Is this a tiger? by limered 2021-04-27T02:45:50Z
I was not expecting that to happen to the people when they pestered the tiger too much, lol!
Foon → Ludum Dare Explorer → Users → Cyzaine
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | 👥 | Somnipathy | jam | 754 | 3.49 | 3.05 | 3.27 | 3.92 | 4.00 | 3.22 | 3.72 | |
| 2021 | 48 | Deeper and deeper | 👥 | Debts and Pandamonium | jam | 1197 | 3.35 | 3.07 | 3.63 | 3.51 | 3.66 | 3.47 | 3.68 | 3.56 |
I was not expecting that to happen to the people when they pestered the tiger too much, lol!
No issue loading up the web version. What engine you make this in? I had quite a bit of fun playing around and loved the creature design. Real great throw back that would be awesome to see expanded on.
Screenshot 2021-05-01 134639.png A fun and intense romp. I loved the feedback/screen shake when I landed a hit, it felt impactful and juicy. I would have liked a bit more umph when I took a hit though. Overall a really fun play through and a great entry!
Truly a risk to do a puzzle based game in a jam. Making even a single good puzzle can often take me a full day, and you had many more good ones here! Thanks for the guide, as I think I got stuck around the bait puzzle, and the hints were much appreciated!
I pretty much liked almost everything about this. As mentioned prior transitions were a bit slow when you were stuck and needed to check another screen. The art style was great, and the gameplay was smooth for the genre. Bigt thumbs up here!
This was a real gem of design! I had alot of fun playing it and I think the pace was nearly perfect. A little more time and polish and you'll have a real great experience here. You can really see where more power ups, enemy types, etc fit in and would make the fun and choices even better. You should be proud of this!
Extra props for being a couch coop game! The lack of sound and 'boomish' feedback hurts but the gameplay is actually pretty fun if you wrangle up a second person.
Could only get to boss of level 2, with 123 points =( Alot of fun but tough! I dig the music and pixel art alot. When polish is the only complaint, you know you did a good job!
With a bit more polish, this would be a pretty great game to have on my phone during down time. Music was great and gameplay was simple but addictive.
Gave me some 'AAAaaaaa a reckless disregard for gravity vibes' which was a nice throwback. And was just alot of fun to play. I liked the music, which kept it light hearted, and I had to try a few times in order to see how high a score I could get. A leaderboard is a must! Good work.
Solo work? Definitely keep up at it, there are ideas here that deserve more polish!
Weirdly addictive. I wish there were some power ups to grab too, but I played this game was exactly what I needed after ld48 submission.
Best Sonic game of 2021? Maybe! I had alot of fun playing this as simple as the concept was, though the lava stage hurt my eyes after a bit.
I didn't have a controller handy so I couldn't get the full experience sadly, but it kept me trying anyway. Amazing mood and graphics! There is some serious style and atmosphere and the dual analog approach really is the only natural way to get this across. This could probably be a pretty fun mobile game too with some further control refinement.
Definitely more fun on mobile than with a mouse, and I think some sound effects would really have made it feel more complete, and some screen shake perhaps? A game like this definitely lives on its polish and 'juice'.
What a fun gem. As others have said, innovative controls and enjoyable gameplay. Would be alot of fun as a phone game I think so I could use both levers at once, and would probably open up level design more too! Unfortunately I couldn't get the music to play, but I think that may just be a my side of things issue.
@kylethecoder We coded this in Godot, using their python like GDScript. I've been coding in it for 1 year now, though our other 2 coders were much newer.
@helen Thanks for the bug reports and I'm grateful that you persevered and played. Do you recall which browser you tried it in where it wouldn't work? This was the biggest game we've ever publicly shared, and weren't ready for all the performance issues we ended up running in to! Definitely something to work on before next time.
@dk5000p Ya... we tried to put in a 'mission indicator' arrow, but was cut last minute and the game definitely suffers for it.
@ltorrestailfer I had no idea what Blacksad was until you mentioned it. After a google search, color me intrigued! Looks very interesting.
@mrpouletbzh ya... It's hard knowing this obvious pain point and not being able to change it for this competition. An important lesson for next Jam.
@tucan that is a new one! Adding it to the issue list!
