Capsaiciner by a333 2021-04-26T23:34:35Z
I really enjoyed the game! the mechanics of platform and movement were excellent! Here are my scores:scores.png
Foon → Ludum Dare Explorer → Users → denilseven
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Super Fruta Sort | jam | 287 | 3.63 | 3.69 | 3.36 | 3.55 | 3.61 | ||||
| 2024 | 55 | Summoning | Totem Breakout | jam | 251 | 3.87 | 3.75 | 3.59 | 3.50 | 3.91 | 2.88 | 3.72 | ||
| 2023 | 53 | Delivery | Ahead Only | jam | 3.00 | 3.50 | 2.50 | 3.25 | 2.50 | 2.25 | 2.75 | |||
| 2021 | 49 | Unstable | Tonk Game | jam | 3.33 | 2.94 | 3.61 | 3.61 | 3.44 | 2.77 | 2.55 | 3.50 | ||
| 2021 | 48 | Deeper and deeper | 👥 | Deep Rescue | jam | 448 | 3.80 | 3.66 | 3.33 | 4.16 | 3.91 | 4.30 |
I really enjoyed the game! the mechanics of platform and movement were excellent! Here are my scores:scores.png
I liked a lot the meown button XD
I really liked the gameplay and as you grow at different speeds in each material, it gives the game a little bit of strategy. I think it would be nice if you had some kind of overview of its root when the game is over
It's good for testing the memory because you have to be able to remember which key breaks each specific block XD is really desperate when the poison gas is coming and I can't find the tool that breaks the block below But in general I really enjoyed the game! the arts were very beautiful too
Ah, from now on when I want to delete some file from my computer I want it to be like this XD That idea was great!
I couldn't play but looks very cool.
Now the game worked! Man he was very cool, in the first attempts he reached supersonic speed but with the upgrades I managed to reach the end;)gg izi.png
i loved the art XD
At the end of the game, one of the guys just stood there, leaning against another guy without mining the stone. Because of him, I couldn't see the end. :pensive:
this game has the same vibe as Getting over It, really cool! I liked the background music too
dont know why but tetris gives me such nostalgia. I enjoyed the game, good job :3
The gameplay was very dynamic and responsive, that's really good in games that have a lot of bullets on the screen and the sounds and music are good too! I liked it!
man the game art is so beautiful! i really had fun playing this game
This is so good!!!! You really nailed it with every single mechanic, and the graphics are fire!
Very creative and well done! The only thing that bothers me is that you don't have much control over the boxes, they just end up in the wrong destinations. I would suggest adding an area of the map where you could drag and drop the boxes perhaps? Also, the camera controls are very n i c e :thumbsup:
Such an adorable game! Although I think that it'd make it more light in nature if the ducklings just got a "poof" particle effect when hit instead of getting completely *smooshed* and a red outline, but it's not that bad and makes sense though.
Using the microphone as input is something I've only really seen in Scratch games when I was younger - encountering a feature so perky being used in a game like this inspires me a lot.
This gave me much joy, thank you guys for making it!
Very cool! I enjoyed the graphics and creating havoc :fire: The *lore* is very funny as well XD I got 1,251 fire points on my first run!
Good job on this entry :D
It's truly a gem @kamuniaft !! The atmosphere, the art, the narrative, the puzzles... everything is so on point!
You can really see that a lot of effort was put into it.
But I'm also wondering if there are other endings.. Maybe there are, because there were some spirits that I didn't had to summon. I'll have to try it.
It turned out to be exactly what I was hoping for when I saw your post! It's so charming
I'll try to make something pretty to set as my desktop background as well xD. Cheers from Brazil :v:
This game blew my mind! Like, a game played on Twitch using chat commands? And it was made for the Compo as well?? It's so brilliant Besides all that, the graphics and music are *epic.*
Great job! :smile_cat:
I liked the mechanic of using defeated enemies to fight and solve puzzles, it's a cool take on the theme. Also, those effects and sounds make the gameplay feel very satisfying and every hit more impactful as well, you did a great job with that!
(I've already said this on the stream but) It's cool to see how much stuff you've done with so few assets, specially for a Compo game! You kept the scope tight and made "less is more" work really well. I once made a jam game where I had only like 3 sprites for the map and it was a hell of a creativity exercise :sweat_smile:
Loved it! The gameplay is super effective, the visuals are on point, and it's so polished and well rounded!
