FoonLudum Dare ExplorerUsers → DDRKirbyISQ

DDRKirbyISQ

Overall Medals

YearLDThemeGameDivisionOverall
🥇 2023 52 Harvest A Day in the Life of Death jam 4.63
🥉 2019 45 Start with nothing Unlock Everything compo 4.44
🥇 2017 40 The more you have, the worse it is Samurai Shaver jam 4.54
🥈 2014 29 Beneath the Surface Ripple Runner compo 4.55
🥈 2013 28 You Only Get One Match Girl jam 4.39

Category Medals

YearLDThemeGameDivisionCategoryScore
🥇 2023 52 Harvest A Day in the Life of Death jam Audio 4.75
🥈 2023 52 Harvest A Day in the Life of Death jam Graphics 4.78
🥈 2023 52 Harvest A Day in the Life of Death jam Mood 4.63
🥇 2022 50 Delay the inevitable Kiwis Can't Fly jam Audio 4.75
🥈 2022 50 Delay the inevitable Kiwis Can't Fly jam Mood 4.73
🥇 2020 47 Stuck in a loop Hide and Seek jam Mood 4.76
🥉 2020 46 Keep it alive Birdie Burglars jam Audio 4.63
🥇 2019 45 Start with nothing Unlock Everything compo Audio 4.55
🥉 2019 45 Start with nothing Unlock Everything compo Fun 4.29
🥇 2019 44 Your life is currency Inflate Me to the Moon jam Humor 4.49
🥈 2018 41 Combine 2 Incompatible Genres Goodnight Meowmie jam Mood 4.57
🥇 2017 40 The more you have, the worse it is Samurai Shaver jam Audio 4.81
🥇 2017 40 The more you have, the worse it is Samurai Shaver jam Fun 4.53
🥉 2016 37 One room Ludum Dare: The Game compo Audio 4.44
🥈 2016 35 Shapeshift Nyamo's Adventure jam Audio 4.60
🥉 2015 34 Two Button Controls / Growing Grow Your Love jam Audio 4.72
🥇 2015 33 You are the Monster Melody Muncher compo Audio 4.88
🥇 2014 31 Entire Game on One Screen Labyrinth compo Audio 4.84
🥈 2014 29 Beneath the Surface Ripple Runner compo Audio 4.84
🥈 2014 29 Beneath the Surface Ripple Runner compo Theme 4.30
🥉 2014 29 Beneath the Surface Ripple Runner compo Fun 4.44
🥈 2013 28 You Only Get One Match Girl jam Audio 4.40
🥇 2013 27 10 Seconds Hyper Furball jam Audio 4.61
🥈 2013 27 10 Seconds Hyper Furball jam Fun 4.37
🥈 2013 26 Minimalism Minimalist MAYHEM compo Audio 4.63
🥉 2013 26 Minimalism Minimalist MAYHEM compo Fun 4.14

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCmCo
202352HarvestA Day in the Life of Deathjam14.634.203.984.344.784.754.384.63
202250Delay the inevitableKiwis Can't Flyjam84.413.813.744.404.704.754.73
202149UnstableChickie Catchersjam114.414.254.234.714.674.514.014.24
202148Deeper and deeperFar Side of the Mirrorjam474.263.643.483.644.384.493.864.52
202047Stuck in a loopHide and Seekjam424.253.563.734.074.504.664.76
202046Keep it aliveBirdie Burglarsjam244.334.173.603.944.624.634.274.20
201945Start with nothingUnlock Everythingcompo34.444.293.334.384.374.553.334.12
201944Your life is currencyInflate Me to the Moonjam244.194.033.733.694.454.544.494.08
201843Sacrifices must be madeColors of Your Worldjam274.194.123.073.084.364.424.19
201842Running out of spaceBath Timejam234.193.853.904.134.574.363.964.17
201841Combine 2 Incompatible GenresGoodnight Meowmiejam144.353.643.774.234.504.504.57
201740The more you have, the worse it isSamurai Shaverjam14.544.534.033.654.654.814.434.47
201739Running out of PowerThe Music Boxjam174.303.933.333.184.654.573.834.38
201738A Small WorldRaven Delivery Servicejam564.003.783.412.873.934.333.70
201637One roomLudum Dare: The Gamecompo154.144.063.824.153.774.444.023.9557
201636Ancient TechnologyWatch for Falling Rocksjam
201635ShapeshiftNyamo's Adventurejam84.334.133.524.094.364.603.094.2453
201534Two Button Controls / GrowingGrow Your Lovejam134.284.213.824.404.324.723.804.2757
201533You are the MonsterMelody Munchercompo64.324.203.593.704.004.883.453.9256
201532An Unconventional WeaponRhythm Gunnercompo533.953.773.974.033.374.613.033.5055
201431Entire Game on One ScreenLabyrinthcompo74.214.163.363.883.394.843.3851
201429Beneath the SurfaceRipple Runnercompo24.554.443.944.304.204.843.124.2357
201328You Only Get OneMatch Girljam24.394.183.784.214.214.402.534.1056
20132710 SecondsHyper Furballjam44.264.373.412.794.394.614.114.0551
201326MinimalismMinimalist MAYHEMcompo164.144.143.473.733.564.633.563.5664
201225You are the VillainMarriage Questjam1133.293.142.642.883.043.933.133.2053
201223Tiny WorldGullivercompo653.753.562.983.822.874.542.293.4372
201122AloneOne Of A Kindcompo243.703.213.633.132.923.392.073.303.6459

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 DDRKirbyISQ

LD38 — A Small World

iii by YukonW 2017-05-03T07:11:21Z

Very cool! I actually have one big gripe though -- please add some alternative keybindings! The keyboard that I tried this on first doesn't support pressing a horizontal direction, down, and space at the same time, making some sections of the game quite painful. I had to switch to another keyboard to play properly.

It was also curious how you cycled through the 3 eyes as 1->2->3->2->1 which was a bit awkward in terms of controlling -- I would have expected 1->2->3->1->2->3 or even separate keys to trigger each eye. But that was less of an issue since you didn't require much rapid switching. The slight bit of movement inertia threw me off from time to time, but it wasn't really a big deal either.

Overall I like the idea and the execution! Actually reminds me of Eversion a bit. Really nice job on the ending as well! Some music or even ambience would help set the tone a lot, but maybe that's not your cup of tea / you didn't have time for that.

The grainy shader-like effect as well as the limited light radius definitely led to a sense of caverny darkness / small unknown territory / danger, which I thought was cool, but I'm not sure if it 100% fit with the current gameplay? In it's current state, I feel like the game is more about exploration, jumping around, stomping on enemies, and meeting new people, and in that regard it feels like the limited visibility is more of a hindrance than anything. What I'm trying to say is that while I really dug the effect I think I would have enjoyed that gameplay more without it. Not really sure. I do wonder what it would be like if the light radius and graininess got worse with each new "eye".

Catsorbed by IgorsGames 2017-05-03T06:31:36Z

Kitty! Played the compo version. Interesting game with a novel mechanic!

Some points to consider: - Cat death sound was a bit loud - There was one jump in particular in the cloud level that seemed a bit unnecessarily unforgiving - Activating platforms while the cat was in the same space led to you being stuck until the platform disappeared -- not so fun!

Despite all that, cute game!

What Remains. by Fiote 2017-05-05T07:52:21Z

Pretty fun! A lot of major quality-of-life improvements can be made of course, just in terms of better UI feedback, etc. But it was pretty fun regardless!

Raven Delivery Service by DDRKirbyISQ 2017-04-28T23:50:04Z

@turncoda: Thanks!! I'm glad you like the game. It's pretty fun to optimize, right? I'm actually currently working on polishing up my high scores until I'm satisfied with them and will upload record score videos once I'm done with that. Feel free to compare strategies once I do!

Regarding the soundtrack, that was done by yours truly! You can pick up the soundtrack for this game free [here](https://ddrkirbyisq.bandcamp.com/album/raven-delivery-service-original-soundtrack)! (I've added the link to our description as well). There's also a TON more stuff where that came from on [my Bandcamp site](http://ddrkirbyisq.bandcamp.com/) as well. Good places to start would be [my collection of video game remixes](https://ddrkirbyisq.bandcamp.com/album/remixes-volume-1) and [my "best of" album](https://ddrkirbyisq.bandcamp.com/album/the-best-of-ddrkirby-isq-volume-1).

Raven Delivery Service by DDRKirbyISQ 2017-04-30T05:19:12Z

I've added world record videos of my single-player high scores! You can view them all at the following playlist: https://www.youtube.com/playlist?list=PL60CnXi9EAVEr36_vdo_FvsSE6gcGteGS

(ping @turncoda)

Raven Delivery Service by DDRKirbyISQ 2017-05-01T06:50:45Z

@Kaystar: That's intentional! The fact that a witch needs to stay put while gathering an ingredient means you need to rely on the other witch during that time to be efficient. Teamwork!

Raven Delivery Service by DDRKirbyISQ 2017-05-06T20:36:34Z

@clegamecoop: Yes, getting as many potions as you can is the goal in both single-player and co-op modes. Check out my single-player world record videos to see how it looks :)

Apocalypse World Cup by Issac 2017-05-13T22:08:29Z

Yeeshhhh! What a great intro. This was good fun! More changeups to the gameplay would have been awesome, but this is a great start!

AS Mall World by Sean S. LeBlanc 2017-05-06T09:19:30Z

Lol, cute. Though, it felt as though I was watching an old 3D movie without red/blue glasses.

I never realized how much fun it would be to throw money at things....literally.

Tabletop Arena by tyranosaw 2017-05-06T07:48:05Z

Neat! Definitely good work with the tutorial :D

Small World Fighters by noddingTortoise 2017-05-13T22:16:42Z

Haha, this was super chaotic and fun.

Some suggestions for improvement:

- More differentiation between character images so it's easier to tell who you are at a glance. The blue P2 character was super easy to identify but it was very easy to mix up the rest. - Jumping felt kind of awkward, especially since the camera view didn't always show you at the peak of your (teleport) jump.

Otherwise, generally just shooting a bunch of people and feeling cool when you pull off a dodge with a jump was great.

6-Sided Sojourn by Cosmic Adventure Squad 2017-05-05T06:30:36Z

Finally got around to playing this! Kept me entertained for a good while longer than I thought it would -- made it to world 43 before dying of a misclick. Things were pretty slow for the first handful of worlds until I managed to get my first attack upgrade.

One small gripe -- the sfxr/bfxr/whatever-style sound effects are a bit grating, watch out for lower frequency pops and clicks especially! >_<

Really fun spin on the theme :)

Candy Cave Quest by ashtheevil 2017-05-05T06:42:37Z

Thanks for fixing the link! Wow, this was super enjoyable and cute. A little rough around the edges, but still fun to play through and definitely put a smile on my face. The ending was great too (and adorable)! Great job all around!

MagiSEED by Vivoubos 2017-05-06T09:51:12Z

Lol, this was actually more enjoyable than I thought it would be. The main characters' walk animation is so janky but I got a good laugh out of it!

Played through the entire game. Quite a few different things you experimented with. I wonder if you could have gotten a stronger game if you had just focused on a single one. Anyways congrats on your game.

From robots with love by Guillaume Voisinet 2017-05-13T22:38:02Z

You can really make it quite difficult or at least annoying and non-interactive to find the globe by either:

trapping the globe underneath furniture and abusing lighting to make everything hard to see: Screenshot 2017-05-13 15.34.14.png

Rotating the cube such that nothing relevant is in view: Screenshot 2017-05-13 15.35.29.png

Besides that, the game was pretty funny to play =P

Pollux by fatPenguin 2017-05-06T09:41:33Z

Haha, fun! I played twice, trying to get more stuff built the second time around. Shame you guys couldn't get more actual content in, but such is Ludum Dare!

One gripe that I'd like to point out: I know this is 2017 but there are some of us from the stone ages who do not use monitors with a 16:9 aspect ratio! Some of the UI elements get cut off on my 5:4 screen.

Space Brawls by jcsirron 2017-05-13T22:56:36Z

Fun sound effects, though the audio for the main menu stacks and plays multiple times if you go back and forth between it =P

Kind of interesting design, but it didn't feel very great from a game design perspective. I think the rotation speed should have been faster so that you don't feel so useless while waiting for your station to face the right way again.

I think a trajectory indicator (Osmos-style) would have helped a lot too! Though obviously that's hard to implement quickly.

Merhygen by rokasv 2017-05-06T21:06:36Z

Cool prototype! I think the gameplay has some potential. The content is lacking and of course, first-time players aren't really given clear feedback, but it is LD after all. As others have said the simple art style really works well for you.

Edge of the Abyss by piscythe 2017-05-05T07:28:10Z

Hehe, yay, tower defense! I too got reck'd by the 16:30 guys. I assume that in order to get past that point you'd need to build up more economy early and then get even more godhands.

Fun ~15 minutes spent!

Carefulzilla by glimaleite 2017-05-05T06:48:09Z

Lol, how could I not play a game with this title and screenshot??

Spot on in concept and execution, just needs some easy bugfixes as already mentioned before :) Great job with your first compo!

The Z Axis by Meaty McLazerPantz 2017-05-03T07:27:15Z

Very nice! I appreciate the effort involved in designing clever puzzles under such a tight time constraint. The earlier levels were rather basic, but I remember level 7 being pretty interesting. Level 8 was really tricky in terms of execution! And level 9 was kind of fun.

I do think that level 8 was maybe a bit too much in terms of a spike in unforgivability -- I think a lot of this is due to the slight inertia that you have moving around and the fact that you don't have perfect airborne mobility. I'm not saying those are bad things, but that those things combined with the large number of danger zones in level 8 leads to it being very tricky to execute, more so than the other levels which were largely puzzly levels rather than platforming levels.

One other small gripe, the "start level" sound goes pretty high up in the frequency range and is a bit grating -- might want to be careful with that!

Nice job overall! :D

Gold N' Steam by juan 2017-05-06T10:02:46Z

Oh man, I got soooo punished for my greediness in trying to coordinate 4 trains together. whoops.

Nice aesthetic! I do think that the clicking to change train direction felt a bit clumsy though. Maybe instead of having to cycle through the choices (with some arbitrary order), being able to click on one of three buttons would be better?

The Land We Must Take (La Terre qu'il nous faut conquérir) by kavehes 2017-05-13T23:42:13Z

Wow, very involved! This is a pretty neat concept for sure, and there was actually a lot of strategic depth to it. The sphere world was neat, though it made the game harder to play. Game balance as you said could probably also use tweaking; factories didn't seem to be quite that worthwhile (though maybe their usefulness is more of a long-term investment?). I like that there was a lot of strategic depth around surrounding tiles and expanding tactically.

Some bugs with input validation that prevented us from finishing our playthrough properly:

Despite your input validation I was able to enter in "175" tanks when I only had 1. Screenshot 2017-05-13 16.30.17.png

Screenshot 2017-05-13 16.30.24.png

Screenshot 2017-05-13 16.30.37.png

Of course I was left with -174 tanks so that was essentially the end of the game.

Also, backspacing and then typing '-' for attacking soldiers, then entering 0 for defending soldiers seems to cause the game to break.

Screenshot 2017-05-13 16.34.50.png

(tested this on the compo version without post-fixes)

50ft by 50ft (or How I Died In Space) by RockhopperGames 2017-05-06T09:29:50Z

Nice, Twine! I should note that I also ran into a bug similar to the aforementioned one.

Besides that, I can't say that I did a *deep* reading (sorry! Got a billion other games to rate), but what was there was fine! You did some interesting things with the Twine medium specifically, which I appreciated.

Past that, I do think the narrative could have had a little more behind it. I think you did a good job of creating an atmosphere, but I would have liked to have some sort of movement in the story, some sort of character development, conflict, etc. (unless I just missed it!) That said, there's only so much you can do in a weekend. ;) Nice job!

50ft by 50ft (or How I Died In Space) by RockhopperGames 2017-05-09T22:06:23Z

@rockhoppergames: I'm on Chrome 64-bit here, running windows server 2012 :)

Space Caves by adamgryu 2017-05-05T06:57:39Z

Holy reverb, batman! It's as if the entire cavern is made out of vibrating metal plates xD

Anyways, cool stuff! Interesting gameplay with the bouncing bullets as well. Wish death wasn't so punishing so that I could actually explore the rest of the game!

Ain't Big Enough by gustavo.christino 2017-05-13T22:27:44Z

Such a good intro OMG

I'll echo the previous comments about jumping, but I think even if you aren't able to jump and move at the same time, the jumping / dodging could be a little bit more responsive. Right now you have to time your jump quite far in advance.

A better game end would also be great! Currently when the last hit gets dealt cuts straight away to the game over screen; would be a lot more obvious what happened if you could make an animation in game to show who lost.

The bullet reload mechanic was interesting but I don't think it really added much to the gameplay IMHO. But I liked all of the other items, especially the boooooozzzeee.

Floraison by Iwa 2017-05-03T06:44:25Z

Cool game! Though, you might want to double-check your input bindings. I unknowingly had a gamepad plugged in and was confused when nothing on my keyboard seemed to make the game respond -- ended up finishing the game using only the left and right mouse buttons to flip the ship! xD

Went back and saw that you can actually turn the ship around, pull out, etc. and things made much more sense after I realized that I should use my gamepad. :P

Anyways, great job! The game is very cohesive as a whole and everything is really brought together as a unified vision; I appreciate that, particularly the music and sound design as well. Very zen. I would echo the concern about motion sickness. I think that applies more when playing fullscreen. Perhaps just notching down the movement speed a tad and zooming out slightly would help that and be more in line with the "calm" aesthetic? (Or maybe it's just fine as is.)

The glyph-like font was a nice touch too!

Floraison by Iwa 2017-05-05T08:00:07Z

@iwa: Makes sense, thanks for the explanation!

High Noon Robots by RoxXx88 2017-05-13T22:47:59Z

Interesting prototype! I feel like there's a lot of potential here, and split screen multiplayer was much appreciated! I'd echo the previous comments about camera turning. Overall I think a few issues with game design keep this from being as good as it could have been, but great presentation!

COSMOMOMOMOº by NueboMundo 2017-05-06T09:15:02Z

Wow, great concept! I got to what was presumably the end. I'd echo the points about somehow making the visuals more intuitive / easier to grok. The gameplay was, although weird to pick up at first, rather simple once you got the hang of it. Given that the orbits of the shots are so predictable, it's easy to shoot them in axis-aligned directions and then move slightly each time.

I think a game in which the "bullets" move more slowly yet are harder to lay out in a predictable way might (?) be more interesting. But of course that's a different design.

Anyways, fun stuff!

LD46 — Keep it alive

On Air by Beebo Studios 2020-05-03T23:05:33Z

Nice. I played until Thursday when I had all 3 stations going.

Like some other LD games I've played it seems like you've got some fun things going on here but a lot of the action ends up happening off-screen which leads to a lot of running around just to pan the camera around. I feel like if the game could be consolidated to fit onto one screen (with an according increase in the pacing of the events) it would be much more fun. As it is it's mostly a game about constantly running around between three stations to check on them which does get a little old...not sure if maybe that was just your initial intent though. The music changing depending on the area that you're in was a neat idea that I feel like got hampered by the gameplay since running around constantly causes the music to repeatedly fade in and out between the different versions.

Aside from that there's a lot of charm here, I know I just criticized the decision to have so much space in the level layout, but I did actually appreciate all of the little (unnecessary) visual details thrown in regardless. :)

Don't Kill Death (Or Die Trying) by MadeByChaz 2020-05-10T01:07:50Z

Nice action game, lots of satisfying gameplay feedback, and that voiceover!!!! The only thing that wasn't very fast-paced was the actual timer for ending the game, it drags onnn and onn and onnn....I got all 5 upgrades and farmed a ton of souls very quickly, then just stood in place healing my HP every once in a while, waiting for the timer to slowly. count. down. I think the timer was barely only halfway done by the time I had all upgrades and all the souls I ever needed.

Feels like the end goal should maybe just be to farm 200k souls or something like that, rather than wait for a timer to go down, or something?

Aside from that, this was pretty fun! The main strategy was just holding both right and left click and summoning a line of guys and immediately mowing them down, which proved to be quite effective, especially with the right upgrades.

Nice job on your first LD!

The Keep! It's Alive! by minibobbo 2020-05-03T04:45:40Z

Yes! This is all kinds of win. I found level 13 to be the hardest to 3-star (darn those fast peasants!).

I feel like smashing was less efficient than simply picking guys up and throwing / eating them, though I guess YMMV. I almost feel like the smash was =harder= to aim despite being less effective at stunning enemies. I wonder if smashing ought to stun enemies for longer, or have a larger area of impact, or perhaps there should be a "swipe" move where swooping your fist horizontally momentarily stuns (and pushes back?) all of the people on that side. Just food for thought, I'm sure you can figure it out.

Probably the only "bad" part of this game is that a lot of people aren't going to see all of the funny quotes and listen to the entire song, haha...

Shipping Schrödinger's Cat by Hjalte 2020-05-03T23:41:46Z

Good idea! I think you're onto something here, though the current execution is a little rough around the edges as noted by previous commenters. I think the design could be cleaned up and pared down a little, made more focused because right now there are a ton of different moving parts (pardon the pun).

Turtle Daddy by dummydojo 2020-05-03T08:53:06Z

Spent way too much time trying to get past the final wave, gahh. Great gameplay tension between defeating enemies vs protecting babies, the design works very well!

For Ducks' Sake by GaryS 2020-05-05T03:57:18Z

A few bugs:

- Arrow key aiming didn't seem to work at all for me, pressing any arrow key seemed to cause the duck to aim to the right. - Plugging in a gamepad seems to make the game hang; in fact starting the game with a gamepad connected seems to result in the music playing but only a gray screen being displayed.

I'm running Chrome 81.0.4044.129 on Windows Server 2016, if that helps with a repro!

Anyhow, I ended up having to use the mouse to aim. I didn't have any issue with the 8-way aiming. It does feel a bit..."weird" having 8-directional aim with a mouse -- it'd probably feel much more natural with twin stick or keyboard (or the classic robotron dual arcade stick setup....).

Not much else to say here, it's cute and simple but enjoyable for what it is. The one thing that was kind of weird for me was the chick following behavior. I get that the chickies try to move towards the player, but as the player you're incentivized to move closer to the chickies since there's less bullet travel distance that way. Also, the gnomes end up moving the chickies towards the edges of the screen. All of these factors combined mean that I just ended up having the whole group of chicks move gradually towards the edge of the screen, which doesn't work out so well... Feels like a problem that could be easily solved though!

We also made a game about saving chickies by the way! Feel free to try it out :)

Blackbird by Rongo Matane 2020-05-03T22:34:38Z

Oh man, this was at once both comedical yet serene at the same time. Great job, especially with the flying mechanics, which felt very satisfying together with the audio/visual feedback.

If you're using 3rd party audio assets, please attribute them! :)

Blackbird by Rongo Matane 2020-05-04T17:23:47Z

Oh, that makes sense, perfect :) I was expecting it to be either on the submission page or in the credits, but as long as you've got them in the project that's fine!

Hope by Darylsteak 2020-04-30T08:09:35Z

Nice! There was a lot more depth to the puzzles than I would have expected, with the second level being my favorite. Like an previous poster, I also skipped the "intended" solution to the fuel silo puzzle by simply jumping from above.

Lots of good decisions with your design here -- you really made the most of what you had, telling a story with minimal effort and using ambient background audio. I'm pretty impressed by the sheer amount of artwork here. There's even some nice lighting/shading effects!

The Empty Cone by Acr515 2020-05-03T08:19:56Z

Oh dear...note to self -- prioritize safety over profit margins =( My store got absolutely wrecked after I decided to. The limited ammo mechanic really got me -- after such huge profits on day 2 I wasn't sure how much ammo my "grim reaper" needed -- turns out two purchases of ammo wasn't enough. My first playthrough I also didn't expect how quickly the machinegun would run out of ammo (is there any way to replenish it???), and my store got ransacked.

I would suggest maybe having a handgun or melee weapon that is weak but has unlimited ammo, it feels like if you ever run out you're just sore outta luck right now as the monsters basically wreck everything you have and you're sunk way too deep into the red to ever do anything about it.

Anyways, this was great fun :) I do wish there was a little more to the ice cream serving portion of the game. Yeah, the toppings sort of added more to keep track of, but at its core it was still mostly just following directions. I can imagine this going in either a multi-tasker game route, where you need to direct all of the servers (more micromanagement of different things), OR an overcooked-style route, where delivering the actual orders is more frantic. As is it just feels pretty mundane, which although realistic isn't exactly thrilling.

As a final note: Please give credit to the original source of the audio track!

Great job on a successful LD entry! :D

Birdie Burglars by DDRKirbyISQ 2020-04-21T19:09:08Z

@strega @jusw85: Thanks for the issue report! The mouse pointer thing is an HTML5-specific issue that didn't get caught during testing. I've added automatic mouse capturing so the cursor now disappears during gameplay (press esc to show again), so that shouldn't be a problem anymore. Hooray!

Birdie Burglars by DDRKirbyISQ 2020-04-22T06:28:37Z

@peachtreeoath: Thank you! I'm glad you enjoyed the soundtrack. Each of the main level themes was written in roughly 1.5 hours -- I'm very practiced in taking a theme and running with it after doing over 300 rounds of [One Hour Compo](http://compo.thasauce.net/compos/view/OHC) -- in fact it's a tradition of mine to try and jam out an entire soundtrack of sketches in OHC the week of Ludum Dare. See [here](https://y2u.be/qKfYYjctcyU) as well as the [making of](https://y2u.be/jSdNThvZqoE).

For this particular soundtrack the main feel I was going for was "sneaky", but in a cartoonish and light-hearted sense. I referenced various stock music such as [this compilation](https://y2u.be/I2m1h0ALpY4) as well as the Plants vs. Zombies soundtrack. You can see this come out in the tracks in different ways:

- Level 1 uses lots of pizzicato / mallets (tiptoeing!) and a slower tempo - Level 2 is more of a "secret agent" / spy vibe, with a sax, and wah-wah effect on the guitar - Level 3 uses more pizzicato, but with a higher tempo this time. The piano soloing and jazzy chords seemed to fit well with this tempo and style. I ended up going into a 12-bar blues progression - Level 4 is more of a "chillout" style vibe to contrast with the previous level's fast pace. I wanted to echo the "winter" vibe

I wanted the progression of the songs to mirror the progression of the gameplay, so the tempo increases throughout the first 3 songs, until "wrapping around" for level 4 which is slower.

Past that a lot of the decisions were entirely spontaneous as part of the creative process.

Birdie Burglars by DDRKirbyISQ 2020-04-23T16:30:07Z

@aeveis: Thanks for playing! Yeah, unfortunately I had to hide the cursor, otherwise I had users trying to drag the mouse down outside the game window which is an even worse experience because none of the inputs outside the game area do anything. =/ Not sure if there's any real better way to handle it. On the plus side, the upcoming mobile port won't really have this issue at all...

Actually, maybe I could implement a software cursor, that might help...

Birdie Burglars by DDRKirbyISQ 2020-04-23T18:23:00Z

@aeveis: I've implemented a software mouse cursor that is locked inside of the game window, and gets switched on once gameplay starts (your default mouse pointer gets disabled). This should hopefully make things feel a little less weird. Thanks again for the feedback!

Tower Defence of the Heart by terry 2020-05-03T09:17:29Z

More TD games need to allow for 100% refund rates! The "random" mode of Element TD is my favorite TD of all time because of this; it even incentivizes you to sell and rebuild towers periodically by giving you interest on your unused money every 15 seconds.

This is simple and straightforward but there's enough variety in the towers and waves to be pretty fun and allow for a neat process of discovering what works and what doesn't. The 100% refund rate means the player is free to experiment -- which they need to do since we don't tell them any stats or characteristics of the towers. It works really well!

Slime Mama by Jack Kaloger 2020-04-30T08:41:46Z

Hahaha, this was fun.

What the Firetruck!? by dvdfu 2020-04-26T05:46:01Z

Great game, runs smoothly and with a level of polish and execution I don't expect from the hundreds of half-baked unity entries out there! :D

Not sure if my little firetruck was more helpful or hurtful to the city at large...It sure was fun, though! The music really fits the vibe too.

Probably the most wanted quality of life improvement I'd like is an indicator on the edge of the screen for off-screen fires, and more importantly, for the position of the rescue helicopter :)

Box Of Limes by RedDashGames 2020-04-30T09:09:40Z

Lemmings??? (ok, "lime"...) Oh my :o What a wonderful look and feel to this game, with all sorts of unnecessary doodads and bells and whistles. The title screen even pans around!

Got 2 stars on all 12 levels. Things definitely got easier as I got used to the mechanics!

Thanks for this game, it was great!

Penguin March by ilPrinny 2020-04-26T04:55:36Z

I made it! Even though this was simple and only really had one "mechanic", it was still enjoyable.

Tumbleweed by Brenan 2020-05-03T07:51:40Z

Nice. This is going to blow some people's minds :)

I think one of the things that I feel could maybe be improved (?) is the integration of the "narrative" poetry into the game. I think what you've got written there serves as a nice accompaniment to the game, and the poetry is pleasant to read without being too dense. However, I found that it was difficult to pay attention to the words while also looking about the 3D world and watching out for interesting sights and obstacles. In other words, it felt like these two elements were fighting each other for attention -- if I truly gave focus to the poetry, I was sure to miss all of the work you put into the environments, and vice-versa. The only way to enjoy both would be to stop moving altogether whenever a new line appears on the screen, which obviously throws off the whole rhythm and flow of the game.

This may be a controversial opinion, but I'm wondering if it would work better if you did a voiceover of the narrative (in addition to, or maybe instead of, providing the text on-screen). I feel like having a voiceover would allow you to evoke the same sort of imagery and mental feel that the current narrative does, but without forcing the player to be distracted from the visual sights of the rest of the game. It also feels like it might fit will with the nonobtrusive music style.

Just my two cents!

up in the sky by stuffed wombat 2020-05-03T04:11:23Z

Simple yet interesting. The movement is "janky" as you said, but it really works! Great example of an LD game done well :)

Save The President by elq 2020-05-12T20:02:41Z

If you're looking for a tiny but readable low-res font, I used this nice 3x5 font for one of my previous entries: https://fontstruct.com/fontstructions/show/1602566/unnamed-3x5. Though the one you used isn't bad either!

Missing Pieces by Abu Sabiq Mahdi 2020-05-03T05:48:33Z

Bug report! Hastily triggering the first cutscene before the animation results in some....quite wonky behavior (spasming briefly then walking into the sky...)

There is a little TOO much style over substance here for my personal taste but I do appreciate the detail paid to aesthetic here -- hopefully people actually maximize the game because the default itch.io resolution makes the game look quite blurry!

The puzzles were cute but a bit...how do I say, unsubstantive? Again, it feels like you guys spent a lot of attention on the aesthetics, but there isn't that much "meat" to any of the puzzles. Level 2 for example was not frustrating at all, but was rather mundane as it was simply a matter of trial and error. If the directions in the path somehow mapped to a clue in the music somehow, there would be a moment of "aha!" and I feel like the player would be more satisfied with having figured something out, perhaps...

Great job anyways though!

Until it blooms by Eryph 2020-05-03T08:32:28Z

Thanks for the heads up about the resolutions! :) I'm on a 5:4 display here and yes, Unity's resolution chooser is still not great...

This is short but sweet. A perfect example of a game being more than the sum of its parts. If you strip away all of the aesthetics and polish here you get a very boring game, but the music and visuals come together to make it a much more enjoyable experience. The ending was not exactly groundbreaking but I felt that it was appropriate.

Really the highlight here is in all of the little details. Things like the music filtering out when you're outside the ship, the various animations, even the smooth camera panning contributes to the look and feel of the game. As I mentioned, the game loop itself isn't super thrilling but you sell the game with everything else. Great job!

Julia Dream by brullov 2020-05-03T04:26:28Z

Interesting start to a game! I can see similarities to both Yume Nikki as well as our own "Goodnight Meowmie" game.

There's a lot of great graphical design here, the lighting and animation on the torches for example. Unfortunately it seems like the rest of the gameplay was pretty stubbed out, as the enemies are no real threat and it seems like after the first "level" the game doesn't progress any further? Still, this is pretty cool for what it is :)

Grove Guardian by VivianMochi 2020-05-03T05:16:23Z

Won after 15 days! I felt like some Zerg player with all of the map control in the world and expanding, expanding, expanding, expanding, expanding...Trees for days......

The overall strategy felt a bit one-note (first get some nutrients going, then sunlight sunlight sunlight sunlight sunlight) and I hardly even noticed the attacks, so maybe there's a bit of tweaking to be done. It felt like the spirits were very hard to notice given that the map was so large and everything was off-screen. If there were some way to consolidate the action into a smaller view area somehow, it feels like might streamline things a bit.

Still had fun regardless!

Tribis by LeitoSimon 2020-04-26T05:13:47Z

I don't really know how to rate this, but the mockups and what you have are pretty cool!

Apple Factory of the Insatiable by nanolotl 2020-05-03T09:58:39Z

Woo a deck builder in LD!

My only complaint would be that the Juicer card seems to be a bit buggy. I believe it's supposed to be -3 apples and +6 energy, but routinely it would give me 20 or 40 energy in the lategame for some reason.

Besides that the progression here was very satisfying, as it should be. Great job keeping me entertained!

Mr. Cheesy by SAVVU 2020-05-03T22:51:55Z

Almost hit 4000 points! Gets really fast at the end...

Nice music track, is this VRC6 or something? The pitch bends are really great.

Firekeeper by thomas-olsson 2020-05-09T08:51:39Z

Yes. Yes yes yes.

Bones 'n Roll by gerudoking 2020-05-10T03:34:32Z

Aww yeah. Those jumps are really fun! I can see this working really great as sort of level-based score-attack game.

The audio balance is a bit off, which is unfortunate. The music track seems really great, but it's quite faint in comparison to some of the sound effects, which I think loses out on some potential. Seems like something that could easily be tuned, though :)

Love Verne by Greebs 2020-05-03T22:42:55Z

Kind of buggy and rough around the edges, though you seem to have addressed some of this already in the post-jam version. It's a cute little game! Feels like something I'd play on a DS or something. :)

GhostVac by christina-antoinette-neofotistou 2020-05-09T10:10:32Z

My game never made it to the boss round successfully unfortunately. That's a shame, would have loved to see more of this!

F E E D by Delightfullymad 2020-04-30T08:19:34Z

Lol, this was pretty amusing, actually.

Please try to achieve proper pixel mapping next time so your graphics aren't weirdly aliased and blurry!

Anatomic Mayhem by henrycgs 2020-05-09T08:29:40Z

Hey there!

**It looks like you've used third-party assets in your game -- specifically, the main backing music track. This is totally fine, however as per the [official rules](https://ldjam.com/events/ludum-dare/rules) you need to OPT OUT of the corresponding (audio) category:**

> You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you **OPT-OUT** of the respected voting categories (Graphics, Audio). You can opt-out of a voting category when you submit your game.

There's actually also a submission checklist that you had to agree to upon submitting a game, which includes opting out of the appropriate categories. We all make mistakes though, so I'm more than happy to give you the benefit of the doubt here ;)

You can and should still opt out of the category now by editing your entry. I've voted you as 1 star in audio in the meantime -- please remove the rating so we're all following the rules! :)

That aside...

I played the compo version! Someone was bound to execute this idea well in this jam. The number of organs to deal with ramped up quite quickly, I feel like there are bound to be players that feel very rushed in trying to learn each of the organs -- learning the first few is trivial, but then it's very difficult to devote enough of your brain to learn each new one while juggling the previous ones. But perhaps you've already addressed that in the post-jam version (?) I can see this mayyyybe (?) working well with a sort of "keep talking and nobody explodes" system where you mix and match different organs to create different difficulty sets.

Anyways, great job :)

HEAL ME PLZ by Pietro Ferrantelli 2020-05-12T19:42:55Z

Too real

INFLAME;Z by wareya 2020-04-26T06:35:52Z

Capture2.PNG

Super enjoyable for me. I imagine only a small portion of your LD audience is actually going to be able to deeply understand the physics of your game to the point where they can complete every level.

Some tips for the rest of you:

- I think you can only walljump after the apex of your jump - After a walljump there is a cooldown before you can walljump on the same wall / same direction - Walljumping and then holding into the wall doesn't really result in any gained height, however if you walljump, then switch to holding AWAY from the wall, then switch back to holding into the wall again, you can gain height (only once).

Buffering walljumps seemed a little unnecessary, I think a short timing window is appropriate but buffering the jump seems a little weird. I think the main thing about the walljump that could be made easier is having the walljump check persist for a few frames so that you can walljump while pressing away from a wall. Makes execution a little easier I think without taking away from anything (?)

The level design in general was fairly enjoyable, I enjoyed figuring out the walljump mechanics and how to best use them. The torch idea is great, it forces you to optimize your execution for each section which I quite liked.

I think for most audiences, it would be better to have "death" restart you at the last torch rather than at the beginning of the level. I guess that would take away somewhat from the whole mechanic of "re-lighting" your torch, but I think gamers are generally used to checkpoints being a little more forgiving than this.

Probably the number one thing that tripped me up was the behavior of the spikes, the "knockback" felt very unpredictable. I almost want to say that instant-death spikes would have felt "better" even though technically they're not as punishing. I think mixing precision jumping with unpredictable physics-based knockback just felt very weird. Perhaps a megaman-like fixed-distance knockback would work well? Not sure...

Anyways, thanks for giving me a good challenge :)

This Website Will Self-destruct (dot) com by FemmeAndroid 2020-05-09T08:56:24Z

Thank you for making this. I had some similar ideas near the start of the jam, creating a space for people's messages to be "kept alive" in the face of transience. While this website points in the opposite direction -- messages that are transient rather than everlasting -- I appreciate that it explores the same space, makes people think of the same things, and am very happy that someone actually took the time to navigate the issues around this to create something.

Love Always,

MACHINA by Harry Alissavakis 2020-05-10T01:38:52Z

Nice. There's an interesting amount of depth here, though the balance is thrown a bit out of whack by luck, as you've already admitted. After a run or two figuring out the mechanics I made it all the way to level 3 where I had a good thing going until a wave of enemies literally surrounded me as I spawned -- I had no option other than to explode the boomers, taking myself down to 20% health, after which I died shortly. Boooo. I even had the +1 action point upgrade at that point, which seemed pretty important.

With some balance tweaks and quality of life improvements this could easily be a lot of fun to run repeatedly! I loved the tongue-in-cheek narration in the tutorial btw ;)

Extinction Intervention by rosypenguin 2020-05-03T05:36:08Z

Almost a perfect clear, woo!!! ...but got distracted by accidentally turning off the sound =( Unfortunately, it didn't seem like I could re-enable audio once turned off, oops. You can, actually, but most of the button is actually covered by the itch.io overlay, so only clicking on the bottom edge of the button works, d'oh!

Rest in peace single dino...

Also, is this a 1:1 aspect ratio? So rare to see...

I appreciated the differences in the various calamities, not just graphical but the way they behaved as well. It was nice that it's possible to click on multiple targets at the same time as well; all of it added some small elements of strategy on top of the mostly "physical" based game.

Captain Turnip - A Quest for the Golden Rum Bucket by T8kk 2020-04-26T05:37:16Z

I can't believe I made it to the end, lol. That was....something.

Constance by Oakwarrior 2020-04-29T23:54:27Z

Ah yes, keeping the past alive. A theme that will always resonate with me.

I'm a bit envious of the citizens' uncanny ability to fall asleep while standing up, even immediately after giving chase to a criminal ;)

hype dream by Dane Tesla 2020-04-26T05:56:11Z

I got 5 stars! I've never seen a game with such relaxing art style be so stressful... owo

Pitcher and the Whale by sjandybae 2020-05-06T06:43:08Z

Ahh whale is too cute! >w<;

One complaint, I'm a dinosaur running on an old 1280x1024 monitor here and whatever GMS is doing for resolutions doesn't play too nicely -- it tries to make the window size match the aspect ratio of my monitor, which ends up clipping off the left and right sides of the game. Changing my desktop resloution to 1280x720 sort of works, though at that point the game barely fits in the screen. Resizing the game window manually works of course, but results in pixel artifacts...

Chicken Luck by tiptoe 2020-05-10T22:29:07Z

"COOL!" *pfft*

Lantern Lagoon by Quade Zaban 2020-05-09T10:06:55Z

Nice. I made it all the way to the big rotating tower, and climbed it up and down multiple times trying to figure out what I had missed,, until my motion sickness got the best of me and I had to stop.

Some of the puzzles were a bit awkward to execute -- and the jumping sections ended up being very tedious, but the general idea here is great!

Scrambl'd by StarErik 2020-05-04T22:36:25Z

I spent way too much time on this one, haha. Made it all the way to the second half of the last level before giving up. It was frustrating, but in a way reminded me of why we all play these games in the first place; just listening to some good ol GB chiptunes while trying a level over and over again...good times.

I think some of the levels could use little tweaks here and there of course, but if I had to critique the design as a whole, I think that the frequency of having to make blind jumps and/or guess at the next obstacle's position isn't super great. (granted, it's authentic to how games used to be designed, but we've come a long way since then!)

I think if you intend this to be part of the process of playing the game ("you don't know what's coming, you need to trial and error to figure it out!"), then I'd personally recommend slightly shorter levels; the later levels in particular can feel extremely punishing when you finally get through a difficult section only to fail the next one because you literally have no idea where the safe landing spot is.

If you don't want this to be part of the process of playing the game, I'd try to find a way to scale down the game as a whole so that more of the level fits onto the screen. An alternative would be to build in some visual indicators and/or clever level design to inform the player of where the upcoming designs are ahead of time (e.g. have the player roll underneath a tricky section going right, then have them navigate through it going to the left), but I'm not sure how feasible that is.

Of course I understand a lot of these are not really design changes that are feasible to make at this point, just throwing out some food for thought for next time maybe!

Props all around! The soundtrack really helped keep me playing, haha. Was this done in LSDJ or ...?

Scrambl'd by StarErik 2020-05-05T02:16:04Z

Makes sense!

Interstellar Connection by celia14 2020-05-09T08:44:24Z

Came here by surasshu's recommendation thread on twitter! I played the jam version. It's rare that I so readily am willing to give something 5 stars, but I really love experiences like this. The perfect combination of everything, just....fantastic. Best of luck on the rest of your ratings :)

KTPA by acronaut 2020-05-03T08:59:11Z

Interesting idea. I question the need to manually press in the correct direction when turning around corners; feels like it should just happen automatically, which would avoid a lot of frustration with turning the wrong way and/or doing a u-turn and then running into a wall, both of which I experienced. The lighting effects were very cool, however they made it very difficult to see which direction you needed to turn in, which added to the confusion.

Really cool vibe though :) You should post some better screenshots of the game in action!

Lucid Drifter by taxiderby 2020-05-09T08:17:12Z

I mean, the boost mechanic isn't super groundbreaking, but it's implemented well and =feels= very satisfying; I'd love to play some sort of racing game featuring this, maybe with a slightly more zoomed-out view. The preferred control method probably varies a lot depending on input device; left/right to turn makes a lot of sense for keyboard but perhaps on a gamepad analog stick the other one would be a lot better.

Great job!

LD50 — Delay the inevitable

Kiwis Can't Fly by DDRKirbyISQ 2022-04-15T22:34:41Z

@longsilvr: Hello and thank you for your kind words!

Regarding music synchronization, that actually wasn't too complex -- though maybe I'm biased due to my past experience in this area, including [my current full-time project, Rhythm Quest](https://rhythmquestgame.com/). It essentially involves keeping track of the song's start time and tempo, then whenever a collision occurs, we simply calculate the time at which the next half-beat would occur, and delay playing the audio response sfx (authored at the same tempo) until that time. Unfortunately this isn't sample-accurate, as Godot doesn't currently expose a means of scheduling audio on a specific audio sample, but it's close enough at 60FPS.

Slightly more interesting is the problem of making sure that the gameplay elements progress from section to section at the same time that the music does (e.g. introducing rain and the umbrellas at the appropriate time in the music). The progression of the obstacles can't be laid out statically in advance because depending on the actions of the player they could progress through them faster or more slowly (e.g. avoiding elements vs bouncing on them), so instead I simply have a handful of different preset "screen layouts" for obstacles in each song section. Once I detect that the music has progressed to an appropriate section, I flip a switch and we start using the next set of presets.

Hopefully that makes sense...I'm glad you enjoyed the playthrough!

Kiwis Can't Fly by DDRKirbyISQ 2022-04-17T16:40:51Z

@madbarron: Thank you! (I had forgotten about that field, somehow)

Kiwis Can't Fly by DDRKirbyISQ 2022-04-17T16:52:32Z

@skruffye: There's no muting and unmuting, audio snippets are simply triggered in sync with the music at the appropriate time.

Kiwis Can't Fly by DDRKirbyISQ 2022-04-17T20:38:05Z

@skruffye :)

Wigglesmith by Kukiol 2022-04-14T03:40:25Z

Hello and greetings from the land of reasonably-sized monitors and laptop screens! Please note that a good **[24% of users](https://gs.statcounter.com/screen-resolution-stats/desktop/worldwide) worldwide** have a vertical resolution of 768 or less, making your game window too large to fit on screen at once.

That aside, this was pretty hilarious. I was honestly surprised at how much better I got at the game on the second go-around once I sort of got the hand of where the components needed to be released in order to actually make it onto the anvil.

QUADRATORUM by Blue Pin Studio 2022-04-10T15:16:03Z

Kind of interesting. The concept of reacting to the music amplitude is cool in concept, but with such a repetitive music loop I found myself wondering whether that implementation was really necessary as opposed to simply synchronizing to the beat. Regardless, the music loop makes this game much more bearable, I can't imagine playing without it going on.

Without any indicator of remaining health, I had a hard time figuring out whether I was ever in any danger or whether there was actually a difference between shooting vs ramming the enemies (I assume there is). Interesting, the game psychologically felt a bit boring when the arena was too large (free to just move in big circles), and it felt restricting when the arena was too small (nothing really happens, and there's only a few spots for enemies to warp in). There was a sweet spot in the middle when the gameplay felt just right.

One last note, your default html5 canvas size is huge! Please note that a significant portion of the population is running at 1366x768 or 1280x720 desktop resolutions ([reference](https://gs.statcounter.com/screen-resolution-stats/desktop/worldwide)) and your canvas size of 1440x810 will not fit on their screens. (I'm running at 1280x1024, for reference)

Untitled Arrow Game by Daniel Mak 2022-04-12T23:49:29Z

Nice. I feel like this sort of thing could actually work really well as a level-based challenge with different music riffs and increasing difficulty, rather than an endless thing. But ah, as an LD game, it functions well.

Dilate the time! by milq 2022-04-13T18:51:05Z

Not bad, haha. There's not a ton here but for an LD game it's not bad and at least has an interesting spin on the tried-and-true LD platformer. I'm never a fan of higher inertia in my platformers (Mega Man > Super Meat Boy) but that's just personal preference.

Do the coins result in a different ending screen or is it just for show? Feels like maybe there's an opportunity there with them being pieces to some key for saving your loved one or whatever, which would incentivize another go at trying a 100% run. (??)

Dilate the time! by milq 2022-04-13T19:59:45Z

Oh, yeah, I understood the dilation mechanic, I just wasn't sure if the collectibles actually did anything (yet?), yeah. That makes sense.

Yeah there are many ways to do platformer movement; typically in my games there simply isn't any inertia so movement stops immediately upon releasing the direction. I feel like this was maybe an issue in some of the later levels here where small movements were encouraged by the level design but were difficult to execute effectively because the velocity carries over between frames.

Then again, if that's intended as part of the level design, maybe that's okay too. (i.e. "use walls and other parts of the level to adjust your position instead of relying on short taps")

The Pit by ZwodahS 2022-04-10T18:02:07Z

Haha, pretty fun! However, it doesn't seem like my failure is inevitable...I got to depth 60 before I stopped out of boredom after slaying dragon after dragon after dragon...

60.PNG

There was a bit in the middle where I was running low on resources and cards, but I got out of it just fine and managed to sustain pretty much indefinitely. The wound cards felt bad but were much more manageable than I first thought given the other mechanics, and also given that they are destroyed after only 1 use. I guess you can get screwed by RNG if you fail to pick up cards of a given type (e.g. no heals), but that didn't seem to happen to me, fortunately.

Under Performer by Allax 2022-04-13T16:29:54Z

Lol, this may be the most innovative "boss battle" I've seen.

Delayarrhea by BearDing8 2022-04-11T00:14:37Z

This "music" though...

Enlit by HGJake 2022-04-11T00:10:44Z

A short experience, but well done. I guess it's easier for something not as complex to feel more polished, but at the same time...it's more polished of an experience than most.

Despite the short length, it felt like the end was a bit abrupt. I guess I'm trying to say I liked it enough that I wish there was a little more?

That Toilet... Feels so good. by Julyyyy 2022-04-10T19:57:11Z

What in the world did I just play, hahaha. xD

This kind of aesthetic is in nowadays, is it? Somehow I don't think I've used this chord progression much, I'll have to remember to give it a whirl next time...

The sfx are great here!

STUDY LADY (cookie mix) by PeachTreeOath 2022-04-10T17:59:50Z

Sure took a while, but I finished! I will admit that I simply had it playing in the background while rating other (audio-less) games, which was a nice way to multitask. There's always something fun about these sorts of games...

I wish that the 3rd world was a bit more interesting; once I got there it felt like the majority of my time was spent waiting around. I understand that this sort of progression is common in idle games, but...still. It was kind of cool to go through the entire progression, but at the same time having to wait for all 3 worlds to go around made things feel a little tedious. I would have loved to simply have a fresh restart and be introduced to a new progression system with each world rather than having two worlds which stayed on despite being mostly irrelevant in the greater scheme.

Is future funk-type music picking up these days? I've also been experimenting with some of those stylings and ideas in my own productions recently; perhaps it's just a coincidence.

3rd Emu australian war simulator by sebbernery 2022-04-14T01:40:20Z

Never has spawn-camping been so effective of a strategy!

phon-ey wars by usernam_e 2022-04-15T03:49:47Z

Hello and greetings from the land of reasonably-sized monitors and laptop screens! Please note that a good **[30% of users](https://gs.statcounter.com/screen-resolution-stats/desktop/worldwide) worldwide** have a resolution of 1440x900 or less, making your game window too large to fit on screen at once.

Boxed In by FatiguedFox 2022-04-14T04:28:03Z

uh.gif

Am I doing it right??

Bullets For Hell by davision 2022-04-10T19:13:06Z

Nice. The enemy design makes me wish that I had this playing instead of the included music ;)

https://www.youtube.com/watch?v=pci4AO238w4

SUPER 2 Late by ilikescifi 2022-04-13T20:04:01Z

Hi there!

