Foon → Ludum Dare Explorer → Users → drprettypatty
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | The Deja Brew | compo | 237 | 3.54 | 3.17 | 3.43 | 3.91 | 3.60 | 3.84 | 3.76 | 3.82 | ||
| 2020 | 46 | Keep it alive | don't dead it | compo | 550 | 3.40 | 2.95 | 3.12 | 3.57 | 4.47 | 3.92 | 2.97 | 3.50 | ||
| 2019 | 45 | Start with nothing | Sail for Nothing | compo | 3.08 | 2.16 | 2.58 | 2.83 | 3.85 | 3.58 | 2.75 | 3.08 | |||
| 2018 | 43 | Sacrifices must be made | ๐ฅ | A Blood God's Virgin Voyage | jam | 3.13 | 3.13 | 3.36 | 3.36 | 2.90 | 3.22 | 2.81 | 3.18 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | FEED | compo | 59 | 3.94 | 3.72 | 3.83 | 3.72 | 4.02 | 3.44 | 3.25 | 3.91 | ||
| 2017 | 39 | Running out of Power | Crankship Courier | compo | 128 | 3.68 | 3.33 | 3.63 | 3.73 | 4.00 | 3.38 | 3.43 | 3.47 | ||
| 2015 | 33 | You are the Monster | Steve and Clomo | jam | 223 | 3.60 | 3.40 | 3.42 | 3.29 | 4.38 | 3.16 | 3.42 | 3.28 | 36 | |
| 2015 | 32 | An Unconventional Weapon | BeatFace In Space | compo | 74 | 3.86 | 3.64 | 4.03 | 3.85 | 4.18 | 4.52 | 3.70 | 3.90 | 62 | |
| 2014 | 30 | Connected Worlds | The Field | compo | 226 | 3.56 | 3.18 | 2.76 | 3.76 | 3.76 | 3.59 | 3.53 | 30 | ||
| 2014 | 29 | Beneath the Surface | Sail | compo | 45 | 3.96 | 3.72 | 3.39 | 3.60 | 4.42 | 3.66 | 3.42 | 3.93 | 96 | |
| 2013 | 28 | You Only Get One | Only One: A Gentleman's Game | compo | 491 | 3.00 | 2.53 | 2.90 | 3.00 | 3.67 | 2.93 | 3.75 | 3.16 | 59 |
I kind of liked the fact that there wasn't a sound effect for the fires popping up. It made it a lot harder, but it led to a few "AHHH!!" moments when I turned around and realized that there was a huge fire I had to run and put out haha
Nice graphics and sound! Very enjoyable to play, the only bug (maybe feature?) I noticed was that the worms sometimes glom around a well and don't destroy it. Great job!
It kind of disturbs me how I started off timidly, gently, and uncomfortably pressing the guy's face into the desk, then by the time I got to 200 points I was smashing away without a care in the world haha. Great job, I got a laugh out of it :)
I was sad when it ended, I wanted more! Great job!
I love the colors and graphics, and the sound! Nice job!
Really fun! I laughed when the corpse exploded on the title screen, and I really liked the (Cyanide and Happiness inspired?) art.
Cool! I had fun, there was a bug where you don't get the health or arrow back when you hit replay but otherwise it played smoothly for me.
Beautiful! It took me ages to realize I was walking in circles in the haunted forest but I figured it out eventually :)
Great! Beautiful art and sound, and felt crisp.
From one gentleman game creator to another: good show! This made me laugh so hard!
Really nice graphics! The idea made me laugh too :)
Fun! I really liked the lighting effects.
Gorgeous! These are the best graphics I've seen so far, very simple and pleasing :) The game was fun too, well done!
Nice! The graphics made me smile haha
It opens and closes immediately after displaying one frame for me unfortunately :( (Windows 7 x86)
Thanks for the comments everyone! @primaerfunktion: Yeah, I had originally planned to play around with dragging to set an angle and power of the slap, and having things fly off his face (monocle, top hat, fake moustache) but ended up running out of time. Thanks for the criticism!
Great idea! Simple and really good for your first entry!
Nice, I picked the wand and had a hard time timing the rock dropping onto the slimes, but it was fun!
I opened it up and the first scene looked pretty! Unfortunately, it ran pretty choppily on my laptop (Asus K50IJ, dual-core 2GHZ with onboard graphics and 3GB ram) so I couldn't really play it :(
Nice job! Controls took me a bit to figure out as well, but I thought it was a cool idea once I did.
Wow, that really put me into a pensive mood. Good job!
Windows .exe works! I liked the twists on what I was expecting at first.
Looks good! Unfortunately it runs too slowly for me (dual-core laptop 2GHZ, onboard graphics, 3GB ram) to be able to really play it.
Funniest game I've played so far :D Great job!
60.2 seconds! This was simple but incredibly well executed, especially on the GUI and the sound. Fantastic job!
I liked this a lot and wanted to see more, wish you would've spent more than 6 hours on it :)
Very nice music and mood! Good job :)
I loved your graphical style! I somehow managed to get out of the playable area I think, holding shift made me float. Great job though!
This is cool, it's really atmospheric and reminded me a bit of Amnesia with the notes lying around. It was kind of hard to figure out how to do the puzzles (I opened one of the first doors without really understanding how I did it) and the movement felt a bit slow for how big the areas were, but it sucked me in anyway! Good job :D
I see a lot of potential in this! Fun and simple as it is, but I agree with OhFiddleDiddle and FyberOptic. Nice work!
Nice! I especially liked the wall mechanic and the music!
I loved it! The graphics were great, the shifty salesman eyes along with the smile got creepier the more I played haha.
Short and sweet, I thought it was more of a feature than a bug that the detector kept beeping around the items you already found. It would've been too easy if it didn't!
Great job! The sound and graphics (especially the hand drawn character and octopus!) were great, but it took me a while to figure out what to do (mostly because I skimmed through the text too fast the first time I played *facepalm).
Nice game! It was kind of hard meleeing the rats with the prison shanks, but then it got kind of easy once you figure out the timing. The graphics are great!
Hmm I couldn't get it to run :/ I have java installed, but it said 'java' isn't a valid command
Great game! I wish it was finished, but I loved the art, details (like the clouds fading out) and characters! The battle system could have used more love, but you made an RPG in 72 hours so that's definitely forgivable :)
I agree with atombot... great pacing on that, I was about to quit when the moving dots came in and brought me back in :) It has simple gameplay but a lot of polish, great job!
That was incredibly ominous, and the ending actually made me jump a bit haha. Beautiful art, and I think this game had the best 'mood' of anything I've played so far! There wasn't much actual gameplay, but I don't think that's the point of it; it's more about looking at the cool creatures and delving deeper and deeper.
Cool! I liked the attention to detail, like the sand blowing and exploding when the worm popped up. Also, the whole feel of the game was great. A bit short, but it was satisfying when I beat the worm :)
I won! I'm not sure exactly what happened but I won!
The guardians look badass! I loved the camera motion when you jump too!
The movement sound and shark graphic are both incredibly satisfying. Simple but fun gameplay, but I kept playing for the sound haha
Awesome! The gameplay is really unique, it's a great game to zone out to.
"How to kidnap children" hahaha. Not much to it, but I'd definitely play a more fleshed out version of this with more activities and things to do! The content that is here though is very polished and works well.
Ahhhh I was hoping for a sweet ending or a choice at the end but the awesomeness of this game made up for it! Fantastic job! It was kind of an aha moment for me when the first robot said beneath the surface, don't know how I didn't see that coming haha.
Screenshots can't do this game justice, it's smoooooooth. Beautiful work, I don't have any criticisms, but my jaw actually dropped a bit the first time I hit the spacebar. Phenomenal job!!
Awesome! The graphics are really smooth and the sound is soothing. The damage noise startled me at first but I turned down the volume a bit and it was a great motivator to not get hit so it was good.
I love it! Couldn't figure out what to do after getting the lighter though.
Great idea! I found it really interesting how as it went along, the repetitive eat/sleep/work actions kind of melted out of my attention just like they did for the character!
This is fantastic! A little rough as far as graphics and controls go, but the gameplay, randomization, and storytelling are amazing :) I didn't manage to pin the murder on anyone, but I'm definitely going back to it to try again!
Crashed on open, but I ran the openAL installer and it worked fine after that, I scored 12600! This game's graphics are phenomenal, the parallax and particle effects are just gorgeous. The gameplay is really fun also, the only thing I'd say could've been done better is maybe having lots of a weaker type of enemy in the first stage or two. I loved the variations of enemies later on, and the upgraded weapons!
Your title and ending screens are adorable! The game itself was pretty easy, but if you put in more/harder puzzles it'd be more interesting. Good work!