It's also very inspiring that you did all of this in just 2 days for Compo! I don't have any constructive feedback TBH, this game is really solid as it is :100:
These graphics are amazing!! The gameplay was a little confusing at first, but once the mechanics are understood, it's fun to play! It's chaotic in a good way
For an update I'd suggest pausing the game (or slowing down time) when entering the shop.
The mechanics are very neat, it's almost like you're building the level as you place the summons. Good job!
The monochrome art looks really good here! But regarding gameplay, I'd suggest adding a 'beam charging indicator' somewhere just to make the beam more reliable, and maybe adapting/changing the controls to make aiming easier. Besides that, everything works great. Good job! :smiley:
I love these graphics! Even though it's 'programmer art', everything is put together in a way that makes it so cohesive and nice. Also, it's epic how each fighter has their own theme song!! I noticed this while battling the frog facts guy
The gameplay is pretty unbalanced as it is right now - which is completely understandable since you mad lads steered the game in a completely different direction in the last minutes of the jam XD - but this has the potential to have the complexity of Chess with it's own tactics and strategies as well!
Epic entry :sunglasses:
This is so chaotic and energetic! I love the vibes + the little effects and details sprinkled everywhere
I didn't do well on my first play through but managed to win on my second. The controls are a bit confusing at first but it works fine when you get used to it. Also, I don't know if that's the intended gameplay, but I felt like I couldn't leave one place without wizards so I just summoned more of them when needed instead of moving the ones that were done with their jobs, but that was fun to play still.
Good job guys!! Oh and I've just noticed that one of the devs is from :flag_br: as well so that's epic :sunglasses:
@fupi Saquei! Man, it's really inspiring to see so many devs from Brazil :D
This is pretty balanced! I played every class and none of them felt too easy or too hard, I just had to develop different strategies and pick different upgrades for each one. The boss caught me off guard on my first run but it was a good surprise xD
Bro this game has so much content for a 3-day jam game! You guys really worked hard on this
The crafting is engaging and combined with having to go outside to get the items plus getting tips from the characters on what to do next makes for a really good loop. The story and mood were on point as well, and that final text was a badass way to finish the game in my opinion. I almost stopped playing after creating the blood demon thinking that it was the ending, but I'm glad I didn't.
Very great :sunglasses:
This made me feel so trippy lol When I started getting used to the shader I got that sensation of remembering a dream where nothing made sense but everything made sense at the same time somehow :laughing:
The shader is really cool but I recommend adding an **epilepsy warning** on the page or something similar.
This game is so polished!! I love it
Also, your dad is a king bro, the soundtrack is epic and fits the game so well
@brucezoom Thanks for the feedback! I used the submission hour to buff the AOE and melee ranges a little bit.
Thank you all for the feedback! I really appreciate it.
And agreed, the spell being completely random gets frustrating at times. I could've added something like an individual cooldown for each spell or show what spell is coming next (like in Tetris) and I should've buffed the melee more, but I'm glad y'all found the gameplay enjoyable in some way.
and @schadocalex you played really well. I think that the max is 85 points, after that the waves end and you get to the win screen. I didn't had time to add proper hitboxes and fix the sprites overlapping in weird ways though.
@cananaman Tysm! I'm very excited to work on a post jam version (in the background at least). It might not be such a big of an update as I was planning (because of school and stuff) but I'll follow the feedback I received from the comments here and the streams, and make this more fun and well-rounded.
@euler-moises GG mano!!! You're the first person I see completing the game, congrats! :confetti_ball: Hope you had fun playing it :D
@stevie257 Thanks! That initial difficulty isn't a skill issue, almost everyone I saw playing had trouble with the controls/attacks at first. I'll put an explanation for them in the description.
