Deal with It by midgard 2012-09-10T19:09:00
The horizontal acceleration is a bit odd. I found the last three levels easier than the first ones, but may be I get used to the controls.
Foon → Ludum Dare Explorer → Users → Colapsydo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 30 | Connected Worlds | Fuga | compo | 418 | 3.34 | 2.81 | 3.64 | 3.80 | 3.08 | 3.26 | 1.92 | 3.48 | 100 | |
| 2013 | 28 | You Only Get One | Space Postal Service | compo | 212 | 3.38 | 3.05 | 3.29 | 3.58 | 2.84 | 3.55 | 3.26 | 3.10 | 100 | |
| 2013 | 27 | 10 Seconds | Atomic Time Raiders | compo | 356 | 3.26 | 3.23 | 3.10 | 2.47 | 3.16 | 3.47 | 2.49 | 3.23 | 100 | |
| 2013 | 26 | Minimalism | Drimonna | compo | 303 | 3.43 | 3.32 | 4.13 | 4.13 | 2.56 | 1.50 | 1.46 | 2.72 | 94 | |
| 2012 | 25 | You are the Villain | The Villains' Empire | compo | 511 | 2.73 | 2.30 | 2.79 | 3.25 | 2.99 | 3.00 | 1.83 | 2.55 | 100 | |
| 2012 | 24 | Evolution | Ulovetion | compo | 512 | 2.72 | 2.37 | 3.28 | 3.68 | 2.48 | 1.32 | 1.85 | 2.33 | 100 |
The horizontal acceleration is a bit odd. I found the last three levels easier than the first ones, but may be I get used to the controls.
The fact that biting gives you some speed is a bit strange, and the parallax in the last level is a bit too much may be.
Otherwise everything is great, especially the tunes which are all incredible.
It take me one game to understand the mechanics, but the second one was really enjoyable.
Thank you for creating it.
Nice idea, but yeah the controls are a bit harsh sometime (especially jumping over those skeletons). I liked the references for the enemies.
Really nice presentation. AI works well. It seems a good base for a bigger game.
As a lonely gamer, how I miss the AI.
But even without the game remains awesome. Cards seem well balanced. Really nice game.
Really nice use of the theme.
Is there enough gem to evolve the whole world ?
It was nice to chase all these flies since movements are smooth. I miss some action when all the flies are destroyed, some kind of "Victory" screen.
Nice puzzle game, but since we got the mechanics, challenge just disappears.
The fact that you have to choose your descendant is interesting. It could became a lot strategic.
The inversion of direction between movement and shooting brings too much difficulty.
The idea fits the themes and the three game are well executed.
The game stop after space invaders, I don't know if it's the end or not. In case, it could be great to put a screen to inform that the game is over.
I liked the way enemies are following the player. I miss a second level with the evolution of my character. You should try to continue the game.
"Kill them like Mario" is definitively the best tutorial instruction I ever read. The breeding concept is nice, it could give birth to a whole plateformer/puzzle game.
Humor is present from start to end (both ends).
The gameplay is simple event if it takes few tries to catch the way the mutator works.
Fun and clever, I loved the mouse trap.
it seems that the loosing conditions remains even if we destroy one of the big guys. It results it's quiet hard to go through the four.
The first part is quiet fun, but since I had to wait 7 hours to reach 10,000,000 I decided to stop.
Wahou, this game is wonderful.
Nice, simple, and addicting.
Maybe a bit too easy, some restriction on the black moves should have create more complex puzzles.
I would have tried also to implement some drag and drop for the pieces and may be create some variation of notes for each colour in addition to the variation on the action.
But these are details, this game is great.
The camera movements can be a bit messy and during action it could be fatal. Controls of the characters are quiet difficult at start but with some adaptation it could be ok.
I wasn't able to figure to what ability were connected the colours bar (apart for the life one), but it was a nice idea which fits perfectly with the theme.
I enjoyed discovering all the evolution forms, but I didn't made it till the boss since the hunger killed me everytime.
Nice and difficult as a scroller should be.
Controls could be tricky sometimes, but I like the concept and levels are well thought.
Nice realisation and animation.
It would have been nice to used our new abilities more than once, and having some challenge to get the Goo.
The starship evolution is really well done.
Controls are fine, difficulty is increasing nicely.
May be it could a bit confusing near the end when there is a lot of enemies.
A great game with a nice music !
Nice concept and graphic interface.
It will sound like a whim but I would have enjoyed flowers sprites and some garden background.
So much particles ! It's great to see always more blood when an upgrade is activated.
As said by others, a bit more of interactivity would have been great.
Also the music is nice.
Having to replay the intro part each time is not helping to beat the difficulty.
Otherwise, nice pixel style and animation. Music and sounds fits. I will play it again when I will have some time.
Quiet hard to play, but fun.
It seems that even with more space occupied than the red, it's count as less.
How frustrating it is to see all these Mincertrons starving when there is plenty of food just behind them.
Invece io, non sono rimasto zen.
Mixing various gameplay inside a story was a great idea.
I took the ancient way, but I'm not brave enough to face again the rabbits to see how is the modern way. Regarding that part, I liked the fact that it was impossible to go back, it influenced a lot the gameplay.
It sounds like chocobos breading for me.
Nice mechanics for the kitten. A bit hard sometimes to click on small cats and loosing money in fish instead of earning it.
Nice and complete.
For the sake of our left clik, it could have been interesting to add some continuous movement on mouseDown, imo.
The gameplay is appealing, and maps are so nice. Great job on the generation.
The strategy aspect could be reinforced with a better visualisation of roads and paths, imo.
Puzzle using the upgrades are nice, but controls are a bit dubious.
This game is just playing around with our emotions. If you want to rise a winning team, you have to wish the death of the team you were cheering during the previous battle.
Hopefully there are just beetles, monkeys would have been worst.
A great game, I enjoyed trying to create life on my planet (didn't succeed).
May be a bit more interaction between invaders and the planet, it's not clear when they hurt it or not (but it's just a detail).
I like the enemies moves patterns.
The game should have been directly in Hard/ultra/turbo, there it's challenging.
Chickens, elevators, Ryans everywhere, all the ingredients of a good beat em all are present.
Fortunately, there is no jump or a super attack, otherwise it would have been too excellent.
Terrific game.
The idea is fitting nicely the theme, graphics are astonishing even if simple (particles and glow, what else?), and difficulty is correct.
To carry on with the idea of evolution it could have been interesting to gain something after the boss, in order to add some replay value.
platypus + mutation = great game for sure.
Sometimes we get out of the screen and there is no way knowing if we are coming back or running away from the scene. Some arrow to indicate our position or a scrolling could be a solution.
@Zed: Yeah, I admit it's a bit confusing.
Each gate has a transformation function, but this function take as an entry the step of evolution and result in a angular translation of the transformation.
For the disappearance or the splitting, it's a random process at the fifth step (the combination being made of four step).
Nice game. It miss a replay action, which allowed you to start from the zapper since you got it one time.
At the end, the game just freeze for few seconds and then a "The end" screen, a bit frustrating.
Quiet fan of the scoring system, great idea as the whole game.
The game is very well realized from graphical and audio point of views. It was quiet relaxing and thrilling at the time to follow fishes to scan them.
The music is really great and synchronise the boss attacks with it was a nice idea.
Enemies movements patterns are classic but efficient, it's a pity that in the jam version they're a bit jerky.
The concept is nice, levels are great, and there is even replay value. Really a great game.
I liked the sonic reference when the character is underwater for too long.
By the way thank you so much to put the soundtrack in DL, musics are beautiful.
Nice concept, slightly changes in gameplay in addition of changes in graphics would have done something really nice.
Great.
May be adding more time for some "mission", it's a bit frustrating to build a set up and when big aliens arrive, the game just stop because of time.
Is the music randomly generated ?