That was fun! The graphics reminded me of 90s/00s arcade games in a good good way :)
What terrible parents haha. I think the negativity meter was a bit too harsh, I didn't know what to do right away so I ended up losing twice before figuring anything out. Also, the collision detection was pretty bad :/ That said, I think this game is really freakin' creative and thoroughly enjoyed playing it! Great job!
Great! Beautiful graphics and the gameplay was fun! I spent a few grand on a $10 fish haha
I love this. It's all great, but I especially liked the music (I know you didn't make it, but great choice)! The only criticism is that I wish it was a 3 second timer (or that you could skip the countdown). Great work!
My favorite part of this was the music you wrote! The first hallway was a bit too long, and the framerate suffered a bit even though I have a decent rig. Great take on the theme though, I didn't even think of subways :P
Awesome!! Amazing graphics, great sound (I love the blabbering), and a really creative idea. I spent more time thinking up reasons than actually playing the game haha, but I missed the link on my first playthrough.. here's the second though :P http://tinyurl.com/kql7vru
Great job guys!
Definitely the funniest game that I've played :)
Cool idea! I had never actually played a text adventure like this before.. It crashed when I tried to look at Thomas though.
This was awesome!! I love "Jumpjuice" and how it says I still did good at the end haha. Quick and really fun :)
I like it! Especially the graphics, and it's a fun bullet helly hard game!
Great! Very unique gameplay, and very challenging yet fair :D I especially liked the lighting effects! I spent a good amount of time just getting through the first two levels, but I think I'll come back to it to see if I can finish!
This is beautiful! The graphics are great, the water effects are great, the sounds are adorably hilarious lol. I wanted more goal-wise, but I'm glad you decided to polish the core instead of trying to do too much.
Woah, the production value on this is amazing! Loved the intro video and graphics and narration!
It's pretty easy to get down when you take your time, but when you try to get down faster it gets exponentially harder! I gave you the most points for innovation, I've never seen anything like it and there's a lot of room for cool things you could add to expand the game. Great job!
Nice entry! I spent ages getting to that bandage lol. I did find a bug though, after going up the lower gravity part I went to the right off screen, fell down, and ended up stuck there off screen :/
Fantastic! I love the sprites and animation, and the gameplay is simple and fun! I loved the ending music, but was missing music during the actual gameplay. Other than that, great job!
Dingus is the best word ever haha
Very well-designed game! And ahh the MIDI overdrive guitar, that brings back some fond memories for me haha. Aside from the pillar issue that a few people already mentioned, I thought this was great and has a lot of potential for being a good mobile game. I scored 913!
GREAAAAT!! The boss was hard, I went through 4 or 5 lives and didn't manage to beat it :/ I love how the music changes based on where you are in the game, but maintains the same motif. The graphics are great. It feels very Zelda inspired in a good way, and lol we both put a "dangerous to go alone" joke in our games :)
Reaaally funny! I enjoyed it :)
Pretty sweet! The controls take a lot of getting used to, but it brings back fond memories of SimAnt!
This is fantastic! I got through it pretty quick, but I definitely would play more if you added some challenges for each level, like using one arrow to get all of the knights or only using the explosion to kill them all on the spikes on the ceiling. The game as is is well polished as far as the gameplay, and I loved the graphics and sound. Great entry!
Thanks everyone! @otato and Move127, yeah I've been playing Wind Waker again recently haha.
And Lacaranian, sorry I didn't refresh the page for a while :P
@TijmenTio because BENEATH THE SURFACE! Haha I threw the ending together last minute, and a nice king of the sea ending seemed too cliche at the time :P
Nice! Took me a while to figure out how it worked but it was awesome when I did :D
Great job! Kept me entertained all the way through :D
This is a really creative idea! I was getting super frustrated because I lost the first 4 times, but it it was fun when I destroyed those bots the 5th try. Great work!
I loved the guy's face in the corner! Fun game!
Nice, I really like the ghost's face haha
Big props for this one! Very creative idea, very tight controls, great puzzles, and it looks like you did this in C++, which is a bold move for a game jam :) I'd put the fullscreen key somewhere else though, I bumped it while playing and it freaked me out for a second. The collision detection was a bit weird sometimes, but I know how hard it is to write that from scratch so I'm sure it would've been better given more time. Great job!!
This is awesome!! Great gameplay and balance between the core heating, enemies, and drills getting too close especially; great graphics; great music. And it's polished, I didn't see a single bug! Phenomenal job!
Cool idea! I had some trouble figuring out exactly how subspace works though
Great job! Many thanks for letting me use the controller that's been gathering dust on my desk :P
It's amazing how you managed to make me get most of the shells with a pixel or two of air left. It kept me on the edge of my seat!
Beautiful graphics, great sound, smooth gameplay, 5 stars from me :)
Yeah the first link is bad news... AVG found a few trojans in it.
The art is great! Like others said the collisions could use some work but I like the idea, especially the oddness of it all :)
This looks gorgeous! I dug all the way down the first time and fell before realizing you have a FEZ-like turny thing going on. I hope you decide to finish this, it looks like it could end up being an awesome game :) If you put up a website or twitter or something I'd subscribe to see if you update it!
Haha this game made me laugh. A lot :)
Greeeaaaat idea! Audio definitely would've helped make it feel more finished, but after playing for 5 mins and finally burying my first npc it was really rewarding haha. Awesome job on your first LD!
The graphics and music were amazing! They made it feel like a world that I really wanted to explore. I kept resizing my browser with the mouse controls though, but it looks like you accounted for that with the alternate controls that I didn't use lol. Great job!
It's... BEAUTIFUL! I loved it.
Haha the guy reminds me of the yeti in Ski Free! I actually liked the wobbly controls, and it was fun and challenging to play.
Nice! It was kind of slow, but that made the increased speed of flesh eating when you get a bunch of the little guys that much more gratifying :) Also, I really like the colors you used!
Very nice graphics and sound! The controls were perfect too!
Great game! Phenomenal take on the theme, and great job on the music too!
The background when you're on the higher levels is so entrancing! I made it all the way through (well, on Easy mode anyway). Great job, especially for your first LD!
Hmm I couldn't play it.. the web player loaded the main menu but it didn't respond to any keys or clicks :/
Holy crap that was hard! I finally beat it though haha. Yeah, I think I was having the same problem with my game when I checked, what seems to work is if you click 'always run on this site' when the Unity plugin thing pops up and refresh again after doing that. I'm using Chrome for my browser btw
Haha I laughed when I first saw the submarines (I didn't look at your screenshots before playing :P). Good job, it was fun!
I'm really glad this exists :) Took me 10 seconds to win but it made me laugh haha
That was hilarious! :)
Nice entry! I got stuck after getting the ID card, I checked the comments and I thought I talked to everyone but never got a hint about where Mark was. The areas were a little too big, but that's understandable since you were planning on adding more content given more time :) Mood was great, story was interesting, and I'll play the post-compo version later on :D
It helped seeing Kino play this lol, I got Dave an extra 73 years, 328 days! Amazing work, I'm completely blown away by this! The art style kind of reminded me of Psychonauts :D
Ahhhh I need to know who did it! I feel awful after possibly murdering the wrong guy haha. Maybe if you guys put in a subtle random clue (not clickable, and different every playthough) in the murder scene that led to the correct person it would have been more interesting and less arbitrary? I can see the stylistic choice of leaving it hanging at the end though, so that could ruin the intended feel of the game also. Great job though, I was absorbed through the whole game!
Your graphics and screen effects especially are gorgeous, and the sound is perfect!
I was determined to beat it, but the furthest I got to was 95m! Played for a good 15 mins though, really liked the graphics (especially the animations!), and the only thing I wanted was for the view to drop a bit more below the diver so that I wouldn't run into the fish as much.. it added to the challenge though so I don't think it was totally a bad thing :) Also, the music and sound was great, it along with the rhythmic swimming controls (I used a 360 controller) put me into kind of a trance as I was playing. Great job!
198 points! That was awesome! It started getting really hectic as the scroll speed sped up, which made it a ton of fun! The little beep when the target block changed was really helpful. Great job!
This is haaaard! My best score on medium was 127. Great idea, and it's fun. The music is nice too!
This was hard to get the hang of, but once I did get it I was hooked! Like others have said, limiting the import/export options to what is available would have helped and sound would've been nice, but this was a great entry!
Amazing work man, the only criticism I have is that the controls were pretty loose. The graphics, concept and design were phenominal! I really enjoyed the little touches like the physics blocks when you die and the slight change in perspective when you move horizontally as well.
Great work! The graphics and level design especially are very well done.