@ategon Absolutely! I'm fine with my game being in the intermission video. Also, thanks for uploading the vod, it's super handy :smile:
@lonelygamedev Yeah! It's interesting how we had different takes on the archers - the archers on my game are so clumsy, but in yours, they're a menace! :laughing:
As for the spell spamming, I was designing the fighting mechanics more around the statue rather than the player, which made the melee pretty weak and the abilities a little buffed as a consequence.. Although I like how having the statue as the primary source of damage makes the combat feel unique. In a post-jam version I'll add some new skills and balance it out to make both casting and melee viable in a way
I like it when my games get compared to flash games and such, cuz those types of games were a big part of my *gamer career* and I love to bring some of that back with my own creations. Also, I'm glad that you liked the colors. I was inspired by a photo I took during the jam, it had a nice dark blue sky with white clouds going about! The bright yellows and warm colors just came along way to complement the palette. Btw, the colors in your game are pretty good as well, they're bold and simple enough so that it doesn't get in the way of the combat With that said, I totally get what you're saying about the enemies in general, it lacks some impact and *"OOMPF"* as it is right now
@stanov Thanks for the feedback! It was a enjoyable stream to hang out with.
@debone Yea the center point of the statue is a bit odd compared to what you'd expect, but you don't need to be near it to use the fire spell. Anyways, I'll try making it look more natural and easy to understand in the post-jam version with some visual clues as well. Thx for trying out my game!
@empyreans Oh the movement of these archers is pretty weird as it is right now. I coded them to move near fellow barbarians, but sometimes they end up following each other outside the map! But no enemies spawning before you defeated the archers was an intended behaviour, as they spawn in waves, and a new wave only spawns after all enemies are defeated.. it's just that I didn't put any indication of this wave system in the game xD
I'm glad you liked it though :sunglasses:
@jerem-watts I'm glad that you enjoyed it :smiley: Also, thanks for playing it live and even making separate videos for each game, it was so cool to see you playing. Cheers!!
This is very fun and light-hearted! I felt connected to my inner child - who enjoyed solving these kinds of math puzzles - while playing this game.. If that makes sense.
**Tip:** You can add the Ludum Dare 55 tag to your game on Itch.io, which will automatically add a little note at the top of the page explaining that it's a LD entry and a link back to this page!
I can see that this was going to be really bloody :o The gameplay seems interesting tho. It's sad that you couldn't finish on time for the jam, but remember that you can always finish it later if you feel like it :)
Saying that *this is good* is an understatement! Every aspect is so perfect, and the polishing emphasizes how much care and effort was put into this game - also, not having something like an end screen shows how time was a big constraint, but I'm glad that the team focused on the most **fun**damental parts of the game during the jam! I'm looking forward to seeing what it will look like when it's finished :100:
This is insane!! The gameplay is thrilling and the graphics and music complement it so well Really epic, 10/10 will play again
Very cool, it's just that these quiet and torturous atmospheres are not really my thing (I played it windowed to lose a bit of immersion lol). It's good that you guys stated very clearly on the game's page that it gets dark. I managed to beat it, but didn't understand much of the story (why stuff was happening) with the 10 or so tapes I got.
Anyways, this is looking good :100: and I know that there are people who enjoy this style lots. It'd be neat if you guys patched in some updates to polish things up a bit further.
This is pretty nice! Usually I feel overwhelmed by cooking games but this one has just the right balance from what I've played, the mechanics are well implemented and having a less "floaty" (by this I mean more like an int than a float variable) indicator for how done the steak is is nice in my opinion - the clients could come to make their orders a bit faster though xD
Plus, it's cool to see that you've used some unusual tools to make this game. I dig Blockbench and Krita, and Phaser seems cool as well!
It's sad that there's that bug where you can't proceed after day one, but from what I got from reading the rules, if there's a game-breaking bug you can patch it (without adding new things, just patching the bug) and add a changelog section on the page stating what you've changed after the submission hour, or at least make a separate fixed version and make that available to play somewhere.
YO I got to play after day one! I guess that the bug doesn't happen every time? I'm glad that I tried playing again though, I had a blast playing it to the end :100:
Some suggestions I have after playing the whole game: - Make the dragging feel more responsive - currently you can't grab the burger for a moment after adding some more ingredients to it. - At the last stages I was confused as to why there was two items called "Soul Tops" and sometimes I was getting an order wrong for seemingly no reason. Maybe its a bug related to that.. or just a skill issue from my part, which is reasonable as well :sweat_smile:
It's so cool that you went with this genre for a game jam and made it pretty balanced and fun! The art is *impeccable* as well.
