Express Without Remorse by alpacalypse 2020-10-10T21:46:15Z ♥ 1
I had to stop without playing much because I knew that if I didn't I would be playing this all day. Very nice. Could have used some subtle music.
Foon → Ludum Dare Explorer → Users → Craig Cordeiro
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Bad Faith | compo | 787 | 2.91 | 2.65 | 2.46 | 3.30 | 2.08 | 3.30 | |||
| 2020 | 47 | Stuck in a loop | Fresh Harvest | compo | 508 | 3.02 | 3.04 | 2.86 | 2.52 | 3.04 | 2.40 | 2.52 | ||
| 2020 | 46 | Keep it alive | I am Dog | jam | 1966 | 3.15 | 3.11 | 3.26 | 3.72 | 2.54 | 3.41 | 3.07 |
Craig Cordeiro leaves an average of 16.0 feedback comments each event.
I had to stop without playing much because I knew that if I didn't I would be playing this all day. Very nice. Could have used some subtle music.
The physics some blocks to get to unreachable places. A reset button would have been handy.
Looks and sounds nice. Very steep learning curve.
The sound effects are quite amusing. Overall a lot of fun.
Love it! I feel like making fun acronyms for all the different subsystems would have made it even better!
Fun game, reminded me of the special stages from the old Sonic games on the Genesis.
I didn't play until something changed. I assumed that I got it after the first three days were seemingly identical. If something is supposed to happen I'd recommended hinting that things can change earlier (maybe something small but noticeable/unavoidable in day 2). Also, the transitions either needed to be skippable or shorten in length dramatically after each time you see them. That being said, I really like the art style and sound.
I fell through the floor once while trying to walk between the first and second room, and light switch was kinda wonky. Interesting game. It reminded me of Stanley Parable and Antechamber. I just wish it was longer.
My only complaint is that there wasn't more! It's an interesting concept and I really liked the idea of the whole game taking place, essentially, in a single room like that. It would have been great if you could add more traps/puzzles in there.
I would have like more need indicators. He only said he was hungry a couple of times in a week. Also, I only went to the bathroom twice at the start. Apparently he held it for the next week or so.
You got quite a few mechanics working in a short amount of time, that's great! I just wish there was more! Also, movement with WASD in addition to the arrow keys would have been nice.
Very nice. Simple mechanics with lots of depth. I hope you continue with this, I'd love to play more levels with new puzzles!
Fun little game. I feel like I'd prefer it if the control directions were relative to the screen/map rather than relative to the car. That may just be me.
I love it! This game is making me reconsider my life choices (I'm not being sarcastic or facetious, completely sincere). One suggestion I have is make the loop trigger based on the first direction you go rather than just the right side; it might stop people from accidentally winning. Also, I totally fell off the edge when I won. It felt symbolic, lol.
@eidanthomas1234 I think you have to rebuild the game and disable compression. I was having this same loading issue on mine.
I love the art and music!
Contrary to everyone else, I actually like that you have to keep track of your ammo by yourself and that the only way to know how your dog is doing is through the sound cues. I feel like that just adds to the immersion.
What I didn't like is that opening the game would also open SteamVR for some reason, lol.
Possibly the cutest game I've played during the jam. Art is great! Sound and music is great! I would have preferred a different control scheme, but that's just me.
The game definitely needs a tutorial. I beat the first level without really know what I was doing. Then, the game froze on the second level because I think I caused some infinite recursion because I still didn't know what I was doing.
That being said, I loved the writing and the homour. It's an interesting, mindbending concept -- I just wish I knew what I was doing.
The game threw an exception when trying to launch: "Exception thrown: RuntimeError: abort(Cannot enlarge memory arrays to size 16896000 bytes (OOM). Either (1) compile with -s INITIAL_MEMORY=X with X higher than the current value 16777216, (2) compile with -s ALLOW_MEMORY_GROWTH=1 which allows increasing the size at runtime, or (3) if you want malloc to return NULL (0) instead of this abort, compile with -s ABORTING_MALLOC=0 )"
@ me if you need any more details.
Interesting world building. My only complaint so far is that some of the dialogue is awkwardly written (but that's easily fixable). But, interesting setup, I'd like to see where the story goes!
That's a lot of fun. There were a lot of simple mechanics layered to make some complex situations. I could definitely see myself playing waaaay too much of this!
I love the gravity mechanic!
Just pitching an idea, do with it what you will. Use the Sun as a blocker for the asteroids so that they hit it instead of the planet. But, every asteroid that hits the Sun makes it bigger, making it slower and the gravitational pull stronger. Moving as the Sun reduces its size, making it faster and the gravitational pull weaker. If the Sun gets too big, it collapses into a Black Hole, making it very small, but extremely slow with an gravitational pull that's extremely powerful. Maybe that's not the game you want to make, it's just what popped into my head when I tried to play it and thought I'd share.
