Foon → Ludum Dare Explorer → Users → crylica
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Pilgrim's Path | jam | 157 | 4.01 | 3.92 | 3.47 | 3.94 | 4.32 | 2.92 | 3.86 | |
| 2023 | 54 | Limited Space | 👥 | Sip & Slime | jam | 60 | 4.20 | 4.09 | 3.62 | 4.26 | 4.66 | 4.44 |
crylica leaves an average of 48.5 feedback comments each event.
the art is so cute and the sfx makes it really funny haha. one tip for the artist - instead of colouring the water blue underneath the character sprite, if it was transparent it wouldn't clip with the ocean/buoys
haha, really good concept for the game. it would've been nice to have an indicator for the "bubble" range, and also a happiness/mood meter. the sound/music fits perfectly
really fun game, there's been quite a few cargo/inventory management games for this jam but i think this is the most cleanly executed (simple but fun!) that i've played! it's very satisfying how the cargo snaps into place, and how you can pick up the sprites and put them back on the dock. the little details makes it count. I won by day 3 haha. it'll be a perfect game in my books, just missing some BGM
super polished game, and a really good entry! i wasn't sure how to offload the passengers but i guess just going offscreen works fine haha
this game is SUCH A GOOD CONCEPT! it's so funny, i love it so much! Here's my janky contribution, it's really funny trying to measure out proper proportions with the dinky zoomed in screen. I ctrl+z so much instinctively haha Capture.PNG
i got 525 haha, its not too hard to just gun for the blue diamonds if you wait enough + with some RNG and luck
super funny game haha, it reminds me of those old stickman vs windows animations but in game form. had a blast playing it, thank you for making it!
haha, it's hard but i like the concept, haven't seen anyone else run with the same idea. I had some troubles drag/dropping the building while holding the building tool, it wasn't detecting my clicks properly. I'm not sure if it's because the itch.io web resolution is very small on my 2k monitor?
I remember playing a mobile game exactly like this but with planes haha. It's always a fun concept to revisit. I think the "dead" zone could have been communicated visually better - had no idea it was a no-fly zone initially (maybe if it looked more like a hazard, like a giant floating asteroid/rock, or lava, poison, etc). A really solid compo entry, good job!
its a really nice puzzle game, but like others have pointed out, the timer makes it really difficult to keep up with the "threats". I would prefer solving more thought-out puzzles rather than randomly generated levels
cute simple game. I think there could've been more depth to the gameplay but adding in another mechanic, like maybe the lizard's tongue gets longer the more bees he eats, or something similar so at least the gameplay evolves/changes as you get more bees? still a really good job for a compo :)
The concept is hilarious! It's difficult to remember everyone's stats to figure out their optimal placement and the correlations of what certain things do isn't very clear. I think the UI could've been improved to help with communicating more information to the player. I didn't realise at the start that only seated guests matter, I had put all the guests on the floor haha.
The controls are definitely a bit floaty/unresponsive. The feedback is really good though, the sfx combined with the changing colour bullet when you get closer is a really nice touch. Mouse control was confusing but the keyboard/WASD was fine.
Super polished game, esp from a solo dev! Really enjoyed the puzzle aspects of it :)
Haha, I really like the premise, and how there's a counter on how long it takes to walk to the restaurant. Funny commentary on suburbia and car centric cities. The collision was a bit finicky with the other cars, but it's funny imagining all the insurance claims afterwards. Great job
The art is super cute, it's a shame we can't vote for it for the graphics category. The light/collision box is pretty funky, and I found the dialogue & item text quite difficult to read since it was too small (Button/Interaction text was fine). The tileset for the walls is a bit inconsistent/incomplete (some walls were just empty). Great job though, it's a very polished game!
Really cool game, gameplay is pretty good. One complaint is that it's pretty hard to initially fall and land on a platform (I kept missing anyway) I think a safe zone/platform to land on (and then disappears quickly after) would be really helpful. The death sound is a bit grating as well. Good job on the game though, it's quite polished for a jam game!
super cute game. I think the movement feels a bit slow/unsatisfying, and you have to really make strategic use of the dash. Good job though, it's fairly polished for a jam game!
