Brain is your weapon by JacksGamesSucks 2015-04-22T19:32:00
I got : No application seems to be running here!
Foon → Ludum Dare Explorer → Users → dhim
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Tiles Collector | compo | 46 | 3.75 | 3.47 | 4.37 | 3.56 | 3.14 | |||||
| 2025 | 57 | Depths | Focus Hunt | compo | 197 | 3.30 | 2.84 | 3.62 | 3.81 | 3.47 | 2.91 | 3.11 | |||
| 2024 | 56 | Tiny Creatures | Fifty Six LilyPads | compo | 141 | 3.58 | 3.43 | 3.46 | 3.54 | 3.53 | 3.33 | 2.79 | 3.11 | ||
| 2022 | 51 | Every 10 seconds | Find Ten Seconds | compo | 142 | 3.65 | 3.39 | 3.78 | 3.82 | 3.45 | 3.00 | ||||
| 2021 | 48 | Deeper and deeper | Deeper Trance | compo | 382 | 3.54 | 2.92 | 4.43 | 3.90 | 3.39 | 3.33 | 2.14 | 3.66 | ||
| 2020 | 46 | Keep it alive | Keep the bee (Jeez) Alive | compo | 990 | 2.81 | 2.65 | 3.42 | 3.57 | 3.65 | 3.31 | 2.42 | 3.22 | ||
| 2015 | 32 | An Unconventional Weapon | A MineSweepEars Island | compo | 504 | 3.22 | 3.00 | 4.17 | 2.87 | 3.17 | 2.91 | 41 |
I got : No application seems to be running here!
The game mechanic is very interesting!
I don't know much about what constitute "pixel art", I like the graphic though
Nice graphics and ambiant noise. I find it hard to avoid the yellow projectiles, maybe the eraser could erase them. I enjoyed the game
Look amazing and funny, I am bookmarking the page to play when it is done
Nice Entry!
I ran a long time not seeing any enemies, then turn around and a long line of twelve was pursuing me. I think that maybe the AI track the player from too far away.
I died a lot. Waiting 20 seconds for the initial dialog to repeat one more time made me rage quit before going very far in the game. What I played was nice though
Oh man those floors hurt my eyes!
The control are strange at first but I became used to it.
Way to hard for me, I lasted 1'41 :(
I liked the concept, the round and confined space, the audio and the background graphics.
Didn't like :
- I can't go through create nor shine the light but monster can.
- I felt I was way to slow to do an avoid strategy or to reach the light in time, sometimes the light moved far away and monster cornered me without no way for me to escape.
Upgrades (speed, life, larger shield...) would make a nice addition to the game.
This game is a ton of fun!
The opt out for the audio is a miss, I added it back now for future ratings.
Lovely character design, background and mood are a bit grim for my taste but that is not a bad element in any way.
I find it hard to know where to go or what to do, in particular how many feather are in a level and how many are expected to open a door to the next area, plus the fact that the next area only open when you come close to it make it difficult to understand. Your weapon ( a piece of paper ? ) is slower than the character making it difficult to shoot and avoid the monster.
Good entry
Short but fun, I loved how the level of water in the pool diminished when you refill.
Slapping is fun, Not sure I understood the dodging part
Graphics don't work on my os/x the game is mostly black but the edges of the blocks :( (like an inverted cel shading)
Oh I wish you had a mac build, I also did a a game with cactuses !
THe lighting is screwed up in the release web version... I'll try to compile a windows local version tomorrow for a better experience
Fixed the lighting by removing shadows completely. The cursor is fixed on a plane, I was planing (sic) to have that plane distance adjustable... should have kept it 2d, but not sure how the fix would have work to topple object and stuff..
@uppitydonkey57 Yeah I added the sound in the last 30min in the middle of the night I had to fiddle with bfxr and could not record actual sound... I tried to have some variations, but they are not coherent based on the material of the element... Removed the bee noise at it was horrible. Forgot the rain sound effect, :( it was good..
@uppitydonkey57 , @tomeks @ian-kettlewell Agree with the 3d/2d... I wanted a 3d game, with the feeling of building an shelter like a kid forts. The pointer is on a plane that I planed to have adjustable on the z axis. I should also probably have made the object collision free with the press of a key. Maybe I'll come back to the idea in a post mortem version.
thank you all for your comments!
@zerohbeat Jeez! you had to keep the bee alive :)
If you shake it too much, the bees get angry!
thank you for your review
@camilo-quintero Thank you for your comments, yeah I added the sound too late in the dev process... it didn't felt right without it, should have been lower voule also and localized.. @shigure Thank you for your comments. Yes my game tend to lack this clear goal... You can't really know how much water the cactuses are getting and what will make them flower. The bee should have a light path so that you see them being attracted by the flowers...
@jason-woerner Thank you for the comment, that bloom was an happy accident that I fell in love with. I think the idea to have the target sphere jump from object to object in highlight mode and stick to some plane in move mode help make the control being nice. I had planned for the target plane to be movable with the scroll of the mouse but I lacked time. @pke1029 thank you for your comment, my game lack that clear sense of objective, still better than my last attempts though. I should challenge myself to even smaller game but with clear goal. The physics engine was a treat to play with.
@linx Yeah! That was the game idea : build a shelter hover the hive and somehow over the cactus to protect them from the weather. I didn't put enough effort on explaining the goal and having the game reflect that you were doing a good job. Thank you for your comment
I Made a post mortem version of the Game to anyone interested : https://github.com/dhmmasson/ld46/tree/master/keepTheBeeAlive-PostMortem
Man, that's a game!
I haven't add the time to go through all the level, but I'll definitively play again.
At first reading the text for the game made me lost a lot of time. Having a separate splash screen, (or during the connexion screen) would make it better. As the game progress and you connexion speed increase that screen would become less and less visible.
Oh my god! Best game so far! I love everything about it! At first my baby always get alive and as I am so panic about it, trying to figure things out as everything is moving. Just like the baby in real life, (not stoping and running toward every dangerous thing in the appartement / not the being eaten alive part! ) Then the first level are easy/fun to solve as long as you keep the baby in the corner of your eyes.
I can't play for long tonight but I'll come back for more! Nice work!
I love the monocromatic palette used for the game makes for a great mood. The music is very cool too, has a nice vibe. THe SFX are quite rough ( one of the uh/Ah is too out of the mood) and break a bit that nice mood. Make you really want to peace this guys! I am bad at this kind of move and aim game, this was one I was especially bad at aligning myself and not having the enemies stuck in half a wall being able to shoot myself. great jam game
Where is the poetic criteria!! The mood is amazing, the sfx of the wind when your speed increase is on point, the crystal ting of the star is exactly how a start should sound if a kid could touch them! it's a childish dream. thank you for this compo!
You can cheat by drawing a stack of line under the ball to raise it, no need to ever reset... You have a typo in the description on itch.io : *Cotrols* instead of *Controls*
Nice graphics! I was missing a bit of context at first. Align I am bad at aligning myself to shoot the enemies. I'll come back tomorrow after a good night of sleep.
Good game, played twice ! As said by other, shooting and entering room is should not be link to the same key. I am not good at aiming/avoid arrows at the same time, it was frustrating. Each fight was a life lost. Love the pixel art, but the first screen, to complex to understand for a first screen.
Seems fun, are you planning a web version ? I'd love to play and rate it!
Awesome! The game of life has always been a favorite of mine ! I must have programmed it over and over in every language.
The spacebattle is what made me love the game, what a fun concept. It could be tweak so that square (2x2) don'T bring you that much score as they are stable. Maybe when you hit a live, check which "species" it belongs to ( if it belongs to one of the ship Extra point, if it belong to a stable no point ) otherwise some points !
Music is too loud, but nice.
Love the anedocte and the homage !
Fun familly game there!
I did the first level slow to feel controls. Got the addition right first time :) Ok nice mechanic, can see how to show it to the kids. the dino kid is having a hiccup before the second platform. I thought ok lets go fast to see how the game progress. Then I hit the balancing of the rock, which is a cool mechanic but a bit tedious. I love the fact that the platform feel the weight of the dropping stone, and that they roll. But it roll too much. So a kid would not know right away if he got the math wrong or just the landing. Some starting rotation of the stone are easier than other The first level where you have to put weight on the first platform are a nice level progression ( made me think, how do I substract in this game! ). Make for a lot of plannification for the kid, higher number then equilibrate.
Not sure i got the ascending one in the correct order, i think the dino kid jump while the platform was not stabilized all the way...
Hey update me too if you fix the mac version, i'll check it out !
Man that stress! I got lucky on the first try as i knew the cocktail. Was harder on the second when you have to read two things at the same time. And not just hmm hmm at the guy! I love the panic of doing 3 thing at the same time, the cognitive work load is intense and the music is keeping you on your toes. > The recipe book is unreadable in the good way ( hard to read at first, meaning you have to focus even more ) > The script is very good, I must try a text based game next time! > I don't like the canon though. It feel off ( i mean it goes well with the clown, but with the bar...) its input button is supposed to represent what ? Having visual cues would maybe help making it less frustrating, I mean I am one hell of a bartender I know how to use it, and it would make one more thing to look at.
Amazing entry. Wish you the best
Fun fun fun! Hard to understand what everything do, but since dying and restarting is seemless it's no biggy you can run around again and again to discover what everything do. A bit to hectic for my taste, as it is late so I didn't run around to find the two secrets. I have bookmarked it for another day :) Overall a great sweet (jammy even) game!
Oh... you listed it as a Html5 in the download section but it's only Window based... To bad I can't play on the mac. wish you the best!
Great concept, love the "material" of the black cube they fell dense, the blue ball felt really slick and reflected the fact that it moved so fast
I am not sure I understand the mine mecanic... do they explode multiple at once in a line ? I mostly run back and forth between the start up place and the further i could go, dropping mine on the way to be sure I could come back, cause I was once caught in a black cube and could not move anymore... got to 87 point and 160s I think in easy mode.
THe game would be better with a bit more explanation, even in the description on this page. Also I felt like I was waiting for the next mine to appear, and that I was slow down by that.
Nice clicky clicky game! I wanted to click so fast. Art and sounds are great and pleasing and puts you in the mood for more clickyclik.
I am missing some sort of diminishing return for creating the bouquet, or some client requests. Maybe having sell price as well as buying price would help the UI.
Good job!
whoo oo the control are nice! I usually s**k at this kind of game but I really enjoyed this one! Fighting against the rotational pull was very well done.
The progression level is harsh : first one is a breeze, and direct on the start of the second level I was hit hard! I could not figure out the missile, and without some kind of minimap you lose a bit of context ( where is the planet, where are the ennemies, is my planet ok ). Some of it can be ok, so that you go and check back.
Music is nice, sound effects are good, art work is compelling ! A great jam game!
Nice puzzle game with a smart/funny setting.
the user interface is nice, being able to speed things up. I would have kept the speed setting in between levels rather than resetting it. Like the fact that I could sped up the text once I appreciated the message typing effect. SFX and Artwork are nice, maybe the munching could have been even better if the adventurer sprite would pass behind the monster sprite. Very nice mechanic with the arming and cooldown of the traps.
Great game!
Great game ! fun simple concept, beautiful art, clear objective and difficulty increase. I like that the spider where on different part of the flower, and you have to click on it not somewher on the flower! superb compo entry
A nice entry! I love the intro, breaking out of the egg and having controls slowly enable. That's a great feature. The sfx is good and create a light mood as well as the physic engine that make you feel very light. Maybe some sprite height adjustment when you jump ( crouching and extending) and land ( dampening ) would make it a bit more grounded.
Where is the Poetic Rating !! Love the art, was trying to figure out the game of life aspect of the the circles when your voice came up. It startled me in a good way. I enjoyed the mood, and the sound track. thank you for this refreshing moment
I think a die game is nice, but it should have more combinations. Like pair or sequence could unlock different level ( sort of a yatzee ). So you could try to get something with your throw.
* Pair : 10 * die value * Sequence > 3 die : 50 * lenght of sequence * Triplet : 20 * die value * product that make 48 ( 2 4 6, 2 2 6, 4 2 3 and so on ) one free reroll or 500m
You could have a set of challenges for each processing day ( like 3 random sequence to match ) with different values
* you could also buy saving throw, or modifiers ( + 1 to a die, 1 die reroll and so on )
It took me two times to understand the mechanic of cards being resources and actions at the same time. But it is an awesome game mechanic!
Sometimes elements are refered as Engineering/Science/... instead of their icon was confusing.
I came by the stream twice but you were on break! I am so glad I discovered Ludum dare through your channel some years ago, because I had a blast this year with making an autostereoscopic game!
Can you build a Mac version ?
Nice! It doesn't seem puzzely at first. But it gets to it Very nice
Super nice puzzle game! So many time I thought "ok I got that now!, I can go straight to the end"... and fail! Back to the drawing board ;)
You could try an hexagonal board version to have a more organic look to your trees and root!
Can you write some how to play on this page ?
right click did something but the menu was still there
Ok nice, it works now!
I love the block breaking effect! the lights effects are nice too! quite heavy on the webgl version on my mac! THe pod is a beauty, what did you use to do your models and animation ?
The dig rythm is just nice, no to slow. It took me a while to understand if there was a game, as ore distribution is really sparse. But you have to go deeper and deeper.
The lack of explanation at first made me miss the E - menu. Now that I have all the element I will try an actual play session.
Is there a possibility to have a web or mac version to test it ?
Nice idea but so short, my feeling are that I am sad, I wanted more!
Mood is great, art is cool, the buzzing is a bit to harsh!
Nice, I love the graphics. Nice to have a video
I remember this kind of game from when I was a kid controlling you descent with a limited amount of fuel (Should I go for sucide burn vs controled descent ?). So much nostalgia. I was bad at them! I thought that it was because I was a kid. But apparently not, I am still very bad at it!
Thank you for your entry
This is a very solid game! The you start slowly avoiding rock, your own tail as in a snake game to realize you are going to get stuck against a wall of rock. And then the real game starts. At first I went through wall a bit to early each time, meaning it was then difficult to find something to eat. Finally I ate a whole wall and won.
Maybe have large rocks or ore that are uneatable to prevent the player to sniff a line and going berkzerk ? Or maybe that's the game play ?
At some points when I ate a very small rock the screen became redish until I ate a larger block. Close to the end it was a bit strange the background did not scale correctly : Screen Shot 2021-04-28 at 14.42.40.png
I used chrome (Version 89.0.4389.114 (Official Build) (x86_64)) on Mac Os X
Whaou awesome.
I got the first 3... but they get on my nerve to find the last one!
Edit : I got the END! Screen Shot 2021-04-26 at 16.17.44.png Simple, Very funny, effective. Good Game!
Left click to select / **Right Click to deselect**
The second one was really important, I only figured it out in the 4x4 puzzle. You can cheese it out, since you have only 1/16th chance of making a mistake by right clicking at random. Then if you do make a mistake you found the correct one and you solve the puzzle!
Nice puzzle game overall! Did you made the board by hand or do you have a clever algorithm to make sure there is enough clues ?
Nice game, the pixel art and the color palette is very nice!
I took some times to get the game mechanics, some mini explanation of the combat would be nice. What is the last upgrade in the list ?
a bit too slow to click, I think it would be nice to reoder the mole or to have them go quite automatically
Whaou! Awesome Game, the graphics are incredible! your pixel art fish are on point! The menu system through the phone is clever! I love the notepad for credits!
Alternate inputs for camera or opening the phone would be nice ( click to take a picture, somekey to open the phone)
I ended up with 43000 in the bank quite rapidly
Oh I am sad you haven't got a Mac version it looks stunning! Notify me if you can build other version
Very nice game mechanic
I'll come back to rate the game if you @ me.
Hello, I am back :)
Nice concept you have here! I love the fact that the menu is written on the first box, and you can move it around! I would have put the play on another face, so that the player experience the fact that the first box is playable!
I ended up with a lot of keys, you can get them back if you put them not in last in a given level.
The graphics, and feel of the interaction are very nice. A bit of ambiance sound, and some noise would have been super nice.
To be fully a game, you would need a bit more of a sense of progression. Either by making the computation harder and harder. Or by visually changing something.
One way would also to have the box continuously growing, and you would need to open them fast enough. You could then have them grow faster and faster: One ~~easy~~ dirty way in unity is to slowly increase Time.timescale (It's how I did in my game). It would not work for more complex game.
Is there an hosted version ? I don't think my screen is 1080p...
Sad, I am huge bash nerd but on mac... I might try to find a windows computer to plya your game
Nice, but a longer tutorial, or a cheat sheet somewhere... edit: well I guess there is a comment on itch.io that kinda help. But a visual one as gorgeous as the rest of the art would go a long way to make the game truly awesome.
The fact that once you know the mechanic the game is a good puzzle is enough. The learning curve doesn't do much I think.
Congrats on the audio/graphical part its truly gorgeous. I'll bookmark it for future ref.
When does it start ? Edit: Ok I pushed the dive button offscreen and was patiently waiting for something!!!
thank you both, @liammasters the mute button is working locally... I'll try a fix
@ghuyajil Nice!
@willem yes the slowly evolve, it's cool that it is subtle enough or that you where in such a **deeper trance** that you didn't notice much
@rolly sorry to hear that! Sadly some people can't see autostereogram... I'd say better in full screen. Try close to the screen and get further away.
@thebmxeur you can activate cheat mode, rotate the bar and pause with space. THen remove cheat mode
@thebmxeur. One you die the game indeed continue and nothing really change, it just go back to going slower and the score is zeroed, so if you are in it you should not loose it. You might be immune to the effect. THank you very much for trying multiple times !
@jaybaus thank you. I came about the idea of interactive autostereogram during a research project with a colleague more than a year ago. For the shepard tone I knew the effect going up, it was some *happy accident* to merge a descending theme I had with the concept and have an interesting result. I am the most please by the music!
