FoonLudum Dare ExplorerUsers → cromo

cromo

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202149Unstable👥Heat Deathjam1574.014.143.513.603.743.853.433.63
201842Running out of space👥Dyson's Fearjam3173.653.263.363.433.662.583.24

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 cromo

LD38 — A Small World

Goodbye, world! by chromableedstudios 2018-08-15T01:19:18Z

Landing a shot around the planet is sooo satisfying, but it's really hard to do. I shot myself multiple times while playing. There are two minor improvements that I think would help a lot - changing the center of the shot power/angle to come out of the active player instead of the center of the world, and a better indicator of distance for the missiles (maybe by automatically zooming out or pulling the offscreen marker back towards the screen) to give a better idea of how long you'll be waiting for the shots to come back down. Otherwise a fun little game - thanks for putting it together!

LD42 — Running out of space

Snake Mango by Kappa.B 2018-08-15T02:27:27Z

I like the idea quite a bit, and I think there are two minor tweaks that would make it nicer to play -

1. The game seemed to eat my inputs sometimes. I couldn't make the tight turns that I'm used to making in snake games because of it, I'd often just run into myself instead. 2. It would be nice if it showed the room you're in and the adjacent rooms - I died a few times to not knowing there was a wall near the entrance of the next room and there wasn't much I could've done to save it!

That said, this is quite impressive for only 12 hours - we still didn't even have basic gameplay that far in. Nicely done!

Throwing Science Out The Window! by SimplePotential 2018-08-19T17:05:50Z

I think this is a good start to a game, but I feel like there are a few small things that would make big improvements. For the record, I did beat it.

1. The car physics felt very weird - like you would keep momentum when you changed directions from forwards to backwards but not vice versa (or you'd lose some momentum that way). This made it hard to slow down without using the brake for the precision adjustments to catch stuff. 2. I think having the monkeys there (even if their animation is two or three frames) to telegraph when stuff is thrown would be incredibly helpful. As it is, it's impossible to tell when there's going to be enough of a break to drop off the science. Instead, I had to rely on the boost to reliably get back without missing too much science. 3. The throws felt pretty random - without any indicators of where they might go, you just had to accept that you were going to miss some. It would be nice if they kinda followed patterns such that you could catch them all if you were experienced, but it feels kinda unfair as it is.

But like I said, this is a start to a fun game. Well done within the time limit!

Slimeblast! by svntax 2018-08-15T01:58:37Z

This was fun, but I had a thought - is there ever a reason to *not* be spreading slime? I think it should either be on by default or have a minor penalty, like slowing you down. That way you're encouraged to use it strategically instead of just holding the button down. It was a fun little game, but I got stuck with an enemy floating in the void outside my reach!

Destination: Earth by aviv871 2018-08-21T02:44:16Z

Simple, yet effective. The music loop was on the short side and got a little repetitive after a while, but it really fit the mood of the game. It was fun to see the large barrages of meteors zoom by. I think a little more design in actual patterns for the game would go a long way - trying to force the player to dance around the grid a specific way instead of the random it felt like it was. The menu was a little on the slow side, but the game felt pretty good. Nicely done!

Spaceman Kevin by Chupachu 2018-08-15T01:34:45Z

This was pretty fun, though a couple small notes -

1. Only being able to carry one item at a time and having to make the trek back for every little thing was a little cumbersome. I think having a weight limit or similar could encourage more exploration. 2. Vertical movement was a little iffy, especially the jetpack. It felt like it was applying a force to your current speed, which means that using it when falling doesn't help all that much. I know it's not physically accurate, but I think setting a minimum upward velocity for the jetpack would make it feel better.

Other than that, I enjoyed the art (though the different resolution of the background stars, the planet, and the player/items was a little jarring) and the music was *top notch*. Good job!

The Crunch by ProAFKboy 2018-08-15T02:36:49Z

I really like the concept for the game and I think it has some potential - I think my primary complaint is that I have to go back and forth from the keyboard and mouse to control everything. That and I have to manually click for ever oil I want to deposit into the core. Maybe a click and hold would work better there? Seeing which planets have life on the mini map or starting out with a couple lifeforms would really streamline the early game as well.

All in all, cool concept, and well done for such a short time period!