If you'll read the [official rules document](https://ldjam.com/events/ludum-dare/rules), I'd like to point out the following paragraph about 3rd party assets:

> You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but **we ask that you OPT-OUT of the respected voting categories (Graphics, Audio).** You can opt-out of a voting category when you submit your game.

This is pretty clear -- please opt-out of both of those categories out of fairness and respect to the other entries!

Snooze by LancesCaterpie 2022-04-12T23:45:56Z

This game was difficult but worth it! Clever take on the music, too.

Super Crusher Fighters by Vectrex28 2022-04-10T02:07:41Z

Pretty surprised I was able to finish the game, some of these levels are very unforgiving! I imagine this game will seem incredibly unapproachable for some, but past that, I did find the puzzles to be enjoyable in general. :)

Bonanananza by shieldgenerator7 2022-04-10T15:25:31Z

c-c-c-c-c-comboooooo

Shotgun King: the Final Checkmate by benjamin 2022-04-12T04:27:01Z

Too good.

Carpentangle by Jimbly 2022-04-13T03:08:55Z

Nice. I'm also of the mind that powerups or some other sort of mechanic (probably not freely allowing rotation, for the reasons you've already outlined) might serve well to spice things up a bit and give the player a sense of "lucky excitement" -- we all know how that works out in match 3 games, where you feel like you're almost about to run out of matches but then a lucky chain reaction or powerup comes in to save the day.

As is the gameplay is more "pure" which I think rewards strategy nicely (not that I'm great at it), but I think that sort of "sporadic reward" can add an extra element which keeps someone coming back.

But I do think that the building up of inevitable large pieces that screw you over is also pretty fitting to the theme as well, so maybe with that in mind, what you have is plenty appropriate.

Peace Council by guoboism 2022-04-14T03:26:02Z

Innnnteresting. One unfortunate thing is that the random events aren't really apparent unless you check the entire map every turn.

WHEN NANA SAYS IT'S TIME FOR SCHOOL by alyd asmar 2022-04-10T01:37:11Z

Ohhh, interesting. The "gameplay" is both cool and clunky at the same time, but it's fun regardless! This really makes me wonder what other things could be accomplished with this kind of thing, both by itself and when combined with actual game programs. I know OneShot, DDLC, and other games have explored a little in this vein but I'm not sure I have seen it pushed really far, most of it is more on a surface level. What you have here reveals some stronger possibilities, I feel like.

Graveyard Path by JOrbits 2022-04-10T02:56:00Z

Not too shabby! A good little LD entry with simple yet effective level design and "puzzles". I was impressed that aging while in a short corridor as a baby caused a death -- I guess in hindsight that isn't an uncommon case to check for, but in my mind many gamejam games would simply have the player clip into the ceiling and get stuck at that point...

My two wishlist items if I had to suggest something:

- The difference between the second stage and third stage jumping abilities is immediately obvious -- I think this is partially because the walljumping lacks some sort of separate "wall cling" animation/state. - In terms of platforming design, IMHO it's usually poor practice to feature a scrolling camera where you can't see most of the room that you're in. This leads to "leap of faith" situations where the player isn't sure whether there is ground or spikes below. In the future, you might want to consider either a more zoomed out view / smaller level grid, or using a more fixed "per-room" camera, though of course this depends heavily on the project.

Congrats on your game!

Blocko and the Lasers by Greytyphoon 2022-04-10T17:17:12Z

Pretty simple, but not bad. Feels like it might be really fun with some sort of roguelite-ish upgrade system between runs (?), but anyways, yeah!

Drowsy Drop by barce 2022-04-11T18:30:53Z

Interesting, if confusing?

Mad Wizard's Attack by Fedora 2022-04-18T04:07:40Z

Interesting concept! Seems a bit limited as you can only build a fixed number of each resource generator, so there doesn't seem to be a lot of room for strategy there. You had some interesting ideas going on with the "bonus from adjacent buildings", I just wish it was more fully realized; as is I feel like most of the time is spent waiting on passive resource generation (with no way to increase it).

Nevertheless, congrats on your game!

Ride the Sauze by Meta-link 2022-04-10T17:12:47Z

"Based on a true story" I hope to god whatever poor soul this is based on didn't get hurt too badly, haha...then again, I guess the rider in the game never actually wipes out, so maybe it's not so bad after all.

The Pit by Itskdog 2022-04-10T19:32:46Z

Pretty interesting! Kind of a shame that the moving side to side becomes irrelevant because the power level of the cards is so high (collect all coins on the screen) in comparison. But I guess we all know deck-building games are about achieving broken synergies anyways. That draw 2 / draw 3 bug where you can continually draw cards is game-breaking, but sort of in a good way...that moment when you realize you can continually extend the level, stop your fall, and keep generating more coins, cycling through your entire deck again and again, that I think is when you reach true victory.

The Endless Night by Arivenzys 2022-04-10T15:45:35Z

Pretty cool! Love the polish on the menu, the button hover sfx in particular really make things feel professional.

As already mentioned, some additional visual quality-of-life features would be nice (manor being a different color, guard detection radius being more visible), but it's otherwise really fun!

The Gallows by Burn Tree 2022-04-10T22:31:50Z

It's rough around the edges, but interesting. I feel like there's something here, having all of the text sprawled lends to an interesting emotional effect, like I'm reading someone's notebook with everything laid bare. At the same time it's a bit overwhelming and stifles any sense of intrigue. So I'm not sure what is best.

Congrats on your game!

Shepherd's Island by blinry 2022-04-10T23:29:21Z

Short, sweet, and just challenging enough IMO. The music wasn't annoying despite being repetitive, and the sfx kept things from being monotonous while thinking about the levels. "Delay the Inevitable" was probably my favorite, it's one that seems very open-ended until you try it and realize that you really need to do it a certain way.

Great job!

Tatertot Towers by Cosmic Adventure Squad 2022-04-13T18:03:56Z

Is it really that difficult...? I thought that the story mode waves were quite easy... =/ Well, that's LD for you, I guess.

This was fun! I think my main complaint is that I felt like it was optimal to continually gather more resources, which meant I wasn't actually spending much time watching my towers do work, which I feel like is a shame!

Tax Delay by Kevin Vance 2022-04-10T22:21:00Z

Short game, definitely doesn't overstay its welcome, haha.

I definitely noticed that each time you restart, the player character cycles through a multitude of characters with some racial / gender diversity, whereas the IRS agents...are all white males...=O

LD39 — Running out of Power

Breathless Parks - Running, out of Power by gonutz 2017-08-14T01:16:43Z

SQUEAKY SQUEAKY

i have the powwaahhhhh

Everyone who is saying that the game was too difficult to win needs to just git good! Darn kids...

Brittle Power by rubyleehs 2017-08-13T22:33:51Z

Great concept and the resource management / balancing aspect is pretty cool! There are definitely a bunch of quality-of-life improvements that would make this a lot better though, as mentioned in the above comments. I made it to round 8!

LDJAM39: Power Brawler League by Andreu 2017-08-19T22:36:41Z

Really fun! This had a surprising amount of depth to it.

Running Voltgun by sinclairstrange 2017-08-17T06:08:26Z

Wow, your influences shine through in pretty much every aspect of your game. I love it! Digging those fm sounds and great 16 bit graphics, too!

Minor quips: - default control layout was a bit awkward. This does feel like the type of game that would do much better on a game pad, but I bet there is some alternative layout for keyboard that would be slightly more intuitive. Maybe having up for jump? I feel like my left hand had way too much to do. - you can shoot at the level 1 boss before he really shows up - speaking of bosses, they were mostly a pushover compared to the main levels. - the hi/low power mechanic was interesting but in practice I feel like sticking with hi power and just trying to go fast (gotta go fast) was better, especially since managing four buttons with the left hand was difficult

All that aside, I love the aesthetic here and had great fun! Nice work :)

A Thirst For Power by bobsleigh 2017-08-15T06:42:01Z

Hi there!

**Since you've used 3rd-party audio assets (pretty bangin ones, at that), please OPT-OUT of the audio category.**

From the rules page (https://ldjam.com/events/ludum-dare/rules):

"You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you OPT-OUT of the respected voting categories (Graphics, Audio)."

That aside, not too bad! The walking zones between the bosses were probably fairly simple to implement but really added to the mood and story.

Long Distance Runner by easy82 2017-08-13T21:31:46Z

Hahaha, what a funny (and somewhat sad) tale...xD

Your backstory is great -- I feel like it should be shown in the game itself!

Those slow cars though...is the speed limit like 15 mph or something?? ....or do you just run really fast?

Rats will kiss the gunner's daughter by Mr.Houdini 2017-08-16T05:31:49Z

Very neat! I didn't write anything down when I played, and I was sweating when I came to the last few days...but my hunches were right!

This actually has a lot of depth to it, though I feel like during the 4th (?) day pretty much nobody was ever useful...

I'm confused as to whether to rate you for Audio or not. Did you use 3rd party audio assets? I recognize the piano arrangement.

Quad and Cycl by ijzm 2017-08-15T06:17:31Z

Hehe, cute! Strange though, for some reason when I first finished level 1 it simply restarted the level rather than advancing the game.

Obviously buggy and unfinished, but a good idea!

Power Plant Simulator. by BroRawr 2017-08-05T17:02:59Z

Hi there! Your windows RAR file download doesn't seem to properly open for me. I'm attempting to extract it using 7-zip (x64). The filesize of the archive is 12.8 MB (13,444,447 bytes) and its MD5 checksum is 7D9187082C776A5995CABC26E2C4C0DD. Please verify?

Power Plant Simulator. by BroRawr 2017-08-13T20:59:48Z

Hehe, fun. I also played in windowed mode and apparently missed the "coffee meter" -- oops! Make sure you are building your UI to account for different resolutions! (anchor to a corner of the screen)

Other than that, I'm questioning why jumping was in the game (maybe some planned feature that didn't make it in?). My only other feedback would be with the menu -- IMHO in general if you are going to make your game controls use the keyboard exclusively it's better in terms of UX if you have your menu use the keyboard as well. But I understand that just slapping on a Unity mouse button is easy too; maybe you were crunched for time. =P

Proper pixel fonts would help your title screen look a lot more polished too!

GLOW by abductedPlatypus 2017-08-19T21:27:35Z

(I played the webgl post-compo version)

Really awesome! The aesthetic is really nice here, and I appreciate the consistent visual language you used throughout. The pacing was relatively slow but I think that's actually not inappropriate given the nature of the game. I do think that the energy-sucking worm enemy section was a bit more trivial (non-interactive?) compared to the other two caves, so that would be my main complaint.

Also, congrats and thank you on giving 100 ratings :D

Star Hopper: Crank by deathray 2017-08-10T06:10:59Z

Oo yay a progression game! Could definitely use some work, but it's pretty promising!

(I played the compo version)

Last Shine by Fran Segura 2017-08-13T21:51:01Z

Sooooo goooodddddd!!! Great job, guys! Though the last boss was a pushover by repeatedly using the charge attack. Interesting gameplay nonetheless, and of course everything else here is great!

Nuclear Arms 4: Fallout of The Mountain King by Logicon211 2017-08-19T21:57:31Z

MELTDOWN!!!

Spacy adventure by egordorichev 2017-08-06T19:52:28Z

Nice! The more I see pico-8 games like this the more I want to pick it up.

Overall this is pretty good! I have two main suggestions:

1) Avoiding enemy bullets felt a bit like an exercise in futility. I don't think I had a problem with visual busyness as the posters above did, but rather I think simply because the bullets travel very quickly and because the ship takes a bit to accelerate, it's essentially impossible to react to an enemy shot by dodging (I also couldn't discern any pattern or warning as to when an enemy was about to shoot). I think this would be a much more interesting game if enemies shot slower-moving bullets as you'd then need to weave your way around them while still shooting back and collecting powerups. You know, like in most shmups =) As it is the only way to avoid enemy bullets is to not be in their line of fire...but you *have to* be in their line of fire to shoot back.

2) The shop menu needs to be a bit more discoverable I think. I know you tell players how to open it in the beginning but since they're never prompted it's easy for them to just forget that it exists altogether, especially since there's never any break in the action and they can be way too focused on other things.

ZETPACK-99 by verysoftwares 2017-08-06T22:13:22Z

Awesome, great job! My only complaint is that you can fall off the world and into an infinite freefall, and that's even before you learn that you can reset with R =P

The Music Box by DDRKirbyISQ 2017-08-01T17:58:39Z

@maxkostovich Something very central to the game is "Running out of Power" ;)

The Music Box by DDRKirbyISQ 2022-03-08T08:04:21Z

No thanks, spam bot.

Limited Light (Tech Demo) by SiegfriedCroes 2017-08-13T20:51:35Z

Nice start! I appreciate the fact that you were able to handle pixel graphics properly in Unity, even despite differing resolutions (*high five*). The intro sequence was pretty slick too!

The Light City of Karola by davidcollado 2017-08-05T17:31:58Z

Wow, props for jamming in C++/SDL!

Re: Vizitas's issue -- you might want to make sure you are fixing your timestep, or at the very least being consistent about how you are tracking time with regards to life timer vs movement speed...?

I played and rated the jam version. (If you already addressed my feedback in the post-jam version, props to you!)

The first thing I noticed was the color palette! Very beautiful, very cohesive, and the non-black background (yes!) brings out the feel of the game a lot. The zooming effect at the power stations was honestly a bit distracting visually, but made perfect sense in terms of gameplay, so I don't really know what to think about it.

Anyhow, the level design was...not bad for being cranked out last-minute! I actually quite appreciated the long jump in the second (?) stage since that taught me the walljump maneuver. Though I guess if you wanted to you could be a bit more heavy-handed with that by just having a narrow vertical corridor that would make it obvious. I'd echo the previous comments that your levels in general could be a bit more trimmed down and clean -- as in try to remove any "extraneous" components.

Regarding the difficulty of grokking the power timer / coins / etc. I think you did a decent effort and I appreciate the attempt to show it visually rather than just slap on a UI meter of some sort. I think really all that it's missing is more clear feedback. Right now when you collect a little bit/coin the radius of your field increases slightly, but it's not obvious from a visual standpoint that those two are directly connected. So some sort of effect to tie the two together could work. Similarly, you die after a certain time has elapsed and your radius has decreased, but there's no visual/audio representation that tells you "you are about to lose because you are running out of power". A change in color, blinking + beeping, just about anything would help make that connection in the player's mind obvious a bit more quickly I think.

One last thing, this is just my personal stance, but I would encourage you to opt out of the audio category since you elected to use 3rd-party assets for your music. From the rules page: "You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you OPT-OUT of the respected voting categories (Graphics, Audio)." I understand that the rule is fuzzy though, so YMMV.

ULTIMATE PROSELYTISM & MIRACLES SIMULATOR 2017: THE MOVIE THE GAME by Reuh 2017-08-18T19:28:38Z

Lol, this was a surprising amount of content for something that looks to be such a slapstick one-off.

The intro was great! Everyone has a different sense of humor I feel like, but if anything the very beginning of the game was marvelous for me.

As mentioned earlier parts of the game were a bit tedious but I actually enjoyed the back and forth between different game modes. My primary complaint was the long corridor leading up to the final confrontation -- there's no progress indication or anything and it goes on for what seemed like a painfully long time (which i'm sure isn't THAT bad to be honest), anyways I was really unsure at that point.

Definitely a good laugh though, thanks!

Quoala by Goloso Games 2017-08-18T14:25:19Z

Hehe, quite fun. Thanks for adding the ability to skip text!

I know it can be a pain to get right the first time, but try to work on the framing of your webgl player -- it will make your games feel cleaner. Your frame size is 960x600 so make sure your game is exported snugly at that resolution. Using the minimal webgl template can help, unless you explicitly want the bar at the bottom.

Hamster Habits by Rongo Matane 2017-08-05T17:43:47Z

Lol, what a game. The graphics are actually very decently drawn despite the...indecency of the game. :awe:

I also ran into the bug mentioned by Laaph -- my guess is that pressing space immediately when or before morning hits performs an incorrect check and triggers the nighttime happytime action anyways. Funnily enough when I ran into the bug I was...erm...stuck. The minigame never ended and thus I was forced to go out in the only way that I could: using every once of my remaining power to shoot sperm into a sleeping hamster.

... never thought I'd find myself saying THAT sentence.

Fuse Cell by christina-antoinette-neofotistou 2017-08-07T03:16:37Z

Pretty good! Just a few things:

- In your instructions you explain that you need to charge using X but don't explain that you need to use enemies in order to do it =P - Would be nice to have a clearer visual indication of where the hitbox is on the ship. As is I was only guessing -- I'd have appreciated some sort of high contrast shape that makes it obvious.

Yet Another Exhausted Day by Gao Ming 2017-08-05T17:57:53Z

This...was actually brilliant, lol. But I have to wonder, how does that guy usually open the front door (where the handle is higher than his standing height)...?

The knocking sound and small screen shake were actually perfect.

House of the Rising Sun by shide 2017-08-06T19:41:44Z

Hi there! I'd like to rate your game but the description says you've updated it and added some new features and changes. Was this update done before or after the jam deadline? I'd like to make sure that I'm rating the version that was submitted at the time of the deadline.

House of the Rising Sun by shide 2017-08-13T21:19:38Z

Interesting start! Next time please build your game with accessibility in mind -- I know some people will be unable to pan the camera around due to playing on a trackpad.

There is a lot going on here and it's definitely overwhelming for any new player, and perhaps even a more experienced player it seems from the above comments. This is definitely a game that would benefit a lot from multiple levels and introducing only one or two options at a time.

BUG SQUASHER 9000 by alwaysinbeta 2017-08-19T18:51:49Z

Surprisingly fun and interesting! Good job.

OxenOut by Dragwa 2017-08-13T22:10:01Z

Very cool! Your later levels deviated a lot from your core concept though, not sure if I agree with the decision, though I do appreciate the changeup!

Great look and feel, everything is super polished here -- well, except for the end "congratulations" screen which flashes for only a split second before the game shuts down, but I'll let that slide =)

I'd echo the previous comments about the boss level. I also noticed two yellow vertical line pickups in that level but wasn't sure if they did anything or not.

Also, the score counter in between levels seems to not be hooked up to your actual score =P

Charge! by dragonxvi 2017-08-14T00:55:46Z

So awesome! I loved this!

Some minor complaints: - Downgrading weapons/armor blahblahblah yeah you didn't have time to implement it - The map screen only shows 3 different destinations but you can pick between 4? - If you don't have enough power to get to any of the destinations you're...screwed. Maybe that's ok by design though.

Really though, this was great fun, inspires me to do something in pico-8 too! Well done :)

Be Queen Bee by LucasMolina 2017-08-14T01:05:02Z

This seems super cool! ...maybe!?!?

The rules and mechanics of the game were quite confusing. Perhaps even a more detailed text explanation would suffice?

Running the Marathon by gamepopper 2017-08-05T17:09:15Z

This is like one of those games you play on your phone even though you know you shouldn't...

Nice minimalist graphics! I appreciated the parallax effect too. Also...this guy can sprint quite fast ;P

ANSWER ME! by Viliar 2017-08-06T20:05:38Z

Hehe, fun. A few things:

- I finished with plenty of battery life to spare even after choosing the most difficult option and couldn't be bothered to wait for the battery counter to slooowwwwlllyyy tick down to get the game ending. The game should either continue until the battery meter depletes (more content or randomized conversation) or end when you finish all of the dialogue trees. - Needs sounds! Also, if you don't have any audio, please opt-out of the Audio category. - Having to switch back between mouse and keyboard over and over and over was a pain. - Pressing enter on an incorrectly-typed line of text ends up selecting all of the text you've typed. Which...means if you press backspace to correct a mistake you made at the end, you end up erasing everything you typed =( You also can't undo this via Ctrl-Z. =(

Power Run by Strega 2017-08-04T14:30:29Z

Did I win yet

Screenshot 2017-08-04 07.26.20.png

Short and sweet! The Wolfram music was a nice touch. It ended up being pretty trivial to continually boost while repeatedly jumping though =X I guess that's essentially what you did in your animated gif preview, hahaha.

Zest & Goop by conk 2017-08-05T19:04:44Z

Surprisingly well balanced, though I don't know if it's possible to destroy the Sage at wave 10 -- I had all towers activated and he still got through =X

Energy Outage by rosypenguin 2017-08-04T14:36:56Z

Haha that must have been fun to cram out. Playing using both the arrows keys and WASD simultaneously makes things go much faster =X Fun~

PRAY FOR TESLA by slovnoslomo 2017-08-19T19:32:49Z

Very cool! But the shielded enemies destroying your structures and not allowing you to rebuild in those areas is way too brutal! =(

Visuals of the energy waves didn't always seem to match the amount of power that the turrets received -- it felt mostly like a process of trial and error to figure out how to efficiently power turrets. But this was fun!

ZapDune by diptoman 2017-08-07T05:45:19Z

Nice job! A few comments:

- Please *opt out* of the Audio category since you used 3rd-party music. From the rules page: "You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you OPT-OUT of the respected voting categories (Graphics, Audio)."

- Seeing sharp crisp pixel art next to blurry antialiased text makes me sad! Please find a pixel-based font and use it :)

- Grappling everywhere was cool, but...somehow didn't feel "right".? Sorry that this is so vague. Perhaps the weird thing was that jumping felt rather useless because you needed to mostly grapple to get anywhere.

- In general I felt like the map was too large to keep track of what was going on, or rather...perhaps everything needed to be more zoomed out. The art that you have is great at the current size, but I believe the gameplay suffers a bit when most of the enemy attacks end up happening off-screen. It felt like the game boiled down to a problem of just trying to run around across the map a bunch.

But anyways, great job, especially for LD!

Ardis Mobile Mission by Franklins Ghost 2017-08-18T14:39:10Z

Neat!

Tried the jam version and had quite some issues with it! Thanks for the fixes you made in the post-jam version (aspect ratio, etc).

I agree with the above comment that the little mini-world you've set up to explore is packed with interesting stuff but I'm betting most of it is lost to your players because of the nagging time limit. I honestly feel like throwing away the entire "running out of power" element might have made for a more enjoyable experience, though I guess different.

Wish that the phone would have charged faster.....hah, I guess that's realistic though. WTB usb-c charging...

Soul Gun by EX3 2017-08-05T16:54:51Z

Uhh...is there an "end"? I went all the way to the right =(

Some level collision issues in one or two places, and the obstacle design needs some work, I think. You'd like something that's challenging but in a clear and fair way -- try to isolate your obstacles a bit more especially, as you have one or two parts where bullets come unexpectedly from off-screen while you are trying to parse some other part of the level.

In practice the soul-draining mechanic, while spot-on in terms of flavor, didn't really come into play. I realize this prevents you from spamming the shoot button repeatedly to just hover while travelling forwards, but that was never an option in the narrow spike-filled corridors anyways. I only ever died from this when intentionally trying to.

You also have some minor glitching with respawns -- particularly, make sure you don't trigger any further respawns or deaths after you have died (and are waiting for the timer).

Despite all that, this is a pretty nice start!

The Sorcerer's Apprentice by donvermo 2017-08-19T18:43:06Z

The level design is based off of Shovel Knight: Specter of Torment, right?

Thanks for being honest and opting out of the Audio category!

Dance On The Wire by foodzilla 2017-08-16T05:17:28Z

Nice job!

I'm a bit confused though since you only listed one author here but the end-game credits list another person as the composer. Did you have another member on your team doing music or is this a 3rd-party song that you used?

The simple art style worked well to convey the level layout but I do think that as the complexity goes up (e.g. with the green nodes) it becomes difficult to grok it from abstract shapes and I think more "intuitive" visuals would help if you took this further.

My primary complaint is that the game could have easily been much more free-flowing and faster-paced if you used movement on every beat as opposed to movement on every other beat. The first level or two could use slower songs as to not overwhelm the player.

Anyways, cool stuff!

Running Out of Power Points by lady-beardo 2017-08-04T14:21:50Z

lololol

The Last Stand by TeamMonumental 2017-08-15T06:26:48Z

Hehe, simple but a good start. I ran into the bugs that @huvaakoodia mentioned, but also had an issue near the end of my second playthrough where my gun stopped functioning (whoops!)

Heal The Dark Lord! by Coauctor 2017-08-21T15:13:55Z

This was really great! I got a good rhythm going, using baby+egg syringes to get the lord's health up and baby+mushroom pills to get his toxicity down, but after a few rounds of "i'm closer to a total recovery", that (and other medicines) seemed to be so much less effective =( Maybe if I were a more skilled alchemist I would have been able to cure you -- sorry Dark Lord!

It was a bit odd that the general strategy was to push a bunch of things around to the middle -- even so, it felt like most of the time was spent walking rather than experimenting. I feel like some sort of layout where things are closer together would make things easier -- maybe have the Dark Lord in the center, with four ingredient stations in the 4 corners of the screen? I liked the trial and error aspect and searching for the most effective recipes, but walking back and forth a lot made things a bit more tedious than I would have liked.

Still, this was great fun :)

Electr-Ed by Josh Klecka 2017-08-17T04:53:28Z

Cool! The game gets boring after a bit, but props on procedural generation, and the title screen is wonderful.

The music is rather catchy and definitely has some funk to it (in a good way), but try to watch your mixing -- the bass is rather overpowering and quite muddy, and in general the soundscape isn't too balanced. Cool tune though!

VoltRush by Reiv 2017-08-15T06:30:43Z

The ol classic LD platformer. Pretty decent!

LD40 — The more you have, the worse it is

TetrisTank by shrekshao 2017-12-20T16:50:56Z

Hehe, pretty funny. I found the game speed to be a bit slow though. No hard drop?

Cardhoard by HacksawUnit 2017-12-17T17:40:34Z

Wow, I've always wanted to make a game like this for LD. The controls here are very tight and all of the mechanics are wonderfully designed and integrated together into a complete package. You don't have to explain all of the details of the game besides the basic controls because all of them make complete sense and are a joy to figure out while playing. Climbing, sliding, comboing...it all works together very well! The little details like screen shake and the little sound jingles when comboing are great too.

One of the best I've seen so far!

Ice Dream by trnks 2017-12-26T02:48:56Z

Hi there! It looks like you've used 3rd party music assets in your entry. **Please OPT-OUT of the audio category in accordance with the rules.**

From the rules page at https://ldjam.com/events/ludum-dare/rules:

> **You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you OPT-OUT of the respected voting categories (Graphics, Audio).** You can opt-out of a voting category when you submit your game.

That aside, this was really entertaining, even though there's clearly more polish that could be done with the balancing mechanics.

One other thing -- not all of us have 16:9 monitors! I'm running 1280x1024, so in the beginning of the game, the child was completely off-screen.

Whatever Floats Your Boat by testudor 2017-12-27T07:15:51Z

Kind of simple, but entertaining for a bit. Doesn't seem to ramp up in difficulty though? Or I didn't wait long enough (played for just over 2 minutes).

The HTML5 version seems to be basically unplayable though. Doing a left click while moving the mouse around causes a "drag" action to be initiated by the browser and this locks up the keyboard input, meaning if you were pressing left or right, that button ends up being held down, thus causing you to run off the boat. Since the bow uses the mouse to aim and left click to fire this happens accidentally quite often. I had to download the windows build to play successfully.

Embol by azlen 2017-12-17T10:31:01Z

Um...er...this game was so...awesome, I think...uh, so like...good uh...job. So...sequel, um...please?

Glutton's Heaven by klekky 2017-12-18T15:29:00Z

Almost! Made it to Satan and was stacking those TNT bombs but couldn't survive...

Phaeria's Mine by AVAVT 2017-12-21T19:12:41Z

1st place on today's leaderboard, woot!

This was pretty fun :)

Sailor Wolf by Pashok 2017-12-18T15:16:19Z

So sad....nooooo, kitties T_T

Quite difficult in a way that makes you feel powerless, not sure if that was intentional. It somehow adds to the mood of the game though, sad helpless kitties drowning and there is only so much you can do to save some of them T_T

Super Team by Togimaro 2017-12-20T16:38:32Z

So good! I know from experience how difficult it can be to come up with good puzzle designs in a tight timeframe, so huge props for that :D

The lost strawberry by egordorichev 2017-12-17T11:00:12Z

Looking forward to the update!

It's games like these that make me super excited to try PICO-8 myself :)

Save the Plants by joski 2017-12-21T19:21:27Z

Played using a controller. A tip: You might want to use something other than right ctrl as the right bucket button, as ctrl + w closes the browser tab!

This was kind of hilarious and entertaining as well. A good amount of multitasking challenge; very cool concept. One thing that would improve it with minimal effort would be to add a highlight whenever your arm is near a plant or the water supply, so you have better visual feedback for exactly when you can interact with them.

Too Many Cooks! by Bocodillo 2017-12-21T19:27:43Z

Pretty funny, haha. I think the hitboxes for the cooks could be a little bigger though.

TECHNOCIDE by NikorasuChan 2017-12-26T01:46:15Z

Quite interesting! Like other commenters noted, the presentation (controls, etc) could probably have been a bit better, but this was an interesting concept nonetheless and I liked the way it made me try and optimize the encounters with each enemy. The boss fight was also pretty satisfying to play through. Great job!

The Crushed Sky by CMLSC 2017-12-18T15:45:34Z

Interesting, if rough around the edges. Feels like you have some audio crackling (probably unintentional?) so you might want to get that checked out. Last stage was an odd challenge as it seemed to just throw the kitchen sink at you which didn't really match the rest of the game -- I guess it was a good challenge though. I'm not sure why it was necessary to have tapping X gain you more total altitude than holding X; that felt quite arbitrary and unintuitive.

Dense Revolve by fiaKaiera 2017-12-17T18:18:01Z

That 4th shot was hard to land, but this was kinda fun! Obviously you were pretty strapped for time so I don't know how much more you could have done, but interesting mechanics, though as mentioned by others it seems to have a pretty slippery slope once you get hit once or twice since it throws you off position a lot.

Samurai Shaver by DDRKirbyISQ 2017-12-17T23:48:07Z

@lukluluk - Both Rhythm Heaven (Rhythm Tengoku) and the Wario Ware games were inspirations :) It was really fun to make!

Samurai Shaver by DDRKirbyISQ 2017-12-19T01:42:09Z

@veralos - Thanks! As noted in the changelog, there is indeed a new pause screen in the post-jam release where you can exit the current level. :D

Samurai Shaver by DDRKirbyISQ 2017-12-21T14:46:29Z

@cerno-b: Thanks! I'm on FL Studio -- you can follow my music at http://ddrkirbyisq.bandcamp.com/, or watch some of my workflow at http://goo.gl/pMkato

Samurai Shaver by DDRKirbyISQ 2017-12-21T14:50:46Z

@m-1: Glad you enjoyed it! This is in fact the latest in a handful of music games that I've made; you may also want to check out [Ripple Runner](http://ddrkirby.com/games/ripple-runner/ripple-runner.html) and [Melody Muncher](http://ddrkirby.com/games/melody-muncher/melody-muncher.html). :)

Samurai Shaver by DDRKirbyISQ 2017-12-21T19:30:06Z

@cerno-b: 13 years =) I'm notorious for having a quick workflow actually -- I developed my skills over years of doing "One Hour Compo".

Samurai Shaver by DDRKirbyISQ 2017-12-28T23:52:04Z

@jjjjason: Thanks! :D

Samurai Shaver by DDRKirbyISQ 2017-12-29T05:37:39Z

@indie-gaming: Thanks for playing our game! Glad you had fun :)

BIGHEAD by Paulo Brunassi 2017-12-18T00:14:54Z

Hehe, simple but kinda fun. I feel like the gameplay could have been tweaked a lot more though, especially since you can't control the height or duration of your jump? That alone would have added a lot more depth to your game. I also felt like there were many groups of coins that were just impossible (or realistically impossible) to collect...

Trial of the Doggo by Pedrowzee 2017-12-18T14:49:09Z

Much bone

So doggo

Wow

Ignite by Scurf 2017-12-20T17:21:17Z

Hi there! It looks like you've used 3rd party music assets in your entry. **Please OPT-OUT of the audio category in accordance with the rules.**

From the rules page at https://ldjam.com/events/ludum-dare/rules:

> **You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you OPT-OUT of the respected voting categories (Graphics, Audio).** You can opt-out of a voting category when you submit your game.

That aside, this is a pretty well-done experience overall, though a bit simplistic. I haven't done this sort of puzzle before so it was pretty fun figuring the mechanics of the 3x3 grid out, but all of the 3x3 grids were basically the same puzzle with no variation. Yes, you changed the layout of the arrows slightly, but for each puzzle there was at least one arrow for each row and column. (it doesn't matter what side the arrows are because shifting 1 to the left is equivalent to shifting 2 to the right) I guess that's not immediately obvious to everyone, but I think it would be interesting to have at least one puzzle where there is a row or column without any arrows at all.

The narrative was fine, if a tad bit cliche, but the visual style you've created with the watercolor-like textures and abstract shapes really sells the whole package.

Ignite by Scurf 2017-12-21T21:00:39Z

@nope404 - No problem! And that makes sense; time limits are hard!

Theme - The Game by Cubeeo 2017-12-17T04:58:16Z

type a comment here

Carl Hates Christmas by gwinnell 2017-12-18T19:22:50Z

Took quite a handful of tries, but finally Christmas was cancelled -- huzzah!

The gameplay was actually pretty fun and had a good mix of obstacles that you needed to dodge while also targeting mistletoes, bombs, puddings, and of course Santa and his presents. I think better readability would benefit the gameplay a lot -- things like showing a more obvious marker when the moles are going to appear, a better indication of when Santa is about to throw a bomb, etc. The multi-boomerang powerup didn't always seem to reset properly (perhaps when you have multiple boomerangs already out), but I didn't mind that since that was by far the most fun to play with. Never actually saw the saving grace powerup function properly, but overall the selection of powerups was cool, though the movement-enhancing ones weren't super useful (besides avoiding moles).

Mr. Capital! by fluidvolt 2017-12-18T17:05:08Z

YES! So good :) I'm glad someone executed this concept well.

I was a bit worried that the level designs would get sub-par at some point, but you executed very well! Although some of the levels were harder than others (and not necessarily in order), they were each very well contained and snappy enough to avoid becoming tedious or overly complex. Great job!

The snappy music fits the gameplay as well, and although the window size was a bit small, I think that was the right decision as it lends itself to the puzzley levels. I didn't have any issues with the physics or jumping in the game; some jumps were trickier than others but nothing too bad, honestly. The animation of the stack of coins is great too.

One nitpick: would have been nice to have a proper pixel-based font, but that's pretty minor.

Desert Express by TerraPass 2017-12-17T16:55:38Z

(played and rated the bugfixed jam version)

Props for still using SDL in this day and age!

This was simple but well executed as a concept. Your postjam changes make sense too! As others have pointed out I think some more mechanics around actually shooting down the bandits would make the game more interesting.

The Amazing Game 3.0 by DjeyCreations 2017-12-21T20:23:51Z

I also encountered the above issue.

Never thought that the tutorial of a game would be the hardest part of it to get through, lol.

Forgotten Machines by SaphireS 2017-12-20T16:13:53Z

Played the original HTML5 build -- also ran into the same input issues as disperse did, though it didn't make much of a difference since you just need to hold down left click anyways, so you just need it to register once.

Hyper diapers by Gaziter 2017-12-17T17:52:57Z

Those babies really love snuggling up in the freezer, don't they...

Great and charming game -- really great visual design and simplicity. I feel like you could perhaps do a little more with the gameplay besides unlocking new rooms that are far away, but I'm not sure exactly what...maybe the blue objects could function differently or be more plentiful? They were fun to use ("go sit in the trash can and think about what you did!") but in the end they seemed useless because there were 20-30 babies and only a few blue items.

Anyways, awesome job!

Cool Hat Mr. Hat by bitslap 2017-12-18T17:46:15Z

So simple, yet so fun.

I wonder if I had a younger sister by fangzhangmnm 2017-12-17T09:16:41Z

Shakugan no Shana is a "sister-themed anime"???

This was kind of cool! I found the plot pretty underwhelming/uninspired though.

Goblins 2 Go by SFBTom 2017-12-12T03:04:24Z

Perfect in almost every way! Great job guys, this is going to bring joy to a lot of raters this LD :)

Potion Commotion by boaheck-artgent 2017-12-18T19:02:45Z

Hehe, nice style and shader. A simple game with not too much gameplay but wasn't too bad overall. Careful with the texturing / shading (or lack thereof) on some of your platforms -- being able to distinguish the top surface vs the side surface of a platform is difficult if they are the exact same color, so it might be nice to make that more readable.

The sprint button did make some of the jumps more manageable, mostly because some of the platforms to land on were pretty small. One thing that did trip me up was having to hold the jump button in order to jump at full height -- I know that's pretty standard among traditional platformers, but I think in 2D platformers it's easier to manage because the control scheme is something like horizontal movement on one hand and vertical movement on another. For a 3D game it was a bit difficult to manage WASD on one hand as well as adding in holding space (as opposed to tapping it). Since there's not really ever a situation in the game where you need to jump with a lower height, it probably would have been easier to just have the jump be full height every time. That's really just a minor nitpick though.

Fox Flares by aeveis 2017-12-17T17:04:48Z

Very nice! This was cute, fun, and actually pretty well polished considering it's an LD game. Definitely a standout among those I've rated so far.

While I definitely had to get used to the physics a bit at first, I would disagree with the other comments about it being too frustrating or too "slippery". I'm sure you could probably tweak it to be a little more intuitive (which would be nice) but I found it to be just fine once I got the hang of it. I reached the end in 2-3 minutes on my first run.

Infected Pong by PhillSerrazina 2017-12-18T15:04:38Z

Wish I could have made it to the upgrades! However closing these popups is pretty darn hard with a trackpad =P

OverPowered! by Sir Mr Dr Prof Sr Jr PhD 2017-12-20T17:04:22Z

Feels like the idea could have been communicated a little more effectively (even though I understood it just fine!), but this was still fun and kind of ridiculous, hahaha.

Robby & Coppy by Imphenzia 2017-12-17T09:37:17Z

Hehe, fun concept. Some nitpicks: 1) The gray brick texture on the platforms looks like it it's being scaled or rendered in a way such that it looks pretty poor when moving around on the screen (e.g. when you're jumping and the camera moves). 2) Left clicking on the start game button often also caused the first candy bar to be eaten.

Parent Simulator by Arputikos 2017-12-17T09:47:37Z

"The game is the real life!"

The strategy is really simplistic, but this was at least entertaining for a bit. Interestingly enough, the only way to deal with a huge family is to just cycle attention between each child on a regular schedule and ignore all of the others until they are about to die. Hmm....maybe that's a bit too realistic.

Bring us food JAMes! by Willisika 2017-12-18T17:20:16Z

Pretty fun! Really gives me a headache when my restaurant is too popular, hahaha. I'm amazed at how well the different food sprites read despite being so small -- great job with that! Controls would probably have been more intuitive if you split them across two hands instead of having the confirm and cancel buttons be on the same hand as movement.

Bring us food JAMes! by Willisika 2017-12-19T04:32:31Z

@Willisika - I think keyboard-only controls are fine, but maybe something like using the arrow keys for movement (both in and out of menus) and Z/X for confirm/cancel might split up the load better. That's just an example though, you should try different things to see what works best!

Junk by jjjjason 2017-12-21T02:04:25Z

TGM player here! I feel like I am the only person who is going to get the "SRS" joke, heheheh. Little did the narrator know: I'm not an SRS inspector at all, but part of the ARS "Death" corps!

Though I would love to point out the little minutiae that you could have improved in terms of DAS charging during piece spawn, blahblahblahblah, honestly it is an LD entry so I can't expect you to do all that. I'm not 100% familiar with SRS rotation but it seems like you more or less stayed true to that so, props for that at least! It seems like you also implement a 7-bag randomizer, yay!

But yeah, the inability to charge DAS (autorepeat) during the delay between pieces would be my number one complaint, as it makes DAS not nearly as helpful as it should be. The other thing I'd change would probably be to add lock delay to make it easier to do spins, but eh...

I for one am pleased that you mapped the controls the way you did (though being a joystick player I use my left stick for movement so I just crossed my hands) but alas, enough people use up to rotate that you probably have to consider them using some alternate scheme.

I found it a bit aggravating that the view frequently seemed to pan upwards too far (I'm sure you have some rules for how this is done) which didn't allow me to see where I needed to drop pieces.

Anyhow, I'll stop nerding out about Tetris now. Many thanks for an actually-decent implementation and props for the interesting idea! Also, please let me know if you fix the camera panning and the DAS charging -- if you do those two I might just try to drill down all the way to the bottom, hahaha

Jazzy Beats by Moski 2017-12-17T04:38:10Z

Interesting concept! Loved all the graphics -- very stylish! The gameplay felt a bit degenerate though.

The More The Merrier! by ACamara 2017-12-17T10:20:34Z

Haha, really fun! At first I tried to be super separatist and designated room A to be for all the squares, and rooms B and C for circles (with triangles spread all about) which seemed like a good strategy, but at the end I wasn't able to make everybody happy, particularly with the max room sizes! It took a lot of reshuffling around at the end, but I finally managed to make all 180 dancers happy. Turns out the winning strategy is actually to have a good mix of people in each room -- I like that!

Ice cream stacker by DankyPants 2017-12-18T18:07:44Z

When will we get the chocolate scoop ice cream DLC???

eatMoreBurgers(); by Luther 2017-12-12T03:24:25Z

This game definitely needed to be made. [CHOMP]

Of a Feather by Gumboot 2017-12-18T17:32:19Z

So nice! This has a surprising amount of depth to it and all the obstacles are well designed...and really cute too! Aside from a few minor collision issues (which you may or may not have already fixed) I did find that the game's framerate tends to slow down quite a lot when lots of birds are colliding against obstacles such as the ground. But anyways, those birdies are so adorable! The random variations for the flocking behavior were great and you really hit the theme well too. It really captures the feeling of being an adult bird trying to lead around all these little fledglings.

Congratulations on a job well done!

you are the coin master by Sean S. LeBlanc 2017-12-20T16:57:38Z

Hehe, pretty fun! I liked how the level wrapped around so you could decide to go left instead of right at the beginning.

Into the Slumber by FernandaBatista 2017-12-12T03:22:41Z

I'm not really sure how the enlarging is supposed to tie into making the level rotate? This seemed interesting but was pretty unintuitive to me.

SpaceBadies by Mr.McGibblets 2017-12-12T03:12:54Z

Congrats on a successful game! @sondrian did a good job with the music and effects here. Gameplay was fun albeit monotonous after a while. I question the design decision of making the pickups shootable, but maybe there's a good gameplay reason for it.

Some Seriously Screwed Sheep by PixelFormedStudios 2017-12-21T18:13:21Z

Damn sheep virus screwed me over at the end! xD nooooo

Don't Grow Ego by Sherwood 2017-12-17T09:24:54Z

Pretty interesting! The execution could have been a tad better I think -- some of the dialogue comes out of left field a bit. But overall this was still enjoyable :)

Matchy's Kooky Cookies by Michael Silverman 2017-12-18T18:41:22Z

Wow, that was a test of endurance! My pointer finger hasn't had this much exercise since Diablo 1! ;)

I think a game more about aimed clicking and reactions would be a little bit more interesting (and kinder to your users' poor fingers), if that's in your wheelhouse.

Matchy's Kooky Cookies by Michael Silverman 2017-12-18T19:27:12Z

For sure! Congrats on your game :)

Clumsy Paws by sovogirl 2017-12-26T00:50:45Z

Such fat cats! They really remind me of our [Pet Furball](http://cocoamoss.com/pet-furball/pet-furball.html), hahaha.

Ned's Needs by sundaefactory 2017-12-27T07:34:52Z

Lol, that ending @_@

Pretty good concept! Reminds me a bit of Manual Samuel. Feels like it could do with some better feedback to make it a little more "juicy" -- maybe all it needs is audio?

POKED - be social by Faktori 2017-12-21T19:50:35Z

A tad bit glitchy at one point or another, but was definitely pretty entertaining, haha. It's too bad a lot of people probably won't see the dog and cactus endings since they'll be good to them (nooo cactus-kun don't die)

anyways brb need to water mom

NoBaby by Gremio de Creadores 2017-12-24T21:20:35Z

Hi there! Wanted to try the game, but I'm getting a 404 Not Found error when navigating to http://www.pixelfan.org/ludum.

Video Games by Bastienre4 2017-12-20T16:20:08Z

Nice.

Aurora by AkirAssasin 2017-12-18T18:32:24Z

Pretty nice! The gameplay has more depth to it than I initially gave it credit for (and apparently more than the poster above as well gives it credit for as well) -- you want to unload most of your bullets into the enemies and then move to a safe location while the enemy speed is slower, then reload while you're in a safe place.

Feels like this would benefit from a preset number of levels and a level select screen, rather than starting back from level 1 each time. I got up to level 33 which actually was starting to get interesting, but couldn't be bothered to grind all the way back up there again.

The audio here is a good reminder for me that it would be nice to take a more holistic approach to sound design in some of my games sometimes, even when they aren't rhythm games.

Project Vamparty by maybe 2017-12-18T20:01:10Z

Hi there! It looks like you've used 3rd party music assets in your entry (and don't have any other audio). **Please OPT-OUT of the audio category** since you didn't create original audio for your game.

From the rules page at https://ldjam.com/events/ludum-dare/rules:

> **You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you OPT-OUT of the respected voting categories (Graphics, Audio).** You can opt-out of a voting category when you submit your game.

That aside, it's an interesting start that's got potential, though clearly you guys were strapped for time. Great sprites! Leaves me wondering what your finished vision for the game would be like!

Tactical Marshmallows by applejam 2017-12-20T17:29:37Z

Pretty easy, but still fun and entertaining!

ESCAPE KEY by Empyrean 2017-12-17T04:52:54Z

(Played and rated v1.0)

Very cool concept! Definitely has a lot of potential for sure. The limited light radius was a pretty good design decision I think, too.

Funny that you had no problems rendering your sprite graphics for the main game, but your UI doesn't seem to handle the pixeled sprites correctly, which looks a bit messy.

Curse of Greed by Sophie Houlden 2017-12-27T06:59:10Z

Nice to see you jamming with us! I've been following your twitter for a while now (don't know what I first followed for, but anyways...). This is pretty clever, and again makes me excited that I got gifted pico8 as an early xmas gift so I can give it a whirl someday. This is definitely the best execution of the theme I've seen so far. Platforming was pretty clever and I really appreciated the way it made you think differently in terms of avoiding the coins while still making it through the obstacles. Glad I came across this!

Orbits by tuism 2017-12-17T17:33:40Z

(played and rated the jam version)

Small game, but fun! I'd echo the comments about planet collisions but you already addressed that in the post-jam version, so huzzah! I actually feel like this kind of gameplay is often made into more of a puzzle game (which would be interesting I feel like), but you chose to have more of an arcade-style gameplay which turned out unique in its own way.

Corruption by Veralos 2017-12-18T20:20:29Z

Very nice! Pretty standard metroidvania, nothing super special here, but you have all the correct elements and most importantly, having the player's maximum health decrease on every powerup unlocked is great and something that more games ought to experiment with (as opposed to having all abilities **and** a large amount of health, which makes endgame a walk in the park).

Some small thinks could be improved here and there as I'm sure you know -- better audio, slightly better level designs in some places, better signalling for the speed booster ability, etc. Still, this is very complete for Ludum Dare. Congrats on a job well done!

Corruption by Veralos 2017-12-19T22:01:56Z

@veralos - well, that would be nice of course, but I was mostly referring to kodiqi who didn't understand that you're supposed to use the speed boost to run through all the enemies after collecting that upgrade. Again, I think it's a minor issue (I understood the intent just fine) but maybe the level design could be tweaked to make it a little more obvious or something (??).

I did also find that doing speed boost runs across screen transitions felt tricky because the screens transition instantly so you very much have to be prepared ahead of time for the next screen. Again, not something that impeded me significantly at all, just a minor hindrance.

CalligraTree by Roaring Cat Games 2017-12-18T18:21:18Z

Very nice! Simple concept, good presentation. I think you could definitely take it further and add a little bit more in terms of either different experiences (different types of trees?) or something else that would encourage people to spend a little more time with it. But I think it stands well as it is too. Adding too much would only distract from the core spirit of the game.

My only nitpick is that the intersection of the branches causes a jarring effect which seems a bit antithetical to the otherwise calming nature of the game, especially with the camera zoom (which itself doesn't always make it 100% obvious where exactly the intersect happened) and the sound effect. I think something more subtle would have been nice for that part.

Great job overall!

Fuurbal by Zathnic 2017-12-17T05:45:19Z

Wow! What an interesting title screen! ;)

fuurbal.PNG

Goodnight Sheep by littlecloudflower 2017-12-07T08:20:32Z

@svntax - Thanks for trying our game! There were a few careless bugs that caused the game to become stuck in some cases -- they should be fixed now though. Sorry about that!

Goodnight Sheep by littlecloudflower 2017-12-18T16:00:46Z

@regisrquoi - Thanks! You can follow me at @ddrkirbyisq to keep up with releases (and music albums) if you'd like. Team Cocoa Moss does have a twitter at https://twitter.com/cocoamossgames but I haven't started using it yet ^^;

You can always check out our games at http://cocoamoss.com/ or http://ddrkirby.com/

LD41 — Combine 2 Incompatible Genres

Combo Maker by TheMadPangolin 2018-04-30T05:36:38Z

Pretty fun, good vibes, and nice presentation! Wish that the difficulty would ramp up just a tad more quickly...also, there is a minor bug where if you drop a block into the same spot that a new block is spawning into at the same time, they'll both end up occupying the same spot.

I'd echo the sentiments about the controls being unintuitive at first. I actually feel like your design could perhaps have been a bit cleaner if you got rid of the whole "attack" function and instead forced players to clear enemies solely through block movement. (?)

PlatSCII by whycardboard 2018-05-13T23:24:29Z

Played and rated the compo version.

Pretty interesting concept. It does feel like it would perhaps be more interesting as a puzzle game instead of a physics-y platformer as right now it feels a bit gimmicky/random, plus there's no limit on the number of jumps you can do or the speed at which you can enter commands. The "combos" seemed like a cool idea until I realized it was more efficient to just spam f, b, and j separately. At that point it just devolved into a platformer with awkward controls. Again, I feel like if it was a more deterministic puzzle game it would have been more interesting.

Still pretty fun though!

PlatSCII by whycardboard 2018-05-14T01:57:27Z

@Connell Awesome! :D

Rythm is Lava by egordorichev 2018-05-02T04:58:47Z

I won...used easy mode so the lava wouldn't be such a pain.

.....my head hurts.

Goodnight Meowmie by DDRKirbyISQ 2018-04-29T01:22:56Z

@M-1: Hey there, thanks for the feedback! Regarding the room chase sequence, there's actually a pulsing light coming from the window that only appears in that specific scene -- maybe it needed to be a little more heavy-handed.