@kernon yes it was a gamble to choose them to make a game for **Ludum Dare**. Thank you for playing still
@zwodahs thank you! @xlambein, source code is on github. I'll gladly help if you want to implement this kind of algorithm. I have better version and effect that I hadn't the time to implement in this LD
@noel-widmer you are right, or put some indication that you can escape with space.
@pookipoot, cool that you liked the **deeper trance**
@famicon80 good luck, really relax your eyes like seeing far away.
@charliegray nice that you were able to go that deep already
@japes, @samguy Thank you !
@hypp, sorry you could not experienced it in full. Thank you for playing it anyway!
@forevertrash Could you see the 3d effect ?
@predominant Sorry you could not see the effect! It was a gamble to use such an effect. Although I made a cheat mode for accessibility. @marcmagus suggested a blue/red variant for people that can't see the effect (but you need colored glasses )
@occasoftware thank you for playing it!
@hutchings90 Thank you!, You are right, I could have added a slider to adjust the disparity, that controls the unfocused effect. But that would have added a level of unwanted fiddling in a Jam for most people instead of playing the game. For a production game, definitively!
@andreia The shader is on the github. I'd be happy to help if you want to use such an effect.
@colombo Thank you!
@vilcans I think that was the use case for the research work from my colleague a year ago
@keithswanger, ah yes, I tend to not see cross-eyed one... So I didn't think of adding the feature! Though the fact that is was a wall eyed autostereogram cross my mind when I made the squint helper and looked at my familly from behind the screen... Thank you for the suggestion, it would be quite easy to implement as well...
@joonamo Thank you for playing. Higher contrast felt more tiresome ( but maybe because I spent a lot of time pretesting ) you can press space to get to the pause menu and see your deepest score!
@jason-wilson yeah the cheat mode is the depth map used to create the 3d effect, but matching the white of the paddle and the gray scale of the plateform is barely possible, while it's easy if you see the effect. Thank you for playing it still.
@axeltherabbit sorry to hear that! Some people can't see them... Sometimes changing Light conditions, distance to the screen can help
@fatebreak, yes I'd say 50cm (20 inches) works well for me. Thank you for trying it anyways
@neverautomatic Thank you! I hope to do well in the innovation category!
@zimny11 Glad it clicked! thank you for playing
@exewin Sorry you didn't get the effect. I appreciate you not rating. Feel free to rate the music, to increase your karma!
@rob-parker true, My goal this year was to make a game, as I tend to create experience or mood with no clear goal for the player. As I was very short on time this week-end as I was visiting familly, friends and taking care of the kid, I decided to go for a **very simple(( game first, and then add something to it!
I think the effect lands itself well for simple things in the center of the screen. I tried to add more complex shapes like text, but it's quite hard to read or get. Moving around the screen also tends to break the concentration.
@microchasm the theme is my own design, but it consist of so few notes (it's one bar repeated over and over one half tone each time ) that it might indeed appears somewhere else. The [score](https://github.com/dhmmasson/deeperAndDeeper/blob/main/ressources/Deeper%20Trance%20Sheet%20Music.pdf) is on the project github. The key thing is that it is always going down ad infinitum.
My GF told me it made her think of 2+2=5 by radiohead.
@triastase Thank you for your kind review. Glad you liked it ! I am starting to hope to do well in the innovative section :). It was a ton of fun too make, and I am amazed by all the positive feedback from the community!
@liam, thank you! 'aybe with a 7-segment font that would be simple enough to be readable.
@ayxh Nice score ! I wanted to implement a global high score system this year, but didn't. Next year for sure!
@kromeboy, @timon Sorry you missed some of the fun. Thank you for playing anyway.
@vanleiden thank you for the nice comment!
@jrevel Thank you for your comment ! Game speed is increasing each gate you go through. Although I tweaked it down so people could go **deeper and deeper**. The game is not really meant to be difficult or played for a long period of time or even multiple time. It's kind of a novelty game to experience this effect. I am glad you liked it!
@nonumbersgames Thank you for your review. Indeed light condition on the screen have a big impacts it seems. I am guessing your eyes tend to focus on the reflection instead of the deeper image!
I was going to check your games, but I already did! I liked it :)
``` Unidentified Trigonometry realm all Unidentified ``` **This is fun** ``` Evanescent song Wanted Imbued silver song Tomorrow swampy ``` It's hard to jump over super long words. I am french so I don't know if this is good poetry but I played a lot of game!
oh oh I dig this game! Very nice.
I am very interested into the design of this kind of game ? Do you map out the possibility, what's a lie etc ?
I don't think I understood the game quite well. The blinking tiles are too much for me to keep focused( who could guess, when you see my entry...)
I keep loosing the members of line, not understanding quite how to manage them...
I understood the inputs, it was more about the game logic :
You start with the 3 minions, but you only really control the first one. It seems that the 2 behind don't do much until the head one die. But sometimes they die because it takes a lot of moves to get them out of harm way and then find a way to position yourself to hit...
That can be on purpose: like you have 3 life (that are slightly different) that are incarnate in the game, which is cool. But it didn't feel that way when I first played. But that would be nice if it was a bit less clumsy to move them around. I just can't realy wrap my head around the gameplay I think. It seems a mix between a turn based, where when I move ennemies move, and realtime where we all move freely. I think I would prefer to be turn based.
Some different gameplay ideas : * gaining the minions across the floors * in a turn based : separate turn and move, having them all fire when you turn to the side (like a wall of fireman)
*On the graphical part :* On my side the blinking seems out of pace with the music, it's very blinky, maybe too fast and stressful. But once again it might just be that I am not into it. Does it serves a purpose, that the tile be white then black ? I'll make it more subtle, like a 10th of light change.
This are just my reactions to your game because *I* am bad at it.
is there a hosted version ? I only find the link to download the windows version on itch
Ok, @ me if you find a way. I am on a Mac so the windows build is not good for me. Good luck with the ratings!
That's a nice concept, how does the gravity/move work ? it feels very good to play.
The audio is very nice, I like the bells on collision!
The physic is cool. I wish it would be more spawny spawny. It's a bit slow to wait in between the click
Ooo that seems nice. I'll play again when I have more time Some more explanation, or a tutorial at the beggining would be nice. It was a lot of try and error to figure out the game Edit: Ok I get it now. It's hard
OOoh that'S a mental challenge to keep color order in your mind, change quick enough...!
Some suggestions on the gameplay: * Having a visual indicator at the bottom of incoming bubble would be nice ( like a horizontal bar of the color, that would shrink and become a bubble), would help anticipate the future. * For the color of your bubble instead of hidding the next and having to have the cognitive workload, have the border of the bubble with all the color and x rotate tue bubble a quarter turn.
@thesnide Then I stand corrected if it is intentional ! the game mechanic is really clever, congrats!
Ho, i thought I had it ! And then the boss got me!
Congrats on finishing a compo game!
From my few experience I learned that for a game jam to do well you should really hammer the basic and have a prototype running quickly. Having a goal, a way of measure progress and clear user interactions are for me the essence of something working.
For exemple even if the graphics are not there, a expanding circle (or just a circle) appearing when you attack) would suffice to indicate.
I love the mummies!
Nice game, i also made a fall through game!
* The audio is so warm and funny! I was laughing out loud all the way down. I'll play again just to listen to it * The color palette is so nice! and the artworks are beautiful.
It sometimes seems impossible to go through though...
Nice, I am a bit sad that you github only has two commits. I would have love to see the dev process across the commits to get a better feels on how professional game maker go about making a game like that.
Do you just use github to store the code at the end. How do you manage your code base during the development ?
I like the flicking interaction, it worked well on desktop. Audio is good.
I don'T have a wallet so I didn't partake in the NFT thing. Maybe explain a bit more what was the idea or what it does ?
The mood is good, the underwater atmosphere is well done! Graphics and Audio are superb
However I did not know at first if I had to pick the fish or not. Maybe have elements appears one at a time. Hard to read that text it sometimes disapear.
I could not avoid the submarine, to large too fast for my ship.
5 hours! you are putting some heavy constraints on yourself! I like the ninininini of the music
I also did a going deeper and avoid obstacle but with a completly different twist
It was fun, I was trying on purpose to drop the lamp... but decided to leave when it was not possible.
I had a good laugh.
Maybe It would be nice to have an accident possible for all elements, and a normal situation. The accident always being the last one you try. And have a groundhog day effect where you would play different order of breaking everything! Trying to find the correct way of looking at the exhibit without ruining it!
Sad, I am on mac. Notify me if you can have it running again
I love the graphics and the gameplay, reminded me of the games by the famous Lucas Pope ! congrats on the style
Nice and fun!
I don't know the original game, but I had fun exploding and splatting the two enemies! the destroyable terrain feels very smoothy, and cool :)
I can try the Mac version but I get a **Not Found The requested URL was not found on this server.** Notify me if you can fix the link
It works well on macos once you accept the app from unidentified dev.
The game is challenging. It would be nice to update ladder to ladder with platform. or platform to platform + ladder. Some way of removing "errors"
It gets hard to follow them all! which is cool I guess, some sort of visualisation (like an arrow) to indicate out of screen trouble / danger would be nice!
Great great game
@rolly ah yes i built over but you are right the platform and ladder threw me off. Just having it also upgrade would solve the issue!
Thank you for the game, it's very nice, I'll play more after the early day rush to play as many games so that people also see my entry. I love to find cool entries that work on my Mac :)
I tried on chrome on mac os, and it quickly became sluggish...
I liked the art, it's quite clear from above what is what. SFX are fun! Level design are nice.
It felt a bit too boring at first, I killed some baddies that where just shooting at the wall not trying to get a clear view. It felt like shooting ducks.
I'll print it out, I have a physical game night tomorrow!
Hi @marcmagus, we played your game tonight after dinner! It was a lot of fun, it only takes one round to understand the game and then you can dive in. tableTop.jpeg We printed the game on quite heavy paper and cut them by hand.
Some notes : * For non english player, we several time got confused by the scuba diver instead of the dive-dive-dive card * The corner indication should be larger and away from the corner ( as hand cutting is a messy job... ) * I think getting a **very small** gutter between card would also be nice.
Game play with it was a lot of fun.
On the rules we were not sure of : * Set values are for **your** collected cards only ? ( cause the score table goes up to 9 while for a 3 player game you only ever play 6 cards ) * The rules should have a more unified (albeit more boring) wording ( jelly [5] Set scores x^x ...)
The game is beautiful, maybe the kids will colors the card tomorrow.
Nice smooth character animation!
Motion is a bit choppy or you sometime get stuck on the wall or in the floor!
I made all the wrong choice before finishing the game. I wished very hard for a run mode!
It's a neat concept that is super promising but as many have said there are some tweakings to do.
* the roadway network seems off and the buses takes sometimes strange roads. There should be some road hiearchy ( arterial, collector, local roads ) You have a lot of cul-de-sac right now, and express buses that link area are using local road instead of going on the highway. Balancing maps that are challenging and realistic will be a road for development of the game in the future.
Some ideas I'd extend this game
* multistop bus lane
* Some kind of mechanism of limiting the number of bus lane on a specific edge could creates game mechanic when competing against an AI ( like taking the bridges as crucial choke points )
* different kind of lane, local bus loop with multiple stop. Or express buses from neighbourhood to neighbourhood.
I have a very mixed feeling about this game : - By far the worst control for me! I could not wrap my head around the turning and going straight. It was a pain to maneuver the ship. Once you got something in the claw it made the whole thing worse. It got so dark that I could not see anything shortly after the ship head light went on.
- The story and the very nice graphics / mood kept me going for more. When I got to the end, I was scrambling to get out, wrestling the control in pitch black. It somehow gave sense to the uncontrolable ship and poor vision, it increase my stress and I was fully engaged as if I was panicking during a dive. So good job there, it's a great game in the end! Congrats
Could you lose the game if you stay too long underwater when the thing is after you ? I left my fish tank at the bottom :(
I tried to invert my keyboard control but that did not made it better... I know that this controls are fine for a car game seen from above. But strangely for me they don't work when you see the sub from the side. I am research in human computer interaction, and now I wonder if there are research on that.
Très belle entrée pour ce ludum Dare!
Nice game. I enjoyed it a lot.
the combo effect is a clever addition.
I love a clicker game, yours is nice :
To make it better I would advise starting you compo/jam by looking at some color palettes. There are lots of online tools to create a palette, or some existing ones. It would help tighten the look of your game. Maybe you can challenge yourself to a 4, 3 or even 2 tone palette for the next jam. But otherwise a 16/32 palettes gives you plenty of space to design a great entry.
A bit sad that is doesn't work when unfocus, I have to monitors and I would have played it while reading my mail :) ( I would have miss the story though )
Nice entry! Lovely atmosphere, the music is really cool.
I loved that I found my old drone sitting there, and used beacons. In the second dive I did not use the beacons.
The light slowly dying when you are so deep is very nice, I once saw a battery but at to consider going out of my way to get it, or try to make it with the remaining of light!
Ah ah!
Nice audio! Love the 80s/90s theme. And your audio SFX and comments are a nice touch!
Nice One! I had a lot of fun playing it.
It's a cool game! Speed is definitively the best attribute to upgrade.
In term of game balance : At first I was not sure about the balance of the differente tiles ( dirt is cheap to dig, it seems better than the dirt ore ? ) but deeper in the game it felt right. Going deep and finding the green gem is a direct "win". The game could be a bit longer with something at the very bottom (like something at the edge of the accessible with the fully upgraded driller )
it seems that there is the up key in the "intro" text but it does not do anything.
At first I thought the tank upgrade was the driller in itself (rather than the gas tank)
the sfx becomes annoying at larger speed. Maybe more variation in the drill noise.
the graphics are super polished!
It seems amazing, is there anyway to have a mac version ?
Best game played so far. So gorgeous!
I love the game mechanics of bag management. Maybe a clearer indicator of the size the card will take (was that the card color ?)
Nice game, I dream of making a card game. But coming out with a cool game mechanic is super hard in 48H!
I think I broke the UI at some point, the sieve seems to workd strangely, then a rock stay on the screen, then the lantern panel would stay...
You should drop a line in the description about what'S the end game / or is it a spoiler ? Edit: I found the end game. I lost cause I spend to much on equipement... Screen Shot 2021-04-28 at 15.21.36.png
Some ideas to go further : * Having 3 possible decks to explore! 2 of them has Diamonds at the end,1 have magma! Anyway it would be the end game if the 2 diamonds are reveal or the magma ( that would cause death ). Greedy greedy
Music, ambient and SFX where nice.
It terms of gameplay, I liked the idea of avoiding missile to infect the policemen. It worked well. Maybe an upgrade system of area of effect, time other people get infected and so on would add layer of complexity to the game.
The music is super broken on my side (chrome on mac...) sometimes I can't click anywhere
Man that first text entry was hard... I am so used to type a space after a dot... Some space cleaning or a bit more forgiving algorithm would be nice...
I am so bad at the game of tacquin... it's a deal breaker if you don't know how to solve it.
I liked the ribbon effect to follow the story. The blue panels are not polished as well, particularly seeing the corners of the panel.. It would be nicer if the panel would be large enough so that they seem infinite
Side note: I came from your post in the feed, but you should really rate and comment other games If you want to be rated. The system is there to help everyone to be rated. Valuable comments about what you like tend to attract people to also check your game.
Nice game mechanics! As many have said and you already answered the balance in between the tasks need to be redone. It would be very nice if it took longer for things to dig.
Some mini game could be added for the left part as well for extra points/fame : like an hard dig, a particular sensible brushing to be done. Like a star with a timer would appear and as the chief archeologist you go get your hand dirty instead of you minions (probably some phd Students)
Nice game, the story is well written. It's engaging and just challenging enough for a gameJam. The mood is excellent, well supported by the audio and art!
Congrats!
Whaou, So funny to feel the the ship move around and being dragged, or to fight to go back to the front! Frustration but in a good way!
I love the physics inside!
Maybe some visual indication of what the button do. Their position was not that evident!
Ooo nice idea, my first LD (the 32 I think) was a minesweeper as well. It's very nice to mix multiple level of minesweeper. Maybe having a UI that allows to see all the layer at the same time would be nice.
Yes a mac version!
Nice, I played and replayed to try to get all the hidden bits. I am laughing so much!
Oo that's nice a concept! I can't find the correct order though... It took me some clicks to understand! Some visualisation of the radius might help and would be visually great. My screen size is not high enough to see all the anchor points.
You should really have a cover picture
It's indeed hard to play with a mouse, i keep eating myself!
Nice idea though of eating the potato
Nice idea to have a clicker game to understand the depth of space. It would have been nice to have some visualisation of this depth rather than just the list, or proportional space between elements ( a zooming effect as you accelerate).
The audio is cool, is that procedural music generating during the game or did you generated one fixed version ?
Sad, can you build a windows/mac version ?
Nice entry! I kept dying at first, the left arrows are working, but not the up arrow to jump! When I move back to the correct input it was better. (Now I read other comments I am not the only one!)
The graphics are very nice, the chromatic aberration effect is a bit strong.
I am not very good with this kind of platformer, the hitbox of spike is a bit sensible. I understand the idea of the grind. Not my taste but I think that is the attraction of this kind of game.
Very great entry all across the board!
RAGE ! I must go deeper! So many ways to die!
The physic is not always the same for the inital ball, which means sometimes things work, sometime they don't
Nice to relieve a bit of history.
Would have been nice to fail the mission! You know everything can go so wrong , feel the pressure you have with space mission (like taking the picture, or not pressing space too long and realize later on you need fuel.
Fun game! Controls are too fast and too snappy for my personal taste.
I love the idea of having asteroid come from the depth, it might have worked great with my autostereogram effect to see that depth and understand when asteroid are at your level and when the planet is close enough ( on a much much slower speed ).
