Foon → Ludum Dare Explorer → Users → ComicSans
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Dead Light, Green Light | jam | 740 | 3.01 | 2.90 | 3.35 | 3.78 | 2.95 | 3.22 | 2.40 | 3.23 | |
| 2024 | 56 | Tiny Creatures | 👥 | Gum, Dust, and Danger | jam | 654 | 3.43 | 3.48 | 2.93 | 3.78 | 3.56 | 3.50 | 3.41 | ||
| 2024 | 55 | Summoning | 👥 | Twilight Siege | jam | 3.25 | 3.25 | 3.25 | 3.00 | 2.75 | 2.62 | ||||
| 2023 | 54 | Limited Space | 👥 | Pandamonium 5000 | jam | 1031 | 2.95 | 3.22 | 3.25 | 2.32 | 2.80 | 3.44 | 2.91 | ||
| 2023 | 53 | Delivery | 👥 | Sundae Driver | jam | 693 | 3.48 | 3.38 | 3.50 | 3.94 | 3.64 | 2.89 | 3.40 | ||
| 2023 | 52 | Harvest | 👥 | Grub Grab | jam | 715 | 2.94 | 2.57 | 3.44 | 3.47 | 2.52 | 2.89 | |||
| 2022 | 51 | Every 10 seconds | 👥 | Factory Reset | jam | 1108 | 2.90 | 2.84 | 2.75 | 2.48 | 3.11 | 2.78 | |||
| 2022 | 50 | Delay the inevitable | 👥 | Unladen Penguin | jam | 977 | 3.30 | 3.41 | 2.85 | 3.36 | 3.09 | 2.50 | 3.74 | 3.00 | |
| 2021 | 49 | Unstable | 👥 | Demolition Viking Man | jam | 1226 | 3.12 | 3.12 | 2.98 | 2.78 | 3.20 | 3.02 | 2.76 | 3.18 | |
| 2021 | 48 | Deeper and deeper | 👥 | RogueRally | jam | 821 | 3.56 | 3.35 | 3.36 | 3.87 | 3.41 | 3.41 | 3.63 | ||
| 2020 | 47 | Stuck in a loop | 👥 | Scvng.R | jam | 1527 | 2.82 | 2.68 | 3.44 | 3.32 | 2.14 | 2.39 | 2.52 | ||
| 2020 | 46 | Keep it alive | 👥 | The 723rd Aeroborne Dragoons | jam | 3.45 | 3.40 | 3.75 | 3.75 | 3.65 | 3.27 | 3.20 | 3.60 | ||
| 2019 | 45 | Start with nothing | 👥 | Runed Memory | jam | 477 | 3.53 | 3.54 | 3.64 | 2.90 | 3.00 | 3.05 | 2.50 | 3.16 | |
| 2019 | 44 | Your life is currency | 👥 | Phaser's Edge | jam | 526 | 3.47 | 3.20 | 2.80 | 3.10 | 3.45 | 3.67 | 2.29 | 3.28 | |
| 2015 | 33 | You are the Monster | Possession | jam | 449 | 3.29 | 3.19 | 3.43 | 3.81 | 3.38 | 3.58 | 36 | |||
| 2014 | 29 | Beneath the Surface | Auger | jam | 518 | 2.96 | 2.36 | 2.37 | 3.32 | 3.50 | 3.38 | 1.84 | 2.88 | 48 | |
| 2013 | 27 | 10 Seconds | #hindsight | jam | 144 | 3.45 | 2.93 | 3.56 | 3.43 | 4.10 | 3.11 | 3.04 | 3.52 | 50 | |
| 2013 | 26 | Minimalism | ClickStory | compo | 1197 | 2.45 | 2.21 | 3.10 | 2.97 | 2.04 | 1.92 | 2.30 | 2.40 | 54 |
The audio design rocked! It was occasionally hard to find Cyclopses though.
Thanks for all the encouragement! If you're frustrated or interested in exploring the game more, note that there are two distinct ways to interact with every character.
Very nice... is there an end? Combination of dead ends and slow movement made me give up, even though I didn't want to.
Also, regarding your "Note", I hope you didn't ruin this nice entry by violating the rules.
