Fractured Edge by Samuli 2021-10-07T14:35:05Z
Really creative idea. It really feels like a classic arcade game, and the music was spot-on.
Foon → Ludum Dare Explorer → Users → DJTequila
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Pardon my Alienese | jam | 330 | 3.70 | 3.60 | 4.09 | 3.95 | 3.27 | 4.02 | 4.22 | 3.52 |
| 2024 | 56 | Tiny Creatures | Chirpy's Adventure | jam | 949 | 3.03 | 2.92 | 3.41 | 3.67 | 3.26 | 3.17 | 2.54 | 3.35 | |
| 2024 | 55 | Summoning | Ritual Rumble | jam | 964 | 3.22 | 3.30 | 3.27 | 2.97 | 3.00 | 3.13 | 2.97 | 3.30 | |
| 2023 | 54 | Limited Space | Burrito | jam | 945 | 3.10 | 2.73 | 3.36 | 2.94 | 3.05 | 2.86 | 3.86 | 3.36 | |
| 2023 | 53 | Delivery | Good Boy! | compo | 366 | 2.87 | 2.73 | 3.28 | 3.65 | 2.82 | 2.86 | 3.19 | 2.52 | |
| 2023 | 52 | Harvest | Carrot: Journey to the Surface | jam | 626 | 3.15 | 3.11 | 2.90 | 2.52 | 2.66 | 2.92 | 2.86 | 2.83 | |
| 2022 | 51 | Every 10 seconds | GLUB? | compo | 196 | 3.52 | 3.41 | 3.68 | 3.95 | 3.25 | 3.60 | 3.71 | 3.47 | |
| 2022 | 50 | Delay the inevitable | 👥 | BLUNDERSIEGE | extra | |||||||||
| 2021 | 49 | Unstable | 👥 | Equine Escape | jam | 893 | 3.41 | 3.47 | 3.23 | 3.97 | 2.94 | 3.13 | 3.97 | 3.27 |
Really creative idea. It really feels like a classic arcade game, and the music was spot-on.
I had lots of fun exploring the map and discovering shortcuts. I will say that the scavenger hunt gets a bit repetitive. It might have helped to include more unique game mechanics (e.g. enemies, unlockable areas, special movement, etc.) The models are neat and they fit the spaceship aesthetic. Nice game!
I thought the level design was smart. The streets were repetitive enough that I got lost if I wasn't paying close attention, but there were a few unique landmarks so I could keep track of where I was. Certainly made me feel disoriented at times, which fits the theme.
Really fun to play. The music fits the vibe and ties it together. Others have already recommended adding a win/lose condition, so I'll say that I'd like to see items/scenery that gets destroyed when you crash into it.
I made a horse game as well, I really had fun with this one. The rules are simple, but the different puzzles are unique and interesting. I liked the slippery floor, but for me wobble mode was a bit too drastic/random.
I enjoyed the puzzles and the crafting was a neat idea. I think the bombs would be more satisfying to use if they had a bigger explosion radius though.
Cool game, I liked the unique mechanics for each character. My only minor gripe is that the bat seemed a bit overpowered imo since it has unlimited, easily-controllable double jumps. The music was nice and fits the medieval setting.
Unfortunately the game crashes immediately after I open it.
This game is pretty difficult since you can't control the character in the air, but all I needed were a few lucky bounces to get to the finish haha. Something to indicate jump power and direction could be a nice addition. This game was a fun challenge.
Haha this game is adorable, and lots of fun! Controls felt nice and responsive, and the difficulty ramped up well. It was a bit hard to see the power ups among all the chaos.
Good concept, the voice acting was pretty funny. I thought the art was cute. At times it felt like the game was random, like the clues weren't clear enough to figure out what the volcano wanted. (Although, I guess an inevitable eruption does fit the theme.)
The art is really cute! Easy to pick up and play, but really engaging. I was able to get 1:45.47, and every square had fallen out. Maybe some new levels could be fun?