Art style and animation are wonderful. You chose good music too.
I felt the platforming physics were a bit loose and floaty for how much precision you need, and the level design felt a bit unfair at times.
That may all sound negative but for a jam submission its amazing that that is the worst I have to say, things that would very obviously be fixed in longer play testing. So much potential! I'd love an 'invulnerable' mode for the jam and testing though =)
Huh this one was pretty fun! I really like the mechanics and could easily see you building on them for deeper more engaging play.
A little more feedback on opening the doors would be nice, audio or screen shake perhaps, I sort of accidently realized that was how you progress. It was pretty tough too, I think both the enemies and you could stand to be a bit slower.
But I really liked this! Great music, atmosphere, mechanics, and adherence to the theme. Bravo!
First go Godot user!
Now... Wow. You always hope when you're competing in a Jam that you can really make a complete package, but usually you can see where things got cut, or the whole thing becomes something of a proof of concept. But this really did feel like a complete package.
I think I died on melody 6 about five or six times before I finished it, but it really felt like a proper 'boss' fight song, and is stuck in my head now. Lots of fun, and super impressive it was done in 72 hours. Really glad I played it.​
Innovative and fun AND made in Godot? Whats not to love! This would be a great game to expand on.
I agree that the CRT effect is nice at first, but being able to toggle that off would be nice too. Also I got stuck in the tutorial my first play through via clicking too fast I think.
Overall this is really good and fits the theme well. Were you a Netrunner fan?
Laughed so hard at the premise. Then laughed again when the 'end game state' started. This was a riot, and you should be proud of how fun it plays. Was pretty easy to figure out how to play. Really no complaints at all about this.
Hey this was quite a bit of fun! Really captures that HP whack o' mole of MMO healers. I do wish I could move the character, as that seems to add a bit too much difficulty RNG to any given wave, but it really is a fun game to play.
I don't usually like 'clicker' games, but I went ALL the way through this one with no regrets. The music and animation will likely be stuck in my head forever so thats a thing...
I'll say for a jam entry the 3rd stage started to lose me, as I wanted to get to the end but the build up was, while proper for a clicker, a bit slow for a jam.
The art direction was superb, and it was REALLY fun 'unlocking' more of them. Probably just wish they'd change more at different level thresholds to keep things interesting, but its a minor gripe. The game succeeds grandly at what its trying to do.
Aside from jumping this was a marvel. Had alot of fun playing it, and obviously loved the vocals and audio references. Really didn't feel like the jump worked with the rhythm no matter what I did though.
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Well this explains a bit about the old Blockbusters back in the day if everything in game is true!
Where to start... Graphics, Music, Gameplay loop; all fantastic. Obviously humor is subjective, but I like it so thats all that matters to me! The general escalation was great and the details were kinda crazy.
Like there was no reason to have the customers move to the aisle while you're behind the counter. Such an unnecessary detail, but it was there!
So lets stretch some and get some critiques:
1) Music and SFX was kinda unbearably loud, with no way to adjust them. I was playing with friends over stream and we couldn't hear each other, that was unfortunate!
2) The jokes come a mile a minute, but due to the juggling of the situation you miss a lot of good ones. Good writing deserves to be enjoyed!
3) For some reason I kept wanting to follow the bones back to the surface. That obviously doesn't work, but feels so right for some reason. Also at least in 'phase 2' doing so almost get me stuck when I clipped through an apparently no-collision ceiling part.
4) There wasn't any reason I could find to use the extra costume bits, and I was too frantic to just do them for the sake of it.
It was a stretch to come up with those 4, but its all I could come up with. This was a fun time, and hopefully it'll find more people playing it over the weekend.
Graphical style was definitely a highlight, and I appreciated the audio, though it was tuned a bit high and I couldn't lower it in game.
Unfortunately I kept dying and had no clear idea why. Some feedback on what hit me if anything would have been nice.
There is definitely a vision and style here, and that needs to be pursued!
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First the bad. Despite rewind, I still would have killed for a fast restart level button. I'd maybe also limit how fast you can move if you aren't running, as I'd accidently double tap the keyboard occasionally and almost never wanted to move that quickly.