I wish there were more frequent save points...
Couldn't play: "Oops! Google Chrome could not find www.jamalaide.org.au"
Rocket # should go up every time you restart. ;)
Wow, great job! I sometimes had trouble telling why my guys were dying, but it was a lot of fun, regardless!
I tried playing this on Windows 7, and it works but there were no enemies. I ran it twice, but no change. I hope you get it fixed, it looks awesome!
Thanks for all of the compliments! Some of the things that were planned, but we were about 5 hours short on time to finish: (1) Animated rewind of time, (2) The rest of the endings, (3) Animated view screen content based on the current threats. We will probably finish all of that up and post it at some point.
Great execution! Aren't we done with the whole saving princess theme though?
Nice job! However, the duration of the level building screen made me want to pull my hair out.
Awesome idea! Would make a great mobile game. However, continuing from the last completed level seems necessary... I gave up after dying twice... couldn't stand to click another 50 times.
The web link takes me to a page that says: "Unity Web Player\nInstall Now!" even though I already have it installed. I went ahead and installed it again, but no luck. Chrome on Windows 7.
At first I thought the limited enemy interactions were going to ruin my fun, but the upgrade system kept it interesting. Nice job!
Very well executed. I especially love the vacuum tube numbers!
Really nice programming game! Two suggestions: (1) don't wait for the timer to finish before determining if the level is a success. (2) double-clicking a program instruction should "Add" it.
Ok, that was *really* fun. DANCE PEOPLE, DANCE!
I like the mechanic of using your bounce angle combined with your ability to steer somewhat. I made a few strategic bounces, but never got good at it. The green rocks on the brown dirt are a little hard for the colorblind to see.
Really well done. I had a really hard time making a short jump though, which I felt made it a little less fun than it otherwise would have been.
Aw, so depressing at the end!
I love the visual style!
Awesome! I wish I hadn't gotten stuck, even with the hints. MOAR HINTS!
Couldn't get it to work on Chrome, Windows 7. The first time I played, the rocky background was completely black, and I couldn't see where to climb up on the far right. I thought maybe a texture didn't load, so I refreshed the page, and after that, the "Play" button wouldn't work. Such a cool idea, though, and graphics are great!
Really innovative and fun. Just wish I could restart a single room, since I seemed to have botched myself in room 4.
Ok, I admit I spent all my time trying to knock stuff all the desk. Fun!
Super fun! Wish there was a third weapon.
Fun enough that I had to play it twice. :)
The smoke and audio really work with the dark theme.
Really awesome! I love how it feels like the missles are anticipating you. I don't *think* they are, but it sure feels that way. If it got harder as you progressed, and had an ending, I'd play this a bunch. :)
Pretty cool! I wish it would show me my best score, as a motivation to keep trying. Also, I know the keyboard controls are not the primary input, but it'd be nice if "W" was forward instead of up. I also wasn't crazy about the detached limbs.
I loved this game. Things that bugged me a little: could get into a stalemate where you couldn't do damage fast enough to lose or win. Would have liked to see visibility radius clearly. Sometimes it takes a long time to weed out a level-appropriate victim.
Wow, a fantastic game. I love the minimalist UI. I wish I had more strategies I could employ (including moving the entrance and exits), but it was a lot of fun. Would love to be able to click on rooms to see what equipment and monsters were there.
Nice little game. I like that people move out of the dense buildings last. I wish there was some locality effect to where pollution was being emitted, and where shops were placed.
+Grhyll, the cages are just decoration, although I wish we would have thought of that! Would have made a nice easter egg. The exit from level 2 is at the top left.
Seems overly hard, or I'm missing something. I got past the gauntlet of rotating turrets, but the big room with overlapping zones just seemed impossible.
Seems like you're an amoeba trying to grab other detritus to survive. The fact that I couldn't swivel the canon makes it very challenging.
Fun little game. Really loved the graphics of the scenery.
Nice theme, and I was excited by the upgrade ideas. Would have loved to see those. Also, determining if you were hitting enemies was too hard.
Really nice game. It'd be nice if, when you built a new type of character, the game paused to show the character and explain how it works (sort of like when you transition to monster).