Bouncy - A Bouncing Ball Game by ItPlay 2018-08-15T01:40:52Z

The style of the game is really nice! The visuals are excellent, and the music matches the visuals. I wish there was a bit more variety to the gameplay, but what you have feels pretty polished!

Space-Stricken Love by bigda 2018-08-15T01:52:12Z

The gravity felt a bit weird, and collision on vertical-ish platforms was hit or miss - sometimes I could run up them and sometimes I just kinda slid off them. Collecting the stars is difficult and they seem to spawn completely randomly instead of in places the player could reach.

Now that all the minor gripes out of the way -

I really like the art style - it's cute and effective. I think the concept could go a long way with a bit of polish, namely if the gravity fields affected your trajectory and didn't drop you more or less straight down on entering them - so a gravity gradient if you will instead of a gravity field. The basic music was repetitive but catchy, and I'd like to hear it fleshed out. All in all, a nice little entry!

Interstellar Stupidity by Jono953 2018-08-15T03:15:31Z

I will defeat the crustacean menace! But really, this is well done. I appreciate the constraints you put on yourself - it turned it into an awesome game. The graphics and the music are both amazing. I think my only complaint is that it's too easy - I got through several anomalies before I even lost a life; I had to intentionally lose.

But I love it. Bravo!

Interstellar Stupidity by Jono953 2018-08-15T03:34:37Z

Oh, and nice touch with the 8.3 filename for the executable!

Cat Cat Attack! by naver 2018-08-15T00:35:40Z

It was very cute! Newgame++ was rather amusing. I especially liked how the text sounded kinda like a purring cat!

Space is running out of space by DarkGuardsman 2018-08-15T01:11:18Z

The graphics were pretty nice, but movement felt very sluggish - there's just not much "get up and go" in the little drone. Even though there was constantly stuff spawning, it felt like I wasn't running in to much debris - this coupled with the difficulty of changing direction didn't play well for me. I think some tighter controls would go a long way to making this more fun.

Eterneroids by skytiger 2018-08-15T00:45:40Z

The base game was fun and the graphics were simple but effective. The pink shots hanging around didn't pose much of a threat since a single shot got rid of them, so there wasn't much filling up happening.

I think some difficulty and polish could be added by giving the player a little inertia instead of letting them stop on a dime. I think enemy corpses could be given some mass and bullets could push them around a little, and maybe only make the corpses blow up after getting shot a few times - that way you have even more stuff filling up space.

Nice job overall!

LD49 — Unstable

TetraTopple by Criobite 2021-10-06T21:22:28Z

This was pleasant and relaxing. The sound was good, the physics never felt unfair, and the checkpoints for solidifying the base tower was a good touch. I kinda wish I could move up and down within the current segment in case I can't see a good place to set the current block, and it could be a lot of fun to zoom out and see what you've managed to build!

Do you compose music on the side? I'd like to listen to what you can write when you have more time!

(And hi from another TypeScript coder!)

Birdbird's Life Balancing Agency by Togimaro 2021-10-05T15:29:47Z

A simple and fun game! The art is minimal and clean and represents the individuals well. The dialogue is fun and contextual. If there were one thing I could change, it would be that most of the time I want to put down the item I'm carrying, not swap it with the item in front of me. Some kind of indicator for how long the level is would be handy too. After all that chatting I'm convinced Birdbird's last name is Notabird :laughing:

Heat Death by zeta0134 2021-10-05T04:32:27Z

@edevjogos Thanks for the kind words! If it's the level I'm thinking of, you need to move diagonally through it, maybe after jumping in order to go all the way across the map.

Heat Death by zeta0134 2021-10-05T15:16:43Z

@naymsayk Yeah, the balancing around entropy growth wasn't quite where I would've liked it, but we were down to the wire with what we had - our last commit had less than a minute remaining on the clock! It's definitely something we would tune with a bit more time. Some levels were created before we even had the ability to spawn the player with different starting entropy, so that probably contributes to the slowness too. Glad you liked it!

Burning Down the House by doomshmuck 2021-10-06T15:15:47Z

Like the others have said, I think some feedback on when you hit the flames _and_ when you get hit would go a long way. I got hit once and I'm not sure at which point in the animation I actually got hit and never got a feel for it, which I think an audio cue could've solved.

Other than that, it was fun! I could see this getting expanded to have multiple levels with different fire configurations and attack patterns. Nice job.

