You Only Get One Pig by Noah Ratcliff 2013-12-17T19:05:00
That game is awesome :D !
Good job.
Foon → Ludum Dare Explorer → Users → citsua
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Welcome to the Summoner's Shop | jam | 73 | 4.16 | 3.94 | 3.90 | 4.50 | 4.26 | 3.30 | 4.12 | |||
| 2023 | 53 | Delivery | 👥 | Santa's Workshop | jam | 167 | 4.01 | 4.01 | 3.45 | 4.26 | 4.07 | 3.64 | 3.25 | 3.53 | |
| 2021 | 48 | Deeper and deeper | Deep Waters | jam | 204 | 4.00 | 3.22 | 3.59 | 3.71 | 3.65 | 2.75 | 4.30 | |||
| 2020 | 47 | Stuck in a loop | 👥 | Red Baddies in Blue Sky Town | jam | 686 | 3.57 | 3.62 | 3.27 | 3.30 | 3.10 | 3.42 | 3.31 | 3.25 | |
| 2020 | 46 | Keep it alive | 👥 | Safe Haven | jam | 2.91 | 2.58 | 3.25 | 3.50 | 3.41 | 3.16 | ||||
| 2019 | 45 | Start with nothing | 👥 | The Legacy of a Loser | jam | 618 | 3.39 | 3.19 | 3.10 | 3.44 | 3.37 | 3.24 | 2.89 | ||
| 2019 | 44 | Your life is currency | Freedom | compo | |||||||||||
| 2018 | 43 | Sacrifices must be made | Apotheosis | compo | 132 | 3.67 | 3.82 | 3.16 | 3.50 | 3.47 | 3.38 | ||||
| 2017 | 40 | The more you have, the worse it is | Candy Overlord | compo | 281 | 3.47 | 3.47 | 3.50 | 3.66 | 3.81 | 4.00 | 3.47 | |||
| 2017 | 39 | Running out of Power | Spirits of Light | compo | 1.00 | 1.00 | 2.00 | 1.00 | 3.00 | 1.00 | 2.00 | ||||
| 2017 | 38 | A Small World | The Robot's Trial | compo | 161 | 3.58 | 3.25 | 3.34 | 3.27 | 4.12 | 2.95 | 3.26 | |||
| 2016 | 35 | Shapeshift | BodyGuardian | compo | 202 | 3.54 | 3.61 | 3.15 | 3.56 | 3.57 | 3.89 | 3.28 | 53 | ||
| 2014 | 30 | Connected Worlds | Tactical Dimensions | jam | 312 | 3.32 | 3.00 | 3.58 | 3.79 | 3.00 | 2.82 | 3.09 | 42 | ||
| 2014 | 29 | Beneath the Surface | Fish Simulator | compo | 812 | 2.92 | 2.71 | 3.50 | 3.58 | 3.46 | 2.00 | 3.00 | 3.13 | 40 | |
| 2013 | 28 | You Only Get One | One slime to save the day | jam | 472 | 2.48 | 2.86 | 3.00 | 2.43 | 2.52 | 2.59 | 2.33 | 52 |
That game is awesome :D !
Good job.
Yeah the game is totally broken but I'm gonna try to fix some bugs^^.
Thank you skysthelimit, and don't worry I plan to continue it :). Right now I'm focusing on debugging it but I'll release more versions after the Ludum Dare.
Zuige -> Yes, you only get one slime to kill everyone ! Or you only get one belly to store objects, or whatever you want.
Gaspard -> Merci beaucoup :). C'est normalement possible d'avaler des humains mais j'ai peut-être oublié de réactiver cette possibilité lors de la dernière mise à jour.
Everyone -> Thanks for the feedback !
Extremely addictive game with great graphics ! Good job !
Nice idea but I think it's too difficult to build something.
Thanks everyone for the feedback !
I updated a new Web build without the camera bug. I'll update the other builds soon.