For the lighting artifacts, I'm aware that the lighting on the WebGL build is not quite appearing as it ought to, but I'm not sure exactly which issue you're seeing with the "full light box". I've increased the pixel light count to 20 which is quite more than enough, but I know there may be other issues running amok. I'll try it on my OSX machine if I have a chance...a screenshot might help too!

Goodnight Meowmie by DDRKirbyISQ 2018-04-29T02:02:14Z

@M-1: I just realized that Safari by default uses the WebGL 1.0 API and not WebGL 2.0 (see https://caniuse.com/#feat=webgl2), so that's probably it. I'll see if I can put in some fallbacks in the future, but in the meantime I'd recommend using Chrome or Firefox for best experience.

Goodnight Meowmie by DDRKirbyISQ 2018-05-02T03:36:14Z

@Ethan Kennerly Should be fixed in the post-jam version! Thanks for playing our game :)

Goodnight Meowmie by DDRKirbyISQ 2018-05-03T07:25:53Z

@Forest: Ouch, sorry to hear that! =( I'm not able to reproduce that issue on my end using Chrome; maybe some more info about your browser version and/or system would help me track it down?

Goodnight Meowmie by DDRKirbyISQ 2018-05-04T21:04:09Z

@Forest Ugh! Thanks for the report -- this is a breaking change in Chrome 66 that apparently is causing a huge headache for everybody. Unity is compiling some relevant fixes but I'll probably have to throw up some sort of preloader in the meantime.

Goodnight Meowmie by DDRKirbyISQ 2018-05-05T00:09:46Z

@Forest I've updated all of my WebGL game pages with a thumbnail and "Click to Run" so it won't attempt to load the WebGL content until you click on the page, which should fix that issue (and be nicer in general!).

Flower Hero by Curt 2018-04-30T01:38:19Z

Interesting concept...Medium difficulty seemed by far to be the hardest one.

Tombagotchi by TerraCottaFrog 2018-04-30T05:16:33Z

Pretty cool! I wish there was something to do while idling to help the grind, but I understand that's sort of the spirit of a tamagotchi-style game anyways.

Eggplant Kindergarten by LiquidBrain 2018-05-01T04:21:12Z

Lol, this was surprisingly amusing. Great job xD

Proelium. by Markram 2018-05-13T23:44:13Z

Great concept, this is truly a memorable LD game. Like others have pointed out, there are a few questionable execution choices that I'm sure could be improved and/or reworked if you so desired -- pressing up to enter the tower wasn't intuitive for me, and the "fight" didn't carry nearly as much significance as it did after I learned that you can never "lose" -- also that there is a "safe spot" on the right side of the screen (?). The loading screen seems to trip people up; I think the "traveling..." text that you replaced it with later might be more appropriate, though I also sort of see what you were trying to go for there. Not sure what the best solution is, to be honest.

I truly appreciate the effort into storytelling though! You did a great job of making the player =feel= the character development in the gameplay rather than simply illustrating it through graphics and text and that is something that always strikes me as a unique strength of the medium of games that we as developers ought to pay more attention to. So anyways, despite the flaws, I really did enjoy the experience. I think the ending was =almost= great; I think it would have been a bit more effective if you had alluded a bit more earlier to the true nature of the library, and of the evil. I think it is pretty clear from the onset what the story is progressing to -- that the hero will inevitably age, and fail. And I think what you tried to set up with the very end and the camera pan makes sense, but it comes off as a bit too deus ex machina / out of nowhere, I think because there was not quite enough narrative setup / allusion to it earlier. So...almost!

Overall reminds me a lot of Shadow of the Colossus both in its strengths (unique concepts, storytelling) and weaknesses (awkward play patterns, somewhat clumsy execution).

Thank you also for delineating your derived source usage in your credits! I really appreciate you guys being good LD citizens in that way, it did not go unnoticed :)

Proelium. by Markram 2018-05-14T05:01:34Z

@Markram Ahh I totally didn't realize you need to attack to get the Good End. Whoops!

Also, for pressing up to enter the door, actually I think the issue is that W works but the up arrow does not! I was using the arrow keys to move so I was very confused!

SPORTS by Forest 2018-04-30T01:46:56Z

This was super chaotic but surprisingly entertaining! The halftime and endgame screens were a nice touch. Good job! I wish there was a bit more strategy or at least one more move other than having each player just keep swinging a bit mindlessly, but it was still pretty amusing regardless.

Low stress language by Weirdybeardyman 2018-05-14T06:21:08Z

Pretty buggy. Wire selection was difficult and I frequently ran into a bug where the batteries would already be gone and it would get stuck at the remove batteries step, leaving the game unplayable. Also some of the translations aren't very good! (e.g. Japanese) Cool idea though. =P

Wreckless Rally by Flaterectomy 2018-05-06T21:59:13Z

Execution felt a little messy at times, but this was pretty fun anyways!

Putt-Kill by JezPez 2018-04-30T05:03:55Z

Short, but relatively fun for the (limited) amount of content there is. Nice job on your first entry.

Minigulf Gods by Joror 2018-05-13T23:58:21Z

Wow this is actually pretty deep and cool! Feels like it was a bit rushed (well, it is LD after all) and the execution could probably be polished up a little in terms of game design. It feels a bit "cluttered", if that makes any sense? Like there are a lot of cool things being presented but I feel like that rather detracts from the focus of the game; for example the water currents and such; I feel like they weren't really necessary, least not in the first level.

I appreciated the attention given to the lore and in general the holistic nature of the game which made it all feel very cohesive; I think there is some potential for some cool Osmos-style strategy and puzzle-type scenarios with the islands and villager weapons and all, though it all felt pretty underdeveloped (again, understandable since you only have 3 scenarios!).

Overall great job for LD! Also I lol'ed at your silly yet effective solution for getting around the Chrome audio issue in Chrome 66, hahaha.

Zap Herder by foolmoron 2018-05-03T01:24:16Z

GOTTA GO FAST

Grid Gunner by SuperTibbles 2018-05-06T22:42:19Z

Wow! This reminds me a ton of [a project I did a long time ago](https://sites.google.com/site/ddrkirby/coding-projects/patientbarrage) which was a turn-based 1v1 bullet-hell game (with AI). That game had an atrocious control scheme and was not intuitive at all, but it's nice to see the concept explored in a much more user-friendly way. Great job!

Got to level 8 where I proceeded to lose a bunch of lives due to some bad decisions, bah!

NATUREBOT RUSTY: Pet Savior by RainbowCemetery 2018-04-30T04:54:25Z

Interesting concept, but it was impossible to figure out what to do with the pets. I was only ever able to get one of them to green status; the rest of the time they all died no matter what I tried.

Soccer Fight by mic_matrix91 2018-05-13T23:10:45Z

Lol, this was pretty hilarious. Kind of simple, and there wasn't really much to do in the game (not too much content), and the speed at which you kicked the ball didn't really seem to matter too much, but it was still kinda fun anyways, and getting to see the rain of balls come down was definitely a highlight.

This guy sure can jump high though. Feels like he should really just quit soccer and become a basketball or volleyball player...or better yet, just do high jump and crush all the existing records. Jumping 4x your own body height is quite an impressive feat!

Flappy Blocks by Radical Dog 2018-05-02T04:45:55Z

Wow, this was pretty awesome. A surprisingly harmless idea, but there's actually quite a bit of strategy behind it -- as others have noted, you sort of end up making these "lanes" on the sides of the well to make it easier to drop pieces in, so the strategy is to stack in sort of a concave shape. level 4 is brutal, but it felt oh-so-sweet to finally clear it. And of course the little story was such a nice touch! Great job!

The Fish and the Furious by Relsqui 2018-04-30T05:09:35Z

Haha, this is great! Simple, fun, and well-executed. Congrats on your entry! :)

Nightclub Showdown by deepnight 2018-05-03T01:04:51Z

Always a pleasure getting to try your works. No complaints here; this was awesome.

Blackjack Beats by Acuity 2018-05-14T01:11:03Z

My score was 1530!

Wheels On Feels by mambojambo 2018-05-14T00:06:02Z

Interesting concept, execution could use some work!

Wizsnooks by kroltan 2018-05-06T22:19:29Z

Pretty fun concept! Pushing those enemies into lava pits and especially causing chain reactions was a satisfying feeling, though as others have mentioned I wish it was easier to execute. I was pretty much unstoppable after getting the rare equips and on the flipside, found it pretty difficult to get through some of the harder maps with no starting gear. But yeah, this definitely has potential!

Astral Fantasy by PowerSpark 2018-05-13T20:43:31Z

Not bad! This was pretty fun, though it was a little buggy and definitely got tedious once I had three ships and everything was progressing a lot more slowly. Still I liked the variety in attack types and the general freshness of the concept.

BlipBlapBall by Schu 2018-05-14T01:03:20Z

Interesting, though a bit random. Would have been nice to display the % chance of success so it was more understandable what the risk/reward of each action was.

Honest Dan's Trout by Honest Dan 2018-05-05T02:26:56Z

Yeshhh this is pretty awesome. Wish the Tetris part was a little speedier in terms of controls, with autorepeat or faster fall speeds, but I understand that's part of the difficulty of the game as well, so not really a bad thing.

Tempo Quest by Pixel-boy 2018-05-05T03:01:55Z

(Played and rated the compo version)

Well...there is certainly a lot of STUFF in this game. I think with all the time that went into the content you could have scoped it down and clean the experience up a little bit so that the gameplay has a bit more depth and walks you through things a bit more. The difficulty was pretty easy with one player. I got one of each color of hearts and then went back to the wizard and stopped (no game end). Minimap was the worst purchase, it didn't show me anything! But money was plentiful anyways, luckily.

Also, please turn on vsync for your fullscreen mode! The screen tearing is a bit annoying :) Also! I know I'm super weird, but I actually have a 5:4 aspect ratio and your screens aren't really letterboxed correctly -- particularly the opening narration sequence.

This seems like it could become a super fun multiplayer game :D

Rhythm Sea Restaurant by parkinje 2018-04-30T05:00:10Z

Very simple, but it works. The UI for indicating the rhythm beat is a little unintuitive -- my first instinct is to hit the button as the circle lines up with the outer rim (but the outer rim is actually marking the earliest you can hit -- it's a range). That's probably my main complaint. I guess the music could have been a bit more interesting too.

Type Fighter: Turbo by megamasterx 2018-05-02T23:32:55Z

Careful! Not all of us are using 16:9 resolution monitors (yes, I know I'm still in the stone age with my 1280x1024 desktop). Unity unfortunately only offers resolution settings that match your monitor's aspect ratio (even in windowed mode) and your UI wasn't authored to handle different aspect ratios, so none of the elements were positioned properly.

That aside, this was pretty simple yet fun. I'd echo the comments about showing the spaces (usually the current typing position is shown via a marker of some sort). Mistakes were more jarring than usual as normal typing challenges do allow you to correct mistakes, so I had to slow down a bit more every time that happened. The actual game was a walk in the park for me, but typing games are super weird in terms of game balance so I won't really speak more on that front.

Great presentation overall though :)

Funk Escape by Rolle 2018-05-06T22:53:04Z

Hehe, nice, reminds me a lot of [Synaesthete](https://games.digipen.edu/games/synaesthete). Please check the resolution on your WebGL canvas! Not all of us have giant monitors and I was only able to see the lower portion of the game window by zooming my browser out to 75%.

Mouse input seemed a little janky as the clicks sometimes didn't work; also not sure how you are doing your audio sync but it seemed to be prone to desyncs if anything went wrong (e.g. if the window ever lost focus). Other than that, neat concept.

Legend of Zoom by pkenney 2018-05-02T04:12:23Z

Hahah, nice! Yeah, could have used music for sure, but good job with your entry anyways. Thanks also for being kind to us jammers and including checkpoints for restarting!

Legend of Zoom by pkenney 2018-05-02T23:04:38Z

@pkenney Starting simple sounds good! You'd be suprised by how much you can do with even a single instrument. Learning through copying and/or modification is also another good one: start with someone else's project file and tweak it a bit, so you already start with something that sounds good, but you can put your own spin on it.

(Of course I have been producing for 14 years so perhaps I am not the right person to be advising you on how to get your footing)

Baka-Pipes by overpoweredteam 2018-05-14T04:05:31Z

Really interesting concept, but in the end pawns are the best unit since they are the most efficient? The game wasn't so much "difficult" per se, more that there's no winning strategy and there's no point to using any unit other than the pawns.

Maybe something like units can attack the spots that they can move to in chess without losing any hearts, but they lose health if enemies run into them directly? Not sure...but right now the design doesn't really work. Great presentation though.

OPTIC by atmospherium 2018-05-03T01:35:10Z

Woot woot. Droplets is dope :)

DragTypist by Slashee the Cow 2018-05-14T06:13:08Z

Hehe, pretty fun and challenging. I had the same issue as @Kwisarts regarding keyboard input; I use an alternative keyboard layout (colemak) but was forced to type as if my keyboard was set to qwerty layout instead. I know that's probably more of a PyGame thing than anything and in any other game it would actually be nice, but for a typing game, not so much. Luckily my qwerty skills are still workable so it ended up being ok...

Woodsy by ghodan 2018-05-05T02:43:03Z

Hehe, neat. The game isn't too deep, but the environment was at least pretty interesting. The jump scare thing gets a bit old when it's the ONLY horror element, but yeah.

We also made a horror game, if you'd like to check it out!

Memories ~ of a Gacha Tale by tastelikecoke 2018-05-13T21:09:57Z

Hmm interesting! There is a lot of writing here, though I think the pacing was too slow for me. I think in a good story there need to be some forward motion, even if it's a slice-of-life genre. I feel like a lot of the story was just the two main characters making idle talk and not really having anything interesting happen. I liked the story about the fox and the grapes though; that was a nice element and was just the right mix of subtle but meaningful. But the rest felt very unfocused. I think concentrate more on how you want to either develop your story or develop your characters; I think we actually learned very little about the main characters considering the amount of text.

For the random number gameplay, I think it's sort of interesting, but not really good gameplay. If you don't really have any choice in the matter, then why do I even have to click "roll" or "flip" in the first place? It could just be a story that didn't have any user prompts and it would end up being the same thing in the end. The only way that the randomness really makes a difference is if I play the game multiple times, but your story is pretty long so I don't feel compelled to do that!

Something more interesting like combining both choice and random element (risk vs reward) might work out more nicely, I think.

Overall this was pretty cute though.

¶City by Sophie 2018-05-02T04:04:51Z

Wow, nice. This almost felt like some crazy text-based version of cart life at first. Input parsing could have done with a lot more abbreviations for those who are used to IF games (typing "n" and "s" would speed things through a lot) and I found the timed dialogue pauses to really break up the flow of things -- as if you were reading a book at your own pace and then suddenly were forced to wait a minute in between each page -- but I really appreciated the visual presentation with all the colors and such.

PS: You can opt-out of the Audio category since your game had no audio :)

Haiti Kitty by Beebo Studios 2018-05-06T22:28:33Z

4 stars for me! Haha, this was short and obviously could use some more work, but at the same time it was quite entertaining and cute. I won't belabor any of the points that have already been made, just keep at it!

Greenspawn Restaurant by Apple Dash 2018-05-01T04:05:50Z

HTML5 drag and drop was certainly a bit buggy, and the RNG definitely screwed me over at times, but this was still pretty funny and amusing, hehe. Could have used some janky music to set the tone better :)

ASCII Racer by Doccrazy 2018-05-14T04:11:21Z

Cool idea! I feel like the turns and lanes could have been a bit more clear visually, but otherwise it was pretty fun.

Magic The Shattering by diptoman 2018-05-14T03:48:22Z

Pretty fun! Got to round 9 or so. Strategically there was an interesting element of trying to conserve your cards for the later levels, but as a player I really just wanted to keep upgrading my ship's weapons without feeling like I kept on losing resources every round.

FYI your itch.io page seems to work better than the gamejolt one -- the gamejolt one doesn't let you scroll down to see the entire game window (at least, with my current screen resolution), and also doesn't get around the Chrome 66 WebGL audio context issue where you need to click on the page before initializing the audio context (otherwise you get no audio at all in your game).

Officer Pain - The Smash Cop by DaragonGames 2018-05-14T06:45:07Z

Hmm, not very playable. Neither blocking nor charged attacks seemed to be functional at all, and so it wasn't possible to progress the game.

Super Balls Defense Base Craft by radmars 2018-05-14T00:39:50Z

That was actually remarkably fun! There is a lot of strategy here for tower placement and I would love to see this kind of concept expanded a bit more. It took some time to figure out the functionality of each tower, especially the large green tower which I couldn't figure out for a long time. There are some annoyances and exploits such as "catching" the ball in the left or right flipper and waiting for minerals to accumulate, but overall I had a lot of fun. Please include a legend of which color = which function in your description, it would help a lot! Would also have been nice if there was a way to replace existing towers with other types!

I had to try quite a few times before I had a good layout, but then I had my 10 turrets all shooting at incoming balls with passive slowing + damage spots and it was really awesome. My best score was about 145,000 before dying.

LD42 — Running out of space

EVOLUTION by Noa Calice 2018-08-24T06:33:55Z

I'm not sure I can in good conscience give this game a high rating in "fun", haha. But anyhow, a clicker/progression game with a twist, it worked well.

Rainforest by SimoGecko 2018-08-24T05:50:40Z

Nice! The lighting and textures feel really great here. The mouse click controls were quite clunky; pressing space worked much better. I'm not sure what the reasoning was behind having to actually click on the package instead of just grabbing the closest one, but seems like the mouse click would work better if it simply worked like the space key. Otherwise, some visual feedback (highlight the box under the cursor) would help.

Feels like the boxes could have used more unique designs to read better, for example boxes of different colors, that corresponded with the color of the shelf that you need to take them to. As it is, you can definitely figure it out, but it doesn't really stick out to you. (I get the whole cardboard box aesthetic though)

Encroaching by Ava Skoog 2018-08-24T06:25:34Z

Pretty intense! Didn't make it out though =(

Feels like it's a really good setup, but I feel like there could be more of a deeper meaning or significance, or progression to the game. Like as you go on there are less trees so you are found more easily, or something. This was still pretty cool though!

Tiny Colony by Mikixen 2018-08-23T05:08:54Z

Played and rated the compo version.

Neat! This was pretty simple but kept my interest for longer than I thought it would. The post-jam improvements you wrote about make a lot of sense. I kept forgetting at first that things don't spawn on the same square as the people, haha...but I got the hang of it once I remembered.

Bus Stop Blast by NotSpaghettiGames 2018-08-29T04:24:56Z

Played and rated v1.0.1.

Kind of weird controls that are split across keyboard and mouse, but it was fun driving through all those houses. I actually got stuck after dropping off some kids, I think the bus got wedged into some of the collision for the school building (the one building that I couldn't take down with my bus!). I guess that serves me right for going full speed at the school building...

When Life Gives You Lemons by sebastianscaini 2018-08-29T06:42:05Z

Hoo boy, that screen flash really gets old fast. @_@ The gameplay really needed to ramp up faster, with either more enemies or perhaps just a smaller space. The artwork is pretty fun though, especially the animations of all those lemons!

The Fall of Arcology ONE by amkingTRP 2018-08-23T05:54:21Z

Pretty simple platformer....couldn't tell whether having the camera zoomed in so much was a play on the theme, or....??

Bon☆Guys by Quarter Up Studios 2018-09-03T23:20:45Z

Fun and relaxing. I think it needs something a bit more, but I could see myself playing it a bunch!

Bath Time by DDRKirbyISQ 2018-08-16T20:15:56Z

@random-storykeeper Thanks for writing all that out, your feedback is all spot on!

Some of the later levels are still a bit more hectic than we'd like; still working on toning that down.

Good call on the swiping detection! Especially at lower frame rates it indeed drops inputs, the next version will have improved behavior for that.

You're also 100% right on the game over behavior! Right now it's based on a timer that starts counting down once you have over 25 meowmies, but aside from the shaking growing more intense over time, that's pretty much invisible/nonobvious to the player. We're changing the entire system so it bursts once you get over a certain number of meowmies, and reworking the levels around that. We're also redoing the tutorial a bit to communicate that more clearly.

We've also been already testing (and bugfixing) on mobile -- hopefully we will get that submitted sometime in the near future!

Bath Time by DDRKirbyISQ 2018-08-17T20:34:54Z

Big update! With v1.04, the post-compo version is now quite improved from the original jam version. We've put in some much-needed improvements to input handling and the tutorial, and tuned the difficulty to make it more of a calming experience rather than the frantic scramble that it used to be.

Bath Time by DDRKirbyISQ 2018-08-30T17:19:32Z

@saoi-games: Thanks for playing our game! The video really helped us finetune the post-jam version, so thanks for sharing!

@g11: Yay, meowmies <3

@papaver: Thanks for trying both versions of our game! Seems that we did something right with the post-jam changes!

@pkenney: Thank you for your detailed write-up! Seems that level 5 in the compo version is generally agreed upon to be the place where things get hairy. Not being clear about how to scrub the meowmies is something that we also realized we needed to be more clear about in the post-compo version, as that could make a pretty big difference. I'm glad you were able to finish the new version, and that it achieves a better balance in those things! Thanks for playing :)

Grimder by CraigDuth 2018-09-03T22:22:44Z

Hahaha, some of these are too real.

Very Original Puzzle Game by Devastus 2018-08-30T06:55:44Z

Despite being really short and lacking in some of the icing on the cake (music, nicer sfx), this is pretty much exactly how I'd like a game jam game to be executed. Well done, and thank you for the post-mortem writeup! It's good to see that you were able to salvage your jam and come up with something quite decent in the 11th hour!

Eventful Horizon by bitdecay 2018-09-03T23:42:17Z

Ouch, no checkpoints! Cool cutscenes here, impressive how much was crammed in here for a jam game. The teleball throwing mechanic was really satisfying in general until some later sections penalized you quite heavily (in terms of time spent) for missing a toss. The different tile types were a good idea, but I feel like for the most part there wasn't a need to let the teleball keep bouncing along on them (unless forced to).

Great job overall.

Memories .inc by maskinmask 2018-09-03T20:05:20Z

Interesting.

This Way Up by Virtual Window 2018-09-03T23:28:51Z

Interesting start. Kind of buggy (was able to clip through a wall and ended up trapped on the conveyor belt with no way out), and the gameplay isn't really quite all there (moving while carrying a box is terribly slow, but you can circumvent that entirely by repeatedly picking up the box and then throwing / shoving it a bit), but I like the attempt!

Paradise Inc by Criobite 2018-09-02T06:33:05Z

Hi there! It looks like your entry uses third-party assets (music) that you didn't create yourself during the jam.

This is fine, but in accordance with [the Ludum Dare rules](https://ldjam.com/events/ludum-dare/rules), **you must OPT-OUT of the respective categories, since it would be unfair for you to be rated based on work that you did not actually do during the jam.** You can still change this setting now.

Quoted from the actual submission page (which you should have read as part of the submission process):

> **Opt-out of categories here if you and your team didn't make all your graphics, audio, or music during the event. Many participants are making original graphics, audio and music from scratch during the event. As a courtesy, we ask you to opt-out if you didn't do the same.** Also, some games are not meant to be Humourous or Moody, so you can choose to opt-out of these too.

For more info, see https://ldjam.com/events/ludum-dare/rules

That all aside, this is fantastic. It's quite difficult to create a cohesive narrative arc in a short timeframe (speaking from experience), so even though there no fancy branching paths or anything of that sort, this is still really impressive. A bit of a "Vanilla Sky"-type setup, so it's not a crazy original plot, but I don't think it has to in order to tell a good story.

The narrative did leave me wanting a bit more in terms of...how do I say this...development and closure? Sorry, that might not be clear, but what I really mean is, I think the story you told was quite interesting, but I think I wish there was some deeper message and/or conflict that I was left with at the end, to contemplate or think about. Not that the current story is completely devoid of meaning -- I think it hints at various things, like "paradise is too good to be true", "value what you have", etc. but I think I was craving a bit more. Totally subjective opinion though, and not marking you off for that because I don't expect it from a jam game. Just wanted to give my honest opinion as an artist. (You could also very well have planned much more but couldn't manage to fit it all into the game in time)

The mood was quite great here, obviously, but I'm also very happy with the graphics and composition ("cinematography"?) here. I think some people may simply look over your work and say "oh it's just some crude pixel art" but really you have put quite a lot of detail into the environments and the palette choices work quite well to really make the scenes read clearly, which I appreciated. Not to mention the subtle camera smoothing and such -- these are things that some people probably wouldn't notice consciously, but really makes the experience feel polished. The scene outside of the Paradise Inc building is especially gorgeous -- love the use of values and layers to create a hazy effect for the background. Also liked the duality between the real world vs "Paradise". The time you spent crafting all of these scenes really paid off.

Amazing job!

Paradise Inc by Criobite 2018-09-04T17:27:42Z

Thanks for understanding and being a good LD citizen! [high five]

Eating Sim by robochase6000 2018-09-03T22:57:35Z

Lol this....is something. Felt like the game was a bit too fast-paced with too many options at first, but I guess you sort of have to get the hang of it. There were a bit too many worms I think; I think that was the main thing that really detracted from the fun of things. I think the game would feel much more fun if 80% of the time was spent frantically trying to munch things as fast as you can, but right now it feels like half the time I am trying to keep the parasites from being ingested. Having food types introduced one by one would help, as you mentioned.

Pretty hilarious in general though.

Crumble by anstabo 2018-09-03T22:46:01Z

Lol, got to -1:-37. Interesting how rolling around quickly was fun, yet the best strategy was to go along as slowly as possible.

Little Shop of Junk by auxC 2018-09-03T21:33:42Z

Made it to round 4. Felt pretty reliant on RNG at the later parts of the game, and if you don't get the right items it makes a huge mess with no real way to alleviate it. Fun concept tough!

Passengers Tetris by Gao Ming 2018-08-31T03:20:10Z

Too real, lol.

Not sure the reasoning behind the long interval between scans for matches -- maybe to encourage more combos? But anyways, this was kind of cute, yet still fun. It does feel like most of the screen real estate is completely wasted though.

Cat Fortress by CruelMotivator 2018-09-03T22:30:29Z

Hi there! It looks like your entry uses third-party assets (music) that your team did not create during the jam.

This is fine, but in accordance with [the Ludum Dare rules](https://ldjam.com/events/ludum-dare/rules), **you must OPT-OUT of the respective categories, since it would be unfair for you to be rated based on work that you did not actually do during the jam.** You can still change this setting now.

Quoted from the actual submission page (which you should have read):

> **Opt-out of categories here if you and your team didn't make all your graphics, audio, or music during the event. Many participants are making original graphics, audio and music from scratch during the event. As a courtesy, we ask you to opt-out if you didn't do the same.** Also, some games are not meant to be Humourous or Moody, so you can choose to opt-out of these too.

For more info, see https://ldjam.com/events/ludum-dare/rules

That aside, this is pretty janky, but still cute haha. It's a good start, but obviously more of a rough draft than a full game. It was so random that the old man could roll around, and didn't really do much for gameplay, but....I kind of love it.

By the way, we also made a game about tumbling cats! =D

Exhaustlands by Sand-Gardeners 2018-08-23T05:32:32Z

Pretty cool! You guys really pulled off the minimalistic style, it worked well with everything combining together into a pretty cohesive package. Explored a bunch of places, some interesting, some not, but in the end couldn't spend enough time on it to really made significant progress.

Gel Break by HitchH1k3r 2018-08-29T06:00:37Z

Amazing job! This is very well done and the puzzles really have a lot of depth to them. Great job building various different types of puzzles around the core mechanic. I really have no idea how you can come up with such great puzzle designs in a jam setting; it's super impressing. I do think the bomb puzzles were the trickiest to really get the hang of, as there are a lot of rules that weren't completely obvious at first (how long until the bomb explodes? what is the radius of the bomb? is the bomb still ticking down while inside slime? etc.) Those issues could probably be addressed with some minor additional UI tweaks and/or notifications or such.

Amazing job overall!

Requiem for the Postman by Lumos 2018-08-31T02:59:25Z

Hi there! I'd like to rate your game, but unfortunately it's not playable correctly as I have a 5:4 resolution monitor at 1280x1024 (yes, some of us are still living in 2010), and thus can't see or access some of the essential gameplay elements. Unity's resolution picker dialog is unfortunately terrible at dealing with this issue, as it will only let you pick resolutions that match the aspect ratio of your monitor.

Pizza Defender by Sloyd 2018-09-03T21:43:35Z

Woot, first place!

Capture.PNG

Great aesthetic. Clearly more of a rough draft than anything, but I like what's there!

I feel like the title of the game should be...."The Cheese Stands Alone" =P

Data Runner (LD42-Jammer Edition) by acronaut 2018-09-03T22:15:40Z

Cool aesthetic! The mouse controls were unreliable at times and I found it pretty easy to be ejected out of the track entirely -- perhaps this would fare better on my desktop (on my laptop atm). Also found that a single collision would tend to throw you off course which lead to more collisions; bit of a spiral effect.

Data Runner (LD42-Jammer Edition) by acronaut 2018-09-04T20:40:03Z

No worries! Dealing with physics edge cases is always a pain...been there...

Noah's Help! by Ian Kettlewell 2018-09-03T20:22:12Z

Simple but fun! Yay~

Path Blox by Gunturtle 2018-08-31T03:12:12Z

Nice! This is actually pretty fun, and really twists your brain around for a while until you get the hang of it. Got up to a score of 150 or so as a high score, though I wish it would at least show you what your ending score was before resetting the game...?

In any case, after some trial and error I figured putting right arrows on the left and left arrows on the right essentially just narrowed the playing field and was always a "safe" placement, so I ended up going with that strategy, to some nice success. Pretty simple game, could use a little more like music during gameplay of course, but it's a great start! Very fun.

Blow the Hen Down by NickZangus 2018-08-23T05:57:12Z

Ahoy thar! Thanks for being a good LD citizen and opting out of the appropriate categories! But, even bigger thanks for making this game, oh my gosh this is wonderful hahaha. Perfect fun execution, I love it. The "speed run" video is great too!

Also, props on being one of the only Unity games that both lets me select a resolution AND has a UI that properly fits different aspect ratios. That's way more rare on LD than it should be, haha.

No Space In My Stomach by Roman Petrov 2018-08-30T22:43:37Z

Fun little puzzle game! Finished all the levels, thought the number of levels was about right but some of the later ones were a bit less challenging, especially the last 2 or 3 i think? You could finish at least two of them with extra space left over in your stomach, which means you could have made an extra move and still solved it. So that maybe could have been pushed a bit more.

I personally didn't have any issues understanding the vertical vs horizontal platform disappearing mechanic, but agree that it probably could have been made more obvious somehow. I guess it helps that you spelled it out in the description, haha.

My main complaint is actually little quality-of-life things that could have made the game feel a bit less tedious. It felt like the puzzle aspect of figuring out the right order in which to do things was fairly interesting, but in the latter half of the game it felt like in order to actually focus on that I had to first go through a tedious task of panning the camera around the level and memorizing a bunch of colors. I feel like I would have enjoyed the actual puzzle aspect of the game a lot more if I could view the entire level at once and move faster. I understand these were probably intentional choices, but I personally felt like the puzzle aspect of the game could have carried through more strongly if didn't have to deal with those things as much.

Some of the other nitpicky things like the jumping on platforms moving down were already mentioned; those are pretty minor though. I did find it a bit odd that the menu UI navigation was all mouse-based even though the game itself used the keyboard only.

All that said, props for making a puzzle game in a short time period -- it is really not easy to think of clever puzzle designs quickly! And the concept is a pretty cute too! Though I fear for little Stewart's health after eating so many colored drugs...

ROOSTER EXPRESS by Fran Segura 2018-09-03T21:23:34Z

Pretty fun and good atmosphere, haha! I think you've got a lot of fun things going on here with the delivery parsing. My main feedback would be that there are other things in the game that seem to get in the way of the core mechanic of parsing the mailing labels. In particular, trying to accurately drop the boxes on the correct conveyor belt can be a bit difficult (as mentioned above) and I don't think that really adds any enjoyment to the game. It also feels like running back and forth from the package pile to the conveyor belts is a bit tedious and doesn't serve much purpose. Perhaps if the play area wasn't so spacious and the packages to sort just ended up cluttered throughout the room it would also add to the sense of "running out of space".

Great choice of music btw!

Stuck! by chkkll 2018-08-23T06:14:36Z

Too real, haha. Pretty simple, but enjoyable nonetheless. Extra bonus points for making the most tantalizing gif previews, those are great!

The BGM is pretty groovy! Almost =too= groovy though, might not actually match with the feel of....being stuck in a sea of people.

The Hero's incredible Chronicles by Gaming Night 2018-08-29T04:18:26Z

gdi lol xD

Password Camp by Rombus 2018-08-29T07:11:06Z

Hehe, this is so old school! The aesthetic was great and really brought me back. However the mechanics were also just as unintuitive as old games...probably could have done without that part, haha. I played through the whole thing, was simple but didn't get overly stale.

Loot Keeper by outstar 2018-08-24T07:09:56Z

This was way more addictive than I'm willing to admit, lol. I minmaxed my way to level 11 before quitting for my own good.

Great concept! Some parts of the execution are a bit messy, it feels like, like the interspersed mouse/keyboard controls, and the "next" queue scrolling in the opposite direction of the player (maybe it does make more sense that way? not sure). It's definitely got potential though. Keep at it!

By the way! You may want to credit the sources for your music? The rest song was quite peaceful and happy, it was nice to listen to while micromanaging everything, haha.

Evercloud by SecondDimension 2018-08-29T04:39:03Z

Nicely done! It's quite difficult to make a game jam game with an actual progression, atmosphere, and sequencing like this (speaking from experience), so good job! The music quite reminded me of the somber main theme of Rain World (ahh, the feels). Sound of the rain was a nice touch. The gameplay was fairly rote, but the exploration and dialogue (though minimal) kept things from getting stale. The SFX could really use some more love to match the rest of the atmosphere. Overall, I love how you created a world and a space here. It's great.

SpaceOut by Lou Bagel 2018-09-03T06:41:51Z

Interesting concept! I like how the balls were a much faster way of clearing out bricks, but harder to control than the lasers, which were precise but had cooldowns. I like the idea of the upgrade progression, though it felt quite punishing to accidentally run into a block when trying to navigate.

Outrunning Space! by drludos 2018-08-23T05:35:50Z

Yesssssssssss

Constellations by pmarincak 2018-09-03T16:33:21Z

Nice! I scored 1721.60 with my 9 constellations (tried to focus on the loop bonus). There's a solid idea here and it feels like this could be a super relaxing game. As mentioned before scrolling the camera takes away from the flow a bit; I also feel like there could be set levels instead of randomized stars, so that there is some sense of progression / completion. The music provides a nice ambience although I wonder if something closer to a lullaby would be fun too.

Catching Sushi! by kokirisandfriends 2018-09-03T22:10:33Z

Great aesthetic! Wish there was a little more to the gameplay. Now I'm hungry...

Tetrolled by TRASEVOL_DOG 2018-09-03T20:54:00Z

> You sir, have succeeded in tetrolling me, from noit using srs, to the random blocks, to the fact that the spawn orientations is not even correct, no bag generator, and the double tap hard drop, and to make matters worse it uses 8 wide instead of ten. Good Job…

I agree completely. Even the rotation directions are reversed! Aggghh

Body Hiding Simulator 1995 by incinious 2018-08-23T06:07:44Z

Haha, definitely a fun one. It was great finding ridiculous places to stash the bodies. Though the pacing was a bit slow. I feel like it might be more fun with a smaller house (1 story instead of 2 stories?) and maybe murdering multiple people at a time instead of doing it one by one. Still got a good laugh out of it, especially the professional voice acting.

Mindblocked by diptoman 2018-09-03T05:32:58Z

Wow, this is very nice. I can't believe how many quality puzzle games came out of this jam; I find good puzzle designs impossible to create quickly...

Really don't know what to say here besides the fact that this is awesome, the levels were clearly very well thought out and offered enough decision points to be challenging while still being limited enough to avoid feeling overwhelmed. The coins were a great way of embedding both an "easy solution" as well as "hard solution" into the same puzzle which must have taken even more careful planning (or just genius) to formulate in terms of design.

Graphics are simple but effective, the mechanics are all very clearly explained via the demo levels, and I really like how you came up with all the different obstacle types to throw into the mix level by level as a natural extension of the mechanic.

Solid job, well done!

Mindblocked by diptoman 2018-09-03T19:47:06Z

@diptoman Makes a lot of sense! Thanks for pointing me to that :D

The Void by mortus 2018-08-29T07:49:25Z

Hi there! It looks like your entry uses third-party assets that your team did not create during the jam.

This is fine, but in accordance with [the Ludum Dare rules](https://ldjam.com/events/ludum-dare/rules), **you must OPT-OUT of the respective categories, since it would be unfair for you to be rated based on work that you did not actually do during the jam.** You can still change this setting now.

Quoted from the actual submission page (which you should have read):

> **Opt-out of categories here if you and your team didn't make all your graphics, audio, or music during the event. Many participants are making original graphics, audio and music from scratch during the event. As a courtesy, we ask you to opt-out if you didn't do the same.** Also, some games are not meant to be Humourous or Moody, so you can choose to opt-out of these too.

For more info, see https://ldjam.com/events/ludum-dare/rules

That aside, this game definitely has a lot of good potential! Though I must admit, I was pretty confused when I received this sector layout:

Screenshot 2018-08-29 00.21.38.png

It definitely took some used to getting the hang of the game, but it was pretty fun after I understood how to work it! It's rather punishing at the beginning, especially since it drops you right into the heat of things with no time to formulate a plan of action. Once you start getting the upgrades things start to snowball pretty quickly and it gets much easier.

I actually think this would have done very well as a "campaign"-based sequence of missions instead of an endless wave-based survival game. That would allow you to ramp up the difficulty gradually as well as introduce new upgrades, and it would allow players the chance to retry a particular mission if they failed. Just my 2 cents though.

Writespace by blinry 2018-09-03T19:43:24Z

Brilliant. Just amazing. These puzzle games are blowing me away. I loved all of this!

BALL BUSTERS by tedbolt 2018-08-23T05:42:43Z

Come on guys...it's not THAT hard. Beat 1-player mode on the second try!

I do agree though, that something could be changed. I don't think you need to make it flat-out easier, but rather, I think the player should get some sort of advantage as time goes on. Right now, the player gets more and more disadvantaged as time goes on because there are less blocks to stand on, but I think there should be something to make it easier for the bat to lose as well as time goes on. I think that would help the pacing of the game to feel more exciting as things go on.

Vita Magicae by Anuke 2018-09-03T21:54:28Z

Cool! Pretty nice game for LD, though I wish the bullet patterns had more of a traditional danmaku difficulty to them -- slower bullets, with more emphasis on navigating through patterns and tracking bullets of varying paths and speeds, rather than more reactive dodging. Aiming with my little pea-shooter bullets was by far the most difficult part of this game, which I guess is what happens when you take a genre that's traditionally top-down and convert it into one with a moving camera and mouse-based aiming. Still, I appreciate all the content that you guys managed to cram into here. One note on readability/discoverability -- I did find that it wasn't super obvious at first that the red pools for the last boss were obstacles that you needed to avoid -- think the visual UX there could probably be a little more clear.

LD43 — Sacrifices must be made

Corn Field by Camilla Camatta 2018-12-17T02:27:24Z

It looks pretty interesting, but I'm not sure I really get it. Maybe include some instructions for your game in the description...?

Colors of Your World by DDRKirbyISQ 2018-12-15T18:02:56Z

@lereveur: Thanks for pointing out my typo (it's been fixed).

@shadoninja: Thank you for the detailed feedback! It helps a lot. The game has been patched to address some of the difficulties you encountered.

Holding away to drop from climbing was something I was conflicted on myself, as I also found it unwieldy at points, but was not sure whether players would find it unintuitive that moving away from a wall now requires a new input (jump) and locks them into doing a walljump away from the wall (unless holding down). From reading your feedback I think this is definitely the lesser of two evils though, so I've changed the behavior as you suggested. For the record, when using the **climb** function in Celeste, you ARE fully attached to the wall, and in this case you are also NOT detached if you hold in the opposite direction.

Screen 3-4 (I believe this is the one you are talking about?) was definitely not intended to be that demanding. One of the spike obstacles has been removed and the other has been made significantly more lenient to address that.

Thanks again for helping improve our game!

@picapica: Thank you for keeping at it and sorry that you reached a roadblock in your progress!

Colors of Your World by DDRKirbyISQ 2018-12-15T21:25:33Z

@shadoninja: Thanks for trying it out again! I'm glad to hear that the improvements helped. I actually also considered using a separate button/modifier for sticking to walls, but decided to limit the controls to 2 buttons instead for simplicity. Hopefully the levels are simple enough (compared to something like Celeste) that the loss of control isn't felt too much. One thing I may do is increase the speed at which you can climb downwards, so that downward movement involving climbing doesn't clumsy due to always sticking to walls automatically. That doesn't really come up in my current level designs but it may if I decide to do some "B-side" levels.

@picapica: That works! Once the game is feature complete (we would still like to put in some different tilesets for each world), I will also be recording a playthrough video.

Good catch on the mushroom standing bug, that's a known minor issue that I haven't really gotten around to addressing yet. I wanted the mushrooms to launch you a bit closer to their center point otherwise there would be too much variation in the launch point, so I adjusted some of the collision boxes, but with the unfortunate side effect of allowing the situation you show in your screenshot.

Not sure exactly what happened with the controls in the other issue you described...the game does accept gamepad inputs and also maps the "WASD" keys to movement, so that is one possibility. Otherwise, maybe just some funky issue with the key release not being handled correctly. In either case, I'm going to write that one off as a fluke. Thanks again for the report though!

Colors of Your World by DDRKirbyISQ 2018-12-16T19:01:18Z

@ynneblack: Thanks for playing our game! I'm not sure when / under what name we previously talked (sorry!), but thanks for stopping by again. I enjoyed reading your short little account of your thoughts! I apologize for the AZERTY layout issue (I'm sure it's one you've dealt with often D:)...not sure what the simplest way to address that is. I could offer additional keybindings of course, like allowing W for jump in addition to Z, but even then it would be hard to communicate (simply) that those are available. I'm not sure if Unity has a way to map controls to physical scancodes (as opposed to letters); though even if so I'm not sure that would be ideal. Blegh.

Colors of Your World by DDRKirbyISQ 2018-12-17T18:41:23Z

@franfox: Just like in the level 4 screens earlier, you need to boost off of the mushroom and then dash at the end of that! Just make sure to time it so that the starfish don't hit you. You can do it!

Colors of Your World by DDRKirbyISQ 2018-12-17T20:33:12Z

@aurel: Thanks so much for the detailed feedback! I'll address the enemy position consistency and perhaps add some alternate binds for the controls in the next version (I personally press Z/X with my middle and index fingers, pinky and ring finger indeed sounds like it would be really awkward!).

Colors of Your World by DDRKirbyISQ 2018-12-17T22:55:39Z

@aurel: v0.21 resets moving platforms and enemies on death or screen transition. Thanks again for the feedback!