This was fun. Like a lot of fun. The soundtrack and sfx were on point, graphics very servicable, gameplay challenging but not unfair. Just overall a good package that was easy to pick up and get moving with.
Also random puzzles built from puzzle sets? That was surprising and really cool! That did mean that my first play through I got stuck, and the 2nd play through I got much easier puzzles that guided me through the mechanics.
Overall wow the whole package here was great, and this may be my favorite puzzle game of the jam so far. I hope it gets developed further.
This was delightful! Sound scaping you have in was really done well and I love the 3D pixel art. Atmosphere was great, though obviously this is a bit light on gameplay. But I it does everything else so right with such detail I had to play it a couple times just to take it in. Would love to see this expanded on!
This really stands out. Its tricky and a tutorial is badly needed, but when you give it the time it deserves, it is a fun experience. Art and music is particularly standout. I hope you guys intend to extend this into a full game.
This is nice! And a team even bigger than ours. I imagine keeping it all organized was difficult.
- Cell shaded like graphics very appealing. Characters were very cool to look at, though some more animation would have been nice. - The whole audio direction was great. Really added to the atmosphere. Also all that voice acting was nice and really did add to the mood. - Love the names just all around. - And that ending! We don't often find a full story around here.
My only complaints are mostly things related to it being a jam game. Regardless here they are:
- Gameplay wise, it needed a bit more. I liked we could rotate the items, that was immersive, but I don't think there was a point to it, which was disappointing. - Looking around for evidence was pretty simple, and if that's the main game then that needs to be more difficult; maybe have stuff better hidden with perhaps a puzzle aspect to finding things. - I felt a bit sluggish as well, and would have liked a bit more speed.
Overall this game kept me playing from start to finish, and the polish level is SO high. I don't if you intend to pursue it more, but the style and atmosphere really feels like it needs to be explored more, and I'd be super curious how you'd extend the gameplay.
My kids can relate I think.
Humor was on point, and your sound effects and voices really helped that. I wish I had a few more options, but the kids different abilities helped vary the gameplay up a bit. Which to use when was a pretty stressful decision, and I kept wasting my grenades!
There is just a ton to love here, but the initial learning curve was tricky. So many symbols, and interaction points and what have you. It says something about your design and fun factor that I didn't mind poking around until I got over that hump!
As far as engagement goes... my team just keeps playing your game rather than rating other peoples game! Keep up the good work.
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@velvetlobster Perfect! That let me knock down my lazy pickyburrito team mate from his domination!
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Yeesh! Aggy in our game Somnipathy would definitely play this game all night rather than sleep. HEre's a screen shot before Rodgrigo knocks me out again. Smooth move Nicky deleting their character so I can't challenge them!
@velvetlobster You guys are too much. I cant wait to share it with the rest of my team~
@velvetlobster Much like us Aggy seems to be losing sleep over fireme.club too fireme-hi.png
(going into our next bug fix build unless you'd rather it not. It does contain the whole dance. No worries either way!)
First go team godot! Played the jam version. This was hard! I'm also unfortunately part of team did not finish =( I got to the screen 2 or so past this one: ice-WHY.png
Its kinda crazy, due to your movement system things that would be trivial in other platform games are SO hard here! But that's a good thing in my opinion. The movement mechanic is surprisingly nuanced, and I couldn't cheese my way through challenges despite trying.
The difficulty curve is rough though. I'd like a bit more precision with my aiming than the keyboard really allows. Mouse would have been ideal. I also think doing this mobile with touch would be pretty awesome and allow more precision which definitely feels necessary.
All in all I had fun, and if this was say on my phone, I could definitely see taking it out to challenge more levels whenever I had a spare moment or two.
Don't think there is really more to say. Its really beautiful. I guess you could argue it isn't much of a game really,c closer to an experience or a nice place to visit. But thats really splitting hairs. Can you imagine it in VR?
Very fun game with alot of charm and fun graphics. Loved the double jump animation! I'd have liked more 'oomph' in the sound department, but what was there definitely got the point across fine! The upgrade system was a nice surprise, and fun variety would be an easy way to make things even more fun. Good work on this!
I definitely liked the messaging on this, particularly apt during Ludum Dare. As solo work in 48 hours this is super impressive.
