freedom.png
Interesting idea. Some suggestions: 1. I would try to give the different actions some feedback, even a little bit of text in response to my actions would go a long way 2. The music loop is a bit short, causing it to become a bit repetitive.
Cool concept.
That is super impressive that you found time to do a tutorial. I find most games in Ludum Dare are presented without instruction whatsoever and though I try to figure it out I kinda wish they had built-in tutorials - though I understand with the time crunch why so many do not.
Music track is solid and didn't even feel like it repeated too much
As others have already mentioned, this was a very ambitious project. I really like the promise of what the mechanics will be. The idea of all these various copmonents interacting with each other is really compelling.
Some really great execution here doign the puzzle platformer combined with the flipping sides. Very original!
Hey this is great. This reminded me of Mini Metro, another game that I love. Especially when you level up and get to pick an upgrade. Really love that you got a tutorial built into the game, always appreciate when Ludum Dare entries have that. I like that I can Rotate the world. The co-ordinates seem to not match my mouse sometimes but I like that it's responsive and easy to turn. I like that I can select cities either by clicking on them in the world or using the list down the side. Would love to see visual representation of the passengers inside the cities themselves.
Looks like the start of a pretty interesting economy / city game. The building choices are good and I like the idea that I need to adapt my city design based on the resources that are available in the area.
I had a lot of fun with this game. I really like the way my previous successes get turned into these components, it makes me feel like I could be a true circuit designer. It's funny I thought the XOR was actually the hardest level and then when it got to other things like the adders and such it made more sense for me to think of things conceptually - which was really neat.
Wish there was a "clear all" button. Also sometimes dragging the vertical jumper was finnicky which resulted me me drawing wires all over.
I liked the game but I also like Binding of Isaac and other games in the style so it's probably no surprise that I enjoyed this take on the genre. Music was solid. Wish there were more sound effects for combat related moves. I liked that the mechanic of being locked into a room until you defeated all the opponents was done the same way Binding of Isaac does it. I really liked the design on the directional shooter that alternated between horizontal/vertical shots and diagonal shots.
This game was surprisingly cool. The art style and music were surprisingly effective. The camera work was creepy and foreboding. The last level where all the enemies moved was really hard.
That was surprisingly fun! It's like a 3-D Worms or something and I loved Worms back in the day. I would love to play a more developed multiplayer version of this. It was really trippy playing on the inside of a sphere what with the notion that gravity kept movign around. Since the artillery fire is affected by gravity I would try to compensate for that with the angle of my shot but then I'd misaccount for the curvature of the inside of the sphere. Ahhh! :)
Ha that game was pretty funny.
I finally got to One at the end but I got there on Sunday. I didn't want to push my luck so I did a chit chat rather than asking for an invite, not sure if that's correct. I was friendly with everybody but still didn't win. Fun idea!
I love the inspiration of a city builder and grats on incorporating something as culturally topical as /r/place. I hope to see many more games like this in the future. It's uncommon to see a Ludum Dare game also incorporate user accounts and online (massively) multiplayer. There's some significant engineering effort in that! Very impressive for a game jam. I wish I could better understand the effects of the buildings that I placed. Right now I read the descriptions and imagined it but trouble really observing the relationships once in game.
Great art. Solid music. I love the animations.There were way more environments then I was expecting to find!
Really love the unique art style I haven't seen anything like that before. I liked taking the peaceful walk forward and running into the NPC. I was worried it was going to drag on too long but right when I was feeling like I got the sense for the game it wrapped itself up which was nice. Great job!
Wow this game is really hard! Love the retro vibe though. Reminds me of a cuter version of Kung Fu Master from the 80s And to be fair, the games back then were way harder too! I like the enemy design too. Each enemy has their own behavior pattern. I don't know what the blue popsicle/candles guy is but he is really hard! But it's very satisfying once you learn the patterns so you can beat them consistently.
Short but sweet and I got some good chuckles. I think I saw 8 different endings? I love short games that have multiple endings. And you writing is funny :)
Ha, during the tutorial I died by hitting a planet before I saw all the tutorial and then played for like 2 minutes without knowing that I could shoot. Forutnately I saw that there was a score and I restarted the game and learned how to shoot. The controls are a bit awkward to me, with w and up usually both being associated with up but I got used to it but then the boost felt like a very non-intuitive control setup for me.
The controls aside, the gameplay itself is very original and was fun to try. Haven't seen anything like that before!
Lots of things to like here. Simple but effective art. Simple but effective sound effects. Some gentle screen shake. Good upgrades. Smooth controls.
Minor requests I would have 1. I don't mind losing but it feels like much of the damage is completely unavoidable due to impossible scenarios. Would prefer if it felt doable I just wasn't quick enough 2. Maybe take me to the shop automatically when I have enough money rather than requiring user to go back out to the menu to do it.
Wow I was not expecting to see a full production intro video at the start! Nice. Good music too.
Love the art! Love the concept. The cows are super cute. I wish I had a bit more player agency. The three powers in the bottom right are a nice start into this - I want more! :)
Love the way the planet spins smoothly when it does spin. Took me a while to figure out the planet rotation amounts were completely random. Has a slot machine feel.
Beautiful growing mechanics. Looks very natural. I liked watching the ivy spread around. I love that the whole thing is in a briefcast - it ties into the "Small World" theme well. The camera controls felt backwards to me, I think I'm used to the idea for this perspective that I would right click and then drag the world around rather than moving "myself" around the orbit point.
Would like to maybe move the camera around using WASD. Some of the spheres on the edge are really hard to get to otherwise!
It's got that Sinistar vibe with the dark star showing up that's cool I like the music it's relaxing and not too distracting I like the katamari vibe. reminds me a bit of agar.io but your textures are much nicer
At first I didn't understand what was going on but once I played a few more rounds I found I was really digging what I was seeing. The mechanics are so simple but it's so well executed. The gravity and robot AI is great. The physics on the ball are tuned just right. This also reminds me of a Ludum Dare a few years back where the theme was "Two Button Controls" - so many of those games did 2 button controls and weren't able to do something really fun but you have a fun game using only two buttons and it works really well!
Fun little sandbox. The textures on the planets is good, as is the background space texture. Would like to have more camera controls I think to view and admire my galaxy from multiple angles, especially as the place starts to really fill up. Would also love controls to change the orbital tilt. But I suppose these are all feature requests on top of the base of what has already been provided. Players always want more right? :)
Unfortunately I got the same compatibility issues. I tried running as Windows 7 with the 32-bit version. I also tried downloading the 64-bit "plswork.zip" version and tried it both unchanged and in Windows 7 compatibility. Sorry mate! :(
Cool little take on worms. All the little details are there. I like that I can control both the angle and amount of power I put into my shots. Explosiohns are good. And hey - cats!
Good solid mechanics and well executed. I like the music and sounds. My high score was only 310 though I don't know how you got to over 2000!
It reminds me of playing a twin-stick shooter but with keyboard and mouse. The ability to move in one direction while shooting in another and having to avoid enemies was a good mix.
Great music. Good art. I like the way the day and night cycles are turning in the background. Good stuff supporting 4-player. I love the retro vibe. Great interpretation of the theme!
Ha, at first I wasn't sure what was going on but then I realized it's a "Small World" so I was actually pushing the planet around with my jumps. Wish I had a more direct way to mess with the astronauts as they descended towards my planet. I like the run animation.
Ha what an original take on a stealth game! I was pleasantly surprised at the engagement I had and the puzzly element of being turn based was fantastic. I actually found the second level to be the hardest one, so maybe the pacing is off in terms of ordering the levels. I also had a hard time learning the rules for when I could be detected or not but I eventually figured it out. (in particular when can I stand up from being crouched and when can I not)
This was pretty interesting I had to play it twice to really get the hang of it. It felt a bit strange to have to train spies in order to see what the opponent is making. Granted I understand that from a realism standpoint, but from a gameplay standpoint I don't know what I'm supposed to build other than "build a balanced army" when I can't see the enemy. What I wound up doing is just building a little bit of everything and that seemed to mostly work. It would be nice if I could switch what I'm making but not lose progress towards what I was making beofre - rather just "queue up" to change what I'm making after the current unit has finished training.
I got to 21, not sure if that's good or not. Great music. I love the general visual look. Everything seems well polished and put together. Not sure what triggers the end of the game but I just tried to get the highest population I coudl before it ended.
Seems like a "God Game" economy simulator. Reminds me of sort of a rugged frontier cross between SimCity and Craft the World. I got my guys cutting down some wood and making a house.
Is there a way to delete a job that is not valid? I can see the job shows up in red and the villagers will skip it but I coudln't find a way to actually just abort the job if I was thinking maybe I didn't want them to do it at all anymore.
Walked around a bit and played through. Kept dying but it looks like in between deaths you can carry forward some of your state such as crystals picked up and such? Love the look of the little guys. Love the way the instructions to play are integrated into the game itself.
That was pretty fun. Great job with the controls. I like the unique take on the spinning radius and I appreciate the feedback of the thrusters. I saved about 10 people before it started to feel like this was going to go for a while and then I died from lack of hull.
I collected enough fuel cells to escape! Woo!
I feel like I move forward too fast given my turn rate, though that doesn't emphasize the sense of having a very small world. Good models on the ship and character.
I'm not sure but I think the beetle is actually facing backwards? Although maybe the beetle pushes stuff around with his butt - heh - I don't know much about beetles. I didn't know at first that the ball was my dung but once I figured it out it was okay. The controls were fine for controlling the beetle but they were awkward for pushing the dung around. I kept feeling as though the dung would drift to the left or to the right. Maybe a "grab dung" button would help? Or if the collision at the front of my beetle was slightly concave so I could trap the dung and push it around more easily?
I like the progression of the levels and how each level introduced a new concept/mechanic.
I like the use of the in-place tutorial (where the keys are on the wall in the house.) The "walking on a sphere" vibe is great and captures the theme well Would love a way to mute the walking sound. I like that you remind me I can use "E" to interact in a very obvious way, excellent usability for a game jam. Really impressed by the amount of content! So many locations to go to. So many rooms, NPCs, locations to visit, enemies. Nice work.
Good take on a collide and growth game. Reminds me of agar.io. I like the music choice. Good solid controls too.
Thanks everybody for the positive feedback so far
@askania-m @devastus @zarkonnen @kasarun I definitely agree about the camera. I worked on some of the camera logic up until the end and then accidentally introduced a bug at the 11th hour :( I'm sorry for any issues it caused for you playing.
@jorbits @kasarun @croze @paulhocker @h2n0 @askania-m thanks for sharing screenshots of your game session! Makes me feel warm and fuzzy inside to see everybody enjoying the game. I know with Ludum Dare there are so many games to play and it's flattering to know you showed your interest by taking the time to really play the game but also share what you did with us here on ludum dare.
@askania-m and @croze in particular, you have some nuts bases :)
A lot of folks commented they were impressed to see how much was done. I appreciate this compliment. It's crazy that we can work hard for 48-hours and feel like there's still so much to do sometimes it's easy to just see the flaws in our own games. I stream all of my Compo Ludum Dare game jams on twitch so you can see the development of a game like this from beginning to end, if you're interested I'd appreciate the follow.
That was really fun! I liked being able to pick multiple places to put down a gun and I liked being able to direct them which way to shoot. I think the game played a lot better if I zoomed out right away, which I started to do on my second and third time through the game. You can see the incoming asteroids a lot better. It was such an advantage to doing it this way that I couldn't help but wonder if maybe the game should just be zoomed out a bit more to start, or maybe the meteors should be slower to give you more time to react.
Either way - very cool concept, I had fun.
Cool game - very calming and relaxing game. I found dragging the amoeba around to be pleasant. I wish I had a bit more control over the shape of my amoeba. I also think after the first few "captures" it might be nice to shake up the gameplay patterns a bit - I found myself repeating the same general approach of "click, surround some globes slowly, release".
That was really fun!
Wish the puzzles were slightly harder, it often felt like there were more than a few blocks that didn't get used. That criticism aside, the fade to "watercolor" was really nice, and very satisfying to try and complete the whole set. Collision with the enemies and blocks could be a bit clearer. Love the way instructions were integrated into the background and how it was relatively easy to figure out how to play.
Solid mechanics. I particularly like that I feel in control of my avatar. Too many games put slushy physics and whatnot. Good feedback to the player about what's happening in the form of audio, hit flashes, etc.
That was cool. it actually took me a while to figure out what the mechanic was when two patterns overlap each other. The compass puzzle took me a while but I thought the inherent clue provided was totally fair. The inclusion of the portals took me off guard but worked well :) Overall this gave me a good scatch at my Witness itch. If this were made into a full game I'd play it!
Cute premise. I like the storyline. Good interpretation of the theme too.
It feels like a "submission" game similar to rock band or other rhythm game where there aren't really decisions to make but more responses the player has to make. Perhaps some extra elements to reinforce this would make it fun such as particle effects on success or music and rhythm.
Thanks for the game!
That's a pretty original concept! I like the execution it clearly illustrates what you were going for. the character is cute. I liked being able to split and re-combine. I think having you control multiple characters as you move around was also an interesting twist that conceptually made me feel like all the iamges were me I was just split into component color parts.
Interesting start. The mousewheel through multiple levels was neat. I had trouble finding keys and understanding what all the visual elements were but it feels like there's the start of something good here.
I liked the audio for sure. I also liked the smooth animations and the pixel art style that was fantastic. Didn't understand how often I could use the orbs but I did like that the orbs seemed to target automatically so it's probably best that you can't spam them and leave them up to the opponent to dodge them with line of sight.
Really good mood.
Hi! It wasn't clear from the credits and itch.io page but is the art part of the jam or was the art made outside the jam by Heiden and then used for the art?
I thought it was a bit awkward the ending I got wasnt' really one I wanted based on the choice that I made but it was still really nice to read the text. An interesting visual novel to be sure! :)
Really digging the music and sound. The ant concept is awesome too. The puns are so groan-worthy it's awesome :)
The setting and concept are cool. I like that the runes have very cool looking rune art on each of them that has them being relatively distinct from one another. The idea of combining lower-tier runes into higher tier runes is very compelling. I wonder if there is a way to introduce the concepts more gently by having the player combine some low-tier runes and providing feedback when they have combined successfully into a mid-tier rune?
Music and sound were solid for a compo entry.
Some interesting puzzles. Did not like that I had to start all the way back at the beginning of level 1 when I died Liked the clarity of picking up the purple gems and putting them into the place I liked that the levels scaled up nicely from tutorial => easy => harder Wish it was easier to tell perspective. Without any lights or depth to the scene it was hard sometimes to see that two platforms were actually at radically different distances from the camera.
I enjoyed rotating the planet and picking up the bits. Would love to see the flowers grow. I could also see maybe my health or air draining a bit more aggressively to create more tension about having air but also having to consume flowers to stay alive.
Looks like the beginning of an RTS. Camera controls were intuitive. I wasn't able to figure out how to gather resources but I did make a few units and move them around. I wanted to harvest some stone or minerals but when I right-clicked with my workers on the mine they didn't walk over. Not sure if that part isn't implemented yet or if I was doing something wrong.
Lots of cool things going on in this game. Has that Rogue Legacy vibe since you can keep your upgrades from one round to another. I wish I could see the health remaining on my core better. I really liked that you were able to come up with a lot of different ugprades for my character - it was fun to purchase all of them. Getting split + lots of rapid fire + damage made me feel almost unstoppable but then so many enemies are spawning!
Not totally sure what was happening. I was clicking and then I died.
Awww - what a sweet little story! I enjoyed the mood of the whole thing and I appreciate you properly attributing the fonts and music. The music really set the mood well so that was a good choice. Hope to see more from you in the future!
Nice visuals. Good mood and atmosphere. Had fun running around the world picking up plants and replanting them. Nice particle effects on bursting the water bubbles too that was nice.
There's a slight delay on the jump that I wish wasn't there. That's a small criticism.
Loved that I was able to move around a small world. Good interpretation of the theme.
The use of positional audio to help locate the dog is very effective. As I'm driving the car around I need to pay attention to the audio clues that tell me where the dog is.
I liked the basic concept. I could also imagine playing this on a phone and how the touch interface really lends itself well to that environment. I found the movement to actually be a bit counter-intuitive with "gravity wells" because the farther I tapped the stronger the gravitational force whereas I would expect the gravitational force to actually be weaker when I tap far away form myself. I really liked the effect and visuals when I touched a goal object. Nice little color change and sound effect with that.
This is a great avenue to explore! Hope to see more like this.
Pretty solid game! I liked the general social commentary and I also liked how you're basically poking fun at all the different ways YouTubers sometimes go to extreme lengths to get our attention and get viewers. It's also a very dark side that you basically get money by selling data. Ha!
Took me a little while at first why the WASD was there but by the fourth level I thought "Okay - this is really awesome". I loved how you influence the little guys where to go.
I also really appreciate that you didnt' put any fail conditions in. I think it would have been tempting to fail but for the purposes of a game jam it was very satisfying to be able to place influencers and play around and feel like I could be succcessful. Great call.
Great mood. Good music. The combination of the music with the audio effects and the art combined to really draw me in. I hit a bug that caused me to reload and I knew this was really good because I was drawn in enough I wnated to hit reload to play it from the start again to see how it continued!
Great game! Gameplay was good - amazing pixel art. Lots of polish. Love that you took the time to do a proper tutorial. Everything realy came together well.
I had a few frame rate issues but was still able to kill some baddies and load stuff into my chest. Sometimes enemies did 2 damage to me and sometimes they did 4, not sure what the difference was. I liked the sword swing.
Ah you know - I probably took 2 damage from 2 guys who each hit me for 1 damage each. I remember fighting 2 guys that were very close together - maybe they both attacked me at the same time.
Really fun game! This game is super clever. I love how the name of the game "Collateral Damage" matches the mechanics of the game so well. At first I thought "Hey I shoot aliens, okay... let's see where this goes" but as the guns kept upgrading every level I thought wow - this really changes up the game! Great entry!
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That was crazy!
The glitch effects are very cool. That must have been quite a lot of work to make all those glitches. The final level is just cruel - especially horizontal warping while jumping onto 1x1's. Brutal!
Awesome! A few notes 1. I had to restart the game and look at the unity launcher "input" to realize that it used a joypad (which wasn't plugged in for me). Note that on your page or itch.io so people know! :) 2. Great sound and black ops feel 3. I liked getting more dudes
Took me a few tries but I eventually beat it. Challenging!
This game was super fun! I really like the design and I think this core mechanic has a lot of promise. At first I didn't realize that the lasers charged up based on clicks as well but it makes sense. I like the tension between wanting to figure out how to lay out your base for money generation vs. conduit efficiency vs. defence against storms. This was a very interesting tradeoff.
Love the pixel art! And very funny too :)
There is definitely something neat here. The decisions about moving from the different colors and dropping them off works well. I liked looking at the different patterns and the way they changed although I found myself usually just looking at the most valuable pattern, but even that in itself was pretty interesting.