The game is super cute, love seeing PICO8 submissions. Like others have pointed out, I think the map is a bit too big and doesn't fit the theme of "limited space" (I understand that the dragon is meant to have limited space in it's belly, but I think you could have fitted the theme even more). Great job though!
Fun game but I feel like the gameplay isn't strong enough - most levels I can get through by just spamming fruits. I like that the veggies grow into different fruits, but its hard to remember which one comes next. Maybe a colour gradient/rainbow could help, like the smallest one is red and it goes all along the colour wheel (orange, yellow, green, etc all the way to purple)? Good job though, it's a really fun game.
the lowpoly graphics are really nice, it's a very cosy game. I like that there's different sprites for each type of building, there's some really nice attention to detail.
I like the concept, but ran into a few bugs. The tomato in lower right seems to be permanently stuck/not an interactable object, and like mentioned above, the collision for the vegetables is quite finicky. I really like the concept you ran for this theme, good job making this in 48 hours!
The theming and art is really good. I found it difficult to aim the firefly - a visual arrow indicating the direction the firefly would be pushed in would've been immense help. A really solid entry for the jam though, good job to both of you! The hitbox for the enemy is difficult- it doesn't seem to match the sprite. But from what I understand, it also makes it easier to hit the enemy. It would be good to keep it easy to hit the enemy since its already difficult to hit with the firefly, but make the actual collision with the character more accurate/or more forgiving.
This is a super interesting game, I really love this twist on snake. Really good decision to make the fruit light up as well, so you can always see it across the globe. Good job!
The art and UI for this game is so nice! I love the idea of the gacha charms and guns. Overall, it's a really polished game although I think the gameplay loop is a bit lacking since you can only move around (perhaps there's objectives, such as extra items you can collect during the wave, so there's more to do rather than just dodging) Bugs- Level up bar doesn't update as you kill enemies. You visually take damage at the start of each wave. The kill? or level up? number counter in top right is confusing since there's a decimal place, not sure if it's a bug. I'm not sure what it actually counts. I assume it's kills but it's weird that the circle zone can disappear before you finish a level During Level 5 & 7 I wasn't allowed to select any upgrades/perks, and was forced to click next level.
A visual note, the pools of green and pink on the ground is visually confusing - I mistook it for toxic ground a few times.
You guys did a really good job, and it's super polished. I'm sure you could iron out the bugs and whatnot with more time, so great job achieving so much in just 72 hours!
The art and story is nice, it's quite atmospheric. I think the game could've benefitted with stronger level design (there's too much backtracking, and as others have pointed out, including shortcuts could reduce the amount of backtracking). The platforming is decent, good job!
Interesting concept. It's a bit difficult knowing/remembering which of the activities affected which stats, since you can only see it in the tutorial/menu screen. Some UI/indicators to show which activities affect what (even a simple up/down arrow with icons for happiness/money/heart) would be super helpful! Good job on the gameplay mechanics, its fun trying to balance the bars.
The art style is beautiful! I'm really impressed at all the animations, and even the unique pixel art font. It definitely gets difficult juggling all those rooms and the cargo. I think I'm a bit of a slow player so maybe an easy mode or "slow time" mechanic as a clutch save ability would be helpful for new players. This is really polished for a game jam, good job!
The character movement is difficult to get used to, and I'm not quite sure why doors need to unlock? It feels strange that you don't immediately complete the level once reaching the door. Good job on the gameplay and the art!
I like seeing a super ambitious game, it would be interesting to see it fully developed. The art style reminds me of Forager a bit. Adding knockback and screenshake would help the game feel heaps! Good job with what you've got, interested to see what you do next time!
The art is really colourful and bright, I hope you guys keep making games in the future!
I really like how the gameplay loop actually incentivises you to play the high risk high reward scenario where it's easier if you have the edge of the ocean closer to you (but you're more likely to die). It could do with some SFX as well. Good job on the programming and art!