My favorite was definitely the first falling one, and the second one was pretty tricky! I think it was the most challenging one, but not unfair. I big on number 3, either in gameplay or mood though.
Overall I'd have liked to have seen a more consistent character or throughline through all three chapters, to better tie the messaging and narrative as it is together. Could probably have just used the same falling guy for all three, and that would have been a bit stronger in my opinion.
Still I can't believe you essentially made 3 games in 48 hours. Good work!
It definitely got laggy, but given how much was going on you kept it under control nicely. Overall I did feel that I could just fight forever and never really be overwhelemed fully, so some ranged attacking enemies are probably needed if you expand this.
Mood was actually very nice, and with some time and expanded mechanics, you'd have something I think alot of people out there would enjoy. Action RPGs for the win!
Oh my god why is this game so addictive! Kind of the perfect jam game really. And that voice over. Bravo to you fellows.
As others have said, not so inevitable with how effective our space lasers are, but there's a lot of good ideas here and its just waiting to be expanded on.
Most things have probably been said already, but in game tool tips on the defenses would be nice. And obviously ramping up spawn of enemies. Good mood! Other stuff has already been said elsewhere, so just definitely work on it some more, this is an amazing base to work off of.
A pretty good game here, that needs just a bit more juice and pizazz to make it pop to life. But the basic idea is pretty fun, and would be a great mobile game I think.
Go team Godot! And a 3D entry at that!
This was fun, innovative, and surprisingly satisfying! While the first 2 shifts were tough, I quickly got used to the pace and flow... then the bins doubled. That was a feels moment for sure.
Things I'd want if this was a fuller game: - A zoom feature. - A preview of the parts before shift, so I could just rotate them around and look at them off the clock. - Some 'human' workers to also compete against to make myself feel better. - An online leaderboard. We used Silentwolf.com over at Somnipathy, and it comes together pretty fast even at the cost of features other services have, and is free!
Overall this was a real pleasure to play, and totally worth the download!
This reminds me of Dungeon Defenders 1 a bit in a good way. I definitely fall back pretty quickly then kinda push forward. My first run I didn't realize I could upgrade myself, and did very well just running and back filling towers.
Weirdly I don't have any serious critique here. Anything I could say would just be about expanding it out and adding more options and content (and performance). Its a really neat package you should be proud of.
This was a load of fun. Also probably the only game I've played this jam where the character actually felt TOO fast! Added to the challenge though. Presentation was superb, audio great, just a fun time. I definitely second that we need more collectables, and maybe a 'slow down' button to hold for the more precision mandatory sections.
First love what you did with the graphics. Excellent and moody.
As you didn't opt out of audio I have to say that the lack of sound did really hurt enjoyment a lot. Even some stock sfx glued in would have made a big difference.
Controls were good. I especially loved the combo attack as that felt 'right' and pixel blood never gets old to me. The animation was surprisingly great as well. Wolves hurt though, so I'd love some more defensive options, since I felt I had to kill or be die (which may have been intended!), and killing them wasn't exactly easy.
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This was pretty fun! That said I feel I could have gone on more or less forever, so the 'inevitable' feel wasn't quite there.
That said I liked the gameplay and the graphics were very charming. I think the game could have used some more drop variety, and a ranged enemy would have added a lot to the gameplay and especially the dash.
Overall this was good fun and I enjoyed my time playing with it. Great solo endeavour!
"Libo thinks I'm sour grapes. Ha. Show him this lemon." may well be my favorite line of dialog in this entire Gamejam.
I couldn't stop playing this! Obviously the gameplay loop is a bit sparse given the nature of the jam, but the interactions and dialog just kept me playing. I didn't have much issue with the HTML5 build personally so glad you have it.
Gameplay wise more building and resource management would've been nice, it does get stale as is. More population and worshippers for the gods would have been fun too. But what you got here just really works.
I appreciate every one of you for putting yourselves fully out there like this.
This was fun! The info screen displayed the text WAY to fast though, which left me a bit confused on some fundamentals like how to sell the monsters, or where the free items kept coming from. Art style was very nice, and was pretty addictive, keeping me play longer than I'd have expected!