@eli-delventhal Definitely like the idea of the Begging Card or a way to avoid just having you lose immediately. If I continue work on the game post-jam this would be a great thing to iterate on next.
That was great! I love the way the snow procedurally adds onto the snowball that was a very creative take. At first I thought I should be avoiding the lava but then I realized it was part of management of the game to try and shed some snow. Very challenging.
Loved the classic NES look, feel, art, and sounds. Much respect for writing for a classic platform. Some of the puzzles were quite challenging! Since solving the puzzles has a lot to do with avoiding the enemies, it would have been nice ot better understand how the enemies moved. As it seems sometimes I couldn't tell when an enemy was going to come running straight at me and when it was going to walk past.
Well done!
That was cool. Nice take on the theme. I am really surprised how hard it is to avoid typing the words that are clearly in red but I know I'm not supposed to type simply because my brain can't help but read the text as words. It reminds me of things like the implicit associate test where some layer of our brain automatically processes information and we have immediate reactions before we can conscientiously think about it.
That was cool!
I thought it was neat how the more people you had the harder it was to shift them around enough to steer the ship
I took me a while to realize I coudl pick people up directly out of the water. I thought I had to actually run over them to add them to my ship.
If I could make one small request, you can't currently click through the UI elements. Sometimes I"m trying to pick somebody up out of the water but the UI is in the way.
I could see this being really fun on a tablet or phone where moving people around between zones is done with finger swiping.
I had fun running around eating the food and getting the time extensions. The game definitely followed the theme well, getting heavier and moving slower and not being able to jump really came through. I felt like for a large portion the part about being heavier didnt' really affect my game until I was around 210 pounds in the last 15 seconds it suddenly felt like the movement slowdown was realy noticeable. There's major breakpoints around not being able to make certain jumps. I would have liked to see those played up more. Like if there were multiple levels so it was more obvious that some jumps could no longer be made. You could even extend this by making it so that at early on you can make a high jump but later on you are too heavy and you have to take the "stairs" which is a series of smaller jumps and takes longer.
Super fun theme.
Dude that was fantastic! Loved the simplicity - really great art. I love the 3D models as well as the water and the title screen. Overall just a fantastic entry.
Made it to round 8!
Was totally thinking you did a great job of picking a concept and running with it. Great little modern take on the classic "Smash TV" type of game. I was really happy when the upgrades like spread shot and faster running showed up.
Neat. Cool music track. Reminds me a bit of agar.io
That was awsesome! I love the visual aesthetic, fantastic job on the water. And I really love the theme. What a great way to take the theme and make something topical and culturally relevant.
Ha - I love the "This is the best night ever" line. BestNightEver.png
I wound up with 60 as my highest score. The mechanic of turning more and more was very thematic!
Cool entry! I ran away with 65 items. This is one of the better interpretations I've seen where hte "more you have the worse it gets" is not just a principle but is tightly wound into the gameplay and theme of the entire experience.
Cool! I like the concept of the growing head. Wish there was a bit of risk/reward associated with having a head too big but sometimes you wanted it anyways but that could always be added later. Good music, very challenging. Really glad there were a few checkpoints - wish there were a few extra checkpoints.
Sweet game thanks! I liked how the melee attack had a sweet dash. I also liked that even though melee did a lot more damage than ranged, it didn't let you pick between green, yellow and red gems so ranged still had the advantage of allowing you to be selective about what color gems you pick up.
Cool! That's awesome that it's written with just javascript and some svg. Does changing the speed just speed up/slow down the game or does it change the ratio of lines of code to bugs generated? It looked like it was linear so to get the most lines written I should just play on slow speed but I couldn't tell for sure. My only complaint is when sometimes a bug spawned almost right next to you there was no time to react. Maybe a little bit of a gap so I have time to aim and squash?
Cool - I made it to 50 seconds. The mechanics are very simple but effective. Good use of sound too to indicate when bacteria have been touched.
Really loved the art. The small detailed animations were great. The water felt rather benign most of the time, which took away from the sense of "running out of space" The jump speeds were really nice, and the jump height was good. There were a few times I passed through moving platforms from above, which was a bit frustrating but understandable.
I love Zachtronics games. I definitely got a sense that I didnt' have enough space but I also found the movement to be overly constraining. I guess it's because I'm working on two different puzzles at the same time, one being "what do I want to do" and the other being "how do I want to get there" I liked the crafting system though I wish it could detect patterns even if there were additional blocks adjacent.
I was getting some cubes made and started selling them but they were worth 1 or 3 each and the expansion cost 500 which seemed like too much grinding. I'm not sure if there is a way to automate selling the cubes for 3 each but I found it too tedious. Overall I found this super compelling and I hope you work on it more.
This was really fun! A classic done with a twist. I found the rate of the bullets vs. my acceleration to be a little bit frustrating. I quickly found that accelerating in a direction and then shooting was my main way to play, though I am by no means a pro at this game. But I do wish I had a bit more control of my ship.
Great choice on art style. Something that looks great and has charm while also being economical tomake during a game jam. Ditto on the audio. Thinking of a charming setting that enables asset creation to happen quickly was a very smart decision. Great work!
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It's an interesting concept but took a while to scale up to difficult. I could be wrong but I'm pretty sure since the queue is always coming in it's really a situation where you have really only 1 place to put an "extra" fruit which is the fruit not chosen slot. Because of this, there's not really much management on the line outside of deciding what goes into the unused slot. With 10 fruits in the main usable slot and only 1 fruit in the "unused" slot it doesn't feel like I actually have a lot of agency on how to use the space.
I liked the concept. I found the controls to be unintuitive primarily because the function of the keys changed based on your current orientation. I eventually figured out what you were getting at. Like, you turn in the direction of the press, but extend and retract based on the current axis. But this became more confusing because the turn only worked if you turned perpendicular to your current facing. I think it would have made more sense if left and right always turned relative to my current facing and forward and back always extended and retracted.
That said, plotting a path and gathering objects was I was running out of space was fun. I also liked having the option to jump over the various open holes.
Tracking the camera on my guy as I jumped gave a good "jumping" feel. Though the camera shifts in the wrong direction sometimes. Such as when I'm facing upscreen and I'm on the right side of the board, when I jump northward the camera shifts to the left and then back to the right which is a bit disorienting.
Cool original concept. I had a lot of trouble getting past level 3 even though I tried many times. Found it very challenging. Not sure if I could move the second thruster but I did not figure out how if I could.
Love the atmosphere on the game. Super disorienting (but it's also obvious that's what you were going for). The background audio adds a lot to the mood as well as the audio on the "cleaners".
Cool take on snake. Really like the turns around the different pathways. It was a bit strange that the snake would stop at walls and stop before red but wouldn't stop before hitting purple. Seemed inconsistent. For this type of game an input buffer of 2 is really helpful to allow the player to make rapid turns without having to try and time it based on the movement speed of the snake. It improves the feeling of being in control of your snake. Love the art, the smoothness of the animation and the level design
Love the art. My high score was 1010, which took me a few tries to get. The control scheme was a bit surprising. It wasnt' until I had played a few rounds before I realized that where I click doesnt' matter, it just registered a click as to dig where I am. The digging took slightly awkwardly long, though I got used to it. The zombies also pop up really fast, such that if you don't almost immediately start to bury them you're going to have it pop out on you. I wish there was a little bit more decision-making than simply digging and burying - such as a decision of choosing between multiple zombies to bury, but essentially when you coudln't bury you were pretty much going to take damage.
I loved playing Qix back in the day! Love that game and really nice to see a modern implementation of it.
The pictures are a bit low resolution which I found disappointing. Would love to be able to reveal more recognizable and beautiful pictures.
There is a big delay when you complete a section which was frustrating. The movement was also a bit unresponsive, felt like I couldn't turn when I wanted to.
I really loved getting this blast from the past. Would totally play again.
That was fun! Highest score I got was 20. Some of the far away piles didn't seem as relevant. You really get a sense for the "running out of space" in the final 30 seconds when the game transitions from "run back and forth quickly" to "stack the books efficiently".
The "clear wires" button I didn't see right away. Would love a way to remove wire that I had laid. I got to the 3rd or 4th level and it said I had to be below 90% and I was but it wouldnt' let me advance :(
Thanks @jackou. I totally agree some bg music would have gone a long way. I blame the 3 hour earlier start time! My general routine is to do particle effects, sound effects and music on the last day. I didn't move those things around and found myself out of time before I knew it! That'll learn me for next time! Thanks for playing!
@simplepotential Thanks for the kind words simple! Yes I have my day job but I have a real passion for game jamming in my offtime. I agree some ambient noise would have been great. Maybe like engine noises or computer beeps and boops in the distance. Good suggestion!
@jay-elbourne Thanks! Glad you liked it. Yeah the difficulty ramped kinda fast. I was fiddling with the levels a bunch trying to get it right but the jump at level 7 and 8 is definitely a but sudden. Thanks for playing!
@kappa-b Ah sorry about the random clicking causing a mission you had already completed load again. Thanks for sticking with it despite that UI weakness and playing through!
@phlip45 Some background music or even some engine or "beep boop" sounds will definitely be at the top of my list in a post-jam version
@cary-stanley Cool! Glad you liked those pieces :) Yeah coming up with challenging pieces was a nice discover that emerged during the jam.
@squirmonkey Yes! I loved that Rush Hour toy. I was definitely inspired by that. I considered early making it so pieces couldn't slide past each other but then thought I should go with a different angle.
@aterlamia Added some procedurally generated music post-jam. Thanks for the feedback!
@thijs-tak Haha - a future where replicators remove the need for money but we still need to defragment by hand :)
@t8kk That makes sense. I had the flow going back to the title menu 'cause I imagined it being a visual track of a ship flying between stars but then to double down on the LCARS menu style I removed it, but it definitely felt like going back to the front menu was less meaningful after the change.
@maartene @stefan-jovanovic @holy @kromeboy Thanks for playing!
@outstar I rejiggered my game post-jam into portrait mode and installed it on Android and it played pretty well. Thanks for playing and I noticed your game had a little bit of similar overlap in gameplay style.
@weine @kale-the-quick @vivoubos @bradur Thanks for playing and the wonderful compliments.
@justinmullin I didnt' even know that the game worked in HTML5 on a phone until you mentioned it! I loaded it up and was surprised! I agree that the piece slide-back is a bit slow, particularly over long distances. Would definitely fix. I think what I would want would be for the piece to slide back in constant time rather than at constant speed.
@zirrus Thanks for sticking it out and I'm glad the game was enjoyable even if you're not into Star Trek :)
Very original. I found it a bit counterintuitive that to look to the left I had to move my mouse to the right. I get that it's because the camera is counter-scrolling for some cool-effect. I didn't quite understand the mechanics with the blue objects which at first I thought were powerups but they didn't see to help me out. Overall an interesting and original puzzle game.
Wow! Lots of original puzzles. I dig the music too. I liked the unique ability swapping mechanics. The controls were a little bit awkward to get used to but they worked.
At first I wasn't sure where the theme was going to come into play - but then with the last 2 puzzles I really did find I was "running out of space.
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Good classic shmup action. I like that you tweaked some of the default unity speeds on a game object. I always found the default unity controller settings to be too unresponsive for a shmup and I like the values that you chose.
For as simple as this was I really liked it! Like a cross between getting over it and Super Mario Run. Very challenging but felt doable the whole way. I will second that this game was far more fun than I was expecting. Tutorial screen text is hard to read if you aren't fullscreen. 2018-08-14 15_19_34-Claude Van Clamme Presents_ Agent Poing P.N.Guin's Terrible Penguin Panic - Ice .png
I thought the core gameplay idea had a lot of merit. I really loved the theme and I liked where it was going. I wanted to be making decisions about how to optimize the paths of my lifts but I found myself fighting the UI too much to really enjoy that part of the game and found myself instead micro-managing the elevators to a detail level that was a bit too granular to my taste. I think people being on multiple floors with them having different target destinations made it really hard to visualize where everybody was trying to go.
Would really love to see this concept refined and polished. The idea is fantastic just the gameplay and UI need to be refined.
Your game description didn't make any sense but it worked. The core mechanics were fantastic! Really original and I liked it. I played 3 times. The first time was kind of a throwaway because I was just figuring out the rules (like how falling into a hole caused the whole platform to disappear) The second and third time I was just going for score :) I thought my projectiles moved a bit slowly compared to the fire rate. There's a fast fire rate but a slow bullet speed which made hitting the incoming objects a bit unfamiliar compared to other shooters. I would love an explosion effect when I destroyed an incoming asteroid thingy.
Nice art. Good execution on the speech bubbles. I was not sure what the purpose of the "switching robot abilities" mechanic was. It just seemed like I had to switch augments to fulfill different tasks but it was just a UI impediment rather than feelign like meaningful gameplay. On a controls note, I would have loved to see a very small input buffer so you could hit 2 keystrokes rapidly and have both keystrokes processed. This would have helped significantly with the movement and navigation.
I enjoyed the doses of humor. I also liked the idea of the 3 augments, it would just need some extra design to create a purpose to them.
Got to the second level and really feel like there was no solution. Tried various paths but there's not really that many decision branches.
Cool game. was too hard for me to beat but I got this outer space rust vibe. Love the core loop of kill => Loot => return to ship.
Had trouble in Google Chrome. :( I'll give it another try tomorrow!
Really fun game! Love all the different shapes. Love your take on the theme. Finding a way to manage all the components was really fun. At first I didn't realize how useful throwing was but once I found the throw I realized it was a major part of the game.
I think the complaints on the controls is related to the movement being grid aligned but the input mechanism being continuous and the grid is not displayed. It means when I let go of the keys I continue moving until the next grid aligned position.
That said, the tutorial and introduction is very smooth. The mechanic of touching something to see a path unfold was surprising and nice.
The mechanic of holding down the reset button over the blue was a bit surprising and I could not see the purpose of it?
Felt like the best strategy in the end is to avoid all the coins and then pick them up in the correct order afterwards.
There is a great core of a game in here. I think the idea is solid and I could really see this being a lot of fun. My main frustrations is how easy it is to get stuck, and then the crates keep falling while I'm stuck. If the controls were more forgiving and you coudl move stuff around a bit easier I think it would remove the frustration while highlighting the fun. This is a great start!
Very challenging to get all the boxes placed in. I'm glad you have a white square letting me know where I'm going to drop - I think I would have been very lost without that!
The difficulty of the game feels very high.
Was funny to look at all the folders. Found that I died around the same time no matter whether I found viruses or not though? (around a minute 45?)
Seriously great game! Very well executed. Great interface. Good tutorial flow. Fun tetris/typing hybrid. This would have been a rocking candidate for LD41 jam too (combine two themes).
You misspelled forty at the very end! I think it got spelled fourity or something like that?
Lots to like. Love the way the menu was done. Sound effects are well chosen. Lots of great animations. Gameplay is solid. I couldnt' figure out what the arrow powerup did.
Good music - also liked the falling money effect. The actual gameplay decisions of what books to take I never really figured out. Felt like I take whatever books I have and then I get score calculated for me? Sound effects and music were great.
Cool implementation. A pretty novel idea, really like the creativity on that. I didn't find any mechanics that caused me to want to spin, which meant that despite the cool twist the game felt more like regular tetris on a wuper wide platform.
Super cute interpretation of the theme. Really loved the idea and great job if you were only able to spend 10 hours on it this is a very impressive entry for such a short implementation time!
Welcome to Ludum Dare!!! This event is always fun and I hope to see you doing more in the future. Basic controls made sense, felt like LoL. Would love to see the spell casts visualized more but I imagine it was hard to find time for everything. It's hard to do AI and pathing and all that input in the span of a game jam! You were very ambitious!
Pretty neat that you have to try and contain things. Could be a neat geometry game. The animation on the disease backgrounds caused a hypnotic visual effect when a lot of the screen was covered.
Cute art. Not sure if that was from outside 'cause I noticed it wasn't a rating category. Would help rating if you could mention what you did during the jam and what was downloaded. Controls were great. Picking up coins worked out great. I liked choosing what to spend my money on between floors.
Ran and incinerated a few bodies and buried a few bodies. Had to play it a few times to really get the hang of the controls. Never did manage to get to the "deluxe" grave site though. :(
I liked the mood and setting. Definitely on theme with running out of space. Also really liked the humor, oh the memories of playing dodgeball as a kid! I thought the balls moved fast compared to the acceleration rate of the player. Because the kids always aim directly at me and due to the acceleration of the player I felt like the best thing I could do is hide on one side and then run tot he other side when the kids threw. If the balls moved a bit slower and they were a bit staggered out from each other I think that would capture the "dodging" feeling a bit more. As it is now, it feels like more of a reflex check in response to the sound effect of the ball throw whereas I think I'd prefer feel like I was dodging balls by reading the direction and timing and trying to avoid the path of the balls. But this would require the balls to be aimed a bit more randomly and travel slower (with faster acceleration on my character)
Really cute art. Wish I knew what the achievements were. Love the interpretation of the theme though. I do wish gravity was a bit stronger. The jumping feels "floaty" which makes it hard to land on people's heads. Great sprite art.
Great game! Agree with all the other feedback that this is a simple concept executed very well. Great work!
That was cooler than I thought it was going to be! Started off just jumpnig off each other but was surprised there were some hidden sides, a ladder, rope, etc. That really added a lot to the puzzle-aspect of the game.
Great art. Love the classic pipe game. Interesting take - it alsmost reminds me of the Ludum Dare earlier this year "Combine Two incompatible genres" - but also with "Sacrifices must be made" - so it's almost like you got 2 themes in one jam!
Overall mood and thematic was held together. Loved the addition of the voice acting and 2-player support! I had trouble beating the final boss but being surrounded by little puppies was a nice touch.
Interpretation of the theme definitely makes use of the notion of having to make sacrifices. Art is cute and effective. The thematic and loss of control was funny and silly. Would love for the hearts to be red instead of grey. I thought at first the grey hearts was "missing health".
How solemn. What a tragic story. Don't want to provide any spoilers but the tone on this was very well executed.
This is pretty cool! I'd love to see a web build on this on a new site you make called "sacrific.io" or something :) I farmed AIs for a looong time to get some upgrades and unfortunately I dont' think I came across another human, but I still had fun!
Love how this reminds me of some old school RPGs like Wizardry, Might & Magic and Bard's Tale. Pixel art was really appealing and I liked the music too. I didn't understand at first how the movement controls related to my in game movement through the world. Some indicator of how I was moving through the world such as a quick animation would have helped.
Definitely on theme with the sacrifices that must be made to progress. I got stuck after the 2nd door - couldn't find a candle to open up the third door.
@pandan Thanks for the suggestion! I added the functionality to jump the camera using the minimap in the post-jam version.
@kunonooni The fire was done using the particle system. Thanks for the great feedback!
