FoonLudum Dare ExplorerUsers → Duke

Duke

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202047Stuck in a loop👥Hyperloopjam904.143.813.033.474.444.433.054.40
202046Keep it alive👥Friendly Firejam1304.093.923.303.804.123.884.183.93
201944Your life is currency👥Sick Businessjam174.234.234.043.964.203.784.043.95

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Duke

LD44 — Your life is currency

Life Business by jk5000 2019-05-13T19:12:20Z

nice game! Gameplay seems lot deeper than on first look. The graphics are basic but work adequate. Sound and music as well. The entry barrier was a bit high, at least for me. I wasn't too sure why I lost the first time around after 5 weeks. The second run was a bit better after I saw, that every house has demands. Even then, I think there could be more visual clues on the range of every shop, even after they are built. It was hard to keep track of everything after the fact. Nontheless, a very creative puzzle game. I did not expect something polished like this after going in. Good job!

The Tree of Bounty by gelisam 2019-05-11T16:25:21Z

Looked and felt interesting enough. Seemed to not really be my time of game, though, to be honest. I felt kinda left alone when trying to figure out what to do. Especially when I couldn't grow anymore branches and I tried clicking around like crazy until I found out how to make the branches bigger. Didn't feel like the most intuitive feature.

The sound effects were nice, even though I'm sure I've heard a them before in some other game. The bgm theme was a bit repetetive. Felt like a very short loop.

Since I'm not the strategy guy, It was hard for me to be engaged in the game for very long. It didn't seem there was much of a real challenge or something that was actively working against me as a player. But maybe, the game gets harder the further you get your tree growing.

The art looked good but I'm not sure if the style of aliased pixels were a good call. It really felt like a freeware game from the mid 90's because of that. If that was your intention, then congratulations :) Some of the assets seem warped a little, like when a pixel perfect image is moved by 0.5 pixels. Then you get this strange bulr on one axis of the image. All in all, I think the art works well, but could definitely some polish to make the game more engaging on first sight.

Curse of Volgax by Wekaj 2019-05-01T22:45:12Z

Great art style and in general good controls. Felt very responsive and immediate. No problems with hit detection either. A very solid foundation.

But couldn't play it very long because the core gameplay loop wasn't that much fun. The main problem was the fighting system. For me, hitting enemies and killing them didn't feel very satisfying. I didn't like that my initial sword was so weak that it takes several loaded sword swings to kill the first dog enemy. All this, while the dog itself can catch me in a infinite juggle just by touching me and then throwing me into the spikes half of the time. There should be more impact of my hits on the enemies. Even when I hit something, it felt like i was swinging through them.

The themed upgrade system (no coins, you pay with your time) wasn't helping in that regard. Buying upgrades was out of reach because I had barely enough seconds to jump around a bit without even coming close to finding enough pickups to earn some extra seconds. Even when I tried an upgraded sword for 15 seconds, I didn't really feel any stronger. The small bat like enemies did take roughly the same amount of swings.

I think the games needs a lot of balancing and some additional features regarding the fighting system before the main gameplay loop can be considered fun for me.

I hope you can use the feedback, because I really like the first look of your game :)

Cat Your Life on It by khofez 2019-05-13T18:59:26Z

Interesting looking game. The art is gorgeous and the 3d-models look really fine and polished. Nice job! Music and Sound are on point as well. Very fitting.

I didn't really get the gameplay though. Even after reading some of the comments and your answers, I still don't get how this is supposed to be played with two people. Death aims at a cat, a player pulls the slider to the right and death shoots until the aimed at cat dies... I don't get, how any meaningful gameplay fits in there. That's something you really should've exlplained better, because the presentation is really cool and it would've been suh a great game, if the gameplay was good as well.

Explosive Escape by exilegl 2019-05-15T18:25:59Z

Well, that felt strange :) The art looked very promising, but after diving into the gameplay, everything felt off. The shooting was really something. The way, the bullets were flying looked really supsicious. There wasn't really any hit feedback, so shooting itself was very unsatisfying and, as a player, you didn't know if you got hit or not. The way you visualised ship hp was also very unconventional. At first I thought there were ninja ships going around until I noticed that the transparency was an hp indicator. I guess the decision was due to time pressure? The rest of the game worked and I could beat the last boss without any real strategy or effort. The game still needs a lot of polish, but congrats on still finishing it in a state that could be played through without any major bugs!

shoot out your life by puppetmaster 2019-05-05T21:56:42Z

Really cool, well done! I really appreciate a good skill based fast shooter. The art is minimalistic but very well done. Cohesive and good looking. The color palette is well chosen. The music and sound effects are ok, nothing too special. This might be a missed opurtunity, because I think this could work really well as a kind of rhythm based music shooter. The whole grid already looks like a harp.

The controls were tight enough but I had some problems with shooting and moving in a short succession. the game often ate my movement action, right after I shot a heart, which was annoying because I was moving and shooting without looking at my heart. It was quite annoying to see, that the heart wasn't at the position I was expecting it to be. Also, would be nice if the heart could move with a pressed direction button. For example to move from one end of the stage to the other without hammering the direction key (basically like it works in tetris would be awesome, maybe just not that fast)

Just a minor setback, but I think a real pixel font would've looked nicer than the one you used :) My Highscore on my first round was 25102. Is there an end to get to?

Chrominance reloaded by Rahtainka 2019-05-02T18:44:22Z

Ha, the first tower defense game I played so far. And I thought they were gone for good ;) I'm not the biggest tower defense fan, but I appreciate your little colored twist on the genre. Looks like it's still relatively rough around the edges and the coloring mechanic is a little unintuitive, but looking at the towers shooting away in unison is kinda satisfying. Keep up the work!

Edit: Oh, and the art is cute, I like it :)

Goblin Slayer by strong99 2019-05-18T10:29:04Z

Congrats on finishing this Compo! The gameplay leaves a lot to be desired though. The art is solid but is (of course) missing some (more) detailed animations to make it feel like a more polished experience. The menu conntrols felt kinda unintuitive. I had no idea if I had to use the keyboard or the mouse on some of the menues. Seemed like it was all over the place. The core gamplay worked, but was very very basic with little to none actual challenge and/or satisfaction for the player. The fighting system felt very random and button mashy. It shows, that some compromises had to be made to get the project running as it is. It's still hard to get some fun out of this experience for me, to be honest.

The art was the best part of your entry, I really like the style and details you put on the assets.

I still hope, you can use some of the feedback for your next project :)

RAD MAC by jsmars 2019-05-04T10:40:25Z

Any reason why this game runs into virus problems?

Tree of Life by wolar 2019-05-05T20:42:32Z

Too bad tower defense games aren't my cup of tea, because this looks really fun. Very polished style (art and sound) and interesting twist on the genre. Well done!

Umbra by conk 2019-05-19T19:23:44Z

The art was really cool, spot on pixel perfect sprites and nice color palette. Gameplay itself was kinda promising. Rather oldschool fighting system with more or less satisfying hit feedback. Felt a little sluggish though, but a lot better than most entries in this genre. The rest of the gameplay was a mystery for me. Took me a while to find out, that "z" was the attack button. On european keybords, that key is where your "y" is, so pretty far off. The rest of the control schema didn't flow well and was very unintuitive. It was clear, that you build the game around controller usage. I don't have one lying around here, so that wasn't the best experience for me. And, to be honest, I had no idea, what I was doing. Killing spieders and collecting stuff, they drop? Didn't really mean anything to me and there didn't seem to be a shop or crafting system of any sort. So, good entry, but it seemed that some of the core gemplay mechanics were missing or not working correctly.

Hell's Garden by King Kujito 2019-05-17T13:07:36Z

Looked interesting enough... Like some kind of gardening simulator. But the gameplay mechanics were very obscure and I had a hard time understandig what was happening and how everything worked. Even after 5 minutes playing and planting the first kind of plant (Which was not very intuitive), I was not able to grasp the concept of the game.

Seems like there is a lot of balancing to be done. Everything takes forever to do and even at the maximum of time perception, I was just standing around waiting... I guess that I played the game wrong in every aspect. So some kind of ingame instruction or hints would've been nice

The graphics were basic but I appreciate the details and the day night cycle. The music was cool. No criticism there :)

Basil Price: Mint Investigator by minibobbo 2019-05-03T16:58:42Z

I kinda dig this :) Interesting concept, first time seeing something like this here. I really enjoyed the lighthearted dialoge, even when you broke the fourth wall more often than necessary. The art could use some polish, there were strange artifacts around the characters for example. The music was great, especially the song on the phone location. Really nice. Thanks for sharing this!

