Hikikomori by WarmLemon 2016-12-19T17:09:00
Suddenly the meters stopped decreasing, so now I can be a Hikikomori forever!
A bit clunky in execution, but a funny one. Good job!
Foon → Ludum Dare Explorer → Users → Devastus
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | π₯ | DEEper | jam | 651 | 3.66 | 4.01 | 3.11 | 2.80 | 3.69 | 3.78 | 4.07 | 3.70 | |
| 2020 | 46 | Keep it alive | π₯ | Nekotchi | jam | 945 | 3.60 | 3.17 | 2.76 | 3.72 | 4.31 | 3.48 | 3.25 | 3.62 | |
| 2019 | 44 | Your life is currency | π₯ | Wasted Effort - The Game | jam | ||||||||||
| 2018 | 43 | Sacrifices must be made | π₯ | CH-INF | jam | 4.00 | 4.16 | 3.66 | 4.33 | 4.50 | 4.16 | 4.50 | 4.16 | ||
| 2018 | 42 | Running out of space | Very Original Puzzle Game | jam | 275 | 3.68 | 3.68 | 3.02 | 4.10 | 3.65 | 3.08 | 2.65 | 3.23 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | π₯ | Robocalypse: Xtreme Pool Master | jam | 259 | 3.78 | 3.68 | 4.14 | 4.26 | 4.00 | 3.72 | 2.98 | 3.75 | |
| 2017 | 40 | The more you have, the worse it is | π₯ | Shopping Spree | jam | 53 | 4.07 | 4.26 | 3.59 | 3.77 | 3.83 | 3.84 | 4.19 | 3.77 | |
| 2017 | 39 | Running out of Power | π₯ | Gain Quest: The Art of Muscle | jam | 133 | 3.83 | 3.44 | 3.34 | 3.36 | 4.34 | 4.02 | 3.97 | 3.57 | |
| 2017 | 38 | A Small World | π₯ | Unnamed Space Project | jam | 385 | 3.37 | 3.29 | 2.49 | 3.31 | 3.98 | 3.17 | 3.02 | ||
| 2016 | 37 | One room | Dethroned | jam | 51 | 4.04 | 3.84 | 3.07 | 3.62 | 4.54 | 4.25 | 3.86 | 83 |
Suddenly the meters stopped decreasing, so now I can be a Hikikomori forever!
A bit clunky in execution, but a funny one. Good job!
Thank you all for the constructive feedback!
A lot of very valid points mentioned. We'll most likely be working on this outside of Ludum Dare to make it a full-fledged web browser game, so I'll have to take key re-binding, button highlighting and rebalancing into account, amongst other things. There was a lot of ideas and features (skills, actual combos, different enemy types etc.) I really wanted to include in this but simply wasn't fast enough :P
Thanks so much for all the feedback people! I'm legitimately awed by the fact that you guys actually like it, and hope to continue working on the Post-LD version and make it ten times better!
@Zenmumbler: Oh haha, I kinda expected something like that would happen, I was making an ending like 20 min before submission hour was over. I should probably fix that :P
@Sean: Some very good points there. The upgrades were actually more of an afterthought since I was thinking that this needs more content than what it had without, but it might have steered the mood a bit towards me trying to jam in some other themes :P Also yeah, the game really does show it's flaws the further you go since I spent my overall time wrong and didn't really have much playtesting in the end.
Kinda surprising storytelling, not bad! Nice artwork too, which makes this a pretty strong visual novel. Good job.
This was a nice, relaxing little game that I enjoyed very much. Thank you for this entry!
Nice graphics, a lot of content value here with some trickier controls though, changing between weapons and abilities both by basically scrolling up and down makes the game even harder than what it is with it's balancing. A very good entry none the less!
So shiny!
Maybe some key re-binding possibilities would be nice here. But very nice job!
A lot of the fun factor in games like these is fully bound to the precision of the controls. The overall speed of your left-right running and gravity is too much, resulting in floaty controls and jump mechanics that are off. Also, while one could argue it's for the added difficulty, the camera not keeping up with me when I go faster is just plain annoying and only brings about those cheap deaths where you couldn't see what was coming because you weren't allowed to.
Other than that, the presentation is gorgeous, and I like difficult platformers so I'm inclined to give it a high rating despite the shortcomings :P
Played the post-jam version. It was a pretty fun little exploration game, although I kinda was stumped at the fact that I had no way of knowing whether I got to "the end" or not, which may or may not be what you intended in the first place. Fitting graphics, good job!
My gripe with this is that it was so linear. And some choices actually added the same resource no matter whether you chose Approve or Reject, which kinda breaks the idea and only makes the player confused.
That being said, I found the mechanic actually pretty fun, and the setting funny. There was a lot to like in this game, so kudos!
I didn't score it because I reckon I'm meant to see more than just a starfield skybox around me?
Just for a heads up, the plain starfield skybox happens with Firefox. With Chrome I see the room, but for me even then it's ridden with z-fighting, black overlays and unseeable textures that it was practically unplayable. Hopefully others have better luck.
Ok, thank you for fixing it, now I can play & rate it!
Safe to say, it's a short but sweet little puzzle game. I really like the graphics, audio and the whole mood you get from it, and made with a self-made framework too! Amazing.
I actually solved the puzzle very quickly (a good sign that I've been coding too much lately :P), but I really like the way you presented it with getting all the needed clues from the environment. The third puzzle would have been a nice cherry on top, but it works well like this anyway.
It's a really solid game, and thank you again for making it and taking the time to fix it.
Very cool stuff for 48 hours. The pencil shader was nice and I had fun exploring the connecting rooms. A bit on the short side, but that's certainly understandable. Great job!
A nice, relaxing little puzzle game, I liked it! Could have used the possibility to drag mouse click to create several walls at once.
However, let's be honest though, there's multiple rooms here instead of one :P
It was actually pretty funny and a good take on the theme, good job!
Very well executed overall and funny as hell, amazing work!
I struggled to find entertainment in this, which I strongly feel is the first and foremost thing any game, of any style, should strive for. The sound effect was also way too aggressive to compliment the calm tone of the rest of the stuff. I kinda like that you took the theme literally out-of-the-box though.
There's some really great potential, very nice mood with great artwork and fitting audio. Currently nothing really works gameplay-wise though, which is a damn shame. I hope you continue with the idea!
Quite the fun idea, and loads of potential for pushing this further.
At it's current state however, the game has some balancing issues. Granted, I played the WebGL version (bugged version?), but I never really got anywhere in the game because my starting heroes pretty much lose to everyone at level 3 or above, and I lose all the fame I've collected whether I fight them or not.
There was some good stuff here, the cellphone thing was a nice idea. Sadly it wasn't used to its potential, and the game mostly felt like busy work. I'm not sure whether I got to the end of the game or not since all I got was a blank blue screen. But a good effort none the less!
Definitely does it's name justice, and a nice take on the theme. Good graphics, horrid steering physics, everything is there. Very nice!
The simple but effective mechanic delivers, kept me playing through. I didn't like being locked in the Y-axis though, even though there is some classic Doom-vibe to be had there.
The graphics are nice, albeit a bit on the "heavier than should be" side. I totally understand limits on optimization in 72 hours though.
All in all, a good game with potential for developing into a full release. Nice work!
Graphics are nice. The gameplay did feel rushed for me, but finishing LD with a playable game is an achievement in itself. Good job!
Amazing stuff for 18 hours. And also quite fun mechanics, I'd have enjoyed it more though if I had the possibility to just press Space and see what happens regardless of how many pieces I've used. And the really small resolution made it sometimes hard to see stuff.
But I mean, 18 hours to produce an actually fun game. Sheesh.
Let's be honest here, the controls are pretty horrid which ruins the good things in this entry. I assume you used AddForce to apply movement, instead you could try modifying and applying movement to rigidbody.velocity directly in order to get precise controls.
I was able to finish it despite the controls though. A bit on the short side, but a good effort none the less!
Ok, this is pretty funny. It's also quite a fancy game at that, so props! The hero browsing might get a tad bit tedious after a while though, but nevertheless, very nice!