@nottingham Thanks for hanging out in the stream and I'm glad you were able to enjoy the creation of this game. I look forward to playing your next game jam!
@eric-smith Hi Eric! I broadcast my development all weekend on Twitch too! This is a crazy coincidence indeed. It's cool to see that great minds think alike. I think if we were both streaming, it would have been pretty obvious to either of our viewers if either of us had copied the other.
@gurbx Thanks for the detailed feedback, this was really appreciated. Thanks also for checking out the post-jam version as well.
Adding the tractor on the mini-map is a great idea. I'll add that to my TODO list!
@emperor-eagle @patvanmackelberg @masterkrepta @naali Thanks for taking the time to play the game and rate!
@naali @commanderstitch Thanks for the kind comments on theme. Going into the final 20 this was one of my least liked themes but as the firefighting theme expanded it became one of my favorites and I'm grateful for having been "forced" to work with it.
@rplnt Thanks for playing! Yeah the original jam submission had the plane and camera panning as separate actions and I totally agree with you that is a better system. The post-jam version I switched the input to make the game more touchscreen friendly - but ideally I should just have different input mechanisms for different platforms.
@manimal Thanks! I got a suggestion 1 hour after the jam ended to unlock those initial tools one by one and that was one of the very first things I changed in the post-jam version! (that and being able to click the minimap to move it around)
@rumor I'm honored! Thank you - you are too kind. I love the idea of being able to have continuity between levels. I think in addition to a budget you could also purchase your upgrades. Like maybe being able to purchase a second tractor as an upgrade to help you in future levels could be a fun mechanic.
@folex70 Thanks! That'd be pretty neat to continue work afterwards and release on Steam.
Simple, short game. I like that you took the time to put in an anim state for hanging off the edge of a ledge. There's also a small animation on the dogs before they leap at you which was much appreciated so they can tell when they are about to leap.
Finished the game! I'll echo some of the other comments and add that I really love the art and lighting. I like the basic layout of going from one dungeon room to another in classic roguelike fashion.
I like the decision to lock me into each room until I defeat the enemies or make a sacrifice. This forces the player to deal with the situation rather than running past it.
Enemy design in an FPS is always tricky. I found myself walking in backwards circles a lot while attacking the enemy. Of course, for a game jam it's always hard to figure out what to prioritize. A leap attack that sends the enemy as far as it can in the opposite direction could shake up the combat a bit while still being fairly cheap to implement - though it could have other negative effects such as requiring the player to turn 180 degrees which could be frustrating if that's not the kind of game you're making. Regardless, some enemy behavior variance would add a lot to the moment-to-moment.
I like the pacing of the rooms ending in ladders to the next floor. This also gave me a strong sense of progression. It let me imagine what the game might be like if it was extended out with elements such as those from Binding of Isaac -but in 3D!
Love the pixel art was nice. The idea of advancing up a career ladder visualized by a literal ladder was cute too. Nice Krampus reference for the season. For replay value to explore all the different career paths it would have been nice to have a skip dialogue or shortened dialogue option.
Interesting game. Found myself wanting to make decisions to maximize profits but some of the professions gave me pause. Had a real "Papers, Please" vibe. Love some of the real life references.
Core mechanic of the game is super interesting and I'd love to see the mechanic fleshed out to maybe give names to the different cards. There's definitely something here.
Beautiful pixel art. Really looks fantastic. Went through different endings. One by falling out the bottom. Another drinking water from the fountain. Not sure if there are others. Sometimes had trouble figuring out if I jumped downscreen if I was going to fall to my death or if I was supposed to head downwards because of platforms down below.
Love your take on the theme. Some of the levels were very challenging! At first I was surprised that the last level had a time limit and was actually quite apprehensive as I wasn't sure if I wanted to do a timed level but when I tried to solve it and realized it wasn't that bad I actually thought it was a very clever way to cap the experience.
This was really surprisingly fun! I liked the way the ramp in difficulty was tuned. I liked being able to place the towers down where I wanted. The introduction of different enemies over time was really well executed too. Overall - very nicely done! 2018-12-09 15_28_16-ChosenProtector.png
If you run off the left at the very beginning you lose control of the game and need to refresh the browser, which seemed a little rough. I like the concept of the split and the white/black - reminded me of Ikaruga (in a good way)
Love the story and really captured the sense of "Sacrifices Must be made" really well. Reminds me of games like Florence in the way you combined the storytelling with minigames. Hard to write all of those minigames in a single game jam weekend. Very ambitious! The story was well told and I enjoyed making the small decisions along the way which kept me engaged.
Really cool and lots of interesting ideas. Thanks for sharing! And lots of interesting level design.
I collected a bunch of the items and sacrificed them as requested. Interesting take on the theme.
Congratulations on finishing your first game jam game - that's fantastic. I think a huge part of making games is just getting in the time and practice. I agree the idea is a promising one. Not being able to see provides a lot of tension and you have to be selective when you decide to left click to try and keep your life high. To add to the tension, music and sound would probably help the most. Looking forward to your next game jam!
Solid music and sounds. I like the way that you integrated the theme into the gameplay in a really thoughtful manner. If you continue work on this I'd love to see more enemy behaviors! Could really spice things up!
Funny and charming. You got all the elements of a game in there despite only having 6 hours to work on it. Art, animation, gameplay, a score, sounds. It's hard to make something that's even playable in 6 hour so well done!
Cool retro aesthetics. The Battle Royale style drop at the beginning was hilarious - mixing that retro style with such a modern twist.
Congratulations on doing the animation on the guy. I thought the animation turned out great - well done.
Wow! I am really impressed!
This game had really fantastic art and vibe. The controls were super smooth. Lots of work into visual FX too such as the explosions, bullet trails, death anims (that also look like rainbow sprinkles! Nice touch). Screen shake, upgrades, really well put together glue screens. This game had tons of polish and I really appreciated that.
I think the slowdown was my favorite ugprade. I got offered the bomb a few times and I tried it out but it was hard to get enemies to explode on it. The speed was super fun but didn't help me kill enemies.
Really loved the look of the enemies too. With a cupcake setting, seeing donuts made me so happy :)
Great game!
Thought the mechanics were really interesting. I love farming games and farming while fighting off the enemies was cool. I wish there was an upgrade to increase the capacity of blood I could carry. It was rough to have 10 plots of land but feel like I couldn't really make good use of them because I could only carry 100 blood at a time.
Hi @lomna , thanks for playing the game. Three's a great guide that I followed for adding a leaderboard to a game using PHP and SQL for Unity games. Here is a link: https://gamedevelopment.tutsplus.com/tutorials/how-to-code-a-self-hosted-phpsql-leaderboard-for-your-game--gamedev-11627
@toasteater Aye thanks toasteater. Yeah I had more ideas for cards than I had time to implement so I added them post-compo. Thanks for the kind words and thanks for taking the time to play both versions that is super awesome of you :)
@zubspace Thanks for playing! Glad you are having fun with the game :)
@symphonia I'm glad you like the cards and the effects! I love the suggestion to sell some of the worst cards. There's not currently a moment to do that (time constraints of a game jam) but it would be great to add.
@cambryx Thanks for letting me know you had fun! Don't fret too much if your scores weren't good. The scores in the post-compo version are all higher than the original submission scores. One of the things I did post-compo is make all the score numbers bigger. They seem cooler that way! But it had the side effect of making the original submission scores small by comparison. Hope you have fun with the post-compo version - I'll check out your game now!
@aggrathon Glad you liked the leaderboard! As the game was coming together I definitely felt like since there were very different degrees of success due to the roguelike nature of the game a leaderboard would fit well.
@onnofal Thanks for saying such nice things about the game and thanks for the scores!
@furtive-pygmy totally agree music would help. Ran out of time during the compo and it's not my strong suit so I never got around to adding more later. Great suggestion.
@sodaro @edevjogos I'm glad you liked the variety of cards! I'd love to put more polish into this game with better music and art and sound over time.
@tiberiusuciu Thanks for appreciating the card game implementation! Those sounds were fun to make. Sorry they were too loud! I guess I also could have put a volume slider into the game.
@heyycap Dude - you made it to the purple guys? Props - respect is due! The purple guys I actually added as a sort of "Okay we need to make sure the game ends at some point so now the game will start spawning purple guys who are impossible to deal with" as sort of a soft-limit/enrage.
I made it to level 12. Great music and sound effects. Gotta love the pico games!
Catchy music. Fun characters. It's neat to play a game with a story to tell. I think I got stuck at one point when I picked up a bunch of coins and then fell into a pit and couldn't jump anymore. Clever mehcanics.
Very cool and unique game! This is very innovative and the writing was immersive. I really liked combining words in different ways during the first half of the game. I got frustrated when I started to accumulate so many words that it was taking up two pages. Pretty quickly I found that combinations that made sense to me weren't valid choices which was too bad. Reasonable for a game jam game though. I wound up opening up the JSon to cheat a little and see more of the story. Very original! Would love to see more like this.
Good job for your first compo. Good music. Smooth animations. Would love to see the acceleration/decceleration on the controls reduced a bit, so the controls feel snappier. The lava really starts to move FAST later on!!!
Cool! Really great execution on the art and sound effects. I wasn't sure if the game was intended more as a single player game controlling both or as a two player game with one person controlling each character but I'm guessing it was intended as the latter. Things some feature requests I"d love to see if you made this into a full game: As you're pressing buttons to put together your spell I'd love a visual "queue" of what you've pressed so far. Or maybe an indicator that floats upwards after something was crafted. I'd also love to see the recipes that were shown to me during the intro screen could be accessed later. Great game! Well done!
Using my life as currency before each level definitely worked. I had to decide which weapons I wanted. I wish the enemies did something a bit more interesting than simply walk towards me. I found I could beat lots of enemies by kiting them but it got tedious after a while. Granted, that gave me an incentive to buy better weapons but I like getting the better weapons in order to defeat enemies I couldn't' otherwise rather than to reduce the tedium of kiting.
Felt like you nailed the theme, the music was good, and your execution was solid. Well done!
Rad music. The concept is dark!
Great little game. I spent way longer playing that I thought I would. I got to about wave 28 before I decided to stop. It's really compelling to be able to collect blocks and use them to build up my little fort. I wish building up the fort was more relevant though - it seemed like the towers were so strong that the walls weren't strictly necessary. But I had fun regardless and it was really fun to mow down hordes of hundreds of bouncing greens guys.
Cool take on the theme. The core idea of trying to find an optimal route across the board is interesting. In a future version I'd love if the text was a bit bigger, I found it hard to read the green on blue. Good thing the sound effects help to reinforce me when somebody good or bad happened though! I wish there was some decision making regarding whether a ? was going to come up as good or bad.
Really loved the super cute penguin - that was amazing. There was a weird dichotomy for me between the super relaxing ambiance, which I loved, only to have the game end with a loud violent crash. Love that you made such a relaxing game and really went out there in a bold and daring way.
The art and music were rad. The 2nd and 3rd planets being gated behind 1000 gold was a bit unexpected. I think I was expected to "pass" the level after a certain score was attained but I guess this method let's people see farther levels even if they do badly which was nice. I was surprised to see new mechanics in later levels such as the spring jump!
Okay I went into this game not expecting much because the screenshot and description were so simple but I was totally impressed!
This game is very creative. The interpretation on "Your Life is Currency" is hilarious and clever. There are so many creative mechanics woven through it too. Shooting your coins out, growing into a taller stack, jumping on bubbles from the machine. Brilliant! Loved it.
This is very impressive for a 24hour HTML game made in your own HTML game engine. Congratulations!
SaveYourBaconScore.png My high score!
Lots of fun. Great art. Simple concept with great execution. Was a fun challenge. Audio was good. I liked the eating sounds too. Good job!
The levels are tuned super tight so you really have to be on the ball to get everthing. On the 4th level the acorn is barely visible and almost off the screen to the left. Love the art and music. Super cute and charming. Jumpign off the edge of a ledge felt a little buggy - like sometimes I would get stuck, but then I learned the jump off the edge of a ledge on purpose and that made things really interesting. The speed buff is insane! You move soooo fast
This game is great! I totally felt like a classic healer in an MMO. I like how everybody is walking away from me when there's heals, and then peopel tell me I had one job at the end. Hilarious! I wish the instructions were built into the game, but I eventually remembered what everything was.
Good music and audio. I liked the concept of using my oxygen to buy the ugprades.
Fun game, liked the upggrades. Solid combination with the music and audio too.
This was cool. I didn't experience any mouse lag on the HTML5 build so yay! The input mechanism is very different, took me a while to realize how to attack but I liked it ocne I figured it out!
Matched to theme that your life is currency. I like the card flipping animation, very straightforward and understandable.
Excellent game! Great music, sound effects, game design and execution on the concept. Love the roguelike manner in which there are different powerups on every playthrough Also love the rad art Great design on the enemy bullet spreads too and the way that scales up. Overall this was a fantastic entry!
The art in the intro sequence telling the story is amazing - very very well done. I like the basic mechanics. I like the way the radii on the police officers is clearly communicated to me and I also like that there is very clear feedback for both jaywalking and panhandling. Well done!
I liked the dice rolling sounds! I also really like the design. I want to play a full version of this! Took me a while to figure out how it worked but I got it eventually. Nice that you made an AI in the course of a game jam :)
This was a very original concept. I liked the theming with the elements. The audio was simple but effective.
This game is amazing! I can't believe how many upgrades you managed to fit. There's also some great art. And I really like the scene transition effects (like when I die). Super polished.
Cute little game! I liked spiralling around at the end. the lock and key method is very metroidvania reminiscent.
Good art and a quirky sense of humor :)
Really original gameplay! Haven't seen thate before.
I liked guessing the ????? words.
Really nice card animation. Great job prototyping and coding this up. I love the approach of trying to make a new but unique card game. Very innovative.
The first web link didn't work but the itch.io link did.
Love the interpretation of the theme. It was hard to figure out how to raise my popularity.
Thanks for the instructions. Crafted tools and furnace and the basic gameplay loop is quite fun. Reminds me of Miencraft.
If I could make one feature request - I wish there was slightly better feedback when I'm standing in the right place to hit a rock, tree, use a crafting table, or a furnace. sometimes I thought I was close enough only to realize later I wasn't.
Cute. great little animations and effects.
Sometimes when I picked up a bone a little rib cage or other bone would fall to the ground that I couldn't interact with. I wasnt' able to figure out what to do with those but it didn't seem to hold up my progress.
@mahalis Ah okay gotcha! Thanks for the response!
Really great animations on those characters.
Lots of really great art in this game! Love all the geos being done with the voxels. Sound design is good too. Great mood.
Lots of clicking!
I was pleasantly surprised when the art to changed at various digging milestones.
Very cool entry. Really neat that you were able to add a download of the color palettes and social media integration in the span of a jam.
Hi @moebiusmeow thanks for playing the game. Yeah sorry about the pig stacking. I fixed that in the post-jam version. Thanks!
@humphreysmedia I went ahead and added mouse wheel zoom out to the post-compo version. Great suggestion and only took a few minutes.
Thanks for covering my game @humphreysmedia and I hope you had fun! :)
Great art. Good animation on the characters too.
The selection screen with the metro was cool. Somehow I managed to get into a fight - sometimes there was a lot of people sometimes there was just me and one other person. The fight was simple and straightforward - but it was hard for me to figure out what the relationship was to the metro screen.
Keep it up!
This game was great. Really nice job on the water/droplet rendering and physics, that was very effective and looked good. The puzzles were interesting. I got stuck on level 4 but I watched the Youtube by @icxon afterwards and was like "oh wow, crazy solution". Nice game!
I like the basic growth and RTS patterns. After dying the first time I immediately went and tried again! If I could make one suggestion: Sometimes the next island is far away enough that I run out of food before getting there. I didn't really enjoy having my game end this way. Seemed like I'm playing a builder-sim and then my game is over from this completely different gameplay mechanic. Really liked the art, and props to the drum beater. :)
I remember that old classic outrun! Very nice. Totally reminds me of that game.
Very nice sound effects. Particularly on the jump.
You mentioned specifically that you want feedback on the movement, so I'm going to be really picky on movement but only because you asked! * Overall I think if the game focuses on dashing it should give you some good feedback every time you try to dash. Specifically this means * I'd like to dash every time I hit the dash button * If I am not holding down an arrow button, you dash in the direction I'm currently facing * If I'm on the ground, I dash along the ground * There seems to be a bug where sometimes when I run left and jump and then dash, it doesn't dash. This doesn't seem to happen when facing to the right * I'd prefer a slightly shorter dash, but that's primarily driven by the level design. The level design makes it easy for dashing to overshoot the platform. I'd either shorten the dash, or make the level design more forgiving or long dashes.
Really well done. I dig the art an the music. I also like that you put a little trail on the movement. The sound FX on the "splat" is perfect too.
Got the start of a Terraria like game here. Different block types are cool. One suggestion might be to attach swapping changing my tool to mousewheel instead of Q and E? In unity you can use Input.mouseScrollDelta.y which will be either -1 or +1 when the user scrolls the mousewheel.
Looking forward to seeing what you do next.
Cool idea. I like the clean and simple aesthetic.
Feature request: Wish I could make a second guess after seeing how close I got after the first guess.
Fortunately somebody else in the comments mentioned that you have to pick up the stones after destroying the block. This helped me figure it out. Picking up the stones is a little bit tricky, would love a slightly larger pick-up radius.
Things I liked - Good art and animations - Some original mechanics design - I like the music - Good concept
Suggestion for improvement - Level design causes lots of running through empty areas with little to do during the run.
Wow - that was crazy. I thought I was done with the game then went to check out some of the options and then found a level pull out of the top of the screen? That was so unexpected.
Found the way out!
Pretty neat little puzzle game. I liked how I had to move torches around to different places to drag the shapes over.
If I had to make one feature request, I found the silhouette on the "shape targets" a bit hard to read. I wish it was more clear what the shape targets were.
This was cute and quaint. There was surprisingly more content than I expected. The sun battle took me a few tries to beat. I was really glad that dying on the sun level let you continue from teh sun level instead of having to start again from the beginning!
Great music.
This game was really great! The models and the island were really well done. I got stuck for a bit not noticing I could water the palm tree, I almost quit at that point but other people in the comments said they "finished" the game so I went back and looked harder and then once I got the palm tree down I was able to finish the game.
Love the watering, planting and gathering mechanics. Worked really well.
Really clever theme. I like the idea of combining the dreams and nightmares together.
Simple concept - well executed. I got to 137 before I died. I like that you change the ring to pink as they get close as an extra "danger" indicator.
Graphics are very clean and appealing. Would love to see this on mobile.
Cool! That was a lot of fun. I like the level design and pacing - getting slightly different components every level keeps each level fresh. I also like how you remind the player of the controls on every level since it could be easy to forget what you have from level to level.
Very original mechanics. I like the moving back and forth and rotating.
I wasn't sure how many times I was allowed to evolve and if new mechanics were introduced later, but I evolved a few times before stopping play.