Dark Cave by rayriver 2019-05-05T11:07:35Z

Nice idea and I like those games in general, but you really should work on your wall jump mechanic. I quit the game because I really don't like how you implemented it. Half the time, my character just falls off the wall when I switch direction keys and press jump. There should be some kind of threshold where you can switch directions and jump without punishing the player for not pressing the buttons frame perfect. I played another entry here that had the exact same problem.

Other than that, it played really nicely. The controls were responsive and jumping felt very intuitive. Good job on that. The game could also really really use some good music :) Felt a little lonely without.

The theme felt a little tacked on, but that's fine.

Inflate Me to the Moon by DDRKirbyISQ 2019-05-15T10:39:15Z

SUPER INFLATION! This was unbelievable. Very polished and in itself contained little experience. I was really invested in the whole story after the intro and the level progression was working very well, even though it was the same 4 minigames all over again. The audiovisuals were really the mvp of this game. The art was gorgeous and very well crafted. The style fit perfectly to the theme. And the sheer amount of different songs you had in there... wow! I really liked the nods to different games via the music. Every aspect of the game felt very professional.

One of the best things I've pleyed here so far. Just awesome!

HAMMO by BadRAM 2019-05-15T16:23:37Z

Good prototype of an interesting game! The ait control and control in general feels pretty great already. Very responsive and tight. The art is basic but works for now. It was hard at first to really get a feeling of how big the "rockets" were and how far the opponents were away from you. I missed a lot of shots because I thought the projectiles were a lot bigger than they really were.

The first two levels could've worked towards the third a bit better. The difficulty curve ramped up pretty hard and might turn off some players.

All in all, nice entry! Good job

ShellShark! by Yngvarr 2019-04-30T17:06:01Z

Interesting card game, but I had my problems to grasp the rules just by playing the game itself. Some kind of ingame tutorial or clearer visuals of what is happening with the cards and why would've been nice. Other than that, the art is quite nice and the gameplay is fluid enough. Too bad sound effects and music are absent.

Tunnel Bug by gamepopper 2019-05-12T20:53:20Z

Pretty cool looking game. The gameplay felt pretty polished. The art was very nice and worked well with the core gameplay. The music was ok but felt repetetive very quickly. Even though the gameplay works as a core concept, the game is missing some kind of challenge and/or resolution. Seems like it can go on forever without stopping. I basically bought all the upgrades everytime and just picked up all of the orbs in every level and I always had enough hp for the next run. That's basically my only issue with the gameplay as it is. Good job nontheless!

Your life is my money by squaredev 2019-05-10T12:45:11Z

Interesting game. Looks really polished on first glance and feels very fluid and intuitive on first play. The soundtrack is pretty fitting, but the sound effects were a bit too loud and annoying. Especially in Dialogue.

The core mechanics seemed to work well but there's a lot of possibilites to break the game. For example, I was able to just run over a hill but my following animals were tried to go around it. After that I saw, that the only exit is blocked by stones which can only be opened by the rams... which were very far away by now trying to reach me. Also, the actual goal of the game was kind of a mystery to me. I had an attack, but, at least as far as I've played, there was nothing to attack. After I got stuck, I didn't really feel like starting over. The walking speed seemed rather slow in comparison to the world size and it seemd a little like the game was wasting my time.

All in all a solid entry. Polished look and working mechanics, but with some game breaking issues, that can kil lthe fun

Sword of Hearts by MSiddeek 2019-05-20T09:55:57Z

Very well done! Geat entry. Aside from sluggishy controls, this game felt great to play. Lot's of content and a very good difficulty ramp. The levels were balanced very well and the progression felt natural. Also, it was a great to have that much variety in levels, even though levels themselves were never really a challenge (at least for me) but that's something, that can be fixed with a content update and a little more time.

The art looks nice and has a very polished look to it, even inspite of the very basic nature of the assets themselves.

I also really liked the little story, you tell through gameplay and the ending with the sword was also really well presented. Awesome stuff. Good job!

Immortal's game by dodormeur 2019-05-02T18:28:54Z

Very very creative entry! The best use of the theme I played so far. The gameplay is on point and easy to understand. The art is ok and sound woul've been nice, but that's fine. I had some problems navigating the shop. Half of the time, the down cursor did not work, which annoyed me a little. But great stuff nontheless! Keep up the good work

Dr. Ectomy by BoxedMeatRevolution 2019-05-06T18:58:55Z

Awesome! This game is absolutely delightful. Not really my favourite genre, but nontheless astonishing. The art fits the mood very well. Too bad there's no sound to accompany the asburd procedures. That's all I can critisize. Great stuff!

BETRAYDED by karreg 2019-05-01T13:55:20Z

Great polished little 2-player game. Awesome work! The art is on point, music and sound effects as well. Controls are very responsive and self explainatory. Nothing to critisize here. To bad that i'm testing these games alone, so I couldn't get the most out of this game

Ancient Current See by paulhocker 2019-05-01T11:55:21Z

Really nice little puzzle game. I liked the dynamic of the life giving and diffrent speeds of retrieval. Graphics and art were also on point. The only thing that bugged me was the running speed of the character. Could've been a little faster. Also, i like it more when you aren't tied to a tile to tile movement. All in all, great stuff!

The Harvest by machinescreen 2019-05-06T13:35:24Z

Interesting concept. I really like how you implemented the visuals to convey the general mood. Really well done, it has a very polished feel to it. After a little try and error, I found out how the game works, without looking at your descriptions (which I usally do, I think a game should be able to explain itself).

That said, I think the game runs a little too slowly. Sending Ships to a system takes a very long time, even the nearest Systems make the user wait longer than necessary without really improving the overall experience. Games like this often have a speed option where you can slow down or accelerate time. I think that would've been a very good addition.

Also, the level scrolling was a tad annoying. I think grabbing and moving the the level screen around would've worked much better. Or at least let me use the arrow keys to move the map around. But this is a minor issue.

All in all, interesting game! Keep up the good work!

HeistLyfe by benmcnelly 2019-04-30T22:43:04Z

I played the web version and the game-screen was very small, but it was playable nontheless. Liked the background track a lot. The stealing mechanic was a little unreliable. Sometimes it worked, sometimes it didn't, even though i was standing directly on the item and the scan showed it. Being able to run diagonally would also help the gameplay flow a lot. Other than that, the game ok. I have no idea if I played it correctly or not but I got out of the level with some monies, so I guess it was alright :)

Star Foundry by malero 2019-05-02T14:47:05Z

Interesting concept! But it's way to hard to get everything going. Some kind of auto-complete functionality when typing the commands would've been veeeeeery helpful. Or some kind of translation of a more basic language into the used native javascript. It's pretty hard for me to get fun out of this the way it's implemented.

I really liked the art und the mood everything emitted, very nicely done. Woul've loved a more intuitive way to play it. For exmaple like "human resource machine" worked around that exact problem.

Blood Chest by PeachTreeOath 2019-05-05T13:07:58Z

Cool idea, I really liked the creative take on the theme. The concept seems to work out great in a gameplay context, but I couldn't even finish the first wave because none of the heroes died upon throwing them against the walls. I've seen your remark about slow performance, but that wasn't the issue in my case. I had a very smooth framerate. My setup is a 144hz monitor, so I guess that the game ran at 144fps as well. Maybe that's an issue? There was some kind of cap on how fast I can move the tongue around and even at the fastet movement, the heroes didn't die.

The art was rather cool, but it looked like it was downscaled a little too much. The details seemed really crunched. Music and Sound were nice too. You hit the general mood very well.

All in all a very cool game, even in spite of my issues.

Meds of Honor by anidealgift 2019-05-15T19:08:55Z

Interesting concept. The game plays out pretty well and the mechanics work as intendend, I guess. The art is pretty basic and some of the textures seem to clash in style, but that's all right. I don't know if it's ok to take that medstation sound effect from half life though ;) It got a little tedious to run back to the vending machine and then back again to the zombies all the time... Maybe it was possible to collect more than one medkit... I did not try it to be honest.

After falling the lava and dying instantly after a lot of work feeding all the zombies, I really had enough. I think it was too easy to fall in without any way to get out again and being punished to do all the work again.