I liked the mood, although some ambience through sounds or music would have deepened the feeling. I was left rather confused at what happened though. Interesting concept.
That's awesome, and groovy as hell. I got a score of 4930, which is probably not that much, but I enjoyed it alot!
The big furniture was a bit of a pain to move, but then again I believe that's part of the challenge. Well done!
The big furniture was a bit of a pain to move, but then again I believe that's part of the challenge. Simple, fun and engaging. Well done!
Ok, this is the shit. I'm amazed at the polish this game has for a 72h game. Got nothing to complain about, just plain awesome.
Nice work with the engine. I found it a bit hard to grasp what I was doing, when to do it and how though. Getting instant information about the active connections (instead of slowly seeing shards coming by) could make my actions a little bit clearer to understand.
Haha, I actually kinda mistakenly punched in the right code to the box way before I got on the computer. That made me a bit confused as to what I was doing, but that's kinda my fault :P
Anyway, some nice shader work indeed, combined with the eerie sounds it did get the mood set up nicely. Great work!
Super impressive stuff for 48h even if it is simple!
Very pleasing graphics, smooth gameplay, a nice little story and I liked the SFX too. Only thing it could have used is maybe some ambient music to get the mood just right, but that's me nitpicking about stuff and 48 hours is a very short time to achieve all that. Amazing work!
I really liked the graphics in this one, very nice! Interesting concept, although it got quite repetitive quite fast. The controls are maybe a bit too floaty, even for a ghost.
Just to nitpick a little, technically you're playing in two rooms instead of one. But, it's a solid, fun game, well deserving a good score. Very nice job!
Ok, definitely a non-conventional take on the theme, I like that! That's a cool way to do character control. Nice work.
I like the idea here and the graphics are effective.
However, the ball physics just don't seem to really work as you'd expect them to. Also, you'll get pretty quickly confused what buttons you should be pressing in order to turn yourself around, because their orientation doesn't match the camera's.
It's a very good effort!
Man, this was a simple yet elegant mechanic! I agree, you should consider taking this concept and bringing it to mobile.
I died once to an enemy hiding behind a tree, so an enemy highlighting effect could be a nice addition there. Other than that, nice art and music. Very nice job!
It's certainly a fun puzzle game. The not-deterministic physics do make the game a little bit harder since a slight change in timing can screw you over big time, but I didn't mind that much. I got a super difficult random level right after I finished the regular ones :P
It's a solid entry. Nice work!
Man, if only I had a magic wallet spouting endless streams of money that I could just aim at things.
Yeah, the ghosting screen-effect is pretty obnoxious, I never solved the mystery and it's missing shopping carts. How can you make a mall game _without shopping carts_?! That's blasphemy.
In any case, it was a fun little thing, although it could use some more weird stuff to do. Well done!
The atmosphere is amazing! I really love the old-school look and feel with the detailed atmospheric audio work, and the gameplay of typing in commands fits spot on.
It is... pretty much all there is to it though. The superb atmosphere is enough to pull its weight, but there would certainly be room for additional gameplay (probably simply means more actions to do with commands) which would only make it even better. This could be something to think about Post-Jam.
All in all, I played it through a couple times with different endings and can simply say that this is a great entry! Great work!
I am puzzled.
So there are dinosaurs indeed. It had a nice, moody set-up with the cinematic, but beyond that I don't know what to say really. I accidentally possessed a T-Rex and ate something but couldn't really fathom whether that had any relevant effect on anything, or what I was supposed or even able to do beyond that.
Walking to the right brings you back to the same place you were in. Scanning didn't seem to do anything helpful. As confusing as it was, I assume the possession and dinosaur eating action is currently the meat of the game?
No doubt there's a lot you could do with this considering the art and functionality, but as it is now I simply don't get it.
Now, I'm gonna give you my honest opinion. I hope I'm not too harsh, 48 hours is certainly not a timeframe to do complicated & content-heavy games in, but I'm trying to offer a different perspective.
Whether it's the control scheme being a bit clunky in certain regards, resource managing being a bit tedious or the idea of mostly flying in a big vacuum of pitch-black darkness not really doing it for me, I didn't really enjoy it.
It supports the idea of "lost in space", but I personally lose the sense of exploration when there's really nothing to explore, see and experience. Having to "find a needle in a haystack" with the blue stars sparsely distributed inside a vast, empty space is just frustrating to me. I do think that having a more structured level design, or indicators to your objectives, would really improve the experience by a long shot.
I liked how the alien and the planet interacted with each other, when you're going fast the alien is almost detaching but still managing to keep up. The switching mechanic introduced some aforementioned clunkyness though, and _**not necessarily the switching itself:**_ It's how the alien did not collect anything when not active, forcing the player to stop in it's track, switch, maneuver the alien into position just to do a little jump, switch back and then continue... which makes it feel even less like exploration and more like busy work.
Changing the collecting thing could alleviate a lot, to be frank. I definitely respect the amount of work you've put into it in such a short time, all by yourself even! The flat art was nice, there's certainly potential here and I do hope you polish it and take it further.
This was pretty damn good, I thoroughly enjoyed this. We we're toying around with a snowglobe idea at first too, I'm glad someone did that with so much style! Very short, but very sweet.
There were a couple times when I think the character was colliding in invisible walls that appeared next to the little cottage. A minor bug that didn't bother much, but thought I'd note it's existance.
A really good entry, all things considered. Incredible job!
The menu loop in particular has a rather unsettling bass to it, so I'm not surprised (things that with better time I would have definitely fixed in the mix). Luckily there is a volume setting to mute it if necessary :P
I was really pleasantly surprised. The game sports very stylish visuals and a fitting ambient soundtrack to it. Built a really strong atmosphere around the storyline. You certainly didn't pull any punches with the PlayStation 1-esque aesthetics, though I thank you for not doing tank controls :P
Now, it's a short story that is actually missing its ending which is a shame. How you don't get to make the important choice and see the results is a letdown, but you were able to create a thick enough atmosphere to make the ending actually feel important, so props to that!
It's also missing a bit in the gameplay category which you could remedy with some puzzles. Also, having a part of a puzzle solution be in a virtually unseeable place is _**bad**_, please don't do that again :P Something to think about if you decide to take this story to its end, which I certainly wouldn't mind seeing.
Overall an impressive feat. Very well done!
Ha, a pretty clever little story. It's very meta in many intriguing ways, and it's to me personally also one of the most fitting and interesting takes on the theme "A Small World" that I've come across. I don't necessarily like how the interaction only works sideways, it feels clumsy, but since it is also part of the lore itself it has its purpose.
The graphics and audio were fitting, but the mainstay was certainly the story. Very well done!
It's certainly what the description says, and _small_. A very simplistic yet fun idea. I'm struggling to think of ways for you to improve on it, with the 3x3 grid in my opinion not giving that much new options to take things further, so sorry for lacking feedback.
It took me a little while to understand that the enemies "detect" you diagonally as well, which resulted in perceivably sudden deaths. The moment you understand that though, the game gets very straightforward.
Fitting graphics. It ends abruptly, but as a proof of concept is a solid entry. Good job!
Lots of atmosphere on this one, pretty lighting and a cool ambient music go a long way. A soothing, relaxing experience, well done!
As said before though, there's too much bloom used here, especially at the bee nest where it's downright blinding when you're trying to bring a honeycomb back.
The controls also threw me off, it seemed often times the ascend/descend happens in fixed steps instead of how lightly/long I press the buttons. How the character does not follow the camera direction automatically with a rather slow turning speed paired with the auto-correction makes for a surprisingly clunky movement.
Both of these points have been already said, just opting in to emphasize where some potential fixes could be made. Very good work!
I do like the graphics, audio and the combined atmosphere very much. I liked the fact that there was no dialogue, and things we're purely conveyed by imagery. You've certainly done a good work on the overall presentation and aesthetics of the game throughout.
There were 3 things you could interact with, and only one of them had any point whatsoever. You could take away all control and it would not change the experience. My existance as a player of the game felt completely, utterly meaningless, and I'd expect that's the sort of indifference you **don't** want to intentionally convey.
