Procrabstination by sebastianscaini 2022-04-05T21:37:34Z ♥ 3
Fellow crab game solidarity!
Very cozy game! Lost it a 'lustacean'!
Foon → Ludum Dare Explorer → Users → cottontshirtz
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | Unseen Queen | extra | |||||||||||
| 2022 | 51 | Every 10 seconds | Reference Frame | jam | 3.50 | 3.94 | 3.56 | 3.56 | 3.13 | 3.50 | 3.29 | ||||
| 2022 | 50 | Delay the inevitable | Crab Battle | jam | 997 | 3.29 | 3.38 | 3.04 | 3.46 | 3.28 | 3.35 | 4.03 | 3.24 | ||
| 2021 | 49 | Unstable | Orthoptera | jam | 646 | 3.60 | 3.42 | 3.85 | 2.82 | 3.92 | 3.65 | 3.97 | |||
| 2021 | 48 | Deeper and deeper | Foundations | jam | 1048 | 3.45 | 2.48 | 2.80 | 3.60 | 3.98 | 4.03 | 4.31 | |||
| 2020 | 47 | Stuck in a loop | WoodStone_02 | jam | 1379 | 3.05 | 3.02 | 3.57 | 2.21 | 2.79 | 3.33 | 1.64 | 2.82 | ||
| 2020 | 46 | Keep it alive | PLANETORUS2 | jam | 2083 | 3.07 | 3.23 | 3.39 | 2.52 | 2.82 | 2.95 | 2.11 | 3.21 | ||
| 2019 | 45 | Start with nothing | All But Starlight Here | jam | 904 | 3.06 | 2.69 | 3.53 | 2.81 | 3.72 | 2.78 | 3.50 | |||
| 2017 | 40 | The more you have, the worse it is | Triskeon | jam | 2.80 | 2.20 | 2.90 | 2.40 | 2.92 | 2.13 | 1.88 | 2.25 | |||
| 2017 | 38 | A Small World | P L A N E T O R U S | jam | 3.83 | 3.50 | 4.50 | 4.50 | 3.50 | 2.75 | 2.50 | 3.80 |
| Year | MiniLD | Theme | Game | Rank | ||
|---|---|---|---|---|---|---|
| 2016 | 69 | Colonization | Planet Express |
cottontshirtz leaves an average of 11.6 feedback comments each event.
Fellow crab game solidarity!
Very cozy game! Lost it a 'lustacean'!
Love how well the 3D environment works with the art style!
I'm surprised the WebGL build runs faster, it's usually the other way around in my experience...
Oh sh-t, here we go again...
Love the art-style and humor!
Had a lot of trouble getting the cursor to be captured, not sure what caused it to work when it finally did...
Real gross!
I like the idea of a TD game where you move the towers around! I wish the second enemy type was a "heavy" instead of fast though, they would always catch me off-guard.
Love the aesthetic!
How did you do the collisions working on the trail renderer?
Had some trouble with the slopes eating jump inputs, some coyote time or a wall jump could help.
Love the mechanism and the progression through the concepts!
Love the idea!
I did find it difficult to tell what the incoming units were, especially when it wasn't fullscreen. Also, I think the placement/rotation of the units could use some work; it was difficult to tell where the units would be placed when starting a click-drag event...
Some tutorialization could help, at first I though I was the character moving around and it also took me a bit to realize I could scroll/zoom the map.
I like the idea of directing folks about the map, but maybe start with a small level and start unblocking things as time goes on?
None of my machines worked as expected, which is to be expected!
Something I've messed around with when using physically controlled characters is to separate colliders and visualization into separate objects and then have the viz objects move/rotate in the render loop according to the rigidbody's velocity/angular velocity and the time since the last physics loop. It's not perfect, but it goes a fair way to removing the visual stutter of the two loops being out of sync!
A stealth game with modifiable environment, interesting!
This is a fun and well realized game! I did find that later levels to be less puzzle-like, as I could generally just brute force the solution by jumping about...
Very Cyriak, It was a little difficult control, but I'm pretty sure that was the point!
Classic concept with a strong retro aesthetic!
Dig the vibe and concept! Overall it felt like a puzzle game, which wasn't immediately obvious from the aesthetic. Is the music procedural?
