FoonLudum Dare ExplorerUsers → detectiveLosos

detectiveLosos

Category Medals

YearLDThemeGameDivisionCategoryScore
πŸ‘₯ πŸ₯‰ 2025 57 Depths Cave Glider jam Fun 4.56

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659SignalπŸ‘₯No Signaljam594.133.723.314.254.674.162.004.59
202558CollectorπŸ‘₯Orbital Cleanupjam4803.403.323.573.974.003.002.443.27
202557DepthsπŸ‘₯Cave Gliderjam294.304.563.834.414.143.753.114.10
202456Tiny CreaturesπŸ‘₯Home placejam624.163.833.614.054.583.823.864.50
202455SummoningπŸ‘₯Boots Of Summoningjam7573.423.283.153.863.763.413.48
202352HarvestπŸ‘₯Travelling Tea Makerjam2073.793.503.122.764.043.053.96
202251Every 10 secondsπŸ‘₯You Are Not Alonejam2683.823.593.813.504.253.352.904.01
202149UnstableπŸ‘₯Wickiejam4203.753.143.602.894.564.024.45
202148Deeper and deeperπŸ‘₯Deeper Understandingjam3603.863.373.253.634.444.022.814.41
202047Stuck in a loopπŸ‘₯You booped me! D:jam2113.974.023.604.243.953.653.85
202046Keep it aliveπŸ‘₯Dance Commanderjam9413.603.683.893.714.133.913.583.82
201945Start with nothingπŸ‘₯Draw Your Own Adventure!jam144.344.084.203.814.464.194.254.12
201944Your life is currencyπŸ‘₯Sinking Townjam2983.683.193.363.504.313.413.163.85
201842Running out of spaceπŸ‘₯Misadventures of Crowley Flatcheeksjam2043.773.303.643.803.993.423.543.71
201841Combine 2 Incompatible GenresπŸ‘₯Peculiar Adventures of Dorothy Hopsjam1603.913.763.844.124.423.803.523.84
201740The more you have, the worse it isπŸ‘₯Techno Feverjam1643.863.713.333.174.594.353.534.02

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 detectiveLosos

LD40 — The more you have, the worse it is

Splotch 2 by Sebastian Lague 2017-12-07T14:58:16Z

Interesting game. Very intuitive controls. I actually didnt look at the tutorial and magically already knew all the controls (except I pressed R instead of spacebar for restart). I sat there trying to beat the world record on a very first level but after a while I gave up. When you are tweaking like fifth or sixth platform by a very tiny bit it becomes a little frustrating to hit restart every time and wait for the ball to come to that very platform.

It huts for me to say it but I actually ragequited out of the game. I finally planned a path through a level for one ball, almost finished with the other and then I accidentally moved the first platform for the first ball. And there is no ctrl+z. So all the highly measured bounces were obviously screwed :C

As an interesting observation this game would be great for the subject of neural networks and machine learning, because the the goal of the game is basically minmaxing your time while doing minor tweaks and changes and it would be fun to see the application of a genetic algorithm on top of already working level solution.

As a side note not related to the game I absolutely love your tutorials on YouTube! They really helped me a couple of years ago to get into this hobby of game development. Thank you for all that work you have done to help others make something they wish to make!

No Danger Is Too Much by Kappa.B 2017-12-07T11:17:39Z

Hey! I actually beat it but the leaderboards were offline so here is my highscore https://www.dropbox.com/s/0sdhsol1djwxmqw/NoDangerIsTooMuch.PNG?dl=0 This game is really like REALLY COOL! I first saw it on UnlikelyNomad's stream and at first I didnt get the rules at all. But after a couple of tries and comments by the developer (and a video tutorial later) it became all clear.

And when I understood what is happening it was a blast! Overall game is very polished, great audio and visuals, rules are actually pretty simple and the gameplay is addictive.

Wish I had this game on my android device as it's perfectly suited for it.

Air Pressure by zgragselus 2017-12-07T13:19:49Z

Hey I actually made it to the top! https://www.dropbox.com/s/h8wvbp114mjn8sf/AirPressure.PNG?dl=0

Interesting game. Pretty nice visuals except for a little blurry Earth texture when zooming in. Music is somewhere in the middle between relaxing and somewhat even epic.

As for the gameplay at first for some reason I thought that planes with zero level arent actually available. And the funny thing is that the first time I reached the higher score than the second and third time despite me finally realizing that all the planes are under my control. Whether or not you are going to have a pretty easy or hellish run is highly dependent on rng. One time I got all my airports grouped up nicely in one place, the other right of the bat I got airports all over the globe. The difficulty ramps up too fast for my taste. One moment everything is ok, but seconds later you got a dozen of new planes, even more airports and the existing ones are all red and the people there are rioting! As for me I would prefer it better if it was more of a slowpaced puzzle and planing game.

All points considered it is a fun little game with a nice incentive of getting a highscore (which I got, yay!).

Somni by Timestop 2017-12-05T04:43:47Z

Pretty interesting game. Great pictures and the music is really nice (launched the game, got distracted and listened to it for about twenty minutes). At first I didn't realize that Moon candies are a bad thing. And why are they candies anyway? I think I get the metaphor for Moon and Sun but candies...

Stack Stuff by egawag 2017-12-05T05:12:58Z

Made it over fifty and then discovered that you can rotate objects and move camera upwards. 10 missable tutorials out of 10 would miss the tutorial again!

Stack Stuff by egawag 2017-12-05T05:14:52Z

Nice humor btw. Flavour text really put smile on my face :)

Techno Fever by detectiveLosos 2017-12-05T03:30:42Z

Thank you very much for your kind words!

Techno Fever by detectiveLosos 2017-12-05T10:51:29Z

@gistnoesis it is not actually possible to lose in the game. In fact nobody dies during the entire thing so you can call it a pacifist playthrough :)

Techno Fever by detectiveLosos 2017-12-08T20:36:51Z

@markopolodev Sorry for the late response but better late than never. You asked how we did dancefloor in sync with music. There is a great multipart tutorial on the subject by Peer Play which we followed to achieve the effect https://www.youtube.com/watch?v=4Av788P9stk

Free to Play by Hooraygil 2017-12-11T15:40:02Z

It's a funny little game with enough sense of humor to keep the smile on my face during all the playthrough. The way your character is doing squats in sync with the music is just hilarious! The gameplay mechanic of using popup ads as platforms is totally not something you see everyday.

The only problem that I stumbled upon was that the character collisions with ads were very inconsistent. So sometimes I just clipped through them trying to propel my character upward.

Well, there is one more thing but it might just be the problem with my hardware (or with my arm and fingers). Sometimes I start dragging the window but it slips and is left behind the cursor. But as I said, it might just be my personal problem.

All in all it's a solid entry and the mechanics of helping your character by dragging some objects in the world might be worth experimenting with and expanding upon outside the jam.

Feature Creep by Garur 2017-12-07T10:16:30Z

I added the crash feature! What a perfect way to end the game! https://www.dropbox.com/s/f98tvyijgbql7cs/FeatureCreep.PNG?dl=0

Nice interpretation of a theme. Pretty funny writing. And I actually liked stereo sound in the begining as my character walked left and right.

As for the bad things I found it a little (in some parts a lot) frustrating that my character had a jump meter. I fell down the pit, tried to jump my way back to the surface but kept falling from the platforms as my jump meter was empty and jump controls were not very responsive. As I said, writing was pretty funny, but I kept missing some phrases because I had to read new feature description text and narrator speach simultaneously. And one more thing, I killed all the enemies right at the beginning and had nothing to do in the background while adding new features and reading the narrator speach. I think, it would be more engaging if there was such feature as enemy respawn.

Otherwise cool little game with nice visuals and good spin on a theme.

LD42 — Running out of space

Days to Come by Cassio Eduardo 2018-08-17T15:28:06Z

I moved around the map a bit, recruted some people, sneakily looted some crates and dodged around enemies, because fighting them is ridiculously difficult. And I could not complete the game because of that. That's the thing, this realtime combat with meters is just unbearable. If you have more than two people in your party you just can't react in time to press attack on every single one of them, while enemies pummel you to death. If this game had classic turn based combat controlls I think it would be much-much better. I can see a lot of depth in those perks, hunger, thirst and inventory management, but such combat mechanic prevents me from fully enjoying them.

Rude Bear Resolution by alexrose 2018-08-17T21:02:15Z

I really liked all the parts of this game except just a couple. I didn't like how the game was freezing every screen shrink. For me it made the platforming part quite janky. The second thing is that those moving thin platforms were no oneway platforms and it was hard to use them because of that (especially on a boss fight). And the final thing is that you ripped me of a full proper bossfight! Every Dark Souls player would tell you that it's a true joy to finally beat a hard multistage almost impossible boss. But here it just saves all the damage I've done to him. It's just a nitpick and I understand that this decision made the game beatable by pretty much every player, but c'mon! I need my true boss fight!

Really good game, audio-visuals were stunning. The way it ends was very cute. And btw whats with the 7142? I tried pressing those numbers on a keyboard, then on a numpad, then I looked through the whole map (although screen shrink does not really encourage exploration), but I found nothing. If it's just an easter egg than what does it mean? Google gives me that it's a model of a X-Wing fighter, Xerox and Ray-Ban mens glasses. So none of that seems fitting.

Deluge of Doom by deathray 2018-08-14T18:03:41Z

I can't really decide how to judge this. As a game or as an enviromental message.

As an enviromental message it says that we are all screwed if we wont build enviromentally safe power sources right away and shut down all the pollution sources, but it does not reflect any of the difficulties of the process even it simplest ways. In this world you can just shut everything down and nothing bad really happens. Happiness is not going down, people are still considered employed even if the factory has stopped working.

As a game though it lacks any gameplay at all. You just turn off all the factories and wait for two minutes untill the polution drops to zero. And if you want your happiness meter to rise, then you just shut all the factories except one, have enough resources to build a single solar plant and then just use that to build additional houses and solar plants.

And this game would be so much better in both aspects with only one simple change - if people would considered unemployed when you turn off the factory. This would cause a happiness drop and you would feel the hardship of switching to a right enviromentally-friendly way of living both in terms of real life message and in terms of gameplay. And this change could even give way to extending the game and adding new mechanics and events that happen on lower happiness levels. Like people doing riots and crushing everything or something else of that kind.

But honestly speaking the obvious strategy to play comes to you only on the second try. On the first try you are screwed almost 100%. And maybe the message is that if we wont do something right now, we are doomed and there will be no second chance to make things right like in this videogame.

mo34-i by ploy 2018-08-15T14:55:55Z

This is really quite a good pizzle. Dificulty curve rises up nicely and I was genuinely stumped for a couple of minutes on the last level. Artwork on the Mozai and his flying machine is quite good and it's a bummer that it scaled down that badly to the actual character. I have nothing really to critic. Levels are interesting to solve, artwork is simplistic but it gets the job done. I liked the background minimalistic style so maybe the whole game would look a little better if all the foreground elements shared the same look, but thats just nitpicking.

Artemisa by Alexei Jilinskiy 2018-08-15T02:57:24Z

Wooo, I finally beat it! Almost all of the levels I was able to complete just by staying in place and being a turret. One level it required me to move and shoot forward constantly to win. And the last level was the real deal. I tried it sooo many times and so many times I lost, because all the previous strategies didn't work. At last I beat it as so: I stayed in place for as long as it was possible, then started backing up a little and when they would come from the other end I would swing to the left and start backing as little as possible to the right. This was I was finally able to complete the game.

This game offers something quite unique in terms of it's visuals. That does not necessary help the gameplay though. Ability to see enemies through the globe makes it very difficult to destinguish if the enemy is right in front of you or is it far back across the planet. Another thing is controls. I found it really confusing and frustrating that when you start backing up left and right controls switch places. I think it would be waaay better to just leave them as tank controls.