This was a lot of fun. The slow down and ricochet mechanics were really satisfying, and the atmosphere was great. Splash graphics were so worth the time you guys spent on it, and really brought it all together. Good juice and polish, just overall a blast to play. HTML5 could get a bit laggy and those skips are obviously deadly, but had no such issue with windows. Go team Godot!
@sagiii Was good enough that I played it another 5 times before trying the Windows version which got another 10ish plays. So I'd say mission accomplished!
Sorry to spam, but had to add, literally all I want is a Leaderboard heh. Take a peak at [SilentWolf](https://silentwolf.com/) for a good free one for Godot. Its what we used and is pretty easy to implement and we used it for Somnipathy to pretty good effect.
@escarpoulpe wow the concept design for that looks so good! It'll be a huge addition to your game for sure.
@sagiii @escarpoulpe Aggy over at Somnipathy is now also losing sleep playing 1 man 6 bullets poorly! 1bullet-hi.png
(This is going up with our next fix build, unless you'd rather we didn't. No worries either way!)
@escarpoulpe Don't break your atmosphere too much, but the thought is definitely appreciated! Such an easter egg just happened to fit our game very well.
As always your style is great and recognizable.
I didn't realize the objective was written at the top until after I beat it. I was left wanting more levels, so perfect jam game.
I'll say I was annoyed by how the dodge worked, felt sluggish, and kinda wished it would dodge you in the direction you're facing even if you're not holding a key. I'll also say while the SFX were great I was pretty annoyed by the music loop pretty fast.
But despite that, I'd definitely play as many levels of this as you'd make, the gameplay just feels that good to me.
This was a really complete package! Did you brainstorm this for 'only 1 resource' theme? Either way it worked here as well. Loved the sound and music ALOT. Gameplay was also fun and the upgrade system was very nice.
This was really neat! Graphics style and animations were really on point, though interactions and what I was doing took a few plays to really click. Probably lack of feedback for what interactions affect what people is my only critique. Loved everything else about it.
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So glad I saw this one on Aarimous' stream! This was quite a bit of fun. Simple but super cute. Great sound work as well.
I'd have liked to see more power ups, maybe like ice mages, or things to collect. overall just fun.
OH man this was really fun! Presentation was great, and I like the pixel art that you have in here.
Game and effects felt polished and 'juicy' and the mechanics and strategy was high. Audio emphasizing size of the hoard was a nice touch. Digging through the deck as your money dwindles while you hope for another baseball bat is also a great feeling.
As far as more nitpicky critiques go, only one I really have is. - I seem to get a lot of doubles from the draw deck. Not sure if that's intended but it happened enough for me to question it - Some more board variety besides blocks, maybe even dynamic hazards that pop every x turns - Can you set traps? That would be a cool mechanic
I would LOVE to have this available on my phone for quick plays during free times, and you should really consider it I think.
Pretty fun beat'em up gameplay! I liked how snappy the roll felt and the distance and speed it moved you felt about perfect. Hits also felt appropriately juicy! And I liked the art direction for the characters in game, especially Clyde.
Mechanically I think a bit more in game direction is needed though. I didn't realize the crows were a mechanic until I read the comments, and some guiding text to lead you to try it would have been good. I also felt the mouse sensitivity was a touch high at times.
Overall its rough but a very impressive solo feat!
Lets get the bad out of the way first, you need to tone down that camera swing with the mouse. Not sure if its the mouse acceleration or just speed or what, but it makes it REALLY hard to get started. As it feels like a bug and bug fixes are allowed, maybe consider adjusting it before the jam ends.
I persevered however, and found a really fun game! Sound managed to add and not get annoying even with repetition, graphics were very solid, and the mood... I definitely just had to stop and watch after a point at the sheer helplessness I felt. That's some good story telling!
@stupidhobbit Shouldn't be too much more than that. Give it a refresh and try again, and if it still doesn't work, can you tell me what browser you're using and what operating system? Also see if the leaderboards show up if you click there. Could be a bug we didn't find, and I'd love to know what it is for the post-jam patch.
@yaen Hm sorry to hear about the crashes, but the detail there is good and I'll note it on our issue page to look into for the post jam patch. Mind sharing your Browser and Operating system?
