FoonLudum Dare ExplorerUsers → Crefossus

Crefossus

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
202250Delay the inevitableDownkeepunfinished
202149UnstableCawtastrophecompo4293.102.912.953.973.393.473.453.04
201945Start with nothingArt, Not N.O.T.H.I.N.G.jam7223.283.262.833.403.072.922.733.35
201944Your life is currencyEmergency Economic Envelopejam2.503.002.002.001.002.002.002.50
201843Sacrifices must be madeOccult Chiefjam3.002.753.123.371.753.12
201842Running out of spaceTwo of Threejam
201738A Small WorldA Small EXPERIMENTcompo2.332.662.664.003.664.663.002.50
201637One roomVictoriajam
201636Ancient TechnologyShadow Clockjam
201635ShapeshiftSouleatercompo5783.083.042.633.083.323.262.583.0952
201534Two Button Controls / GrowingCideogenjam9432.782.432.173.002.702.742.902.8842
201533You are the MonsterConsuminatorcompo7742.743.092.563.482.703.093.172.6655
201532An Unconventional WeaponYou Are The Suncompo11262.192.002.853.311.672.422.291.9245
201431Entire Game on One ScreenNeural Connectivitycompo11842.252.112.432.122.561.912.692.5560
201430Connected WorldsLava Is Lastcompo9852.752.522.892.812.592.752.982.43100
201429Beneath the SurfaceOrder of the Mindcompo5643.182.953.143.172.181.472.483.0389
20132710 SecondsMeltdownjam
201326MinimalismGUtGDcompo13321.932.072.003.271.691.8346

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Crefossus

LD26 — Minimalism

Metahotel by Christian S. 2013-04-29T05:59:00

This was pretty fun overall but it sort of gets tedious after a while. The sound effects are really great, especially the level complete. After memorizing red+rightclick goes to grey and green+leftclick goes to grey it became more fun. So while it tries to be minimalist in controls it ends up making it a little over complicated. Perhaps some levels could ease you in- like how you only get one colored portal in portal at first. Very impressive for 48h!

Where therefore we go by pjchardt 2013-04-29T08:19:00

Overall amazing! I think this has all been said but here is what I noticed too: The pace is a little slow at times. The slide when you stop makes a few timing puzzles harder than they seem. The black being a goal and death is confusing.

Cross by AstroEngiSci 2013-04-29T06:12:00

The actual platforming/movement wasn't very fun, but the storytelling and initial feelings of exploration were enjoyable. I guess this is a unity thing, but the mouse isn't constrained to the window and gets free even if I go fullscreen.

X0RQUE by qgi 2013-04-29T06:22:00

Fun idea, but it needs a win condition or something else to do. The links are broken for me. If you remove the www then you can access the game.

Down by HunLyxxod 2013-04-29T08:43:00

Great job it's pretty polished for 48 hours. It just needs something to give it replay ability besides score. I only could stand playing a few times. It's not minimalism but challenges/achievements sort of like jetpack joyride games could extend its life.

The Forgetful Little Square by Idovoodoo 2013-04-29T09:07:00

I like the gameplay premise and music, but I get stuck seemingly early where I can't make a jump. Also the star and level completion particles seem to be the same but might be better if they were different.

Cubecatcher by zerebruin 2013-04-29T09:33:00

It fits the theme fairly well. The yellow/orange bars and corresponding boxes seem to be different colors to me (at first I was like.. there is no orange there are only yellow boxes what am I supposed to do?). I wonder if some kind of warning when it's about to switch colors would help gameplay at all? As Sophie says that potato is OP!

Wait for it... NOW! by visibleatom 2013-04-29T17:30:00

I like the visual cue for the different sweeper modes. It wasn't too hard to figure out after I read the directions fully. I skipped over the bottom text the first read through. I got to 50 seconds a few times but don't have any incentive to try harder. Good job with the theme!

Lemmings 3d: Yellow Edition by chobrah 2013-04-29T06:48:00

Very good. Nice use of humor.

Ellipse Madness by shaircast 2013-04-29T07:41:00

Definitely interesting gameplay! It does get repetitive after a while however. I like the wall slam effects. I really wanted to get out of the rectangle and explore at first, which just killed me :). I love the easter egg story.

GUtGD by Crefossus 2013-04-29T08:54:00

Thanks for the feedback so far everyone. Unfortunately I didn't get to fix the respawn properly so refreshing the page will restart totally. You can checkout my timelapse here if you're interested: http://www.youtube.com/watch?v=k3TUi_KQXIw

GUtGD by Crefossus 2013-04-29T17:15:00

You're not, that's it. I had a lot of other plans but they didn't make it in. The ramps and giant block were both (different) plans to reverse you but thought up too late. In retrospect should have just said win/end/etc at the end there ... in any way possible.

Save the potato! by loxo 2013-04-29T06:38:00

The controls could be more responsive or you need more control over the character. It's a little frustrating. Great minimalism though!

Mini Malice by Yann 2013-04-29T10:07:00

Pretty fun, good humor. I like the animations. Smashing the soul cages got a little repetitive although I did actually get better at it after a while which was cool.

Where is my Bone? by Uhfgood 2013-04-29T08:33:00

But what happens do the dog that became the man?

Cyborg Computing Jet Fighting by lulzfish_4 2013-04-29T08:01:00

For me the 2nd enemy is actually easier than the first which seems odd. I like how you can use strategy in level 3 because the enemy bullets despawn after a certain distance (circle the group and destroy on that pass). I think it's pretty cool how the ships/everything are in 3d but I'm not sure how you could show it off easily.

Get Gold by Jonatron 2013-04-29T07:21:00

This is surprisingly fun! At first I was like what do I do? This is it? But conquest and expansion turned out to keep my interest for a while. Slick ui and nice audio (although after you capture all castles and start upgrading the gold collection sound becomes grating).

LD27 — 10 Seconds

TIMEBUG by kbm 2013-09-01T06:21:00

Stunning graphics and simple yet mostly satisfying gameplay. The additional wall pieces in the current version definitely help the difficulty and make it more interesting than the LD one.

Meltdown by Crefossus 2013-08-30T01:07:00

Thanks for pointing that out guys!

I published it and updated the link as playcanvas does have a publishing system. I didn't realize you needed to be logged in to get those original links to work.

Don't expect anything special from that version though, it's pretty much an empty shell :)

LD29 — Beneath the Surface

Doomsday Bunker by ZYXer 2014-05-03T01:21:00

Really impressive! I loved the micromanagement aspect and base building options. Having to leave the base strategically to collect resources and plan your base made this great. Amazing UI

Possibly improve: sound sfx and maybe lighting effects for above ground/underground difference. Air raid blocks notification blocks text for building - perhaps a separate window?

The Sun And Moon by managore 2014-04-30T16:10:00

I really enjoyed this (beat all 30)! Smooth responsive controls and I like the trail which sorta tells you your path in a way.

For me it would be fun with a more adventure feel instead of puzzle driven since the speed is so much fun. You could really get some exploration on.

Oh if you need a spoiler/solution for lvl 28: http://i.imgur.com/mpaRZvS.gif

Le Ver by GamerTaters 2014-05-02T23:42:00

Really like the mood, lighting, and overall feel of the game. The writing is excellent and art is well done (a couple of seams here and there. Could give the player more choice, feels like your'e on rails a bit.

Damned Scouts! by Lama 2014-04-30T11:11:00

Cute graphics, satisfying level design.

Dig Hard by petey123567 2014-05-03T03:35:00

Love the way the camera is programmed, detail in the animations (like spawn animation), and intense gameplay. Minimalist, clean ui works well.

Even if you play poorly it's still amazing.

Every effect is well designed (like the mines flashing and exploding)

Could use a background for the sky. Graphics are a little flat.

They Launched a Probe! by daredevildave 2014-05-01T14:47:00

This is crazy impressive! Collecting the science was super satisfying and really not all that hard/that much code. There is just that initial difficulty curve that needs to get addressed. If the player diligently reads the bitbucket guide that helps, but all that info needs to be in game somehow.

Some ideas:
Introducing the three systems one at a time. Also giving more feedback on screen. Uncommenting the debug info works right now, but maybe that should happen by default when you open the code menu (like the colored thrust/velocity info do - label those?).
Flashing out of energy and displaying text if it remains drained for a while - "you can access how much energy you have left by using input.systems.energy".
A reset all script button.
Control+s saves.

UNDERQUEST by Tweak 2014-04-29T07:27:00

Pretty good game design. I like how the controls are simple/constant but the gameplay can still be complex/changes. Definitely needs some audio/sfx.

The last level is a little frustrating until I figured out you can just go straight to the end. (Are you supposed to be able to get the key by luring out the fast guy somehow?)

Digging up Daisy by Cake&Code 2014-05-05T10:38:00

I really love the art - it is consistently lovely. Bomb/radar are fun gameplay elements. Not sure how you programmed the pixel clearing aspect but that's done well too.

Possibly make the first level not as deep so there isn't a chance for the player to get bored if they miss the coffin.

I missed the directions on the 2nd level somehow so making clear objectives/forcing the player to use both the bomb and the radar in the tutorial is probably necessary. (I did figure that out later by reading the LD page though). Also if the player gets really lucky and goes left fast they may complete the 2nd level without reading those.

The gameplay was a little slow for me to try more than a handful of times without filling up with rage, even if there was some strategy with using radar to avoid dots and use bombs.

Switcher by ehtd 2014-04-28T02:37:00

Wow I love the feeling of the horde chasing you!

Tentacle Potato Defence by NeiloGD 2014-04-28T07:40:00

Pretty fun. The timing of the day/night cycle is pretty seemless, so good job there. It has had me playing for a while .

Lost Villages by GAFBlizzard 2014-04-28T02:17:00

I like the sound effects and the sense of progression but it feels a little tedious even with holding spacebar. Considering there is a fair amount of art and you managed to have an ending condition... good job overall :)

Forerunner by atomic_swerve 2014-04-28T02:51:00

Great sound design and teaching the player what to do with visual cues (when to diving underground). The difficult is fairly easy at first but then sharply gets hard - I get annihilated by those spinning things underground.

Let the Tree Live by lullul 2014-05-20T00:34:00

I like the minimalism in design and initial color scheme.

The purple is a little loud and makes the text hard to read.

I loved figuring it out initially and there was about 10 seconds where I was super excited to have a strategy based on this.

Perhaps introducing new game play elements would alleviate the boredom(pruning things the the circle is attracted to an d animates towards otherwise?). I feel like there wasn't a whole lot of choice in the solution and the dominate strategy of clicking as fast wins (unless I'm missing something?)

Overcharged by foobraco 2014-05-19T23:35:00

The controls are a little difficult. Maybe the level design could allow for a difficulty pacing. The use of theme as well integrated as a core mechanic. Very innovative.

The directions could tell you that space is jump! Somehow I didn't try that :D

Could use music a little abrasive audio.

Kraken Pool Party by wilbefast 2014-05-19T22:40:00

A little tough to judge with only only player. I love the art style. Smashing objects felt satisfying.

Kraken Pool Party by wilbefast 2014-05-19T22:42:00

*only one player :D. I love the animated eyes.

Inside Look Activity Book by rylgh 2014-04-28T07:56:00

Great fit to theme.

Read Between the Tropes by Crowbeak 2014-04-30T16:27:00

I was able to follow the mech pilot plot a bit easier than the magical guardian (I just had to read both endings for the mech one :). I enjoyed the humor in the names based on ld48 in both stories!

One interesting thing about this format is that you can't go back if you get confused - I guess I should learn to take my time.

Magma Dropper by ArthurMaker 2014-05-05T19:43:00

I like the amount of levels and the water creation mechanic. I think you could have used this a little more in the level design (like blocking off an area with lava that has a bunch of coins) You can see the amount of work that went into this so you should be proud :D

Everything just needs a bit more polish - more sound fx (and maybe a brighter sound for the coin collection?) Sometimes you can't see where you're falling and because falling means you need to start the entire game over, this is painful! Try less saturated colors/less UI elements ?

Klein Bottle Asteroids by bucketh3ad 2014-05-02T22:48:00

Was interesting to have each level change the way space works. Although the enemies are a little repetitive. The ending felt rewarding.

Harold's Musical Hamventure by Space_man 2014-05-19T22:58:00

I really like the tilesets. Walk animation feels a bit weird sometimes. I liked where you were going with the sounds syncing up with eachother.

I love the detail in the idle pig animation.

Submarine of Death by tsjost 2014-05-05T11:08:00

Like the thought that went into the collisions (instead of rage inducing bounding box) and the artwork is stylish/consistent.
The gameplay could use some kind of resource management or thought provoking enemies/ai as time goes on.

Pipe Wars by ovenchips 2014-04-28T09:57:00

The submarine feels great and is appropriate movement as a sub but it's a little stressful on the hand. Maybe mouse control? It also gets a little tedious searching for them but when you finally get them all there is some reward/relief.

(Just be careful not to press spacebar too fast!) Perhaps some extra objects/eye candy would help to keep the exploration feeling going.

Great work on the models/particle effects!

Colony 31 by Crazi456 2014-05-03T02:27:00

Love the mood including the intro and ending vista. Love the animations and slick artwork.

A few glitches in collision and the button/switch. Knowing the solution but having to redo it is a little tedious.

The God Underneath by sam101 2014-04-30T13:15:00

I like thinking about the initial new gameplay/strategies although there is quickly a dominate one. Also the graphics are simple but polished/consistent which helps setting a good mood.

Underground by f7f5 2014-05-02T22:44:00

The difficulty needs to be tuned a little bit for having only 3 lives. Collision box could be a little smaller so you don't collide with transparent pixels.

Liked the sound when it was working.

It was super fun and got me to edit the javascript to add more lives so I could finally beat it! It was really rewarding when I finally beat it.

SHARK by tiffi 2014-04-28T03:25:00

This was a lot of fun.

Beeneath The Surface by Lizzip 2014-04-29T05:14:00

I can't beelieve how many puns you got in this game. The combat had an interesting learning curve and it felt great to beat the game. The models are pretty good and orange background works (instead of just blank..I always have problems with that.)

I also like the ambient noise (buzzing/outdoor air feel), but I'm not a fan of the music. It's a little too hectic.

Strawberry in the Underworld by Manky 2014-04-28T03:20:00

Interesting level design and great audio/sfx.

Office Simulator 2014 by FuzzyWuzzie 2014-04-29T06:43:00

Excellent art style (and you did make a lot of art!) and humor. The audio was really good too. Coding/Program humor and boss humor were my favorite.

Order of the Mind by Crefossus 2014-04-28T03:39:00

Thanks for reporting Jan Peter! Should be fixed. It's because I never got to add chest/pants to him and my code assumes that exists for all npcs. Uploaded a new build with a check for null pointer/empty slots.

Order of the Mind by Crefossus 2014-04-28T10:10:00

Well the spaceship is the silent end of the game (win) - it has no exits. Unplayable? No, not before this point - if there is LMK.

Teddy to girl - not yet. She's supposed to give you a gear that you give to the mechanic which lets you in the mine,etc.

There will be more lose conditions - in theory from forcing you to sleep/suicide to regain delve/reveal points and progressing the days.

The Sunken City by petrocket 2014-05-19T23:42:00

I know you said it's not a game, but it definitely needs some kind of challenge or risk element. I like the exploration and the movement feels pretty good (although maybe he could be sinking?).

The animations and 3d art are all very impressive for 48h.
I like the mood the music and fog/colors create.

Slick menu ui for losing.

Aztec by Therrato 2014-05-01T11:54:00

Pretty fun at first with a story to boot. However the difficulty didn't seem to increase as it was extremely easy to group and kill them while moving and not taking damage. I couldn't tell if there was anything different to come so I left.

Controls are a little wonky- could use an option to strafe+mouse look instead of turn to rotate. However considering the time constraints the controls do work smoothly enough.

Great job overall!!

The Big Blue by Impmaster 2014-04-28T02:31:00

Can't start because openAL32.dll is missing from your computer. I found this dll (https://dl.dropboxusercontent.com/u/86120857/OpenAL32.dll) and put it next to MonkeyGame.exe The fish aren't spawning when you dive for me, it's just an empty ocean.