Overall it's a very enjoyable and sometimes rather challenging experience that upon further development I can clearly see as a fully featured geometry wars style game.

Last Piece by WetBox 2018-08-17T22:29:14Z

Really well made game. It looks great visually and over-dramatic soundtrack works on your first try when your island crumbles away and you facing inevitable doom. But on your second try this game basically becomes a sandbox game of shaping your island to your desire. In the end it even became laggy of how much stuff I placed.

Once again, this game is very well made, and even considering that you almost immediately understand what exactly is reqired to complete it, it's still fun to build an island of your own design and to fully upgrade all the buildings.

The skeletons took my boat by smiley 2018-08-15T01:55:06Z

Oh those pesky skeletons! They had a boat of their own after all, so why did they steal mine?! This game was so adorable that I can't stop expressing myself in exclamations! But for real though, this game is a pure joy to play and listen to. Those silly "Ooooh pe-pew" and "Uuuuh pa-pow!" were hilarious as was the whole premise of skeletons stealing this man's boat for some reason.

As for the gameplay that poison feature was an interesting one. I remember actually making a strategic decisions of going or not going for pickups in poison puddles. And one time I had only two hearts and was cornered, so I said yolo and ran through the whole poison lake. Miraculously there were three healthpacks in a row just sitting there, so I picked them up along with the paddle and barely escaped with my life. That was epic!

Thank you for such an experience. This game was crafted with love and joy and that really shows.

Thug Slugs by thunderawesome 2018-08-17T17:58:42Z

I suppose this game is just a deathmatch and the goal is to kill as many enemy slugs as possible. Sadly for a deathmatch game there are not enough interesting mechanics in this one. You can't jump, you can't strafe, basically you can do nothing to avoid getting killed. You can somewhat hide behind a cover but that barely helps. Deathmatch arena although quite beautifully made lacks in size and obstacles. It's basically just a flat floor with four walls.

Overall I quite like the style of this game, the whole mafia slugs thing and all the other visuals are pretty interesting, but sadly there is not much gameplay in it.

VCR STAR by erebus 2018-08-14T02:26:57Z

This game is something completely different. At first I just randomly pressed different buttons, after a couple of minutes I finally stopped laughing about all that meme worthy lines and figured out that you don't need to switch to audio-video outputs of the VHS recorder to actually view the recording. Then I tried to record something funny with looping Lionman screaming and Newfriend distrustfully looking, but my timing was way off so it all came out quite jumbled. Then I decided to look at those cheat codes, entered one which caused a page with some actual quests appear. And at that moment the real game started for me. I solved level one puzzles, but stumbled upon "teaches manners" for quite a while. I decided not to put the cheatcodes in and try again later, because these are some truly unique one-of-a-kind puzzles that you wont get anywhere else. And it would be such a bummer to miss out on solving them by yourself.

As I said, this game is a unique one so right away it gets all the points from me. And on top of that the voice acting is so bizzare and funny, and you listen to it so many times during the gameplay that it just sticks deep inside your mind. And so here I am sitting, writing this little review, but in my head it's just a mix of distrustful looks, Newfriends and Mumitor's flying snakes.

Emissary by Handle 2018-08-14T02:57:09Z

This game is such an enjoyable audiovisual experience! Music, all the lights and especially the fact that you are constantly moving really put you in this flow state, when there is no more such abstraction as a controller, it's just you and the need to constantly be on the go. Pretty much the only downside I found (not even a downside, but more of a misunderstanding on my part) is that it seems to me like you don't really need a dash move in this game at all. But it's still there preventing the controls scheme from being even more minimal and elegant.

Grandmother's love! by Dinosaur 2018-08-15T13:45:26Z

This game is a funny little experience. After a couple of tries I stopped being a sucker grandson and finally had enough space for all that pretty buns.

Voice acting really sets the mood, buns look soo appetizing that I'm gonna go to the nearest 'bulochnaya' and buy some for myself. Gameplay has not very much to offer, but I guess the goal was not to make a "proper game" but instead just to create something very silly so people would smile and brighten up their mood. And your creation achieves that goal just perfectly! So great job bringing this colorful and full of character experience into existence.

Misadventures of Crowley Flatcheeks by detectiveLosos 2018-08-15T04:54:34Z

First of all, thank you everybody who played, rated and especially ones who wrote a comment. We appreciate it a lot and are glad that our game gave you at least some minutes of joy and entertainment.

@deathray It is actually timed. It's just a very long timer and it is also structured that all the key islands and paths between them wont float away until the very last moment. So you can actually loose if you are not fast enough. Camera issues appear to happen on a framerate dips. Normally it's all smooth and lets you precisely rotate it around. As for the sliding issue it appeared right away on the first day. We considered it to be not so urgent of a problem to solve in all scheme of things and in the end (as always on these jams) had no time to get back to it. Thank you very much for playing and also for your feedback.

@smiley Thank you for playing and glad you enjoyed your time spent with our game. The sensitivity issue seems to happen when your framerate is not quite stable. It is likely caused by the camera using deltaTime between frames and position of the objects that are in turn rotating to face the camera in its position calculation. So under normal circumstances it would behave differently. Thank you for reporting this. I'll try to fix it if we decide to make a postjam version with all the things we had in mind for this game but had no time to develop.

@mobiusdisco Thank you very much for such a high rating in regards to our game, but there surely are better and far more polished ones out there. But still it really gives us this warming and pleasant feeling that people enjoyed our creation and that all the love and hard work we put in was totally worth it.

@adrianfl Thank you for the feedback. Yes, I agree that the ending is somewhat underwhelming. But during the last hours we decided that it's better to put at least some trees, plants and rocks on the planet surface so it wont look as empty and barebones than doing proper ending cutscene. Maybe it was not the right call, but I still think that it's far better to have a nicer looking major part of the experience than some element that the players will watch only once for a brief period of time. But again thank you very much for your feedback. Glad you liked our little creation.

Construction Pit by TheSomeoneXD 2018-08-14T18:31:31Z

I encountered a couple of bugs and problems during my playthrough. I was able to stick my head right into the bottom of a block and it just slowly dragged me up into the sky. The other thing is that you are able to stand with a full column of blocks on top of your head without them crushing you. You can achieve this quite simply by melting away the ones at the bottom of the column and just walking forward. But the main problem of this game to me was that when a block falls it bounces slightly back up. This prevents you from walking on top of it from the block that is on the same level. I died so many times because of this.

As for the positives, this game plays well despite a somewhat loose platforming controls and a very tiny and floaty jump. I really appreciate that you made a checkpoint at the bottom so you wont have to go through the beginning every time you die. The only problem is that I've collected gems on the left side right away before even picking up the flamethrower. But they are respawning too after my character respawns even though technically I had already collected them by the time of the checkpoint.

Overall it's a small and fun game with a good sense of humor.

Placeholder by Maroovan 2018-08-15T15:58:09Z

Loophole.png

This game was fun to play. Controls feel just right, music puts you in some kind of trance and the bassy oldschool sound effects makes your gun feel very powerful and pleasant to shoot. Visuals are amazing. The game is quite challenging but fair (really appreciate that humming sound that enemies make when approaching you from the back) until you find out that you can just build a bridge outwards and shoot in one direction. There should be something in this game that prevents you from just sitting in one corner and shoothing. Maybe another enemy type that shoots back at you or a mechanic that you yourself cause blocks to fall. Like it is now this game lacks in a variety aspect. There is only one type of enemy, only one gun and only one simple square map. But the foundation is solid and all is rest is just filling it with content.

Overall this game plays really well and if you restrict yourself to not stand in one place and not build a bridge outwards then you can have a couple of minutes of fun and joy with it.

When Life Gives You Lemons by sebastianscaini 2018-08-14T04:38:14Z

When you launch this game, it meets you with some out of this world production values. Everything looks sounds and animates so beautifully! Main menu ost is just crazy good and when watching the fully voice acted tutorial you can't wait any longer to look at what is inside of the actual game.

It pains me to say this, but the actual game does not live up to the expectations set by the intro. It's quite well made and it still animates beautifully, but it's just a top down shooter with two types of easy enemies and no real goal to achieve. And after that intro that is on par with some well-made paid games on Steam if not better the game itself looks a little dull.

When Life Gives You Lemons by sebastianscaini 2018-08-14T04:39:56Z

But why did you opt out of graphics rankings?

duty madness by bhavesh_tiwari 2018-08-14T17:22:52Z

I got a highscore of 1560 food! Well, this game is not very gameplay-rich. The only thing you have to do is going back and forth a couple of meters. And I also don't really get your take on the "Running out of space" theme. I guess there is only enough space to fit five people in line, but thats kinda pulling it. I also didn't like that you lose if you pick up the wrong item even if your other hand is free.

But this game has quite nice visuals, quite well put together and is fun to mess around for a couple of minutes and see how much food you can serve.

Cluttered Mind by HAUO 2018-08-17T17:31:20Z

Wow, this was surely something interesting. This game is like a miniature and creepy version of Hidden Folks and games like this are always very entertaining to play. It was neat to solve those minor visual puzzles. And it's really interesting how it all unfolds in front of you from a simple circle to a huge almost fractal feeling hellish figure.

Awesome not so a game but an experience. Got some chills running down my spine while playing and the only problem I encountered was that I put that yellow thing outside the game view and had to restart.

Blockstep by Amaury 2018-08-15T00:48:17Z

Too bad I have neither another person to play with nor a second controller. But I can still see the potential fun that this game may have. I haven't seen anything quite like this before so great job coming up with something innovative. I think you should consider writing some simple AI and uploading a postjam version so more people could at least have a taste of your game.

Blockstep by Amaury 2018-08-15T11:31:13Z

@pamoy The problem with using a mouse is that it controls the same character as a controller. So you still have to do some kind of controller emulation for it to count as a second controller. Glad to hear that you are continueing your work on this project. It could really become a fun little local multiplayer game to pass some time with your friends.

Breathing Room by Barondev 2018-08-15T01:28:40Z

I really dig the graphics style of this one. You've done an amazing job making all those models of enviroment, player character and enemies and animating them.

In terms of gameplay I have one main problem with it - your bullets do so little damage that you may as well not have a gun at all. So you feel really disempowered (and maybe that was a goal) and annoyed that it's basically pointles to use a gun for any other purpose than destroying crates. Other than that I would significantly lower the enemy projectile speed. Right now it's simply impossible to dodge more than two of those shooters at the same time. Sure, you could use your dash ability, but it uses up all of your air and most of the time I would rather take a little hit than lose a significant amount of air that would result in me spending more health while searching for a recovery flower. And one more minor thing is that your character's dialogue is really hard to pay attention to. You start and right away you are faced with enemies and you also surrounded by enemies most of the time after that, so you simply can't stop and read what he is saying.

Overall this game is very well done in terms of graphics and music, it is well built and has an enjoyable gameplay despite all the mentioned flaws. This game also really reminded me of my own old game. Don't want to post a link because people would think that it's some weird attempt of self-promotion, but if you are interested in seeing just how much they have in common it's called TopDownSpaceGame and it is on my itch.io page.

Three Men in a spaceship (To Say Nothing of the AI) by d954mas 2018-08-15T16:30:01Z

I tried over and over again but could not beat this game. It seems like there are some random events that could happen and you are basically dependent on the good rolls to have at least any chance of success. This game shows the different personalities of crew members really well and does so not with the flavour text but with gameplay. When you cut his space on disk you really feel that the scientist guy is short tempered but at the same time very importaint for the mission success.

This game is well made, has quite memorable cast of characters, nice visuals and even some sense of humour. It even may very well serve as a crew management minigame in some bigger project.