In my first run I got to 11 days before getting hung by the advisors xD
The art is really good, and everything is so polished and cohesive. You nailed the atmosphere as well! It's so epic :100: As for the gameplay, the mechanics are really fresh and creative.
It's so inspiring to think that you managed to deliver such a cool game - and even a soundtrack - with only 2 days of development!
I'm going to second the previous comment on the sudden increase in difficulty and the lack of feedback on the gameplay, but besides that, this game is very interesting. Just the idea by itself is great, and even with little dialogue you guys gave the characters so much charm
The gameplay feels so impactful and the lore is very unique Like, it's not every day that you get to throw a cash registrer or a frying pan at monsters :laughing: I had a great time with that The graphics are really good as well! You guys did a great job.
I finally beat it mwahaha For a moment there I got into a state where I was just slaying down melee summons and sniping the ranged ones, it was so great! When the wizard finally came down from his position I was getting ready for a hard boss battle - and a very intense one cuz I only had 2 hearts left at that moment - but I wasn't let down by how it ended :laughing: that made me laugh
The archers are pretty though tho so I always tried shooting them the second I saw them rather than going melee, which makes a lot of sense - even historically as well. Like, a soldier could beat up an archer at close range, but how are they supposed to get even *close* to an archer if they can shoot a target down from so far away! Now I got what you commented on my game
Good stuff man, really fun to play :100:
I was amazed from the start! I stopped for a while just to admire the main menu and the little effects here and there. When I entered the game scene I was just *speechless.* Everything looks gorgeous. Although, I have do admit that I played the game watching through my fingers LOL - I knew there probably wasn't going to be any cheap jump scares but I couldn't help myself, the immersion is just that good :laughing:
I liked the mechanics a lot!
Also, @yellow take this bro :dark_sunglasses: (I'm talking about our profile pictures XD) It's cool to see someone who also likes yellow :smiley:
The vibes the art and music give are so ***epic.*** I also love the little details, like how the cursor moves around and stays fixed on the UFO you're dragging around. It shows how much effort was put into it. The gameplay is pretty nice as well and having the battery mechanic prevents you from just spamming cats.
Moreover, like stated before, for the post-jam version you guys can add some progression - like unlocking units over time - and more clarity on what each one does.
The Helldivers-esque casting mechanic is fun to use and the graphics are really nice! The inputs might need a little tweak as said above, but it's no biggie. Overall, this is a cool game that is going in the right direction :100:
Short and sweet :D The graphics are really interesting! I managed to beat it without using violence heheh
*KO KO WA TI PI!*
I was stuck the first time I played, but came back again today and finally figured things out - and I'm glad I did because it's such a pretty game!
I had no idea who was Scout, and was thinking that that "I want to see my cousin Key!" dialogue was fit for the keyboard. It was only when I realized that it was like a conversation between them that I started making progress.
Great job :D
I just wanna say one thing: The puns are fur-midable :laughing:
Such an *epic* game. I've played the Itch version for nearly 2 hours! At first I felt like I was exploring a fresh new metroidvania, and when I got the good ending on my second run I just ran around testing some things out and finding the other endings.
My only criticize is that the movement and combat aren't that polished, but it looks like these weren't the focus of this game for the jam, and I got used to it quickly anyways so there's no problem at all.
I don't even know what to say other than that you did a great job with this entry :100: It's honorable that you managed to pull this out with so little time, but I hope you got some proper sleep after the jam ended!
@empyreans It's good to know you recovered well!
Oh and by the way, I just noticed that there are different climbing animations for when the guy is climbing something on the background vs foreground! That's a nice touch :thumbsup: Suggestion: In a future update it'd be neat if you added an inventory screen just to show which items you're carrying. It doesn't need to be complicated, maybe just a grid with images and names, and you get the item description by clicking or hovering with a tooltip.
Just remember to don't overscope and to keep development a healthy activity for you!