Nevertheless, the superb atmosphere alone is worthy of praise. Well done!
PS. I would recommend you to change (or remove) the first screenshot as I was able to practically predict the whole story from that one picture, it's a bit too spoil-ey.
So, it's pretty clear that as you say it's very far from finished but there is a fun core idea behind it. Fleshing out the game mechanics and building levels around them could yield you a rather entertaining little physics game!
This is a pretty well balanced little survival game, I liked it! I was able to get things into a stable condition pretty quickly though which left me without much of a challenge, but with more building options that could quickly be alleviated.
A solid entry, well done!
A very entertaining game and story, I like how you were able to even voice-act all characters under the 72 hours. The gameplay has maybe a little bit of clunkyness to it, but it didn't really distract much. A very impressive feat, well done!
Well, it was exactly what it was said to be.
Whether or not you were _seriously_ set out to bring forward a message here I wouldn't know, but in the off-chance that it is so, in my humble opinion the little mini-game lacks relevance to the actual ending. I mean, you could have just put the ending there alone and it would have had the same effect in essence.
In any case, it's a funny little thing, well done.
Some wonky looking fishes (nicely modelled!), I wonder what kind of a radioactive puddle is the protagonist swimming in.
It's a 48 hour game so cannot expect loads of content, but well, it still felt a bit empty-handed. With more silly stuff to do and explore the game could be quite fun, but as it is right now, personally it falls a bit short. I found the King Fish though!
Another problem is that the game had a really low performance compared to the actual graphical quality, the few dozen fish don't really justify constant framerate spikes and the resulting unresponsiveness with controls.
In any case, it was an exquisite poking experience. Well done!
It's an arduous task to create a game about deep subjects such as depression and actually deliver, especially for 72 hours.
The art was fitting and the instability effect of the whole scenery did bring a nice touch to the mood, further enhanced by the heavy atmospheric audio. The painting bit was nice! And as aforementioned, having other tasks than just answering the phone was a nice addition that kept me feeling involved in the game.
The alternate ending was very subtle, both how to get it and the ending itself. I would say too subtle even, because it literally boils down to one little choice, choice that didn't feel to me as coherently presented as I would've liked.
All in all it's a well done entry, great job!
It was actually a pretty fun mini-game, and I have a cat that looks just like her so you're automatically getting an unfair advantage point there :P
A little bit of twitchy behaviour in the pathfinding at some points but mainly I was able to play the game without any problems. At first I didn't really know where to bring the "treasure" or how to hide, but I quickly understood the second run. It was nice that you went your way to make a jump animation to ascending, that was a nice touch.
With sound this would definitely be even better. A very nice first time entry, good work!
Simple but satisfying gameplay. It was fun how you could still manage for a surprisingly long while in a vastly overcrowded planet before your unavoidable demise :P
I would definitely recommend to focus on variety if you decide to take this further, there's room for more enemies, food types, maybe powerups?
All in all, a tight, nice little package and a solid entry. Well done!
This was actually a very enjoyable game, and it's an amazing feat to have done something so entertaining in 48 hours! I mean, balancing and the feel of progression are things that LD games are usually lacking due to understandable reasons regarding time, but somehow you've managed to hit quite a sweet spot.
If I have something to criticize, it would be the camera and how it sometimes doesn't seem to zoom out enough for you to do your expanding without pressing other buttons, which is a bit irritating.
Other than that though, it's a very good game. I'm impressed!
Some glitchyness here and there, like the first lever animation, but it's a nice little story with good visuals. Well done!
Got a lot going for a 48h game here. While it might lack a little bit in gameplay (being a little bit too slow or easy for my liking, and how the amount of trees you've grown doesn't really mean much), I can certainly respect the extensive amount of soundtrack work put into it, which is the driving force of this entry.
That's... all I gotta say really. Very nice work!
A fun little game, I like the idea! It might need some more variety in buildings and difficulty adjustment though, I was able to keep going without any worries. The moment I had to go do something else I needed to stop for not having a pause button though. And keeping a track of progression so that I know how far I've got would be nice too.
And sound effects. So yeah, I essentially just repeated everything that was said before me, but they're good points! In any case, it was pretty entertaining, so good job!
It's a pretty fun game! There's certainly a lot of polish here, you took one mechanic and made it well. Combined with a nice art style, it makes for a really solid entry.
The fact that you can only move to directly adjacent tiles felt really, really clunky though and something I simply could not adjust to. As aforementioned, I would consider a pathfinding solution or moving the controls to arrow keys etc.
It's actually a rather enjoyable game! The control scheme is rather awkward and goes against you more than a few times, but the core idea is certainly a relaxing yet interesting experience. I like your take on the theme, it's certainly much more creative than ours, and the hands-on representation with the coins dropping on the table is really satisfying.
There are many ways how to improve upon this, like being able to visit multiple ports in one route, an objective, a story, but first and foremost, this game needs an Undo- and Reroute-buttons. **Badly.** Once you have something going you can never change, which will most likely screw you over later on. Or right away, if you happen to misclick. The game's randomization affects how well you'll fare in the beginning quite a lot, which is really emphasized without any ways to correct possible mistakes.
In any case it's a fun game, and a solid entry indeed. Very good job!
I really liked the sense of exploration you get when you're uncovering the map tile by tile. The graphics also were very nice, this is a very stellar entry overall especially for a Compo game. I spent way more time on this than I expected, so I was quite entertained!
I'm not too fond of how you lose health for uncovering a tile, it didn't take long for it to be the main source of damage you get and the main reason to backtrack, which I would label as busy work and takes away from the sense of exploration which I felt is the main gist of the game. Also, it felt kinda pointless in most cases to have the uncovering timer, although I didn't mind that too much.
What I really, really disliked was the temporary one-use attack & defense powerups mechanic. They felt borderline meaningless and totally unrewarding, to the point where balancing the game around it brought down a lot of the feel of progression with it. Considering that money was an issue in the beginning, it felt baffling to me that I would ever pay exponentially increasing sums for +1 defense/attack that lasts for _one hit_. For a game based on leveling and progression, I felt this mechanic to be a big, disappointing detriment to the game.
But as I said, I spent a lot of time on this game that you made alone, in 48 hours, and enjoyed it quite much. I do hope to see you take this further. Great job!
A nice arcade shooter with great potential here.
I gotta say though, the camera at first really threw me over. I reckon a fixed camera would make controlling the ship much easier, and would have required less work from you at the same time :P (Since you can practically parent the camera to a dolly object or the like and get the rotation from there)
Also, while the music is nice and sets the fast-paced mood, I'd really wish for you to tone down the sound effects volume. The further you get and the more enemies you face, it honestly gets pretty horrid pretty quickly.
Other than that, I like the visuals and the gameplay. Very well done!
It's a shame there's not much else to do in Chuck's life than to drink booze and watch the crops grow.
Oh well. Atleast it's a realistic depiction.
Not bad at all, there's a very nice visual style and some fun puzzle design to this that I enjoyed!
I was disappointed by the finicky way the controls are designed though, turning while paused seems to work only in a very certain character state which lasts only for a short period to which a buffer for orders would really do wonders, and you can only turn in one direction (why not use the second mouse button for the opposite direction?).
Other than that it's a well made entry. Very good work!
Considering the amount of work a 3D farming game can inherently have, I'm not surprised. We were toying with the idea as well but decided to drop it, deeming it needs too much content.
The graphics were pretty nice, and the most important thing is that you participated and tried something challenging. You have the grounds to continue upon if you choose to do so!
Well done, I found the gameplay rather entertaining. I especially liked how you had different themes and actual different visuals and takes on the theme song for each planet. Overall this felt packed with content for a Ludum Dare game, which is a big achievement and something that makes it stand out.
Not dying when plunging into the planet core struck me as a bit odd. There's some minor floatiness to the jump trajectory, little collision bugs at times, without a drop-shadow sometimes it was hard to estimate where you land. This kind of little polishing stuff you could consider if you decide to take it further, in which there is great potential to do so.
Got nothing that hasn't already been said before really. Nice visuals, good music, entertaining gameplay; it's a very solid entry, that's for sure. Great job!