Oh no! This is monsters! by Alexey Akulovich 2018-08-14T15:39:40Z

As weird as it may be, this game remids me whole lot of the old Doom. Shotgun? Check. Demons? Check. Repetitive soundtrack that yet makes you feel like a badass? Check. In general mechanics are really solid and that results in some really enjoyable gameplay that kept me playing until I reached a highscore of 40 closed portals. I really liked that killing enemies is not really a goal, but killing portals is. This results in that players start to search for an optimal angle to approach portals or rather dodge enemies than kill them adding an strategic element to the game.

As for the critique, the first thing is I had really bad lag spikes when new portals were opening. I also wish camera was twice as far from the player as it is now, so I would stop running into enemies and bullets that suddenly appear from the screen border. That would would not only give players a far better idea of what is happening around them but that would also add some cool scenery of a full crowd of monsters chasing for them. Another thing I would change is giving the monsters a little cooldown right after spawn before they could shoot. And also don't spawn portals near the player. A couple of times I died just because a new portal opened right in front of me, spawned a monster that shot me right away before I could even see it.

Overall this game is very enjoyable to play. Graphically it's very simplistic, but that gets the job done. And it also provides a good level of challenge.

Oh no! This is monsters! by Alexey Akulovich 2018-08-19T14:41:04Z

Yeah, now game runs without any freezes. I also noticed that you've done some balance changes and a much needed camera zoom. But the game became too easy now. If you manage to overcome the first half a minute of it you pretty much can't die afterwards. I noticed that there is a limit of five portals, and that limit is ridiculously small when you extend your play area. There are almost no enemies and you just run from portal to portal without any challenge whatsoever. OhNo.png

Underwater wizard by kinein 2018-08-15T15:26:16Z

This game has some interesting ideas, but there are a couple of issues that are holding back the whole experience.

First of all it's almost always a bad idea to make the walking controls mouse pointer related and not camera related. It's very non-intuitive. Another thing is the lack of a restart button. And so every time you lose you have to reload the whole game. Yet another issue is a weird block placement controls. Block placement mode does not work half of the time when you press a corresponding button and the process itself is very inconsistent. It seems like half of the time you can't place your block where you want to (near the doors and near the holes in the walls).

Overall this game has some good ideas like risk-reward ice projectiles and the whole flooding system. And it was interesting to play for a couple of tries despite the lack of audio, any endgame objective and other mentioned issues.

SpaceBox by BOOtak 2018-08-15T03:53:20Z

This is one of those rage game in it's pure form. If you were aiming for that kind of stuff then you hit the point perfectly. But if the goal was to make a challenging game but not so rage inducing then you should give the player at least some jump allowence so that he could still jump even after walking off the platform for a breig period. Another frustrating thing in this game is hold button to jump feature. I get it that it is quite a handy tool for progressing through a room with the platforms ladder and some other places, but it really prevents you from enjoying the game. People generally tend to hold jump button to jump higher even if a game has no jump power controls. And so you perform a jump and upon landing you accidentally perform another jump that in some cases can slow you down and cause your death. Yet another thing that caused me to produce a whole lot of swear words during my playthrough is that multiple question marks in the same room are all triggered when you touch at least one of them. There is a path in the fourth room that leads to a dead end up above (from which you neither can die nor respawn so you have to reload the whole game) and I accidentally bumped into that question mark soo many times that it will surely come to me in nightmares.

Even if this game was sort of rage inducing I still had quite a good time with it. It was too much for me to beat till the end, but I appreciated the challenge and got what I could out of it.

CLUXT by Aphego 2018-08-14T15:01:45Z

Quite an enjoyable little game. Sometimes it borderlines with frustration when you barely touch anything and it sends you flying away from your goal, controls are all sorts of lose and most of the time you just hope for a lucky bounce, but for me personally it was a positive thing rather than a negative, because I find the process of mastering the not-so-user-friendly controls in physics based games quite enjoyable. It was rather challenging, but I finally beat all the levels.

As for the future development (if you are planning any) you may consider making the turning fully in control by the player so that during bounces it would only move you but not spin you around or spin you just a little.

LD44 — Your life is currency

City33 by Mr_Field 2019-05-01T12:05:32Z

This is such a cool game. It's palette, animation style and overall zany mood reminded me of crazy times we had with friends in Superfighters Deluxe. I played it with a couple of friends and we had a blast laughing at cops shooting civillians, headhunters getting ran over by speeding cars while trying to catch us. Disappearing cash also played a part as one of us tried to rob a bank, panicked and missed it all - just like in reallife bank robbery!

Carl Currency - Expert Exchanger by yazara 2019-05-01T10:04:46Z

This was one of the best games I've played on this jam. Solving simple math puzzles combined with very tactile feeling of dragging and dropping different little trinkets creates a nice cozy mood. I really imagined myself as this Carl Currency guy sitting there with a hot cup of some weird tea and evaluating different things. 5 tooth out of 15 beetles!

Swarm survival by Minemes 2019-05-01T10:13:14Z

Nice idea controlling the swarm and sacrificing it's units for time bonus. This game lacks graphics and polish but the core mechanics are there and overall it plays quite nicely. If only you had more time to put in some visuals.

Dr. Ectomy by BoxedMeatRevolution 2019-05-01T00:06:13Z

Whoah! This game was quite a brain challenge. We played it together with a friend switching places as one got stuck, and we completed it in half an hour or so. It's amazing how many unique levels and new gameplay mechanics you managed to create in such short amount of time.

noPRAVDA by katamary 2019-04-30T20:34:03Z

Visual style of this game is really stunning. Great job making use of traditional art techniques. But I didn't quite get the message behind the game. If you do your job alright and punch those rebels, what you get in the end is basically a game over screen. If you just go away from the fight or go rebel yourseft and punch the police, you simply won't make it to the end. So the only way to get a somewhat satisfying ending is to pretend-fight rebels just so your heart-meter don't go empty, which is confusing to say the least. Overall the game plays really well and does a great job showing a mood of revolution.

Seaway by Constantin 2019-05-01T10:35:58Z

This game is visually stunning. Circle framing, smooth fade-in and out on borders, color schemes are such an eyecandy. I didn't find any harbors and navigation got broken from time to time, but overall it was a pleasure to play. And then I read the description and found out that those logs that I was collecting all the time were actually slaves! They looked like logs, they made log sounds upon pickup, hell, I still believe they are logs! This all slave thing really contradicts the overall style and relaxing feel of the game, but I guess it's just a joke from the developer.

Sinking Town by detectiveLosos 2019-05-01T11:43:10Z

@scott-steffes I've spent about a half of the first day writing and tweaking this see-through effect, because we planned for quite a lot more interior gameplay. We ended up with just two buildings you can enter and it probably would be easier and faster to just hide the tops in a C# script. Yeah, that factory door thing is very unclear. Pretty much nobody gives you hints that you can go take another lump of coal and compress it into a diamond. We added some dialogs to make it more clear in the post-jam version and we also made it so the coal is not removed from your inventory when you refuel the sinking robot. So people would more likely just stumble upon the right solution by combining everything with everything. Thank you very much for playing!

@khamekaze We are very glad that you enjoyed our game. As far as expanding it into a bigger project, we have this idea pretty much after every jam, but life, study and dayjobs are always getting in a way. So we'll probably just call it a day and move on to creating more small game prototypes.

@darylsteak Thank you for playing our game! Yeah, this coal-diamond part is unclear, with it we are breaking the rules of the adventure-game-logic making you return and take an already used and forgotten item and use it once again for something else. In the post-jam version however we fixed this issue by adding more dialog hints and by not removing coal from your inventory after the first use.

Sinking Town by detectiveLosos 2019-05-03T13:03:59Z

@knightshousegames Glad you liked our visuals :) Can you elaborate a bit more on what do you mean by "show effect for the sprites"? I'm happy to tell how we did it, but I just don't get what exactly you are asking about.

Sinking Town by detectiveLosos 2019-05-04T15:09:05Z

@knightshousegames Sorry for a bit of a late responce. [Here](https://drive.google.com/open?id=1CK9Itk2WpB5glrspJj6WNG87amXGgUSo) is my shader and lib file. Just drop them in your Unity project directory. Then you have to create new material and assign DashingAshes -> Sprite_ZWrite_NoBatch to it. Like so.

Help.png

Then create a new sprite, assign the material you've created, set the sprite of your choosing. Now the important step. Switch to "Debug" mode like so.

Help2.png

And select "Cast Shadow" option.

Help3.png

And that's pretty much it. Feel free to ask if anything goes wrong.

Sinking Town by detectiveLosos 2019-05-04T15:21:42Z

@mrtnldm Glad you liked our game! Fun fact is that pixel density on all the 3d environment objects is two times less than on characters. Which means that technically characters are twice as detailed comparing to the environment :) We first made everything with the same pixel density of 16 pixels per Unity unit, but we found out that it looks pretty bad and distracting to have a lot of high frequency details in the environment, so we just scaled up two times all the 3d props.

@twan-mul Thank you very much for playing! You are so correct. We aimed way off with our scope right from the beginning and had to cut a lot of corners in the end to even publish the game in time. Wish we didn't spend that much time creating all the assets and spend more of it building the level, playtesting and making an actual game ending.

Sinking Town by detectiveLosos 2019-05-04T16:27:18Z

@local-minimum Yeah, we had that dialog clipping problem for the entire last day and never got to solving it. The problem with such minor-and-easy-to-fix-bugs-that-in-reality-have-a-huge-impact-on-gameplay is that it's so tempting to put them off especially during the last day. And it's also so tempting to do more interesting stuff like see-through indoors effect instead. So yeah, we should probably do a better job prioritizing tasks next time.

Glad you still enjoyed our game despite this issue! And thank you very much for playing.

Bloodletter by shp 2019-05-01T10:26:19Z

This game gives you pretty much what you expect from the screenshots - a fast paced double barrel shotgun action. It plays really well except for the teeny tiny jump which doesn't allow jumping over projectiles and foes and thus is pretty useless. I also found the soundtrack quite unfitting to the action packed gameplay. Overall the game is really good, gun action is smooth, shots feel powerful, and it even has difficulty settings!

Shoot to restart by Acidicraine 2019-05-01T11:54:50Z

This game has a very interesting idea of going through the entire life in a matter of seconds. And it quite nicely wrapped in a cute-looking puzzle platformer. It's a bummer that the game has only two levels and end so quickly just at the moment when you get comfortable with controls and core mechanic and are ready for more. So yeah, overall this game is really well put together making you wish there was more of it.

LD45 — Start with nothing

Mastafoon! by Local Minimum 2019-10-10T00:15:31Z

At first I was sure that spiders would kill me especially considering I completely missed "not" in that text in the description and read it as though I should be afraid of them. But after I understood that there is no way of progressing past that first laser level, I started experimenting and figured it out.

It was very interesting to solve all those puzzles especially the more open ended ones with the arch dude and waypoints dragging. And in the end I felt like I want some more levels to be fully satisfied.

The only negative thing I can point out is that there is no "reverse step" button which most of the time is a must have for a tile based puzzle game. But on the other hand those end levels have so many solutions that almost every retry plays out differently and all that would be somewhat hampered with the addition of a rollback button.

Ignis Universia: Eternal Sister Saga by arzi 2019-10-09T17:48:15Z

At first I was like "What the hell are they saying?! Nobody speaks like that not in the movies, not even in video games!" But after like five minutes of the game not taking itself seriously at all, I was fully on board. I was digging all the absurd jokes and enjoying some nicely done combat puzzles.

So besides the initial hill to climb this game rocks! And yeah, waiting for that promised sequel.