I didn't notice any edible pixels, but I did reach the goal. I liked the chasing baddies... reminded me of Serious Sam. A good step towards a game with possibilities.
(rating Original) Nice infrastructure. Couldn't kill anything, but would have otherwise seemed really decent.
Really neat. I understand that each day is random, but it'd be nice to have a little more control about whether I get to see new events. Also, I'm not quite sure why once poison killed me and another time it didn't, so being a little clearer about the why might help. Nice work!
Ouch! Harsh. :) Good game though.
I liked this a lot. However, even after getting the hang of it, it takes a lot of effort to try new things. Would like to see it slightly streamlined.
Really cool. I wish that there was a mode that let me know when I wouldn't need a verb again... I ended up carrying them all around, but then it became time consuming to figure out how to respond. I wasn't able to win, but I did play it for 20 minutes, so thanks!
Sweet! I understand about running out of time, but I was *so sad* to not get a chance to swap bodies with other characters. :) Great premise.
This looks very cool, but how do I get out of Forgotton Town?
Nice level design. I never did figure out how to control losing weight, though.
Thanks for the feedback, @doug-graham and @leinades! I totally agree about needing to move faster with more bullets. I always say I'm going to save the last day for tweaking gameplay, and then I end up running out of time, despite my best intentions. :wink:
LOL, a friend created a speed run video: https://youtu.be/C67TCUgnqYw
@jordantanner Yep, 3 star layers. Thanks for the encouragement!
@vulpineblazeyt Thanks for the feedback. We've gotten several comments on the clunkiness of the controls, definitely could use some tweaking. Ha, good suggestion about having the merchant help defend itself at least a little. :)
@copper-aardvark-games @lyrcaxis Thanks for playing! I'm glad it was fun for you.
@argon Thanks for the feedback, Argon! We totally agree that the gameplay needs tuning. I hope we eventually get around to that!
@tommyflower @amerigo-gazaway Thanks for calling out our thematic efforts! We probably prioritized the theme too much over gameplay, but it's nice to have that effort recognized. :smiley:
@mika-la-grand I'm sad that you didn't hear any music! @dav did a great job on it. Could you let us know what OS and browser you were using? We'd like to test.
I enjoyed this a lot! I couldn't tell if there was any penalty for using the compass. If not, having to click it was a little gimmicky. Otherwise, I enjoyed the race against time!
Wow, a really impressive set of mechanics for such a short jam! I really liked the feel of the guards. Their combined patrols were challenging and interesting.
Totally lost on the xylophone. :/ Seems like a cool game, I wish I could have finished that game or left it and come back later.
Wow, the 3D models and effects are amazing! I'd love to see where this goes.
Ha! I was boring, but then I won for realz. ;) Nice mechanics. I was confused about when baddies would stop respawning and I could move on, though.
@sbackus Try pressing SPACEBAR!
Great art and music, and I really liked the challenge level, even though it's completely unfair. :smile:
Thanks, @jason-porritt and @idontknow! @kapitstick added rocket wizard at the last minute. We're glad you enjoyed it!
@jlv thanks for the feedback! You're absolutely right that we drop you in the deep end. That was more due to time constraints rather than design. Some spells require proximity to an enemy to take effect!
@cincerteri We're glad you stuck with it to figure it out! The awesome music was composed by @zissou on real physical synthesizers, not software. He's old school and awesome!
@eog LOL
@mharring Ha! You can lose, but you kinda have to try at it (AFK for a while). There's a really subtle visual effect that your staff crystal flickers when you take damage. But, without time to balance gameplay, we decided to err on the side of godly powers. hat tip: @cottontshirtz
@$162477 Thanks! Our plan was to add different cooldowns for the different powers, but didn't get there. Hopefully you had fun frying everything!
@psychic-ash Thanks for mentioning the music volume! You found a regression, where we accidentally deleted the volume adjustment for the music track. A fix is uploaded now.
@mattdotam @crimsonhorizon @mrarc @alyn Thanks for the feedback! @kapistick did all the design and programming for the awesome spellbook GUI. Without time to create levels of increasing difficulty, we struggled with making the various spells discoverable without being obvious.