The movement felt like I was a character with low inertia, like in outer space. Although it was thematic with the background I found it at times a bit frustrating to control.
This is a really impressive entry when one considers the entire thing was done in Javascript with no libraries. That's a crazy amount of code that must have been written to make all of this work.
I was really surprised that you went from level editor straight into actually playing. And the monsters had AI and came to life? Sure this would be much easier if you were using a framework like gamemaker or Unity but to do it in pure javascript in the duration of a 48-hour compo takes a lot of authoring.
Nice entry. Well done.
Solid music. Effects were good. Tutorial explained game well. The controls seem so much better with mouse than keyboard it seems like it's actually a trap to have keyboard controls at all due to acceleration, decceleration compared to the mouse being instant.
I like the little bit of humor with the tutorial text continuing after the You Won screen. Cute :)
If I could make one suggestion: The tutorial text is a bit small particularly when I'm trying to read it while catching and dodging dots.
Likes: Story, and the art was good. Also #JuniorIsOK
Requests: Sometimes the doors are a little bit hard to identify because the tops are black same as the walls. Would have liked some additional visual difference to help me see doors.
Wow - there is so much great polish in this game. - Love the music - it's great - Love the pixel art! It's so good! - Love the way you fade the music in and out as I get closer to the middle, as thought he music is coming from the music box by the fire - Really dig the way the light comes out from both the campfire and your flashlight to illuminate the environment
So many great little elements.
If I could call out an area for improvement - I would have liked the core gameplay to be a bit more engaging. It was fine for the first few minutes but going back and forth got a bit tedious - though at least I had that rockin' sound track to bop my head to!
Really ambitious to try and make an entire XCOM style game in the span of a game jam. I like the idea of taking it into a western setting - that's a good setting to have a variety of guns and shooting styles.
2 minutes 15 seconds was my best. Liked: Concept of the bug spray and basic design. Liked the way the instructions were laid out in the tutorial screen. Challenging to travel around and spray different parts of the world.
Suggestions: I was getting the buttons mixed up a lot - I thought maybe a summary of the 4 button actions listed on the main game screen in the corner as a helpful reminder of the controls while I play would have been nice.
Good work!
Impressed how you managed to pull together a whole series of mini-games into a single weekend ludum dare game.
Liked the art and story setting. The take on the theme was really solid. I didn't love the heartbeat mechanic. I did like that each organ minigame was slightly different than the others.
Sweet. I love Factorio and this reminds me of a night/day/flying take on factorio as a game jam project. Really love where you're going with this. I like that there's coal everywhere but you need the light to expand outwards. The propellers with lift is an interesting spin (HA! Spin! Get it?)
Would love to see a post-compo version of this with more buildings, and a sound FX pass.
This game is really impressive for a two day compo.
The time and attention put into the dialogue, fonts, consistent art style, matching music, was really good.
It took me a while to figure out the seed mechanics, but once I realized it's kind of a little puzzle game the music also helped to set the pensive mood.
@nyunesu You got in FAST. During the submission hour I added sound effects on placement confirmation. Thanks for the suggest though! Thanks for the kind words. As for the pieces not rotating, I think they all rotate "correctly" but keep in mind that some pieces don't rotate the way that you want because of their geometry. (kinda like the two tetris S shapes that don't rotate into each other)
Thanks for taking the time to play the game and a big thanks for taking the time to tune into the stream!
@nyunesu You got in FAST. During the submission hour I added sound effects on placement confirmation. Thanks for the suggest though! Thanks for the kind words. As for the pieces not rotating, I think they all rotate "correctly" but keep in mind that some pieces don't rotate the way that you want because of their geometry. (kinda like the two tetris S shapes that don't rotate into each other)
Thanks for taking the time to play the game and a big thanks for taking the time to tune into the stream!
This was fun! Felt like playing a small army control RTS like Starcraft or something. near the end of my first game I saw there were some people I could try to rescue on the outskirts of the map so I played again but was disappointed to find that after I rescued those extra soldiers I wasn't able to control them to bring them along with me to go elsewhere. Maybe a nice feature for a future version?
Really interesting game. I like the abstract art.
I am surprised the levels need so long to load? What are you using for the tech to run the HTML client?
The movement between the squares was very smooth, and I was glad to see I could pick up multiple objects and stack them on top of each other and then drop them all off at once.
Great concept. Love the music. I like the way there's skill in understanding which way the egg is rotated. Once I figured out to pay attention to how the egg is rotated in my arm before I jumped this got even more interesting.
The music is well suited.
The game is uber frustrating at times :) Reminds me of "Getting Over It" (in a good way)
Nice. For the second hard level, I think I cleared everything but I didn't get the you win message.
This is fantastic!
Liked: The theme interpretation. The art style was colorful and fun. The soundtrack was catchy. I liked all the different risks coming at my sidekick. I liked that you had different art for whether I stopped a taxi from the side or from above (crush the taxicabs!!)
Great game! Really enjoyed the take on a one button controlled game. Simple concept with tight scope and great execution. Well done.
Like: Music was actually fine I didn't think I needed a music toggle. The game is ambitious and I like the simulation. The generation of the terrain was organic and made sense, I could tell you jusn't did tell every tile on the map to be something random, there was shape and guidance to how the terrain generated itself.
Would wish for: Visual feedback on screen which animal (or plant) I had selected to place. Fox and bear were a bit hard to tell apart for me.
So many awesome elements! I love the 3-D model of the robot. The music is good too. The sync'ing of the footsteps with the audio was great. I really love how intuitive it is to turn and control the top of the robot independently of moving the bottom of the robot.
Suggestion: The audio when you blow something up is a bit distorted.
Bug: I got myself stuck against a boulder and couldn't move at all.
I thought the sound, story, and music were all well done. I really liked the sound effect when you push a guy into the portal.
I thought the tutorial was a bit misleading. On the one hand I liked that you had a tutorial option, but then the tutorial had a huge story in it, and you could lose the tutorial, which seemed strange. I would have liked the tutorial to teach me how to play the game (arrow keys to move the barrier, WASD to move around, which I eventually figured out) and instead have the story put into the main game.
Cool - it's challenging to run around. The controls felt good. It felt very intuitive to move my character around and aim with the mouse.
Oh very interesting. I thought at first this would be a co-operative game, but I think you could play it competitively too (to see who lets down their flower first).
Like: Music. Art. Basic game mechanics are easily understood and remind me of Overcooked
Suggestion: Wish it was more clear that one player has to get everything from the right, and the other player can only pick up from the left. There didn't seem to be a strong thematic reason why those were restricted or an intuive way to know what I was allowed to access.
You really surprised me! When the game was titled "Circle meets square" I wasn't expecting much but your writing narrative + clever design of the puzzles really made something fantastic. You really put a lot of love into this and there's a lot of little touches that show so much talent and promise. I can't wait to see what you make next - keep up the great work.
I'm really impressed! You said this is your first game jam? It doesn't show. Great music - really godo art, and the gameplay was totally solid. Even though I thought the gameplay seemed a bit simple when I first sat down, the tuning really kept me going. The tuning was challenging enough to really keep me on my toes, but easy enough to make me feel like if I just tried a little bit harder I could get a bit farther. Good job.
This is really cool! I love the mechanics on this.
Like: Making decisions about what to play. The geometry thought process that goes into sprinklers. The cards were easy to understand. I liked having to do a trade-off between grouping like vegetables together vs. the price. Not knowing whether I would be able to harvest or not added some risk.
Suggestions: Wasn't clear how the sprinkler chooses what to water when there wasn't enough water to go around. As a gameplay prototype though this was a great job and it's really easy to imagine that with art and polished animations it could be super!
Liked: - Mood and music - Art is great! Love the parallax on space as well as the quality of having a consistent art style for the ships an dplanets - UI icons are great and also have their own consistent style - Objectives feel like a 4x space sim
Suggestions - Pace of game is a bit on the slow side - UI for transferring goods is a bit cumbersome.
Good simple concept. Good art and execution. I like the way that you polished all elements including a start/finish screen, the most important audio element, etc. Well done.
Yay! I got the "You win" at the end
Liked: Relaxing mood. Shooting different asteroids. Having to strategize about what I shot and didn't shoot. The potential to accidentally shoot an item I wanted kept me from spamming my shooting too much
Suggestion: I felt like the A and D keys were reversed from what I would expect.
You are brave and awesome for making a multiplayer web game. I think it's interesting that it allows a fair amount of flexibility but one of the dangers of "communal internet drawing programs" is people drawing inappropriate non-family friendly drawings. The rings end up constraining the possible drawing shapes that allows some creativity while getting around this risk!
That was fun. Super charming. I enjoyed the simplicity of the mechanic and you captured the theme perfectly. The addition of a leaderboard was very effective and I also really appreciated that the different levels each had a different "feel" to them.
Fun game.
Like the level design, concept and music.
Your interpretation of the theme was spot on too
Some of the physics didn't feel quite as marble-like as I wanted and at one point I got stuck on geometry and went behind the camera and wasn't able to see myself anymore, but I still enjoyed myself.
@infinitycore fair point!
Wow! I wasn't sure what to expect but I actually had a lot of fun playing around with this. At first I thought "this is going to be overly nerdy" but I think it grew with me, I just needed to have the patience to figure out the rules.
My favorite trick is once I've figured out what number the imposters are, let's say "3", then I do a "while(3)" on one side with a "while (!0)" next to it. When the good guys get knocked out of while(3), then they get scooped up by the while (!0). Very quickly it becomes very easy to see who the bad guy is. Finished level 10!
What a great entry! I really like the concept and rogue-like action. I love the map - reminds me of slay the spire. Super cute art, good UI that was easy to understand. Streamlined art style. This was fantastic!
I like the concept that is happening. It was a bit frustrating to use up and down arrow to switch because my browser window would scroll up and down as well, which would also cause the camera to move. If I could run this in full screen I think that would help out a lot or if the up/down controls were changed to keys that the browser isn't also interpreting as scroll up/down.
Gameplay-wise though, really cool thematic take on a dungeon-ish tower defence
This was super fun! The puzzles are very challenging and require both thinking and timing. I liked how I would sometimes jump to time things correctly. It's like I'm doing "on the count of 3, jump1, jump2, jump THREE!" but it's hilarious that I'm saying it to myself!
@florian-piette I'm glad you got so much enjoyment from the game! I'm really glad you liked it!
@squimmy Totally fair critique of the mixing of art styles. That's a good lesson for me to carry forward. I do not have an art background and am not good at looking for those types of things but it is a good rule I could follow in the future.
@jd557 @mikelovesrobots @jonathanfdr I will work on a post-compo version that increases the player movement speed! I developed most of the game with a faster movement speed but then I wanted to make sure the player speed ugrade was desirable - but I probably went too far. I'll increase your initial speed and lower the effect of the upgrade.
I disarmed the bomb! Searching for the bald guy was a lot of walking around and guessing. Good way to move the story forward. I thought the font was a bit hard to read.
I had a lot of fun with these! I beat all 15 levels. I actually think level 12 and 13 were the hardest although maybe it was just that at some point my brain sorta "clicked" and that made the last few easier? I don't know. Definitely worth considering continuing to work post-jam
I was not able to rate because I couldn't play it but I watched the YouTube and I've just gotta say - huge kudos. The music is great, and major props for doing a game on a system like that. There's nothing quite as admirable as geeking out on game making for it's own sake.
This was a very cool concept - very intriguing. I did not know what to expect and was pleasantly surprised. Reminds me a bit of the Stanley Parable
Ah!!! I'm such a sucker for idle clicker games. Once I realized it was going to be one, it was too late! I was sucked in. I love the humor and tone of the world. Love the story unfold with the job/workplace. You really are in the "rat race". Love the choice of office sounds.
Cool mechanics. I like the art. Good music too.
I wish I had a better sense of where it was I was trying to get to. Could really see a variety of puzzles being fun to experience.
Fun game with a very interesting take on the theme.
Loved the art, the concept, the portals, the music and the sounds! The overal graphical style was fantastic. The mechanics I really wanted to like but I found myself a bit frustrated that it was a puzzle for which I wasn't always sure what the objective was.
Great interpretation on the theme. I love lazy rivers. I like that there were multiple characters to choose from.
Cute and surprisingly entertaining for a 1 button game. Very simple concept, great interpretation of the theme.
I would have liked the camera pulled out just a little bit because I spent a lot of time after I understood the mechanic just looking for the landing pad.
Love the groovy way the music and colors were all put together. I found the second to last level harder than the last. I liked the mechanic of the music getting more layered as you left more cubes behind.
If I could make one suggestion, the collision on the boxes seems to be larger than the boxes themselves, so you sometimes can't place when you think you can (dotted blue) or sometimes you bump up against the edge when you don't want to, but overall it wasn't a blocker. Thanks!
I had fun! This is a great take on common programming game. After beating the level with the flowers I think that's it 'cause it never went to another level after that. I would love to see more puzzles!
That was realy fun! I didn't like counting characters and thought I would stop after the 5th or 6th puzzle when I was getting frustrated with the character counting, but then I realized what was happening and I think the completion ASCII art was absolutely brilliant! Once I knew I was actually completing the puzzle it greatly magnified my enjoyment and I played to the end. Very sneaky and a lot of clever artistry there.
Wow that got really hard really fast! I managed to catch 4 on level 2 but I kept getting a space crab by mistake! Really requires a lot of patience, timing, and some quick reflexes.
Really liked the loop of going to the planet, digging for resources, and coming back to get upgrades. It seems to take too long to get the first upgrade. 100 is a lot when that ends up being 5-10 trips of spending all your time mining at nodes that take 5 hits each. If the first upgrade were 20-30 instead then this would really help with the early game pacing a lot!
Great entry. Really loved the execution on this. Screen shake, good camera zoom out, rock spawning, general vibe and execution. Fantastic entry.
Cool - I borrowed and battled until I had defeated all of the other dukes. The combat mechanic is fairly interesting. Good enough for a game jam though could probably get a few extra layers of strategy and nuance if you were to decide to turn this into a more full fledged game. Nice relaxing background beats. Great for a compo to have been able to include that.
Nice level generation. Was very hard at the beginning of each level. Nice Sounds!
The game reminded me of FTL. I liked choosing my upgrades after each fight and making my way around the star map. It wasn't clear to me if I had any combat options while my ship was fighting the enemy ship, I mostly found myself watching and cheering my ship on. I hope that is the intended gameplay?
Cool - always neat to be able to make a 2 player game. Reminds me of playing Digdug back in the 80s!
Cute little typing game. I wasn't sure what the bait would do. I bought it but I couldn't tell if it did anything for me. I like the sound and being able to purchase access to different areas.
Things I liked - Awesome music and cute art, as always - Getting additonal upgrades and digging deeper - Being surprised to find the teleporters deeper down I wasn't expecting!
Suggestions: - I didn't realize rope cost 10 per segment for a while so that took me a while to figure out. - The "R to restart" tutorial came up a lot, and I got stuck a lot, but hitting R totally reset my progress, which was a total bumer.
Good solid shooter game.
This is cool - I like the idea of being able to build and then swim around my own little ship. The different physics componnets were cool. I had some trouble figuring out the difference between the black and red strut attachers but I think I got it in the end.
An impressive amount of content to have made during a jam!
I got stuck inside a pit a lot of times and that often lead to having to restart the game :( Wish there was a jump to at least go up 1 block.
I like how much content there was. Being able to attack, dive, drink potions was a lot of different functions for a game jam!
Haha - hilarious. Loved the throwback to retro adventure games with a good amount of "who... me??!?"
This is great! Seriously done in 10h that is bonkers! Very well done.
Simple concept well-executed. For a 10h jam I wasn't even expecting more than 1 obstacle type of the speed-ups every so often.
I loved it! This game is brilliant and the best compo entry I've played so far. So many things that I think are well done - Soundtrack, simple but effective. - Pixel Art, again, simple and effective, just right for scoping a game jam - Shop and upgrades, compelling and intuitive - Core gameplay, engaging as a simple mechanic while still keeping me engaged and entertained the entire time - Progression and well tied into the theme
Just so well done, love how well polished and tight the entire experience was. Good job taking a core mechanic and really making a well rounded game aroound it.
Nice simple matching game. Well done!
Really original concept? I hucked a lot of cars until my blast power was 27 and I seemed to hit some indestructible edges and bottom. Fun times!
I liked descending downwards and shooting stuff. Good use of light! I liked that the light shrunk as I got deeper around me, but that my projectiles continued to have light so I could use the projectiles to try and scope out what was ahead of me.
Interesting and original concept. Moody.
Simple and effective game. I always love the experience of being able to get upgrades that let me do things such as hold my breath longer. I died the first time figuring out all the mechanics and was able to get the treasure the second time. Cute art!
Had some trouble figuring out how the game works. I clicked and dragged and got some visual feedback but I wasn't able to get the screen to look like the hex grid in the supplied sample screenshot. Hope I didn't do anything wrong!
Very ambitious RTS style game. I love the idea of controlling dwarves that can go out and do some mining while I try to defend against potential invaders. Reminds me of games like Craft the World and Factorio (both of which I love). Took a while to figure out, given that it's a jam there was probably not enough time to do things like mining progress bars, but it would have really helped figure out how the game works the first time through. That said, I managed in the end. Probably what I had the most trouble with was trying to mind reliably. A lot of times I'd have dwarves walk up the wall and I'd think they are silently mining but 10 seconds later no progress had been made yet.
Great job entering Ludum Dare! It's an obsession to be sure and you are on your way! Congratulations!
That was hilarious. I was definitely flicking a lot to try and give the little green balls some momentum, but when I got to the irritable bowel levels I had to do a lot more controlled manipulation
This game is so delightfully retro but with modern conveniences like the tab-completion and the colors for the different types. Reminds me of playing the infocom Hitchhiker's Guide to the Galaxy game.
This was great. There are a lot of little things to keep track of. Having to constantly stay in range of the safety circle, tracking as it gets bigger and smaller, keeping track of my own movement, watching for enemies spawning. All of the mechanics fit together really well to make for a very intense experience.
If I could make a suggest, the lily pads, it took me a while to realize they were only cosmetic. I spent some time trying to avoid them before I realized I could just walk through them. I appreciated that they were there for visual interest but perhaps they could have been more muted in their appearance so as to not appear as foreground elements.
Okay - you weren't kidding that the 4th level is a huge difficulty jump up. I think the first 3 levels took me about 2 minutes and the last level took me over 20. There were a few points I got stuck.