Enter the Abyss by GuitarBro 2019-10-08T21:11:35Z

I played two rounds of this and they felt like a completely different game each time. First time I found the shield spell but never managed to find the firball. And it was a game of kite. I had so much fun searching around the field for the last spell, dodging enemies, strategically using spells and managing cooldowns, abusing the fact that you move faster than even the fast enemies when going diagonally - all this was pure joy! And then I started all over again eager to see what other defensive spell I missed. And pretty quickly I found out that the third spell was not defensive at all. It was a fireball with almost no cooldown. And it was nothing but a disappointment. Game instantly lost all of it's fun, challenge and most important of them all - uniqueness. I pretty easily got over 8000 score and just let the enemies end me. I think it's really worth exploring this concept of a room survival game, but with a lot of kiting and dodging tools instead of all the weapons. I've never seen anything quite like this before. That out of the way, I really enjoyed the visuals of this game. It's really cool seeing pixel art mashed together with some downsized and pixelated smoke, fog and fire effects. Adding some dynamic lighting and shadows (and also some 2d fluid dynamics simulation) can go a long way with such visual style.

Rubber Duck Genesis by Rayne 2019-10-09T23:31:22Z

Funnily enough I actually started coding for real(alas blindly) when the game asked me to. So in the end my Universe contained one public class called Duck and one and a half finished methods called Quack and Walk. I guess that's more then enough for the entire Universe to be generated out of.

This is a fun and beautifully made concept especially considering that like half the people playing your game would be programmers and would type in some actual code :D

Nothing by JoelLikesPigs 2019-10-09T21:36:44Z

Oh god, I stated typing this comment, misspelled a word moved my cursor to fix it and for a moment felt like I have no ability to move it right. That's what your game did to me! :D

I played the postjam version and found the part with that moving platform on a chain to be extremely buggy and hard to get through. One time I even got bitten(because it kinda has a face) by a horizontally moving platform and it carried me all the way through the wall and back to the checkpoint! At first I thought that was intended, but the platform never came back through the wall to it's original trajectory until the restart.

Overall this is a quite fun game with a sense of humor. The color palette is very pleasing and that squash and stretch on the character looks really satisfying.

SIMFLUENCER by erebus 2019-10-08T13:25:47Z

This game proposes some very thought provoking questions: "What in a modern age can be considered interesting?" and "Does the second image of the same thing lose all of it interest value till the end of times regardless of any factors?" I guess perfectly square trees and people are not interesting at all. And the fact that people nowadays are shepherded inside a strictly fenced area and everybody is fine with it is not interesting either.

I really expected a twist that after getting a bunch of subscribers, everything I'll post would be considered a new interesting thing worth talking about. Even if that something would be just a blank wall. I expected that I will become somewhat of an opinion maker. That would fit right in in the mindless sheepish walking-into-walls people society you have portrayed.

Voice acting is really funny, but I'm not really sure what they are doing in that party house with such suggestive sounds and not sure that interfering would be a very good idea.

Barterin' Buckaroo by chelC 2019-10-08T19:21:53Z

I really like the visual style of this game. It felt a bit like I was watching an episode of some weird old TV cartoon from my childhood. There is also a very colorful cast of characters and some nice non intrusive puzzle hints in the writing.

The only gripes I have are that characters have multiple dialog boxes, so I ended up missing a lot of barter reactions focusing only on the bottom part of the screen, and that it dropped me into a win screen very abruptly without me collecting all the items (I was still missing a badge). Another thing is that after I got the hang of how the things work, I (for some reason) pretty much stopped reading any text and just went here and there dropping things. And it's a shame that I missed half the flavor text on items. Maybe it would be better to make it a little bit more intrusive, like always displaying the description of items in your inventory somewhere on the bottom.

Overall it's a nice little game with quite entertaining writing and very pleasing visuals.

Real-time Gardener by sebastianscaini 2019-10-09T17:56:19Z

I had this opened for what feels like a couple of hours and it still screams at me, throwing dirt all around. 10 absurdly long opening cinematics out of 10 :D

When Nothing Came by velvetlobster 2019-10-09T16:51:19Z

I don't really know how, but from all that seemingly random word placements I really felt the rhythm of it! And with a rhythm came the feeling, not necessary a bad and sad feeling, but more of a melancholy inspired creative impulse, like the one you get when looking outside the window on a rainy day and admiring the view. You realize that there is nothing to worry about, but the feeling is yet present, and so you just go and pour it all out on a painting canvas or playing the musical instrument or in some other way.

The music was also very fitting and empowered the atmosphere really well.

So, that was an amazing little experience, but the only thing that kinda bothered me is the very abrupt reverse movement. I wish it had a bit of a slow startup and some acceleration to the full speed.

Pandorama by CrazyHomeboys 2019-10-09T20:45:39Z

I really like how you did the enemy AI. It always feels like that scene from John Wick 2 where they walk along the hall and secretly shooting silenced pistols at each other among the unsuspecting pedestrians. The only thing that is kinda missing is a dodge roll or some kind of slide to avoid incoming bullet barrages. The visuals are lovely and audio effects are very orange-juicy (although you missed the opportunity to add a reload sound for some extra juiciness).

Wobbly Scraps by Caberu 2019-10-09T18:25:51Z

Wow! This was so much fun running away, dodging, kiting and then fighting back! This game has such a nice dynamic of building your war machine in a hurry, then strategically dodging away and getting back to it.

The only problem I can point out is that short range weapons have no use, because as soon as you have enough wheels, you can just roll around the beast and never approach it. I also found very little use of the quick vehicle, because you always want to start building your final vehicle as fast as possible and there is no immediate danger that prevents you from doing so.

So once again, this game is a pure joy to play. Hope you'll expand further on that concept of dancing around your transport device, doing something and gracefully avoiding danger, in the future.

Wobbly Scraps by Caberu 2019-10-09T18:28:16Z

Oh yeah, the gameplay was so great on itself, that I totally forgot about the amazing music and quite a funny writing in the tutorial sequence.

Memory Palace by MattWagar 2019-10-08T20:04:49Z

This is not so much a game but a quite cool concept. I wrote a couple of funny stories tying events in my life with all these icons and had a very good time doing it. The only problem I had Is that it was a bit sad Hearing that my memory is pretty bad. A couple reassuring words instead And I would be glad. Every time I failed I really wanted to know the actual correct answer, so I really wish there was an option for this. It would also be cool to see the story I've written in the end.

Egg Farm Escape by Deacon 2019-10-08T12:32:04Z

At first I didn't read the controls and after clicking through a bunch of title screens, I mixed up the first level with some kind of a cinematic. Thought to myself, that this is epic and all, but when do I finally get to play. And only after the screen went outside the level bounds, I thought that this is probably not a cinematic after all.

The game itself is like a classic snake on a deathrun map. Which is quite interesting and worth exploring further. As for improvements you might consider constraining the movement of everything to the grid, that would make things less chaotic and feel more fair and transparent to the player, I think.

Cut from Whole Cloth by Chad Cable 2019-10-10T01:10:59Z

This game is very inventive right from the start, but it gets even better, when you are asked not to blindly follow the measurements, but to eyeball it in a completely different place on a canvas.

The characters and their stories are funny and the only missing part is some catchy background music.

The Mystery Box by W0lfEnstein 2019-10-09T23:04:50Z

I finally solved it, and it took me soooo-soooo long. But nonetheless I quite liked tinkering with this tricky little box. To my taste it needs just a tiny bit more handholding to be at a most enjoyable state. Like for example I nearly restarted the game when it all went to black and told me to press F to pay respects, but F key did nothing. Luckily I randomly clicked here and there and found out that the keypad was still working, and I just picked up the combination by going through all of them. And only then I realized that I needed to use the cipher list and do a DOUBLE CONVERSION.

So yeah, besides some moments when I felt utterly lost, this was a welcome brain melting experience.

LD46 — Keep it alive

OtherworldlyFlavors by erebus 2020-04-21T02:37:11Z

Quite a lovely game, if you can say that about such plant-cultist simulator like this.

This game is at it's best right at the start when everything is mystery and you don't know what to expect, but it's more likely than not that you won't beat it right away. And then the repetition kicks in. Somewhere around the third try (that's when I beat it) you just stop reading all the text, and it just transforms into a game of counting how much times did I go to these or those folks.

Add a little bit of randomization and a couple of unique non-repeating events to the mix and this game would absolutely shine!

LD47 — Stuck in a loop

Ouroboros by Simon Rahnasto 2020-10-07T21:39:17Z

Oh wow! Just wow! First of all a big fan of your LD44 Path of Redemption game. And there are definitely some similarities between the two. When I saw three pillars I even thought that you were reusing the same switch-puzzle from the previous game (and honestly speaking I wouldn't mind, because I really enjoyed them back there).

So yeah, it's super polished overall and the voice acting is a cherry on top! Arrow sounds and the fact that your arrows actually stuck in the enemies make your shots feel powerful and satisfying. The idea of a looping dungeon is neat, but I felt like it was somewhat of a downgrade in comparison with a standard roguelike maze exploration.

It seems like in every next wave it's the same enemies from the previous one with some extra ones. So it would be cool (especially given the theme of undead and necromancy) if the bodies would remain and when you go back to the same room it wasn't the new enemies spawning, but the old ones reviving. It would add some feeling of looping and persistency I think.

I also found the game to be too too easy. I quickly bought all the upgrades and then just annihilated all the enemies without them ever having a chance. If the game would be more challenging players would also need to manage the health pickups. Not grab them immediately when at full health, but leave them be to have more chances on the next cycle.

So yeah, even though I felt a little bit like the idea of a looping dungeon was somewhat underexplored, it didn't stop me from enjoying the experience a whole lot.

AutoMate by nelow 2020-10-07T00:41:59Z

Seems like there will be a lot of time looping games this jam. Well, the more the merrier! First things first the obvious downer is the camera movement. It makes it really hard to make sense of everything that's happening. Other than that it was a really cool puzzle game with some solid puzzle designs. I really liked the fact that you have multiple things to do in progression for each robot, this way in the end when you finally solve the puzzle it all looks like an elaborate, chaotic but at the same time calculated dance.

At first I hated the way the game makes me rush and speedrun through the puzzles and I thought of it as a genre-mechanics mismatch, but surprisingly enough by the end I got into a rhythm of things and almost screamed "Give me more fast paced puzzles to blaze through at a speed of sound!" when it ended a bit abruptly.

So yeah, it looks and sounds really good (I especially enjoyed the attention to all the menus), it plays quite well except the camera so if you have time and opportunity I'd suggest fixing it and uploading a post-jam version.

Orbit by ZEN 2020-10-07T23:48:13Z

I actually really enjoyed this little game, but I have to start with negative things first.

At first I was completely and utterly confused by what was happening. I ran into asteroids right after I spawned and got a game over screen time after time. Then suddenly it generated a level with no asteroids at all and I got a victory screen right away. Which was to put it lightly - a bit disorienting.

After a couple of quick restarts I got used to one button controls. And then I tried to figure out how to dispatch of all the asteroids without touching them and exploding. After some time I accidentally smashed into one not straight into but kinda knocking it sideways and I didn't explode because of it!

So yeah, I thought at the time that I finally figured out the mechanics and started actually engaging with the gameplay: grabbing fuel, dodging asteroids and then sidekicking them by switching lines at the exact right moment. And it was actually pretty cool and fun despite the fact that there is no gradual difficulty increase but completely random levels instead.

And after a couple of rounds I ran straight into the asteroid and did not explode! Then I figured out that you don't have to time your line switches to kick the asteroids sideways, you just need to have enough fuel left to not explode. Which I found to be less interesting that the thing that I imagined. So I kept playing the game by my imaginary rules :D

And yeah, it happened to be quite a lot of fun, so in the end I finished something like a ten rounds of varying difficulty. I really liked the minimalistic presentation and the nonstandard small window size.

