FoonLudum Dare ExplorerUsers → Dis0rder

Dis0rder

Category Medals

YearLDThemeGameDivisionCategoryScore
🥉 2019 45 Start with nothing Tabula Rasa compo Mood 4.35

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659SignalTerminal Transmitter 6000compo2173.182.863.903.972.713.443.003.23
202558CollectorChaotic Containerscompo1792.973.153.113.653.003.423.733.20
202557DepthsDe Profundiscompo1833.353.153.473.323.803.453.353.68
202456Tiny CreaturesPeculiar Pickingscompo1513.563.383.764.153.624.013.914.25
202352HarvestVirenscompo2773.082.522.933.872.663.392.843.33
202251Every 10 secondsCARPOVUMcompo4782.602.343.233.313.952.421.933.25
202250Delay the inevitable👥Blockagejam3613.783.063.433.464.364.362.884.38
202149UnstableThe Dress Rehearsaljam11073.233.133.573.443.713.523.474.23
202148Deeper and deeper👥Logistics Boyjam2533.943.783.902.884.153.633.684.04
202047Stuck in a loopI Can't Get Anything Donecompo1713.683.303.643.263.613.722.864.22
202046Keep it alive👥I I R Ounfinished
201945Start with nothingTabula Rasacompo224.053.514.013.574.233.902.834.35
201944Your life is currencyYour Money's No Good Herecompo3023.252.523.162.923.333.762.384.14
201637One roomThere's No One Homecompo

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Dis0rder

LD37 — One room

There's No One Home by Dis0rder 2016-12-14T02:00:00

@creativwhisper
Haha, thanks for the feedback! Actually it is the only somewhat "playable" part of the game, since you basically finish it if you manage to reach the purple box.

I heard that Ludum Dare is on like 8h before the end of compo, and I had to reinstall my broken Development software and do some other stuff as well before I could do really do anything.

So basically because of that my entry was REALLY hastily put together ending up with not much decent playable content. I put more emphasis on coming up with the eerie atmosphere altogether, I think.

LD44 — Your life is currency

key, knife, flower. by LucasMolina 2019-05-20T21:02:55Z

This was an interesting experience.

I like the graphic style and your experimental approach. The underlying symbolism seems quite ambiguous, but I guess that was your intention.

The mechanics could have been a bit more polished, but all in all this was a solid entry.

Fortress Knights by elrobo 2019-05-10T19:13:16Z

This was somehow a very obscure playing experience, but in a weird way I liked it!

When you get a hold of the underlying mechanics, it gets more fun.

Immortal's game by dodormeur 2019-06-05T16:45:51Z

This was a really fun game. The experience of beating it completely feels very rewarding somehow.

I really like the combination of platformer and problem-solving, since I've been trying to implement something quite similiar in a project of my own that I've been cooking up, but haven't returned to develop in a very long time. Therefore not only was this a fun playing experience, but it also provided a huge inspiration for me.

Great job!

Heart Miner by Corny 2019-05-21T18:52:10Z

I dug myself into a pit of despair, but then I checked the comments and found out about the panic-button.

Miner2.png

Clearly a welcome addition, since I found myself stuck more than once.

I like the pixel-art style and merciless mechanics, since I grew up playing games like this. Maybe that's why I find this so addictive?

Sombebody here suggested that you should make the bomb's fuse-time longer so the player would have more time to escape. I disagree. I think it's perfect as it is. It's really merciless, since you have to react immediately, but everytime you come across a bomb, it's such an exhilirating experience :D (at least for me)

It's really impressive work in such a short time. I hope you expand upon this.

---------

*Note: I ran this on a Linux-machine using Wine. Otherwise everything works smoothly, but I noticed that whenever it generates a room with lots of dirt, it uses a hell of a lot of processing power, and it slowed down a bit. Just thought I'd point it out if you continue development and need to optimize.*

The Curse of Jen-Rah by AtomFox0213 2019-05-05T00:46:38Z

It could be a promising game with the minimalistic pixel-art style and the 90's adventure game-vibe, but it's clearly lacking with content.

There's basically only two scenes to "explore", but you can't interact with your environment, nor can you make any choices in dialogue. Also the narrative side ends before it really gets a chance to start.

But still, given more time and effort it would be a different story!

(Also: I like the animation of Jen-Rah)

Your Money's No Good Here by Dis0rder 2019-05-17T19:15:07Z

**17/05/2019** Thanks for the feedback everyone! I really appreciate it.

It took me some time to reply, but here's some answers for you: ******** @meursault @sebastien-bourgeois @christina-antoinette-neofotistou @egawag @copper-aardvark-games @faelim @jsmars @doubleblackstudios @cheesepencil

I'm glad to hear that I was able to create an immersive experience that many of you found worthwile and enjoyable. This will encourage me to pursue similiar efforts in the future. ******* @cogcomp - I've watched my share of Lynch's work, so it will probably come as no surprise that he has been somewhat of an inspiration to me. :)

- And now that we're drawing parallers to film, I'd like to point it out that the name of the game and the final scene are actually a direct reference to a a well-known classic horror-film. Can you guess the film/director I'm talking about? :) ******* @lubaka - Yeah, I don't consider this legit "Horror" myself, and find it funny that apparently(?) some people were actually freaked out. :D

- Originally there was going to be a mini-game in the finale that would have elaborated the "Your Life Is Currency" -theme, but unfortunately I had to scrap it. I simply ran out of time.

- It crossed my mind while making the lake-scene that the flashing colors might be a problem for some people, but forgot to add a proper disclaimer. Thanks for the reminder. I've added a warning in the game-description. **** @tommyflower That's unfortunate. I recommend tweaking the settings of your display, or testing the game on another device if possible. ******* @gonutz Glad to know you enjoyed the experience!

I'm not going to elaborate on the identity of the "Guy on The Hill", so we can maintain the mysterious quality of his character. :)

But regarding his presence in the story I might ask: Is he actually even really there? ****** @jlv Thank you for your detailed feedback and critisism!

It's nice to hear that the rhythym / "flow" actually works for the player. Naturally I could be the only tester myself since it was a COMPO-entry, so I tried to take the time to get a real sense of the immersion. Your feedback gives me some assurance that I actually might know what I'm doing :D ******* @j0ye Thank you for your kind words!

I consider the time and effort put into the audio and graphics quite minimum (at my standards), so I'm glad to hear that I could come up with something that works even in such a short time. This encourages me to put work into this kind of material more seriously.

Story- and gameplay-wise I'm disappointed to the end result myself, since I had to scrap at least 30% of planned content due to time constraints. (I had other commitments, so I basically had only 10-12+ hours to do _actual work_ during the weekend.)

@tuomo Originally I was planning to do just as you've mentioned. There was going to be two diverging storylines, more choices throughout and even a small mini-game at the end.

Alas, I had to scrap the whole original ending, so the final scene of the game seems abrupt, rushed and out-of-place.

@niterich Yeah, I guess the linearity in itself probably isn't the problem, but even I myself think that the story lacks interactivity.

If I had used all the time I would've had at my disposal, it would have probably been a different (= longer) story. ******* @firesplash-entertainment Yes, the decision to add the flicker in the first scenes was a very spontaneous choice, and I didn't really give it much thought. The whole creative process in general involved a lot of improvisation, and the end result was quite different from what I originally had in mind. Thank you for featuring the game in your stream! *******

I might use this entry as a basis for a longer, more interactive and fleshed-out game in the foreseeable future.

Making it was a fun experience, and your feedback motivates me to pursue my creative efforts further.

ThankYou.jpg

Birdy Bombardier by WietseVB 2019-05-05T00:13:39Z

Somehow the look and feel of this game makes it seem it could be some obscure Xenon-clone from the mid-90's.

I guess it could benefit from some variation in the structure since it gets repetitive quite fast. (For example: Enemies that move in different patterns, some that can hurt the player, change in speed etc. ?)

But I found it a charming experience. I like the idea how not only the environment, but also the player changes appearance between levels.

Ollo's Life by Memel06 2019-05-02T18:55:26Z

Nice job.

The game is well executed and the theme is cleverly presented in the story.

Props for making an ACTUAL homebrew gameboy-game (and not just one that borrows the aestethics)! One can easily see where you draw your inspiration from. I myself enjoyed the Zelda & Pokemon -games of the GB/GBC -era back in the day, so this takes me back.

If there would've been one or two more music themes, and perhaps a "cut-scene" (= detailed art of the characters) the overall product would have felt more fleshed out.

But considering the time constraints the end result is a a very enjoyable playing experience.

*****

Btw: Apparently someone else did a jam-entry with a similiar cat-theme using the same tools as you.

You can find it here if interested: https://ldjam.com/events/ludum-dare/44/nine-lives-3

Cheers!

Cloudwalker by JLV 2019-05-02T22:46:58Z

I found the end result somewhat crude and clunky, but I like the fact that you actually went ahead and tried to make a VR-game.

I tested the Android-version on Honor8 utilizing a cheap VR-kit I got from a second-hand shop sometime ago. As I'm quite new to any kind of VR-technology, playing it was an interesting experience for me.

Keep it going, man!

Blood Money by kristinamay 2019-05-19T17:28:00Z

The story starts out nice, and the different choices are well put together. You are good at making the player immersed just by text alone.

The experience would benefit greatly from more graphics. It would be interesting to see how would you graphically represent the events that unfold. (For example the guards who enter your apartment if you decide to continue sleeping, or the device drawing the blood you donate to the system.)

But the small amount of content is understandable, since you had so little time on your hands.

Good job, and hopefully you'll continue the story! :)

The Giving Thing by Jam373 2019-05-03T19:42:45Z

This was a really inspiring experience!

Leaves you yearning for more.

Forgotten Keep by burst 2019-05-04T23:15:03Z

This was a nice experience.

I really encourage you to make a full-fledged version of this someday if you have the time and motivation.

Rogue Money by ayama 2019-05-19T11:24:19Z

Nice concept! Managed to pass all the levels.

There seems to be a bug that occasionally makes the frog unable to change direction if you rapidly shoot out many coins at once. This happened to me several times when I threw away coins in exchange for new ones to swap their order in my inventory.

It lacks polish, but with more work put into it, it might be something.

Moneyvania by NoobGamesDev 2019-05-03T22:16:13Z

I enjoyed your game since I grew up playing similiar hellishly difficult platformers as a kid.

The mechanics, fast pacing and minimalistic graphics reminded me of VVVVV. Were you possibly inspired by it?

Unfortunately there's a bug that results the coins getting stuck on the walls sometimes, and it makes the already difficult bosses really annoying.

I don't think I found all the different colored keys, but I still passed through every door in the end. Was this too due to a bug perhaps?

It surely has its faults, but I think you did a good job anyway.

Cheers!

LD45 — Start with nothing

The Journey with Her by cirno 2019-10-20T17:34:02Z

Nice entry!

Some of the puzzles were really challenging, and I had a fun time trying to solve them. I managed to beat the whole game.

I found the music repetitive and annoying, but it was hardly a nuisance since I muted it almost immediately so I could listen to my own music while playing :D

---

The story segments in-between each level really make the whole experience more interesting. I like how the text-prompts draw parallers to the level-design and character-skills. The style reminded me of a game that left an impression on me many years ago.

In fact the narrative juxtaposition somehow resembles your work so strongly, I kept thinking were you perhaps influenced by it? But of course it might be just me.

Regardless, I think you might want to [check it out.](https://www.kongregate.com/games/2darray/the-company-of-myself)

Keep making games!

Unlock Everything by DDRKirbyISQ 2019-10-23T16:34:07Z

This is an amazing entry.

Mega Man was a HUGE part of my childhood, and I've played the original NES-series through multiple times. So it's needless to say that my nostalgia-factor here is 5000%

But beyond that, you're clearly a master at your craft, and there's not much I can find in your entry to complain about. The fact that you've produced something like this in 48 hours is astonishing.

----

I'm VERY familiar with the original Megaman-series, so I can say that you've captured the "Blue Bomber's" spirit uncannily. And while I say this as a compliment, it comes with a tiny tidbit of criticism.

It's evident that your game is a pastiche of sorts (a love letter ♥), and you've gone to great lenghts of being faithful to the source-material you derive from. And one could say that perhaps a little too faithful.

Since the core-mechanics, music, graphics (and, well... everything) borrow heavily from MM, I was kind of hoping that there would've been more elements setting the game aside as "your own". The story ends at a cliffhanger (so I might be proven wrong later!), but so far it strongly suggests that it's also set in the same universe as MM.

While being a sweet thought and a reference, I was somewhat dissapointed that you chose to replicate the design of good old Metal-Man level (and it's theme), and make the player face him as the final boss. I guess a part of me was hoping for some original robot-master/a whole new entity to face off, so the ending left me with conflicting emotions.

---

But putting that aside, this is still amazing work, and I hope to see more stuff from you in the future.

I'll have to join @acronaut here with his request for an expanded edition with extra-palettes and what-nots. It would be awesome!

Formless by Shugor 2019-10-19T22:33:00Z

I really like your game.

This was especially inspiring to me, because I have quite a similiar long-term project currently in hibernation. (It's also a platformer with puzzle-solving elements and "RPG-style"-dialogue.)

---

All in all this is a promising entry, and you could do all sorts of stuff with it if expanded.

I like the graphical style and the tongue-in-cheek-attitude, but I'd also like to see the story take more serious turns.

It somehow occurred to me, that wouldn't it be interesting if The Slime would get himself into a really sticky situation (pun intended), and the player would have to take control of The Lazy-Ass Bee who would have to redeem himself and rush to aid his friend? (Preferably in a rainy weather, and/or otherwise dramatic shift in tone :D).

But yeah, that was just something that popped into my head. What I'm saying is I look forward to seeing more to the story!

---

Selection_010.png

Oh, and btw. I noticed you can pick up infinite amount of shirts! The maiden must have a wardrobe of gargantuan proportions back at her house.

The Legend of Sky Stones by Iluvatar 2019-10-15T05:11:27Z

Very nice!

I played point 'n' click adventures -games A LOT growing up, so this kind of stuff hits home.

I've also fiddled around with [Adventure Game Studio](https://www.adventuregamestudio.co.uk/) myself as a kid way back in the early 2000's on an old DOS-version. It think I started out at least 2 projects on the way like 10 to 15 years ago, but never got around to finish them. I wasn't otherwise active in the AGS-community, but there was a period when I was searching for all sorts of obscure titles I could find and playing them out. Good times!

----

Aside from the nostalgia-factor, I enjoyed your game on its own merits as well.

Your minimalistic graphical style is pleasant to look at, especially when you reach the Sky Hill. I think the perspective is a bit off (the fall to the abyss doesn't seem as deep as it probably should), but otherwise the scene is masterfully crafted, and my favorite part of the game.