Nice Idea, but the controls are a bit too clumsy. I kept getting stuck in wall or on corner losing precious energy! *Hovering* is near impossible, the control are not sensible enough, sometimes it triggers sometimes it seems to miss the input...
Graphics are simple but cool and effective!
Nice idea of coupling a puzzle game of avoid ennemies with a game where you are limited by air and you have to get back to the surface.
I keep dying because the one heart to start is kinda unforgiving. And I am not very good at it. It would be nice also to have a way to get back your hearts at the shack because I sometime got back with half a heart and not enough money to buy something. So I start my next dive ready to die...
I did not play very long, but it might start to get tedious to always go through you the same route again and again. A checkpoint system might be cool.
Excellent, good timing! Perfect length for a mini fun game.
If I had one thing to add : I would add a badge system to know which of the option I have explored! That would incentivize some replay.
I loved how the game changed from find the water with the main root, to go down down down, avoid the obstacles while the smaller root will provide for you! Very nice to have two strategies in one game.
The worst thing is how much it's a hog on my system (web/chrome/macos) the best thing is the autosaved progress that kicked in when I had to kill the tab and reload! I am very interested on how you did that! Note: the deepest is not saved so at first I thought it did not work !
Space is too damn deep!
Cool entry, the danger bipping became tedious so I stopped my exploration before really finding landmarks. I understand from you answer to comments that you wanted any direction to have landmark. Maybe have the landmark generate offscreen based on the radius of the exploration. So any direction is equally interesting ( you could add an amount of variation, based on the angle or pure random, to add to the repliability... ) that said, I am keeping that idea for my next compo.
the *Atmosphere* is very neat.
The sound design of the beeping sound is very nice. It's just that the alert could fade away. Like after 5s at a certain alert level the bip should stop until I lose hull again, or being close to combat for ex.
The guy threw the 3rd ball so high I pass most of the time chasing it! I got it on the timer! I felt like a good boy.
some more physical effect like dampening the ball, friction with the ground would make the experience feels a bit more real!
Beautiful game and UI.
I was overthinking it : thinking I had to link building or have a correct ratio of worker / storage room / barracks. But in the end having a lot of factories is the only growth factor right ?
Maybe implementing some sort of rules : Factory must touch at least one storage and one barracks, but no factory. Barack must touch at most X and Y. etc. etc. Would make the base a bit more interesting/challenging to build / rebuild when some units are destroyed.
Sorry none of the links work on my mac...
``` Exception in thread "main" java.lang.UnsupportedClassVersionError: com/anirudh_munipalli/ldjam48/Game has been compiled by a more recent version of the Java Runtime (class file version 59.0), this version of the Java Runtime only recognizes class file versions up to 52.0 ```
Tried with both versions... ``` java -jar The\ Oceans\ treasure\ v9.jar Error: A JNI error has occurred, please check your installation and try again Exception in thread "main" java.lang.UnsupportedClassVersionError: com/anirudh_munipalli/ldjam48/Game has been compiled by a more recent version of the Java Runtime (class file version 59.0), this version of the Java Runtime only recognizes class file versions up to 52.0 ```
Nice, I am not a native speaker but managed a 83 points verse!
I'll look into the code to cheat on the next one!
WOo nice mood, I like it a lot. I had to unzoom the window to see the whole screen Are the events random ?
Nice, very challenging! I took me some time to understand the spike from above!
I made a falling game too, but with a twist so that you can perceive depth! If we could combine our games it would be so crazy!
Everything is really well made, physics, graphics, splash sound! I'll keep it by myself to play again later on!! Really great entry!
Madness, uiwwwwiii **funny droid noise***
cool entry
Nice to have a skippable tutorial
Is there a web or Mac Os build ?
I can't move fast enough to avoid any fish! Neither with AD nor with the arrow keys! It does move a bit out of the way but very slowly and not very far ( I can't reach the wall for ex. )
is that a bug or intentionnal ?
Art is nice though. I'll come back if you @ me.
Nice game!
It only really work on full screen for me.
In my first run I was lucky to have two chests early in the descent. Later game I was deprived of them... THat made the game a bit less fun to play to never find chests
What are the controls ? I can'T do anything ( chrome on macos ) Don't change the game after the compo, keep the compo link. Make a specific release for the post mortem, but it is important to keep the compo a compo. Better create a new game! I'll come back to play the game if you notify me with the controls !
Nice animation for the knight. A bit short and I fell off the world once I think
Maybe some text to explain the keyboard keys. You can have them written on the wall to avoid adding to much code.
49.6m I could not see the red dots... But I had the warning, which is nice. My strategy was to finish with one life.
Hi, nice concept around the avoid obstacle genre. You are sometimes stuck in situation where you can't avoid a wall of fish ? Or am I just not nimble enough ? I also did a game where you descend and you have to avoid elements but with a complete different twist
Thankfully you can spam enter while the up arrow is pressed!
I am gambling addict.... I know it's pure random, and that trying to beat the system is bad. But I keep going down!!
I ran the same strategy for 7 days, 4 level deep, always the same cells. I failed on the **LAST ONE**
nice entry
Nice take on a classic puzzle game. I am not sure I did the tutorial level right ! The mood (colors and music) are very nice, I was unsettled as If I was really going to the shrink :)
Nice game!
I find myself waiting safely a lot, I would rather have a turn based game, where ennemies move one/two cell each time you move, than having to wait.
The look is polished, the music is nice which create, it took me a while to understand I could move the cursor to look around. It was strange to move laterally for a long time...
I could see the skybox while hugging the wall. Maybe just change the environement to be a uniform color.
I got bored before finding anything...
Excellent fast paced game!
Everything is there, the music set a fast mood of stress to find the items, the theme is there as you go deeper and deeper in the couch! The grabby grabby is just like a claw machine, impossible to get right and completly frustrating (I don't know how much is on purpose, but I love it)
Kudos for the super nice menu, difficulty selection and player customization. I thought At first it would be the couch color... ( you could also add a customize couch (buy a couch) and customize the shirt color).
My only complaints is that going out of the screen to get out of the couch usually lose the focus on the web version. Maybe recommend full screen, or somehow capture the mouse.
The pixel art is very nice, the surface seems very crumbly and I like it.
It felt a bit too clunky to dig, the cool down between the digs is a bit too long for my taste.
It felt that getting hit is a bit too random/unavoidable.
It was nice to have a nice Mac Os build! THank you!
Ok it took some time to figure out : 1. Mine 2. Build specialized building on the mine ( Factory or Reactor )
What are the bots
I have 2 engines is there an end game ?
The game logic is nice, balancing power, ore, factory to support things
I have a trouble knowing when to buy or sell if I am the only one playing....
maybe use B and S instead of left and right. it's not evident which one is buy or sell. Or maybe up and down since the price increase of decrease..
Oh my, it'S trippy. I love the jump animation that phase shift you outside of this world!
I don't like the collision system, it's hard to control the jump and not to hit the top of the screen, your previous dead bodies, stuck monsters!
Nice puzzle game !
Not always sure if I had to be on the sport or in front of it to interact with it. I was frustrated with the moving elements never being in front of me because I could not synchronize my moves... I was being dumb as pressing space repetedly worked to pass time.
THank you for your entry! The music is excellent! I don't know much about muse net, but computational Creativity has gone a long way , it sounds very human! What's the design process with such tools ?
Amazing entry I spend so long to update the fleet, I reach the ovum so many time with just an insufficient amount of sperms.
I find it very impressive to have found physic/fleet parameter that upgrade well ( cohesion in particular ). It's *easy* to have parameter for rogue like that are turn based ( like strength of the attack ). FInding the right balance is amazing in a gameJam.
Music is tricky when the game run long... I'd go for slower mooody music to extend the loop time.
NIce and simple entry.
At first I thought I was dying constantly and not getting around anything. Then I understood that I was winning the level!
* Definitively starts with longer level, it really seems like just dying after a couple of seconds * Maybe just have the text **Level X** flash in between levels
I most often fall through platform and enemies. And winning a level was a matter of not touching the controls. I like the kill enemies through jet pack fire! But as you said the hit box where probably to small.
Oouhou that's a solid entry !
Nice game mechanic, I thought at first it was easy to hit the corners and then you introduce the real challenge!
The art style is lovely I love the grungy music you got for that game.
Maybe my only complaint is that sometimes the timer end and there are still shields to hit. The time distribution of shield should be made backward from the deadline ( i.e you place the last shield to disapear to synchronise with the end of the ten seconds)
So many anagrams! Did you select words that have anagrams on purpose to make the game challenging? I'll come back after midnight to play again and rate!
Nice entry!
I tried a couple of times, and I was not sure what to do at first.
Visually the game is beautiful, but some of the elements are hard to parse (captured humans) as they blend a bit too much in the busy environment.
the game elements are quite small and fast, but the UI is not super responsive. I felt that hovering and then clicking on capture was too slow to really get the humans in a timely fashion (add the fact that we have no clue about the vision range of humans) and it makes it a bit frustrating. The tree elements could serve as a line-of-sight blocker, and the game could play a bit more like a stealth game if it was a bit slower.
It might be interesting in terms of UI to distinguish actions that are timed (or context-based) like capturing humans that are over a spot, and upgrades that are "permanent". Maybe having a build-up, tutorial mode where you get more and more upgrades and spots to gradually discover elements (maybe unzooming gradually on the map) - first, zoom in on the tree, just the trap mechanism, and find the timing of capturing the human without being discover - Unzoom add an area to "grow" a new root - Add a new path, grow blockade or attack - Unzoom completely
Having diegetic elements ( the fruits are both the actual fruits and a UI marker for health and energy) is really cool! However they could be improved a bit. they are hard to track on the actual tree, and it's not very clear when they appear/disappear. I understand why (appear every 10s, and disappear when someone goes by) but you are still treating them as UI elements and not physical elements (they should grow, humans should grab them and take time to remove them)
The initial menu is Excellent ! The followup text could have been on a paper as well !
This a very solid entry, that deserves a follow up!
Nice game!
I like the creepy guy as a second game mechanic to play around when you have played all you can in the round. I like this kind of game mechanics, but I think it's too much RNG... there is not really any room to strategize what building to build?
I could maybe anticipate, a tornado I'll play a bit more of one or another. Maybe having card to "look into the future".
Solid game (and the mac version works)
Nice entry! I played until I got all the upgrades. It did not feel really challenging though as I went straight for damage. I never needed the backpack, nor the oxygen one. I felt the dog movement could use some speed improvement upgrade! It felt a bit sluggish. The increase in enemy across time is nice, they could also become faster.
THe graphics are very nice!
Short but beautiful, maybe a bit more fade before going from one character to another.
Nice one, I love the story part. The combat part is a bit noisy and I mostly skip over it not really knowing how the combat mechanic would work. I think having only the description of the moves, and some hint that with more skills you could disable the guy or avoid the knife would make me more engage on improving rather than having the score. ( Basil was not fast enough to avoid the knife, the knife grazed but the bleeding got him ... )
Very interesting entry!
@xpycm so true! It was not on purpose!
@simplepotential thank you for your comment. That's the advantage to go fully procedural, although the text can become a bit small. @henrik-ganard, thank you for your kind words @x000000, yeah I agree with you, I wanted something to mark the bit and the feeling of tension from the ten-second constraint. I had envisioned adding music over the drumkit based on the tiles that you remove (like that boards where each row is a pitch and each column a bit). But I had only about 12 free hours this week-end.
Thank you @enver-arco Thank you @shimmerscale, it would have been nice indeed to have the info closer to the focus point! Unfortunately I am using a dirty trick to fade elements ( the refresh background is semitransparent) overlay would messed that up...
@pbg thank you for that awesome review, I am glad you enjoyed the game!
The theme is what got me to the idea of finding a second "something" and not a pair... I don't know if that makes any sense (maybe that works better in french...). Hence also the timer is a late addition, to get a bit more to the every ten seconds, because I was not sure that my interpretation would make any sense.
You can fake level by adjusting the board size (on the hosted version not on the embedded version) You can remove the timer in the easy mode
Have you found some of the easter eggs in the similar ?
@davidbradbury thank you! License is MIT on github, Feel free to fork it, star it, play with it ! Let me know if you find interesting variations
@thegamearchitect @alaah thank you for playing and writing a comment! @cafebeef I used P5.js for primitive drawing and mouse event (move and click) and playing sound. everything else is made on the fly. @mossieur-patate Whaouh! that's the best, in-depth review I have ever seen! Thank you very much, you humble me!
I understand and respect the rules for advanced Ai generated being too much but at heart, I disagree with it. (I come from the computational creativity research field and I have a lot to discuss about it!).
1. Maybe materialize css apply dark mode ? I haven't focussed much on the style there 2. Untested, thank you I'll look into that. 4 its randomly a 10 again 7 or a 10 again 9. While behind the same 10 bit loop run a 1.414 rate so you will sometimes hear it out of sync 5. Yep, yep dully noted, maybe I'll had just an image in this page description of what to look for. 6. I let a review to someone on the importance of tutorial mode. Clearly going from a small to bigger board size would allows that (2x1, 2x2 and 5x5 then 10x10) but that means a lot of additionnal game logic. 8. I could add an HARD mode in addition of the easy mode 9. Easter egg are some of the keywords the tiles have. Some pairs are "funny"
@kr4ft3r True! Random search seems too work well. I had tried to adjust the scoring system so that pure random would just break under even, but could not find the time. For an actual game balancing the score system is in order
@bloodyaugust You were on the right track with the inner child easter egg, but it was more straight forward than 6 and 9!
@jonathang thank you for the review! You can play Easy Mode without the disappearing tiles and you can also mute the terrible ticking soundtrack for a more focus/intense mode :)
@tanis @recursor thank you for the review!
Indeed you can change the board size from the controls and try different levels!
I should have implemented levels / tutorials but I had spent a very short amount of time balancing the score and tile rewards, and it probably don't scale well. It felt overkill for a competition/ I had a about 12hours of free time this week end and not the full 2 days.
But clearly it should have gone 2x1 (discover the ui) , the 2x2 (find the best match), 5x5 (discover the replenish mechanism) 8x8 or 10x10 for the final level.
Music is indeed terribly repetitive even with the random loop going on. I wanted to add generative music based on the pentatonic scale, but I had not played with p5.sound.js and didn't want to screw things.
Thank you @caeonosphere the idea is to find a second. So a second 79 or a second blue tile, a second uppercase vowel... So indeed consecutive are worthless.
Some Easter eggs are hidden
- They are some secret criteria - They are pair that are worth more
@caeonosphere it was Very hard in the current implementation to do that...
@wendel-scardua, true, It was intended as one of the easter egg (I, l, 1 should have the same class and so be pair of Vertical Line) I forgot that in the end. It works for the O and 0
I have found why, is there an exact sequence of steps to do to "escape" ? Nice atmosphere, nice hidden stuff the backstory is very well convene through the little bits and pieces. Congrats!
It does not load for me, the unity progress bar is stuck to 0...
Yes, I'll keep the window open for a longer time to see if something happens after a long long time. I am on MacOs/Chrome. Well still not loading
I am bad at that wonderful remix! I think I'd love a boat packing game, but the time constraint is too much for me!
I usually don't like shooting game as I am terrible at orientating the player to shoot in most game. But I felt really entertained by your game. The Auto-aim really helped me focus on all the plague piling up on me!
The balance of getting harder is well made for me, perfectly timed for a competition game!
I had a nice day! but I am dead now...
Congrats on your first game!
I have a trackpad and the mouse sensibility is making me nauseous!
The nice music made me play several times
What OS do you support ?
Fun, but the RNG + the extreme time pressure makes it a bit too tense to build anything that works reasonably. So in the end it's frustrating. I could have played for hours, if for every ten seconds I spent building the ship, a new penalty would be added or something like that. Making it my responsibility to increase time pressure. Very very solid entry, I'd play an extend version :)
Sooo hard, the resolution is a bit to pixely to cleary see the timer
Very nice game, catching elements is a bit hard sometimes. It would be nice to have a larger hitbox than the text and have a feedback on hover to know when click will grab the elements.
Right now I have three keys, I can't find the last one... One of the room is not showing anymore, I am guessing because I finished with all the puzzle in it ?
@euler-moises they are indeed subtly colored differently, I often failed to grab them thats'll. I am not sure I understand your second answers about the room not showing up anymore. Should I restart if one of the room is no more in the rotation ?
I thought that the rules of every single game would change every ten seconds (like sometimes the plane has to hit the clouds, sometimes it doesn't have to, sometimes you can move the plane and not the clouds). Meaning that it would be sometime interesting to pace yourself so you start the next game on the "right" ten seconds.
Now I have to go back to those vegetables
Edit: I got the vegetables! I understand that for an actual game to gatekeep the levels that way. However, for competition games, I would advocate for cheat code / hidden menu that allows skipping levels to showcase all your nice work in a timely manner (i.e. you might have people just stop and miss the very cool level X, or your funny ending)
I'll continue playing for a bit
Cute, beautiful, funny. It's a super entry. I like that you get a clue every ten seconds, and not a penalty. It's refreshing to have a positive every ten seconds and not a bad omen !
On my mac os/chrome the UI is broken... Screen Shot 2022-10-08 at 22.26.50.png edit: firefox as well.
Congrats on finishing a game! The web version is not showing up, maybe upload it again ?
For the compo you should release the source code as well!
@ me if you can fix the web version, I'll try to play it.
2'04 way to taxing on the touchpad!
I marked it in the bookmark to play again with a mouse tomorrow!
Solid game, very fun. I love the name of the upgrade. The divide by two damage multiplier is a steep ramp up, but I liked it.
On the plus side, I found it super original to have towers with different states and thus different attacks cycling, making the planting strategy very unique!
On the down side the color palette is a bit hard on the eye/all over the place for my taste.