The rubble graphic and the pit graphic don't quite read as rubble and pits. Also you mentioned that there is damage 2 tiles away but there was some nuance with the rules of exactly how that worked that took some time to figure out. However, the mechanics lent themselves very well to a very challenging puzzle that was satisfying when I finally beat it. 2021-10-05 14_23_23-RUIN ESCAPE by Reccy.png
@reccy I went back and played through again. It took me a while to figure out the solution again. It's funny because in the process I think I found the "intended" solution that ends with no bullets. Regardless, I uploaded a solution to level 4 here (SPOILERS) https://youtu.be/Tpf6cGAF7mw
Played with my kiddo and we played the 2 player version. Awesome music as always The art is great and adorable, we really liked that. The Physics control and capturing the unstable theme was great. We played the post-Jam version, there is an error in the instructions. It says one player is AD + Enter and the other player is Arrows + Space, but it's actually AD + Space and Arrows + Enter (which is way better of course for side-by-side play at the keyboard).
This was really fun and it was extremely hard. I got kinda obsessed with the part where you have to make your way vertically up the shaft. I wish there was a checkpoint when you got to the top of that tower but instead there was a platform jumping puzzle. I had to get up the shaft 4 times before I finally managed to land the next checkpoint. It just got harder from there so I stopped but I was really impressed by the depth and simplicity of the core mechanic. Very nicely done.
Wow this is really fantastic. I didn't totally enjoy the controls but I think it adds to the emotional feel that you are just a little bit stressed by your environment. I didn't totally understand why I died when I did. There are lots of elements that add to the mood. The audio is very well done, and the story behind how we're interacting with the computer at the end is also good. I also liked that you finished it off with a mad dash down the hallway - that was super fun. Very nice. If I could offer one suggestion, I really enjoyed reading the bits of story. The notes written on all the papers. I felt like I had to choose between success in the game or reading the story. I wish I could have read the story without having to feel like I had to "burn" a retry so I could read the story on one attempt and then skip the story text on the next trip through.
This was super fun! I loved attaching all the lines. The balloon level was super fun too. I'm not sure if this was intentional but it's possible to win some of the mid-tier levels (4-8) by drawing a series of lines and then deleting all the early lines and just building a new set of supports on the higher platforms. Regardless - really fun. Loved the balloon levels, that was really great.
@furfel Yeah I wanted to add mouse-hover text descriptions for the drinks but I ran into a raycast problem that I didn't have time to fix where detecting if your mouse was over a drink bubble interfered with detecting that you were trying to click on an object in the world. Definitely something I would have liked to do better
@pcmaster You can serve the customers in any order as long as they are somewhere waiting. Thanks for playing!
@zsharpfire Thanks! I'll keep working on my music composition skills and in the future I think I should provide a button to turn the music off.
@itzemii Yeah I think I need to better communicate when an order doesn't match what a customer is looking for. Like maybe rejected orders need to move over to a rejected position for a while. I think a garbage can is a good idea too.
@pincushion Good point on the unstable machine! I should have had a color effect when you mouse-hover it for repairs. Glad you enjoyed the game thank you for playing.
@fupi Ha - they were supposed to be cute bears visiting but I got rushed and the customers came out looking pretty bad. Since they are at the bottom of the screen it was hard to figure out an appearance that would look good from the camera angle. Thanks for the feedback!
@nshbae I like the idea of controlling multiple robots. I wonder how that would change the game. I had dreams if this was a "real game" of letting the player choose what upgrades to buy for the shop.
@listonos Thanks for taking the time to play the game. I agree the theme could have been stronger. I started out with a different idea for the "unstable", in which the ice machine would break, maybe the drinks were unstable to manage, etc. But I wound up rejecting a lot of the ideas as I was implementing AND ran out of time so the only idea that made it to the very end was the breaking down boba machine. Totally fair criticism.
@glen-chang You can complete the drinks in any order! The only restriction is that the order has to have been taken. But if customer 1 asks for black tea plain, and then customer 2 asks for black tea with light ice and boba, you can absolutely serve customer 2 first and then customer 1 second!
Gorgeous game. Really fun to just spam out spiderwebs everywhere to watch the little guys run to the exit. Very cool.
Very unique and original control scheme. I didn't realize at first that the amount I pulled the trigger was how much pressure I was pulling. I came back to the comments here though and that became clear.
Would love a "try again" button so I could play over and over.
This was way more fun than I was expecting. After about 30 seconds I thought "Okay I think I get it" but low and behold 15 minutes later I'm still trying to see how far I can get. I almost beat level 3/4 but could not manage.
I do wish there was a way to rotate the camera independent of movement, but once you get into the swing of the game the auomatic camera actually seemed to do a good enough job.
Okay I had a surprising amount of fun with this and played WAY longer than I thought I would - despite being stuck on level 4! I love that the mechanics are simple but because it's based on physics there's lots of surprising solutions to some of the levels. I think it was rather clever to make the magnet move the crane up. At first I didnt' like it because it felt like bad controls but the more I played the more I realized it's part of the hilarity and challenge of solving the levels.
Fun little physics game. The blocks are fun to jump around on. Keep it up!
I love seeing Pico-8 games!
The controls were definitely "unstable", but I love that very rapid acceleration was also kind of exciting. And it was still controllable even though it was fast.
It took me a few games before I realized that I'm supposed to head towards the blue circle. My heart was racing when I was getting really close because I didn't want to die, so keeping control of my ship was very stressful. I did eventually make it into the black hole - well done!
Really impressive for 12 hours! Always enjoy a good typing game.
Fun - little bit of packing items in with a little tracking of different stats. The narrative stories were interesting. I wish the text was a little bit bigger so I wouldn't have to scroll as much. I learned today that when packing a pirate ship you need to bring a lot of medicine!
That was very challenging to avoid the sight on all the inmates. If I could give any feedback it would be to not draw the sight polygons through walls since there is an LOS check there but that wasn't obvious but I also understand there are some technical challenges with clipping the polygon to the correct shape
Fun - very Katamari, but with a twist. The long pole with the recommendation "I recommend about here" was really funny to see and helpful too!
Totally reminds me of Factorio. I wish there was a way to split conveyor lines into 2. It's interesting when you feed sources directly into their factories then you don't get a good sense for what's going on inside. Very space efficient but hard to debug. HaywireScreenshot.png Once I got Sniper and Tank setups going it seemed like I was just steamrolling the enemy. HaywireTop.png
You were VERY ambitious making this game. There are SO many elements you had to do in just 48 hours. The tank movement along the top, the fighting of the tanks and the enemies. Having enemies spawn out of the wormhole. All the factory logic. The placement and rotation logic. There is a LOT of work that went into this - I am very impressed!
Cute art. I liked reading the dialogue between the two inhabitants of the ship. I wish there was more scrap the collect, the pace at which it showed up was a little slow. But at least then I could listen to the two crew members berate each other!
This was a very original game. I like the way you took the basic idea of a platformer but then came up with so many variations but then also so much custom code to make the different games end in different ways. I felt like the fun of the game lay largely in the novelty of seeing different ways the mini-games ended - for this reason some of the games had platformer jumping puzzles that seemed harder than I would have liked, but I'm bad at those. Regardless, great work!
Really cool. I like that the basic rules are simple but the emergent gameplay is very nuanced.
This game is really something. The art is great, really love the style. The background audio of street noise is strangely appropriate - I would have never thought of something like that and it works super well. I guess it goes with the living room aesthetic. I got up to the level where you had to bridge the gap. This was a surprisingly mesmerizing and engaging game. Thank you!
Straightforward concept but surprisingly fun and compelling gameplay. My highest score is 1600. It reminds me a little bit of an ice cream stacking game called "Scoops" I had years ago on iOS. I like the physics of the blocks. I like that there's a little bit of drift as the block is falling to give a little extra skill to the drop. If I could make a suggestion - I'd love a way to get a sense of my huge tower later on. Maybe a mini-map on the side or a fast scroll over the whole thing when the game is over.
This is a great interpretation of the unstable theme. Controlling the heli is definitely very difficult, but doable. The art is great and easy to read and the controls are tuned very well. Good theme, art, and level design.
I've tried typing words but nothing was spawning. :(
This game was AWESOME. So well done. I got all the way to 12 and played it multiple times but for some reason when I cleared everything it did not register as a win.
The music is fantastic. Love the extra sounds on the bounces. Love the "green blobs that spawn more stuff" mechanics that was introduced. The pacing of the levels is great. The music is really solid. I love the extra polish you have on things like the rhythm of the bounces, the way the settings button pulses with the music - all of that is just super well done.
This was a very cool and original concept. If I coudl make a suggest it's that I wish the rotation would happen relative to the weight on that side. Otherwise it just seemed random, like the square was rotating back and forth for no apparent reason. I thought it was going to be based on the weight but it didn't seem to be (unless it was a bug).
Ha - this is pretty cute. I played it through twice to see if the endings changed dramatically. It's cool to see that there are different endings.
I really like that there is different music at different parts of the game. Very noticeable at the end in particular when you are revealing the fortune!
This is a very unique and interesting game. Like you're working with a black box and you control the inputs and you're trying to get the outputs but you need to imagine what's going on inside the box to solve the puzzle. Very cool.
All the basic components of a tower defence game are present here. Multiple towers, enemies, gaining money as time goes by.
I wish I had less time to set up and less money at the start, and instead got more money later. I spent all my money on the very first tower I had available and that caused me to not really have money for the other towers that appear later on.
That said, would love to see you work on this more, get a chance to see tooltips on the towers, more effects, etc.
Paid the money back after 67 days. That was way more engaging than I expected. My eyes are dried out from staring at the stock prices not blinking.
I really liked that I started to feel like a stock trader, diversifying my assets between larger more stable assets that showed modest gains, while also investing some portion of my portfolio on the volatile stocks that could go really low in price.
The manipulate BB was nuts - I didn't know what it was going to do. I was at 1.2 million and just needed to get my money out, so I hit the button and wound up cashing out with 2.2 million - LOL.
Very cool game - nicely set up.
Wow really cute. Love all the models. The particle effects of the hearts when you date somebody are really pretty too. I also appreciate all the attention you put into the UI feedback including the cone of vision for the different NPCs, the off-screen notifications of where people are, and the heart progress rings. Everything made sense very early on. Nice job!
Very good art, great music, original gameplay. The game is VERY challenging. If I could make a suggestion it would be for the levels to be a bit shorter so I don't have to replay as much content when I fail near the end (or realize I needed one more pink cube from way earlier). Really love that the controls for movement were very tight and responsive. The look on the pink cube as it's fading is great too.
I like the concept - captures the theme well. If I could make a suggestion, the level taking 5 minutes with moving the temperature up and down was a little long - I feel like the core gameplay of that could be done for maybe 1-2 minutes at most. I like the solar shield idea, kept me on my toes.
Wow - the aesthetic was great, music was good, and I really liked all the puzzles. The difficulty was challenging but fair. A lot of the "challenging" games here on ludum dare I find are just unreasonably hard because the developer had spent way too much time on their own game so they had gotten really good at it. This game I was actually able to beat in a reasonable amount of time while still feeling like I had to try multiple times. Really sweet the way you hug somebody at the end, nice touch.
edit. came back to say that I wish there was "Mood" as a voting category for this game! I really wanted to give this a top mood score!
Thanks to the other comments I knew that I would want the controls up so I took a screenshot of the controls and put them up on a second monitor. Not sure if it actually helped me do much better at the game but definitely recommended for anybody else giving the game a try!
It's always impressive to see a 3D game in the compo category - congratulations and being able to do that. Getting in terrain, trees, enemies, player, ship for a 3D game as a solo dev in 48 hours is really impressive. And music too! Well done.
This was great and really moody.
I like that you took the time to have the lights from the guards spill into the rooms. How did you do that effect?
Really moody - great lighting. I got really spooked when the shadow creature would go by. I tried a few times to see how long I could survive but I sadly never made it very long.
Good music - some really appealing visuals. I like the retro vibe.
Also - congratulations on making a game in C++ with SDL - that's doing Ludum Dare on hard mode. Much thanks for taking the time to make it web playable using enscriptem.
2022-04-04 23_04_08-Hydra.png
That was intense! Totally reminds me of Asteroids from back in the day. It's rare to get a game nowadays that has pixel-perfect particle effects. It really has a fantastic look and feel on modern day systems to get that explosion of single pixel dust.
I love the modelling and animation on the squirrel - really cute. Since you did all the characters including the tree it let's all of the art have a very consistent art style. The location of the nuts on the ground to pick up is really easy to find and identify too which was nice to see and appreciated.
The mazes are randomly generated every time! That's super cool. That must have taken some time to do. The different mazes opens the door to some replayability as you explore mazes with a different layout every time.
I like the back row and front row concept. I was not able to figure out how to put any units in the back row but I did like picking different attack targets for my different cards. Would love to see more!
@phil-c The high scores are all on a server and updated live
@phil-c I had some people mention this bug. Can you try visiting the page and shift-refresh (hold down the shift key while hitting refresh button on your browser) to force your browser to reload the game? Thank you for letting me know.
Well that's a very original game!
It's really cool that you give the player a hint what the AI guessing strategy is going to be. This gives a lot of opportunity to try and "dodge" the AIs guesses.
The art at the top was super cute. Very creative to have it set up as some sort of puppet theatre. It works really well for the game.
At first I didn't understand what was going on but the more I played I realized there's so much to do! Having to avoid all the different obstacle types really keeps you on your toes. Looking back, I think the main thing I had trouble figuring out was how to shoot. Other than the health bar shrink there isn't any feedback when you hit stuff. An audio cue, or some sparks, or other visual FX to help me make the connection that damage was done would have gone a long way. That said, once I figured it out I found the game engaging and challenging.
I like the music, that's really fun. Is that you singing? You have a great voice. The visuals of the aura as well as the fire explosion are both really cool.
I like the thematic you chose with the reactor and the coolant, it's a good setting for the jam theme. The verbal narration instructions are extremely difficult to understand. I would try to clear up the microphone, enunciate more clearly, and slow down a bit. Fortunately the game is intuitive enough that you can figure out the game anyways - well done!
Gets really hard past the first minute. I lasted 1:28. The art is nice and creepy. Great Halloween/darkness/grave vibe to it.
What a difficult game! I like it. The pause/resume mechanic on the conveyors is very unique - I've never seen something like that before.
This game is really fantastic! 1. Great digging animations 2. I like the simple controls and the "pickaxe spark" to let me know which way I'm digging 3. Really simple but intuitive controls 4. Good variety of different upgrade types 4. Digging deeper to get increasingly larger experience cubes felt good. I like how the dirt textures change to give a sense of progression and depth
This is a very well polished game. The controls feel good and "mosquito" like, and the art is really cute. I managed to make it 1:39, I don't know if that's good or not.
Pretty interesting to see an FTL game without the combat. The narrative is pretty rich and varied - there was a lot of story hiding in every solar system.
Good job modelling the hands and arms they are well animated given the time constraints of the jam. Being able to put together so many different assets (music, sound, art, texture) must have been quite a flurry of activity.
This was great! Solid music, and you did 3d models and animations within the compo timeframe. Very enjoyable and relaxing to move people between the different floors. If I could have a request, I wish I could tell how much it was going to cost to push a button before I pushed it. Prices are only shown after I push the button rather than on mousehover. Perhaps this is planning ahead for a possible mobile version? In which case I wish the prices were somehow displayed in place (though I understand seeing all theprices on ever button could start to feel really text heavy).
Well done! Very ambitious
Fast paced shooter game. Loved getting different types of power-ups. Left mouse button didn't work for me at first but I shift-refreshed the page a few times and on the third or fourth try it was working. Not sure why but I'm glad it worked for me eventually!
I liked the music and the sound FX, really added heavily to the shoot-em-up mood.
Simple concept well executed and really well in keeping with the theme!
A very unique take on the theme. I can tell you had a lot of fun making this game and you weren't afraid to throw some laughs in for the player from every angle. The setting, the dialogue, the music - it's all done in good fun.
I like the different camera angles of the mouth and how each of them is functional to brush! My dentist would enjoy that this game is out there.
Fun little game. I maxxed out the diamond sand and stuff. Interesting take on clicker genre with the constantly approaching weight increases on the sand. I like that there's lots of little details you probably had to figure out like making sure some sand fell through, or keeping the background animating smoothly. It all works great.
My high score was 42. Good take on a standard breakout/pong type theme (which is so classic) but by combining some extra elements with the cannons and the artstyle. I like the sound and the shake when you bounce the ball - nice little polish extras you included.
This game is pretty cool. I've played Regicide and it definitely reminded me a bit of that. It's kind of neat how once you get a spade ability it increases your hand size permanently. Makes me really want those early. Unless I'm mistaken - I'll only get to play 4 hearts total the whole game (J, Q, A) so if I want a good score I really need to keep the advantage down load the whole time. My highest score was 31. It's interesting that getting a good score means optimizing around not wasting your advantages like not healing when there's nothing in discard or not using clubs when the advantage pile is really small.
Wow - very retro. Great pixel art, really nicely done on that. I died to a dragon with 45 attack. There was one time that looked a bit like a bug, I was fighting a monster who started at 0 health. Not sure if that was intentional. I went ahead and fought it and it went to -4 health in 1 hit and died.
I did not manage to beat the game, it seems quite difficult! Probably need to balance the different explore areas better. I never know when to sleep at the Inn, definitely some decent timing in that.
Good job doing a bit of everything. Some good pixel art, sound fx, solid shooting, weapon variet, enemy spwaning. All the elements of a fun top-down zombie survival shooter are there. Well done!
What a fantastically creative game! Great mechanics, the puzzles were difficult but solvable. Very original. The sound fx and audio were humorous for a game jam. Really enjoyed this entry.
It's tough to keep those aliens out once they break through the walls. I wish I had a way to push a block, in addition to just pulling it - though I understand if the pulling part was the core part of your intended gameplay.
Very innovative game - I haven't seen a game use mechanics quite like this before. I am not as good as some of the others in the comments here my highest was 35 seconds.
What a frantic game. The 2d characters in a 3d environment were a great way to get some art into the span of a game jam. The sound effects really set the mood to be frantic.
Good music that fits the visual style of the game really well. The camera shake causes the view to drift slowly over time until it's no longer viewing the battlefield correctly. I like all the visual pizzazz that was added though (including the shake). The drifting particles and stuff adding to the mood.
This is a great concept! It totally embraces the theme with the different satellites that you have to control. It totally gave me this sense that all the satellites had to work together to cover each other. Once you lost ONE satellite, it all went downhill fast from there.
The art was well chosen. Made me feel like I was truly in a strategy room on an old 80s computer trying to plan out how to save the region. I'm not sure if it's possible to win - after all the theme is "delay the inevitable", but I never did find a way to hold off the inevitable end.
Good and effective take as an autobattler. I like being able to pick the formation. Would love to see more units and more enemies as you continue to develop this out.
Very resourceful for a compo to use animation of the units around the board to communicate the attacks. Very effective.
Great original concept. Reminds me of frogger and crossy road but with the GRIM REAPER coming straight for you! The music is appropriately tense and I like that you string the levels together and make them harder but let me keep going until I die (in keeping with the theme!)
I had to restart because that last 7th piece of gold is unattainable if you don't have a direct path right from the start!