You're also a good story-teller, and have been able to produce a world which seems living an breathing.

At first a part of me was wishing for some kind of backround music, but afterwards I came to embrace the fact that you chose to use only natural sounds as an ambience. I think it somehow emphasizes the fact that you have ended up at a desolate mountain town on a quest of high importance.

All in all good work. And I think it's great people like you keep the old-school point 'n' click -scene alive.

----

Oh. And I played this on a Linux-machine, and noticed that @lone-wolf also had trouble unpacking the RAR-file.

If you haven't been able to unpack it, you ought to try this:

``` sudo apt-get install unrar

unrar x 'Sky Stones LD45.rar' ```

At least it worked for me.

Happy adventuring!

Metal Wombles by LancesCaterpie 2019-10-19T15:04:11Z

This is a really unique and great puzzle-game!

It gets challenging fast, but I quite like it.

The game-mechanics seem oddly familiar to me. I'm pretty sure I've played something very similiar ages ago, but can't remember the details of the game.

Selection_009.png

I wish there would be a few lives/continues. It's a bit frustrating to start from the beginning if you run out of time. Although I realized at my final run that if an easy level is generated and you are left with extra-time, it's wise to study the layout of the map before advancing to the next phase.

I was able to get to the point when you unlock the fourth robot. I'll surely return to it and try to finish it later :)

---

I hope you get the time to play and rate other games, so more people will find your game. I really like your work!

Tabula Rasa by Dis0rder 2019-10-08T21:10:32Z

@ekin

Unfortunately I don't have necessary tools to provide a Mac-version (at least not yet). I've also been planning on a HTML5-build so you could play it in a browser, but there's some technical aspects that need to be taken into account first, so don't hold your breath...

It's probably possible to run the game on Mac using [Wine](https://www.winehq.org/about) though. In fact I developed this game on a Linux-machine using it! :D But that method might be a bit of an hassle for a casual user. ------

As for the video, I might record a more high-def clip later on, and it's entirely possible someone will eventually stream this game. But in the meantime, here's a few little lo-fi GIF's for your enjoyment :D

Tabula Rasa1be.gif

TabulaRasa2h.gif

TabulaRasa3c.gif

Tabula Rasa by Dis0rder 2019-10-08T21:16:05Z

@jlv

Thank you once again for your detailed feedback and kind words! :)

Yeah, the controls of the game are quite quirky, and it takes practice and effort to master them.

I was planning on making a "tutorial"- stage where the "button mashing" -technique would have been elaborated on. Also considered 2 difficulty levels, since the current iteration is quite challenging. But as always, time was limited.

There's a little epilogue segment after you retrieve all the shards. It's not much content-wise, but I guess seeing it feels slightly rewarding after you've gone through the trouble :)

If I ever find the time and motivation, I might go about developing a post-mortem version with the originally planned additional stages and a chance to tweak the controls and difficulty.

Tabula Rasa by Dis0rder 2019-10-08T21:17:54Z

@nachtwitch @tomeonex @sarizard

Thanks, folks! I'm glad to hear my stylistic approach works for you.

Tabula Rasa by Dis0rder 2019-10-12T13:09:40Z

@ekin @jlv

You were requesting a video of the gameplay earlier. The game was featured in two twitch-streams, and I've put the links up in the description.

Tabula Rasa by Dis0rder 2019-10-12T13:13:09Z

@dane-tesla

Thanks, man! It's really nice to hear it worked for you.

@jjoeyay

Yes! Nice observation. The exactly same thing came to my mind when I was rendering those GIF's.

At first I downgraded the resolution and quality to make the content fit in the 4mb limit set in these posts. But the more I fiddled around and compressed the material, I came to realize that this style could work perfectly as is in the actual game! :D (This isn't the first time I've come to notice that limitations and necessity breeds creativity)

I've come to love lo-fi aesthetics in my previous artistic efforts, but haven't really utilized it to the fullest potential in my game-projects. Thanks to your encouraging feedback I got more assurance that this could be a direction I should be heading in some of my future works.

Tabula Rasa by Dis0rder 2019-10-12T13:20:15Z

@Jam373 Thank you! I really appreciate it.

It's nice to hear that in the end you find the controls satisfying, because I'm still not entirely sure whether or not the gameplay is too frustrating for some players. I guess in a more polished/finalized iteration of the game, it would be ideal to have multiple control-schemes/difficulties to choose from.

---

The background of the mask is a mystery to me.

I recently bought it from a second-hand-shop I work as a dayjob. My best guess is that someone bought it as a gift/souvenir way back, and years later it ended up for sale at the store (and finally to my Compo-Game :D)

Mask2.png

It says "Made in Italy", and has a sticker with someone's hand-written signature with the date 31/7/93.

I'm pretty sure that the mask has traveled multiple times from fleamarket to another and changed owners. It would be interesting to know all the things it has witnessed during its journey!

Chroma by yyam 2019-10-24T14:20:46Z

This is one of those games that make your blood-pressure rise! But I've come to love this kind of stuff in a masochistic way, since I grew up playing hellishly difficult platformers! :D

The color-change mechanic is nice, and you could probably do a lot more with it when it comes to level-design. I felt the same way as @mrpiedpiper when the enemies could hit me while invisible, while the platforms just went through. It didn't "feel right", although it was obviously needed for the challenge. I see a lot of room for improvement and expansion here.

Like @johnnysix said, this would be perfect for speed-runs. I think it would be a fun element if after the first playthrough you could have a second run with a timer and maybe a high-score table. (and a possible palette-swap?)

Selection_017.png

The secret hedgehog was a nice little surprise! ♥

The Blue Girl by gamebuilder 2019-10-19T13:11:53Z

I find the minimalistic and crude graphics somehow fitting here. It's funny how it resembles point 'n' click-games me and my friend used to develop ages ago. The graphical style is a bit similiar, and one of them featured a room with an old record player too.

I would have wished for a little more "responsive" interaction with the environment. Like you could choose the object to interact with by clicking, and maybe an inventory etc.

Also, like others have said that the abundance of different doors gets you kinda disoriented. Perhaps an on-screen map showing visited areas could benefit the experience? On the other hand getting lost emphasizes the overall mysterious mood of the story. There's really an unique atmosphere present at all times.

I hope we'll see more of your work in the future!

A Phony Incarnation by JLV 2019-10-13T21:19:33Z

Nice one!

I like how it resembles dialogue-driven "old-school" adventures/RPG-games. The options for you to choose what to say are funny, and so are the responses of the characters.

Would have wished for a little more exploration of the ship, or some different outcomes for different choices. Also I think if one would be able to interact with the environment (induce poltergeist-phenomenona?) by clicking on items would make this even more interesting experience.

But all in all an enjoyable game with an engaging story. Didn't expect the ending!

Keep it going, man!

Slinger by Bungalow 2019-10-19T21:40:12Z

Here's some of my thoughts:

---

- The game has nice graphics. The forest looks lush and pleasant, and the overall style is quite consistent. I would consider changing the color of the slings in the boss-fight though. Perhaps to white? They were a bit hard to see against the dark background.

---

- The audio was otherwise nice, but I found the forest-level's theme annoingly repetitive, mainly because it was just a short loop with not much structure. The boss-theme was more enjoyable to me.

---

- I think the controls and the whole platformer-experience works otherwise, but there's one problem: The sling-mechanic. I'm not saying it's completely flawed, but needs a major overhaul to work. As many have said here, it would be wise to change the sling to function with the same button you use to jump. @philomory here has made a great job explaining (one way) how you would go about improving the sling-controls. I had exactly the same experience about the trajectories and reference points in the same part of the game. Another example: The boss fight was a blast, up until it featured those pesky slings :D I was _very frustrated,_ but managed to complete the game.

---

I would conclude that if you find a way to improve the sling-mechanics to a degree that the controls feel "more correct" to the player, you'll have a very nice game in your hands!

Naked Guy by kaeveris 2019-10-23T18:39:17Z

Gotta give it to you. The enemy AI in this game is outstandingly smart.

Output2e.gif

I guess they're so occupied by their work, that they don't even notice their naked boss standing on top of their heads?

This was a funny entry, although gameplay-wise it was a bit clunky.

Didn't expect the ending!

The Factory by Jam373 2019-10-08T22:44:02Z

Were you able to finish in time?

I hope you'll eventually publish whatever you came up with even if you didn't make it.

Your entry in the last jam was one of my absolute favourites!

The Factory by Jam373 2019-10-09T23:02:38Z

I like the mysterious tone and setting here. I find the game well structured and paced even though it's short.

The spinning cogs of the factory reminded me of the one featured in your previous game. Also felt bad for the poor guy in the furnace.

It seems your stories tend to feature misfortunate characters who are victimized by others. It was an interesting reversal to play as the bad guy this time around.

I look forward to exploring more of the worlds you create!

💩 by panganaki 2019-10-23T19:33:50Z

This game is so shitty. I love it!

I've seen many entries here made by Pico-8. There's something I really enjoyed about your creation that made me more interested about the capabilites of it.

Oh, and the theme-song is still playing in my head and making me smile.

LD46 — Keep it alive

PLANET◯ by Jaun 2020-04-28T00:20:55Z

I still remembered enjoying your last entry [Pitch Blank,](https://ldjam.com/events/ludum-dare/45/pitch-blank) so I came to check out what you've cooked up this time.

---

I like the idea of the game. It's like the old arcade-game Asteroids with a twist.

The upgrade system is neat, and the overall game is very well put together.

But I'm either a really bad player, or then the game is extremely difficult.

highscore.png

I found it impossible to last more than 500+ million years.

---

I first thought to myself that "man, these are some unlucky planets", but then I thought that maybe that's not a lot of impact events in such timescale after all.

impact.png

At least apparently if you compare it to earth, the planets of this game don't even get a whole lot of beating in comparison!

---

I also like the fact that everytime you played the planet had a distinct appearance.

I'm not entirely sure did I like the cute eyes though. They're surely adorable, and make it easier to make out the orientation of the planets, but somehow it takes away the "grandeur" of these astronomical bodies.

But that might be just me. The eyes could be easily implemented an impact animation though. (Making them close for less than a second in a painful expression whenever an asteroid strikes).

---

But all in all good job! I hope to see more of your stuff in the future.

Keep Away by infinitycore 2020-04-26T01:40:05Z

This is actually quite nice!

I didn't realize at first that you could beat the enemy soldiers with your swords, so I just blasted them with my cannons like crazy! (That provided some extra challenge, phew!)

The controls are quite quirky. I can imagine some people will dislike them, but in a weird way I liked the challenge of running back and forth from the tower collecting resources. I kept forgetting which button does what (played with Mouse + Keyboard), but I'm sure if you play longer you memorize them.

----

I couldn't find the option for accessing multiplayer-mode anywhere?

I don't have any friends around ATM, but might try it with someone later, since I enjoy testing out multiplayer games whenever someone submits them. (I actually have 4+ USB-controllers stashed somewhere, so it's possible).

Baby, please don't break my hearts by Stadoblech 2020-04-24T22:24:53Z

Interestingly, this is the second "heartbreak"-themed game I've played from this LD, the other being [this.](https://ldjam.com/events/ludum-dare/46/heart-break)

---

The music and graphical style are really great here!

It resembles some obscure DOS-games from the 80's I used to play as a kid. (Games that were considered old already then!)

I like the fact that it spawns you in a random level every time you start.

level.png

I managed to last 3 minutes in this level, with only one heart majority of the time.

As much as I like the feel and style of the game, I had the same thought as @thebaecun that it gets boring quite fast.

And it's somewhat ironic that I find the game easier when I intentionally let most of the hearts die so I only have to protect one from the rockets.

---

Still, I think you could probably do really cool stuff with this entry as a basis. If you'd change the game-dynamics or the goal of the player somehow, it could also serve some other purposes. I encourage you to explore the possibilities of the engine you've built!

Keep making games!

Tiny Fragments by Daniel Moreno 2020-04-24T23:24:01Z

Nice work!

Your game really requires you to use your brain, and I like it!

Currently I'm at Level 9, and my goal is to finish it.

---

I've got to say, this instantly reminded me of the winner of last Ludum Dare COMPO.

It's called [The World Collector,](https://ldjam.com/events/ludum-dare/45/world-collector) by [joe-williamson](https://ldjam.com/users/joe-williamson) and I really recommend you check it out.

full.png

worldcollector.png

It's got exactly the same base concept as your game, although in that game you collect the level-fragments as you go, and you're also free to control the character.

It went Top3 in FOUR different categories in LD45, so it's a really solid entry! Highly recommendable.

---

Just thought that I'd point out this resemblance.

Keep up the good work!

I I R O by Dis0rder 2020-04-22T05:47:10Z

@jam373 Thanks, man! We were really close to making it!

But we can only blame ourselves. If it weren't for our poor scheduling and tinkering with unnecessary things, we would have probably finished in time. We have released a fixed build that is playable.

It lacks content we had to scrap, so some of the experience might feel a bit shabby. Hopefully we'll get around adding the cut content in a polished post-jam version later.

I I R O by Dis0rder 2020-04-27T23:18:14Z

@thebreakfast I wasn't familiar with that particular creepypasta before, but after checking it out I can see somewhat of a paraller here in the lo-fi/horror -spectrum. (Our game is actually in 256 color-palette BTW)

However, I love PilotRedSun! Have been following his work for years. His animations are quite out of the ordinary, and the guy is a really talented musician.

Thanks for playing and providing feedback!

---

@kaappis Yes, the stop-motion segment was put together hastily in the last minute, so that explains the clunkiness.

Will be probably fixed later.

I I R O by Dis0rder 2020-04-29T16:03:45Z

@spacialseasoning @kekkodude

You just need to align four identical pictures in a row. Nothing more complicated than that.

For example: If you have a row of four chicken-pictures, you'll end up in the egg-game.

Unfortunately as of now two of the rows (+ the one you start with) don't do anything. We planned that there was going to be four warps and two extra events, but didn't have time to implement the extras.

---

At it's current state I think the sequence-puzzle is admittedly a bit too confusing for some.

Probably I should go and add a spoiler/solution -button there later.

I I R O by Dis0rder 2020-09-21T19:18:48Z

@jam373 Really cool that you're back!

I guess disconnecting from the web for some time wouldn't hurt myself either.

---

Glad you enjoyed the game! This time I had my friend @ankea around to produce most of the graphical assets, so his contribution gave the project it's own unique spin.

He's the one who also sculpted the mask many years ago, and the worm-game was also based on a template he had made.

---

Looking forward to see more stuff from you too !

Baby Don't Cry by Atwooooooood 2020-04-22T20:28:15Z

I really like the idea of an isometric 2-player game!

Too bad I don't have a friend around ATM to mess around with this.

I noticed I can't do any actions with the dad though besides moving. Probably some key-binding problem.

---

I managed to make the mom bring the teddy to the baby and pick up some milk powder from the kitchen.

Apparently there's a rip in the space-time-continuum located right behind the fridge, because the mom fell through the wall into the void!

Then I made the guy follow her and he disappeared too...

baby.png

Poor baby was left all alone.

What a tragic ending for such a lighthearted and colourful game...

Heart Break by gnx 2020-04-24T20:47:09Z

It's strangely addicting, although I'm quite bad at it.

I tried it many times, but couldn't get very far. The blood drops became more unpredictable when you progressed (at least that's how it felt).

The music is really good. I stayed idle in the title screen just to hear the tune fully a few times. It restarts when you die, and I never made it far enough to hear the full song.

Keep it up!

Keep Boner Alive by rubyleehs 2020-04-22T18:12:08Z