Graphics and audio are top notch here, really liking that!
As people have said, there's little replay value once you succeed once so maybe a little variety on scenarios would go a long way here.
A really visually pleasing game, very well done!
A nice rhythm game, I liked how things were syncing up nicely on my end so nice work on that!
I had some trouble adjusting to the control scheme, solely because I felt off-put by the need to actually _hold Left or Right Arrow to be on a different lane_ instead of just having basic "move to left or right lane by pressing corresponding direction".
The spherical nature of the level makes it harder to see what's coming at you when it gets faster rather quickly too. So maybe the assets could be a little bit smaller compared to the Earth to allow a bit more headroom? Maybe, whether that's a noteworthy issue or I'm just too slow remains to be seen depending if others feel the same way.
Overall a very good effort, and a good entry. Well done!
Nice graphics, polish and overall a very nice atmosphere. The lack of instructions in this manner is a fine thing in itself, but I feel it kinda worked a bit against it in this occasion as it didn't give you much freedom in solving the puzzles your way. Or maybe I was just too stupid to understand what I was supposed to do, I just woke up after all :P
All in all, a very solid entry!
Nice graphics. Shifting pieces around starts to feel quite tedious after some time though, which is IMO a quirk of shifting pieces puzzles overall but also the movement, as said above, could have been a bit more responsive to alleviate that.
Anyway, it's a nice entry, good job!
Well, it's as typical a clicker game as they get I'd say. That's not necessarily a bad thing though, it's not like anyone could really expect much more from one day of development. The problem being there's not much else to really say about it.
I think it's a good effort in the timespan it's created in. Good work!
I'll be honest, I'd have liked if it resembled more of a "racing game" as you tactly ruled out. Point being, I would have enjoyed exploring the area if I was able to actually move faster than a turtle stuck in quicksand, and in the direction I'm willing to. Tapping to turn feels unimaginably unintuitive, and there's nothing else to take my attention away from that fact.
The graphics are enjoyable and interesting though, so here's to hoping you apply some pizzazz to the controls.
Ok, this game really shines in innovation, that's certain. Lots of funny stuff and enough different puzzle mechanics to keep things interesting, very well done!
Ok, well it definitely has a nice style. Maybe a bit too much blur for my taste, but otherwise pretty graphics indeed! I like the idea too, and it's something that can be easily expanded upon with more weapons, enemies, loot and the like.
You don't need me to tell you that the gameplay is broken, but I find intriguing that the controls told here are different from the ones you can find in the ESC menu. Right clicking doesn't swing a sword for me, although pressing V doesn't seem to always do it either. The enemies actually seemed to regenerate your power instead of taking it which was a funny bug.
In any case, there's quite a lot of potential in this game and I really do hope you work it into a full game!
Ok, an instant favourite for that movement style alone, man that was hilarious. Very well done, especially as a Compo entry!
A nice little game, I like how it is written and presented. Granted, I could not hear any music and having some events like you mentioned would really spruce things up further, but for 48 hours I'd call this a job well done!
My carefully selected heir, the cream of the crop, resulted in a kingdom totally ruined. That offends me, and proves that choosing heirs by their name is not a good strategy.
Thank you so much everyone! We were able to get a good jump start on this game (The idea came to me 15 minutes after the theme was announced) so I'm very glad to see it paid off.
There's some content features left out of the submission that I might add later into the WebGL version, such as status effects, populating the gym with interactable people and of course the ending cinematic songs (there is only solemn silence for your efforts for now).
There's some balancing issues I need to solve with the minigames, and certainly a tutorial in some way could be added (although I kinda like how you have to learn the ropes by yourself), but the first thing it definitely needs the skip button, that's for sure. I'll work on those a bit so that I can hopefully start seeing some highscores in the leaderboards!
Is that so? That's... interesting. I'm at a loss for why that would happen though, since it's Unity's WebGL build.
Maybe your browser had too low memory to load it? I'm expecting that I put in safe amounts of memory reservation since it runs on all the computers I've tested it with. I can see whether I could lower the amount somewhat, though I can't hold any promises to being able to do so (Unity itself takes a hefty chunk if I understand right).
This might mean I'll have to create a Standalone version of the updated one in the future though.
PS: I fixed the itch.io profile, it should work now!
Ha, we use QWERTY in Finland and I was honestly upon the impression that it's how keyboards are mostly laid out. Well, the more you know. I'm gonna have to address that problem soon. Thanks a lot for the feedback and heads up!
Thanks for all the feedback! I kinda had the feeling that the game was giving a hard time at it's base difficulty, so I went and toned it down a bit (also made it scale back up towards higher values).
Just to point this out, the game kinda expects you to **increase your weights as you get stronger**, to get even stronger quicker (succesfully lift bigger weights = more strength experience). This in turn makes the minigames harder again, or the same if you stay within your strength numbers.
The game certainly doesn't really explain this, so I apologize for any uninformed bad endings :P.
@ava-skoog Nice catch! That is indeed a bug, I need to fix that ASAP. And yeah, maybe I need to give some indication on what the expected strength value to succeed actually is in-game.
Nice idea with juggling your speed and energy consumption, although it didn't last very long as you get so much stamina from sponsors that you can just blaze through the scenery unfazed. Some sponsor was bugged as it required a first place, yet denied me the upgrade as I achieved it.
Overall I liked the mechanics, combined with fitting graphics and audio. Very well done!
Well, there's certainly the Doom-esque feel to it, but everything seems to be a bit wonky and floaty, the swaying to left and right for example makes moving unintuitive (it's the sprite swaying in Doom, not the actual movement). I'm struggling to find a relevant connection to the theme in this case as well.
It has the potential to be a fun game of gauntlet, so keep it up!
There's actually great potential here, and I like the dab at global energy crisis. That said, the actual mechanics seemed a bit obfuscated to some degree. I mean, I couldn't really understand why tiles were constantly exploding and changing their type, in what pattern they did it and whether there was anything to do to affect it. And yet I won.
It's a pretty fun concept, but really does require some clearer instructions and visual feedback. I applaud you for trying a strategy game on Ludum Dare, since those can be quite arduous to get right especially in such a small timespan!
Nice take on the theme. Shamans are cool as hell.
I kinda lost some of the immersion though with having to run next to a marked area to be able to hum, I'd like if I could hum all I want, and nearest trees register it if you're close enough.
In any case, it's a good entry, well done!
This is definitely a unique entry. Very complex and lots to keep up with, maybe a bit too much stuff since it's starts to feel very spammy at times with the left panel.
I didn't really feel like I got any indications on the gravity of my choices on research. I just kinda tried first to avoid researching anything that didn't sound useful, then after being prompted for "flawed science" (which I expected to be a bad thing) and the like multiple times I researched everything I could. Graphics could go a long way giving you a better sense of what's actually going on.
In any case, I very much liked it. Very well done!
It's a nice little game, short and efficient. Like the animated glowing trippy colours of the polygons, it's really missing SFX for picking up stuff though. There would be room for more elements as said above, game-altering pickups and the like.
For what it is, it's very polished. Well done!
This is a very interesting concept and nice graphics! It's quite rough on the edges for now, there's not really that much point in trying any other design other than the most basic one, and it's enough to get you all the way to the Oasis. The vehicle is rather cumbersome, but I like the feel of gliding even if it doesn't really follow the law of physics.
There's certainly potential here, I like building stuff, especially if they're interactive like vehicles. Good job!
Holy shit this was good, the amount of hilarious dialogue written here is immense for 72 hours. The vid inserts were pure gold.
For further improvement, the game could certainly use some choice-consequence pairings, but I thoroughly enjoyed the story for what it was.
I'm impressed. Amazing work!
Well, there's certainly some fun elements to this entry. I like the Dark Souls - esque gameplay and for a timespan of 3 days, they work pretty well all things considered. Audio would have definitely made a big impact to further drive home the "weighty" feeling and mood.
Graphics-wise, the blur is way over the top. I'd argue against using a general depth of field at all but practically making your player visually impaired is definitely not great. I also experienced pretty apparent slowdowns with some particle effects.
In any case, I'd call this a job well done!