I like the idea of the power-ups, but I wish I could remove the destroyed cubes from my pack, as they end up taking up a lot of space.
It reminds me of the minecraft game sploof, knocking blocks out from under your opponents! I left the game on the title screen for a moment and I got a game over screen, maybe try spawning in the player after the title screen is completed?
I like the core loop of grabbing debris and dropping it into the atmosphere! I did find the movement to be a bit difficult to control, making the directions local to a point was led me to flying in the wrong direction often.
Controls quite well, and the animation matching the movement is superb! Some simple SFX could help the immersion quite a lot!
Amazing graphics and audio! Incredibly polished! It took me a moment to figure out that it's WASD+Space to move stuff. I do like that you can choose which piece you want, it adds some choice to the formula!
Good humor and great pixel art! Only thing I can comment on is that the 'zzzhow!' SFX is a bit loud
MI mostly ended up just babysitting one pipe, as trying to maintain all of the pipes didn't seem like a good strategy. I figured there would be some downside, but there wasn't one. What about just an end of level score? Graphics were good!
NGL, I didn't understand which particles could recombine and why some wouldn't. Also, the difficulty curve is kind of backwards, when things get out of hand it gets more difficult. The graphics are nice and clean and the game is juicy as all hell!
I quite like the idea! It's fun to run around and put out fires (metaphorically)! I do wish the generated pieces would fit together better, often a piece would spawn in and it wasn't possible to get into it...
This is one tough game! Beyond the control aspects that are the expected difficulty of the game, there doesn't seem to be any indication of where to go. Also, while the wiggly eyes are an awesome touch, they affect the physics of the potato itself. Consider reducing the mass of the pupils down to 0 to reduce their effect on the rest of the physics.
Cute art style and relaxing atmosphere, though the combination of the music and misty was a bit odd. I didn't realize that you were supposed to knock the chained lights to get past them, and as a result I got a bit stuck on the mustache level. The placement of the pickup led to me realizing it though, so A+ level design!
Loved the pixel art and style in general! Wish it was a little more lenient about running off edges, at present it just keep moving when you get to an edge.
I like the song choice and stark art style, which together create a strong atmosphere! Something I can suggest is to add a 'noise floor' to the audio (not sure what the correct term is); basically, if you add in some constant noise (white or pink), you won't notice the start/end of the noise surrounding the narration audio. If you can explain it as wind or waves or something that's even better!
A very well constructed click puzzle game. The highlight is definitely the visual style. That 2D/3D effect is very well done, interesting and maybe a little seasickness inducing. The puzzles themselves were just the right amount of hard. The sound effects were well chosen to go with the visuals. A simple soundtrack would have been nice but as it stands, this is a good time.
Solid horror game, definitely more than I can handle. Controls are smooth, that delay when interacting with objects is an effective way to increase the tense atmosphere. Atmosphere itself is pretty dang creepy and the sounds contribute to that as well. Very very well done. I played this too late at night.
Cute. An interesting take on the theme. Directions were a little confusing at first. How is the money gained? It just seemed to accumulate over time... Overall, a nice game
I had a difficult time understanding how the costs were calculated. The other colors have obvious effects, but I'm not sure of the purpose of the green cards...
A very inspired take on the theme. Goofy and good for a laugh. It was a little buggy for me, sometimes it didn't register a complete headline. Overall, a fun, if simple, game.
The difficulty curve inside of a level is quite strange, at first you it's very difficult, but by the end you can't make a mistake if you tried...
Unfortunately I think the WebGL build is broken, all I'm getting is a black screen... If you get a fix uploaded I'd love to check it out!
I was surprised that running out of health was a game over, it felt like that should just bump you back to the surface. After another try I realized that the point of the game was to escape the mine once the earthquakes start. Escaping was quite difficult, as the character has momentum that is a little difficult to control, maybe consider having their velocity zero out when they start going the other way?
Absolutely love the art though, it's wonderfully cute!
I like that you can only go down on each step, it makes you consider what moves to make and plan for future runs (aim for gold you missed, etc.). I didn't see much of a speed up on gold gain, that made the middle part of the game slow down some...
(Also, that ending!)
I absolutely love this game! While the graphics and audio really set the mood, it's the feeling that you need to keep going that makes the game. There's no going back, and there's no stopping.
Very much liked the water effect, and I also liked how all of the information in the game is diegetic!