Awesome entry! Beautiful art, music, and idea :D It was a little buggy (I played the Windows version); the normal pigs would jerk around a bit and I couldn't finish it my first playthrough (I got stuck on 9/18 enemy pigs, unless I missed something). Regardless, it's great and I'm about to try again :)
Nice! I was definitely hoping for more but I definitely understand having to cut it down with the time constraint. I especially liked how it taught me the controls as I went along. The criticism I have is that the "hostile" world was extra hard because the jumping didn't depend on how long you held the button (but that can also be a perfectly good design choice as well). Good job :)
Fantastic 5 star audio! Especially the intro screen track! The criticism I have of this game would be to tighten up the controls a little bit, but it was very enjoyable anyway. Thank you for making the laser shoot more than 2 balls a second, just that little touch made the game a lot of fun :)
Very nice! It was challenging in a really good way and a great take on the theme :D My one criticism would be to have a key to advance to the next level instead of needing to switch back and forth between the mouse and keyboard.
Nice entry! Loved the graphics and soundtrack, and like others have said my main criticism was that it was unclear what the upgrades do. Great work!
Didn't crash for me (Web player in Firefox on Windows), and great entry! Very clever idea, nice music, nice graphics, and interesting verses! Like others said it would be nice to get more immediate feedback if your poem was bad, but when you realize the crowd just remains silent you can use that as a clue. Awesome job!
Super fun! Reminded me of Super Meat Boy in terms of difficulty, which is good :) Also, the block laser is freakin awesome! One of the most fun entries I've played so far!
Ah a fellow rhythm-style game! Definitely an unconventional weapon haha. Nice bongo sounds, nice art, and it's really fun when you get the hang of the "songs"! I beat it in 240 seconds :) I replied to you on my game's page btw, hopefully one of the Linux solutions works for you!
Simple beautiful graphics, nicely polished, nice sounds. This was fun, it was very satisfying when the walls came down! Totally worth putting some time in to get the hang of the controls. The only issue I had was the drone floating upwards after throws (probably just a preference but I'd rather it stabilized itself instead of keeping its velocity). Fantastic job!
Nice, solid composition of the assets to maintain a cohesive style! It took quite a while to understand that the green thing in the top left was pointing me to an enemy, but it was fun exploring in the mean time. The actual battle seemed kind of buggy, it worked but some kind of tutorial or description of how it worked would have been nice since I didn't get the turn-based-ness of it. But overall it's a fantastic idea, and I love the idea of using weather as a weapon. I would totally buy this if it were fleshed out and polished! Great work :)
Nice work! This felt very fluid to play :) Like others said, it took a while to realize the dark patches were walls, and it would be nice if the different hedgehogs were different colors to differentiate the weapon types. Had a great time for a few rounds though!
Nice work! I really like your 90s style pixel graphics and the music/sound was impressive for 48 hours too! I love the Totoro. Your instructions were helpful for understanding what to do, and I gave you a high mood score for having a really cohesive game with the graphics, sound, premise, and gameplay all matching the fantasy theme. Great job!
Beautiful graphics! Nothing happened when my shields went negative, but that allowed me to actually beat the boss :) Loved the art and the destruction particle effect! I hope you figure out the bugs and add some sound too, this could be a sweet game
Great work! FYI it worked fine for me on win_64 (I also have a GPU that has PhysX, can't remember if Godot uses it or not). Tighter/less floaty movement would be nice (I know, I have the same problem in my game :P), but you've created wonderful graphics and made really nice use of the theme!
Very nice all around! It was really immersive and relaxing, and although there wasn't much gameplay it was a fantastic... journey. Thoroughly enjoyable!
Great! Super engaging, and fantastic use of sound and graphics to add to the atmosphere :) Even something as simple as a white background can add so much! I'm definitely following you on Twitter so I can see what you come up with next.
Woah. To anyone else who hasn't played it yet, it's definitely worth playing through, but it takes a good 20-30 mins. I played through to the end (I'm assuming? The last 'scene' seemed to loop), and this is my favorite entry so far!! At first I thought this was a "tweak my Grow theme idea" kind of thing, but I was wrong! Beautiful graphics and sound; the music reminded me of Animal Crossing, in a nice and relaxing way, and the graphics are really appealing. I especially liked the details, like how the foreman guy looks back at you when you get close. As far as criticism I agree with the others about the movement being a little slow (remedied by being able to hold shift to move faster?), and the mouse cursor is distracting when you're not in the seed box (you can just toggle Cursor.visible on entry/exit). But overall and in several categories, I'm giving you 5 stars, which I don't do often. Loved it!
Thanks for the nice comments folks!
@snesgaard: Hmm, it works fine on my laptop running 14.10 x64, but I did some research and I guess a few other Unity 5 games like Rust and Cities: Skylines are having the same problem? It seems like using binary graphics drivers instead of OSS drivers might help, or maybe unplugging any joysticks? In any case, I'll upload a web build so you can at least play it a little.
@Frozen Fractal: Haha yeah it's definitely a Compo game, I made everything but Unity's shaders within the 48 hours. I've been working with these tools a lot lately so I was able to be pretty efficient. I'm working on putting together the time lapse as well :)
Very good all around! It's a simple, fun, byte-sized (couldn't resist...) frogger game, and a great concept! I thought the controls felt great as well.
Web player worked great for me! Loved the graphics, gameplay was pretty buggy but it worked! I thought it was a really interesting idea and challenging, and I made it to the end. As far as criticism, I'd say to work on the collisions and ai a bit, and maybe make it a little more forgiving (or not, it reminded me of Super Meat Boy, but if you go that route maybe tighten the controls?). All in all, great work!
I like the idea of using darkness as a weapon! I agree with several other commenters, it's pretty easy to just stand to the bottom-right of the reactor and pick off enemies from all 3 spawn points. Great job though, especially using SFML! BTW I just read your postmortem; if you figure out how to compile with emscripten I'd be really interested in hearing how you did it (I have an old SFML project that I want to port to HTML5, but haven't had the time to really look into it)! Anyway, great job and I hope you keep doing LD jams!
Ah we both did low poly! Nice work :) Fun little game with gorgeous graphics and nice sfx!
Sweeeet, I was wondering when I'd see a UE4 game :) I didn't mind the focus on content rather than polish in this case (look at any Bethesda game :P). The mood of the game kept me engaged through the end, and the battle music was fantastic! If I may ask, what daw/plugin/vst did you use for the strings? Great work overall, and especially on establishing a mood!
Aw that was cute! Even though you didn't make the sounds, you picked great ones that worked together perfectly well. Nice use of the theme, and the mood was great (reminded me of being a little kid!). Good work!
This is crazy good! Great work on the graphics, even if you didn't do the earth render everything else is clean and the earth you pulled in matches perfectly. Great sound choices too. I thought the gameplay was fantastic as well, yeah it's hard but this would be boring IMHO if it wasn't :) Gave you high marks across the board! ----- Just played the post compo version too, nice improvements! Especially the arrows that point you to the incoming asteroids.
Brilliant, I loved everything about it! Great "running" synth music, beautiful pixel art, creative weapon parts (if you shoot double Schrodinger cats, that means half of them are still living right?), and no glitches. Fantastic work by all of you!
Great job! Cute idea, funny, and challenging as you go along. I scored 111 :) It seems to reach a point where all you can do is bunch the angry fellows together, since the cooldown of the love can is longer than the spawn of the grumbly guys. I agree with the others, this could make a nice mobile game!
Haha by far the best fighter I made was "yo momma dawg". Great take on the theme, fantastic artwork (I've never really seen a paper and pencil style pulled off as well as this!), and great work overall :)
This is exactly why I participate in Ludum Dare! Hahaha space seals vomiting rainbows trying to defeat Illuminati. That's fantastic. I figured it out and got what you were trying to do, the controls are ok but I think most people aren't willing to put much time into learning controls or gameplay so maybe next time make it more clear what's happening and how to play? If I got it right, "Wop wop" is Pacman for gameover, and the giant rainbow blaster effect thing that hangs around for some reason means you hit an enemy. Also, the camera could use some work, maybe instead of jumping around, just have it lerp towards a "CamTarget" gameobject and move that around. But for all of its bugs, this is one of my favorite entries. Great graphics, great fun, great job tickling my funny bone, great work!!
Nice work! Relaxing as others have said, and also challenging! Tighter movement and faster text would have been nice (I know, same issue in my game :P), but overall a great entry!
This is the most creative use of the theme I've seen so far! Great job, this is fun and the graphics made me really nostalgic for Clay Fighter 64 :) As for criticism, I'd say smoothing out and/or speeding up the bot's movement would be an improvement, but awesome work regardless!