@ynneblack, @aurel, @jeffrey-newton-evans: v0.21 adds additional keybindings which should have something for everybody! Here are the new options available:

``` Controls (default): Movement - Arrow keys Jump - Z or C Dash - X

Controls (alternate): Movement - WASD Jump - J or L Dash - K

Controls (additional bindings): Movement - Gamepad Left Stick, Gamepad DPad Jump - Space, Numpad 1 or 3, Gamepad A or Y Dash - Numpad 2, Gamepad X or B ```

Colors of Your World by DDRKirbyISQ 2018-12-19T15:46:07Z

@gwinnell: Hi there! The "Compo" version was done for the 72-hour jam event and is the correct one to use for rating purposes. Apologies for the terminology confusion!

Colors of Your World by DDRKirbyISQ 2018-12-20T21:50:40Z

@f1krazy: Thanks for the review and the bug report! That world 3 was actually NOT in the original compo version that I submitted so it must have been introduced in a recent patch I made to fix another bug (the classic "fixed one bug but introduced another"). I'll make another build to address that right away. Thanks again!

Colors of Your World by DDRKirbyISQ 2018-12-20T22:23:08Z

@f1krazy: That glitch has been patched and fixed in v0.04! I also tracked down an input handling bug that may have been possible for the dropped inputs that you were seeing, so that has been patched as well. Hooray!

Colors of Your World by DDRKirbyISQ 2018-12-21T00:10:58Z

@yaen: Thank you for playing our game! Actually, the up arrow is already used for climbing upwards when sticking to walls, which is a key feature in world 3. Otherwise, I would have already added a keybind for jumping with up!

Colors of Your World by DDRKirbyISQ 2018-12-25T03:15:22Z

@kamekai: Thanks for playing our game! Gamepads should already work with the post-jam version! :D

Colors of Your World by DDRKirbyISQ 2019-02-11T04:46:06Z

@picapica: Apologies for the long wait, but I've now uploaded a full playthrough video of the post-jam version: https://youtu.be/g5vRdNHHoU4

Subway Crisis by Iluvatar 2018-12-16T18:36:35Z

Short and to the point. I appreciate the detail put into the "extra" flavor descriptions and such that didn't actually have any gameplay impact. Some minor/trivial bugs and/or things being weird like the note for the safe being called "New inventory item" but otherwise playability was fine. Not much else to say about it...I guess one thing is that the "bad" ending didn't really seem worthwhile as a choice since it offered almost nothing in terms of the actual game, so I question the decision to even allow that as an option. But maybe it would have made more sense if things were more fleshed out!

Don’t eat CHICKEN ! by Kasaki 2018-12-29T04:43:35Z

Hehe, a fun idea. Congrats on your first LD!

The Gods Are Angry by F1Krazy 2018-12-20T01:15:51Z

Nice! Short and sweet, I think it's just short enough to avoid overstaying its welcome. I liked the interspersed bits of plot narrative, I feel like I would find it really enjoyable to see that combined with some actual platforming challenges. I was wondering when the lightning would come in and then ended up assuming it was something you added post-jam until it finally happened in the last screen...WOW it's pretty loud compared to everything else, haha.

The Gods Are Angry by F1Krazy 2018-12-20T08:47:04Z

@f1krazy: Nah, I think it was fine. I'm actually glad it didn't come out of nowhere since it might have given me a heart attack at the volume I was playing at, haha...

Effigies by Geckoo1337 2018-12-29T07:31:38Z

I'm always impressed by the puzzle designs that are able to be created under a short timeframe. This one was really difficult to wrap my head around, in a great way, but I slowly started to get the hang of it.

Level 8 (the last one) was by far my favorite, I really enjoyed going through that one. There was an initial phase of experimentation, followed by some more concrete guesswork, then actual directed planning as I realized what constraints I needed to meet.

Thanks for a great design!

Penance by Blodyavenger 2018-12-17T00:59:29Z

Short, but to the point, I guess. I "did the penance"! Hooray!

My main (pretty minor) visual complaint is the rendering seams between some of your tiles. It's not a huge deal at all, just sort of off-putting.

My main design suggestion is that this sort of game seems like it would work much better with individual (checkpointed) levels as opposed to one large map. Feels like it would be much easier to balance the difficulty as well.

Good job!

Rainbow Cats by Niarkou 2018-12-29T01:25:01Z

Nice job! I had a lot of fun going through these levels. Would disagree with the complaint that the mechanic was unterutilized, but I guess to each their own. I did finish the last level with two extra red cats rescued, not sure if that is a known thing.

As Of Yet Unnamed by Flaterectomy 2018-12-23T04:40:21Z

Reporting in on the input/click detection issue! I'm on Chrome 71 using a resolution of 1440x900 and though at first it seemed like the clicking input was entirely unresponsive, I realized after a few tries that the click area for each bodyguard seems to just be offset to be entirely above the bodyguard. So, clicking on the bodyguard directly does absolutely nothing, but clicking on the air directly above them consistently activates them. Hope that helps!

Once I actually understood how to get the darn clicking to work, I got 5 stars and traveled 1210 feet! It was pretty fun, feels like it would be even more fun if the click detection was a little more generous, of course.

I found the "reverse swipe" angry birds-type controls to be quite counter-intuitive...It feels like it would be more satisfying / more intuitive to instead drag the bodyguard in the direction that you want them to jump, rather than in the opposite direction, as I don't really imagine any sort of "slingshot" effect here. But maybe that's just me?

Things may or may not be different on a tablet of course.

One thing you might consider is having the bodyguards placed more closely to the car so they are centralized. I know it might be part of the design to have the bodyguards spaced out (which is fair), but I think I found it a bit difficult to keep on trying to move my mouse to different places to launch the different bodyguards, especially as gameplay got faster. But take that with a grain of salt. Again, I could see this being much easier with a touchscreen.

Great theming and aesthetic, I really love the mechanical implications of the helicopters. Thank you also for your post-mortem writeups, it's always great to read writings like these!

Ursa by Maksym 2018-12-26T23:33:17Z

Short and sweet! Some additional polish would really help this game shine more, in terms of just some small things like nice level transitions, some additional quality-of-life improvements, etc. What you have works well though. The music and narrative combine to make a very heartwarming mood, which was very effective IMHO. I wish that the ability sacrifices were a little more tied to the narration (as you did with some of the other mechanics), but that's not a huge deal I guess.

Thank you for sharing! We also made a platformer, if you'd like to give our game a go :)

Fallen Girl by fullmontis 2018-12-25T19:45:05Z

Rated the jam version, but also played the post-jam version. The mid-air jump was quite unintuitive and took a while for me to discover -- you sort of addressed that in the post-jam version.

I love the story illustrations and rhymes that you added in the post-jam version. I couldn't get the good ending though, it's really easy to slip up and miss a tight jump timing. I think if the checkpoints didn't cost life, it would be a lot more feasible. I know the idea is that the checkpoints are supposed to be a tradeoff, but that means if you are going for the good ending it means you are incentivized to not use any of them, which in turn means that if you ever mess up a screen or two it's all over.

In the compo version as well, it was quite easy to use a checkpoint with little health remaining and find myself locked into an almost impossible situation.

For anyone else playing -- the volume of the music and sound was quite soft, so if you don't hear it, maybe just try turning the volume up!

Esus by Ced 2018-12-21T05:46:19Z

Has a lot of potential! You can tell this is unfinished, there is definitely a lot of stuff missing and/or sort-of half there, but that's also sort of understandable since it seems like you guys tackled quite a lot (especially for a first time game!). Since you didn't get to implement everything, I think it would help to detail some of your intentions in your game description so that we can at least see where you were going with the mechanics -- I think some of it is a bit confusing as is since it's hard to tell what is unfinished and what is not.

Congratulations on your first game!

De-Railed by OccultOne 2018-12-23T02:11:17Z

Finished the game (with the "Good ending"). It's a pretty neat idea! Definitely a bit rough around the edges. Here's some assorted feedback:

- Resolution is quite large for a web game! Not all of us have 1080p monitors, please think of us plebians who are running at 1440x900, or 1280x1024! - Controls and mechanics were a bit unintuitive -- should you maybe at least list your games' controls in the game description so that people aren't stuck at their keyboards hitting every key like I did? - Felt weird that I could shoot/attack with keyboard if I wanted to, but only interact with the confirm dialogs with the mouse. Maybe add a keybind for that? - The enemies had a cool visual design; unfortunately it was quite trivial to jump right over them while running at full speed, so I only ever interacted with one or two of them before I decided it would be faster to just skip them altogether. I can't really speak to whether you achieved your dark souls-like feel or not since I didn't really participate in combat. - The large "boss" at the end was a cool idea, but unfortunately I was able to cheese it quite easily by coming from the upper route and simply staying on its right side and attacking -- it was never able to hit me. - The platforming sections were...alright. Because of the visual scale and camera zoom, the actual platforming jumps involve =several= blind jumps where you can't see the platform you need to land on. I managed this fine since my reactions are quite good, but I can imagine this being quite frustrating in the later levels. - Backtracking all the way back to the train after finding parts got really old, really fast, and got progressively worse as the levels got longer =( - The platforming physics were a bit odd, especially the acceleration which seems to be stepped instead of using a smooth curve. It didn't really cause me any issues, just felt odd that you start moving slowly and then suddenly speed up very quickly. - The snow landing noise was a nice touch, but why only a landing-from-jumping sound and no footprint sound? It felt like 75% of the game was either spent running to the right or the left, so some nice footstep sounds would have at least broke the monotony a little bit. (I do understand that nice footstep sounds are hard to find and vary, though) - This is more minor, but the very bright upper portion of the background was a bit much, especially against the snowy tops of the platforms.

+ The snow particle effects really added a lot to the visual look and feel of the game. + The parallax scrolling of background layers was also much appreciated. + The vocal track at the end of the game was quite a pleasant surprise! That together with the main level music definitely set a sort of somber tone for the game, which I'm assuming was intentional. Quite effective. + I think overall the snow terrain combined with the somber feel was one of the strong points of the game, which is a good thing since there was so much mindlessly running through the snow with nothing else to think about!

Thanks for writing up a post-mortem! Always nice to see people's process and lessons learned.

Nature is Harsh by hav24 2018-12-15T02:19:42Z

Really fun! It was a bit tedious in the later levels having to keep jumping on the babies to flatten them, wish there was an easier way to do that. That's a minor complaint though and I admit that it is pretty cute stomping on them. Maybe if there was an easier way to pick them up once they are flattened or something?

Anyways, great job!

Chicken sexer by willmurderface 2018-12-29T01:33:44Z

Well, that was amusing. If only female chicks actually wore little pink bonnets in real life, that would make this job so much easier (haha).

The uselessness of this crane makes the arcade crane machines seem absolutely easy in comparison! However, there is a trick to it -- forget trying to grab the chicks at all and just use the crane lever as a slide/ramp to guide the chicks to the correct side:

Screenshot 2018-12-28 17.28.30.png

This ended up being the "winning" strategy ("winning" in quotes because it didn't seem like the game would ever end).

Documentia by Pandanym 2018-12-19T07:44:53Z

Whoops, couldn't run the game! Running into a similar issue as donmai on the itch.io page. My OS is Windows Server 2012 (not that that will really help diagnosis). Feel free to give me a ping if you get an updated version up!

Documentia by Pandanym 2018-12-31T17:09:21Z

Pretty cool! I got at least 2 of the endings, poked around for a few more tidbits but I'm sure I didn't get all of the dialogue and/or narrative. The concept is quite a familiar one after playing both OneShot and Doki Doki Literature Club; it must be a pain to handle correctly and account for everything, so good job on that.

I got a small chuckle over taking objects away and then restoring them while I deleted other ones. There of course are a ton more things you could handle in terms of file manipulation but it's a jam entry after all, so...

I'm not sure if there is a "good ending", perhaps there is and I just didn't find it yet! But I think that's something I'd like to see. Particularly, something that requires you to do some sleuthing in the "fake game data", I think, and something that involves the glitch and associated file and/or backstory. I think there is the initial "a-ha" factor of "oooo I'm deleting files around and it affects the game" but I think past that there could be a lot more done with the concept. Anyways, that's more of a musing than a criticism, but I do think I would appreciate a directed ending (or more than one) that tries to wrap up the experience a little more conclusively, regardless of whether it's a "good" or "bad" ending. Right now I think it ends at "the only way to win is not to play" but I feel like there could be more there.

Documentia by Pandanym 2018-12-31T18:16:39Z

@pandanym: Excellent!

Long Live The King! by Player 2 2018-12-22T05:14:09Z

Nice, a game written with good ol SDL! I didn't manage to finish as it seemed way too tricky to figure out; I'm sure I could do it given enough time though! I wish there were some easier levels to ease into things instead of starting with the full 9 windows which was quite overwhelming. I'm at less than 1920x1080 on both of my computers so that may have made things a bit more difficult. The game didn't seem to properly capture my desktop wallpaper but I'm running Server 2012/2016 so I won't really blame you for that.

Anyhow, a pretty creative idea! I think what I mentioned about having some easier levels would be my main wishlist item, along with the other things already on your bucketlist like lower resolution support, bugfixes, etc.

Long Live The King! by Player 2 2018-12-22T05:15:12Z

Also! It seems that **you've used 3rd party audio assets (music) in your game that you did not create yourself.**

This is perfectly fine, but **as stated in [the official Ludum Dare rules](https://ldjam.com/events/ludum-dare/rules), you need to OPT-OUT of the Audio category due to this usage:**

> "You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you OPT-OUT of the respected voting categories (Graphics, Audio). You can opt-out of a voting category when you submit your game."

You can still modify this setting post-submission, so go ahead and do it now. I will be downvoting you in audio as an enforcement of this rule. If I'm mistaken, please reply to me so I can change my vote!

Quest for the West by tigerj 2018-12-17T02:20:58Z

The whole frog thing was almost really funny, maybe just needed some additional backstory to really set it up. I am apparently very "bad" at this game as I started to lose people from my group left and right, but on the other hand, that made it feel quite faithful to the Oregon Trail experience, lol!

Death Metal Crowd Pusher by WizardOfOzzy 2018-12-22T05:22:13Z

Haha, this is a fun concept for sure. Props on a great idea.

Agree with the comments about the design needing...something (?) a bit more to get the gameplay to be a little more involved. Something that feels a bit more pinball-ish would be great fun, if you could manage to achieve that. I also wish that the 666 "fever" mode would let me push guys at a much faster rate; feels like that would really get players hyped up!

Boonioo by Blix 2018-12-16T19:08:39Z

Looks cute! Could you maybe write some instructions about how to properly play the game in your game description?

Hamster DRUMA by shide 2018-12-29T07:10:42Z

Wow, a full intro sequence! This was super unique, clearly you guys have a lot of experience working with 3D environments which is really cool to see. It definitely took me a bit to figure out how to best direct the hamsters but I'm not sure that's so much a criticism as much of part of the experience. I guess more direct visual feedback would be nice as mentioned.

Nice job!

Sacrificio Inc. by Reality Blind 2018-12-18T04:02:51Z

Simple but short and sweet. There's a nice package here to expand upon!

- Changing to a move counter (as you are already planning to) would definitely provide a lot more replay value for people who find the base puzzles to be on the simpler end. Figuring out the general solution to these puzzles was generally quite straightforward, but optimizing for move count seems like it would be very nontrivial! - I know this was totally outside the scope of the jam itself, but if you plan on improving the PC version, I think keyboard controls would handle **quite** nicely, with a single key (space or something) to "pick up" and place an active piece, and arrow keys to move it around. I'm sure I could blaze through most of these puzzles with that option.

Small feedback aside, I love the theme and look you guys have managed to deliver on. Great job!

Apatanat: the benefit of all. by Mike Mihe 2018-12-17T00:53:19Z

Hi there! I attempted to play your game, but it doesn't seem to be properly designed for aspect ratios other than 16:9. I'm an old dinosaur running at 5:4 (1280x1024) or 4:3 most of the time and the left and right portions of the game are cut off, leading them to not be visible and thus almost impossible to interact with.

Please consider other aspect ratios next time!

EagleSong by planschi 2018-12-24T00:33:16Z

Any particular reason why you opted out of the graphics category?

Super Sellout by Moski 2018-12-20T01:07:40Z

Played and rated the updated WebGL build.

Great job for the jam timeframe. My high score was $8883 while selling out to ALL the sponsors! It was definitely funny seeing the poor guy in action with dogs and lamp posts chasing after him, barely making jumps as he slips through puddles...

Controls should definitely be split across two hands if possible. You already have bindings for arrow keys so you might actually just want to indicate those in your instructions rather than WASD (it works just fine, I found).

The gameplay obviously isn't the tightest but it's not bad for LD. That slot-machine-like sound for rescuing really helps add to the arcade feel of the game and makes you keep going. I especially liked the way that the speed gradually increases and how each successful rescue adds a bit to the timer. There were a few audio clipping issues (not sure if asset-related) and other minor things but again, good job on general execution.

Rabbit/Wolf by Shweep 2018-12-16T16:31:26Z

Pretty interesting concept. The resource-management aspect of it was fun. I wish the battles were a bit easier and that something happened at the end depending on which townsfolk you spared / sacrificed, but as is I found it quite necessary to use all of them up (though I guess one or maybe more of them give you the upgrades when you spare them for long enough too). The "event" on the 4th day was sort of interesting, wish there was more to that too.

The battles were as I said pretty challenging and mistakes were punishing, but the enemy varieties were good and I liked how different upgrades helped you in different ways against the different enemy types. I wish that combat was slightly slower paced, especially enemy movement, so that a single quick mistake was not as punishing, but I can enjoy difficulty too! The orange enemies can often get stuck off-screen if you happen to be near that edge of the screen, which makes their bullets not fire -- I needed to abuse this to great effect to easily clear some of the waves.

Rabbit/Wolf by Shweep 2018-12-16T23:44:13Z

Nice, make sure you post about your post-jam version as well when it's finished!

Slime Parade by Kilelock 2018-12-16T18:56:51Z

Played and rated the downloadable (windows) version. I think my score was 440 (?) if I recall correctly. Kind of odd that it doesn't just give you a direct count number of the fruits, but whatever!

Pretty clever approach to the theme! I applaud your level design efforts, that must have been a huge headache to account for.

There were a few minor polish issues -- some rendering artifacts, and I feel like the camera behavior could have been a little less abrupt, but the game was still fine in terms of playability despite that. Probably the biggest thing I'd point out is that when you first get to the eating screen it's difficult to remember which slime corresponded to what function. I'm sure you guys were well acquainted with the 5 little guys by the end of the weekend, but I wasn't able to internalize that after only a minute or two of gameplay. Even a simple reminder graphic could do the trick here.

Traffic Jams and Hand Grenades by phi 2018-12-29T04:22:22Z

Pretty fun! I have really fond memories of playing this game (minus the grenade...) on long road trips. Trying to use only the one grenade really added a new layer of thinking to it. Nice!

Total Party Kill by adventureislands 2018-12-29T04:38:44Z

Played and rated the WebGL compo version. Great job! The puzzles weren't fiendishly hard but were enjoyable to think through and execute after planning a solution. Fun!

Bloop Bloop! by Meenners 2018-12-21T19:16:14Z

Hi there! It seems (based on your description) that **you've used 3rd party audio assets (music) in your game that you did not create yourself.**

This is perfectly fine, but **as stated in [the official Ludum Dare rules](https://ldjam.com/events/ludum-dare/rules), you need to OPT-OUT of the Audio category due to this usage:**

> "You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you OPT-OUT of the respected voting categories (Graphics, Audio). You can opt-out of a voting category when you submit your game."

You can still modify this setting post-submission, so go ahead and do it now. I will be downvoting you in audio as an enforcement of this rule. If I'm mistaken, please reply to me so I can change my vote!

=====

That aside, this was simple but kind of fun. The combo bonus provides a weird dynamic where the best way to grow your population is actually to let clusters of them become sick first so you can heal them all at the same time. That's a bit unintuitive but I wouldn't say it is crazy, as several puzzle-type games employ the same sort of dynamic.

Good job!

Bloop Bloop! by Meenners 2018-12-22T01:57:42Z

@meenners Thank you! :D

Abortion Boy by Saering 2018-12-21T19:05:12Z

Well, that was something.

The game has some odd balance issues that I think if worked out would make the experience a lot more enjoyable. For starters, at the beginning of the game when a player is still trying to figure out the controls, the surgeon hand spawns right at the starting position, so if the player didn't already know what to do they would instantly get a loss, which could be confusing. The "take the L" animation was funny but ultimately really confusing as I tried repeatedly to figure out if it had any gameplay purpose (as far as I can tell, it didn't). I would have been more inclined to use it if it actually did something, or if the gameplay actually had any break points (which it didn't).

As already mentioned, the movement speed in level 2 seems to be slower than the surgeon hand. I was only able to complete the level by speed-strafing (https://speedrunwiki.com/Speed_strafing), since moving diagonally moves you at a faster rate than moving in one direction. This was the only way I could outrun the hand, so I had to play the entire level with an offset camera view.

I think I got rather screwed over by the level generation in level 3 so I couldn't complete it. I couldn't discern the purpose of the ramps with arrows in them, besides slowing me down. The physics in that level were rather confusing as normally the head rolls around very quickly but when it hits certain obstacles it grinds to a halt and takes a bit to get started again.

Anyways, gameplay gripes aside, the music certainly does a good job of bringing an "intense chase scene" feel and the disembodied hand is aptly frightening; makes me quite thankful that the Wallmasters in Zelda didn't run around chasing me. The shaders and textures used here obviously had a bunch of thought put into them, though I feel like that effort is a bit wasted since there is really no time during the game to appreciate any of those visuals aside from a passing glance. The uniform red lighting really works to cement the mood of the game but at the same time makes the level layout a bit less readable. Some sort of more clear lighting or shading difference to indicate entrances into other rooms might work well for better readability.

I honestly wonder if this would have worked better as a stealth/horror-type game instead of a constant chase sequence, as that would allow the frightening nature of the hand to add suspense and allow some more of the visual details to really shine through. Ah, but it's not really my place to tell you guys what your game could or should be!

Great job on your jam game and thanks for the devblog writeups as well!

Take Your Soul Away by djosef 2018-12-17T06:14:11Z

Hm, interesting, if a bit light in terms of actual substance. One weird issue is that it's possible to lose from the timer as you are opening the gate to the end, so you never see the ending =( It took me a couple tries to fully understand what was going on but it made sense to me in the end. Good job!

Be Near My Little Ones by Gumboot 2018-12-17T06:06:45Z

Well, it seemed cool, but after the first relic and altar I couldn't for the life of me find any other relics, despite running around for quite some time, finding the two other altars, as well as finding the "exit" of the map which simply seems to lead to losing a life. I did run into a monster once. Yeah, I'm not sure. Maybe provide a gameplay video or some more signposting? =/

CAt 666 by mirsakka 2018-12-23T01:34:35Z

Quite difficult to control, like trying to drive an F-1 racecar on ice. Maybe that is the point, though? I feel like this could be really fun if there was a way to control the cat a bit better (spent several minutes trying to chase down mice only to veer very slightly off course since the steering controls were so awkward), and also if there was a 3rd-person camera. I like the sense of speed and scale that the 1st-person camera offers, but it is a bit weird to have the camera so dang close to the ground (maybe intended?)

Inked warrior by Artem Kuzhenkin 2018-12-29T06:48:27Z

As mentioned, I don't think your WebGL canvas is sized appropriately? Had to fullscreen the game in order to see the UI.

Made it to wave 8 sacrificing only my movement speed (who needs movement when you have DPS???). Kind of fun for what it was.

Pretty sweet metal tune, which one of you was the one that made that during the jam?

Altitude Sickness by Antti Tiihonen 2018-12-17T06:33:30Z

Wow lol. Some of the later levels were definitely a bit jank when many climbers were required (limbs flying around everywhere and other physics oddities...I've had similar things happen in Unity before when 2d physics settings and joints aren't quite tuned properly), but this was super fun lol. I also experienced a similar bug in the last level with one of the "tornado limbs" finishing the level, but I feel like I got to experience pretty much all of the game anyways. Would love a post-mortem devblog writeup about how you architected the physics ragdolling movement and limb attach points!

Sheeps Empire by net3ton 2018-12-19T07:14:43Z

Got on the leaderboards with a respectable score of 23. Probably could have scored more highly if I had known about the flag affecting sheep differently based on proximity. Maybe say something about that in your description or game instructions?

Twist of Souls by franfox 2018-12-16T16:47:09Z

Pretty neat short game! Like others I have mixed feelings about the game concept, in that I think it's not providing a whole lot gameplay wise BUT on the other hand also makes sense in a cool way. *shrug* It feels like with some more time and planning you could probably come up with some better execution of the general idea, no idea what that would look like though.

It does feel like the game would start to get repetitive after a while (so, it was a good length as is, actually), but on the other hand, maybe there could be some cool new mechanics and obstacles introduced to spice things up. Perhaps something along the likes of weighted platforms that change their height based on whether you are flipped or right-side-up! Thus forcing the player to switch in certain spots for a reason other than the health timer. Or anything, really.

The jump sound effect felt a bit odd to me (?), but the overall presentation is pretty nice, and the checkpoint visual + bell audio was a very nice touch, probably my favorite part of the entire game.

Overall, good job on another jam entry!

Twist of Souls by franfox 2018-12-16T16:49:59Z

(Oh! FYI, a very minor bug report: the menu screen doesn't react very well when you mouse click on certain parts of it (e.g. outside of any valid option), seems that it results in no choice being selected at all, which is awkward to recover from since the mouse cursor is not visible.)

Miko Quest by Sun-Wukong 2018-12-17T02:39:04Z

Cute! Though I seem to have trapped myself between two mushrooms, unable to complete the game or restart the level =(

As already mentioned, a simple transition effect could do wonders to make the level transitions feel better.

Rogues Like Beer by NickZangus 2018-12-16T17:01:34Z

Nice work! Took me a bit to wrap my brain around the gameplay, but once I did I found the puzzles quite enjoyable to work through. The open-ended nature of some of the levels was pretty fun too! Props also for for making a physics game that "just worked" and was fun to work with as opposed to blowing up in any number of inane ways that physics games tend to.

(Thank you for opting out of the Audio category like a good LD citizen! :D)

NoooooMan by anidealgift 2018-12-21T18:29:00Z

Noooooooooooooooo.....

This was amazingly fun despite being simple at first glance. It definitely took some getting used to the different mechanics in terms of managing jump height, but once I wrapped my brain around it I enjoyed the strategy that it brought to the levels. I wish there was a better way to judge depth, perhaps some shadows on the floor or something, but I guess it's fine as is too.

Nice job!

Unnecessary Evil by Eva Abollivier 2018-12-19T17:38:48Z

@mertios: Actually, you don't have to sacrifice any characters, if you do things perfectly. Hence the name of the game, "Unnecessary Evil". That's the point!

I thought the controls were "fine", I really don't think the complaints were warranted. That said, my personal suggestion would be to have a separate key dedicated to each person, for example the number keys from 1-5. That would make things more consistent since it's difficult to remember what the rotation order is, especially since it changes once you have less than the full 5 remaining in a given level.

I liked the spin on the theme. People should be a little more open-minded about how the theme is interpreted, clever subversions of the theme or ways to incorporate the theme in ways other than the standard "sacrifice HP/abilities/..." should be encouraged!

The fall speed of the characters was a bit unexpectedly fast, especially for the little dude, I think I'm used to more parabolic jump arcs with lower terminal velocity, but the platforming wasn't really the focus here so it didn't really detract from the experience, just something a bit unexpected.

The music was not super amazing but worked well enough. I found the mechanical sounds a bit distracting, but YMMV.

Good job overall!

Hodor hodor hodor

The lord of Possessions by cigsandflowers 2018-12-23T07:17:28Z

Played and rated the compo/jam version.

Really solid base engine with a good clean engine! I really appreciate the palette you used, as well as all of the visual details you put into the game -- decorative bushes, particle effects, etc. The whole leveling system, inventory and equipment management, and sacrifice aspect isn't quite working out in its current form, it probably needs some design rework to really get something that makes sense (perhaps you addressed it in the post-jam version already!).

Great job overall! Again, I really appreciate how solid the implementation and execution is despite the design flaws.

Goodboy Advance by rik 2018-12-29T07:46:01Z

Could have dug out my ol NDS fat but decided to just run it on VBA instead. Great job, I love this and it hits all the right notes especially with the music. Thanks for reminding me what a glorious system the GBA was. I'm not sure what else to say here, obviously the actual game is a bit short but it's still interesting. I wish you could see just a =tad= more of the level at once but I understand zooming out too far would kind of be an issue. The different music variants though, top notch...

Any chance of some devlog/post-mortem writeups?

Sacrifices Must Be Made by danman9914 2018-12-20T00:41:24Z

Dang.

I personally found the 2nd-to-last round harder to navigate than the final one, but they were both plenty interesting. Great job, I don't really know what else to say. I guess one small comment is that the growly audio synth "voice" clips, while cool and effective, felt like they could use a bit of cleaning up at points (??). Not sure if just my imagination but I felt like there were some audio pops and clicks. They were also quite loud comparatively to the environmental audio, maybe could be toned town a notch. That's pretty minor though, honestly.

Keyboard Twister by Papercookies 2018-12-17T05:46:44Z

"pretty much requires a mechanical keyboard or a keyboard with N-key rollover" -- agree with this statement. I was extremely proud of myself once I got a green key though. ...I had to use my other hand to force the last finger into position. xD

Reverse Quest by kleinzach 2018-12-23T02:35:52Z

Great concept! I only completed 2 of the mini-dungeons, but finished the game otherwise.

The gameplay itself was fine, but felt a bit sluggish in general. I feel like it would have been more fun traveling around to all of these different dungeons if the game was a bit more fast-paced. As is, it felt like more of a chore than anything. As other users have already commented, I'm not sure why there is so much inertia for the player movement; feels like it would have felt like a much tighter game with potentially much more interesting and dynamic combat if you didn't control like a fat rhino on ice. This would also make the arrow aiming a little more sensible, as right now it doesn't make sense to take the last-pressed direction because you need to float around so much. I'm sure some small tweaks could go a long way toward really showcasing the potential of your design.

Welcome to the North Pole! by fre 2018-12-21T06:33:04Z

Great job, this was a real breath of fresh air to play! I disagree with pretty much all of the criticisms noted above except for the camera focus issue, which seems like a Hard Problem (tm) to solve, as I like the spirit of controlling all of the snowballs, but this can cause issues when they get split up. You could try putting in some functionality to reduce the likelihood that the snowballs get separated, but that's sort of against the flow of the game and also wouldn't even work well in all cases. There's no way to read the player's mind and figure out which one they "want" to be the focus either. I don't like the suggestions offered about controlling only a single ball at a time as I feel like that really strips the game of some of its character. The only thing I can really think of would be to come up with some smarter heuristics about where the camera focus should be. If this were a console-only game you could maybe do something around using one analog stick for movement and the other analog stick to help hint the camera, but I'm not sure that would translate to PC controls as well.

Perhaps the camera maybe should be conservative at first and try its best to frame all of the active balls, but start to disregard balls that are being left behind based on some heuristic involving the player's movement directions/inputs. In terms of level design I think (???) this also means you might need to be careful about having drops that are too tall since having one ball get separated from the group very quickly by falling a long distance could be a difficult situation to handle.

Anyways, going to stop talking about that not as I won't pretend to have a magical solution to that problem. Overall this was very charming and fun. The music track worked great and was definitely a highlight of the entry. Obviously it would have been even better with some added variation (a B-section of some sort) but this is a jam entry after all...

The level design was quite sensible for the most part, though some of the extra challenges involved quite a bit of backtracking to get back to the main path; I think that would be on my wishlist to see if it could be eased a tiny bit for a polished version. The various gate puzzles were okay but I think it was sometimes a bit awkward to roll around back and forth in a somewhat narrow space (sometimes with spikes on one side) trying to roll up more snow. It worked just fine, but I feel like it sort of broke the flow of things. I think rolling around more freely and having fun with growing large and then splitting again is a real strength of your game so IMHO it felt like some (not all) of the gate puzzles as well as some of the more mazey challenges broke the flow a bit.

The visual design was great and all of the details (snow particles, layered backgrounds) really helped bring things to life. The snowball behavior itself was quirky, but in a good way that lent itself to experimentation and having fun, rather than feeling like a fight against a physics system. This is very rare to see pulled off successfully -- great job!

Last but not least, the writeups on implementation details are much appreciated. Thank you for writing those!

Welcome to the North Pole! by fre 2018-12-21T06:37:49Z

One last thing, it seems that your game is among several Unity WebGL games that I've played that has a delayed audio initialization issue (specifically with Chrome browsers) where the audio is silent for a few seconds until it is able to initialize correctly. I also had this issue with my initial WebGL build. Unfortunately this is not under our control at all as its a browser implementation issue of all things -- see https://bugs.chromium.org/p/chromium/issues/detail?id=914757. Switching to an asm.js build (instead of WebAssembly) does fix the issue if you are so inclined to do so.

Way of the Dodo by chrismcmath 2018-12-20T01:30:33Z

I appreciated the approach to level design (that you outlined in your post). This mechanic was interesting as well but as previously mentioned, the platforming physics really need some iteration. As is moving around the level was too frustrating for me to feel motivated to search for collectibles, which is a shame because obviously there were alternate paths and nooks and crannies to find them in which would have been a neat exploration challenge. Even when I did find collectible items they proved difficult to collect -- for example missing the collectibles while jumping down a long chasm, which meant having to backtrack to attempt that jump again. As mentioned by another user it was also easy to accidentally doublejump off of a Dodo without meaning to.

If you are using some sort of stock physics engine for your platformer movement I would highly recommend trying to implement your own movement instead as 2d platformers just tend to not conform to normal rigidbody physics well. I did this for our team's LD43 game to great effect and was able to end up with a very tight and responsive movement system [/end shameless plug]

Hopefully jumping around and walking should feel less awkward than actual Dodo birds =P

FTD : Fixin' to Die by nuclearfriend 2018-12-16T18:21:56Z

There's more mood dripping out of this game than the blood dripping out of the soldiers I'm operating on!

Super well made with a hefty heaping of polish. The explosions and shake effects really add to the mood of the game and the sound effects were on point. The voice acting was top notch...inspirational.

Played both the compo and post-jam versions, with level 4 being too difficult for me to beat in compo (despite my best efforts), whereas the post-jam version (1.0.1) I actually found to be too easy as I was almost able to save every single soldier (sacrificed one, maybe I wouldn't have needed to if I had been a little more aggressive). I have no way of knowing whether the game uses a true RNG (and thus you could get incredibly lucky or unlucky on a given run) or whether it's more of a pseudo RNG where unlucky outcomes get "balanced out" by higher chances later on, but if it is truly random it seems like it might be difficult to balance. If you haven't already it might be worth considering some sort of pseudo-randomness, or at least a sort of cap on how bad things could get.

The mechanics themselves were quite enjoyable, though I think it's a bit difficult to directly notice the effect of the handwashing when it's only a couple of percentage points. Logically I know that it's making a difference, but in terms of player perception it can be a bit tricky to tell yourself that it actually is (but maybe that's part of the point, trying to make it more of an art of deciding when it gets bad enough that it really matters).

Overall, fantastic job!

FTD : Fixin' to Die by nuclearfriend 2018-12-16T18:28:21Z

Some pretty trivial/minor notes:

- "Stabilize" is misspelled (at least in the compo version) - In the web build, the pixel rendering is a bit off (most noticeable with the text instructions, where not all the pixels of the letters are the same size). This seems to be fine in the post-jam downloadable version though.

Overslept by MaiMai 2018-12-24T00:53:59Z

Kind of fun! Played with a friend and got to 50 points before we tired of it since it didn't seem like it was getting faster, we kept on top of all the orders once we got a nice rhythm going.

Capture.PNG

It was quite difficult to figure out what was going on at first. The colors were especially confusing as the "blue" dye looked purple and the "pink" dye was easy to confuse with white (took us a few minutes to figure out that white means no dye...in hindsight, that was a "d'uh" moment).

The movement speed is quite slow which made things much more slow-paced than a game such as Overcooked, so once we both understood how to actually play the game, it wasn't really very challenging or frantic. It was kind of peaceful actually which maybe (?) was what you were going for? So it was a nice mood, but gameplay-wise it didn't end up being very interesting.

In the end the ideal strategy most of the time was to have one person focus on dying cotton and putting it in the oven and the other person to deliver all of the completed sheep. It was nice to have defined roles, but I think part of what makes this sort of game fun is having the roles shift around dynamically. Overcooked does this quite nicely with their level and mechanic designs, forcing players to adapt to multiple roles for maximum efficiency. You may want to think about some of their designs and see if you want to take a page out of their book.

Alpaca's Redemption by Oceanosaurus 2018-12-29T01:43:30Z

Hurrah! This was great fun, I enjoyed it and I feel like it was the perfect length. I liked the open-ended level design.

Decided to sacrifice jump first as I felt like that would be pretty uncommon! My order was Jump, Gravity Change, Hook, Dash, Climb Walls.

Great replay value for this one too! And the alpaca is really cute :3

Cult Fever by iDesigns 2018-12-21T19:29:00Z

9765! I'm sure I could break 10k if I tried again.

I'd agree with most of the feedback given above. Music synchronization is very very rarely implemented correctly (especially factoring in audio latency) so I'll try not to fault you =too= much for not getting it right in a jam timeframe. I did find myself trying to rely on visuals, as you often have to do when note charts are off-sync.

The control layout was a tad awkward to map visually, but I found it much easier to process when I....tilted my head sideways. I would recommend not spacing out the controls across the keyboard though, please place them adjacent to each other!

Anyways, the game itself is super thematic (reminds me of [Samurai Shaver](https://ldjam.com/events/ludum-dare/40/samurai-shaver)!) and the visuals and music choice are great. Of all the entries I've played I think this one has the most obvious potential to become something really great with some additional post-jam work put into it (if you so desire).

Great job on your first Ludum Dare game!

Thank you also for being a proper LD citizen and opting out of the audio category. High five!

remembertonamethis by stardynamic 2018-12-29T06:53:32Z

Lol, reminds me of my old game http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=7285

Anyhow, this was short but fun, wish there was a bit more to it, but it was enjoyable for what it was. The UI was a bit unintuitive but no biggie, I got it.

Crush/Burn/Sacrifice by Finlal 2018-12-29T01:49:09Z

Looks cool, one of the only entries I've seen that has an actual intro sequence, wow! Wish the game was a bit easier!

Ethereal by foodzilla 2018-12-18T10:30:18Z

Phew! I finished all of the jam levels as well as the post-jam content. Some of them were quite clever!

I think (in my humble opinion) you really ought to consider easing into the introduction of all of the new obstacle types and mechanics, especially since you are going for the route of "show them to you and let you figure out exactly how they behave" (as opposed to handholding the player by telling them exactly what everything does). I think that is a fine approach, but I think it started to break down a little bit for me because I felt like there was one too many things I didn't understand in a given level at the same time. I think it would have been nice to have easier levels that show a new component in relative isolation, so that I can grok their purpose, interspersed with more difficult levels that weave the different obstacles together in clever or unexpected/tricky ways.

I guess in other words I would have liked to see the same general difficulty, but more levels to spread it all out. For example, the "barrier" level introduces not only the two different colors of "goal" blocks but also the laser barriers at the same time. They're not shown in isolation so it's easy for me to come out of that level without fully understanding what the barriers actually do (for example if I just happened to pass through them the right way), especially since it seems like you can pass through barriers N times or something?. Similarly in "Hurt" we get introduced to both the holes that need to be filled as well as the blocks with movement restrictions, etc.

Sorry, I probably belabored that point more than I should have, I'm sure you get the idea and of course YMMV. Anyhow, aside from that, the minimalistic UI works just fine, though I think some calm and soothing sfx would have really been nice as well, something like gentle electronic sounds, or maybe chimes or light percussive notes. Overall pretty fun game despite seeming (understandably) a bit rushed! I am also always impressed at people who can design clever puzzles during a jam timeframe, so props for that.

Into the Catacomb by JesusAcHe 2018-12-21T18:45:34Z

Played and rated the compo version. Apologies if you've already addressed any of this feedback in the updated version!

Cool start to a game. I finished the level and collected all 16 coins.

The character can mid-air jump without limit with the jetpack unequipped though, meaning you actually get more vertical travel power without the jetpack, which is sort of amusing, as @g12345 noted. The sword seemed a bit inferior to the blaster; perhaps it would be more interesting if you started with the sword and found the blaster instead?

Since you didn't really get a chance to explain most of the mechanics around unequipping in-game, maybe you should write something about that in your game description? As mentioned above it's pretty unintuitive to need to open up the "pause" menu in order to advance in the game.

Health restores quite quickly with the helmet equipped; I had to try for quite some time intentionally to ever suffer a death, which you already noted.

SLAP HAPPY by Ratherjolly 2018-12-29T01:54:00Z

I am....glad this game exists.

LD44 — Your life is currency

8-bit Knock Out! by NNNIKKI 2019-05-13T04:56:38Z

Got pretty common crashes while playing. Here's an example trace:

``` ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object pDash:

Unable to find any instance for object index '100410' name '' at gml_Object_pDash_Step_0 ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Object_pDash_Step_0 (line -1) ```

Other than that, was pretty fun, though jumping felt a bit unnecessary as you can dash an unlimited number of times =X

Nameless Hero by Guilb 2019-05-13T04:48:34Z

I seem to be doing really well! I don't know why or how though? It was a bit confusing, but I guess fun??

Sigillis by JUSTCAMH 2019-05-02T07:02:43Z

Props on having fun and learning something new despite not liking the theme! This was a cool little game, difficulty curve can always be tuned of course and it was trivial to just convert all of my life to cash in most of the waves (especially with the heal spell on hand). Some quality of life improvements would be nice -- also started to get a little buggy once I tried replacing many sigils with copies of the same one (including my spells) which I think the game was not so happy with. Anyways, pretty fun!

Zoltan's Idea by Fanu 2019-05-12T06:06:38Z

Man, where are these cat audio clips from? Meowmie.

Mine Corp. by Hadik 2019-05-13T03:56:33Z

Pretty on the nose, eh? But that's fine for an LD entry I guess! :)

Elevator Pitch by Hugimugi7 2019-05-03T08:22:46Z

I have never had such fun madly tossing coins around.

Just a note, some of us are still dinosaurs running on non-widescreen resolutions and some of your text is cut off when running on a 5:4 aspect ratio display, even if the window is resized :)

The strange Life of Bill the postman by T-Bo 2019-05-01T08:23:03Z

"Oh shucks, another letter for Mrs. Rosenfield??? It's really too bad her entire street is a 15-foot sheer drop from here. Luckily somebody left their house-sized amazon delivery package outside, I think I'll just shove that over here..."

A strange life indeed. xD

Cats Without Cars by B33Thr33 2019-05-12T08:33:44Z

_EDIT: Disregard, the comment below clarifies that audio is within the rules and was created within the jam timeframe! :D_

Hi there! If I'm not mistaken, it looks like your entry uses 3rd-party assets -- specifically, the background music. This is totally fine, but **you must OPT OUT of the respective category (Audio)**.

**From the [official Ludum Dare rules](https://ldjam.com/events/ludum-dare/rules):**

_"You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but **we ask that you OPT-OUT of the respected voting categories (Graphics, Audio).** You can opt-out of a voting category when you submit your game."_

You can still edit your submission to fix this! For now I'll downvote your audio score, but please let me know if I'm mistaken (e.g. if one of your team members is Markus Graf-Gabriel).

That aside, this was kind of fun, despite being rough around the edges. The combination of 2D aiming and a 3D world with slopes, hills, and jumping mechanics felt a bit strange, as it seemed rather random whether the height of your bullet would match that of the target unless you both were on flat ground. Shooting rate seemed to be the most important upgrade; I wished the bullet size upgrade could be a bit more drastic. While I appreciated the random boarders going about doing their thing I feel like other players might be a bit confused by them (?). The movement is a bit awkward given that you cannot move left and right (strafing). While that is probably a bit more "realistic" it means that the easiest way to actually aim at something with any accuracy is to stand still (or at least, it was for me!)

Despite all that, I finished the game (newer version), and had some fun. Hooray!

Cats Without Cars by B33Thr33 2019-05-13T17:22:37Z

@b33thr33: Thanks for the clarification! Carry forth then :)

Hot Mess by aameliebernardd 2019-05-13T04:33:59Z

Congrats on your game! Pretty cool for a jam game -- make sure you edit in the link to your actual build in the game description -- many more people will play it if you do!

Life Engineer by Coder Channel 2019-05-09T14:23:14Z

Neat wiggling :)

Inflate Me to the Moon by DDRKirbyISQ 2019-05-02T09:06:22Z

@purrseus: Thanks so much for playing! Sorry about that -- the final round's fire requires quite a bit to get going (the stone is very large). Move your mouse REALLY FAST back and forth =X

Inflate Me to the Moon by DDRKirbyISQ 2019-05-02T10:54:06Z

@purrseus I hope to release the OST soon, thanks! =P

Inflate Me to the Moon by DDRKirbyISQ 2019-05-07T18:54:40Z

@pandan: Whoops yeah I guess the semantics are confusing. "Compo version" really just means 72-hr jam entry. Thanks for playing!

Inflate Me to the Moon by DDRKirbyISQ 2019-05-10T19:08:38Z

@kuro No worries ^^; Glad you've enjoyed our game! :)

Inflate Me to the Moon by DDRKirbyISQ 2019-05-12T11:17:08Z

@yngvarr: Thanks for playing! We added cutscene skip in the post-jam version since that was one of the first quality-of-life improvements we wanted to get in. Also, please see my complete music discography at https://ddrkirbyisq.bandcamp.com/ :)

Sheep It by anstabo 2019-05-13T05:15:48Z

They are SO FLUFFY!!! <3

Once Upon A Plague by icxon 2019-05-15T00:25:40Z

1 click 2 click 3 click 4 click 1 click 2 click 3 click 4 click...

I felt like it was a bit odd how you can move and shoot at the same time with the crossbow and repeater but not with the other 3 weapons.

Blood and goods by selewi 2019-05-08T09:00:30Z

Very nice! Stopped after lvl 100 when it was clear that I wasn't going to be dying anytime soon... keyboard was interesting as I decided to use colemak instead of dealing with my somewhat rusty qwerty skills, which ended up splitting the inputs up over two hands. Nice clean UI design and I really appreciate the visual polish, with the screen shake and subtle UI animations and all. Blood fountains were a bit confusing at first glance (but maybe that is the intent?), I'm not sure the 4-leaf-clover translates super intuitively. Maybe if there was a % symbol... It was never worth it to pay the life to skip monsters, even in the late game, as in the end that is always going to be a losing strategy if you rely on it consistently. I think to address that there needed to be a little more variation in enemy strength. There was some, but not enough so that the toughest enemies were worth avoiding.

Great job overall!

CurANTcy by HacksawUnit 2019-05-14T04:14:37Z

gdi I could TOTALLY do this if I kept trying nngggahhhhhhh

Dave the dev by Linus 2019-05-15T09:03:43Z

Too real

Fools Fortune by Gear Steak 2019-05-01T07:41:51Z

Well, I may screw up anything involving negotiations with third parties, but hey, being a 10-time straight winner of the hand-to-hand contest has gotta count for something, right?

Heartaker by lukbebalduke 2019-05-15T09:00:45Z

You might want to put the ESC to skip instruction in your game description? It seems to be a common discoverability issue based on the above comments.

I would echo @secretpocketcat's comment about the pits. I had no problem getting those 50 kills but any miscalibrated dash to either side of the screen from center stage results in falling to your death and that seems a bit antithetical to the rest of your mechanics. I died to those pits more than any enemy so none of the enemies actually felt nearly as threatening! Perhaps I just need to "git gud" and restrict my dash angles but again that seem a bit counter to the feel of the game IMHO. I'd rather have harder, faster, and more intense enemies rather than those pits!

Despite that, this was definitely pretty cool. Good job :)

DISREGARD LIFE, ACQUIRE CURRENCY by notb 2019-05-01T07:09:52Z

Kind of cool! As mentioned it was a bit confusing, perhaps even buggy, especially with the prices changing as you move around and sailors sometimes wrapping around rather than being in a single place.

It's a DEAL by The Blue Hatted 2019-05-13T04:22:26Z

FYI: Pressing the windows key closes the game lol xD

Would echo the other comments about gameplay mechanics! It feels like the hordes of enemies are set up to be some sort of mindless click-spam game where you just mow down zombies, but the sneak mechanic is completely at odds with that.

This could be a lot more interesting if there were maybe only a few enemies on each level, so that you would actually be incentivized to try to sneak up behind them. As it is there's no way to sneak up on any individual person since they're in the middle of a huge mob!

Also! Music is almost inaudible -- I know you spent effort making that backing track, let's make sure people can hear it!

It's a DEAL by The Blue Hatted 2019-05-14T02:52:06Z

@the-blue-hatted: Haha, fair enough xP

This is your life now by reuno 2019-05-12T20:19:32Z

I'm rarely a fan of these types of shader/post-processing effects, but there wasn't action gameplay or anything going on here, so I'm ok with that stylistic choice! Pretty fun, though I worry it could feel a bit heavy-handed at times. Still, that's sort of what you sign up for, no? The number and variation of choices, both meaningful and meaningless (aren't they all meaningless in the end?) was fine considering the timeframe.

My #1 critique would be that you should give text labels to all of the other "characters". I appreciate that their visual design evokes the imagery of that particular thing, but I think when you've got a group of them it becomes a lot harder to remember what "orange blob with two dots" is and I think you lose out on some thoughtful reflection from the player there.

My #2 suggestion is that you might want to think about movement and how it integrates into the game holistically. Right now there's almost no reason for being able to jump 3 times and why as a player I need to walk to the right by pressing the right arrow button -- the only difference from a pure "choice" game is that I need to wait for my character to actually walk the distance to the next choice. That's OK, but what about doing something a little more meaningful with the movement? The most common trope here of course is mirroring the arc of life in your movement abilities -- when you're a child you have almost no abilities at all, and can only crawl, but only later on do you gain the ability to run, jump, etc. But as old age sets in, these abilities are lost and movement slows again.

Variation in the music would be lovely as well, but even if you didn't have time to write a completely new song for each section, maybe at the very least throw some filters or reverb effects on? There are some very simple ways to create variation without too much work that will match the arc of your theme.

Good luck!

Myrrh by bwalter 2019-05-12T23:15:31Z

I got to the first skull!

Panic Percussion by verysoftwares 2019-05-12T03:01:48Z

Got to the green slime thing before losing life, mostly due to misses while trying to juggle all the different obstacles in my brain.

Would love more feedback on the timing window, as right now there is no way of telling whether you were actually early vs late. I also found the delay effect on the drum loop pretty distracting. I had no trouble finding the beat but would not be surprised if others did!

I liked the different mechanics, but would have enjoyed it a lot more if I didn't have to restart the entire game from the beginning every time! Would love to just have a level select, if only for the purposes of jam rating.

Keep at it, you've got an interesting idea for sure!

Paynplayne by OrbitalBlueprint 2019-05-12T19:53:08Z

Nice. What a recognizable sense of humor, very on point. Lots of little touches like the text scroll sound and even the 2-frame animation on M. I got both endings! :D

I immensely appreciated having text skip be mapped to a different button than text advance, every dev should do that from now on until the end of time...

A Cup's Life by Anderssonkev 2019-05-15T00:05:24Z

Short and sweet, as mentioned above. My main critique is with the level design, which I feel could be much more elegant and "puzzley". There are a LOT of elements placed on the board that can be completely ignored, each stage felt more freeform than puzzle. While that may be a conscious design decision (?) I feel like that doesn't quite play to the strengths of your game mechanic (limited number of moves, try to optimize for the least number of steps). I'm not saying you need to have fiendishly difficult puzzles by any means, just that I feel the puzzles should be more contained and less wasteful, if that makes any sense.

That said, designing good puzzles during an LD timeframe is terribly difficult so I won't mark you off too hard for it :)

Chess Adventure by MoonLens 2019-05-12T08:41:42Z

Since the game itself provides no explanation of the units and their strengths/weaknesses, could you at least provide some in your description? :)

Gacha by zchen 2019-05-12T22:20:52Z

ALPACAAAAA~~~

There are a couple (??) bugs that can happen if you click too fast (impatient me, bah!) -- managed to get stuck on my first playthrough, boo! I think it happens if you click on the crank while in the middle of the UI transition where it shows the last gacha you got. I was also able to get one of my gacha's stuck in the tray, whoops! But such is LD, I guess, no matter, no mind!

This was great and was even more addictive than real life gachapon since you can just keep trying endlesslyyyyyy

Great personality, don't know what else to say, share this one around!

Thanks for coming up with a great spin on the theme.

Sweet Sweet Witch Hunt by Sir Daniev 2019-05-01T07:31:09Z

Cute, though there wasn't that much to keep playing. Maybe with a little more work it could be more interesting!

Thanks for being a good LD citizen and properly declaring your 3rd party audio assets :D

Gravy Train by pkenney 2019-05-14T03:40:37Z

10/10 at 4:00!

Nice foley sounds =O

invertebrae by jjjjason 2019-05-01T08:14:19Z

Thank you for including the link to the story file! Helped me see some things I missed out on (lol @ stairs end) and definitely helped keep my rating schedule on track. The short music loop you made is simple but really sells the whole package, great great decision adding it.

Some quality of life improvements would have been nice, like not having to collect all the words again when backtracking, better feedback to avoid the "zillion combinations of trial and error", etc etc.

Fun regardless!

Flash Dash Dungeon by Raymoclaus 2019-05-12T22:59:04Z

Interesting concept, only the gray and yellow crystals seemed to work for me though? (the clickable area of the yellow crystal was also quite confusing.

Consider changing the design of the enemies + level layouts so you are more incentivized to fight them, it's a shame you programmed the attack animation only to have it not be very useful!

Piggy Butchery by Reality Blind 2019-05-15T19:00:51Z

FYI: Running on a 5:4 monitor, the viewable area didn't seem to widen to what was shown in the gif even if I tried resizing the window!

Screenshot 2019-05-15 11.56.47.png

Given that the instructional icons are also over on the right side of the UI (covering up what is coming ahead) this made the game quite challenging to play! Such a short time to react...

Nevertheless I made it through all 3 stages, despite getting myself into an almost-unwinnable situation in level 3 when I placed a jump that sent me into a buzzsaw and the trajectory meant that I was only *barely* able to bomb it.

It was a bit annoying having the springboards fall down and become unusable (wasted $50 on that!), but perhaps that wouldn't have happened so often if I had actually been able to see the upcoming stage hazards more properly.

These piggies are really cute~

Enemy Of The State by Darylsteak 2019-05-12T06:40:07Z

Finally a game that runs just fine at 5:4 resolution!

Hard game! I like the mechanics and flow in general but there was a bit of frame dropping at some points as mentioned by other commenters, and the bullet paths as well as the tiny cursor were really hard to see against the bright background. I think with a bit more visual feedback my aiming could have been much better and I wouldn't have dropped dead like a fly due to a sudden burst of bullets from an enemy that I thought I was aiming at.

The gunshot audio is quite loud but I think it's more the fact that it's louder than everything else (i.e. the music) that is the problem. Good luck with the music rewrite!

Still pretty fun though :)

Catiro by Riftpoint Entertainment 2019-05-14T04:02:46Z

Good concept! As others mentioned the execution was a little off - desynchronization was distracting at best and the visual feedback probably needs some tweaks.

I think you could easily have made the game ramp up smoothly by having the first enemy only do parryable attacks (but at sporadic musical intervals), then the second enemy introduces the attack you need to dodge, then the third enemy introduces the attack you need to jump (but no attacks you need to dodge, and finally a boss where you need to put it all together.

Cursed Samurai by palsina 2019-05-15T08:40:13Z

That second gif is epic...

Ephemera by atmospherium 2019-05-03T03:38:29Z

sweeeeeet

Vital Operations by TinyCastleGuy 2019-05-03T04:20:56Z

Lol, great. Yeah the surgery part needs a bit of visual feedback, lest players become pretty confused about what they're doing wrong -- needed to watch the video before I understand what I was supposed to do.

Of course I failed on the brain transplant...which makes sense

Mr Moneybag by managore 2019-05-12T10:15:58Z

Nice as always! Only real thing I should point out is that it's possible for a shop to spawn in a 1-wide corridor or entry to a room, which in the later levels could be prohibitively expensive to pass. I only saw it happen once though. It was great fun trying to manage the upgrades and strategize about which ones to prioritize at various points in the game.

Death Coin Battle Royale by ZakAmana 2019-05-13T04:14:32Z

Nice lol. Never thought I'd see a battle royale game done for Ludum Dare, haha xD

I think the player models could be bigger relative to the size of the island -- some of us are running on puny laptop screens ;) Either that or some sort of automatic camera highlight reel mode to zoom in on some sweet kills (since usually I want to just be zoomed out)

Capsule Collector by uvwar 2019-05-13T04:40:53Z

Yeah, I've done that before

Ultimate Financial Championship by Jezzamon 2019-05-12T07:03:10Z

What a game description! This is surely the next No Man's Sky of the Ludum Dare world :)

Dungeon Boast by Ted Carter 2019-05-12T06:11:29Z

Nice. Main issue is levels where you get hit right as you spawn, but overall, nice anyways!

Coin-Op Kid by Strega 2019-05-12T07:33:51Z

Yay nice! It's short and sweet. Some of the level designs could probably be slightly more "elegant" but they worked well enough. Re: camera movement, I feel like many of your level designs fit or could fit well within one screen and I think that tends to work better (?) for these puzzle-y type games; some simple camera bounding work might help the feeling of "wasted" screen space, e.g. showing a lot of space below the floor for the first couple levels. Of course, you could also increase the resolution a tad, but perhaps 640x480 was an aesthetic choice as well :)

Great job!

Tanemaki by Wyatt 2019-05-12T07:18:45Z

Nice! You've created something pretty satisfying, though it seems like some of the gameplay mechanics themselves are at odds with the overall atmosphere created by the more sensual/emotional aspects of play. It feels like this could be a stronger work if you push past the limitations of the LD theme and don't really worry as much about the "currency/life" idea.

Another small request, would love to have the camera zoomed out just a tad, or positioned slightly differently / with different FOV to see more of the world better. As it is quite of the main portion of the screen is blocked out by Taki!