I really like the themeing, there's been a few takes on subways/commuting for the limited space theme but this is the first one I've seen using this perspective. On that note of perspective, it's quite difficult to see the oncoming crowd since the character sprite covers it a bit. Perhaps a slightly overhead camera looking down could help with this. I also ran into the bug others have mentioned, where you can pass through blocked people by posing at the right time and not moving from your starting position. The character art is super charming and unique, the animations are really solid! Good job :)
It took me awhile to realise that I was meant to use the stickers instead of drawing the objects, but this is a really interesting take on the theme. I love how you drew francine/the dog as well, when shes painting it looks super nice.
This is a super impressive Compo game, the gameplay loop works really well. I haven't seen an RTS styled game like this before and it's a really unique take on the theme. I'd love to see this as a fully fledged game. Some polish/features you could add for a full game: a HP bar for damaged units (instead of hovering over a building) and a progress bar similarly for factories building bots (instead of you constantly checking/hovering over the factory). From an artstyle perspective, I think the patrol, harvest and generator bots all look too similar. Personally I would make the harvest bots smaller, or the patrol bots have obvious guns/turrets. If their silhouettes are unique, it would definitely make them a lot more readable (same also applies for the enemy types). I dislike not being able to choose which buildings to put down, I think more strategy could come from choosing the building types. Add in WASD for controlling the camera instead of just mouse to pan camera (I would also put UI arrow indicators on the edges of the screen when the mouse is close to the edge). I think LMB should also move the Core, if selected on an empty tile. Bots should also avoid stepping on building tiles, since it prevents you from building on the tile because you select the bot instead.
These are just my suggestions, this is still a super solid and addictive game, I hope it gets better with some balance and polish :)
Wow, I think this is the best compo game I've seen for this jam! The atmosphere, the graphics, the animation it's all perfect! I'm really impressed by how bouncy/juicy the ghost mechanic is. Like others have pointed out, the character is a bit slippery. I think the first few platforms could have been a bit more forgiving, but I understand it's also meant to fit the theme of "limited space". I think some screenshake for dying could be an extra bit of polish you could add? Regardless, this is a seriously impressive game.
There's a surprising amount of gameplay mechanics despite the simple premise, I think you've explored the level designs really well. I also ran into the Chrome bug where I'm stuck moving to the right permanently. I don't know if this is just a visual bug or intended, but sometimes the enemies will flash red after attacking (as if they got damaged) even if I didn't attack them. I understand it's difficult because of the time limitations, but a visual indicator to show when they're vulnerable after attacking (e.g.the enemy raising/lowering a shield) would help heaps! Really good job for 48 hrs tho!
The game has stunning visuals, the lighting and visuals make for a very atmospheric game! I'm not sure if it fits the theme that well, I think the level design could be tightened up since there's a lot of backtracking, and the level could be smaller. The torch design is a bit confusing, I actually thought it was a side-view of a key at first (personally, I'd make the base of the torch straight instead of squiggly) Overall, great job though!
This is a really well polished game! I'm impressed you managed to fit in a tutorial/level system as well. I like that both of our games have the same theme of plants fitting into grids but the gameplay is completely different haha. The art and animations are gorgeous, it's really impressive work especially for a 72 hour game. I had some difficulty understanding which plants cannibalised which plants. I think a red tile indicator showing which tiles will destroy plants would be useful? Great game though, good job to the team!
The graphics are really good, but I had some difficulty with the controls. The ship seems to drift left/right even when I'm trying to pull straight?
Incredibly well polished game, the art and visuals are amazing! Reached Year 1000 and still going. It's interesting that the gameplay/meta is to starve out the humans as long as you can while nature grows. There's a few minor visual bugs (firelight flickering, and sometimes the newly placed tile clips into the base tile). This is an incredible entry for a 72 hr jam, good job to everyone!
Interesting take on the theme, it's a well thought out puzzle game. I think the themeing could have been stronger- why are the animals teleporting? I think a stronger story would have been to guide them to their den/home?
I find tank controls super hard, but I really like the concept, good job!
interesting puzzle game, the mechanics are really interesting. I think the theming could have been stronger, rather than just fruits (it doesn't seem intuitive, why can't pears be next to apples?) Maybe if it was animals, or something else (e.g. rabbit can't be next to wolf, etc) it would be more intuitive to remember the rules!