The concept is interesting, but there is not enough visibility of interactions between species and how the situation evolves.
Good little game.
It could have been nice to graphically differentiate enemy's projectiles from ours, sometimes it's easy to get confused.
Good interpretation of the theme.
The music is really nice and fits well.
Do you plan to make a postCompo version with the complete game ?
Interaction is a bit minimalist but music is so nice.
This game is so original.
I definitively like the way each action has a different sound, even if it's not always nice and melodic, it contributes a lot to the atmosphere.
I'm not sure to catch why I'm a villain, but nice work on the water particles.
Controls seem odd but if it was designed for android it make sense.
Fun game and great music.
The spider moves are quiet realistic, and actions make the gameplay fun and challenging.
Like some other, I found a bit frustrating to always come back at the starting point in the second level.
A bit tricky sometimes to understand where it's shooting but still fun.
I like a lot the Game Over tune.
Nice work on the various characteristics of traps and enemies.
Simple and efficient.
The tune is so nice that it's not a bad thing to loose since we can continue to listen to it.
Oh no ! What have I just done ?
There is some reverse GLaDOS relation in this game. I like it.
The story is really nice, and it fits the game.
I like the combination of color puzzle and ability.
It could be interesting to work on an enhanced version.
The pressure time based selection is a superb idea.
Really great job done on graphics.
(btw, thanks for your kind advice regarding my entry)
It exudes sickness from every aspect. Really immersive !
The game is fun and I really like your character design.
Clicking is a bad idea.
I spent a nice time playing this game.
I found the level well designed and I like the various sprites.
The music is nice and Christmasish but a bit too repetitive.
Game&Watch seems to be the trend for this LD: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=4681
I think your game also misses a loosing condition. Like RexPeppers suggests, having to avoid trains could enhance the gameplay.
I like the music, it gives the game a dark atmosphere.
This is a really nice prototype. It would have been great to see what was your final project.
I like the idea of rotating tiles in order to create path.
However I didn't find a way to get rid of the heroes.
Effective concept, I like the control of the pyramid (even if the acceleration is sometimes a bit rough).
With some imagination, it's quiet interesting.
Really nice game.
Maybe the first squishing phase is a bit too long but, just a detail.
The light based mechanic is really great. I also like the fishes animations.
The intro and it's FFVIIish tune, the talking scythe, the gameplay, and the quotes, everything is fantastic.
I didn't succeeded to reach the 666 points, but I will.
Destroying those buildings make this Goatzilla more a hero than a villain.
Great game but now I have to eat some ramen.
I like the physic of the bile, and the way light decrease, it really create some atmosphere in this game. It was nice to see red shape hearts being the thing to avoid. Mike Jagger could be proud of you.
I Like the variety of enemies and the evolution of the gameplay. Nice idea for the reverse leveling instead of dying.
The non updated version seems really impossible, The update version instead is challenging.
It seems that clowns can't go everywhere, it would have been nice to indicate with some drawing code the place they are allowed to occupy.
The game is nice, and the music is wonderful.
I like the variety in the ennemies we control.
I like the concept.
But the different units aren't well balanced (I've got the same problem on my game). The lezard can't make three steps when the purplepgm just cross the whole screen and destroy Jacqueline in few secs.
It was fun, but maybe an autofire could save a lot of mouse in the world.
I like the dragon which look like some kind of space harrier shenron (I don't konw this amiga samurai).
Well written story, and nice use of choices.
The gameplay is maybe a bit repetitive for a full replay, just to see all the choices impact but excellent work on creating a unique world.
Police officer are maybe a bit too fast for me, and I didn't found winning conditions, but the game is fun and I'm really fond of this game's graphics.
It would have been great to have some tooltips on the squares in the factory, in order to have their costs and their purpose.
I really like this game.
The mechanics is really fun and levels are entertaining (when it ends the first reactions is: MORE !).
Maybe the interpretation of the theme is too subtle.
Also, it only works correctly on chrome.
Nice game.
I like the global characters AI.
I like the idea of having some multiplayer experience even if there is no other connected players.
Both part are complementary. Each time one buys a new part to its base, it's hard to resist the will to gain more money.
Maybe it lacks some feedback about the scoring and the money earned.
The shield/life of the spaceship is really nice.
Nice game, and a really nice entry for 48h.
I really like the way the opponent's fire speed just increase to avoid number superiority.
The graphical evolution of the spaceship is as nice as the upgrades.
I encounter some serious lag issue when the game was quiet long, and I think it's a consequence of the objects not disappearing after a while.
Great work.
Good job on the scoring system.
Controlling the trajectory is quiet difficult, but the concept is nice. I think curves are changing too quickly in order to have a real control over them.
This is a type of game where I'm happy to be on the villain's side. It would have be nice to have a loosing condition since with patience and a lot of missile we always win. Also I miss a small tune.
Without challenge, there is no fun. Playing such a game without difficulty is, imho, a waste of time. Hence the difficulty is just right.
Is there truly a part of random in the AI choices ?
I'm looking forward to see some extensions.
I was expecting Wonder Girl as a third hero.
Did you find a way to dilate time in order to make 48 hours a week ?
Really nice work on all levels.
I will repeat what others said, but the game mechanics (AI + shadows + backstab) are impressive and make this entry fun and involving.
@nSun: yep le jeu souffre entre autre d'un problème d'équilibrage, mais cela reste possible.
@sclark39: It should be an advantage to shoot with one ship or an another since it modified a bit the "hero" moves, but it's AI is fore sure too rudimentary. Playing on this modification of the hero moves and selecting the right ship you can succeed to dodge most of the attack.
Tanks for your comments.
Since LD is an international contest, let's try to keep comments in English (ok, bad English isn't better but at least everyone can understand).
@Manest: I agree player controls have too little influence on the attack phase, but they are mainly present to dodge. The issue regarding attack is more about the balance in projectiles damages.
I'm writing a post mortem mainly about gameplay issues.
@juaxix: I always do it that way when I have multiple behaviors to deal with. Is it wrong ? (I'm learning).
@DTG/berareu: Yes this is the main issue, the player do not have enough control since I didn't have enough time to come back to it (you can read my post mortem if it's not too long for you).
@bms: Thank you for the tips.
Thank you all, for playing and leaving me your feelings about it.
@har_g: Actually it's not pixel art, it's stretched vectorial drawing (cf post mortem). It was the first time I used it and I like the result, but I understand that some people might not like it.
@Dir3kt: Thank you. I'm thinking of working on an enhanced version when the rating will be finished.
@BlackBulletIV: The text intro is also a loader for music and sfx, since Dropbox is experiencing some troubles right now it takes more time to load.
Please, if you encounter this problem just wait few seconds.
Graphic and sound arts are so true to the real Game&Watch.
It maybe misses a loosing condition which will greatly enhance the gameplay experience.
Nice work !
This all mouth-made soundtrack is nice.
A little visual/audio signal to confirm that the element has been clicked could greatly enhanced the game.
I really like the idea of being each character. And musics and arts are incredible.
In case you plan to continue working on it, I had some unwanted behavior. Playing the scarecrow, the bird hit can loose the seed out of screen, then it try to exit from the scene and get stuck forever.
It's a pity that we cannot clearly see the spider during game, it's seems to have a great animation.
Also the moves are a bit slow and without mouse it's difficult to dodge enemies.
Nice game. I like the way angle collisions are dealt with.
The story aspect in the last level is interesting, it would have been great to have it during the whole game.
Having to released the shift key in order not to create the levitation glitch on platforms is decreasing the fluidity of the players moves.
Really fun and the keys interactions are well thought.
The last level is a bit difficult since sometimes you get touch several times when it's happen at a floor transition.
Nice animations and gameplay.
Poons are so cute that one should really be a villain to shout them all.
I like this game a lot, and the level editor is a big plus.