The first wave, is hard to catch when you don't know the game mechanic very well. It would be nice if you could find a way to balance it so that we don't lose on the first try. Maybe a tutorial mode, or an ideal placement for the first flower would help discover the game.
Beautiful game, Peaceful gameplay.
Here are some suggestions : - I had several collisions that happened almost off the screen. Disabling collisions on a small border around the screen, or having a radar view or edge mark (like when an object is outside of a minimap) indicating an incoming missile would solve that. - The game was very low maintenance, the ten seconds rules did not really put pressure as there was not much to do. - missiles coming from their own border are *too?* easy.
great job!
whaou, I am bookmarking this one, I need to practice it again and again! It's too late in the evening for me too be coordinate enough!
Very nice idea, I remember playing a lot of KSP so I played a round trying to circularize my orbit !
Love the mechanic, the mood and everything. The embedded version is cropped but still playable!
Ok, it tooook me so long to understand that you meant dragging stuff by pushing them while pressing with your character and not by *dragging* them with the mouse (like click and drag... I really need to go to sleep.). Maybe the splash screen is missing the fact that your character is moving with wasd and can also push objects along
Past that it is a superb entry! The game design is very nice, graphics are beautiful. I love the slowmo when a bullet goes past you!!
Congrats!
Stomp stomp, I am bad at the game...
The graphics are really nice
some *bugs* / caveats - you can sometimes stomp on the way up - A live score would be nice - I think the game elements are a bit too big for this kind of game. e.g. the jumpy guy is a fifth of the screen. I think it should be at most a 6th so you have more room to play, add elements.
Very solid entry! Congrats
Very nice series of twists of the classical puzzle elements. I love how you departed from the "you die every ten seconds mechanism that forces the player to cram the correct sequences of moves" but kept the dying mechanism around! I did not need the notebook as the story was really pleasant to read through, but it is a very nice addition to a competition puzzle game to ensure players will manage through your game! The moving arrows could be a bit bigger, or a larger zone of the border could serve as the hitbox, It was a bit painful with the trackpad to hit that small target. (small target like screws are fine, but basic navigation should be easy in my opinion)
Is there a native shape recognizer in Godot or did you implement a $ recognizer yourself ?
The mac builds "work". Regarding the controls the horizontal surfaces are too slippery and the vertical too sticky for my liking/patience. Q/E doesn't always change, sometimes both of will move at the same time. Not always with the same speed....
Solid entry with the tutorial levels, that you can still skip to see the level design even if you don't complete it (useful for a jam/competition)
So tense! For once the ten seconds is perfectly balanced! I love the fact that there is a phase of discovery, one loop per item, then a aha I have to do two things ! oh no wait it's three ! and then a Frantically running around to achieve the perfect order of steps. It's amazing to have such a nice and complex three loop run.
I have played a couple of rounds and The above UI shows three symbols and an arrow on the bottom. Every ten seconds the arrows move to the right. But the symbols reshuffle as well... Am I missing something. output.gif
Otherwise very nice game
Screen Shot 2022-10-08 at 14.11.34.png I played for far too long as well, The game of shooting enemies is slow but in the meantime, it's only really an excuse to continue playing a 4-colour 2048, which is a very nice game! The mechanics work quite well as you are not really stuck, but you can't get all to a high level. I had fun, trying to max several of them.
Unleashing a big 256 Red is a bit underwhelming! It would be awesome to have more of a kick!
I am of two minds about the progression of the tiles you get with you the level-up. The odd 3 and 5 make it impossible to continue your progression, so at some point, I had to try to sacrifice the odd 1, and 3 left that were hindering me. But on the other hand, that was challenging to clean ( you have to stop playing a bit, to avoid getting more of the colour so you can fully clear it)
Having somewhere what the monster are weak to (maybe by hovering them) would be nice, as I could never remember (however it was never challenging enough, so any decent sortilege would go through monsters)
Having an indication of the next tile to disappear, and which just appear would also help (maybe a small border, or a fade of the colour)
Very strong entry! If you wish you can check mine, it's also a tile-matching-based game!
At first, the game is too easy and then it's not!! I clicked too fast / involuntarily on the explanation for stage 2, and I think from that point all customer were angry! I don't get the water part... where is the glass ? and when they have multiple numbers am I suppose the give them two cups of coffee or fill it twice ?
It took me several penalties to understand there was a picture of the client on the paper!
beautiful graphics, and enjoyable music. I like the bumpy feeling of the fish people! But otherwise the controls feel a bit too slippery.
Not much to keep you interested for too long, is the difficulty ramping up ? Or was there challenges that I missed ( I can come back and play again if I went to short, I delivered about 5 pizzas )
Ok, I'll have another go then and revise my ratings accordingly
Excellent, I was not always sure of what would be the cues to press (sentence being spoken, word, action, sometimes you had visual cues, so I was waiting for them on the next clip). I feel that on one of them reaction time was super short to discover that I might have to press keys on the other side of the keyboard. With practice the game is super enjoyable, it reminds me of the Raving Rabbids games, for the silliness.
soooo hard with a trackpad!
THe graphics, physics and sound are very nice though!
For the equation, it would have been nice to specify: Solve for x. I thought the x in (-5x) was a multiply... same on the x= without the space I was reading it all wrong...
Otherwise nice trivia game.
Hello, I can't open the mac version... But I feel like it's more a case of my mac not wanting to open unregistred app... However I have no message other than
Screen Shot 2022-10-03 at 11.39.38.png
It's not the spaces...
Yes some other games have worked fine. Hit me if the navigator version run
@mossieur-patate thank you, the itch.io game freeze sometimes... I could play a couple of level though
Good luck
Your welcome, check my game when you have time
Ok playing a bit more round made me think of the following : - The day cycle is fun while you are focusing on one guys the others move and you lose track of them (challenge=fun) - the night cycle is long and slow : the fantômes don't move around that much and there is not much to do. - I pressed enter accidentally in the middle of a level to the same level, I was sad too lose my sacrifice - losing will also restart you to the same level
Nice concept though!
@mossieur-patate, I think its cool to have a hard mode that resets you to 0, but to also have a mitigation solution for review mode: - Have a way to skip levels so a reviewer can see the extent of your game design. (let's say higher levels are really interesting, you may want to showcase them anyway) - Have an easy mode, that prevents hard reset for a more relaxed play-through
Nice although the waiting 10 seconds makes it a bit too slow... since you can easily reach the other end of the board in less than 4 seconds ( correction, I played again after reading Sharkgirl comments with the red challenge, having randomly missed it in my first 12 rounds, and running around makes it now time pressured )
Having the legend for the 4 colors in-game would greatly improve the experience!
I like the character design, it is very well made
I like the strict color palette of the game! very well made game
It is challenging to go back and forth and I felt the adrenaline of an older time when I too balance working and playing although as it was on the same computer a simpler alt+tab was enough!
The ice skidding is very nice, I was able to sometime jump along the wall to gain access without needing to wait for right season to turn up (left after the water i jumped up before spring).
Some idle game to wait between seasons (like when you miss and have to wait for next fall to gain access to the upper level...) would be nice.
I got stuck on the far left wall.
Very nice entry ! the atmosphere of the game is very comforting and goes well with your game idea, great job!
I understand the concept, but it feels way too slow, to be entertaining.
Dodging while waiting is fine, but the big attack should wipe a lot of the enemies (so that the wait is worth it). A mix of dodging positioning yourself in the middle of the throng and then unleash your attack.
The player controls are a bit too slippery (I have no idea how to make a player controller feels grounded (maybe ramping up the acceleration?) ), Maybe having a dash ?
I felt that the double Z to actually get something was cumbersome, but didnt play long enough to become good with it. I often got it trying to get the lock on... or forgeting once the lock was on to attack for real.
The graphics / mood is very nice. Some audio would help.
Very solid puzzle game,
I felt frustrated at time, when I had to remove little pieces of previous infrastructure that was proken up by a new path. But I think that's cool, it just meant I had to find the correct order of removing and placing element.
With a track pad, drawing path was a bit clumsy (Ok, I was clumsy...) There is something to be done to help drawing the path, but I don't know what.
The graphics are is cool but there should be something in the tile (lake, mountain...) and connector (road, pipe, ...) design that indicates on which level they operate (ex: brown tile = underground, green tile = ground level, blue tile above ground).
That would maybe lend to nice puzzles with tiles that could be connectors (brown/blue for electricity going from below ground to above ground, brown/green for roads that lead underground. So you would have to connect house -- road -- tunnel entry -- tunnel -- tunnel entry -- road -- house)
Wwwwhha it's too much for my brain to understand that awesome game mechanic first time around! Playing three lanes, holding to go further on some, having delay for one of them.
Maybe having the character come out one at time, to have some tutorial moment would be better than the text at the beginning (I was not understanding it, having not tried anything). Tutorial mode is a pain to make, but it will really make your game stands out if you can pull it up.
At some points I thought it would be better than the arrow key to use a key on each row of the keyaboard to match their lane. but Switching lane broke my mind a bit more.
You clearly have a good set of mechanics, but they are not for me!
Nice first Entry! You've got a game with a score and a high score (which I tend to forget). I went until 147 but got bored because it does not seem to increase in difficulty across time.
I find the concept of seeing less and less nice, it would be even better if the trail were above the new elements ( e.g. draw a black trail on a white image and use it as a mask to know if you should write the pixel ). You could then clean this mask with the wipe or even have it drips.
This game is fun, it has a lot of gotcha! I first thought that I would combine the element and then place the rail... So I had to wait a loooong time for my now inevitable first crash... then I didn't realize that it would be a puzzle game where I could get stuck... so I waited again for the inevitable crash!
The game is hard, I can't find the right order for level 2!
It's a very solid first game ! well done
Whao, nice game, It is very cute, and fun/challenging to play!
I like how each move costs you energy, so getting up to gather more food is a very nice risk/reward thing. The movement economy is a very nice dynamic for this game. I would have liked a "take a rest" mechanic, where you slowly recover health when waiting, because I am bad at this kind of game, but this is a very nice entry, well done. (I see that you have used the ludumdare badge on your gitlab :)
Whaoo, nice entry, it feel super polished. At first the game play on its own and then the speed picks up nicely! Art and sound goes very well together. I love the spin on a classic, I cool see how to make a gooey version where you deform the blob to make them touch rather than moving "solid" bubble. Very very cool I feel too slow today to really try for a highscore, but I'll bookmark it to come back to it later on.
Great Game, it was very laggy / Jittery on my chrome/mac. But otherwise Very cool concept and execution!
Cool Cool Cool, I'd love to do a RTS some day in a jam, but that's seem so difficult to balance. I loved the mechanisms you had put in the game, the pheromone to guide your soldiers, the body part selection is very innovative as well.
Not super sure of what agility/power do though. Is one related to movement speed ? Are the ability useful for harvester (like max collectable energy, collect speed, movement speed ?)
Nice Entry! I am already hooked
You have managed to pack so many nice mechanics with the idea of letting tiny creature behind
What's the point of the Ram ? I don't get it. I have some glitches while selecting who to let go when starving making it difficult to see the energy value.
I feel that you can't really do anything against getting damage every enemy, as you need several dice roll to defeat it and there is nothing (bare one creature) to play defense.
Overall an extraordinary entry, I felt engaged directly, lost the first game and played a second round. Sadly to short.
Having other mechanisms like reroll and hand size could be nice if you wanted to add stuff in the future (I think I am thinking balatro Mixed with yatzee)
I came to see your frogs game. Unfortunately, I am on a Mac and can't play Windows games. Thank you for reviewing mine, Though. If I can find a Windows computer, I'll try to run yours as well.
My Mac says FrogParty is damaged and moves it to the trash can. Sorry
Sorry, I saw your post, but I am on a Mac, and I can only play html5 or Mac build. Rate and provide feedback on more games that the best way to get reviews!
Good luck
Nice I won!
It was messy in the end Screen Shot 2024-10-08 at 01.25.24.png
I love the progression of being almost overwhelmed and then reverse the steam !
whao, it's a very nice entry, the text is light enough that it's agreable to read. The mood is really nice as well. I'll come back later, when I have finished playing it
Oh yeah I forgot to come back after playing it! It was a super nice experience, I like that there is no graphism, so everything lives in my mind.
thank you for making this game
I love the drawing to summon creatures!
I liked the diverging path; it gave me a sense of choice in the path I could take. I am guessing the mask on the ground are a hint of which creature I should summon.
Are you using a 1$ recognizer for the shapes ? I am drawing with a track pad, and it was not always easy.
In terms of progression, It's hard to guess what each creature will do based on just their pictures; maybe you could have added a Statue of the creature instead of the mask with hints of their property (the pick axe, the (as I am writing I don't really know what the power are yet, I am still waiting to see anything else than mining stones) Edit: I have encountered the oni! I feel like my unit are invincible ?
When drawing the owl and the cat the wrong indicator appears (the cat for the owl and vice versa)
Overall the game is beautiful, the units are really cool and the summoning mechanism neat. Unit movement is well done. The progression, difficulty, sense of direction could be improved (maybe adding some increasing tension, doom sensation of the shadow getting overwhelming by increasing the darkness or something)
Very solid entry well done!
Nice entry, same comment about having only one minigame. - The key layout is strange but maybe it's a pico thing ? - You could auto move the action selector to sleep at night, I kept being confused by it being the only one not greyed out, but not being selected
English is my second language, so this was harder to play. That said, I love word puzzles, so I was hooked from the beginning. The 6 letters word felt easy to guess just by looking at the grid, or maybe it's because pets are easier than what the theme was for 4
I was wondering if there were algorithmic challenges while playing (like a word you would not have to see coming that could be formed but not a "valid" one). I am guessing that's most probable around 4/5 letters. edit: I saw the Extra word thing
The flat graphic (reading the comment above) is nice for this kind of entry. It inspired me so much that it prompted me to do a 30-minute session of fiddling in Krita on how I would have done it. But that may be insensitive to share!
Great job!
Great entry! the controls felt a bit sluggish, maybe that's on purpose because I am a fish ? Love the music, the sfx were a bit loud compare to it.
Good to know, have you adjusted your physics to the framerate ? I have got a macbook m1, it should be fine but maybe it's because I have too many tabs in Chrome!
Nice, the embedded version did not have any sound, but the external one did. I like the source code as an image! your entry is way less verbose than mine (about 1k lines) it would not fit and would be ugly!
The black carrot mechanic makes the game!
Great job!
@bombadrill thank you
@gnats, I have ideas to make the AI better, blocking your path and disconnecting islands (https://en.m.wikipedia.org/wiki/Biconnected_component), but I did not had the time to implement them. Maybe in a post jam version. The two players is really fun.
@custodi got the idea for generating the board from a keynote from the author of Townscaper, I did not expect it to generate so many circular paths.
@epifai you had me laugh with your multiple messages. Yes the AI in its current form is mostly there so people can try the game before finding a friend :)
@nazariglez, It does not end on purpose because there are maybe some more points for you to get (and you have to be strategic). I could make it end, then the strategy would probably be to try to end the game as soon as possible if you have more points than the adversary rather than maximizing the overall score.
@sheepolution, Agree with the music not fitting, I composed it on saturday evening after making the grid system but before having an idea of what the theme of my game would be. While debugging latter on with ellipse the idea of lilypad and then frog came. I did not had the time to go back and compose something fitting. I enjoyed the upbeat of it enough to keep it though
@sviborg, @manabreak thank you @nightmaresdev : - yes I made the music before having the idea of making it around a pond. - My whole point of making the game was to design an AI, but it took me too long to get to the point of having a MVP. I'll definitely work on the AI in the future.
@tuism : - the underlying grid is quad based and they thus each have a "North/South and an East/West" directions, so if you enter from one side you have to exit by the opposite one. However the grid is not straight so you end up curving Screen Shot 2024-10-05 at 18.00.10.png - When I played That's my fish, I first I was aiming for the biggest score, but then realize than making islands inaccessible to other player was usually better in the end. My goal was for the AI to be able to do that, using some graph theory. I have the general algorithm, it was just to risky to implement in the last minute. @seth-l: Possibly a bug, end game verification was one of the last commits... maybe you could still move. I didn't implement an automatic clean up (@bad-fetus), it would have been the same mechanism as the AI (basically, what move brings you the more points)
Thank you all for the reviews!
@drludos last minute addition are always buggy :D I have opened an Issue, I'll fix that post-compo : https://github.com/dhmmasson/lilyFrogs/issues/51 Did you win or lose, where you replaying or reloading the game ?
Thank you for review, do try with a friend it's way more enjoyable
Nice ideas @gdman, In my notes I had to have something to do with the point/reward. You could use the points during the game to gain special short term advantages (jump, skip, duplicate) but that would reduce your score. Between Levels the points would also help you get stronger (long term benefits, so maybe adding a range to frogs, number of starting frogs). Lilypad mechanics would have been nice as well.
Different insects with properties would have been great as well (I should have gone with FIREFLY or butterfly instead of these ugly regular flies! I made them to realist)
- @sid37 - Thank you, Yeah a minor bug in the max function... I have fixed it. - @kyllua - Thank you, the strategy really shine when playing with a friend - @takhomasac - Thank you, the website is done using Quarto. I use it for my website - @olddog - I place random points on the board, generate a voronoi diagram, relax it (cause no one likes a stressed out diagram), subdivide it to obtain quads, place a lilypad in the center of each quad, connect quads that share a border, remove edge lilypad and some more until just 56 (for ludum dare 56) lilypads remain - @oldzombie14 - Thank You for the kind words - @frontiersend - Thank you, I glad you liked it. - @buzzydev - Thanks - @diabolical-sloth - Thank you, the theme Idea came late though
@bastilo Thank you!