So if you plan on creating a post-jam version I would suggest adding something like a tutorial stage and creating a couple of levels progressively increasing in difficulty. And maybe even create some additional mechanic of dispatching asteroids like the one I described or something entirely different so it would add a whole another dimension to the gameplay.

Loopy Glitch by fpoli 2020-10-07T00:18:46Z

I don't really know why, but I finished this game twice in a row. Maybe I thought there was something else in the final room to do to get the "good" ending, or perhaps the looping nature of this Loopy character worked for me so well. This game does a great job of teaching you mechanics without ever telling anything. It was a real moment of discovery for me when I finally understood what was happening.

On a contrast it's a bit sad that most of the levels are so straight forward without really any puzzle element in them at all. For me the only difficult level was the one with a bomb, but at the same time it was the most interesting one until I figured that you can just throw the bomb back to the beginning and grab it in the next cycle. Until then I tried one strategy after another before settling on the following: getting hit by a bullet on the first cycle, then on a second cycle kiting the turret's aim away and getting hit by the second bullet to clear a path for the third cycle, and only on the third cycle I tried to grab a bomb and run away. But sadly this didn't work because I didn't have enough time to place it and finish the level. So yeah, when I finally discovered that I just forgot about a throw button, this level transformed from a real puzzle with subversion of expectations into a simple straightforward purely mechanical task to complete.

As for the ideas that may help develop this concept further it would be really cool if there were puzzles that require you to do multiple things with a same character. For example you stand on a switch and open a door, wait a bit for the future you to pass through, then go to another switch to open another door for yet another future you to go through. Right now most of the puzzles are designed in such a way that the characters have nothing else to do except wait after they did one and only thing that was required of them. Another idea is to remove the fail state entirely and have you loop back to the first cycle after you finished with the last one. Or maybe even have an ability to switch back and forth between the cycles.

So yeah, it's a cool little puzzle game and I haven't really played anything quite like it except maybe The Misadventures of P.B. Winterbottom. So there is a whole huge unexplored area of design possibilities if you wish to develop it further.

Commuter by Aran Ink 2020-10-07T01:13:36Z

It's a bummer to start with a bad thing, but at first I couldn't figure out how to place anything on the grid and it didn't help a whole lot that when you click on the placeable objects it just ticks the circle like you are going through some sort of a checklist.

But yeah, after I finally figured the controls out I had a pretty fun time blasting everything into pieces. I didn't find it all that engaging to chase the time limits for the medals, so I played it more like a sandbox game trying to beat the level with only spikes or with only a force push or even competing with my own turrets on who will be the fastest: me pushing the cars off or the turrets exploding them. It also seems like there are a whole lot of really similar levels that has no meaningful difference between them, but yeah it's quite difficult to make a jam game be content rich.

Overall it's a really neat idea with quite a beautiful visual presentation. I found it at it's best when it's played like a sandbox, but right now it has too few toys in it to keep the player engaged for all the levels you have created.

Anomaly by Mat Stevenson 2020-10-07T01:56:50Z

Oh wow, it was a strange experience, but a welcome one nonetheless. Stylistically speaking it felt like I'm back on DOS emulator playing an old Master of Orion game. Don't know if that was intended, but visuals and soundscape are just perfect at triggering that nostalgia. You even have some element of a planetary base building there!

So yeah, aside from the overall style I also quite enjoyed the resource management aspect that was going on. It was cleverly designed with intent that you drain all the resources from your starting planets to the point there are none so you have to move up to the next ones and risk having no resources for ship repairs.

And it also felt like you can actually control the desired pace of the game right through gameplay which is brilliant: if you want to kinda speedrun it, you are perfectly able to do so and complete the entire game in just a couple of rollbacks, but if you like to horde all the resources and fuel (like I do :D) then you can stay a few cycles longer and then you also encounter an interesting mechanic of completely draining the planets of all the stuff that will hurry you up.

So yeah, a great jam entry! I have nothing really else to add.

LD51 — Every 10 seconds

The Madness of Martha by lavendaggers 2022-10-04T20:41:46Z

This game was a blast to play! My partner made the narrative choices while I just couldn't stop myself from voice acting all of the characters in different funny voices. And yeah, as people say, the writing is sharp, supper funny and actually teaches you not to be a bad person and not try to setup your friends to be devoured by demons instead of you. All the characters have their distinct voices and the story twists and turns kept us replaying the game over and over to see all of the possibilities. Drawings are also just amazing and highlight the personalities of all of the characters.

P.S. don't know if it was intended or not, but when you fast-forward the dialogues during replays it's so funny every time to hear all the noises that characters make in short sequence =D

LD52 — Harvest

Crop Chaos by Cambryx 2023-01-10T13:18:50Z

The game has a very nice tutorial introduction and a very soothing audio ambience. But I felt it to be a bit too stressful for me. There is constantly a pressure of wild customer timers ticking down, crops in need of watering AND scaring off crows, you also need to be constantly changing tools in your hands and placing them back where you took them from - too much stress factors for me to handle at the same time. But yeah, the chaos is also right there in the title. So I don't know why I was expecting anything different :D At the same time the competitive edge you were going for with the leaderboard, the time limits and a high skill ceiling - that bit works quite wonderfully. Quite a nice game overall, with very cute visuals that might mislead you into thinking this is a cozy farm of some sorts. P.S. I really wish you could pick up and pet the cat and just sit and watch everything ~~burn~~ get eaten by crows.

Art of Occult Harvest by Jajakeim 2023-01-12T12:10:49Z

I really like this type of games where you are fiddling and tinkering with some books/mechanisms/alchemical equipment/etc. and this one was wonderfully done. It's drawn beautifully and feels very tactile. At first I was actually in awe at the music quality and was wondering, if you really recorded yourself playing the violin and the piano and also composed it all together all in a span of a jam (which is kinda implied by not excluding the game from the audio category rating). And yeah, as mentioned in a comment above, that is not the case, and it is indeed a soundtrack from the Fullmetal Alchemist, so you should consider excluding the game from the audio rating or at least mention it somewhere on the page. But still the music was well chosen and it really fits this slow meditative process of deciphering the recipes in the book. The game is sweet, but a bit too short, and I'd say it ends too abruptly. I wish there were just a couple more recipes and maybe one or two more ingredients to cut, and also some satisfying animation playing to mark your success at the very end.

Reap What You Sow by Hare Software 2023-01-12T10:33:06Z

I was actually kinda blown away by the quality of the ruleset you came up with and also by the fact that you've also created a really well working AI to go along with it. It was really fun and challenging to play against this AI. And I actually learned a couple of trick moves from it (that I later used against it >:D), like overriding the weeds with my own weeds going in a different direction, or putting down a stone on the weeds to claim the territory, or re-seeding after harvesting in a way to tear off part of the opponent's territory. At first all these moments felt kinda cheap, like the AI did the moves that I didn't even know were possible in this ruleset, but then it felt really good and even triumphant to pay back the AI by using the same moves on it in return. And in the end I feel that this is actually a really good way of teaching people how to play the game beyond the very basic level. I also really appreciate that the AI voices its turns out loud and does a little pause before actually doing the move. It really helps a human player to follow up with the game. If it's not a super secret mystery, would you mind giving some insight into how your AI actually works behind the scenes? Does it simulate all possible moves some number of turns in advance, wights the outcomes somehow and selects the move that produced the best simulated outcome? It also so happened that around turn 20 the AI just gave up and said that it doesn't have a move, although I was kinda lagging behind in terms of points at that time, so I wonder how it really works under the hood and also how it copes with the random nature of the actions that you draft each turn. But yeah, it's a great game, I really enjoyed my time with it, and thank you all for making this one!

Reap What You Sow by Hare Software 2023-01-12T17:48:01Z

@hare-software Hey! Thank you very much for the explanation. I'm quite surprised that just a simple set of game states to check without any step simulation provides such a sophisticated AI behavior. And now that you've described the things that AI checks for, it is starting to make sense why in my playthrough AI just gave up: seems like it was because I've blocked off all of my plants by rocks or by plants of the AI itself, and the AI drew some unuseful actions on it's turn(like rock and weeds and something else) and it couldn't use any of them without in some way putting itself at a slight disadvantage, so it just gave up.

Petra Rabbit's Carrot Chase by TheseusInABottle 2023-01-10T13:28:05Z

This audio is such a gem. The game is simple, short, and cute. Although controls felt a bit awkward with clicking and dragging the camera and with no ability to rotate it up and down to properly look over the walls on some levels.

Bop To The Chop by RTDMFN 2023-01-12T13:05:48Z

Nice little game, and with such good music and visuals it's a truly impressive result for the 24 hours. It felt quite nice at first, because the rhythm of the music was in sync with the trees, but after a while it felt like it got out of sync somehow and it felt like the proper time for the beat was somewhere near a stump and not near the tree. I also wished to have some extra action to do when I was going past the stumps or maybe some beats sequence alteration, because otherwise just hitting spacebar every second starts feeling a bit too repetitive and sparse after awhile. But it was still quite a pleasant experience.

Forresto by Weywocketer 2023-01-11T09:40:31Z

I really enjoyed the audio that you've made. All those NYEAH and MYEAH bird sounds were delightfully funny. However I've encountered a couple of problems in the gameplay itself. The first one being that for about two minutes I didn't even realize that you can scroll the mouse wheel to zoom out and see all of the planets. Maybe it's just me, but perhaps it's worth adding this point to the game description here and on the itch page just in case. The second problem was that at some point I just couldn't put down any more trees. But it happened in the late game near the 5 minute mark, so it's not a big deal. I quite liked the way you made it so that a single planet on it's own can't really shoot birds off itself and that all the planets should rely on shooting birds off each other to last longer - a nice message about cooperation and helping each other in difficult times.

Also congrats on finishing your first publicly available game! It's small and simple, but a good one to start your gamedev journey with, more complex and ambitious projects surely are waiting for you in the future.

Sleeping Potion by LaGerbe 2023-01-10T13:42:39Z

It was a lovely game to play. For some reason at first I was expecting there to be some kind of a spell attack action (given you are a witch and all), but was pleasantly surprised that it's a non violent game and you just harvest all those glowy things without hurting any skeletons in the process. It's quite an interesting idea - just running and dodging the opponents, feels almost like speedrunning where you normally don't want to be slowed down by combat and just run around and away from everything. I also really appreciate the invincibility frames/opponents pushing you away when you just enter the room so that you can't immediately fail with no time to react. Pretty visuals, fitting audio, nice little game. Although I wish you could pick up multiple glowy items at the same time and have a trail of them behind you, and also finish everything in one go in a true speedrunning fashion.

LD55 — Summoning

Worst Day in Hell by Local Minimum 2024-04-20T17:59:50Z

That was a very moody game indeed. Awesome job doing the voice acting, it felt really fitting and set the tone for the whole experience. The visuals are minimalistic but stylish, and also they are nicely put together to enhance the overall atmosphere. For the longest time I was stuck trying to get past the corridor with the two consecutive spinning tiles, I almost gave up, it was just impossible for me to build a mindmap of that area and navigate in an intentional manner, but it kinda added to the experience in a weird way - being a struggle of a half-summoned demon to orient themselves in this new dimension. But after some time I miraculously got past that point by mostly random button mashing, and the rest of the game was very smooth. And I managed to witness this very philosophical ending. I appreciate that for the more challenging paths you designed the level so that the player can mostly just press a single directional button repeatedly to automatically get all the way to the said challenging bit. This and also the shortcuts were really nice touches that significantly cut down on the frustrations of teleporting back every time.

Necro Riot by gold.daniel 2024-04-18T22:15:18Z

This was super fun actually! There is something oddly satisfying about having a hundred blood and flesh pieces circling around your shadow demon thingy. And the programmer art was spot on for this game. Great entry!