This is my try: AeNq1jlsOgCAMBEcsrfc/sX1Ao/47yQKbSRvAsRU/k34YUxgcHplEZRNVEFwN/JZls6bliVdtq2U1jZb9VO1J7VVnr7L4XwW73vAbN4ciAic=
Nice plateformer. I like the goats, they are so dangerous.
I give up after four tries against the boss.
I just stop the game after 30 seconds because, I've had to put five stars for humor. Then I finished the game various times and came back to the voting page to put more stars on it.
Really great game.
I was about to write that it reminds me of "Old boy" but then I read it was your inspiration. So I think you succeeded in transcribing the atmosphere of that particular scene (which in the film reminds of a video game, the loop is closed).
With some SFX and a background tune, it would have been perfect.
The retro aspect of the game is wonderful.
Even if the updated version is more dynamic (good initiative to change the bargains btw), the street part still remain empty in my opinion. A bit more bobbies would have increase the fun.
The separation of the screen for moving/shooting is a pretty neat idea. It could easily be transpose on mobile platform.
The game is really fun and the monster is just great.
Maybe level 3 for options are a bit expensive.
I like the free run, but it misses some kind of goal.
Change is good when we are ready for it.
Really nice story, gameplay, and execution.
Excellent atmosphere, graphics and tunes suit perfectly.
Some trouble sometimes with the jump which not trigger while running.
Both tunes are really nice.
Game concept is interesting, it could be nice to have some feedback regarding the cubes we save, some kind of score or contract to fulfill.
Nice work on this RTS.
Little drones looks familiar.
In response to your post mortem, you can use Right click in flash player since 11.2, you have to target this version or superior and it will work in browser.
Really love it.
The way the gameplay is brought, the graphics, the sound, everything is good.
Really nice work.
Really like the art and the general mood.
The bouncing effect of the speaker is nice but maybe a bit too pronounced.
Good adaptation and good music too.
I like the transition between games.
Is it possible to have the soundtrack ?
I love the plot and the game mechanic.
I love the sand physics, and the various mechanics for each colors. Music is so zeldaish, I thought I was in a dungeon for the whole time I played.
Great minimalist puzzle game.
As a fan of la linea, I really like this game. The line effect is well executed.
As you said it's buggy sometime, but it remains a nice small game.
Contrast between the background and the playable zone is really smooth. The resulting atmosphere is really pleasant.
It could have be nice to add a third color to the right, but it would have be surely a bit extreme at high speed.
Oh and the music is good.
Simple and efficient, hence minimalist.
The game is really polished from characters animation to ambient sounds.
Great work on this game.
The clever ambient sounds create a really particular atmosphere.
The game gives some thrill and it's good.
Ma lè concept il è jouste genialissimo.
And what an introduction.
Really original and well executed.
This game is just genial.
The music is awesome, and the variation of the catch-sfx regarding the part of the tune create a unique atmosphere.
Concept and graphics fit the theme correctly.
It's a bit harsh to come back to 100 when hit. My best so far is 29, but I will arrive to 0, I will.
Good work.
It takes some time to break the Tetris automatism.
Cool idea and the game is well polished.
Characters and animation are incredible here, I like their diversity.
I first thought the game was casual, then I read the tutorial picture. It could be a good thing to introduce a small tutorial in the game, it would be a pity that people don't catch it because this game worth some playing time from them.
The universe created by graphics and sound is nice and the evolutionary gameplay is a great way to teach the player the moves.
However I found a bit frustrating to have to redo the level even if I reach the goal, it should be indicated first that we have to destroy a specified number of elements and not afterward.
Great level generation.
Nice use of rectangles.
Simple and fun at the same time.
I think I spent more than 1 hour playing this game.
It's relaxing and challenging at the same time.
I'm glad to hear that you want to continue this project.
If it could help I had a bug on the postLD version, erasing a line, the train remained after the line disappeared, then it was impossible to act on this "invisble" line or creating a new one.
The feeling of discovering the path is really great.
Levels are all different and you create few nice elements for each one (the chasing blue trace is a great moment).
Ah, Nature is so relaxing sometimes.
Steve is in harmony with Nature.
I really like the evolution of the SFX regarding the wind velocity.
I get lost sometime on this too much white background for me.
I like the idea of managing the loot which change the aim, killing or avoiding. It could have been interesting to have a score at the end.
I really love this game, it fits the theme, the sounds are nice, and the game is really challenging and even teach you coordination.
I spent more time on Mazurka than on Canonblat :)
First LD, I say "Congratulations!"
Like Kali's Ladder, this game is so addictive.
Just got three scepters so far, so I didn't try the puzzle mode.
The layout and the visual aspect are great.
I didn't find a main goal in my quest, and I tried a lot of actions (I wasn't able to cook a potato with the mower).
I like the fact that it possible to catch the same fish over and over, you can forge links and even take it for a walk if you don't feel to catch it completely.
Nice aesthetic.
In order not to be redundant, I will just say that I'm looking forward the post compo which will solve the small existing issues already mentioned.
I really like the fact that our slightest move could have consequence on our endeavor.
Oh, assembly line seems a constant in your games, is there a reason ?
Potato and Dancing LLama, Winning combo !
Nice idea to play on color addition.
Some leveling with more colors can make a longer game.
Great idea, nice realization, potatoes !
Nice surprise and nice character animation.
Is there a particular reason that you choose not to make the attack automatic?
the pew pew sound are quite nice.
I had some trouble with the bouncy reception but I finally help the chick to come back home.
I liked the movement of the building on the planets surface.
Nice interpretation of the theme and inclusion in the gameplay.
The concept is excellent and puzzles are challenging, but it seems the timing needs to be perfect to finish one of them.
And as it has been pointed, controls are really sensible.
It remains a fun and interesting game.
I like this game a lot.
The infinite double jump gives so much freedom and the feeling of flying around those missiles is just awesome.
The white background is maybe a bit eye-aggressive when ones play to much but it depends from people I guess.
I love the music, simple but highly efficient.
Ok I go back to play, I have to destroy this third citadel.
Wooh 5125pts.
The work on gfx is really nice.
the gameplay has some great action and fun.
"Over 200 years. I'm from the Internet period".
This quote is fantastic.
I like how you linked all the characters to the different places. Nice story.
As usual graphics are great.
The dash mechanic is working well and puzzles coming from it are neat.
the global mood reminds me a bit of quackshot.
Ludumtastic !
The idea is neat and evolution of the presentation along the points give some dynamism.
Also I like the way choices interact with votes.
I guess this game is my only opportunity to win a LD :D
Well realized. I like how easy but not obvious the cases are.
The case of forest fiend is hilarious.
I like how you construct a whole story around your gameplay, and the end is good/funny.
At the beginning, I was thinking that the keys configuration was quiet strange, but finally it really helps when moves have to be really fast.
One thing, the green screen suits perfectly with the movie set, but it's killing my eyes.
I'm going crazy, I'm getting S or SSS
Nice game and contest btw.
Finally got it: https://dl.dropboxusercontent.com/u/49521293/PledgingRain_SS.png
I enjoyed looking for it, dialogues are nicely written and the whole game idea is really fun.
The concept is excellent, the use of the 10 seconds is great, I really like the simplicity/efficiency of the controls, and music and art are astonishing.
You really should make it a bigger game. All hail the queen!
The flying feeling is awesome.
Puzzles are interesting, but sometimes I found a bit hard to set the catapults in the right way.
Great use of the theme as a game mechanic. I also like how you design the level with the moving platform.
And of course, it's cute. I ate the fish 'nomnomnom'.
First time, I got destroyed in less than 10 seconds and realized it wasn't a shooter.
I really like the mood you created with those floating cities, and all the ships flying around. I went till the first upgrade of my ship. I found trading a bit tough since price were changing maybe too much from one visit to another. But I globally liked the experience.
I like how every elements of the game are objects from Poppy's room.
You made a real complete game, with different weapons and different game modes.