I liked the doom switch sprite reference, though :) Nice touch

Hajime no Botto by nihilaleph 2019-05-04T15:16:18Z

Nice audiovisual implementation but the core mechanics are really hard to get into. It's never a good idea if you have to read an extensive description about the gameplay to understand what's going on. The game itself should transport that information at least to an extent. The Feedback after clicking anything did not result in any meaningful response to the player to help understand, what he just did. So, at least for me, it was pretty overwhelming and hard to get any fun out of on the first impression.

Like I said, the rest of the project looks great and seems to be very polished. Everything looks and sounds nice and is very responsive.

Grim Adventures by ursagames 2019-05-10T13:03:38Z

This looks really cool and I like how fluid and intuitive the controls work. The jumping passages work really well for example, even thought some better shadow indications would've been great. Or even better, a rotatable camera to make it easier to cope with the 3d platforming.

The soundtrack is also a plus and the art is basic but looks cool enough. The cloth physics are a nice detail.

The core gamplay was a bit mysterious at first. I didn't really understand, what everything did and I didn't even know that I can kill the spiked enemies. I hit my first one three times and he just seemed to response with his explosion attack. I thought, that that's how it's supposed to be and carried on. Later, I found a door ad got instantly teleported back, because I had zero souls. That was kinda annoying and almost got me to stop playing.

The dimension minigame was a nice change of pace but got old pretty quick. What I didn't like though, and that loops back to my initial complaint, is, that some passages are pretty annoying without beeing able to rotate the camera, specifically maneuvering arount the lava blocks.

Everything else was awesome! Good job

Life is Food by bnmkt 2019-04-30T09:54:53Z

The art is is definitely the better part of this game experience. I Really liked the animation and the mimic of the character.

I played the web-version and I had the feeling that something was wrong with build. My health never decreased and when I fell off the map, the game kept going until I refreshed the page. Didn't really understand the gameplay loop or what the aim was. The theme itself was a little obscure as well regarding the target theme.

Brave Swordsman by falak 2019-05-03T18:05:44Z

Thanks for your entry! I was very entertained at first and really surprised about the way to implemented your fighting mechanics. Sadly, it got repetetive and annoying rather quickly. The mouse cursor went out of the window pretty fast and it was more of a chore than a satisfying gameplay mechanic to swing the the mouse around like crazy. Hitting enemies didn't feel too satisfying as well and there was basically no strategy involved. I think this could work pretty well, when the mouse movements have to be very deliberate to actually work like a sword swing. The ki of the enemeies was pretty basic as well and easy to exploit, but I guess that's to be expected in a game jam ;) The art was ok but looked a bit jumbled together. Could use some more polish. But all in all, it's a good entry. Keep up the work!

Heart Miner by Corny 2019-05-21T17:58:44Z

Awesome! The art looks really good and the game feels pretty polished. The control are responsive enough but I think that the pickaxing mechanics are a little fiddely. The general flow could be improved. It kinda feels like there's something like a stutter or a lag when using the axe. Also, jumping and picking against walls feels weird as well. The rest of the core gameplay works nicely and the music and sound effects add a lot to the general mood, which you catched awesomely.

The upgrade mechanics were a mystery to me though. I used the forge to convert heart shards to hearts, but there was no indication of how many hearts I had. I used the forge two times and it only took away my shards without adding anything to my hud. I could'nt buy antyhing from the upgrade store aswell, even though I was really looking forward to the range upgrade :( did I miss something?

All in all, still a pretty neat entry. Great art and good gameplay. Good job!

Vampire Drift by Shess 2019-05-21T09:46:37Z

Really cool! The driving and drifitng physics felt pretty polished already. Had a lot of fun driving around. The art is also astonishing. Really great style and detail, especially the course itself and the character portraits. Good job! The rest of the gameplay was a bit lacking though. It apperead as if there wasn't really a goal. Does the race end at some point? There was no lap indaction and I've driven for some time without anything happening. also, the balancing seems to be off a lot. The one female char is overpowered beyond believe. After I've picked her, I was first place without any chance for the others to catch up. Items seemed pretty useless as well. No need for them if you are that fast ;)

All in all, nice concept but asatisfying gameplay loop is missing for me. Good job nontheless!

SERVUS BONUS by gurkenlabs 2019-05-06T22:23:14Z

Looked very promising at first and on the audiovisual department, everything looks fine. The art is crips, but a little rough around the edges. Sound an music are working great.

My real problem was the core fighting mechanic, which incidentally is the core gameplay. There werrn't really many strategic possibilies when fighting the romans. No block or a real i-frame dodge. Fighting head on might work in the first 2 levels, but then you get two much damage to survive. My only way to beat the later levels was running away from them, hitting them as they got into reach (they run a little faster then the pc) and then jump away before they get in attack reach. This might sound fine, but it's really not fun. Very unsatisfying. Also, the rescued slaves always get in the way and die by accident, which annoyed me several times. I think you need to overhaul the core fighting system, before I could consider the system fun to play. In it's current state, it resembles unsatisfying work.

I hope you can use the feedback to enhance your game! Keep up the work

Forfeiting Your Soul by D-Studios 2019-05-20T10:22:45Z

Hey! The core mechanics of your game work and that without any major bugs, at least in my playthrough. The gameplay itself was very basic and hard to get much fun out of. The levels looked very uninspiring and cobbled together. Dome more detailed art and level design will go a long way to suck the player in. The general art itself was quite nice. I loked the style and animation. The fighting system lacked some depth and strategy. It was basically just a button mashin system: Walk to enemey and kill theenemy before enemy kills you. No doge, or other defence mechanisms. Also, the hitting system felt very unsatisfying since nothing really happened aside from a red flash.

There's still a lot to be desired by your game, I'm afraid. But as a prototype, it workds well. Maybenext time will spawn a more polished experience :) Keep up the work!

Methods for Instructing Thine Dragon by cdrch 2019-04-30T21:49:22Z

nice artwork and the premise looked simple enough. After a short time, there were no more mushrooms and I couldn't make it further. Seems to be the bug the other people encountered too?

Meat Your Unmaker by freakoftheyear 2019-05-02T17:32:55Z

In...teresting. Nice graphics and cool to hear some recorded voices. But I didn't understand anything :)

Zoltan's Idea by Fanu 2019-05-06T19:49:12Z

Interesting game! I liked the minigames (especially as a cat owner myself). The overworld looked like there would be some hidden mechanics, but I guess throwing cats to hell is the only thing to do there. The minigames seemed to work ok most of the time, but with some of the cats (I guess depending on the stats) it was impossible to win the games. Was that a game design decision or a balancing issue? The art was good in general but there were some inconsistencies throughout the art quality and cohesion. The audio and music was rather cool, espacially the cat sounds. All in all a very solid entry with some design flaws (I think). Keep up the good work!

Knit Worth by ColeSlaughter 2019-05-06T19:08:04Z

Impressive game! Nice work. Especially the music is awesome and fits the general mood perfectly. The art is astonishing as well (even though the intro art doesn't really fit the gameplay art, but oh well). In general, this game has a very polished feel to it. And the gameplay is kinda addicting. Well done! One of the best entries I#ve played in the last week

Lousy Life Lessons - [LLL] by AwesomeAlliterationAlliance 2019-05-03T18:49:03Z

Awesome! Very cool experience you put together in such a short amount of time. The gampley itself isn't too innovative (even though mixed up the old runnder game formular with some nice cat moves!) but together with the cutscenes and the story, you lift the gameplay to a whole new level. Very well done! The art is fabulos and the soundtrack very fitting which all leads to a great and funny experience that looks and feels very polished. Good job guys! One of the best entries I played so far

Something Of Legend by blaster391 2019-05-07T19:19:40Z

Interesting and creative take on a round-based (more like beat-based) fighting system with a lot of player investment regarding the attacks and blocks. The core concept sounds pretty intriguing and even for a round based battle muffle like me somewhat new.

The art seems rushed (game jam and all) but still has a lot of detail and obvious talent behind it. Everything could've been a little clearer and less chaotic which would lead to a more clear ui overall. But thats just a minor issue. Music and Sound wasn't anything to remeber the game for, but did it's part.