Now this is really something!

As a gameplay experience it's fun for a few moments, but not that interesting in the long-term.

I have a hard time shaking my ass the right way to "keep it alive". (I guess I'm never gonna make it as a cam-girl...)

But the lowbrow humor-factor here is quite obvious.

Gotta love the "special settings"-menu.

I wouldn't recommend this to everyone, but I'm sure it will find it's audience among a certain demographic.

Soul Seed by unept 2020-04-27T21:13:26Z

This was a really inspiring experience!

I got a bit careless the first time, since I was lost in my own thoughts due to the relaxing atmosphere of the game and didn't notice that the hydration-meter was so low.

I made haste, but the tree died literally just a second before I was gonna bring it water.

---

I really like the minimalistic style and the blend of platformer/"puzzle".

The level design was also quite clever.

I found the ambient music really fitting, but a bit short. It might have been better if it was a seamless loop. I also could've swear I heard a hint of bass-track somewhere hidden among the soundscape.

I anticipated that the song might develop as you progress. I've seen (I mean heard) some games utilize such technique, and I think it would fit this game really well. Like when you feed the tree some "portal-seeds" and you progress, the BGM would add really subtle bass/drums/melody to the mix.

---

Also, I think the way the tree grew immediately so big from such a little sprout was a bit abrupt.

I think the scene would benefit from one or two in-between levels where you'd see it grow to be a corrupted monster.

--- But all-in-all great job, and very well-put together.

Keep making games!

goose no lose by Kultisti 2020-04-28T19:02:28Z

I like the unique control-scheme. It took some time to understand, but once you did it got really fun.

But as others have said, it's a bit exhausting. (I probably have tendovaginitis by now due to inducing my hand & wrist to so much stress!)

I haven't finished it yet, but I plan to. I tried the Hard Mode on my second run. It is quite perilous!

I like the fact that you have to plan on how you're gonna fit all the batteries and folks to the small ship.

---

And damn, son! Your older work is quite impressive too.

I spent the last night trying out all your previous entries. The ominous atmosphere in some of them is something I really enjoy!

And gotta say that [MööM Mafia](https://ldjam.com/events/ludum-dare/44/moom-mafia) stands out as an awesome gameplay experience!

---

Glad I found your stuff!

Bones to the Party by HALPCat 2020-04-28T01:02:24Z

Perskeles...

I wanted to try it out, but when I start the game I only see a black screen albeit the controls. Couldn't hear music either.

dance.png

I'm a Linux-user so I launched it through WINE. That's probably the reason, or then it's a graphics card -driver issue.

Most Unity-games work quite well with WINE, but I've noticed if the game includes bloom (?) or certain lightning effects, there will be trouble.

---

It's understandable that including a native Linux-build might seem unnecessary (since we're the minority).

But whenever it's possible, try to include builds that can be run on different systems. :pray:

---

PS. I like the fact you included a time-display. As you can see, I was trying out the game at the perfect hour for a dance-game.

If it wasn't for Covid19, I might be raving at the club even as we speak! :man_dancing_tone1:

Cheers! :beers:

Keep it @alive by velvetlobster 2020-04-27T21:59:50Z

I like the art-style and mood of the game.

The chill music makes the bird's apartment feel cozy when you see the rainfall from the window.

I also like the fact that you made different animations for the bird browsing the phone from bed and while standing. The fluid and versatile animation makes the world feel alive.

---

Unfortunately there's not that much gameplay.

The idea of the phone-screen is quite neat, and could serve many different purposes. But as of now it wasn't very entertaining for long. (I would've loved if someone would've texted me!)

Going outside might be more fun too if there would be a ball to kick around or something.

Or perhaps a mailbox where you'd receive packages the bird could order with the shiny smartphone? :smiley: :iphone: :package:

---

So all in all the entry could use a bit more interactivity, but has a very nice atmosphere.

Keep making games!

Keep It Alive by Ismael Rodriguez - Ludum Dare 46 by Ismael Rodriguez 2020-05-11T21:20:51Z

This was quite cool! Gotta love 'em old-school NES-graphics.

At first when seeing the cart-image, I thought that this was going to be an actual homebrew NES-game.

You might be interested to know that some folks here like to produce those, such as [this guy.](https://ldjam.com/users/cppchriscpp/games)

---

I like how you tied the story to the game-mechanics in a very traditional way.

Playing the game was otherwise really fun, but I found the controls somewhat frustrating. I don't know if it's just me, but it would be nice if you could stop the character with the keyboard (SPACE, perhaps?), and interact with the environment with the mouse.

It would obviously make the game easier though. I had hard time stopping/starting the character or make him go where I wanted.

The controls felt much more natural the moment I entered the bubble-segment.

I guess it wouldn't hurt to implement multiple control-schemes for casual and more seasoned players.

---

I died 47 times on my first run, and 17 times on the second one.

---

BTW: It would be nice if you could compile builds of the game for Mac & Linux too. I've understood it's not too much of a hassle in Unity? (Of course you might be reluctant if you're not able to test your game on those platforms)

It might be due to my dated graphics-card/drivers but your HTML5-build showed me only a pink screen. Apparently @vl12345 had the same issue.

game2.png

My browser is Firefox, and most Unity-web games work for me. My guess is that the issue has something to do with the effect/transition used in the beginning of the game.

I'm also a Linux-user, so I ran the desktop-build under WINE. It worked almost perfectly otherwise, apart from a few graphics glitches/flickering.

I've seen this happen with other Unity-games too, but naturally a native Linux-build would fix this for me.

It might require some extra-effort, but it's always nice if you can make the game accessible to a wider audience!

---

But yeah, all in all, good work!

Keep making games!

Keep Them Alive by kaeveris 2020-04-24T18:15:19Z

I first thought that this would be a 2-player game : D (or that you would control the blobs separately)

It's an interesting idea, although I'm not sure if it works particularly well here.

There's also a bug that lets you jump in mid-air if you just keep mashing the jump-button and you're close enough to a tile. I could pass many levels "unfairly" exploiting it.

Not a particularly solid game, but it was an interesting experience.

Tribis by LeitoSimon 2020-04-22T20:53:31Z

This seems like a promising start, and the art-style is really cool!

Your mockup-concepts seem really interesting, especially the idea of having a multiplayer-mode.

I suggest you really consider trying to develop this a further.

---

Your mockups indicate that you had really complex ideas for building the game world. (Which is not a bad thing at all)

But for starters it would be better to implement the fundamentals, like the ability to control multiple players.

I would be entirely happy to fool around with a friend with this game, even if the only thing we would be able to do was roll around in the mud and throw sticks at each other!

After that you could go about implementing the more complex stuff you possibly had in mind.

Keep it going!

Inflicted by technofreak83 2020-04-22T20:37:56Z

This looks interesting.

Try to finish and submit if possible!

Catastrophe: Wildfire Firefighters by Kaappis 2020-04-24T17:52:15Z

Really nice!

I managed to beat both scenarios.

The second one took a little more effort. Because there is no restart-button, I just Alt+F4'd whenever I realized I'd screw up and tried again :D

----

This could really be something if developed further. I can see a lot of different possibilities where you could go with this.

One thing I'd like to see would be a Damage Report-screen, where you'd have a percentage of how much terrain was destroyed, lives lost, and how many times you used recources, and other such data.

One thing I also thought was that if there'd be some wild fauna and/or livestock the player would have to protect from the blazing inferno. (Producing lo-fi screams of panicking families is one thing, but what about sheep or wild moose?)

Perhaps your final result would be dependent on all the different factors you were able to take in account? (Human lives, lost livestock, destroyed environment, resources used etc.)

One other crazy idea was that what if you'd have to use a water pumping unit to collect water from the sea or it would otherwise run out at some point? It would certainly make the game (even more) stressful!

---

But I digress...

Good work! I think many of us here would like to see this expanded.

Karot Fetus by Dawide 2020-04-24T21:44:02Z

The art style is phenomenal.

The atmosphere is somehow "Metroidesqué", which is great!

I really like the feel of the controls and shooting the little creatures all over the place.

record2.png

This is my record so far. I'll probably try to break it later!

---

Like @fusionnist and @wesxdz have pointed out, that the game-mechanics are fun, but the game-loop gets quite repetitive fast.

I also felt exactly the same way as @coleslaughter when playing. The controls really do feel "traversal", and I loved the fact that you could jump to the upper parts of the stage, but there really wasn't any point in going there.

I think it would be cool that after a while a secondary mouth would appear to the upper part of the stage.

Also, at first I kept shooting the Not-Yummies to the death-pit, before noticing that they also die by bumping into each other.

Perhaps there could be stronger variation of them that can be disposed only by throwing them to the depths?

---

There's some potential here, for sure. The art-style and controls make it feel like it could be a part of a bigger universe.

It certainly feels like a sub-boss of sorts in a Metroidvania-style game. Or a puzzle segment where you'd have to feed this entity to progress.

I'd certainly want to explore this world further!

Deer Quest by Brachistosauro 2020-04-26T16:10:30Z

This was quite cool!

Reminds me a bit of the old top-down Zelda-games and such.

---

The story didn't make much sense, but I guess it really wasn't supposed to either.

The combat system was surprisingly well put-together. The abibility to roll was really fun (it was my default way of moving around).

A defense/shield mechanic would probably be an interesting addition to this.

I easily defeated all the first batches of enemies, but the final encounter caught me by surprise. I didn't lose, but it actually required some effort to evade the arrows.

---

My only complaint is the repetitive environment graphics. The minimalistic pixel-style is otherwise nice, but I would have wished for some variation so it wouldn't have felt I'm walking amongst the same generic patterns.

Keep making games!

LD47 — Stuck in a loop

Unscripted by Iluvatar 2020-10-06T19:35:01Z

I'm a real sucker for point 'n' click -adventures, so it's always nice to come check out what you've cooked up.

---

Really nice mood and story!

I liked the unique robot-designs, and the consistent style. Even though it's short, it succeeds in the world building-department.

(Also, the way the broken robot seemingly farts was a humorous little detail!)

---

One thing that would benefit a game of this genre would be some responsiveness when you try to combine items with (usually wrong) hot-spots.

I was almost certain that if you'd try to hit other robots with the hammer, you'd get some humorous remarks from them!

Of course every bit of extra-dialogue always means more work, but they make adventures like this even more immersive.

---

But yeah, I like the stuff you do. Keep up the good work!

(Ps. For some reason the Linux-version didn't have sound, so I ended up playing the game using WINE.)

I Can't Get Anything Done by Dis0rder 2020-10-12T15:15:21Z

@tomeks @fallingflatstudios Thank you! I'm very happy to hear you enjoyed the experience.

---

@samdwester :hamster: Yes! Although some players have considered it a hot-dog! :hotdog:

---

@bereg Thanks! I'm really glad you could reflect upon the themes in the game. That's what makes producing stuff like this worthwhile.

---

@lesinvisible The intro was shot with [PlayStation Eye](https://en.wikipedia.org/wiki/PlayStation_Eye). I converted the video to GIF-format, cut a lot of excess-frames and made it loop.

Loop.gif

Marble.png

To make the typewriter rotate, I placed it on this chakla/chapati rolling-board. The audio you hear during the intro comes from the board too.

One could achieve a similar result with frame-by-frame stop-motion, but obviously this method is faster.

---

@jam373 The pattern of the "orb-skill" was a result of some experimentation when I was preparing my [base-code](https://ldjam.com/events/ludum-dare/47/i-cant-get-anything-done/some-thoughts-about-the-base-code), and the end-result was something I enjoyed myself. Originally I made it because I had to figure out a way to move boxes that get stuck in corners. But then I realised that you could also use it to stack them! At its current state the mechanic does the job quite well.

[34661b.gif](https://ldjam.com/events/ludum-dare/47/i-cant-get-anything-done/some-thoughts-about-the-base-code)

My intention was to develop it further during the COMPO and give you more control over the orb (such as shooting it downwards), but didn't get around doing that. Who knows, maybe I will utilize the mechanic to a greater extent someday!

The animal running in the wheel is supposed to be a hamster :hamster: , but I drew the whole hospital-scene in less than a hour so it looks somewhat silly.

And I think I just forgot to put a tile in the bottom-right corner. But I guess the end-result pleased me enough, because I forgot! Admittedly it would also work as a metaphor in the overall story.

The Circulation Desk by FireTwin 2020-10-06T18:35:32Z

Unfortunately I think there's some bug or other problem that hinders the game.

The screen is black at start (my real monitor, not the in-game one) until I press SPACE. I can progress up until 4-5 questions, until the book appears. After that, the screen goes black again. I can press SPACE to reset, but the book disappears and I have to start from the beginning. That means I'll be stuck in the loop and can't progress (quite fitting in a way, ha!)

---

I really like the music and minimalist graphical style!

I'll gladly revisit the game if there will be a bug-fix or something.

(...if the way I got stuck was really unintentional, and not planned that is!)

LUPINS by Psychedelia 2020-10-06T20:05:26Z

I really like the atmosphere, and the sarcastic tone of the dialogue.

The audio and surreal quality of it makes the experience really intriguing.

---

On the technical side, I wish you could skip/fasten the dialogue you have already read, and there would be some indicator for the answers you have picked before.

Cat bless by Igoreshka 2020-10-08T00:14:51Z

I don't really know what I'm doing, but it seems interesting.

Hopefully you will finish it!

RENT by Jam373 2020-10-06T14:21:25Z

Looking forward to it!

RENT by Jam373 2020-10-12T16:25:28Z

This is a really interesting entry!

I really like the macabre tone of it all, and the demented look of the characters/environment. I'd almost say there's a hint of early Tim Burton there somewhere (pointing more towards his illustrations/concept art)

Once again, you've done a good job establishing a certain immersive atmosphere.

---

I somehow like the fact that you mainly have control in the dream-sequences via a variety of mini-games.

Although, the scenes that shows your main-character in the bedroom makes you wish you could move around the apartment. Was that perhaps your intention in the beginning?

---

On a technical side the game would need some tweaking. I really like the font you've made(?) for the dialogue, but I'd make the text show on-screen at the same time as the speaking-animations. The way they are presented now feels somewhat cumbersome. (Although it has a certain "silent-film" charm to it)

Also, I keep getting stuck in the dark hallway -segment of the game. The Scumlord attacks so fast that I've only managed to hit him only once by accident.

I've also lost control of the game and needed to restart on two occasions due to a bug. (I think it happens if you take a turn to another corridor and slap at the same time, or something like that...)

I'll probably try beating it once again, but if you provide a bug-fix or a debug-command to get past the scene I'll be glad!

LD48 — Deeper and deeper

Morning Shift by Iluvatar 2021-04-29T03:05:02Z

Really great pixel-art you've whipped up this time!

I was a bit disappointed that there was no data about the characters in the search-engine. I would've wanted to look up Barry's qualifications.

I mean how did he even get the job? I guess we'll never know!

Through Dimensions by potatolain 2021-04-29T03:49:42Z

Nice to see more stuff from you!

I was really impressed by your LD44-entry [Depths](https://ldjam.com/events/ludum-dare/44/depths) two years ago, but I don't think I dropped by to comment back then.

I've actually played all your other entries too, and kinda been waiting every LD since whether there will be another little NES-homebrew game to try out :nerd:

---

I don't know if I have much else to say about the game that hasn't already been said here. While it wasn't necessarily your strongest effort, I really enjoyed it!

stuck.png

By now you apparently already know about this problem, but I also got stuck in this particular spot :smile:

I used save-states on my second run, just in case!

gems.png