Music are really nice, the one form the menu reminds me of Sebastien Shuller.
Thanks for putting this well done tutorial, it's helpful.
I first try the easy mode but I had more fun playing then the hard mode where you really have to manage your stars.
The background sound goes well with the graphics to create a space atmosphere.
I liked the idea of the logic puzzle and you did a good job on cables animation.
Until Level 10 I just had to cut all the cable between the two rows of logic connectors. It could have been interesting to replay the last level where one dies, instead of starting again at 0.
Ahah the elevator music was just excellent.
And I definitely don't know how to count time.
I like the idea of inverting gravity, the unique drawback is that sometime you are just waiting the end of the 10secs after a 2 seconds actions. Therefore, levels are interesting but maybe some tweaking in their design could avoid those dead times.
The music is cool, love that bass.
Super concept, but I found it really hard to protect the past ship. I just turned in circle for all the time avoiding what I could.
The arena is really nice.
The intro is overall excellent, the drawings, the voice acting, and the story, Wow.
I really liked the concept of the game and found great how you increased the tension giving the monster a flashlight.
I wasn't able to see the others floors since I couldn't find how to use the key card (I've tried pressing space in front of the white elevatorish door).
I think the part I like the most is the splash screen with the a Capella music, I'm just messing around with books and balls listening to funky beat-boxing.
The rest of the game is excellent, I'm found of this kind of humor. And you did such a variety of gameplay, nice.
It's really nice, especially the transition between scenes and the ending sentence.
I had pleasure to try the different stories.
Also, the timing shield/asteroid was a bit hard to find the first times.
I love the character.
The gameplay is nice, it could be fun to have some action to do with the bomb to exploit the 10 seconds limit.
The game theme is nice, reminds me of super meat boy.
Also the "Conflict resolved" tune has a really low volume.
Youhou, I saved the world.
First I also though that random tiles could be a good thing, but for scoring and competition, the game in is actual state allow some perfection which is really fun imho.
It could be an idea to integrate the randomness in an another play mode.
Anyway, good rapidity game.
Lovely graphics and congratz for the plot, the Miss Sheriff is a beautiful character. Also like the mashup that is the music.
First time I went out of the screen it was a bit confusing, then I understood that if you die you restart the level, so it was ok.
Nice work on sfx and music and I liked the sunny artwork at the end.
Ahah that's the spirit, smashing eggs everywhere.
I love the low res voice, really coherent with the graphics and the animation. And the intro is great.
Really great overall.
I really like the dynamic of the game, you always have something to do and it's always possible.
I guess it's what is called a great game design.
There are some games which take you into their universe and make you live a story, they are an experience. Argentum Form is definitely one of these.
I totally loved the feelings that the game gave me during the whole story. Everything is coherent (gp, graphics, sfx) and contribute to this special atmosphere.
At the beginning I got stuck because I didn't read about the controls, but my bad.
I'm happy you wrote a comment on my page, I could have miss your entry and never play it. Thank you.
Nice job on the levels generation, and to have different unlockable modes is a neat idea.
Even with the extra time, I wasn't able to clean a whole room, it was a bit frustrating.
This is a nice trip into videogames history, and it's fun.
The use of sound as a gameplay element is nice, and its contribution to the mood of the game makes it excellent. Using walk sound for localisation was great.
In Night 4, I had to strafe-jump to finish it into the 10 seconds, is it normal ?
The character and the background are wonderfull, it create a unique atmosphere. However I found really hard the way the hero just stop when you are not pushing the key anymore. With more fluidity it could be even more fun.
Is there an end ? I went till 266 seconds but the landscape was still changing.
I really enjoyed how Bob's robot gets bigger with the armor.
It's a great idea to have workbench instead of just menu.
For the arena part, I should admit I had trouble to understand what was happening, but I've seen you fixed that in the post compo version.
Talk about polish, you game is amazing on all points.
Graphics, animation, sfx, music, mechanics, level design, atmosphere.
This game is a gem.
Only black point for me, it's too big for my screen.
Concept and art are really great, the idea of this submarine music making game is good. The interaction with plancton create some more action.
But the octopus moves are too slow, it's kind of breaking the gameplay. With some extra fluidity it could be a fun game.
Remember, never jump when you're just wearing a towel...
Dialogues are excellent and the stealing cars parts are also challenging (I needed my third hand to finish the last car).
Here is a spectacular ending for you: https://dl.dropboxusercontent.com/u/49521293/EndingGonein10.png
I like the diversity of the puzzle and how you have to manage the oxygen.
It's so much fun slapping the Aliens, even if risky and not even useful, it always worth it.
I really like what you've done with the linearity of the movement. Also I found really nice how you used the light to illustrate the actual feelings balance.
The gameplay could have been more challenging and fun with some winning conditions (I read that you didn't have the time for that).
Extra point for the "Breaking Bad" and "Papers please" hints.
Quite addictive even if the aiming control is not so intuitive.
Cucumber Cucumber Cucumber!
Minigames are fun and the music is so funky.
Although, a bit buggy on Chrome and Firefox.
I guess we can learn from this game that remaining alive is a question of priority. Never upset your gf.
It's nice how you succeeded in creating a lot of tension just with sounds. I guess the fear of being in the dark also participate.
I wish it was longer :)
It is a great geometrical puzzle.
I found a bit hard to have to start form level one each time, because some last levels are a bit tough, a direct restart would have been a nice thing.
Also music is nice, did you choose to saturate it or is it a consequence of some post-process ?
Quite fun to survive with all those toys falling.
I like the way the character is floating around all this toys, it transcribe quite well the child vision. An the mother on the door, excellent.
Great mood, fun game.
The last level was really fun.
I had a lot of trouble with the level of the small man since we almost always took the same color.
I liked the way you use the theme also, 10 seconds ^^
You really succeeded in creating an mysterious universe giving to each second of the game a unique mood, and that's wonderful. (I liked a lot the wind blowing the sand to tell us we are too far).
The perspective 3D is awesome, and regarding sounds, both SOL and NYX themes are adequate.
Just when I though it was too easy, it starts to become harder. Work on animations is excellent, and I really appreciate the bonus part.
Is there something better than pixel blood ?
The game is really dynamic, and controls are smooth.
I liked the graphics, but maybe scale them up a bit.
I like the idea of managing time in order to get the best combo, but the game is a little bit slow and lack of difficulties.
It could be interesting to count in a combo the groups of cubes which are forming after an explosion.
Nice pixels.
I scored once, but I wasn't able to do it again. It's a bit complicated to understand what are the eating conditions. Do we have to be on the human, near him ?
Wow a lot of data everywhere.
I got really lost during the first tries, then I learnt because every info are here, just have to read, and I had fun.
It was nice to look for a path in those levels, well done btw for the procedural generation.
I didn't have the courage to finished it. But I enjoyed how you build a entire universe around this simple gameplay.
I knew it, I always choose the worst moment to go to pee.
Nice little text adventure.
I like the work you did on physics here.
It was a bit hard sometime due to not seeing the whole trajecotry, is there a way to see the whole level that I didn't find.
The music is great, it fits the atmosphere.
The audio is nice, even if it's a small loop it creates a oppressing mood.
I was a bit disappointed for not seeing consequences of my choice.
good job are the only words I can find.
The use of the music as a gameplay element is just excellent.
I really like the little runes circling around when the fairies save the friends.
Nice variety of characters.
Some button to validate our sequence and shortcut the timer will makes the game more dynamic.
The art is really great. This pencil looks create a special mood. I wasn't able to defeat the boss, those red ghosts are really tough.
I like the "Memento" structure of the story.
This game has a real tension during the whole adventure.
I had some trouble with the music, it's stopping every time I watch an item, is it intended ?
Those germs are really squared :D
It took me some time to understand that the clicking zone was not correlated to the actual form of the germ. One has to really be on the center to make it works (at least on chrome).