The pipe-puzzle idea seemed to be a rather generic one for this theme, I like your take on it though! I like how you can switch up connections from further away, but with an added cost. The audio started to get a bit annoying after some time, some music would do alot to alleviate that.
I kinda wish the "pipes" that were connected would be colored differently to make it clearer visually. Other than that, it's a good entry!
A nice simple game, it's fun to run around while an army is chasing you. Some balance issues in the turn speed and how you slow down a lot when you get hit, but other than that, nice job!
Smooth visuals, I definitely like the presentation. Reminded me of "One Must Fall 2097", although every fighting game with robots caged into an arena does that to me. A nice take on the theme, it's a shame there's no single player possibility currently though as I was unable to find an opponent online.
There's great potential in this one, great job!
That concept is very entertaining! I have an issue with how you move, not actually the mechanic itself, but how it ties (or in my opinion, doesn't tie) into how you need to avoid the teacher and do all sorts of other things at the same time. It's a difficult game to say the least.
But I really like the idea, soundtrack works with the graphics and it's certainly a good entry. Well done!
Pretty enjoyable graphics, quite evident that is where the most time was spent. Gameplay feels quite clunky in comparison, UI didn't give much indications on what I was supposed to do and I got shot through walls and died to what I think were invisible bullets. With music you could add a true sense of exploration to the world as well.
There's a lot of potential to work it further if you so choose though. Great job!
Intriguing, good job on the art and audio setting the mood, I really liked the atmosphere. The simple addition of anagram puzzles surprisingly made it feel interactive enough to keep interest, although I reckon some more wouldn't probably hurt. Maybe have the actual research of data be some form a small puzzle mini game in between chapters? I dunno, I didn't really mind.
It is certainly succesful in it's task and a fine entry. Very well done!
An uncanny combination of narrative storyline and rhythm mechanics, would definitely like to see this finished!
There's nice elements like the arrows shifting when you fail too many times, and the indication of a deeper storyline. Other than that, there's not that much else to say about it. Yet.
It's very short, and the gameplay is somewhat borked in the sense that it didn't seem to register my inputs at points when I had an arrow perfectly aligned. So as you go on about developing this, give some leeway on how exactly the arrow needs to be on top of the indicators to avoid input lag or other similar problems. Smooth gameplay is still the most crucial element, even with a good narrative. Also some clear visual feedback on when you've succeeded is a given.
With that, I wish you good luck and hope you finish what you've started!
I'm not an avid player of visual novels so I might not have the right mindset for it, but I was kinda bummed on how there wasn't any meaningful interaction between the player and the game.
Nice ending though. It's a pretty good narrative experience, so good job!
Ok, so you did the [Unity tutorial](https://unity3d.com/learn/tutorials/projects/space-shooter-tutorial), added one auto-depleting power bar and submitted it here with it's pre-made assets.
I have a hard time seeing how this fits with the spirit of Ludum Dare competition itself, so I would at the very least advise you to opt out of Audio and Graphics ratings, as none of that is made by you.
I had this odd flickering overlay (looked like there was a screen effect going wonky) that made it hard to play the game. Might be an SLI-issue thing, dunno. But for what I was able to experience, I really like that lighting! Definitely looks pleasing. The boat controlled nicely, which is often a rarity in games.
Would have liked some music, but other than that, very well done!
A very innovative take on the theme! Granted, I played it through with the debug version as to be able to fully see the game without spending possibly days on it, so the battery mechanic does come with a downfall. It's an intriguing mechanic nevertheless.
A well-achieved mood through music, the changing scenery and writing combined with a rather original way of presenting the theme and idea, it's certainly a very good entry!
It's definitely a fun game, and feels polished, like the wrecking ball astronaut bouncing around. I can't decide what to make of the controls though, they're kinda awkward but I guess that's part of the idea, having to maneuver with wonky controls.
A very solid entry all around, well done!
A pretty funny concept, the parallax effect on the sky was a pretty nice touch. I was left kinda hoping for more game mechanics, but pretty good overall. Maybe a tad too easy, I won on the first go and still had a lot of distance left.
In any case, nice work!
Ooh, I'm a sucker for cyberpunk stuff. There's some really good stuff here, I really like the atmosphere you've created! At some dialogues you're maybe changing songs a bit too often which breaks a bit of the mood, but nothing too serious there.
A lot of stellar work done in a very small timeframe. Very well done, big thumbs up!
The art is really nice! I really do like the little lighting effects and animations.
The controls are, in my opinion, not precise enough. They feel floaty and the jump height is so small from the very get-go that it feels somewhat frustrating to move around. Luckily the game has walljumping to alleviate that.
The web version worked fine with me on Firefox. In any case, it's a good entry. Well done!
Quite the story, I liked it! The game's a bit scant with accepting synonyms at some points, it's lucky you made the hints give out the particular answer after a couple mistakes.
In any case, nicely done!
Nice graphics, straightforward gameplay. I can really relate to this one, with Ludum Dare and coffee dosage the struggle is real.
It's kinda hard to see where the coffee is landing, especially since it doesn't aim to the center of your screen. Other than that, it's a great entry!
I really like the aesthetics of the game, very well done! The theme is pretty well represented in this game as well, being a fat cube is tough life.
It seemed as if there never spawned another pizza slice after I got the first one, even though the messages told otherwise, or atleast despite scouring the whole level through I couldn't find another one. It also simply crashed at some point when I flew out of the house and was going back in.
Great stuff nevertheless!
Ha, this was pretty funny. I like the warped bouncing cars that you can drive around with. Would have certainly liked to have some use for the money you collect, but luckily the challenge amps up when the SWAT arrives.
Very good effort, well done!
A cool, simple game. The art style is nice indeed, I also like how the cats actually stack and that it has an impact on gameplay. Well done!
This was a lot of fun, I enjoyed it a lot! Great way to use the theme, nice graphics and hilarious animations, pretty solid core gameplay. Some more work on smoothing the controls and this would be a total blast.
All in all, a very stellar entry. Great job!
The art style is intriguing, it's a very nice looking game! I found it a bit confusing though since I had no idea what drink is what. I practically just ran around dodging people and taking everything I could until the combination of items resulted in a game over.
In any case, it's a very nice entry. Very good job!
A nice, relaxing game. The UI kinda throws you off a bit, having two modes and having to use arrow keys to switch between different seeds - a fully mouse-controlled, streamlined UI would work wonders with this. Some music and ambient sfx would be the icing on the cake.
Well done!
Really polished and well thought out gameplay, amazing work! Nice colorful graphics, lively animations and fitting audio - I personally feel it accomplishes what it set out to do extremely well. One of the high notes of this Jam for sure.
What a stellar game, I like it! And appropriately challenging at the end too. The animals look surprisingly nice in a grid-like manner, well done with the art!
To improve, highlighting the squares that you are dragging an animal over would make the game more readable, as would some scaling animations for lifting and placing the animals. Minor things really, it's in a very good state for a Ludum Dare game already. Very good job!
Incremental games aren't very involving/engaging by design, but I still feel there's a somewhat lack of sense of progression. There's a lot of different things which turn into other things upon breaking, but I don't really know or care what anything does since they all look the same to me. Speeding things up a bit and thinking about the presentation of game elements more could make wonders.
Nevertheless, nice work!
Certainly an enjoyable puzzle game! The narrative is a nice touch.
My thoughts have pretty much been said above, but I'll add my weight to the given feedback.
The ease-in effect does make moving feel a bit jarring in a way, but other than that it's just fine. The minimalistic art was in my opinion maybe just a tad bit too bare, but that's just personal taste. I still think it was a good decision to focus on the gameplay and puzzles more instead.
For clarity, the skulls could show their direction, but I did not find that problematic personally.
All in all, it's a solid piece. Very well done!
Gotta say it is as you described it: there's not much here. If it weren't for the minimap I wouldn't even know I was moving, there is no visual cues to tell. The ideas do sound interesting, it is a shame none of those are in the game right now.
A very nice entry indeed. I like the presentation and the puzzles are interesting enough to keep you going.