Very polished game, with cute graphics and cool mechanics !
But having to redo everything everytime you die is annoying :(.
This is genius. Really, it's motivating. I wasn't located exactly at the right place but that's not really important.
I have no idea what the hell I just played but it was awesome.
And... was this game online o_o ? Or was it the AI suddenly invading my city and creating ponds and trees everywhere x) ?
Really fun game! I liked the gods' comments :).
I had to stop playing when I got stuck in the ground when I stopped flying :(.
Thanks for the comments :) !
There was actually a typo in the damage function, causing characters with high defense or strength to be OP.
I uploaded a new version which corrects this.
Really nice concept, too bad I'm just too stupid for this kind of games^^'.
The portal invasion took me by surprise!
Completely awesome.
Incredible level of finition for a 72h game!
Nice concept too, the drugs thing was quite awesome x).
Really clever concept, but the controls were a bit hard to use. The camera was quite annoying too, as were the clouds which blocked the view.
Despite these problems, it's a very enjoyable game :).
This is legendary. I don't know what to criticize. For me it was more "trial and error" than puzzle, but that's just my fault.
This game would totally sell on mobile, please do it and enjoy being rich.
Stars, stars everywhere. I only put 4 in fun because gameplay wasn't that interesting but still, I hope this game ends up in the top 3 overall of the jam!
Awesome job, clean design and great music! Just thought it was a shame that opening the collection didn't pause the game, it made it hard to read what each transformation did.
Nice moody game, was a bit hard to match the shapes but loved the graphics though :)
Thanks everyone :D ! The game is obviously too difficult though, so if you manage to finish it... Well played haha
Yes, I didn't have time to add sound effects :/
Thank you, and I don't think it's a problem since you can remap the controls before the game starts :)
Really clean and crisp game, maybe the movement was a tad too fast though. Hard but finally managed to finish it :D
Quite addictive game actually, awesome graphics and sound effects too!
Amazing graphics!
Interesting idea but it's a shame the controls were this sensitive, I stopped at the 13th level because that camera made me rage too much :(. Still great though!
Nice little game, even though the shapeshifting felt a bit useless in my opinion (like it wasn't part of the original gameplay). Nice graphics though :)
I got every answer right :D ! Nice little fun game.
I won! Man, I think this is the greatest concept ever. I didn't really understand how to use the T-Rex too and shooting lightning didn't seem to do anything. But still, amazing level design and idea!
I have no idea why I loved this game actually, probably the awesome music and the hilarious concept. The pieces were a bit hard to grab, but still, great little game!
Really clean project, the audio and the graphics make it look kind of professional. Loved the tutorial, reminded me of the little Portal 2 cutscenes :)
I really liked this game and played it three times (without ever winning of course). I didn't think it needed more handholding. For those who didn't notice, clicking on one of the actions (exalt, bless, curse, smite) tells you what it does. The only thing that wasn't clear to me is why a race that is average in combat got to 4 combat, and the one next to it that was very strong only got to 1 combat. I also felt like smite was underpowered, or maybe I used it wrong. Anyway, thanks for making this game, I really enjoyed it!
The concept of the game is really great! I had lots of fun playing it. Lots of content too for a Compo game! I didn't expect it to have this much planets. The fuel was frustrating however, and I think the game would have been way more pleasant to play without it.
Really great work! I hope you keep on working on this game!
Hilarious game! The noises, the little dudes' comments, the falling animation, the goals of the different levels... There was also a lot more content than usual for a LD game. The game is pretty fun to play. It gets quite frustrating in the later levels and I almost ragequit a few times, but it seems to be on purpose so it's not too bad. Still, damn those pants and those slippery feet! My only concern with this game would be the things that get destroyed when your foot is lifted, since there's no real way to know if you're high enough not to hurt anything. Great game overall!
Awesome graphics, but real tough game! I just couldn't manage to beat that planet. The "orbiting asteroid" animation was really satisfying to watch, though!