Nice art style and responsive controls. I'd personally prefer to be able to WASD instead of (or at least in addition to) the arrow keys. Hopefully I could see more of this in the future!
I found that I could just hold down 'F' and collect to my heart's content. Maybe put it on a cooldown or make it so that pick up the cans just by flying into them? Overall, it was a fun game! I hope you expand on it in the future and maybe add other powerups and obstacles.
Nice concept. It was fun to play and the music was great!
It could have been a little more forgiving but ultimately a good concept.
Possibly the most accurate parenthood simulator I've ever played. I can't decide if this is a great game or the greatest game.
The pickups needed to be more plentiful. Also, the ones I found were hard to notice. Maybe make them bigger or have a light glow around them or something? Overall, looks nice. Keep it up!
The enemies seem to not care whether or not I shoot them so I just ran through it. Baby got bit once but I did it!
Very addictive. If I hadn't forcibly stopped myself from playing I think I would have spent way too much time on this! ...I might still come back to it later.
Nice visuals, nice sounds, awesome music.
Looks nice and sounds great! But, I'm not entirely sure what the controls are or what I'm supposed to actually do. I was only able to change some of the arrows once and I'm not entirely sure how i did it. Please let me know what to do so I can give it another shot.
Fun premise. It gets real hard real fast!
Nice mechanics. I just wish there were more enemies around and more chances to use wings and blasts.
Also, if the trail pointed to the nearest portal when you had a fairy with you, that'd be handy. But, I guess that might be part of the strategy, don't release the fairy unless you know you can get it to the portal in time.
Equipping the sorcerers between rounds was a lot of fun. Once the actual battles started things ended so quickly that I didn't really know what was happening. Still, a great starting point for a fun game! I hope you develop it further!
All the links seem to be broken (404 not found).
The mechanics were interesting and the gameplay a little addicting. I feel like this is a good base onto which you could build something pretty awesome.
It was an charming game but is it purely narrative or is there a lose condition? It didn't seem to matter what I played, the patron just kept coming.
The game would be a lot more fun (and less frustrating) if the gravity flippers didn't disappear when used. Also, more levels would have been nice.
LD48 — Deeper and deeper (9)
EveryDay by xpoho 2021-04-28T22:44:45Z ♥ 1
I know this game all too well! Thankfully, I got out of that life before I got to "Day 3".
Deep Space Janitor by kristof 2021-04-27T23:36:53Z ♥ 1
I feel like the only thing I was able to shoot... was my self. This game truly was quite deep.
Xylem and Phloem by OfficialCodeNMore 2021-04-27T23:07:31Z ♥ 2
If Snailbert is happy, I'm happy.
Bass Rhythm by murtazakan 2021-04-27T21:02:32Z ♥ 1
Some more visual feedback would have been nice. I couldn't tell whether or not I had done any of the needed 7 successful "S" presses and then the note just dropped.
A Dank Room by ssh.randy 2021-04-27T20:56:09Z ♥ 1
Truly amazing!
@universeflow you have to make some torches before you can venture forth
Stellae Flere by bwalter 2021-04-27T20:15:06Z ♥ 1
I looks and sounds amazing! That's an incredible level of polish for a game jam game! My major complaint is that picking up both a weapon and shield upgrade basically make you unstoppable. I had to leave my computer just as the boss fight started and when I got back "We did it" was written across the screen. One other quality of life improvement would be if I could select my weapons/engines/shields while the dialogue/cutscenes are playing. That way I don't have to panic click them while enemies are coming at me. Either that of have a small window to set things before enemies are on screen. Still, overall, amazing work!
Need more deep: Donut cover by Kurakurture 2021-04-27T19:40:49Z ♥ 1
I love the concept! Though, the controls and collision detection could use a bit of refinement. If you decide to develop this further in the future, which I hope you do, consider adding health. That way you don't instantly die from every bomb and you can take fall damage if you just decide to fling yourself into the void and hope for the best (that's how I found the donut! lol).
Ruby Hunter by bkmld 2021-04-27T19:34:03Z ♥ 1
Neat! Though, some visual feedback would have been nice. Maybe some indication of the path I've already travelled? Possibly a timer?
Dreamer by James_7777 2021-04-27T19:26:53Z ♥ 2
Very nice! If you decide to develop this further after the jam, might I recommend making less points that snag the player character. Falling is fun, slowing down when the void is coming down is enough to create a sense of danger. Stopping / hitting a ledge and having to walk off of it breaks the flow.