The core gameplay wasn't very clear to me at first. I always try the games out before I read the game page descriptions etc to see if the game is good at explaining itself. The fights felt pretty strange at first, since I didn't really get how the beat mechanic worked. To be honest, I didn't even notice, that the fighting system was beat based and the enemy pattern was tied to the looping beat. So I randomly spammed my attacks and defense moves as soon as they were available without really considering any strategies. After that I read the instructions (and ingame tips) to understand the mechanics a little better. And I really liked how the game should be played in theory. But even after knowing how the game should work, it felt way to hard and unintuitive to catch all the enemies' moves and remeber at what beat they did what so I just continued spamming my attacks, because that just felt like it worked just as well.

I think the fighting system could benefit from some foreshadowing of enemy actions before they happen so that the player can react to it, even in the first round. The animations looked very choppy so it was hard to really see what the enemies were doing when also focusing on you own attack patterns (and not messing them up) I think the beat was a little to fast as well to really consider it for you own advantage. I always felt back to just spamming everything as fast as possible to not miss any beats and cooldowns. So I guess it might be pretty challenging to find a way to balance everything out.

Maybe I'm also just too bad at games like these in general ;)

Nontheless, great job bringing this huge project on the road. The mechanics seem pretty intricate and theres also a lot of upgrades and different attacks, which is nice. The mechanics could've been a little more transparend and better transported to the player, what was happening, how long the attacks are still in cooldown or how long my shield is still up etc.

Liquify Bo! by GaryS 2019-04-30T18:04:47Z

Simple but effective :) Good interpretation of the theme (even though no currency is involved, oh but well) The platforming controls were great, nothing to complain on that front. The art was adequate but could've been a little more visually interesting.But since you worked alone on this project I bet there wasn't much time for the art left :) Dying and respawning at the beginning of the level was a bummer though and killed some of the momentum of the puzling. I think it would've helped if you respawned on your last platform to keep things going. There wasn't much challenge in jumping the whole level again and again only to place an additional platform.

All in all, a nice little game :) good job

Blood Caverns by Lazertrax 2019-05-02T17:27:36Z

Nice game! Very polished gameplay, fitting art and sound. Played a lot of other similar games this time around but yours was the best so far. The hp decrease was well balanced and I could get quite far (level 5 or 6). But The minigin seemed quite useless. Very small magazine and a huge spray radius. Very hard to kill enemies with that. Nontheless a very cool game!

Deadline by Evan Minto 2019-05-10T13:11:24Z

That was awesome! The platforming and jumping controls were spot on. Very intuitive and satisfying. I had some issues with collision control, especially when navigating the balconies, but thats basically it for criticism. The art was coherent and good looking, the soundtrack a but repetetive but also fitting.

The gameplay twist with battery/health-exchange seemed a little tacked on, but worked nontheless. I basically rushed through the level and didn't really need to use the mechanic aside from 2-3 short occasions. There seemed to be no bugs, at least I didn't find any, and the game seems very polished in gerneral.

Well done!

Gacha by zchen 2019-05-02T15:01:05Z

Great Art and animation! Really polished and thought through. The colors and strokes really fit the general mood of the game. That said, I'm not the biggest fan of the gameplay loop, but I can see that you implemented it like you visioned it to be, so that's alright :)

Borrowed time by GoblinPortal 2019-05-03T17:55:07Z

Cool little game! Took my one failed try to figure out, what to actually do. The art is amazing, looks very polished and professional. The gameplay itself seems very simple, but it's working. Would've been cool if there was something more going on gameplay wise. Picking up the guys was a bit imprecise at times and I had to readjust sometimes and press space again and again. Also, the npc's seemed a bit suicidal ;) They quite often just ran straight into the pit. Poor souls.

Risky Life by neowhoru 2019-05-21T16:28:32Z

A solid platformer! The Theme integration felt a bit "tacked on" (lot's of other entries implemented it in the same way) and I think that the impact of choosing the upgrades could be more consequential. I just picked the first upgrade, the jumping height one, and the game was a cakewalk. I wouldn't even know how to beat the levels without the jumping upgrade, because there are gaps in the first level, that seem impossible to jump without the upgrade. Enemy veriety was lacking as well. They didn't really pose any danger and just shooting all the time dealt with most of them. The Controls were tight and responsive and jumping felt satisfying, so in that regard, everything is in order! The Art was good but I didn't like the wide range in pixel sizes you used in your art. I like it better when the pixel size range is only very small. Here, it seemed that some elements were basically not pixel art anymore and other things looked very pixely (like the main character)

My main issue was the audio. The music glitched at some parts which was giving me a headache. The tune itself was rather basic and could use some more drive. But it's good that there's music at all!

All in all, like I said in the beginning, a solid entry. Needs some work in gameplay variety and challenges though. Good job nontheless!

The Trafficker by Enver Arco 2019-05-03T17:15:16Z

Nice and intereseting game. The spin on the theme was a good call. Day 5 totally wrecked me and did cost me alomst all of my money. The map was filled, with princesses, dragons and police men x_x The game itself is a little rough around the edges but more than playable. Music and art was adequate. The point system was a bit convoluted, but I just let the game calculate everything for me and I just looked at the resulting money amount. Nice entry!

Lost Hearts by gustavo.christino 2019-05-04T21:46:37Z

Too bad you couldn't deliver a proper game. The mechanics kinda work, jumping is kidna sluggish and only works some of the times. Didn't find a working attack button, but the wolfs seem pretty tame, so no need to attack I guess ;) The music stopped partway in, then there was just silence.

Hope you have more success on the post-jam version! Have fun developing

Elevator Pitch by Hugimugi7 2019-05-01T21:15:31Z

Nice game! I really liked the art, music and core gameplay/story idea. The physics based comedy worked very well. The only gripe I would have is the length and the missing challenge. The boss was pretty easy to beat and required basically no strategy. Just hammering space did the trick. Nontheless a really cool little game with fun mechanics. good job!

Battin' Bats by DigiGee 2019-04-30T09:12:42Z

I really liked the core gamepley loop and the idea behind it. But the controls are a major problem. They aren't fluid or responsive enough and the player feels like a heavy tank, especially when turning. Going fast and trying to hit the bats while jumping almost always leads to me being hit by their projectiles. Bats that are close to a ledge are a pain to hit because of the danger of falling down and losing precious hp.

In the end i just stood still and tried to shoot the projectlies back, because that worked best. Couldn't get past level 1 until i was too frustrated with the controls.

I think with a more fluid and responsive control schema, this could be really interesting. Jumping around, hitting the bats. The map layout could be a bit better the emphasize this kind of gameplay. I got stuck in the bouldes really fast and some of the bats were a little too high to hit.

Nonetheless, a solid game!

Self Surgeon by chuckeles 2019-05-04T10:24:55Z

Nicely done! The core gampley and the idea behind it is really cool and well executed. Art and sound come together very well. Some of the gameplay mechanics did stop me from playing the game through the end though. The gameplay felt pretty slow and after the 5th level it kinda seemed like the game was wasting my time unnecessarily. The walking speed could've been a bit faster and I didn't like how the syringe mechanic worked. Just picking it up at the beginning of the level and then waiting (again, time waster) until some of the blood is regenerated. I would've preferred A more integrated gampley mechanic. It kinda felt like an afterthought. The controls were very responsive and tight, I like that. Though, I'm not the biggest fan of the "wii mote swinging" attacking mechanic. But I see how your level design and core gamplay needs this to make precision cuts.

All in all, well done game!

Heart of the Grove by johnnydalvi 2019-05-07T19:40:58Z

Cool concept! Felt pretty fresh und interesting to play. The mechanics worked well in general, but sometimes it was hard to see, which tree or space the player was targeting. The grid view fixed that though. The 3d art is gorgeous and the lighting fits the mood perfectly. The sound and music fill up the rest of the blanks very well.

My main issue lies within the core gameplay though. Since the content in the game scarce, the mechanics wear off pretty fast to the point of hopeless repetitiveness. Seeing how my forrest grew smaller and smaller without any means to really win against the goblins in the long run, I felt turned down a little. There was little strategy, since you only really have one unit type and the goblin numbers were rising with each wave.

I think with a little more variety and stretgic instruments, this could be an awesome game for strategy game fans. Different levels and challenges, an aim and ways to win could make this even greater.

All in all, very polished first draft of a cool game idea. I Hope you guys keep at it and ugrade this little piece of software!