Loose Dirt by kroltan 2021-10-08T16:37:29Z

A fun little sandbox (ha). I found the water really liked climbing up sand that's being dropped into it and it wouldn't really level out like IRL water would. Still, the graphics were nicer than "every material is a single color", which is a nice touch. There's also a way to make floating rock - draw it from the edges and then erase part of the path! I've been "meaning to" try out Bevy for a while myself...

Meowsician Manager by rubentipparach 2021-10-05T15:13:45Z

The beginning of the story would've been an excellent place for a tutorial so you could get a feel for all the abilities before rebuilding your band. The art was very cute, and all the cat names got me laughing to myself. The special effects were pretty. I wish there was a little more info about the attacks available to the player so that you could be more strategic ahead of time. All in all, a little slow, but fun!

Store Oasis by freso 2021-10-06T14:54:07Z

The premise is a little weird - if you're in a store, aren't you expected to be picking stuff up? It's not shoplifting until you actually _leave_ the store, right? Seems a little strange that robots would be bearing down on you for picking some toilet paper off the shelf.

I do wish there was some kind of minimap or something so you'd have a better idea of when it's safe to grab something. At the very least, being able to _stop_ grabbing something and leave it there to make a break for it would make hearing the bots alerted to your actions be more of an "Oh crap, I gotta move!" instead of an "Oh crap, now I have to start over because I'm stuck in this pickup animation for another whole second and have no chance to get away..."

The setting itself was pretty amusing, and I enjoy the 2038 reference. I just hope the stores aren't quite so hostile when we finally get to that year...

Dream Dog Dilemma by potatolain 2021-10-06T22:02:54Z

Had fun with this! The music changing per layer and being able to see parts of the other layers was a really neat effect. I really enjoyed the stories of all the other people trapped in the dream, though it's a bit concerning that the scientist keeps trapping people. Someone ought to look into that. Very puzzle-y and not too challenging.

Hun's table by Justine D 2021-10-08T16:31:05Z

That was fun! I noticed that huns can prevent you from interacting with stuff, which can be annoying if they decide to congregate around the barrels. I guess the vomit and the bathrooms weren't that important because I made it all the way through the game the first time without even noticing the bathrooms. You nailed the feeling of a frantic bartender trying to pick mugs off the floor so they don't destroy your establishment! I wish there was some animation for flipping the table - I waited for it and it transitions to another screen with no payoff :stuck_out_tongue_closed_eyes: But I know time is tight during LD.

From World 1, With Love by Kapricorn Media 2021-10-06T16:18:01Z

The art was very fun and whimsical, and the light music went with it very well. The backstory was fun too. The gameplay is a variation on a "ball fall" game, though it was fit in with the story pretty well. I stopped on the tower level because I couldn't figure out what to do after saving the princess. The gameplay is a lot of memorization and waiting with some tricky execution - I felt the desert level took a bit too much precision, and the controls are a little slippery, which made jumping on the rising notes pretty tough.

I liked it! I wish the timings were a little more forgiving. An arrow pointing to offscreen people that need saving would be helpful too - I had no idea why it was resetting on the castle level for a while. The squishy shoe sound was also fun.

UnstaBall by WilloXs 2021-10-05T23:34:20Z

Pretty fun. The audio isn't as bad as you make it out to be; it's nothing earth shattering but the ambience combined with the musical hits on contacting a block make for a nice ambience. If there were one thing I were to change, it would be to make the camera start in a stable location - on the later levels I was constantly restarting and the movement was making me cross-eyed. If the camera started in the position it tries to relax to at the beginning of each stage I think I wouldn't have that problem. Didn't have any performance problems on my downright ancient 660ti.

It's kinda reminiscent of Electroplankton, which I really enjoyed too. Nicely done.

Catamaran Cats by notke 2021-10-09T01:41:12Z

Man, I wish I had someone to play this with. I wanted to see the boat tip over! I also tried to get onto the big island, but I couldn't get off the boat. Oh well. It's _very_ pretty, and it seems like it would be fun to sail around with friends.

ENTROPY by egawag 2021-10-06T23:32:33Z

Beautiful visuals and audio. The controls were a little sluggish for me, and I kept on wanting to look farther "up" from my perspective but being unable to because of the kind of camera used. If I could change one thing, it would be that - making the camera easier to control while looking up. That said, it was a lot of fun, and I was tense the whole time trying to find my next target!