Elder Sub by IndieKylo 2014-05-01T09:10:00

Great music, sfx, mood. Pretty cool you got multiple selection/pathfinding/rts elements working smoothly in this short amount of time.

There is real potential in making an action based micro game.. like needing to swap guys in and out of the med bay paying careful attention to everyone's health. It just needs game balance and as everyone else has been saying - more stuff.

SnakeFormer - Half Snake, Half Platformer by TobiasW 2014-05-03T03:01:00

Amazing, I had to play twice! Really satisfying loved the sound effects, lighting, music and gameplay!

Surface Come by Tanner 2014-05-05T20:05:00

I liked the control scheme and the interesting choice of skipping multiple obstacles or not.

A little slow at the start after the first try - maybe make these levels a little shorter?

Music helps keep up the energy level even though it gets a little repetitive. Could use sound FX.

SuperSubSkin by Statman 2014-05-20T00:44:00

Heartbeat and audio helped set the mood. I like how the walls turned green when you infect the human, but sometimes there was a slowdown that I couldn't pinpoint. Whatever does this needs a bit more feedback so that it's clear.

Scuba Sam by Boodog 2014-04-28T03:51:00

I love the player animation, so cute. The first and second level are ok to solve, but it gets a little tedious after that.

Grimy Little Game by Nocturnal 2014-05-20T00:22:00

A little mind numbing yet slightly satisfying the first play or two. Gameplay seems a little limited because of the field and no new enemies or interactions going on. I like the use of the theme and especially the scale of the keyboard art.

Camera seems to get suck a bit sometimes.

Music works well although is repetitive.

Could use death or other animations. Overall it seems kind flat.

Operation Nereids by ReactorScram 2014-04-29T02:24:00

Great job on the bubble particles and artwork. I also like how you made use of all directions in the level design, since it is a sub after all.

Tiny Haunt by rojo 2014-05-11T08:26:00

I love the sound fx, death effects, possession glow, polished art overall (Besides maybe the explosion icon/hand).

On level complete should have a next level button and menu button.

The boxes/w hand are a little overpowered compared to the arrow. Maybe make it so the boxes can't actually kill guys with armor but can kill regular ones?

Maybe sometimes you could have an arrow generator and if the arrow gets destroyed it respawns? Maybe like portal boxes? It's a little annoying to have to control the arrow sometimes (although the dominate strategy is just blow them up to knock them into spikes/throw boxes at them).

With a little balancing and more levels/challenge this could be really great! Or maybe you could offer challenges like kill them all with the arrow/box/whatever, or something...

River of Souls by Jiyambi 2014-05-20T00:54:00

Lighting was great and help set the mood (along with the dialogue). It could have used some music to really push the mood over the edge.

It was an interesting way to tell a story although somehow I didn't realize that collecting the objects progressed the story - it was just constantly progressing until near the end. That's when I realized I was actually in control the whole time.

The mouse was a little laggy although the trails were beautiful.

Excellent graphics and detail (like the skulls on the sides).

Sail by DrPrettyPatty 2014-04-29T15:07:00

Great low poly and consistent artwork. I absolutely love the level design with the spyglass. This is so polished for compo...excellent work!

I didn't figure out the fish icons on the treasure map until the last map though..I was searching crazy for those fish. Kinda funny. Also the very last spot/trigger for right-click must be small or I didn't understand because it took me about 10+ tries around that area.

Lonely Boy by ApoorvaJ 2014-05-19T23:08:00

Really like the audio but it's missing some sound effects. Extremely innovative but also slightly lacking in fun. I think the blindness also works against you as much as it works for the mood and theme of the game.

The art was very well done, especially the player footsteps and drawing the walls.

The writing was excellent and provided a good direction for the player.

Beneath The Ice by Danman9914 2014-05-03T01:36:00

Vector graphics very stylish many little polish features like the player body animation for reeling in fish. Love the ending!

Maybe test out a different input? Like a circular option?

Logiki by Move127 2014-04-28T02:46:00

Not feeling the theme, but this could be a really great teaching tool and looks pretty slick. Unfortunately I can't remember what the symbols are as you get to the later challenges. Maybe it also could also use rewards in some shape or form?

Must Thrive by ErikU 2014-05-19T22:49:00

I like the color scheme and fonts. The rays shooting out to collect the fish felt nice. I can see where the camera work is going with giving leading space but because it controls where you're moving, it feels odd.

Audio is really high pitch, could use music.

800bar by rnlf 2014-04-28T09:18:00

I'm loving the particle effects and lighting. When you collide with something it feels buggy though. I also recommend posting the controls here in case your player doesn't memorize them (cough).

Forsaken Pit by Afrosatan 2014-04-30T12:56:00

Totally impressive for 48 (especially multiplayer/leaderboard), yet the long range attacking and being able to spam attacks is a little odd. It's not so much that you can spam, it's that you need to right-click every time I think (and move like that too).

Still super cool! Being able to choose a color is a good touch.

Daisy's dog is dead by alvarop 2014-05-03T00:22:00

Great audio and there is a lot of feedback for the different actions. The collision was a little sketchy and frustrating at times but for 48h it's fine. Also the design reminds me of snail bob.

Mine Jumper by Zekronz 2014-05-20T00:14:00

The level could feel more dynamic if there were a few elements: perhaps the camera could zoom out as you go faster and if the track had different slopes that could work well. Music could help pump up the adrenaline too.

I like how the hitboxes are forgiving (Even though the duck animation feels slow I never felt penalized for any close calls).

Overall the graphics are consistent and polished, great job here.

StrataGEM by ActionRemix 2014-04-29T05:02:00

I really like this game. The initial learning curve was steep but the controls are silky smooth. The music is relaxing/fitting.
http://i.imgur.com/1bBOfJ9.png 1575 :D

Super Scrool Bros by eLLectron 2014-05-11T04:49:00

The way the level advancing and death could use some polish. You should have to get pinched against a wall to die instead of just touching the left. I liked the music a lot, but it could use sound effects.

IO - Reflection/Puzzler by oranebeast 2014-05-03T02:03:00

Love the multiple solutions and the length of the game is impressive. Pretty polished graphics.

Could teach the portals using only one first. The text on the the bomb could have contrast or you could put a background.

Would make a really cool cellphone game for sure.

Pressure by Contacaton 2014-04-28T08:34:00

Interesting. I like the feedback/increase in heartbeat and sky color. I got confused on the directions. Basically "hold space to get bubbles" means press space when the red spheres show up.

Bloodbath by Lacaranian 2014-04-29T15:20:00

I like the feedback of the white blood cell/infectious best. Could use a sense of progress in each area (or I didn't get something).

deep down by Jan Peter (jpdev) 2014-04-29T06:23:00

Good sound design. The sharks exploding is satisfying. The gameplay is a little sluggish, but it's a finished game. I also liked the stats at the end - that could go somewhere a la jetpackjoy ride missions.

Do Not Drown by Jerick 2014-04-29T06:20:00

I enjoyed the atmosphere, camera placement, and lighting/mood.

Collapsing Cave by callum.thepro 2014-05-19T23:19:00

The controls on the ship once you got the thruster was interesting and innovative. I like the detail in the player ship but the background leaves a lot to be desired.

Was fun to dodge the rocks (especially with thruster movement although I wasn't sure that was helping really) but the lag made it a title difficult.

More graphical or sound feedback in general for the actions you take or incur (damage/score/menus)

Foundation by riv_roy 2014-05-03T04:17:00

I like the level design for the 3rd level where you throw the dynamite down the passageway and baiting the flower into the hole.


Just needs to polish up and finish everything (animations sounds etc). The core gameplay mechanic works but needs a little tweaking to be more exciting.

Mole Empire by PriorBlue 2014-04-28T04:07:00

I like shadows and mood (sound/fx) a lot. I'm kinda bad at the game though and the character moves slowly to reset so much :D

Driller by Gunn3rboi 2014-05-20T00:04:00

I like the feel of the rotation of the driller (Feels like a machine). The lighting effects and having different values for the ore is a great start. The drill is almost totally polished so good job on that.

Unfortunately you just needed to finish the game win/lose... some element of risk or even a timer counting down could have worked.

Necro by Kara Jayde 2014-04-28T03:14:00

Dividing was fun and the music is excellent, but the pace is little slow (or I'm missing something?).

The Dead rest Beneath Us by flrn 2014-05-10T21:44:00

The dark values, blues, lighting, and overall graphics help keep up the dreary mood to the game. All of the modeling and the number of environments is very impressive for 48 hr to me.

The drawback is that it's not really "fun" nor is it meant to be I suppose...Although I did think of an achievements like "do a flip" for the underwater guy.

Also since you were going so much for mood I feel like sound fx/sound design could really have really pushed it even further. The music worked ok, but it could have been a little more depressing/moody. So little time though!

The Dead rest Beneath Us by flrn 2014-05-10T23:02:00

I also made a video/thoughts about this game :D http://www.twitch.tv/crefossus/c/4229741

Kill or Kill by GreatBigJerk 2014-04-28T02:22:00

Wow I was into it so much I actually jumped when I got shot... Excellent work.

Under Arctic by CapsE 2014-05-20T00:59:00

The camera could give the player space depening on which way they're facing. I hit an iceberg and had no idea it was there! Exploring downward was fun until I died.

Cubic Caves (Ludum Dare 48 Hours) by FileCorrupted 2014-04-28T04:12:00

The skills and visuals fx are great. F5/F6 is a little weird though, why not 1 2 3 near wasd? Has potential.

ExploitedMiner by awanegenebayo 2014-05-02T23:04:00

I like the lighting effects and the floating ui to show your gold. Like the different mood from underground to above ground. Good feedback for where you can dig/cant (red/green)

Could improve by showing controls (left was q and right was d for me.) Is there a build/place block?

Killer Without Color by GlowingSnail 2014-04-28T04:44:00

Although it's not completely finished, this was actually a lot of fun. The seals actually have pretty satisfying ai. Exploration (a dive to the bottom! - how moody.) and figuring out the movement mechanics was fun.

Attack Of The Subterranean Village Eaters by brayzengames 2014-05-19T23:56:00

The balance is reasonable although definitely punishing for first time players. It's hard to understand what's going without models or a little more feedback - maybe your building flashes red? I thought the buildings were just on timers for the first half of the game.

The theme is well integrated with switching views and is a core mechanic.

Great job overall you really got a lot into 48h.

Lacking music that might really help out.

Cave Invasion (Text-based) by Skencer 2014-04-28T03:09:00

This is really well balanced overall and has a great tutorial area! Getting to the recommended level was a little long for the 2nd cave level.

Deep by ahmeni 2014-04-30T12:39:00

Decent work overall and the main character is cute. Some pacing issues for me - It's a little slow going at the start but after it picks up it becomes fun.

Quantum Tunnelling by Toby Pinder 2014-05-03T02:40:00

The mood is great - I especially like the lighting change when you die. The ui and and controls were slick and responsive.

I wish there was more to do besides collect resources and not run out of fuel.

Kontroise by edibletoaster 2014-05-01T12:02:00

Great fun after figuring out how to use the space drift/strafe properly. Spot on difficulty ramp throughout levels. I enjoyed the fancy effects with nice graphics and the integration of text to speech for a futuristic game.

On theme: would be interesting to see the failed prototypes (I'm assuming the space drill was first from a digging/underground proto?)

In Hiding by Sheepolution 2014-05-03T00:03:00

Loved the lighting and floorboard shadows as well as the heartbeat that all set the mood. Very intense options and decisions although in the end.

A viewer on twitch said I should say "I couldn't even win when I choked the baby :(" Which is true.

UHP Undeground Facility by 2A1S 2014-05-02T19:25:00

Interesting combat - as I found multiple tactics to overcome your enemies. I like how initially you learn that avoiding can be useful. Perhaps slightly less ammo overall so spending it or finding ammo is more meaningful. You can have that moment when you're like OH CRAP out of machine gun bullets... switch to pistol. "I'm such a smart player".

Nice particles and the rotating/facing you floor tiles are neat. I will say I thought that floor near the green floor tile was a wall at first.

Movement is a little boring - not sure if it's just slow or what. Sprint maybe (and you can't shoot then?)?

Great job with the difficulty considering the length of the game, although for me it depends heavily on the oldschool game design of memorize what's coming. That's valid though and it does this fairly effectively.

Pretty amazing what you accomplished in this time span! I had fun watching your timelapse :)

Under The Rig by monkeymad2 2014-05-19T23:25:00

I love particle effects, especially the trail of the bullets and the explosions.

I like how you can hold down mouse or tap if things get too close, however maybe if you choose to risk being close and your bullets are getting destroyed the rate of fire could go up.

The best feeling in the game is when you're falling rapidly during that initial part. Maybe you could capitalize this in your gameplay instead of having it all at the bottom of the ocean.

The enemies got a little repetitive after a while.

Sand Runner Arena by Sparrow 2014-05-02T23:20:00

Like the main mechanic of rolling and the timing puzzles.

Eskimo Run by locknic 2014-05-03T06:26:00

Great job overall. The difficulty was a little bit much and while I adored the red fish initially ... it came back to block what may have been a successful me once or twice.

Loved the graphics overall but they could use a unifying look (anti-aliased/pixelated).

I got addicted to it so that's a good thing.. I think.

LD30 — Connected Worlds

Connecting LD30 to the Real World by Will Edwards 2014-08-29T08:17:00

Tons of possibilities for gamifying it. It might be fun to have quests where the player has to rate/comment specific people or x num of people from certain countries.

ConnectAndGo 1.0 Playable by leodigaum 2014-09-02T06:33:00

The graphics were great and I liked the story telling. Good feedback for progression and failure.

It got a little bit boring. If it was quicker and there were different objectives or obstacles in more levels it might have been more fun.

Doki Doki Planet by Moonkis 2014-08-31T09:39:00

The square in the corner of the dialog seems like a close button but it's not. I like the tutorial at the start, maybe you could also teach about selecting options because the dialog with options looks like normal display text. It took me a second before I tried to interact.

I really like this take on the theme.

The gameplay seemed a little too random or I'm missing something. I would have liked to be able to recover from losing joy but often the round after I would lose the game. Being able to respond appropriately to each even would help a lot.

Excellent art.

A Tale of Two Megacities by GAFBlizzard 2014-08-27T07:30:00

I had fun trying to figure out how to reach the goals once I read the help. There is a lot going on here between the citybuilder, music, story, voice acting... I'm definitely impressed.

Strangely what bugged me the most is the presentation of the game in the browser window. It could be spaced a bit more, as there is no padding above the flash object.

The Asteroids I Call Home by Elemental Zeal Games Studios 2014-08-31T03:04:00

I would have liked an ability with a cooldown to boost my velocity high enough to destroy a ship. It would give you something to manage besides your direction and provide a good way to get going again if you get stopped. (Could use space?)

Beautiful particle effect work and character. Maybe use smoothing groups on the planets? That stood out to me.

Good sound work.

System Divergents by Brassawiking 2014-08-31T12:02:00

I tried to respond based on the rps answer but that didn't seem to work out.

The music and ui menu rollover sfx were great as well as the art of course.

Decent mood from the artwork and the audio.

Chalinkamachoo by commanderstitch 2014-09-01T05:47:00

Love the sfx, especially when you rescue the blue guy and the boss sfx. I would have liked to try to kill the boss more, but the initial collecting is a little slow/tedious.

Another skill like a movement boost or something powerful but on a cd might help it some.

The boss mechanics were interesting and a joy to fight & watch.

The bow being "stubborn" is just frustrating... I would have liked it to be predictable even if it's different from the normal bow.

One by Natman 2014-08-31T03:32:00

Clean simple visuals. I like the win sfx. Maybe could use an indicator when you try to move in a direction? I had to restart a few times before memorizing it.

Maybe the 3rd level could stay left and right instead of putting it above to incrementally increase challenge.

Fun idea overall.

deer hunter by rubna 2014-08-29T08:26:00

The movement feels spectacular, especially the roll. The boss fight was interesting because of the different moves and modes the boss enters.

The arrow charge feels strange feedback bar on the ground feels like it's in a weird position, but the function was fine.

Audio/sfx would be great.

Monster Dude's World! by CartoonJenn 2014-09-02T05:53:00

Good graphics. Could sync the walk cycle with your movement. A bit easy. I didn't even realize that there was more danger than the pits until I read another comment.