This is really fun, and and awesome use of the theme! I agree with martymon, this would make a fantastic 4-player game :) The controls and physics felt tight (in a good way), I liked the music, and the planet destruction animation was satisfying. Great work! A fuller singleplayer mode would be cool in the future as well, if you continue working on this.
Awesome concept, I loved it ;) I think sound could have really improved it, but it was a really interesting take on the theme, and the pixel art is gorgeous. Great job!
Haha this is great. I really liked the detail in the artwork, like the programmer's googly eyes and the robot sprite's red and yellow missiles. You guys should have allowed a humor rating, I would've rated you highly there too :) xXx_420_BLAZE_OHBABYATRIPLE_Xxx was hard to beat because it seemed impossible to avoid the missiles if he was too far away to hit him with them (maybe not? I just couldn't do it), so being able to shoot and destroy the missiles would be sweet. Also, I didn't have problems with it but for others who aren't as familiar with Java you should make it clearer in the description and maybe link to the JRE download page, just to get more people playing your games. All in all a great entry!
Awesome! This was super fun and I laughed a few times too! It felt really smooth and polished, and the audio was minimal but really useful (I probably would've died immediately if it weren't for the reload sound). It would've been nice to have music, you should look into some of the music generators on the site like the one at abundant-music.com for next time :)
All in all, I'd say this was a pretty RAD entry! (sorry, had to...)
Perfect. This is perfect! Super cute graphics and idea, nice satisfying sounds, great level progression and teaching the player, and I didn't see any bugs (aside from the spiders :P). The only thing I can even think of to criticize is the default UI button sprite (I think it looks better if you just use a 16x16 blank square sprite for a minimal look rather than the stretched Unity UI sprites), but obviously that's a really minor thing. Awesome work, 5 to the 6th power from me :)
Good job! Interesting idea, and I loved the sound and especially the particle effects. It was kind of hard at first to distinguish what the different shapes represented, but the game was a lot of fun when I figured it out!
Nice entry! I didn't think it was hard to figure out with the instructions, I just would figure out the values of the weapons, then combine high-numbered ones until they went in the red and then switched them. Is there an end-game? I was overrun after I ran out of weapons haha, it would have been cool to see a "time lasted" or score or something. Other than that, loved the music and sound, controls were fine after getting used to them, and the graphics were nice! Great work!
I had no problems with the webplayer (also using Firefox). Man this game looks great and I love tycoon games, but extra help text would be really useful. I think I created a bunch of solar panels? I wasn't sure how the "jobs" work or what sliding the green bars did, and I just bought one of everything.
Anyway, I'm curious where this is going so I'm saving your mix tape link for later :)
Works great on Firefox! Wonderful low-poly graphics, cool idea, and challenging gameplay. Even more impressive is the procedural generation behind the scenes! Fantastic work, although after dying a dozen times I'm going to come back to this one :) The running and decoying really makes it more engaging than just running would be!
I like the concept, but I found the controls and attacks too difficult to really get the hang of. Interesting take on the theme, too.
I thought the usage of the theme was fine! A figurative monster. I couldn't seem to destroy anything without running into things, but it was fun flying around!
Z
This is a super chill and relaxing game :) If you want some constructive criticism, the only thing that really stuck out to me was that it was kind of hard to tell the difference between warping and dying if you weren't paying close attention.. which is hard, because it's easy to get lost in the pretty visuals and relaxing music. Great job!
-Z
@kakarotsan: You should extract the .zip, then run the "SteveAndClomo" file (I tested in Linux Mint, it should work fine!)
@IonProgramming: Thanks for the feedback, what things weren't showing up? Was the framerate low? I'm working on an optimization patch to fix the 'glitching' on slower machines too, it's Unity's garbage collector collecting all the projectiles.
-Z
So good! Super fun, the right amount of difficult, fluid controls, interesting yet simple concept. I'd play a full game of this. Two quarrels though: maybe it's just my mouse, but right clicking was often over-touchy and I would rapidly switch between the two characters. Also, when you die and respawn you always start as the white skinned character, even if you died as the ninja dude. But seriously so good.
C
Looks great, real fluid movement, I wasn't getting any sound though, which might be my fault.
Nice game! The web player worked on Linux/Firefox, although there was some sprite flickering and it seemed to run a little slow (audio was fine though). I really liked the Lemming-style mechanics, the fact that defeated enemies join you, the graphics, and the sound! Design-wise, my constructive criticism would be to integrate the tutorial with the gameplay more instead of frontloading all the text; it took me a while to remember that I could sacrifice a zombo to make a cross. Great job overall though, especially the animation!
Not a lot of gameplay, but amazingly great visuals and an insane (literally, in one of the voices) amount of voiceover work! I also thing the UI is worth mentioning, it feels super slick. Great job!
-Z
Great for a first game! I especially liked the attack animation!
-Zak
Pretty good, very Lemmings-y. A little simple, great music though.
Interesting concept, I like the music. The leveling up "+" should maybe be moved, since you go from clicking furiously on a human and then suddenly you're clicking on a "+" you might not want to hit.
C
Kind of reminded me of Wario Ware with it's fun misc. simple tasks. Also, I might be crazy, but I feel like task 1 required you use WASD and task 3 required the arrows?
C
Also got an invalid .zip
Looked nice, liked the music, simple yet fun.
C
Like everyone else said, looks well designed but I can't join or make a game.
C
This was pretty unsettling, tense, and punishing-- the music and odd arrangements of items definitely set the mood for me, and I found myself rushing around to find the keys and lightswitches as fast as possible. I would have liked it if the keys had some kind of pickup effect, like the switches-- I was confused in the first room the first time and wasted a good chunk of the power I had left, and wasted some time on the next run too when I didn't realize there were multiple keys and went back and forth trying to pick it up again. Regardless, making something functional in 48 hours is a feat, so keep it up!
Very relaxing and I needed that, so thank you :) I had no issues making it through on my first try, and there were a couple of surprisingly tense moments when I came up on one of the holes or started sliding down a steeper decline. I also appreciated the nice 3D intro menu, general smoothness, nighttime transition, and soundtrack. I'll corroborate the opinion on the odd bouncing at the edges of polygons, and more of a focus on exploration would have been nice. I enjoyed the experience overall though, so nice work!
First walk: 8.5k then crashed. Second walk: 10.5k then crashed. In my mind, it's a feature and not a bug-- Noanne tripped and crashed, and who could predict when that would happen! To add to the others' comments about the funniness of this game, it's hilarious that she nonchalantly bounds about 200m with each step. Must be the technique where she walks with the same arm and leg moving forward :P Nice work!
Fantastic art, I am definitely a little nostalgic for the Flash-era style! I played through the compo version a few times and discovered some of the answers, but couldn't figure out how to recharge the battery. Regardless, I love the idea of a time-bound mobile phone detective adventure :) It reminds me a little bit of Her Story, where you need to piece together what happened after the fact. Nice work!
I don't have much to say that hasn't already been said-- It was hard, and I would not want to be that mayor, ha. I think you accomplished the goal of prioritizing the "journey", rather than the destination/endgame. I enjoyed the gameplay after getting the hang of it, and the graphical touches were a very nice way to give actions some feeling of impact, rather than just managing sliders and numbers. Nice work.
I think your strategy of spending the first day fine-tuning the feel of the character and the second adding content worked out really well! I played with a controller, and I thought the camera controls were fine if a little slow, despite what others were saying. There was an impressive range of powerups and content for two days of work.
I heard the winding-down noise over time, but I wasn't sure what would happen if I didn't pick up any cranks, if anything. I also accidentally skipped the tutorial area, but it wasn't difficult to learn the mechanics. The battery, crank, and spring are very clear signals of what the powerups do :)
The graphics are clean and clear, and I was especially pleased by the audio design. Great work!
This game is smooth as butter. I really liked the old-school room scrolling and teaching though level design, in combination those concepts worked really well. I also got stuck on that skull with the block. I managed to kill it once, but I didn't realize that the missiles were homing. I think the room before threw me off, when I hit the missiles to try to kill the launcher they seemed to go in the general direction I hit them, so I figured I had to somehow precisely aim them.
Overall, I thought it was well designed and the graphics were very pleasing. Nice work!
Nice idea-- I really like the idea of building a space ship and flying it, although it would have been nice if there were some gameplay effects involved with how you draw the ship (maybe limiting the colors and using the proportions to affect speed, fire rate, etc?).
I didn't see the theme, but I also consider the theme optional :) Nice work!