Seed. by AVAVT 2019-05-02T05:25:36Z

Nice.

Nice. :)

Really interesting how the modernized humans still always keep a row of flowers outside their colonies.

Seed. by AVAVT 2019-05-02T05:32:53Z

I also think it's really interesting, playing it again and only planting a single tree ever. After cutting it down, all the humans simply stood there doing nothing for all time.

missed messages. by Angela He 2019-05-12T22:02:54Z

THANK YOU for not making Yet Another finance/resource management game, hahaha. This is my favorite of your works I think.

Some scattered thoughts: - That Madoka/Homura poster is so cute BUT NOT AS CUTE as those derpy notes ahhhhg - The dream sequence was so well done, I really felt that one. - Played through all 4 endings! I appreciated the dialogues especially the more fleshed out ones in post-jam. - Thanks for making it real, the themes that you explored are often addressed in a...heavy-handed way to say the least, but of course you were tasteful about it. <3 - I didn't really mind the small bugs especially ones that you addressed in the post-jam edition! - Though I thought it was pretty hilarious how you could endlessly keep on working (yet make no progress) until the wee hours of the night........ - I love the title - Thanks for making art

Guardian Sphere by Pixel-boy 2019-05-14T23:57:17Z

It got to the point where I'm holding Space to fast-forward the game while just shooting at the bottom of the screen.

uhhhh.gif

If I ever get hit, the sphere magnet along with all of the extra spheres dropped by enemies is enough to recover. I guess triangle shot is OP? The only thing that interrupts me is if I accidentally enter a shop. The bosses take A LONG time to kill though.

Since I'm on level 11 already, I'm assuming the game doesn't end...

Aside from that, obviously there are a lot of things that are sort of half-there or not working as intended, but I think my main critique is that the game speed in general just feels very slow for the amount of bullets. The game could easily run at 1.5 or even 2x the speed, right now everything just feels pretty sluggish. Using shared sprites for player + enemy bullets also gets a bit confusing at times.

Despite that, everything here is great! Keep at it :) I especially appreciated the lovely smoke cloud effect when enemies are defeated -- great work.

Death Alley by DuzzOnDrums 2019-05-12T20:02:03Z

Great visual design, the "juiciness" of this game is off the charts. Your preview gif alone is amazing :)

Rude Bear Reassembled by alexrose 2019-05-03T03:53:41Z

Whoops! I seem to have gotten myself stuck...

https://imgur.com/a/6SHXmcC

Rude Bear Reassembled by alexrose 2019-05-03T04:14:58Z

Finished it! Kind of confusing at first but reading through your hints section it all made sense. I think you're already aware of the shortcomings, but I will admit it was definitely fun just "arm"ing myself with a big stack of guns for the final battle. XD

LD45 — Start with nothing

Start With No Cat by MaiMai 2019-10-24T06:04:02Z

Yay meowmies! Would echo most of the feedback that others already pointed out.

By the way! To get rid of the awkward text wrapping issue while your dialogue is being spelled out, instead of simply appending letters to the text UI element, start with the entire text string already written, but use rich text tags to make part of it invisible. Something like:

``` This message is not fully displayed yet. ```

Inspiration. by F1Krazy 2019-10-25T19:23:26Z

Nice. :D This was very fun, I love it. It's predictable, but in a really pleasing way and didn't bother me in the slightest. Great job with the PICO-8 palette as well, some of the little details like the shading on the traffic cones and the whole lemonade stand look really nice. I do wish the notepad was used a little bit more, but I'm sure you didn't exactly have a lot of time for that.

Great job!

Unlock Everything by DDRKirbyISQ 2019-10-07T04:20:27Z

@bendmorris Ah, unfortuate! Sorry about that, I'll have to dig into that =( Thanks for playing!

Unlock Everything by DDRKirbyISQ 2019-10-08T07:47:20Z

@peachtreeoath: Thanks! I'm glad I got another MM player appreciating the style of my work :) I'm also super happy you expected that quote at the end, you really do know your mega man! Haha...

This is not my first compo game actually! I've made 8 solo compo games for LD before -- see https://ddrkirby.com/games/games.html for the full list. [Ripple Runner](https://ddrkirby.com/games/ripple-runner/ripple-runner.html) in particular is my most famous work as it took 2nd place and got pretty popular.

I usually do the jam with my partner-in-crime but they are out of town this weekend so I decided to take the opportunity to do some old school mega man styled work! Doing the compo event is definitely very different, having a full 24 hours less means you really have to take things and run with it, but on the plus side, it's 33% less draining and it's easier to kind of just push through it....

With regards to music composition, I'm very very fast :) Most of my composition practice comes from doing [One Hour Compo](http://compo.thasauce.net/compos/view/OHC) every week, which really helped me practice getting into an efficient and speedy workflow over the years. So all of those songs are written in a single hour.

For a typical "polished" piece of music I would say I usually spend on the order of ~5 hours total -- usually 3-4 hours for the draft and then another 1-2 hours for finishing touches, balancing, tuning, etc. But it also varies a lot depending on how smoothly it's going.

For Ludum Dare I typically write songs very quickly -- each song will take 1 hour or less. For this particular game it was even faster than that since I already knew the instrumentation and style that I wanted to do, and I also limited myself as much as I could to composing in the 2A03 chiptune style (2 pulse channels only, etc). The songs themselves were pretty short too - often under 1 minute long. So the metal man remix, for example, only took **34 minutes** in its entirety to write.

Thanks for your writeup, and thanks for playing my game!

Unlock Everything by DDRKirbyISQ 2019-10-08T10:34:52Z

@peachtreeoath For a better idea of how quickly I work, check out the latest One Hour Compo entry I did as a warmup for LD. As usual, I warmed up for LD by trying to score as much of a soundtrack as I could during a single hour:

https://www.youtube.com/watch?v=8SwMFRRJto8

Unlock Everything by DDRKirbyISQ 2019-10-08T21:23:05Z

@gwinnell Thanks! I use FL Studio and sequence everything by hand. For this specific soundtrack, most instruments are either 3xOsc, NES VST, or sampled NES noise channel drums (sometimes sliced drum loops). You can see an example process video below of my latest "One Hour Compo" production:

https://www.youtube.com/watch?v=YWO4MUaTz7c

Unlock Everything by DDRKirbyISQ 2019-10-08T23:06:15Z

@zuhairghias You're.......being sarcastic right? (just checking, you never know, I could have uploaded a weird debug build)

I've been doing One Hour Compo for many years so I'm well accustomed to writing music fast :)

Unlock Everything by DDRKirbyISQ 2019-10-09T05:53:47Z

@strega nothing beats good ol jumping and shooting! :D

I have some small concrete plans for a post-compo version, but I actually quite like how it wraps up at the moment, so it won't be that much more! Thanks for playing

Unlock Everything by DDRKirbyISQ 2019-10-14T02:52:19Z

@mharring: Thanks for the feedback! With space for jump, what would your preferred key binding for "shoot" be?

Unlock Everything by DDRKirbyISQ 2019-10-14T16:21:58Z

@deepnight: Thanks! That's high praise coming from a veteran such as yourself :)

Unlock Everything by DDRKirbyISQ 2019-10-24T17:23:28Z

@prodigalson: Controller support is already included :)

Unlock Everything by DDRKirbyISQ 2019-10-25T18:30:28Z

@prodigalson: Yep should work -- let me know if you have any issues!

Unlock Everything by DDRKirbyISQ 2019-10-25T19:12:56Z

If you're looking for a real challenge, **try doing a "Challenge Run" skipping all health and buster upgrades**:

https://www.youtube.com/watch?v=MOKBzgJpw58

One hit from anything kills you, and you have a reduced rate of fire!

Karl and Timmy by kuro 2019-10-18T06:19:55Z

The Narrot is really the MVP of this game here -- it ties everything together! Well, you've got an interesting blue dot/cover mechanic going, but really aside from that, if we didn't have the narrator and nonsensical story, I feel like there wouldn't really be any motivation to keep playing. But the brief interludes really kept the pacing in a way that elevated the game to way more than its (admittedly simply) gameplay. Woo~

Karl and Timmy by kuro 2019-10-18T08:00:51Z

@kuro: You made it work with the time you had! :)

SpaceCrafter by ProdigalSon 2019-10-24T05:42:55Z

A well done jam game. Not much to say here except everything is solid, it was short, sweet, and enjoyable in just the right ways. Probably the only easy thing that I could come up with would be some sort of thing for trying to complete levels with the least number of moves possible, but even then I'm personally not really the sort of person who enjoys that kind of thing.

Great work :)

Forlorn Fishing by Magnanix 2019-10-14T05:04:07Z

Neat! It was pretty quiet, sort of an interesting (not in a bad way!) mood somewhat eerily apt for sailing down the river Styx. I do wish the gameplay started to become a little faster paced with the upgrades though -- as is nothing really changes except for the numbers. You can also get randomly screwed over by the RNG and not have anything catch on your line which sort of leads to a feelbad moment, wish there was some more skill/less luck involved there.

But good job on your jam game nonetheless! :)

Your choice by Tropos 2019-10-15T10:10:30Z

Played all the way through! Was more of a test of patience than anything else really. There were a couple of times where I swear I got a short hop instead of a full jump even though I didn't mean to, but maybe I was just going crazy.

Nice!

Desert Tiles by Wubbl 2019-10-24T06:26:52Z

Kind of had a peaceful simcity-like feel to it, which was fun! Unfortunately it shares a similar issue to simcity in that once you get going late in the game there is a ton of busywork (I guess pretty much mirroring what it would be like to actually plant these trees in real life, phew!). Would have loved some quality of life features so it wasn't a mind-numbing experience of just constantly collecting seeds and planting trees, but nevertheless, good job.

Scrap Seekers by Gonzo13 2019-10-14T04:52:55Z

Just a note: You might want to update the controls listed in the description! Says that F is for taking the scraps and D is for using "the buff" but it's actually the other way around in game.

Not sure why trash gives me a speed boost but oh well!

The Carpenter by Valentin4311 2019-10-14T05:13:44Z

Pretty funny haha. Oh, I see that you've opted out of Audio here -- I was gonna say shoutouts to whoever produced the main music track here -- the bitcrushed drums, bassline, and pitch slides all come together to make something really fun! You may want to credit the original author of the track somewhere in your description though...=/

The pitch modulation whenever you hit a boost arrow was an interesting effect, I can't tell if I like it or not but I think it.....sort of works out especially considering the backing saw pads which kind of give it that analog warmth? not really sure.

Wish there was a little more to the gameplay here, but even then, it's pretty enjoyable. Honestly the music alone makes you want to keep sliding down that infinite hill haha.

Singularity by dob 2019-10-21T07:38:53Z

Played until level 14! This was a pretty interesting concept with some neat visuals which could really be a lot better with some quality of life improvements. A lot of my other feedback has already been noted so I'll leave it at that. Nice job!

King of Nothing by notapixelstudio 2019-10-20T21:52:19Z

I'd like to humbly disagree with the comment above as I believe the rhythm aspect of this game is core to the feeling and play it is trying to achieve. The rhythm implementation could certainly be "snappier" for lack of a better word, but honestly it was good enough for a jam game -- not everything can be Samurai Shaver [/shameless plug]. A proper calibration screen is kind of like an input configuration screen -- it's always desired and convenient, but somehow never makes it into the jam timeframe...

I was doing pretty well in this game! Until a rook came into camera view and immediately defeated me. Whoops! ;P

That aside this is pretty small but still kinda clever and fun. As noted the scrolling design seemed a little unnecessary, I wonder how this would work with that aspect nixed entirely, instead having fixed board configurations that you'd try to defeat with just your king. I believe this would also let you scale the difficulty over time as well as provide checkpoints since you'd have different levels. I'd imagine things might (?) get pretty tricky later on with dense piece configurations.

My brain is also curious what this might feel like with movement sets other than just the King's -- for example maybe a character that can only move by two squares at a time. Totally pulling this out of my butt though, that might be a horrible design in practice!

Nice job!

Ignis Universia: Eternal Sister Saga by arzi 2019-10-29T18:10:30Z

I could tell you guys had fun with this one -- it's great to see that. Nice job! :)

Higher Desire by ColeSlaughter 2019-10-24T06:45:14Z

What a game, haha. Getting used to the timing window took a little bit -- of course, I was fine afterwards. I do wish that you were punished for missing a beat entirely, and not punished so hard for being slightly off time. The way that it's set up right now actually encourages you to STOP pressing space while concentrating on shooting, and then resume pressing space when you can dedicate your focus to it. Again, this is because there is no penalty to missing a breath beat entirely, but a steep penalty for pressing space off-time. It should also be noted that you can in fact double-tap space during the span of a single timing window to recharge twice.

Regardless, this was a novel concept with some funny humor thrown in. A fun jam game for sure :)

Ludum and the Lost Pages by solluxx 2019-10-23T04:06:15Z

Nice job! A few comments for improvement:

- Please add the "R" for reset command somewhere in your description -- had to use it after teleporting out of bounds and falling out of the level. (thanks for including it!) - Please make the spells trigger on key press instead of key release! Triggering on key release is an unintuitive behavior that leads to people thinking that your controls are a bit unresponsive. I got used to it after a few levels, but it felt very off at first. - Please increase the volume of your sounds :)

Other than that, it's a bit rough around the edges, but everything here is pretty great and fun for a jam game. Not having the entire level reset on death was an especially nice touch as it never led to any particularly frustrating moments (despite the key release input issue causing a number of deaths). An enjoyable playthrough!

Ball of Duty: Special Drops by LandoSystems 2019-10-10T04:31:17Z

Great take on the theme, I hope to see more of this type of genre among other entries!

Sabotage by deepnight 2019-10-15T09:50:43Z

Awesome and fun! (as always) I probably should have played this later as a break from all the other mediocre entries that I'm bound to find while rating...

What Haxe framework did you use for this? (just out of pure curiosity)

The levels are pretty fun to work through! I can feel your experience from all the other top-down room-based games (Proletarian Ninja X, Atomic Creep, etc) coming in. I never had to retry a level, but it was still fun regardless, and I think the way that they increase in size and scope works pretty well. You had a good mix of elements in terms of trying to make the player manage their resources, while still encouraging a lot of improvisation. The punch move felt a bit underutilized, not sure if there is an elegant solution to that though.

F was an OK key to use for me :)

Memories of Eleph by Leandroc 2019-10-21T06:55:30Z

Great job, guys! I was a bit worried about the balance of the game at first, but the entire level layout was short enough that it provided a nice little challenge. I would echo the water feeling awkward -- I think people would (maybe??) feel less frustrated by the time limit if that were made to be a more useful thing, for instance putting the ghosts down for good.

I would agree with the sentiment that the gameplay and mood feel slightly at odds at times. I didn't bother me that much, but I did wonder about it. I sort of liked the idea that you had to sort of piece together the dungeon by memory, which I think echoed the theme you presented, but the pacing of the gameplay vs the pacing of the storytelling felt conflicted.

Didn't prevent me from enjoying this though! Great job for a jam entry :)

Five Finger Discount by boyTurnedRobot 2019-10-14T08:02:23Z

Simple but not too shabby! I normally am not a fan of filter effects personally but I think it actually works very well with what you have here, so props on that aesthetic decision. You had a nice mood and the music track added to the atmosphere well.

For the gameplay, it did tend to feel quite tedious after a while, and I think the setup heavily penalizes you if you lose all of your lives. I think if you were to run with this idea, I think instead of having one very large level with a ton of rooms and money scattered about everywhere, I would have liked to see individual levels, each with varying layouts of guards that present different types of challenges. What you have is perfectly acceptable for a jam game though!

SOMtHINGa from NoThINGa by Jimbly 2019-10-18T23:00:22Z

Oh dear...trying to come up with elegant solutions to some of these was infuriatingly difficult. Level 8 was where I decided to just give up and start brute-forcing something without regard to effeciency.

I know a lot of people who are super into games like these....great job taking a simple yet novel concept and putting it into a nice execution!

Would be nice to be able to control the "rememberance" of child links down the tree -- either via right-clicking or otherwise. I get that preserving the previous links is a nice quality of life feature but sometimes I felt myself just wanting to nuke an entire branch.

Great job!

SOMtHINGa from NoThINGa by Jimbly 2019-10-19T03:03:45Z

@jimbly: Ah, makes perfect sense! Wasn't a dealbreaker by any means so no worries.

Hungry Hungry Spiders by bendmorris 2019-10-15T09:58:02Z

Great...this is **not** the game I needed to play right before bed...

There was nobody else online so what better to do than to open up 10 browser tabs and feed all of the souls to one spider? Yes yes yes...

Feels like writing a simple bot script for this would be a fun little side project.

Words With Foes: Quest for the Lexinomicon by MattWoelk 2019-10-26T00:56:02Z

130!

screenshot_20191025_175343.png

Great job, great concept, great execution. This was really fun to play! I do wish that there was an option to amp up the difficulty a bit, as well as some way to mix up the distribution of letters a bit more (lots of As, E, and Ls). I thought at first that this was going to be a timed battle type thing, but I'm pretty glad it wasn't.

Thumbs up!

バクラウBloodless by Danilo Freire 2019-10-18T20:14:31Z

Niiiiiice.

Everything here is really detailed and polished -- the whole package really comes together to sell the entire thing and keep you engrossed.

I feel like there could be a liiiitttlee tweaking of the dashing gameplay, or maybe a little more...."juice" to it somehow. It's a very vague feeling where it doesn't =quite= click right away, something about the timing or visual feedback or something where during the first few screens I didn't really feel very confident in what I was doing wrong or what the correct timing for the dash was supposed to be.

After some practice I think I settled into the proper timing just fine. I think it's perfectly OK (probably even a good thing) if you need some time in order to really learn the rhythm of the gameplay, but I think what bogged me down a bit was not knowing for sure what the =correct= timing or spacing looked like -- therefore I had to do some awkward trial and error in order to figure it out. Sorry I know this is quite nebulous but it's a minor point and something that I feel like can only be fixed by minute tweaking. It's =really= close, so don't take it as a knock on your execution, I just wanted to point it out because I feel like it's the only part of the puzzle that's missing.

Anyways, that aside, great job on the overall aesthetic! There are a lot of nice details here that I definitely appreciated during my playthrough.

- V O I D - by AtomFox0213 2019-10-24T05:53:53Z

Short and to the point. The ending is a bit scrapped together, but hey, you do what you gotta do, haha. Some animation here in the different scenes would really help the world feel alive.

A Field of Flowers by KeithSwanger 2019-10-24T06:34:12Z

Nice! With a few quality of life improvements and a =tad= more progression this would be wonderful! As is it's pretty enjoyable for a compo game too. Great job :)

Also, those petal animations are really great -- quality work on those.

You Broke the Game by OlegKlishin 2019-10-13T00:48:12Z

Nice work! I was worried that there would be a bunch of comments complaining about the difficulty of the game (it's surprising how many game devs lack the skills to play games themselves!) but it looks like people are having fun with it, as they ought to be :)

There can always be fine-tuning, of course (something to inform the player of exactly when the green guys will launch their projectile, since it travels rather fast), but for a jam, this was plenty fine!

Great work on the spriting and animations, I think that's the standout part of this submission. Good music choice too.

You Broke the Game by OlegKlishin 2019-10-13T10:50:30Z

@suvrik Oh, sure! So the green guys have an animation that signals to the player "I noticed you, I'm going to fire at you sometime soon!" but there's no indication of exactly WHEN the projectile is going to be launched, so you basically have to memorize the timing from experience. That's "OK", but it would be even better if there was a clear visual indication of the **timing** for the projectile as well, so that the player can predict more obviously (even if this is the first time they've ever encountered the enemy) that the projectile is going to happen at X time.

Basically you only have one "anticipation" state and it lasts for a relatively long time:

- "Noticed player" - plays as soon as the player comes within targeting radius. If the player jumps now, they'll land before the projectile is fired and get hit.

- Shoot -- the projectile is fired and starts traveling immediately. If the player tries to jump now, they might not react in time and they would get hit by the projectile.

Imagine instead that you have:

- "Noticed player" - plays as soon as the player comes within the targeting radius, for 1 second.

- "Rears back head" - plays for less than a second, right before the bullet is about to be shot. **this is the cue for the player to jump**

- Shoot -- the projectile is fired, but the player has already reacted to the previous visual cue, so they should successfully dodge the bullet!

This doesn't have to be 10 frames of extra animation, even just a single frame or even a particle effect or =anything= would help here. Reducing the speed of the projectile is also an option, so that the player can comfortably react even after the bullet has already spawned.

Hope that makes sense! Again, it's not a huge deal, you can learn the timing of the attack after a few tries (e.g. a few deaths), but I think you'll help your players execute this portion more skillfully with the appropriate signaling.

Palely by Fluffy_Kaeloky 2019-10-25T23:50:51Z

Whoops...try as I might, I wasn't able to get this working.

Running it on my Windows Server 2016 GeForce GTX 560 Ti machine results in a short-lived error box with no other output to speak of:

screenshot_20191025_164425.png

Looking at the player log, it's trying to initialize Vulkan and dying:

https://pastebin.com/UUSM5qNu

On my MacBook Pro on the OSX side, the game runs, though it's got some nonworking shaders as evidenced by the magenta squares. I was able to play the very initial part of the game -- the first time I did so the orange/gear objects showed up, but every time since then they don't seem to appear, only the o-r-a-n-g-e letters which strangely seem to be uninteractable.

I haven't tried on my other windows installs, but may get a chance to later.

Any chance you could upload a build with vulkan support disabled perhaps?

Palely by Fluffy_Kaeloky 2019-10-26T01:14:41Z

@fluffy-kaeloky: Ah yes, I probably could have looked up those flags myself! That got it running and working, will play through it now!

Palely by Fluffy_Kaeloky 2019-10-26T01:29:00Z

I played and finished it! It was pretty fun trying to figure out how the world worked and figuring out what to do. The worldfeel reminded me a lot of The Unfinished Swan in the way that it just sort of gives you a world to explore. Unfortunately it also gave me just as much 3d motion sickness as that game, I barely managed to make it through to the end, but I'm glad I was able to!

Nice job!

TwoFiveFive by mediyaz 2019-10-24T05:47:38Z

89% average, woo!

This was....surprisingly fun for what it is.

Please make an HSV version :) I never work in RGB these days!

Dissociation: Shadow of oneself by mindtricks 2019-10-18T06:33:18Z

Really strange movement physics, especially with the seemingly-random acceleration and inertia, made things a bit difficult to control. The idea is pretty cool though, and the beam weapon looks and feels nice. Good job on your first game!

Muscle Typer by organicpencil 2019-10-13T02:14:49Z

Brah

I type so fast QWERTY ain't enough for me

I am glad this game exists lol

LD47 — Stuck in a loop

Degrimer by Beebo Studios 2020-10-18T21:04:07Z

So that's why my washing machine is always so noisy when it's running an extra heavy load....

Not Enough by Toccio94 2020-10-27T07:31:41Z

Never have I played a PICO-8 game with so much screenshake ;P Interesting little "narrative" combined with simple yet clean gameplay.

Boomie by Chris Hall 2020-10-16T21:43:39Z

Naice. The puzzles were not too difficult for me, but still required a bit of thinking at some points. It was great for a jam game! My main critique is that the path drawing speed feels a bit sluggish, it sort of slowed down the pace of the gameplay a bit much for me during the times when I already knew what I needed to do but had to wait for the boomerang path. Though, I understand that this is a puzzle game, not an action game, and maybe you wanted to be conservative so that people wouldn't have difficulty executing what they wanted to.

Super Jump Guy by F1Krazy 2020-10-27T07:02:41Z

Short and sweet! Was hoping for even more "levels" but ahh, I guess that's too much to expect for a jam game :)

TIME TO DANCE! by Savvy Community 2020-10-18T20:53:47Z

Great job guys! The gameplay is simple once you get the hang of it but still enjoyable despite it, so it really works!

I think my only request would be that IMHO the dance floor should include the player-character as well (unclickable), so that you can have an animated visual of the choreographed dance moves that you just came up with. Right now (if I understand correctly) you never actually get to see your own dance in action -- it's just sent to the server so that it can be shown to other people. Which is cool, but I think there would be more of an incentive and "reward" for people to put in effort if they are able to view it themselves. On the later levels I found myself just leaving the dance at random because I knew it wouldn't really affect my own experience, but I feel like with this change I would be motivated to put in my own custom dance moves since getting to see them in action would be really fun :)

Hide and Seek by DDRKirbyISQ 2020-10-06T18:57:03Z

@erkberg: Thanks for playing our game!

Using ROT13 cipher, the solution is:

``` Q T N S

va bgure jbeqf, gjb svir fvk sbhe ```

Hide and Seek by DDRKirbyISQ 2020-10-07T23:43:56Z

@papaver: Thanks for playing and for your comment! I also found the bug with being unable to unhide -- I believe that happens whenever you die as you are in the middle of unhiding. That's been addressed in v1.02! Thanks again :)

Hide and Seek by DDRKirbyISQ 2020-10-11T18:36:56Z

@smbe19 Thanks for the bug report! Looks like that was a framerate-dependent bug, which is why I wasn't able to reproduce it initially. Should be fixed in v1.04. Thanks for the feedback and for playing our game!

Hide and Seek by DDRKirbyISQ 2020-10-13T20:16:52Z

@fumybulb: Thanks for the comment! The subsequent release (if it happens) will probably end up being a post-jam update to this same game. You can follow my account here on the LD site for updates, or feel free to follow on twitter at https://twitter.com/ddrkirbyisq if that's easier.

Hide and Seek by DDRKirbyISQ 2020-10-17T00:03:16Z

@aeveis: Thanks for the feedback. Content warnings are a great idea; that's been added to the game page.

Hide and Seek by DDRKirbyISQ 2020-10-18T18:52:54Z

@duke: Thanks for playing our game, and for the detailed feedback! Sorry that you had to deal with that input bug, I had already tried to deal with it earlier but it's admittedly a bit difficult to debug since it's framerate-dependent and inconsistent. I've put in a (better) fix for it now in 1.06 so hopefully other players won't run into that again.

Hide and Seek by DDRKirbyISQ 2020-10-18T19:02:52Z

@duke: That definitely makes sense! I wasn't properly handling the case where visual updates were happening more frequently than physics updates (d'oh). If you wouldn't terribly mind trying again to see if it's resolved on your side on 1.06, I'd greatly appreciate it :)

Hide and Seek by DDRKirbyISQ 2020-10-18T20:16:52Z

@sharkwithlasers: No that's completely valid feedback and I think other people's experiences match yours. That particular puzzle needs a rework of some sort, though I have not figured it out yet. Of course I have perfect pitch so I had now idea how easy or difficult this sort of thing is for other people ;P

Hide and Seek by DDRKirbyISQ 2020-10-18T20:33:20Z

@duke: Awesome, thank you!

Hide and Seek by DDRKirbyISQ 2020-10-21T06:50:53Z

@adhesion: Thank you for playing our game and thank you for your feedback. I'm happy to report that the audio puzzle has been improved in multiple ways in the new (post-jam) edition:

- The interface for playing notes on the piano is much less clumsy. You can now play multiple notes without having to reopen the dialog box every single time, which was slow and awkward. - There is now a corresponding visual cue of soft glowing lights that appear when closing your eyes, that correspond to the notes. I think this retains the spirit of the puzzle while also making it more accessible to those who are hearing-impaired or tone-deaf.

The idea was to create an opportunity for you to listen to something, not to test your ear training. I hope that the new implementation does a better job of that.

The monster needs a bit more mulling over before we decide exactly what to tweak and/or change with it.

Hide and Seek by DDRKirbyISQ 2020-10-22T06:00:16Z

@peace-of-cake-games: Thank you for playing! We really hope to be able to tell the second part of the story as well.

Hide and Seek by DDRKirbyISQ 2022-03-02T04:48:54Z

@heyimrachel: Hi there. There are a couple of locations that you can hide in, using the space key to interact.

If you are stuck, you may wish to view the playthrough at https://www.youtube.com/watch?v=nNZ-cBbILFQ

Dip & Flip – Zombie Edition by Pixel Maniacs 2020-10-16T03:29:55Z

Lol, way to take the theme and run with it.

The mapping of drag distance to the resultant vector/arrow seems to be a little wonky/inconsistent depending on where you click, you might wanna check that out. Audio could be balanced a bit better maybe (?); music seemed quite soft in comparison to the other sounds.

Wish there was a way to continue playing even after losing all of my fingers xP

Stuck In Paris by CocaPasteque 2020-10-16T05:51:07Z

"Honking does clear your path some of the time, the cars around you will check if they can change lane and there’s a chance that they will if they have space to do so :) There’s also a 1% chance that they will go into your lane and crush you like real parisians do."

Oh dear hahaha.

This was great. Echoing most of the other comments as well.

Shifting Edge by DaFluffyPotato 2020-10-16T23:51:59Z

Nice! Finished level 6, I felt like the difficulty of the levels themselves was more or less OK but I swear every time I tried to move my mouse diagonally I always ended up with a sharper angle than it should have been, somehow. I don't know if I'm just going crazy or if there's some visual/mechanical reason for that.

It seemed like constantly jumping was (counter-intuitively) actually much safer than walking, as it allowed you to avoid most bullets and spend the least time in contact with the floor. The spin attack felt OK while stationary but the spin-dash ended up being a major liability.

Some of the more frustrating deaths came while walking along a thin pathway and hitting a "corner" on the other end which then ended up pushing you off the path.

I feel like there are probably some quality-of-life tweaks that would make the experience better for people who aren't as coordinated, but I'm not quite sure what they are.

Anyways, great job!

BLOOP by danman9914 2020-10-26T10:26:06Z

Very nice. Slightly easier than I would have liked (would have been cool if the actions got progressively faster bit by bit), but still enjoyable regardless!

Stuck in a Soup Loop by Doot 2020-10-26T10:38:06Z

Amazing! No complaints here really, this was great fun! I'm sure the post-jam version has/will have some quality-of-life features and touch controls would probably feel much better on that version as well. I do think the difficulty would possibly need to be adjusted for certain players depending on skill; it ended up fine for me though.

Splines 'n Shapes by SharkWithLasers 2020-10-17T04:30:07Z

Nice! This game uses minimalism pretty effectively. It felt like I ended the game with a pretty different understanding of the puzzles than when I started it, which is a neat feeling.

Minor quality of life thing would be to have some way of visually associating the control points with their order. I found it pretty difficult in the later puzzles to figure out whether orangey point would go to greenish point or the other way around. A minor hindrance, to be sure, but still worth noting. I understand that the muted colors are sort of part of the aesthetic though, so I am not sure what the best way to handle this would be. Perhaps just a way to reset the curve (to a known ordering a position) would suffice, or even automatically doing that between levels. Not sure...

Splines 'n Shapes by SharkWithLasers 2020-10-18T20:14:18Z

@sharkwithlasers yeah, there's no obvious solution. But I think we are used to seeing hue sliders and rainbows and such so naturally I would be able to put an order to something like red -> yellow -> green -> blue. That is =almost= what you have with your 3 color gradient, but...not quite -- in your gradient, red is between orange and purple rather than the other way around -- and I think that mismatch really hinders my intuition. So I would try to find and/or create a gradient where hue is monotonically increasing.

OR just do the simple thing and simply cycle the hue itself rather than use a gradient between arbitrary fixed colors. There's a chance that may appear a bit too "rainbow"-y, though. You can play around with it.

Splines 'n Shapes by SharkWithLasers 2020-10-18T20:36:14Z

Perhaps the better solution is simply a more direct visualization rather than relying on colors alone. For example, maybe dotted arrows on the path itself that show the direction (just as an example, you can probably think of something prettier). OR, while you are dragging a control point (and only then), some sort of visualization fades in (an arrow pointing from the previous control point to this one? An arrow pointing to the next control point? Etc)

Or maybe the control points themselves could just have small "tails" and "heads" that point to the previous and next one, instead of simply being circles.

I like these sorts of ideas better than placing numbers on the points, as that sort of goes against the minimalist aesthetic you have.

Chicxulub by Literal Games 2020-10-21T01:09:59Z

Niiiceeee.

aaa.png

100% should be possible with cleaner play, though I don't think I can be bothered to try for it right now.

This was great, your design choices were great, the music was surprisingly good for pico-8 and the graphics were effective too. Really nothing to complain about.

Thanks for the detailed post-mortem writeup too! Awesome job.

Woofice Chair! by JorgeGameDev 2020-10-25T03:38:40Z

Oh hey it's this team! Good to see y'all in action again. It's pretty fun. The mechanic of not being able to attack while revving is kind of interesting, I guess it adds sort of an element of strategy but I feel like if you're going to go that route, it needs a bit of different tuning...maybe something like a "charge up" where your lateral movement slows down a bit while you increase your spin speed (a la Sonic?), and then your spinning momentum would last for a bit longer to compensate. But that's just a random idea, who knows whether it would feel right!

(I am a bit curious to see also whether the game would work well with mouse controls)

The graphics are very cute and I like the uniform aesthetic across all of the UI and game elements. Artistically, I would caution against making everything so brightly saturated (especially the grassy background) as it leads to a lack of visual focus in the game. Luckily, the game is simple enough that I don't think it really affected readability much. Just something to keep in mind.

Having the weapon switches was a great touch, it helped keep things fresh. I wonder if it would be an interesting idea to have different weapons have wildly varying properties, to give more of a "choose the powerup" style game. For example, a short-ranged weapon that does more damage, or a weapon that you can't spin as quickly but has longer range. Things like that.

Great job overall!

Anything For You by Emily Pitcher 2020-10-24T20:54:26Z

Nice job! The memories here are an interesting mix of nostalgia and love mixed with bitterness and regret. That mix of genuine love with genuine hate I think is something that is often unique about "family". You love em and you hate em. (And sometimes you just hate em...) I think that's what makes this narrative feel more authentic than most. Family is a complicated enough issue that I think everyone is going to bring different emotional baggage to the table. As such I don't know if your particular viewpoint will resonate with everyone, but I also don't think that it really has to, if that makes sense.

The format was relatively simple here but the choices in the dialogue really helped keep things engaging, even if they were not complicated choices at all. The ending was a nice way to tie things together. I know that you've already provided an alternative for deaf and hard-of-hearing players, but you should probably look into providing subtitles for that scene as well as a nod to accessibility.

The drawing of the emperor was my favorite! Those birds, hahaha

a nice place by netmute 2020-10-27T07:44:46Z

I'm always impressed by games that seem to really create a world of their own. Something that feels like it has more life than what you see at face value.

The audio of the crashing waves was simple but really well done. I'm actually especially impressed by the tree sprites as well.

Great job!

Cycle Breakdown by TheJohnyFeeD 2020-10-26T10:16:52Z

Naice.

Tempus Locus by MSiddeek 2020-10-20T01:10:41Z

Very nice. :)

Rad Rodent Racing by katajin 2020-10-27T03:57:36Z

Finished with a time of 1:29:171!

Some gripes: - Sometimes after running into an obstacle I seemed to run into a softlock where I'm unable to speed up at all and need to restart the entire game. This may or may not have to do with holding the up key while in the crashing animation (?) - I'm a dinosaur here and my primary desktop's monitor resolution is....1280x1024. Your game stretches out to my second monitor. Please consider us dinosaurs for your next game. Thank you :)

Orbitrary by Aimainiac 2020-10-27T07:20:25Z

arst.png

Woo, what a rush. This was super minimalistic but incredibly well-designed. Everything felt fair since advance warning is given for every single hazard and pickup, so you know that if you had only played a little bit better...which leads to that "one more run..." feeling.

I do think that a lot of players would benefit from an "easier" difficulty where the game just simply runs a little slower, but I didn't really mind. Impressive that you put in multiplayer as well! I'll have to try that at some point.

The Sun Wants a Hug! by nimmems 2020-10-16T04:50:36Z

Not all of us are using huge monitors or retina displays here...thank you for including a 1280x720 option. (I was quite worried when the game opened and it stretched all the way across both of my monitors)

Pretty simple game, but fun for what it is! I feel like having the obstacles be smaller and more numerous would have been an interesting tweak (?)

Creed by dimlight 2020-10-16T06:06:11Z

Whoa, didn't expect some different endings here. Neat little easter egg!

Arthur Fisher Intelligence by Teto 2020-10-19T10:33:38Z

How people manage to think up these systems and then put them into actual puzzle formats will forever be beyond me...

This was great! I really enjoyed the last level especially.

Arcade Legend by Samuli 2020-10-16T05:40:50Z

This was pretty grindy but....the text was at least a little bit interesting and the ending made it worth it, lol!

BoreOut! by HOOLOP 2020-10-26T09:41:15Z

Just like real life...all is well until the manager comes along...

Bust-a-Loop by PeachTreeOath 2020-10-25T04:09:50Z

I was super confused until I realized that you could move using the arrow keys ;)

This was surprisingly fun, it was quite interesting trying to get the moves to flow into each other. You've stumbled upon something really cool here. I played through on Amateur difficulty, which seemed about perfect for me.

Some minor gripes: - I understand spacing is a part of the game, but for certain moves such as the arcana punch and (especially) the ice spike, I feel like it would only be fair to have visual indicators on-screen of where exactly they will appear. - Facing autocorrect sometimes screwed me over as I wanted to e.g. blade drop in one direction but the game forced me to do it in a different direction. I'm....actually not sure I would want this fixed because I think autocorrect actually works fine for the most part and simplifies things, there's just certain situations where it can mess with your combos.

Coolest combo loop was probably the one I used to end the last stage: - Dropping a landmine - Set an arcana punch - Cloud kick into the arcana punch, punch sends into the landmine - Blade drop - Set another landmine and arcana punch, but wait until the opponent is low enough, otherwise the arcana punch won't send into the landmine

You had a pretty good variety of moves here! Some of them maybe could be tweaked ever-so-slightly to be more generous (cloud kick, blazing heart maybe??) but I probably wouldn't touch their core designs.

Red Venom by extar 2020-10-27T07:49:59Z

Oh Stargunner, I missed you.

This is dying for a great soundtrack. :)

Amusement Shark by No Grapes Games 2020-10-16T03:18:35Z

Had not heard of kururin before playing this game, haha. Finished with a time of 3:15:12. Cute end screen!

I know it's hard for a game jam, but it felt like the aesthetic of the game could have been a bit more unified. If you look at kururin you can see they have this happy-go-lucky music and lots of cartoony/pastel backgrounds. Here, though, the backgrounds are things like...tiled grass/dirt textures? And the music is more EDM/dancey, which felt almost like it should have been for some sort of racing game.

I actually feel like this would be a really funny game using some other control scheme, like mouse controls or something...using the keyboard almost felt a little too precise. Anyways, fun game anyways!

Infinite Nightmares by Alpasyon007 2020-10-26T10:03:08Z

Great ambience! Cheap jumpscare! I got stuck!

Smells Like Chlorine by TheGreenWorm 2020-10-26T09:56:24Z

dang.

Vibe Rider by mrthee 2020-10-16T02:58:39Z

I was so convinced from the screenshot that this was gonna be some sort of Skyroads remake...oh well. Anyways, hard to rate given that it's more of a tech demo than a game, but it's....pretty cool! The camera panning around is kinda...interesting, it's "cool" but also doesn't really let you see much of the track when zoomed in? But I guess it doesn't really matter currently.

Neat stuff!

Groovy B and the Great Cownundrum by 6smith 2020-10-16T05:06:49Z

Simple but fun. Extra points for implementing both platforming and top-down movement...

Pico Arena by scottgoldsmith 2020-10-27T07:39:37Z

Pretty difficult until I realized that you need to attack horizontally rather than vertically, then it became easy!

Unnatural Selection - Circle of Life by Robinerd 2020-10-16T04:37:34Z

Haha, this is great. The creatures that I had the most success with definitely didn't match what I was initially going for in the beginning; love it when a game ends up subverting your expectations like that.

RailLoop by LeBossMax2 2020-10-16T04:15:35Z

Hehe, fun prototype! The little train snaking around looks good :)

Hang on, Bill! by zanzavar 2020-10-21T18:01:11Z

Great job, this was a fun one for sure!

Escape Velocity by OrdiNeu 2020-10-16T05:17:47Z

Kind of cool! A little too RNG dependent especially given the more distant planets which don't even appear on the radar, let alone your screen. Mistakes are pretty severely punishing too. But it was still kinda fun nevertheless!

Roller Riches by dxk2294 2020-10-19T10:54:42Z

Yesssssss

Aztec Ride by Idan Rooze 2020-10-26T11:43:50Z

Simple yet complex. Very nice!

Stuck in the Sewers by BoneVolt 2020-10-27T05:50:01Z

Doesn't seem to be loading for me unfortunately! I get a 403 error on https://v6p9d9t4.ssl.hwcdn.net/html/2843624/stuck_html_move_fix.js when trying to run it.

Stuck in the Sewers by BoneVolt 2020-10-27T21:37:24Z

@bonevolt: Ah yes, the direct lexaloffe link works just fine! I was thrown off since it was labeled as "source code" (which is sensible, just my eyes automatically skipped over it)

Stix by Sombrero Guy 2020-10-25T01:41:26Z

Collected some sticks.

Pretty weird..."difficulty" curve, if you could call it that. The 1st loop felt just plain tedious, the 2nd loop went a bit faster since I knew where things were, and then the 3rd loop just seems...impossible? To be fair I didn't try for terribly long, but after collecting 3 sticks and then losing all of my progress via what seems to just be more or less random chance (?) I decided to quit while I was ahead...

Our entry also may or may not be definitely a horror game, if you'd like to check it out.

Hamster Simulator by snowinn 2020-10-21T00:45:52Z

Nice haha. Got my pro strats using both the D key and right arrow to accelerate twice as fast :P

Small nitpick, the synth bass instrument seems to be a little off in terms of quantization/timing, especially when it first kicks in. Everything else seemed fine though, so probably just that one instrument is off.

WHAT I SAW by Angela He 2020-10-24T20:27:16Z

Oo, is that Cymatics - Lofi Melody Loop 5 - 80 BPM F Min that I hear in the first song here? ;)

It's cool to see different kinds of works out of you, even though it's clearly a bit rough around the edges as I think the commenters above have already noted. Thematically I think the idea of hiding in closets and destroying the mirrors works well with the narrative, but I think mechanically it needed some work. A lot of this boils down to platforming physics and level design I think. Right now the closet hiding feels more like an afterthought rather than something symbolic; I think part of that is how it's possible to simply jump over the enemies, etc. I can tell that the platformer physics use physics-based inertia which leads to the "slidy/floaty" feeling. Also, it is nice sometimes to offer the option of pressing "jump" using a different hand than the one controlling horizontal movement, as that splits the controls across two hands.

The level layouts I found relatively confusing too, though eventually I stumbled my way through. Some of this is due to the mirror mechanic complicating things, and some of this is due to most of the areas looking visually similar, so it's hard for me to see a stairway and know whether it's the same one I just saw 5 seconds ago or not. There is also no sort of map feature and when a "goal" location is shown, the camera pans extremely quickly, making it impossible to know which direction to travel in in order to reach the goal.

Narratively I felt like this game was less nuanced and complex than your other works (missed messages!!)-- ironically the narrative is much more linear and direct despite the level design being nonlinear. But perhaps this is understandable given that you needed to build a platformer at the same time.

Some of the small visual touches were nice, especially the eyeball motif!

File 47: An Incident in the Exclusion Zone by juxipolo 2020-10-18T06:52:29Z

Nice, there's quite a bit more here than it seems initially! I feel like some of the locations were slightly hard to map out in terms of navigating through them (the garage/casino area especially) but that didn't end up stopping me in the end.

LD48 — Deeper and deeper

Dome Romantik by Rongo Matane 2021-05-06T19:23:32Z

Nice palette! I always love myself a game with incremental upgrades, haha

Masseuse you Loose by ColeSlaughter 2021-05-03T23:04:28Z

The only thing this game is missing is a Trauma Center-style plot and cutscenes to match.

"I'm preparing to massage the client! [eyes flash]" "No! Don't get sore on me now..."

The visual language of the icons was almost perfect. I think once you learned what each one represented (via a minute or so of trying), it was extremely easy to see how they were intuitive. However, I don't think it was immediately obvious on first blush. So for a more polished version, maybe some ideas: a) Introduce each technique level-by-level instead of all-at-once b) For the first stage, have popups that remind you which technique to use as you hover over the corresponding part c) Redo the icons to add a little more detail -- e.g. "1234" numbers on the four rectangles. Though this sort of loses the charm of the minimalist visual icons.

But take that with a grain of salt as you will.

Also, Wii port when? XD

7 DEEPS by ardorugus 2021-05-05T06:39:35Z

What in the world did I just read?

Sploosh: A Guinea Pig Saga by FlashViper 2021-05-05T08:34:50Z

Nice, the parallax-esque scrolling speeds really gave the world a sense of depth as opposed to just being a flat sprawling image. Wish that the view could have been ever so slightly zoomed out more, but it was still fun to explore around anyways.

Dwarf Dig Deep by Lintfordpickle 2021-05-05T08:39:37Z

This.....is a hard game, haha. The dynamite was pretty satisfying though, especially managing to toss it into a pit full of enemies.

Black Magic, White Cat by Lyxil 2021-05-16T19:47:49Z

Wow, I really liked this! I would love to see the expanded version of this, with the "follow the cat" option, as well as more of Inora's story. Great job doing all that writing during LD, I know coming up with a story on short notice is always hard.

The overall story is a bit simple, but still enjoyable regardless. If I had to give a critique I think it might be how things seem to resolve themselves kind of out of nowhere, almost as if by chance. I think that might make the story a bit less relatable and/or realistic. But I think the journey was still fun to read all the way through, and never felt like I could figure out exactly what was going to happen. And it's hard to fault a story for something like that when it is so short.

Great job and please keep us posted on updates!

Also I JUST realized the main character's name is....Fur-ronin....omg......wow

Below the Ocean by Ismael Rodriguez 2021-05-06T18:30:54Z

Very nice.

I could learn a thing or two from the sfx and level design here. I'm not great at sound effect design but you've made some really satisfying yet simple ones!

Far Side of the Mirror by DDRKirbyISQ 2021-04-27T18:32:43Z

@shanzhai: Thanks for that, I was noticing that on Firefox specifically as well, but inconsistently. I reproduced it on my initial export but am no longer seeing it after that...

I'm assuming you mean reinitializing the script processor as shown in the code snippet (using an Autoload singleton). However based on the further comments down in the thread it looks as though the buffer size is correctly handled across browsers in 3.2.2 and above?

Audio mixing in threads is still not supported by safari so I don't think that is yet a universal option. I could try reducing the default latency from 50ms, but I'm wary of introducing stutter on lower-end devices (happened to me last time) and 50ms seems "reasonable", though of course not ideal.

Far Side of the Mirror by DDRKirbyISQ 2021-04-28T21:40:41Z

@jusw85: ahhh, sorry about that, that's my bad. I had added the correct cross-origin headers on one of my domains (ddrkirby.com) but not the other (cocoamoss.com). I'll get that fixed, thanks for the report!

Edit: I've updated my AWS setup, so that should be working properly now as intended. Thanks again for the heads up :)

Far Side of the Mirror by DDRKirbyISQ 2021-04-29T07:48:39Z

@aeveis: Thank you!

Oh dear, that is an unfortunate bug, and not intended. Thank you for reporting it, we'll make sure to get it fixed!

Edit: That should now hopefully be fixed in v1.04. Thank you for the report!

Hope by krazune 2021-05-06T02:34:06Z

Nice. My only complaint would be that I wish I could advance the dialogue by clicking; I am a rather quick reader and found the pace of the conversations to drag along a bit. Still fun though :)

Root Deeper by BrielleY 2021-05-05T00:17:52Z

Strangely addictive despite being largely RNG-based for the beginning of the game and the UI being a bit unintuitive at first and allowing you to "shoot yourself in the foot" very easily. Finally made it to day 100 and beyond on a good run. :D

A Taste of the Past by Emily Pitcher 2021-05-01T21:54:16Z

Wow, you've got quite the ensemble working together on this thing! (maybe the most names I've ever seen on a jam entry) Always nice seeing people attempt more of this stuff (I enjoyed "What Comes After" earlier this year).

Some of the little details here are nice, especially the little particle effects and small animations help to bring an otherwise-static scene to life. The "minigames" are a bit silly at times (funny how you can wash your hands "too much"), but I kinda get what you were going for.

The music really fits the mood. I'm always impressed by this style of more contemplative and meditative music. I'm no good at it myself, probably because most of my music tends to be more assertive and present. It's something I'll have to experiment more with.

The title/main menu screen, as mentioned, is really pretty but doesn't read well as a UI. I think it's because the entire screen is saturated and vivid, so the viewer's focus isn't drawn anywhere. Maybe try toning down the saturation and/or value on the non-interactable elements a bit, or a drop shadow on the buttons.

Family and moving on from the past are both.......complicated. As such I know everyone brings a different perspective to the table. I think the story you're telling seems to resonate with others, which I think is great. But I can't really comment on it the same way because I think I come from a different point of view. Edit: WAIT y'all are the team who made "Anything For You" omg that makes complete sense why did I not think of that, hahahaha xD

Good work!

Blackout by Frasse 2021-05-06T02:12:40Z

Nice job! Some of the interaction points could be signposted visually a bit better; would probably reduce the amount of frustration that people are having with some of the points.

Really enjoyed the use of subpixel animation and the palette work. The screen with the jackolantern especially, great colors.

The Bothnia Trench by Milestone Games 2021-05-17T23:51:16Z

Nooo I was so sad that it ended! There is so much potential for an interesting adventure here, good luck with this project if you hope to expand it!

GLUB by Birdwards 2021-05-06T01:49:37Z

Nice. I admit that I (for better or worse) am not currently in an environment where I can yell at my computer a bunch, so I instead rapped on the keys / laptop body to make noises, basically making it a touch sensitive instead of audio sensitive game. Still fun either way ;P

Nuclear blaze by deepnight 2021-05-06T18:55:13Z

Nice as always, deepnight. Good to see you still at it!

Funny enough, the impressive particle effects and fire spreading mechanisms are going to steal the show here, leaving tons of important minor details underappreciated. A visibility + unexplored fog system? Multiple types of doors? Ladders?? Auto ledge hop??? Any of these things alone would stifle inexperienced devs to implement cleanly, but here they're just taken for granted because of COURSE everything works properly, lol.

I do wonder like some others, what this sort of game would feel like as a more fast-paced "run and gun" sort of game, with mouse to aim+shoot and keyboard to move. But that's altogether a different game which would feature different mechanics I'm sure.

Hope your kid enjoys the game :)

Super Driller Bros by schadocalex 2021-05-04T20:40:09Z

Hey there! Just letting you know that the WebGL version on itch.io will fail to load on the latest versions of Firefox and Chrome because you've used a threaded WebGL export from Godot, which requires SharedArrayBuffer to be available.