The Moon Has Come by kevincorrigan 2014-09-01T08:09:00

Could use checkpoints since I might have retried more if I didn't have to restart completely. The initial part of the game is a little slow.

If you could see further that could help you plan since sometimes it's a little bit of blind luck.

Good backgrounds and storytelling.

BOND by ConflictiveLabs 2014-08-27T22:08:00

Audio would have helped for sure, like sound fx when you collect a key or the box landing on the lower characters level.

The resolution is a bit too small for my screen (1680*1050). The arrow spinning above the head may be unnecessary. Could use a sky or background & parallax.

The gameplay has a lot of potential but as you said the jam version didn't quite deliver.

Split//Maze by sol_hsa 2014-09-01T06:16:00

I liked the textures for the walls and the ball graphics. The wall feedback (Graphics and audio) was nice in case you weren't paying attention to the screen you hit a wall on.

The timed trial mode was fun but I didn't like having to restart the game when lost. I would have kept playing if you could just retry the level you lost on.

The random mode was kinda fun but since you can't lose there becomes no reason to play at all.

New Ludum Dare Game by Crowbeak 2014-08-31T05:52:00

Interesting start. I like how you replace the text for multiple "no not reallys" with some humor. I kinda wish the end was something positive instead of earthquakes :D

Blue Screen by varun 2014-08-27T21:41:00

I love how you used the theme. The sneaking aspect was done well and the movement (including the footsteps) added to the suspense. You had crouch but it wasn't really used, I guess it's okay or even fun?

The blue color designating the screens was smart in virtual world.

I like the enemy design of the cones, but the strategy for everything seemed to be the same in virtual world.

Siphon - Ent Garr Fon Kull by lotusgame 2014-09-01T09:25:00

It seems to take too long to generate resources. It might work better for a full game but for LD the timescale is very long.

The game is really polished... I'm surprised you are able to do this quality of work and a complicated game in such a short time.

ConnectTheWorlds by mrexcessive 2014-08-27T22:48:00

I like the celebration music. The Burn button should just be held down and maybe the power should stay at the previously selected one and default to 1. It does start to have a nice ritual feel to it though, like starting a car or ... controlling a spaceship. Maybe make the buttons glow or a tutorial for the first planet?

The background/stars are done well but the foreground/rocks are a little rough on the edges.

You did a great job of balancing when the ship blows up, as I never felt like I should have lived when I died.

I love the feedback when your velocity is too high (sound and explosion effects)

Cohack by Exeneva 2014-09-01T05:29:00

I like the feedback of selecting tiles and moving (the rotating pieces). I didn't understand how to attack at first. After reloading the game it seemed to work, but you have to click twice sometimes.

As other people have said, team colors are definitely needed. The knife and cannon are good icons but I'm not sure what that credit card looking one is. (I guess you might have a name in the stats screen though.)

Good music and sfx.

Green Dragon by 4xisblack 2014-08-28T06:44:00

Great graphics overall there is just that one white planet/shape that needs to be antialiased. I loved the multicolor flashing gravity bomb; it made you feel really powerful. However it might have been better to keep the control of your ship instead of spinning it after take off.

The positional audio worked extremely well and the audio was enjoyable.

Gatestone by Aevek 2014-08-29T05:57:00

The lighting gave it great mood.

The particles in the nether could use a light around them like the fire spell or just be darker as it becomes night.

If you can't harvest a bush it could be red and say "requires knife" or whatever. If your inventory is full and that prevents you from harvesting you could give a similar message or feedback.

The portal indicator didn't seem to be based on the player location even though it probably was. It felt a little off.

The exit to menu button should go on an escape menu and not the crafting menu.

Arktrail by DaanVanYperen 2014-08-27T23:06:00

I really like the parallax stars during the jump and overall pixelated art feel.

The overall mechanics are interesting even though I don't get it. I actually wish there was a limit to what you can build because it gets a little tedious to add stuff and I can't tell if the ramscoops even add fuel (the reason I usually die). I seemed to get a little further each time but I'm probably missing something. Ah as reading now "placed ship sections do not function until constructed by crew". I think that's it.

Extremely polished overall.

Road Rage by ChuiGum 2014-09-01T07:11:00

Dying from a transition and hitting a barrier in between lanes feels wrong. I think ti's from the size of the car and the way it switches lanes, but I'm not sure. The controls take a little getting used to but they work out.

Maybe ramp up the pacing a bit more (don't put death barriers in until a little bit).

Music is a bit intense. It feels like two tracks are playing. SFX are nice.

Battle Of Solis by Super Hamster 2014-08-25T06:33:00

There are a lot of rules, but the descriptions are pretty good in game. It's a bit frustrating towards the end because they keep respawning before you can finish even if you kill them.

Firevania by ShawnFeatherly 2014-09-01T07:33:00

I like the (bug?) with the freeze gun resetting your jump ability since it gave you a lot of freedom and was fun.

The humor didn't really come through for me.. maybe if it was even more ridiculous and more visual?

The bright tiles and contrast between worlds were great fun.

Hexahedron by Jon Fischer 2014-08-31T09:25:00

I liked the menu and the mouseover text. I would really like a free camera and being able to move while placing.

Maybe keep placing until you rightclick again? I know shift is there but I use it a lot.

Having other players worlds load is spot on for the theme.

The random generation is okay, but I'd rather have more freedom in where to place things. At least let me clear it out.

Having an option to teleport home when you're looking at another place would be great. Why not just be able to teleport to your neighbors? Unless the movement starts to feel really good it's just a chore to get there.

Lava Is Last by Crefossus 2014-08-26T07:49:00

Mrexcessive: Not a BarDarBunga reference - I just came up with it as I was thinking about different types of planets, games ideas and game names.

C_Walden: Okay I'll make it bigger/juicier if I do another pass on this game :D

Bump Da World by belva1234 2014-08-27T21:56:00

Maybe the planets should not stop if you drag slightly outside of the window. I like the polished look of the UI text and planets.

The difficulty seemed to be a little too easy at the start and too hard after a while. The gameplay was slightly one dimensional, although I like the addition of the asteroid.

Maybe you added more elements like these instead of simply increasing the speed it could be more fun.

Hello World by Rahazan 2014-08-27T21:15:00

Love the parallax, dotted lines with transparency fade. The difficulty curve was nice and there are varying strategies.

You could teach about the data bouncing between satellites earlier. I was overwhelmed on the last level when it's getting destroyed.

The camera could start zoomed out or even make a transition from zoomed out to overview at the start.

Ludum Galaxy 64 by AtomicVikings 2014-08-31T10:41:00

It might be nice to have feedback for the gravity of each planet. The first time I left I was really confused.

The warning for low shields is good, but it comes too late. It could just be a light or indicator at first instead of something more annoying.

I loved the art overall, especially the particle effects and trail.

Psychiatric Hospital by GuillaumeGwi 2014-09-01T08:53:00

Could use more feedback for how the puzzles are going (especially the clock one) and a reminder for interaction inside the world being ctrl.

The audio fx were good sometimes (like the snap when you solve the clock puzzle) but I didn't understand them sometimes... like the police siren?

The graphics need another pass since the main character is a little too pixelated in a blurry way.

Overall I like the idea of solving short games to beat the main one. The twist at the end and the cutscene effects are great.

Space Pioneers by Vudu 2014-09-01T10:52:00

I was a little confused at first but on the second playthrough I was able to win. I'm still not sure what causes you to beat/win a planet you are connected to that the enemy is as well.

The graphics are really amazing... I couldn't believe the detail when I zoomed in.

The map navigation is pretty straight forward and works.. good job there.

Sunny Days by Jacob123 2014-08-29T05:11:00

I like the sunflower animation/shader. Could use music but the sfx work well. Walk/jump/fall animations are good but the landing feels weird because you are forced to stop.

The airtime of the girl might make for interesting gameplay if you had wind or other elements. Just having teleporting/mario castle door puzzles leaves room for innovation.

Asteroid simulator by crazyrems 2014-08-31T11:18:00

Would have been 5/5 for fun if not for the wonky controls (although that could be me). I ended up just using the boost, which was extremely fun and worked. However in order to complete some levels this meant I would have to save my energy.

The art was crazy enough to get you some stars. It felt interactive and energetic.

elemens by Steve | tacospice 2014-08-27T20:41:00

I like how the objects you can pickup correspond to each theme. The tiles are well made, you even had some breakup tiles for the surface. I'm also impressed by the animations, idle - falling, jumping, run cycle that have a great style.
If you die on the ice palace level it kind of stinks to restart the entire game.

I also somehow missed the last text that says that the game is over and replayed again trying to carry ice/a pouch.

Souzou Cliff by PixlWalkr 2014-09-02T06:55:00

I like the way the story was put together and led up to the reveal of controlling both characters at once. The story to gameplay ratio was a little high at until that point though... but maybe it was worth it?

For me the platforming was brutal and really frustrating, especially if you were near the end when you made a mistake.

Beautiful graphics and sound that supported the mood, although could use some sfx for feedback or ambiance.

Isles in the Sky by Tanner 2014-08-25T06:48:00

Technically impressive, but not that fun for me. The controls feel a little slidey. I liked the green boxes that tell you when you can place. I've played too much minecraft so I'm sort of over collecting and building stuff, but other people might be into it.

Burger Beat by TrickFishPie 2014-08-27T22:35:00

The restart controls should just be space since you already have your hand on that key. Starting could just be space too.

I like the run mechanic and jump but it was a little hard to get used to at first. I think it's because I was assuming you had to use a rhythm but you can just spam left and right as quickly as possible to get the best movement.

SFX would improve the game for death or maybe even running.

Celestial Impact by Boodog 2014-08-31T03:43:00

The jump needs some work, but the movement still gave a great deal of control overall so I was able to improve after adjusting my expectations. Good checkpoints.

Maybe convey the top information graphically? Heads for lives/timer icon? Could use a little more space from the edges.

Sinister by Joe Williamson 2014-08-29T09:55:00

The movement felt great although it was so short. Hiding the key at the smart was clever. You just needed more to do. The animations and graphics are amazingly detailed for 48hr.

The audio track fits and helps the mood along with the pacing of the story but could be helped by sound effects/ambiance.

The Life of a Pixel World by ShivanHunter 2014-08-25T06:18:00

Liked the colors and the feedback of the mouseover. Could use objectives/end game as it got stressful/tiring. Could use more negatives to avoid. Enjoyed the sfx, it gets exciting with many pixels

DoNotConnect!! by Nnnnneeeedddd 2014-09-01T10:25:00

The text was a little hard to read. While not mind blowing, the gameplay was still extremely fun and addictive.

If there were different levels (with a set number of planets) that introduced new elements in each one like planets that draw you in with their gravity (although that could be annoying). You get the idea...

Resurrection Machine by ReactorScram 2014-09-01T05:56:00

The powerups could be a little more evenly spaced maybe based on distance traveled as I went a game without getting any. The game is kind of boring without the multi missle so maybe add other powerups too to spice it up?

Resurrection Machine by ReactorScram 2014-09-01T05:57:00

I like the sfx and the power up is super fun!

Chipset-0 by deepnight 2014-08-25T18:32:00

I played the game twice and was satisfied. I'm really impressed by the level of polish - lighting, sfx, music, good humor everything. I would love to see that timelapse!

Star Turtle 64 by chikun Dev Team 2014-08-31T12:20:00

The humor was obviously the strongest point along with the audio design. I love how it built on top of eachother.

The wide open spaces kind of felt dead and tedious to find the keys. I ended up just running past everything without using my skill.

The repetition of the world design was actually fairly comforting (locked door, get key, boss).

Incantation by Danman9914 2014-08-29T07:13:00

Very polished art. I love the game mechanic, but it needs a bit more tutorial levels for the beginning. In particular jumping in shadow world/switching while standing on tall static shadows.

If you end up inside a shadow getting pushed out feels buggy although I can't think of a better way right now.

The static shadows feel strange since you can control the rest of the shadows. Of course they are key to making the gameplay interesting so again not sure on the fix.

Missing some sound fx for jump or switch etc.

4 Dimensions by Delicious Code 2014-08-28T06:10:00

Instead of complete black it might be nice to see some texture on the different floors. The death zones are well defined but the sharp edges could be smoothed perhaps? Maybe with a couple pixel transparent gradient.

The arrow over the head helps to identify the direction, yet blocks the great character art. Maybe put it in the ground in front of the character?

I liked the different levels of difficulty since you could simply continue on even though some of your characters may have died.

Putting death right in front of the player on level 3 is a little harsh.

Overall great job.

Inverted | Endless Runner by oranebeast 2014-08-25T06:08:00

So... The bugs are holding it back from getting a 5/5 in fun. It's so close. I like the art style.

Shattered Worlds by BadgerPriest 2014-09-01T07:50:00

Movement was a little frustrating for a platformer but I guess it was supposed to be nonstandard.

Great take on the theme.

Some of the sfx (bfxr?) were a little abrasive. I loved the music.

Hungry Hungry Overlords by Polyducks 2014-09-02T05:35:00

It needs more feedback for success/failure/population change. Could use a tutorial otherwise. Maybe have a pool of fish that you can drag from instead of arrows?

Manufacturing the creatures from outside the splicing window feels a little odd.

Beautiful art & music.

Connected Words by Teesquared 2014-09-01T07:18:00

Good feedback when you get it wrong.

Fourteen by PnDAA 2014-09-01T09:51:00

Interesting/fun mixture of minigames. I like how they all fed into each other. At first I thought you needed to man the tank but after a few tries I finally understood that they were totally separate entities. Maybe if you block the player from going to where the tank is with dirt or elevation that could be more clear.

Audio/sfx would really help.

The ammo building game was a little tricky and definitely harder to master than the rest for me, but didn't really seem to matter since I always had plenty of ammo.

Lost with a compass by Zylann 2014-08-29T11:29:00

For me could use an end objective for a sense of completion besides score.
I do like the game over sound, text, and overall polished ui.

Ennaffa by MintArcade 2014-08-29T08:56:00

Could use checkpoints, the character feel was a bit sluggish, scale a bit off. Extremely impressive for how much you got in for a compo game. I like the effects that lead you.
There seemed to be a bit of unused and dead space in the levels that could get cut out to help guide the player initially.
Having the bright cell shaded texture be the elements that are not in the dark/red world works somewhat but is a little inconsistent.

R-elink: A link between worlds by RaycoSantana 2014-08-31T04:19:00

Great idea but the movement felt a little clunky/slippery/slow and the gameplay was a bit of a chore. I think the time to bring up the device could be faster maybe? Music doesn't seem to fit.

The gap before the boxes at the end had me replay the last level... opps. The grass/trees is a little distracting although very pretty. I didn't understand I could click those boxes to destroy them for a little bit since the colored objects were the linked ones. I was searching the grass for some colored object.

Very good looking and amazing you can do this in 48hrs!

Trade routes by Shivur 2014-08-31T03:26:00

This was my first idea (without implementation details) before I chickened out and went to something easier, so more power to you for giving it a go!

I like how you added in the dynamic risk (since everything moved) of the pirates and you had me hooked until I won :) Gj!

Selecting/changing the trade routes seems a little strange. I lost which ship is which visually.

Stanley Squeaks and the Emerald Burrito by Two Scoop Games 2014-08-29T04:59:00

Maybe you could have each tile you touch glow the green laser color so that the connection between it being destroyed is more clear.

The art style is pretty polished.

The time it takes to destroy the platforms seems long if you have to redo the level multiple times. The freeze feels a little glitchy/hitchy .. maybe there is a way to make that feel smoother.

Music would help the feel a lot. The sfx are good overall but could get polished off.

Connected Retro Worlds by yodamaster 2014-08-29T10:05:00

I didn't quite understand when the rockets explode until a couple playthroughs.

Good audio and visual feedback for destroying your targets. Nice presentation of score and other ui elements.

UnderWhelmed by catchthefloaty 2014-08-31T10:21:00

I wish there was more to do than walk/talk to people. The bug you're aware of popped up a lot and stopped me from getting the full story.

The walk could use a little more love. I love the art style overall. Sometimes you could see the pixelation or artifacts that could get cleaned.

The mood/emotion was pretty good because of the reflection where as it may have just been annoying without it, like thinking about other perspectives.