The textures and graphics looked really clean and slick, and I appreciated the details like the gunshot pitch changing, smooth-as-butter movement, and tactful use of materials. I thought the sensitivity was a bit high (in the web player), but it was easy to work around by using strafing for fine-tuning shots. All in all, it's a solid, polished, complete entry, which means you managed scope very well (not easy!). Great work!
Nice work! I really enjoy this take on the theme. I found it fun to juggle the various things that were happening. I agree with qzqxq's point about the instructions; it was helpful to keep up on a second monitor, but a lot to keep in mind when starting up the game for the first time. It was a little visually unclear at first whether an entity was a unit or an action point (it took me a while to realize that the flags were the military units and not a place-- I took "armed units" in your description to mean police officers loaded out with weapons), but I think that could be fixed by simply making units have a round shape rather than a square.
Regardless, I am impressed by the volume of mechanics that you implemented in such a short time, and happy that you made the "Running out of metaphorical power" theme work. Great job!
Nice job, this is a complete and graphically polished game. I thought it was pretty unfair, until I re-read the controls to find out that you could hit W to boost :P I think the turns could be a little more forgiving. Other than that, the graphics looked nice and the game fit the theme well, so nice work!
Thanks folks! @rijnswand -- 100% agreed, I found it pretty challenging to create a backdrop that both fit the theme of the game and gave some indication of your position and speed. I added some particle effects in the final minutes, but I don't think it was enough either. I also added a trail to the ship, but it disappeared by the time I compiled the game-- I think in my final hour rush, I added it in Play mode like a dingus :P
@trulyspinach: Hmm, can you give me some more details? Are you playing the Windows, Mac, or Linux version? Are you using a laptop with a touchpad? Do you have a normal looking framerate, or is it choppy? What graphics settings/resolution did you set in the launcher?
The ship is docked at the beginning, and needs to be ramped up to about 75% before it launches-- you need to click CRANK ENGINE button pretty quickly (do not hold, click multiple times) to get it to go up, and you should see the green bar fill up the button. If you are flying and have it continually cranked to max speed, you are moving upwards and rightwards, it's just hard to tell because I didn't have the time to implement more visual effects to show motion.
Thanks for giving it a try!
Nice work! It looks like we had a similar concept, trying to keep a powerless ship afloat. I managed to beat it on my first try (without the jetpack, because I skimmed the instructions a little too quickly), and felt like I was getting better at rotating through the batteries (2 on bottom, one up top) as I progressed. The graphics were beautiful. The controls felt pretty clunky, although I'm sure it's hard to make collisions feel right when the environment is rotating.
Congrats on finishing a full game on your first LD! That alone is an accomplishment, and you topped that.
I especially liked the music, it fits well and the way it reacts to the power level of the Handheld. You weren't kidding, the gameplay is hard-- I think it could be improved with tighter controls, but playing it enough gives you a feel for when the jump happens. The take on the theme was a clever idea, it actually made me relive the feeling of when I was a kid and racing my Gameboy's battery life. It was cool how you made my motivation for forward progress vs. finding a battery change based on the amount of power left in the battery. Nice work!
xpost from itch: Scored โ280, nice work! The music works really well with the pace of the game, and it helped me keep up a higher rate of fire. I loved the little details in the animations, and seeing Mr. Ning's henchmen pile up after a BFG run was great. IMHO it's a little on the easy side, and my only complaint is that it didn't have this sound in it :P http://www.wolfensteingoodies.com/archives/olddoom/sounds/dspodth1.wavโ
Wouldn't want to be a street cleaner in Power, Montana.
Made it to wave 6! Nice work, the graphics were beautiful and I thought the mechanics were layered and interesting. I wasn't a fan of the window moving, but I am glad that you tried it out-- that's what Ludum Dare is for! Congrats on your first LD, keep it up!
Lmao, this had me cracking up all the way until "Didn't have time to animate America exploring... Oopsies". It's been years since I've touched Gamemaker, but is it possible to export without the installer? Regardless, I was especially impressed by the music and sfx, and the game was challenging and engaging enough to keep me interested until I beat it. Fantastic work comrade, keep it up!
This was really fun! There was definitely a learning curve, but once we got into the swing of it we had a great time. I think that converting the tutorial text into in-game hints and popups would help reduce the initial curve, and I had the same fullscreen==black screen issue. Overall, I think the game was pretty well-balanced for players at the same skill level. Nice work!
Edit: Played on a PC with a GTX 760 running Windows 10, if that helps for debugging.
SOMETHING IS MOOD SOMETHING IS MOOD SOMETHING IS MOOD this is the SOMETHING IS first ludum dare 39 MOOD SOMETHING IS MOOD game that made me actually feel SOMETHING NULL NULL IS MOOD SOMETHING IS MOOD SOMETHING IS MOOD SOMETHING IS MOOD NULL NULL NULL NULL NULL NULL NULL NULL
Fantastic work, I utterly loved it. I think if there were any more gameplay mechanics, it would weaken the experience and distract from the concept. I think Tuomo missed the point-- if anything, I would remove the cube mechanic and make the whole thing one long unbroken path and focus on the player's experience walking through it. The walking sequences made it possible to parse the broken text and fall into the sad, hopeless world that the programs are a part of. Reading the text like that added another layer of uneasiness, which worked really well. Will definitely check in to see what you do next time, well done!
Beautiful! The controls and feel are really solid, and the graphics & sound are perfect. It looks like what we were attempting to do in the GMTK jam a few weeks ago (https://zre.itch.io/turbo-phoenix-overdrive if you're interested).
I don't have much to constructively criticize-- I guess the theme probably could have been explored with more depth, since I never really felt in danger of running out of power and the challenge of the game came from avoiding the walls/other cars rather than staying charged up. Maybe the city itself could darken on a longer straightaway, making it harder to see until you charge up?
Glad to see you guys are planning on continuing work on it :)
Nice job! Had a hard time beating my initial score of 10000, which I achieved by immediately feeding all the batteries :P
The graphics were great, the sound worked well, and it was juicy. I agree with the others' comments about the battery disappear speed, I think it was too quick. Lots of fun though, and the character design was fantastic :)
This was nice and enjoyable to play -- I scored 345 and 13160
Not sure if RNGesus was just kind to me, but I found it pretty easy. I think some alternate endings if you accomplished some secondary goals with ending flavor text (e.g. not losing any sailors, or intentionally losing all but one sailor if you're evil) would be pretty cool and boost the replayability.
Nice work!
Thanks for the comments everyone! @drekler, re: "I was hoping for a large altar or sacrifical chamber at the end" -- so were we! We had to prioritize our bugfixes and features pretty strictly towards the end, but given another day we would have implemented a 3D rotating background of the altar and a good payoff animation (so moving through the four rooms appears as if you are circling the altar, with a bridge going "inwards" to the altar for the fifth room instead of another room to the right). It's always hard to make cuts :(
The eating SFX was incredible, and when the first rabbit exploded I somehow wasn't expecting it and it was a dramatic moment.
I thought the controls were a little confusing, took about a minute for me to figure out how to feed the animals. Not sure if there was a keyboard shortcut I missed, but I was trying to use the arrows and the mouse (in retrospect, WSAD probably would've worked).
Nice job!
Not sure if the names are random, but Smargadine (chest face) is my favorite. I actually lol'd when I first noticed it. I would definitely play a spinoff game focused on her/him/it, maybe a whole series.
I didn't quite get to the point where I totally understood how the mechanics worked, but I had enough of a general idea to get that every turn involved sacrifice, and you can't do it all.
Nice job!
A coworker of mine had this to say:
[11:20 AM] The two minutes I just played of that game were far better than like 56% of everything I ever played on NES
[11:21 AM] Like, Deadly Towers probably took months to design, and those two minutes of that game were like 1000x more fun
I flatlined at the third guy, but not before getting a bonus round with -1 HP. I think that was more an immersive feature than a bug though, given the theme of this game :)
TBH it was hard to figure out how the game loop worked, and I never quite figured it out, unfortunately. I like the idea though, and it seemed like it would be fun with a stronger handle on how the turns/plays work. Particularly, I was confused about what was happening when I hit "Code Program" vs clicking on one of the disks in the bottom left.
Thanks! And yeah, I intended to flesh out the time mechanic along with the NPCs acting differently throughout the time cycle as a higher-level mechanic, but I really underestimated how much time the basic quests would take me to do. I also didn't cut out enough of the ideas early on. There's always next time I guess.
@erebus I would say that a super small version of MM most definitely does not work without anything being persisted, ha. The idea was that the songs you learn in this game would carry over between cycles, but unfortunately my implementation turned out super buggy and playing the songs doesn't actually work on a mechanical level in most cases. The idea of the festival at the end was to explode the world unless you play a couple songs to save it, ending the time loop (basically, just like MM). Thanks for the feedback!
lol that was really fun. The guy who kept calling me boring is definitely super jealous that I got into the totally awesome party now.