Cheers :smile_cat:
This is really fun and challenging! In levels like 19 I felt like I was doing a Minecraft water drop multiple times if that makes any sense :laughing: The level I struggled the most was 14 because the timing was *really* tight, but with some practice I managed to beat it. It's cool how you get better the longer you play - like, I struggled with level 8 as well, but when I replayed it, I got it first try! Although I'm not trying to beat the Mario Kaizo level that is stage 20, I'm just glad that I got there hahah
I wasn't getting the limit for the pools at first - I noticed that sometimes it would go up but didn't understand why. When I discovered that summoning Ghost and Wood Elf did this (by reading the comments here) I was pretty embarassed for not reading the tooltips xD
After learning that, I managed to summon *the Dragon,* I'm happy now >:D
This game is fun and light-hearted at its essence! I enjoyed a lot playing it for its simplicity and charm
Also, at the time I'm writing this the "Ratings received" count is at 98.25, so am I technically the 100th person to play & rate it? I'm not sure but congratulations for that achievement! :100:
This was really fun and uplifting! You did very well for your first time participating :smile_cat: _That glass of water reminder was welcomed BTW xD_
This mechanic is really creative for a platformer game! Although I found it challenging to place Bumper where I wanted, specially because of the map getting in his way. Maybe there could be a mechanic where you click somewhere on the screen and he will fly to that position, going through platforms but not interacting with Isa.
It's a nice game but, like others have said, you can add some abilities to the summoner like a dash or wind to push enemies away, this would make it more engaging to play around them since the player can't attack directly.
This idea is very clever and the graphics are nice. Although I wasn't able to play it properly, I watched the walk-through video and enjoyed the rest of the story, which is very cool as well!
It's sad that you guys didn't have time to polish it properly and fix some bugs, but you can always fix these later!
I was super confused at first but when I realized what was going on I knew my mission... HUGE FELLAS.png
Jokes aside though, this is a super clever concept. Trying to collect and create the right numbers to match the enemy minions' is lots of fun, but I ended up just using the multiplication node to create huge summons - which I guess wasn't the intended play style.
I think that the waves could have clearer start/stop times to make sure you can prepare for it and make the correct numbers, because as it stands, it's very risky to sacrifice ya boys to prepare some that match.
This is cool! The helpers are so cute, and the spells are so *nice* lol I got to night 8 on my first try as well.
Feedback: *(same as the comment above)* You can make the order of things in UI - like the summons list and the inventory - more consistent, always starting with one element - like mud - and then the other and so on.
Is it just me getting an error? I've tried starting the game in Firefox and Opera GX, but I get the following message:
``` Uh oh!
If you're seeing this error, it means I can't find your index.html file.
This usually means you created your .zip file by zipping the entire folder, and index.html is somewhere like MyGame/index.html. If you recreate your .zip with index.html file in the root, this error should go away.
See the embedding guide for more details. ludumdare.com/resources/guides/embedding/ 404 Not Found ```
@naplz98 Oh thanks! I didn't even think about looking for a Itch.io link or something. Imma play it now (I'm really curious to see what *Stabby* does XD)
The illustrations are very interesting and the gameplay is fun, it kind of reminds me of Gartic in some way. That Dave summon was really unexpected as well :laughing: Very cool.
It's amazing how you did so much worldbuilding in a single scene! Enjoyable to play and easy to digest, but still leaves you wondering about the rules of this world. A stellar job especially considering your limited time on this jam :waning_gibbous_moon: (SPOILER: ~~the raven is my fav character k~~)
This is great!!! I really had a blast playing it :smile_cat: I enjoy this art style so much, and the colors here fit so well @fivecyclops Thank you for recommending this gem on your post! Great job on making this game :100: rocket-adventure.png
The art style on this is so joyful! :smile_cat: The gameplay is neat also, but it felt a little inconsistent at times. I played for a little more than half an hour but couldn't figure out how to set up the slimes on their stations properly and manage resources, but you guys can always update it later so no problem Good job on the submission!
This is so immersive!! It's really cool discovering the different alien designs. At first when I saw that their species was listed on their card I was a little bummed that you wouldn't have to recognize them based on their appearance, but then I realized that that info could be wrong too XD Now, IDK if this is a :bug:, but sometimes they wouldn't hand me the card with name, ID and seal, and almost every time this happened there would be a discrepancy, but I'm not sure if there's a way to report this missing card (playing on the itch.io web build) That aside, this is a really nice game with solid mechanics :) Thx for submitting!!