Some improvement ideas could be automating the goblin when it has a clear path to the objective, as droning on the Next Turn button feels a bit janky. Also absence of zooming, but atleast you have the movement keys.
Well done!
This is brilliant! Very solid gameplay with a nicely ramping difficulty, enjoyable graphics and sick beats to play by (that ending beat is awesome). It's a funny twist on the theme too. A pristine example of a great jam game by all accounts.
Really nice work!
Very stylish game indeed, and a surprising amount of content here! The narrative elements make for a nice twist to ye olde minesweeper.
Impressive work!
Oh man, thank you all for the comments and love! Really humbled to have this much positive feedback. I'm glad everyone likes Dee as much as we do :P
@mono @awerar I deployed a small fix for scaling the resolution of the game, so that should be alright now.
@lery I did code event registering for clicking the cat itself for that exact reason :P Didn't have time to make the actual interaction though
@antraxxx CONSEQUENCES ARE PERMANENT
Thank you all again for your feedback, it's great to see you're liking it! We're doing our best to return the favor.
@tobiasw @effarek @macabre You're right, while it has the generic Tamagotchi features in place it's a bit lacking in content (and too slow). There were lots of interactions planned but we decided to cut 'em to get the main game out in one piece.
And of course, couldn't leave a guy hanging for asking cat pictures.
@fat-cat He was so happy he didn't need to shit for 3 weeks straight. I think that is how happiness works.
@ryulan I toned down the frequency of happenings thinking to make it a more "pet idling in your browser tab" thing, but considering the feedback it seems more activity would have been the better option after all :P
A multiplayer cooperative idle game, that's a new one. A very interesting concept, and fits the theme very well. There's a lot of further potential for a concept like this in my eyes.
It is a simple game, but it is executed effectively. Very well done!
The downscaled aesthetic is very cool! Overall a really good job on the presentation side. I was kinda hoping for a bit more oomph on the gunplay though.
Very well done!
What an opening! A great entry, music choice was excellent and I really liked the gameplay. Maybe the delay of ship turning with the mouse could be lessened a bit for a tad bit tighter control, noticeable if you're doing a tight corner turn, but overall steering the ship wasn't a huge problem for me.
Very well done!
I seem to hit the bug described above every time I try to build the Sleeping Spot, no luck with different path setups.
What a shame, this game looks really fun! I'll try it again if you find a fix for it.
Ha, "Why can't you go backwards, it's frustrating". It's certainly a creative, thought-provoking game. The map at the end is a really nice touch, pretty sure most people went for a second run once they saw the amount of stuff they missed :P
I kinda didn't see much use of the theme in other than abstract terms though. Also it felt kinda annoying that the game forces you back to the main path if you dilly-dally around too much, but I guess that's part of the intended gameplay.
In any case, it was a great entry. Well done!
An atmospheric interactive movie! I like the retro graphics style and the sound design make the overall tone very eerie. It's a shame that it's kinda missing all gameplay though (you could basically leave out all the space-presses as it is), a narrative-driven game in this style would be interesting indeed.
Well done!
Nice work! Interesting art style, no sound's a bummer though.
Very cool, the atmosphere is simply great! I understood the gist of the game pretty quickly too so I didn't personally feel it was "too mysterious", though I think some manner of minor extra guidance could probably still help, mostly in the situation where your light fades out.
In any case, very stellar job, I liked this a lot!
A very impressive effort, especially for a Compo entry. Fun gameplay with just enough challenge that it frustrated you to try harder and succeed (which I did eventually). Neat clean graphics and extra points for the intro finglish.
Solid stuff. Excellent job.
Idea is very nice. The controls are a bit janky, but keeping the level alive and rebuilding it is certainly a fresh take on the theme. Well done!
A very nice game, Sims are a tough one to get right in a Jam with all the potential balancing issues but you delivered. Delivered lots of cats!
I had some good time with this, I'd just wish to have the possibility to rotate the camera around and have more freedom of movement overall, especially since taking photos was one of the game mechanics.
It's a really good entry, very well done!
The polish in this is pretty amazing really. Music is extremely good, and the graphics are top notch!
For some minor gripes, the four submission elements could maybe be separated to their own fields for easier writing, at least that's one way of alleviating the problem of not seeing the full entered sentence.
All in all, spectacular work. Very well done!
Very entertaining! And I like the art style, fits this game very well. The floaty drive mechanics lend itself to fun drifting stuff once you get the hang of it. Only thing it's missing is some more sound effects.
Very well done!
Alright, a parkour game! It was fun jumping around the block, without a win condition it gets trivial pretty quickly but it was nice nonetheless. Controls are just a tad bit too floaty for my taste, but it wasn't too bad. An interesting art style, albeit the brightness is borderline eye-bleeding :P
Very good job!
The graphics and audio are very neat! I also like the idea, a good take on the theme.
I had some problems fully understanding how the combat system really worked though, maybe there's not enough visual cues and feedback to let the player know what's happening, and movement is a bit jarring. More enemy variety is always a plus too, though I of course understand the lack of time.
All in all, there's great potential in here. Very well done!
It is in dire need of "more everything", but it has much of the core pieces in place to do so. If you're going for mobile you might want to consider turning up the size of the graphics a bit (or zoom in the camera) so that it won't get cluttery on a phone screen.
Well done!
The graphics and audio are **impressive**. A stunningly beautiful game for 72 hours, no question about that. Maybe the font choice wasn't the best for in-game text, but it wasn't too bad. Level design was also on point!
However, I didn't really like the "click 'n drag" gameplay, personally it felt somewhat unresponsive and kept distracting me. I think having it so that you just click towards the direction for a push would already alleviate that a lot, or even getting a constant wind push by dragging towards a direction.
Regardless, fantastic work!
Your first Ludum Dare? Very nice! The gimmick is fun, the pacing is good and everything operates smoothly. I got 5450 on my run, and it left me with a feeling of a self-contained, nice little arcade game. Not necessarily much replay value, but I find focusing on one good run to be more valuable in an Jam game, and it delivered.
I find the alarm was a good thing to have, otherwise I wouldn't have known where I am with the computer's overheating situation.
All in all, it's a very good entry. Well done!
A very interesting concept, and some really incredible artwork and music! This entry is certainly up at the very top of the list when it comes to audiovisual prowess and mood.
It was clear that the huge amounts of filler text was part of the intended gameplay, to really drive home the stress, but it might have still been a bit too much. Granted, I did enjoy the tension it created, but some of the written content did feel a bit "artificially lengthy", if that makes sense.
In any case, this was great. Amazing work!
A very polished, chill game with an impressive amount of stuff to put in your aquarium. I really like the art style and the quality of it's execution, tact visual feedback on everything you interact with, fitting music and sounds, it's got everything. The only thing to complain is that getting coins is maybe a little bit too slow.
A really stellar entry, amazing work!
A well-done minigame-marathon, I definitely like the concept and the graphics! If only I had me some real churros now...
Funny twist on the theme! It's a really nice little visual novel, very well written and I like the art style. More variety in music and sfx would've been a nice addition, but I'm not necessarily the best one to judge on that considering my own entry :P
Very well done, great job!
Thanks a ton for the plays and feedback everyone! I'm very glad you're enjoying the game.
@jlv Yeah definitely, a drop shadow underneath our main hero was planned to help with understanding the distances but sadly didn't make it to the submission hour.
@lumous If you land them from above enough, it should bounce off (most of the time). The nature of 2D billboards sprites kinda makes this harder than it should be though, again a drop shadow underneath would help :P
Very cool, the graphics are really good and the audio fits the bill nicely! The gameplay is pretty solid too, the light mechanic could've been elaborated on more but it's a jam game so not having the time to incorporate all the ideas thoroughly is to be expected.
All in all, a really good entry. Well done!
Very impressive! A fantastically crafted experience all around, you even put in voice acting which is rare.
To offer some critical insight, since the voice acting was in french I had a harder time focusing on both doing the tasks and following the podcasts at the same time. Maybe somewhat bigger subtitles could help to alleviate that, dunno. Also, maybe some guidance could have been left more open-ended for the player to explore the game a bit more on their own, but that's merely my preference talking.