Holy cow! My favorite submission so far! I love surfing along the edge of the big group, and it's worth fighting through to get dash! Got to the second handling upgrade. I wish I could restart close to the power level when I died.
Wow, a really innovative platformer! The checkpoint system is a huge relief. Even so, I wasn't skilled enough to do a lot of wall jumps so I didn't get far. :/ Great job!
Good scaling of difficulty across levels!
Really nice looking game! I was excited to play, but got IndexOutOfRangeException while moving around, and then movements stopped. Ping me if you get the bug fixed!
176.38! Just the right amount of control to be challenging and fun. First time I've ever played "chicken" with a "doge"! :dog2:
Hmm. "Game Over". Is that good or bad?
Wow, just the right difficulty to be addictive. Is there more after frogger?
Still fun even without lighting! Having to start at the beginning makes me sad though. Still, great entry!
I want to play! The screenshot looks great!
Argh. Looks like it'll be an awesome game, but once you enter the depths, the 3D view goes purple (in Chrome on Windows). Please see if you can fix it and then notify me! :pray:
Love the graphics and mood! The reactor/o2/flooding indicators are very subtle. Even when looking at them, it can be hard to tell the level. It's a place where sounds would really help.
I wish there was a reason to go down! If so, I would have played a lot longer.
According to the instructions, pressing 1&2 launches an advanced missle. In my experience, it just kills you. :wink:
Nice work! A great entry.
I really enjoyed this and played it for a good while. Nice and addictive. (just a little further...). Difficulty is tuned really well for a challenge, but it'd also be fun to have a casual mode with a lot more ammo and/or less gravity. I could imagine zoning out to that... :eyes:
Wow, I played for waaaaay longer that I meant to. :smile: Really addictive! Are there any other items or monsters lower than the ones you first find? Getting stuck in the wall was the only annoying thing. I love the sound of bombing spiders in the morning. :bomb: :spider: Nice work!
Wow, so much support, thank you! :heart:
@squirmonkey, you nailed the RoboRally :robot: inspiration! Richard Garfield FTW!
@boxedmeatrevolution, your props go to @dav, our audio expert :musical_score: ! They had the most difficult role as the only remote team member, and having to work from only a written description of the game.
Thanks for the kudos, @yetrecalllaw! This was my first dabble in procedural generation :sweat_smile:. It's terrifying to give up level control to an algorithm, but it definitely whetted my appetite to *explore* it more :drum: .
We had a lot of challenge mechanics in mind, but after a few LD entries that were more frustrating than fun, we decided to err on the side of casual. My S.O. said it was my first LD that she's enjoyed :rofl: . We do plan to develop it further though. Thanks to @mharitsnf, @roberto-romao, @jellzilla and others for the suggestions!
I want to give shout-outs to @embedder72 for building the entire state machine, and @onedozenbagels for the drag-and-drop GUI. Sometimes the best praise for a bit of code is the lack of problems/complaints, and that was certainly the case here! :clap:
Wow, thanks @bubbadubc! If there was multiple difficulties (with this being the easiest), do you think you would have tried a harder one?
@koolruz Originally you had to fill your entire hand before hitting play, but when you got to the end of the level and had to fill out the extra moves with "whatever", playtesters asked to be able to play a subhand. We didn't follow that through to its conclusion that folks would always use short hands, which really undermines any sort of challenge of the game. Given how infrequently you "finish" a level, we should have left it how it was. Thanks for the feedback!
The web link is giving 404. If you can fix that, let me know! I'd love to play.
Great game, and kudos for your music. :musical_note: It created the perfect mood.
I am quite impressed. I love puzzles. I'm torn between really enjoying the narration, and wishing it didn't offer so many hints. :shrug: The story is well written, too. I'd love to learn more about the characters and play more levels. Really well done.
Thanks, all! The stuck robots were my fault. It was my first attempt at navigation meshes, and there are several different bugs. This was our first time using Godot, and while overall it was great, it also had some downsides: the enormous download size being one of them (4x the size of our raw assets!). We also completed a minigame which let you enter the buildings and set the explosive charges. Unfortunately, we could not go "scene" transitions in Godot to work without crashes, so no minigame, and no ability to restart the level without a browser refresh. :/ With all that said, I plan to use Godot again next time. It's pretty smooth with a lot of potential.