Anthill by mikelovesrobots 2019-05-01T20:41:58Z

Nice game, i like the premise and how the gameplay works (even though i'm missing the theme here) The Art is adequate, Sound would've been nice :) My game bugged out at hole 4. The next ball just didn't spawn. Also, it's not a good idea to use z (or y) as keys for games like this, because on european keyboards, the z is on the sport, where your y is, which made controlling this game a whole lot more difficult :/

Other than that, quite nice game!

Gachapaw Dungeon Crawl by Don Fouts 2019-04-30T18:36:45Z

Looks really really promising, especially the great artwork and fluidity of gameplay. But the combat system is very unsatisfying and rough around the edges. Theres no clear hit feedback or any other visual hints when hitting enemies. Also, the incorporation of the theme did not help the fun I had with the game. Just replacing coins with hp often breaks the balance of these kinds of games.

Bob the Zombie by Sanguis 2019-05-01T19:50:39Z

Cool game! The art is especially awesome. Very polished style and animations. The gameplay loop itself works as intendend and the theme is implemented in more than one facette. Sadly, it gets repetitive rather quickly. Would be awesome if there were more variations in gameplay or challenges in the later days. Other than day, great entry!

Bite Delight by Nightfall 2019-05-20T22:03:14Z

Interesting! I really like the general presentation and perspective of the game. The art and animation is very polished and looks great. The gameplay seems simple enough, but I think there are some balancing issues remaining. Death comes really really quick and you can't really do anything about it. Two garlic throwing cooks drain your lifebar like nothing. That really kills the mood for me. Even the dash doesn't really help in this instance. It feeld like the player has no way to avoid the damage. I would've really liked to play a little more but after the third time dying on the second room because there was one cook to many, drained my patience.

Like I said, art (and music as well) was really well done, but gamplay wise, there was still a lot to be desired, I'm afraid. All in all, good entry though. A lot better than many other entries.

One More Drop by ZAX 2019-05-07T11:10:43Z

Fun little game. The mechanics are pretty simple but work good enough. The whole premise and core gameplay is surely nothing new or particularly ceative, but does the job to fit the theme without sacrificing a fun experience.

The art seems polished enough so no criticism there. The game could, of course, look a tad more visually interesting, but that can be excused for a jam entry (especially since you were only two people)

The gameplay itself was fun but not very challenging. For the most part, I just waited for the enemeies to arrive at my position, since searching for them seemed like a hassle. They didn't really pose any danger and the charged shot seemed unnecessary. Enemies drop pretty fast by just spamming the regular shot. That would be basically my only issue and real critiscm: There's no difficulty ramp or real challenge posed to the player.

Nontheless a solid entry! Keepup the good work

Failing Human by Alex Davies 2019-05-15T18:32:09Z

The art was cool and the sound effects as well. The background tune worked did it's part too :) The core gameplay was a bit basic and wasn't really fun or exciting, at least for me. It felt more like a chore to click the icons. I'm not a fan of licker games and without any real strategy involved, this did feel like one of those (just without the upgrades)

I think it would've made a better experience, if there was some kind of risk/reward system and some time to think about what to do next. The current gameplay was way too fast and just required clicking everything every once in a while. After 2mins I just sopped because there was also no real progression of any sort or an end in sight.

As I said, really nice audiovisual presentation but the games lacks some involved gameplay

Flow by arron-fowler 2019-05-06T15:19:23Z

Interesting gameplay concept. The gravitational stuff worked great and felt really satisfying. the art and presentation was subtle but polished. The core gameplay loop got a bit boring though after a while and to fill up the upgrade cubes felt more like work. Also, it's pretty easy to accidentally invest all of your hp into a cube if you're not 100% careful and focused all the time. That annoyed me a little after I leveld up my max hp two times tediously and then killed myself by accident.

All in all a cool experience with some balancing issues in the core gameplay loop. Nothing that can't be fixed :) Good work!

I D E N T I F T Y by Psychedelia 2019-05-15T10:44:37Z

Not really my cup of tea, but I really appreciate the presentation style. I already played some "novel"-style games this jam but this one looks and feels the best. Very well thought through!

Meaningful Life by Belea 2019-04-30T18:25:57Z

Good interpretation of the theme :) We had the same idea on our brainstorming wall but went with something completely different. Got both endings! yay! The art work is good, conveyed your message perfectly. Nice work!

A Lively Village by blednaya 2019-04-30T17:18:40Z

Interesting concept and great art to visualise what's happening. But I had my problems to really grasp, what my choices were leading to. The User Interface could use some polish. It looks a little bland compared to the rest of the visuals

Devil's Coin by dbr 2019-04-30T18:19:05Z

Great art style! Looks really crips and the animations are spot on! Only the devil dogs animation looked a bit jumpy at times. Too bad theres no music or sound!

But I didnt't really like the combat. Felt rather unresponsive and delayed. Also there was no hit feedback or any other response that would lead to a satisfying combat mechanic. But for a short game like this, it worked alright.

Also liked the theme and message :) good work!

LastSwap by EdevJogos 2019-05-06T19:36:30Z

Nice game. I think I got the gist after playing a few rounds, but was still overrun by a horde of enemies and couldn't really do anything about it. The look and feel of the game is great and the soundtrack is also very fitting. Everything around it has a polished feel to it. Only the balancing has some issues I guess. Would be great to have multiple levels to ramp up the difficulty one level at a time to not overwhelm the players in a very short amount of time (that's at least how I felt after playing a few rounds) All in all, awesome entry!

Breathe of The Fox by Miles Seventh 2019-05-01T12:06:13Z

On first glance, this already looks and feels like a vry polished little puzzle platformer. Good job! The controls are very responsive and quick. Collision detection and general gemeplay speed are well balanced as well. The art and animations are cool but some background music would've been nice :)

I had some problems with the wall jumping mechanics. The frame timings in which I can press away from the wall and still perform the wall jump could be a little more lenient. Also, the difficulty is pretty high, especially the first level does not allow some kind of error. It almost frustrated me to the point of dropping the game. But after finishing the first one, the rest was pretty much a cake walk (aside from the try&error path finding)

So, aside from some balancing issues, i'd say this game is pretty good for what it is :)

Infernum by slotha 2019-04-30T16:47:08Z

Great visuals, and smooth gameplay overall! Interactions weren't really clear, some indications for interaction possibilites would've been great. Seemed that the sound and music bugged out for me, because through all my sessions I only had like two sound effects.

Decay by Spaceface14Dev 2019-05-15T18:10:25Z

Really cool idea, I like the core mechanic a lot. The running and shooting feels nice and responsive as well. The bots were a bit on the "hawkeye" side but if I was able to shot first, I usally got them. The art and sound were a bit basic, but worked nontheless. My main issue and dealbreaker were the jumping controls. It seems, the jumping height did not really work with the platforms in the level. I always got stuck on the ledge and couldn't make some of the jumps. Which even lead to being stuck in the bottom right corner of the stage. I don't know if that was an oversight or has something todo with my monitor running at 144hz. Wouldn't be the first time on this jam, that some games did not work well on my setup.

Nontheless, well made game!

bloodsucker. by whycardboard 2019-05-03T17:44:57Z

Interesting idea! I couldn't really get any fun out the gameplay loop though. Each day seemed very random. Sometimes there was just one person, other days there were like six. And I didn't get the benefits of buying real estate. After buying the first one, there seemed to be nothing changed in terms of gameplay or visuals. Also, the sound effect, when the real estate merchant came up was very irritating and way too loud. Then, on day 10 or something I got kinda stuck and one of the light cones hit me -> Game Over.

Seems to me, like this game still needs some polishing in terms of the gameplay loop and difficulty spikes. It's a bit too random.

The art is very nice though! I like the style of the characters and the merchant screen. Very polished and professional.

Blood Collector by icedmetal57 2019-05-05T21:26:59Z

Clicker games aren't exactly my favourite genre, b ut I#ll try give you some honest feedback. The artwork is pretty basic, but works fine. Would've been a good idea to make the whole game in one consistent art style. The pixel art of the enemies clash a little with the rest of the more clean and subtle ui.

The upgrade shop should be in some kind of menu, I think ;) Getting hit while scrolling through the upgrades is very unpleasent. Also, the blood of the enemies drops way underneath the grey stats bar. My first round, I have died because I didn't even see that the blood was collectable, because it vanished under the bar. And even after I knew, that I had to collect it, it was very hard to blindly search for blood in the lower screen area.