Boots Of Summoning by detectiveLosos 2024-04-16T21:39:04Z

@bearcage Hey! Thanks for giving our game a try. And also thank you for your suggestions. Seems like for quite a lot of people the default look sensitivity makes the game simply unplayable, so we went back and added this setting so that people can actually play it and not close it rightaway out of frustration. As for the enemy sponginess we added this pictogram to our itch page so that people know to chase those damage ups. PickupInfo.png The problem with reducing enemy HP (even if you reduce the reward as well) is that the game inevitably starts dragging on for longer. And there isn't enough content in it to keep things interesting. If only we had time to finish that second enemy type...

Boots Of Summoning by detectiveLosos 2024-04-16T22:23:34Z

@iellswo Thanks for playing our game and for your feedback! It seems like the default sensitivity completely breaks the game for quite a lot of people. We felt it's critical enough so we went back and added this setting so that people can actually play it and not close the game right away out of frustration. As for the speed of the death timer, we wanted to keep it quite tight because otherwise the game was starting to drag on. And the gameplay doesn't really have anything new to present to you, so there isn't much interest in keeping the game session longer than a couple of minutes. Glad you liked the oldschool aesthetic we were going for :) Wish I had more time to decorate the level a bit more so that it's not just the same texture repeated over and over again, but alas. Hopefully something we can improve on for the next jam.

Boots Of Summoning by detectiveLosos 2024-04-17T18:15:12Z

@koboldskeep Thank you for your feedback! Indeed, most of the time you have to walk backwards through the level, I guess we became so familiar with our level layout during development so we failed to spot the issue there. Good thing to keep in mind for future designs. And that is indeed a good idea to add a directional hint, like an arrow around the crosshair or maybe even an audio hint. As for the audio we recorded/synthesized quite a lot of the sounds ourselves and remixed some of the downloaded ones, plus we made the music ourselves, so we thought it's enough to have a go at the Audio category. But we listed all of the stock sounds in the description so that people have a clear picture of what exactly they are rating.

Eye for Mischief by Vyolfers 2024-04-20T16:28:52Z

The game is just purrfect! Loved pretty much all aspects of it: the premise, the art, the adorable animations, fitting audio and nicely balanced and well paced game loop. The only tiny gripe I have is that something felt a bit weird and unwieldy about the movement/collisions in the beginning, but then I got used to it quite quickly. I'm sure you won the hearts of all the catlovers with this one. Btw, what game engine did you use for it?

Summonion by KeithSwanger 2024-04-20T16:53:00Z

This is one of my favorite games on this jam! The art is very cute (especially the tiny little onion-lings), the whole premise is just hilarious, and the execution is solid. P.s. I could not beat the last day, so we discovered that it is secretly a local co-op game where one player can dodge the stones and the other do all of the ~~gardening~~ summoning.

Blort's Big Adventure by koboldskeep 2024-04-16T01:49:59Z

Hello there fellow Godot developers :)

As soon as I spotted that artstyle of yours I immediately had to play the game. The visuals the audio and the adorable characters are a delight. And how did you even come up with those names?! I just wish I was able to somehow undo the last placed item, because sometimes I press the wrong button or just put the Faluuta in slightly wrong spot and I have to restart the whole level from the beginning.

Blort's Big Adventure by koboldskeep 2024-04-16T22:26:44Z

@iellswo That's a fun way of inventing goofy sounding names! Thank you for sharing. At first I thought that some of you must be Swedish, because to my ears those names sounded right out of the Ikea catalog :D

INFINIWITCH by drainkid 2024-04-20T17:21:49Z

It was very chaotic and absolutely confusing in the beginning, but after a couple of lives spent running into the bullets I figured out the way. And then it became really really fun! It's a nice and surprisingly relaxed game loop after the initial confusion, trying to discover and parallelize all the items you need to destroy to get to that very cute but deadly doggo in the middle. I enjoyed this entry a lot, especially with all the clever synergies between the classes. Great job putting it all together! P.s. When I just launched the game I genuinely had to jump up from my seat and dance for a couple of minutes - so deliciously good was the music on the main menu screen.

Faust by HellHound 2024-04-16T02:13:53Z

I like the core idea of switching between characters with different abilities in this way, reminds me a lot of The Lost Vikings on Sega. I'm amazed how you managed to put together such a huge level full of puzzles with so many art assets! And an original soundtrack! :O I also found quite fascinating that section when characters meant to be pretty far away from each other, that section gave off completely different feels as opposed to when the characters were close together - nice gameplay storytelling. I just wish there were no sudden death pits, I mistook one for the way forward at some point :D

Indistinguishable From Magic by bearcage 2024-04-16T02:38:33Z

Hey there fellow Godot developer :) I like how there is nobody in the office just like in real life - everybody is working from home. And only a lonely spirit-janitor is left to keep the business running. Such a moody game. I like the minigames (although the water one is such a cheese, you can just move off-screen :P) and the office building layout, I just have no idea if it's even possible to catch all of them in time! Screenshot 2024-04-16 0323391.png And on the second day since nobody is in the office anyways, I occupied the CEO cabinet and self-proclaimed myself the new leader of the company.

Summon Cats by tinyfinn 2024-04-20T16:58:02Z

Very cute! But sadly it was so short, I just wish to witness more of this adorable cat art. I tried and tried but couldn't figure out how to summon all of the cats at once in the end (just like you have in the credits picture), is it possible?

Dance Dance Summoner by Deoxx 2024-04-20T16:44:00Z

This game was pretty fun and squeezed a lot of laughs out of me while I was frantically trying and failing to win this dance-off. The poses and voice barks made it very lively and hilarious. But yeah, as others mentioned it gets very intense very fast. I wish it had less steep increase in difficulty, because even after the fifth attempt I kept forgetting the dance move combos and had to throw glances at the top left of the screen completely losing sight of what's coming at me. It might also help to zoom the camera out a bit so that the player could see upcoming party-poopers a bit more in advance. But even as it is the game definitely gave me some vivid emotions, so great job on making it!

LD56 — Tiny Creatures

Ephyra by Flipsy 2024-10-08T23:04:50Z

Very cute game! I quite liked the looping design of the levels - it was interesting trying to collect all food in the correct order so that you have enough to reach the exit. I only wish that the collision of my jellyfish was a bit smaller than the visual sprite so that it's easier to fit in tight passages and more forgiving when dodging fish and those sea-spikes. But other than that a very relaxing little game with nice visuals and mood.

Fry Quest by Togis 2024-10-09T21:58:27Z

Really cool and pleasing visuals, some funny puns, and well placed "oh yeah" voice lines made it a joy to play through. I felt that it was just a tiny bit overwritten in the beginning, but then again you did have the skip dialogue options in place. Never knew I needed this, but now I finally know how the Belgian fries are properly made!

Home place by detectiveLosos 2024-10-09T22:32:37Z

@johnnysix Thanks for playing our game till the end and for all the warm words :) As for not noticing that you already had all the items - it's definitely not you, but the game not telegraphing it very well. Funnily enough one of the final tweaks we made for the game right before submitting it, was to make your character automatically say a line once all the items are collected instead of waiting for the player to press Q.

Home place by detectiveLosos 2024-10-09T22:43:32Z

@unless-games Glad you had fun exploring the level :) I do agree about the text framing (our main reference was Toem which does have black boxes around text), but we had troubles figuring out how to properly put text bubbles above the characters and ended up just putting them in 3D space with Godot's Label3D node, which ended up being a bit restrictive to work with. So we couldn't easily add black boxes and also the text sometimes goes through the characters or level geometry :C But we are better prepared now for the next time. As for the surfing beaver dude - he was meant to be standing on one of the platforms in the forest area and he would give you a surfing board that would allow you to reach the lobster in a pot, he ended up getting cut from the story, but none of us bothered to remove him from that part of the level (which was reachable in a previous iteration). So he's now having fun surfing there and teasing people in a place that can't be reached by any means.

Home place by detectiveLosos 2024-10-09T22:53:29Z

@wearedev Thank you for your kind words, glad you enjoyed our game :) Especially glad that you liked the transitions to hidden corridors (they were very fiddly and a bit of a pain to make in Blender :sweat_smile: ) Could you elaborate a little more on what you considered creepy in the game, please? Was it the giant head with black eyes in the well? :smile: It's just interesting that you describe it as a combination of cozy and creepy. Our main tagline when starting this project was "Dark Souls, but with no enemies, combat or violence" and we tried making it cute and cozy, but I guess some of that initial reference eerie vibe did seep through in some way :grin:

Home place by detectiveLosos 2024-10-09T23:06:27Z

@flipsy Thank you so much for playing and for your kind words, glad you enjoyed the experience :) I also did get a lot of the dialogue re-triggering when saying Goodbye during my own playtesting, we marked it as an irritating thing to come back to, but in the end we never did. Now that I notice a couple of people mentioning it, we should've probably put a higher priority on finding a fix for it. Well, we are now better prepared for the next time around. About the lobster graphic - it was a placeholder art by another team member that I thought was full of character and I really liked it and so I ended up not redrawing it. But maybe it's blending in with the grass a little too well :smile:

Home place by detectiveLosos 2024-10-09T23:28:28Z

@she-wrote Hey, thank you so much for playing the game and for your feedback :) Yes, I do agree the dialogue system needs some work with the dialogue endings, text box placement, and text backgrounds as some other people have mentioned. Thanks to your feedback and the feedback of others, we'll have a much better idea of how to build this in Godot next time around. Believe it or not our tagline when starting this project was "Dark Souls, but with no enemies, combat or violence", so given that you did get the souls vibe from it brings me so much joy! :smile_cat:

Blood Crux by Dmitry Kaidash 2024-10-08T21:06:32Z

The game's visuals are really stylish and the controls are very smooth. Nice Halloweeny vibe! I quite liked the balance of managing multiple resources: blood, batman-power, cure for poison. Not sure how the game fits the theme of tiny creatures, but non the less great job on putting together such a polished experience.

Duck Rescue Patrol by rkhadder 2024-10-09T22:06:48Z

Nicely done! And even though as you mentioned yourself it's very short, I did get some cute feelings from collecting and leading the ducklings around, even played through it a couple of times to experience the vibe for longer :duck:

Snail away by Thomas_Bringer 2024-10-09T22:22:48Z

Very well put together game! Really polished on all fronts: visuals, audio, gameplay. I enjoyed my time with it sliding and rolling around. At times it reminded me a little bit of the old Fancy Pants Adventure game, where you need to run and slide up the curvy ramps and kick the ball to roll down them as well - I don't really know what made that connection in my head, I guess it's just the cozy vibe, the smooth procedural animations and the rolling parts. Great job, thanks for making it!

Swarmageddon by WeAreDev 2024-10-08T22:30:23Z

I really liked the idea of essentially building your racing "vehicle" from individual parts that actually have a physical effect on the handling. It felt super cool being able to experiment with different builds and doing things like all-in on speed or all-in on collision avoidance. I didn't mind the narrow vision area so much - it was a good test of reflexes, but I felt it quite frustrating that loosing the swarm on level two kicked me back to the first level. I wish there was a level select or just restarting on the same level without a complete reset. But other than that really well done and very innovative!

Tinysaurs by v1ris 2024-10-08T20:49:55Z

This skeleton assembling mechanic was very interesting to play around with, my only wish is to be able to combine more of the same type of parts, like connect multiple spines to get a looongosaurus rex, or multiple sets of legs to build an octoped rex. Other than that a good little sandbox to dig around in and feel yourself a paleontologist, nicely done!