Wow, hard! It'd be nice to be able to get through the cutscenes faster to try again, if you're a poor player like me (spamming the spacebar to get through conversations was still slow). I love the innovation with the level-up mechanic. It'd be great to have option to start in on an easier/tutorial level to better observe how that mechanism works. Nice work!
Very nice. I wanted to hover over the meters to understand what they each were, and over my current mood to understand what was influencing it. I did not feel that I could actively pursue improvement, which was frustrating, but the name of the game kinda says it all, right? Overall, an enjoyable experience. Nice work!
Favorite LD, evar! 4856 points! :star: Ran out of things to buy/upgrade. :money_mouth: Had me LOL. Great work!
I played for quite a while and really enjoyed it! Would love to have a score to measure progress. Also, defending the last few pieces is a little anti-climatic compared to the super tense period of defending a larger area.
Love the graphics! I'm impressed you were able to make such a solid RTS in 3 days! To minor camera issues: you can go upside down, and if you rotate to be flat with the horizon, you're stuck and can't rotate back. Great job!
Thanks, all!
@arihan10 @therealmoebius there is music and sound effects. Sometimes the browser auto-mutes and you need to click the little speaker icon in the top left. If that doesn't work, please let us know what OS/browser you're in so we can debug!
@bigdylann Yes, you can reach the ground! We made it challenging to do so, but it doesn't require *too* much luck!
@fromage :heart: :balloon:
@eggshelldog Yeah, there's no "good" ending. I'm impressed you reached the ground, though!
@nash Sorry about the motion sickness! I also got that during initial development of the camera behavior. We tweaked things to reduce it, but I guess not enough.
@bottled-up-dark-peace Thanks! FWIW, the physics uses real wind resistance drag calculations, and that's what determines your terminal (haha) velocity. Of course we fudged some constants for fun, like the surface area of a penguin's arms, but the formulas hold up. :penguin:
> got a laugh out of me from the sudden brutality
@proxy-games This comment made my day! That was the vibe we were going for. There was a lot of swearing during playtests. :grin:
Wow, thanks @jasontherand! :heart:
Thanks, @aeveis! There is no way to survive. The intention was to have a leaderboard of longest survival times per day, so you could "win" by lasting the longest. But we ran out of time before that got finished.
I :heart: this game. I wish the non-tutorial game started out a little easier, but boy, does it capture the theme. Would love to know what the record is. I only got 12k and it felt like I did worse every time. It would be nice if it was easier to transition from moving to interacting... maybe visual feedback when a click would start an interaction?
Nice work! I got 2:18 on my first try. It's really hard to move and keep aiming correctly! Also, I kept thinking the eyeballs were part of the background. Well done.
At first I thought I wasn't going to enjoy this, mostly due to the limited combat mechanics (which are still impressive for a jam). But, then I ended up playing through a second time, because I wanted to win the boss fight, so... quite compelling! I really like that you can only kite the faster enemies for so long, then you have to stand your ground. I still mostly went the stealth route to save time. I wasn't a big fan of the visual dithering, although I didn't mind the low-res in general. The checkpointing system was well done, in conjunction with a good level design. Large but manageable with tantalizing glimpses of what was to come.
My top two asks are: (1) a better visual indication of hits/misses. (2) I'll reiterate what someone else said: Let me cut down the wheat with my scythe! :grin:
Overall: Quite an incredible amount of functional content :eyes:, with an engaging premise and nice difficulty level. Congrats! :thumbsup: (Note: it's clear there has been a good amount of refinement post-jam. I recommend having a jam-deadline entry for rating purposes and a separate one for non-trivial improvements)
Well done. Compelling story. Excellent execution. Only two issues bothered me: you can reach a checkpoint and then "lose" it and have to re-earn it. Several times I killed something to discover that it was already too late. So, it was hard to know whether you had been "fast enough"... maybe a bit more feedback at the key moment? Also, is there more than one ending? Seems like it, but I couldn't figure it out.