That's basically it! Some Sound and/or Music would shaken thinks up a little. Hope you can find some time to keep working on it. Have fun!

Leap by Adam Elaoud 2019-05-01T21:54:21Z

Cool premise and good implementation of the upgrade mechanic in a runner game. I liked the art and the music was well chosen as well. The problem i had was, that it was easier to buy no upgrades at all and keep all the lives. At least in my runs I always had more points if I just rand through the shops without buying anything. That problem have many of the entries, that just replace a coin system with an hp exchange. The balancing can get very tricky.

Slime, music and portals by VinegarLove 2019-05-03T18:21:00Z

Intriguing entry! The art and the audio really pulled me in. I love the jumping sound and how good it fits to the musical score. The rest of the mechanics were a bit too basic for my taste. Also, the fighting system felt very unsatisfying. The double jump felt rather unresponsive at first, but I got the hang of it after some tries. When working with pixal art, I like it more when the pixels are clean and on a real pixel grid, that might just be my taste.

All in all a nice first concept that could be built upon. Keep up the good work!

Red Rock by Spooky 2019-05-01T12:58:21Z

Nice implementation! Looks and sounds great. The core gemaplay functions are robust as well. Good job! Other than that, the game is pretty harsh towards the player. Asteroids spawn very close to you and I got hit several times without me noticing anything in front of me. It's very unclear if the debirs of destroyed asteroids damage you or not and the screen is cluttered with so much stuff, that reacting becomes very frustrating.

Also, I couldn't even afford one upgrade, because the first level already drained a lot of my integrety. So your theme integration (replace coins with hp) feels a little tacked onto the gamepley loop without balancing it out properly. A lot of games this time around make this exact mistake. I played three levels and didn't get one integrity repair kit from an asteroid. So the whole upgrade mechanic was completely unusable for me.

I think with a bit more variety in level to level gameplay and some balancing, this could be a fun game! :)

Whipout by Armadillq 2019-05-21T10:06:54Z

Phew, that was hard and relentless. I like the general idea of a skill based jump and run game, but I think this still needs some work. The main issue was the grahical glitches of the level tiles. I played the web version and the seams between the tiles were flashing like crazy, which was hard on the eyes. The controls of the character were a bit too floaty for me. I had lots of problems making some specific jumps. Also, the levels could use some checkpoints, I think. The tune was nice at the beginning, but got a little annoying after a while ;) especially, when you did, it appeared as if the song started over multiple times.

All in all, a solid entry with some problems regarding polish and balancing. A little too much try and error for my taste, but that's ok :)

Social Lite by DoctorMozart 2019-05-06T22:41:49Z

Really fun little experience. The gameplay itself is just clicking one of three options, but I was kinda glued to the screen to see, what surprises come next. The writing is on point and rather funny. The art is basic, but explodes with cool details. I love how the rooms change depending on the actions. Well done.

And that tune is really catchy and fits the mood perfectly. Was ist composed for the game exclusively?

Great work, keep it up!

Glampire Baby Herder by don.shinski 2019-05-17T14:10:53Z

That was strange indee :) The art lured me to your game and the gameplay seemed simple enough, AFTER finding out, that you're supposed to push the babies into your inn. That objective wasn't really clear when I first started to play. My main issue with the gamplay is, that the controls and the collision detection is the main enemy of the game. I had real problems getting a baby from another tilemap to the one, my inn was located. Right at the border, I couldn't push the babies anymore. Then the dwarfs ran into me (which are way to fast btw) and the "o-o-o-o-o-o-ouch o-ou-ou-ou-ou-ouch" sound started to play, which gave me the rest. Didn#t really feel satisfying to play and I didn't have much fun with it, to be honest. The gameplay could've been a little bit more interesting and mechanical challenging. Just pushing sprites around while avoiding stalking dwarfes isn't the most enchanting evening activity :)

Glampire Baby Herder by don.shinski 2019-05-17T16:14:26Z

Oh, I totally oversaw the hint to press space to interact... thanks @don-shinski. Now ,the game makes a lot more sense and the axes are even usable now to fight off the dwarfs. I adjusted the ratings accordingly.

Well, now my feedback is more like: The levels could change a little more... if they change at all(?). It feels like the levels just repeat themselves. Interacting with the babies and the weapons works okish, but sometimes it seems like the vampire should pick the baby up, but doesn't do it. Also, the collision detection is still a problem, especially around the level itself, because you can't go behind stuff, it feels really weird being stuck a lot of times even though, my intuition says, I should be able to walk through.

Happiness Life by ManTou 2019-05-02T19:00:58Z

Cool concept. The art is nice and the balancing act quite challenging. The soundtrack was a bit repetetive though. Good work all in all!

Cyberpunk 2076: Independence Day by Raphiell 2019-05-01T12:44:44Z

Interesting game! I liked the deterioration factor of the player character. Art and sound were nice too! Gameplay was a little slow and I didn't find the way up to finish the game, because my time ran out too fast. The combat mechanics were pretty much barebones. Was there even a health bar? I got hit by enemy bullets and turned red for a short perios of time, but other than that I didn't feel any consequences. Would've been nice to be able to duck or something to avoid oncoming bullets.

time to time by Rs11s21n 2019-05-12T15:37:35Z

What a strange experience... :) The art looks really gorgeous and the background track spreads this eerie mood. That's really all I can say that I liked about the game though.

Here's some feedback: * The camera controls were too sensitive and felt really really strange. In the middle part around the pc the camera moved around like crazy and then further away it just stopped. That lead to some uncomfortable feelings, some kind of motion sickness inducing effect you got there. * The running felt weird as well. Sometimes the character stopped like he was walking on ice and sometimes he just stopped. * Shooting was very unsatisfying. First, there was no sound. Second, there was no hit feedback. Neither on the player, nor on the enemeies. * The bullets were too small and/pr too fast to really see and track the movements. They were really hard to make out and the floor tiles made the effect even worse. * Whatever I did felt like it had no consequence. My healthbar seemed not to be bothered by enemy attacks and I had no idea if I was hit or not. At least the enemies just vanished at some point so I knew that I did something right. * I had no idea what the aim of your game was. And then I was dead...

tldr; Great art and music, bit gameplay wise, there is still a lot to be done until this can be considered fun! I hope you can use the feedback and work on this (or your next game) and make it better!

D E A T H S G R A S P by Auzrial 2019-04-30T16:58:26Z

Great stuff! Amazing visuals and a very fitting soundtrack on top. Kudos!

Rashness by Saering 2019-05-01T13:09:00Z

Really cool little game! Very polished and professional looking. I liked your themed upgrade system integration a lot better than how most of the games do it. Since this is a one time boss rush, it's fun to experiment with different setups and combinations.

I could finish the boss in on the second try after seeing all of his moves on the first run. So the difficulty ramp could need some more balancing. Other than that, kudos! Great effort and great game

Pass the Buck by tg1397 2019-05-03T17:47:43Z

Not my type of game, so I will skip some of the ratings. I really liked the art and music but the general presentation of the texts could've been better packaged to fit the general pixel art.

Chesty the Treasure by Lord9000 2019-05-04T11:32:59Z

I liked the general presentation and style of gameplay. I dind't really get the actual gameplay challenge though. The knights were just running around randomly and I could just run through them, because they would swing their weapong with a tile of delay, never hitting me. Other than that, the only thing that was a little annoying was, that you had to repeatedly press the directions buttons to move. That felt kinda sluggish because some inputs were ignored, until the chest was completely still after walking one tile.

The art was superb and the audio very fitting. Helped a lot to increase the fun factor. But I have to admit that the gameplay loop got old after a few levels. Especially regarding the movement speed, it started to feel like my time was wasted a little.

Very good entry nontheless! I enjoyed myself

Procházka by Daniel Jenikovský 2019-04-30T13:22:54Z

As a short art experience, this a nice piece :) Great art style and animations. The background song fits the mood perfectly. Too bad, there is no actual meaningful gameplay (I didn't find any, at leatst. Other than clicking some of the foliage and send it flying)

Live to Work, Work to Live by castrolol 2019-05-01T10:11:19Z

Great stuff! The visuals and art are all very polished. I liked the office setting with the computer and it themed mini games. The bridge building game was too slow though. The brdige drawing animation is pretty slow and if you fail one bridge, you have to do it all over again. Also, the boss character followed me into the cubicle and blocked the way out... was that on purpose? ;) Luckily, after a while he went back to his desk.