The latest versions of Firefox and Chrome do have this functionality, but it is only available when the page in question provides the appropriate COOP/COEP http headers, which itch.io currently does not support.

For WebGL builds hosted on itch.io, make sure to use regular (non-threaded) builds for now until this functionality is available. (Also note that IE and Safari lack support for this entirely!)

ROOTS by TheGreenWorm 2021-05-07T20:21:24Z

Very fun!

Might be good to detail what exactly the upgrades do in your game description, especially since the "upwards momentum" one is unintuitive (and also balanced oddly to be a downwards momentum upgrade, as you mentioned).

Deepest Dwarf Dungeon by NinjaCatz 2021-05-04T20:56:19Z

Neat! Mage laser is OP :D

Wish the movement speed was a bit higher. The level 2 boss's attacks really need to be telegraphed more, as it was hard to predict where the laser would spawn, leading to some feel-bad-moments.

Cool stuff though!

Deeper and deeper by Arturian5 2021-05-08T20:37:01Z

Is it just me or does the guy love to just shuffle sideways instead of facing the direction in which he walks? :P

Ah, adding alcohol to coffee gives you extra energy. I'll have to remember that! xP

Got to the third "phase" but couldn't find enough interaction points to proceed any further than that. I wonder if one of them was hidden off-screen (I have a 5:4 aspect ratio resolution).

Impalevator by Merpui 2021-05-01T21:28:59Z

Haha, nice. Made it to 10,000m without losing a life before I decided to quit.

arst.png

The little squeaky crank sound is great. I'm not a huge fan of the inertia on the movement, though I admit it did make the gameplay more interesting at least. I guess maybe the pole just needs to be well-lubricated in order for the elevator to travel downwards so smoothly?? Haha ;P

In terms of gameplay, I think right now it's a bit boring because it's more or less just a reaction-based game. I think if you added more enemies, but have them take a bit longer to travel, and travel in more interesting patterns (move up and down, to make them harder to shoot), it would make the gameplay less one-note. Maybe!

David The Diver by AutumnL1 2021-05-05T06:43:52Z

I'm not sure if I really did anything, but I sort of wandered around and waved my tentacles about in the water, so I guess that's cool? The loading time really brought me back to the PS1 era, lol

Dongeons & Potions by Revetoon 2021-05-03T22:46:39Z

Got to level 15, nice! Wish the potions healed you a tiny bit too, so small mistakes are a little less punishing.

Also, a heads up -- your WebGL export seems to be sized at an extremely large resolution and thus does not fit on common desktop screen sizes. 1366x768 is the most common desktop resolution nowadays, and I myself am running 1280x1024 -- not everyone has a giant 1920x1080 display!

Onigiri Mining Corporation by wasd 2021-05-06T17:57:44Z

This game best game

This is honest review I not paid to write review

Yes very good

Fathomless by SilkyPantsDan 2021-05-05T03:07:49Z

Cool idea! There's a bit too much inertia in the movement for my taste, but that's somewhat of a personal bias of mine (I'm a megaman / celeste person, not a super meat boy person). Some of the level designs also felt a little frustrating at times in the wrong ways, there were a few too many "gotchas" that seemed unnecessary to the main design goals of the level.

Still a cool game though! I can see it being a lot more fun once y'all clean it up and polish it a bit.

PS: Your WebGL embed size is quite large! I'm still an old dinosaur running at 1280x1024 screen resolution so I had to zoom out to make the game fit on my screen. A significant portion of desktop users are running 1366x768 and a non-trivial amount are running 1280x720 so please keep those in mind when designing for web :)

birb by Glaas 2021-05-03T09:50:48Z

The ending was all worth it.

Would you mind crediting your audio/music sources? (if you didn't create it yourself) Unless you used some CC0-licensed tracks, perhaps?

Far Fetched by johnfn 2021-05-17T08:52:58Z

Oh hey there! Finally an entry well-deserving of the blessed 5-star audio rating, in good hands, haha.

This was fun! The sword-swinging was enjoyable even despite it not actually being necessary for most of the game. The gameplay was simplistic but the graphics and sound made everything enjoyable despite that -- one of those instances where the whole better than the sum of the parts (to put it more negatively, the good parts cover up the mediocre ones?)

The slight jankiness of the text boxes and the blurry font rendering were a weird contrast with the rest of the game which looked and felt great. Something that could easily be improved, I'm sure.

The upbeat feel of the music and the nature of the gameplay (as well as the "spirits" theme) actually really made me wish that the gameplay here had a more energetic feel, something akin to Pocky and Rocky I feel like would have worked really nicely, but well, obviously that's not really a fair comparison given that you only had 72 hours after all.

Awfully Good Pizza by beahives 2021-05-06T06:19:18Z

Amazing.

Palette's Bottomless Backpack by CeltiCo 2021-05-04T22:01:24Z

Hahaha, this is great. Must have been really fun to create, too. Thank you for making this!

The Elevator by Redamz 2021-05-07T18:04:34Z

Nice. A good amount of, ahem, food for thought here. Do keep in mind that not everybody has taller monitors -- I do, but the most common desktop resolution is 1366x768 for example.

Is it weird that in my headcanon the girl keeps rocking side to side because she really needs to pee? .....

Jung Guns by vickles 2021-05-09T05:23:01Z

Therapy is....hard.

NO DIGGING by Kovakomes 2021-05-06T18:02:39Z

I JUST WANTED TO DIG

Deep down the Abyss by Kyrios 2021-05-13T20:15:15Z

Hi there! 5:4 aspect ratio squad reporting here, just letting you know that the left and right sides of your UI are completely cut off on 1280x1024 and similar resolutions. Game is still playable, but just a heads up for next time!

Plumber Ants by sekol 2021-05-17T19:32:09Z

Simple, yet strangely compelling. Maybe this is just my bias but I'm craving some upgrades or the ability to spawn new ants haha. But maybe I'm just impatient; I know that the further you get the more massive your army gets, anyways. Neat job!

Mermaid Deep by mech_alina 2021-05-01T21:15:01Z

Nice job on a first game!

FYI: Seems like the game assumes a certain resolution and some of the graphical elements are thus cut off depending on the screen size. Something to look out for next time!

Eldritch Depths by simex 2021-05-02T11:49:13Z

Pretty nice! As mentioned above, the bullet cost upgrade didn't seem to do anything, which was a shame.

The idea of having to collect your mana "orbs" was an interesting one, but having said mana orbs despawn often led to penalizing low accuracy by having your mana reserves depleted. I get that you can never get "stuck" because you can absorb mana from enemy bullets, but that's a tedious process at best. Some sort of slow auto-mana-regen, or just no expiry time on mana orbs, or =something= to alleviate this would have been appreciated. Still, I made it through the whole 5 levels and it was enjoyable despite that.

Ah, another thing -- the first time I killed a boss, I happened to be in the middle of the room, so the powerups spawned on top of me, meaning I couldn't select what I got. Then the stairs also spawned on top of me, so I didn't end up collecting any of the leftover mana orbs. That was a sad run-ender =(

Infinite Descent by BluishGreenPro 2021-05-14T05:58:57Z

played v1.0.2.

Nothing like a good ol platformer for LD. Pretty solid gameplay, though the quirk of auto-sticking to walls when you're hugging them is a bit unintuitive. Not a huge deal though, as that doesn't really come up too much. Gameplay was pretty solid, with some nice mechanics that were very intuitive yet satisfying and the level designs were enjoyable, especially seeing how they progressed each time.

I found it curious how there is a "crouch" animation when pressing down, which seems pretty much useless. ;P Ah, I guess it is to give some sort of visual feedback, since down + jump is for dropping through platforms. That makes sense.

Reloading the level when dying seems...unnecessarily laggy, even on the downloadable version (though it is admittedly better there). I understand that's the framework and not you at fault, but it seems like you should be able to code a "reset" of sorts manually rather than relying on reloading the entire level. There are only so many elements that need to be reset per screen (the player position, the stompable enemies, the breakable floors), so in theory it shouldn't be that bad??? But I'll not make further assumptions here.

A bit of a letdown that there wasn't an "end" after completing the final iteration and reaching 100%, but thanks for an enjoyable experience anyways!

FYI: when a gamepad is plugged in, it didn't seem possible to activate the menu to switch the gamepad off, so I had to resort to unplugging the gamepad entirely.

Neural Shooter by PatteDeCanaard 2021-05-08T20:44:22Z

Pretty cool. As others mentioned, the gameplay is a bit unintuitive -- perhaps you should explain a bit further in your game description?

The red obstacles come quite quickly, even on the very first few levels, which is part of the confusion -- it looks like a UI effect, not something that is actually part of gameplay. I get that this game is about fast-paced reactions, but I think there should be more time to react, especially in the first few levels, and then perhaps ramp up the speed.

LuckySwimmer by aCuriosity 2021-05-06T01:31:33Z

Oh....oh dear. That's...ehm...yeah. Is there a "dignity" category I can rate this a 1-star in? ;P

Deeper and Deepar (Now on Itch.io !) by KingBlop 2021-05-03T07:31:50Z

No joke, these are some of the entries I look forward to the most during LD :D

Bunny Bunny Dig Dig by ZakAmana 2021-05-01T21:08:13Z

Short and sweet! Wish there was a little something at the end, or some more interesting upgrades, and the combat was pretty tedious and skippable, but nice job on a good compo game!

Goose Root by jryzkns 2021-05-09T04:16:34Z

As the owner of two big white pekin ducks, I've got a soft spot for fat white birds! Glad to see that it was a happy ending.

Vertabyss by UltimateWalrus 2021-05-09T09:31:28Z

Woo, third place! Was quite interesting to get used to the skill and flow of the game. I do sort of wish you could take more than one hit before dying, or have 3 "lives" or something, to provide a little more of a feeling of gradation in terms of skill.

One complaint I have is that although the red enemy ships show up very clearly, their bullets are not always as readily visible against the black background. Particularly because they are colored similarly to the player bullets, but also simply because they are rather dark. I frequently found myself "guessing" where bullets were based on enemy locations, rather than reacting to their actual visual positions, because of this.

Sporelunk by Brainloaf Studio 2021-05-01T22:10:31Z

Made it to level 129, woooo.

Untitled.png

The idea of a slowly approaching wall of limbs and flesh inexorably coming towards you at the very edge of your vision radius is brilliant.

Chthonic Brilliance by cassowary 2021-05-03T05:17:17Z

Nice. That was short and sweet, and none of the puzzles overstayed their welcome. Not all of them were perfect, but there were some elegant ones. The last one in particular, I liked, as it was a nice bit of complexity using only a few pieces. Those are the most impressively-designed type of puzzles, I think.

Deep Dive Drive 2000 by Dane Tesla 2021-05-07T17:49:32Z

"And once again...breathe in through the nose...and out through the lips..."

Uncle: "ehhhh......I've heard this one a thousand times before..."

What a surreal experience...

One small piece of feedback I have is that the laserbeam sound effect is a little sharp and jarring. I know y'all can make good audio since you created some nice tunes -- I wish the sound effect was a little more pleasing to match.

FYI: "Parallel" is spelled with a double 'L' :)

How Deep is Your Love by Bruno Cafe 2021-05-01T22:00:45Z

Finally, a Unity game that doesn't assume that I have a widescreen display resolution...you'd be shocked how rare that is nowadays.

What a great opening cutscene! Amazing job putting everything together despite your aforementioned setback, which I'm sure must have been disheartening.

Autumn Hike by Brusi 2021-05-04T20:36:24Z

Short and sweet! I appreciated each scene having a different music theme :)

Deep dreams by ruyoliveira 2021-05-05T06:53:42Z

Damn. Thought I had a good run going and reached the vaccine fish, but those 5-damage attacks were just too strong.

Feel like the game would be a little more strategic if you knew ahead of time what cards the enemy was going to cycle through. Or...something else.

Fallen Shovel by silkworm_sweatshop 2021-05-10T02:45:35Z

Awesome job. Camera / level design issues could be polished up a little bit as mentioned above, but that's more of a minor quip than anything else.

Descending by khofez 2021-05-12T06:41:35Z

Pretty "cool" visuals, but not very readable. Please consider gameplay first when you are thinking about your visual design! Your game should be easily playable even with a grayscale filter applied.

Glad I tried the downloadable version, it performs way better and nicer than the html5 version!

Cave Golf by RoofloorWall 2021-05-08T20:05:52Z

Simple and fun! The main mechanic is fine, but I do think some quality of life improvements would make it even more enjoyable. A larger screen area (or I guess perhaps I should have zoomed in my browser?) would help make the shot measurement a little less precise. And then some sort of visual ruler or color change guide for the line that is drawn would help make it easier to "remember" the proper shot power. Right now it's just a plain white line, but it would help a lot to have reference points, for example a 50% mark, so for a specific tricky shot you know "oh, I need to use a little more than 50% power". Right now you can estimate it by eye, but it's a bit tricky to remember.

Nice job!

Hell Diver by Sorangon 2021-05-06T02:39:28Z

Holy framerate drops, batman! Check your export settings on the WebGL build, it runs at a chunky 30, maybe even 15fps whereas the downloadable version is perfectly smooth in comparison.

In terms of gameplay it seems like it would be fun if not for the fact that it seems to boil down to "fall and pray". I have to say the gun is pretty satisfying to shoot, regardless, though. :D

Corresponding by p0l4r 2021-05-06T02:49:41Z

Nice! I actually also made an Epistolary game a while back -- you can check it out at https://ddrkirby.com/games/dear-toki/dear-toki.html if it gives you some ideas to play around with.

The background chimes and noises provided a mysterious/strange vibe. Not what I was expecting but maybe that's sort of what you were going for to go along with the story.

(PS: "receive" is spelled with the 'e' before the 'i', not the other way around)

Brinebeard's Folly by juxipolo 2021-05-13T04:46:44Z

Nice! The hexagonal minesweeper mechanics were intuitive yet foreign enough to provide a nice learning curve throughout. The powerups were fun to use as well. The "card" system of selecting them was a bit of an odd choice, though. It didn't seem diagetic, and it honestly made it feel a bit clunky to select the abilities, as you had to deal with the animation of "holding up the cards". This also made it difficult to keep track of how many uses of each ability you had remaining. I honestly wonder if a plain system of icons and numbers would have worked better? Just my 2cents, please take with a grain of salt.

I would request that y'all please look at the sound effects and tone them down a bit, though. The one for the "line clear" bomb is very piercing in the higher-end frequencies, and some of the other ones are particularly harsh-sounding (sounds like they may have some audio clipping). I understand that these sfx may have been made using some sort of sfxr or bfxr or labchirp-like tool but all the same, please try not to kill our ears, particularly those of us with high fidelity sound systems ;P

Deep Dive by mharitsnf 2021-05-09T08:47:42Z

Finally reached the end.

There's some very clever level design here, which unfortunately is buried in a lot of unnecessary execution challenges. I honestly feel like this game would feel better as a puzzle game and not a platformer game. I don't feel like anything is really gained from having the green and yellow barriers kill you, for example, instead of just acting as one-way barriers that block movement.

The spike obstacles seem to be placed in "annoying" locations that don't actually add to the puzzle or level design but just serve as what I'm going to call an "execution test". The top-most spike in the final level is a great example of this -- from what I remember it doesn't actually impede your path (if it really needs to, it could simply be replaced by a block), and simply serves as a "gotcha" to make maneuvering through the level more punishing. Imagine the feel-bad moment when the player does everything correctly in your level, but mistimes that particular jump slightly, and thus gets the very corner of their sprite caught on the spike.

I will add that the "trick" for level 5 was also pretty unintuitive! I wouldn't be surprised if I was the only commenter who actually finished the entire game!

Deep Dive by mharitsnf 2021-05-09T12:42:43Z

@mharitsnf: Yeah, I think that would normally be a great idea, but I think your puzzle elements are actually interesting enough to stand completely on their own here (which is great!), which is why it feels like the precision elements sort of get in the way. ;)

Deeper-Geddon by heidelbert 2021-05-10T20:22:13Z

A little confusing at first, but worked out in the end and was fun to set up all the pipelines and such. It's a little intimidating that the timer counts down even in the middle of the opening tutorial; I restarted the game to have extra time to read it.

TREE by Marcionix 2021-05-05T00:03:00Z

Interesting idea! Wish there were more tradeoffs as other people said, and the random level generation seems to make the game a bit luck-based, but I still managed to win anyways. Yay!

The Tourist by Frostfall 2021-05-02T02:25:39Z

Glad I missed the jumpscare, haha, wasn't in the mood for one of those, especially a loud one (though "loud" is all relative....except the rest of the game has no audio?). The tension build-up was great, though.

Having visited the arashiyama bamboo forest myself I can say that it was definitely much more calming than this game xD

6 Feet Under by theStoff 2021-05-05T03:41:39Z

Naice. Clean concept and nice execution, reminds me quite a bit of Sun and Moon from Ludum Dare 29, which I guess ended up going on to be its own commercial game.

Played the Jam version. A few of the levels could be polished up just a tad bit -- the 3rd to last level, for example has an obnoxious death pit on the far right which doesn't really serve a good functional purpose other than to be a "gotcha!". Other than that, the variety on display with the levels was quite enjoyable. The last level with all the keys was more of a formality than anything, so that was perhaps a bit anticlimactic, but also sort of a relief after the previous ones. I'd encourage you to build smaller levels whenever possible as they will let you express your design more concisely while providing more frequent checkpoints and reducing player frustration/tedium. Of course, that's easier said than done ;)

Great job all!

dyppan by Guilherme Oliveira 2021-05-09T05:04:59Z

Pretty cool base for a game! Feels a bit unfinished but what's here is kinda cool. I did notice that the larger maps seem to slow down performance a bit, so I imagine something about your line of sight implementation (or something else) is being relatively inefficient in terms of computation.

Deep Finger by Sephy 2021-05-13T04:04:15Z

Why oh why did I play this game......

well, the puzzles were fun, at least. xD

Boombox by auxC 2021-05-04T07:02:29Z

Nice! This is a good concept, executed well. Like another poster mentioned, I too found myself wishing for an invert-rotation button, but to be honest, I actually think having a hold-right-click-and-drag rotation scheme would actually be even better, as that is a bit more intuitive and keeps the game mouse-only. Feels a bit cleaner all around, so maybe you can experiment with that. I know y'all designed the game with discrete rotation states but it feels like it might be more interesting if you let the player rotate the box freely in this way, as tracking the rotation would be more of a skill.

Ran into the same bug that MrPiedPiper reported at one point, but other than that it felt pretty smooth!

Great work :)

Deeper and Dungeon by PoTucket 2021-05-05T06:32:24Z

Pro strat is to jump and dash off the side at the very beginning to skip the entire level ;)

The jumping sections with the big yellow up arrows were quite annoying, but I managed to make it through anyways...

I GOTTA SH!T by spyispie120 2021-05-06T17:59:12Z

That's some.....deep shit

Really wish there was a little better control on jump bounce height, feels like getting the 3/4 bird combo would have been awesome

LD49 — Unstable

Karawan by Rongo Matane 2021-10-09T03:41:42Z

Great job! Everything here is really nice, especially the artwork (it's always nice to see actual nice color palettes in LD entries) and UI polish (likewise something that tends to suffer a lot in jam games). Some quality of life improvements would be welcomed to ease some of the tedium (maybe have caravans automatically gather, but be manually changeable), if that hasn't already been implemented.

Karawan by Rongo Matane 2021-10-13T21:03:36Z

Yep, makes sense.

HONK III by Tricky_Fat_Cat 2021-10-09T03:58:03Z

I give this 3 honks.

Did y'all have one person solely working on the explosion effect all day or what?? (It was way more elaborate and resource-intensive than anything else)

Unfortunately motion-sickness kicked in midway through level 2 and I had to stop playing, but this was a good trip down memory lane in the meantime.

Crazy Cauldron by Quite Good 2021-10-12T04:57:44Z

Pretty cool! It feels like the gameplay is sort of pulling in two different directions -- the collecting phase challenges you to discretely recognize colors, but the mixing phase can sometimes involve fine-tuning colors to get their hue and saturation just right. There's a lot going on which is quite impressive for a jam game but I almost wonder if it would be more fun to focus on just one of the two aspects -- either making the colors very distinct and distinguishable and being more of a "quick gathering ingredients" game, or maybe doing away with the gathering ingredients minigame and focusing on mixing colors accurately (which seems more interesting to me).

I think I enjoyed the challenge of mixing the less obvious color tones the most, but at the same time felt pressured to just quickly cobble together something because I knew the clock was ticking. Maybe without the time aspect it would allow for more enjoyment of planning out what to add to the cauldron? Although that would nix the "unstable" part of the theme...

Eh, I'm just vomiting thoughts aloud, anyways the visuals are super fun to look at, especially all the animations (subpixel movement, wow!), and everything comes together pretty well! The bitcrushed drums weren't what I'd expect initially but it actually fits the vibe very nicely too.

Chickie Catchers by DDRKirbyISQ 2021-10-05T02:57:54Z

@someoneman: This was an issue caused by a discrepancy with in-browser behavior not matching debug behavior 1-to-1, but I've tracked it down and it should be fixed in 1.01. Thank you for the bug report.

Chickie Catchers by DDRKirbyISQ 2021-10-05T20:35:49Z

@fumybulb: Good job on all 3 stars! That behavior was not intended but was simply an oversight due to the scoring system being crammed in last-minute. Will fix!

Chickie Catchers by DDRKirbyISQ 2021-10-09T01:53:17Z

@sestren: Yes, they are :)

Chickie Catchers by DDRKirbyISQ 2021-10-10T07:41:08Z

@candlesan: Thank you for catching that. That has been fixed!

Chickie Catchers by DDRKirbyISQ 2021-10-18T22:56:15Z

@ava-skoog: That's a pretty interesting idea (although seems like it would be very difficult!). The bells were actually just added as a thematic object that carries weight; the idea was to add mass that swings around and makes balancing more difficult.

Clammy and the Seven Seas by IanTheBee 2021-10-07T11:16:22Z

Ducky~

Okay okay volcano I GET IT you're going to explode, you don't have to remind me every minute...

This was short but cute. Some quality of life adjustments might be nice (mainly just having to sit through the volcano rumbling so often), but other than that it was enjoyable despite being simple! Kind of like a lite version of Minit.

Trenchrunner by curleysam 2021-10-08T06:37:05Z

An epic ending -- I vanquished the source of the gas, but my last shot left the bomb too unstable for me to survive...

Pretty nice game with a good, clean art style. The lighting was a little TOO dark for my personal taste, I think I like the mood of the darkness, but I wish that the bright areas were a little more visible, simply because it felt like the good clean art was mostly being obscured instead of appreciated properly.

I do think that the two different enemy types would have benefited from being different colors rather than distinguished solely through their faces/heads, I think that would make them easier to read. Right now their silhouette is almost exactly the same, so they read very similarly to each other visually and I don't think the added concentration needed to distinguish them really adds to the gameplay. But that's more of a quality-of-life improvement than anything. I think the boss attack could probably also have used some better visuals, but honestly it's more impressive that you even had a functioning boss fight to begin with, so good job!

The level design maybe isn't perfect with regards to creating a ton of exciting moments (it's good enough) but I really appreciated the approach to splitting up the main path into two branches with differing obstacles to give the layout some basic nonlinearity and allow for player agency.

Happy Hour by Pedro Rainha 2021-10-14T00:29:47Z

I may not have done a respectable job serving beers quickly, but I assure you they'll be telling stories for years to come of how I headbutted the poor bloke in the corner 200 times.

Oudo by Tarek Creations 2021-10-13T22:15:53Z

Simple and enjoyable. The filter automation on the melody is really cute, haha. Might I suggest changing the "platform" label of your game to HTML5 (web) instead of "Windows"? You may have some jammers using other OSes that are passing up on your game without realizing that it's actually still playable for them.

Oudo by Tarek Creations 2021-10-14T19:27:23Z

@tarek-creations: Ah I see. Just FYI, I've been able to edit those links before with no problem (also, porting is allowed after the deadline).

Dishcrasher by Frickinlaser 2021-10-06T23:18:14Z

Kind of one-note, and it feels like there wasn't actually that much in terms of gameplay, but it was still amusing ;P

One other note, please consider those of us plebians who are still using 1440x900 or 1280x1024 desktop resolutions. Your game needed to be zoomed out to 50% size in order to fit on my screen!

1000 Shells by MabraX 2021-10-13T22:25:15Z

Past the third level there are a ton of moving parts in each level! My brain feels like it would explode trying to solve them...

The Headless Horseman by datadazer 2021-10-06T23:52:47Z

Pretty simple, but the colors are nice and those pumpkins look really great! Also, that smearing on the player's sword!

In Balance by OlayColay 2021-10-06T23:32:58Z

Try to make a smaller game next time ;)

Surprisingly, I managed to defeat all of the enemies after some trial and error and figuring out exactly what was going on in the combat system. I got a black screen after that; I'm assuming that was just the end of the content that you included.

Lacalaca Ripstaurant by JmO14 2021-10-06T22:19:05Z

Nice. The controls and movement felt very clumsy, but I feel like that sort of added to the fun of trying to bumble around and serve the right dishes.

I think one thing that I found distracting was the visual post-processing or camera style / lighting? It made it hard to read the different dishes visually sometimes. Everything just seemed kind of murky, if that makes sense. Fun anyways though!

Unstable Ground by gamepopper 2021-10-08T06:55:17Z

Is there a specific reason why you opted out of the audio category?

Unstable Ground by gamepopper 2021-10-08T20:54:33Z

@gamepopper: Fair enough!

I. Want. Cheese. by VirtualMan52 2021-10-08T02:59:01Z

Haha, this was funny. Great timing on the final cut to credits too. The character sprites are pretty simple in concept but the animation works really well.

My one complaint: The sounds for the doors opening/closing seem to have some high frequency hissing and/or pops that are really unpleasant to listen to. It's probably not audible on laptop speakers or whatever, but on headphones or monitor speakers it got a bit abrasive so I muted the volume for most of the game as a result. Hopefully that's easy to fix! The rest of the sounds were pretty enjoyable so I was a bit disappointed that I didn't get to hear them most of the time =(

Rogue Planets by Roboolet 2021-10-09T02:54:49Z

Greetings from the old dinosaur contingent of 4:3 / 5:4 aspect ratio users!

Your game is unfortunately less-than-playable under these conditions:

Untitled.png

Switching my desktop resolution to 1280x720 (sigh...Unity, when will you learn to run games at aspect ratios that don't match the desktop resolution...) resolves this, though the mouse coordinate calculations seem to be slightly off as result.

Anyways, this is pretty nice and the visual style is simple but clean. The simple chiptune music is just fine, but I wonder if something more ambient would have worked nicely (check out the Osmos OST?). I'd echo the other sentiments that the gameplay does feel a bit slow-paced at times.

I played until the level with two orbiting planets on opposing sides -- that one is a toughie!

One last minor critique, I'm not sure the screen transitions up and down always felt like it made the most sense. Particularly for resetting the level -- it works, but honestly it felt a bit jarring in terms of the vibe established by the rest of the aesthetic. Having both ">" and ">>" options on the main menu might not read clearly for some users. YMMV though, of course!

Good job overall :)

Unstable98.exe by hilkojj 2021-10-11T22:20:48Z

wow at the above ^, hahaha

Weasel Words by eldogg 2021-10-06T22:28:40Z

I have no idea how to rate this, haha. On the one hand, the graphics are kind of jank and the blurry effect is weird. On the other hand, that style sort of works and evokes the right PS1/typing of the dead-era feel. Typing games always tend to really miss the mark on difficulty because typing speeds vary so often (110-120WPM here), so there was no real challenge, but on the other hand, it was still satisfying. The robotic text-to-speech sounds and computerized SFX didn't really fit the setting, but on the other hand made it ten times more enjoyable to actually complete each typing challenge.

So....good job??

Lightning Ball Rampage by neputevshina 2021-10-14T04:23:14Z

Feels a bit luck-based in the later levels, as the camera is too zoomed in to know where the goal is, so you just have to pick a direction and pray. The pumpin soundtrack with the filtered synth made it worth it though.

Radish Kid Ascension by CozyGamePals 2021-10-08T03:40:33Z

I made it! I thought it was gonna be impossible at first, but it's actually a lot easier once you get a feel for the strategy, which felt nice! Dealing with the piece RNG was also sort of interesting, I liked having to adapt to the different situations. I was also pretty impressed with the workability of the character's auto-movement logic (though I imagine it's probably held together by threads and tape internally)

For accessibility's sake I'd recommend trying to implement some alternative controls -- I'm just imagining people trying to play this on a macbook or something with no external mouse (so no middle mouse button and no easy scroll wheel for rotation). Is there a reason that the pan camera shortcut couldn't just be mapped to right-click instead of middle click? I actually ended up using the arrow keys / WASD instead to move the view around because middle-clicking caused the entire itch page to scroll as well (unless I entered fullscreen mode).

Super Misfire or: One Gun To Shoot Them All by ivysly 2021-10-06T23:04:14Z

Great job! The game is fast-paced and feels fun and fresh. Not much to say that hasn't already been said. Besides the rare level-generation bugs, I think my main piece of feedback is that having the next shot indicator on the top-right corner of the screen is a bit awkward since that's really far away from where all the action is. Feels like it might have been better to just place that indicator above the player or something; it would maybe let you keep your attention focused on where the action is (?)

The Un's Stable by Kongo 2021-10-13T22:54:03Z

Great job!

Silly Skateboarding by Richard08 2021-10-07T22:46:56Z

Ah, if only crashing into walls was this harmless in real life...

The random goal-point mechanic works well, though I really hated getting down to the bottom (only one path to take...) and then having to go all the way to the top again.

It's interesting that the control gets more difficult as you approach the time limit. I like the tension that provides, since the frantic pace increases as the player's tension/anxiety also increases to match. The simple music pitching up also does wonders with that. The only downside is that for a player who is relatively skilled, they'll spend a lot of time at unstable level 0 or 1 for the majority of the game before things accelerate, which could feel a bit boring. Still fun though!

How did you make / find the sfx for jumping and landing? They work really well!

Silly Skateboarding by Richard08 2021-10-08T20:55:28Z

@richard08 Oh wow yeah, that one is a nice find!

Burning Ravager by sinclairstrange 2021-10-08T07:26:06Z

I'd ask if you had slept much, but I've already read through your post-jam report ;)

Pretty great stuff all around! I admit that I am a bit disappointed at the lack of actual NES-styled chiptunes (even faked), as I prefer that sound, but the PWM / chipdrum stuff you have going on isn't bad by any means! The tilesets here look beautiful, great use of the NES palette, especially with the darker background tiles, and the blue/green colors. Perhaps that's old hat for someone more familiar with the NES palette, but I don't really work with it at all so I'm always impressed when I see great results achieved with those colors.

There's so many little things to appreciate here that are maybe taken for granted since the whole package just comes together. The debris particles everywhere give a lot of motion to the scene, the vines and lamps animate subtly to make the world feel alive, there's even conveyor belts, and hey, those laser beam animations look really good too!

Anyways, I knew I shouldn't have tried as soon as I made the screen transition, but I've found another out of bounds bug here:

Untitled.png

I guess my metroid "explore every nook and cranny" instincts didn't serve me well here, oops!

Burning Ravager by sinclairstrange 2021-10-09T03:43:43Z

@sinclairstrange: That's certainly fair, working in trackers takes me ages as well so I've also taken to just faking it in FL Studio¸ ha ha ha...

Atomic Rock Paper Scissors by lucasvb 2021-10-07T23:17:58Z

This has got to be the most suspenseful rock-paper-scissors music ever made haha.

Pretty fun! Feels like it might be fun with some little extra oomph to add that addictive gambling-like element of crazy chains (either by luck or by skill) a la bejeweled. As is the gameplay is more slow-paced and strategic, which definitely works, but maybe I'm just too lazy to bother thinking out every one of my moves as much as I should ;P Sometimes simpletons just want big stuff go boom, you know what I mean?

Still, there's nothing wrong with what you have, it makes sense and I can see it being a pretty good time-killer. I almost wish I had an option for a smaller board so that I could progress to the end-game faster.

Critters by BeasRabbit 2021-10-08T06:48:30Z

Hmm, the paddle and the keep-em-up games both seemed a bit buggy. Keep-em-up seemed to warp the ball to random positions whenever I pressed 3 and then had a very long delay afterwards. For the paddle game, the ball only ever bounced on the right side, and never reached the paddle due to some sort of acceleration to the right direction??

Baserackcanball by HacksawUnit 2021-10-06T23:49:00Z

1850 points, woo! This is a very strange sport.

Some of the people complaining about the controls are apparently trying to use one hand to both move and hit, which is...bizarre. Having grown up playing 2p coop games on a single keyboard, I didn't see any problem with the control scheme at all, though I think the "B / R" letters on the rings were probably kind of confusing.

Having the "F / G" key icons be on the lower left of the screen is probably a bit awkward for some players since it forces you to divert your attention from the ball -- it's not a place that people naturally look? I found it to be just fine, but something you may want to consider.

Other than that, this is strangely fun. Maybe you should explain the rules of the game a bit more, though? Like it's really not obvious what the "crits", "rings", and "runs" are. Perhaps just a short blurb in your game description?

GUNSTABLE MAYHEM by cakts 2021-10-06T22:51:41Z

This feels like it has a very old-school design aesthetic, from a day and age where developers kind of just implemented whatever "kool" mechanics they thought of without being quite as concerned with a narrow cohesive vision. Not a good or a bad thing, just a vibe!

That last boss sure was tanky, I honestly thought it was invincible at first. All the other ones were basically balloons full of blood, maybe that's why they took many less shots to kill xD

Unstable Marbles by Marc Grabow 2021-10-07T02:45:21Z

Simple, but really fun! Difficult but intuitive! The sounds were great, wish it had a little boppy soundtrack to go along with it, haha.

UTNU (Unstable Table Named Uns ) by Neshtyak 2021-10-07T22:36:49Z

Cute! This had way more replay value than I anticipated at first. After one or two tries I figured it would just be random button mashing and praying that the physics would work out, but after a few more runs, I started to sort of get the hang of exactly how I should be mashing the buttons...

Anyways, here's my best:

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Isle Of Pizza by teshimoto 2021-10-07T22:17:48Z

What a strange game. I'm not sure the texture and lighting of the world fits my personal taste, but all of the pizza-themed models and architecture are fantastic -- just look at those totally unnecessary red onion clusters in the sky! The game settings were all set to max by default which made my computer choke until I turned them down, and the motion blur was maxed out which made =me= feel like hurling until I turned it off, but things were okay after that. The platforming was really annoying until I realized that you can't climb while holding something in your hands (d'uh) and let go of the watermelon until I needed it later.

...what kind of monster puts watermelon on their pizza???

The second watermelon was a bit tucked away so I'm glad I managed to pick it out. I had a brief moment of "oh hell no" when the second door decided to close as I approached it but breathed a sigh of relief once it opened again. I did get stuck on the ingredient-collecting section though.

Anyways, a last note, please consider us dinosaurs who are still running 4:3 or 5:4 aspect resolutions when you make your UI so that elements aren't cut off from the edges of the screen :)

Untitled.png

Un-Ren-Table by WegPast 2021-10-07T22:27:47Z

Pretty funny, haha. I wish there was a bit more balance between control vs chaos, but....at the same time, there is also a different sort of enjoyment in watching all of your hard work inevitably go up in flames due to some meddling mage out of your control.

Unstable Stick by joewan 2021-10-13T23:27:53Z

Had way more fun than I ought to have with this thing, haha. Got tired of praying to RNGesus after about 150 deaths, but I applaud anyone who has the luck and patience to get through the rest of it!

Run Under Duress by iajrz 2021-10-06T23:14:43Z

Wasn't expecting to finish this! That last level was pretty brutal, haha. Feels like this would actually be pretty interesting with some slight tuning (probably just slowing things down a bit), but I understand if that perhaps isn't in the cards.

Warp Core Engineer by Akronsus 2021-10-07T02:54:00Z

Probably just like how it would actually feel like to be a warp core engineer -- seems really overwhelming at first, then over time you get used to it! Wish there was a little more to it or that there was an actual failure state, but what's here is promising!

Another Brick on a Brick by Richnou 2021-10-14T05:00:04Z

Whoa, interesting piece shadow effect.

This is a pretty slow-paced game, but the instability can rack up pretty quickly after a certain point and that causes a fast game-over. I wonder if it would be more fun as a more fast-paced game that you can try again and again repeatedly?

Psychogoat Collapse by 6smith 2021-10-06T23:38:18Z

Interesting idea, though there didn't really seem to actually be that much strategy involved. The tilesets looked great.

Teeter Hero by Strega 2021-10-13T23:46:13Z

Nice! It felt like I had a lot more control over the balance of the bus than some of these other physics-based games, which was nice. The jumping/double jumping felt a little awkward at first, had to get used to that a bit. The dash was really satisfying though!

Drilbert II Diggeredoo by wheybags 2021-10-14T00:45:35Z

Wow, this was great! A little weird at first blush, but then you quickly get the hang of it. The simple puzzles are a little trivial, but once it gets into the thick of it I enjoyed thinking through the later levels. Would have been disappointed at the "halfway end" point, but the rest of it really sealed the deal for me, without overstaying its welcome.

Crunda by LancesCaterpie 2021-10-13T23:09:04Z

Well done!

Space Truck by Mogaiskii 2021-10-13T22:05:10Z

Darn, foiled by the failing plants!

Pub Tumble by GrevaNU 2021-10-06T22:36:44Z

Hold on, gotta hurl....

First-person platforming is always kinda....clunky. I found myself really wishing for a third-person camera to judge things better. But then again, I guess that sort of adds to the drunken challenge.

Nuclear Bulwark by FishMasterino 2021-10-13T01:32:08Z

Min-maxing ftwwwwww :D

YuraYura! - Tidying up the tilting tower! by Cornflowerblue 2021-10-09T03:08:23Z

Nice job! That difficulty really ramps up quick! I enjoyed seeing the different mechanics in the later levels even though I clearly had no chance of clearing any of them. Also, great itch.io page theme!

My only other critique is that some of the sound effects seem a little phoned in (the jump sound sounds like something straight out of sfxr) compared to the rest of the audio which is all fantastic.

The ApprenDice by ChuChuGeralt 2021-10-14T04:14:13Z

Whoa. Takes a bit to read the rules and figure out how the game works, but I like the in-game tradeoffs once you do! It's probably not super hard if you min-max it but it's pretty enjoyable if you just sort of try to go with your intuition. I also admittedly brainfarted and clicked the wrong potion once or twice which almost spelled disaster; thankfully I was able to recover.

I once had one die land on top of the other one which took quite a while to resolve, but it finally did fall off after a while.

LD52 — Harvest

Lavender Fields Forever by Rongo Matane 2023-01-14T04:20:03Z

Nice job! You've got some good stuff going on here, even though of course there's polish and stuff that could be done better. (Hint: Users tunnel vision on where the immediate action is happening, try to avoid putting important / undiscoverable UI elements elsewhere!)

I wish there could be a little more diversity in terms of how you approach the automation aspect rather than "just build more everything" but I understand there is only so much you can do in the 72hr timeframe. I just wish that in a more fully finished version there would be more of a shift in how the game plays.

Oh! And descriptions for the different upgrade "perks" would be much appreciated, even if it's just only on the LD page!

Green Thumb by shimmerscale 2023-01-13T01:56:29Z

Kind of interesting. However, game design-wise, matching plants to soil types does not matter at all since the soil bonuses are all additive. Therefore, beating each level is merely a matter of finding which soil patches minimize resource use, and which plant types are most efficient (the latter ones), and matching them however you want.

If there were multiplicative bonuses or something like that, maybe it would be more interesting?

Was still pleasant though :) I like the artstyle

mad veggies by yopox 2023-01-12T17:05:14Z

Nice simple puzzle game, most of the levels felt a bit mundane (I think there is only so much you can do without introducing a different sort of changeup) but some were still pretty enjoyable / elegant! Perfect for LD

A Day in the Life of Death by DDRKirbyISQ 2023-01-10T10:36:08Z

@const-arch Thank you for the report! I've seen that one before while testing, I'll have to track it down.

A Day in the Life of Death by DDRKirbyISQ 2023-01-10T20:09:37Z

I've put in an attempted fix for the issue that @const-arch and @ab0303 were experiencing but since it was an inconsistent bug I'm not 100% sure whether it's gone -- please let me know if you happen to see this again!

If you do, peeking at and pasting any errors in your browser's console log would also be greatly appreciated.

Fruit Fall by F1Krazy 2023-01-12T17:23:48Z

Kind of simple yet addictive! Only small change I'd make is to be able to scoot the trampoline (i swear it's a garbage can lid...) further to the left (or right) so fruits that fall near the edges can be aimed better.

Internet Detective Club by Logen 2023-01-12T19:33:26Z

Cool start!

If I could give some amateurish opinions on the writing (please take with some salt) it feels like I could use a better introduction to the "who" of the characters before all of the comedic exposition. Not necessarily their entire backstory, but more like...a very short "why do I care" or "setup" that helps me associate what I'm learning about them through their dialogue. Right now I feel like I'm dropped in cold -- which is fine for me, plotwise -- but it feels like I'm confused as to who is who and what I'm supposed to be getting out of their conversations. Maybe that's also just an artifact of the minimalist UI/art style (which I think is cool!), or maybe this line of humor just didn't hit the mark with me. Or perhaps it was because their banter seemed equally sarcastic on both ends? Just my 2c!

Shroom Hunter by Patsui 2023-01-13T22:12:47Z

Made it to day 14! Could have survived that too but knew I needed to start taking more risks to collect more resources.

Fun stock market aspect, almost wish there was some sort of chart so you could know how high or low it is relative to an "initial" price.

I enjoyed how both weapons could be used at the same time (no shared cooldown). I upgraded both but now I'm wondering if the better approach would be to just min-max a single one. Ah, these sorts of questions are what make games fun to play :)

That pitch-bent triangle/tom instrument in the BGM track that you selected really fits the vibe here!

Just Another Farming Day! by Paulo Brunassi 2023-01-11T09:16:48Z

Hah, nice. Thank you for fixing the UI scaling issue, you probably learned the hard way that not everyone shares the same resolution!

Agreed that the ammo limitation, though "strategic", detracts from the "fun factor" of the game. It would work better if ammo / weapon pickups could be found in the field, but since you have to trek back to the shop every time, it's a bit of a chore / pain. I also wished that cycling weapons could have been done via keyboard numbers as it felt awkward to use the mouse wheel.

I had fun nonetheless though!

Clouds 'n Crows by Vectrex28 2023-01-18T06:25:10Z

Holy scope creep batman! Well, it gets the best of us sometimes, haha. What was there was still fun to play!

Bean Farmer Extreme 2 by bytecauldron 2023-01-13T21:56:12Z

Probably played this for longer than I should have...(wave 16).

This is an example of the whole being more than the sum of its parts, I think. The mechanical gameplay is actually pretty brain-dead (as long as your bullets are hitting something, it doesn't matter too much where you are), and the upgrade system isn't very interesting (fire rate over everything else, wish 3 bullets wasn't a trap!), but the cute/humorous aesthetic and music and everything combine to make something that is enjoyable anyways.

The background track sounds really derpy at first blush but is deceptively well-produced with pitch slides, tasty aliased triangle bass, and some nice noise drum/fx fills.

Total Extinction by Samuli 2023-01-18T06:37:49Z

Nice! The html5 emulation is a bit suspect so I played on Mesen instead.

Music - It's a bit one-note in terms of tone, but works well. I'm digging the noise percussion and the triangle bass arrangement is really strong here too. I would personally have liked to see a little more variation in the pulse wave channels rather than always having one arp and one 12.5% pulse lead (maybe a "B section" with a 25% pulse melody and the second channel echoing) but that's just me and hey, this is an LD entry after all...

Graphics - The dino sprites are a little unremarkable -- I think the lack of outlines compared with the thin-ness / hole-scattered nature makes them feel a little unsubstantial. I get that the main sprite is supposed to be a skeleton/grim reaper type image but it felt a bit haphazard in terms of its vibe. Really dig the red sky layering though, and the white bone textures/shading work well too.

Gameplay - Kind of simple but there's enough there to make for an entertaining game. I was pretty surprised to see one-way platforms here, feels like an overly-complicated feature, but I appreciated the little bit of exploration that we had to do.

Gun Harvester by The1 2023-01-13T21:23:49Z

Hello there! Just an FYI, the year is 2023 and your enourmous html embed resolution of 1600x900 will not fit on users with common desktop resolutions of 1366x768, 1440x900, 1280x720, etc. without resizing. Please see https://gs.statcounter.com/screen-resolution-stats/desktop/worldwide

Also, holy screen-shake Batman! Maybe a screen-shake effect on every single bullet impact is a little excessive (particularly with some of the upgraded weapons =P).

I wish that the larger flowers/roses gave you more benefit, as is the simple sunflower was actually the most efficient as it offers an efficient coin multiplier (2x the coins output) and created the least amount of lag, which resulted in faster farming.

All that said, I still had fun farming some coins and buying some new weapons! :)

Harvest Tataki - Whac-a-carrot by caranha 2023-01-12T17:09:31Z

Simple but fun, a perfect LD-type game! Probably some very minor quality of life improvements could be made, but honestly not too much needs to be changed!

Harvest Survivor by hadesfury 2023-01-12T18:41:15Z

Hi there! It looks like you've used 3rd-party audio assets (music) in your entry. From the [official rules document](https://ldjam.com/events/ludum-dare/rules):

> You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, **but we ask that you OPT-OUT of the respected voting categories (Graphics, Audio).** You can opt-out of a voting category when you submit your game.

This note was also included in the submission checklist that every participant needed to acknowledge before submitting a game:

> Opt-out of categories here if you and your team didn't make all your graphics, audio, or music during the event. **Many participants are making original graphics, audio and music from scratch during the event. As a courtesy, we ask you to opt-out if you didn't do the same.** See the rules.

but perhaps you passed over it during the submission rush ;P Please opt out of the audio category in light of this! You can still change your opt-in/opt-out settings post-submission.

=====

That aside, this sort of game is always pretty fun, but I would say the sluggish early-game pacing really makes it a chore to get to the interesting parts. The lack of ability to time your attacks sort of adds to that issue as it feels like there's a ton of waiting around in the early game. I just want my cool upgrades! =P

Crop Circle by Rulrite 2023-01-18T06:15:50Z

Nice work! There is a lot here, I think with some game design iteration to achieve the right sort of "action tension" it could be really fun!

Goldstriker by wolkp 2023-01-18T06:07:22Z

Hello there! The year is 2023, I know, but some of us still run on non-widescreen resolutions:

Screenshot 2023-01-17 21.48.01.png

Next time try to consider us old dinosaurs when you're making your UI :)

I also suffered some weird graphical bugs (z-fighting / everything turning dark??) when trying to play on my laptop, but that is admittedly a niche setup (M2 Macbook Air running Windows 11 ARM via Parallels) and I've seen some graphical flickering issues in other games so I wouldn't worry too much about it, maybe some sort of weird driver issue.

Anyhow, this was fun, I wish there were more cards to make some sort of more degenerate setup like in most deck-building games but I understand this is only an LD entry haha. A minor complaint would be that some of the bomb / hit sfx are overpowering in volume when compared to the music / other audio which means I didn't get to appreciate it as much.

LD22 — Alone

Abandoned by Noel 2012-01-08T09:10:00

Great job! Having tried my hand at a 2D platform puzzler myself, I have newfound appreciation for good design such as this. My only complaint (besides the short scope/lack of additional mechanics, which is understandable given the time constraint) is that i would have liked to see the end exit goal differentiated a little bit more from the rest of the background elements.

AB-ALONE by SonnyBone 2012-01-08T07:24:00

Intro should be skippable for replayability's sake.

Well-made, I can tell a lot of effort went into this. It was actually quite fun trying to figure out what to do and what was possible, there was a really neat sense of exploration.

I think forgoing tooltips or tutorials was the "right" choice, but when you do that you need to take extra care to make things more obvious to the player through clever visual/etc design. This takes some thought, but for example, you could have easily gave the coconuts a different shade, or outlined them to draw the player's attention to them. You don't have to overdo it, but you have to at least give the player a hint.

Had to look in the guide before I ever saw the blue thing, so that's something else that players won't get without being clued in somehow. I also didn't realize how the canopy worked, but that's not quite as big a deal.

One last thing, I would have personally liked to see a background music track that was more ominous to project a feeling of "alone on an island and you have no idea what to do". The one you have is more "okay let's set out and see what we can do!" which is also valid, but I personally would have preferred a different mood.

ASSAULT THE DARK FORTRESS by FrankieSmileShow 2012-01-10T00:00:00

Very impressive! As stated by yourself you probably should have limited the scope of your game more so that you could focus on the finer details like polish and more guiding the player through your game. Despite that, the graphics are really charming and it's just really fun to play! The only thing that bothered me about the graphics was the guys who move towards you at an arbitrary angle seemed to not quite fit the visual aesthetic as much because of how their sprites moved. I appreciated the strafe ability too. Scenario in the beginning maybe could have been emphasized a little bit more, but I'm not going to nitpick too much on narrative for an LD entry.

Also, needs music, needs music, deserves an awesome chiptune music track or two. =D

In the Ruins of R'lyeh by jfroco 2012-01-07T14:59:00

Interesting idea!

[Greeble] by Breakdance McFunkypants 2012-01-08T08:51:00

Trampoline partyyyy!

Pretty plain gameplay, but I do dig the art style.

The Search by quin 2012-01-07T15:03:00

Interesting concept! Not quite the best fit for LD judging but oh well. Might help to provide a little bit more direction to new players.

I don't want to be alone! by nilstastic 2012-01-07T15:10:00

Seemed pretty buggy when I tried (falling through the floor, etc) so it wasn't very playable, but I do love those pretty glowy stars in the sky ;P

AFAIK, it should be possible to package a Mono app without requiring mono to be installed on the target windows machine. I don't know about monogame specifically, but my entry uses SDL.net with mono and works fine in my experience.

Priorities by T8000 2012-01-07T15:13:00

Sound effects would have easily made this 5 times better. ;) Love the concept and the up and down motion of the limo, haha...

Fly Away Home by Valeour 2012-01-07T15:20:00

Nice job on the sega-style-ish graphics! Would have liked to see some sounds/music, even if it was bad music ;P

The ghost who wants to be alone by Fenyx 2012-01-07T15:44:00

As noted, the difficulty could probably use some tweaking (this coming from someone who 1CCs Touhou games). Remember, you have to balance your game for people who didn't develop and playtest it!

Despite that, this is actually pretty fun; controls felt natural and smooth and dodging the first boss's bullet patterns felt pretty natural--it was the smaller enemies that got me...