Really well done. I liked the visuals, audio, controls, tutorial aspects, storyline. I am bad at stealth, so I wish there were some checkpoints. For non-Thief folks, it might be nice to explain what visibility means. Also, is it worth not-crouching other than at the very start of the game? Thanks and congrats!
Really well done, especially for a jam game. Only 10 years ago this would have been a commercial product, and you made it in a weekend! Also, nice job making it easy to debug your programs. :bug:
Two usability issues whose fixes would have made this more fun for me: * Dragging an instruction and dropping on a mutable field should also count as a move, like it does everywhere else on the line. I don't see any value in rejecting the drag. * Allow quick delete of an instruction.
As it is, I was glad when it was over. If those issues were fixed, I'd look forward to more challenges! :thumbsup:
I was stuck trying to get the game to accept input. I was about to give up when suddenly spacebar started working. Then everything was great. I'm terrible at it, but I really like how it rewards you with powerups as you go on. Being OP is fun!
Agree with Gabriel, it's a bit confusing to start, especially with three different resources to manage, in different places on the screen. I got 819 / 69. Neat idea. Thanks!
@aeveis Thanks for the feedback! Waypoints and WASD move you at the same rate, but if you use both at the same time, you get a slowdown bonus. Ironically we ran out of time before we could tune the time dilation aspect. :clock: You're absolutely right it really needs better feedback on the speed of time. Maybe a dolly zoom?
@odtray I believe the audio starting issue has been fixed.
@davidtheginger Thanks for the performance report! We've seen it do 120fps at 5k x 2k, so it sounds like a bug that we'd like to track down. If you'd like to help, we'd appreciate knowing your browser, OS, resolution, video hardware and any other details you feel are relevant.
@peachtreeoath Ed sez: _Finish the level. You have 10 seconds to comply._
Thanks @davidtheginger !! :bow: We'll see if we can repro. Regardless, we'll likely add a performance slider that will allow turning down the in-game resolution without having to resort to Chrome zoom.
Thanks for the feedback, @tatawanda! We hear you on the time-flow feedback... working on that right now! :clock: In game explanations would be great, but are hard to find time for during a Jam. Need some of the time-dilation tech, myself!
@adam-gallina @f1krazy Thanks for the feedback! We hear you on the confusion. Honestly, at our skill level, we were lucky to have the game working at all by the deadline. :sweat_smile: I'm working on evolving the intro levels to more clearly explain the techniques.
@f1krazy Awesome, thanks for the offer! I'm trying to get a new version done for a local demo session on Oct 22, so I'll try to hit you up before then.
@aldruin Thanks for the feedback! Totally fair. The design behind the waypoints were that they would let you walk accurately in one direction while aiming/looking in another direction in order to shoot/dodge. But as you said, too many other issues made it much less valuable.
@f1krazy @adam-gallina I uploaded a post-jam version (link above). Let me know what you think!
Wow, so fun! I love the graphic style. I didn't understand the boulders... are they random? final-bastion.png
10% on my first try, and I'm pretty sure that I lost more health trying to pick up tape than I gained. :smile: Also, I'm an idiot and thought that "X" meant I couldn't interact with someone, but @100th-coin's video saved me. I would have enjoyed an additional horizontal level so I could glide more and feel the wind beneath my wings...
@spiritwiz Thanks for the feedback! Does "Simulator" mean "HTR+ Slot Car Simulation"? That looks really impressive. I'll take your comparison as a complement. :smile: Sorry about the motion sickness. I'm not happy with it either, but the fixed camera was too hard to see on mobile. :slight_frown: With more time, we were thinking of a mostly fixed camera which pans when you got close to the edge of the screen. I'm not sure if that would have been better. :shrug:
@groundwater-studio Thanks for the kind words! I soooo know what you mean about that "Wzz" noise! @onedozenbagels spent a good amount of time trying to find a good fit, but we ran out of time for that. The same goes for the "clack-clack" of crossing track bumps.