Apparently I missed one gem. I didn't start a third session today, but I'm quite sure I'll return to hunt the final gem at some point!

---

But yeah, keep up doing the stuff you do. NES-homebrew scene is something I enjoy delving into from time to time.

I'll be sure to check out whatever you happen to craft in the future too!

Logistics Boy by Dis0rder 2021-05-03T01:43:04Z

@jam373 Hey, man! Nice to hear from you.

The creature seen in the end of the game is entirely digital art. Here you can see the process!

Octopus2.png

octopus.gif

I first planned the scene by drawing a doodle on paper the night before, and later did a very rough/low-effort draft on GIMP in a matter of minutes.

Afterwards near the end of the jam @Kaappis added some shading and detail finalizing the creature. (Using Photoshop, I think?)

He did a very good job, considering you'd even get the impression it's been digitized from a physical object. He's also the one behind the console-HUD and catchy tunes (along with a myriad of other things).

Octopus_scene3.png

The scene admittedly has this certain "cut-out animation" feel to it, since the octopus consists of multiple floating parts.

Also, the seafloor is actually a photo from the scrapped FMV-intro I was cooking up. There would've been less than two hours for me to edit/implement the whole thing, so I decided to cut it even though I had already shot the material. In hindsight I've gotta admit that the usual creepy FMV-stuff I like to produce in my LD-entries wouldn't have fit the overall tone of the game. But the moving fingers on the HUD are a remnant of sorts left from the bigger scheme I had in mind.

---

I already noticed before that you didn't participate this time, but it's great to know that you continue your endeavors in this crazy world of game-development!

Don't be discouraged even if the stuff you mentioned you're working on isn't (yet) up to your standards. You'll get better all the time the more you do, and yet there will always be room for improvement.

And when drawing a comparison, remember to consider that there were two of us putting **a lot** of work into this, and we certainly couldn't have done all this only by ourselves.

Frog by cacciatc 2021-04-29T16:19:55Z

This was really great.

The sprites are of high quality and the color-scheme is very pleasant to look at. The music is also well put together.

---

I can imagine someone will find the peculiar bubble-mechanic a little janky, but as a NES-afficiando I didn't have a problem with it myself.

A few lines of text and some close-up picture providing backstory (in the classic fashion) would've been a neat addition.

---

But yeah, always happy to see some quality NES homebrew-stuff put out.

Keep on ribbitin' ! :saxophone: :frog:

Fishing the Deep by DDesignDude 2021-04-29T22:43:48Z

Always great that there's people crafting stuff for a variety of platforms.

I used to fool around with DS-homebrew on my brother's device 10+ years ago. I think it was actually a surprisingly neat multimedia-device in a time before modern smartphones started to be a thing.

---

Your game was short and simple fun. Probably the experience would've been enhanced on real hardware, but I had to use an emulator.

Keep up doing the stuff you enjoy!

LD49 — Unstable

Dimension Collapse by AtomFox0213 2021-10-10T07:10:31Z

Very cool little point 'n' click -experience.

I like the minimalistic style and how the area is symmetric. The on-screen map was a nice addition too.

I really had no problems otherwise, but it took me needlessly long to realize that you could move left/right in the upper dome-level. :sweat_smile:

It might've been just me, but I guess the way it was presented in the map tricked me a bit. You could perhaps try to alter it so it would be more obvious that the dome consists of three screens.

But yeah, nice work. I've played your previous entries, so it's nice to see your style evolving.

Looking forward to see more of your stuff!

Potion Commotion by Frozendoze 2021-10-08T10:07:44Z

Hmmm, interesting :thinking:

This game bears a striking resemblance to one particular indie [NES-game.](https://morphcatgames.itch.io/micromages)

[zFeUwf.png](https://morphcatgames.itch.io/micromages)

A coincidence? I think not! :wink:

---

Your homage to [Micro Mages](https://morphcatgames.itch.io/micromages) seems fun!

I'm a Linux-user, and unfortunately when trying to run the Windows-build it's all glitchy and unplayable :frowning2:

If you're ever planning to put out a Linux- or WEB-build, I'd like to try it out!

Compo game "Flappy Crow"!! by HIKO_game 2021-10-05T22:12:52Z

Always happy to play Pico-8 games, but man was this difficult... And I'm no stranger to masocore!

I already gave up after the second checkpoint. :cry:

screen03.png

And it's not as if I didn't try! I wish there was a death-counter. No kidding, I probably died hundreds of times, and made no progress beyond that.

---

Soooooo, is the game too hard? Well, whoever is to decide that? :shrug_tone1:

It might be that, or I wasn't determined enough this time. But it sure did wonders to my blood pressure!

Ghosting the Party by Fer Gueler 2021-10-10T05:47:15Z

I was interested to try this, because your aim was exactly the same as my entry had; To create a moody black & white narrative minigame-experience! :performing_arts: :film_frames:

---

The art-style is clean and consistent. I especially like the running animation of the ghost.

I also like that you had different dialogue-options to choose from, even though it didn't seem to matter what you say? (It would always be good to add at least one line worth of extra-dialogue to different replies!)

I think the intro would need some establishing shots in the beginning. The presentation feels a bit flat since you only see the ghost-character by himself, and you instantly jump into action. You could sell the illusion of being in a big party better if the player would get a glimpse of the environment, or some party-folk mingling around. Some proper background-ambience would also help.

And when it comes to gameplay, I find the running-segment frustratingly hard. I'm still yet to pass the second phase. Those mid-air dashes are just too hard to pull off, so I'd go and tweak those hitboxes!

---

But yeah, I like what you were going for here. My own life-long ambition is to create a proper combination of storytelling and gameplay where these two elements hang in balance ( the opposite of **Unstable!** )

I can say from experience that it's far from easy!

Keep on JAMMING!

Castle of Chaos by almightyzentaco 2021-10-07T04:30:59Z

Hey, Zentaco! :taco: :yin_yang: Fancy seeing you here.

I'm already familiar with your Clickteam Fusion-tutorials. Appreciate the stuff you've been providing in that department!

---

I tried your game and it's a neat little platforming-experience! The visuals and presentation are well put together, and even more so considering this was supposed to be a COMPO-entry. When it comes to gameplay, the experience can be infuriatingly unfair and difficult though. (I did not make it very far, I think!)

If you'd go and impelement some indicators BEFORE there is going to be a sudden event, the player would be able to react. That way this "chaos"-element **would actually work** beyond from being a zany joke-mechanic that it currently is. But I see you've already discussed this with @paperaeroplane555

Subtitles would also be great, especially since for me all the audio was glitch'd out and couldn't really make sense what was being said. (Probably because I ran the game on Linux using WINE)

The option to skip Game Over-screen and all the little stuff like this would also be preferred.

But I know from experience that it's really hard to give priority to these pesky little details when developing a Jam-game.

---

Good job! I'll gladly return to a Post-JAM version if you're planning to put one out.

BALANCE-PARKOUR by Arken 2021-10-05T21:35:14Z

I like the dark-ish tone and the surprise-element when it zooms out.

But the game itself feels a bit broken since some of the randomized(?) bigger leaps feel impossible to pull off since the character moves so slowly.

After multiple tries my highest score was 33.

It could be quite a fun little jumping game with some tweaking! And as others have said, it would be interesting to see the scale-mechanic explored further.

LD50 — Delay the inevitable

Supplicant - A DOS Text Adventure by rojo 2022-04-19T02:23:25Z

Gotta love some classic **DOS text-adventuring!**

I've actually had some thoughts about making something simple for Ludum Dare using **QBASIC** on **DOSBox** myself.

I think I was probably seven years old when I made my first "game" which was a crude text-adventure using **GWBASIC** on our family's **286** (which we considered dated hardware already back then!)

So the nostalgia-value here for me is evident.

---

It took me some time to realize that you didn't need to input specific verbs like **THROW ROCK AT BELL** etc. but simple **USE [ITEM]** sufficed.

Never was a big fan of the compass direction system in text adventures. The mini-map you provided made it a easier to get around though, but I still found it a bit frustrating at times.

screen11.png

I gave up at the point when I had acquired the **SEAL,** and returned to the **ALTAR** only to discover that it wasn't accepted as a sacrifice. I really didn't want to backtrack to the maze and caverns for a third time. :sweat_smile:

Drawing my own map like @baubau would've been a smart move! :map: :pencil2:

--- I use **DosBox** regularly so it's not a problem for me, but it would probably benefit the "average" players if you could somehow port this to browser. I know it's certainly possible, but it would require some extra-work.

But yeah, always nice to see someone breathe some fresh air to ancient hardware/software.

Keep on jamming!

Kiwis Can't Fly by DDRKirbyISQ 2022-04-11T18:26:23Z

Very clever dynamic use of melodies in relevant chords/scales when you bump into different objects! :musical_note: :cloud: :balloon: :kiwi:

That same idea could probably be applied to many different kinds of games.

DeckHex by Iluvatar 2022-04-13T03:20:07Z

A short but atmospheric space-adventure.

Writing and recording all the dialogue must have been a lot of work!

Like @mekuri, some aspects reminded me of The Dig as well.

---

The graphics were otherwise great, but I think the character's faces and helmets would benefit from a little variety in their form. To me it looks as if it's the same head all the time, but the haircuts are swapping about. :sweat_smile:

I also think the frequency-gadget would be more fun if it included something else besides just scrolling the numbers. But you can only do so much in 72 hours!

---

Keep on jamming, and long live AGS!

Snooze by LancesCaterpie 2022-04-13T01:02:27Z

Nice work!

I had some minor problems controlling the stretchy arm, but it's still really fun to play.

I tried slapping the mice in earlier levels a few times and for some reason instantly woke up doing so. For that reason it took me a long time to realize that you were actually supposed do that in later levels instead of just tricking and avoiding them.

But yeah, I like the stuff you do, and this game was a enjoyable experience.

Keep on jamming!

Sorting Algorithm by lectvs 2022-04-21T10:58:27Z

Very polished and atmospheric game! I could see this taken into lots of different directions.

Sorting the letters felt fluid and dynamic.

The graphical style was otherwise spot-on, but the end-screen departed a bit from the overall style.

An option to skip the text-bits would be a nice improvement for fast readers.

---

But yeah, nice work! I like your style and will be checking your older stuff too when I have the time.

Keep on jamming!

Cussmuss: the ice cone fuss by ardorugus 2022-04-14T10:55:49Z

Mechanically very crude and janky, but the art and poetry here is quite charming. Also appreciate your use of real photography (something I like to do myself as well).

Your process and workflow seems to be quite artistic and I can surely relate to that. It's very difficult to find the perfect balance in technical and artistic aspects in game design, especially if you try to do everything yourself!

But practice makes perfect, and there's no better place to learn than Ludum Dare!

Keep on jamming!

fireme.club by velvetlobster 2022-04-11T17:46:48Z

As a (pro)crastrinator I could relate to the theme.

I like the graphical style and humor in the presentation of the cards. The rotoscoped(?) guy dancin' along the bopping music was also a nice touch.

Don't think I figured out the mechanics/game logic in a deeper level, but I'd probably get the hang of it if I'd go and pick more fights.

Stylistically it's well put-together. Keep on jamming!

Different Strokes by Scott Steffes 2022-04-07T02:11:44Z

Very nice work.

I've been a fan of multi-user online doodling/artwork -apps for more than a decade, so this hits the spot.

You found a good balance in the limitations of the drawing tools and color palette which is important in apps like this.

The changing rooms are a cool gimmick and effectively establish the sense of infinity.

---

As others have said, a nice feature would be the chance to find your own work easier.

As of now they get lost in the vastness of the gallery walls, although one could argue that it's somewhat beautiful in a way.

---

doodle.png

strokes..png

---

5 stars for innovation! :star: :star: :star: :star: :star: :paintbrush: :pencil2:

CryptoHunk Market Platform by jabsatz 2022-04-05T19:16:44Z

My simulated crypto-schemes were doomed from the start. This kinda enforces my notion that I should stay away from this scene IRL as well!

---

In management/number-based games like this it would be nice to have some feel of feedback when you're doing stuff. (For example a picture / animation when a major event occurs, sound effects etc.)

The social media-feed with its snarky comments did its job here in that aspect though. It's a nice element and could surely be improved further.

Strangling by josep93 2022-04-12T04:23:30Z

Very atmospheric game. Probably my favourite in this Jam so far!

The graphical and thematic style is great. You've achieved very effective world-building in such a short game with no dialogue.

I kind of wish I could talk to the NPC's on the beach. But then again, them being silent makes the whole place feel even more eerie and enigmatic.

The visuals are otherwise excellent, but some environmental animation would be a nice improvement.

---

The "vessel"-mechanic is quite clever, but would need some adjusting.

softlock.png

I actually got softlocked in the final puzzle **at least five times.** On the long-term it would be best to make a complete overhaul of the mechanics to prevent this. But adding a simple *"reset room"*-function would be one temporary solution.

---

But yeah. On the technical side a bit rough around the edges, but stylistically it's impressive work and the world you've created really pulls you in.

I hope to see more stuff from you guys in the future!

---

*PS. I appreciate the fact that you provided a Linux-build and the chance to adjust resolution.*

Janko-navo by Jamtempisto 2022-04-15T01:54:41Z

Hello, fellow Fusion-developer!

I find the story funny, all the more because it doesn't really tie into the game itself at all.

The mechanics are simple but well put together and it's fun to play for a few minutes.

Keep on jamming, and long live ClickTeam!

LD51 — Every 10 seconds

Chicken farm by Hadik 2022-10-07T18:39:37Z

After progressing to a point I had clicked my mouse **literally hundreds of times** and my wrist started to hurt, I really started hoping I could buy a rectangle select-tool or an automated drone to help me with the eggs.

I've seen similiar thoughts thrown around in the comments, so I gather to the crowd! @ry-for @mbrezu @nullval @lonewookie @dzejpi

I think you could implement such features as expensive upgrades, or tools that would have a usage-limit. That way you wouldn't have to give up on the clicker-element entirely, but could cut the players some slack.

Since it's something so many players request, you should definitely consider it if you plan to develop the game further.

Have to admit that I myself would have played longer if such a thing had been possible. But I was determined to build three hen-houses and a well!

Gotta also love the fact that each chicken has their own randomized name. A cool addition would be a chance to name them yourself. Then you would feel all the more horrible when slaughtering them. :cry: :chicken:

---

BTW, I also made a game revolving around eggs! :egg:

It's quite fun both of us thought about the idea of **"laying one egg per 10 seconds".** I guess great minds think alike!

Keep on jamming!

---

:egg: :egg: :egg: :egg: :egg: :egg: :egg: :egg: :egg: :egg:

Tense Conds by Wendel Scardua 2022-10-04T21:34:04Z

This was really fun!

I like the fact that you can save the RNG-seeds and modify them at will.

The mechanics felt balanced and adjusted in a way that the game felt fair.

Definitely would consider putting this on a handheld device and use it as a time-killer on long bus/train-trips!

score.png

I played three runs and got my highest score on the second time.

Hopefully you trust those are legit tho! Because afterwards I couldn't resist and *just had to* do some poking around on the HEX-editor! :nerd:

hex22.png

I just haphazardly mashed around different bytes that were active and ended up with infinite ice and sword :laughing:

Naturally after that it was time to go turbo!

tenseconds2b.gif

cheatscore2.png

I think since I went this far to exploit the system, next I should personally challenge myself to achieve that score without cheating!

Don't go holding your breath on that, tho!

---

PS. Either I'm a bit slow, or then the pun on the game title is pure genius! It took me forever to realize what it was!

T E N S E C O N D S

Absolutely clever!

CARPOVUM by Dis0rder 2022-10-06T23:47:46Z

@dfyzet @dysleixc @tengusheath

Thank you for trying the game! :spider:

Due to my poor time management during COMPO, a tutorial and instruction-beacons were omitted among other things, such as music!