Hi @ellaris: You should be able to see which pads are possible when selecting a frog (lighter lilypad with a halo from your color)
On your other point, indeed the AI is bad: - the Ai randomly selects a frog and hops to the highest value lilypad accessible - it should use a biconnected component graph algorithm to determine how to split the graph in islands it can control (then systematically traverse them), or block you on low-value islands.
For now the game is best played against a friend
@thomas-bringer thank you for the kind words!
- @ladybenko, @harmadillo : Yes do play with a friend or family it's way more interesting - karamelika22, @bighatlogan, @harmadillo : I am really proud of these frogs, but the fly haunts me, should have drawn a butterfly or firefly - @kirass, glad you liked it
THank you for taking some time to review my game
@ellaris Ah, yes, I could have done that as well, on hover of the target lilypad. It was on as a debug in the early build (before the frogs went into existence)
- @ziobob Great score, thank you for playing ! - @yancharkin Nice of you to take time to play my game, thank you!
- @rezistor nice strategy indeed, I'll create an AI version that will do that soon, Watch / Star the repository if you want to see that in the future - @googoobachoo indeed initial placement is key - @loig having played the original on an regular Hex Board, what do think of the irregular, square board ?
Thank you three for playing and rating my game!
@hamachi thank you for playing!
- @frostblooded, @reecemungus thank you. I am really please with the frog design! I think it will stay with me for the future :) And it was super fun to have my daughter croak, one is very you (1,5 year old, but she was mimicking the older one) - @robowarrior1982, @reecemungus, Do find a friend if you can, You can star the repository, I'll probably release a Better AI once the LD is over.
Thank you all for the kind words
You are so right about the title screen @chuckiee! I should have at least added the frogs.
I did the menu early on as I wanted to have levels and stuff like that (overscoping!). Then, I disabled it to quicken my tests. I just put it back on before submitting and it got no love... A real shame indeed. I'll put that in my notes for future Game Jam !
I should have done A Game-Over/Victory screen with Gfx as well.
@tygrak thank you! frogs are cute
- @shreemp the planning phase is indeed critical, and that one place where I should have implemented something better than pure random().. - Getting close to lotuses - Avoid clumping your frogs - Count the number of possible move from each spots.. - @Kanity : thank you for the comments, I am guessing that the brutal jump to the target position is a bit jarring, I wanted to use some animation, but that was not fitting the existing drawing code (frogs belong to a quad, they don't have their own position...). - @nickhellquist , @lightningst : Thank you for playing - @budster16 Did you feel that the map were different enough ?
Thank you for the comment @kr4ft3r ! I completely agree with the necessity for pawn animation! I wanted the frog to hop from lilypad to lilypad! I had spotted a library to do so, but I had not implemented the frog position efficiently to add animation in the last hour of the dev... But yes, it's truly missing!
Good second comment: You win! I'll add that to my checklist of stuff to check when I am releasing. I tend to have the shortest game loop to efficiently test the game while coding, and forget that people only play once and need an ending! Next edition, nice end screen with a leaderboard!
I do agree with the rating process, and I am not sore to raters, I am disappointed not to have reached a top100 in some categories, but indeed, there are so many excellent entries above me!
Played for a bit, I enjoyed the art and the music.
The control felt a bit clunky, sometimes the shrimp would stop getting up and would drown... Having the controls on the same block ( all arrows keys) would have felt more natural I think.
It feels like the end stage arrive too soon (There was a least one algae left) I thought a fish had made me lost, but when I played the level again my score (coins) was still there.
I liked the bonus levels, just for the sheer enjoyment of collecting coins!
I could not crouch (mac os/chrome...) and ran around for a little while; it was nice to collect cats, the difficulty increases nicely with them fighting and preventing you from moving. It does feel like having cats, although it lacks some in-game feel for the progress.
ahah I thought they were just distracting visual above the game. Then I splat one!
Nice entry! Finding the right combo of spells to win is the key. I ended up maxing the fire first to stop the mob + then spamming the ice
The first wave is super fast, making it a challenge to react from the menu, a countdown on the "fight" scene would feel better.
Not too long, not to short perfect for a Gam Jam. Congrats on working on a great entry with such a big team!
Excellent! The movement is so smooth and snail-like! Amazing work on the animation. The level design is perfectly done to highlight the different game mechanisms (the mushrooms surprised me so much :)). There is no difficulty, making it a very nice and relaxing experiment.
My only two caveats are the picking sfx being too loud/high pitch compared to the music, the control being reverse when you are upside down (if you stop moving and start again, you have to press what seems to me the wrong button... I have no correct interaction that would feel good to offer)
You've got a really cool concept here! I love how the flea flock reacts to itself, allowing it to jump on itself. I got through a lot of levels just by hugging the left wall and then the ceiling thus.
The music is nice but get repetitive, the art style remind me of children book that would be about flea and wolves, and it fits very well.
Congrats on an amazing entry!
aha ah super nice! It felt so tense, I was really into my characters, running around.
The music is really setting the pace, good job!
I got stuck after fighting the big red 256 Doug
Beautiful graphics, quite challenging if you miss an upgrade. tons of fun! I am not very good with this kind of game (I keep pressing the wrong button to turn around!), but I played several rounds to improve my score!
Very Nice idea, and I love the stitching it really ties everything together!
The game feels a bit slow, and the piece to extreme in shape to match the target. Having a biiiig pile of pieces to sort through rather than the conveyor belt would be nicer. It would please ocd people in first sorting by colors! and the realizing your design. This kind of game really work well in my opinion in the "sandbox" genra, give enough freedom to people to express their creativity.
If you want to have a competitive mode, I would go along the "restaurant/serving" genra with multiple order and an abundant supply of random shape / colors.
I have spent way to much time with this entry! Very nice game mechanic!
I am only getting three pocket men for now, I can't find a space for a smelly one, even though there is a checkmark when I put it in some elements (I try to avoid spoiler), I am trying to get the last two things to buy to see if that's it. But that's making the game a bit tedious!
I can't get them out once I have found a spot, so maybe I'll be done when the third one is sitted or maybe some other will appears. The host page was somehow broken when I loaded it (the game was on the bottom left corner, but unzooming and fullscreen the game made it possible to play)
Nevermind, 5 of them just showed up randomly while I was writing the previous comments...
Amazing, it was really engaging, I spent way too long on the game. I don't think I ended up using the ropes to pull the stone, and I made way too many rollers, thinking that they might be used to carry the stones up the levels! I was always pleasantly surprised to see a new mechanic appear just at the moment I was going to all in on the hauling! (ok, it's too late, I'll see myself out)
Maybe a zoom-out would have made the experience more agreeable.
Rereading my comment made me realize how much I downplayed just how amazing the experience was! I couldn't stop playing, even though it was late, and I really needed to get some sleep. The last sentence should read as "even more agreeable," as in "it would have been a nice to have addition to this marvelous game." all of it was a bit lost in translation from French idioms to english!
I strive to be able to create a compo game of this quality! I see on the github you just upload a 7z, ot would be nice for curious people like me to expose your project structure so we can delve into how you made it.
Allez, On y va! So cute. Nice puzzle game, I like the balance of two energy levels (food/people) being able to sacrifice one of them but being able to continue on levels is a very nice take on the puzzle game. Winning the war over each battle. I really love How you introduced each game mechanism in a show dont tell manners, very well done!
Nice simulator. I would have liked to know in advance the preferred ranges for each species and fiddle with the components to reach the goal rather than randomly adding stuff until the colors change in the right direction. It didn't seem that the environment changed on its own. Water evaporation or the water needs to be cleaned would have been nice features.
Thank you for the experience.
I came from your comment on my game, and I see the similarity! I like the customization mechanisms. I have seen it in another game, and find it super cool to switch between parts of the model! I find the phase / turn switch to be a bit cumbersome (when all have moved, there is nothing to do but click on next), or maybe it's just because the Ui is missing some hints when the actions should be clicked (which pawn as still some AP when no move is available ... ), but that just quality of life improvement.
Great game!
674 Commits! Wow I thought I made some commits but you went all out on this one!
What an amazing mechanism! Having synchronous input that has different effects! You want the perfect choreography that never happens; it ends up being hell! Excellent, had a ton of fun. I'm not sure what the bar was about. Was I trying to fill it up or prevent it from filling up, I could not tell in the excitement!
Cool music, and ambiance!
Oh I want to play that Game! @ me when it's live
Okay I played one game on the tiny critter forrest ? found it in 47 attemps ? I got a clue from another player (@littulv) that player thermometer correctly!
Screen Shot 2024-10-07 at 23.26.02.png
THe game is fun, I'll probably have my little girls play it.
A go to my previous location button would have been nice because the beetle was quite far away and pinpointing it took some time!
Excellent, It took me several time to find the right strat (gold is key!) but it worked in the end. Nice set of mechanics and improvements.
For compo you seem to be missing the source code !
Nice game, I was really into it! Some card stay unplayable even if your duck revive or in between runs.. I got to level 8, but lost by one because I could not play the shiv... I am too lazy to replay it now, but I might give it another go later on!
You have achievements! and a leader board! That's so cool, but I am terrible at those games... I definitively want to add that to a future game
Edit: Oooo I had not seen the creature get all snuck in the spaceship with you! That's adorable!
Ok I am hook now, still bad at it, but I want to get more achievements!
I think it's too heavy for me, I want to cry just from the beginning. My sister share the main character name as well.
I love the art style. Congrats on making game about important subject.
I love swarm of particles, I like the glowing effect you managed to get. It made me think of a demo of radiance cascades I saw the other day (https://simondev.io/projects)
Same comment as the other about sound/music.
Was there a strategy to the evolution/growing of the swarm ? It felt nice having them much on some of the colors, but I was not sure if some were harder or had different benefits
Ah ah, excellent short entry. Quick and Fun! I loved it. At first the dropping speed being slow made me think ooooh no it will take ages to deliver those 50 poop, but then the speed pick up felt super satisfying.
Thank you for your entry!
Can you put a link to an itch.io or something, the embedded version doesn't launch on my chrome/mac book
Making physical assets is such a cool move! I want to do the same now! Great prop building skill!
Beautiful game, short but challenging enough, partially due to the bug appears inside your personal space, too close to really shoot them.
Nice design, controls are smooth. Sadly I was alone, I shouted a bit, Don't know what to do when no one is around.
Multiplayer on game jam are tricky if no one shows up when you are there to rate them. Maybe have some sort of replay of previous players, repeating what they said before (that would probably lead to hilarious conversation) Trying to guess if you are alone in the room, if other are real birds (or drone by the gov :D )
Fun to play! I found that getting around my own heart was the most annoying aspect of the game, but I want to replay to get better, which is a good sign of a solid entry!
I like that there is a leaderboard. I am interested in how you set it up, I'll go look at the github page.
@bad-fetus, I had indeed found it in the code, which by the way means you are leaking a secret...
Secret leaking is a huge issue on GitHub/GitLab, and it is a hard habit to take to never ever commit one to a repository because once on GitHub, it can not be removed easily :(
But the system is cool, I have always wanted to have a leaderboard, and that's now a goal for my next LD. Thank you (also I have unabused of the system)
I like the aggregation mechanism of tiny creatures, it's a nice idea for the theme!
Some user feedback: - The pivot point should probably be the fish at the front rather than the fish at the end - Or Maybe have a tracking invisible element in front of the fish that they follow.. - implement the fish as boid rather than a rigid block - Zooming out makes things appears slower, while this is normal, a small increase in speed would make the game feel more responsive - The trackball is interesting but the position at the bottom makes it hard to manipulate (bottom side feel more constrained). It's hard to manipulate with a track pad.
I love the art of the plush (the cover art is a very beautiful render).
- The sensibility was too high on my Macbook/trackpad, and the keyboard made the game hard to navigate. - I got stuck on exiting the music box and could not move anymore or do anything but open the sound menu. - I don't know what triggered the speed challenges (pressing keys), but it was always too fast for me to complete. So, it didn't bring value to the game
Great entry otherwise
I love the different game mechanisms you have implemented they are really unique! The art and the music really set the mood. I love the springiness of the branch, how did you implement that ?
- I missed that I had to go back to the beggining once all the leaves were serviced, took me two fall to read that press E at the beginning
The fish designs in the game are absolutely beautiful (their flat colors contrast with the bold choice of gradient for the ui design)! I loved watching them swim around the tank. However, I did find the interface a bit unresponsive at times, especially when using the drag-and-drop mechanics on a trackpad, which made managing the fish a little frustrating. Having only one inspector for observing and managing fish added to the challenge, but it made the process feel a bit tedious rather than enjoyable.
That said, I think the game could benefit from an approach where discovering different breeding combinations rather than just aiming for a perfect outcome would add a layer of excitement and reward for experimentation, making the gameplay even more engaging!
Thank you for your game!
Nice, I am bad at agility base games, but I managed to get far enough to discover the different mechanisms which is nice in a Game Jam entry. I once added a "cheat" mode to allow players to discover more levels
It was so slippery with a crazy turn radius for a mouse that it made me orbit around a piece of cheese for a frustrating amount of time! My mice don't interact with the rats, so I was always under the impression that the defenses were not properly working. Maybe make the rats "attractors" during the "battle". Otherwise very beautiful game
I like the webbing idea!
Simple game but nicely done!
Screen Shot 2024-10-08 at 00.45.10.png
The spider never reach the corners, so like a true fly I just got stuck there, > 201s
The movement mechanic feels weird, like I don't really get how the creature react to my inputs. I think that's because the center of rotation is misplaced on the smaller creature
Nice entry, The art style is great!
Some notes on my experience: I was confused by the buttons, I realized the "?" was a tutorial only after reading the comments on the page. IMHO game Jam should always start with the tutorial if you had one made, because tutorial are such a great aspect of a good game, it would be to bad if a rater would miss it or have a lesser experience if they miss one of the nicely crafted elements you put in the game.
I am bad with "agility" based game, my coordination of moving with the mouse then orienting toward the enemy was not my thing. (to many interactions on one "device") But then, that's probably the goal of an agility based game to learn how to use it!
A more evident feedforward/feedback on where the attack impacts, the amount of damage etc.. would be a great addition if you plan to do something more with the game
Great first entry ! It was nice to play.
With some strong elements to make it a game + Having levels + Having a menu selector + Having a score system and an end-game
Some possible improvements : - The difficulty doesn't ramp up as fast as your cash: maybe to add difficulty you could have two circle :one for kill zone and one for an exclusion area where you can place another turret. - More instructions/tutorial, since you have multiple levels, one where you explained the concepts/weapons would be nice (even if the game isn't difficult per se) I was not sure how the weapons worked (the fire in any direction in the circle, do they block line of sight...) - Basic sound sfx on element placement adds a lot of depth.
I hope you participate in more ludum dare in the future!
Can you try to fix the webversion, I'd like to try your game
Requires way too many motor skills for my tiny brain! The concept is cool; - I would have preferred a more symmetric layout for both hands ( awsd + e(pick),q(use) and jikl + u,o ) and c and n to move, for example. - an action key (cut) - Art and music are a perfect match for me being clumsy in the kitchen!
As mentioned in the comment, it seems buggy I could not managed to cut the courgette.
THank you for making and sharing this game!
Could not really play it :
- Line break in the email, made the characters to appears delayed (instead of becoming green when I press it, it would become green when the next character is pressed, and it get wors with each line break (I am guessing on macbook doesn't use the exact same linebreak CR instead of CRLF ?_ - I can right click while holding an object on a trackpad...
Game is cute though
I played multiple run, it was enjoyable to spam the kill key, and have the blood spatter live to tell the story.
After some reruns I managed to ascend in 4 kills. Is that good or bad ?
I just let them live multiple iterations until I had a bunch of chosen elect! Maybe some additional stats, or metrics to follow between run would help ? Even some random "event" (probably don't even need to be related to what the player is doing, like: People Fear You, People have forgotten about you, A rumor that ...) would be nice to increase the interactivity, making people question what they are doing! Changing the background color with the weather condition would be cool to have more visual.
Some bugs/comments: - The vocabulary is not obvious at first of the gradation of gene level ( mundane < prococious [sic] < sensitive < awakened ? ) - The blue on black for the cold preference is too illegible. - I tried several rounds, sometime the game freeze at some point and I can't get nowhere. - The difficulty is lacking, I managed in one run to finish by killing enough on the first screen, or everyone later on. I haven't find a way to lose.
Excellent puzzle game! It was really fun to discover the rules of each element! I don't know how many levels there was, maybe have or current/total level indicator or breadcrumbs (a dot for each level that would fill, the dot could also be stylize for what the level introduce (new tile, new grid size)... that would allow the player to assess its progress a bit better
I don't really get it, on what the ball are bouncing ? they sometimes seem to just randomly bounce
Nice entry, I love dwarf fortress and you made a great hommage to the game.
- Are the ladders randomly generated? Or just my dwarves pick the strangest path when I order them to dig on the layer below? - It would be nice to be able to cancel a dig, because when I select a tile below it sometimes very far away from the spawn point and not useful to dig there.
- Is there audio ? I can't hear anything in the embedded version
I loved sending blue and red people to detention! I enjoyed the game for a while, not sure if I was supposed to be one of the blob ?
I can't play it cause I am on a mac, but it's nice to see that you have used git/github during the jam process!
I haven't rated your entry but I have starred and added your repository to a list of ld57 compo : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I have created badges for the readme that you can use: ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
What! I love the esthetic, the smoothness of the movements, the controls explained in the game (also it says A for answer but I had to press Q on my QWERTY keyboard). I really like that the weapons/trap don't kill you. That makes it enjoyable to poor player like myself.
Playing the other character was a bit fiddly as the player was not always in the right spot to jump for example
#complexout
- Solid mechanic of having 2 kind of terrain to dig with two kind of tools - Ambiance is solid, dark but not grim - The rogue-like aspects of missing stuff and not being able to get back without replaying adds a certain level of "frustration" / "one more game!"
Very nice entry !