Oathkeeper by MrCakehat 2014-09-03T11:38:00

I also had to come back here to re-read the double jump after initially getting stuck. I got to the boss and destroyed him, although as others said he is a bit fast. It might be more fun if he had some other mechanics since he just chases you right now.

The switch option got me as well.. I probably switched 10 times on accident.

I love the player animation.

Protect Both Worlds by Perjoka 2014-08-29T11:21:00

Having to tap the mouse to fire kind of detracted from the experience for me.

Impressive amount of work for 48h.

On death perhaps zoom in on the enemy that killed you so that you could show off your hard work on the enemy :D

The layering of the black bars/ bg/ game area seemed excessive - maybe just use the tan for the entire background?

The Never Ending Cycle by AlucardX60 2014-08-28T07:17:00

The enemies had a good amount of health so that the battles didn't take too long if you chose to engage. I like the exploration aspects that helped you to find upgrades.

The regular battles weren't very interesting but the boss battles or enemies that did greater damage allowed for some interesting choices.

Glue The World by shimage 2014-08-29T08:06:00

I like the visual feedback of not connect vs connected. The next level animation and sfx were great/rewarding. Dying at the top and bottoms/off the play area seemed unnecessary and surprising. If you want to block the player for specific levels maybe use lava instead.

The jump could be variable instead of fixed height so you can jump into smaller spaces with skill instead of hitting your head on lava/etc.

Some level design felt amazing - especially the level where you use the water to go from the outside to the inside and the earlier level with the gigantic lava block , but the initial levels feel a bit repetitive.

Extremely innovative... polish up the graphics/audio and publish :D

Grow your Planet by Natrium729 2014-08-31T03:57:00

Great audio and art. I wouldn't have beaten it without the guide. The fruit/bird was tricky even with the guide. Pretty calming game.

Rosewood Crag by Mophs 2014-09-01T10:07:00

The movement is really fun, especially the dash. I love the variety in enemies since they give you a reason to do the duck. The level might work with more room to the right and left instead of going vertical (Because of your dash).

I like the red but it may be a little too much, possible change the ui a little or increase the contrast a bit? Not sure.. But i love the detail in the pixel art! Great job.

Needs goals/level progression.

NOODLE FEELING by Magdev 2014-08-27T07:25:00

The controls and collision were well done. I thought I would get stuck more, but reversing direction works. I can't tell if there is more to it, but fed the main noodle man a few times and stopped after that.

FLIP! by SetArray 2014-09-04T04:08:00

I loved the contrast and clean art design of the levels that compliments the theme. Great audio, but could use a couple more sfx.

The levels all seemed to be solved with the same strategy for me and became one note (Get to the end with one, now the other, repeat). I think I got stuck for about 20 sec on the 3rd level, but other than that it was too straight forward.

I would love to see new elements in later levels. Maybe one opens something for the bottom so you can't just go straight to the goal?

Definitely fun at first and it was nice to have a voice/text that gives the game some more personality.

Find my Sun by stink123456 2014-08-29T09:44:00

The movement needs a bit of work to feel better. Jumping can be frustrating.. consider allowing jumping while rolling? Movement feels sluggish.

I love the story line and especially the moon character during the cutscenes.

Some of the art is fairly pixelated in contrast to the smooth lightning bolts and polished planets.

Difficulty was a little intense and frustrating because I didn't feel in control.

Link'emAll by bobombe 2014-08-31T11:02:00

It was a bit hard to click on the desired planet. Maybe you could use a zoom in/out system? It's kind of nice to have the overview though.

I liked the gameplay and the strategies that evolved after learning from my failures.

I liked how you didn't need to click both planets in order to make your connection. Of course you just need to click the one you want to go to.

Could use star b/g/music/sfx..etc

Great work...one of the most innovative so far, even though it's sort of a literal interpretation.

Worlds Collide by Rage Paint 2014-08-28T06:19:00

Slick ui, although the dropdown transition feels a little slow if you want to get into the action again quickly.

I like the nebula layer on top of the stars.

The movement of the ship felt really good with a lot of control.

The planets turning from red to blue was a good idea to let you know you can pick them up, however it was ambiguous for some other planets and I wasn't' sure if I would die or pick them up. Since you lose if you can't pick something up it's super important to know.

Holiday Nightmare by KingBolonzo 2014-08-31T02:53:00

Movement could have felt a little better. Perhaps faster? I also felt a little weak/or it's too hard. The audio loop was good but got old quickly.

I like your interpretation of the theme and fitting game name.

Schizophrenia by Sogomn 2014-08-31T11:40:00

I liked how you could rebind your keys. You definitely need two hands so enter actually wasn't a terrible default choice.

Fairly fun with a good jump. Could use checkpoints or shorter levels. Or you could train the player/prepare them earlier in the game for the future.

Pos-Neg by Xentira 2014-08-27T23:42:00

The wall collision is a bit buggy/doesn't work and you can get lost transferring in between rooms. Part of me likes how it's randomly generated, but at the same time it makes me wonder where I'm supposed to be going.

I did reach the portal to flip positive/negative once but I got stuck after that.

Kid Got Lost by PaperboxStudios 2014-08-29T07:34:00

There is already the sound fx for the ghost in the normal world while they are near you so there might as well be some visual cue to warn you not to switch as well. That's one of the most frustrating parts at first until you learn to listen.

The art is super polished.

The level design or what you're actually doing needs some work to be more fun.

Press space to start by thecolorhacker 2014-08-29T10:59:00

I loved the presentation of the text and the storyline. You could have more control over when you stop instead of decelerating. I ended up tapping the arrow keys to move with more control.

The last level was pretty challenging but rewarding once solved.

Great work overall, extremely innovative and theme fitting!

SHIT RUNNER by Cad 2014-08-27T04:14:00

Absolutely hilarious with great audio. The only thing is it's a bit hard to see where you are going. I guess that happens in a night club.

Four Sided Sanctuary by pinkduh 2014-09-01T07:03:00

Maybe have goals other than progressing to the right and staying alive?

The pacing could go from easy to hard by generating obstacles on the top OR bottom and then both. Right now it seems to be totally random with no sense of progression.

I love the music and sfx, and distinctive art styles for both worlds. The story is also cute and comes through in the gameplay.

Control by Wesley Ding 2014-08-31T11:54:00

Turbo mode helps a lot. I suggest putting that information first in your description as there is just no way to play the game so slowly. There needs to be a button to press for next day or a countdown so you know how long. The day timer could also be a lot faster.

Interesting and complex but the timescale is too long. You might even do away with time entirely and just react immediately based on what the player does.

There might have been a bug after viewing the people and then pressing x because they were still being drawn (I was in turbo mode).

The music may have worked if it was played in the loony bin (if you could get that detailed). It's just a little too chaotic for this type of game. A calmer, or more serious track may work better.

Dependant by Abominas 2014-09-02T05:45:00

The game link is to a maze game with elves that pop out of boxes and block you when you backtrack.

Portal DAGger by TauOmicronMu 2014-08-31T03:12:00

Ditto on the diagonal movement. I came to the comments when I was stuck in a loop. After that I eventually got to the end.

My solution was really just brute force as I couldn't exactly follow what was going on other than going to another spot if I thought I did something before. The green dots seemed to help guide though so good job there.

Fun music.

A letter for God by bluesky 2014-09-01T09:03:00

I love that your choices usually have unintended consequences because of the problem complexity.

In general it leaves the creative power that you might get as a god out (since there are only 3 choices). Often some basic viewpoints are left out.. like with beiber there is no neutral choice.

The graphics were good but disconnected a little bit. The menu worked great but could have had more work.

Chris and Roddy by C_Walden 2014-08-26T06:53:00

Great graphics, although the text seemed to be a little blurry. I liked the screen effects. After I figured out what to do it became a little tedious, especially because there isn't enough room between the phone and the boxes if you have the boxes at the top. It was still very rewarding to solve though. Gj!

Ice Cream Aliens by snowconesolid 2014-08-28T06:30:00

The camera control could use some work (possible right click to have complete rotation control?) however it does work somewhat without being too frustrating.

I like how you didn't lock each section so that you could rush past it if you die (like falling onto the first straight away). However, there should be checkpoints especially for the "fake arrow" on as I didn't want to replay the entire game to get there again. Maybe make the fake arrow more obvious?

The chat bubbles were nice, however maybe they could have the same text on both sides so you can read it if your camera rotates around.

Connected Worlds by purpleunicorn12 2014-08-29T11:08:00

Controls sometimes seemed to stop working.

I thought there was a disconnect between the story and the gameplay. You're supposed to stop the bad guy, but you end up avoiding the balls/enemies completely.

Not sure if there are any win conditions as the balls just divided a lot. I like the contrast for the boarder.

Connected Worlds by purpleunicorn12 2014-08-31T06:07:00

*border even, btw I hope you make another game for next jam!

Parallel Guy by CrazyDog 2014-09-02T06:03:00

You had good intentions with the music but its gets a little repetitive. Is there a way to have it continuously play? You could also restart faster/lose the transition on death... if the game is supposed to be that hard then you need to be able to restart quickly.

I would suggest having levels where both ship paths are synchronized so the player can get used to controlling both. The 2nd level seems a bit too difficult...I tried it about 10 times and couldn't find a way past the right asteroid. It might be a case where you played your own game a lot and made it a bit too difficult.

You can edit the submission and change the title of the link to "windows" instead of web.

I liked the asteroid/barrier graphics in the middle that definitely looked dangerous :D.

Heart Earth by Team Sloth Fox 2014-08-31T05:26:00

Spaceship sfx are the best. I would have liked to see lose conditions or at least something funny happen.. maybe picking too many flowers? The triggers where the ! appear could be larger.

WCOM by ShadowTzu 2014-08-29T11:41:00

The spacing of the font for the story made it a bit hard to read. Sfx/audio could really help. It gets a little repetitive, but the first level was decently fun. Maybe if you had some other mechanics in the level to mix up recovering the artifact like a boss or gate/button etc.

I liked the fadeout and win screen for each level and feel of the machine gun although I would love to be able to shoot in all directions maybe like a twin stick shooter (or wasd + mouse).

A Cat Between Worlds by elcaraescombro 2014-09-02T06:22:00

I love the title screen music. I wish the other levels had a similar feel to their music. The idle animation for the cat is awesome.

The jump is a bit hard to control. The game seems to be more about level memorization over skill.

Works w/virtualbox ubuntu 64.

Link by hundredhundred 2014-08-28T05:56:00

27; I liked the pop sfx for connecting a new person and especially like how the camera zooms out/shakes when you connect people. The movement/step sfx was a bit harsh.

The bullet guy was very clear what his function was but I couldn't tell the other npcs functions without referencing this page. Maybe they could have some visual that represents their function.

Overall art style is consistent. I like the trucks and idle animations.

Music choice for menu is pleasant but the game music is a little jarring.

It was nice to have the police lanes so you can see where danger is, but if they spawn in at the sides it felt a little unfair. I guess it could be apart of the strategy to stay away from the sides.

Mega Golf by Jedi 2014-08-29T05:23:00

I really loved the way you move the ball.

Could give a goal or par for each level. There didn't seem to be much risk of losing, although that was perfect for the first level.

More terrain textures/decorations would be great. Maybe have some terrain used more interesting ways ie hills etc in a way that strongly influences gameplay.

The negative/ran out of money sfx was too painful to the ear.

Lethal Reflection by steve 2014-08-29T12:36:00

Could use a tutorial mode to describe the mechanics as it's a lot to take everything in at once from reading paragraphs.
Energetic music would help.

Lands 101 by thecatamites 2014-09-01T08:00:00

Interesting exploration game. I'm not sure if there were any goals, so if there were I didn't find it.

I like the radial presentation of the levels and the general art feel. I also liked how it was nonlinear and you could explore in any order and for as long or short as you wanted.

FACED by Sheepolution 2014-08-31T10:04:00

Each level could have a number to identify it in the actual game. I had to find out where to go after the tutorial.

More polish like a reward for completion (sound, etc) could help.

The music could start intense or be variable based on how many sad faces there are and lighten up/slow down as you solve the puzzle.

Balance by miwuc 2014-08-31T04:50:00

I somehow missed to press space for a bit until I read this page carefully again! It's the first thing you see in game to :( Opps... maybe if the Player hasn't swapped to civ. side for a bit then you could show a message?

Love the art style. The game is actually fairly interesting since I initially had too many buildings and had to find the... balance.

Emergence by geekygenius 2014-09-01T06:50:00

I didn't realize you needed to click on the buildings to create a tank at first. The sounds of the enemy tanks taking off also threw me off at first.

It might be nice to have indicators on the edge of the screen or something on a minimap when the enemy lands on one of your bases.

At first the map was uncontrollable because I didn't know about arrow keys, but found that out by testing (your rules does have it, however there are a lot of rules on that page!) A minimap or something here may help too. Over time I got used to the controls though.

More levels would be fun as this one is fairly easy to win.

I loved the particle trails and the sense of domination once the money started rolling in.

Space Age by john111898 2014-08-31T02:45:00

No need for confirmation every place. If needed give a sell instead.

Would love to see more feedback for how much each building produces (+xx when it generates? or/and on the menu or mouseovers) and the 30 second timer.

The UI is pretty clean. Good padding and contrast. Maybe find an aa'd font?

To increase tension you might show the enemy progress or at least what stage they are on all the time as a bar or something.

GJ overall.. you had me play until the end :)

Dreamless by Dietrich Epp 2014-09-01T08:26:00

I love the sound fx and audio, they really helped create the mood. The writing was also very strong and humorous. I actually solved a level before talking to the guy and replayed it just to read what was said :D

I think the level before last was a little frustrating because of how accurate the level design made you be. I had solved the puzzle in theory but had to replace them like 5 times to get it perfect.

Obviously could use a walking animation to go with the nice sfx.

Morpheus by Tex Killer 2014-09-01T09:34:00

There is no sense of progression and sometimes you spawn in different places (a black room - bug?, and then I was spawned inside a trapped room).

The chains/blades need a more clear visual of where the danger is. When I was trapped and trying to die from them I couldn't. I didn't feel that much in control of when I was going to get hit or not.

The run cycle was pretty good and didn't feel slidey, though maybe a little stiff.

The audio was creepy and good, especially the axes. Good storytelling since you could follow along with what was happening (prison->dream).

Converged by gnx 2014-08-29T09:13:00

Could use more feedback on what's going on with the scientist count. Have a goal like 2/5 scientists killed? It's already fairly difficult, maybe don't reset the kill count?

I didn't really figure out the ai totally so maybe define it more clearly. I loved how they could kill each other and themselves from ricochet.

The box randomization helped a little but different levels would be great. I loved the fog of war.

DINO BOLT by GeorgeBroussard 2014-08-29T07:46:00

Excellent job overall although the theme felt a little forced. Extremely fun although not too innovative.

Antbassador by KevinZuhn 2014-08-29T11:53:00

A little bit too frustrating, but extremely hilarious the entire ride. I was blown away by the graphics and menus.

LD31 — Entire Game on One Screen

Card Quest by GAFBlizzard 2014-12-10T07:03:00

Great gameplay. I had to play until I beat the 2nd guy, but couldn't beat the boss. Nice humor for boss. Strong sfx. Could use audio track during game.

Hectic! by zakchaos 2014-12-10T06:36:00

Some parts of the music track are catchy although it's little disjointed overall.

Could be more fun if the hitbox on the main character was a bit smaller. The blue guys pushing you sometimes feels like you lost control (may also be the conveyor belt). I thought that it was kind of emergent when a blue guy pushed me into the dots.

After you understand all the mechanics and the hitbox then it's fine.

entropy by alyphen 2014-12-14T13:30:00

Great audio and writing/storytelling. It was a little tedious to replay with the long pauses in between but I guess they are there for dramatic effect.

I thought...if only I could move my desk next to the door!

Zombie Maze Escape by Thepattybeast 2014-12-08T07:56:00

Love the level editor. Ai could be more consistent.

Very Dungeon by JaviCepa 2014-12-10T10:19:00

The deadends and insta death trap rooms are both hilarious and frustrating. I love the humor and fun graphics. The detail in the animations like the fall animation really help polish it up.