In any case, unquestionably worth the download. Huge thumbs up!
Very nice! The art style and soundscape really brought this to another level, the mood is really amazing.
The character movement did feel a little bit unnecessary to me as there wasn't really any puzzle elements involved, and also somehow weirdly heavy, kinda felt like a deliberate choice for a game mechanic but the purpose missing. In this case I think mouse/touch controls interacting with the cool environment would have sufficed well.
Regardless of that, it was most definitely a very stellar entry and left me wanting more, great job!
Great stuff, the melee gameplay felt surprisingly snappy and hits connected satisfyingly (bonus points for throwable items, that was a fun addition), definitely got the Double Dragon - beat 'em up feel down. Nice animations and music too, maybe a bit too easy and tad on the short side, but regardless it's a very solid entry!
Yeah, I mean, this is like the quintessential game jam game, a very compact but stellar game loop with progression to keep you playing for more, and with very nice a consistent graphics & audio style.
And it's a compo game! Controls are a tad bit stiff or janky, but to have made all this by yourself in two days is ridiculously cool! Huge props to you!
Simple and effective does it, this was fun to play! And graphics and audio are very fitting for the chosen aesthetics too. It seemed maybe a bit rarer than necessary to find tools/powerups, but that's a minor thing (and maybe just bad luck on my part). Great job!
Ha, this is a nice one. Liking the *nix shell vibe, although I was way too often pressing tab hoping for autocomplete to happen :P
I think the "go back in history" button goes one further than it should when you press it after executing something, say proc for example. That's nothing major of course, all in all it's a really nice puzzle game!
I am a huge fan of the setting you created here. Pulling off a good story through graphics and soundscapes only, letting the player take in the scenery and contemplate on it, is a great feat in itself - kudos to the whole team!
All that being said, seldomly clicking on things coming down the river felt a bit disconnected design-wise - the pacing could have probably worked even better as just a full-fledged cinematic. Regardless, I do still think your focus went in the right place though, making sure the game packs the punch intended atmospherically, and that it surely did.
Really well done, congratulations!
It was pretty nice down there! Maybe a little bit wonky controls but backed up by nice atmosphere, really liked the glitching effects. I think mom needs to consider a renovation for the basement though (or moving out), didn't seem like a good place to store pickles.
Short but on point. Well done!
Intriguing take on the theme, and a pretty good one. It is also a difficult one to do right, and while the dialogue itself was quite well written and had historical accuracy (a very important aspect), I personally feel the messenger app - style delivery missed the cue pretty hard.
Compromises need to be made in 72 hours however, so I understand that might have been the easier route to convey the dialogue. It's a good entry nonetheless, well done!
That's a very cool idea! Very easy to get lost in the mazes though, I was unable finish my art show as I just wandered around looking :P A shame the artworks are low-res but it's totally understandable.
Very nice, keep it up!
Quite a unique take on the theme, and good execution too! All the dodging of bad vibes made me more tense than relaxed though :P
A great entry through and through, great job!
Nice! I think the controls are ok, maybe the blue crosshair on blue background made it a bit hard to see where you're targeting though.
To add to that, one could make the character a little smaller and let the player to hold the mouse button to shoot continuously to alleviate some of the minor control problems mentioned above, but all in all it's definitely a fun entry nonetheless, so good job!
Quite a unique take on the theme, and you executed it really well! A very nice puzzle game, you were able to hit a surprisingly good difficulty curve with the level design, and the overall graphics and sounds are very fitting.
A very stellar entry all around, can't complain much about anything really. Amazing work!
Very nice, the graphics and sound are great and the control scheme is a nice little twist to the usual while still staying simple. Changing the color scheme when progressing was a nice little touch!
The laser mechanic wasn't entirely obvious though, also the indication of what could be destroyed seemed to change a little bit during the game. And maybe the lateral speed is just a tiny bit too slow for my preferences. Those are pretty minor things all things considered though.
I thoroughly enjoyed the game, stellar work!
Took a little while to get the hang of how it's played, but very cool once you do and the rope mechanics are great! Player is a tad bit too slippery, but nonetheless it was definitely a fun game. Very well done!
Very nice vibe to it, the hype change to music during battles is a really nice touch! Nice visuals and audio work all around.
I used mouse controls, which was a little bit awkward (maybe should have used keyboard). The lock-on seemed to actually make it hard for you aim towards the movement during dogfights. I'd kinda like to be able to boost my speed a little bit too in case you get dogpiled by several enemies at once.
As a compo game it's very impressive. Well done!
Nice! The paint mechanics we're fun, but as some pointed out already, it did kinda start feel a bit tedious since due to not seeing around much you'd just take it slow and paint around as much as you can, all the time.
I presume there's a lot you can do with these mechanics though, so great potential there. Well done!
@bitten-toast-games Thanks a lot for the feedback! Yeah, one of the big issues here is the lack of a charge power indicator which makes the uncommon control scheme even harder to use. It's most likely the first thing I'll fix in a Post-Jam version, but I'll take a look into changing the way the controls work too. A restart button is a good idea!
@mau @rockhoppergames Now that's a new one. Care to elaborate how it does this? What it should do when hitting a turret is focus the camera on it while it's moving, and after either transfer back to the player or move on to the wave. Do you mean the turret doesn't move?
**EDIT:** It was actually the Sound Manager bugging out hard when doing resets. Gonna ship out a version with a fix to that with some unfinished new additional features intact. Hopefully those won't cause any more bugs before I'm done with them!
@alex-adedge I had some incorrect indexers for the scoreboard that went crazy when enough scores got made, fixed that in the Post-Release version.
Thank you very much for all the feedback! I'll try to iron out the bugs as they come, so be sure to mention when you encounter something. Though of course, the fixes will not carry over to the Submit Day version to keep things fair.
Thanks everyone for the feedback! I'm doing a big balancing run once I get some new turret types going for the POST version, so hopefully the difficulty will set into a more enjoyable median by then.
@abductedplatypus I've been bouncing back and forth with the idea of a velocity/range indicator and an additional Aim Assist line to show where the ball you hit will go towards. Problem with both, in my opinion, is that they make the other half of the gameplay essentially pretty easy, making it less about pool and more about tower defense (meaning the pool part starts feeling like busy work). A separate mode where there's additional indicators could be considered though.
@multiplexor The random placement of the balls and pocket types (in the beginning especially) is actually something I'm kinda pondering about right now, it makes up for a lot of restarts which is not something I'm fancy about. Glad to hear resonating opinions about that, how to fix it is not necessarily as straightforwardly resolved as I'd hope though.
@abductedplatypus Ah, pardon me for misreading, I haven't actually considered that one (and it's supposed to be a TD game, woe is me). It's certainly a good idea! Especially now that I'm putting in more varied turrets in the future. Maybe something like hovering your mouse over a turret shows it's range would be good for that purpose.
Nice atmospheres and puzzles! I was able to get all 12 cards albeit not really understanding the 'hint' note.
I share the same sentiments with @tbaudon towards the use of theme, It doesn't really get expressed very clearly since it's missing any fights, which is something I actually expected at the end (and would've been a pretty damn good way to end the game too).
It is a solid adventure game overall, good work!
Well, it's an idle game, and fun is rarely the driving force in those. It does it's job as an idle game very well though, so kudos!
I actually didn't understand first that you should apply the cards into the generators to get the benefits (bar some particular cards). Maybe make the slots a bit more darker gray to make it clearer. Also I think the cards spawn too slow.
I mean, it accomplishes pretty well what it set out to do. Well done!
Yeah, so you got incompatible right, that's for sure. 5/5 eye-straining experience achieved!
It's an uncanny combination, so you get full theme points on that one!
I was quite bummed about the reset not persisting tower placements, but I'm not sure whether or not I like the fact that ball physics don't really work like in normal minigolf games. I feel it made for rather unforeseeable outcomes since you still needed to aim but did not have the control as is expected (cannot do trickshots or much anything else than just launch the ball at a turret). Having that control makes for harder puzzle designs, but it's my two cents in any case.
It is a solid entry none the less. Well done!