The Purging by 7Soul 2012-01-07T15:32:00

oh my god I killed the kitten.

While the core gameplay could maybe use some tweaking, I really applaud the amount of polish here given that this is an LD entry. The lighting effects, and the screen transitions in particular. Oh man, the first time I noticed the smooth screen transition I definitely smiled.

Other minor nitpicks:
-Bottom-right UI icons weren't quite too self-explanatory, though I could guess.
-Moving slower while shooting seemed like an interesting mechanic but I quickly realized you could essentially negate it by just tapping fire after each cooldown.

Robotic Surrogation by Rockdtben 2012-01-07T15:55:00

Yeah, this would have been much more enjoyable with standard WASD up/down/left/right movement. However, there is something to be said about the sheer joy of strafing and madly clicking the mouse to shoot bullets along with the accompanying sound effect.

Alone by DivideByZero 2012-01-07T15:50:00

As stated, you need to provide your source code. Also, way to mislead us with your screenshot ;P

Interesting art style, that's about all I can say...

A Life Apart by MagnesiumNinja 2012-01-08T06:50:00

Level design leaves a lot to be desired--you need to think more carefully about how people are going to play your game and realize that you need to "force" them to notice/realize your mechanics and level paths.

Despite that, the narrative was good, although the connection to the theme was a little indirect. You had some really nice touches towards the end there, so thumbs up for that.

Minicraft by Notch 2012-01-08T09:29:00

If you had made this during the NES era, ........

Anyways, charming art style, though it feels as if "something" is missing from gameplay.

Alone (Except for some Snakes) by BlueShaman 2012-01-09T23:31:00

Neat! I admit it's kind of easy to get a boring/"false start" run where you just die really fast, but after trying again I got into a pretty intense situation and I saw the fun in it. I might suggest something like discrete hit points and an invulnerability counter as opposed to hunger/life that drains quickly over time, so that you can still give that feeling of "oh shit, get out of here!!!!" without running into the case of "oh sh--wait i'm dead already, oh well." Creating planks to divert the snakes was kind of interesting. Nice job on the procedural generation.

/follow by 01101101 2012-01-08T09:53:00

You guys have the most beautiful game logo ever. Your team really came together and shone on this one--music and art were excellent, top-notch for an LD entry.

The "action" sequences were a pretty risky design choice IMO, but I think it ended up working in the end. Yeah, you guys already know that more scenario/dialogue/narrative work would be nice, but what do you expect from an LD entry anyways? Also, I know it wasn't part of the compo, but I appreciated the addition of the alternate ending...

alone I art by Make A Game 2012-01-09T06:00:00

Charming! Gameplay isn't quite there but this is still really really neat regardless :)

The Word Alone by Matt Rix 2012-01-08T08:59:00

Well done! Turning interesting concepts into games and having the end result be really fun is always awesome. This is very well polished as well, can't say any complaints really.

You're Alone. by Strkl 2012-01-10T00:27:00

Haha, obviously rough around the edges, but I like your take on the theme, for sure.

Va Unan by cobhc6 2012-01-08T07:52:00

Nice art! Try for better gameplay next time ;) And your intro could use some work as well.

Skull Hunt by Kelly Thomas 2012-01-08T05:14:00

Haha, neat and fun for what it is. Kind of small in scope and pretty rough, but not bad all around considering. I thoroughly enjoyed getting to throw objects at different angles while jumping...

Robot Armageddon! by Raptor85 2012-01-08T04:53:00

Whoo, it's like I'm back in the oooooooooold days. Really simple concept, but surprisingly fun! I can't say I agree with the choice of input scheme though since you can easily run into keyboard lockups (granted, dual-analog joysticks would solve that, but not all of us have those lying around D:).

Space Station 1: No Program by kibertoad 2012-01-08T08:08:00

Interesting idea; needs work before becoming a fun game..

Lonely Space Marshal by Zuieni 2012-01-08T05:05:00

I know it probably wasn't intended, but I was thoroughly amused by the fact that by holding both arrow keys your character does the walking animation in place.

Not a bad attempt, but some quick easy gameplay changes would have made it more enjoyable, for example making movement faster and jumping less "floaty".

One Of A Kind by DDRKirby(ISQ) 2011-12-19T22:17:00

@iforce2d whoops--turns out I made a tar archive and not a tar.gz archive. That problem has been fixed, so the linux download should work now. Thanks!

One Of A Kind by DDRKirby(ISQ) 2011-12-21T11:39:00

Update: I've now created a WORKING .app bundle for OSX users. The downside is that it's a ridiculously large download, but it should work perfectly fine without any additional installs.

One Of A Kind by DDRKirby(ISQ) 2012-01-01T14:51:00

@shaunDang:
Thanks for the report! I think I know exactly what causes that crash, and will fix it in the next version. Sorry about that! Glad you enjoyed it, regardless!

One Of A Kind by DDRKirby(ISQ) 2012-01-07T14:37:00

@SonnyBone:
Wow, thanks! That's -extremely- flattering and I'm glad you enjoyed it so much. ^_^

Loneliness by GFM 2012-01-08T08:14:00

I liked the idea of color-changes in response to mood.

Don't be so sloppy next time ;)

Party Quest: Never Go It Alone by ScreamRawr 2012-01-08T05:29:00

Haha, great job on this one, very nice all around. Really it just needs catchy chiptune music and it would be golden. Aside from that though, combat was fun despite being simple, the humor was snappy (i smirked at the skyrim joke), etc. I don't know if I agree with the use of inertia in movement but it didn't matter too much to me. I appreciated the objective bar at top; that's definitely nice for LD-type games. And overall just nice job making something polished! :)

Aurea Oceanus by bompo 2012-01-08T05:44:00

Very nice creation of atmosphere. I liked the restriction of field of vision, I think it worked really well here. Gameplay obviously leaves a little bit to be desired, but good job regardless :)

Enslaving Davement by Sean Hogan (anodyne/even the ocean) 2012-01-08T08:00:00

Difficulty in platformers needs to be handled in well-thought out ways (see VVVVVV, IWBTG), and I think that was your main weakness here. Ignoring that, though, the graphics look pretty decent for an LD entry, and that background chip track is lovely.

Planet Earth Is Blue by Adhesion 2012-01-08T06:18:00

Some glaring balance issues, as mentioned, but really not bad overall. You should mention that the bomb is rechargable and not a one-time use thing.

I don't know if I agree with your control/perspective scheme, but it worked fine, with the exception of how you handled stage boundaries, which I found to be extremely disorienting.

Parallax backgrounds were a great touch ;)

I Hate Being Delicious by evilseanbot 2012-01-08T08:19:00

Interesting idea, despite being rather insubstantial.

A dark dream by 0x64 2012-01-08T05:56:00

Potential was there, though it's a little too rough around the edges unfortunately. With some more work/attention to details/polish/gameplay tweaking this could be pretty cool perhaps.

I'm quite partial to the linking of narrative with game mechanics (did that in my own entry, actually), so thumbs up for that. There was actually once time when for a split instant I started to actually visualize the outline of the level, a la echolocation, so that was really cool, but it was only a split second. So, the idea was there, I think.

Nihil by vibgyor 2012-01-07T14:53:00

Good concept, could perhaps be a bit more easily playable but I dig the atmosphere this tries to evoke.

As mentioned, shame on you for including a huge .wav file ;) Also, it would be nice if your background audio was normalized.

needle in a hay stack by stanleyRSOAM 2012-01-07T14:44:00

Nice effort...but hopefully you can spend more than 4 hours next time ;P

LD23 — Tiny World

The Wizard Delven by Polar 2012-04-29T07:21:00

Excellent, but...let's go better next time.

The Two of Us by scoopsy 2012-04-29T07:25:00

Weird movement issues, but surprisingly fun for how rough it is. The persistent bullets/knives/dart things were a nice touch.

ONLY US by Datamosh 2012-05-11T04:59:00

Nice. Obviously needs some touchups here and there, but yeah, this is pretty cool! The backgrounds and such are really simple in terms of the pixeling but it still works to a great effect! Try normalizing your audio next time though ;)

Great on the intro too--that always counts :)

Too Big For This World by Hallway 2012-05-11T12:14:00

This is somehow way more amusing than it should be. ._.

Tininess Defense by The-Force 2012-05-09T13:47:00

What a strange concept. haha...

Tinysasters by Volute 2012-05-09T13:36:00

Nice job! Needs a tutorial or something else to ramp up the difficulty, but this is LD so I'll certainly let that slide. :)

Quantum Entanglement by icefallgames 2012-05-11T12:27:00

Whoa! It's like a modern version of laser light, with a cool new mechanic thrown in! Connection to the theme is...tenuous, but great job overall! Also, there are other ways to create sounds, haha...I'm just imagining you saying "whiihh" every time I rotate a piece...

Tiny Island Adventure by AdventureIslands 2012-04-27T11:11:00

Really cute! :)

Endless Siege by flaxenflash 2012-05-11T12:02:00

Not too bad for a first attempt ^^; Let's go better next time.

Tiny Defense by Jim Haslett 2012-05-11T12:10:00

Haha I find it funny how many of these "one guy defending a circular planet" games we've seen this LD ;P

Yes, add some audio next time--it's a piece of cake nowadays with tools like sfxr/bfxr/labchirp, so you don't have that much of an excuse :)

@kanye by Cakebread 2012-05-11T12:40:00

xD...

Singularity by Todd Luke 2012-05-11T12:35:00

Not bad ^^;

Maru by RandomOutput 2012-04-29T07:32:00

Fun! Extra points for making a 2-player game!

Cocoloco by roydon 2012-04-29T07:45:00

Fun xD. Nice for 18 hours. Bonus points for having a 2p game!

Polarity by nornagon 2012-05-11T05:07:00

Nice concept, great presentation. Good work :)

c!ph3r by frosty 2012-04-29T07:09:00

A level-based timer would probably work better than a whole game-wide timer, IMHO. Other than that, I love the aesthetic, and the demoscene-style title music was a great touch. 8D

Millinaut by Throbbery 2012-05-08T08:57:00

Level design is a little suspect at some points, but the aesthetic here is very charming :)

Recluse by chambers 2012-04-29T12:01:00

Surprisingly good level design for an LD, and of course, great mechanic. I can see how something like this wouldn't be easily portable to other OSes though. Also, could have sworn I did collect all 3 collectibles, but I had to die to backtrack and get the last one (you sneaky bastard you) so maybe that was why I didn't get your secret ending. Oh well.

Try adding sound next time; it's super-easy nowadays with tools like sfxr/bfxr/labchirp around, and adds instant polish to a game.

Tiny World Racer by Kinokochan 2012-04-29T11:29:00

Nice job, guys! The color-changing glow of the track is pretty visually appealing. The music play had gaps between phrases, so I'm not sure if that was Abrisene's rendering or your guys' code having looping issues that was causing that.

Overall, kind of rough and obviously missing a bunch of stuff, but nice anyways.

Dude, where's my planet by Zamando 2012-04-29T06:46:00

Cute, fun, and with an interesting learning curve. I didn't think the gameplay was quite that intuitive with the Z key fixing your radius. I'd also echo the previous comments about getting stuck in the air being a little annoying.

Microscopia by azurenimbus 2012-05-09T13:28:00

Simple, clever, maddening (in a good way). For an LD entry, this is great! Difficulty got frustrating but it didn't really bother me; maybe I'm a masochist like that. Interesting to come up with "strategies" in some of the later stages.

Extra credit for creating an optical illusion by making me focus at the gray dot in the center for a long time, lol.

boing SMASH by dokidoki 2012-04-29T06:49:00

"I recognize that ball"
+1

Plus points for 2-player action! xD

Tinytanic by maartenwiedenhof 2012-04-29T06:59:00

Needs a little more work, but was somehow hilarious anyways xD

To What a Mountain? by cageinabird 2012-05-09T13:43:00

Better than it seemed at first glance, actually.

The ending was the best part xP Well, that and the squiggly arms everyone had.

Twice Upon A Time by DainVadda 2012-04-29T12:13:00

Windows version popped up a black window and the console printed out numerous GL_INVALID_OPERATION errors. Sorry! Also, I'd recommend against using a 1280x768 window; not all of us have fancy 1600x1200 screens ;)

Save Tiny World by Biv Game Studios 2012-04-29T07:10:00

Might work better if you ensured that you got more of the right color, and then gradually increase the speed or something...

Little City by dustmyte 2012-05-08T08:33:00

This is such an LD entry...and I mean that in the best way possible. :)

Fracuum by TylerGlaiel 2012-04-25T12:57:00

Simple, well-done execution of a novel concept. Good stuff.

Kumiho by Christina Antoinette Neofotistou 2012-04-29T11:38:00

Always neat to have an actual compelling gameplay mechanic manifest itself in an LD entry. Great job on that...I know people have mixed feelings about "gimmicky" shmups like ikaruga but this one was relatively refreshing. Level design could have forced use of the teleport gimmick a little more, but it's LD so I'm going to let you guys off on that.

Great job with the pixel art too. Yeah, kind of loose tie-in with the theme, but it's alright. Great artistic design post too, and you seemed to have a pretty cohesive aesthetic sense going throughout.

SpaceBlastah by sweetfish 2012-04-29T07:54:00

Worked on Chrome; didn't appear to work for my friend on firefox.

Terra Bellum by voxel 2012-04-29T08:41:00

Neat concept, was surprisingly fun after I started getting into it. Try and make more concessions for playability next time.

Terra Bellum by voxel 2012-04-30T07:20:00

http://img839.imageshack.us/img839/8241/arst1.png

http://img3.imageshack.us/img3/5092/arst2.png

...do I win?

Terra Bellum by voxel 2012-05-08T22:42:00

@voxel: btw in addition to "zzzzzz" which has what I would consider a close-to-optimal setup, I've also made "amidoingthisrite" which uses the leftmost-column tree placement (to avoid getting hit by enemies) but is intentionally setup to kill itself as quickly as possible ;)
http://img843.imageshack.us/img843/7929/lolkhp.png

Also, I ran into some money bugs with zzzzzz; at one point I had negative money:
http://img594.imageshack.us/img594/9562/screenshot20120506at921.png

Features of world "zzzzzzzzzzz":
http://img546.imageshack.us/img546/9562/screenshot20120506at921.png
-virtually untouchable tree: by placing on the leftmost column it's shifted over one, so guns can't fire straight at it. (not to mention it's protected by a bunch of blocks)
-3 full rows of straight shooters. They're separated by blocks, which essentially means that I get three "rounds" of shooting--in other words, three "chances" to shoot the other guy's line out before he shoots mine.
-full row of lobber turrets in the back

Terra Bellum by voxel 2012-05-08T22:46:00

I have no idea why I became so dedicated to optimizing my build, lol. This game has a super-weird addictive quality...

I should note that "Calypso" uses the same leftmost-column tree placement. While my current build isn't made to handle that, I had pretty favorable results by using a full column of lobbers on the closest column and hoping that they'd veer off in that direction and hit the tree.

So, while that sort of tree placement is certainly an abusive tactic, it isn't undefeatable.

Terra Bellum by voxel 2012-05-14T01:43:00

@Pacifist Games: haha, nice. I guess I underestimated the power of the lobbing turrets. :) They're certainly useful for taking out trees that are hidden in the corner, too.

Terra Bellum by voxel 2012-05-14T02:14:00

oh man, the update changes the metagame quite a bit! ^^;

Tiny Civ by Impossible 2012-04-29T08:31:00

Neat how you represented a 4X game as a platformer! Extra points for 2player!

Dr. Nano - tiny surgeon by Breakdance McFunkypants 2012-04-29T12:40:00

Gotta hand it to ya--never thought I'd be using bullet hell streaming techniques for an LD game. Still couldn't make it through level 3 though, so that makes me *sadface*. Great job anyways. Noticed the firing rate wasn't always constant--is that due to a limit on the number of active bullets at once? Or is that just keyboard controls coming into conflict when I move diagonally?

Also, sprite-based particle explosions? Nice.

Memento XII by deepnight 2012-04-27T10:59:00

Nice work, as always :)

Cube World by FireSlash 2012-04-24T08:19:00

Nice work! Jakesnke17 did nice with the music here--some =very= tasteful use of tb_toad going on. I dig it.

Scape by intmain 2012-04-27T10:39:00

Cute, and fun! Interesting to get used to the mechanics...pretty neat!

Cows and Stuff by wademcgillis 2012-05-07T04:00:00

YOU WENT DOWN SOME STAIRS!

[Darkness Creeping] by AD-Edge 2012-04-29T12:22:00

Ambitious! I like the idea; you need to make more concessions for "LD-type playability" next time though ;)

I didn't play through all the way because I think this might be the kind of 3D engine that gives me headaches (don't worry, it's not the only one, so no fault of yours).

Gotta say though, that's a pretty mean spider model you have there.

My Little Planetoid by matthias_zarzecki 2012-05-09T13:15:00

Nice! Needs some work here and there, but this is pretty great overall :)

Exposed by 01101101 2012-04-25T12:13:00

@mathieu.hallouin: Aha! You did the soundtrack to /follow too; no wonder the style sounded so familiar!

This is really cute! Think a little bit more about accessibility next time :)

Inside My Radio by TurboDindon 2012-04-30T11:53:00

We've got ourselves a winner. Love the aesthetic; it's cohesive and shows through in all elements of the game. The glow, pulsating graphics, and music all work together really nicely. Of course, always nice to see attention to electronic music production as well ;) Level layout was nice, and the "flow" of the game and transitions between puzzles seemed very logical, reminded me of...I want to say Limbo, but maybe that's not quite right. Great job keeping the gameplay tight as well--I'm always scared to do any sort of rhythm-based input in LD because it really needs to have tight controls in order to feel right.

Mirror Rays by keenblaze 2012-05-08T08:27:00

Very nice! Try adding some quick sound next time; it hardly takes any time nowadays with tools like bfxr/sfxr/labchirp/etc. :)

A Super Mario Summary by johanp 2012-04-25T09:16:00

Nice! Almost feels like you took a bit from the "One Room" theme ;)

Nom Nom Planet by Arkazon 2012-04-29T12:10:00

Surprisingly fun! Simple but actually pretty neat, the gameplay mechanics worked together well and the weapon design was mostly alright.

The teleport animation+sfx was surprisingly satisfying, and even though the "NOM" graphic is a bit silly I think it works with the general aesthetic here.

Single Cycles by mildmojo 2012-04-29T07:58:00

Pretty fun for such a simple concept. BWUUUEEEP!

Gulliver by DDRKirby(ISQ) 2012-04-23T13:24:00

Thanks for the comments!

I found a bug that happens in rare cases that totally ruins the ending, so in the spirit of "minor one-liner bugfixes are okay!" I've uploaded a new version which fixes that. I also re-enabled pixel-perfect collision detection for bullets, which should alleviate the issues with the ship hitbox. (i was worried it might affect performance, but i think it seems fine)

Gulliver by DDRKirby(ISQ) 2012-04-24T00:47:00

@Thief: It's 17MB, so it may take a minute or two to load fully. You can try refreshing as well, force-refreshing, or a different browser, but in my experience white screen means it's just loading still. :)

Gulliver by DDRKirby(ISQ) 2012-04-24T07:07:00

@yosh: I regularly participate in "One Hour Compos", an internet event where you're given one hour to compose a song based on a theme (kind of like LD, but one hour, and for songs, not games), so I've streamlined my music-making process a lot.

I agree with the ship hitbox thing, though it only really comes into play when fighting bosses. I'd change it, but I think it goes against the spirit of LD rules to make such a significant balance tweak at this point.

One strategy you can try is to use the minimization feature to dodge bullets. Obviously you can't stay minimized (since you can't shoot while tiny) but it can help in some tight situations.

Gulliver by DDRKirby(ISQ) 2012-04-26T22:36:00

@PabloAM: true, but I'd rather have difficulty be player-managed than force it with a limited life system during an LD compo where I can't playtest for balance nearly enough ;)

Gulliver by DDRKirby(ISQ) 2012-04-29T12:04:00

Thanks for all the comments and feedback so far, everybody--I really appreciate it! Remember, if you liked the soundtrack you can download it for free at http://ddrkirbyisq.bandcamp.com/album/gulliver-original-soundtrack

Gulliver by DDRKirby(ISQ) 2012-05-02T06:53:00

@Super Soul: I used DAME. I'm not sure how much I like it; so I don't know whether I'd recommend it or not. I've heard good things about Tiled, so I might try that out next time.

Gulliver by DDRKirby(ISQ) 2012-05-11T12:41:00

:)

Gulliver by DDRKirby(ISQ) 2012-05-14T02:40:00

@johnfn: thanks! I actually don't normally release FL project files to the public...I have some really old tutorial stuff but you probably don't want to see that because it's completely outdated and is totally not reflective of the way I do things nowadays.

However! I do have a bunch of 3xOsc (and TS404/etc) presets that you can grab here: https://sites.google.com/site/ddrkirby/music/resources

Be sure to check out the rest of my music at http://ddrkirbyisq.bandcamp.com/

I also do One Hour Compos every thursday night at thasauce.net, and I really have to say that it has improved my production skills -immensely-. Feel free to join in if you'd like--if you do, maybe I'll see you on the IRC chat during the weekly listening party :)

Gulliver by DDRKirby(ISQ) 2012-05-14T02:41:00

Also, let me know if you have questions on anything specific I did in the Gulliver OST--I'd be happy to answer ^.^

A Minecraftesque Adventure a`  la Rogue by leedo 2012-04-29T08:38:00

Nice! Try a complete game next time ;)

Prince of Leaves by evilseanbot 2012-05-09T13:53:00

YAH

Tiny Artillery by blubberquark 2012-04-29T07:48:00

Neat idea; try to clean it up a little next time ^.^;

Planetship by s0ulcrusher 2012-05-11T09:15:00

Neat concept! Needs a little more work to make it fun though ;) Searching for a habitable planet just tends to get tedious real fast. I guess it's kind of the same way in real life, but...xD

Swift by andrebeton 2012-04-23T14:03:00

What a quirky game xD Maybe some more playtesting next time? :)

Merlin, Build Me a Castle by ChrisWhitman 2012-04-29T07:38:00

Way to combine all the possible LD themes...xD

Plus points for two-player!

Planet 161 by saint11 2012-04-24T10:13:00

Lots of polish, =great= level design given that is an LD (I've tried to design puzzles during an LD timeframe, I hated the experience). Game length was just about right too! Great example for all LDers to learn from.

Fractality by zaratustra 2012-04-25T13:07:00

Haha, I just came here from http://indiegames.com/2012/04/tyler_glaiel_fracuum.html, so a little bit of deja vu here. But yeah, this is cute and well-executed. :)

LD25 — You are the Villain

Parasite Quest by Hatscat 2012-12-29T14:16:00

Pretty interesting, in concept and with the audio.

You Are The Invader by juaxix 2012-12-29T09:12:00

GOATS IN SPACE

Villain OS 8 by tommycreo 2012-12-30T11:50:00

So great, excellent take on the theme, if a little short.

PsyGoat by SecondDimension 2013-01-04T04:09:00

Not bad, not bad at all! Try biting off a little less next time (less powers, less features) so you can really flesh out what you have and make it interesting.

SUPER Witch Hunter Pro by Gungnir 2012-12-29T09:27:00

Polished, clean graphics, the whole package! Gameplay could use a little bit more, but this is great! Good job, guys!

The Fall of Mr. Wily by StoneMonkeyStudios 2012-12-25T09:07:00

Good concept! Yeah, I agree that it's very office-space feeling.

Missile Rider by rylgh 2012-12-30T11:57:00

What a learning curve! Thought of some ways to make things more straightforward, I'm sure you could too. Nice job otherwise though :)

O TUTT'I CAVI LESI by Capro 2013-01-02T04:58:00

What the heck did I just play...

This animation style worked surprisingly well....

ECHO CHAMBER by Loren 2012-12-25T09:14:00

Might be a little too abstract for some, but I like where you took this, I think. Good use of textual assets to work around your art limitations.

You ARE The Villain by Kwrky 2012-12-29T11:59:00

I really like the transitions and the banter, yeah, etc. Sorely needs a skip dialogue button, maybe a score counter as well.

Princess Sheltering by Clodial 2012-12-29T12:38:00

Was about to quit when i got to the first difficulty jump. heh. the graphic is hillarious.

Children : Reverse Slender by HackThePanda 2012-12-29T08:52:00

This is great...the trollface on slenderman is pure gold.

Robin Banks by BlockBrains 2013-01-02T05:08:00

A goat just flew up at me while I was sucking people's money away from them from atop a bank using a vacuum cleaner. Awesome.

Infection Market by thyagotaian.nave 2012-12-29T13:17:00

Oh man, so short...xD

Goat SLAYER by Twigasaurus 2012-12-29T14:21:00

hahaha....goats...

You are the Evil Overlord by Worse 2012-12-29T14:24:00

Interesting...

Nothal by GSUIrregulars 2013-01-02T04:42:00

That death sound is so grotesque xD...

Kalinka Christmas by serebroff 2012-12-29T09:20:00

what the heck did i just play

Conviction by DangerPenguin 2013-01-02T04:39:00

A little too abstract for me, I think ^^;

Grim's Christmas List by stuckie 2013-01-02T04:50:00

I disagree with having inertia for the character movement here, but otherwise this is pretty fun. For something like Ludum Dare, you might want to have an option to continue where you left off, so that everyone can experience all of your game regardless of the difficulty curve.

Nice plot twist too xD

Atomic Creep Spawner!! by deepnight 2013-01-03T17:17:00

Great job as always.

Snap by fishbrain 2012-12-30T11:53:00

Could have executed a little better, but yeah. This is...yeah.

The World is Mine! by matthias_zarzecki 2012-12-25T09:22:00

Haha, nice little touches with the button text. Cute.

Blob Revolution by kill0u 2013-01-02T05:04:00

Controls could have been a bit tighter, but nice job! Good thought with the skip level button too (b^^)b

The White Rabbit by kato9 2012-12-29T09:15:00

Nice. You could have done more with this, but nice. The falling moment had so much potential, I liked that. Presentation and polish ftw!

Marriage Quest by DDRKirby(ISQ) 2012-12-23T10:49:00

Thanks for all the feedback, everyone! :) We had a lot of fun, glad to hear you guys are too.

Rhythm Apocalypse by RHY3756547 2012-12-29T09:07:00

Good idea, nice execution!

Rhythm Apocalypse by RHY3756547 2012-12-30T07:38:00

Just got a chance to try the multiplayer, pretty neat! *thumbs up*

Baboom:The Villain by celsyum 2012-12-29T09:04:00

So random...fun, in a really weird way. o_o Feels like my eyes are hurting just watching everything fly by o_o

Nice job on the music, is that FamiTracker?

LD26 — Minimalism

The Only Winning Move Is Not To Play by csanyk 2013-05-16T07:18:00

I got stuck on the third level =(

Equilibrium by Devon 2013-05-16T06:45:00

Nice screenshot xD

Minimalist Art Club by basspenguin 2013-05-16T07:12:00

Kind of janky, but neat concept ^^;

[[[[ by domrein 2013-05-19T21:53:00

Great concept! Was disappointed that there weren't more levels D:

shon by bitnenfer 2013-05-19T22:13:00

Amazing. The gameplay is much deeper than it seems at first, I really liked the evolution of strategy that I went through throughout the levels. The quickest way to improve the game I think would be to add in some variations in the pop sounds, as that's simple to do.

Awesome job. Good luck with your ratings :)

SHOOT CAR, SHIT PANTS by JMickle 2013-05-19T21:38:00

SHIT CAR, shoot, pants

awesome

Spaceminz by WauloK 2013-05-16T07:25:00

Minimalist!

BBB&B by Roupette 2013-05-19T11:06:00

Neat! Maybe a little too easy to exploit just by mashing keys, since you've only got what, like 7 letters? Still, bite-sized games are always awesome.

Join by Perry 2013-04-29T04:13:00

Awesome. Nice work. Stopped on the level with the diagonal lines with all the wrap-arounds, didn't have the execution finesse to get it. Very nice touch with the audio too, of rcouse.

Minia by Frigolit 2013-05-19T11:21:00

Yeah, sound would have done wonders here, but you already know that. Still, this is exactly how the tried-and-true LD staple platformer should be done. Very nice work. Difficulty was pretty good throughout, though there were one or two parts that were a little more unforgiving than I would have liked. An extra frame or two of time on the blue blocks would have been good, I think. Didn't make it all the way through the secret level, though I gave it my best go D:

Frame Aim by Symmeteer 2013-05-16T06:57:00

Well, it's minimalistic xD

Tessitron by radmars 2013-05-20T23:25:00

Nice. Wish you guys could have done a tighter audio sync, but.....browser audio.....yeah. Good stuff though. Really enjoyed your postmortem as well *thumbsup*

dodecaphony by heuermh 2013-05-16T06:54:00

I'm getting the same issue on OSX. The exact message is "dodecaphony.app is damaged and can't be opened. You should move it to the Trash." Same happens if I drill into Show Package Contents and try to run "JavaApplicationStub".

Sunset Death by DrGeraud 2013-05-19T21:45:00

Solid 5-star entry. Great work on all aspects, this is pretty amazing work :) The little details all really add up.

Farmworld by svenardo 2013-05-19T22:19:00

Good attempt.

Flight Time by Lerc 2013-05-05T00:33:00

Reminds me of osmos. very nice.

Enneadeca by Rongon 2013-05-17T16:08:00

Interesting. First few times I was like "ehh", then I was like "huh...okay, cool".

Add Removal by StuStutheBloo 2013-04-29T04:21:00

Clever ^^;

Erase by iterative deepening 2013-05-16T06:26:00

Interesting concept...

Flowf Against the Potatoes by katsumottojp 2013-05-18T12:43:00

Wow, haha.

Tetriminodes by chowdy 2013-05-18T12:55:00

Small little game, cute sounds. Yay.

The minimalist by turbonerd 2013-05-18T12:39:00

I got stuck D:

One Bullet by Potentialing 2013-05-05T00:16:00

second try, this time with a mouse instead of trackpad: 12700

woo!

Short but fun, glad to hear you guys made it through!

3: Who needs 297 anyway? by 0beah 2013-05-05T00:19:00

Neat style, yay.

Title: Subtitle by Liz England 2013-05-19T22:30:00

Words words words words
words words words?

LAUGHTER LAUGHTER LAUGHTER

Diet Simulator 2013 by greysphere 2013-04-29T03:55:00

Neat! Simple, but still amusing.

Cube Run by crneumre 2013-05-18T12:47:00

Interesting...

PEW! by acronaut 2013-04-29T04:22:00

Pew.

+1 point for potato.

Budget Squad by deepnight 2013-05-16T07:38:00

Awesome job, as usual.

Hikkoshi by joekinley 2013-05-20T04:03:00

So random...I thought it was both annoying and hilarious how the furniture runs away from under your cursor xP

The Minimalizer by johnfn 2013-05-16T07:06:00

Woo, awesome. The room with the two turrets near the end, I totally abused that screen to farm up my weapon...

Adventure by laaph 2013-05-16T06:51:00

I clipped through the wall and floor xD

Dream Fishing by Sophie Houlden 2013-04-30T18:30:00

Cute! Not really playable with a trackpad, but I don't mind, I feel like the mouse-only control is really the whole point.

Your walking sound could have totally been dreamier! That's what I would have changed, though the current one has a cute charm to it too. Also I would make it so that you've got more and more music building up over time as you catch fish, but....that's just me because I always do that ;P

Thunderbirds are Go

" " by rezzish 2013-05-05T00:21:00

/fucking/hipsters.html

Potato Art by SusanTheCat 2013-05-02T05:16:00

Neat ^^;

Minima by CagedRat 2013-05-02T05:00:00

Cool ^^; It's artsy, without beating you over the head with it. Feels like it's missing....something. but it's cute.

Treasure! by Mach60KAS 2013-05-18T12:58:00

Cute!

Minimalist MAYHEM by DDRKirby(ISQ) 2013-04-29T04:23:00

Thanks! I wish I had more time to spend on the music, ideally each level would have had a different song. But alas, time limits...

Minimalist MAYHEM by DDRKirby(ISQ) 2013-04-30T19:01:00

Yeah! I totally wanted another enemy type or two, and more music! It's kind of blasphemy that I made so little music for this considering how quickly I churn out tunes, but...alas, needed all the time for coding xD

Minimalist MAYHEM by DDRKirby(ISQ) 2013-05-01T06:07:00

Interesting! I actually feel like the bazooka is really useful for taking out enemy spawners, since it takes them out in 3 hits, and since it does splash damage it'll take out enemies too. But it really sucks for painting the rooms, so that's the drawback. The spraypaint is awesome but harder to dodge bullets when you're up close. Again, tradeoffs :)

Minimalist MAYHEM by DDRKirby(ISQ) 2013-05-05T02:58:00

Made a speed run of me playing through on normal, no continues: http://www.youtube.com/watch?v=hiWdUjF5FTA

Finished in 13:55. Can you beat that?

Minimalist MAYHEM by DDRKirby(ISQ) 2013-05-20T23:53:00

@Jesse111: thanks! I've fixed the webpage :)

Minimalism - the shoot 'em up by CiderPunk 2013-05-18T12:50:00

So many potatoes...

A Square In A Room by PapyPilgrim 2013-05-18T13:04:00

Nice! Bit too much "bad type" trial an error in later levels, but it's all good.

The Road by GeorgeBroussard 2013-04-29T03:52:00

Cute! This game is really all about reading the death messages. Did you really need to use Unity for this? xD You could have made the difficulty ramp up a little more slowly, but it's fine.

LD27 — 10 Seconds

Clockwork Cat by patrickgh3 2013-09-01T00:12:00

Excellent execution. (b^^)b

No more Fuel ! by paraple-geek 2013-08-30T07:44:00

Neat, if frustrating.

Clocked In by rylgh 2013-09-10T05:45:00

Awesome! Great idea, nice level design as well. Totally would have been better with a piece of music that's more atmospheric, even if still tempo-centric.

Ten Second Tournament by Ray_Mickelino 2013-09-01T21:29:00

Haha, this game has to be player 2P for it to be real fun...

Little Square and the Circle Clan Invasion by Idovoodoo 2013-09-08T07:58:00

Yep, looks like http://www.cse.dmu.ac.uk/ is down.

On the Dot by Symmeteer 2013-09-08T07:56:00

Simple, but I guess you have some interesting stuff here too.

Space Janitor: Custodial Marine by radmars 2013-09-15T07:56:00

Interesting ^^; Always appreciate your guys' postmortems. Yeah, bit rough around the edges. For your artist, I'd recommend differentiating the foreground and background elements a bit more in terms of lighting, just to make things more obvious from a gameplay perspective.

Kittens Go! by xhunterko 2013-08-30T07:35:00

Cool.

Clockwork by Prudiiarca 2013-08-30T07:47:00

You made a game :)

Firefly by kidder 2013-09-10T22:45:00

This is really quite good for your first time pixeling :)

Duel by zlowrance 2013-08-30T07:51:00

Haha, duel games are always fun. This one is pretty simple and there's not much to it, but good job regardless.

Tachyon Rupture by Sascha 2013-09-01T21:26:00

Neat! Procedural level generation was probably overkill for this; you probably could have gotten away with just building out the level yourself. ;P

10 Seconds Before the World Ends by Lustdante 2013-08-30T07:57:00

Yep, good concept.

Sort It Out by vanderZwan 2013-09-01T21:35:00

This was actually surprisingly fun after getting the hang of it ^^;

Hurry UP! by Sense 2013-09-08T08:02:00

Neat!

Rebound Recon by TheHermit 2013-08-31T23:59:00

Clever! Could have been executed better, but I like what you have.

Paintball Target Practice by kokkon 2013-09-10T05:37:00

Neat xD

AEREO by manuq 2013-09-11T16:45:00

Neat! Really appreciated your postmortem; was cool to see how you got this graphical style.

Zombie Pop! by nthird 2013-09-10T05:35:00

This was....abstract xD

Adventures of Schrodinger's cat by Cryunreal 2013-08-29T13:07:00

Cool. Your graphical style works well here. I almost feel like a puzzle game like this would just work better without the 10 second time limit, and some of the levels didn't really encourage much cleverness, but hey, it's Ludum Dare.

Proletarian Ninja X by deepnight 2013-09-08T08:32:00

That last level was intense! There was a bit of a bug where one of the guards in the last level would mistakenly locate a corpse that wasn't near him--seemed to occur when I made a kill while he was turning. Other than that, great work! Really needs a catchy 10-second audio loop for each level though ;)

Every Ten Seconds A Kitten Drowns by matthias_zarzecki 2013-08-29T13:12:00

Neat.

Crappydoodle by superjoebob 2013-09-01T00:07:00

Awesome.

10 Sec Hero by StabAlarash 2013-09-08T08:37:00

Super unintuitive, but fun regardless.

Also, there are people with laptops at 1280x800 resolution; you might not want to make your games so tall in the future ;P

BOOOOOOOOOOM by Meedoc 2013-08-30T07:39:00

Cute, I guess.

Hyper Furball by DDRKirby(ISQ) 2013-08-27T07:24:00

A sample run of normal mode: https://sphotos-a-sjc.xx.fbcdn.net/hphotos-prn2/1170843_10201189790681054_1177605334_n.jpg

4:15, no continues. Can you beat it?

Hyper Furball by DDRKirby(ISQ) 2013-08-27T17:05:00

@Foxtacy: The game is not endless; there's a boss at level 15 :)

Hyper Furball by DDRKirby(ISQ) 2013-08-30T19:49:00

Hard mode: https://sphotos-b.xx.fbcdn.net/hphotos-ash3/1238801_10201209682658341_2096374654_n.jpg

4:40, no continues. Hard mode is fun!

Hyper Furball by DDRKirby(ISQ) 2013-09-01T02:29:00

I've recorded two speedruns of myself blazing through the game - one on normal mode and one on hard mode. Fun! :)

Hyper Furball by DDRKirby(ISQ) 2013-09-09T00:54:00

I've just updated the file to v1.05. The only new feature is Japanese language support (thanks to A-zu-ra for the translations), so I believe this should fall within the compo rules :)

Hyper Furball by DDRKirby(ISQ) 2013-09-16T18:29:00

Thanks for all the support, everyone! Voting is almost over :D

Low Battery by RHY3756547 2013-09-01T00:05:00

Someone looooves their particles.

This is -almost- too hard, but not quite. Cute music.

Lion Mower by Super-Dot 2013-08-30T22:13:00

Abstracttttt

LD28 — You Only Get One

Only One Punch by itsZN 2013-12-24T09:52:00

Haha, wow...

PixelSurgeon by ponk 2013-12-23T10:10:00

Interesting.

Go Long!! by Andrew Brophy 2013-12-24T09:00:00

Fix the download link please ^^;

Look Up by lekochen 2014-01-01T22:10:00

duh duh duh duh
duh duh duh duh

Channel by BradleySmith 2013-12-23T09:48:00

*flips table*

Monorail by AaronGordon 2013-12-24T10:12:00

Really awesome! Definitely develop this one further :D

Mad Mandy by blay09 2013-12-23T09:53:00

What is this i dont even

best thumbnail screenshot

0RBITALIS by AlanZucconi 2013-12-24T11:08:00

Seen it done before, but still very welcome to see this concept done well :) The field lines were a great touch.

The YOLO game by OniiRam 2013-12-23T10:34:00

#YOLOOOOOOOOOOOOOOOOOOOOO

YOLO: You Only Legit Once by JuhaTheMan 2013-12-23T10:39:00

OH YEAHHHH

YOGO YOLO ARENA by acronaut 2013-12-23T10:15:00

trippy...

YOLO, Obviously by carlsommer 2013-12-23T10:20:00

Hitler...he was definitely bad.

Taco Loves Poops by nicotr014 2013-12-24T09:55:00

xD

YOLO Simulator 2014 by EncryptedCow 2013-12-23T10:18:00

^ what he said

You Only Get One Direction by Techblogogy 2013-12-23T10:06:00

Cute. Having momentum carry over after restarting needed to be taught a bit more clearly, I think, but yeah.

Senor Cuadrito 2: You only get one Glitch by alesys 2013-12-24T10:44:00

Not much in the way of gameplay, but such a great style! Great job on the title screen animation.

One Touch Of Music by KumoKairo 2013-12-23T18:57:00

Stopped once I got to the 6x6; I'm not doing an entire 30-note sequence! xD

Great idea, not bad execution. I think you could really improve upon this, though. Using different note samples, and also perhaps color-coding the pitches according to hue. Things like that.

Wilhelm's Escape by glovecat 2013-12-24T09:49:00

Haha, good for a nice laugh, I guess.

Moments of Paranoia by SpellingPhailer 2013-12-24T10:39:00

Awesome atmosphere. Definitely work on that post-compo version for the text skip.

Unibrow by ViliX64 2013-12-24T09:35:00

So random...did I just get trolled?

Nature's Howl by louis.denizet 2013-12-24T09:21:00

Interesting! ^^;

Purpose by deepnight 2013-12-23T10:00:00

Great job as always!~

2 Potato or not 2 Potato by PsychedeliCanary 2013-12-24T09:07:00

"We put the 'Ohh!' in 'Uguu~'" rofl

This was probably super easy to make using ren'py, but hilarious anyways.

YOLO by bobo_oh 2013-12-23T10:12:00

Nice little music loop xD

Impressive Dog by EricTheCoolDude 2013-12-24T10:01:00

Best thumbnail image evar~

868-KRAMPUS by wademcgillis 2013-12-24T10:06:00

You are awesome.

You Only Get Juan by doitle 2013-12-24T10:25:00

so much potential D:

One by bodsey 2013-12-24T10:19:00

Nice! Simple, yet expressive :)

The Coolest Kids on the Block by vrld 2013-12-24T09:43:00

in her FACE

Press X to Win by Lost King 2013-12-24T10:31:00

BEEBEEBEEBEEP BEEBEEBEEBEEP BEEBEEBEEBEEP

Hairy Cave by Atridas 2013-12-23T10:54:00

Best ending

Match Girl by DDRKirby(ISQ) 2014-01-02T06:04:00

Thanks all for your support!

Some updates:

Be sure to check out our post-mortem here: http://www.ludumdare.com/compo/2014/01/01/match-girl-post-mortem/

Download the awesome NES-style soundtrack here:
http://ddrkirbyisq.bandcamp.com/album/match-girl-original-soundtrack

And if you're a big fan of the sounds, you can even use them as your ringtones:
http://ddrkirbyisq.bandcamp.com/album/ringtones

LD29 — Beneath the Surface

I Contemplated the Sun of Limbo by Evilion 2014-05-04T22:13:00

This is so artsy...man. Also, slenderman vibes. Nice job going for it and really taking it out there.

ScubaBear by _Rilem 2014-05-18T09:06:00

This is exactly the kind of game that should be coming out of LD, haha. Great job, guys. And props to pongball for the 3-phase music, was a great touch!

Space to go by geekdrums 2014-05-18T11:05:00

Best ending ever, bahaha awesome

A Glorious Escape for A Lich King by Benjamin 2014-05-04T23:21:00

Not just a TD, but a Maze TD?? Man...

Took me a bit to figure out exactly what you were doing here, but this is very enjoyable, though of course I'm sure you know it can be improved. Great compo entry :)

Damned Scouts! by Lama 2014-05-03T21:36:00

Cute ^^; You might have wanted to make some of the objects a bit more discoverable, but it's not too bad :)

Dig Hard by petey123567 2014-05-04T06:19:00

You guys are awesome. Why is this so addictive, ahhhhhhh

Ripple Runner by DDRKirby(ISQ) 2014-04-28T04:59:00

Thank you for all the positive feedback so far! I'll be working on a post-compo version with more stages, so please stay tuned for that!

Ripple Runner by DDRKirby(ISQ) 2014-04-29T03:49:00

@pinkmoneyhead: What would you suggest?

You can also use F and D if you'd like, or V and C. You can even use Ctrl and Shift, if that floats your boat :)

Ripple Runner by DDRKirby(ISQ) 2014-12-08T03:52:00

Attention! The URL for this game has moved:
Post-compo version is now at http://goo.gl/fZm4DK.
48hr version is now at http://goo.gl/ymfok0.

ReD by Sakuyan 2014-05-04T04:15:00

Really wish it had some sound! Looks like you have some good stuff going on here...

Watch Your Step by nka 2014-05-04T23:31:00

Interesting...not bad :) I think the throwing mechanic was unnecessary, albeit interesting.

Bio Defence by fued 2014-05-04T03:42:00

Wow, this is actually a pretty cool gameplay concept.

PS: Nice "quit" button.

Drip by savethejets1 2014-04-30T06:35:00

Neat.

Just Your Typical Dating Game by Shmarah 2014-04-30T06:51:00

Needs music. Even crappy midi music. Crappy midi music would actually fit, too. mann...

The Surface. by Teejay5 2014-05-04T23:35:00

Well, that was a thing. What a great intro song...

FedIt! by zedutchgandalf 2014-05-04T03:57:00

hahaha

Enderscope's Game by Arakade 2014-05-04T00:30:00

Cool tech demo, if rather disgusting. xD

Tenkosei ROBO by radmars 2014-05-09T02:43:00

bahahaha. I don't know if everyone will appreciate the humor here as much as I did. <3

Difficulty settings would be nice; i'm sure this was too hard for some people but others of us are 100+ WPM typers here ;)

I Remember Alice by Linus Lindberg 2014-05-05T02:43:00

Every day the same dream...

Simple, but effective.

Stories of Moles: Holy Crap Edition by Muciojad 2014-05-04T03:33:00

lol.

SUPER ROBO GARDEN ARENA by nxT 2014-05-05T06:47:00

Dat arrow volley.

Beneath the City by deepnight 2014-05-04T00:24:00

Great graphics, as always :) Shame you didn't get a chance to put in some SFX. The 3D isometric idea looks...intense. xD I think this was fine.

Goat Guzzler by rorycooke 2014-05-04T21:44:00

This is...strangely satisfying. Damn goats...STOP POOPING ON ME!

Looks like the papercraft style art worked out for you :)

Dr. Pepsi Marriage Consultant by Thingo Studios 2014-05-04T00:09:00

lol, txt files. yay.

Planet Corp. by Maschinen-Mensch 2014-05-04T22:41:00

Dat Venus.

This is really nice :)

Underline by eufrik 2014-04-29T06:48:00

Nice! Just add some checkpoints next time :) Your title screencap is wonderful as well.

Jeremy Brain: Brain Doctor by idovingx 2014-05-04T21:40:00

Hehe, yes, got a very Stanley Parable vibe going on here, which is great. That tiled wall texture though...I can see some people getting sick from that xD

Whack-a-Meme by Mallot1 2014-05-04T03:47:00

uhhhhh wat

ECHO THE DOGEFIN RESCUES FLIGHT MH371 by matt_j 2014-05-04T21:30:00

very bubbles.

The Westport Independent by Double Zero One Zero 2014-05-04T22:05:00

Nice job :) You already covered my feedback in your post-mortem, but yes, great job overall, very nicely capturing the Papers, Please aesthetic. The sound effects are really nice here, I know it's a small detail but really ties everything together :)

The Loudest Ballerina by whalebot 2014-05-04T22:26:00

Hahaha, this is so awesome. Your concept is just...both ridiculous and amazing at the same time.

Sprout by Nic V. 2014-05-04T21:23:00

Hehe, interesting and cute. A nice first attempt. ^^;

Trufflehunt by ruerob 2014-05-07T07:28:00

Cute, if not that replayable since it's just luck...

LD31 — Entire Game on One Screen

Serenity by rxi 2014-12-09T15:13:00

Ah. Remind me to do a game in this vein next time, this is right up my alley. Impressive that you did this in SDL within the time constraints! Very nice style all around, even if you didn't have time to flesh things out. You needed to give a bit more instruction about aiming upwards but I won't really fault you for that.

Final Swap by blackmagic 2014-12-25T02:34:00

Interesting concept! Think you could have taken it much further if you had time...

Resize by haloflooder 2014-12-12T06:50:00

Hah! Interesting concept, but the game definitely does not work on all resolutions =(

Promenade by GregoryWeir 2014-12-09T15:57:00

Bahaha, I really want to see a full-fledged square dancing game now, with animated fights and everything. You had some extraneous fluff in here but the core concept was rather fun!

Shinobi Showdown by CustomPhase 2014-12-25T02:37:00

Wahaha.

Just Dance Dance Discotron Central: Cobra War by RobotLovesKitty 2014-12-12T05:57:00

A QWOP-like dance central game? YES. Even if most of the time I felt like it was grading us arbitrarily, it felt amazing to coordinate with my friend to get RADICAL :D

Juoi by TeamEagle 2014-12-09T16:04:00

Haha, not bad. Instant bias for the Journey-like character and Shadow of the Colossus-like boss, of course. In future LDs you need to make your restarts less punishing just to avoid frustration.

Mantis breaks the Rules by Gaspard_ 2014-12-12T06:21:00

wat the actual fuck

Mantis breaks the Rules by Gaspard_ 2014-12-13T03:50:00

Thanks for your feedback! I've patched my game with a hotfix for the issue you experienced on the second stage by adding a switch on the right side so you can no longer get into an unwinnable state for that area.

Silk by hoqjed 2014-12-25T02:48:00

Short and sweet! It's hard to design good puzzles; I admit some of yours were't very compelling and I bet this would have been wonderful with one extra bead type of some sort but it was great for LD.

Kerfuffle by rabbit 2014-12-12T05:43:00

Yessssssss, this is genius. Simple, even stupid design but really elegant and loads of fun, involving a bunch of tactics and such as you try to outmaneuver and crossup your opponent. Reminds me of nidhogg :D

My primary suggestion to you would be to decrease the respawn timer so that there's less dead time, it would make the game much more fun. *thumbs up*

Gratification Crisis by zorfmorf 2014-12-12T06:42:00

Yessss, the moment where you zoomed out to the monitor and saw the mouse moving, that was brilliant. That made the game, seriously. Nice touches on the graphics details, yes, the LD website...yes.

Banana TV by NPException 2014-12-12T06:37:00

Almost there, great concept but the execution was a bit lacking xD

Le Voleur by LuisGuimaraes 2014-12-12T06:16:00

What an extremely obnoxious alarm sound =X

Quite difficult! I think I get the concept but it was pretty difficult to know how far I could advance, there was very little space "in between" screens...

Waiting Simulator *aka. Snowman Roll* by tyty5949 2014-12-12T06:30:00

Lol, besides the stupidly large uncompressed video, this was actually quite amusing. Lack of quality gameplay, but hey, it's a waiting simulator after all. This is also exactly the kind of game people would play while waiting, lol.