The main mechanic (moving + jump) gets a little boring..since it's always the same and exploring happens instantly. The great humor helps push the game along though.

Pleasant to play through!

Scan Lines by KilledByAPixel 2014-12-10T07:18:00

Excellent job with the theme and great game design. I love the forgiving checkpoints that don't make you needlessly redo puzzles you have already solved. Extremely rewarding to play.

The particles and lighting are very well done. I love the graphics consistency overall, although the snowman does stand out a little. I think he fit better as crisp pixels instead of the AA.

The audio is probably the weakspot, but it's not too grating.

Freedom Isn't Free by Almax27 2014-12-14T12:44:00

Great work and I can't wait to see the coming soon which should hit on most the points I would complain about that you already know (progression/win condition).

The shotgun sound is like a pistol and machine gun is a little too loud for me (but good). I dig the hit sound and pistol. The music seems off... not sure how to describe why. It's more like all the children died and then the credits of a movie start playing with this song.

I also think you should just be able to hold down fire instead of clicking rapidly for pistol although this may be less annoying with limited ammo (or if each bullet mattered more - increase damage?).

Neural Connectivity by Crefossus 2014-12-11T16:56:00

I'm so confused. Yes I was planning to make the entire real gameplay portion of the game in screens, but it didn't happen.

Flying Blind by Rahazan 2014-12-10T09:07:00

Calming music and super polished graphics. Could use a little more feedback on when a plane is landing (maybe shadow ? or something else.

Pacing was a little off because it's easy for a long time and then suddenly overwhelming. Replayability is a little low, but more levels or other features would be great.

Velvet Warrior by local minimum 2014-12-10T10:44:00

It was hard at first to direct the fluid consistently where you wanted, however after revisiting the controls it is better. The cannon needs an indicator/feedback for the direction it will spray.

I like the art style and graphics overall and the UI is well made (although slightly blurry on web version?).

The liquid also looks like it could be very fun but you don't really get to use it in an engaging way. It might be interesting to see if you could do something more action packed with this spray.

Since time is the only factor, it doesn't really have a challenge - although with the strange controls I don't think adding in death would be a good idea since players would get frustrated before learning.

Simple Geometry by olligobber 2014-12-12T04:14:00

Music gives a great mood. The pace is a bit slow. Everything needs more energy (maybe particle effects, faster movement, more threat, screenshake...whatever juice ?).

I love the level preview..great effective idea! Also there was some positional requirements (must be able to hit the line) with attacking the enemies so that's good too.

Avoid Rage by jackrugile 2014-12-14T13:16:00

Nice. Difficultly was a bit much for me to really get into. There is also no real positive feedback. Sometimes the death scared the crap out of me.

Having said that.. I did enjoy it for a little bit and the eye candy is wonderful. The music is also energetic and catchy. I like your idea (in the article you wrote) of having them pulse with the music. Maybe it could work!

More interesting difficulty instead of linear sounds nice too. Additionally, you could probably do without sending enemies down the center for the first 2-3 moves?

Simplicity and general polish remind me of atomicle from ld29.

The Drinking Game by ReactorScram 2014-12-14T16:00:00

I think this is the first game I gave a 5 in Audio to (50+ rates). Great sound design throughout.

Make It Count. by Kabukky 2014-12-08T09:32:00

The text is a little disconnecting and I couldn't follow exactly what was going on. Not much gameplay to be had but the story is kind of engaging and decently written. I liked the story even if I wasn't the master of it.

The game is a bit too dominated by the text on a black screen.

Great looking models. I want more!

0000 : Press Z by alvarop 2014-12-08T07:16:00

All the things I said on stream + I like the particles.

Key Point by oranebeast 2014-12-11T13:05:00

Fun game. Playthrough and some comments littered about here:
http://www.twitch.tv/crefossus/c/5661356

TV Top by MintArcade 2014-12-10T09:59:00

Excellent work, especially on the graphics and interesting microphone as score multiplier. Fitting to the theme and a moody room (all in a compo game... you're crazy good!).

Gameplay could use a little work, but the environment and energy make up for it. A human opponent might tip the scales too but unfortunately I'm alone.

Existential by LukeZaz 2014-12-10T08:50:00

I love the random generation, although it could be more noticeable.

The biggest issue for me was the animation not matching the actual attack range. Some random powerups in the chests would go a long way. Items that change your strategy would be really neat.

The Room by Kain.Oborin 2014-12-10T08:35:00

Could have been more fun if you hinted about collecting the stones in some way. Replaying was extremely tedious but worth it in the end. Great writing, especially with the girl although the ending could use a little work.

Definitely a unique rpgmaker experience compared to the typical.

Escape Character by Zi 2014-12-10T09:45:00

Take all my stars. Everything was really well done and incredibly original, with great writing, particle/screen effects and was fun to explore. The refill of the hearts was genius.

The double click (getting started) and ending could be missed without a little guidance. I get that's part of the humor, but I was tricked out of it.

Untraveled by khahem 2014-12-09T07:02:00

Excellent work! Very interesting puzzles that I haven't seen before.

Skids by locknic 2014-12-08T08:19:00

Strong overall. Music was a little repetitive and didn't necessarily fit, but the sfx were great.

The skid particle fx were awesome.

The controls are okay if you're in the center of the screen or in a skid, but if you get near an edge it becomes frustrating. Trying to get a pickup can be really.

The pickups really drive the game.

LD32 — An Unconventional Weapon

Revenge of the Slimeball: Episode 9 by PIXEL^3 2015-04-22T23:04:00

The platform movement is okay but the bouncy movement is really hard to control. I feel like if you had the s key take you directly out of the bouncy movement on demand that would help bring back control to the player. You get out of control for a really long time so failures become frustrating.

Also there could be feedback for charging up, maybe a dashed line indicator? Maybe reduce the range of motion or charging so there are less variables. That could make it feel clunkier so idk.

The art is really great all around. Some parts blend in a bit, maybe it's the background tiles? Can parallax?

Just One Banana by zakchaos 2015-04-22T21:17:00

It was exciting although I had no idea what's really going on. The sfx really helped I'm glad you had time to do those.

It was a bit easy/not really much challenge once you realized you had to duck.

Makeshift Defense by bvanschooten 2015-05-04T11:26:00

Innovative, sort of like a tower defense. You're onto something here. I like the energy of the animations and chaining deaths. If you could set that up yourself (like a weight above the ladder so they all die)

I think you could gain some inspiration from play some of the popular ones. Maybe you could place some of the traps yourself? The pacing seems a little slow/tedious.

The balls are hard to control. The weight picking is off - I think it should drop if you click anywhere on it (String or weight) as it's a bit finicky as is.

You Are The Sun by Crefossus 2015-04-20T19:18:00

Thanks and fixed.

You Are The Sun by Crefossus 2015-04-23T00:48:00

Andy/ConflictiveLabs
Thanks guys. Yea feedback for miss would be good, although there is already the bar going down for proper disruption.

Yes sfx would be better and you're right about priority. I'll keep that in mind for next time.

novadream/anyone else confused - check spoiler :D

Exotic Butterfly Net by GreaseMonkey 2015-04-22T21:34:00

Really fun game, great energy and music

Maybe tone down the saturation on the colors ? The background sort of blends into the gameplay.

UNIVERSALIS by Atmospherium 2015-04-22T22:08:00

The mood is very relaxing and the art is great. Collecting the energy is somewhat addictive (nice graphics) but since there is nothing to spend it on or objectives it gets old.

Not sure what it is but maybe the planet texture is standing out as low res compared to the shaders/glow graphics.

There tends to be a bit of input lag or something where I can not press anything but it goes off on its own.

Where's Manno by local minimum 2015-04-22T09:10:00

I love the sfx and ambient noises. Using the chicken as a weapon to keep your sanity is definitely an interesting take on the theme. Art is great.

Need to trap the mouse in window, the vfx are fun but start to get me dizzy after a while. The light might be brighter or more obvious in chicken mode - it's especially misleading if you use the chicken in a place where there are no lights. The "over here" could be positional if it's not.

Overall excellent atmospheric entry just not that fun for me.

Bubbles by thaaks 2015-05-01T19:01:00

Pretty good. I like the character/bubble animation and impact animation. You nailed the theme.

Spike jumps with low roofs are tricky - maybe have a one block solid nearby for practice? Gets tedious if you fail near the end, some checkpoints cause death immediately if you're moving before. Platform movement is weird if you jump from under.

TiMeD by jepp2078 2015-05-01T19:11:00

Nice idea that works. Pretty impressive! The first area could be more forgiving/teaching. There is a bit of disconnect between the circle and what's going on as it took me a little bit to figure it out. Maybe if the pickup animated into the wheel when you collected it, that could help. The enemies that fly at you right away is pretty brutal.

Choosing to skip the dash instead of picking it up was my way to escape that first part but seems kind of not intuitive. That could be a good puzzle for later.

Pencils and Salt by rd127p77 2015-05-12T00:20:00

I like the level building mechanic. I think the controls should just be movement and mouse or look at Minecraft for inspiration. Something like wasd/1,2,e & mouse?

I got stuck at the button in lvl2 which I assume removes the wooden plank (I spammed keys but no dice).

Please upload source since it's a compo entry; I might progress past this if I could open it and see how that works.

Stoned Scarecrow by gillenew 2015-05-05T13:06:00

Wonderful artwork (esp death animations) and it's super impressive to get gameplay with upgrades in this short amount of time.

It looks like you've probably already addressed what I'm about to say in an update but I don't want to corrupt my rating. It's a bit slow and tedious - probably due to the way the shooting works. Picking each skill point is blind and represents a lot of effort(as in you don't know exactly what it will do). I tried damage and speed. I didn't get past the hands though. SFX are a bit grating, but they still add positively to the game.

Having said that.. the hooks of rpg are working. I wanted to at least see what the leveling up did and it felt good to earn the points.

Jar of Rainbows by CrefossusJam 2015-04-22T07:03:00

Hisss - Interesting... I felt like the spikes is unfair. I just didn't have time to mess with it. However, it's great to know other perspectives.

Avek - Interesting. If anyone else experiences falling through platforms let me know what browser+version you're on. There isn't much I can do since it's default Construct 2 though.

As for failing to pick up pickups - same thing I never saw that so which browser and if you could take a screenshot of exactly where you are when you try to pick it up and fail that would be grand.

Yeah it's messy because of the time crunch (~2hrs). Sadly I didn't really do anything innovative so it kind of kills it, but it is what it is!

Re: floaty controls - also interesting. Thanks for this feedback I didn't think about it being floaty but should have noticed.

Scary Rocks by Pat Kemp 2015-04-25T00:43:00

Slick and innovative w/fitting ambient music sfx etc etc! It's really impressive. For me it's only missing on the fun factor.

I wonder how it would play if you didn't need to rotate the asteroids around completely. As in - if it automatically reversed the direction on bubble entry. Would it make it too easy? It sorta feels a bit tedious to perform the same revolution every time. Although I just realized you can create the gravity orb <anywhere> and not just near the earth surface.

I sometimes get lost in which direction the asteroid is going to go. Maybe my brain thinks the triangle could be both a trail and a direction indicator? Practice I guess..

Safer in the Dark by broknecho 2015-04-22T23:23:00

Mood was good (fitting music/sfx) and the mechanic worked very well. Maybe you could show the outline of the level while in eyes closed mode.

I liked how you reset the enemy velocity so you don't get jumped instantly. Maybe you could have different enemy types like ones that charge when they see you.

A Night Warden by Insignia 2015-04-20T19:30:00

I only made it (and died) on the first boss. I do wish there was more of a sense of progression b.g changes or music changing or something. I was about to give up then the boss showed up and whooped me. Checkpoints for the weak? I would love to see your other bosses but don't want to replay the first part.

The mechanics are really interesting (having to clear if you attack) and your choices can be interesting as well. At first I thought it was bugged because of dying with 5 lives (but then I read the description more carefully about attack/clear). The clicking input is a bit odd. I suppose it worked though!

Excellent artwork...especially those player animations.

Lamb Cannon by daredevildave 2015-04-22T06:37:00

10200. I was kind of struggling at first until I tried trying to make them land on the platform instead of shooting them AT the platform.

Pretty hilarious. I respect the level of polish with the sfx, streak text, background art, tween text.

Latvian Milk by Dreyan 2015-04-22T21:56:00

Really fun and polished game overall. It might have been more fun if the enemies forced me into something other than circle kiting.

I loved the death art and variety of weapons.

It was fun to have different strategies with each weapon and pushing the barrels. You're onto something with the setup phase with the barrels and then having a new wave spawn. It's a good break in the pacing.

B000MERANG by TheBigShot 2015-04-22T22:17:00

Really polished with an innovative weapon! Great job balancing the difficulty. I like the sfx, win music, and attention to detail on the enemies and art.

My Dear Pencil by Dorgam 2015-05-12T00:30:00

Having to memorize the positions after the first bounce reminds me of "leap of faith" issues - but it's very easy to memorize. So it ends up working and even being fun.

I liked the sfx for hit, although the music could match up a bit better.

BulletRain by iapc 2015-04-22T22:37:00

Liked the audio and art + innovative new attack.

A bit difficult for me and had keyboard ghosting issues. The wrecking ball mechanic was fresh but didn't pan out. Maybe there are just too many attacks? Shift+wrecking+main attack is a lot to manage for me. Maybe if it was more powerful or the sole attack (probably not fun though) and difficult to control.

Seems like the straight forward shot (space) was mostly dominate.

LD33 — You are the Monster

Ski Free Lunch by 1y1e 2015-08-27T06:40:00

Nice. I think you balanced the yeti run speed and the skier speed to a satisfying result.

You are the GM by GAFBlizzard 2015-08-25T09:28:00

Consistent style and font, calming music, and slick juicy animations. it sorta feels like a pokemon/rpg type game where you are leveling up your party. It lacks a concrete consistent challenge other than figuring out the system and lose/win conditions - but I guess you know it. (Figuring out how it works was actually pretty fun though due to your polish)

I think it has potential to be something fresh in the simulation style game, so "A" - plus with other humans means you need to have a big playerbase or friends. I think just dropping the DM as a monster would help the game - focusing on the goal being making the game fun for your party members.

Milky Helps People by reheated 2015-08-28T06:09:00

Top notch entry. Great story in just the right dose size so that it was a reward to each puzzle. Maybe missing some juice on the game part of the game - a pause for level completion, some anims along with sfx as some one else mentioned (though these hardly hurt your score...).

Theme? He gets bigger (I was expecting him to crush the other character) but is never really a monster. Although, I played the get smaller ending...

TIL mangosteens are real

Hungry Beast by ovenchips 2015-08-24T08:32:00

see video for comments: http://www.twitch.tv/crefossus/v/12518307

Monster Taxi by AtomicVikings 2015-08-30T07:19:00

Polished entry with nice graphic feel, fitting sound and sfx, and decent humor.

It's a bit difficult to control the airship and crashing into buildings at first wasn't intuitive to me. Not sure how to adjust it, perhaps more immediate controls to the ship? It takes a long time to go up if you're falling down, which slows the overall gameplay. Maybe a speed boost button and nitro pickups?

After playing a while I got much better, yet still felt the pang of bordem - what keeps interest in taxi mode in GTA? Killing people on the way, scaring the passenger, jumps and shortcuts..? Perhaps it's the lack of reward feedback when dropping each person off and the sometimes difficulty in finding new passengers that holds it back too.

In any case, still impressive total effort and I appreciate all the ludum dare jokes :)

The Monster Files by Literal Games 2015-08-26T11:54:00

gj

Monster Child by Bruno Massa 2015-08-28T11:32:00

After restarting it a few times I finally made some progress but never won. Great characters and animation/art, interesting gameplay.

It's allowed in ludum dare rules to fix bugs without adding features if you want. For example if you skip tutorial or restart the game without reloading the page, you sometimes cannot make a move at all!

Barrel Roll Ultra! by Saf 2015-09-01T07:44:00

very polished entry. I love the feedback for all actions like picking up barrel, mario destroyed, and juice added animations. It's like a jam entry level of polish but you did it yourself...impressive!

Good music volume, it just needs a little dancy boombox at the top :D The movement physics seem a little slippery at first, but I got used to it.