Cute mechanic. I'm impressed that this is written entirely in some Javascript. I think in today's age of Unity and Construct and all the other game libraries it's easy to underappreciate the sweat that goes into coding a game on "hard mode" using some direct to HTML/JS code.
This game was really original. Simple, but funny, and surprisingly compelling. Reminds me of the button in that TV show Lost. The curiosity got the better of me and definitely had a strong "What is going to happen in the next 10 second time period" feel.
Fun! Loved the music. I didn't fully understand the rules for how a stone block turns back into a movable block. At first I thought it was when the base underneath disappeared, but then later I had some stones turn back to movable when I had not yet lost anything. My strategy when I finally made it to 50 was to just stack things in as neat of a square as I could.
Really liked: - Art and visual aesthetics - "popping" sounds was mood appropriate and very satisfying - Music was great - Overall mood was pieced together well with the music, art style and pace of the game all matching together.
Congratulations on being able to explore some platformer and jump mechanics. I like the inclusion of some dash mechanics. For a while I thought collecting the star was mandatory for finishing the levels but I realized on some of the later levels that I could finish them without the star. I like that in addition to exploring just jump speeds you also worked in air dashes, air jumping, and wall jumping - and you integrated them into the level design of the puzzles!
Very cool to do a watch game for a jam! I love it! I don't have a smart watch but I played on the HTML5 emulator. I liked the cute art. I liked going after the chests. I was trying to imagine how it would feel to tilt so I turned my head and left right everytime I clicked left and right to try and simulate the feel but I'm sure it wasn't the same ;) Regardless - grats and double grats for trying an experimental platform!
The sorting mechanic is neat. The motion if fluid. I didn't quite understand the 10 second photo mechanic at first but I came back to the instructions and figure dout I need to be inside one of the bubbles every time a photo is taken.
@ani Thanks for the early feedback. I made a post-jam note that I tweaked the text based on your recommendation to be less confusing. Thanks!
@benthetwoofus @benk @puyo Thanks for all the positive words. I will definitely consider making a post-jam version based on this!
@zubspace You are an absolute gem. Thank you liking my game there is no greater compliment than somebody who genuinely enjoys the game. Your enjoyment of the game is clear in your conquering of the #1 spot! What high praise.
@confusedsoph Great suggestion to have upgrades that recover health. I wanted to make sure the game ended at some point but totally think think this is a great suggestion for post-jam
@digital-bacon @daveco Thanks for checking it out!
@fumybulb I think you crossed out the comment about the upgrades - you probably figured out that the diff between 2/3 and 3/3 is whether or not you fire rockets on 3 out of 4 bars or on every bar. Thanks for the audio compliments.
@cayurr Thanks! Anything that could come close to Vampire Survivors is a huge compliment since that game is so good.
@morepixels Upgrades are granted by points earned. If I work on this post-jam I'll probably try to visualize this to make it more obvious when an upgrade is coming. Thanks for the feedback!
* The audio of the cats combined with the music and footsteps really gave it a nice creepy vibe. * Love the visuals of the light surrounding the player in the dark. This looks really good * Are the number of "eyes" ghosts in the top half of the map (in the shadows) put there by the cats who die??!?!?! That is super creepy! * Is there a difference between the red and purple flowers? I wasn't able to determine one.
Two play game! Great. Thanks for taking the time to have controller and even let us pick the left or right side.
I never figured out the win condition for Theseus - is there one? Or do we take turns to see who can stay alive the longest?
Really love the way the music, art and sound FX and fonts all come together to make a very consistent style. Good job on the creative direction!
Okay those mechanics are brutal! I lasted just over 4 minutes. The physics on death is great, of course. And the sound effect choice is fantastic. The mechanics are totally unique.
Very sweet and touching! Had way more elements than I was initially expecting.
For other people who haven't figured out how to open a crate! I did not realize that to unpack a box I had to be on the SOUTH side of a counter and then hold X. I played the game for about 3 minutes, never figured this out, came back here to leave a comment but then saw everybody else was happily talking about serving customers and unexpected surprises so I figured I must be missing something. Went back to the game and figured it out. Leaving this note here for anybody else who is having trouble!
I hope you get a chance to continue working on this. I really enjoy deckbuildings and I like the idea that I am presented with 3 cards and I need to choose which one to use against a variety of enemies. With more time I imagine you would love to put on health bars, spell visuals, and in game descriptions of the different cards when you click on them or on mouse hover. That said, for what you were able to accomplish, it's enough to communicate the idea of the game. All the best with it!
Some humorous dialogue. The fight is very difficult - the parry seems very hard to time. I tried to get the knight to run out of the arena but lost multiple times instead.
That was great. Love the autumn theme and art - gets me in the mood for the season. It's very fast paced. Avoiding the projectiles while trying to hit the enemies was fun. At one point I got a x2 sword and that was really cool - I enjoyed getting those upgrades.
Really fun and I really like the use of gravity as a core mechanic for the game. The art is great. Simple clean visuals that still let me know what is going on. The difficulty of the levels was very high. The levels weren't numbered so I can't tell you exactly what level I got to but I got to the level where the exit is out to the top of the screen and there is a really big planet in front of you, 3 planets total, and asteroids everywhere. I tried quite a few times and even almost made it once but wasn't able to beat the level after that.
Really fun! Reminds me of Vampire Survivors (in a good way). Lots of fun upgrades to grab and the VFX, audio, and characters are all exciting to look at. The explosions and attention to detail on the weapon attacks and trails really amps up the excitement level for the game.
Really great art - so many environments that you managed to do in the space of a jam which is very impressive. I like that the music/sound changes to give you a short warning before a scene change.
What a deeply nostalgic game! I love the interpretation of sitting in the backseat of a car. The full screen filter to create that retro vibe is FANTASTIC. Small note - I like your version of Asteroids more :) The original asteroids didn't have any inertia slowdown. I guess in that respect it was "realistic" that once you started moving in a direction you would continue without slowing down but I always found that made the game frustratingly difficult to control. This version that you have here you slow down to a stop naturally. I find this way easier to control.
Really dark and moody game. I liked the setting - reminded me of those psychology experiments where they bring somebody in and you tell them they are a lab assistant when in fact they are the subject of the experiment themselves. To what degree will they shock the subject simply because they are being told to do so? :)
At one point the game told me to stop shocking the beast. I shocked about 5 times after that but then went ahead and stopped and that seemed to have ended and reset the game. Not sure if that was intentional but it was a very surreal ending.
I really enjoyed the sketch-style art. It created this awesome retro-noir vibe. The music was really good. I enjoyed when the music changed on the later levels. The mood set by the idea that some people must be sacrificed was dark, tragic, but tasteful. I appreciated that the mechanics did not glorify the death of some of my troops but rather made me feel like they were sacrificing themselves for the greater good. It was a necessary loss. I liked puzzling my way through the levels trying to figure out how to do the reactor shutdowns. I found myself trying to save some of the people even though I know it wasn't strictly required to finish the levels which I don't normally do in games of this type - which speaks to the strength of the mood.
You're welcome that I saved humanity! :)
The vibe of being in a bar for a brawl works really well. The visuals and color makes it feel a bit futuristic - like kinda a Cyberpunk bar brawl - which is just classic. Surprisingly the weapon that shoots a continuous stream of bullets wound up being my favorite, I don't think I would have predicted that. For sure I need to mention the over-the-top blood visuals which were very satisfying! The savageness of the in game combat between the blood spurts, VFX on ground, and knockback was really good.
Music for the different levels was great. Very unique sword swinging mechanic. It reminded me of the reload mechanic from Gears of War in the sense that they are both a mini game that requires micro-timimg within the greater context of a combat. It works well and was fun to get into the rhythm. If I were to try and come up with suggestions - I thought the "Every 10 seconds" theme interpretation could have been stronger. Perhaps related to the enemy behaviors.
Unique gameplay and concept. I also really appreciate when people go the extra effort to make a first person game during a jam which is much more difficult to do in the timeframe of a single weekend
Cute mechanics. Love the retro vibe. Very challenging to hit correctly. There's some sneaky symbols in there that look similar to each other even though they're different. Gets way harder once you have to swing in both directions!
Wishlist: Would love better feedback if I was successful or not. Sometimes I think I did it right but I'm not sure if I was actually a split second late and I wish there was feedback letter to know if I was too late or not.
This was really fun and had a super good progression. It took me a while to figure out that the energy drinks are what slows down time (even though I know you put that in the text description, I didnt' realize what it meant at the time that I read it - but when I went back to read the description later it made more sense).
I played this so many times. It feels great when you run out and grab exactly what you get a run that is 1 drink, 1 hamburger, 1 pills and maybe 1 other item (like a wheel or an energy drink which is always a welcome sight)
Definitely need a controller for this game! Being able to move at any angle rather than only in 8 directions really let me cross those bridges smoothly. Graphics and music are great. Suggestion for improvement: I'd love a little celebration when I'd made a delivery successful. A small audio and visual cue or other celebration VFX.
There are some very original concepts in here! At first I thought "Why do I need jump" then as soon as the conveyor started moving I was like "Oh I see where this is going" - I was not disappointed. This is surprisingly challenging and the music is great. Well done.
This was super fun! Very interesting and original puzzle mechanic. Reminds me a bit of the games where I co-operate with previous versions of myself to obtain a goal. Good level design. I really like that you took the time to stop the timer when I was being teleported but SHOWED me getting teleported with an animation so I don't get totally disoriented. I this this is a polish note that really made the teleport mechanic feel good.
Really fun setting where all the different people are coming up to be fed. Clicking fast enough to catch the cookies that are going by on the higher speeds gets REALLY difficult! There's something about this game and the setting and the goofiness that reminds me of being at the state fair. At the state fair there's all sorts of games of challenge like throwing darts to pop balloons or tossing rings onto coke bottles. Here's it's grabbing cookies on an increasingly fast moving conveyor belt to feed the humans :) Thanks!
The visual effects of having the color channels split and look distorted looks fantastic. Really gives the whole game a time-shifted vibe. I got really close to the end but was not able to crack the final part.
Quite challenging! I like the cute use of a squid as the thematic wrapper for a "grappling hook". It took me quite a few tries to finally got it but that made it all the more satisfying when I finally got the treasure.
Would be fun to see additional levels, each of which could be complete in 10 seconds.
Was very challenging to put all the ingredients together in time. The tutorial did a good job of explaining the order of the steps I had to execute but I still had trouble keeping the place from burning down.
This was fun and cute. move + shoot interpretation is great. I like how there are so many rules variants every 10 seconds. I definitely found the hardest one to be "inverted controls" - every time that one came up I died! LOL.
Spot on with the theme. Level design followed a lot of platformer norms. Environment art is really good.
That was fun! I wasn't sure what you were going to do for the hammer but when the steel case showed up I was like "Oh yeah - we're cracking this sucker open.
I like the interpretation of the theme, and the bombs showing up on a conveyor lined up with the theme interpretation and really helped me get into the mood.
Really great art. Nice fast paced gameplay. Looping between all the different pillars was a blast. Finding all the last slimes was a bit of a challenge but satisfying when you find that slime that you couldn't locate before.
Thanks for letting me play your game! * I enjoyed the patterns of the fruit. At first I thought they were all going to come down in straight lines but I noticed later they were sometimes curving but also sometimes they had non-constant velocities. Like they were making cool patterns with their curves and acceleration/decelerations. It was very pleasing to watch. * I like the interpretation of the 10 second theme - it worked well. I did notice that if something malfunctioned (such as, go left) as long as I was holding left when the malfunction happened I could keep doing it as long as I kept my finger down. At first I thought this was a bug but later I tried to use it to my advantage and treated it as a hidden feature for advanced play :) * I didn't figure out what the blue lightning bolts did but I tried to collect all of them anyway :) * For the HTML embedding, it wasn't working on the ldjam site (try re-creating your archive with index.html at the root of the directory structure) and when I played in the web page everytime I hit down arrow the whole web page would scroll down and when I hit up arrow the whole web page would scroll up. This was a bit distracting but I was able to play the game anyways. I'm sure this is just an artifact of publishing the game for web play and not how it was for you during development so I tried to factor this out during the judging.
Okay that was way more fun than I expected! Totally got that "Warioware" vibe with lots of different mini-games that were coming at me one after another. 4 games, 4 simple concepts. A good illustration of the idea that the "whole can be greater than the sum of its parts" - well done!
Cool take on vampire survivors. Love that you made it in 3D which gives it a new angle already. Would love to see you keep working on it to get more upgrades, enemies, etc. etc! Keep it up!
This game was great! I LOVE your take on the theme. The art style is clean, effective, easy to read, and supports the gameplay really well. Super original the way you use plants that can harvest to fight off enemy ships. I played it over 5+ times trying to get farther each time.
Some very unique mechanics!
As others have commented, the mechanics are a bit hard to figure out - for those reading the comments who didn't figure it out:
1. At any point in time you are dropping an 3-square-piece (In an L shaped elbow). That piece covers 3 blocks at a time and will add 1 unit of water, sun, or fertilizer to their respective spaces. ---> Look at the flashing borders to see where the 3-square-piece is 2. You can move the mouse around to determine where the 3-square-piece should be 3. A plant will grow at harvest if it has EQUAL amounts of water, fertilizer and sun. It's not enough to give more than 1, it needs to be equal. This means that a plant might have 1-1-1, but if you add 1 more of something it becomes 2-1-1 and will no longer harvest until you make it 2-2-2.
Have fun!
Fun! The core concept is good where I run around trying to protect my fields. The "shoo" sounds are amazing and made me laugh :) Nicely done there. I'm not sure if this is a problem but more of an observation - as you start to lose some corn the amount of land you have to protect gets smaller. This means you lose a lot early but then as the game goes longer you start being able to cover everything more.
You definitely get a huge sense of speed when you're flying low to the ground. All the little polish details you put in really come through (especially the camera shake and motion blur). I skipped rating you in sound because I wasn't getting any. Is there sound? I liked that I could go back to refuel as many times as you want. At first I thought it was going to be limited.
Mechanics are very creative and work quite well. The balance between collecting the cranberries and the spiders as good. I enjoyed the mechanic of pulling in and extending the rope. I'm surprised how engaging it was given how simple and intuitive the mechanics are - very innovative! If I could name a feature request it would be to play with a controller where I could have the ability to move in directions in between the orthogonal directions.
If you already uploaded your game to itch.io, make sure it's set to 'Public". By default games are published as Private and can't be seen by others but it can be viewed by you while you're logged in.
This was really original! I didn't know what to expect after harvesting for the first day or two. I didn't know if I wanted nouns, adjectives, etc. But when I got to story making everything clicked and I thought "oooh, I wish I had planted more adjectives! and verbs!"
Love the intersection of farming with words and the wholesome ability to make my own madlib. Well done!
The visuals on this are phenomenal! Super well done. I love the fire effects, the side, the chain effect. The sound effect on the chain is great. The texture on the skulls along the side is great. So many good things to say. The audio is really well done. I love the amount of screen shake on capturing a soul - enough to be weighty, not so much to be overbearing. The execution is perfect!
Very original use of some simple controls with physics.
Got it. Love the art. I got to the fourth (or fifth?) level at which points I do not think there were enough apples to complete the level. I like that you were experimenting with Unity physics. Some neat things you could do to hop higher by taking advantage of the physics on the crates.
Great take on Vampire Survivors. I was taken off guard by the EXTRA huge brain! This is a lot of scope for a jam, well done. One feature request, I wish there was a visual effect when my character was taking damage.
Cute. I love the bunny thematic and the pixel art. The flashlight on the uniformed is HUGE!!! I had a lot of trouble getting past that. I like that I could go into bushes. The music and dog bark sounds were really good too. Is that your dog barking?
Breaking down the blocks to get them off was very satisfying. I also enjoyed unlocking new abilities every few levels. Trying to get 100% for a golden apple could use some additional clarity. I wasn't always sure what moved the % value higher. At first I thought it was just moving objects off of their starting locations but later realized that wasn't enough to get 100%
Love it! I love the Vampire Survivors vibe with the weapon upgrades. I like that there are multiple animals types to fight against. I like that I have to walk up to collect things and unlike vampire survivors I also get to aim some long range weapons which is fun to do.
Cool to harvest so much fun. I like the music. There are so many levels to play too! I thought the speed up and slow down mechanics added a bit to the strategy of how to harvest.
2023-01-24 18_22_58-Harvest _ ldjam.com _ Ludum Dare game jam.png
Super fun! Glad the extra category allowed you to participate. I love the super cute vegetable art, and the Harvest theme worked well. I love me a good clicker game and this delivered!
Very relaxing. I bought multiple plants and got the truck upgrades too.
That was great! I love that you combined the idea of planting and using the carrots as ammunication. The core loop of killing enemies -> get seeds -> plant seeds -> harvest -> to shoot more enemies worked really well!
Fun - love the retro digdug style. It's got retro music, retro art, everything - cool. I like that the AIs seem to actually do something other than just come after me constantly. That makes the game a lot better.
Took me a second to realize I had to shoot enemies 3 times before they died. Maybe a health bar on their head or something would help.
I really liked that the art changed between levels, I wasn't expecting multiple environments within the context of a jam!
Nice commando game. Good controls. Didn't realize at first there was double jump but it made sense for the level design once I figured it out. If I could give one piece of feedback, it's a bit hard to tell the difference between foreground tiles (that block movement) and background tiles) that don't block movement). There's a bit of color shift in the tiles so it's possible to learn, but it wasn't totally clear as I was playing which walls would block my movement and which would not.
I think it is absolutely amazing that you put so much love and care into re-creating the aesthetic of playing on an old CRT monochromatic monitor (which wasn't technically monochromatic but it doesn't matter it had the nostalgia of one!)
Love that you put in some effects to get that old-school look - even curving the edges the simulate the curve of a monitor, as well as the glows and the flicker. But even with those touches you took the artistic liberties to incorporate some color and also jiggle some of the symbols which wouldn't have been possible on those old devices but made it fresh for a modern feel. Fantastic!
Also, good job on the random level generation - I bet that was fun to write :)
This was awesome!!!! I loved the simple creativity of all the different sized objects and the different interiors to the trucks. The franticness of the timer really made it stressful and not having a lot of space to manage all my the junk added to the stress in a good way. LOTS of fun!
Very tricky game. Delivering before the other merchant opponents was very challenging. Trying to use arrow keys while also casting spells was very hard but I managed a few. The burst of speed was very useful.
Fun! Really impressive work for 3 hours. Honestly - crazy impressive for 3 hours.
I love the humorous take on "Delivery" as a theme.
I don't know if this is a good or a bad thing but I found it easiest to get packages into targets by simply cranking the power up super high. This let me shoot the packages in a straight line into the back wall holes rather than trying to arc parabolas which I found to be much harder.
I played a few games and my highest score is 9 - is that good? There aren't other comments here so I don't know whether that's good or not but it's the best I got after a few rounds.