Otherwise thanks for putting up with the crash to try it again! Glad you enjoyed the play
@fluri It definitely was a controversial choice. Early builds froze the creature during dialog, while the final slows him down to about a third speed instead.
Overall we wanted to focus on the tension more, so no freeze was the decision. Still it wasn't a light decision, and I'm still not sure which is best.
@apphons6 Surviving at first, then when things get weird beating monsters (that aren't the big spider guy) is the fastest way. If you can survive long enough to reach the '3rd tier' of difficulty, monster you beat are worth a top of points.
@mortus If you can let me know your OS and browser and where the crash happened so we can try to recreate it and fix it in the post jam patch!
@mortus @stupidhobbit @yaen Seems my whole dev team uses Chromium browsers, and we didn't try it at all in firefox. Clearly something is going on there and thanks to your bug reports we found a common link! Thanks so much for the bug reports!
@raptor851 Glad you lasted that long! I was getting worried no one was seeing the really weird stuff.
@effe Glad you had fun! @whiskeybadger our character designer and one of our artist has a wild and terrifying imagination!
@bottled-up-dark-peace I wasn't even aware there was a discord for Ldjam! Thanks for the heads up on that alone, let alone the fantastic feedback you've given. I'd certainly love to see the play through, we'll learn a lot from that as we continue development. We really want to polish this into the game it deserves to be.
@angiemon Can I just say thanks for recognizing some of the themes I was trying hard to express and saying them out loud? Thanks!
I'm starting to think we need to speed up monster and player and see how that feels.
@phillip-scott Thanks for playing and confirming a bug. I've actually figured out the cause for it, and as per Ludum Dare rules, hope to push a fix for it as soon as I fix the Windows 11 bug we also found sometime today. So sorry for the crash!
Thanks everyone whose played so far! We've put out a patch that addresses many of your concerns, critiques, and crashes. We are SO eager to add more content and really expand the scope, but all in good time I suppose.
I can now write pages on the importance of consistent style when working with a big team...
@dans17 I hear ya there. The Jam day 2 version of the game was full stop in dialog, then I thought the same thing about it cutting tension, then obviously with the feedback we got, we put the full stop back in. I think your idea is probably the proper way to go about it, but we'd obviously need to test quite a bit to determine which interactions should full stop, and which should just slow.
@gabriel-dias-oliveira-de-almeida I'll make certain the artists see your glowing comment!
@radmccool We really liked putting the references in, and hope to put a few more in before the rating period is over. While not our first Ludum Dare, I feel we are better engaging with our fellow devs this year, and the discussions and easter eggs are something I'm going to think about fondly for quite awhile!
@leokrechmer Thanks for taking the time to stream, play, and try it again after the initial bounce. That sort of feedback tells us alot about the games early pacing which is super valuable.
@gaming-night Hey thanks for putting up with that none-the-less. Mind telling me what your browser and OS are so we can keep an eye out for the crash in the future?
@cakts @vixenmink is our 1 person community outreach army. Thanks for enjoying it all, and thanks on the feedback. We'll need all the critique we can get as we push this project forward!
@eboatwright I can actually do a linux export if you'd be up for seeing if it was stable. Can export it out as a .x86_64, zip it up and toss it on the page with a 'untested' warning. You up for something like that?
@eboatwright I added the native anyway, in case someone else wants to try it. If you do, do let me know if it runs lol
@amastryukov Kind words and good critiques. My favorite kind of feedback! We do intend to polish this to a gem and release it, so the more of this we get the better.
Our team did have 3 artists, and only 1 with extensive pixel art background. Unfortunately that means we lost something in consistency and tried to place them in a way that would maybe work with the dream/sleep deprived themes and atmosphere. Given the feedback I think we either need to execute that better, or more likely, get consistent.
Audio was tough. Our 'sound guy' wasn't able to help this time, so it was matter of chasing down creative commons appropriate sound effects and loops for a couple days, and then trying to put together some sort of sound scape. I think it came out pretty ok to the average player, certainly serviceable, but the lack of polish in the audio is definitely a high priority for us moving forward.
Thanks again for the time playing, and the time reviewing. Its appreciated!