Oh, ok! I'll try that @gat :D
Super cool!! I played the jam version and the rearranged version after a break, and it has a much more natural level progression. But on both versions I got stuck at this level, I don't know how to get enough momentum to go back from that crab (well at least I got that nice wall jump tech heh) octrobat-tech.GIF Skill issue aside, you did a great job here! I bet the speedruns will go crazy with movement as smooth as this, it's so polished!!
@xhadie Thanks! I was *heavily* inspired by the games I played as a kid. No idea if it was an Atari or similar but it had a Tetris with this exact feature of changing the background color as the difficulty progressed.
@koolruz Yea it's so easy to break focus and crumble like 2-3 lifes away in one go :laughing: Tho IDK how there could be a game over state without a lifes system yet. Maybe waves, and you have to get the most points? Maybe it's just not satisfying to lose lifes 'cuz there's no juice at all to indicate your actions.
_Some dev lore:_ About multiple branches, at first I coded it in a way to allow many switches and was about to add other elements like pipes and paths that go on top of each other, but only after testing the first prototype I noticed how impossible it was to play (im bad at multitasking k) -- you originally tapped the keybind to "rotate" the position of a switch, wich was hard to keep track of, but tuning it down to only two and having them set on "hold/release" controls was the thing that kept me motivated to keep working on it. _(Although I bet it'd be a walk in the park for hardcore rhythm games players for it to have like 5 rotating switches, portals and whatnot K)_
I'm super glad you guys are enjoying this mind-bendy thingy and also having fun in duos!!!
Also @phosu bro that burn was uncalled for LOL this is probably my highest score if we're competing Screenshot_2025-10-07_16-15-07.png
@koolruz Thank you for the feedback ^^ These are all good points to take in consideration when updating this game. Also it's so cool that this mechanic is so much of a mind-twister that just overcoming the initial struggle (when it looks impossible) is a reward in itself!
@d3kryption Thanks for the feedback! I'm super glad you enjoyed it "Fast-paced, chaotic, and surprisingly fun!" is a really cool description too, do you mind if I quote you on that?
p.s. My apologies to all for being AFK this past week, I'll get back to playing your games ASAP Thanks you all again for the support :)
Nice game!! I especially like how "zoomy" the player is (talking about the dash and movement speed), the only thing getting in the way of the movement are some of the level hitboxes as others mentioned. For Unity builds on the web I'd recommend you guys check out this WebGL template, I've used it a few times and it's very clean: https://seansleblanc.itch.io/better-minimal-webgl-template
Yo, the mechanics here are great! Jumping even has that high-risk high-reward aspect as you go faster than walking and cover more area for eating, but also has a higher chance of landing on a bee by accident. Very solid gameplay and cute artstyle. My recommendation for post-jam updates would be adding a few visual effects for eating and getting stung, and some way to tell the player to press A/D mid-air for using the claws. :bug:: Sometimes you get stuck/go below the ground when landing on the edge of the screen. Hope this helps :smiley: I've got to the 4th ending
Phew, the roach boss is a challenge. After a few attempts, I managed to beat it like this: roach.GIF The mechanics are a little confusing at first but very interesting. Good job team! :D
Very nice :lizard: As others mentioned, there could be some ways to display information like a popup when you get a red lizard sawing "+FIRE CHANCE", depth indicator and maybe how many geckos are in the level? I didn't find any until the 3rd layer and thought they weren't spawning, and the rat's bullets could be larger, but I'm just nitpicking at this point XD This is a cool idea for a roguelike and fits the theme well. Good job team :D
The level of polish here is off the charts! Amazing visual style and the details are much appreciated I played it a couple of times looking for different endings, but only got the "Not enough items" ending and the normal where you collect every item. **Has anyone managed to interact with that tree on part 2?** I've even tested staying in the room for a few minutes when it tells you to "rest up" but doesn't look like anything special happened IDK, I'm probably overthinking it XD Maybe I just have to think a bit more about the main story Great game mate! Cheers
So cool that you guys pulled a tower defense for the jam :D The gameplay loop is very nice. More variety for towers and monster behavior would spice things up but this is a solid base. And the art style is killing it! Well drawn sprites + the added perspective makes it so cinematic to build an entire wall of towers and watch the monsters raiding (and falling) at night. Here's my building placements by day 10, managed to lose just one house besides the one from the starting cutscene -- guess I got kinda lucky with the first spawn locations being close to each other: beaver_000.png