Really impressive growing mechanic and visuals. The mood is very serene, it's a shame you (I guess) didn't have time to add music. I didn't really pay attention to the score but more to the plants living their little life; I would have loved a "calm mode" where you have infinite seeds and just watch them grow.
Fantastic game. Really impressive; great graphics (especially in the overworld), fascinating lore. Even though the game didn't hold my hand, I was never bored or wondering what I had to do next. The audio was subtle but really help set the mood. Despite everything being so well done, there was still a lot of content and even a puzzle... Thank you for making this game!
Fun concept, it was nice to discover new combinations. Really pretty graphics too.
At first I was quite confused, but the more I played this game the more I enjoyed it. I thought the graphics were minimalist in a good way, meaning that I forgot about them quickly and it helped me focus on the gameplay. I ended up playing for way longer than I thought (~20 minutes). Great game!
Attention people, (small) spoilers ahead! The pixel art is really fantastic, even though the portraits felt a bit separate from the rest. The length of the game is also extremely impressive, and the story was unexpected in a really good way. The main problem with the game for me is the gameplay: - the game would benefit greatly from pixel-by-pixel movement. Some items take very little space in their square and you'd think you could walk up to them but you can't. There are also some items you can walk on and that feels weird too. - the mixing of mouse and keyboard controls doesn't work well in my opinion. I think you should pick one of them and stick with it. - the dialogues should have a minimum time on screen before they can be skipped. I often skipped dialogues accidentally because I was mashing my space bar. - the "minigames" (football, gardening) were quite underwhelming. The football kept getting stuck in my feet as I walked around and definitely didn't feel like a ball. The gardening thing just teleported you outside then back inside without transition.
I'm sorry for probably sounding too critical; I really loved this entry. This game is really an impressive feat for a Ludum Dare. Great job!
EDIT: I just realized that there was also a post-jam version, so ignore all the things I said that have already been fixed!
My experience with this game: smashing all them damn peeps before slowly giving up on life upon seeing the swarms of panicked peeps running around. In all seriousness, really great and polished game, especially since it was made in 72h. I have nothing to criticize, except maybe that the game is HARD. A bit too hard.
Thanks everyone for your kind comments! I've been working on the game since Ludum Dare ended so all the bugs you're encountering have been fixed. I'm also reworking the first level and I'll add more once I'm done. I'm not updating the game here though; that would be unfair, since I haven't fixed everything during the 48h Compo. I'll be sure to post the updated version on here though when it's ready!
@selbryn : I'm not sure I can since I don't have the original LD version of the game anymore, but I'll try! I'll make sure to look at your game too :).
I actually added a checkpoint system along other things in the newest version of the game (which I'll upload after the judging phase ends)! Thanks for your feedback!
Damn, you're right! I'm uploading it somewhere else right now. EDIT: Aaaand it's up! Thanks for telling me @jason-kennedy!
@jason-kennedy This time it should be working! Thank you very much for the info, I didn't even know there was an "universal" option when building the game in Unity.
@jason-kennedy: thank you so much for your feedback, and for your patience too! I know there are (were) a few bugs with the grappling hook, so that's probably what happened to you. But do not fret, for I have redone every module from scratch since the Ludum Dare and they are now mostly bug-free ;) I'm also redoing the first level (it had a really a bad and rushed level design, honestly). Thanks again!
@makiki99: that's really weird... on Windows at least the sensitivity is quite high. I guess it's a Linux bug, and I don't really know how to fix that since I'm on Windows. I'm sorry this stopped you from playing :(. I'll try to look into it! Thanks for your input!
@prototyke: thank you for your feedback ! You are totally right about the dialogue boxes. For some reason this thought has never even crossed my mind and you're the first to notice this problem. Thank you very much! I don't really understand what you mean when you say you want a "display when the grapple is about to be used". Do you mean "once the line has been shot"? If so, you're right, and I'm working on fixing that. If you meant "when you can release right click to launch it", well, if you're aiming (maintaining right click), it already means you're about to use it!