Thanks for the kind words! @floralvikings @e-polygon @jaxah @beebster-games @xschaumix @gonzalo-ferretti @madelaine21 @ph-neutral @sass @blank-3d
@ategon You have the current top record! The best we had seen is 48 seconds. Nice job!
@aeveis Thanks for the feedback! At top speed, you leave the track on all turns. But from reports, only some users are able to hit that speed. Could you tell that you can change your speed by touching the speed gauge higher or lower? If so, what platform did you play on, and was it in landscape or portrait?
Wow, the shelving physics and sound effects are super satisfying. :gift: I kept getting stuck trying to jump out of pits. In the last room, there was a color of boxes that I couldn't find, which limited my score. Is that intentional or poor randomness luck or a bug? Really nice job overall!!
Thanks for the kind words, @srslie! Did you have a parchment to the right with the current day, time and treasury amount? If so, there should have been a "Start" button that switches from build mode. There are some scaling issues that make the UI not appear fully in some cases. It'd be helpful to know if that's what you were seeing. Start button to transition from dawn/dusk to day/night
Thanks for the bug report and advice, @prepe! In terms of the GUI scaling issues, we haven't figured that out yet. It's a problem we sometimes see using Babylon.js. We'll keep working at it!
@willby thanks for the comments! We really needs some in-game help/instruction, but we ran out of time (as always), so it ended up only in the LD description. To answer your question: The PC mage can double the production speed of the buildings they're standing near (within the glowing ring). boosting.png
@afi-olya :heart: Congrats on your victory and thank you for the kind words!
Hey! I'd love to try this, but it auto-fullscreens and on my ultrawide you can't see the entire screen. Windowed mode might help, if that's possible.
@drinkycode It works! I got 250oz, 15 KOs. There didn't seem to be control over which way the cheese went, but that seems intentional since you can still play it reasonably despite that. It's nigh impossible to stand on the cheese button long enough during the late game. I did enjoy the increasing difficulty, tho.
@detectivedirk The idea with the power ups was that those buns would be actively using their powers in their respective corners (eg, repeatedly wall jumping like an energetic kid). When you rescued them, they would teach you their skill. Of course, we ran out of time :clock: before we could implement the custom behaviors for those "followers". Thanks for the feedback! :pray:
@jesse-martin Thanks for trying our game! We have issues with the bookcase and differentiating what it a platform and what isn't. There are two horizontal green books with black outlines that you can jump on. You'll need to use them to rescue that bun.
@tidetm Thanks! Coding the bunny following behavior was my favorite part! :heart: The new bug fix version 1.1+ should fix the dialog boxes!
@ziobob Ah, we should clarify: You have to press the down arrow (or "S") to dash (once it's unlocked). Thanks for playing!
Same as @eerongal. I'd love to try.
Wow, the mood of this game is truly impressive. I wanted to feel like I had a little more control, but otherwise, super happy. Great job.
Really enjoyable game. I felt the need to find all 16 nests. Whether or not a flower opened a path was more subtle than I would have liked, and I would like the game to remember which way I launched from the previous time, but those are super minor quibbles. Excellent!
The shrimp :shrimp: mobs are so weird and awesome. From above they look like synchronized swimmers. I would have enjoyed being able to move faster and for the shrimp to be easier to kill. I felt ineffectual, which maybe is the point, but it's not exactly fun. :sweat_smile: Nice entry!
This game is **soooo** cool! However, having to rebuild my circuit to make a minor change when I click "Back" is frustrating enough that I quit on the laser level. Let me know if you fix that and I'll give it another go! :thumbsup:
I like the theme and enjoyed fixing things, but at some point I was just doing loops and decoding kept resetting. It wasn't clear how I could make progress.
Technically very solid. :thumbsup: I'm not a musician, and I couldn't figure out what a good or bad move was. I just used up all my energy and made patterns, and was winning levels. I couldn't tell if the waveforms I was making were impacting the audio, so it felt like my choices didn't matter. If the patterns *did* affect the music, I wish the pattern was highlighted in time to the music. Again, I'm not musically sophisticated, so I'm not sure if I'm in the target audience.
Delightfully weird! :heart: Great job. Oh, and the post-its were a really fun detail. I liked moving them around just because.