Good job and the mini and the meta game(s)!

Mayan Mayhem by Arcus 2019-05-01T12:11:09Z

Hey! I tried to play your game but it seems it's pretty bugged to an extent, that playing doesn't make much sense. I can't walk backwards, both keys (a & d) move my character to the right. If i press them both at the same time, I can double my walking speed. After some running, I got stuck in the floor and couldn't continue. Too bad, since the graphics and the sound seemed pretty cool.

Edit: Just read about the getting stuck issue and pressing t&g at the same time. Didn't catch that before starting the game, sorry!

The Colosseum by Benjamin123 2019-05-05T15:08:25Z

The game looks interesting at first but the gameplay is still really really rough. The controls are way off and unresponsive, resulting in a fighting system that is, in it's current state, impossible to have real fun with. The art is minimalstic but works rather well. The sound effects cover the bare minimum and don't really fit the mood. The ui looks like it was made for a different game, it doesn't fit the aesthetics of the rest of the art, so there's yet more to work on.

Without free movement, a strategic fighting system and camera control, the game is barely playable. At least I couldn't get much out of it in the state it's in right now. Well, I hope you still had fun making it and learned a lot :)

Stretchy Cat by Engyne 2019-05-02T19:25:51Z

Very polished art and aesthetics, good job! The puzzles were pretty straight forward but interesting. The controls on pc were a little bit clunky, but that's to be expected for a port. Too bad the audio didn't make it into the final product, would've helped the game a lot! Nonetheless a solid entry

Bet Your Life by Star Garden 2019-04-30T17:54:13Z

interesting twist on the platformer genre. The betting mechanic was a little confusing at first but I got around it after some levels. The platforming felt alright, but the controls could've been a bit more responsive. Especially the wall jumping is a bit janky. Art and Sound are top notch :) good work on that front!

But I didn't like the default control scheme for keyboard users. I would've preferred the classic wasd+space+shift schema for games like this.

Harvester by Elnu 2019-05-06T18:13:11Z

Solid entry. Art and music are great. The core gemaplex works but lacks any kind of challenge or progression. After the 10th asteroid, it felt really boring and repetetive. Without any kind of variety in gameplay, enemeies or any other obstacles, the game feels more like tedious busywork. I really like the general mechanics and they work great, but that alone doesn't produce any fun for me, I'm afraid. Also, the controls are very sensitive and my ittle spaceship was spinning like crazy all the time. Navigating the map was more work and more difficult than it should be.

I didn't bother collecting all of the asteroids, so I don't know if there actually is any kind of progression. If there is, I woudl suggest reducing the amount of asteroids in the first level, because, in my opinion, it takes far to long to collect all of them.

Other than that, the foundation is already pretty neat. With some kind of gameplay twist like enemies or other surprises, this could be awesome!

Welcome To The Machine by smuhlaci 2019-04-30T11:23:21Z

Hey there! Interesting little game. I really dig the art style. The color palette was chosen nicely. I played two of the 5 endings, but I admit that I didn't really understand or catch what you were going for narratively, I liked the mood nonetheless :)

Sick Business by very dark lord 2019-04-30T18:07:50Z

@garys Thanks for your feedback mate! Very much appreciated. We hope to fix the bug you mentioned as soon as possible

Sick Business by very dark lord 2019-04-30T18:24:48Z

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Sick Business by very dark lord 2019-05-03T14:52:54Z

@mika-la-grand Thanks for your kind feedback, always appreciated. And yes, the facility manager always goes the extra mile to clean the streets ;)

Sick Business by very dark lord 2019-05-05T08:01:46Z

@caranha Thanks for your feedback! Time ran out and we couldn't afford it anymore to fix the readability issues of the text messages throughout the game. We are currently working on a post-jam version that fixes all main usability issues. So, thanks for letting us know!

Sick Business by very dark lord 2019-05-07T12:17:20Z

@ave Thanks your kind and honest feedback, very much appreciated! You are completely right about all the things you pointed out. Balancing was the main issue towards the end of the jam, because time ran out quickly. We already addressed most of the things you mentioned (and more!) in a post-jam branch of the game, which we might release in the near future.

Gonna have a look at your game when I'm home later this day, so stay tuned ;) Thanks again!

Sick Business by very dark lord 2019-05-08T19:16:27Z

@bakenshake We implemented a win state for the level, just reach 10.000$ and you're good to go! Thanks for your feedback :)

SENTINEL by JesusAcHe 2019-05-04T15:33:41Z

Really cool! Why no rating four Sound? I really like the soundtrack. The core gameplay is really polished, the shooting and killing is very satisfying and the uprage system fits the theme. The art was nicely done and through the projects very coherent. A very polished entry that looks and feels very professional.

I encountered a crash after finishing level 1, but on the next try, it didn't happen anymore. Great stuff! Keep up the good work

Kessler by Melmo 2019-05-04T15:24:47Z

Cool concept, I like games like yours. The art is a bit plain and I didn't get any audio feedback, but the core mechanics work pretty well. With the feature set you have there, it gets repetetive very fast though. Needs some more variation in levels, weapons and astroids, if you ask me. A visual shot cooldown timer would've been nice too. I was just spamming space to get as much shots out of my time as possible ;)

Wu-Wei by luckyDaisy 2019-05-06T13:03:23Z

Really good entry! The art looks rather polished and the pixel style and color scheme harmonize very well. I was suprised by the sheer amount of levels and the well balanced difficulty ramp. The jumps require some very specific inputs which got really difficult in the later levels. That's where I stopped playing. The jumping controls weren't as easy to control as they needed to be to do very skillful jumps at a moments notice (At least I couldn't do it ;)). I also had some problems with the rather inconsistent and huge hitbox of the character. The spikes and sawblades seemed to kill me rather often even though it looked like they shouldn't have. Other times it was the other way around.

Also, I thought that the bilinear filtered pixel art was a waste. I always prefer clean and crisp pixels. Was there a special reason why you went with the filtering?

All in all, I really got some fun out of your game. The levels were creative and well structured. The art itself was polished and the controls (aside from hard to control jumping heights) very responsive.

Good job!

Sheep It by anstabo 2019-05-06T15:55:25Z

Awesome! This has a very polished feel to it. The art and animation looks terrific. The controls work fine but feeld a little bit delayed. The core gameplay is refreshing and the upgrade system feels natural and makes one curious to see what comes next.

I didn't know that to do with the fence part at first and opened the lock and for whatever reason, the sheep started commited suicide. Then I knew that you need to place the fence there. Then I fell in that same pit by accident... and it looked like the game reset? I'm not sure, my upgrades were gone, but there was no indication of a game over or something.

All in all, a very refreshing game. Good work!

Kill Kill Bank Bank by Larnin 2019-05-16T22:47:10Z

Awesome! I only played the post jam version because it works directly in the browser. The art is amazing, very polished and professional. And this time, the gameplay does not dissapoint. You served one of my favorite genres and gameplay was really fun. The shooting felt nice and audio visual feedback made everything very crisp and satisfying. But one thing really threw me off: Please, do not move the crosshair around when using the mouse. This feels totally awkward, counterintuitive and weird to handle. It basically took almost all of the fun out of the game for me. This might work for controlles (did not try it though) but with mouse+keyboard, this control schema is not working for me. There's no need to reinvent the wheel and I really don't think that this was a deliberate design choice and more of a compromise. Maybe you intend to fix that issue in the future?

All in all, a very very good entry. Awesome art and music but with a major control scheme flaw (at least for me) Good job nontheless!

Arrow of Light by sylvie 2019-05-03T22:43:03Z

Damn, bar far the best entry I've played so far... And I don't think anything might be able to top this. This feels, looks and plays like a finished, bugfree and balanced product. I love the fighting mechanic (bow&arrow ftw) and the theme is implemented in a way that doesn't feel like it was an unbalanced afterthought. The pixel art is basic but cohesive which gives it a very polished look. The music subtle but awesome and everything about the gameplay feels earned and satisfying. Even though I died a couple of times in the last part (thank you for implementing a checkpoint/save system) it never felt like the game gave me some cheap shots. I actually am astouned how you pulled everything off in such a short amount of time. Awesome! Good luck with the game, not only in the LD but maybe even after this!