@philomory: thank you! I am very glad you like my graphics style, especially because I am pretty bad at modelling so I am forced to use this kind of visuals. You're right about the magnet, but there was also a secret (non intended, one of my friends discovered it) way to use it : you could basically create a "magic carpet" of cubes and fly to the big island! Anyway, I would have loved to make the level longer, but unfortunately I spent too much time on the modules and made the actual level in the three last hours of Compo. But, in case you come back to read this, I'm currently redoing the level from scratch and I've already added a few new functionalities to the magnet (for example, you can aim and shoot your metallic items like a gigantic spike). Thank you again for testing on Mac, it's useful to know how my game works on each OS!
@pavel-kouril, @behenate, @marin0104, @occultone, @sputnik3d: thanks everyone for the feedback! I'm really glad you (mostly) enjoyed my game. Thanks for the criticism as well, it's really helpful!
I won't talk about the first version even though I've played it since people have already given you enough feedback. My feedback on the improved version: the collisions are still buggy. I think you should look for a 2D platformer tutorial so you can program your collisions and movement in a clean way, that'd be an amazing improvement! The level design is much better compared to the first version but your goal is still not clear. I didn't understand why there were thought bubbles coming out of the walls, for example. The zooming in/out should be smoothed too. Keep up the good work!
Really nice idea, and well executed too! I especially liked the little wobbly antenna on the character's head. The music was simple but entertaining, even though (I don't know if it's a bug) most of the sound effects I only heard in my left ear. However, gameplay was a bit frustrating. There are a few things that could have been changed in my opinion: - it's difficult to know where the character is looking since it looks at the camera whenever it stops moving. It also makes it difficult to know where you're going to shoot while jumping. It would have been great if the character sprite stayed turned right/left. - the movement has too much inertia. Sometimes you stop pressing the arrow and your character goes on, ultimately falling off a platform or into a spike. - the jump feels hard to control too; you can't really move in mid-air and you go up really fast.
Still, lovely concept and visuals! Great work!
Relaxing and simple game, with very polished graphics and music. Really appreciated it.
I absolutely loved this game. I played until there were too much amoebas for my screen. I love the little sound effects and faces they do! I have no criticism to do at all, sorry.
Pretty game! Cool concept too. I lost twice, then my car just wouldn't appear anymore. I think a little arrow or a map showing you where to go would be helpful. I also think it would maybe be better if the camera rotated towards the direction of the car but that's probably subjective. Great work!
Great game! I really had fun. I kinda felt like Indiana Jones with the ground crumbling under me and thoses moving boxes. The movement felt great, except maybe when I was pushed by the boxes my movement became jerky.
I liked the simple graphics, even though I think the game was a bit too dark but that's probably subjective.
My main concern was the depth perception. I played on "fantastic" settings, but I still had a hard time navigating between the platforms. I'm not sure why; maybe it was the dark background, the perspective, the thin platforms or maybe a blob shadow - as some others have said - would have been better.
Overall, really fun game with a great length for the Compo! For your first Ludum Dare it is especially impressive. I hope you keep working on it!
Genius concept! There are not many people who can create an online game in two days, yet you did, and a fun one! Great work!
Wow, I'm so bad at this, it's incredible. I'm going to comment on everything that isn't related to gameplay, then. The graphics are really clean and professional. Same thing for the sound effects. The game looks/plays/sounds like something out of the Play Store. You should seriously consider putting it on Android/iOS actually! Great job!