Feel like cave of qud
Nice mechanics, maybe a bit more feedback on damage level, ore level and so on would make it a more fun for min maxer like me! I like the simple art, but any sound would make it 200% better (sfxr, audacity) and beepbox are great tools to quickly have something.
Nice to see you have used github during the development process of the game. I have starred and added your repository to a list of ld57 compo I am playing : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I have created badges that you can use to decorate your readme : ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
aaaaaaaa ! q qqqq qq eeeeqeqeeqeqeqerqeqe
This game remind me of my time on a canoe! I was dying of laughter paddling in a circle never getting anywhere. I managed to get to the coffer. I thought, that's it I know how to swim ! I don't know if the coffer add some weight or is it just that I can't swim but I never managed to get out!
10/7 would swim again
Graphically very interesting and the mood as well is perfectly captured.
That feeling after my first day of diving when I got $6 for my scraps and that my expenses amounted to $5.49! My heart sank!
---
It's nice to have used git for collaborating on your entry; I like to dive into the commit history of LD entries. But 424 commits that's so incredible!
I have starred your repository and added your game to my [github list of ld57 entries](https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo). Go check the list and share some ⭐love⭐ for the repositories.
Don't forget to *add the link to your entry* to your readme so people visiting the repo can come back to jam. You can also use some of the badges I have created some shields for Ludumdare.
```md Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
[see my post on preping your repo](https://ldjam.com/events/ludum-dare/57/focus-hunt/preparing-your-github-repository-for-ludum-dare-57) for more tips.
@cobear25 Thank you for playing my game! I had more fun making the blurry version look cool than really making the clean version really good... I adjusted the size of the ladybugs in the end, they were really impossible to find otherwise
@cobear25 Thank you I had fun trying to make a mix between realistic chocolate wrapper and a painterly look!
@foolishfool no 3d engine (You can check the code and star the repository if you like the idea on github :D) behind the scene it's just 4 images :
The clean and the blurred one are merged according to a depth map. Terrible performance since I generate the resulting image everytime the depth of field change...
@ghettobastler, @foolishfool Which element you click on is determined by a index image : Screen Shot 2025-04-07 at 17.58.47.png. I flood fill the index image with black when you click on an element. I could have use that to implement a glow by flooding white for ex. Or actually take a picture to add to the top of the screen (so much empty space in that tree line)
Thank you all for your kind comments!
@foolishfool my entry for ld48 is a ImageMagick game https://ldjam.com/events/ludum-dare/48/deeper-trance
@mgear thanks for the kind words!
@tasakasama, you are right, I wanted the game to be on the harder side. Maybe also increasing the gamma would help
@absolute-garbage Whao that's amazing that you remember my previous entry! Thank you for playing them !
@javasaurus Thank you for the kind words!
@boboneoone Yes performance are terrible, I was lazy and I am writing / updating the full image every "frame"... I should have added some optimization : - quantize the depth level to a hundred or so - Segment the image in rows (since the depth is mostly a vertical gradient) - Use mask instead of writing the pixels...
For the details in the distance, I am guessing that my fiddling with the size of the image to ajust to the screen size is bad. I should have made a full size canvas that you could pan around...
@the3rdhunter thank you for playing !
@thomas-bringer, I remember your game as well! You got 16th. I am using Quarto for the web page because I can then harmonize with the rest of my website. I'll probably do it after the Jam; I clearly did not have the time! I didn't even realize there was a loading behind the Canvas. I might increase its size if I can find what controls it. I don't really know why there is such a long loading time... maybe the preloading function is preventing the setup function. I should move some of the loading to the splash screen then...
@tori Thank you for the kind words!
@alex-davies, oh my ! yes there are 6! You are a great look-and-finder then! Thanks for playing !
@jovialknoll, thank you! The music is my favorite part of my entry... I don't know if I can cache the result that much, that would be very big arrays. Mip mapping, splitting the image or reducing the levels of depth would probably be faster
@dnp thank you for playing, I wanted a game my daughter could play! She found all of them in about 5 min . @oliver-day, thank you for playing. The poor performances don't really help with it not being finicky!
@mcramon she might have seen stuff during the design process though! Thank you for playing!
@pixelstain What? The chunking is quite a hotfix, so people would not be too bothered by the performance issue, but if it introduces a new bug, that's not cool. I can't reproduce it, what browser were you using? Was it on load or on resizing the windows? In the code, I had to multiply the source chunk by two for it to properly display, but for the life of me, I cannot understand where that x2 stems from. Maybe its a pixel density thing and you have a different one from other players...
@ali-yagmur Great Time! I really wanted to implement a leaderboard in the game. In fact, I added one, and it works locally, but the online version seems to fail to make that HTTP request...
@xpoho sorry for the performance, the basic p5 way of handling pixel and image is not really efficient, I should have made a shader!
@deformhead thank you! She loved it, she wants more levels!
@captaindreamcast, @pixelstain, I am guessing that the issue is that I have a different pixel density that you have. It was troubling me while copying that my image where scale, so I had to include a strange x2. I have replaced the ```x2``` multiplication by ```x pixelDensity()``` in the chunk copying. Could one of you check if the issue is still there ?
@busisen I should have made a render with the elements hidden from the render, then when you discover one, edit the clean version, but that would leave the element in the blurred version (albeit not really visible...). I think I should have made an actual picture (kodak) of the element found in its context.
Thank you all for your comments
@binaryspark thank you for playing @muriel thank you @flying-dog-fish, thank you for playing; the goal was for it to be difficult enough that my daughter would not spend 2min on something I work on for 24 hours. I have been listening to the music on a loop for half the dev! it haunts my nights! I wanted to compose a second song, but I could not match the energy of the first one. @eyedromeda poor performance due to updating the pixel of the image "every" frame. @daandruff thanks! Great TIme! Have you found the 6th ladybug? @yancharkin, thank you for playing! She was ecstatic with the game. @zshandi-krahn Congrats on the 6th ladybug! - bluebells: I had originally planned to have elements hidden on the screen, not only on the ground. However, it was well hidden on purpose, so you would not see it so clearly in the blurred version. - My full screening/resizing has indeed been an issue, I think I reversed a min/max somewhere the image tends to get bigger when you size the windows down... - Click should only affect performance when you click on an element first, as it floods the object in the index image.
Hints would have been a great idea @scrawach. Thank you for the comments!
@torte478 thanks!
Nice entry! It had me hooked really qucikly and I played several round! I am not great...
it really packs a punch visually, but it get hard (too fast) a bit too quickly. But that's maybe a good thing, since it doesn't seem to have a lot going on after that ? Maybe having more items or something to get too would make the game have a longer live (or am I so bad at it that I missed the longer game ?)
thank you for making it anyway, I had a ton of fun!
Nice! Too hard for me! restarting at the beggining of the color instead of the frame makes it a bit frustrating (maybe a "hard" / "easy" mode for jam reviewer where you restart at different depth)
also : When you dash from right to left, the sprites still are facing right
I stop at 1000 water and situla XC because there was not much to do at the point... So I have missed the ending it seems! Great game though, the best jam so far for me.
I wanted to add your repository to my list of [Ld 57 Github Repository](https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo), but your seems to be inaccessible, have you made a private repository ?
You can add the following badges to your readme
```md Ludum Dare Ludum Dare ```
and use these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
Very funny entry!
the hit boxes are a bit too small, hard to predict. I am usually terrible at this kind of game, but managed to win by just running into the ennemy and spamming A..
The double A/enter control for skipping text / menu is strange.
Beautiful game, with a nice mood and music ambiance!
I lost my first game because I didn't see the light meter, and I was trying to collect everything on the screen instead of going down. I won the second by doing only left-right and capturing only a few of the "light" food, bumping on top of the "enemy." Were some of the fish nice and some bad? I don't know.
A nice entry but some elements could be improved to make it greater - Lack of feedback on nice/bad entities or on damage, I didn't really understand who I should avoid and when I was not avoiding thing was that bad. - the food/light elements feel disconnected. It still fills like collected dots before the meter gets to 0. And if enemies take away your light, it becomes a "life" meter. So is it more like "air" or more like "life"? (edit: I went again, and it seems to drain faster when you touch an enemy) To make it more like a light meter, maybe it should integrate more into the overall render of the scene (making it darker). The Food should be more connected to light (have a glow effect maybe). - the controls are a bit slow/unresponsive (normal to an extent as we are underwater), but I didn't feel I could really do something but gently float away; I don't think I understood the effect of pressing space. That's fine for a chill, nice experience, but less so if the goal is to make it challenging.
--- It's nice to have used git for collaborating on your entry; I like to dive into the commit history of LD entries.
I have starred your repository and added your game to my [github list of ld57 entries](https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo). Go check the list and share some ⭐love⭐ for the repositories.
Don't forget to *add the link to your entry* to your readme so people visiting the repo can come back to jam. You can also use some of the badges I have created some shields for Ludumdare.
```md Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
[see my post on preping your repo](https://ldjam.com/events/ludum-dare/57/focus-hunt/preparing-your-github-repository-for-ludum-dare-57) for more tips.
Good luck!
I wall climbed from the second metal floor up to the top of the yellow ? is that normal ? Screen Shot 2025-04-09 at 16.10.45.png
I am collecting compo game that use github to host their source,
I have starred and added your repository to a list of ld57 compo :https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I have created badges for the readme that you can use: ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57
Cool concept! I have made a game with the depth of field as well but in a completely different direction. I found it hard to know if I was in the near or far field of blurryness... maybe the text could say no it's too blurry, we are too damn close/far
Really nice idea anyway!
Whao!
First, let me preface with the fact that waves are my absolute nightmare! So this is literally hell and so stress-inducing! And with that entry, you perfectly capture that terrible feeling, so I think you nailed it!
I really felt the tension to navigate and keep my cargo, holding my breath throughout.
Game wise a bit more UI (level, radar, or some other element would be nice). The fact that there was no coast or any clue of where the end goal would really be played well in my anxiety of being lost in the middle of the ocean. But being more in control of what is happening, would happens would be nice.
The wave being somehow random in their direction is an interesting challenge but a bit out of context. A more steady set of challenges (front facing, then starboard, then maybe changing the frequency or intensity) would feel more like a progression. In one run an extreme freak wave got me from behind with no way of reacting which was a bit frustrating.
Good luck
I couldn't play as I am on a mac, but it's Nice to see you have used github during the development process of the game.
I haven't rated the game here, but I have starred and added your repository to a list of ld57 compo : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I have created badges for the readme that you can use: ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
I win! Nice I really love that you don't kill the monsters but just push them away! Some fun strategies to keep them at bay.
I did so well (for once) that I did not even take a picture with a monster, I have to replay to see if there are funny complaints!
Great entry
Edit: I played again the web version, in a corner not shooting to get a monster, and they aggregate around you and avoid the picture by themselves... So I won again not playing.
Nice Entry, As some of the comment said I felt the control where reverse. I was also having my mouse lower and lower every pull, having to reset to a higher position after a few hits. Nice to have made a repo, you should add topics (ludum-dare, ld, ludum-dare-57...) and a ludum dare badge if you'd like
```md Ludum Dare Ludum Dare ```
Reminds me of that 4d golf game! So hard to get my head around. So some sort of visual cue would help departing from the randomly moving around!
The concept is clearly a win on innovation, music is nice, maybe the loop is a bit short. Sfx are great (nice voice acting at the beggining!)
I have starred and added your repository to a list of ld57 compo :https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo. You can go check them out and share the love ⭐
I have also created badges for the readme that you can add to the one you already have ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
You may add a cover image in the settings and update the name of your repo to match the title of your game for better visibility, previous links to your github repo will still work (but not the deployement on github.io, that needs to be updated)
best luck!
Strange entry, really moody! It took me several tries but I got it in the end.
Overall I found the mechanics quite interesting but a bit muddy in their mix, like I was going down mostly blind because the light would most of the time kill me. sometimes the hand would be in the same time as the angel. I don't really know how to express it, but it did not feel either like a sequence of events or a balance of skills (enough speed, light or dark, and so on). I only really know of the mechanics from the description rather than overcoming the challenges.
--- Nice to see you have used github during to document the different version of your game. I have starred and added your repository to a list of ld57 compo : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I have created badges for the readme that you can use: ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
[see my post on preping your repo](https://ldjam.com/events/ludum-dare/57/focus-hunt/preparing-your-github-repository-for-ludum-dare-57) for more tips.
I lost while reaching the bottom, It was a nice entry. The look is polished and the audio very nice!
Is the goal to get the deepest or to reach the most points ? It's maybe missing an END screen with score / high score.
@thomas-bringer Nice to play another game of yours! smooth controls for a fast game, zooming to farmer, death from below, maybe a bit too slippery. I feels more like I am sliding like a penguin than digging through earth
It would be nice to have a charging animation for the farmer, to get a sense of when to duck, especially a to close range.
Very nice entry, good luck!
Also It nice to see that have used github during the development process of the game. I have starred and added your repository to a list of ld57 compo : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I also have created badges for the readme that you can use: ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
Strange entry! I like the mood of the game, why did you opt out of that category ? I like the retro look, like an old console game, an the attention to details the player has a human shadow (but the stick is not in his/her hand)
You should go rate some games to get more ratings!
--- Its nice to see you have used github during the development process of the game.
I have starred your repository and added your game to my [github list of ld57 entries](https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo). **Go check the list and share some ⭐love⭐** for the repositories.
You can also use some of the badges I have created some shields for Ludumdare.
```md Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
[see my post on preping your repo](https://ldjam.com/events/ludum-dare/57/focus-hunt/preparing-your-github-repository-for-ludum-dare-57) for more tips.
Good luck!
Seems lovely, but the sensibility of the mac trackpad mouse scroll is to high. a sensitivity setting or alternate control would be nice.
I'll try again tomorrow with the help of a external mouse!
Edit: I just saw that you did all of that without your hands, and I am complaining about sensitivity of the controls...
---
Nice to see you have used github during the development process of the game. I have starred and added your repository to a list of ld57 compo : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
Consider adding a readme to your repositories with a link to your entries, I have created badges for the readme that you can use: ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
[see my post on preping your repo](https://ldjam.com/events/ludum-dare/57/focus-hunt/preparing-your-github-repository-for-ludum-dare-57) for more tips.
No Lag, but i could not pass the first fire as well (3 tries)...
Thanks for playing my game on stream! I have tried for some time now, but could only find 2 endings...
I really love the point-and-click idea and I want to make one for the next LD. The voice acting is very good and adds a lot to the experience. Really a great entry.
**Really cool entry!** I had a lot of fun experimenting with the four different weapons.
**1st run – Fork:** I didn’t realize (and didn’t read the instructions, oops) that I could swing it, so I got wrecked pretty fast.
**2nd run – Bubbles:** Much easier! I was a bit confused when the weapon upgraded itself — not sure what triggered that? But it was super cool to see multiple versions of the weapon appear. The boss didn’t trigger, though, so I ended up chilling at the bottom for a while. Discovered the swing mechanic during that downtime!
Hard refresh
**3rd run – Stick:** As with the fork, This one felt a bit too hard for me. Didn’t get very far.
**4th run – Slingshot:** Nice and easy! Made it to the final boss and finally scored a victory, Fintastic!
---
**Overall, a very polished and enjoyable game.** You’ve packed in so many great mechanics: - Multiple starting weapons - Unique, named upgrades for each weapon - Visual progression - A final boss encounter
You really check all the boxes!
**Balance-wise,** I think the close-range weapons could use a bit more love. Maybe some knockback on hit to help manage enemies? And possibly fewer enemy bullets to give short-range weapons more room to shine, or make the ranged weapons feel a bit less dominant. Also I see the difference in weapon attack pattern between the fork and the stick, but the two ranged weapons feel less distinct
Is there only two levels of focus on level 3 ? I can't see a way to solve level 3, the right most is blurred at the same time as the opening, so no way to having him reach the right star...
Maybe on my mac the scroll is too fast and I get only the extrema ?
Seems fun, Graphics are beautiful, music is really funny!
I can't grab items using my Mac, neither the right click nor the two-finger gesture work: - I have tried on the trackpad - the magic mouse - I have tried holding ctrl, which sometimes trigger the right click event.
@ me if you fix the issue, I'll come back to rate the game on the game aspects then.
@fnelix Great! Thank you I have played the game now! I passed the first level without grabbing the lipstick that flew out of the bag while rummaging!
Very nice, scale well upgrade well and the boss destroying the pin makes for a good end game rather than an infinite session!
I got 930 on my first try!
Screen Shot 2025-04-09 at 16.27.14.png
Is that a visual glitch to not be on top of the floor ?
There are a ton of nice mechanics, and we can sense that there are tons of mechanics to play around to discover. However, the controls are a bit too slow and slippery to be fully enjoyable. For ex., the umbrella is nice, but then every drop takes too long, and traversing the level again because you die from lava or such is quite painful
I am dumb, I could not find the cypher... maybe lacking some feedback.
Really clever idea! What Kind of service did you use to host the pizzagram ?
You should consider using github (or gitlab) for hosting the source, it makes it easier to explore, share and so on. I'd love to add you to my list of github LD entries : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I made a post with some [tips for making a github repository for LD](https://ldjam.com/events/ludum-dare/57/focus-hunt/preparing-your-github-repository-for-ludum-dare-57).
Great graphics and music!
Although I am experiencing some issues :
- a bit lagging on my mac/chrome which makes it stutter which is at the point of not really playable.
- My brain wants the control reversed! I keep pressing left to move everything right maybe because I am not controlling one element I think I am controlling the background ? A reverse control option would be a nice feature !
- I am restarting over and over because I want to experience the second phase, but even missing only one water makes me lose before that
edit: I have downloaded the Mac version and I have the same stuttering effect... but I powered through and got to see the second phase, which stopped the game to a crawl before painstakingly getting back to speed... Strange as I don't see anyone else having performance issues and my setup is not that bad (albeit a mac...)