I like the idea of a pachinko adventure game! It reminds me of that pinball adventure game, Yoku's Island Express
Intuitive example of 'sensitive dependence on initial conditions'! It's fun to find a promising spot in the input space, then search 'nearby' for better and better trajectories!
I also don't have another human to play with, and I always know what the other player is thinking! But in all seriousness, this is a cool abstract game! It's always great to see something truly unique out there.
I like how each loop through the environment is different as a result of the character's state of mind. I was worried the story would turn out much darker, as that is what it felt like it was building up to.
Love the drifty car handling, made the obstacle course much more fun to navigate!
Lovely game! Very Amanita Design!
I love the inclusion of music as a mechanic: https://cottontshirtz.itch.io/tentrock
Awesome game! I like how the obstacles were a clock face, it took me a good couple tries to figure that part out.
If you're doing the pixel effect with a scaled down rendertexture target, turning off anti-aliasing for the camera will avoid pixels with gray tones. On a related note, I would add a script that just watches for screen size changes and recreates the target texture when those change. The game looked pretty funky on a wide screen monitor...
Absolutely love it! It did take me a while to understand how the loops affected the stylus and board, but after that it all fit together nicely. The only thing I can think that bothered me was that the angles were in radians, which makes entering specific angles cumbersome.
The game we need during quarantine!
Not sure if it is on purpose, but after a few levels the screen goes mostly black, but the rotating shadow is still visible.
I think I broke it by destroying the concept of happiness itself! (Also, I don't know if this is on purpose, but the moving trolley doesn't successfully reset position, appearing in stranger locations and even traveling backwards at times.)
NGL, when I got to the end the punchline really got me!
Cool concept with great execution. It might be nice to have the stage open up to a larger area when the flock gets large enough, but that's definitely a "nice to have". Truly impressing!
This is a good looking game! I didn't get that far into it (I'm a bit of a spazz so I always overshoot the orientation), but does the up/down control ever come into play?
Loved the animations and graphics, and it was fun that the projectiles bounced all over the place. Was hoping for a goal or conclusion, but this is a game jam so time is tight
Sort of a reverse tower defense? I liked the idea and overall the game was quite polished!
I liked that most of the strategy is focused on the resource management; I didn't want to leave the fire to collect wood, but not doing so is a guaranteed failure!
How did you get actual footage of me trying to keep my houseplants alive? But seriously, this is a well polished game!
I quite like the aesthetic of the game, and the narrative is nice and gloomy. The game did freeze upon death, and I didn't know if there was a keypress to restart...
I did have quite a hard time getting the chicks to stay at the nest, is that the goal? Eventually I just decided to terrorize the villagers and get onto props I wasn't supposed to.
There were some physics issues, one of the swings was going crazy and the cars were piling up on each other.
It's hard to protect the city when watching it get blown up is so satisfying! I did have some trouble flying around, mostly it just took a long time to turn.
It is what is says on the tin, there are mostly lamps. But seriously, I found the atmosphere to be considerably spooky and I liked those moments when you walk into a new room, bark, and only get a glimpse of the space, they added considerable suspense to the whole thing.
Please tell me that the dog is ok though, seems pretty purgatorial...
I appreciated the humor of the admin reset puzzle. I had noticed the '7' at the beginning, but didn't even recognize it as a 7 because of my orientation to it!
Thoroughly spooky. Great atmosphere with the fog and SFX. I did run into two bugs, the door one mentioned above and also the door was shut and wouldn't reopen when I went to go back to re-read the newspaper. I didn't try grabbing the key again, so I don't know if that reset.
I like the mechanism, it's very surprising when a large set piece suddenly pops into existence. Some of the models appear to have lighting issues in the web build. I know you said you didn't have a chance to debug the web builds entirely but I thought I'd let you know.
It's a good thing the music is calming; as the more rules get added, the more difficult it becomes...
Definitely got some 'godly powers' vibes going on here. Once I got both fireball and blink it got to be the only combo I used
That frog has some personality!
Nice premise and fluid gameplay. It appears you are missing a material for the LineRenderer that visualizes the grappling hook though.