The concept is hilarious, I love how chaotic this game is. I couldn't last long enough to use much of the maintenance shop. Maybe you could get money for every cleaned poop rather than it being on a timer.
I really enjoyed this game. Creepy in a good way, it plays a bit like a horror game. There should be an incentive to collect coins/cookies so I can't just hide all the time.
I really enjoyed playing this game. It's a fun challenge and I kept replaying to get a better score (181 was my best). I know you didn't make the music, but you still chose great music for a game about committing hardcore tax fraud :laughing:. Only complaint is that the stamps sometimes get rotated out of position so you can't see what color they are.
Hilarious. The animations are really funny and well-made. I like when you make a joke about Was Smith, but he laughs and gestures as if he's saying "yeah, you got me good".
Really addictive game, gives me Kirby vibes (come to think of it, that might be the music and round main character that can jump a lot lol). Those later levels are HARD. I like that you can shrink yourself to fit in small places. An indicator for the direction you'll be sent could be nice.
I liked the art style. The minigames were simple and fun to play, however they shouldn't be fullscreen while you complete them, as it just blocks things imo (e.g. the maze).
The game fits the theme and is fun to play. I enjoyed the music. Only complaint is that there should be a timing indicator (e.g. "too late", "too early", or maybe a visual indicator of when the beat will hit).
Fun game! I think it opens the door for different gamemodes, e.g. get the balloon to a target location.
The art was nice, sticking to an art style is never a bad thing. A survival game fits well with the theme, too. The user interface was frustrating to use. The inputs for cooking and eating rabbit weren't intuitive, and I shouldn't need to select the log before being able to buy fire from the shop. Seems like with more time this could become a polished game.
The way the board tiles flip is really satisfying. This is a foundation for a great game. I'd love to see this developed further.
Fun game, the art looks great! The music is very catchy too. The exam was a nice minigame, but it got a bit repetitive since the bonuses go away.
@olenikimid Thanks for the feedback. The enemies seem to get stuck and run into walls, we're still tweaking their behaviours. The enemy AI is a big priority for us.
I'm glad you liked the music, I do music production as a hobby.
@jandourek Thanks for playing our game. You used to be able to explode the king too, sending him flying off the map :laughing: We're working on a patch.
@quinn-patrick Yeah, I can see how having to click twice for each attack can be annoying. We'll keep that in mind for future updates. Thanks for playing!
@someone Thanks for playing! We've fixed a few of the issues you mentioned (enemies getting stuck, text getting in the way). Sound effects are still a work in progress.
@dikkop Thank you! For now, we made the king unable to move. The rock might need some tweaks in the future.
@jacinto-mba Thanks, our most recent patch should help the enemies avoid getting stuck. Glad you liked the music!
@aevek Thanks for the feedback! Hopefully our recent update fixed some of these issues (i.e. moving the king, ability hotkeys, AI getting stuck).
@gamescodedogs Yeah, the cavalry can be clunky around walls and it gets launched off of rocks. It's not intended behaviour, so we'll have to work on that. Thanks for playing!
@shp Thanks! We're gonna be working on polishing the abilities (and maybe adding more).
@jaaskeh Thanks for the feedback! I can see how placing long-lasting rocks over the king can be exploited. We might need to adjust that.
@epeachyband Thanks for playing! Glad you enjoyed.
@lilkrit Thanks! The 3rd power spawns a rock on the ground wherever your mouse is pointing.
@rojo Initially we only planned to have physics-based attacks, but we have some ideas for new abilities that would deal damage/kill. I agree that the boulder should show when it's going to expire. Thanks for playing!
This game is addictive! I ended up playing a lot more rounds than I expected, going for all the achievements. The music is nice and fits the mood. My only gripe is that power ups weren't worth it most of the time imo, since going for them might make me drop the bomb. Maybe if the power up boxes were larger?