I like how new elements are introduced each level (jump over enemy, two barrel dispensers), yet the gameplay is mostly the same (get barrel, throw barrel down at bottleneck (ladders) - repeat). I think you could look at tower defense games that introduce a hero (I can only think of warcraft 3 maps off the top of my head) for gameplay inspiration. I can see how this could be tricky to pull off while staying in the mario universe though.

Also - have you tried leaving the barrel active after destroying a mario so you can time it to kill two marios with one throw? Could make the player feel smart.

Coconuts by congusbongus 2015-08-27T06:49:00

love the clouds, ocean, etc all dancing. Allowing attack only on beats also helps you to feel as part of the soundscape..pretty neat

good attention to detail with leaving the tourists upside down to mark past kill and making a sand noise for coconut impact.

MISHMASH by bodsey 2015-08-27T09:18:00

nice mood and interesting gameplay idea. once you find the dominate strategy it got a little repetitive but it's still a strong entry.

Empowered Darkness by Goutye 2015-08-27T09:51:00

the polish on this one is top notch. sfx and animations galore

Moster Kings by frondeus 2015-08-27T07:08:00

I like the animations.

It could use some feedback when something is countering another enemy (special particle effects or something?). Would love to see stock of fighters (if there is any? ) in a list, or just more feedback on how the spawning is working. Maybe a "next" option to see what's coming up. Maybe just also display what they counter somehow?

The game pace seems a little slow too since the enemies just get backed up in a traffic jam waiting their turn. Faster fights and possibly having bonuses to appropriately stacking your side like Firemen behind melee guys (but I didn't feel like that was special at all)

Definitely impressive for just the weekend and innovative.

R-ADIUS by MrTwister 2015-09-04T07:19:00

Really polished, especially graphics, ai is interesting, sound (helps mood a lot especially on boss fight). Catchy upgrade tunes.

Gameplay is a little slow to me. I guess you're supposed to figure out its pattern and cleverly plan a retaliation.. but I'm too dumb and just upgraded until I could hammer it with lucky strikes.

I liked thinking about having to save up money instead of spending it as you get it (so good job on that aspect).

Lovers on a Park Bench by peterthehe 2015-08-27T09:08:00

great mood and innovation. The sound is well done and fitting

My Little Death Machine by Zed 2015-08-28T06:34:00

I thought the controls helped to make it feel more like a robot, so good job there. Smart idea to include the cheat button.

I was playing it normally but got bored after a while so it popped up at just the right time.

Fade by CreamyBacon1 2015-08-28T08:29:00

Fairly fun platforming and interesting concept. At first I didn't make the connection that the green box was like a lever or button that effected other parts of the level.

The controls or physics feel a bit wonky at first. I'm not sure but maybe the gravity is a lot lower than usual games. Swimming/wall jumping feels a bit button mashy.

I like how you used the walk through walls mode in the level design during the falling parts.

It's a good thing you had time to add checkpoints!

Demon Dash by Avalanche Games 2015-08-26T00:57:00

Nice juice.. the soul collect text lerp and screen shake is working nicely. Polished art and nice music/sfx too.

I like how landing on hordes of them from above works more efficiently than dashing into them from the side. That's pretty fun.

I was hoping for win or lose conditions, but finally figured out I had infinite life. I guess that's "being a monster is an extremely fun and button mashingly exhausting task", but kind of doesn't work for me as a player.

Tiny Sad Kraken by Erlend Aakre 2015-08-26T13:57:00

Nice audio (love that music) and graphics. I also got lost at first, but ended up camping some docks which worked.

Maybe this could be more fun if the pacing was faster and sense of space was easier (minimap? ship indicators/objective indicators?), or just a smaller mapsize in general. OR spawn more ships for more places so you don't have to hunt so hard. Maybe the trade routes could be marked more clearly somehow? Maybe movement speed boost/attack button to make exploration more exciting?

I'm digging the different sound effects for ship sizes and the shark animation/follow/ai is spot on !

Monster by thinkFirst 2015-08-27T10:05:00

the pace was a bit slow for me. The music and artwork created a great mood

LD34 — Two Button Controls / Growing

You and your parasite by local minimum 2016-01-04T20:18:00

great mood. I feel like everything is alive since it's animated. I also appreciate the short-ish distance between interactables. I wish it was regular fps controls, but this works fine and is simple - if a bit clunkier.

Orbital Defender by Bocodillo 2016-01-04T21:17:00

It's pretty fun. I like the orbiting power up. It needs a little quicker lose condition (or a quicker/more clear win condition).

Phaseolus Magicus by Dianouille 2016-01-04T20:52:00

Maybe show your structure/image on the oops screen displayed nicely (along with your best run?). some calming music and sfx for success/failure and other feedback and it could be pretty replayable.

I like how you can develop a strategy to get better at this (for me it was to stare at the center shapes for a match to start with).

To make it more minimalistic - I think it should start off built a little bit and then you can get rid of the lives completely since the base of the tower would be your lives.

congrats on finishing... I had a hard time once again.

LD35 — Shapeshift

Heroic Sex Bazooka by tsjost 2016-04-19T10:47:00

Yay, rewarding levels. I like the sfx, especially the yay. As others have said the eating hamburger sfx was maybe a little too long since it gets played a lot.

The post compo movement is much better to control, however it doesn't look as good as compo. Not sure how to fix that - maybe a little smear or super fast lerping?

Photagogue by ChuiGum 2016-05-02T03:27:00

Nicely done art and the character has a fun outfit. I liked the flips too. Pretty hard. After a few deaths I cheated a little with dev console to get to the end. I tool off dino damage and still almost died from spikes :D.

I didn't feel like I could consistently plan how to not take damage from the dinos. Because it lunges forward sometimes the punch would land me in the spikes accidentally, whoops.

The audio worked fine for me and the loop was even a little catchy. The jump sfx may be the weakest part but didn't hurt the ears so it was ok.

PowerShift: The People's Republic of United Democristan by nintendoeats 2016-04-29T06:59:00

This is a pretty intense game as far as scope goes. It's very interesting to test out different strategies. I think I've played two builds - one where you can't die, and the other where you can and the attack cooldown is functioning (must be 1.0 vs 1.2).

It seems like the difficulty can be overbearing without reason randomly. If you recruit people for almost every slot (and drag them up) you can still get destroyed on the first enemy attack. However it doesn't always happen and I haven't figured out how it works. The guide says "all three rows if there are enough rebels" but the game just started so I'm not "a jerk" quite yet.

I wish the war didn't take so long (and would play in the background) so I could play some more. Maybe I'll come back to it and play with the source. Anyhow I beat it at least one way! Horray. Perhaps attacking disloyal civilians makes the big difference. http://puu.sh/ozM1D/cd8bfdb747.png

I like the feedback overall with the sfx, and the vo is quite funny. The meter in the top right doesn't seem to do anything (if you tax and increase speed it stays the same as far as I can tell)

Overall an interesting time.. glad to have played.

Souleater by Crefossus 2016-04-19T11:01:00

Danbolt - there are two tilemaps (background/foreground), I used tiled to make it.
Getting the volcano soul is the end of the game for now. Thanks for your feedback so far all.

Souleater by Crefossus 2016-04-27T05:44:00

Demogorgon - There are two souls, but the second one just ends the game. I've added a walkthrough png and txt file. Also thanks for trying twice! I'm not sure exactly where you get stuck, but you might be able to get it after looking at those.

For post compo - It would be good to know what the blocking issue is. I have a few ideas to help keep you on the right path, but maybe that's not even the issue.

Pitch Black by ReactorScram 2016-04-29T07:11:00

Nice game. The actual gameplay feels polished and fun once you get started (I missed pressing f1 for a little bit :D).

Space Shifters by Terrabalt 2016-05-10T00:53:00

I wish there was a little bit time to plan your moves although I like the level design (can plan for level 10 difficulty bump). I had a fun time especially after breaking the level 10 barrier.

Drunk'n nuts by AngrySquirrels 2016-05-08T07:53:00

I would play a post jam version of this. The shapeshift action is my favorite (sfx/timing/particles are great). The animations/art in general is outstanding.

Runeshift by demogorgon 2016-04-27T08:11:00

I thought it was pretty straight forward - you have skills and health and so does your enemy. Just clicking on things tells you what they do so it's not that hard to puzzle out.

It seems that you are fairly likely to both end up with full health after playing a few rounds. I'll come back and play some more when I have time and rate it.

One thing is that I'm constantly reading the cards/runes. Maybe the graphics should correspond a little better with what they do somehow? I suppose after you play a long time that you'll memorize it.

Star by Madsj 2016-05-02T02:55:00

Wow nice feedback - sound fx and great arcade feel. The star mode and system give good rewards.

At least for me...I think you got the game balance nailed too with the easy but not too long ramp up at start. It seems like this style gameplay would be easy to make too hard so good job.

I hope people who rate don't miss that you can switch shapes and beat the boss, but you never know.

Slime Mold Revenge by Benjamin-L 2016-05-10T00:20:00

Switching to dire form felt really good (music/graphics swap nice). There could be a little more feedback for the invulnerable state (though it does says it in the description) - maybe a shield or something pops up to show you denied the projectile.

The random generation was good, but didn't change gameplay a whole lot. I got stuck one time and had to restart the game.

The Dwog by Pandaman3D 2016-05-09T11:44:00

Nice dog/jump, sfx and fitting adventure music. I'm not usually into maze games, but your desert & dog theme got me into it long enough to find the dog food. The cute dog model and the fact that you can outrun the guards probably kept me going too. Dwog is fast!

The controls and tutorial work well. The camera feels a little weird at first - wish I can be more descriptive here but not sure exactly what's up with it.

I wouldn't mind playing a more linear level design with multiple shorter levels that really utilize the shapeshift. Then again there is a satisfaction of sprinting away from the guard :)

A little picky but you're missing the top face of a barrier in at least one place and have a light leak in another. Guess it's just a time issue for polish.

Splash 'n Shift by linseyray 2016-05-07T08:23:00

I played so long the music stopped :D The sfx and music are done well, it makes it feel like they are squishy and liquid (although it's a little in contrast to pixel style, but it still looks very nice). The camera is nice too with it seemingly using your velocity and looking a little ahead, much better than fixed in center or follow cam for this speedy movement.

Infinitum by jyeray 2016-05-01T22:34:00

Pretty cool ideas.

It's difficult to execute the swaps at the right time, but with enough practice I started to get it. Even just a couple frames of forgiveness might help (like if you press the spike one two frames after you collide with crate, let the player destroy it).

To me it is a little unclear how/when those obstacles can kill you. For example you can land on top of the first two, but not on the third one. At first I didn't realize you could double jump.

Check out geometry dash for inspiration. In particular I think the progress/new best will help motivation and checkpoint/learning mode would help learning the level with less tedium.

The Fable of Gina by danbolt 2016-05-01T22:02:00

Very good and polished. I had a little bit of learned helplessness after getting the punch ability. I didn't realize/even try to attack the enemies until I did accidentally.

Others already spoke of the difficulty being a bit much, although it was pretty rewarding when I finally made it through. Part of it might be that you don't realize each heart is so precious until after playing a few times.

Maybe it's my 360 controller, but the down direction seemed to not be working on the joystick smoothly (deadzone issue?) The dpad worked fine though. I'm not factoring this into my rating at all, just thought I'd let you know. Speaking of controller support I love how you show the notification on the main menu.

Slide-by-Shootin by lambda- 2016-05-05T07:26:00

The car movement felt like you got the right amount of control for the track and was actually really fun to drive. Sand/mainpath friction felt right. The smoke particles were a nice touch. I liked trying to plan out when to go into turret mode since you lose turning.

As other said the offscreen shots are a bit repressive. However, you also get the same ability! Well.. except knowing exactly where they are :) Perhaps adding feedback to when you destroy an enemy offscreen might let you try doing offscreen shots more.

Just having the enemies shoot only if they are a bit closer is probably the easiest solution though. Or maybe you can have a shapeshift that brings up a shield, but puts on the breaks a little while you use it to block enemy shots?

Audio - engine and shot sounds were good (you can use it to help mitigate the off screen shots too.. sorta) but the drum loop is too short. I may have played even longer if not for drum loop and needing other audio cues.

Ball Blitz by Dante2001 2016-05-01T23:32:00

Pretty fun. I appreciate how you can fast forward and zoom through the initial levels. Nice sfx. The presentation for ludumdare could use some attention (scroll bars, ui not fitting) - fullscreen fixes it though I guess. Wish there was a faster level restart for known failures (press r or something?). Clicking is fairly fast but you have to move your mouse a lot.

For those of you struggling with the theme connection: I think it's going for literally shifting shapes off of a platform.

CLIQUE by iendsl 2016-04-30T03:14:00

The ui/style is pretty slick. I like the timing that you do when they're "thinking" to accept you or not. The take on the theme is pretty unique compared to the games I've played so far.

Mighty 10tackle by TheMightyTeam 2016-04-23T06:42:00

Very exciting and an enjoyable time. I sort of liked figuring out what was going on and finding optimal paths.

The music is catchy/bouncy and provides the proper atmosphere.

GJ! If you plan on working on it more:
The sfx work (I especially like the voice acted sounds) but the shriek is too high pitch/frequent for my taste.

For the movement - maybe could use air control all the time (there are a few cases where you can't). Alternatively, just make it not platform based (this game makes me think of subspace/continuum on overdrive- that's a good thing). Faster death/respawn times (perhaps keep the death time if you are the flag). You lose control for a bit too long imo. Maybe the flag can drop?

Could use indicator for who has the flag/where on map regardless. Otherwise - needs a bit more feedback if the flag is there or not besides just the text. It's obvious once you learn it, but until then it's a little confusing.

I thought for a second that you could push the corpse of the flag holder around - that might be fun for clutch victory but it seems like it's a bit too short of a time for it to work now.

Wispers Of The Afterlife by TeamWisper 2016-05-07T21:18:00

I like the characters and animations (especially slime death is cute - though a little slow framerate). Maybe try out probuilder for unity or tiled+construct 2 (or other 2d game creation tool - unity still isn't that great for 2d).

I couldn't figure out how to become the rock, so if you can and there are more levels than just the first platform, let me know @crefossus

LD38 — A Small World

Fancy meeting you here by Local Minimum 2017-05-19T10:53:51Z

The writing had me laugh out loud a few times, which few ld games accomplish so good job there. The mini games were probably the weakest point as far as gameplay goes. It wasn't always clear what to do, although I suppose this is a bit intended (also whoops just read the further instructions per mini game on this page). However they did provide an interesting way to respond compared to straight choices and the wacky variety was fun. Great art and music too.

MagiSEED by Vivoubos 2017-05-19T10:30:29Z

Entertaining level design everywhere, except for the leap of faith in the last level after dropping the rock. One note - the final level was a big difficulty spike for me but I got it eventually and felt rewarded :) I like the silly walk and fall animations. The game has a lot of life overall just by adding a little bit of animation to things which was a great idea (even the hearts dance).

You might enjoy the art in lester the unlikely! here is a random youtube video youtube.com/watch?v=6qssl3qKwvQ

Naarrow by Ace17 2017-05-19T09:49:30Z

At first I didn't realize the jump button was variable height when wall climbing, but after I realized that I got to the dash. I liked the feel of the dash.

There is something about the jump in general that is a bit off, maybe the gravity? It seems harder than it should be to wall climb back and forth.

There is one part where there is the same obstacle maybe 3 times (landing block, 2x blocks destroy you dash over, one more block then a gap and obstacle repeat) it has spikes underneath the destroy on touch blocks. The one block leading space was too frustrating for me. I sometimes also accidentally hit the first block and died so I ended up giving up here.

Nice job with the music. It gives a great mood. The staticy sounds are a little dominating I had almost thought something was wrong with my headphones at first.

I guess you've probably fixed this in the post compo version but I got stuck in the ceiling when changing rooms the first time I played http://imgur.com/a/x5wr4

Reduction by megabrutal 2017-05-19T10:36:08Z

I thought about it and it's cool. The shrinking playing field by collecting those objects was pretty unique. The wacky movement was kinda interesting since there wasn't a threat - it didn't become frustrating. However it did need something more as others say and you know.

Snake On A Plane by spacedoubt 2017-05-19T10:08:13Z

Pretty fun after getting a few dots and picking up speed. I enjoyed the pickup SFX and music. The starting speed might be increased a bit.