I like the take on the theme, really cute art - and I like the humor on the "Pineapple police" - gave me a chuckle.
@josemwarrior Great point! I edited my submission and have now opted out of humor - you're right - it makes no sense for me to do so.
This was great!!! * Love the art and animations, really nicely done. Character animations, environment art, the tree parallax art in the background, pixel art attacks and fx, all of it was great * Good stylistic font and presentation choices, very well polished * Loved having controller support * Music was surprisingly good for a 3 second loop. I turned it off eventually but I kept it on longer than I thought because as far as 3 second loops go, it held it's own surprisingly well.
Very unique controls. At first when the game started and it was a complete top-down perspective I thought "well this is awkward" - but when the game started and I could see how my hands were positioned I realized that the camera angle played in perfectly for the type of game that you wanted to make. The rotation, music, flashing squares, and guns feel perfect for a wild setting.
Delivery of babies and delivery into vans!
This is great * Really great visual style. How did you get that pixely aesthetic? Is there a full screen shader applied to the screen? * Love how smoothly the whole game runs * The rain effects are fantastic. All of the VFX are good * Controls are snappy and responsive
Super fun concept. I like having to deal with the multiple gravity wells. I also liked that in some cases I could just stack multiple burgers to try and get one of them to go in :) I think I used more burgers than you intended to feed all the requests (I'm embarassed to say how many but let's just say I fired over 100 burgers) but it was still fun the whole time :)
This is a beautiful and gorgeous game! So many little details I really like * I love the font choice * The idea to make a typing game into a storytelling visual novel medim is very original - did you come up with that for this jam? I've never seen that used as a mechanic before. It's a nice way to engage the player in a visual novel beyond reading. * The music is very well chosen * I appreciated there was even a little love put into the sound effects of the envelopes. Not only do the envelopes make different sounds, but unless I'm mistaken the last envelope of each sentence has a slightly different "bassier" sound to make it feel like the end of a sentence too. Very nice touch.
So much attention to detail, very artistic game.
Nice floating around. I like that the music track sounds great and fits perfectly for an underwater game. Did you compose the music early on knowing you were going to do an underwater game or did you compose it after the rest of the game is done? I'm always curious for soundtracks that match the mood well.
This game is great! Really impressive you were able to do this in the span of a compo. Would love if there was a full screen button on the WebGL build. Bug Report: The Phoenix heals even on a turn when it took 20 damage. The text says it was stunned but it still seems to act, deal damage, and heal itself. I LOVE analyzing the enemy and trying to figure out what kind of deck to use against it. Best game I've played this LD so far.
Fun! I liked jumping between the different areas to cut up the shirts. Great setting. Reminds me of overcooked but better. In overcooked I spend a lot of time struggling to get my character to point directly at the correct thing whereas in this game I just click and the action is performed so I can focus my attention instead on the order/sequence that I want to do things in. Fun!
Interesting! Good smooth graphics. The sounds are hilarious. The levels get really challenging. This is a random suggestion but it might be neat if the dots and dashes made noticeably different "dot" and "dash" eating sounds to highlight the dot/dash difference whiel you were eating them not just when you are regurgitating at the end. But that's just a stylistic suggestion!
Captured a very frantic feel. Like the sounds. Good clean aesthetic. FranticFolding.png
Hi! Are there higher difficulties? I delivered a few dozen pizzas. I like the style of the game and the stylization on the instructions at the start. Controls were intuitive. Also - good job getting in the directional arrows to point to where you have to deliver, that made the figuring out how to play very clear.
Classic asteroid game with souped up visuals!
How did you make the Asteroids? I ask because the art style of the ship vs. the sky vs. the asteroids are very different from one another. I'd love to follow a tutorial to be able to get such nice looking asteroid objects.
I got to "A Winner Is You!" - good job finishing a game! People underestimate how much goes into making a game but now you can say you've done it! Not only did you do it, but you had some sound effects, victory music at the end, an opponent AI behavior, an objective, and a decent sized world map. Well done!
This game is super cool! I love how you made a totally unique game from a set of mechanics in a way that I haven't seen before. The puzzles had a very nice difficulty ramp to them. They were hard but also very fair. Loved: * Learning how all the different components interact * The different colored objects reacting to activating the corresponding color was very intuitive * Seeing new objects that I could interact with over time * Figuring out how the sequencing of elements was done (conveyor, pushing, handling collisions, fans, etc.)
Small QoL requests: * would like to pan the camera * had some trouble figuring out that advancing to the next level is done with the + button (the font rendering of the + looked strange for me and was hard to read)
I like the gameplay. When it starts to speed up it gets quite stressful. I really appreciate that you buffer the input ahead of the intersection so I don't have to push the button at the exact time but rather you remember which direction I've instructed and let the car take the turn as soon as it gets to the intersection. This made it feel arcady but still a positive experience as the game sped up.
Was not expecting such wholesome and cozy content! I love the aesthetic, and the setting of just riding a bicycle along a Japanese countryside just brings in all of those Miyazaki vibes. The diddy that plays when you deliver some flowers is just PERFECT to. Nicely done! Love the mood!
Deliver-E.png
I love this game! I love programming games and the Zachtronics style games and to have made such a simple but effective programming register game in the space of a jam is really great. I was dubious for a while whether the last level was even solvable but I stuck with it and eventually found a solution.
Very nice implementation and kudos on the great compo entry!
I had trouble defeating encounters with the attack, suppressive fire, options but when I chose "Flee" through every option I won!
I thought this was a very interesting commentary on life. In war, there are only losers. Or as a martial arts instructor might say, we learn karate so we don't have to fight. Very cool demonstration of the princple!
I'm guessing you took inspiration from FTL! What a GREAT game to take inspiration from! I'd love if more people used it as a reference for their games it's so good and unique.
Similar to others, would be great if the WebGL build could capture the mouse cursor.
On the positive side, I like the the models and animations. The third person perspective let's me enjoy the feeling of being a delivery person. I like grabbing the packages and fulfilling the orders. Overall a good take on the delivery theme.
Very satisfying to slide along the web lines to the next platform. I like the mechanics and think they are quite original.
Thanks that was a very cute game. It took me a few tries to figure it out jiji! It's like a little puzzle game. I could see there being more levels with the same mechanics where each level has a different way you need to pick up the packages in order to get them all delivered.
Very original with the shooting being the way that you move around. I also really like that you did the slow-down bullet time while aiming, that made me feel very powerful and awesome.
Music and menu fx are fantastic! I played the settings menu button about 5 times trying to see how you did the super cool swipe-in / swipe-out effect. All the motion makes the game feel alive.
Might I suggest - if you were able to get the game working - it seems like you came so close - shift the game over to the "Jam" entry and submit a playable version there!
This is a funny interpretation on the theme. Lots of controversial topics going on! I wasn't able to get anybody to come and sit all the way in the front, in fact, I think I just lost people over time - it's not easy being a preacher!
Challenging game. I like that the controls are really tight and responsive. Whether I jump, double jump, or dash, I can see a visual response from my character right away. The levels get challenging FAST
Looks like in the top left there are also progress bars for fuel and also upwards thrust time? I wasn't able to deliver the package before running out of fuel but I will try again!
Reminds me of vampire survivors but I love the way the mouse interacts with an actual turning radius to create the physics for flying around in zero-g physics which gives the game a very different feel. I didn't realize at first that I could scroll down to see more ugprades but once I saw that I realized there were quite a few items to chase!
Wow - this game was challenging and really got me thinking. I enjoyed it immensely. The camera angle was great for highlighting the factory nature but it did make it a little bit hard to gauge the position of the pieces and I had to manipulate the camera a lot to see what I wanted.
There were a lot of commands to learn but I did enjoy the turn-based nature of trying to strategize to lay traps, gather traps, and trap the enemies who were coming in. I might have had an easier time if the commands were introduced one at a time, but given the time constraints of a game jam, I think it's easy enough to imagine that if you had the time to start with a few commands and gradually grow it into having a lot, the end state is quite interesting and creates some interesting puzzle situations.
This was fun! I love the art style and I really like that you implemented both a nice double jump and the subtlety of aiming bullets that curve downwards is really neat. If I had a small feature request it would be for the music to not restart so abruptly between rounds since I played so many times over and over I had to listen to the music restart so many times :)
Concept and the mechanics of the game were very interesting. I really enjoyed directing different ships to take off, switching altitude, and land. I found reading the messages difficult because the numbers are written out as words. I like the way all the messages coming in gives it a "frantic" vibe feeling, like a true air traffic controller. At the same time, it seems that having the early messages disappear rather than just scrolling upward makes it feel less like a simulation and more like I'm fighting the game UI. Love the audio and visual style too!
Oooh I love trying to fit different geometric shapes. Reminds me of board games like Feast of Odin and New York Zoo. The realtime element was great. I wasn't sure how to know whether a ship had enough cargo on it or not. Sometimes the game would end, and sometime the game would continue. I just loaded each ship as much as I could until I couldnt' anymore and that seemed to work for a few ships but a visualized goal would have helped me figure it out.
I realy liked the idea of a game that could "gameify" the teaching of neural networks. I think a non-jam version that taught the concepts but in an incremental way could be very popular.
Really love the cute characters. Taking a "well known" concept like sudoku and adding such cute art and a music track and some interactivity really made it into a different game.
The transition between the two states reminds me of "chess boxing" :)
@jk5000 Totally agreed on sound and music! I am new to Godot and spent a lot of time just learning the engine but next game jam I will use again and I would definitely like to incorporate sound and music into it.
@catasha27 @evogengames @jcmonkey @haydads Thank you!
@bloodyaugust Yes the bigger boxes have more weight. It does sorta "keep it down" but the weight wound up not being quite enough to be noticeable. I probably should have increased the weight values a bit to make it more obvious.
@pe7e The primary indicator is the trucks down the right. I would have liked to implement it so the trucks animate down slowly, I think that would have made it more obvious how many trucks you have left but I ran out of time. Next time!
@francisco-lucas Very impressive! Congratulations! Thanks for playing.
@trexxak thanks for taking the time to play! Thanks for the video reaction and playthrough commentary and congratulations on the $90 score at the end!
This was quite fun. I enjoy word games and it definitely carried the "Limited Space" theme well
A very interesting twist on the traditional tetris gameplay. One interesting phenomena is that because of the way the visible region slides, the center gets a lot of availability than the edges. In fact, the first and last columns are on the screen for only a small fraction of the time compared to the columns in the middle. This forced me to strategize around making sure the left and right were as well organized and stuffed as possible. This also meant that anytime the left and right were available I had to put all my energy into making sure I filled them optimally.
However, this also made the game feel less fair when I got a difficult piece during my small window of opportunity. perhaps something could be done to give the player more options to compensate for those moments.
Cute game. I like the art style. I understood that I could pull objects towards me but I was not sure how to get past the invisible walls. I thought maybe I pull the objects towards me so they pass through the invisible walls but on the third level I was not able to find a solution that would get me past all the walls.
Cool - I got 11115 points but didnt' add my name to settings until after. Love the glowing look, the visual style is great. The music is fitting too and I can't believe you had time to compose two different music tracks for the game and menus separately!
Good interpreration of limited space. It took me a while to figure out that the trucks had cargo, and that the E key let me pull stuff, but once I figured that out I had a good time moving the boxes around. A small amount of feedback (even an audio sound) on the E key to let me know I had picked up or put down a palette would have helped me learn the mechanics better.
Love the art style!
There are so many different modules and screens that went into the game. I was surprised to see an upgrade/repair screen in addition to all the tutorial flow areas. Once I lost my turret I wasn't sure how I could defend from the spaceships so I just charged forward with my train at full speed as best I could.
This was great! I'll be honest - at first I was reading it as a PDF on my computer I thought "there's no way I'm printing this out just to play..." but after doing the first 2 puzzles "in my head" I realized, nope, I'm going to play this the way it was intended.
Cool puzzles, fun key at the end. I'm not sure if you don't have programming experience or if you just wanted to push yourself to make something physical but I would love to see a digital version of the puzzles! Could be the next New York Times hit!
Great mood! I lost a few people but managed to 10/10 on the last level! Slow and steady wins the race. Love the physics implementation and I like that you added really good feedback when activating the thrusters (both visual and audio) - that helps a lot!
Nifty little tactics game. I wasn't sure how to use the dagger unit the most effectively since it had little health I thought maybe it had a backstab power but I wasn't able to pull something off. The ranged and healer though worked well.
This game is great - reminds me of Mini Metro (in a good way). I enjoyed sending passengers to all the different floor destinations.
Wow! There is so much to like about this game. Obviously just the drawings, graphics, and rendering onto a curved surface just oozes with "Okay that's cool" Add to it all the different enemies with awesome art, and different projectiles patterns. Definitely had a fun time with this one.
I found TWO of the ways to win! I don't want to spoiler anything but let me just say that having multiple flavors of ice cream was AWESOME!!! And I love that you had art for that.
Really great art. I would definitely recommend uploading a web version to itch.io as well if you have the game on itch since the game appears to render super small when played in the embedded Ludum Dare browser play.
The Art, animation, music, has this fantastic retro vibe. Even the attack sounds and animation are consistent with the mood.
This was SUCH a clever way to write a letter using Twine, I think that was my favorite part of the adventure was being able to compose a letter by clicking on the options where all the text was there but then became part of the letter permanently as I got to choose the next paragraph. That was so effective and really made me feel like I was writing a letter.
Cool - guiding the birds around was really fun and I wasn't fully prepared for just how many extra mechanics would slowly be introduced over the different levels. I wasn't sure what the ugprades did though - I thought the icons mrepresented things like "attack" and "health" but it was hard to say for sure.
I really like the concept behind the game. Great use of the Limited Space theme. The choices between attacking, spells, and using my limited item slot were obvious. I was a bit frustrated that occassionally I would go from very high health (20/25) to dead in a single round. I had no idea what the enemy did but it seems that some enemy attacks hit for 30+ damage? That seems a bit unfair but maybe I'm missing a strategy that can be used to circumvent that. Regardless, great art, music, concept - hope to see more of this.
This was fun. It was great that you took the time to put in some audio feedback to help the player understand when energy was being absorbed. The number of different bullet hell patterns is really high! Must have taken some time and been pretty fun to design all those bullet hell patterns.
It was fun to fit the shapes inside the box. I couldn't figure out what the upgrades do (High Priestess, Aetherium, Virgo etc.). I got the colors to change, and I consumed a lot of shapes.
I am super impressed! This game is oozing with style. Great music, sound, visuals. The mood, style, presentation. This is very well done!
That is so rare for people to make a fully 3D game in the span of a 48-hour game jam! Very impressive that you got in level design, characters, music, and gameplay that actually works. The wall running was effective. Funny take on summons too :) Nice job.
I liked the etching and tracing mechanic. The runic shapes were cool and the screen shake effect as I traced gave it a "chisel" vibe. There might be a bug where certain levels (I noticed it on 3 and 6) don't draw the symbol on the tablet, so you are left blind guessing what the symbol should be.
Very clear progression that tutorialized all the main puzzly elements. Fun take on the theme
Very ambitious to do a pattern tracing game in a ludum dare. I had trouble drawing the patterns with a mouse but I loaded the page on my phone like you recommended and that was indeed much easier!
Cute little tower defence game!
This game was great! Awesome gameplay. I love the way you used the summon mechanic. Would love to see this game expanded. Probably my favorite game I've played of this jam so far.
Very unique mechanics! The music and audio match the visuals really well. The game was easy to pick up but the difficulty was definitely there when I got to level 3! Nice submission.
My time was 73. Love seeing PICO8 games. Nice entry. I like that my character pulls myself up to the platform when I am just a little below it. Timing and positioning the jumps was tight.
Unexpectedly cool to be able to customize my relative at the end! Pretty neat mechanic allowing the player to both summon and fight against the summons.
It was fun to try and get some good angles on the enemy to pick off weaker enemies. Quite the feedback loop for getting more mana when killing enemies. I was NOT able to beat Impossible difficulty though no matter how hard I tried. Is it really impossible? Any tips for beating Impossible difficulty?
Wow! Super fun game! It took me three attempts to finally get a winning strategy. I started with 2 Keepers, and basically whenever I had mana I would make a Keeper, and if I had extra mana I would make a runner and I just had to learn and practice the timing to remove enemy keepers. I did not feel I had to use the Fetcher's or Pike's much but I can see that with some tuning they could become quite important to the game. I love how simple the mchanics are and how it's based on simple real life games like air hockey and foosball. Had a great feel to it.
This is a very impressive compo entry! Music and sound fx are great. Unique control scheme separating shooting from moving. In terms of constructive feedback, I would love a target reticule telling me where my shooting target is rather than having to rely strictly on shooting lasers and watching where they go.
Cool game. I had played some Belatro so it was fresh in my mind, and I thought this was a very good evolution of that. Really cool mechanic to take some of the card + mult and the deck modifying and combine it with being able to pick "lanes" to make hands to defend against attacks.
Woah - I thought the game was going to be a simple game about tracing, then I got an unexpectedly fun surprise of summoning objects around with a story and then a very surprising ending, which I don't want to spoil, but it was almost like you made 2 different games in a single 48 hour jam!
Some very slick transitions and some great art. I like that the tooltips describe exactly what to do with the different objects. I had trouble figuring out how to get farther than about floor 3, not sure if there's an efficiency trick I missed.
Cute little toy. Fun to watch the cute guys come down and the audio matches well. Congratulations on doing your first Ludum Dara solo jam! I totally agree it is quite hard to do solo but it is exhilirating, fun, and very satisfying. Hope you do it again!
Great music and sound fx. Switching seamlessly to a death tune works super well too. Fantastic art. Congratulations on your first Ludum Dare - look forward to more.
That was very challenging. I planted lots of extra carrots and had over 80 before I realized that I only needed a few to get through the fights.
Congratulations on your first Ludum Dare! Doing any sort of game jam is a huge feat, hope you keep it up and i look forward to seeing more games from you in the future.
I was not expecting a second phase to the game! Love the pixel art.
@pincushion Awww - thanks for appreciating the clean aesthetic. I was worried it would come across as unfinished, but I did try to choose my spacing and colors and animations carefully. Thank you for mentioning that :)
The production of this game was very creative. I applaud your resourcefulness using cut up paper and other real life mediums to create the art for you in the context of a game jam and then putting it all together very artfully. The combination of the pape rcut-out art, music, and the dialogue really work together well.
I've never seen something come this close to the experience of a "walking simulator" in Ludum Dare - this is well done!
Digging through the pockets yielded different things but I wasn't totally sure how to use them all. Regardless, had a good time killing and squashing ants with my finger, and the straw, and the spitballs
Cute art. I didn't know about Game Maker having a 2.5 D version. What did you think of it?
Wo! Very frantic having to run around and take care of everybody. I didn't understand the relationshisp between the fruit and larvae and stuff at first but once I had done each action once it became more obvious to me. I thought the characters speaking about their needs really helped me to understand what each person needed, although the camera cuts got a little bit intrusive later on when I knew what I had to do I was just racing around trying to get it all done. Though that also added to the franticness.