If you wanted to keep working on this, the only suggestion I can make is to add more stuff to find -- this game is perfect the way it is, and polishing it would ruin it.
I was busting out laughing watching the dude do a header right into the first spikes, repeatedly. Other than that, I had basically the same experience as FredFilo. And the weird vaporwave ending was great. It was really fun in kind of a B-game sort of way.
Very nice! I don't have much to add that hasn't been said already, but I particularly liked the detail in the cool lighting effect on the dark level, and the general art style gave me kind of a weird combination of a Metroid II and Dwarf Fortress vibe (in a really good way). If you keep working on this, I think adding sound and a little screenshake would go a long way towards making it more immediately fun. And either adding a layer of danger (maybe enemies/traps? or simply making the timer count in the other direction?) or a layer of exploration (hidden rare items, branching levels?) could make it more interesting for longer. Wouldn't have expected any of that done in addition to what you have in 48 hours though, you did a great job managing the scope of this thing (which I definitely did not do, ha)!
ldweekend.png
... lol, story of this weekend.
I really liked this. I loved the concept of having the words helping you and hurting you, and the way you had little moments like "lover" stopping words from crushing you and "friend" catching you after taking a leap of faith was really beautiful. And the ending was really nice.
Obviously a few technical issues, but that's to be expected. And I wouldn't worry too much about messy code, the important thing for these jams is getting it done in 48 hours! IMHO it's only an issue if the code is so messy it slows you down.
This was super pleasant to play. Very simple (unless I missed some secrets), but the graphics are nice and work well with the sound to make for a very relaxing mood. I didn't find it that fun, but it also wasn't not fun -- I think it's exactly what I needed after the craziness of this weekend.
I think if it were a mobile game with some more features, it could make for a really nice way to kill time on the bus. Thanks for making this.
this is really, really cool. i thought that the tomagatchi mechanics made the experience immersive, since just like the character, you have to take care of the thing in the middle of conversations. i had a good laugh when Michael was telling Lucas to go talk to the girl and i was like "ok just gotta feed and put the squid to sleep real quick", lol. i played the jam version, and made it to the end on my first try. the story was engaging, but i also thought it was a little drawn-out in some parts, so maybe a second draft could cut things back a little (or maybe it's just me, i don't play many visual novels). the ending shook me, somehow didn't see it coming haha. i've been doing LD since 2013, and i don't think any game has held my attention as long as this one did. awesome job!!
this was probably the most fun game i've played so far tbh, even though it's not finished. there's just something great about spamming out all those missiles, and then seeing the destruction and tight explosion fx a second later. the only thing i would add to what others said is that i think i would have preferred to be in the middle of the keep so that i didn't hit the south battlement when shooting south. but nice work! it's really fun for a few minutes
it's awesome that you did all this with just sfml. i really liked the humor, and you got me when it said "not done yet" ha. idk if it's cheating or just me being 'creative', but i beat some of the levels with the spikes by moving the blocks underneath them instead of lifting the spikes. i really wanted to beat it, but i think you need some god-tier micro skill to beat this one ha:
Annotation 2020-05-11 185528.png
or maybe my hands are just too cold ยฏ\\_(ใ)_/ยฏ anyway, nice job!
the wall-e robot is really cute, and this game really reminded me of the experience of bringing groceries in from the car -- it must be done in one trip
with a little more polish (even just ambient noise and sfx, camera action, and detail in the environment), i think this could be a really charming game. the basic idea of it is good and fun. nice work!
i loved this! it's super fun, a really creative and simple idea that i've never seen before, and it's a perfect use of the theme. the graphics are really slick, and the whole thing is polished. awesome job!! if you would have done some foley or something for the sfx, i think this would have been a perfect entry
@jcmonkey what kind of hardware and os were you running on, if you don't mind me asking? i hadn't seen the unresponsiveness issue, but i think everyone i've showed this to so far has run it on gaming pcs
@pavel-ivanov thanks, and yeah i wanted to try something different control-wise, with just a point and click interface that would work on a mobile device, but the nav especially turned out bad and i didn't have time to go back and fix it ยฏ\\_(ใ)_/ยฏ
@sayumeki thank you for the great feedback! yeah, i had plans to do a lot more in terms of interactions and animations (as we all do in LD, ha). but i ended up cutting off the scope so that it didn't end up completely broken. this is a project that i actually do kind of want to extend, and add more things like growth stages and types and colors and stuff, along with longer real-time lifecycles and a finished map. also, don't wait too long on the bat! he is actually in the adult stage and will have to either die and be reborn, or you can reload the game (or open another tab lol) to try to get one of the other kinds
@ioan-pop thanks! i use [krita](https://krita.org/en/). i don't have a drawing tablet, so i just use my mouse set to low sensitivity, and i also turn on the brush weighting feature in krita. it was actually my first time drawing a full game in this kind of adventure time/hand drawn style. i took a lot of inspiration from that as well as this mobile game called [CatStar](https://play.google.com/store/apps/details?id=com.owlogue.catstar) (i'm not endorsing the game, i just like its art style ha)
and yeah, i also think more guidance on how to interact with the pet would be good. i realized that right at the end when i had my brother play it, and only had time to add a few text popups unfortunately
@sergei haha nice, and thanks. i agree, the camera controls are not great, and i'd like to revisit them if i take this project further
@sneakycocoon that's really nice to say, thank you. and well, i guess you win! :D
@microwerx thank you! that's really nice to hear. except about overfeeding it, you monster
@riccastudio thanks for the feedback! yeah, it definitely needs some kind of border. i didn't think of doing multiple clicks, i will definitely look at doing that if i extend this
@dylan-fries haha that's sweet, and thanks a lot for the detailed feedback. i agree that the camera should be improved. i wanted to avoid early optimization for the compo, but i'll definitely run some profiling for the next version -- i'm not as familiar with unity's 2d toolsets, so i'm not sure what was causing your slowdowns.. i don't think it's anything on the code side (0 lights, everything was prefab instances, sounds are lazy loaded, pooled fx objects), but i didn't do much as far as sprite packing or optimization or anything, so that might be it. yeah the blueberry thing is just a plain bug. sorry for accidentally leading you to the void! will definitely be mindful of that when designing the map in the next version, if i keep going with it. will also check more resolutions -- thanks again!
@benji-kershenbaum thanks, and i actually did want to do that! unfortunately that feature was one of the things that was smashed by the big hammer of scope management. but i will look at it for the next version if i continue
@omaskery thank you! sorry it wasn't clear, after you MURDERED your pet it remains dead for a minute or two, and then it grows back into a plant, which you can click on to spawn an egg. you made it through a full game loop, all there really is to do currently is explore the world and grow the thing into the 3 different types :)
the vibe and sound were amazing, and i really liked the 3d bg + 2d graphics as well. i was about to ask you to post the music to soundcloud, and then realized you already had haha. the bass synth reminds me MASTER BOOT RECORD, and the sounds you layered on top sound great. the gameplay was a little plain, but the sound and graphics made it really pleasant to play anyway. nice work!
i really liked the simple and consistent graphics, and it's really cool that you made this for an arduino! that's perfect for this kind of game. my kitty was definitely fussy, it seemed like the statuses changed every few seconds and stacked up. so i panicked and start mashing -> a -> a -> a -> a -> a -> a and it seemed to annoy it a little bit ha. it was fun for a bit, and definitely reminded me of a tamogatchi
man despite the graphics this was fun in a dark souls kind of way, ha. i was so happy when i realized that there was a checkpoint partway through, but i still didn't make it much farther through the second technical platforming part. but the way you taught mechanics with the level was great -- it was a great moment when i realized i had to shoot backwards to get enough speed to cross the last gap in the first spoiled milk part. really slick game ๐
i love the whole thing with the contrast between the cute graphics/theme and the brutal mechanics and flavor text too
hey, others have covered pretty much anything i can say, but here's a quick tip for unity + itch.io -- when you make the web player page, you should uncheck "Fullscreen button" in itch.io, since the unity webplayer already includes one. but good luck for the next one! i did like the aesthetic you were going for
man this hits me right in the metroid prime nostalgia in the best way ha. i really love the mood. cool sound design, and the graphics are simple but well coordinated, and the whole thing kind of reminds me of a combination of starfox and metroid prime 1. after i died a couple times and gained the understanding that i was kind of along for the ride, i found it really enjoyable to guide the ship. since it's not intuitive (by that i don't mean bad, it's just different from the usual game tropes), i think some more hints at the beginning at what's going on would have done a lot to help the initial experience. e.g. starting with the ship in full frame and then pulling out, and maybe adding some screen effects like a temporary letterbox to make it clearer that the player isn't controlling the camera. nice work!