Pretty graphics! I found the music to be really stressful, it really gave a "survive" vibe. I have to admit I couldn't focus well on reading the help menu when the music was basically telling me I was going to die in a few seconds. I would have personally appreciated it if bringing up the help menu paused the game. The controls were a bit finicky, with the jump having a weird feel and my character sometimes getting blocked when walking into plants. For some reason, some crops couldn't be planted and some plants couldn't be harvested. I also didn't understand how to get oxygen and I eventually died because of that. There's also a bug when you die: you can press Escape and still play the game for a second, then the "you died" menu appears again, then you can press Escape again, etc. I'm criticizing a lot but that's in hope you fix these little things, because the game was a nice experience and I'd love to play an updated version of it! The god mode was a great touch too, keep up the good work!
I have no idea what this game was about, but I liked it. The graphics are very simple but the lighting makes them look extremely pretty. The sound was plain annoying though, I would have liked it way more if there was an ambient music instead of this. I liked the design of the tentacle men and their animation, and I absolutely didn't expect them to just, uh, become part of me. The mood was a bit unsettling and I liked that. Even though there was no text it was quite obvious what the player needed to do, so that's some good level design I guess.
I think you should have added a blob shadow to the character though; right now it's hard to see where he's going to land. I also think you shouldn't have smoothed the camera rotation this much, as it is pretty but really way too slow.
Solid entry overall!
Gorgeous graphics. I appreciated the fact that you didn't try to hide the lack of content, but rather made it work with the funny dialogues. Bon travail et bonne continuation :) !
Really great game! My only complaint is that I finished it with 49 sheep. I feel bad.
Cool idea, it's a shame the punching in itself is a bit frustrating because of the slow animation and the weird hitboxes. Still, nice graphics and music!
@rongo-matane : Thank you so much for your feedback! Actually, the game is meant to be played using WASD, not the arrow keys. That way the controls make more sense! But you're right, I should have written that somewhere.
@zirrrus : that happened to me too when I played the game fullscreen, but doesn't happen when I play it windowed. Don't know why though... So maybe that's the reason Were you already transformed into a ball when that happened? Thanks everyone for your feedback
Thanks everyone for your kind comments and suggestions! I'll try my best to add sound next time.
I had a lot of fun playing this. My only complaint is that it is too easy as you can just enter a level, steal a few objects, leave and do that as many times as you want. But that's not really important in a LD game, I'm just nitpicking. Good job!
Funny game! The graphics are nice and the music is fitting. However, I felt like the trajectory of the presents was weird; it made the aiming feel kind of unnatural.
Great game! The weapons all have a great feeling to them. Holding middle mouse button made me scroll the page in the web version though, so that was not very practical. Apart from that, my score showed 0 enemies killed even though I killed a dozen.
Interesting game. I think it's too reliant on luck though; I had games where everything went smoothly and others where I died almost instantly because there was nothing to mine. I also think the ships reproduce way too fast. Good game overall!
I don't know if I'm just stupid but I found it almost impossible to move in a straight line. It's a shame because this rendered the game basically unplayable for me. However, the graphics look really nice and the procedural generation is a cool effort.
I loved the heads changing after each death, the funny dialogue and the graphics in general! The controls felt really awkward though, with the knockback turning your character around, the gun not hitting enemies if you're too close and the dash having no feedback at all A cute idea with a lot of small things to fix, if you ever do a second version I think it could become really enjoyable!
Impressive game! Very strong mood, like depressing but in a good way. I also got an astronaut kid who saved my family with his 6 figures. There were some things I didn't quite get, such as how to get a better environment (cleaning didn't seem to influence it much) or how to increase beauty/obedience. My kids never got to see grandma :(
Anyways, I just spent a whole hour on this game. Very good job to you guys!
Really impressive game! Amazing how you managed to cram so much content in just 48h. Tight controls (which is rare for LD entries), except for what has been mentioned before about the "coyote time". Very clean graphics, good sound design. I had a lot of fun.
I couldn't find somebody to play with so I just opened two games as you suggested. I thought the concept was really smart! It's a bit limited; it would have even more potential if there were items or events, but I understand the networking part took a lot of time. Nitpick: the followers blocked my movement pretty often and I had a hard time distinguishing my character from them.