Thanks for taking the time to comment, @kit-gorn. Your feedback is really vague. Can you point out something that should have been better?
@kit-gorn That's great feedback, thanks. We ran out of time as we were starting to add hats to certain survivors and give them unique behaviors. The only one that made it in was the firefighters. Even if we had added the others I didn't think we would have hit that emotional note, though. We were hoping to end up with a sandbox of interesting things to discover and interact with throughout the city.
Thanks for the kind words, @mostlikely! Just so we can improve our engine, can you let us know what resolution your monitor is, and how it ended up looking?
Thanks for playing our game, @zpdlf003 @fadex @alex-de-la-cour!
Ha, I like the firefly concept, @nbumgardner! We're always looking for solutions to bugs (no pun intended :grin:). If you feel like helping us out, try running it again and clicking on this icon, which should be at the top of the page. Muted audio button.png
If that doesn't fix the audio, try hitting the "=" (+) key several times. If that still doesn't work, and you're willing to share your OS and browser type, that would help! Thanks for playing our game!
If you feel like taking another shot at the gameplay, the hospital is the tallest building in the top right corner. :hospital:
@sphone-official Thanks for playing! When you at altitude "1" (the lowest), the survivors follow your drone if it's very close. Otherwise, the only way to influence them is to activate the light signals. The signals themselves also have a range which isn't communicated. Both of the ranges really need some sort of visual feedback.
@redphoenix2412 Sorry for the confusion! The main way to move the drone is to right click on a spot on the map, and it will fly there. If you hold the right mouse button, it will continue updating the destination. We probably need a visual indicator for where it's heading. Thanks for the feedback and trying our game!
@su-yuhang The original plan was to have multiple buildings throughout the city with "specialist" survivors that you could rescue to unlock new behaviors. Unfortunately, we ran out of time and the only specialist are the firefighters in the southeast quadrant. I like your idea of having more things for the drone to do. Maybe delivering equipment? Fighting zombies? Let me know if you have ideas you would like to see! Thanks for playing our game and providing feedback!
@wouterk12 Thanks for encouragement! I spent like 6 hours trying to make the drone pathfind and self-navigate among the buildings with a realistic acceleration model. In that version, more of the buildings were intended to be taller, so weaving through them would have been more important (and looked cool!). Also, we could have pivoted the camera to more of a chase view while it was doing that sort of slalom. :skier: Unfortunately I couldn't get the math quite right and realized I needed to move on. :cry:
@antoine-bodin @garaptic Thanks for trying our game, and for taking the time to offer feedback! We really appreciate it. :heart:
@shernik Thanks for the feedback! The idea is that the short-range influence and limited visibility of the drone is more tactical, while the traffic signal guidance is more strategic. It'd be difficult to save everyone without using a mix of both. You're absolutely right that the modes could use more differentiation, and that certain situations could more clearly call for one or the other.
@wallted Yes, you got them all! :medal: Thanks for your awesome feedback. :pray: We're thrilled that you enjoyed our game enough to beat it!
@okkolobr YES! Our evil plan is working. Thanks for playing our game!
I'm really impressed by the "feel" of the universe here. The little dude reminded me of a lego minifig. :smile: I got stuck at the first gate though. I filled the fuel (took me a while to figure out) and played the song which opened the door, but it wouldn't move when I pressed the go button. I tried the song many times, and the door stopped going up even when I missed notes, so I think I got enough of them right? If I'm missing something, plesae let me know. Otherwise, I'll try it again from the beginning in case it was glitching.
Neat game! Made me nostalgic for the dungeon crawlers of my youth. The scanner mechanic worked really well. There were two chests that my scanner didn't work on. One of them, there was no positive signal. The other, the scanner closed really quickly for some reason. Anyway, great work. I wish one of the items was a torch! :flashlight: |> mimics.png
Nicely done. I accidentally wasted time backtracking at one point. It would be nice to leave tracks behind so you can tell where you've been. I found an apparent bug. Once you get to the end, if you go back and take the "alternate" path, you get another message that no longer fits in the storyline.
Can you hack yet? Or just open the screen? I couldn't see a way to interact with it. I'm intrigued though.