Really fun strategy game, and the mechanics are clearly explained! Only complaint is the text explaining the building is small and hard to read.
Cute game, I really enjoyed the mechanics! I found the animation on the items disorientating - it's like the pixel art is floating inside the mask. I think a normal squash/stretch animation would've sufficed and would be less nauseating
the artstyle is adorable, i love the contrast of chaotic peak hour traffic and the cute artstyle and music
simple but cute game! it was hard to get the timing the first time but once you get used to it, its really smooth
the animations are so cute! This is incredibly polished for a 48hr jam, and the mechanics/puzzles are really well thought out! Congrats
I got a bit confused at the start since I didn't know you had to put a conveyor underneath the generator tile to start the flow. It's really good! Some pointers on the art style - try using an online colour palette and it'll make the game a lot more readable! The colours are quite saturated and its a bit hard to read visually.
The controls are a bit hard but it's interesting once you figure it out. It's hard to predict how the orbit will change depending on the thrust and direction of the rocket, but it's also kind of fun to experiment in the game. Good job!
The theming is really clever! I got a bit lost on what I was meant to do - I feel like there's not much to do other than jump and bomb. It would be nice if there was an objective/mechanic to get more bombs?
this game is hilarious haha, all the small touches "close..." and his little face after you putt the golfball is just perfect!
It's quite difficult to manage multiple jams on multiple conveyors, I think it could be balanced better by slowing down the conveyor speeds. I like the theming and the graphics!
btw the github link doesn't work!
really simple but satisfying game! ended up playing for longer than I intended haha. It would be fun to see this expanded upon (maybe the dots you put down can "expand" over time, and speed up the gameplay)
this is such a cute game, it really hits home. hope you guys make more games!
lovely chill game, the music and graphics are really nice! i did get a bit confused about whether buildings placed were actually affected by buffs or debuffs (lack of visual feedback) - a small arrow up/down indicator on buildings (upon hover, it shows the stat +/-50% ants) would be super helpful!
the graphics are beautiful, especially good job on the title screen, its so serene <3 lovely game!
this game is insanely good!! the voice acting is the cherry on top, good job guys!
Great job! The gameplay loop is good. Some UI suggestions - personally I think differentiating by shape and colour is better than all circles + text (even though it's more work) I love the idea of nesting boxes, very clever concept and quite difficult to remember what you put in. The entire game fits the theme excellently!
Really good job for your first LD Jam! I wish it was more clear what objects did - I'm still not sure what "materials" does in the game, I got confused and thought it was "craft" but that's a different counter as well? An easy implement is to have the tooltip suggest what it's saying when you hover over the upgrade (e.g. hover over "weapons" and text comes up explaining weapons. Like you mentioned, SFX and music would help the game a lot too! Good job on the art btw, overall a really solid game especially from a solo dev!
It was confusing at the start on how to pick up (mostly because I didn't realise the "hand" icon at top showin that I was already holding the lemon squeezer). From a UI perspective, I would remove the "HANDS" text - I think it's visual clutter. It's a bit hard in PICO-8 because of the limited pixel space but showing what you're holding in your "hand" (the red dot in front of your character) would be a more intuitive way of showing "holding an object" (i.e. you're holding a small sugar sprite instead). One of the customers is the same colour as the pavement so I would change that. Good job tho! It works well and is bug free :D
Incredible work on both the art and programming, especially as a solo project! The gameplay was really fun, the randomness of the dice roll helps a lot. It's a bit easy but that's okay! This could definitely be explored further with more upgrade variations. I wish that the health bar also shows your max health, since you don't heal when you increase your hp you don't know what your max hp is until you heal it up all the way. Good job tho, really fun game :D
LD55 — Summoning (27)
Demon Corp by LeBossMax2 2024-04-21T14:25:18Z ♥ 1
Cool game, it works well. Right now it's a bit too easy because there's almost no way to lose, you just wait for the demons to kill the humans. It might be interesting to have a timer mechanic so there's a pressure to play strategically and potentially fail some levels. I had some framerate issues running on web browser. The environmental destruction was a nice touch.