I've added basic instructions on the game page above. Hope it helps!

--- @snakemuho

Wow, you beat it!

I didn't have time to write any lore during COMPO, but I've added *two whole paragraphs* on the game-page.

Consider it canon. :scroll:

---

@timbeaudet

Thanks for playing it on your stream!

Glitch Quest by velvetlobster 2022-10-07T21:18:42Z

Quite a fun OS-parody/sim !

The music was funky and still keeps playing in my head. :musical_note:

Really like the tiny drawing applet! I literally drew nearly a hundred little doodles and put most of them in the trash. :paintbrush: :recycle:

Had a fun time trying to break/exploit it. Found out you can preserve the final stroke you draw by keeping it pressed when the timer runs out and continue from there.

---

Gotta ask if you're aware of [Windows93](https://windows93.net/) ?

I think it has somewhat of a similiar vibe going on!

---

This was a nice little experience and left me smiling!

Hourglass Outlaw by Ismael Rodriguez 2022-10-07T23:02:56Z

This was quite fun!

As few others have mentioned here the mouse-controls felt a bit tedious at first.

I don't know how fundamentally the experience would change if you were to add different control-schemes. I think there's a lot of room for experimentation there, and different directions where you could take this.

Good work, as always!

Thornscatter by KeithSwanger 2022-10-08T19:24:39Z

Very nice mood all-around!

The poetic intro along with the melancholic guitar sets the tone perfectly. Color palette is well chosen and compliments the graphical style.

Thorns are drawn and animated very beautifully, so it's really pleasant to see them just sprout.

ThornFace2.png

You can even make rudimentary "drawings" with them!

---

Some constructive critisism:

- Gameplay-wise the main-mechanic could use a bit adjusting. I see a lot of potential and room for experimentation there!

- The guitar-ambience is nice, but a bit short loop. I kept imagining solos and harmonies that could go along with the chords!

- A few feedback sound-effects would enhance the experience

---

Great job, and keep on jamming!

BORDERLINE by Perrin 2022-10-08T22:38:51Z

Very cool that you went and did a a point 'n' click -adventure for the SNES! :thumbsup:

You already get my respect from your choice of platform and genre. :sparkler:

---

Unfortunately I think the way you have decided to implement the 10-second theme into the game is **absolutely annoying.** :sweat_smile:

It's horribly frustrating to interact with stuff and try to read long prompts of dialogue when the screen keeps swapping. If you'd only add a pause when the player interacts with things it would feel more reasonable.

At its current state the mechanic doesn't really bring anything meaningful to the game (but it sure did wonders to my blood pressure!)

---

But that said, the story was intriguing and for a jam-game there was surprisingly lot of dialogue and stuff you could interact with. The pixel-art was also on point.

I was determined to finish it, but couldn't find a way to open the escape hatch with the 15-second timer.

---

All in all it was a nice little space-detective story, but the warp-mechanic needs a major overhaul!

Keep on jamming!

Cute Little Spider by BukkakeTears 2022-10-07T21:55:54Z

Yay, your game features a spider too! :spider: :spider_web:

The art-style is consistent and the animations give a very nice feel of feedback to the controls.

I think I might be getting old myself because I had hard time memorizing even the shorter sequences...

But at least I acquired the weakest(?) hammer! :hammer:

Life is Fleeting by Sarah Alexa 2022-10-08T21:17:38Z

Oh, wow... I think I might've eaten some seeds I shouldn't have! :cyclone: :small_red_triangle: :small_blue_diamond: :star: :snowflake: :large_orange_diamond:

farmmbbb.png

Don't know whether it's my browser to blame (I run Firefox 105.0 on a Ubuntu-machine) or some weird chaos magick going on...

But something is up! :sweat_smile: I think even the collision-elements were broken since I could walk through the buildings, but couldn't enter. (Either that or I was actually moving around in my astral body!)

At least I was able to dig patches and plant seeds but not much beyond that. :pick: :seedling:

---

This was quite a different experience! Probably should try the desktop-build later to see if my machine would deal with that one better.

But yeah, it's already evident that you've managed to create a lot for a COMPO-game! The graphics are nice and there's already a foundation of a game established here.

Good job!

Dimension Rush by LunariiSXZ 2022-10-07T22:28:02Z

Nice concept, and the core-idea is relatively well excecuted!

Here are some aspects I think could be improved:

- Sometimes the controls feel a bit floaty and the screen-scrolling can't keep up with the character when falling.

- It would be nice to have additional visual cues besides the color-change when changing dimensions. Perhaps a HUD-element of sorts which would show different symbols indicating the mechanic-change? This would be of help for any player, but essential to a color-blind person.

- It would also be possible to signal the mechanic-change by using a variety of different sound-cues.

Keep on jamming!

LD52 — Harvest

Total Extinction by Samuli 2023-01-11T03:21:26Z

Nice entry!

Always fun to see NES-homebrew in Ludum Dare. There are other folks here too who also develop for the NES, so I recommend you [check them out](https://ldjam.com/tags/platform/nintendo-famicom) if you haven't already!

---

I like the graphics especially in the upper level. The strikingly red sky sets and imposing mood and gives a sense of vastness to the landscape.

Underground segments could use a little more consistency. In certain parts it's a bit hard to tell difference between platforms and backgrounds.

The end-screen art was really cool!

---

The chiptune is quite catchy (still plays in my head!) and invokes a certain feeling of urgency.

I think it fits the gameplay's rhythym, but thematically was expecting slightly more "depressing" tune.

---

I like the concept of finishing up the failed extinction event.

It was fun to "collect" all the unique dinos. I demand a bestiary!

---

Oh, and here's a little glitch-greeting card!

glitch_hello2.png

hexx.png

Keep on jamming!

The Cactilogue by Sarah 2023-01-13T00:21:49Z

Yay, you also made a plant-growing game! :cactus: It's pleasing to see you managed to iterate some similar concepts that I had in mind when jamming.

---

I like the variety of cacti you can choose from and how they produce different flowers.

Some of the alignment-puzzles felt a bit punishing at first since there's not much wiggle-room in the outlines.

The way you were supposed to use the shovel was also a bit confusing, but otherwise everything was easy to grasp.

---

Would also be nice if you could water the plants! :green_heart: :droplet:

I've made a flower/plant-themed game twice, and both times I iterated the watering-mechanic first. So I guess I just felt weird when it was missing :sweat_smile: :potable_water:

---

This was a nice little experience!

Keep on jamming! :four_leaf_clover:

Moon Harvest by Wendel Scardua 2023-01-11T04:23:46Z

Nice little adventure!

Although short, it already establishes a real sense of exploration.

---

I like your choice of palette. The striking colors of the character and collectibles really stand out in the gray surface of the moon.

The music fits the mood. If technically feasible, it would be nice to have it loop instead of restarting between levels.

Didn't realize until the end screen that the tune actually had the second dramatic sequence.

---

Noticed that some graphical artifacts start appearing in the lower part of the screen after you get upgrades.

glitch2.png

This can be particularly deceiving. I took the risk and paid the price!

---

Keep making games!

:new_moon_with_face:

The Ballad of Eric Hernandez, Cattle Rancher by GeraldFIngBurke 2023-01-16T00:03:33Z

:cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2: :cow2:

It's a Platformer by acdimalev 2023-01-16T00:46:37Z

Whee!

itsaplatformer.gif

It seems others encountered this glitchy (?) end screen as well.

---

This was a nice little entry. Always fun to try new homebrew for old hardware.

Picking up the plants reminded me of SMB2/Doki Doki Panic. Short and simple, and I think the level-design was consistent.

Clouds 'n Crows by Vectrex28 2023-01-13T18:00:57Z

This was really great! :fallen_leaf: :snowflake: :sunny: :cloud_rain:

I can clearly see what your vision here was even though it's unfinished.

But yeah... Implementing four seasons and multiple levels with varied mechanics and boss-fights? I'd consider that ambitious even in a long-term project, let alone a NES-game!

---

Regardless, I think you still did an amazing job, and it's great that you preserved your work!

I'm sure it will provide inspiration for others too.

Cheers!

far out.png

The Harvest by EpicGameFan 2023-01-16T01:29:28Z

Great to see some homebrew for the Gameboy!

I presume this is made with GBStudio? I've played other games made with it and the GUI seems familiar, so I think you've used some of the same templates.

---

I got to a point where I had the crafted item ready and was missing two organs.

Then I wasn't sure what to do and accidentally set myself on fire!

---

I liked the peculiar combination of oldschool point 'n' click with "battle-scenes" and the macabre humor.

The introductory text felt a bit long, so I think it would benefit from one or two accompanying images instead of just staring at the brick wall.

Otherwise the pacing was good and kept me intrigued.

If you could access the menu using START/SELECT it would feel less like a chore.

---

I'll probably give it another run later and try not to burn myself to death! :fire:

Charlie’s Lemonade Stand by Exezur 2023-01-11T05:20:56Z

Quite a funky game! :lemon:

I Like the weird atmosphere and that there were different areas to explore and multitude of enemies.

The "invisible roof" in the upper area was a bit disorienting.

Tried several runs, but don't think I managed to beat the game. The monsters always got the better of me when I entered the water.

---

Tested out the Linux-build. It seemed to work fine otherwise, but my __ancient__ hardware had some difficulties keeping up when there was lot of stuff spawning. (The HTML5-build would probably set the GPU on fire!)

Tried to force it to run on smaller resolution/windowed mode but the command line switches didn't seem work. It's a good idea to have those options enabled for low-end machines, whenever possible.

godot.png

---

This game has a lot of personality!

Keep on jamming!

LD53 — Delivery

Deliver to Whence you Came by JUSTCAMH 2023-05-25T01:00:49Z

Very nice!

I like how you try out unique ideas like this. The mechanic can be a bit frustrating in the more complex levels.

This segment in particular was quite tedious, and I even got stuck just before finishing!

stuck.png

But I endured and managed to beat the game!

---

With some adjustments and tweaks the mechanic could become even more fun.

I bet you could use it in many different ways, so I'll hope you continue experimenting with it further!

LD55 — Summoning

LD55 - Hell Binder by pebkac 2024-04-22T00:20:08Z

Nice job!

Very solid experience considering you made it from scratch during COMPO.

The graphics and animations are crude but full of personality. Gotta love 'em! I also like the sound the Necromancer makes when casting a spell.

Although short, the game has a well established core-idea and is fun to play. I'd be happy to see it developed further if you're up for it!

---

Oh BTW: Someone else also did a [game](https://ldjam.com/events/ludum-dare/55/hells-empty) for COMPO where you summon dogs. You might want to check it out.

:dog2: :cyclone:

Keep on jamming!

Hell's Empty by jnw 2024-04-16T18:54:11Z

Fin.png

I like the mechanic you've established. The idea could be used to create some wacky puzzles.

Jumping with the character felt a bit floaty and I found the mouse-controls a bit awkward. But that's mainly because I'm currently on a laptop with a touch-pad. I'm quite sure the game feels much nicer with a proper mouse!

Keep up the good work!

LD56 — Tiny Creatures

Friends Adrift by Samuli 2024-10-12T15:22:05Z

I've been trying to tweak my emulator's settings but can't seem to counter this problem. I'm using Mednaffe 0.8.8

mismatch.png

I can hear the audio but video doesn't obviously show.

Other ROMs work fine tho. Guess I need to try again later.

Beetle with a Mixtape by nanolotl 2024-10-28T14:07:13Z

Had a fun time with this!

beetlescore2.png

Only thing that's lacking is that I can't listen to the tapes :stuck_out_tongue: :vhs:

If you'll ever produce a post-jam version it would be fun if the player could change background-music whenever acquiring a new cassette. :musical_note:

---

The lava-segment reminded me of a similar level in the Flinstones game for the NES I used to play eons ago.

https://youtu.be/6KgnCiNGpxY?t=1356

Inspired by that I made such a scene myself to one of my first games as a kid. Undoubtedly it's a trope that's been used countless times.

You implemented the feel of urgency nicely and I like that you had to use all the acquired skills to pass.

Re-Bot by Iluvatar 2024-10-07T09:24:28Z

Gotta love these robot-friends! :robot: :heart: I hope they accomplish their mission!

Your pixel-art and world-building is splendid as usual.

---

Ran into a bug when I went to sleep after rescuing the red cargo-bot. The player character's sprite disappeared and didn't seem to reset even when the scene changed traveling to the moon.

But that gave me a good reason to try out the neat self-destruct -feature!

Petri Plate Potpourri by Wendel Scardua 2024-10-11T05:35:35Z

It's surprisingly fun in its simplicity and has good balance in difficulty.

I managed to score 6 in a few tries.

Peculiar Pickings by Dis0rder 2024-10-08T06:56:06Z

@drludos Thank you for your detailed feedback, I appreciate it!

I had planned a variety of reachable goal/fail-states but had to scrap 'em due to time-constraints. The "green smoke" is actually the creatures "sprouting" :seedling: :smiley: I put the waterglass in the game fairly early on and later realized that it didn't really "serve a purpose" (other than obviously being fun to drop the lil' guys in there). srpout_concept.png

A friend of mine cultivates avocado seeds in a glass of water, so I guess that's where the idea of the creatures srouting came from. I drew the concept earlier but left implementing it _literally to the last minute._ @rynti was also wondering what to do with them, but sadly (as of yet) there are no flowerbuds to munch away!

---

I was already aware of the issues with the hammer-mechanic you pointed out, but kept putting my mind on other tasks during the COMPO. I'm fairly confident that it wouldn't require much tweaking to be massively improved.

My intention was for you to be able to pick up only one creature at a time, but obviously it would make the experience more tedious. Also noticed that the pinching-mechanic messes up in other ways whenever there's new critters spawning down the drain. It most likely conflicts with the shoddy way I implemented their movement-attributes. I'm actually surprised the game is not even more broken! :sweat_smile: But as they say; if it's a bug you rely on, it's a feature! Don't think you missed anything important, besides the one thing folks seem to overlook; you can actually mix the BGM in realtime with the gadget on the top-left corner! It's something I implemented on a whim, even though I probably should've been fixing game-breaking bugs. Oh well...

hud.gif

@dooskington was also inquiring the purpose of the UI-screen. There's even a "noise-effect" you can toggle with the little square button over there too. I decided to switch it off by default since the graphic overlay can be surprisingly intensive on the browser-version with low-end hardware (such as I am using myself!).

@Sockenpuppe glad that you enjoyed the music! By using the aforementioned mixer you can modify the mood to even stranger horizons. :alien: :cd:

@jammygunns The adjusting of the face was put there partly as a joke :eye: :lips: :eye: I'm happy you enjoyed playing around with them!

@Mavvy Cool to know that the experience works as a sandbox of sorts, since that was one of my intensions.

BTW I checked out your tunes and I like what I'm hearing. :ear: :musical_note: I've been looping **"Universal Save Point"** for a while now. It has this melancholic undertone which I particularly enjoy. :headphones:

---

I usually lose motivation to develop my jam-games further. Your encouragement somewhat convinced me that I should probably consider it for real this time!

:pray:

About Crayons and my garden by velvetlobster 2024-10-11T06:27:16Z

Quite the contemplative experience!

Some of the graphic elements might have been broken on my browser unfortunately. But I like the usage of found stuff as assets.

---

I also wondered at first whether the **Agree/Disagree**-buttons were broken or was it deliberate.

The *"insisting"*-idea you were going for is possible to implement properly but it would require some additional feedback-elements as you have said.

Gimmicks like these are fun but can be quite tricky to pull off (and I speak from experience!)

Wispering Woods by toilari 2024-10-12T13:54:16Z

Very polished entry!

Graphics and audio are splendidly put together to create an immersive atmosphere. The lurking forest-monster invokes a sense of dread. Since there's no particular game-play -mechanics as of now it's essentially a walking-sim but nothing wrong with that.

wisperingwoods.png

I managed to find three wisps and the hidden crow. Plan to return and find the rest of 'em later!

---

Simulating light and shadow can be quite CPU-intensive, so I had a bit of a challenge running it on my **ancient hardware.** :potato:

I looked up Godot's [command-line](https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html) switches and tried different arguments. Managed to get it running in whopping 9-10 FPS at best on my trash-PC with some trickery :sweat_smile:

```java ./ld56-tiny-creatures.x86_64 --resolution 320x200 --display-driver x11 --rendering-driver opengl3 --rendering-method gl_compatibility --print-fps --verbose --delta-smoothing disable --windowed ```

Changing the **--rendering-method** to **gl_compatibility** made it (somewhat) playable on my device.

Here's a good [read](https://docs.godotengine.org/en/stable/tutorials/performance/gpu_optimization.html) if you're ever planning to port this to browser/mobile or otherwise interested in optimization.

If a game makes heavy use of simulated light it's guaranteed that there will be bottleneck-scenarios at some point!

---

PS. I ain't no hupiukko even though I found your hupialue.

hupialue.png

---

Yay!

Familiar Bones by barryrichter 2024-10-11T05:07:21Z

I see three different possible routes but I can't seem to access any of them.

And the mouse ran off to eat somewhere! :mouse: :corn:

Pumpkin.png

But either way, here's a pumpkin I carved! :jack_o_lantern:

This was quite a cute game!

LD57 — Depths

The chronicles of Mr. Marmo by Wouter52 2025-04-16T03:49:44Z

Gotta love your *a capella -rendition* of SMB's Water-stage music!

If you'll continue development perhaps you could go ahead and cover SMB3's and DKC's respective underwater-themes too? :stuck_out_tongue: :musical_note: :potable_water:

---

Appreciate you've coded the whole thing yourself! :clap:

Since you're a system programmer, I thought you might be interested in my tongue-in-cheek low-end CPU "benchmark-test."

(...which basically means I just happened to try your game on my **ancient** dumpster-hardware.)

``` OS: Lubuntu 20.04.6 LTS Hardware: Intel(R) Core(TM)2 Duo CPU P8600 2.40 GHz, 4GB RAM, MCP89-GPU Browser: Mozilla Firefox 136.0 (64-bit) ```

I noticed that the game slows down *drastically* in these three levels: **2,4,5.**

My first thought was that it has something to do with the level-size or perhaps the "darkness/depth"-effect. But I think there must be something else to it?

If you want to optimize or feel otherwise intrigued you could try to find out what might be causing it. The levels **1,3,6,7** seemed to work "normally" in my user-experience.

---

As for the gameplay I don't have much to add what others haven't already pointed out before.

I like the way you've combined puzzles and platforming. The rotation-puzzles are fun and easy to solve even though they seem daunting at the first glance.

The core-idea of draining the water could probably be innovated further; for example it would be interesting if the player could explore the drained level by jumping around. Designing levels with that approach would be a challenge in itself though, but just food for thought!

LD58 — Collector

The Pink Operator by Geckoo1337 2025-10-21T13:21:13Z

This is how far I made.

Very nice brain-teaser!

level8.png

The song **Smooth Operator** by Sade started playing in my head because of the name. :stuck_out_tongue: :musical_note:

Virus singularity [Mega Drive] by Samuli 2025-10-18T20:24:40Z

Very nice!

I played it using **Mednaffe 0.8.8** on Linux. First I thought the Movement-virus was my emulator acting up, duh. :sweat_smile: :joystick:

---

The enemy-sprites and sound effects are well put together and have a feel of responsiveness.

I love how the corruption escalates so profoundly. The glitchiness reminds me a bit of the [final boss](https://en.wikipedia.org/wiki/Giygas) of **Mother2/Earthbound** and one of the last episodes of the demoscene-series **[PC-Lamers.](http://viznut.fi/cwu/)**

As someone else has mentioned on **itch,** you probably ought to put up an epilepsy-warning somewhere. :sparkles:

---

But yeah, this was really well put together! I could imagine the game could be a fun experience using a video-projector. Haven't got one hooked up as part of my regular setup right now but might try it sometime if I get the chance.

I also ought to recommend this to a friend who I think has a real MegaDrive at his disposal.

Keep on jamming!

Human Coin Chicken Flower by kiv 2025-10-20T13:19:44Z

I love your game!

It's an interesting concept and quite well conceived in such a short time.

There's a lot of different ways you could improve and/or expand this.

burn.png

:fire: :fire: :fire: :fire: :fire: :fire: :fire: :fire: :fire: :fire: :fire: :fire:

You asked to use my imagination. I can feel the heat of the purging flames very vividly!

---

Never stop jamming!

STAVROS by designernap 2025-10-20T08:55:36Z

Unfortunately I couldn't try it (as of now) since I'm currently running a potato. :potato: :desktop:

gpu.png

But I took a look at the walkthrough-vid and I liked what I saw (and heard). Quite atmospheric! Very good sound design. Gotta love all the screaming and gasping which was surely fun to record. :ghost: :microphone2:

I usually like to record and modify real-life sound-samples myself as well, but had to skip on that aspect this time.

---

@d3kryption I could definitely see some resemblance to Soul Reaver with the soul-orb collecting. Been reminiscing that particular game/series a lot in the recent years.

Cheers!

Colour thief by ThiefViolinist 2025-10-18T18:36:02Z

This is the point when I gave up. :cold_sweat: (I climbed the green platforms to the top a bit earlier tho)

I see that you've already reduced the size of the spike's hit-boxes. I still find them quite punishing... (or then you didn't push the update to the Linux-build I was playing)

color.png

I wish there were some kind of checkpoints in the most challenging parts. Especially when you've included a trap in that particular level :sweat_smile: But at the same time I've gotta appreciate the game holds no punches like in the good old days!

Another thing I found a bit annoying was doing the lengthier jumps in the **Level #4 - Puzzle.** Since you can't see the characters feet (well, the default Unity-blob doesn't have them!), it's hard to estimate whether you're really tip-toeing on the edge of an platform or not.

---

I find the level design visually very appealing. The serene piano-ambience stops and doesn't loop, but I put on some of my own background music after that :stuck_out_tongue:

---

I appreciate you went and included a Linux-build! :muscle: :penguin:

I doubt there will be a lot of people who would benefit from this, but here's a runtime-command that made the game playable even on my ancient trash-hardware. :potato: :computer:

``` ./LudumDare58_Linux.x86_64 -screen-quality Ugly -screen-width 320 -screen-height 200 ``` An option to disable the noise-effect and/or reduce light-processing could be another possible chance at optimization.

---

But yeah, I like what you were going for here. I Might return to finish it later at some point.

Good job!

Trivia Hart in "The Case of the Porcelain Tricorn" by 100th_Coin 2025-10-25T19:56:11Z

Didn't want to miss out on content, so dived into the spikes the first run.

I'd say it was worth it! :hole:

tricorn.png

---

*Very impressive* adventure for a COMPO-game!

There was only a little bit of technical jank here and there, but didn't take much from the experience.

- I was quite confused at first because you could use the plank as a bridge without picking it up first.

- The hot-spot/access-arrow for the secret club was a bit hard to pinpoint.

But those are minor nitpicks. This game was a joyride!

Gotta love the voice-acting in all its silliness.

My favorite delivery of yours was the antagonist's deadpan line: **"I can't stop dancing."** Combined with the frantic two-frame animation it really _fleshed out the character._ :man_dancing:

---

The use of "game&watch"/shadow-mechanic was both stylistic and innovative. I'd say almost genius in its simplicity.

Some of the rooms felt a bit empty with only a character and walls, but quite understandable given the time. Your clever use of shadows in the corners gives some feel of depth to an otherwise empty space.

---

But yeah, very good job! Goes to show that it all comes down to the scope and trying to implement what's essential.

Made me want to do a fast&silly point 'n' click adventure myself. Haven't done those in years!

Goblin' Coins by johnnysix 2025-10-16T18:32:03Z

The style reminds me of some obscure old DOS-games in an endearing way.

I like the fact that you've went away and added mobile-controls too (even though I didn't use them now).

screen01.png

I don't know why but I couldn't pass the level with the switch, even though I tried everything and even enabled the DEBUG-functions (which is also a nice little addition!).

---

PS. Oh, now I read the previous comment with the solution. I knew I was able to drop coins, but didn't realize that the axe-guy would stop there, duh! Let's see if I'll return to finish it at some point!

Goblin' Coins by johnnysix 2025-10-16T18:59:34Z

Yay, I managed to make it to the end (I noticed that I did leave the game still running on another tab after all)

If it weren't for your DEBUG-mode with invincibility, I probably wouldn't have made the effort. Some of the segments were quite hard even for a masocore-veteran of ye olde DOS-era.

---

I really like the fact that you went and included the DEBUG-function, since it was interesting to see under the hood. The green button indicators looked funky filling the screen in the last level when it was enabled.

But I bet it was quite useful to you during development.

---

The music was also well put together to enhance atmosphere, and I liked the overall sound-effects as well. The spikes had a good "feel" to them sound-wise.

I enjoyed the quite rough/sharp sound when you pushed the barrels, but it probably would feel more "right" when pushing a concrete-block or something.

---

But yeah, this was a nice experience.

Keep on jamming!

Hoopf by gagapete 2025-10-21T10:52:00Z

It's quite challenging!

screen02.png

Tried it many many times, but never could score higher than that. The difficulty curve could be *a little more forgiving,* but not too much!

---

First I thought that the levels were generated from patterns. But apparently it randomized which level you would start from? Getting the triangle that changed the color was a nice touch. I think I also saw another special item once but didn't get it.

I could see it as a mobile-game with its simple controls.

Keep on jamming! :white_large_square: :red_circle: :large_orange_diamond: :small_red_triangle:

Chaotic Containers by Dis0rder 2025-10-19T15:48:34Z

@threeli I didn't hack you AFAIK! Apparently I'm not the only one whose game-builds are suffering from false positives.

I've included a link in the game-description to a [thread](https://ldjam.com/events/ludum-dare/58/astraay/is-it-just-me-or-virussecurity-alerts) that was recently discussing this subject.

And thank you for your encouraging feedback! It made my day back when I was collapsing into a post-COMPO fatigue.

---

@binroot Hmm... Didn't think about it that way, but it does remind a DS-game with the dual GIFS!

---

@bentglasstube @marks Bringing the radio with you has been a planned feature all along. I actually tested it out a bit the other day :D

Or to be precise: I was testing out how well (or badly) the object classification logic works in it current state. I basically just assigned the radio with the same qualifier as the crates. It... ...works... ...to a degree....

My long-term plan would be to build a logic-tree and a structured qualifier-system where I could easily add multipurpose objects you could carry around and they would behave accordingly depending on what qualifiers they're assigned with.