The music is a good mix of peace and joy, it's perfect for the game.
Ahah, I love the granny's voice.
I went till 11k kills, then I let granny meets her destiny.
But first games, without too much upgrades, were really fun.
I'm rich !
I like the text you wrote to explain the rules.
The whole biro pen design is awesome, and you choose really well the music, it's great.
I had fun along those 20 levels playing with both states of my cats. When the crossbows arrive, it begins to be a little bit hard, but that's ok for a Schrodinger's cat.
I thought I would never do it, but when allies arrive, it's a whole another thing.
I like you explosion fx, it's smooth.
That was a lot of fun!
I didn't see the first time that you can upgrades your objects.
I hate the small yellow ones they are too fast for me.
You could have stop to the "kill others to survive" but you add the other half of the circle. This is brillant. It reinforces the story and gives some excellent managing side to the gameplay.
However, I got a bit frustrated by the collisions with the squares. I'm surely doing it wrong but half the time I'm sniping through them, and they don't die.
I really like the way you deal with the upgrades (split screen and choose with the ship).
Even without the music, this game is so dynamic and nervous.
I wish I could be able to go after the level 3 to see how it evolves, but I'm not good at shooters.
That bass intro is cool.
It was a nice way to implement the theme, and the game was fun. If you can do it, it could be a good thing to stop playing sounds when a new button is pressed to avoid multiple sounds.
Scored 87, I didn't know the last one.
Simple but effective.
I went to level 15 and get 4 shades of blue, I get lost.
I don't know if my abs are mad now, but I'm sure I can drill holes in wood with my fingers.
Really nice combo animation + sfx, it gives the game a great touch.
I like the wire frame look of the graphics, and also the way color change in respond to the rings.
Flying into the world is really nice since it seems endless.
I wish your game has a mouse configuration, I keep pointing up to go down.
All this power up, this is great.
Good job on the level design, when you start mixing the PwUp, it becomes really fun.
Those gfx are nice, the space and the explosions in particular. I like how you used the theme and make it an ammo restriction.
I miss a system which reward the good actions. I can loose if the planet explodes but I feel like I can't win.
And if you work on a post compo version, an upgrades system could really boost the fun.
Nice touch for the Russian alien talk, I learnt something :)
The hardest part is the reception but as you wrote, after it's quiet easy. The work on physics is impressive.
The changing weapon system is a good idea. It would have be nice to have maybe some kind of graphical feedback when the change occurs.
It was fun when it started to be a lot of enemies.
Since you did it in a reduce amount of time, it's even more impressive.
What's next ? Will you type your code with only one hand ?
I really enjoyed the atmosphere of the game.
Levels are nice. As you wrote in your P.M. it's a pity you couldn't design more of them.
I need more time, 90seconds are not enough, all those kitten, drowning, I have to do something.
Thank you all for your kind comments.
@Lurieh: Really the theme is present.
Not as a part of the gameplay, but that was a personal choice.
The whole story is based on the definition of the second.
Ok the link with "10 seconds" is low, but it is.
Maybe I'm wrong of thinking that the theme should be a frame and not a mandatory gameplay constraint.
Nice work on putting those different modes. It really makes a lot. And I was able to really appreciate the level design on the 'up' mode. Great work on that.
Graphics and sounds contribute to create a great mood, I'm a fan of the laser sound.
It seriously worth it to finish this game :D
Nice mechanic by the way.
"Listen Up, Ladies score everyone win fellas fight"
That's a winning speech.
Graphics and animations are awesome (like the antenna bobbing after the launch). Checklist has some nice ones. And what a relief when the rocket is off :)
The huge work around the game itself make it even more addictive.
The stress of the ten seconds add a new dimension to this kind of game.
You should write somewhere that the double click is validating the word, without Refreshcreations I guess I would have never found it.
Really fun concept.
Without your tip of using only the charged shot, I guess I would have never defeat the enemy. The post-compo is definitely clearer regarding the rules but the gameplay is already present and challenging in you entry.
I also like you graphics, colors are a bit cartoon, when design is more serious.
That was fun.
I really like the use of the 10 seconds and the shaking effect. It creates tension and also some stealth feeling, but I miss some way to know the guard detection zone.
Super mega umbilical cord attack !!!
Ahah, I'm still laughing. Plus, I really loved you art, second kind of enemies are creepy.
This game is excellent.
I like how you create a unique atmosphere with sounds and graphics. And you succeeded in making alive your characters. Puzzles are nicely done.
Plus, this game reminds me of a toy I had when I was a kid (Compurobot), it was programmable in the exact same way.
I'm going back to see the second end.
It's nice to get the feeling of the Rubik's cube on this 2D game.
The grid vanishing bug is annoying but I finally succeed in solving a level.
Wow, sadness overload!
I really enjoyed the double controls and how you used it to design the levels.
The ambience is also well done, it just lacks some music.
From the story to the music this game is excellent.
I was afraid the slash and move would have been annoying after a while, but thanks to the right upgrades, it becomes almost funnier.
Spaceships'art is great, I like those sprites.
It's nice also you implemented bonuses but it seems that it's impossible to catch them when we are in invulnerability phase. Maybe it's intentional.
Fun concept. The main character moves are awesome, I almost forget it was just a combination of square.
The evolution of the gameplay with new types of bullet and the random activation of the domes, makes it really fun along time.
It's a great game.
I like the randomly generated level. First try, and the pink blob was in the first room near the start.
It's fun even if a bit hard with the first weapon during the first times.
Good job on introducing the snooze button, which gives some dynamic in the gameplay. But levels were a bit too easy in 10+ seconds.
For info, I had some trouble in chrome, I went off the page for few seconds and when I came back, the fps was awfully high. Problem solved by reloading the page.
The music is awesome, I could listen to it a few more levels.
I guess you make the right choice by focusing on the fun instead of the theme. I really enjoyed all the level, playing with the different potions effect (light blue + red, you're a super hero).
The universe you created is wonderful, and the changing between both world is a nice idea which gives great possibilities for a platformer.
Music and graphics are well combined.
But I didn't went until the end, because of some troubles I had with desynch platforms between both world (after the 2nd crystal).
Excellent job on creating an oppressing atmosphere, sfx are really well done.
What a cute game (maybe because I imagine the fluffy creatures). The mood created by the colors is happy and warm.
Once the rules are assimilated, it becomes a bit of a clickfest to make every creatures happy.
However, it seems that the orange ones have really special needs, the don't like all the orange area the same.
I tried several times.
Even if I was able to do some stuff, I had no clue about what I really have to do. Is there a goal ?
I liked the graphics, and the idea of playing all the characters for 10 seconds.
Nice adaptation of the theme.
I like the particles enemies, and the melody is relaxing.
Controls are not intuitive the first time but that's ok then.
These parents are tyrannic.
I would have expected a little more collaboration from my father but no he is also chasing me. They want the cookies just for them.
A game in the pure tradition of the Adventure Islands games.
The orb is a clever use of the theme.
The autoscrolling levels are a bit nightmarish.
I'm not sure I've seen the game since the helicopter just disappear each time I'm saving the first survivor on the bottom center.
You really know how to make people want to play your game again.
Really funny, till the end (the real one).
Really cool atmosphere. Those shadow thingies work perfectly.
Great job on the audio, it contributes a lot to the mood.
The variety of gameplays and graphics was fun.
I'm not sure to understand the game with the flag.
I like how each room has its own "get 1" rule which create so much gameplays and must have required so much work (all those mechanics, good job).
The graphics are really interesting, How did you came with these monsters, they are fun and unique.
I played with a controller, it works fine.
Final point: I love the music theme.
I really like how you use the theme in the game mechanic.
A pity you had only 3 hours, I can't imagine what you could have done in 48.
I can understand the choice of the control but they makes the game ridiculously difficult and spoil the fun I had, I guess by the other comments that I'm the only one having problems with my fingers.