It's a shame that not many people will try your game (because of the multiplayer aspect), I think you deserve more exposure. Good work!
Thanks everyone for your comments!
@yyz : wow, now that's some feedback. I agree with you on pretty much everything.
Weapons: yeah, I hoped the lenghty tutorial would encourage people to use multiple weapons, but in the end even when I playtested I didn't switch much. If I had to redo it, I would probably replace one or two weapons with something else. But maybe this way everybody can find a weapon they like! Personally, I played mostly with the hammer (can hit just by flinging it at enemies, without even attacking) and the sword (the paralysis is pretty strong against melee enemies and big groups)
Aiming: this is a very annoying bug that sadly I couldn't fix without wasting too much time. I think it may have something to do with the perspective, as you said.
Since I didn't have time for sounds/graphics I tried to compensate with screen shake and particles, and I'm glad you noticed and appreciated it! I published ten minutes before the Compo deadline so I didn't have any breathing room for the creative aspects of the game :(
Thank you very much for your detailed feedback, I'm really happy you enjoyed my game!
@bificommander : thank you very much for your feedback!
The heal being bound to A is my mistake, I have a french keyboard (AZERTY instead of QWERTY) so I have to switch the controls before publishing. I changed the movement keys but forgot the heal. My bad!
Ah, yeah, I completely didn't think that you could press Q before being hurt... And you didn't see it since you never died, but if you die after completing the tutorial you don't have to do it again, you're directly teleported to the first room. You're completely right, you should be able to restart whenever you want. Thanks for keeping on playing despite those problems!!
The walls being invisible is on purpose; all walls facing towards the camera (if that makes sense) turn invisible when you get past them, so as not to obscure your vision. I know it looks a bit cheap, but I didn't want to waste time on this issue.
I'm glad you ascended and had fun :)
Thanks everyone for the comments! I'm really glad you're mostly enjoying it
@pompi-pompi: did you try the latest version? It was uploaded right before your comment so maybe you got the wrong one, but this problem was fixed in it.
@vlandemart: I didn't feel the player was too slow but you're the second person to say this, so maybe you're onto something. Didn't think about the fileshare site! I'll upload it on Google Drive, thanks
Beautiful lighting and really awesome game in general. The 'supervisor' reminded me of GLaDOS
Pro-level voice acting right there! But what do you mean "there is such a thing as too much slapping"? You must not be a true Slap Elder if you hold such beliefs!
I don't know how the theme made you come up with this idea, but I'm not complaining, it's an original one :D
Great graphics! The controls feel a bit awkward/slow, but this is a cool concept
Cool concept, it's a shame the rock gets stuck in scenery so often. I liked the puzzles!
Cleanest game I've seen this LD, extremely impressive. Played both the original and post-jam and as others have said, the original was way too hard. The post-jam version struck a good balance I think. Great work!
Absolutely beautiful game, especially (visually) the last ending. I really love the graphics, and even though my dog was just a cube I thought he was really cute with his jumping around and barking. I hoped the game would go on for a bit longer but sadly those are the limitations of a LD game :( My only complaint is that the movement was clunky/slow which was a bit annoying when you had to replay the same part over and over to get all the endings. But that's really minor, and yeah it's a really polished entry with a powerful mood. Good work!!
I loved it, it's a soothing experience.
@lauryn @actual-potato-69 Thanks for the feedback! You can your job back after losing it, you just have to wait 5 months. I had forgotten to write it in the tutorial, so thanks for reminding me!
@lauryn very glad you like it! @hexcolyte not sure if I understood you correctly, but you actually can improve your genes! If a girl likes you enough, she will get pregnant, and after 9 months a child will be born, inheriting both your characteristics. You however cannot continue your lineage once you lose.
@zuf I about died laughing reading your comments. Thank you so much for enjoying our game
@ladyvardoula there's a 5% chance that it does, and it's worth it!
