Foon → Ludum Dare Explorer → Users → Cosmonautical
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | Life Passes You By | jam | 156 | 3.96 | 3.34 | 3.99 | 4.34 | 4.54 | ||||
| 2021 | 49 | Unstable | Bugsy's Barbershop | jam | 225 | 3.93 | 3.88 | 4.02 | 3.47 | 3.45 | 3.90 | 4.15 | 3.79 |
The soundtrack was an absolute bop. Game was a bit easy, but I understand in jams there generally isn't much room for balance :P Reminds me a lot of Age of War which is an old flash game.. Also had a killer soundtrack. Well done!
Really fun and innovative. The sound was great but some calm music could have gone a long way. Reminds me a lot of the cell stage of Spore. I did find the swatter/light not nearly as useful as the tweezers, I managed to solve most of my problems by putting the right things in the right places.
The core is really good, it was simple and fun. I think it was really difficult to figure out where I needed to go though. I didn't know I was taking the packages to the circle until I stumbled upon it, a mini-map would be useful. Also moving between the screens kinda sucked and felt sluggish. Ideally, the game would scroll/pan with the user. The physics felt great. It was really fun tethering myself to a meteor and bringing it up to full speed, only to be tugged along behind it, unable to move or slow the heavier object down.
Graphics were cutesy, took me a little bit to figure out what I was actually supposed to be doing but I think I'm just dumb. I didn't connect the word stars with the ingredient that had stars on it. Perhaps using the symbol or colour when looking at the machine would reduce this confusion. Would have been nice to have music. I really liked all the random effects, but didn't feel as though there were enough ways to interact with that system for it to feel fully fleshed out.
I liked how the spells bounce for a while so the more you cast the more dangerous it makes it for you. Otherwise it was a bit hard to know where to go, some guidance would help a lot
Would love it if this was more fleshed out into a full game with multiple universes and tech trees etc. Could see this idea going really far. It was a little laggy at times though
I enjoyed swinging around, I thought the core mechanic was pretty well made. Wasn't really sure what I should be doing though or what the interactions were for.
A little awkward at first, but I really think you have grounds here for a super awesome game if you can smooth the learning curve a bit. Once I was launching stuff around and smashing tables mid air, it felt really cool. Similar to mirrors edge or something.
"I'm meant to go here riiiiight?" The VO was fantastic, definitely had me sticking around. Launching meteors past the sun and out of the system was hilarious and I enjoyed that a lot. Game was really hard and I didn't know how to control the meteors well, but it was still fun to muck around with so I didn't really mind.
Definitely weighing as the biggest game I've played in the jam at just under 300mb. The jumping is very floaty and hard to control but I perservered and completed it anyway!
Incredible product for such a short time. Reminds me of playing flash games on newgrounds 10 years ago
It's hard! Really hard game haha. I couldn't get above 3. Also I think there is a big if you miss your first shot, it'll take the next shot and still have the restart screen up, then you'll lose that one and etc etc the problem keeps going
Nice! Been a fan of your work since LD49, happy to see you've gone for a similar 'minigame' format. There was a little bit of question repetition (and a lot of pokemon questions :stuck_out_tongue_winking_eye: ) but aside from that it was the minimalistic, pretty experience I was looking for. The questions could be cheesed a little bit, if you only had 3 you could get wrong you'd have a net gain of 4 seconds for free
Fresh take on the theme, and a unique one that
Had a lot of fun with this one, played through it a few times. Diving deep didn't seem to have much of a purpose, I managed to win the first time just by skirting along the surface eating all the stuff that spawned in. I really enjoyed picking up speed and launching myself into the air to do a bunch of flips. You can jump so high you actually clear the sky and wind up in space for a moment. There was a bug with the upgrades when you get the last one, it would still appear as though I hadn't bought it. Wish I could still continue playing after 'winning' so I could goof off a bit with max upgrades, had to play through it again and max out so I could mess around.
Found the secret pineapple, worth
Managed to trigger the button on top of the pillar but wasn't really sure what it did
Damn dude! I was really hyped for the game to get into the crazy puzzles. I think you could extend this into a 30 minute experience and sell it for $2 a pop on itch
Really creative platformer, super simple take on theme which I thought you did perfectly. Only issue I discovered was clicking the volume slider counted as a jump
Neither of the game links are working, I'll check back here in a couple hours to see if I can give it another shot. No rating yet
A very beautiful game! The audio was a bit too loud I think, but it sounded nice when I turned my speakers down a little :)
It doesn't fit the theme perfectly, being every 10 turns instead of every 10 seconds, but the artistic polish really holds the game together. The intro was awesome and the I love the VO. Definitely some interesting tactical decisions to make, that last level was really tricky
I liked the weird alchemy vibes to it. I think I could spend a lot of time messing around with the construction to make something that would create infinite bullets somehow. The middle click menu was a bit hard to use, perhaps you could have the icons appear on the side of the screen and just click the building you want to place?