It felt a little like armagetron which is a good thing. The close up camera might work a little better if it was more consistent, but not sure. Right now the position changes depending on which direction you're facing. Fully committing to first person might be interesting too. here's an example of fp cam in armagetron https://youtu.be/YT1l6kmeD7w?t=36s

of course i guess you're doing mode7 so.. maybe it doesn't apply at all? :D

It might just be that there are no landmarks/walls to orient yourself easily

The Dance We Do by PapyPilgrim 2017-05-19T11:06:12Z

Nice art style, sfx, and calming music. I like the movement of the pixels/color blending/wubwub sfx/juice when you go over an objective. Digging the success sfx.

LD42 — Running out of space

Two of Three by crefossus 2018-08-15T03:09:03Z

Thanks @mjgood for reporting my bad upload (and sorry for your time loss). The game exe was missing from that zip! I uploaded a new zip w/all files, so it should be straightforward after extracting to a folder.

Unlit by mjgood 2018-08-15T03:54:39Z

The music and sfx (footsteps were worth it?) created good atmosphere...I felt something. The silence before the music kicks in is great. I had an enjoyable ahha moment when I figured out that the little blocks I was shooting out were actually somehow generating terrain (of course I didn't read the directions on this page before playing ). The terrain gun bullets could use a little feedback when they are about to create stuff and maybe create less/more directed?

I definitely think I'm missing some interactions with stuff in the environment and the game part of the game if there is any other than exploration. However, the performance/controls/falling to void and needing to relaunch kept me from poking at it more.

Windowed mode is basically not playable since there is no mouselock (I tried that first), but fullscreen works enough.

LD44 — Your life is currency

Chimera by Omiya Games 2019-04-30T02:43:26Z

Excellent mood/atmosphere. It does stick to the theme in a creepy/unusual way, which I enjoyed. Mazes aren't really my type of fun, but at least there were some nice light fx to help guide a bit. Without sprint it would be painful. I wonder if some kind of enemies or layout was planned but got cut?

Super Powerup Dash by ETHproductions 2019-05-21T20:00:46Z

I liked considering/selecting the powerups so you did a great job with the theme. It's quite imbalanced unfortunately but was fun for a couple repeats.

Emergency Economic Envelope by crefossus 2019-05-07T15:48:51Z

YOU WIN! Thanks for playing @omiya-games. I definitely agree with the 8 directions issues. I wanted to work in a little bit more of obvious boss vulnerability window, but not sure if that is enough for you to like. Do you enjoy any shmup for reference?

LD45 — Start with nothing

Minigod by JackLeHamster 2019-10-14T01:32:46Z

Very neat and ambitious. I totally got into it; way too into it. I like how you have so much control through programming what happens like a minigod :). When I saw the ai stuff I was like whhhhatt no way... Putting the help key and controls on screen is a+. The achievements ??? is also a great move to show there is a lot more to the game.

I got into a state that prevented me from moving. I think I was in the menus and then the object I was in the menu for died or something. I could only press tab to enter/exit the spaceship. After debugging it looks like plantToTeach existed so it wasn't doing the player movement code. I set plantToTeach = null in console to regain movement. A long while after that...~8 humans I called it quits. If you want CAN fix the movement bug if you leave a note (bugfixes are allowed).

What's missing that is critical imo - setting conditions to evolve from bunny, moving away from nothing to food sources. (explore doesn't seem to do anything?) The spread on humans is very low so needing to babysit them and not being able to evolve from AI caused me to give up. I did have bunny/human auto feeding themselves and auto spreading though. Plant ai spread worked great.

I love the idle character animation and how the bunny jumps to the food. Very cute. If you made the character anims.. very good. You have it in you to rank nicely on art if you art up an entire entry next time.

Little Something by Meta-link 2019-10-21T12:18:53Z

Cute and nice style. It's cool that everything is placed by players.

Chill Island by quadtree 2019-10-27T10:50:28Z

I think it's cool that everyone creates their own little survival story when they play your game. I froze to death once but was determined to catch the plane the next time and did. The victory is a bit sudden and I never saw any plane visual. I really like how you have the dynamic help - it works. It is a bit heavy handed, but I personally prefer that assistance since it's missing the cues/visuals that might exist in a game with more development time.

It might be good to make the final goal stand out somehow. "Destroy Ganon"

Agree with previous poster on a crosshair or other visual that indicates when you can collect something. The sfx/levels need to be balanced.

Anyway my post is mostly nitpicky.. great job!

Serene Sculpture by zirconcode 2019-10-28T09:28:03Z

I got into this and it is refreshing gameplay, but it sure is hard. I wish it was a little more predictable because you sometimes have to chisel in the same place multiple times even just to connect a couple pixels. The web version is kinda unplayable because when you remove pieces the image blurs making it even harder and uglier (FF v70.0). The the win version worked nicely. You would probably get a much improved score by removing the web build, or maybe it was just ff and chrome is fine.

I enjoyed the music but for some reason my right ear started pulsing uncomfortably so I'm not sure if you have some unusual frequencies going on or it's just me. I think it was also when I removed a piece in web build (same as anion-z?) It's probably just me.

I would play this more (even buy?) if there was some pacing, a par score, and the algorithms were refined a bit. It does seem like it tries to connect two holes together if you chisel at least. Maybe you could even reinforce that aspect with some positive feedback beyond the holes connecting. (Whoops.. just went back and read the directions a little late.. haha. It was fun to discover that myself I guess?)

Is it difficult to make the removed pixels transparent or does it blend too much into the background or something? I got excited to remove the initial wood block but was anticipating it to be cleaner.

Anyhow amazing job... I'm glad I got to play this.

sculpture.png

why am i a werewolf by unphook 2019-10-25T08:46:56Z

Got addicted to collecting the pieces until I finished. Gj. Nice art and funny bits here and there.

LooPatHero by Finlal 2019-10-27T11:12:19Z

I know you're not trying to pull anything fishy but the post jam game could be clearer on the link to your game. Just put post jam in the link text.

Having said that, the game in the post jam state is excellent overall. It is one of the more fun games I've played so far. I enjoy the strategy of placing the buildings. It's just too slow paced at first. The little polish elements like the animation and sound for swapping between inventory/walk mode are excellent.

The game speed does pick up after placing buildings/towers. The tower doesn't let you know range as you place it, which is important to know if you can't move it after.

I strangely like that it reminded me of passing go in monopoly.

Continuing after losing the game blocks you from restarting.

Art, Not N.O.T.H.I.N.G. by crefossus 2019-10-21T23:18:37Z

@wormius thanks for playing. Getting the glider is the end of the game, so I'm excited you completed it! I agree that it shouldn't seem like you can go back unless you can. It is possible, but the positioning is very difficult/buglike. Ideally I would put something only glider accessible in the previous area and open the hole to two "pixel" wide, or gate the ending area once you get through, or actually make more game. Thanks for mentioning the camera.

KOLENdor by MaxKlimenok 2019-10-25T12:02:52Z

Nice art. I like that you can play it quickly. Some sfx had popping.

War For Nothing by kubs 2019-10-22T06:39:15Z

Nice game overall. It could use a sense of progression (x/x enemies) or level design that requires getting to the end of the stage instead of defeat all enemies. I thought that they would infinitely spawn my first attempt. Typical arena style games might be on one screen so it is more obvious what is going on. I'm not saying scrolling is wrong, just trying to figure out what led to that aimless initial feeling. The enemies can get stuck in on the rocks in the first area (not bad in itself, but contributed to that seemingly infinite feel). I read the itch page again and saw that there was a boss.

The shop exit wasn't obvious to me or maybe I'm just oblivious.

I played up to the tank stage and died a few times there until I gave up (running out of ammo and circle kiting the horde while trying to punch them a few times).

Everyone already mentioned having more feedback, and I agree. When you are hit, the sound is very low and blends into the bg music, and could use a visual effect even a flash, blood, or something. A low health sound could work too if you added a health drop chance. Your attack range also isn't clear.

The enemies also always hit you if they are in range, but adding more ai is a bit of work.

The shop music is great and fitting. The stage music is also well done, but doesn't quite fit the aggression imo. Obviously I can't rate music but the choices do contribute to the experience.

Deadrun II by jcmoyer 2019-10-28T09:41:46Z

I love the art and the vines. The fireball is a good relief from the difficulty of the sword. I'm usually not into maze level design, but this wasn't too frustrating so good job there.

Nothing is Everything by Yayiest 2019-10-21T14:01:34Z

Fun game overall. I got stuck a bit before I realized how far the range of your weapon is. There was something nice about replaying the first level without powers. The grapple solutions weren't what I thought initially, but it was fun to figure out.

Slinger by Bungalow 2019-10-21T12:58:09Z

I like the wall to wall jump section the best, but the slings are a bit awkward. It gets a bit hard pretty fast and could use some more relaxed pacing. The initial movement is actually kinda fun, so great job there. It wouldn't be bad to have a tiny bit more of that!

ZERO COAST by kurrik 2019-10-28T10:00:26Z

The ui design is extremely polished. The art in the game is also very good but it's missing the cleanness/freshness of the ui..for lack of better words. I like the blending effects with the water. Music and sfx are nice.

I can't tell if there is a strategy or not other than collecting pieces as quickly as possible before it sinks. Trying not to get trapped just seems kind of random. Maybe if when you collect a piece the row or column it is on raises? Or all the pieces have colors and different colors raise different pieces? IDK but it would be cool if there was a more obvious strategy.

Anyhow good experimenting with unique gameplay elements. We don't need another platformer but this is one game I wish I could jump in.

Sand&Sea by CaptAndrey 2019-10-21T11:48:18Z

Interesting concept but it wasn't fun for me overall. Trying to plan a combination of towers is fun but the collection is too tedious. Maybe increasing the collection rate drastically, having deeper sand, and more frequent short waves would help? Or change the collection method, but that seems like a lot of work. RTS style workers or something? IDK Nice art. Nice music, but check levels.

Game Master by Rodrigo Robles 2019-10-27T12:15:43Z

I liked experimenting by clicking on stuff in the level editor. Creating a level is fun and theme fitting, but the enemies don't really stand a chance. The enemy death sound is perfection.

LD49 — Unstable

That stable looks pretty unstable by pcmaster 2021-10-21T01:04:50Z

I love the art and theme. I wrote some more but lost it. I played your game live here is the vod https://www.twitch.tv/videos/1182489154 :)

Burning Ravager by sinclairstrange 2021-10-22T18:24:15Z

The scope and polish of this game is incredible. Well deserved rank. I think it took me about an hour to complete which is about 3 times as long as the longest playthrough of any other game I played so far. The art is superb and you even nailed a variety of environments with little animated bits in the env here and there. Great enemies... Music on point too - what are you using to make that? How do you even do all of this in time?!

I only have minor nitpicks like falling when I think there is ground, slow screen transitions (this one is probably to taste, not sure what the timing is on this compared to the usual), getting damaged/looping transitions right after a transition, and the lava area probably needing to get more obviously gated. It looks like you mentioned you would add saving if you were to expand so that could solve it too.

For me it's also missing some sort of emotional feeling as you are making progress. I think other games typically inject bits of humor periodically to lift up the mood (silly character conversations would do it), but good lord how can I ask you do have done any more. Also, not every game needs humor so there must be other solutions. Big moments to shake up the pacing - bosses or other moments? Idk.

Burning Ravager by sinclairstrange 2021-10-23T12:53:10Z

@sinclairstrange I did enjoy the ending little :D face guy haha. Also I was thinking about this and realized I had forgot about the initial huge moment when you collect the first piece and have to escape. That definitely had an impact on me since you did a good job creating tension graphically/audio and with time pressure. Stuff like that is what I meant it doesn't have to be a boss. Although I imagine the amount of work that went into that is basically like a boss...Anyway you can't get higher than #1 :D

Mad Marbles by darthone 2021-10-16T01:55:06Z

Calming moody music. I like the scrolling background and art style. My favorite feeling is when the camera pulls out when you add another shape. I think the feedback for the scoring should be instantaneous instead of at the end of the round timer so you can try to figure it out. I also read the description but my predictions are sometimes wrong. THe pacing is very slow at first and then very quickly ramps up. It's okay for the first time but subsequent tries are a little boring.

Un Stable - Escape To Greener Pasture by binroot 2021-10-21T03:14:20Z

I like the mood with the music,sfx and the gameplay has surprising depth. Mechanically the leash/stop ranges on the enemies are great. Their roping mechanic feels right and managing your stamina resource feels like it's your fault if you run out.

The stealth mechanics and interplay between simply walking and avoiding other horses is great. I didn't expect that much depth at first but it does give you interesting choices with your speed. Walking is pretty dominate though since you can touch them as a nice animal. Cool system. I also like the menu with the full speed getting extra attention graphically/sfx.

Having another npc charge a cowboy to teach you about that trample mechanic might be good or maybe a section that forces you/them into one? I might have not figured it out if it didn't happen on accident.

The font choices/ui and menu art consistency needs some work. I think the gallop settings could be the example/template for the rest of it since you polished that off so nicely. I guess you just ran out of time there.

Anyhow fun one. Good job :D

Elemental Storm by Ommadawn 2021-10-21T08:38:07Z

I love the swirling particles and I don't think I ever jailed elements before..lol. I made a vod with some feedback and showing my rating over here: https://www.twitch.tv/videos/1182721487 (Audio wasn't recorded properly because of twitch soundtrack, but I heard it during play)

Zandaka by lilkrit 2021-10-21T07:27:39Z

Interesting fun lighting. It's fun to shoot stuff and see the shadows. The colors of each altar are a little hard to determine and the oni also make it harder but you can just destroy them :D.

Balancing resources doesn't seem to be inherently fun by itself (I've seen a few that try that so far), but it's hard to say exactly why. Perhaps the act of powering them up should be fun like shooting is?

However since you are in control of the waves you seem to be able to just spawn a few waves and deposit the mana in the center to win and avoid the balance game. I would love to see this how you intended/finished !

Cawtastrophe by crefossus 2021-10-07T15:54:53Z

@sploky Thanks for playing & feedback! Level 3 is designed to teach you that you can knock off the cubes (some naturally fall off) and level 4 as a reinforcement/test. The 2nd level has a dark cube that you can't pick up/move so maybe I should have made a quick 5th level to mix both ideas :)

Granted I should have made a lot more challenges and object types.. ha

Cawtastrophe by crefossus 2021-10-16T20:44:51Z

@foxtrot-roger thanks for playing and feedback. It's intended for this (lvl 3 should teach you since I set them up to topple off automatically).

I was hoping people would feel smart when they do it but I'm getting quite an interesting reaction. Probably because it's too dominant a strategy and works on all levels except the 2nd?

I guess there just needs to be more levels after with other solutions (ran out of time/was making music 😂)

Cawtastrophe by crefossus 2021-10-17T05:07:34Z

@knipsch best feedback yet, thanks for your thoughts. I'm glad someone caught that joke before it flew away 😂. I didn't like the outcome of those textures either but also didn't think to try something bright/clean and happy either. So maybe for post jam I'll experiment. The game design needs a whole lot of work for sure

A puzzle with a cube and lazers by A.Bond 2021-10-10T00:37:02Z

I like the level transitions and movement animation. However, the movement itself wasn't fun to execute as is because of the delay/input rejection and you do that the majority of the time.

The wow moment/surprise of turning off the lights was excellent. I wish the movement could go a bit faster, but I suppose this way does prevent some accidental deaths and causes a slowdown in pacing. Memorizing (well I wrote it down) wasn't too bad but I wish the design didn't rely on this nearly every level (maybe just a couple).

The lasers and how they get blocked were neat - if the movement was more dynamic it could work as an action and puzzle game. It might be fun to put a set of lasers in a row with slightly offset timing ala thowmps etc.

Love the polished look of everything.

Destabilize a Reactor by GeroX 2021-10-21T02:59:26Z

The mood and world you created is great and unusual for a jam game. The sfx like typing and narration from the countdown helps draw you in as well as the animations on the computers/reactor. The positional audio on the reactor is nice too. If there was some kind of energetic feeling during lose/win conditions it would really push it over the top. A positional, toggleable audio source for music like a radio would probably hit the spot too.