Okay that was surprisingly fun. I wasn't sure what was meant when you said "snake + ant" but it totally makes sense. I was a bit confused that the top was real-time and the bottom was turn-based, but it works! It's like I need to play the turn based portion frantically to keep up with the real time component.
I played like 4 times before I realized that the map wraps around vertically and horizontally! Once I figured that out I did way better.
Super cute. Love the adorable graphics and also the sounds and the audio. The music track is perfect for setting that nice beachfront mood.
Some original mechanics in here! You really took the time to design a lot of puzzles that make different use of the configurations and the way the geometry has to be used in creative ways to solve the levels.
Wow! Some very challenging problems that you had to solve. Crawling along the topology of a face. Automaticlaly managing the camera as the character moved around.
I do wish I wasn't put in a starting position that I sometimes just died instantly.
I really like how conhesively the whole game is put together. Consistent art style, musical style to match, a font that matches. Color palette. Everything it put together very thoughtfully.
The pogo mechanic is very unique and I thought was a great exploration.
Very artistic collection of the mysterious mood music, black and white setting.
Simple concept - good execution - and a funny (existential) commentary at the end made me smile. Welcome to the world of game development! Hope to see more games from you.
That was a very dark sense of humor! I had a hard time deciding when I was able to take on the capacity of a second person. it seemed that no matter how many times I played, accepting 2 contracts at once always resulted in the aquarium failing.
The idea of munging them with the plants, underwater, with the progressive damage was very effective!
This game is outstanding. I love how well executed the concept is. The movement and jiggle of the individual particle creatures, the way they move and bounce around to eat the matter, and progression through different colors. I love it all. I love that you had some attention to detail that really elevated the game like putting light on the clusters of tiny creatures and giving the creatures different colors based on speed. All those little touches really tied it all together and made the game both engaging and relaxing. I was surprised how long I played this for.
This is awesome! Love the modelling using real world setting and the stop motion animation. What a brilliant idea for a Ludum Dare. Absolutely love how it's all put together. I also love the VFX you have on shooting and the movement on the gun with every shot. The creatures are creepy - it's all fantastic.
Congratulations on finishing a game! That's a huge accomplishment. Most people say they want to learn how to make games but they have trouble starting. You sat down, got it done, and now you are a game developer! Keep it up and I look forward to your next game.
The visuals are so tightly integrated together. I like the visual fx of the little drones, and the the effects as they come into the temple.
I also really like the way the music is somehow both a background track and forms a cool melodic line that is sync'ed with the people reaching the temple. That is a very artistic combination of the audio and visuals
Art and music fit together thematically well. I like the take on the theme. It was a little hard for me to understand what the numbers on the upgrades meant other than "bigger numbers are better!" but it didn't stop me from having fun.
The care and feeding of these pets is both relaxing and cute! Love the quality of the pixel art. Very well done.
A visual novel indeed. I like the manner in which the spider talkd about web fees, it made me feel like the agony of actually starting a business and all the fees and rules you have to go through not to mention it's a pun with "world wide web" fees
Took me a game or two to figure out the rhythm but I get it! I liked the mechanic of trying to decide which cards to discard and which to play to try and maximize my score. I didn't realize at first that runs had to be consecutive, and then even after that I didn't realize you could have runs of any number of cards but once I figured both of those options the game really opened up.
Nice audio, good general visual polish, and the whole game runs from smoothly. Lots of nice little polish details such as the feedback on selection and the counting up of the points. Being able to see those nice animations as my points total up really helps with the overall vibe of the game.
I liked managing the people, clicking on them, and trying to figure out how to breed them. I wasn't sure if there was an end goal that I was working towards, but it was interesting to breed them nonetheless
Solid gameplay. I enjoyed the different upgrades. The gameplay got a bit repetitive for the second half, where I mostly felt like I was running around without being in any danger and picking up more ugprades but that's mostly a tuning issue that I'm sure you could fix if you had more time.
Really awesome idea taking tama's and turning it into a battle royale. This is a great example of how two genres that are normally separate can be combined to make a new great game.
Good use of theme. Wish I could see farther so I could see the guards. Right now the cone of their vision is not always clear and it can be frustrating to get "spotted" by somebody off screen who happens to be on the edge of looking your way.
Also, counting "1..2..3..4.." the movement beats the code is looking for are on the up beats of 2 and 4. Was confused for a while thinking it was going to be on the down beats, 1 and 3.
Web browser version did not work for me, got really glitchy. Downloaded the windows build and that worked fine.
Got just past the "LD41" stage. That was very difficult and required a lot of thinking!
I like the brown and white mechanics. The purple took me off guard. Felt like the difficulty ramped up very quickly in terms of how the purple was introduced and then immediately I had to toggle states on the fly in order to solve the puzzle. I was expecting a little more time to get used to the colors and the mechanics by putting the board into "solved state" to win. Overall a good entry!
Simple and straightforward. Good execution. I like the art that you did and the music complimented it well.
Music was good. Definitely got the zombie vibe and the fashion but it wasn't clear where the strategy aspect of the game was coming in from. I managed to get 4 zombies over the finish line by clicking as fast as I could using both hands - I might be able to get 5 if I really tried but it seems really hard and I was starting to feel the carpal tunnel so I didn't :)
This was great! really fun game! Great use of the mechanics of two different genres together. Really liked the opportunity to customize my deck as I went on. High score leaderboard to boot! Nicely done.
This game is really well done! I like the mechanics, and I liked the combination of a shooting game with a memory game, that was a lot of fun. It's really neat the way you have to multitask and split your focus to try and remember where things are while also dodging and aiming. Each individual task is simple and straightforward but the combination of multiple simple tasks that need to be done simultaneously was surprisingly satisfying.
Okay this was super funny. Love it.
Aesthetic is super cool! Love the vibe. Dig the soundtrack. Trivia is great. All the tones are great. It was a little jarring that the announcer would tell me how good car 41 was before I picked it, I guess that's the flip side of having the announcer on rails. Thanks for the awesome submission! 5 stars for mood for sure.
Thought the game was well executed. Rhythm game was fun. Music was solid. Shooter portion was pretty good. I didn't enjoy the multitasking at all.
Pretty fun! Good job. Love the visual style. Couldnt' figure out how to get iron or cotton.
Loved the concept. Felt like the lightning gave me not quite enough time to actually plan my path but it could also be my slow reflexes from getting older. Mood was great and the sound was really well done.
That was pretty fun! The music is good and not on too short of a loop. The gun sounds were really solid. Great gun reloading and gun shooting sounds. Lots of nice art. Frame rate was pretty low for me on Web GL build, which is too bad. I don't think the combination of typing to reload and shooting really did it for me in terms of fun factor, but I'm glad you guys tried it out.
Nice bit of humor. Liked the combination of typing and chasing. I do wish there was a way to stop typing one word and type another word instead. Loved the animation on the ~~prey~~human
Well that was really different! How fun. Thanks for giving this piece of tech a try and I also applaud your desire to learn something new every jam - I think that's a great idea!!!
Ha - that was really different. At first I was like "why no screenshots" but I'm not sure screenshots would have done it justice.
Very enjoyable. Liked the art. WEapon 4 was super fun to use. A text-based rpg indeed!
Took me about 30 tries but I finally beat the game.
I like the concept of a rhythm + stealth. The general objective of getting a key and getting out.I'd love to see if you have time to work on it more a better connection between the rhythm game and the movement game. Right now they feel like a physical challenge without tying directly into the theme of the game.
There's some really interesting elements to this game. The music really sets the mood and the audio when people are fighting is well done as well. I like the art style and the vibe, it all fits together well.
Great music, really like it. Would have liked some sound effects to go along with the music. It's too bad you weren't able to get multiplayer working I can definitely see this game would be pretty rad with some multiplayer. Basic mechanics were solid. I wish there was something more to do with the rhythm than the enemies pulsing on and off. I liked the control scheme.
@Evan Minto That is good feedback. Elite Enemies helps you in that they are worth more when you kill them but to be honest I am not really happy with how that worked out. Ah the nature of game jams right? I wanted the enemies to get harder and I thought it would be a good upgrade at first but in practice it feels awkward to be consciously making your game harder. If I worked on the game more I think I would definitely remove that part of the game and scale the enemy count automatically instead. Also - sorry about the performance issues. I noticed that too after a long time. I made an Android build and noticed the similar issue on my phone. I don't do any object pooling on the projectiles, I just constantly make new projectile objects and delete them when they're done. I suspect there's some garbage collection issues or something similar affecting frame rate.
The trophies are there as a victory item to just let people know they won the game. I find clicker games can be strangely compelling but I also know for Ludum Dare people don't want multiple hour experiences. I wanted some way to end the game and I thought buying a trophy to signal "You win you're done" would feel more satisfying than requiring everybody to reach the same level of progression before they could call the game done.
@microwerx The sound fx were made in bfxr. Glad you were able to get a kick out of the game even if you don't normally play clickers. It's definitely a guilty pleasure of mine.
@Aaron Nemoyten I'm glad you liked the voiceovers! I think I had 2 hours left in the jam when I was recording those and I definitely felt like it was down to the wire and stressful. Fun to record nonetheless.
@polegar and @Triastase Thanks for the feedback. It was definitely a tough call regarding enemies. I wrote the code for enemies to shoot at the player but then I realized that yeah - the enemies probably need to provide a bit of real threat to you. But because of the auto-pilot it was frustrating if you got hit when you weren't even flying the ship. This created a dilemna. So then I thought maybe it should just deduct money when you get hit, but not too much money. Just enough that you might care about not getting hit but it's still okay if you do. But then I ran out of time :) Ha. But yes I agree some threat added would be a good thing to add if I continue work on the game.
@ROBOWARRIOR1982 Grats on the win! You gathered all the trophies I see! :) Thanks for playing my game.
Sorry you didn't find the turret useful @TQV5964 , it's intended to let you shoot while autopilot runs.
@Gizmolo @HPMNK @gridsane thanks! Glad you had fun!
Congratulations @ddolgov ! Thanks for playing.
@EddyNeave Thanks for the detailed feedback! You're a champ for providing that much feedback. I agree the passive income is on the weak side. Good callout. I think it works well at the start with rank 1 but it doesn't scale at higher ranks as aggressively as it probably should. I'll have to keep working on my voice acting skills :) I enjoy doing the voice acting for my ludum dare games - I'll keep practicing! Also for the music - I'll keep working on that too. In the past I'd have these short 8-12 second loops that is common in Ludum Dare games but I wanted to a bit more variety so I created variations on the loop into a giant 2 minute series but even then I think it's not textured enough to survive 20+ minutes of being listened to. I think a "mute music" button probably would have been a good idea.
@Hisfantor Thanks for the awesome feedbakc. Grats on full completion.
@minibobbo Yeah I pretty much consider the game beaten once you've gotten 1 trophy. I figured I'd love 4 extra trophies in there for "completionists" who want to keep playing but the game doesnt' really change once you have all the upgrades. Also - I totally wanted to do more music! Actually it's funny I wanted to have "announcer upgrade" as an upgrade, where the announcer would say increasingly cool and complimentary things to you but I ran out of time for that idea.
@Kurama_Youko I totally agree. During development I actually didn't have time to playtest all the upgrades so the last 3 trophies just had some arbitrarily big numbers typed in. I think it's a great idea that in a post-jam version I would want to lower the cost of that final trophy or change how the "end-game" plays out.
Love the retro throwbacks. Kinda neat getting hit by 2 throwback games simultaneously! :)
Great music! Survived to the goblins coming from the other side. A little hard to get perspective on the towers and the enemies at the same time but all the core concepts of a golf / tower defense are there.
The multiple darth tater and projectile bosses were really hard. The combination of turn-based movement/attack and real time projectiles was surprisingly different but I found it quite fun.
Really phenomenal art. Loved controlling the boomerang. Got caught on a few invisible objects but that didnt' keep me from progressing.
Had fun. Got up to the rats. Saw the treasure chest but couldn't figure out how to pick it up.
I liked the "Focus" mechanic, where I could basically get more cards by spending AP but at the cost of losing a random card. It was intuitive once I got familiar and I felt like it was a mechanic that generally did good things for the game.
Okay this is a very impressive entry! I have a lot of little comments but don't let that detract from the fact that I thought you did a great job.
What program did you use for making your 3D models btw? It looks like you had a voxel editor that you were then able to use to export 3D models for unity?
The city mode itself is very impressive. There were some frame rate issues when placing roads and buildings but it is still impressive to have even just the city manager working in the timeframe of a jam.
At first I wasn't sure what to expect from the FPS mode but I liked the mechanic of visiting different people to get money.
I thought that as my city got larger I'd be able to make more money walking around but it didn't pan out that way. The distance between people remains kind of far and the refresh rate on how fast you can get money from any individual citizen is sufficiently low that it just makes sense to find 2-4 citizens who are close enough that you just walk between them for money.
That is, until I found money sitting in the bathroom of one of the houses and it looks like you can just walk back and forth over that and pick up money forever. I assume this is just either a bug or a tuning issue 'cause it didnt' seem intended given how it basically broke the gameplay for me.
Really impressive what you were able to get done in 48 hours!
Great idea. Challenging. I think the double damage was a nice reward for being on the beat. I felt the game fairly difficult to play trying to be on the beat but the correct "beat" was not the drum, which is what I typically associate with being the beat.
I like the idea of combining the two genres. I think I woudl have liked to be able to see both the puzzle and the space scene at the same time instead of having to explicitly switch screens between the two. I liked the generally relaxing mood but found the audio clip of combining the nodes to have a sharper sound that didnt' match the relaxing mood of the music and vibe of exploring space. Great start to a game!
Really great concept and fantastic interpretation of the theme. I was skeptical at first but after playing it I realized there really was something to your real-time turn-based idea. Very creative! I thought the game would have been more fun if the levels were designed so that the enemies and the level environemtn didn't end up in these situations so easily where you had to wait for multiple cycles to get the enemy to line up in the right position for you to make your move.
Wow lots of systems implemented. Combat, camera scrolling, enemy interactions. That's a lot of detailed systems to be implementing during a game jam. I felt like the story and combat felt like they could be a really gold combination, like a tactical turn-based game or an Advance Wars vibe in terms of top-down strategy and storytelling. Wish the story or the tactical "paid off" a bit more. As it is I felt like the story was a littleb it on rails and the strategy game didn't quite hook me, but it definitely felt like if you had more time to spend on the tuning and iteration it could really be something compelling. Nice work!
Good music. Good effects. For a typing game I would have liked a font that was a bit easier to read but that's okay.
I grabbed 2 friends and played this! That was a lot of fun! Very novel concept. I wish taking countries from each other had a little bit more defined rules to it, but that seems okay. Noticed that the different countries had varying stats. Would love to see those stats developed into more gameplay! Very interested to see what you would potentially do next with this.
Good art, good humor. Some of the text was too small to read. Would have liked to see some more interesting upgrades.
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Pretty cool concept. I think I found myself planting watermelons on the outsides exclusively and then corn in the middle. Not sure if there was much subtlety to the placements beyond that. I think I would have liked if there were a bit more aspects of planting more reactively in response to the enemies that you were seeing but since the enemies just showed up with continuous escalation there wasn't really a clear player heuristic to stray from that planting strategy.
Really liked the art. Really liked the originality. Love the mood of the whole thing - a farmer trying to defend his farm from the army.
Had a lot of fun! Getting the engine rev sounds to change with the speed of the vehicle was great. How did you generate the car engine noise? I died the first time as I was figuring things out and then on my second game made it almost to the third lap, I could see the finish line but then I think I hit one too many zombies and my game ended. :(
Wicked premise for a game. Loved the art and the general aesthetic. Good use of a minimalist art style. The music was appropriate. Sorta foreboding while having energy.
Really good execution on the tutorial. I love seeing tutorials integrated directly into the game world I always think that's a good way to do it.
Wish there were more missions! Felt like I was just getting warmed up and excited and then the game ended.
gotta have respect for the 8-bit implementations. Fun idea combining both a top down driving game with a rhythm game. It was hard to pay attention to both halves at once. I think I would have liked if the rhythm game and the music that was playing went together a bit more. But that's probably mostly a matter of time and of course game jams don't always afford that. Nice entry!
Interesting concept. Wish I leveled a bit faster since it seems that since the new areas are tied to leveling up I mostly had to grind some slimes in an area for a long time to unlock new areas which felt less satisfying than unlocking areas via exploratino or by fighting challenging content.
Really dig the music.
Really great art. Liked the voicing. The setting is great too. The cat is unbelievably cute. The mechanic of having to type out with the mouse made it really hard to play. Would have liked to be able to point and click to move around or to use the keyboard to type.
Cool idea. I think some of the disorientation might be from the rotation point on the ship being slightly off center causing people to not know where they are after the turn.
The game idea has potential though. Turn based with the exploration leads to a potential for some cool strategy opportunities.
Had a great time playing thanks! It was an effective mash-up of the genres. Retro style was great. Some of the crusaders were hard to reach but I assume that's part of the random level generation?
Really difficult game. Got to 20 points. It seemed a bit dark.
The animation on the movement was definitely ballerina style. I like the design on the abilities I think it makes sense to have the short and long range attacks on no cooldown and moderate cooldown, respectively.
It was a bit difficult to aim my laswer where I wanted. The enemies moved in a more continuous fashion, whereas my movement steps were in discrete chunks. This made aiming my weaponry sometimes difficult. Couple this with a lack of facing. I can understand maybe you didn't want to have to draw multiple facing animations. Perhaps one way to solve this would just a single dot or "forward" vector line drawn on top that points in the direction you're going to shoot next.
Pretty fun. I like the way you switch control to whichever of my characters has the ball. I did not understand the shooting mechanic. The shots didn't seem to do anything. Felt like it played mostly as a soccer game where you could shoot airguns with no effect. The sounds were appropriate and the passing and running the ball up and down the field felt natural.
That was surpringly fun! It was a good example of how to blend two genres together to make something new. Really liked the way the enemies blocked the path of the cars. Also pretty smart design decision for a game jam to make it so you don't actually die, the enemis reachign the end just slow you down a lot. This let's people kinda learn the game and feel success in the context of playing a jam game. Nice entry!
That was really fun! Good take on the theme. Effective use of the graphics style. The sound effects were also well done. Minimalist but appropriate in all the right places particularly with the explosions. I liked the ramping and I liked the choices. Also great use of a leaderboard with a solid leaderboard execution. Very nicely done!
Really great visuals. Good controls. I can see how this would be a good mobile game. I feel like the mash-up of the incompatible genres hurt the game more than it helped. It seemed like a well executed driving game with a dating UI that made the game worse or a dating sim with a driving interface that made the dating game worse. Would have preferred if the whole were greater than the sum of its parts.