For example: fruit and other organic objects would have decay/spoilage-attributes etc.

qualifier.png

Radio.gif

One other reason I included the radio in the first place was that I wasn't satisfied with the final mix of the song. I thought that if somebody would hate it like I did (at first) you could at least turn it off :sweat_smile: But it grew on me after hearing it for a while! :musical_note:

---

@jajo Glad you liked the music! It was actually played with a MIDI-keyboard into a software-looper. :musical_keyboard: :musical_score:

Yeah, there's a lot of different directions one could go about with this. The build you've seen here basically serves as a very early and humble prototype showcasing *only a tiny slice* of one particular mechanic. It's planned to _possibly_ serve as a part of a much more complex system that would be later built from ground-up. But if not, I might expand it to become something completely different. Time will tell!

I actually included the "win-state" in the final hours of the COMPO so this could count as an _actual game_ with some sort of goal and/or challenge. Mostly I consider this an unfinished tech-demo or a **PoC.** The idea had been boiling in my head for a long time, and a fitting theme was a great excuse to bring this into existence!

---

@tanis I was really short on time and had to leave the open/close mechanic in a state it is now. It sometimes gets jammed if you try to open multiple boxes at once. We'll see when I'll get a chance to get back to work and fix things. Don't hold your breath!

---

@artemco Sorry, the [Box2D](https://en.wikipedia.org/wiki/Box2D)-physics make it unreasonably difficult to make this work in a browser the way I intended.

You could try to disable/bypass your browser's download-restriction (if you dare!)

---

@wouter52 I originally wanted to add a win-state where you could optionally load them without the crates. But things turned out like this for now :D

---

@thiefviolinist @raivk @d3kryption @diralf Thank you for playing and your kind words! :heart: :pray:

Never stop jammin' !

Chaotic Containers by Dis0rder 2025-10-22T19:55:30Z

@cagibi Good to hear you found it enjoyable!

*Sandbox* is the word. One purpose of this creation is to experiment with mechanics and concepts for a possible bigger sandbox/simulation type of a game.

I scribbled the walking animation literally in seconds as fast as I could. For some reason I liked the movement and left it that way :walking:

---

@johnnysix The (hastily implemented) win-state can be achieved by cramming all the **132** fruit into the boxes and bringing them into the van. The big one holds **100** and the small one **50.** :tangerine: :package:

Awesome to hear you've indulged in **Clickteam-crapware** in the good old days :sweat_smile: You should *definitely* make an archive-dump of those floppies! :floppy_disk: :scream:

Who knows: they might contain the *only copy* of some **forgotten gem!** :diamond_shape_with_a_dot_inside: :sparkles:

---

I'm very aware of the "corner-problem" you mentioned. I think it's a fundamental "feature" of [Box2D](https://en.wikipedia.org/wiki/Box2D)...

You can actually pick the stuck objects with the crates if you place them in the corner and open them - but it's kind of a chore.

A few years ago I actually tried to come up with something I call **"a hand/slap-mechanic"** that would address this little technicality. :raised_hand: :boom: :package:

[Gif c.gif](https://dis0rder.itch.io/icantgetanythingdone)

[TheDressRehearsal2.gif](https://ldjam.com/events/ludum-dare/49/the-dress-rehearsal)

I used it in two entries with varying results... Those iterations were quite janky and (almost) useless, but I'm perfectly convinced that there's hidden potential there only if implemented properly...

I've had a few ideas how to improve it for years. I'll probably try to fine-tune and combine it with the container-concept in the near-future.

---

@xpoho Glad to know you had fun! Your screenshot brought a smile to my face. :tangerine: :heart_eyes:

Thanks for playing!

Super Sucker by leorean 2025-10-07T17:00:35Z

I saw one of your development-posts earlier during the Jam.

Didn't take many milliseconds to notice where your sprites were [traced](https://vgmaps.de/maps/game-boy/legend-of-zelda-oracle-of-seasons.php) from :stuck_out_tongue:

The graphical elements could use a bit more derivation and/or variation from the source-material. For someone who's thoroughly scoured the Oracle-Zeldas, the overall experience feels almost like an asset flip.

This contributes to a certain jarring effect as well, since the mechanics from those games are missing. The character doesn't fall into holes and you can't enter the open doors of houses for example.

Probably if I wasn't so well familiar with the source material this fact wouldn't bother as much, though. So don't mind my sour nitpicking too much!

Apple Basket by Zliebowitz 2025-10-18T19:45:24Z

How do you like them apples? :apple:

I tried it twice and nearly doubled the score on the second try.

screen01.png

This was a nice little arcade-game.

Not entirely sure what limited the use of the dash-skill, the time or the way I moved.

Cheers!

Hottentottententententoonstelling by Wouter52 2025-10-18T14:37:54Z

Here's my horrible abominations. :ghost: :pencil2: :paintbrush:

I apologize in advance.

Abominations.png

---

This was a nice little cross-genre experience. I like how you were given instructions on the way and the characters got "frustrated" if you took too much time.

I've seen a bit similar drawing games with a gallery feature done here before, such as [this one.](https://ldjam.com/events/ludum-dare/50/$283266) Your creation gave the concept a nice little spin and a unique personality.

The way it also randomized the kitchen wall was a nice little touch.

Keep on jamming!

Hottentottententententoonstelling by Wouter52 2025-10-18T19:32:06Z

@wouter52 No prob!

And yeah, I think it generated a bit of a buzz back then and got 1st place in Innovation too.

But there's always so much to see here so it's easy to miss even "prominent" entries. And I think it's all the better that the hidden gems and even the mishaps get their share of love and attention.

Witch Solar by alpacalypse 2025-10-16T17:40:07Z

witchsolar.png

I didn't know cats where capable of photosynthesis! :cat2: :sunny:

First I was anxious that they'd die from the lasers :eye: :scream_cat: Including the cats on the rooftops was a nice little addition besides the solar panels. Maybe there could be plants as well? :seedling:

---

I like the reflection-mechanic.

Took some time to wrap my head around a good strategy, but then I realized it's beneficial to wait for many of the eye-creepers to line up and keep your position, steadily retreat a bit and shield yourself.

I liked what you were going for here and you could certainly head to many different directions with the mechanic.

Keep on jamming!

Friendly by xpoho 2025-10-18T21:16:50Z

I tried three times and was doomed to be alone. :cry:

Gotta love the music and visuals. There's something very sincere and charming in the overall feel of this creation. :heart:

Keep on jamming!

Predincament by Threeli 2025-10-18T12:18:38Z

Charming game! :train: :eyes: :bug:

I managed to find all the bugs apart from **Tallie** and **Shroom.**

---

I like how you've managed to build a quirky little world here. The moving train with scrolling scenery and carts full of passengers is a clever way to set the mood.

The little details such as the reactive googly eyes is also a nice touch.

---

It's fun to imagine the possibility of different bugs having some sort of "skills" or functionality you could somehow interact with and/or utilize.

If you're planning to expand this, perhaps you could also include some passengers whose dialogue would "make a little more sense" and maybe drop a bit of lore. Maybe they could provide a bit of background to questions such as:

- Where is the train headed exactly?

- When will they arrive?

- What happens if you don't have a ticket?

But yeah, I enjoyed the experience and it fed my imagination.

Keep on jamming!

Mailbox Mania by Wuppos 2025-10-16T15:31:59Z

Hehe, you also made a game featuring a red van. In my game you only get to load cargo but not a chance to drive tho, so glad I got the chance for that now. :stuck_out_tongue: :red_car:

---

I really like the graphics and simplified color palette you've chosen. The roofs of the houses could probably use a little variation, but apart from that everything's nice and neat.

The HUD and different indicators are polished as well. My only nitpick concerns the blue letter-marker. The way it gets smaller to indicate how much time you have left somehow _"doesn't feel right"._

It might be just my own weird sentiment though, so pay don't mind to that remark if it feels otherwise redundant.

---

The steering felt a bit janky, but would probably improve with minor tweaks and tuning.

I tried three times and this is what I managed to score.

gameover.png

Keep on jamming! :love_letter: :mailbox_with_mail:

Open Collector by Void4 2025-10-19T22:18:58Z

It's way past bedtime, so my brain isn't quite working :sweat_smile: :bed:

screen02.png

I found these items but can't seem to solve the game (at least for now).

---

PS. Shout out to a fellow Linux-user! :muscle: :penguin:

Clean That Garbage! by robert18 2025-10-16T15:57:42Z

Fun game!

Either it's due to the difficulty or my bad strategy, but all the clicking almost gave me a carpal tunnel syndrome! :hand_splayed: :mouse_three_button: :skull:

If I'll be returning to it, next time I probably ought to try building a more structured perimeter like others.

screen01.png

Haven't much experience of the tower-defense genre, so maybe that shows.

I liked the int() functions that kept blasting at me really fast. It made the experience a bit more tense and exhilirating.

Biocapital by SunJet 2025-10-18T21:02:10Z

Nice concept and world-building! :skull: :meat_on_bone: :bug:

The sound-design is quite nice apart from the walking(?)-sound which is a bit _too prominent._