Tiny Creatures - Lost Kittens by ybzpp 2024-10-08T21:21:23Z

Such a perfect chill experience, thank you for putting it together! I greatly enjoyed rummaging through all the apartments opening every single door and cupboard and finding all of those tiniest kitties!

AUXILIARY by T90. 2024-10-08T22:52:20Z

I so wish I could understand what's going on in the game with all those colorful and very talkative glitches! The premise is interesting, you got me really hooked with all that world building in the very beginning - brief but super mysterious. I enjoyed the visuals, the narrative, the mood and the whole inventory manipulation mechanic, but I still have no idea what I'm meant to do with all those glitches, and I just keep loosing due to resonance and entropization buildup. I really want to try this game again, but could you write a short text description of how to properly manage the inventory, please?

TinyWar by Iaroslavik 2024-10-08T22:10:30Z

Oh I just love the way that cat strolls around :D Very cool art that really sets the silly mood of this game, I especially enjoyed those character portraits during dialogs - so full of emotion!

Ant-traction: The Great Escape by zipirtic 2024-10-09T21:26:31Z

Really well made game, especially so for the first jam entry. Simple, but fun and addictive game loop, catchy music and that ant does have some cool shades! I appreciate having multiple difficulty levels. When you really get into it after a couple of learning tries it starts feeling almost like a dance. Great job! This is probably not a very good high score, but it's the best I could get after a couple of tries. Screenshot 2024-10-09 221451.png

Turtle Beach by Oinkle 2024-10-08T20:32:21Z

Nice little game, it took a couple of tries to learn how to properly dodge seagulls. I really like the fixed camera perspective and the atmosphere of a beach sunset. I appreciate the calm nature of this game and even the times when seagull grabbed the turtle weren't feeling stressful. Really enjoyed playing this one!

Candyween by Megurt 2024-10-09T21:11:55Z

Really cute little game, I loved the visuals, the spark of halloween mood and the cat and kitties animations. Well done!

Familiar Bones by barryrichter 2024-10-08T21:47:36Z

I did have some technical difficulties moving between the screens and getting stuck on some collisions, but other than that it was a sweet short experience. I thought it would get sad in the end but it ended up being very wholesome with the "resurrection", dance and all. I had a pretty morbin time playing though it and gathering all the tiny creature friends. P.s. pumpkin carving was a really nice touch!

Familiar Bones by barryrichter 2024-10-25T21:22:43Z

Hey, I did check the updated version (even before the final deadline :D), and indeed it was much-much smoother than the initial one. All the collision problems are basically gone, I also like the new screen transitions (I think they are new?). And the much needed exit/enter prompts are a very welcome addition. Well done not giving up on the project after the jam and adding all those quality of life features! The story is still sweet as before and my time with the game was once again pretty Morbin.

Familiar Bones by barryrichter 2024-10-25T21:25:26Z

Oh, I almost forgot, here is my pumpkin, I tried making it a 4-faces-in-1 :DScreenshot 2024-10-25 221235.png

LD57 — Depths

Walking Simulator by Tero Pulkkinen 2025-04-10T21:54:08Z

I mean, it does what it says on the cover, it's a very detailed simulation of walking. So detailed in fact, that it simulates the whole existential crisis going through the mind of the elephant-man when he realizes that he lives in a procedurally generated world, hence it's not quite real-time yet, but we are getting there. Truly state of the art. Makes me wonder what is possible to achieve in another 10 years with this pace of technology advancement!

Holy Moly! by Thomas_Bringer 2025-04-10T22:20:20Z

The "depth shifting" aka digging mechanic is absolutely brilliant! And the completely out of place blood splashes in this otherwise cute game made me giggle a lot while playing :D I was like "How dare you forbid me from entering these lands?!" when jumping on those farmers with a shovel. Loved the cute procedural (I'm guessing) animations, I certainly recognized the same style as your previous snail game :) Short and fun, I wish it was a bit longer with maybe a huge combine harvester boss at the very end, but oh well, jam time is very limited.

Where is Jeremy Wattson? by Dock Frankenstein 2025-04-10T21:43:47Z

Perhaps Jeremy Wattson was the friends we made along the way? This was certainly a weird one. Nice puzzles, deep dialogues. I didn't get to be Jeremy Wattson, but at least I got an apple and a fish!

abyss by A0405u 2025-04-10T21:28:24Z

I loved the artstyle, the colors and the pixel physics. Kicking around the destruction debris in this game reminded me a lot of the old Cortex Command game. I'm writing a comment after coming back to the game for the third time, on the first two attempts I pretty quickly lost all my resources, got stuck in that cave and quit. But this time I finally realized that buildings need a proper foundation to not collapse and also that you can build vertical ladders out of planks. So my winning strategy was to build up some blocks with production buildings on them in the empty space, and then to keep building a 2-blocks wide pillar to the sky. Screenshot 2025-04-10 220655.png I enjoyed the game quite a lot, and the only piece of feedback that I've got is I think there should be a lot more starting resources in order for the first time players to mess around and experiment and not immediately lose. P.s. The treasure island reference in the character bio was neat! :skull_crossbones:

Dark Depths by buckmeister 2025-04-08T20:57:08Z

Very atmospheric game. With the visuals and the heftiness of the controls it really felt like navigating the deep ocean in a heavy submarine. It was a bit difficult to read the log entries because of some font aliasing issues. And I also didn't quite get the purpose of the upgrade menu, the submarine seemed quite capable even without any upgrades. I did enjoy playing through the game, scouting the depths for all the logs and wining the final torpedo combat.

MagnΓ©tico by Yoav Kagan 2025-04-08T19:16:21Z

The game is simple, but the aesthetics and all the effort and polish you put into it made me feel like a gourmet tasting a marvelously crafted meal. Not much feedback to give here, it's perfect the way it is, although I wish there was some extra game mechanic added each day, like for example the need to uncover hidden parts of the treasure from mud in order to tell if it's fake or not. Thanks for making it!

LD41 — Combine 2 Incompatible Genres

Guerrilla Gardening by randomhuman 2018-04-24T04:00:32Z

This game has a really good pixel art. The color palette is awesome! As for the gameplay it lacks an ingame tutorial. Surely there is a description on the game page, but I totally missed it at first I thought that the whole game was just infinitely running and gunning those flying drones. Then I discovered your right click ability and only after my partner told me to go read the description, the game fully opened to me. And it was pretty interesting and nicely balanced. Drones fly at just the right speeds to punish you for paying too much attention to gardening and not fighting.

Alida of Arx by jsmars 2018-04-24T11:44:34Z

Usually when you play jam games you approach them from a completely different standpoint than the games you buy and play in your spare time. But this one... This one I played for the pure enjoyment of the process. This game just blew me away with it's polish and volume. The story, the characters, beautiful music and even fully voice acted! Thats what happens when a fully fledged team approaches the task.

There are just a couple of very minor things. Character talking animation is out of sync but you stop noticing it after a minute. Subtitles appear long before the actual voiceline starts thus creating a little dissonance. Overall the art is great (especially the classroom), but the chessboard is a little bit too stylized for me. I'm not a very competent chess player but I couldn't make up which figure is which, so I lost that challange after a couple of wrong turns.

And I got the bad ending (I suppose there are multiple). Which is actually really-really good! It's not always a good ending in real life, especially if you are such an irresponsible person as our main character.

Bunny Derps by mintarcade 2018-04-25T21:35:19Z

It's a pretty fun game. And me not reading the description really helped that fun factor, because I didn't know that other bunnies are supposed to "help", and so without knowing that I made it up myself that I'm using them as a carrot-guards. And that was hilarious!

But starting from the beginning of my experience. So here I am, learning how to farm carrots the most efficient way, planning on building multiple farms and upgrading them... Well, lucky me! There is actually no need for them at all! After two upgrades of the single carrot farm you have more carrots than you can farm without any automation tools. You are just walking through the field, picking carrots and planting new non stop (which is quite satisfying by the way) till your water bucket is empty, then you refill it and do that all over again.

I farmed a couple of harvests and became pretty bored and tired of my country life and living off the land, so I went on a little hike. During this hike I understood just how bad my physical condition is as I could not climb past a 20 degrees inclined hill. So I thought its better for me to go back to the usual routine before I had a strike climbing these damn steep hills.

On my way back I noticed a mysterious sign. I approached it and it stated "10000 gold". Woah! It's surely something special! It can't be just another farm, because they cost 5000 and this sign is all over here in the wilderness. Thats surely something great and expensive and extraordinary! Maybe even an easter egg or some endgame content! So I went back filled with dedication. I rolled up my imaginary sleeves and got back to work.

Harvest after harvest I picked and planted those carrots. It became the second nature. And finally after all that work (about seven to ten minutes actually) I finally had my 10k gold and even some spare. I approached that sign, I felt the importance of the moment, I felt the air slightly shaking. I braced myself and clicked it... AND IT WAS ANOTHER DAMN APPLE FARM!!!

So I stood there looking at my 10k gold just burning for nothing. Looked at all that hard work for nothing. I braced myself again, thought about all that wonderfull world waiting for me outside this valley. I hopped inside the truck, pushed the gas pedal to the floor and left to seek my destiny.

So, some words about the actual game now. It's pretty calming and relaxing experience. And it's a lot of fun sometimes to juggle those birds with rifle shots. But the game really lacks that ending, that goal towards which you move and do all the farming and grinding. So I made up one for myself.

Xenoperil: You Must Survive by tyranosaw 2018-04-26T03:29:18Z

This game is a short but beautiful audiovisual kinda meditative experience. The colors are striking, the enviroments are very distinct and you can just sit back and watch it. In regards to gameplay there isnt much of it. It's just clicking and forcing you to periodically switch the enviroments which is nice and makes you see all of them in a very natural fashion.

The only problem is that there are no upgrades to your basic axe. And thus you have to click more and more for each upgrade of the other tools without getting that feeling of progress and satisfaction. And there also no ways of making it automatic. Pretty much all clicker games get to a point when it just plays itself and you just watch numbers go up. Well, there is nothing of the kind in this game, so my personal opinion is that is lacks this integral part as a clicker game.

And again to repeat myself and to end on a positive note. This game has very pleasing and relaxing audiovisuals. Wish the game did not pause when clicking off its window, so I would be able to hear the soundtrack while writing this feedback :)

Deadliest Catch by Rudeboy 2018-04-24T05:53:42Z

It's a bold decision to make a gamepad only game for a jam. Even bolder is to make a coop only game for a jam. But when you make a game that reqires not only two people to play but two gamepads as well... I dont even know. I really like the aesthetics and how it is all pixel-perfect, just wish I could have some fun not only looking at it but playing it.

From the Breach by erebus 2018-04-27T07:47:44Z

I dont know if it was a bug, but after defending against the flying wave the enemies just stopped coming. At first I thought that the game give you some time for preparation before a difficult wave, so I drove all around the map, upgraded all the turrets, but that was it, nobody came.

Here are my impressions of the game. Right from the start I went on the right track just to find a dead end. So I naturally tried to turn myself 180 degrees to go back, but the track was too narrow. I bumped the borders again and again going back and forth, watching all the enemies just passing past me. I decided to take a fresh start and rebooted the game.

This time I got to the towers and was greeted by a choice between three types of weapons, from which I understood only the purpose of the Anti-air turret. Other two options were Power and Slow. And there I stood thinking, which type the first enemies belong to? Are they slow enemies? Or are they powerful enemies? They seemed both to me, so I decided to place some Power and some Slow turrets. And then I got crushed by the corpse while trying to drive to the other side. This put me under the ground mesh and I fell into the abyss. So I restarted again.

This time all went well except the lack of enemies after the flying wave and somewhere in the middle of playthrough I discovered that your car actually has tank controls while standing still. So turning back from dead ends and overall maneuvering became easier. Speaking of the car, it has pretty nice feeling to it, but I wish that the controls were a little bit more arcady. I'd prefer if my car sticked to the ground a bit more and turned around about twice as fast. And then it could be even faster on the acceleration for a more action feel to the game.