The Balancing of Hill House by yupasama 2021-10-09T01:53:41Z

A fun concept that I would like to see expanded. I managed to softlock myself a few times by pushing furniture into unrecoverable positions a few times. Actually tipping the house on its side was pretty hard, and the movers seem happy to continue pulling furniture out the door once that happens. A quick undo (as long as the game isn't over) would go a long way. But I could imagine the house on the right creaking as it leans on the side of the hill, and some visual indicator that the movers are coming back to pick up another piece of furniture would be awesome. I could maybe even see furniture sliding along the ground the more the room is tilted, and maybe little catches on the floor to prevent stuff sliding too much to one side.

In short, this is a nice little game you have that has a lot of potential! Thanks for sharing it with everyone.

KungFun BaLance by LuhUchiha 2021-10-09T02:40:20Z

Ahh... the slow winds tumble down the side of the mountains across the plains at the base, where a monk trains in the way of the Tao. It is centered. It is forward. It is backward. Such is the way of the Tao.

Really, the graphics and the music are both great mood setters. It is a bit tricky to make long transitions - some kind of indicator that change is coming before it happens would help a lot. I also think that making the balance indicator bigger or brighter would help a lot - I lost over half my life on the first try just because I couldn't see what the arrow keys were doing until it wandered out of the way outta town bit on the left. But I enjoyed it a lot!

Eudora by EdevJogos 2021-10-05T00:59:22Z

Very pretty and nice music and sound effects! I found the controls a bit clunky - having to hit up right after hitting down made it hard to be precise. I feel like the hecticness of this game should be from the weights getting placed on the ship, not from the controls. If I could offer one suggestion - make dropping down happen _as long_ as you hold down the down key. That makes it easier to be precise.

The Alignment Problem by cireneikual222464 2021-10-09T02:27:03Z

Oooooh man, that was spooky! Not a big fan of "everything looks the same" labyrinth, but you got me to play a few levels. The sounds and the fog really provided a sense of dread - very good job there!

JennyBee by Iori Branford 2021-10-05T04:57:31Z

Nice little game! I was fumbling around a little bit at the beginning until I realized that I could squish them (even though I read the instructions!) I got into a good little groove and managed to save the hive by a couple of combs. The physics is pretty solid in this, so well done there.

And hello from a fellow LÖVE-r! :wave:

The Nuclear Nightmare by Betamorfosis 2021-10-06T23:54:00Z

I'll echo a lot of people here - this was a fun game! It felt like the flash games of yore, where you'd sit in the computer lab with your friends all trying to one-up each other. The graphics and the music were all good, though the shaking with the blur was a bit much sometimes. It's a great game by itself, but I could also see this turning into a bit of a precision platformer with some well designed levels, so the idea is versatile. Thanks for the fun!

LabEscape! by Copito 2021-10-06T00:09:06Z

That was tough! For others that want to play this, the controls are WASD to move, right click and drag to control the camera, and left click and _hold_ to attack. After attacking a person or two you'll transform and can knock out soldiers in a single hit. You could help people try your game by putting these in the description!

I feel you on the animation. It's still a little rough, but hey, animation is tough. Your pink blob is gorgeous though. I wish there was a little more direction given towards your objective; I was just wandering around and trying to stay alive until I stumbled across the exit. The main thing that would make this easier to play is if the game captured the mouse cursor and just moving the mouse aimed the camera.

It's very impressive for a weekend of work, especially by a single person!

(I also found a free-cam mode by pressing K.)

Monocykl by Bajtix 2021-10-09T02:08:16Z

It took a little getting used to (look at the little side and back/front views for balance, _don't_ try to guess it from looking at the main screen), but I was able to get all the way up to 250 by controlling the side-to-side movement with one hand and using the other to keep me from falling on my face while doing a mean lean (probably 15-25 degrees from horizontal) to get good speed.

I also thought of unicycles when I saw the theme was "unstable" - and I'm glad you brought that to the community!