Wish you had more different videos of you saying random crap :D

Don't tell me you purposely left the video uncompressed so that we would have to wait longer for the download and the game startup. SO META

ONE WORLD - DEFENSE OF THE SACRED SHRINE by CornflowerBlue 2014-12-12T07:25:00

I think I win...
http://s27.postimg.org/wni1372xv/Screenshot_2014_12_11_23_21_48.png

Aside from balancing issues with massive number of turrets being OP, you have a great look and feel, nice sounds too!

Nooo Bath Time!!! by Gabbmonkey 2014-12-09T15:31:00

"So much fun. I love the way the poop comes out as rectangles and not just goo shape! Makes it easier to platform on he he"

That's going in my quote book.

Last Rooftop Hero by Phoenix849 2014-12-09T15:37:00

Kinda cool aside from the fact that doing any actions at all is most likely detrimental to your survival. But gdi I just kept making the guy jump off to his doom over and over again because the groan sound you made is hilarious. xD

Beat Zombie VR by Ekanaut 2014-12-09T15:42:00

lololol yesss, best concept. Why WOULDN'T I want to play a first person VR zombie dance fight club simulator?

Snow Need To Rush by SnoutUp 2014-12-24T21:08:00

*hurl*

Don't worry about the dizziness - it's quite the experience xD

Go for audio next time too!

Sweep Stacks by excaliburjs 2014-12-24T21:03:00

Pretty cool and well done! Simple concept, nice execution for a game jam.

The Farmer II by drZool 2014-12-09T15:47:00

I grew some crops. Then I wondered what the point of growing crops was, so I stopped and chased some birds around instead. yay :D

HeadButters by brombatti 2014-12-12T06:07:00

YESSH. Solid multiplayer game, wish I had more people to play at the same time. I found the yellow bird to not be that interesting of a powerup but I'm sure it's better with more players.

Beams! by DiegoMustache 2014-12-09T16:06:00

Couldn't run, sorry! I'm on windows server 2012, the game hangs after initial bootup and only shows some stuff in the bottom-right corner.

Where is my sword?! by Kaijuu 2014-12-24T21:12:00

What an awkward experience. I like it xD

SPIN-2 by hypnoticbytes 2014-12-09T15:27:00

The game idea is....fairly contrived but I guess it's kind of nifty after reading through it and understanding. (Perhaps you could have worded it better?) Neat on the effects, I thought it was way too trippy for comport but I also understand that's really part of the whole point. Thanks for opting yourself out of Audio! Loving the new LD submission process.

Myopia by Team Myopia 2014-12-12T07:00:00

Nice concept! You could have fleshed it out more and the bees and shooting were completely unnecessary and detracted from your main mechanic, but nice job anyways!

Labyrinth by DDRKirby(ISQ) 2014-12-09T20:57:00

@jelly, it's working for me here. It should be redirecting you to https://dl.dropboxusercontent.com/u/8332206/Permanent%20Links/Labyrinth/Labyrinth.html.

Labyrinth by DDRKirby(ISQ) 2014-12-09T21:55:00

@jelly: Thanks! Glad it worked for you in the end. I agree that the puzzles are too easy--I would have loved to think up some harder ones, but alas...thinking up good puzzles is always even trickier than solving them and I was running up against the time limit ;P

Labyrinth by DDRKirby(ISQ) 2014-12-12T19:25:00

Thanks for the feedback, all. I'll be adding a switch to the right hand side of the second level since it's a simple fix for what seems to be a recurring, game-breaking issue.

Labyrinth by DDRKirby(ISQ) 2014-12-13T03:51:00

v1.01 has been released! As mentioned above, this version adds a switch on the second level so that it is no longer possible to respawn into an unwinnable state.

LD32 — An Unconventional Weapon

BED✰HOGG by 01010111 2015-05-07T07:35:00

yessssss

Shield Maiden by bitslap 2015-04-25T09:00:00

Great feel, great art, woo!

Ice Story ( koori monogatari 氷物語 ) by Christina Antoinette Neofotistou 2015-04-25T08:50:00

Wooo! You nailed the taito feel. The FM music was perfect, hahaha.

Gunception by pikmin4000 2015-04-22T03:25:00

Getting a timeout atm, chillhammer.com also seems to be down.

Blink Gun by Split82 2015-04-22T03:31:00

Very cool! Even if you don't do anything else more with this, go back and add the sfx, you know it'll be worth it!

Spacecat Meowpatrol by _Rilem 2015-04-25T08:55:00

Holy hell, you guys nailed it with the pixel art, the sprites, the SNES style guitar patches, ahhhh. Where is the soundtrack downloaddddddd!!!?

Cheeseburger (in Paradise) by Just_delete_it 2015-04-25T07:35:00

This needs a trap remix.

Bubble Becky by Dining Philosopher 2015-04-25T09:12:00

Great mechanic :D

Elem3nts by Pix3M 2015-04-22T03:49:00

I was about to say this reminds me a lot of one bullet...then I realized why ;P You accomplished what you wanted to with the graphics, it looks like, so props on that! For the gameplay I think the concept is good, but it didn't feel like it worked as strongly this time as opposed to one bullet. Something about the balancing, or just general flow of things...You can just boulder the rabbits on the right side of the screen ^^; No sound is =( but it looks great!

Unconventional WTF ! by DarkBren 2015-04-25T08:41:00

wtf

Fathom by Joe Williamson 2015-04-25T08:30:00

AWESOME

Badass Inc by deepnight 2015-04-25T08:19:00

Great job as always. This style of game works REALLY well for you, I think. Props for a great idea and great execution.

Tetris Smash! by Jaenis 2015-04-24T09:00:00

Haha, glad someone did this idea, it was one I had while brainstorming. Surprisingly satisfying, just needs better controls, better autorepeat, etc.

Does It Shoot? by Four Quarters 2015-04-25T09:22:00

Yessss, best idea, hahaha. This was great fun (b..)b

Roll Initiative by Lynx 2015-04-20T05:25:00

Hehe, neat! You could do a lot more with this concept, I'm sure. Somehow I feel like without physical dice it doesn't feel nearly as frantic (I've played realtime dice-rolling games before). ^^;

Hazardisc by JerryLeeLodbrok 2015-04-25T07:47:00

Played this against my friend, was rather fun!

TypeFighter by Sheepolution 2015-04-20T05:10:00

Lol. dat intro.
Typing games are always hit or miss because some people suck at typing; next time include variable difficulty just for the sake of LD. Ended up being just hard enough for me, sorta. Hahahaha.

Rhythm Gunner by DDRKirby(ISQ) 2015-04-20T23:33:00

My own personal best score is 73 btw, haha. I have a video of myself getting 43 points; I'll try and see if I can get a higher score on video and link to it.

Rhythm Gunner by DDRKirby(ISQ) 2015-04-20T23:38:00

For those who are complaining that there is no incentive to shoot your weapon -- I guarantee you won't be able to achieve a high score if you just let enemies accumulate. ;)

Rhythm Gunner by DDRKirby(ISQ) 2015-04-21T03:50:00

Thanks for all the feedback so far! I've just broken my record with a 121 point run. Things really get intense once you hit 100 points...

Video here: https://www.youtube.com/watch?v=tE5tsMxDBqM

Rhythm Gunner by DDRKirby(ISQ) 2015-04-22T18:56:00

Update! I've started work on the post-compo version.
In response to the feedback that it's hard to concentrate on the rhythm at the same time as the platforming, I've added beat circles that pulse around your character to make it obvious what the rhythm is. Let me know how this change works! (I'll make it look prettier later)

Rhythm Gunner by DDRKirby(ISQ) 2015-04-25T07:23:00

@hexdie: I've added exactly that in the post-compo version :)

Boneventure by Ellian 2015-04-25T08:38:00

freakin homing balls...

LD33 — You are the Monster

Beast Of The Woods by AgentParsec 2015-09-13T00:35:00

Nice! Only suggestion I'd have is to allow for restarting on the same level as opposed to forcing the player to repeat all of the previous ones again.

Ludzilla by highlyinteractive 2015-09-13T00:43:00

Silly games like these are the reason I look forward to LD rating every time xP

Goomba Simulator 2015 by LandoSystems 2015-09-13T00:08:00

Yesssss, yes yes yes yes yes.

Also, I appreciated the subtly reversed arrangements of the music, spot on!

Hindenboxer by Dining Philosopher 2015-09-07T20:49:00

307 points: http://imgur.com/HLUDXpJ

Difficulty should probably ramp up more quickly. There is something oddly satisfying about watching huge blocky hands smack down blimps out of the sky....

RPG Director by HeyZeus 2015-09-07T20:41:00

I don't understand how you can choose anything other than the earthbound music for a game called "Invasion of the Disco Muffins", wahahahaha.

Your game is not eligible for the Audio rating since you used outside assets. Please OPT OUT of this rating category.

Hungry Beast by ovenchips 2015-09-07T20:51:00

Oh dear....=X What a game, hahaha.

MOTHERTONGUE by dmcfarline 2015-09-07T20:18:00

This was surprisingly ingenious and skill-intensive! My only complaint is that the sfx are really grating in the high-end frequencies; I know they're made using sfxr, but still! Other than that this was quite entertaining, bwahaha...

Moon Base Shootout by Unept 2015-09-13T01:02:00

Well done! :)

The Monster Files by Literal Games 2015-09-07T21:08:00

Amazing! Not only did you manage a polished detective-style game, but when the fight scene started I was like omg, this is like Nightshade!!!

To be honest the fight scene was probably a bit unnecessary but I guess it works well enough. Art style really works well here, good job with the palette and I think the manipulation of the sprites works well. Great job guys, looking forward to reading your blog posts!

No Credit, No Problem! by Razoric 2015-09-13T00:23:00

Dat Hugh G Rektion tho.

Great job, the audio really pulls it all together here :)

Delicious Cortex by deepnight 2015-09-12T15:46:00

Awesome job as always. Didn't know you were using Haxe too! Apparently you're rolling your own haxe framework as well? Sheesh! @_@

Hungry Monster by tGiant 2015-09-12T20:49:00

These sound effects must have been a blast to make, wahahah

Death of a Lich by managore 2015-09-14T03:52:00

=)

Meet the Monsta by Schrodinger Games 2015-09-12T21:01:00

Wahaha, this must have been a doozy to make. Great job! As said before, it's got the zany-ness of Battleblock Theater, which is a good thing.

Humane Harvest by StrideWide 2015-09-13T00:51:00

What is this I don't even

DRUMSTER by SoulGame 2015-09-07T22:45:00

Haha, it was fun! I suffered from a bit of intermittent skips and choppiness but I'm sure that wasn't your guys' fault. Things were getting kind of fun near the end there! :)

Jenkaiu by PeYMaN 2015-09-14T03:57:00

Almost! Good concept, feel like you could have executed a bit better. Still, though! :)

They Look Like Ants by Tortoise 2015-09-12T21:17:00

Lol, yessss, someone did the ants + magnifying class concept. +50 bonus points for you guys :)

The Baby Eater by sararyCow 2015-09-07T22:54:00

Oh dear.

Actually, this would be much more fun if you didn't have to wait for the animation/delay for eating babies. That way you can eat babies without stopping.

...i can't believe i just said that.

Kraken Babies by johnhattan 2015-09-12T20:45:00

Haha, cute!

Open the door and smile by Arnage 2015-09-07T22:22:00

Intriguing, for sure!

Who's the Monster! by TeamCosmitronique 2015-09-13T00:55:00

Nice!

MiniGolf Endless MMO by jimmypaulin 2015-09-07T20:34:00

Clean execution and pretty polished! I'm assuming ad integration came after the 72hr deadline? lol

Melody Muncher by DDRKirby(ISQ) 2015-08-28T16:40:00

@Sunflower: The delay is meant to be punishing. Otherwise, players could simply spam both left and right every eighth note and get a perfect score!

Thus, when you press the wrong direction or miss an enemy, there's a bit of recovery. However, if you hit the enemy correctly, there's no delay. :)

Melody Muncher by DDRKirby(ISQ) 2015-08-29T22:17:00

Thanks for all of the comments and feedback so far! I'm already working on the post-compo version and will be addressing many of the concerns echoed here, including a different penalty for misses, more visualization (including background changes and animation), and of course many more songs! Stay tuned for the post-compo version release; or follow me on twitter for the announcement!

Melody Muncher by DDRKirby(ISQ) 2015-08-30T00:57:00

@all: I've worked out what may be causing the subtle input lag issues that some of you may be experiencing. This should be fixed in the post-compo version when I upload it soon!

Melody Muncher by DDRKirby(ISQ) 2015-09-07T19:12:00

@all: POST COMPO version is out!!!!!

Please try it now if you haven't already! I've added and fixed so many things, it's ridiculous!

- Input lag issue is fixed!
- Audio lag calibration is better!
- Animated backgrounds!
- More stages! EXPERT MODE!
- High scores are saved across play sessions!
- Options menu!
- And even more!!!

Melody Muncher by DDRKirby(ISQ) 2015-09-08T16:19:00

@Madball: Thanks! I looked into the bug you encountered with the audio stopping and it looks like it's probably due to the flash audio channels being exhausted for some reason. I've put in a flush in the menu scene so hopefully that shouldn't happen anymore.

Native builds should be coming soon as well.

LD34 — Two Button Controls / Growing

Full Metal Democracy by deepnight 2015-12-28T18:23:00

Enjoyable game, despite the fact that you can't seem to lose (?) and you can actually just solo all of the levels with the pink bot (stomping on enemies kills them). Oops! Well, I guess it's more of a tech demo than a game, but it's still fun anyways :D Would be interested in a writeup on your blog on how you designed the leg movement for the bots!

S(p)eed by Dayko 2015-12-29T02:11:00

Very nice!

Some very minor nitpicks:
- Your camera algorithm causes the view to pinch in a bit whenever a split happens, which is a bit jarring when it happens so regularly.
- As you go on the speed increases, which I think is great, but you may want to also try zooming the view out as well, so that it's still all about tight timing of left & right, rather than being limited by reaction time to the upcoming obstacles (or worse, being forced to memorize).

Eh, yeah, there is no development or progression past the initial set of mechanics, but I won't fault you guys for that; this is LD after all =)

The background branches marking your previous paths were totally unnecessary but had a beautiful impact visually; props on that.

Tamagotchi Hell by Troyan 2015-12-28T23:11:00

Dat music tho

Gift Wrapper by NightShadow0 2015-12-29T02:22:00

Hehe, glad to see someone taking this spin on the theme.

Exponential Cris(m)is by hitchh1k3r 2015-12-31T18:08:00

Wahaha, neat.

JUMPR by Supernaught 2015-12-26T23:23:00

FYI: They didn't make the music. Read the description, everybody 9_9

Very nice job! Someone needs to remind me to make something like this for LD next time around. :)

Your controls and difficulty are fine, despite what other people might think. I would agree that the very beginning is a tad difficult for a first-timer. I don't really think that's a fault; perhaps it was a design choice to forcibly teach the player the basic mechanics of the game right away?

The main character's animation is hilarious, though you don't really notice it at first. What the heck is he doing? hahaha...

FYI, if you run to the left in the very beginning and keep jumping as you reach the left side of the screen you can clip through and die to the spikes on the second floor =X oops!

Great job guys :)

Let's Play Simulator 2016 by zulman 2015-12-26T23:49:00

"Not sure that you are reading this, but you may want to review the new hot and sexy Puzzle called Glands and Boobies from Bobcap Games?"

Whelp.



This game amused me for much longer than I expected it to...hahaha.

They Call It Lucy by kiv 2015-12-28T22:03:00

trippy.

SUPER SCIENCE CORP by Hot Box Games 2016-01-01T05:44:00

Nice work! Metroidvania-esque = awesome

MANE by Enchae 2015-12-28T22:13:00

Best intro.

Eldritch Trance by TheWzzard 2015-12-31T18:42:00

Oh man, haha. Good job :)

FLOW by Romixal 2015-12-28T23:04:00

Neat!

Partners in Crime by trozen 2015-12-28T18:13:00

"I'm vegan!"

Great job guys :)

Growing Gordon by XbooperxdX 2015-12-31T18:27:00

Jump to right -> fall into offscreen lava -> restart from beginning of game -> sadface

Good job nonetheless.

Fat Cat: Cosmo's Quest by PickleCrew 2015-12-31T18:53:00

RNG plz =(

The intro was adorable though!

Snakes On A Continuous Plane by zesterer 2015-12-31T19:01:00

Pretty cool! Would be even better if the travel speed gradually increases to prevent games lasting forever, especially with red powerups essentially resetting snake length.

Push First [The Legend of the Farmer] by PushFirst 2015-12-31T18:56:00

This had a surprising amount of strategic depth; very fun!

Light and Bacteria by FrozenCow 2016-01-01T05:29:00

Wow, great job! Very solid, and graphics were simple but effective. Nice!

LD35 — Shapeshift

windowframe by managore 2016-05-08T06:40:00

awesome

Flesh Mess by radmars 2016-05-08T02:17:00

Normalize your audio next time -- had to turn my speakers wayyyy up! =P

Sluggy's Tiny Adventure by FrankieSmileShow 2016-05-08T23:27:00

Managed to jump off the left side of the screen in the area where you get the gold key (after getting the high jump shape)...oops. Seems fun though! I also made a Metroidvania-style game for my entry; you might enjoy it too :)

Stasis Core by Eshford 2016-05-05T07:56:00

Nice work! Plan out your player mechanics a little bit more next time ;)

SHΔPE by TiRSO! 2016-05-08T02:21:00

Great concept! Can definitely be pushed more :)

Doodle Book Survival by CarlsonAndPeeters 2016-05-08T04:24:00

Nice animations! Try to work on your audio for next time -- your music is too soft and sound effects too harsh (specifically in the high frequencies).

You Are What You Eat by MagnesiumNinja 2016-05-05T08:35:00

Nice work! :)

Sheep Shift by A-Flat Miner Studios 2016-05-05T08:02:00

I am so happy this exists. :)

For future reference, when you have a keyboard-navigatable menu, it would be nice to try and make it more obvious which menu element is selected via highlighting or a cursor, etc. Otherwise people are just going to try to click on your choices. *I* didn't, because I can read, thankyouverymuch, but other people will =(

Thomas was a shape by pta2002 2016-05-08T02:25:00

No narrator?? xD

Emo-ji by Frozen Stick 2016-05-08T05:12:00

Trippy! Nice job on the music, too. (assuming you made it?)

Played unlimited mode just to see the "ending". whoa.

(pick a better font please!)

SPELLDOWN! by pixelpotions 2016-05-05T07:41:00

Nice! Try for some music and sounds next time :)

Oops! My Dear is a Deer by Remdiky 2016-05-08T05:17:00

More of a tech demo than a game proper but neat nonetheless!

Volleymania by Avon 2016-05-08T05:03:00

Kinda fun!

The control scheme for two players on the same keyboard seems to be...not well-suited for WebGL, to put it lightly. Ctrl+W, Ctrl+D, Ctrl+S, Ctrl+Shift+W are all key combinations I really DON'T want to be hit...xP

Kitsune Quest by KitsuneQuestDev 2016-05-05T09:22:00

Nice job, guys! velddev knocked it out of the park with the backgrounds -- very colorful and vibrant. And the sound design! I love the little koto (?) riffs and drum rims for the shapeshift and menu sounds -- that was a great touch that really brought it together.

The gameplay itself is more humorous than anything but I'm really liking the aesthetic of the world.

LD36 — Ancient Technology

War party by Rogue Sprite 2016-09-11T11:38:00

Innovation: This wasn't an innovative game type per se, but I hardly ever see games like this done within the span of LD. Good job!
Fun: It was actually really fun watching the troops fight each other, so I enjoyed that a lot. However if you ever lost all of your troops or didn't have much money left, you were stuck in a situation where you couldn't really do anything. I feel like that's an issue that could have been fixed.
Theme: Perfect job integrating the theme here!
Graphics: Probably the high point of your entry. Your pixel sprites have a very consistent style and the animations work really well to convey what is going on. Small details like the rubble on the ground and the particle effects really help flesh things out. Great job.
Audio: The sounds effects were spot on! Great job with those. The background music was a little monotonous, but still appreciated nonetheless. One other critique is try to avoid panning musical instruments too hard to the left or right, as it ends up feeling weird if things are too balanced, particularly on headphones.
Humor: N/A
Mood: Again I think the graphical style really pulls everything together here.
Overall: Great job overall, especially on all of the little details like the intro sequence and the animations for the GUI. I'd echo the comments that escape is an awkward way of dismissing messages and that overall the actual gameplay needs some work (and an actual win condition). Despite that, the core idea of building up an army and marching it to battle against other troops, RTS style, really shines here.

Congratulations on your successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

Mecha Jousting by LordalZero 2016-09-11T11:16:00

15 rounds...http://imgur.com/a/okRbF

Innovation: While not mindblowing, the whole "build a thing and then watch it do battle" is something that isn't seen too often in LD. Quite neat to see!
Fun: I second what @StMatn said here -- the concept of the game was pretty awesome, but in practice all I did was min/max the crew stat and then watch my "mecha" destroy a bunch until my luck ran out. It would be great if there was some more player agency, progression, or something else to keep things interesting.
Theme: A pretty good use of the theme!
Graphics: The concept sketches you guys posted were actually super awesome and it was cool seeing them become 3D models. That said, I feel like some of the time that was spent going into all of that could instead have been put towards improving some of the other parts of the game -- the background, in particular, looks super rushed compared to the actual mecha models.
Audio: The music is actually pretty awesome, so props to whoever composed it -- though I feel like it's more suited to be menu / story music rather than ingame music. This game could really use some sound effects too! It really makes a big difference, and doesn't take much time at all!
Humor: N/A
Mood: Again I think your title screen music stands out here. However the "part selection" screen is a bit lackluster. Again, I feel like you could have polished this a bit more instead of working on more part models.
Overall: A neat idea that ultimately needs a little more in order to turn it into something really fun.

Congratulations on your successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

Spectacular Stride Machine by Garfeild 2016-09-05T16:38:00

976 meters! :D

Innovation: Nothing too new here, though the balance meter was a novel concept. The basic endless runner concept isn't really novel but I don't think it really needed to be anyways.
Fun: This was loads of fun to play! A simple game, but I think the experience as a whole is more than the sum of its parts. One issue I did have was that it was a little annoying to keep track of the balance meter while also looking ahead at obstacles since it made me split my visual focus. Not sure how that could be best solved but that was my only major gripe with the game, to be honest.
Theme: Definitely fit the theme in a great way!
Graphics: Great job! The stylized look and sepia tone really worked here.
Audio: Music selections that you picked out were perfectly suited for this, hahaha. The end "slowdown" effect really worked nicely too.
Humor: Yes! This was super zany in the best way. I can see some people being confused by the "point" of the pedestrians though.
Mood: Great job on the mood! I think all of the other elements really come together in a cohesive package.
Overall: A simple but really enjoyable little game. Great job overall on everything!

Congratulations on your successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

Surge by 8BitPimp 2016-09-11T21:26:00

Innovation: Not too innovative, but doesn't really matter! Galaga is a classic :)
Fun: Despite being pretty simple this was actually one of the more fun LD games that I've played so far. I guess the only caveat is that there's not too much in terms of scoring, progression, etc. once you have the hang of the game. Getting maximum rapid-fire was actually super satisfying, but also made the game a walk in the park. Losing a life and having your powerups reset was disheartening, but that's sort of a facet of the genre...
Theme: Haha, the theme mostly just shows up in your description rather than the game itself, but that's fine.
Graphics: Pretty nice job! Relatively simple graphics, but they're all really clean and work well. The parallax scrolling stars were a nice touch, and it was nice that they were low in intensity as to not detract from the foreground elements. Nice job on the explosion effects too! The screen shake was also appreciated :)
Audio: Awesome sound! I'm no good with FM synths, so major props for having jammin FM synth music. The sound effects were fine too!
Humor: N/A
Mood: Definitely felt like I was playing an old-school game, in the best way.
Overall: Great job! Obviously the game is pretty "short" but that's to be expected from an LD. Probably my #1 critique (besides wishing there were more to it) is that when you have max rapid-fire the screen-shake becomes a little excessive. Also, the explosion effects sometimes obscured enemy shots making it a little harder to react to them. But overall, I liked this one a lot!

Congratulations on your successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

CAVEMAN HARRY by Flatgub 2016-09-11T22:22:00

Innovation: Wasn't really "innovative" per se, as we've seen these types of games before, but the design worked really well, both in terms of large-scale (the three areas with three different keys, and the teleporter), and small-scale -- some of the screens you designed were awesome! "Going batty" especially, and also the one where you had to dodge lightning bolts while underwater. Very very good job combining your simple obstacles into a compelling gameplay experience.
Fun: Lots of fun! I'm sure that some people will complain that the game is too difficult, but IMO that's the whole point! While some screens were indeed difficult, it never felt unfair. The only screen that I felt might be a little off was the thunderstorm room, because it was more chaotic and felt more nondeterministic than all of the other puzzles, so it was harder to be precise with. That said, I personally didn't mind that screen at all.
Theme: Double points for making the story about ancient cavemen and also for making a game in an "ancient" style. =P
Graphics: Simple but totally effective! I found the player character's walking animation to be a little funny but that's just a nitpick.
Audio: From an earlier post it looks like you were going to add music here but didn't end up having time to? That's a shame; this game is just dying for an awesome soundtrack in the vein of PPPPPP. =D It's really the only thing the game is missing, to be honest!
Humor: The room names were a great touch, and following genre conventions, I actually did smile to myself after seeing some of them. Good work!
Mood: Needs awesome music to be complete!
Overall: Great job - this is by far the best LD entry that I've played so far. I do see some merit in other people's complaints about the jumping / movement implementation -- if you don't understand that the engine is tile-based you won't get it. It did take a bit of getting used to, and the "traffic" screen with the long vertical ladder was a bit harder because of that. Overall I didn't mind though. Just hurry up and add some chiptunes already! =P

Congratulations on your successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

Pyramid by metalhaze 2016-09-11T21:49:00

Innovation: The whole "select an upgrade" system reminded me a lot of 20XX, but was still neat anyways!
Fun: The game was pretty fun to play! I'd echo the above comments on death being too punishing without some sort of checkpointing system (could easily make it so that you start at the beginning of the level instead), however I can understand if permadeath is intended as a genre convention. However I'd say at least give LDers an option to choose between game modes since some LD jammers are naturally going to suck at your game and not get to experience all of your content (sad but true!). I'd also *highly* recommend adding a "strafe" feature so that your character does not change facing directions while the fire button is being pressed. Not only does that allow for better movement, but it also gives the player an actual reason to let go of the fire button (currently there is none!).
Theme: Pretty nice job here!
Graphics: The blending of 2D and 3D elements ended up working pretty well here! All of the graphics work pretty nicely -- I think the next step is to add some additional visual flare like hit effects, particles, etc.
Audio: Pretty good! The music gave off a great vibe and most of the sound effects fit pretty well. A few of the UI sound effects tended to blend into the background music a bit, so you might want to watch out for that.
Humor: N/A
Mood: Pretty good overall! As mentioned above, the music really helps establish the mood.
Overall: Nice job! While the game is short and maybe has a few (easily fixable) gameplay shortcomings, it was a pretty enjoyable experience overall. :)

Congratulations on your successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

R. Lastey, archaeologist by Aurel300 2016-09-05T20:19:00

Innovation: That light puzzle was amazing! You honestly could have made a whole game around just that concept alone ;) I was a bit sad that there were only two, really.
Fun: Despite some of the challenges being pretty simple it was actually pretty fun to go through! Reminded me a lot of Professor Layton, actually. I'd echo the other comments on the dusting being tedious with a trackpad (don't have my mouse on my at the moment) but can see how it would be totally fine with a mouse or touchpad.
Theme: Very nice job here! You found a pretty great way to execute the theme concept.
Graphics: The art style worked out really well; I can't find anything about the graphics to complain about actually. Good job!
Audio: I actually think the music was perhaps the weakest part of this entry (I guess in part because everything else was great). It was fine, but a little repetitive/boring after a while, so you may want to try and push even further with this aspect for next time (maybe using a tool other than photoshop ;P).
Humor: The end gave me a little kick and laugh, for sure. The game title brought it all together :)
Mood: Very nice here too.
Overall: Great job on everything overall! This is a fantastic entry for LD. :)

Congratulations on your successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

Sounds of Samos by phi 2016-09-04T23:17:00

Innovation: This was a pretty cool concept! It was a little tricky to understand the gear ratio mechanics at first. I think most people's first instinct would be to try connecting small and large gears in series to affect the rate, instead of stacking differently-sized gears.
Fun: I feel like adding a bigger variety of instruments would have made things a lot more fun!
Theme: You did really well here! Definitely fit the theme, and your intro page helped tie it all together.
Graphics: Simple but it worked! I think it could be much better if you looked into some animations or particle effects to play whenever a sound is made.
Audio: As mentioned before, I think having some melodic instruments or other more interesting sounds would be pretty simple and would add a lot here! Also, the harp-like instrument was difficult to hear on laptop speakers. (I know, I know, I should be using my headphones)
Humor: N/A
Mood: I feel like your game was pretty minimalistic in terms of mood and theming. For a game jam I think this works well but to expand upon it it would be nice to have some backgrounds.
Overall: Pretty good job for an LD! I feel like being able to make more interesting sounds would add a lot here!

Congrats on finishing another game! I'd really appreciate it if you could leave some feedback on mine as well. You can find it at http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285

Forty Two by Diptoman 2016-09-05T16:13:00

Innovation: Yes! A nice puzzle game variant that really kept things interesting even until the end.
Fun: This was quite fun overall! Some of the specific level designs could probably use some work so that the levels are a little bit more...how shall I say, "elegant"? A handful of levels required less pieces than were given as well. Puzzle design is super hard to do in a short timeframe though, so I won't fault you guys too hard for this. :) Also, having the playback speed modifier button was super helpful for the later levels!
Theme: A bit of a stretch, but the theming and music and everything made it clear what you guys were going for, at least!
Graphics: Simple but effective! My main gripe was that you should probably make a visual distinction between pieces that are player-placed and pieces that are fixed and part of the level, so that it's obvious which is which.
Audio: The background music was a little repetitive but not too distracting IMO. I feel like some additional sounds would have been nice, such as when a particle reaches a goal, or when two particles neutralize each other.
Humor: N/A
Mood: Pretty nice job with mood, actually, for a puzzle game. The menu page was actually very well done.
Overall: Great job with everything! I think this is my favorite entry that I've played so far this time around. Congratulations on designing a successful puzzle game in such a short timeframe, which is no small feat! And that last level was just the perfect amount of mind-boggling to top it all off. :) There are some faults but I'm pretty sure from reading your post-mortem that they were conscious tradeoffs to fit everything within the timeframe.

One other super minor tidbit of advice -- you might want to have a hint or skip level system for LD. For an actual game I don't think it's necessary at all, but LD raters often don't want to spend 10 minutes getting past a particular puzzle that has them stumped, so it's nice to give them a way to bypass it, specifically for the purposes of LD rating.

Congratulations on another successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

Die-Agnosis (Incomplete) by Wefiends 2016-09-05T05:13:00

Innovation: This was actually a pretty novel concept! Haven't seen something quite like it in LD before, I don't think.
Fun: It was pretty fun at first when you felt like "Wow, there's a guy dying and the only thing I can do is try putting him through all manner of horribly ineffective remedies", but after you get the hang of it it becomes a fairly simple task of mapping text to tool, so it loses its appeal pretty quickly. Examining the different body parts was actually quite tedious since it required clicking back and forth, so that was also an issue.
Theme: On point with the theme! This was (IMHO) a tricky theme to do so I applaud you guys for handling it well.
Graphics: The graphics were pretty simple here, with very few animations and such, but it actually worked very well!
Audio: Nice job! The sounds of all the tools were pretty neat to listen to, and even though the music was pretty minimalistic I think it worked well for what you guys were doing. The page-turning sound was actually really great too.
Humor: N/A
Mood: Spot on! I think you really nailed the mood here.
Overall: Good job overall! I know you guys unfortunately didn't really get to finish all that you were planning on doing, but nevertheless this was a pretty cool concept to see, despite its flaws/missing parts. :)

Congratulations on another successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

1995 by ShaunJS 2016-09-05T16:24:00

Innovation: 0/5 nothing new I already see this every day wtf
Fun: Needz more solitaire (Also would have been nice to be able to see all of the different branching paths without having to go through the identical startup sequence)
Theme: I was always hoping that someone would decide to take this spin on the theme ;)
Graphics: 5/5 omg where can i download this wallpaper
Audio: 100% authentic
Humor: 11/5
Mood: Cranky
Overall: Joking aside this was actually super funny for your 7 hours of work. Thanks for sharing it! :D

Congratulations on another successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

Death to the future! by Johan Blade 2016-09-05T02:27:00

Innovation: This was actually a pretty neat idea -- it's not too often that I see strategy games come out of LD.
Fun: Although placing the units and watching them battle was pretty fun there wasn't much more to the game past that. If you had something to provide some sort of challenge or progression that would help out a lot, I think.
Theme: Yep, ancient weaponry.
Graphics: The graphics were actually pretty decent! The main thing I'd work on is the UI buttons, which look a bit out-of-place when taken together with your pixel art sprites.
Audio: Next time try and add some sounds! Even if you only get to add a few basic ones I think it'll make a huge difference.
Humor: N/A
Mood: I think some simple background music would help out a lot!
Overall: Overall your game is really rough and might not even be properly called a "game" but it's definitely a cool idea! Besides adding some sort of real objective/progression, sounds would be number 1 for helping bring everything together.

Congratulations on another successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

Anzu: Revelation by Polith Games 2016-09-11T22:36:00

Minor nitpicks: Double-check your spelling and grammar! (Spelling of "strength", etc.) Also, the mouse cursor is not locked to the screen, which makes playing your game pretty awkward on your web build. (It would be nice if you also linked your web build separately on its own web page!)

Innovation: The lens filter was a neat idea! Would have liked to see more done with that.
Fun: Was a fun experience given how short it was. Wish there was more!
Theme: This was a difficult theme to pull off, IMHO, but you guys did fine!
Graphics: You guys actually did a really good job on the graphics in the game. The hidden symbols on the walls, as mentioned before, were a really nice touch. Other than that, the slight distortion on the lens filter was cool, and I appreciated the fact that the floor wasn't just a flat plane. Nice attention to detail!
Audio: Music fit pretty well!
Humor: N/A
Mood: I think the graphical atmosphere and the music combined to give the game a nice feel.
Overall: Not too bad given how short the game was. Try to get a bit further next time now that you're comfortable working in 3D!

Congratulations on your successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

Anzu: Revelation by Polith Games 2016-09-11T22:40:00

Also, in the future please name your download something other than "Windows.zip". =)

Riptale by kyyrma 2016-09-11T19:34:00

Innovation: Reminds me very much of Downwell =P
Fun: The concept was good but I do feel like the gameplay could have been tweaked much more to have satisfying gameplay. The short range of attack combined with the relatively fast enemy movement speed (and multiple hits needed to kill) meant that it was almost impossible to actually destroy enemies before they touched you. More playtesting next time! As mentioned above, the control scheme is also a little awkward. Arrow keys + space might be an alternative?
Theme: You guys didn't seem to put too much focus on the theme, probably because you were busy with other things =P
Graphics: The pixeling is actually not too bad here! The animations are also nicely done, though I have to say that it's difficult to see what exactly the player character is supposed to be. The red after-images are a nice touch.
Audio: Not too bad! The driving bassline of the music gets pretty repetitive though.
Humor: N/A
Mood: The music sets this up to be a very fast-paced intense game. If only the gameplay could allow for that, it would be great! As is I feel like the best strategy is to just avoid enemies altogether.
Overall: The idea is there, but just needs work on the execution to make the gameplay work properly. Again, a better attack range would probably do wonders to help here. Also, make sure you trim out the debug features from your final build -- pressing Space still warps you down a bit, and right-clicking still adds/removes blocks.

Congratulations on your successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

Curious Dinos by RafaSKB 2016-09-05T05:28:00

Innovation: Definitely a novel concept! It's too bad it was a little short and barebones, I was curious to see what this would be like if pushed further.
Fun: It was kind of cool and interesting to try and woo over the cute dinosaurs, but in the end I think mechanics needed to be a little more straightforward/obvious for me to have more fun.
Theme: Haha, this one is a stretch but I can kind of see it!
Graphics: Very well done! Nothing mindblowing, but all of the art was very clean and fit the style of the game very well. Great job!
Audio: The audio all fit just fine, but I'm curious as to what it might be like if you added additional layers of instrumentation to the background music for each ship part that you collect, as a sort of build-up.
Humor: N/A
Mood: Altogether this was a very quiet and pleasing experience, which I liked.
Overall: Pretty awesome, but I feel like the gameplay itself had some issues which I would have liked to see addressed. Nevertheless I think the presentation and concept are pretty excellent, so this was still enjoyable. :)

Congratulations on another successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

Colossorama 36 by JorgeGameDev 2016-09-11T23:22:00

Innovation: Not terribly innovative, though it was kind of fun how physics/collisions worked.
Fun: Pretty fun for a bit, but the gameplay got monotonous after a while. Probably needs something to keep the gameplay more interesting as it progresses. I'd echo other comments re: jumping, two weapons, etc.
Theme: Pretty spot on with the theme!
Graphics: Yowza, that title screen is rated R! =O Overall the graphics and animations were simple but very nice! The background in particular has a lot of neat detail, and the borders and styling of the UI fits in perfectly. Great job!
Audio: Not too bad! The track you chose was OK, and the sound effects were fine. A little more variation in sound effects might be nice, instead of always hearing the same sound effects over and over again. Some fanfares/etc after each wave would be great too!
Humor: N/A
Mood: As mentioned earlier the graphics really set a nice stage.
Overall: Not too bad! The gameplay is a little lacking and as mentioned the great axe seems to be overpowered compared to the rest, but overall it's a fun little game. Nice job!

Congratulations on your successful LD! I'd really appreciate it if you could leave me some feedback for my game as well. You can find it at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=7285.

LD37 — One room

13 jellyfish by Four Quarters 2016-12-26T00:19:00

Very pretty, kind of fun after you spend a few minutes figuring out what the rules of the game are. I'd echo other comments about making all that more obvious.

3 Minutes 2 Escape 1 Room by Cole Chittim 2016-12-25T21:56:00

Good title! So close, just needed one more! Do check the responsiveness of the visuals -- as previously mentioned, it did seem a little bit off.

Poorot by Kurakurt 2016-12-24T18:45:00

Got to the toilet at what I assume is the end (?). Not too bad for an LD! I think the puzzle design could have been a bit "cleaner" (pardon the pun =P) but I won't fault you for that too much since it's tough to do puzzle design during LD!

The lighting effect was a nice touch!

So many poop entries this time around...

Space Junk by imphenzia 2016-12-27T01:52:00

Great job! Impressive how you managed to produce a small yet fun entry while still going about your normal life as well.

The game design was simple but effective, I think the air meter was great in tying everything together, although I think you may want to make it slightly more obvious to players that moving forward and jumping deplete your air rather than having them figure it out for themselves (?).

Your modeling and animation actually look pretty sweet, so good job on that, as well as on the music, though the sfx could use a little more work in comparison.

In terms of things you could improve, there is a little bit of buggy behavior sometimes, particularly while jumping onto/over a box (you can sometimes get stuck floating in the air), among other things. I also wish there was some way to avoid having to wait for the conveyor belt to completely clear before restarting. I think being able to restart fairly quickly is key in these sorts of games and the waiting period can disrupt people from really getting into a flow state.

Last thing, your post-mortem and videos were very much appreciated!

RailStand by salyon 2016-12-25T18:57:00

Nice job! At first I somehow only saw the left side upgrade panel and subsequently got totally overrun on the right side, heh =P These kinds of upgrade/progression games actually tend to do pretty well for LD; I need to try making one myself! Also, props to your pixeling skills!

Some notable suggestions for improvements:
- Your audio seems to be playing on only the right speaker? Might want to check that out.
- I think one very easy and awesome improvement you could do for the missiles would be to change the controls so that you control the missile's trajectory only while the up / space button is being held. This would solve the issue of "i don't know exactly when the missile is going to explode and control transfers to my character, causing me to get offset a bit". In addition it allows you to guide missiles for a little bit and then leave them to do their thing in a straight line while you go and do other things.
- Could have used some additional sound effects or graphics for the upgrading.
- I believe there's an issue where if there are still robots left after the screen fades to night, they continue to shoot at you and you can lose that way. =P

Your theme tie-in could have been a little bit tighter if you provided a little more backstory. Even writing a short paragraph in your game description goes a long way! I loved the day/night idea with the solar-paneled robots -- very cool. :)

Life.exe by wujood 2016-12-25T05:17:00

So close! But couldn't finish the last puzzle.

The way the guy climbs the ladder is unreasonably amusing to me =P

Dethroned by Devastus 2016-12-23T17:56:00

Pretty nice! This is actually way more addicting than it "should" be for some reason =P

This was great for LD and despite being a relatively simple concept is really fun to play. The upgrades, despite being a late addition into the game, really add to the "just one more time" feeling, which is great.

Some food for thought:
- I thought timing windows were just fine, including dodging. Other people just need to git gud. ;) I did have a number of runs end at the darned level 21 guy though.
- I'd echo previous comments about randomization -- be careful about what elements you randomize as it can create "feel-bad" moments when players don't get a long combo string.
- A lot of the other issues mentioned by others stem from a lack of clear feedback for the game actions -- for instance it can sometimes be difficult to differentiate between pressing the wrong key vs you ran out of time. More feedback, even in the form of simple text, would solve a lot of these complaints.
- For longer combo sequences it probably makes sense to have the arrow key sequence stay in place rather than scrolling, and have the keys be crossed off or otherwise highlighted. This is much easier to read through quickly.
- On a related note, it's probably more satisfying for combos if you have the sword slashes happen in time with the player keypresses, even if you have to interrupt/speed up animations in order to do it. The tactile satisfaction from hitting keys and immediately hearing/seeing the slashes is lost if you have inputs queued up as you do now.
- In terms of progression, consider having multiple shorter game segments vs a single long one (or as mentioned previously, use checkpoints).
- The audio was pretty well-done in general, but I did feel like the sfx stuck out a bit, both in terms of balance (much louder than the music) and maybe in terms of blending in. But that's a minor nitpick, it was really mostly fine.

Great job overall! :D

Aisu's Cube by pixeldot-studios 2016-12-25T04:11:00

Neat! Simple puzzles, but kind of interesting nonetheless! It's a shame you guys couldn't do more with the Japanese puzzle box idea, as that was the most compelling part of this entry, especially the shadow effect.

As mentioned before, the audio is a little out of place. Another complaint I had was that the lever + jump action was a bit tricky to time sometimes and was a little nonobvious. I figured it out in the end though =)

one rooms by Aurel300 2016-12-26T00:02:00

Yes yes yes yes awesome! This was all sorts of fun, bravo! I'd echo the comment that the typing was slightly difficult to figure out at first, but that's just a minor point. Very great all around, I loved the writing style and the sense of exploration. The world had such character and was really fun!

Non Euclidean Room by NuSan 2016-12-23T19:18:00

Neat! Pretty spiffy implementation; the visual style fits well with the concept/inspiration as well. The music is rather bland but I guess passable for LD. My main complaint would be that I think the exploration of the portal mechanics/puzzles and concept is a little rushed since it's all packed into one room rather than spread across multiple different puzzles. Perhaps that will be addressed in your post-compo work. Also, a minor nitpick, I think it would make more sense for the x/8 counter to count up rather than count down :)

PS: You can hold shift to run in your game which increases your movement speed, making it considerably easier to jump across gaps and reach most of the activation spots. You may want to include that in your description or disable the functionality entirely.

TILT Service by parahunter 2016-12-27T01:58:00

Short and sweet. Definitely add subtitles next time though! :)

Lost in pandation by deepnight 2016-12-25T21:44:00

Your visual style is great, as always! It's pretty neat seeing you experiment with different variations on your pixeling, with different shaders and particles and all.

This game was extremely tough at first, but pretty addictive to try and come up with an effective strategy to manage everything. Was extremely satisfying in the end to have steady production going and combat all of the different elements. I do wish that it was a little bit easier to learn how exactly the different elements of the game work as you are first learning to play, for example the different states of the fire.

Great job overall!

Puppertrator by NotExplosive 2016-12-24T19:45:00

Very enjoyable! The whole thing fits together very nicely and this format works really well for Ludum Dare, I think. I appreciated the LD-related jokes as well. I almost wish it had some Space Quest 6-esque narrator to complete the whole package...

FUNRiDE! by SUNFURY 2016-12-27T02:56:00

Very fun, especially with friends :) Feel like the gameplay could definitely be improved a bit in terms of controlling your character and not sliding everywhere, etc. but the basic idea is there!

Cure4Life by Gipzo 2016-12-27T02:45:00

Got to 121% research before quitting =P Pretty fun nice little game, glad someone picked up this approach to the theme. As you already know, the shotgun is a bit shoddy and the trusty rifle was the one that went the distance. Might want to turn down the volume on the rifle firing sound though, it gets grating after a long while.

As mentioned, the game does get a little bit repetitive, but you guys have got a nice start to something cool here!

What Have I Done? A Virtual Pet Simulator by bendmorris 2016-12-25T04:44:00

Nice job. ;) . Did the bat route and the spider route. The animations were simple but quite effective and cute.

As mentioned the clean/medicine icons are a little unintuitive but I was able to figure them out fine. The usage of the sword as well, wasn't that hard to figure out. I do think it's funny that you can still clean after its poop at the end though =P

It does seem like the latter two actions were a little bit spurious; I feel like the time spent putting those in might have been better spent toward making the rest of the game a little less wait-heavy.

I Clean Toilet by Flaterectomy 2016-12-23T18:18:00

I am so glad this game exists. LOL! Great take on the theme, good execution as well, both in terms of changing up the levels and especially ramping things up. Whoever did the art for those stalls must have...had a lot of fun. jesus

Main thing it's missing is some sort of dank, dope, crunk soundtrack.

Dat chili con carne convention tho. @_@

PS: You can use both E and Space together to clean super quickly =P Only a minor exploit that doesn't really matter much, but I thought I'd mention it.

Super Battle Cycle by PowerSpark 2016-12-31T18:26:00

Awesome! So much content! Played the version with improved controls. The grappling hook was a bit flimsy to use at times in terms of swinging crates around; I often found it was better to place a crate between me and the enemy and/or push the crate into the enemy.

The Scientist by RyanMan56 2016-12-23T18:08:00

Hope you enjoyed your alcohol =P

Cozy Taxi by ocarson 2016-12-27T02:17:00

Neat idea! Great title screen with the rolling "press start" ticker, and the graphics were pretty neat too!

Gameplay left much to be desired though; the truck itself was hard to control and I'd echo the aforementioned camera issues. Was able to get 4 bunnies but then didn't really feel like I wanted to continue. The acceleration was terribly slow and it was quite easy to get stuck after hitting a wall.

Occupied by Frenchie 2016-12-24T18:31:00

Lol, good shit

;)

Main feedback would be to make it easier to click on exactly what you want to, especially when items overlap.

Stain This Planet With Cosmic Prism by Mieeh 2016-12-24T18:18:00

Cute and simple! It's a fun LD entry, but I wish there was a little more to it.

Dimension Shift by crazya 2016-12-23T18:29:00

Very interesting and cool concept! Got to the end without too much trouble -- people definitely need to try a bit harder. Some of the movement did feel a little..."off" somehow, maybe something to do with how you're handling input or movement perhaps, but nothing I couldn't adjust to. Great job adapting the minimalistic music to the gameplay as well, that was definitely a nice touch.

However, you might want to put in your game description that you need to use Shift to run, as that really may not be obvious to all players.

Booking Mama by Dege 2016-12-25T05:27:00

Pretty awesome! My main suggestion for improvement would be to add some sense of progression. Not only would that help give your game a longer play-time, but also would help people learn the different room aspects more easily instead of having to tackle them all at once while also learning the controls of your game.

I did also find that sometimes it was hard to easily distinguish the different room features at a glance, but that's more of a minor issue. (Though maybe that's intended as part of the challenge?)

All that said, this is great times for an LD entry :)

The Perfect Murder by Uruca Games 2016-12-23T18:36:00

Can't rate this game, unfortunately. Check how you are handling resolutions. Not all of us use widescreen aspect ratios, and the right side of your game is completely cut off when I try to use a resolution of 1024x768 or 1280x1024. If you need a specific resolution, specify it in Unity's settings and do not use Unity's splash loader/resolution picker.

Alternatively, provide an OSX build? My widescreen device is currently running OSX.

Will check again later in case you fix this issue!

Your project is also titled "PerfectMorder". Also, please name your download folder something other than "PC" =)

The Dash Club by bigbuggames 2016-12-25T10:11:00

Pretty interesting idea! I like the general concept but feel like the execution could maybe have been a little better (?). But I can't say exactly how. One thing is that I'm not sure how I feel about the smooth movement as opposed to being locked to tiles (a la Crypt of the Necrodancer).

That being said this was still pretty fun!

One Room Hotel by TerraCottaFrog 2016-12-23T18:58:00

Great job, very fun. I quit after hitting $100,000 and getting a 100% satisfaction rating on day 13. Boy, what a hand workout, even with my left hand helping out using WASD! Also, people are somehow REALLY into swimming, haha.

One Room Hotel by TerraCottaFrog 2016-12-23T18:59:00

Trying to shuffle people around while the hotel was at capacity - 1 was actually really interesting to try and get the hang of, as you're essentially fetching anybody who needs to be in the current empty slot, rather than grabbing someone and trying to get them to where they need to be. Very fun :)

Loop Hell by axoona 2016-12-25T22:07:00

My first thought on "finishing" the game: "Wait... What the...?"

;)

Sweet Dreams by TheTeaGuns 2016-12-25T04:21:00

Neat idea! But a bit unintuitive, especially at first.

Pixel Artist Simulator by aamatniekss 2017-01-01T00:58:00

Nooooooo hahaha

Death Dash by kepons 2016-12-23T18:05:00

Great job! This was short, simple, and super fun. Exactly what an LD entry should be like :) Controls felt perfectly fine to me. My first try was 1:26!

Only thing missing really is a great soundtrack!

One note of caution, with LD you will run into players of really wide variation in terms of skill levels, so it can be worth it to spend a bit of time working on more accessible (e.g. dumbed-down) versions of your game, otherwise it's hard for these other players to rate your game. That said, it's difficult to do that for this game type in particular =( Maybe you could make an easy mode where you can get hit once without dying?

Regardless, =I= thought it was perfectly fine :)

Lavender by mhazani 2016-12-25T05:32:00

Neat! I do wonder if mouse controls would have been more intuitive though.

INFINIROOM by Patacorow 2016-12-25T04:56:00

I've always wanted to make a game like this for LD that is simple yet totally awesome as well. Very tight gameplay, and intense yet fair. It does definitely require a little getting used to, but that's part of the fun of it!