To be more precise, it's globally working well most of the time, but to jump on a higher platform or over a switch, if you are not at the right distance or failing the control sequence a bit it could become a very difficult jump.
The whole drawn background is beautiful, and the global mood is great.
You succeed in having a pretty solid basis in 8 hours.
What a nice island with all these treasure chests :)
The game was fun.
Nice job on the snowball ballistic.
I found the AI pretty good, maybe too good, you don't have too much chance if you are close to one of them.
Mixing game screen and some photographic objects is a great idea. It creates a unique mood.
Also, nasty blue goombas !
This game is totally in the 90' arcade spirit, and not only the intro part.
The vertical shooting gameplay was a great idea, but the aiming system was a bit confusing, and it frustrated a bit the way I wanted to play it.
I wasn't able to defeat the last boss (who looks like some kind of Umibôzu).
Music and sfx are coherent with the graphics and create a good atmosphere.
A lot of content in this game, but as you said maybe too much.
I would have love to have to use the dash more often.
The main mechanic is fun and works well.
The bowling ball is a funny touch but maybe to overpowered (I one shot the final boss).
The leopard is pretty cool even if he has some trouble to walk sometimes :)
I didn't understand the meaning of the figures on topscreen.
I finally understood the hamburger philosophy.
I really appreciated the elaborate background (story, events), it really gives some life to the game.
Graphics are pretty.
Maybe some more infos about the stats, and what upgrades really do, could make the gameplay perfectly clear.
Nice execution on all points.
I found the restart to reach the dealer an interesting idea. Loosing half of the screws is a bit hard at high level.
The ancestors really known what weapon they should left me.
The decomposition of the zombies in small pixel blocks is a great idea.
Nice job on the audio.
I enjoyed looking for all the secret passages.
Some sounds would have set the mood.
Nice work on all the structure around the game.
I found the exit.
I wish I had an Eva on my cellphone too.
Good work on the graphic part, its changing creates a specific mood.
The story telling was ok. It could have been interesting to have more details about the place we are in.
Hopefully there is no nasty desert animals.
I like the final "whoo".
The rhythm takes some time to become fun, but after the level 5 and the double shot canon, it's start to be entertaining.
It could be nice to have the possibility to set the control. I would have preferred a non inverted control for the top canon.
The mood is perfect thanks to the intro and the well suited music theme.
The gameplay is efficient, Though I didn't went really far (100pts max on 3 games).
The little red ones are quite nasty.
Congrats for your first unity game.
It's quite hard since gorillas stun you so easily, but it's a kitty against gorillas so I guess it's ok.
Nice work on the players name.
Great fun game, really well done.
Your particles system is working perfectly and the procedurally generated levels are correct.
My favorite spell so far is the burning wind nova (lvl 150).
I found it interesting to explore for chest and keep looking ahead at the same time.
Great job on the music, they are various and all of quality (what software did you used ?)
I really enjoy the plot. Steeve's reactions are fun, and the final drawing just give me the will to play to its adventures as a free robot.
I like how the theme is treated, only one shot, but mostly only one object in hand.
The puzzle was quite nice, and its integration to the level was great, good job on that point.
It was amazing fishing a whale from my small boat :D
Nice job on the evolving background, and all the animals are great.
The mood is excellent.
I played it three times, and I enjoyed discovering new things in each play.
It took me some time to understand that the abduction ray was sensible to projectiles. I really had fun launching people in the air and trying to catch them back.
Great work on the interactive building (glass and people falling).
Speeding up the tune was also a neat idea.
With some graphic background and some military planes the game could become really addictive.
Throwing syringes with a slingshot is surely a fun idea.
I played till the level 11.
Contamination mechanics was funny and I liked how much liberty the mobs get (I found a zombie almost behind the hospital).
The music is fun and suits well the game.
Congratulation to the whole family for this nice puzzle game.
I really like it when people start to not wish some kind of gift, it becomes challenging.
Nice way to pass info to only one of the two players.
I played alone, but I will give it a try at two.
Great game overall.
The mechanic is cool, the atmosphere is perfect.
It would make a perfect game with upgrades and evolution of the character.
Oh and Donde esta la zapatería ?
The story is greatly set by the introduction dialogue, I completely enter the universe and I could feel the tension. So great work on that.
Good job on graphics and the music, they nicely match.
I feel like there is too much part for chance in the game (I'm maybe playing it wrong).
I'm using perseverance to scan the tiles (playing another power is just playing Russian roulette), but sometimes you have to cross some unknown tile, you can die or pass without any influence on the result, this is not a good feeling for a player.
Again, I'm maybe missing some part of the mechanic.
Graphics are neat, and the audio is doing great.
Definitively something from the 8-bit generation, I mean in the gameplay.
I really like the big triangle, it got something from Toriyama's characters, and it's AI is pretty nice.
Again, a great entry of yours.
The game works fine, but I can't figure why I'm dying.
It really needs some life/energy visualization, it will definitively improve the gameplay.
So cruel, I finally find my crew and I get automatically separate from it.
It's working fine.
Nice effect for the explosion.
Really nice interpretation of the theme, it results in a fun gameplay. But first controls are not at all intuitive.
You really improved it in the postCompo version.
There is some kind of point and click atmosphere, everything action you think has a real consequence in the game.
I laugh when I found the solution.
Really poetic and philosophic entry.
Our path cross the life of others, and all our stories make a unique and complex fresco.
Excellent work on the dialogues, they really create an atmosphere and give a weight to the choice we have to make.
Both ends are also written very well.
I like a lot all the graphical backgrounds you used, and in a more specific way the global aesthetic.
I miss some ambient music but for a compo it's always understandable.
I could play hide and seek the whole day.
Old good memories of those electronic games with 'Amazing 10 games in 1'.
Good job overall Gagabu Team.
I'm highly considering using this software for my next entry.
Nice work on constrains for the hook chain.
Since trees grow back we don't have to go very far, but I can't figure if it's a good or a bad thing for the gameplay.
Oh and those birds are freakishly strong!
The game is maybe a bit slow, but the mechanic of the unique worker is doing great.
I really like the fact resources are limited it add a special dimension to the game, and it tell some message: The king has now a castle but in a land without resources.
The use of the theme is really interesting on the gameplay side and on the story side. The modeling of units is nice.
I wasn't able to find a suitable strategy to licence the decoy, I always loose the turret before reaching the 15.
Woh that was real fun.
I found the falling physic a bit freeze (annoying to fall in the void without having a chance to jump back) but the attack phases are pretty efficient.
I really appreciated the difficulty increasing.
I got some lag when destroying the statues with the spell but the effect was still nice.
SFX are perfect.
At the beginning I had some difficulties to deal with the collisions, I though I can pass but nope.
When I get used to the game was pretty fun.
A game with a claw machine and stuffed animals inside is a good game.
I also played until reaching 30.
I found the 3 games were requiring the proper amount of ability to counterbalance the randomness, good work on that.
I like the intro music.
The gameplay is simple and efficient.
I was a bit disappointed when I finished the easy mode but the hard one makes me happy (the 5-4 is just perfectly horrible).
As usual, great art and music.
Great job on the level design. I liked the levels with buttons a lot.
Those bats are terrible.
Clever level design. I enjoyed playing it. And the ending message is quite nice.
My rage gives me all the skittles, but I really wanted to catch the guy. Maybe if I try again...
I appreciate some difficulty but to have to do the road each time one die in a temple, that's a killer.
Otherwise graphics and music are awesome, I may retry some other time because I'm curious to see what's next.
I really like how you've created a whole universe.
Nice touch with the princess character.
It was fun defeating the evil.
I really like the system of protection. This compromise between defense and action dictate a specific rhythm which is nice.
It could have been great to have to finish the level with the sword of badassery, being overpowered.
I really like how the interface is integrated to the page.
Player can choose its difficulty by playing with/without the matches.