It's an interesting challenge, and the concept + ragdoll physics are funny. However, a speed limit in a racing game just felt a bit frustrating to me.
Fun game, you really have to hurry before the disasters start piling up. The art is really well done. I like the noises Avery makes :laughing:
The car handled well on the ground, not sure if flying was intentional. It has potential, just needs an objective. I managed to get to the other side of the river, so I'll call that a win.
The spells look great and are fun to use. Toxic zone is very powerful imo, since enemies will just follow you into it. Fun game overall, and the upgrades kept me interested. Great job!
The timeline was a neat feature. The spells had nice variations which was cool. As others have said, the timeline would have been easier to use if it snapped to a grid.
Cool game! The music and countdown really set the mood. The puzzle was neat too. Some interesting movement mechanics could have been nice, but good job!
I love the racoon dance animation, and the low-poly style looks nice. Wasn't too difficult once I understood what I had to do, maybe could add jobs that require more than just holding down a button. Cute and enjoyable game overall, congrats!
The way the bus sways and sounds makes it feel really satisfying to control. Well done!
Graphics are clean and I like the relaxing gameplay. The UI should use icons and should show what resources I'm missing for a given upgrade.
Really creative and funny idea! I like how the music also changes every 10 seconds. Only complaint is that it's quite easy.
This is really creative! Feels really cool to control a game this way. Unfortunately my inputs didn't always register, it could have been my webcam setup though.
Simple concept, but quite fun. Congrats on your first entry! Found a funny bug where if you mash E before the game starts, it gives you a bunch of perfects.
You really remixed a classic in a creative way. I like the mechanic of being able to warp to the other side of the screen. The food turning into walls makes it so hectic! I think the game could use an audio/visual cue when the timer is about to run out.
Cool, we both made fish games! The music is nice, reminds me of underwater Mario. Graphics are cute too. I won by doing nothing?
The driving feels nice and responsive. The camera tracks very well, but I'd have liked some smoothing. Congrats!
@bufalloo @midorimelody Thanks for playing! I tried to make the directional attacks unique. I considered having only one attack button, I think that's more intuitive. Just didn't have time to implement it.
@whismirk Thanks, I'm glad I got the boss fight done, it was kind of last minute. Was able to reuse some of the code I'd already written for the enemies :wink: Maybe I could have made certain "mission-critical" enemies respawn.
@boxedmeatrevolution I completely agree. Ground attacks are risky, Baby Carrots are free, and Drill just does it all. Balancing was difficult since I knew I wanted the mobility from bouncing on enemies. Definitely would have done more with the enemy types and AI if I had time.
@jamesboink Thanks for playing!
> Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline.
I thought because they were minor changes it was okay, but I'd rather not take advantage of this rule. I reverted and created a separate post ludum dare version.
@spyranteros Thanks, I'm glad you enjoyed it! Boss fight in v1.0.0 was similar, except the fireballs always went in the same direction instead of towards the player, the boss would turn around repeatedly if you got too close, and you couldn't put out fireballs by hitting them. Nothing game-breaking, but it was definitely less polished.
Cool game, I like how chaotic the GargANTua fight was, and harvesting with the scythe was neat. Maybe add descriptions to the items in the shop, I wasn't sure exactly how the weapons differ.
Really cute game. I like that there are lots of different traps to play with. Nice job!
Fun gameplay loop and clean graphics. I actually liked the zoomed-in camera because it adds to the difficulty. I think there should be an animation or sound effect when the plants are about to shoot. Great job overall!
This game kept me engaged for at lot longer than I anticipated. Early game had some strategy of whether to prioritize gold or food, which was neat. Goats definitely got out of hand very quickly, I think a limit or a "sell all" button could be useful. Great job!
If this is a reference to something, I didn't really get it. I might be uncultured though. The movement and shooting felt nice, and the music is pretty hype. Since enemies are always spawning, it was hard to collect any cash and get upgrades. Maybe they could spawn in waves instead?