Obviously, like everyone I love Slay the Spire. Unfortunately the problem you're facing is that there is (at least one other) deckbuilder-but-on-a-timer game in the game jam, so I'm going to compare yours a little to that one. What you did better was the humour of the game, but also the mechanics were far more interesting. I could actually pick what went into my deck and begin to create a strategy (two attack boost followed by 3 attacks was dominant, I FTK a couple fights). What your game lacked a little however was the feeling of playing the cards. It was hard to place the cards on the enemies quickly, and they didn't have a sense of "this is a thing you control doing stuff". Essentially, I would have loved to have a lot more juice/polish in a game like this. I think it could have been one of my favourite games in the jam if the cards felt nice to play
Tuuuuune
Really awesome work. Love the Australian representation. I didn't realise until the third track that I'm meant to weave the moves from the top of the page into the freeform bits. I couldn't take my eyes off the bottom half of the screen to see what they were though. I wish that they were in a place that was easier to glance at
I quite like the art and sound, but the gameplay felt pretty sluggish and I would lose hp even when I was inside the bunker. The character feels too slow and resources are too few to upgrade enough to get further than one screen away
I thought the inversion was pretty neat
Really awesome game! Super stylish. It's practically a 10 second battle royale which is a great idea Would have loved to pick my colour, and it should have some kind of gong/feedback when someone gets eliminated.
Nice game! Cool to see an escape room done for the compo #### Feedback - Sensitivity in the html5 version was way too high - Some trippy/mysterious music would have gone a long way - Would be nice if unlocked cabinets stayed that way after the reset
#### Spoiler I couldn't get to the end without cheating by ~~looking at the console output~~, the ~~hand pointing clue~~ was a bit much for me, even after I knew what the code was.
Looking forward to seeing what you make next jam!
Early game speedrun strat is to have your bunnies mine something then pick them up and reassign them to the same thing, they'll drop the resources and you can move them to your base manually I was on my way to sub 100 but had some really rough slams
I feel like 10 seconds is just too quick, especially with the complexity of some of the levels. Would be nice if collecting the pink things added an extra second
Awesome! Super moody. Felt like playing a trashy Deus Ex. Loved it. I managed to escape the bounds and run around a little, was hoping there would be a secret out there :spy: The baskets were a bit janky to use, would have been nice if they automatically self-righted when you picked them up or something, any way to make them a bit more useful
I was already impressed by the polish in the game before I found out it was a compo entry.
The intro was gorgeous, and the music was really cool. The platforming was a little uninteresting, but you had a really imaginative take on theme. Well done!
The OS portion of the game was my favourite, I thought it was really strong. Super cool to see those graphics in the browser The platforming could be tightened up a little bit though
I think this is a really solid concept, would have loved more card variety and 'juiciness'
- Nice itch page - in-game tutorial is good, but I wish I could close it without having to follow it - I wish the gem shapes implied their movement pattern - Music is calming, the ui and everything felt good. There was nice feedback and polish - I lost and I didn't really know why at the end, I guess I ran out of moves? I didn't know you could run out of moves. Can you get more moves? This isn't clear - I'm in two minds if I think the theme fit or not. I understand your explanation and it is nice to see a game that wasn't just "normal game but on a timer"
Amusing idea, very Stanley Parable-esque I liked some of the curve balls you threw Only criticism would be that the vocals were a bit indecipherable at parts
Thank you all for the feedback. The speed at which stuff flies by is definitely the point of the game, but I think I could slow it down just a bit to still capture that experience, but make it more accessible.
@ty hahaha that's how I felt through a lot of the production, I had to take a long walk and just think about life for a bit at one point
Honestly, I'm really touched by all the outpouring of love this game has received.
I wanted to make a game that meant something to me, and spoke about my owns struggles with the burden of choice in a world with infinite options and finite time.
I'm really glad that other people resonate and sympathise with this experience as well, reminds me that I am not alone in this world.
@chocolat-Endive Technically, it's a 17.5 second timer 👀 but don't tell anyone
I would love to read a post mortem of how this works
I think the meow sound effect just balanced just a little too loudly compared to the rest of my system sounds, perhaps bring it back 5db
:bird:
I'll agree with the other commenter, requires me to hold f for too long. I also couldn't tell what was/wasn't broken visually, or where it was on the ship. I think it would be cool if there was a little minigame or process required to fix stuff, otherwise it was quite repetitive
The amount of effort that went into this is insane. All the extra 'stuff' like the conversations and over the top forum signatures was great. The gameplay itself as pretty cool once I figured out how it all worked, but the admin robots were a little annoying because they were unavoidable at times.
I clicked the popup, pausing the timer and thus rendering me immortal. I have cheated death and now I plan on spreading my seed amongst the cosmos. And it was all thanks to you nullval, thank you.
Loved the music
Didn't even realise there was a box on the switch until I re-read the controls and saw the right click part. I wish it was communicated to me in game, perhaps also giving the box a different colour to the switches? Is there a solution to the leash level? Or is it there to end the game on