@keppu wow, thanks for your story! Sorry you couldn't build a family with Rebecca... Hope she'll be there too in another life Most of the things you're wondering about were explained in the tutorial (visible on the game page). You can only call girls once every three months, and you need a car to go to the club. You're right though, we wanted to put those informations in-game but we didn't have enough time.
You actually unlock quite a few different jobs when training your stats (teacher, athlete, model, engineer...). And I would have loved to have more visual variety too, and as we plan to keep working on this game for a little while, it'll probably come in the future :).
Thank you so much for your detailed feedback!
Funniest game of the jam I've played so far!
Really fun game, and amazing character design!
Very cool concept, but I often found myself fighting with the controls. The keys on the keyboard not being in the same order as shown on the screen didn't help. Still really cool, I loved the idea of mixing different hazards
I loved it. Really polished and fun.
@dome there is an achievement called "Genocide" though... I'll let you guess how to get it!
I really liked the concept, but the execution needs a lot of work. The gameplay experience is harmed by a lot of small details: music volume too high (I put it on minimum and it was still too loud), mouse sensitivity waaaay too high, movement speed too high. The puzzles were pretty cool, but since most objects in the scene aren't really identifiable (they're just cubes or spheres, I understand you didn't have time to create models for everything), there should be something that indicates what can be interacted with. I think your game really only needs a few things to be really good. It's impressive for a first jam!
Short and sweet... Well not exactly sweet haha, especially that ending. I love the concept, and the execution is very clean. Really great job.
Cute concept and graphics :). Didn't manage to write anything that made sense though, might have been nice to be able to go back to a previous word, when you can't find one that follows it up nicely.
@narom42 Thank you for your comment! You can beat it indeed. There's a note near the lighthouse that might help with that. And if you got lost, it's probably because the fog gets thicker over time. It's fairly easy to navigate at the beginning, but near the end it gets real harder. The key point not to forget is the first clue: NORTH. Thank you for playing :)
Very cute style, and relaxing gameplay. It's a shame everything can be done using only the mouse, except for unselecting. You should be able to unselect using right click for example. Also, I did reach 5km, but the game still told me I lost :(.
Neat little game, but I had a hard time wrapping my head around the controls at first... And they feel a bit wonky even when you understand them. I liked the little robot's design, and the concept, but it definitely lacked a bit of polish. Cool choice of music. (faites attention par contre, vous avez laissé du texte en français un peu partout haha)
Neat little game with a surprising amount of content! I expected it to be just an infinite game with only the basic screws, but the various "enemies" and the switch to the hammer definitely made me smile. My favorite part is probably the overall presentation: it's suuuuper clean.
I'm really enjoying this! Sadly, I am stuck on Jerry's puzzle (the one that looks like GPS coordinates). Can I have a little hint?
Thanks for the hint! I finished it. Was a really cool experience, I enjoyed it very much.
The graphics look great, and the music sounds great! The controls are a bit wonky at times though, sometimes it felt like I was hitting invisible walls. I can't say I liked the gameplay though. I'd have liked it if the submarine was fun to control, but right now it's very stiff. Played twice, but didn't manage to find all of the ruins.
I finished the game, but I still don't understand the main mechanic... I like the idea though, sounds interesting, but it would have been much better with a clearer explanation at the beginning.
Wow, that's definitely a unique idea. No idea how you came up with this. I may be stupid, but it took me an embarrassingly long time to understand what I had to do on the bottom screen. Once I got it, it was pretty fun! I also enjoyed the visual style.
Thank you all for your nice comments! @marcos-tulio-cavalcante yes, we definitely wanted to make an interactive tutorial because we knew it'd be confusing for people that aren't used to automation games... but in the end we barely had time to add that basic text tutorial haha
Thank you so much @zungryware!! We're going to upload a post-jam version soon with a bunch of new features, we'll make sure to fix this bug too if we manage to reproduce it.