Spent 10 minutes clicking around thinking there was some code I had to enter based on the color order in the palette. Once I read the spoilers and got a hang of the mechanics, I enjoyed it. I like that there are multiple solutions so it lets you be creative. One quality of life suggestion: If my design fails, I should be able to modify it and try again instead of it being erased.
This game loop is really fun. Dash feels satisfying to use. I like the suspense of pausing the action to roll dice. I think the cards could have unique colors/icons, and casting should require just one key press. That would make them easier to use in the heat of combat.
Just click the fish, how hard could that be? Simple concept that gets hectic real quick. I started giving the fish names to help remember them :laughing: The music fits the game really well. Only criticism is that when you click fish that overlap, it prioritizes the one behind. Great job!
Unique and funny concept, I like your take on the theme. Music was catchy. Unfortunately the controls felt unpredictable, maybe a browser issue.
I like the art style and sounds. Could use some new gameplay elements to keep it interesting.
Despite being an idle game, I like that it doesn't really make you wait for anything. There's always something to do. I think the UI was slow to open and that made it a bit clunky to use.
I like the different enemy behaviors, and the combine harvester was a cool "ultimate ability". Having to wait for the pitchfork to return was cool, because it made every shot risky. For me, the levels did feel a bit repetitive at a certain point.
Really complex game with a lot of cool strategy. Took me a few tries and a couple different strategies to beat it. I like that you're able to remove cards from your deck to influence your card draw. I think there's too much luck involved though. 3c Mystery > 99c Forbidden Fruit.
My strategy (spoilers ahead):
Rot coffins for money, buy Bluecaps for mana. Mystery to get Forbidden Fruit. Plant coffins to keep your deck empty. With ~40 mana on the final turn, empty your deck except ritual spells, Think, and Rewind.
Having played Hearthstone back in the day, I think I got the hang of this game pretty quickly. Neat idea, cool art, and the game had some interesting strategy. I think particle effects could go a long way in making some actions clearer. Big actions like "going face" should have big sounds/visuals.
It was nice to go around and collect materials, getting more workers to do it faster. It's a good base to start with, but you could expand on it. Maybe some objectives, better pathfinding, combat system, etc.
Simple idea, but the game was quite fun. I really liked the voice lines. One suggestion would be to add visual cues when you or an enemy takes damage e.g. particles, health bar, etc. It helps the player notice when something impactful happens in-game. Congrats on your first entry!
Lots of fun to play. There's a good variety of creepy enemies. Unfortunately I wasn't able to figure out how to load the different ammo types. Also please let me hold down the shoot button, my finger hurts.
Funny concept and a unique take on the theme. I was able to get 100%. If you click and then turn quickly, you can hit 2 or 3 veggies with one attack. Not sure if that's intended.
Really funny storytelling and voices. Art matches the prehistoric vibe. Not too difficult once I figured out what I needed to buy. Maybe could add some new options during encounters (e.g. flee, persuade, etc.). Great job!
Really cool graphics and the music is catchy. I like the green guy, kind of reminds me of Megamind lol. I had a great time, but as others have said it was difficult. My suggestion would be to make some planets stationary or move slower. That way skillful shots are still possible, but are more predictable. Great job overall!
@glove @rasblo Controls could definitely be improved. Mainly I think the camera should affect movement, and the turn radius should be tighter.
@elementary The screens for introducing the mailmen are timer-based, but they should probably be points-based.
Thanks for the feedback!
It's impressive that the combat was so satisfying with such simple controls. Definitely wish you had time for audio. I just find the thought of a Michael cult charging into battle really amusing lol. Great job!
Getting all those card effects and art done in 48 hours is impressive. The king was difficult at first, but it was a fun puzzle to think through. Not sure if it's intended, but I only had 3 energy in the king fight and couldn't use any 4-energy cards.