Temple Of Tozi by Denzil Gomes 2021-10-06T20:46:15Z

Very pretty! And the music lent a nice ambience to the game, even with such a short loop. The floating platforms seemed a bit buggy from time to time - you could jump through them from beneath, but sometimes I'd collide with the side of them, which was unexpected. You could also jump off the middle of the platforms sometimes. I feel like a sound effect of the stones colliding with walls (along with maybe a subtle screen shake) could really lend a feeling of weight to pushing blocks around, but man I just can't complain when the art is so nice...

Beam by Joeriri 2021-10-06T20:30:06Z

I had a lot of fun with this! I got to the level with the angled boxes and had some trouble - I slowly raised it up, walked it over, and lowered the beam down on top of two boxes - and then I accidentally found out you can click and drag the goal! Then I went back and replayed the rest of the game to see if it worked on every level - and to my surprise, it does!

Anywho, the graphics are beautiful, and the physics are too. That last stage is a big spike in difficulty. This clearly addresses the theme too. I would love to see more levels on a game like this. Well done!

Holdbreaker by Rustywolf 2021-10-05T03:23:26Z

The combat controls were pretty nice! I don't think I've ever played a sidescrolling, twin-stick ~~shooter~~ fighter. Being able to precisely place myself without having to turn around to face my enemy felt good.

Platforms kept disappearing without seemingly anything happening to them. I think it would have been really cool to have the skeleton jump on to the platforms from time to time - that would give me a reason to do upward attacks.

And throwing the ribs as a weapon? It took me a bit to realize what the animation was, but you got a chuckle out of me. Well done!

Rocket C h a o s by Juanv 2021-10-09T02:34:28Z

I wound up aiming like a turret, not moving at all and just setting myself up near the edge of the screen and spraying the whole screen with bullets in anticipation that stuff would run into them. (Bullets fire about as fast as you can press the spacebar, and the asteroid hit boxes are a bit larger than their images imply.)

The music was awesome and very spacey! The noise and chromatic aberration looked really good too, and for some reason I _really_ liked the black hole animation. I had fun!

Operation Meteor Shower by Seracrooce 2021-10-05T03:12:00Z

Man, the sound effects had me laughing! If I were to tweak one thing, it would be to zoom out a little in the meteor view - I had no idea if I was anywhere near the planets most of the time, and by the time I saw them, they were gone! If I were to suggest another change - the controls felt kinda weird. Always starting off pointing into the sun cost me a couple meteors, and I constantly mixed up the controls for angling the meteors. That said, they all had some personality!

Compo game "Flappy Crow"!! by HIKO_game 2021-10-06T14:37:11Z

I agree with the others that this ramped up in difficulty _incredibly_ fast. I encourage you write in the description somewhere (yes, I know it's in the video) that you can parry walls - from the little animation it looks like you can only parry bullets. Why would someone think to parry a wall? It's not attacking you.

I think starting off with relatively easy patterns that match the rough movement of the player without needing to wobble back and forth and then slowly introducing the back and forth mechanic with enough space for errors while the player learns would've been a good intro to what you have here.

Also many times on the very first checkpoint I would flap to start and immediately crash into the ceiling! You have to just barely feather the key to get out of there safely, which makes restarts more punishing than I think you might have intended.

So I think the gameplay could be tweaked a little. But the graphics are quite pretty and very polished, and the music and sound effects are a pleasant addition and add to the game. Good job overall!

Unstable Build in Cyber City by Bea 2021-10-05T02:28:43Z

Beautiful art, great music. The gameplay was a little confusing at first - some kind of visual indicator that you don't have enough money when you click a new building would've been helpful. An alarm of buildings that are about to fall apart would be helpful too. Toward the end I had plenty of money and since buildings float in the air until they run down, I could stack whatever I had and reach the sky no problem.

A Curious Case Of Lines by BridgeOnAStick 2021-10-07T00:07:11Z

It seemed pretty simple at first, and then you turned my world upside down by walking in a circle. (That's a sentence I never thought I'd write!) It was very simple and very clever. I liked the music too - the way the bassline plodded along felt right for a game where you can't even jump. Good show!

(DE)BUGGER by PossiblyAxolotl 2021-10-06T22:40:35Z

That was a fun little game. The activation of enemies kinda gave it a puzzle-y feel without explicitly being a puzzle. The music was simple but not annoying. The controls felt pretty good. One of the programs shot me through a wall though a wall though - not sure that was intended. It made me want more levels!