I have to say the shades themselves make a surprisingly menacing enemy. A couple of times I found myself jumping when the appeared. I also liked the different power-ups, which combined nicely with the unreliable attack mechanism (are you sure you can hit with the throw? is there another cube nearby or will you be defenseless?). Kind of scratched that stealth game itch where you have to plan for the next encounter etc.
I quite liked the dithering effect the terrain had. I think there is an issue with the character controller or collider as hitting walls causes some strange effects and not landing squarely on a platform causes the character to do a little jig and ignore the jump button...
There is an item (?) near the grill that says "Your Jetpack has been filled", what is the control for the jetpack? I assume that is the way to get to the items on the table... I like the way the grass hides the spiders, gives it a real spooky reveal when you come across one.
It felt good to take out an enemy and collect a lot of souls in one go. Though I do agree that some indicator that hits were connecting could help some of the ambiguity in combat. I was also sometimes confused by what the thrown scythe was doing if I moved around a lot before it returned.
How did you handle movement, physics, and control for your game? I did a similar idea (shooter on a torus) and I'd like to compare notes.
Not sure if I'm doing right, but I can't get the game to run...
I like the light effect to add some mystery to the game. Though I would think about making some way to slow down the player's firing, as they can currently just flood the space with shot...
+1 for Uranus
But seriously, I like the style and feel of the game. I also appreciate how you have multiple methods by which to conquer other planetoids, by building guns onto your planetoid or taking matters into your own hands.
A E S T H E T I C
But seriously, I really appreciate the work you put into the look of the game. My only bug is that the screen controls work when you're typing in the terminal and entering a command deselects the terminal...
I really dig the perspective you have going. I took me a moment to understand what I was seeing and how it related to the game as a whole. (Shai-Hulud-um-dare?)
It took me a while to understand how to direct the train to other stations, and I am still not sure I understand as sometimes the train travels to a station that I do not want it to...
This looks and feels so much better than my first LD, keep up the good work! I like the look of the low-poly world. A way you could maybe smooth out the camera movement is to draw a line between the center of the cube and the snake's head and put the camera along that line some distance out. This would allow the player to look over the edge of the cube as they approach it. Then to avoid the jump when the player moves you can have the camera Lerp between where it was one move ago and it's current position by the amount of time between moves.
I really dig the art and sound, and I also like how the game is more about protecting the island than just avoiding the enemies.
It looks as though when you die and respawn, you have 0 health? I'm not sure if this is intentional.
LD51 — Every 10 seconds (8)
L.A.R.K. by Redneb 2022-10-06T02:44:31Z ♥ 2
Fun little puzzle game! I like the variety of mechanics you've created!
I noticed how the jump SFX happens each time that space is pressed, regardless if any LARK jumps. I've found it useful to think about effects as responses to game events, so instead of playing the sound when the button is pressed, have the LARK do the jump itself, then if they succeeded, play the effect.
Hope you've had a good time and welcome to game dev!
Just Right by VimMagic 2022-10-06T02:36:04Z ♥ 1
Nice calming atmosphere!
I do wish there was some feedback when you're close to losing though, as initially I didn't realize I had to keep the score below 1000...
Hourglass Outlaw by Ismael Rodriguez 2022-10-06T02:31:09Z ♥ 1
Awesome entry!
Moving and shooting feels great here, they're combined in a way that makes them easy to use but still requires you to think and act fast!
Turnip Terrace by Jonah_SRG 2022-10-05T22:46:53Z ♥ 0
I wish real gardening was this easy... Got into a good rhythm and was able to harvest almost 70 eggplants!
Lucky Lefty Lost In A Labyrinth by TheBookSnail 2022-10-05T22:40:26Z ♥ 0
My brain is too smooth to be on a timer...
Sacrifice Golf by Literally Void 2022-10-05T22:37:08Z ♥ 1
Really wish that enemies killed in the zone count towards the sacrifice, otherwise the weapons are a liability.
ULTRA INSTINCT NINJA MASTER of the Dark Forest by Tygrak 2022-10-05T22:33:44Z ♥ 1
This one was tough! The first time through I got cocky and eventually got hit twice by one of the later enemies, the one with the 3g3r pattern. Awesome art style and great music!
Satellite commander by Henrik Ganard 2022-10-05T22:26:34Z ♥ 1
Challenging game! I found it difficult to understand the controls initially, but once I got the hang of it I felt pretty comfortable flying around. Love the trailrenderers!