The build I used to beat the king: ``` Air Slash x3 Channel x3 Zone of Intellect x2 Arcane Shell x1 ```
My entire build centers around using Zone of Intellect to buff Air Slash because that card is amazing. Big damage and big block all for 1 energy and 1 mana! Just have to sacrifice some early health for buffs.
@rustywolf Yup, my bad. I even used that card in other rounds but completely forgot about it.
A cat-themed OS as the main menu is such a unique idea, and the popups really added to the chaos of trying not to crash. Nice job!
Really cute graphics, Polly is awesome! The game loop is simple but quite fun. I think the camera should either be at a lower angle closer to the action, or maybe as a bird's eye view (pun intended). Overall great job!
Wasn't too challenging, but sometimes it's nice to just relax and collect squares. Well done!
Once I figured out what to do, I was happy with the little factory I built. Could use a visual tutorial and mouse controls though.
Clever take on the theme. Those voice lines are hilarious, it's unfortunate I had to play the later levels on mute :laughing: Really impressive that you made so many different types of defenses. Congrats on the entry!
I like that the towers help, but don't do everything for you. The player is still engaged, looking for black marbles, trying to find any stragglers that the towers missed. Really is satisfying both visually and in gameplay. Way to go!
Screenshot 2023-05-04 164937.png
I wanted to hit all 5, and it was well worth it. Fun game, the particle effects are a nice touch. Great job!
Car movement feels good, I like how much speed you can build on downhills. However, it was really difficult to navigate since the arrow doesn't seem accurate.
e.g. Here the arrow points the wrong way Arrow.png
Slingshot feels really responsive. It is quite hard to aim at the tiny boats, but it feels rewarding to hit something from far away. The clean graphics and music tie it all together. Great job!
I love the art style. Controls took some practice, but they're definitely learnable and fun to use. Only complaint is that the hole in the palettes is super precise, which is hard to see with the pixelation. Great job overall!
@rakthalekk You dash in the direction you're already moving (it follows the mouse only if you're standing still). I can see how that's not intuitive, considering all the other attacks are controlled by the mouse. Maybe I should allow the player to lose in the tutorial so they can learn the rules. I appreciate the feedback, thanks for playing!
Couldn't get the password (It's not "alive"?) I really like the mood though, it feels immersive.
It's a unique idea that fits the theme very well. I only got a chance to play the world cup, but I can definitely see the potential for mindgames/mixups in pvp. I'd recommend playing a sound or visual effect when the player presses a button, so that the input feels impactful.
Really cute game. I liked all the unique obstacles you could place. Most of the difficulty was because of the limited time to set up at the start.
At its core the gameplay is simple. It was the story and hilarious voice acting that kept me engaged and playing for longer than I expected. I had way too much fun playing basketball with the cat shredder, but maybe I shouldn't be rewarded for that. The graphics and lighting really feel like an office/warehouse.
Great job! :tm:
The robot movement feels good. Neat puzzle, it was actually a bit tricky. Great sound design as well. I would have definitely kept playing if there were more levels. Nice job!
The levels are well-designed and get you thinking, it's a nice puzzle game. Cars getting damaged when you crash is a nice touch.
I liked that all the abilities had their own unique uses. Figuring out how/when to use each ability was really fun. The psychedelic/cutout art style fits really well with the mood of a whimsical-yet-eerie racoon game. Would have loved to see more levels, but you already accomplished a lot in 72 hours.
Oh yeah :sunglasses:
This is a really unique idea, and quite fun once I got the hang of it. Maybe a tutorial or a slower tempo mode would be good. Well done!
The movement feels good, and I love the art. I liked the challenging sections with lots of enemies. Having to feather your bubbles to stay small really sells the "limited space" theme. I think the blue and orange areas at the top and bottom of the screen should be more visible, just to make it clear that you have to sort them. Great job!