cool idea and nice execution ๐ i lost on level 6 because some dummy ran in front of my crosshair ha. the graphics are super clear, and the sfx and visual fx do a good job of showing what's happening. there's kind of an exploit in that there's no penalty for spamming 'warning shots' in the corner, which makes it a lot easier. i really like the mechanic of keeping an eye on things while also trying to catch the next clue
i'm impressed at the amount of content, and it's great that you got a full gameplay loop together. the way you handled the ui in the snowy area to the right is clever! like others said, at this point all you need to do is to polish it up and add more feedback, sound, and animation. nice work! it's a great idea for a casual mobile game
didn't run into many bugs and the idea is simple and fun. the game definitely lets you take out your frustration with being bad at it in fun ways by letting you swing the heart around ha. maybe it's just a skill thing on my part, but i think it would be even more fun if it was possible to get through the level faster, or if the rigid swinging was more rope-like. nice job!
you made me actually lol when i saw the toddler running around with a knife, and you made me happy that i don't have kids ha. i was too busy trying to keep the little s*** alive while driving with the other hand to find any bugs, and it was a lot of fun. great entry :)
also, thank you for not asking if i want to pay for this on itch.io. it's a small thing but i appreciate it lol
the offsetting of the buttons felt kind of mean lol, but this is good for a first game! also, it's ludum dare, so it's a great time to try weird things like that imho. i gave you a lot of points for innovation. the music was good, and the actual button presses were actually on beats, so that felt nice when i could get a rhythm going for a little bit
i scored d (for disco) d-for-disco.png
very very nice, i love games like this. i don't have much to add beyond what others have said, aside from maybe having clearer feedback when buttons are pressed so that the controls don't feel quite as mushy (aka 'juice'), but at the same time there's only so much you can do in 48 hours. thanks for giving me a relaxing and pretty experience for 10 minutes or so :)
i tried to jump to space but couldn't make it before the robot died please fix
(kind of buggy, got trapped under the robot and physics didn't want to cooperate much, but i like the idea!)
nice job! it's better than my first jam game -- you did a really good job managing the scope imho. i liked the juice you put on the meteor impacts, and the fact that it's a fully functional game without bugs. keep at it!
i really like the humor and mood in this, it reminds of of dwarf fortress, dnd, nethack, and infocom games. now that i wrote this out, i think i just got the reference in 'rogue janitor'. lol
the art style is super unique and took some getting used to, but i ended up really liking it. the sound is good. some of the mechanics were a little wonky, like putting the gems in the chests -- it was kind of finicky. but i had fun with the experience, nice work!
i know it's more likely that you made this on linux with windows-style borders, but i want to believe that you make this on windows 95
this was great! i thought it was really polished, great graphics and sound, fun dialog (the corruption at the end was cool) and you implemented a full game. really impressive for your first game jam imho. on my first try i lost on tuesday (i think), and everything I placed stuck around, which is a bug I think -- but it was still a lot of fun and i was happy with the easier difficulty that it gave me. awesome entry, i hope you keep doing LD!
gg -- graphics were absolutely beautiful like others mentioned, and personally I didn't have too hard of a time finding the interactables. I'll focus more on the graphics, since that seems like what you optimized your time for: If you end up extending this into something else, IMHO it would look awesome if the monster's tentacles' IK points stayed static on the walls within some range of the creature, and then when it moves out of range they arc forward onto a new point on the wall, giving a crawling kind of effect :D
Aside from what others have said, I also think it would be cool to keep the action moving at the junctions by having the direction just select based on where the character is pointing (e.g. if you're moving up towards a T and pointing the character left, the minecar just goes left instead of waiting for you to click on an arrow). Shooters like this are always fun :)
Wow this was really great, thanks. The mechanics are really clever, you did a great job ramping up the difficulty, and for me it struck a perfect balance of being challenging while not frustrating. The graphics were great and the visualizer is really cool, the music is really pleasing. I would nitpick a couple things in terms of the polish I guess, like the ending animation after the level being a little long and a few of the effects being a little soft (e.g. it would be nice if there was more impact to hitting the end goal or the red orbs). You did a perfect job prioritizing the game itself though, so it's still a 5 star rating from me!
@jamesxt @ale @seezogames @spacemyname thanks for the nice comments :)
@agentparsec ha I'm not sure if that's a good or a bad thing, but I'm glad it made an impact I guess. I have a weird habit of dropping things like that in at the end of my games ๐
@diefleder @flashcash0402 thanks for the feedback -- I agree, I didn't think to do that but it would make more sense as a point and click game. Probably would have been easier to implement too tbh
@jonathanfdr thanks for the feedback! To be fair, I didn't do a great job directing attention to the day and time, and there were other things I wanted to do to clarify that but ultimately had to axe them. And yeah, at the end of Saturday I had to make a list of my top priorities and ended up running out of time just before fixing the character models and animations unfortunately. Glad you enjoyed it!
@ale Thank you so much! Using state machines, coroutines, and cinemachine in unity can make it a lot quicker to implement (if you're interested, my 'gamepeanutbutters' base code has an example implementation)
@thecakeconsortium @hanra @amin-jk000 @vivien-fargette @masterkrepta @krysh @dans17 @burnedkirby thanks for the nice comments!
@hanra @judgezedd @krysh @burnedkirby I really appreciate the feedback on the puzzle. It was my first time making a puzzle/mystery game like this, so I was pretty worried about the puzzle itself. I originally planned it to be more complicated, and a programming error led it to being a bit simpler than planned, but I'm glad I decided to leave it that way ๐ . Seems like it ended up challenging enough to be interesting, but easy enough that it was possible to get through (despite some missing in-game hints)
@vivien-fargette ha, yeah, I had a lot of fun making the drunken guy faceplanting and the sfx for that
@thecakeconsortium thanks for the feedback! Yes I agree, the game doesn't make it super easy to figure out where to go with the sword, and the movement controls aren't great.
@hanra yeah, I realized he was pretty hard to find when it was too late so I had to add the hint ha
@judgezedd thank you so much, this comment made my day!
@vivien-fargette @dans17 thanks for the feedback on the controls! I totally agree on that control style (camera-relative input). I've actually implemented that in other projects, will have to consider adding it to my base code to make it easier to get into my jam games in the future.
replace the mountain dew with redbull and the stonks with kpop, and you pretty much summed up my ludum dare experience lol
Solid 5 stars from me, wow. Perfectly sized concept and amazing execution for a jam! Even the little controls tutorial at the start was great. You probably thought of this already, but it would be sweet if double pressing the keys led to a chord, although I'm sure that would be harder to compose and program with the tempo fudging. Thanks for making this!
5 stars on marketing, I was really engaged through the description and then laughed when I realized it was just snake haha. Not too bad considering your challenges, and I didn't see any bugs (except for the intended ones). Got a great humor score from me :)
I really liked the sound, the pacing is great, and it's a clever idea. The only thing I wished it did was maintain your input after each loop, it was kind of jarring when I'd be holding A and S (for example) but the movement stopped. Nice job!
What a beautiful game, I loved the art direction and audio, and the great voice acting ha. Others have said most of the things I would have -- the only thing I would add is a nitpick on the audio I guess. It's not super noticeable, but a pop filter of some kind or speaking off to the side of the mic would help the quality of the vocals a little I think. Nice job!
This was really nice and kept me engaged all the way. I wanted to see him pull through! I thought the wiggly syringe feeding animation was funny and cute lol
I loved this. Like Ale said, having a grid or some kind of ui indication to mark the time would be nice. I didn't like switching between the keyboard and mouse to type numbers and do other interactions, so if you could find a way to make the numbers clickable or everything else typeable that would make it even better. Also, upping his speed and making the restart animations a little quicker would have also been nice.
Those are nitpicks though, I thought the idea was awesome and had a lot of fun with it all the way through the end :) I enjoyed trying to beat the levels in the minimum number of commands, and I felt good beating the last one with 4 commands instead of 8 haha
I managed to get 25.1 secs speedrunning with the buggy :D To be honest, it got a little repetitive for my personal taste even though there were slight variations, but I like the graphics and the clean implementation -- didn't see a single bug! I ran through about 5 times
That was gorgeous and really fun with all the chaos and shiny graphics, although I never figured out how to beat it. It kind of gave me the same vibes as sonic adventure 2 on gamecube for some reason lol. I think some tighter controls would have made this better with all the intricate platforming, but it wasn't too hard to get used to. Really nice job, this is one of my favorites so far.