I like the main mechanic of gathering physics objects to stack platforms. It felt a bit janky, but I only played the original JAM-version for now. I tested the game on a very low-end trash-machine with the lowest settings and using WINE. :potato: :computer:

``` wine Biocapital.exe -screen-quality Ugly -screen-width 320 -screen-height 200 ```

The FPS was **very** low considering it's a 2D-game. For example [this](https://ldjam.com/events/ludum-dare/58/colour-thief) 3D-platformer also made on Unity performed much smoother with the same machine and settings. It had a native Linux-build available tho.

---

I'm not entirely sure what might be causing the bottleneck. It might or might not be the physics/collisions of all of the objects (even ones not visible) are simulated at all times.

I would happily test out a native Linux-build too at some point if you'll ever happen to bake up one.

Cheers!

Dinging da dung ! by Roroto Sic 2025-10-16T16:13:11Z

Nice to see some love for the good ol' Gameboy!

I wasn't able to finish the first level after tutorial, but apparently I'm not the only one. I suppose there's some trick and/or hidden logic to it, but I couldn't wrap my head around it.

Either way, I like what you were going for!

I Want to Have a Bike by Anderson Job Loeffler 2025-10-19T21:58:44Z

Damn, I love this.

You've combined platformer and narrative adventure in a very personal and charming way. I like the melancholic style of the graphics, while the music brings a hint of hope to the mix.

The little world feels somehow consistent and "alive". I like the way the workers had left their offices when you returned the same way. It was a nice little piece of environmental storytelling. Simple but effective!

Gameplay-wise it's a bit janky and rough around the edges, but that doesn't take too much away from the experience.

---

You're probably aware of this by now, but you can get softlocked if you fall to the right side when climbing up the office. When backtracking downwards the way seems to be blocked, though.

bike1.png

bike2.png

I also got stuck in the tree the first time I visited this scene.

One improvement would also be the possibility to press RETRY with the keyboard, since you don't really otherwise use the mouse as input.

---

But yeah, I think this is a beautiful and sincere work of art, and I'm happy I bumped into it. Hope to see more of your stuff in the future!

bike3.png

Keep on jamming!

Super Fly by Tsaot 2025-10-19T10:00:43Z

**BUZZ BUZZ**

The FPS tanks a few seconds after start when running the game on my dusty old potato. :potato: :desktop:

It could probably be optimized a bit by disabling some of the frog movements/collisions/rendering when they're not visible and/or near the player, or perhaps by some other performance-tweaks. But probably wouldn't make much of a difference for anyone with a decently modern machine.

Watching the grass-background jankily scrolling with dropped frame-rate is quite migraine-inducing. I managed drag two frogs into my pit before giving in. :frog: :frog:

**BUZZ BUZZ**

EBLU by n1evsky 2025-10-20T16:40:28Z

The CRT-filter is a nice touch, but as others have said it might feel a bit jarring at times. Whenever I add a noise-filter or such in my games I make sure to include a button you can enable/disable the effect with.

The game-play in itself felt responsive and and relaxing. I liked the creature that gave chase if you didn't do as told. :wolf:

---

The music-loop with the specific organ-sound reminded me of The Doors. :musical_keyboard: :door:

Keep on jamming!

Nover by artemco 2025-10-20T21:06:07Z

I kept doing chores till day 212. :wastebasket: :shirt:

I like the melancholic vibe, and the camera-angle change along with the distortion of music was a nice touch. There could've been a little more interaction with the objects or something, but it was a nice experience even like this.

Hope you'll expand the project if you feel passionate about it!

Cheers!

Collect It by Stef_Studio_7 2025-10-11T14:56:09Z

Nice take on the classic memory-game.

As others have pointed out, it could be a bit easier with the numbers visible. I guess it could be possible implement multiple difficulties/modes.

Numbers could also be any other kinds of symbols or pictures. First I thought that you were supposed to chain numbers in an exponential sequence, but then realized that it's a match-game.

There are a lot of possible directions you could go with this concept.

Cheers!

Give Me A Grin by Millie 2025-10-24T22:00:32Z

This is a lovely and funny game!

Also somewhat timely for myself since I dislodged three teeth in a bicycle accident! :no_mouth:

Only two of them could be salvaged so I might need a denture at some point. (Although the gaping hole when I give a grin raises my street cred **+5** points!)

This game convinced me that I need to rummage some local dentist's office because I can't afford their over-priced services.

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I found the random movement of the dentists both good and a bad thing. It made them feel more "menacing" but also hard to anticipate. Additional behavior-patterns would probably be a nice improvement.

Some kind of indicator and/or sound when finding a denture from the cupboard would make finding them more rewarding.

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This is very good work for a first game!

Keep on jamming!

teeth.png

GOLD DUST by starduster 2025-10-16T17:13:05Z

It's janky in all aspects and really hard to operate but still charming in its own way. I liked the different death-messages depending on how you expired, and it had a certain _old-school feel to it._

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The second horde of cactoids couldn't be killed with the money-bag which was annoying, and the other route led to a dead-end, so I quit before making through.

Some of the ideas here could certainly be expanded further. :moneybag: :cactus:

Cheers!

Madness bar by sick machine 2025-10-21T11:19:30Z

I like the stylistic 2D-billboard characters and the surreal & sleazy narrative setting. It's evident you've put thought and effort into these aspects.

Unfortunately technically the game is so wonky It made it difficult to dive deeper into the story. And since I had to run the game with lowest resolution because of my ancient trash-machine it further messed up my experience :sweat_smile:

I managed to talk to the two customers of the bar, but not the bartender. I could also pick up the doll and the knife. The doll seemed to disappear from existence when I picked up the knife while holding it.

---

If you plan to improve and/or expand the game, I recommend you also upload desktop-builds for different platforms. They always tend to perform better than web-builds in every aspect. Especially on older hardware! :potato: :computer:

Keep on jamming!

LD59 — Signal

What's that signal? by Local Minimum 2026-05-05T21:14:02Z

Great work!

This is quite an innovative concept. There's definitely a whole lot of different ways you could expand and/or improve upon both the texture-aesthetic and audio-mechanic.

In my opinion this entry showcases how unique and novel ideas are usually quite simple and easy to grasp in strictly technical terms. But all the while perhaps true creativity lies in the ways those ideas are put in use in order to achieve something profound with artistic merit.

One of my personal favorites I've come across this Ludum Dare!

Keep on jammig!

Misplaced by manabreak 2026-05-04T17:06:54Z

Nice work!

The light/signal-effect is quite cool. Recently I've been meaning to get myself familiar with Godot. I'd be intrigued to take a peek at your source later in the future to see how all the magic happens!

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The music has a "demoscene"-vibe to it. I think it may have been produced by **SID** emulation or samples?

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I found some of the character's _meta-monologue_ a bit irritating, but it might be because I'm stuck-up and have no sense of humour!

The dude kept reading the text over and over again until I had placed the three crystals. After that it just kept looping.

yaddayadda.png

Did I encounter a bug or was that supposed to happen? I've seen people mentioning a "limbo", but it felt more like a softlock to me. Perhaps the text-routine went haywire or something?

Either way, I had a fun time!

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Keep on jamming! :signal_strength:

signOS by Wendel Scardua 2026-04-29T00:04:45Z

At the moment my foggy brain isn't in a capable enough state to crack the harder puzzles... In fact I only finished the first one...

But I really like the concept! :robot: :arrow_left: :arrow_up: :arrow_right: :sparkler:

There's a lot of potential here. It's fun to imagine autonomous robot-NPC's roaming about and sending procedural signals that could mess up the player character.

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The system reminded me of an [old programmable toy-car](https://tinyurl.com/Silverlit-Programmable-Car) I had as a kid.

I couldn't remember the brand-name or anything, but after a little detective work I managed to look it up. It seems that there's still a handful of them [for sale](https://www.ebay.com/itm/277909761100) in web-auctions.

I begged my parents to order the [black one](https://thumbs.worthpoint.com/zoom/images4/1/0611/07/turbo-32-sl-endless-programmable_1_540d4b54ac8deb3eb46cb049f6e29a05.jpg) from some magazine back in the day, but can't remember whatever happened to it. Had almost forgotten about it! I didn't find it as fun to play with as one would imagine, but the programmable trail-system stuck in my head as an interesting concept.

If you want to dive into the rabbit hole, here's a 20+ year old [capture](https://web.archive.org/web/20050305122539/http://www.silverlit.com/aboutus.htm) of the manufacturer's website. The archive actually goes all the way back into 1999.

---

Apparently they're still pushing up similar stuff to this day, contributing to global waste as the landfills keep expanding forevermore until the final reckoning of our modern way of life! (...way to end my story on a positive note, huh?)

Hope you didn't mind my little reminiscing!

Keep on jamming!

GigaHurtz by johnnysix 2026-05-11T21:39:10Z

I had fun with this one! I find your games interesting especially in the technical side.

Don't have much to add to the criticism @python-b5 voiced earlier regarding the controls. I shared a similar experience of frustration and nearly gave up in the last level.

But after countless repeats my brain somehow calibrated to the floatiness/jankiness and I ended up playing the game through a second time with relative ease! I find that there's something **very 90's DOS -like spirit** in the feel of the controls. It might make players with _modern expectations and standards_ lose their sh... ...hoes!

wifi1.png

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I was happy to find out the same **DEBUG-key (+)** worked as in your last game (apart from invincibility!). I noted that the hidden indicators of the "signal-tether" sometimes changed to a minus-symbol. Was intrigued and checked your dev-video which explained the inner workings of the mechanic.

wifi2.png

The signal deterioration is a neat concept and not actually much unlike something I had pondered myself once. Although not very well utilized in this particular iteration, there's surely some potential there. For example it would be interesting if different types of tiles would have varied material and/or density-values which in turn would affect the signal's reach or behavior.

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If you'll ever add sound effects to the project, I think it would be a fun addition if the signal's strength would be indicated by an (toggleable?) audio-feedback. :speaker: :signal_strength:

The BGM was a good composition and I liked the lengthy progression. One relatively easy trick to improve the track would be to add slight decay and perhaps a very minimal reverb here and there. It might benefit some of the "busier" parts that feel a little too overwhelming. But that might also be just a matter of personal taste! :musical_note:

Unfortunately the music doesn't loop, so I had to put something completely different to the background when it stopped. Of all the music in the world, this time I ended up going with this [obscurity.](https://www.revengeofthesunfish.com/Foranimal.html)

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Keep on jamming!

Terminal Transmitter 6000 by Dis0rder 2026-05-08T00:47:45Z

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@steveofstevesgames @gecko64 @galareteg @aflatthrasher @kanity @valb-soares

A lot of people seemed to share a common sentiment of mild confusion, yet having fun!

Leaving out the "manual" of **TT6000** was both a concious decision and partly a way to save time. I thought that without any defined objective or instructions the player might be encouraged to experiment. It also perhaps made the device feel a bit more enigmatic. I'm glad to hear you enjoyed playing around with it!

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@akuta-zehy seems to have a fairly good grasp on how the three main pairs of knobs work apart from some minor technical aspects. Basically you can increase or decrease three different values which in turn affect the way the transmitted signals behave. At the core principle it's very simple, but some of the elements are rigged to each other in convoluted ways which might trigger additional events or alter some the values at certain thresholds.

I don't even remember all the specifics myself since things got a bit wild in the final hours of COMPO! :sweat_smile: I had to scrap all of the pre-planned concepts I didn't have time to implement and stitched together everything I already had in a very experimental fashion.

I had a handful of very well-thought out concepts and *actual gameplay-logic* up my sleeve, but they didn't make it to the current iteration. One of the scrapped features would've been a **Transducer** which would alter the **Signal** when put in between the **Transmitter** and **Receiver.** The **Receiver's** "frequency-band" would've also been adjustable.

The **.MFA** -source is a project file of [Clickteam Fusion.](https://en.wikipedia.org/wiki/Clickteam#Clickteam_Fusion_2.5) I might make a more in-depth post regarding technicalities and the planning process later.

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@mavvy @alexandr-gerya You guys played it exactly the right way! Mashing buttons and turning knobs is the way to go. The comparison to synths isn't that far off, even though Fusion can't generate raw wave-forms. :musical_keyboard:

Under the hood there are three very short waveform-samples looping and their frequency (Hz) is altered by turning the knobs. :speaker: I thought of an additional feature where you could load your own audio-samples or perhaps record them at the fly. :microphone2:

Originally the displayed numbers were hidden indicators to help myself in testing and debugging, but I decided to put them on display in their own panel. If I'll ever decide to touch the project again I might add proper explanations or perhaps even overhaul the whole interface.

BTW: There's a hidden **DEBUG-**feature you can access by pressing **§.** It makes the hidden "anchor-signal" visible, and spawns a red cursor you can control by arrow keys. When you press **TAB** all the signals start following it. I think I had an actual purpose in mind for it in the early stage. But in its current state it only servers as a fun curiosity.

Signal2_B_Short2E.gif

This GIF is a capture from an earlier build before the end of COMPO.

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@wouter52 Good to hear you managed to run it on a VM. I'm a Linux-guy myself, so I use [WINE](https://www.winehq.org/) and [Proton.](https://en.wikipedia.org/wiki/Proton_(software) Fusion doesn't have a native Linux-support yet, but I hear it's finally on the horizon!

@rexpeppers might also want to consider a Virtual Machine or WINE if you ever want to run Windows-software on a macOS.

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@sudocoffee You're absolutely correct that the signal-graph can be used as a kind of a "painting"-device. The basic functionality was quite easy to implement, but I didn't have time to tweak, polish or utilize it in a very meaningful way. Glad that you took note of it!

I have a few ideas how it could be improved and perhaps utilized further.

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Thank you everyone who came by and tried my weird creation! :radio: :ear:

Never stop (signal) jamming!

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Jim's Quest for Birthday present by Sobigdrasil 2026-05-05T01:36:25Z

A jolly little beach-combing simulator. :beach:

The kid vaguely reminded me of Waldo. :eyeglasses: Luckily he ain't wearing a red striped shirt and his chin is in reasonable proportions!

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The graphical style is very well thought out and polished. Although, the way how you dig around and otherwise interact with the environment could benefit from some additional feedback to give it a more "organic" feel or something...

Can't really articulate what I exactly mean by that, or if such a thing is even feasible with this certain graphical style.

But yeah, don't worry about my incoherent ramblings and nitpicking! Keep on jamming!

Revenant Pattern by rexpeppers 2026-05-05T08:19:17Z

It was quite fun and the concept of signals was well implemented.

score.png

Ironically I found it easier and more fun to play with the **Ludicrous** speed. It may be just my ADHD-brain, but for me it was less tedious to pinpoint the location of the coordinates when I had multiple scan-line blips bursting in short intervals. It required better reaction-time, but at the same time made focusing easier.

Keep on jamming!

GAME OVER: Earth by The1 2026-05-06T16:06:04Z

nukes.png

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It's quite a fun game to play. The difficulty seems to ramp up nicely. I was using my arsenal too sparingly and they took me by surprise.

It's certainly a good foundation for a game. It would be interesting if the city layout would be generated differently each time. Or perhaps you could assemble your own infrastructure from a selection of different modules?

Different enemies/threats would also be a fun thing to imagine.

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Your game reminded me of two different pieces of media. I'll be dropping them here for general interest and for anyone who feels an innate desire to wallow in uncomfortable doomsday-scenarios. :radioactive:

**[NUKEMAP](https://en.wikipedia.org/wiki/Nukemap) by Alex Wellerstein**

**[1945–1998](https://tinyurl.com/1945-to-1998-timelapse) by Isao Hashimoto**

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Keep on jamming!

Diamond Synth by ironcutter 2026-05-03T20:33:50Z

Nice work! :musical_keyboard: :signal_strength: I'm a piano/synth guy myself, so gotta love your little creation.

I also _kind of_ made a strange synthesizer-like _thing_ for the COMPO myself! Although it wasn't possible to generate raw wave-forms in **Clickteam Fusion,** I could rig different dynamic variables to the audio Hz-frequency of the samples I had constantly looping in the background. My experiments yielded some quite unexpected results! :satellite:

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Been getting myself familiar with **Godot** documentation recently. It seems it's quite capable in the audio department. I presume you used [AudioStreamGenerator](https://docs.godotengine.org/en/4.4/classes/class_audiostreamgenerator.html) in your project?

Apparently implementing [MIDI-input](https://docs.godotengine.org/en/stable/classes/class_inputeventmidi.html) would be fairly straightforward too. It's impossible to send output signals unfortunately. But can't have it all I guess...

*[**EDIT:** I just noticed you've already implemented MIDI-input, duh!]*

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But yeah. Keep on jamming! :joystick: :musical_score: :musical_note:

Blacksmith's Apprentice by ellaris 2026-05-03T09:50:38Z

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anvil.png

:fire: :boom: :hammer:

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Moon Moth by kanity 2026-05-03T01:14:12Z

This was a nice and unique experience!

I managed to trigger two regular dreams and the "secret dream".

Technically the game felt quite polished and well-thought out in comparison to some similar _stream of conciousness_ / "art-games" I've come across (or made myself for that matter!).

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I like that the zany recorder -sfx played whenever transitioning to a different scene.

And funnily enough: I _actually considered using a recorder myself_ to make the audio in this jam! But since the theme turned out the way it did I decided to jump deep into the world of digital audio synthesis instead of using real instruments.

Being an amateur musician I've occasionally fooled around with the "standard" [soprano recorders](https://en.wikipedia.org/wiki/Soprano_recorder). And it just occurred to me that I have indeed used one back in **LD49** to play a short ambience that I aligned with a piano-loop. Was both pleased and surprised how eerie of an effect it produced with some additional reverb and delay.

A few years ago I managed to find an [alto recorder](https://en.wikipedia.org/wiki/Alto_recorder) at a thrift-store among the "regular ones". I find that its slightly lower scale **(F⁴ instead of C⁵)** is more pleasant than the potentially ear-piercing shrieks they made us produce back in elementary school.

Many wouldn't believe how versatile of an instrument the recorder can be despite its bad reputation!

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Keep on jamming! :musical_score: :notes:

RESCUE by caffeinetrip 2026-05-02T22:16:13Z

Good work!

The atmosphere and presentation is very moody and the game-play feels fun and polished. The "threat"-indicators of enemies were a bit confusing at first, but once I realized how they work I found them well put together.

At first I thought they'd be movement indicators/boundaries similar to Fire Emblem. I like the way how the flashing-rate increases relative to the approaching attack. It made some of the enemies feel quite menacing.

The lore was quite vague and minimal which probably elevated the mysterious undertone of the experience.

Untitled.png

Keep on jamming!

Robo Phone Home by Pastry chef 2026-05-02T16:33:15Z

Nice work!

Clever usage of the mechanic in a way that compliments the theme quite well. I've seen a similar laser/mirror -thingamajig many times both in LD and elsewhere, but you gave it a unique spin.

I was convinced that I managed to softlock myself at one point but managed to wiggle out just barely. The objects were placed in such a way that it was quite difficult to align the beam correctly (or it may have just been a skill-issue!) . The robot was looping upwards and downwards. A yellow **X** marks the spot.

Robosignal.png

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I think that the hitboxes of the player and/or obstacles could probably use a little tweaking around the edges. Currently I find it a bit too pixel-perfect to slide through tight crevices.

Gotta love the little dudes roaming around! It would be fun if you could mess around with them too using the beams.

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The music was on point with the atmosphere but I found the loop somewhat short/repetitive.

I liked the fact that when transmitting a signal the sound effect was randomized/different every time.

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I appreciate you've provided the source!

I've been using **Clickteam Fusion** as my main engine for nearly decades, but recently I've been planning to get myself familiar with **Godot.** I _might_ take a closer look at the inner workings of your project at some point!

Your game is very well put-together, so I'm pretty sure I'd learn something. :joystick: :books: :gear:

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Keep on jamming!

Smoke Signals by WormKingBoo 2026-05-02T23:54:09Z

:herb: :smoking: :fire: :door: :bust_in_silhouette: :no_smoking: :innocent:

Schick by Ionax 2026-05-04T22:51:58Z

I played until Level 11 - I might return to finish the rest later.

Great fun with lots of different mechanics! The way you could send yourself as a signal through the red wires was technically very similar to an idea I had in my mind for an exploration game way back in LD50. Conceptually it would've involved electrical impulses in the nervous system but it was left unimplemented.

The short _blues-y_ BGM-loop will not probably leave my head probably in a while...

Your creation left me very inspired! Great work!