I wish which it was more obvious which things are giving you the best income. To win I ended up just spamming the same object. Maybe cooldowns on them or/and a rng tasklist for replayability? I did like losing a few times before figuring it out so good job on that. I like that the reactor slowly heals so there is some strategy in spending your coins all at the end for the best results.

QWOPcrate by dooleus 2021-10-09T00:38:40Z

I started to make some progress (maybe 3rd or fourth crate on the right) but the random? bfxr sound plays and bumps up the difficulty too much. Perhaps if I played another 30 min I could do it. Maybe starting you down a slope or removing the random? unstable upper body at first could ease new players into it.

Making levels and having the crates slide less on the first levels would also be a way to ramp up the difficulty even if their properties stay the same. Alternatively make the pyramid smaller at first 1,3,5 etc

Comparing it to the real qwop, it's missing a sense of progression since you have to manually track your distance. Since it's not a direct clone the movement does feel unique so good job there.

The Juggler by Gabriel Naves da Silva 2021-10-09T01:30:15Z

The time pressure instead of failure like a typical brick breaker was a refreshing change of pace. The artwork was consistent throughout so gj there. Audio/sfx would help the mood (happy feels during collection) and spike the tension near the end of the countdown. This could also be reinforced visually.

Just a steelyard by gogu 2021-10-16T00:35:49Z

Overall pretty chill with great mood and art style. Missing some goals/win/failure conditions or some sense of progress as you know or intended. I like the feedback/bounce/sfx on the objective complete. It might be cool to have some anticipation wiggle or vfx/sfx for that too.

Bobby McStevie's Unstable Adventure by MrKnd94 2021-10-21T08:03:00Z

Cool idea.

The gameover sound is nice, as is the title - all the music is a little short for looping tracks and doesn't loop quite seamlessly (to avoid popping like the win screen you can fade out/in with audacity). In addition to feedback for when the swap is happening and speeding it up greatly - I would like to see specific obstacles fit for the abilities you get instead of a range. This would make it so that you can seek out and take that path instead of waiting for the right thing as the game progresses.

The ground changing as well of the character helps with the unstable theme but if moving at the wrong time then you can feel cheated. As a quick fix perhaps more static black paths you can rest on as refuge would solve that. Combine that with a visual timer for when the swapping happens and control/cause of death is in the players hands.

I installed mmf2 to play with with it and speeding it up does help - about 15 sec seems fine. Because of the wait time, I think your score won't reflect the chaos/unstability that you have achieved in this project so don't be discouraged.

Steady Grounds by jsloth 2021-10-17T01:20:29Z

All the stuff I said on stream

Harmono by leon75 2021-10-16T01:31:47Z

Very interesting and innovative twist on a rhythm style game. The feedback is much less precise and rewarding than a ddr/hit the note on time, but this game has it's own mood and feel that is executed well. I love the music and flow of the menus and overall pacing.

Sable Untangle by ixchow 2021-10-21T09:06:01Z

I love artwork and the sables :D I gave a bunch of feedback and you can watch me play/rate in a vod here: https://www.twitch.tv/videos/1182731242

Ribbit Rapids by Roolow 2021-10-14T01:25:57Z

Enjoyable little game. The lilly pad control is dialed in even if the visual representation is jerky. I got some infinite runner vibes and uttered god of war camera on stream so there is that. I would love to see this arted up and with polished music/sfx for bumping into stuff or little frogs hopping on. I would totally play again :)

Super fun and funny to go flying. I would personally might have more fun as a distance game where you yeet the lilly pad and if a frog falls off then it does the slide/vigneette and shows you the distance (the pacing there is pretty much perfect for that other than the distance popping up after).

Intensifying the motion during the air or when picking up speed is a polish option too (air lines/trail/camera work), but obviously you ran out of time to art it up.

Positional audio at the start is great.

The design of letting the frogs be able to hop back on after they got knocked off is perfection. It's not over till it's over! Nice one.

A Solar Disorder by lovetocode999 2021-10-21T00:27:18Z

Here is your highlight with lots of thoughts while playing and rating - enjoy :D https://www.twitch.tv/videos/1182474267

Earthquake City Builder by JM Studio 2021-10-16T00:58:44Z

Amazing job! I can't believe you did all of this in such a short time. The scope is huge and it's so polished. I liked the management of resources and seemingly interesting choices. The research does have a big impact on your understanding of the game and mechanics and changes the way you play which is really cool. As you know it's a little bit on the easy side. It might give a sense of completion if there was a win condition like filling 90% of the land or a population target.

Equilibrium by freeworld 2021-10-10T00:48:06Z

Great scope on the game.

I loved the success artwork/fx. Without the music setting the mood and the rewarding feeling you get I would have quit a lot sooner. I wanted to play more with how the board interacts with the ball but the playspace is really small. I'm not sure how you might handle that since you clearly wanted to keep everything on camera.

As for level design - maybe have the initial starting spot motionless and you are the cause of the balls motion, at least for the starting levels?

I got confused on the progression since every level is similar ? I thought I was going down one level but restarts.

Minor nitpick - the buttons stood out as pixelated in an otherwise great art style

Nice one, one of my favorites so far.

B.A. in Animal Psychology by Frogravity 2021-10-14T00:42:22Z

Impressive amount of work and fairly polished overall. I only caught some uv stretching for the art but I still gave you 5 stars because darn that's a lot of good art :)

Minimap (good job making it) was confusing to me on the first level but I got it on the 2nd. Perhaps a more obvious indicator for the player or a shape that points in the direction they are facing? I would have to reference other games but yeah.

I love the artstyle of the 2nd level with the vast space carved out. I'm surprised you managed to do so much in a short time - but it does have some decent pacing in level design aesthetic. If the first level was just a bit shorter I think you're golden.

The pacing/downtime with the conversations was interesting and I don't think I've ever been quizzed before after collecting stuff in an adventure game so... gj.

Grim Tripper by Skleembof 2021-10-21T01:19:26Z

Great work on the art. I love the mood with the music, fog, color choices, and the collection of souls that you start to amass. I think you mostly know the faults. I played/rated live and clipped a highlight for you here with more thoughts: https://www.twitch.tv/videos/1182503536

Clad In Plaid by ModdingMachine 2021-10-21T08:56:23Z

I gave a bunch of feedback for this while I was playing. Really polished job. Still one of the best so far. https://www.twitch.tv/videos/1182727061 I could hear music but twitch has it silenced.

10 minutes to instability by José Bonilla 2021-10-07T00:42:22Z

This is the first time I played a bomb defusal game and it was quite the experience!

There are a few bugs with lights flickering, audio stopping, footsteps continuing in the background. (chrome 94.0.4606.71 - mouse doesn't work at all in FF).

If there was just a little more feedback for how/your success rate works when getting an email (it seems to be random? based on time?) This experience would be rock solid.

I was stumbling around a bit at first but I think that's part of the experience. Perhaps putting a glow on the refresh or pulse to make it more attractive? After that the game was smooth sailing.

10 minutes to instability by José Bonilla 2021-10-21T08:32:29Z

@jose-bonilla I ended up making a highlight/vod of the play and rate for your game - check it out here: https://www.twitch.tv/videos/1182720756

A 6h rush to produce anything by Masaru 2021-10-09T01:13:33Z

Interesting gameplay that kept me around for a while even without any mood/audio or reward juiciness to reinforce anything positive. It sort of reminds me of the ffix card game.

I kept trying this for a while even reading the strats posted here (strong defender, healers on bottom left and right) but sometimes the game freezes. I think I had it once. I liked experimenting with stacking cards.

I think it's fine if you do any bugfixes to make the gameplay you already have stable. That's allowed in the rules. Typically they recommend putting a change/bugfix log so it's transparent.

A 6h rush to produce anything by Masaru 2021-10-22T14:50:04Z

@masaru I just saw your stats on the homepage and remembered I played your game live. I really did enjoy it! I don't think I played many other games that long. You can see the highlight of just your game here: https://www.twitch.tv/videos/1183771094 (Somehow I might have forgot to actually rate it? Maybe I rated it later. But don't worry no stars doesn't do anything to your rating.)

How (Not) To Defuse Bombs by Reiqy 2021-10-21T02:40:46Z

Nice job in teaching the player and giving information on the results of the 2nd level. I liked the speed up of the countdown when you are ready. As you know and others have stated - there needs to be more levels (I suffered from the same issue in my game :)

I like the aesthetics overall with pixel consistency, color choices and the serial number. I like the stressed color keywords in text too. Good job in creating a world. It's just missing some sfx/vfx for interaction as you also know. Success, failure, changing panels, rotating, and starting the timer are places to start for sfx

The music itself could having some change in tension. IMO, the least work and to start would probably be fading it out when you hit the speed up (ideally play some decrement time sound fx) and fade it in again on the next level.

Funny writing too.

Oopsie Potion by CodeRaurus 2021-10-21T07:03:29Z

Very cute, excellent art. The game loop is finished nicely and it's fun to collect stuff for a couple plays. Great audio design. It feels nice to exit. The difficulty of collecting existing items changes a lot through multiple plays (I guess this is good?) although I realized late that you don't need everything to exit.

As others said I think the slime should have a shadow of where it will land - however I didn't get caught so maybe it's ok just showing it late? I would put more interesting spawn patterns/obstacles/more levels over the shadows though :) Time is always tricky though so I feel you there.

The jump is more fun than in new world :D, weee. I like the small touches like proximity exit sign and darkening the room from the menus.

Lucky's Table by tjm 2021-10-21T01:36:26Z

Wow great job. It's so polished! The shaking of the machine is on theme and feels great. I love being able to rescue the ball from impending death even if I could only do it once. The only work to be done could be on The atmosphere is amazing, especially loving the shadows. Watch a highlight of me playing and commenting/rating here: https://www.twitch.tv/videos/1182521464

Up! A physics based climbing adventure. by kernon 2021-10-09T00:14:48Z

There was a surprising amount of depth here. Overall I had a good time so GJ. I liked the timed interactions of jumping from one object to another object while it's falling or as it's bouncing off a cloud. Sound/music could go a long way to give the objects personality as they impact or are spawned. I felt a little aimless other than climbing so some goals like a puzzle game might good. More constraints might make the game more rewarding. Time pressure for droppping the pieces might work like tetris (or it might be frustrating). Maybe limiting the number of pieces? Perhaps building first as a mode and then moving after you place your structure?

Up! A physics based climbing adventure. by kernon 2021-10-21T08:53:42Z

Love the turtles. I'm going through my vods for play & rate (you can hear my feedback as I rate and watch me play) and your game is here: https://www.twitch.tv/videos/1182727062

Wobbly City At Sea by rjmarzec 2021-10-21T08:17:50Z

Nice music and mood. I liked to progress and experiment with building placement so good job there. The next piece is a little too slow. Placing/dragging of buildings is pretty clear. drag me!

Eldritch Horse by Knipsch 2021-10-16T01:41:36Z

Great job. loved the writing, music, and art - especially when the mutation gets high. The character gets a little too far to the right of the camera when going fast (which is the most fun).

Displaced by bbqyqyqy 2021-10-14T01:02:49Z

Hmm strange I also had the same issue as Samuel but I was sometimes able to create a house as you mentioned. Sadly the creation is too late after the other house flies off and a person is gone. Maybe the first level could have a longer boat or edges on the boat or something to increase the gameplay length if you do nothing? The play time is pretty short when you are just trying to figure stuff out. The waves could start a lot weaker and progress stronger too I guess. Or give you more wood?

Possibly create a greyed out house at the too that fills up when you can spawn a boat? Players might only click on one spot though.

I like the idea of the mechanics but they don't seem to be working as intended or I can't figure it out. I was even spawn camping wood (a first for me in gaming so gj there lol) by spamming left click near the edge of the screen.

The music does create a mood but I also had to mute it.

Unstable orbit by itsmebutsolo 2021-10-17T00:09:34Z

I liked the art style and contrast with the pickups and character having the only color. Maybe some kind of feedback on when the repair is about to disappear or doing something when your health is low to increase the tension. Sfx/particles could be cool when you pickup or collide. It feels weird to continuously take damage when you're overlapping the asteroids but I got used to it. Looks like you know and just didn't have enough time.

Maybe objects could spawn from the star to represent more intense bursts of radiation and support your theme.

Circle 7 by RustBaron 2021-10-14T00:21:20Z

This game has huge mood with the audio and is the first I've played to have some stereo effect. The only thing it's missing is some relief from the tension (gameplay and music).

I would have liked to experiment more with the reflect ability since it's neat, maybe through different enemy fire patterns? I couldn't detect any feedback for when you can't block anymore. The heavy attack is super satisfying even if it's a little clunky with the wind up.

The enemies have great telegraphs with the sound and audio for their attacks.

I tried to do some sword based type combat in a game jam before and totally failed so congrats on making something interesting to play with and moody.

Good job on making the difficulty pretty forgiving. It's fairly easy to over tune during a jam (or.. any time)

Break Through by Richard Jiang 2021-10-16T01:13:57Z

I like the contrast and art style although the obstacles and interactbles like the switches were hard to differentiate at first. The difficulty gets pretty insane although it does have the one more try effect. I liked figuring out that there is indeed a pattern to the movement itself so cool use of the theme. If it was actually random then the game would be near impossible.

Cave Supply by Simo 2021-10-12T22:17:25Z

Music or sfx when the bars are low would add additional tension that is missing from the loss state. As other people said the difficulty should ramp up more. The triple jump left through the gold feels great but the timing for going back feels strange, but can be mastered by waiting for the next door to close.

Overall platform movement feels great. I think it's missing the forgiveness of allowing a jump for a frame/time while in air after moving off of a platform (jumping slightly late).

Moving left wasn't obvious to me because of the background pillar. A cheap way to fix that is with signs e.g. mario, or a glowing light, or doors e.g. metriod. I think you have the ability to make the buildings match the quality of the player. The particles are great. The camera choice of fixed rooms was perfect and I didn't notice any janky camera follow (because there was none :)

reactor reaction by Skahd 2021-10-21T00:44:08Z

If you are wondering how to play here is my take:

The two bars depleting in the middle are resources (water left, uranium right) that you cannot have too little or too much of. To increase the left/water bar push e while over the tank in the top left (blue bar above it) of the screen then push e again while you are over the reactor in the middle. Do the same with the right bar but push e while over the green sprite on the top right.

I liked balancing the resources although it gets repetitive quickly. As you know it needs more feedback for interaction and pickup. When you get to a critical state it could create mood to have some lighting/sfx/ etc or even a blinking sprite for the reactor. Overall good use of the theme and not bad game design to start with although the pacing is a little too much the same.

Maybe the reactor becomes stable for a period of time and then something else happens. Or maybe you might need one resource more than another for some reason so you don't take the same pattern over and over.

Re:Kotel by gdesecrate 2021-10-16T00:09:06Z

Music is great and I liked the visual excitement and colors that matched the mood. I wish the same attention was placed in the sfx. I get that the pilot is supposed to be unstable but it's not too fun to control. It kinda suffers from the same issue as https://ldjam.com/events/ludum-dare/49/b-a-in-animal-psychology this one, except the 2nd level in that one is fun to control.

Babel by cauldron 2021-10-16T00:20:57Z

I like the art style and constraint. Some goal or constraints like time pressure could make the game more enjoyable for me. Exploring the mechanics doesn't last too long with the most interesting thing being careful while holding space as they land. Building faster using space to drop without this like tetris might be fun, but it's hard to say.

LD50 — Delay the inevitable

speedy student by baily 2022-04-25T18:18:54Z

@baily I actually liked the crazy jump sound, but maybe not as jump. Perhaps a speed boost or when turning in the homework pages instead (sort of like gaining xp after battles in a jrpg/score interpolation sound)?

The difficulty was spot on too, something not easy to get right in a jam game. I lost first before figuring out the solution in time and then won after, perfect. I think you just got nailed in the score mostly for lack of game length/obstacle progression.

What did you use to make the music? GJ adding music/sfx. There was some popping/clicking for the loop or replays which you can fix by fading it in quickly at the start/end in Audacity.

My game unfinished so you beat me. Good job picking a small scope.

Just so you know the stats don't quite work the way you said but I'll leave it up to you to spoil: https://ldjam.com/events/ludum-dare/50/stats