But how those goblins ended up in this labyrinth in the first place?
You need a bit of luck to find a "good" crew member at the Beginning.
I succeed to repair the capsule to 100% but I didn't find what to do then, I tried to enter it. We result all M.I.A.
Interesting idea to use your past self.
A way to move past blocks could make it more fun maybe.
Really nice to have three characters although I used only two of them, I found the machine gun man a bit useless.
I like the art 8-bit style (audio and graphics).
Once again you proved that you master puzzle platformer.
I really like how all of your games have this AdventureIslands taste.
The audio atmosphere is perfect, it really contributes to this oppressive feeling which, I felt, was coherent with space travel.
I found a bit destabilizing that systems rotate after each action even if it seems to be a fair solution for not loosing the players position each time.
Wow, a pointNclick in 48hours, it's quite rare.
The whole hand drawing style is great, and I found the puzzles well designed.
Maybe some more visual enhancement for clickable objects in order to avoid the "move the mouse everywhere to find what to click", but it's just a comfort issue.
I appreciated the time I spent playing Twinkle, it's challenging and relaxing.
I liked the living graphics, especially the breathing clouds.
I really enjoyed your music composition, I found the volume a bit too low, but better a low good music than a high annoying one.
I went until the 9 stars level. Maybe for a future version, an highlighting of existing links when the mouse is over a specific star could help to think (or maybe it makes it too easy???).
It's a nice game, I think the size of the project is perfect for a gamejam, you did very well.
Nice use of Puzzlescript.
I was a bit unsettled by "her story" at start, but after a few tries, it was OK.
It also took me sometime to understand that X switch position in "their story" but nothing dramatic.
The title is perfect.
It seems that when we are playing in the girl's dimension, action is still occurring in the soldier's one.
If it's really like this, maybe it could be nice to have some feedback about the situation.
Anyway, good idea.
Is the merchant a descendant of John Hammond ?
If so, the Hammonds stopped sparing no expense.
I like the different attacks, and regaining life between is a nice touch, it allows to live the whole adventure.
The score is there for playing the perfect game thereafter.
Like GeeItSomeLaldy and Crocanti de Pollo, spaceships look familiar but I can't find which one.
Great action in that game.
I don't know if it's because I was playing with the game controller but controls were really enjoyable.
As for Castle Uno, I like the diversity of the enemies. Especially one of them which reminds me of the monster minds.
I didn't catch what clicking in phase with beat or not change. That's surely why I always lost although I was converting as much creatures I could.
I really enjoyed the universe you created, monsters are cute and both small worlds connected by a portal are rendered in a nice way.
The main mechanic is a solid base for a more consequent puzzle game. Maybe adding more freedom in moves, the possibility to move from few nodes in one time would be nice.
I like both graphics and the music.
I like the way each level tells us a bit more about the story.
The dual melody was enjoyable, almost funny when the player was oscillating between both worlds. Characters are cute.
I would have enjoyed some harder puzzles, maybe in a extended version? :)
Really great game.
It's polished, levels are well designed, I love the graphics, and I didn't have to turn off the music even if I played 30 minutes.
It becomes serious when you have to select the nanotech arms in the right order. I tried a lot, but gave up with the 19th, 21st and 22nd.
I had a fun time.
The rope is super fluid and I really like the way connection points appear from nowhere. For the first game, it creates some 'exploration'.
Neat idea to introduce points for the replayability.
It was a bit strange to go with no visibility, but I found the universe fun.
It's not advised to jump when a enemy is pushing you, it's just pushing you in the void so fast when you are in the air.
I really like the game mechanic.
It becomes challenging with time, yet the concept remains simple.
I think the timer is essential, but maybe it need to be finetuned. With a nice rythm of progression this could become addictive.
Fun concept.
I had some trouble on desktop with the circles' moves elasticity, but on a touchscreen it becomes really enjoyable.
The universe seems interesting, but with so few elements it was a bit hard to understand the story, especially the connection between part 1 and part 2.
At least now you have a popping dance simulator :D
Once you know that you can move planets and that the number is the travel flow (even if that last one becomes clear with few levels), the game starts to be really interesting.
The atmosphere is great, the game have a good response to user actions which renders the thinking easier.
Damn CPU, it wins all the time against me...
Really pleasant to transform dead planets like this.
Actions are cohesive and intuitive, as usual I like a lot your audio and your direction.
I recognized 0 films, I should buy some cultural knowledge.
Yet with one character it was a good game, but the three extra game experiences are reinforcing the fun and the challenge.
You did a good job in balancing the four characters which leads to unique gameplay for each one.
Special prize for the mouth-made SFX, they are great.
I will not mention 'Humor' since it's a high value constant in your LD entries, but my favorite rank and totem are "0! sexy bear".
To be fair I just tested the first version for now.
The idea of selecting between colonization or self regeneration is interesting. But the IA is really fast on that one.
Great choice of music.
Now I'will enjoy the balanced version.
Well polished game.
Could be tough sometime to feel the real impact of order between colors, but it was a nice experience playing it.
Nice touch to make the planets dance on the music.
I can deal with two lanes but 3+ it's so hard.
Hopefully the game is well thought, and even if you lose one lane, you can still have fun, it even become a tactical point.
I liked also how music loops were connected to lanes.
The way you linked this kind of gameplay with the theme is good. Pixel arts are amazingly great. I just miss a bit of sound, but into 48 hours there is not always time to do everything.
The 3rd wave is hard, I go back to play it.
This game is awesome.
At start it was a bit hard, then I realized I can farmed the lava world to upgrade before meeting the bosses.
On the tutorial level, you can get out of bond if you perform a dash jump to the top left part.
I enjoyed a lot the music, simple and efficient.
I found a bit sad the end was a black screen.
You create such a unique world, it really appeals for a story.
I found the game pleasant to play, I enjoyed the portal mechanic to move object form the dark dimension.
It's a good start for a longer game.
Fun mechanic, the physic of the link is creating nice dynamic.
I had some troubles with the friction on ground, and the edge limit to jump, but this are details.
As always: Love wins, Lava burns.
Oh I'm in love with this game.
I'm really not found of those infinite jumping games, but the fact that you integrate the story so closely, it's wonderful.
The difficulty curve is nicely done. Maybe some bigger spikes could render them more visible.
I really like all the music, I was almost sad to quit an era without having listened to the full tune.
I was alone during my first test but it remains interesting. I had to deal with the torch, mining and bridging, it was some challenge.
I still have to try it with other persons.
The randomly generated universe creates new game each time, but on three tries, it doesn't appear that close planets really want to exchange goods.
Maybe more feedback on what transactions are happening could help prevent loosing all our money.
The music is surely relaxing.
I loved the story telling.
At start I miss to see the projectiles I fire, but after the zombies, you get used to it, and it makes sense since it's in a dream.
You did a nice job with the three different backgrounds and I appreciate the selection of music and sounds, the whole atmosphere is pleasant.
I like the cow evolution with the level increase funny and challenging.
I don't know how people play but in WASD configuration, I usually place three fingers on ASD, the fact that you use W to switch world require to use one of the three attack finger, which reduces a lot the comfort. Switching by using the space bar can increase the velocity of action hence the fun.
Interesting use of planet revolution.
To make it more addictive, some score tag at the end, and the possibility to replay it immediately could be an idea.
During my two tries, enemy boats seems to always come from the center, some more variation on their position could bring more action.
Nice flag animation.
Nice use of graphical effects. The sound design is great, it gives a special atmosphere to the game experience.
The bunny looks really fluffy.
I experienced some trouble with the pieces of world that sometimes disappear on the right, but the idea is still challenging.
Your game reminds us that the connection still exists if we want to go back to this world for an instant.
It's working pretty well.
The last level (the character face) gave me some hard time.
I also tried the post compo, the audio add a lot to the experience, although I'm missing some difficulty in that version (nice touch to make the player draw is own score).