It took me a lot of try to understand that I should spam the space key to have any hope.. The dual controls are two hard for me! I would have reversed them, I am use in the other entry to move myself with asdw or arrows. It seems that I lost by touching an already explosed ammo? not sure.
Cool entry, thanks for the mac build.
It's nice to see you have used github extensively (107 commits! I managed 20 or so) during the development process of the game. I have starred and added your repository to a list of ld57 compo : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I have also created badges for the readme that you can use: ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
145m!
Nice game!
Some cool features to consider for a follow-up game:
* Pressing down: increase game speed, similar to Tetris. This would be helpful when waiting between actions and could make the experience more enjoyable. You could experiment with this feature: + Plain: Just a nice-to-have addition + Enhance it with effects (overclocked engines SFX, visual speed effects) + Make it resource-intensive (but then we might be back to square one, watching the game scroll by while waiting for the next interaction) + Introduce a delay in response when leaving the speed effect, making it a timing challenge like an out-of-control machine * Reduced visibility or increased enemy speed: * Upgrades between runs using earned money (vertical speed, lateral speed, more ore, fewer enemies, better enemy visibility)
WHaou, I usually hate these kind of game, but I really enjoyed yours. My set up (a mac with a trackpad) makes it difficult to control both weapons but never the less I managed to traverse several levels of hell!
I don't understand why sometimes the rocket launcher would not fire anymore (just after entering a new level I have "one" ammo, then later in the level "infinite" again ?)
I am terrible at shooting game so I can't say for sure, an option key like ctrl/shift to modify while still using the lmb maybe. however ctrl + click might be reserved by the browser for some stuff.
I had to zoom out to see the full game. Having the control, fullscreen toggle or explanation on the top left rather than bottom right would help. Nice control, would be fun to play as a two-player game, that would reflect my actual experience of canoeing (going in circle forever!) It was a fun experience
```
Nice to see you have used github during the development process of the game. I have starred and added your repository to a list of ld57 compo : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I have created badges for the readme that you can use: ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
Great concept, I loved it. I was half expecting it to be less rogue-like and more of a die-and start-over more powerful every run!
I would play more if the music was a little bit less oppressive. As a chill game, a more sunny / beach/surf rock vibe, maybe!
I have added you to my [ My GitHub List of LD57 Compo Repos](https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo). Check it out and share the love with the other GitHub projects! Congrats on making more than 100 commits!
Very cool concept!
Lacking a bit of explanation about dragging the weight along the edges.
For me, the -1,1 range is really hard to understand with your visualization. Maybe a bottom/top splitting of the node and edge would make it more visual.
I'd love to know more about asm and the dev setup you have use. Have you per chance use git / github during the dev process ? Would you share the source code that way ?
I am making a list of github projects I have rated [github list of ld57 entries](https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo), and I'd love to have your entry in it. (see my post on tips for a repo if you wish [see my post on preping your repo](https://ldjam.com/events/ludum-dare/57/focus-hunt/preparing-your-github-repository-for-ludum-dare-57)
So mysterious! I love it, what should I do... I'll come back to play more. I need to figure it out !
25k$ and 104m depth!
Nice first entry! Regarding the controls : - the stopping is a bit too jarring compared to the smooth acceleration. - The submarine is not really responsive as every increase in speed is slow compare to the actual current direction. Maybe having a weight average between (Current Direction Speed, New Direction Speed Increased) would help rather than just increasing in the direction of the sub.
Also Nice to see you have used github during the development process of the game. I have starred and added your repository to a list of ld57 compo : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I have created badges for the readme that you can use: ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
Your text keep saying that if we see danger level 3 it could be 2 ver1.0 and a ver2.0 but that would make difficulty 4 ?
It was hard at first, but then I understand the bullet increasing with my level and the reason for killing ennemies.
Solid entry!
Quick math! https://youtu.be/3M_5oYU-IsU?si=nGaYVhYZX_E8xJD0&t=62
Very interesting, I love the art and the mood. It feels dark and gritty just as hacking should be :)
I should have read the comment about the rules, that would have help tremendously, you should use that comment in the description or point to it.
Do review some games in the danger zone so that you get the 20 ratings your game is worth it!
Also it Nice to see you have used github during the development process of the game. I have starred and added your repository to a list of ld57 compo : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
You should add a Readme with a link to your entry and you can add badges for the readme that you can use: ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
I liked the music and the art!
I was confused by the controls at first because "ASD" doesn't work until you press click at first, maybe it's just an itch.io thing. So maybe a splash screen would help engage in clicking.
Procedurally generated floors are great, but sometimes I would just fall from the beginning to almost the end in one go. Maybe having some sort of rewriting grammar like : |---- --| => |---- | |-- - --|
And then either having a template for a level or rules to create a simple level that ensures no direct path, then those are transformed into more interesting levels.
Not being able to move during the fall is a valid design choice, but that means the player should know the consequences of falling and have some sense of choice on where to fall. Otherwise, the game would be a bit meaningless.
Really hard to play with so much of delay betwwen shooting and reaching the target. Although the challenge is interesting, the progression could be better, slower bigger ennemies first, then reduce size and increase speed as the game progress would make it more enjoyable.
---
Nice to see you have used github during the development process of the game. I have starred and added your repository to a list of ld57 compo : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
YOu should add a readme with a link to your entry, I have also created badges for the readme that you can use: ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
[see my post on preping your repo](https://ldjam.com/events/ludum-dare/57/focus-hunt/preparing-your-github-repository-for-ludum-dare-57) for more tips.
Impossibru with a trackpad! Game look so nice though!
Edit: I found a mouse, but it is still really hard, reaching the top of the screen, the Mac menu bar reappears and keeps getting me out of the game... Some sort of mouse capture (and maybe some track assist for newbs like me ...).
In general, the game is beautiful, and the concept is nice, but in the end, it did not click for me (tracking + clicking is just frustrating)
I could not pass the gates... my brain has a hard time figuring out this slow / speed thing with on button and synchronizing my descent with the ascent and so on...
Also what the F is QTE ???
Music and Art are nice though
I am not really good at games where I have to shoot at stuff :( so I die easily, but I managed to dig through "the end ?"
I Loved the ambiance, the digging, and the lights!
Having the bullets and the F light be the same resource could have been a nice twist, with some sort of mechanism around the light being necessary to get down.
Congrats on making a game for LD!
The introduction of the special weapon was interesting, but the controls felt very sluggish, and I kept dying... I sometimes got stuck while walking on a flat surface (e.g. after the second wine rest on the left before the drop, especially frustrating because it would be nice to run and jump there.)
The walking sound is a bit overwhelming and repetitive.
Drinking wine as a campfire mechanism is funny.
oh wow, I have now read the full thread and this escalated out of proportion. I came from a good place with my message, even if I was sour and did not want you to remove your game.
Let me say that I was sour in my first message seeing your game promotion for future releases, which I felt detracted from the overall tone of focusing on LD. I could have used a more benevolent tone, encouraging you to focus on the event, what you liked about it, and what it was like to make it in 48 hours. How do you do with no sleep for 48 hours, how do you survive on Monday? That's what I want to discuss with the community, e.g. me, I started the LD hangover, and when I am tired, I work on music cause it brings energy. I code in the afternoon and arts in the evenings.
Regarding my other comment, it's a pet peeve of me. Source code (in the broader sense of "open source") is critical for me as part of the COMPO, *that is the thing of the COMPO: makes everything/shares everything!* It means that you are fully committed to making a game for the community. It's not about the time it takes; I have made mine this year with half a day I had to take care of my youngest (and a hungover...), and it's not unfair to me not to have the full 48 hours, I just make do with the time I have. If you want to make and share a game but not the source, then Jam is there. you can make it in 48 hours, say that you made it in 48 hours, and have it there. Jam is not less important because people have more time, more people, or existing assets. Their games are usually better; Jam entries are a bit more polished, a work of a longer love. I understand artist/dev/designer/musician creators of all sorts that want to keep their trade their own and share only the results, not the process. That is their own right, not everyone needs to be an open-source activist. But then they don't enter an open source compo.
I am saddened by this thread, and I should not have said anything or let my sour mood/pet peeve hinder your compo experience. this should be a place of learning and not of endless arguing; there is nothing to gain from this discussion. Even you not complying would have had only a marginal effect on the jam that would have been better than all that discussion.
Lol wtf ? Get the humor rating back on the menu! this was hilarious. Just some random dialog about it definitely not spending the money on drugs would make it perfect. Add a timer with a dimming / eyes closing effect for each round and you have an end game!
I need more brain cell to play this game!
Nice first entry I like the parallax of the wall, and the three tone color palette there. The game play is not really my style as I am very poorly coordinated, but I can feel the idea.
Some notes
- the red of the health bar is invisible against the red background. - Having any kind of music/sound would make the game 200% more enjoyable. WHile It can be hard to do everything in one Jam, you can even opt out of the sound design and use some nice Creative Commons assets. Practice in between jam with quickly creating music. In my process I tend to do the music around noon both day, just before starting coding again, when I start to become tired. THis year I have discovered in the feed beepbox.co which was amazing for prototyping some music! As for sfx, I usually make them with my mouth (the shutter sound in my game is me mouth-clicking)
Whaou, so spooky, immediately. From the beginning, I wanted to have nothing to do with those moths/creatures, and I was going down with all my soul! I still have the chills!
Nice to see you have used GitHub for hosting the source code. I am making a list of compo games that use Github, I have starred and added your repository to it: https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo.
I have created badges for the readme that you can use: ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
Beautiful, but I dont understand the controls though why is my fish randomly jumping down... I am bad at it and I die very quickly, reading other people comments I have missed 2/3 of the game... I must play again !
Nice to see you have used github during the development process of the game. I have starred and added your repository to a list of ld57 compo I am playing : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I have created badges for the readme that you can use if you want: ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
I love the concept, having the player play the music you have composed is very nice.
The only miss is that reading and playing at the same time is quite hard, it would have been nice to have the text be a voice-over (saying that, I am self-conscious of my own voice and I don't think I would dare have it recorded for all to hear). Also knowing which is the note that I am expected to play next was sometimes hard to guess (If I played to early)
The art is gorgeous, is it physically or digitally painted (if the later, what software are you using ??)
I love the procedurally generated clues! That's an amazing details. I have to get back to work I'll continue the case later on!
Really Exciting game. The music as a very nice melody but is a bit repetitive though, it could use longer breaks between loops or lines as something more ambient.
So tense, I have played several times, is there alternate endings? I managed to upload just in time, I think, but then... Is there something after that?
Nice I managed to kill a lots of "oRcs". Game played fine in my browser.. Began a bit repetitive at some point.
Good luck for getting the next rating!
Nice to see you have used github during the development process of the game. I have starred and added your repository to a list of ld57 compo : https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
I have created badges for the readme that you can use: ``` Ludum Dare Ludum Dare ```
Consider using these **topics** to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare57` - `ludum-dare-57` - `ld57`
I think I was at wave 6...
Interesting mechanic! Extremely frustrating mechanic! Both at the same time! Well done! Really innovative. Took me a while to understand that I was in the Intro, then not understand the falling trough at the beginning ! Maybe a visual effect like a fading to/from black with falling streaks would help.
I have added you to my github list! Go check it out and star the entries you like ! https://github.com/stars/dhmmasson/lists/ludum-dare-57-compo
The embedded version doesn't work... Usually you need to get in your root folder (where the index.html is) and select all -> archive / compress instead of archiving the root directory.
I'll play on itch.io in the mean time
I found 10 objects! I am not sure if that's was it.
- The image being larger than the screen is a bit clunky, it was slow to explore the border, where most of the navigation to the next area was, and when you get to a room you have already be, coming back is not immediate (since you can't see the portal again). It was not always obvious where was the way back as well. - bug: The object reappears in the fields when you come back to the house. - I like the red hint for the portals - The art is really good. - It cruelly lacks music or sound for an exploration game. - Nice to have the editor embedded in the game. Was it built during the jam?
You have linked you ld57 github, if you update it I'll come back and star the repository
I'll update my vote for the music then!
I have started collecting entries backed up by github! I have also collected a few tricks to make the repos shinier across my ld participation
---
I have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
**Make your repo public** and I'll add your repository to a list of ld58 compo:
(Also, I am on a quest to have a repo reach 10 stars. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
whaaa, you're the first game I try this edition!
I have cramps in my arm trying to frantically collect those coco de mer. I was really into it!
my notes: - Both players are a bit too close in terms of colors. - the controls are a bit hard (slippery ?) I don't know, but it felt weird moving around. Maybe the grid is a bit too rigid, or we only move on tick (or the music made me move on tick). - The swapping with the piles on the end is a nice feature, a bit clunky sometimes. - It's hard to know when the pile is high enough. Is there a combo to bring two 6 piles, rather than getting the point at height 7 (if I understood) - I like that they hold the coco de mer on their head when there is only one. - The AI is good, I felt it was good pressure. But at the same time, it could have destroyed me if it had been a bit smarter in stealing my piles
- It takes time getting used to the reverse LR controls
Quality of life improvement : - Having a "pinned" notes of what I am looking for. - Easy mode, where in the notes, there are the colors for each filter (the expert will know the colors for each element). On the other end of the scale, having a "mini game" for the different parameters, like having multiple instruments for different parameters. You could have - an oscilloscope where a radio signal would appear, and you would match it, or turn knobs to filter it and it would give you an answer. - absorption bands could help know the atmosphere / or the sun - Other frequency could help you guess the mass
---
I myself **[collect GitHub entries](https://github.com/stars/dhmmasson/lists/ludum-dare-58)**: So it's super nice to see you have used GitHub during the development process of the game (18 nice commits). I have started **collecting entries** backed up by GitHub! I have also collected a few tricks to make the repos shinier across my Ludum Dare participations
---
You can update the repository name (I always name my repo ldXX and I rename when I have found a name for my game) without breaking links (GitHub redirects old names to new ones), and add a description for inclusion in the list (
Include the link to your ldjam entry in the Readme. I also have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
I have starred and added your repository to a list of ld58 compo:
Also, **I am on a quest collect 10 stars** but on my repository (I am up to 7 now!) You have already visited my repository (hi voisin from Pau) If you haven't, you may consider [adding a new star to my collection](https://github.com/dhmmasson/tilesCollector) as well.)
I had fun playing your game! I felt a bit frustrated by the hard cap on rope length, that just felt like hitting a wall rather than trying to reach out to far, maybe more give/springiness to feel that we are reaching a limit, or a visual indicator of the length.
I myself **[collect GitHub entries](https://github.com/stars/dhmmasson/lists/ludum-dare-58)**: So it's super nice to see you have used GitHub during the development process of the game (64 conventional commits). I also collect tips and tricks to make repositories cool and discoverable :
You can update the repository name (I always name my repo ldXX and I rename when I have found a name for my game) without breaking links (GitHub redirects old names to new ones), and add a description for inclusion in the list (
Include the link to your ldjam entry in the Readme. I also have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
I have starred and added your repository to a list of ld58 compo:
(Also, I am on a quest to have a repo reach 10 stars. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
If you know more tips and trick I am eager to improve this list.
I liked that you could use one fish as bait for another, and that I had to fish it first. That is an interesting mechanic, but it would @plastus said be cool to keep that bait on abort, because currently it is painful when you can't catch bigger fish... A bit more control on how / where to throw would have been nice. I understand the DIY feel you wanted for the game, but for now, it still feels a bit too bare ( what kind of precision do we have while reeling, for instance? It took me a while to understand that it was a precision task).
I like the aesthetic and the sfx are funny, nice entry!
Nice to see you have used GitHub during the development process of the game. I have collected a few tricks to make the repos shinier
---
I have created badges that you can use to decorate your README: ``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ``` Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
I have starred and added your repository to a list of ld58 compo: https://github.com/stars/dhmmasson/lists/ludum-dare-58
(Also, I am on a quest to have a repo reach 10 stars. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
I could not managed to embedded the html version...
@d-omino, in my case, I think the high score might prevent me from embedding the game (no fetch allowed)
@evgenii-petrov, thank you ! have you try the daily ?
@tim-eriksen @nekowei, thank you both for the kind words!
@nekowei thank you for playing. Reset and save option are still written on my to-do list... @gwhyang thank you! @captaindreamcast you are smart! Thanks for the kind words!
@kassanu, @kit-gorn, and @alex-mulkerrin, thank you for the kind words!
- @kassanu: I really wanted to implement the square 2x2 mode, which is for me the real challenge. With 3 colors, it is fun to play the full board. - @alex-mulkerrin Daily challenges were really something I wanted, sadly not so many people are inputing their highscore :(
@baluj I screwed up in the latest commits something about the screen size checks. If you go even lower in size it should 1. Puts the hints below 2. Switch to vertical mode (broken)
@vikfx merci voisin!
@porcupine-sashimi, @yarli @torte478 thank you for playing my game and leaving a review!
@torte478 : Having a tutorial was **one of my goals** for this LD, I had previously always wrote some brief instruction at the end of the compo
thanks @keith-wang !
@doctor-zeus Thank you for the extensive comments :
- There should not be generated puzzle that have impossible rows... I construct the rows from possible variation and remove some tiles...
fun fact (spoiler) !> For the three-color line puzzle, there exist only 4 variants
!> 001021122
!> 001022112
!> 001102122
!> 001120221
!> All possible lines are just offsetting and transposing the colors (what color, 0,1,2 are associated with)
!> For 4-colors it 864 unique combinations.
However, for the 2D, I don't enforce the columns. The only grids that I know that are perfect are *boring* (offsetting the rows by one). I don't know if there are other perfect grids that are not boring. What I did not check either was : Is there a unique solution or multiple solutions to a given puzzle.