Really great for your first game jam! My first one was a little more.. broken to say the least ha.
Others have said most of what I would have. One tip that I can give regarding the music though -- if you're short on time, instead of a short repetitive musical loop, you can create a good mood by making an ambient soundscape. Like recording some rain or wind, or playing with white noise, or gathering some public domain/cc0 sounds from a free sound bank (e.g. freesound.org) and mixing them, reversing them, time stretching/cutting etc. to make a derivative work. In this case, you could get some keyboard tapping noises, electrical hum, zaps, etc and mix it together to give it some more natural background noise, which is easier to make into a long loop than composing a bunch of music. My 2 cents anyway :)
Don't have much to say that others haven't already, I found it really enjoyable and wouldn't call it a disaster lol. I went back and forth for a while trying to build up some stamina, but when I eventually ran out of battery in the ocean I got a good laugh out of the gameover screen you made
I think it might have been bugged, since it kind of randomly shot the pills out (instead of when I clicked with the mouth open, and all the pills came from the top left. BUT you get a great humor and mood score from me :D I had fun with it
This is super nice and polished, great work! I agree with @joll05 's comment, I didn't find myself using the mobius feature much, although I thought it was a cool concept. Maybe the width of the map could be halved and the output placed on both sides? Or maybe the in/out could switch sometimes when you hit the button? Idk, just brainstorming. Nice job!
I really liked the tts idea, mood and humor, kind of got portal vibes from it. Like others said the mechanics could use some work, but this is great for your first entry. I hope you stick with it and keep making games!
Now this is the kind of low-concept art that is right up my alley ha. I really liked the music, loud sound and visuals. I had fun translating the parts I didn't understand in both the game and in all the other text you posted. Maybe I'm reading too much into it, but it was fun trying to make some meaning out of it -- I took the chaos to mean something about the loud and hellish nature of capitalism today given the 7-11 signs, and maybe we're all stuck in the daily grind. Couldn't figure out how to connect that idea to samsara though ๐ . ๋ฉ๋ค
It looks and sounds beautiful, and it was really fun in a b-game kind of way. e.g. accidentally ramming into an enemy, flipping wildly while spraying bullets and rockets everywhere ahaha
The creatures were shocking and awesome. Like others said, some simple audio would go a long way towards making this more immersive IMHO. It would also be nice if there were more hints when I'm on the right track, I ended up going in circles for a while but unfortunately gave up after a few minutes after seeing the cyan-eyed creature once, since I felt like I wasn't going to figure it out. Nice job overall though!
It's not really my cup of tea, but nice effort and idea, esp considering the short timeframe! It fits the theme well, and I think with some work like other commenters suggested it could be pretty interesting. I would like to see non-playing cards like @Yashpal suggested, where you can make decisions like "Do I move forward farther, or do something to hinder the progress of the other car, or make no progress this turn but get more cards next turn".
I made it to 13. The sounds worked well, and the design was well done IMO. There were enough things to pay attention to and balance that it didn't get boring. Not sure if it was intentional, but I liked the anti-cheating invisible flies that bump you if you stay still for too long, ha.
...it must take place in the future where there are nice self-driving cars, because the people around where I live definitely do not drive like that :P
I think I've been playing this for a half an hour already, so I figured I'd actually rate it before I go back. This is really well done, very polished, great graphics, ponderous music (reminds me a bit of lavender town in pokemon), sound effects are well balanced. I'm totally engaged with it. I guess my main criticism would be that block puzzles + zelda adventure are not "incompatible themes", but I'm not complaining.
I wish I could give you more constructive feedback-- the puzzles are smart, and I haven't found anything unfair, boring, or particularly buggy yet. I'll try to come back with an edit after I actually beat it. Great work!
Edit: Only found more things to like. Just beat it with 12 gems. I found it interesting how you balanced action with puzzling with the follower enemies, that gave it a very Zelda-like feel. Only "bug" I found was pushing an ice block or pusher mob into an open door, it just seemed like it went all the way through an extra screen and the mob came back.
Nice work! You did a great job composing the assets in a way that created a soothing and fun mood. I found the gameplay hard like others said, but I think starting out with a cost cutting strategy and taking the reputation hit works. The main thing that I would suggest is making it clearer what the actions you can take are (I also clicked the beer icon a few times before realizing it was automatically handled). I also didn't quite get the use of the theme, unless I missed some quick time events?
Keep it up, I enjoyed playing this!
Really nice graphics, and that's a funny concept! I think 100 eggplants is really steep though, I gave up after 15 (maybe there's a faster way to grow them that I missed?). It's impressive that you got all of those types of interactions done this weekend.
Ha I was laughing as soon as I started moving. I beat it, the sounds/graphics were great and the slippery running mechanic definitely made it feel hectic. The music and smooth fading was really good, but I wish there were more sound effects (at least an "aaaaaaaaaah" while you're running lol). I liked the cow and chicken minigames in particular, but I think all of them could have been spiced up with more 'juice' so that it was more clear when an action was actually happening (e.g. when you catch an egg, camera shake/play sfx/particles so that I don't have to rely on the number counter to tell if I caught it).
Nice work!
I really liked the use of the theme, the graphics, the sound, and the design of the game. I played the original version and didn't finish, but I'm sure you've addressed the obvious glitches in the post-jam version. Nice work! The protagonist reminds me of Magic Man from Adventure Time, ha.
Edit: I forgot to mention that I thought flipping the usual use of ammo (counting up instead of down) was particularly clever :)
> I believe the download is missing UnityPlayer.dll
If I had a nickel for every time I forgot that, I'd have enough for a unity pro subscription.
I played using my own copy of the dll-- this is a super cute game. It took me way too long to realize that the lasers were coming from me (my fault, not yours, you showed what was going on every time I died but I chose to watch all the robots dance, ha). The music and character and graphics were great, and I managed to score around 7000.
I think you could take the rhythm aspect a bit further by making bullets reflect off the shields instead of being absorbed-- I was basically spraying at the robots because there were so many, which is what I would've done if they had no shields. But if there was some cost to hitting the shields, maybe I'd be more careful about the timing?
Nice work!
@Evannex No problem! Yeah I bet multiplayer would be really fun-- any plans to keep working on this?
Great use of the theme! I really liked the soundtrack and had fun for the first few minutes, but the web player started bogging down shortly before the second line of gobblers started coming. I tried to download the Windows version, but it looks like your link is down (https://itch.io/ is a good site to upload to).
This is my favorite game so far, after writing this I'm going to try your post-jam version. I'm impressed by your design chops and making this work in such a short amount of time, especially considering you started with the assets. I think you're already aware of the improvements that could be made (e.g. saving progress, audio, some balance tweaks), so I don't really have much to add to what others have covered. An interesting direction this could go in would be to make it more of a roguelike with randomly generated worlds, although that would contradict some of the speedrunning concepts.
Awesome job, I would buy this if it were developed into a full game!
I scored 608 on medium. I thought it was fun, and it was well-designed. Without an extra layer of polish with more sound/effects, the clicking got pretty tedious-- I think that would be the area to work on making more fun, for me at least it was where I spent most of my time in the game. Overall, nice work!
Hey I did something similar! Saw your post on Reddit. I really liked the reveal effect that the flashlight had, I wasn't expecting it so it spooked me a little when I first saw a monster. I made it to 60 potatoes then let the monsters get me. Your game does its thing well and is polished, nice work!
This is cool. I really like your art style, despite not finishing all the graphics, especially the boss eyeball attack. The controls are very smooth as well, and the gameplay feels polished. Great job, I almost wish you entered the jam so that I could see what the rest of the art would be!
The download worked fine for me. It was a bit confusing figuring out the controls since I was expecting a card game (anyone who happens to read this, it's WSAD to move, space shoot, point to aim). I absolutely loved the music and sound effect, and the graphics work really well. It was a lot of fun, I ended up making it to $1340 and wave 9 :)
This is extremely beautiful looking, I love the character designs and mystery and potential for a story. The sound was really well done as well. I wished there was more focus on the puzzles and gameplay, even if it was only one scene instead of a few-- it kind of felt like I didn't make it out of the tutorial by the time I got to the end, and I was bummed that there wasn't a payoff. This does seem like a forward looking project though, I hope y'all stick with it. Nice work!
I thought this was an interesting idea, roguelikes and old text adventures mixed with more modern minecraft/survival mechanics. I agree with the others about the nitpicks with aliases, but I think the idea has potential! Nice work
Man, this is hard. I eventually managed to make it to 60 seconds, although that was just by hitting backwards to stop myself from going forwards while I wondered what the terrifying shadow at the beginning was :P