My succubus girlfriend by NinjaCatz 2024-04-18T02:40:39Z ♥ 2
Cute game, the pixel art is really pretty, i love the small touches like the candle lighting up. I struggled to find the right combinations, it would be nice if the magic ball points out what's incorrect, specifically whether I had the incorrect items or a bad drawing (like "hmmm, that line looks a bit wobbly" or "that's a strange item...". Good job though, there's a lot of little details in the environment which were really nice, especially liked the summoning room and the chalk drawings all over the walls.
A Following Wind by digitaliliad 2024-04-17T14:35:25Z ♥ 4
First off: really good job in general, especially for your first compo! It's a real achievement just to get something over the finish line, and I especially love that you've come up with such a unique gameplay idea.
Right now the game controls feel a bit unresponsive/difficult (tho difficulty isn't necessarily a bad thing). I think a visual indicator would really help with the feedback, like a white line or arrow indicating your cursor start and wind direction (see picture below).
One thing I noticed while playing was that it's very difficult to successfully steer all the pilgrim ships when there's multiple ships near the temple, as the wind will push the ships on the opposite side of the temple off course. Maybe this is intentionally difficult, but I think an interesting mechanic would be the ability to control the strength/length of the wind bursts, i.e. holding/dragging a short distance for a short burst of wind, and dragging for a longer distance for a longer burst of wind. This allows the player much more control over the ships and might help it feel a bit more responsive instead of fighting with the controls.
This is a minor suggestion but it would be nice if the black ships also had a skull icon on the flag, to communicate more clearly that they are evil/pirate ships. I understand that you didn't have time with the compo tho.
Those are just my suggestions! Feel free to take or leave as you see fit. Congratulations on your first compo, and hope to see you around future game jams :) You've got really interesting ideas and I would love to see you continue.Untitled-1.png
Gacha Panic by Squidly 2024-04-17T07:19:17Z ♥ 4
I love how the slimes feel so maplestory-esque. There's a lot of polish, like the 3D gachapon animation and all the art assets are stunning. Maybe a bit of screenshake could emphasise the hits when your gacha-guys are going ham. I'm not sure why but the audio cut out and didn't restore even when I refreshed the browser. Great game, good job guys!
Hell of a job by boudoubouda 2024-04-17T01:48:12Z ♥ 2
love the gameplay, it was fun trying to find the perfect seats for everyone. the writing for the cards makes it particularly funny and unique. great job!
Salmoning by woona 2024-04-16T12:11:51Z ♥ 2
hahaha this is such a funny game, love the dialogue writing, it reminds me of the dog of wisdom! interesting puzzle game, haven't seen this type of game before
Devotion - A fairytale by daandruff 2024-04-16T12:06:46Z ♥ 1
the graphics and mood are amazing. really well executed, super impressed by this compo entry!
Celestial Summoner by mollusk 2024-04-16T11:58:08Z ♥ 2
Fun entry to the survivors-like genre :) It's a bit hard to tell which power up you have selected, it would be nice if it was more clear like the selected icon had a white outline? The game is a bit easy but it means you get to see all the upgrades and summons so thats nice. The game would feel more responsive if there was an animation for getting hit + some screenshake. Great job overall though, the bloom effects are really nice.
Summon Cats by tinyfinn 2024-04-16T11:51:17Z ♥ 4
such a cute game, i really want to hug all those cats
Summoner Survivors by helluin 2024-04-16T11:45:10Z ♥ 0
i think the game needs a bit more challenge- maybe some of the enemy pathing could be more interesting (like ranged guys who don't come near you, but you have to go to them to kill them) The summons felt a bit static as well since they stay in the same place relative to you. good job getting the main system down tho, congrats!
King of the Pit by Alkemiste 2024-04-16T11:31:46Z ♥ 1
love the graphics and animation, it feels really responsive and it's pretty funny when things get out of hand haha. great job!
Lift Summoner Deluxe 1997: Kitten Edition by ehmtang 2024-04-16T11:28:00Z ♥ 3
interesting idea, not sure if it's too relevant to the theme but the gameplay works well with retro-arcadey aesthetic. good job!