Great game, love the art style. Summoning felt like a fun and interactive process (mixing the ingredients, doing the correct motions/jumps, lighting the candles, etc.) I've seen other games with just a "summon" button and I'm glad you innovated beyond that. I didn't like the randomness in the shop, having to waste days to get to buy the one item you're looking for. What a twist at the end, I did not see that coming! Overall it felt really polished, congrats!
@redoxeide Thanks for playing! I tried out a smaller playing area (4:3, not quite square) in the Post LD version of the game, I think it is better without all that empty space. I appreciate the shader caching tip, I'll have to remember that.
@greatot I wanted to add single player too but alas, time crunch :( I'm going to try adding it Post LD
@kaisenthegreatone Thanks, this "1v1 capture the objective" gamemode was the one I focused on, but I could definitely see different gamemodes working too. I love doing music for my games, and I'm happy with how it turned out.
@ditam Thanks, I was aiming for a simple pick-up-and-play "fighting game" with quick rounds and hidden complexity. It's about making the most of the few tools you have to outplay your opponent.
Really fun to play! Only thing is it's hard to know/remember what all the item drops do. Scoreboard is a really nice addition. Well done!
You absolutely nailed the retro feel. The art is great and the attacks felt nice. There may only be 四大, but they were well-balanced and all have their uses. I actually liked the difficulty. My only complaint is that the movement/platforming was a bit basic. As a ninja I kind of wanted some more ways to move around (e.g. walljump, crouch, roll, dash, etc.) That said, I had a great time replaying this and trying not to take damage. Nice job overall!
This is a really fun game to play, honestly one of my favorites so far. I love how fast and chaotic it is, and it was very easy to get right into it without much need for a tutorial. Good variety of summons, and they're all quite balanced as well. Mr Chompy is my homie.
Nice game! I like how it feels like a rhythm game. Not only do you have to use the correct ability, but you have to time it right. Graphics are cute. Sound effects and particle effects definitely would have made the abilities feel more impactful. Great job!
The car physics feel really nice, like it actually has a suspension. It's awesome to be able to break things and send cars flying when you hit them. Using the W key to drive backwards when in reverse wasn't intuitive though. Love the pixelated art style. Great job!
What a unique way to tell a story! I'm impressed you added so many characters in just 2 days. Wish it automatically kept track of notes and summoning combinations though. Great job overall!
I like this take on the theme. Everything is very colorful, which makes distinguishing the people possible but still challenging. I think the enemies running away could have been based on line of sight instead of distance, that way you could do more sneaking around in this awesome map. Nice job overall!
I liked the art style and the funny punch/fired animations. Seems like it's mostly up to chance though. I had a quota for 5 wind wizards, but no wind wizards showed up and I was fired. Fun to play and a unique take on the theme. Good job!
Once I understood the rules, I was getting hyped for lions and urns! Weirdly scratches the gambling itch :laughing: Can be a bit hard to tell what's going on at times. I suppose chaos is part of the fun. Some feedback to the player would be nice though (sound effects, particles, UI, etc.)
I love the cute and cozy art style. Big fan of Paul! Feels like it's missing some gameplay features. Maybe the mushrooms could sell useful items in exchange for gold?
The platforming movement feels really light and responsive. The art style is nice and cohesive. It does get repetitive however. Maybe a shop to spend items on character upgrades could introduce some complex decisions to make. Great job on your first entry!
Interesting concept, but not very interactive in it's current state. Making a game in a weekend is not an easy task. Keep at it and I'm sure you'll get to a finished game.
Really fun game and nice graphics. As hard as it was, I liked how slippery the platforms were. Being able to conserve momentum into your jump felt really satisfying. So many unique levels as well, with some neat tricks. It was kind of addictive, I just had to keep playing until I beat it. One improvement I would add to any platformer is buffering, since licking into a wall or not having your jump come out for pressing a bit early can be frustrating. Great job overall!
@nickhellquist @erik-tate I think it's an issue with the web build. As a workaround, hit the escape key and click resume. I'll work on a proper fix soon though
@nickhellquist @erik-tate I added a button to begin the game, and that seems to have fixed the issue. Feel free to give it a try
@thereddevil I thought I fixed this, but I just pushed another fix, so hopefully it works now. The windows build also never had this issue.