In a sense, I wanted to have a unique puzzle for the 1D, with maybe different levels of difficulty (like Sudoku). But for the 2D as there are no perfect solution, I wanted the goal to find the best possible, so if several grids are possible, I think it is better. Although I don't test while generating the grid that there exist multiple grids that have perfect rows. So maybe the best score is maybe not a satisfying grid..
My end goal is, in fact, to find interesting perfect grids. I was thinking a bit like the protein folding game, to use human creativity and problem-solving capabilities to explore the space of possible grids.
Well I have two research questions :
- Are there non-boring perfect grids - Are there amazing perfect grids: Where Amazing are grids that have all the possible 2x2 squares.
I know there exist Amazing grids, but all the grids that I know of are not perfect. I know that for 2 and 3 colors there are no perfect Amazing grid (or amazing perfect grids).
@tanis thanks for the comment! I love making music, ld is really the only occasion I have to compose. But I had not much time this weekend... In addition those kind of games on the nyt don't have music. All in all, that's why I decided not to add music.
@doctor-zeus I had this idea of the copper,silver,gold.(or stars) levels at some point and I forgot. But it's true that's a great idea, and your rational for it is exactly what I wanted
@sslees thank you for the very kind words!
I have a background as a Human-Computer Interaction researcher, hence the UI tricks (the menu is called a marking-menu, you find it in a lot of application and game)
Nice, this game has the vibe of mushroom hunting, chill and relaxed. I got them all in perfect condition.
- I don't see the point of getting money, though (you had more features planned ?) - Sometimes the view radius get larger?
If I were to expand on that game I would go in the following direction : - A more dense forest-like environment that makes it harder to find mushrooms - "spots" that are good, maybe having another collector and trying to reach your spot without them following you! - Weather for the mood - Eating mushrooms and getting buff (speed, extravision, one that make you large, and one that make you small) or debuff (~extravision~, dizziness)
I am getting inspired!
THat's a nice entry!
The good : - Complete set of cards with different mechanics - a beginning (tutorial) and an end game, several mechanics (duel, trading). - You feel invested in the gambling of one of your cards (which is properly attenuated with kids being really clumsy and dropping cards all over) - You have very nice art - humour - music (albeit a bit repetitive in the end)
the bad : - The controls make me dizzy and do not always lock up properly - I am not sure I really understood all the mechanics when fighting the final boss (the big one). Healing would go over the max health, the damage reduction sometimes made it appear that the leaks were not even doing anything (while being a 3 attack). The endgame felt frustrating because I was switching combos again and again, not really managing anything.
overall, a very strong entry!
--- I myself **[collect GitHub entries](https://github.com/stars/dhmmasson/lists/ludum-dare-58)**: So it's super nice to see you have used GitHub during the development process of the game (11 nice commits). I have started **collecting entries** backed up by GitHub! I have also collected a few tricks to make the repos shinier across my Ludum Dare participations
You can update the repository name (I always name my repo ldXX and I rename when I have found a name for my game) without breaking links (GitHub redirects old names to new ones), and add a description for inclusion in the list (
Include the link to your ldjam entry in the Readme. I also have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
I have starred and added your repository to a list of ld58 compo:
(Also, I am on a quest to **collect 10 stars on my repo**. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
Hardest simplest game indeed. punishing! I love it
Where is the Source Lebowski? You wrote a tech post that got my attention and I'd like to peruse at how you did it.
@f1krazy thanks!
Whaou, that's a super polished entry!
- I love the aesthetic, the low-angle camera is really nice, and the 2d sprites work really well. - movement is butter smooth - the UI is way too small on my screen, I can't read anything.
Nice to see you have used GitHub during the development process of the game. I have collected a few tricks to make the repos shinier
---
I have created badges that you can use to decorate your README
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
I have starred and added your repository to a list of ld58 compo:
(Also, I am on a quest to have a repo reach 10 stars. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
Screenshot 2025-10-06 at 11.41.42.png
"Click keys to Re-bind" is fine in terms of size, but "the summon..." is too small. 11pt, which is 15px, I think, is the minimum recommended. For reference the "Combat" is 16px.
Also, super cool feature to being able to remap on the fly!
Hmmm, I had some issues with pixel density in a previous game jam... maybe that is the issue. I am on a macbook/chrome, in the console: devicePixelRatio -> 2
You are missing the source code for a compo entry ?
Hi! I am **[collecting GitHub entries](https://github.com/stars/dhmmasson/lists/ludum-dare-58)**:
You have listed a github repository, but I get a 404! I am guessing the repo is private. You may consider making it public so that I can add it to my list.
I have also collected a few tricks to make the repos shinier across my Ludum Dare participations:
---
You can update the repository name (I always name my repo ldXX and I rename when I have found a name for my game) without breaking links (GitHub redirects old names to new ones), and add a description for inclusion in the list (
Include the link to your ldjam entry in the Readme. I also have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
Also, I am on a quest to have a repo reach 10 stars. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.
Ping me when your repo is available and I'll star and add your repository to a list of ld58 compo:
---
I was the mondrokko all along! Very nice storyline. The game loop is perfectly timed, each trip is not too long, and the progression in terms of money is fine as well. I mostly increased backpack size and a bit of speed. - The merchant giving hints (rocks, poison mushroom) is really nice, maybe more trivia about what mushroom are valuable would be even better ("Whaa! a shitake, that's super", "boletus, so common..." ) - Maybe some sound would have been nice.
---
I myself **[collect GitHub entries](https://github.com/stars/dhmmasson/lists/ludum-dare-58)**: So it's super nice to see you have used GitHub during the development process of the game (42 nice commits). I have started **collecting entries** backed up by GitHub! I have also collected a few tricks to make the repos shinier across my Ludum Dare participations
---
You can update the repository name (I always name my repo ldXX and I rename when I have found a name for my game) without breaking links (GitHub redirects old names to new ones), and add a description for inclusion in the list (
Include the link to your ldjam entry in the Readme. I also have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
I have starred and added your repository to a list of ld58 compo:
(Also, I am on a quest to have a repo reach 10 stars. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
I enjoyed it! I become a bit busy quite rapidly, and you feel like managing it becomes overwhelming, but in fact, you can just let it go and everything is fine. My youngest (2.5y) really enjoyed the art and wanted me to play longer to see the snails.
What a neat entry : clever and original concept. I'll come back fresh to fully enjoy this one, cause my brain is not braining enough tonight!
I agree that a bit more of a tutorial on how the square interact to guide the player would have been nice, the hints help a bit ( I brute force solved 6 by adding a bunch of parts..?)
I myself **[collect GitHub entries](https://github.com/stars/dhmmasson/lists/ludum-dare-58)**: So it's super nice to see you have used GitHub during the development process of the game : 15 commits but only one html file to rule them All!
I have also collected a few tricks to make the repos shinier across my Ludum Dare participations
---
You can update the repository name (I always name my repo ldXX and I rename when I have found a name for my game) without breaking links (GitHub redirects old names to new ones), and add a description for inclusion in the list (
Include the link to your ldjam entry in the Readme. I also have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
I have starred and added your repository to a list of ld58 compo:
(Also, I am on a quest to **collect 10 stars**. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
Interesting mechanic of two different factors to improve and alter the training of the actions, and from what I gather, not just a flat bonus, but what particular things you get. Even better that the action taken + the weather affect the next mood, which allows us to find a path of action.
- What is lacking: Text, hint, and forecasting. It's nice to have simple icons for stuff like UI : - Anger -> Improve physical-related (like MTG has symbols for the actions, but cards, and actions have a name). Names are important because, in a sense, they allow me to read the card in my head. It helps immerse me that tomorrow I'll be "running, swimming,..., doing mathematics or whatever" (the voice acting helps, but it's only after). I went into the code to dig (wit, physical, study, craft, misty) - The diary is super cool, saying what will improve the next day, but you don't have this information when you take the action (e.g., for the first day, or just after an event). It could be a glow on the cards, or a tooltip on the mood/weather. In old games, we would have a booklet with diagrams and mechanics that we could refer to.
I got a "default Title" along the way
The art is beautiful, the music soothing, and the voice acting is a nice touch. There seems to be a lot of replayability with the choices and paths to take (and the different characters) but the lack of more story elements while playing makes it a bit less enticing to replay it again and again.
---
I myself **[collect GitHub entries](https://github.com/stars/dhmmasson/lists/ludum-dare-58)**: So it's super nice to see you have used GitHub extensively during the development process of the game (132 commits from 2 contributors). I have also collected a few tricks to make the repos shinier across my Ludum Dare participations
You can update the repository name (I always name my repo ldXX and I rename when I have found a name for my game) without breaking links (GitHub redirects old names to new ones), and add a description for inclusion in the list (
Include the link to your ldjam entry in the Readme. I also have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
I have starred and added your repository to a list of ld58 compo:
(Also, I am on a quest to collect 10 stars on my repo. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.) In fact, you can even leave a star on all of the entries of the [list](
@doctor-zeus Thank you for the in-depth explanation!
Those are really good thoughts. I really think that this is a game idea worth exploring.
I think the glow over + showing the bonus would have helped see the effect and create even more of an incentive to go for the short-term bonus (what is the immediate best add value, even if sometimes its not in the right direction (e.g. you should sometimes stay in your lane)). Two counterbalances:
1. Knowing also how the action would affect your mood (working in the rain allows me to go further, but then I'll be miserably wet and I'll want to stay hot) 2. Knowing a bit more about where one should go (my mentor told me that I should be strong and really agile), so you could counterbalance the going short, with more of a long-term vision
I am mostly focused on game mechanics, and how UI can help convey them. And also more so how the UI can help discover the mechanic or help the player. (e.g., In my entry, I really wanted to explore the player making pairs of tiles, but also making a 2x2 square of tiles. So the UI displays hints of what pairs have been found (with an exhaustive list) and where (with marks on the board), However, I could not find a way to properly convey which square had already been made (well, the idea for pair extend, but then it would have become busy))
Wha! excellent trick to go from 2d to 3d I found that really nice. Not sure what all the other buttons do.. Well I know now. I don't think I could die also, cause I went unto walls and over myself several time.
I have seen that you use gitlab:
I have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Nice, I directly went to Github to see the code as I made a canvas/js/html/css game as well, I have used p5.js to do all the drawing. I really dig your approach of overlaying regular HTML over the canvas to provide the UI. I continue to burden myself with drawing text in p5 for my game. Although this year I have used the overlay trick for the menu and info boxes but I haven't fully committed to this mix approach yet. But your code inspire me to do so for future events.
SPeaking of github I have started **[collecting entries](https://github.com/stars/dhmmasson/lists/ludum-dare-58)** backed up by github! I have also collected a few tricks to make the repos shinier across my Ludum dare participations
---
You can update the repository name (I always start with ldXX, and I update it when I have found the name of my game) without breaking links (github redirects old names to new ones: https://github.com/dhmmasson/ld58 still redirect to my repository), and add a description for inclusion in the list.
I have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
I have starred and added your repository to a list of ld58 compo:
(Also, I am on a quest to have a repo reach 10 stars. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
I can't play your game, because I am not on windows. So just saying Hi!
And seeing that you have you github to host your source code, as I myself **[collect GitHub entries](https://github.com/stars/dhmmasson/lists/ludum-dare-58)**. I have also collected a few tricks to make the repos shinier across my Ludum Dare participations
---
You can update the repository name (I always name my repo ldXX and I rename when I have found a name for my game) without breaking links (GitHub redirects old names to new ones), and add a description for inclusion in the list (
Include the link to your ldjam entry in the Readme. I also have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```. It helps in topic (like : https://github.com/topics/ludum-dare-58)
I have starred and added your repository to a list of ld58 compo:
You can visit the list and share the love by starring to all those nice repositories (I am on a personal quest to collect 10 stars on tiles-Collector).
If it's just a build, let me know I'll give it a try
Beautiful, reminds me of games I play on DOS a long time ago where you would mix colors to make potions. You are a cheeky b... on the last one, so i played again but I may have misclicked cause it said I made a mistake (sometimes the sound doesn't play...), So I tried the other end. The game is a bit too slow to replay a forth time time (you can't skip for faster play)
Cool and interesting game, I enjoyed the art, the real sensation of having to deal with things going in inaccessible places. I think you really nailed the concept. The jazzy/funky music reverses that vibe like everything is chill, whereas it's more and more uncontrollable. Indeed with a trackpad it's uncontrollable, grasping the spider is almost impossible. I ought to find a mouse to try again, I think flicking the spider in the top right corner might be a strategy.
In the end, a enjoyable entry! Congrats
--- I myself **[collect GitHub entries](https://github.com/stars/dhmmasson/lists/ludum-dare-58)**: So it's super nice to see you have used GitHub during the development process of the game (29 commits from multiple people). I have started **collecting entries** backed up by GitHub! I have also collected a few tricks to make the repos shinier across my Ludum Dare participations
You can update the repository name (I always name my repo ldXX and I rename when I have found a name for my game) without breaking links (GitHub redirects old names to new ones), and add a description for inclusion in the list (
Add a README.md and Include the link to your ldjam entry in the Readme. I also have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
I have starred and added your repository to a list of ld58 compo:
(Also, I am on a quest to **collect 10 stars on my repo**. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
Beautiful (I love the house and their color variation), simple and enjoyable. A bit slow loop at the beggining maybe.
- the UI is terrible small on my Mac/Chrome Screenshot 2025-10-06 at 17.27.53.png
The Game would be even better with : - quality of life : Dragging the road instead of manual placing. - Building upgrade
Nice to see you have used GitHub during the development process of the game. I have started **collecting entries** backed up by github! I have also collected a few tricks to make the repos shinier across my ld participation
---
You can update the repository name (when you have found the name of your game) without breaking kinks (github redirect old name to new ones) and add a description for inclusion in the list (https://github.com/dhmmasson/ld58 still redirect to my repository)
I have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
I have starred and added your repository to a list of ld58 compo:
(Also, I am on a quest to have a repo reach 10 stars. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
Fun classic game, I agree with @bad-fetus's comment that it felt like one of the flash games we used to play. The game is saved by its bright colors and the jokes.
---
I see you have used GitHub to host the source code. I have collected a few tricks to make the repos shinier!
Add a Readme with the link to your entry
I have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
I have starred and added your repository to a list of ld58 compo:
(Also, I am on a quest to have a repo reach 10 stars. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
Wha @liquid, that's a crazy game
This is really impressive to be able to build a city builder; everything works quite well.
How could you managed so much in 48hours ! - I love the color palette you have selected, your building and assets are beautiful - Two musics for the day/night cycle is awesome, that's one of my goal for the future : more than one track. - The game mechanic works well, I agree with previous commenters on a bit more info on availability
Fantastic entry, continue rating other people game and giving feedback so you get ratings !
Beautiful game, art, and sound design are really nice, controls are responsive. It feels good to play. The character mechanics are varied and interesting, but I failed to really have the time and patience to develop a strategy. Your characters play often just once, and when there are more enemies than you have, it's even harder. But kudos on attempting and successfully producing a working game in that genre because it is really impressive.
I myself **[collect GitHub entries](https://github.com/stars/dhmmasson/lists/ludum-dare-58)**: So it's super nice to see you have used GitHub during the development process of the game (24 commits).
I have also collected a few tricks to make the repos shinier across my Ludum Dare participations
---
You can update the repository name (I always name my repo ldXX and I rename when I have found a name for my game) without breaking links (GitHub redirects old names to new ones), and add a description for inclusion in the list (
Include the link to your LDJam entry in the Readme. I also have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your GitHub description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
I have starred and added your repository to a list of ld58 compo:
(Also, I am on a quest to **collect** 10 stars on a repo. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
I am a collector of GitHub entries!
I usually post a comment with tips and tricks on making GitHub repositories cooler on entries that use GitHub. But as I found out your entry browsing GitHub topics, I immediately saw that you know all of them (except maybe the cover art for the `Social preview` image in the repository `Settings`)
I have starred and added your repository to a list of ld58 compo:
I'll now go and play your game !
Nice entry, I was confused at first, I thought that the gun was roller blade and that I was supposed to glide on the wall XD
I liked that I could manage to play slowly, as I am not great at this kind of game. I found the updates really exciting, and the choices were hard to make ( I wanted to try them all ). In the end, I used only 2 :(. The game could have been longer.
I am on a Mac with a trackpad, and I can't use the right mouse button; an alternate key for the dash would have been super nice.
nice graphics, really cool music, the mood is really there. But can we really reach the next oasis, I was clicking as fast as possible on the elements that appeared but did not reach far...
Ok, it is really RNG-based, my third run was plentiful !
I had fun, in a bizarre and absurd waaaaaaaay
I have started **[collecting entries](https://github.com/stars/dhmmasson/lists/ludum-dare-58)** backed up by github! I have also collected a few tricks to make the repos shinier across my Ludum dare participations
---
You can update the repository name (I always start with ldXX, and I update it when I have found the name of my game) without breaking links (github redirects old names to new ones: https://github.com/dhmmasson/ld58 still redirect to my repository), and add a description for inclusion in the list.
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
Add a README.md with at least the link to your ldjam entry page and a short description. I have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
I have starred and added your repository to a list of ld58 compo:
(Also, I am on a quest to have a repo reach 10 stars. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
You should opt out of graphics, audio if you have used assets that you haven't created during the compo.
I don't really understand what consume or replenish my pick, nor what is open space/rock
I have collected a few tricks to make the repos shinier
---
I have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
**Make your repo public** and I'll add your repository to a list of ld58 compo:
(Also, I am on a quest to have a repo reach 10 stars. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
Nice concept!
building an upgradable tower defense in 48 hours is quite a nice challenges, you have a lot of content and quite a polished look. The Ui is quite unresponsive, and I am a bit confuse why I can upgrade some building and not some other
Overall great entry!
Hello, the embedded version doesn't work. Ping me if you have a web version available at some point