Jump Goat by 0x746564 2021-10-09T01:34:06Z

I also ran into the problem of a platform being a little too high to get to, and then left stranded on a rock in the middle of the wall. I agree that adding some width would add some depth to the game, and the addition of a little animation before the platform actually breaks would be nice, and would let you have platforms that break immediately and some that last a second or two before falling. It was fun though!

Wobbly Penguins by bqq 2021-10-05T23:01:06Z

Wow those models are pretty. It's a shame you never get to see them up close :wink: . The music was great, and you had me intrigued. I couldn't focus on getting too many stars though!

Un-stabled by Shaggy 2021-10-06T21:06:57Z

It was fun but very floaty. I'm still not sure what the chickens do. I also managed to fly up from the bottom of the screen sometimes. The visuals were nice and I really felt like I was running off into the sunset. A little confusing, but fun overall!

A Crowded Place by DestroyerTech 2021-10-05T04:50:34Z

Hey, for a first game you got a lot done, _especially_ as a solo dev. Tilemaps, some game logic, collision detection, _and_ music? And you're absolutely right - a game jam usually isn't that great for making a game, _but_ it is great at making you get something far enough along to call it finished. Nice job on your first entry, and here's looking forward to the next jam!

Run Under Duress by iajrz 2021-10-05T03:31:42Z

Ah, everything contributed to a mood. The music, the art, the frantic mashing of the X button. If the jumps through one-wide tiles were a little more predictable, it would be perfect! As it is, an endless runner/dungeon exploration game is a fun combo - kudos to you for coming up with the concept!

High-Rise Havoc by Kyrell 2021-10-06T22:51:10Z

A straightforward little platformer. The music was bumping and intense, and I liked how Bob bobs (see what I did there?) to the music. Exploding when touching the spikes for the first time caught me a little off guard and made me laugh. Fun, with difficulty escalating well as you progress. Nicely done!

The World is Unstable by Nick Soliz 2021-10-05T23:22:24Z

I found that the ground fell apart way too quickly to survive for a long time, and I noticed that my health barely went down from being hit by debris, so I took a different tactic - guarding a column of blocks with my body allowed me to stay alive a long time! Turning the game on its head like that was pretty fun.

A Spelling Error by Naymsayk 2021-10-05T14:36:30Z

That was a fun little demo. I could see this expanded such that you can create and cast all kinds of silly spells, which would be tons of fun. As it was, I enjoyed seeing what the spells wound up being. The VO was crisp and clear - I know it's not easy to do that, so well done!

Insecurobot by Xinera 2021-10-06T22:21:39Z

That was fun. The camera shake felt like a little much to me, but I won't complain about making things juicy. The graphics were nice, but it was a little disorienting in the beginning because I wasn't expecting parallax on the floor I was standing on. The runaway thermals as you reach 100C can make it hard to notice when you're getting too close - some kind of indicator on the player character - like tinting them red or something - would really help prevent accidental deaths. A fun little action game, but I could see it getting expanded into something of a puzzle game too, where you have to manage your heat while fighting off enemies to stay cool. Good job!

Un Stabl by MonkeyFox 2021-10-05T14:26:35Z

"Hello, friend!" That was a fun, silly game! In some of the later levels I resorted to mashing the action button to try to get through some areas. The music was light and fit the tone of the game. And the art gave me chuckle. Nicely done!

Gun Mantis Arrival by Prismapunch 2021-10-05T03:50:12Z

This was pretty fun overall - the guns don't have a lot of overlap with each other, so the variety is nice. I agree that the time before/between waves could have done with some kind of on screen counter so you could anticipate when they would start instead of hanging out and wondering if something broke. Mixing the 2D and 3D art was a good way to get some decent enemy variety in a short time. Nicely done!

Gravigator by grimmpaperman 2021-10-05T02:20:47Z

It's quite pretty and challenging - I wish I could have been looking at the main screen most of the time instead of focusing on the dial at the bottom almost the entire time. If the jump gauge was overlaid on the main graphics with some special kind of particles or something I think I would enjoy myself more. Nice to see a fellow LÖVE game!

Gravigator by grimmpaperman 2021-10-06T14:42:41Z

@piper-thompson It's a really nice to use, high-control/lower level game framework that you code for in Lua. https://love2d.org/ I've been meaning to learn something else for a while, but I just keep coming back to LÖVE because it just _makes sense_ to me!