@slay-a-stone That door is linked to three switches. Ignore the switch on the high platform, set the others to blue+red+white. I'd like to tweak the colour mixing though, that door should look light purple instead of light magenta
@vkonstantin @blazerker @heiden-bzr @jonathan-vinesar I agree with the momentum stop and rotation being clunky. Definitely wanted to improve the character controller, but just ran out of time. I'm hoping to release a post-LD version soon. I've been playing around with some improvements that I think feel smoother. I want to do something about the "platform squashing" as well. Thanks for playing!
I love the idea of a one button game. Easy to learn, hard to master. The art is great, and the music is catchy. The leaderboard was great, because it made me want to replay over and over. Having to click really fast to beat a level didn't feel great, I preferred the puzzle levels. Well done, honestly one of my favorites so far!
I like the art for the creatures, and the different enemy types. Building up a swarm of creatures and sending them into battle was fun. It felt like there wasn't much danger however, since the player is faster than the enemies even without upgrades. Nice job overall!
With a name like that, I just had to try it. The art is adorable and cohesive. I really like how the music switches when you pick up the kittens. Those roombas are fast! I might be missing something, but I think my last remaining kittens are stuck in the wall :scream_cat: Super cute entry, I really enjoyed it!
Very cute game, I love how their ears perk up when you shine the laser. I'm impressed with the number of obstacles and distinct levels. Well done!
What a brilliant and disgusting take on the theme :laughing: It's fun and has some strategy to it. The art style definitely fits the game. Well done!
Fun setting and nice graphics. The boat controls are good, but the shots miss even from point blank.
Very cute game, I liked the storytelling. The social advancements were nice to have something to work towards. I think the UI could be simplified, there's too much text imo. Nice job overall!
Lovely art and music, really sets a nice mood. I was able to beat a level, but I still don't really understand how the grid behaves. Is it like Conway's Game of Life + tower defense? It was still fun to play, and a unique take on the theme. Well done!
I love the cute creatures. Dragging them around felt nice. It was hard to get the correct traits though, especially with the time limit. Really fun and relaxing game overall!
Cute turtle! This game is really telling a story through the cutscenes. The level design is nice as well, it definitely makes you feel like a tiny creature. Sound effects and particles would help give player feedback, since sometimes I wasn't sure if I was doing the right thing. Nice job, and congrats on your first submission!
Squirrel animations are very nice, and climbing the walls is a really neat mechanic. The camera being locked to the player's rotation made it very hard to control while climbing though. Great job overall!
Really funny entry, I didn't think they'd be THAT slow. There's actually quite a bit of strategy since you get time to think about where you want to go and who you want to cut off. The music fit the game. I think there's room for more kinds of powerups, like slow Mario Kart :laughing: Great job overall!
Nice game, stop to shoot was a cool addition. I think the spiders spawn too close to the player sometimes though. Congrats on your first entry!
Very nice graphics, loved the voice acting. Such a unique idea as well. It was quite difficult with the friendly fire and AI goofiness, but I think that's the point. My only gripe is when you throw someone forward and they immediately run back to rejoin the party. Nicely done, I really enjoyed playing!
Art style looks really nice, and I like the distinct enemy types. I like the level design as well, being able to hide behind obstacles. Once I could one-hit kill everything and heal, it became very easy. Nice job overall!
I like when roguelikes really let you stack effects until you're OP. I had a lot of fun making an explosions + piercing + reach build. I'm sure every playthrough can be different, which is great. I managed to get 10:22 on harder. One small thing I would have liked to see is a "charge-up" effect right before you shoot. Nicely done overall!
Straightforward concept but it's surprisingly difficult, especially the final level (took me multiple attempts but I got it!) Cute characters as well. Nice job overall!