The visuals are pretty basic, but lights, glow and bumpmaps give the game a nice and quite interesting look. In the beginning music and especially voice acting really put you in this ready-for-the-epic-action mood. But later the soundtrack gets a little repetitive. The idea of the game is really interesting and innovative. I can imagine playing and enjoing quite a lot a fully featured racing game with tower defence aspects.

From the Breach by erebus 2018-04-27T19:17:10Z

But I actually downloaded and played 1.1 build. So I suppose this bug is still there.

Tenebrous by Handle 2018-04-24T05:22:09Z

At first this game seems a little slow and sluggish on the movement side. But after a while you get used to its tempo. And after some more time you begin to see it as a real stealth game and not an ordinary one but mixed with turn based escaping the chase mechanics. You predict the path that enemy will take and line up a shot and that procedure becomes really interesting when it involves multiple enemies. If only there were more shots available and the camera zooming didn't stand in a way of properly judging your surroundings. Overall this game is quite interesting due to the unusual take on the stealth genre, the art is beautiful though there is not a lot of it.

Grenade Golf by pickledbrain 2018-04-24T05:42:27Z

Π‘ΠΊΡ€ΠΈΠ½ΡˆΠΎΡ‚ 2018-04-24 08.34.32.png I found an advantageous position! There is not a whole lot to this game, but it looks quite clean and pleasing. And sometimes you dont need a whole lot to have fun for a couple of minutes, you only need some grenade golfing.

Peculiar Adventures of Dorothy Hops by detectiveLosos 2018-04-24T12:49:59Z

@LemonBalmGames You are too kind :) As I see it the game is actually lacking in terms of gameplay. There is very little variety and you can pretty much see all the content in couple of runs.

@svdvorak Thank you for playing, glad you liked our game. Surprisingly nobody on our team even thought of that you are actually catching up with a robber to get robbed. We are sitting and laughing about it right now :D

Peculiar Adventures of Dorothy Hops by detectiveLosos 2018-04-26T03:57:10Z

First of all, thank you all very much for your feedback! Such a wonderful community really makes it worth overcoming all the hardships of participating in a jam.

@CalebLewis Thats a really good idea to make the jump at least certain height. We will surely test it and see how it feels.

@randomhuman Yeah, I'm really proud of that tutorial. I think without it the game would appear a lot more confusing than it already is.

@Reizo Yes, there are just three ways of getting through an encounter with a Rogue: not having a sweet roll, giving it to him and eating it right in front of him. And he very often stabs you unless you give him that roll. And yes, we are actually planning on developing it at least a little further during the jam. Marking it of course as a postjam version. We are planning on fixing some minor UX stuff, making a web build and then PROBABLY adding a somewhat real story and progression to the quests.

Peculiar Adventures of Dorothy Hops by detectiveLosos 2018-04-27T21:42:33Z

I wrote a small tutorial on how to make this water reflection effect.

https://ldjam.com/events/ludum-dare/41/peculiar-adventures-of-dorothy-hops/tutorial-on-how-we-made-this-really-simple-water-reflection-effect

@Sempiternal It really is for beginners and I think you can make one on your own for sure, but you asked, so here it is.

Peculiar Adventures of Dorothy Hops by detectiveLosos 2018-05-01T11:24:50Z

@EstacaoMarte Thanks for the feedback. We are trying to fix some current gameplay problems and get a vision of what this game might look like after a couple of months of work before putting any time to the content creating that might happen to be a waste after all. But we are very glad that you see the opportunity for this game to become something bigger.

@johnnysix Yeah, it's pretty hard right now because you have to pay attention to the entirely different parts of the screen. We are trying to find a better placing for the dialog boxes right now. Maybe even in the worldspace above characters heads.

@mintarcade Thanks for your kind words, but there are surely things to criticize about our game. Guess you are looking at it from the jam point of view keeping in mind all those restrictions. But when you are trying to see it as a fully developed project, there happen to be a ton of things to fix, rework and rebalance.

@jonathan-lorenz Thanks for your feedback. We are very glad you liked our approach to the theme. Right now we are cooking an update and it's so hard not to make an ordinary runner out of it. Action aspects are surely easier on the implementation and further development sides than dialogs and other rpg things.

@automatonvx Yeah, I agree that the foreground is kinda empty at the moment. But adding small obstacles like stones and bushes would make it an absolute impossible task to run, jump and read at the same time. So I guess we should add those as just the visual components without any gameplay value and look into bigger and more noticable obstacles for variety. Thank you very much for your feedback.

@honey Someone actually mentioned Kingdom, but they did it on their game page as an answer to our comment. Surprisingly neither of us played Kingdom and I didn't have it in mind while developing the artstyle. Speaking of that water reflection effect the real purpose why I added it was that those barebones silhouetted foreground platforms had too much of a space on the screen and it was the opposite of pretty. So I just put a reflection of a lot more detailed background to create an illusion of complexity and to keep players attention off those platforms. I guess that Kingdom water effect was at first added following the same logic. Thank you for the feedback.

@cristiano-m-garcia Thanks for your feedback. We see the problem of not appealing to a lot of people with that strict requirement for multitsking. So we are cooking an update for the game right now regarding the readability of the dialogues and reworking the quest system a bit. We are trying to make it more convinient to read while keeping part of your attention on the action. And in the future (if there will be one for this project) some learning curve starting from simple and short sentences and ramping up to a more complex ones is surely needed.

@paul-avallone Glad you liked the visuals and the feel of the game. I really tried my best to make it look as good as I can under those time restrictions. You are right that the quest system right now holds no rewards for the player. We are trying to rework it a little right now and publish an update.

@Darkphnx Thank you for the feedback. Reflections were a relly simple trick and took about five to ten minutes to put together. I made a tutorial with all the necessary code. There is a HUGE link somewhere in the comments so take a look if you like. We agree that quest system is a bit undeveloped and we are working on it right now. We are trying to add some actual quests (at least one at first) and give players at least some feeling of accomplishment upon the quest completion.

Light At Night by Extrone 2018-04-24T10:18:01Z

Visually this game looks interesting and catchy. But speaking about gameplay it misses a little. At first your character feels absolutely sluggish and unresponsive, but a mere moments later you get the feel for it and understand that you just need to be calm and delicate with your movement. Every drop needs to be corrected a whole lot more than you expect. But as soon as I begin to engoy this control scheme not for its responsiveness but for the challange comes the fourth level. This level introduces killer blocks that stand around one pillar with a distance of one block from one another. And one block is exactly the distance you would normally jump for. So you fall on one killer block, try to escape and almost 100% land on the other. After a couple of retries it becomes quite frustrating. I tried my best but the sixth level broke me. Other than the movement mechanic (that actually works quite well, when accompanied by proper level design), and the music (which I myself find unfitting) the game has its fun parts and colorful visual aesthetics.

Escape by Gamekrazzy 2018-04-24T08:30:39Z

This is a fully fleshed game. It has an intriguing story with a resolution to it, clever puzzles that are not too easy so they make you feel smart but also not too hard (and dont use a moon logic as well) so you dont sit there scratching your head in frustration for hours. They are just spot on! I'll totally play a fully featured game like this on some mobile device.

Beat Platformers Up by atsuzaki 2018-04-25T20:20:23Z

I briefly read the instructions on the page, jumped in, pressed all the buttons, mouse1 and mouse2 did something but I was not sure what. They just randomly launched me in random directions and then my guy just fell into the abyss. I was sure I was missing some available controls, so I reloaded the page to see the instructions again and there were no button prompts near the actions! I had to go to this page again to see the controls. Then I went back to game, mashed all the mouse buttons randomly to the same effect as before. I almost gave up on it, but suddenly I pressed mouse button in quick succession and blue bar appeared. Maybe it's just me being stupid and totally unobservant, but after all this time I finally realised how to play this game.

And it appeared to be a pretty cool little game. The idea is pretty innovative and quite interesting. As a feedback I'll say that you really should include the message saying "JUST MASH MOUSE1! AND A LITTLE BIT OF MOUSE2!" somewhere on the game page or even on the starting screen in the postjam version. Jump power gain seems a little bit off. Values below 3 give you almost no force at all and at slightly higher values you fly super fast. Hitting an obstacle kills your momentum, but it would be so satisfying to just pinball through all the barrels while destroying them!

The idea is totally there, the sounds of hitting things are pretty satisfying, but enemies are placed too close together and there are a lot of them and you have almost no way to predict that you will hit them after a couple of bounces which makes this game quite fun but quite hard at the same time. A little too hard to be desired. Keep up the good work and improve on the idea and it will totally work as a fun timekiller one button game.

Fallen Leaves by LemonBalmGames 2018-04-24T09:46:30Z

This game looks neat, rhymes and riddles are pretty interesting and coupled with a soundtrack they place you right in the mood for some meditative experience. But I have a couple of problems with gameplay. Firstly, the platforming itself is quite unforgiving. It's hard to judge your positioning in first person especially with such low field of view and that platform placement requires you to perform pretty accurate jumps. And I fell down time after time. Then I figured out that you dont have to speak to the spirits at all to proceed - it became a little easier to make attempts.

And then comes the problem which is personal to me. There are too many controls and I dont have a gamer keyboard. So when I press Shift+W I cant press Space at the same time. It wasnt so much of an issue until I came upon the gap that could only be passed by sprint-jumping. I completely understand that thats my personal issue and that wont affect most of the people, but the point is, why do you even have a slow walk mode in game? Why dont just have sprint at all times?

Really wish I could complete this game. In looks and sounds nice. And that free assets packs you mentioned seem really helpful. You might consider adding a proper links for them on this page so people interested in free lowpoly assets could go straight to them.

Fallen Leaves by LemonBalmGames 2018-04-24T10:45:10Z

No problem :) Didn't really expect such a hustle. That you will make a separate build just for one person. But I surely will try it again and complete your game this time.

War Maker by David Boeger 2018-04-24T04:44:33Z

I see you decided to do the voice acting this time :) There are some noticable cuts in the first couple of sentences, but overall it sounds quite good. I liked the intonation change from serious tone on serious matters that affect whole humanity to "We are just making money of it" kinda tone. In regards to gameplay it's pretty basic and you don't even need two handles most of the time. I played for a couple of minutes setting one somewhere in the middle and using just the other one. All was fine until I yawned, blinked lost my attention for a moment and suddenly the world has ended in a fire of nuclear explosion the Bluezbekistan won. As for the feedback, I would suggest making it harder and harder as time goes to keep balance and somehow preventing players to be just fine using the single handle.

War Maker by David Boeger 2018-04-24T10:38:49Z

@David-Boeger You really should look into learning and using some game engine. It seems to me, you just spend a ton of time fighting for the performance and making the underlaying structure but not the actual game.

OPERATOR by Hello.Coder 2018-04-24T08:08:57Z

This game definitely has it's mood. Grim, cold, technical. Console typing really enforces the feeling of working with a machinery, as well as screen shake really enforces the impact of your turret. Very well done and especially for the first LD project. The only thing is it could really use some up arrow action to get to the previous commands.

Witch's Escape by cristiano.m.garcia 2018-05-01T14:11:41Z

Wow, the music was really epic! As for the gameplay it is quite fun to type those spell combinations, but I wish the character stood on the far left of the screen, so there would be more time to react to incomming dangers, it would be a lot more convinient to take a look at your controls in the middle this way (shorter path for the eyes to take) and there would be less dead screen space with nothing happening. Overall this game is really good and well put together and I would play it much more if it wasn't so damn slow in the beginning and got to the real challenge (2-3 spells combinations) a lot faster.