Fun little game, though it's lacking polish. I also had no sound at all.
Cool visuals and neat minigame, but it's really impossibly hard. The instructions that said "mash" even though you need to hold the key did not help lol.
Very innovative concept, and lovely graphics. I liked the concept of trying to find the right message, though the answers sometimes seemed unfitting (I said "my kind king" and he answered "friend? no one has called me this for a while" or something like that). Great work!
Nice and clean aesthetics, interesting mechanics! Sadly the game gets cut off right as the puzzles become interesting, but well, that's how game jams are.
Very nice game! Love the polish and all the tooltips. Some details really impressed me, like the Shine visually turning into a shield when you kill it. I'd say the game was too easy, but I think it's pretty much impossible to correctly balance a game during a jam.
Really good feeling of speed! The controls felt a bit too floaty to me, but maybe that's because I'm unfamiliar with this genre of games.
Incredible concept and execution. Felt like a real burger artist putting those mustard dots on top.
Thank you all for your nice comments <3 @istade Thank you for your feedback! Not sure if you noticed, but you can open the book at any moment, even during a ritual. You don't necessarily have to memorize the steps beforehand.
@tentacledream Thank you for your feedback! The ritual steps being in the book and not on the UI is a design choice, but I understand it cannot please everyone. Bad timing though, I just added a web version lol!
Cute game! The mechanic is both easy to understand and fun. Not sure if I'm stupid, but I couldn't figure out how to put down web as the spider. I just ended up skipping the levels that needed it.
Excellent short game. Easy to understand, fun to play, super polished!
Cute graphics, and simple but fun concept! I lost on the second day even though I fulfilled all the orders :( I'd say it may be a bit too severe.
Fun concept! The controls were way too obscure however, and I had a hard time figuring out how to put items inside the cauldron. Would benefit from some more ingame prompts!
Very intriguing game that kept me hooked for a while! However, like some others above, I couldn't manage to pass the switch puzzle.
@fabighindaru Hey don't be sorry, things like that are bound to arrive in a game jam context, especially with such a risky game! I still had a lot of fun on Discord theorizing with a friend :smile:
At first I was surprised there wasn't any challenge or thinking involved, but after some time I found it weirdly relaxing and I felt compelled to finish all the creatures. Cool work!
Super cute game! Loved the general polish, the different visuals for each ice cream type, the little magic wand, the dialogue sounds, and the music. Only two nitpicks that I have seen in comments above too: the sign recognition was a bit iffy at times, my "gluttony" especially kept getting recognized as "greed"; and I think it would have been better if the text already wasn't highlighted in red during the second day. Props to the team!
Amazing pixel art! I really liked the little cursor too. The gameplay was nice at the beginning, but when multiple classes were added I found it tedious to switch back and forth between screens.
One thing: at first I tried to play the web version on Opera (Chromium), and I couldn't click to pass the very first dialogue. Everything worked correctly in the windows build
Very cute concept, and pretty pixel art! By the second day however I got a weird bug where it seemed my cat was drifting to the side, even after resetting with X.
Really funny short experience! Nice twist at the end.
Clean little game! As others said, it quickly became repetitive, and adding a little twist (like having to summon multiple things in the same sentence?) would have been cool. Great work!
Suuuper pretty artstyle!
That programmer art is cute lol. Some tooltips on hover would have really helped to make mechanics clearer.
Good base for a game. I liked the fire effects, and the feeling of drawing your own spells. A shame you didn't have the time to add all the features you wanted. Nice work for a first jam project!
Very cool concept! The balance needs work however, as I understood after my (miserable) first date that I just had to never play the "issue" cards and let them stack the brooding modifiers. I'd have liked to see more retorts from the witches too! Great work.
Cute game with nice polish! The assets used look great. Weird thing though, it seems the final score written in the middle of the screen and the score on the top left do not correspond?
Super fun game, and interpretation of the theme. Loved all the curveballs you threw.