I played the embedded version. The hexagon world visuals are very cool. Initially I was wandering around and didn't know what do do. Then I found a white patch and went back to the hive, and the other bees went to it. A scoring system and sound effects would have made it feel more like a game, but this is a good start.
Smoke signals is a cool take on the theme, and it was executed very well. Art is very nice and it all fits together. My only gripe was that I couldn't really tell how points are calculated or if they're random (besides insecurities). Insults were hilarious! "You not very good" is definitely one of the insults of all time :laughing: Really well polished game, congrats!
Very innovative take on the theme! Nicely done on the cute pixel art. Would have liked a "nearest sheep indicator" or maybe a way to select a target sheep, as the controls sometimes acted weird. Overall well done!
The art style is amazing, the pixelated effects feel really polished. Initially I was avoiding the pellets because I thought they were enemies, but then it all made sense. Really fun game, and even more impressive that it's compo!
I love a good one-button game. It's a funny idea that you executed very well. Intuitive to get started, and actually has a bit of strategy despite the RNG. Managed to sleep for a minute, over the course of 4 or 5 naps haha. Awesome job!
Nice game! I liked the strategy of deciding which cards to retain and what to buy. The core gameplay loop is a lot of fun. That diagram is a lot to follow though, I would have liked some in-game hints or maybe a recipe book. That said, it's really impressive that you implemented all those foods in 72 hours. Also I may have bought too many potato relics...
Nice game! I like the story of manipulating the communication with your allies/enemies. It definitely fits the theme very well. I wasn't clear on when to use the "none" signal however. Overall a fun idea that could use a bit of polish. Well done!
I love the art style, and this is a really unique idea! It was fun trying to figure out the rules and remembering the symbols. Also the car controls felt satisfying. However, a global speed limit of 8 felt too slow even for a game about following the rules. Seems like you didn't make the music yourself, so you might want to consider opting out of ratings for audio. Overall a fun game!
@jan-sate @tenthousandfireants Thanks for playing! Before the Jam deadline my game had a debuging tool enabled which highlighted the colors for me, that might have been the reason it was so easy :sweat_smile: I've since disabled it, but I decided to include it as an optional "baby mode" by pressing the green button.
Thanks for playing!
@karenchik Glad you enjoyed it! I definitely had some fun making the animations.
@jiamu-zhao That's exactly what we were going for!
@pegasys Initially we thought of delaying the TV feed, but it just wasn't working. Would have liked to add more effects and sounds for correct/incorrect answers, just ran out of time.
@dk5000p Easy mode highlights each word in the correct color, that's the only change. Each episode still adds difficulty by adding rules and increasing the chance of longer words
@braktheman The goal was a chaotic multitasking simulator, even more wild than we had time for. E.g. Ad slots, broadcast issues, audio glitches, mundane corporate tasks, etc., all at once. If multiple rules apply to a word, take the more serious action (cut the feeds > pixelate > bleep), we could have made that more clear. Would definitely like to improve the rules page, it was kind of thrown together last minute.
@rend Thanks! I'm happy with how the music turned out. Wanted to have a delayed broadcast, but just couldn't get it working during the jam
@accelerate0814 Thanks for playing! Seems you broke our game quite a bit :sweat_smile: I found the source of the bugs and will hopefully be releasing a post-ludum dare version of the game this weekend
Nicely done! The art is very cute, and the music definitely fits the vibe. I love a unique take on the theme. Once I figured out the neurons, it was still hard to actually move where I wanted, but I guess that's how worms feel. I'm interested to see what pro (developer) gameplay looks like
Fun game loop, and I liked the art! The sounds effects helped make everything feel impactful. The game felt a bit random at times, would have liked more strategy decisions (e.g. ways for the player to shift the odds). Overall nicely done!
Funny entry! The gameplay is simple but quite fun. I think there's room for more dentistry-related mechanics (enemies, powerups, abilities, etc.) Overall nice job!