Illusions of Grandeur by Koolruz 2024-04-16T04:44:14Z ♥ 1
super creative puzzle game, could definitely see this turning into a fully fledged project! it reminds me of monument valley and mc esher, with a more puzzle focused gameplay. great job! I have no idea how this relates to the theme though haha
Farmer Survivor by Pupirka 2024-04-16T04:36:06Z ♥ 2
good job for your first game jam! I got stuck in the corner with all my animals but they're so cute and protect me anyway haha. I think the gameplay could be a bit more interesting if the pathfinding for the enemies and animals were a bit more varied. The art style was so cute, love the chill vibes.
Where is my hat, dudes? by Sobigdrasil 2024-04-16T04:25:41Z ♥ 2
i love the artstyle and the lighting engine haha, and looking at all the different variations for the cultists. The art is so polished, and the movement controls feel just right - a little bit slippery because of the ghostly-ness but not annoyingly hard to control. Great job!!
Duck Spawner by Myse 2024-04-16T04:21:53Z ♥ 1
the duck spawner is so cute haha it'd be funny if there was one goose in the middle of all those ducks... i wish petting the ducks was a feature too, but good job on the compo! It turned out really nicely even though you pivoted ideas mid-jam :)
Penta-mania by SirLich 2024-04-16T04:19:23Z ♥ 1
interesting format for a turn based game. a lot of interesting strategy with the enemy spawns and limited resources. good job!
Critter Duel by WubbaDuck 2024-04-16T04:15:04Z ♥ 2
haha i love the tick sound effect. great entry for compo, congrats!
Ghostly Lens by MorePixels 2024-04-16T04:10:56Z ♥ 2
Not sure why but the game crashed in web browser. I like to think I'm giving the cat 10 headpats to appease the ghosts haha
The Cherished Boulder by accordaquo 2024-04-16T03:58:12Z ♥ 1
it reminds me of an idle game haha, i didn't realise at the start that units moved automatically so i kept trying to assign them to different resources. fun game, the art assets are a bit inconsistent. Placing drop shadows on all the assets (like a shadow layer at 50% opacity) would help it look a bit better :)
Jimmy the Wizard vs the Meaty Mushrooms by alexsmith531 2024-04-16T03:47:26Z ♥ 2
The graphics are really cute! I think the game is a bit too hard in the early game (before you get any summons) It would be nice to start off with at least one summon? I didn't expect the final summon to be summoning a boss, I thought I would get a really cool creature summon, not an enemy haha. Good job for your first jam guys!
Forge Lord by Hazard Game Dev 2024-04-16T03:37:44Z ♥ 1
I think the game could be a bit more balanced, it's pretty difficult to keep up once the 4th enemy comes out. I think there's an interesting push and pull where you have leave the forge to collect resources but it's undefended when you leave. Good job :)
Elemental Path by Luc-creationallabs 2024-04-16T03:30:33Z ♥ 1
Excellent level/puzzle design, the puzzles you've put together are unique and explore different strategies with the existing mechanics. I think it doesn't really fit the theme but it's a fun game regardless!
Paralax, Cats and 22 snacks by Lamp_p 2024-04-16T03:03:05Z ♥ 2
Aww cute game, I loved stacking the cats up haha. Their little animations were so cute, seeing them run around and do cat stuff. I wish I could pet the cats or interact with them a bit more. Good job!
Out of Chalk by coffe789 2024-04-16T02:52:32Z ♥ 2
I love this game, it's incredibly polished and the gameplay, storytelling, and graphics play perfectly together! I'm impressed how satisfying picking up and placing objects are, it feels great and there's no issues with layering or selecting the wrong object. The dialogue is well written and funny, the concept is really unique as well. Great job everyone!
Horrors from Beyond - The Bayou by GameDevTraum 2024-04-16T02:18:08Z ♥ 2
Wow, the atmosphere in this game is AMAZING. Everyone did a great job pulling this together, the soundscape is unsettling, the graphics and lighting create a really oppressive mood. The gameplay is simple but the visuals and audio make for a really cool experience, great job!
I Summon Bounce by nardandas 2024-04-16T02:09:02Z ♥ 2
Cute graphics! I found the gameplay pretty hard, it's punishing as you juggle more balls, but it's a fun arcadey game. The game could match with the theme better? Great job though!