The attraction is a real cool mechanic in this game.
The difference of graphics between pixelated units and textured planets create some strange mood.
I found the same opposition between the cool music and the harsh sfx.
Maybe it's lacking a bit of power up, it could have been interesting to get them from the destroyed sentinels.
Just seen you did it in 8 hours, great work.
I like the background story and I enjoyed a lot the double gameplay.
A really nice start, I'm looking forward to play your next projects.
Controls are intuitive, and I like the link with theme (read in description).
It was a great idea not reseting both character when we loose with one.
Also the pixelart are cured.
Good luck with the postcompo version, I'm looking forward to test it.
The mechanic of switching shield/fire is interesting. But I found a little bit hard to have a full reset of the power when we change of season.
Maybe just a part (fixed or %) could render the progression not so fast but existent.
Here if we want to convert all the fairies, we have to stay at almost 0 all the time.
This game is really well thought.
Everything is nicely done and presented. Some good game design.
Hand drawing and piano songs are creating a sweet atmosphere.
Mini games are fun (my favorite is the walking one), although for the talking exercise, at high speed it could be hard to read well the conversation starter.
Great concept and well executed.
As the others said, maybe the changing action has to be modified to make it easier to change, the tile form, also maybe some erase possibility (right now a miss click is unforgivable).
Could be fun on mobile.
I was surprised the first time I got a Game Over, not really expected. But on the second try, dialogues and connections feel pretty obvious.
I like the different worlds.
The mix of 3d and hand drawing is really cool.
I went till the second world, but I wasn't able to obtain new orange seed. Maybe those orange plant doesn't produce them or I miss something.
I like the idea and its execution.
Are the asteroids random or did you try to influence the final melody made by the player ?
I'm found of the map tune.
It was relaxing to play this game.
I went until cows, but they were dying. I guess I had to take care of them. All of a sudden all the insects started to die, but my actions against their predator were useless.
Hopefully a small colony of ants came back in my garden after a short period and the ecosystem had reborn.
I will be more careful this time.
Nice connection between two games's worlds, the result is very fun.
Also good job on the graphics.
If you're still working on it, I succeeded in pushing the blue square out of bonds (I've never seen it again).
And the projectiles'velocity value isn't constant which could be a decision of yours, but it feels weird.
I had some trouble with the physic on the plateformer part which render the game maybe to chalenging alone.
I give it a try with two players, it's much easier but still fun.
LowPoly models are creating a nice universe but controls render the game hardly playable.
I found charming how the tree are connected the two world together.
I catch all the star but nothing seemed to happened. Maybe I had to go to the far right ?
First of all, thanks a lot to everyone for playing my game and taking the time to leave a comment, it's much appreciated.
@EkectricSeagull and @Ceosol
I'm really sorry that your patience has been rewarded by an ugly bug. In my rush to submit, I only check the winning conditions but not the access to the last planet. Since it's allowed, I made a bug fix (it was a stupid oversight).
@Akurn and @Hypnohustla
I agree that the game is a little obscure in term of UI and regarding the scientific background. Sadly, the conception was quite chaotic and the result is not what I had in mind. I will detail everything in a postMortem.
Again, thank you all for playing and you kind comments.
If it's not already done, I will try your entry ASAP.
Thank you everyone for taking the time to rate this game and for leaving a comment, I appreciate.
@PapyGaragos
Yep I clearly get inspired by "Out There" for the chemical elements and their representation. I wanted to used them in a different way, but this game is quite messy (and I agree somehow it could become boring rapidly).
I'm thinking of reworking the main concept, but I want it to be really interesting.
What a pity I suffered from motion sickness, I wasn't able to find all the keys.
But I appreciated the small tiles which accentuate the closed space feeling. I had some troubles with the moves friction, I wasn't able to easily go around the labyrinth, but it's a detail.
The atmosphere is really great, and I will give another try, I want to know what's happening there.
It's not the funniest game I've played those days, but it's surely one of the games I went back to play several times.
The interface is really efficient.
I also liked the work you did on characters graphics, it gives some impression of diversity, that's nice.
I like the graphics.
I found that the collisions were maybe to large, in respect with the sensibility of control we have on the octopus.
I found interesting that up and down are tilting our helicopter and influence more the shots' direction than our proper direction, it creates some unusual dynamic.
Is this what they called a Zen garden ?
Nice game.
I definitively miss a level with switches and potions.
Other levels are simple but well designed.
Some sounds could improve the already existing atmosphere.
As others, I experienced trouble using up key and space bar, maybe switching action keys to X and C since you only need two.
I can't say I have no fun playing this game :D
For having spent some time on it, I feel that some angles can be rounded.
The first one is a common problem. When you decide to use the space bar, on a lot of computers you can't press some specific combinations. This prevents from doing two diagonals: top left and down right.
A solution is to always put a second key for the space bar action, or not using the space bar at all.
The other point regards the dynamic of the game, since I played the leader board, I was looking for a good run and when you fail on the first seconds you still have to finish the level, here a Replay button would be an helper.
Also when a level is finished, we're back on the level selection at level N°1, it could be also nice to be placed on the next level.
I perfectly know that it's a game jam and that those are details, it's just in case you want to continue to work on the project.
Really great atmosphere driven by the music and this mix of photo background + drawings.
The game sounds really interesting, going through the girl disorder by learning what it is and facing what she lives everyday. The use of the theme fits nicely here.
But like others, I had troubles figuring out that I can go out during night time. At my first play I just worked and sleep during 10 days.
It could become something really great, you have solid basis here.
The rocket moves are smooth, it's pleasant to fly around planets.
If you planned to continue working on the game, a mode with a limited length cable could be fun.
Nice to see back Killbot and Cubot :)
I really like the adventure feeling.
I went until the core chamber where I just got blocked after the activation of the ejection.
I want to know what's next, I will play it again later.
OK, I replay the whole game and everything went ok.
I guess, I did something wrong last time, I went back to the core computer while the ejection message was displayed.
Backgrounds graphics are really beautiful. I was also pleased to see that lock games were not hardcoded.
I can't resign to the idea that it was the last Killbot adventure.
It took me sometime to control well the trajectory of the shuttle, then the game becomes challenging when you try to go between two planets to reach a third one.
I had some troubles with hitboxes (a bit large maybe) for my first tries, but when you are used to it it becomes fun to avoid helicopter and projectiles.
You succeed in creating a coherent graphics universe which goes well with the story plot.
Hum Bacon (40/40 pigs 2250pts).
Nice work on the graphics, I really enjoy the backgrounds.
I found the blue sphere, then I shot at the alien near the rocket and the game freeze.
Good job in creating these fantastic worlds.
Relaxing and challenging.
I like a lot the dominoes'like mechanic, and the symbols sorting works fine.
I didn't find the randomness in the music, and the sfx are quite enjoyable.
I'm now back safe at home.
Everything was straightforward until the 16th where I felt a difficulty peak.
In the 19th I've finished the level without using the flame in a quite easy way, then the PNJ told me that every powaa isn't needed at the 20th :)
The 21st gives me hard time, it took me time to understand what to scarified.
Great puzzle game. It doesn't feel like a long tutorial.
Difficulty is well balanced, and even if 25 levels are a lot for 48hours the addictiveness reclaims more :D
Graphics are cured (those particles are almost a signature), and the audio is of quality (even if I muted the song for some levels).
Interesting interpretation of the theme.
The mood created by the old movie graphic style and the music is great.
I found difficult to coordinate moves sometimes due to the limited view, but the idea of seeing correctly just one side is a good one.
The timeline principle works pretty well as a storyteller.
The gameplay is maybe too deterministic to be fun, but it makes a real sense as a reinforcement of the weight of destiny in the story.
Definitely some strong Kube's atmosphere in the different landscapes, it brings back some sweet memories.
I enjoyed the music, especially the first one.