This is so good, what an amazing idea! I thoroughly enjoyed the gameplay on this one, even if unfinished funnily enough.
Some finicky positioning of the tiles from perspective sometimes and a bit too floaty 2D controls plague the experience a little bit, but it's definitely a great achievement regardless. Very well done!
A very good entry all around, I really like those graphics! Contrary to expectation, it was quite playable with a keyboard. It was definitely a fun experience!
The game is a bit on the unstable side though, some graphical glitches and odd behaviour from time to time but fortunately nothing game-breaking happened. Also the Alt-button bugs out, looping the rotation until pressed again.
A job well done, big thumbs up!
A nice top-down shooter with a satisfying money mechanic, well done! What I'm missing though is the "_Idle_".
Funnily enough the last gun you get is way worse than what came before it, so you should probably switch them around. It's pretty solid otherwise, good job!
That's an interesting take on the theme, and a good first entry!
Gotta admit though, even if I got past a couple levels I did not really understand much of what was happening. Got the direction and distance to sound source thing, didn't seem to help me solve the third puzzle, think things got "lost in translation" as there wasn't much clue to what and how to solve. But yeah I understand, time management is hard. Very hard.
Well done, and keep at it!
It's got some good pixel art going for it, great job on that!
The game itself is just too random though, or more likely heavily steered towards negative outcomes by design. Half of the time I'm simply _forced_ to lose because the game generates mostly hazards to the table and since, unlike the other types, all hazards count up the same meter so you're left with rather frustrating gameplay. Usually, if at all, Match-3 games add negative matches very cautiously. Also, the game doesn't really incorporate farming _or_ dating simulator in its current state, other than in set dressing.
Being honest, I didn't enjoy it that much which is a shame because I can easily see potential fun with this. Some thoughtful rebalancing & animations and sounds alone would really bring this to life so I do hope you take a shot at it Post-Jam!
So simple, and yet so fun! It's not the first time I've seen Match-3 used in this way, which kinda goes to show just how effective it actually is as a mechanic. I played this for multiple rounds, I like how accessible it is.
I have not used either TIC-80 or PICO-8 so I have no idea how they actually work and what they offer in what quantities (other than what you already told about having the code on one page on TIC-80). But some more enemies and music would have gone a long way to keep me going for even longer.
All in all, it's a great entry. Very well done!
By the way, I had a bug where after dying and starting a new game, some "waves" forward the game just practically froze and I couldn't interact with anything anymore.
I like the graphical style a lot! And a lot of potential for a cool little mini-game.
For possible future improvements, if you're so inclined, I would add "valuable symbol combinations" spawn special encounters (bosses, if you will) with higher score payout to deeper integrate the slotmachine into the game, and more symbols overall. As fun as it is to play, variety is it's greatest weakness as of now.
I mean, it's already quite a solid piece overall. Very well done!
It's a novel idea, with nice graphics to it. Really would have wished for some music and sounds to set the mood right.
The core idea is nice indeed but it needs interaction to the design, like having the items in the room from the get-go and having the player find them by themselves.
In any case, it is a nice entry. Good job!
The game looks amazing, a lot of effort put into the graphics here. Very well done!
A sneaky way of incorporating the theme which is nice, I'm not sure whether they're that incompatible in all honesty though. The controls are pretty tight here, but the axe hit goes a bit too sideways to my taste (you have to aim your left side towards the enemies to land a hit) and the gameplay gets somewhat repetitive, but all in all it is a very stellar entry. Excellent work!
There's a funny idea for a game. It's a bit on the long side with 30 days worth of essentially random outcomes though, maybe assigning your whole hand of cards to multiple tasks at once per day could make it more about management and less about replying to a single problem.
In any case it is a nice concept, and a nice first Ludum Dare entry. Well done!
I expected a Battle Royale game to show up, glad it's covered in silky smooth goodness! It's a funny take on the theme, shame that the "_cooking_" aspect doesn't really show though.
The game could use some way of interacting with other tofus, as @amras0000 pointed out, you can only win the game by hiding and hoping no one else ends up in the same spot, which is especially weird considering that they can interact with you. It makes for a somewhat annoying gameplay coupled with a very floaty control scheme, although it served as the challenging factor for the game so there's that.
In any case, it's a nice entry. Well done!
Funny dialogue, familiar gameplay fitted to a pretty theme, it's certainly a fun game! Not necessarily incorporating the incompatibility of the two genres, but otherwise the setting is nice indeed. I played it through and enjoyed it, albeit the AI sometimes felt like it knew beforehand what was gonna happen, insta-folding for practically no apparent reason. Poker AI is very hard though. This would work really, really well as a multiplayer game if going forward!
I really liked it and see a lot of potential for it, so very well done!
**EDIT:** I don't necessarily like that you used pre-existing gameplay to create this, but it's nonetheless a good end result.
Yeah I mean, what did I expect. There it is, waiting on the other monitor.
Upon hearing the theme I sweared someone's gonna make this combination as a joke. And what a bad joke it is.
Gameplay is solid, art and sound is pretty splendid and the game packs a punch too with it's amount of content. It's a very stellar performance overall. Very well done!
As you said though, it's much more Metroidvania than it is a Bubble Shooter, and even then those two don't really have much problems mixing together, so following the theme is not it's strong suit.
That aside, it's certainly a very good game. Good job!
Nice atmosphere, clean graphics and fitting audio. Played with a keyboard, probably better with an analog stick but thought it just fine, so no qualms about gameplay either. One thing would maybe be that the "area/shield" in which you are traversing could have more visible borders.
In any case, it is a job well done!
Cute graphics and sound, and quite a lot of levels for a Jam game!
The gameplay is a little bit clunky though, I found myself often trying to launch my ball to no avail, so a clearer indication of when I can and cannot do so would be nice (like simply not even showing the charge bar behind the character while you're moving). Also some levels seemed to be pretty heavy to run.
Other than that though, it was a content-rich, solid entry. Very well done!
There's actually quite a lot of potential for this concept, I like the atmosphere! Currently it's lacking the interplay between space travel and the match-3 - department, which it sorely needs more of.
Time was short on your part and you did good with what you had. I can see you have a lot of stuff already planned for the future too, so I wait to see what you come up with. Well done!
Ha, the irony of the third one was a nice touch. Very well done!
It's got a polished presentation, sound design being the best of the bunch. To a game like this one it is also the most important one to get right, so kudos!
A great entry with loads of potential behind it. Truth be told though, I wasn't really able to play it for long straight after all the restless coding hours of Ludum Dare :P
I would wish for less washed out colors though, but otherwise the graphics are very concisely knit together and look solid, along with the music and sound effects. It is in any given metric a very good entry, big thumbs up!
A very simple concept, but a funny execution! The game could do with some more things to interact with, like the teacup on the table. I also would've liked the cards to rotate quicker. Safe to say, I was unable to finish a single game :P
Good job!
Quite a peculiar combination, and surprisingly fun too. The turn-based approach really gives it an added layer of challenge. Graphics are nice and simple, the sounds are fitting. A pretty clean execution all things considered.
Very nice work!
It's a nice little room escape game. Graphics are nice, and a nice atmosphere overall!
I found the puzzles to be pretty easy myself, I basically just blasted through so it felt a bit on the short side for me. But it's safer to go easy when doing Ludum Dare so it's understandable. I don't think fishing puzzles are really that uncommon (thus not necessarily something I would call incompatible with a puzzle game), but at least this has a heavy emphasis on relying on it to get through.
All in all, well done!
Quite a combination, and funny one too! Super fitting audio and difficulty is inherent to bullet hell games so you nailed this one down.
It's a bit _too difficult_ though. Player character moves way too slow, it feels the map scrolls too slow, the gaps between bullets are often too small for your character to even pass through unharmed and one thing is that I kinda expected for the golf ball to collide with the character too if it bounces back from something, maybe even stop in it's tracks for easier putting.
It's not impossible by any means, but in my personal opinion a bullet hell game really needs super tight controls for the difficulty to feel enjoyable, which of course is harder to pull off now that you need to punch a golf ball around :P But it's certainly a good concept and with little changes the game could be very entertaining indeed. Well done!