@xedur Thanks for the play! Ya we have a lot of ideas going forward for what the goal and real gameplay loop will be, but the 'Daytime' aspect of the game got cut early due to scope control. Eventually the monster gets faster than you so losing is inevitable, but that can take awhile. Things will be pushed more by the narrative as we move from 'arcade score attack' to 'story mode' in the future.
@syafire Thanks for the compliments! I watched the stream and it was really fun seeing you play through it. Especially appreciated your art critiques.
@kaldrin were you on windows 10 or 11? Thanks for the patience and giving it a solid shot.
Thanks every one who tried our game!
Grading it as a tech demo, there is a lot to like here! The board has a nice feel to it, and the exploration hex flipping effects are really neat. Especially the game over collapse.
I'd say nailing the controls is going to be key. Despite the control note, I tried to do it WASD style and forgot about QE part, which made movement feel awkward. My fault I know, but perhaps some small letters around the hex that tell what key to hit to go which direction could be helpful the first few 'rounds'. I also kind of really want mouse point and click controls too.
Also if I just run for it, when the fire goes out it takes a LONG time for the collapse effect to reach me, feels like the game is broken since no other message or sound effect is ongoing to tell me something is going on.
Hopefully you can find time to refine it, since as a platform to build something bigger on, it already feels and looks great.
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Breakdown! Breakdown! Had a fun time with this one, weird concept, but as long as the execution is solid run with it! Beautiful graphics, catchy audio, really great stuff.
Critiques: I couldn't figure out what if anything stamina did, and this feels like a lost opportunity not including some sort of catnip power up. This is also being very nitpicky, but I'd have liked some alternative controls, or controller support. Arrow key and space makes me sad! Also maybe having some more verticality would have been nice.
Aside from the reaching I did above, was really enjoyable all around!
Grabbed the android port and have only played that.
This was alot of fun! Frustrating at times and I kinda agree with maybe seeing how making some pieces rounded works gameplay wise. I'd also like power ups of some kind to vary the gameplay.
I also feel a falling block game needs more 'juice' and varied sound design to increase enjoyment.
Otherwise concept is strong and most important fun. Glad to have this on my phone for a fast play when I need it!
Lead dev for Somnipathy here. First off thanks for the stream and feedback! You're good at critiques and feedback, so hopefully I can return the favor.
First off I love these arcadey type games. I did ALOT of geometry wars back when it was new. Apparently my skills have faded as I wasn't doing so hot here BUT... it never felt unfair for the most part. Each of the enemies felt unique and tested something different.
Controls were tight. Its crazy you did this solo in 48 hours.
Occasionally it felt like enemies got stuck off screen and were firing in from there. I assume it was the wizard types cuz they never came on screen like the others. Speaking of the wizard types, I sort of wish their fleeing teleport was more predictable. It would have felt REALLY sweet to fly into them then dash right where you KNEW they were going to be. Maybe making them teleport a couple times in a row, the first being predictable to test your skills would have been a good compromise.
Past that its just the 'juice' for hits, kills, close dodges, and other events I'd have liked more of. And an online leaderboard, but thats my suggestion for nearly every game I've played with a score.
This was a very fun entry, and while I may be no good at it anymore, that doesn't mean I didn't retry 20+ times heh.
This was a grand little package! As others have said, an easy high score in Mood here. It captured a lot of emotion very quickly, and I was disappointed when it ended as I was pretty invested in it all. I liked the care that went into the final run from the wolves, and was glad I could just push through.
As a contributor to Dialogic, mind if I ask what version you used, and how much you had to change if anything to get it working in time?
Saw this one on a stream and after playing it, the mood here was incredible, but the gameplay was a bit repetitive.
That said this game nearly begs to be expanded on and polished, cuz the setting, concept and everything is really on to something. Its oozing with potential and a post jam patch would be something I'd love to try again.
158 high score! The mood and audio was just great! And the animation effects for the clock grabbing was pretty perfect.
Feedback was my biggest complaint. Hitting the bats, grabbing the clocks, time getting low. Visual or audio feedback really. And of course a leader board is always appreciated to drive people to try again!
Vocal on the speaker was A++!
Games graphics were pretty great, and the game play was surprisingly balanced and definitely addictive. Begging for a scoreboard though. It really needs a competitive element to increase that replayability. Maybe with a combo meter for hair color kill streaks!
Pretty much it needs to lean in a bit more into the Karen theme in some way.
Great presentation, though it took a few retrys to figure out exactly what I had to do. Didn't realize initially the clues had to be done in order. I loved the sound and music elements (real critical for spookey games!) but after a point they stopped, it would have been nice if they kept going. I'll second the map comment, learning the layout of the house is tricky with it getting darker and darker.
Overall this was a fun play.
This is a strong start to something that could be a lot of fun if you continue development. Optimization and polish are what's needed here, more feedback for your actions and some other weapons to pick up to help wipe out the hoards before you're inevitable demise. Definitely got a good feeling of hopelessness as the hoard drives in towards you.
Overall this is definitely something worth working on further.
When you are on, this game feels GREAT. But I do feel about half my deaths feel 'cheap' in some manner or another.
- 3d precision platformer is a difficult task! - 2d enemy heads were sometimes hard to see - I felt i lost track of myself VERY easily, and that the mouse swung around a bit too wildly. Maybe too high sensitivity, particularly after a dash. I did MUCH better when I turned down the sensitivity all the way. Also a shadow to see if you're actually above a platform. - Wasn't always aware of what was shooting me or how I could avoid it. Maybe some indicator of where danger is coming from. Would also like maybe a block to defend myself somewhat. Sometimes there is no way for me to avoid things - Forcing people to land for the 'power up room' is something I think is necessary, a couple times I had a good roll, and popped right though to the death floor - Speaking of death floor is it even necessary? Game is very difficult as is, and I found it frustrating and eventually quit over it
Ultimately the game makes me WANT to beat it, but its not quite at that sweet spot of 'hard but fair' quite yet. Something like a slo-mo, some 'stickiness' on the platforms or other player assist to land the jumps, or more control of movement during a fall... that would help alot.
That all said... I'm booting it up again to play after my 5th rage quit, so you guys are REALLY on to something here.
At first the lack of explanations confused me and I died. Then I realized the wario-ware-esque tone and gameplay and enjoyed the ride. Graphics are very cute, and the audio matched it pretty well. I definitely think I'd have liked the games to repeat but get faster and harder, leading to my ultimate demise at some point, and that'd probably be the only change/critique I have. Overall a very solid package for just 2 days solo!
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Uh I was NOT prepared for this one in the slightest. The story telling is sublime, the mood solid, mechanically sound, level design is pretty much perfect, and the 'goofy' graphics are all in place for a reason. This is really good!
It's tough to levy any substantial critique on this one, art may be the lowest hanging fruit, but its expressive enough to do the job for certain, and is only brought up cuz it'd help more people play a game that REALLY deserves to be played. Good work!
No game has made me laugh as much as this one so far!
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Constructive Critique is hard on this one. It's a very solid package from start to inevitable end. Stretching it's probably more explanation of the hazards before you get going. Maybe a different color in the 'thought bubble' to differentiate from a need versus a pending disaster as well?
Extending this would be pretty fun! I could imagine having to drop off and help kids off the bus, parent pick ups, and other such nonsense. And of course, like most games this jam, an online leaderboard of some kind, somehow, would be amazing.
Anyway great work!
This was a nice surprise! Wasn't quite sure what to expect but it was weirdly compelling and had a ton of charm. Audio was fitting and fun. And I do appreciate being forced to actually read the interaction prompts.
I'll second the person who said I'd have liked an ending! I'm invested a bit in our poor cobblers plight!
Had a bit of trouble running it in Brave browser, but Chrome browser worked perfectly fine. Just a heads up there.
Anyway this was weirdly fun! Seemed very simple at first, but the fact you have barricades that can be manipulated made it a MUCH better experience! Definitely would have loved more powerups and a leaderboard, but given the solo development and overall charm of the package, that can certainly be forgiven.
Played it quite a few times. You should be happy with what you put out so quickly.
This was pretty fun! Would have killed for a fast restart button, but it seemed like I had to restart the game to try again. The atmosphere was pretty good, though the sound effects could be a little much if a lot of robots got you all at once.
I'd probably also suggest making some tutorial instructions or control guide available, just something to explain what the numbers are object are, but otherwise this was a nice entry!