Coin Puzzles by Mika la Grand 2019-05-03T17:23:13Z

Nice general concept! I liked the idea of a puzzle plattformer like this. The mechanics weren't totally clear at first, but I did get behind it rather fast. But the switches were a mystery til lthe end. I didn't know how heavy I have to be to trigger them. Seemed to me, that every switch hat another threshold. Also, in the "%" level, I ran into a bug where I fell into the lava and the level did not restart, so I was stuck.

The art and music were a bit basic, but that's fine for a first impression. Jumping and movement controls could be a little tighter and more responsive. That's all of my criticism. Good job guys!

Oh my blood! by hechi 2019-05-01T13:21:21Z

Cool game! We had the same rough concept in our brainstorming session :) I really like how you implemented the idea, especially with the humour and the characters. Good stuff! The art is very polished and the animations are cute. I also liked the diffrent fonts for the characters and the talking sounds. Very professional!

The fighting system was a bit bland und had little variations but thats something I can accept. In the end, you worked alone on that project. Really really nice work!

Black and White Dungeon by YiNian 2019-05-05T21:39:41Z

One of my favourite genres :) That's why I'm gonna be brutally honest. The basic gameplay is there and works quite well. The risk/reward upgrade mechanics that stem from the LD theme are pretty obious and I can't say if the balancing is well done or not, because I couldn't beat the last boss with all of the upgrades even thouogh I was shooting at him for literal minutes. After a while, I stopped the fight on my terms. A health bar on the boss is an absolute minimum. Also, the level textures were way to distracting for a bullet hell like twin stick shooter. It was hard to make out all of the bullets when moving and shooting. A clear view on all relevant enemie bullets at all times is a must. Of course, sound and music would've been great :) no need to go in detail on that part.

The art as a whole was basic, but worked well enough. Keep up thr work!

Sigillis by JUSTCAMH 2019-05-05T13:18:40Z

Nicely done! Great entry to this LD. The mechanics worked really great and the visuals helped the game a lot to feel very satisfying when playing and drawing the shapes. The Music was fitting and soothing as well.

That said, I have some feedback: * The game speed is a little slow. It takes forever at times until the enemies are visible. Especially in the beginning is was just waiting 80% of the time. It's not a good idea to waste the players time like that. * The left HUD element covered up gameplay space. Enemies were spawning behind the HUD and I could barely see the sigils on them -> Which lead to just more waiting around.

So, the gameplay could be a little tighter with less waiting around. That's basically my only complaint. The rest is top notch! Keep it up

EnigmaDeath by DigitalLimestone 2019-05-06T08:31:30Z

I like the core concept and your game was only the second game with the same premise (kill yourself to acquire currency). So that's a plus :) The controls very responsive and the gameplay very fluid. I couldn't use my speakers right now, so I won't grade the sound.

The main problem with your game is the lack polish in the art department and the level design and gameplay variety as a whole. The core concept can only work as a fun game if the deaths are either very creative and/or tied to some kind of puzzle and/or a progression system. Without it, the game will lack challenge and gets repetetive and boring very fast.

Regarding the art, it seems very basic and, like I said, unpolished. The pixel art seems to vary in raster size and even seems to stretch and skew on the character model. Also, making the sky static in the background or, even better, adding a parallax effect, will go a long way.

Hope you can use some of the feedback for further developing this entry or for your next one :) Keep up the work!

Force of Nature by Griddolini 2019-05-08T19:49:16Z

Very good! Great entry. The gameplay complexity suprised me ne feature at a time. I think this game is the first one with a really satisfying combat system. It was a blast to hit and kick the little soldier guys with my big stump man. Awesome! The art and sound was amatzing as well and fit the mood perfectly. I'm not the biggest fan of standard wave based tower defense games so I was delighted that the the player could actively participate in the combat moba-style. An awesome mix of genres that I really enjoyed.

The only criticism I have is, that game felt a little slow at times, but that can be excused due to the fact, that the player is a big tree. Also, the difficulty ramp was very steep, at least for me. It got merciless starting by wave 5. No chance to survive for me :) Still got a lot of out of the round! Thanks for making this!

An-unnecroman-seeable-future by Sean Young 2019-04-30T08:52:12Z

Hey! I like the core idea (graphics are nice too), but the controls did get in my way of navigating between the traps. I was killed numerous times very early by two spike traps that only had one safe tile in between them. When I tried to click between them, my guy always ran in the bottom trap, which was annoying. I would have preferred keyboard controls or a more responsive mouse movement.

I couldn't get very far but i guess that the try-and-error-nature of the game might turn many people off. A little health bar would've been nice :)

Register Revenge by Denzil Gomes 2019-05-04T10:35:12Z

Congratulations on your first LD submission! The core gamplay is pretty basic (jump&run&shoot) but it works and actually felt pretty responsive and tight. The art and sound were adequate but it's nice to nice to you actually have sound and music in there. A lot of entries scrape that part. Other than that, there's still a lot of stuff that's rather rough around the edges. The ladders bug out sometimes and it was hard to get off of them to do a necessary jump right next to it. The Level Design could also use some work to make it more interesting. It felt like I've seen everything after a couple of minutes. also, to bad I couldn't use "wasd" controls. Walking did seem to work but the jumping wasn't also bind to the "w"-key.

All in all a solid entry. The theme was implemented in a obvious way, but that's fine! Keep up the work!

Annabelle & Annabelle Otherworldly Meats by snowdozer 2019-05-05T13:31:47Z

Interesting game! The art and the core gameplay (twin stick shooter) hooked me instantly. The music support was also well made. I didn't encounter any bugs and everything ran very smoothly.

The core gameplay loop got repeteteive after a short while though. The shooting and killing of the grey swine enemeies didn't really feel satisfying or rewarding. The shooting and killing could use some impact, some meat. Even though the mechanics themselves worked perfectly fine, the fun behind it was lacking.

Nontheless a solid, polished looking entry! Good job!

UnderBreak by MlleAB 2019-05-05T10:58:04Z

Great game you put together there! The 3d art is great and the sound design is very fitting. The mood in general was captured well. The controls were responsive and I didn't enncounter any bugs.

The core gameplay was simple enough and worked as intendend, I guess. The shooting mechanic felt a little unsatisfying. The pellets the player and the enemies shot felt very underwhelming and there were almost no visual feedback of hitting an enemy. I think that might be my biggest critisicm.

The level to level mechanic of choosing a demon and selecting some kind of debuff(?) wasn't really clear to me. I always picked the debuff and often didn't really know what the exact consequance was. Espacially for the first one (something like demon rage). Since the enemoies hat a very basic (to nonexisting) ai, the game was fairly easy and dying wasn't really an option. Some more variation in enemies patterns and weapons would've been great.

Also, I was totally expecting a boss fight after the third level :) Too bad it was just the end dialogue.

All in all, a very polished looking game with some core gameplay issues, that you might wanna work on after the jam! Good job nontheless

Blood Quest by shaner421 2019-05-01T10:29:29Z

First impression was really good! Love the art style (a little more pixelated would've worked better in my opionion though) and the music is spot on. The mood is carried well by the songs. I'm a fan of games like this, that's why the shortcomings in the gameplay mechanics you implemented are very obvious. But in spite of the criticque, I really enjoyed playing through the level and beating up the bosses :) Some of the puzzles went over my head though. But apperently I could get to the end without dealing with them.

Heres some feedback regarding the mechanics: The camera is way behind your player character when running in a specific direction, which maks it harder to anticipate whats coming in front of you. That's not a dealbreaker in your game, since there are no normal mob eneemies in the level. First time around, I died on the demonic looking enemie that shoots fireballs from his small hitbox, what made it really annoying to fight him since my range with my stick was really short. Would've been better if he shot the fireballs from his hands. (i think they were burning already). Second playthrough i rushed through the rooms and bosses and killed them pretty easily because there seems to be no attack cooldown on the pc. i could just circle them and spam them away. That made it a little TOO easy ;)

Thanks for making this! I enjoyed myself

The Right Coin by damantisshrimp 2019-05-01T13:44:58Z

Good job, controls and art feeld very polished. This game coul definitely use some music to accompany the sound effects :) I liked the gameplay loop as well, but I think death comes much too fast. I think some kind of level- or wave system with a ramped difficulty curve would've benefited the gameplay. As a player, there is little accomplishment running around the level with death as a inevitability. Other than that, solid entry :)

The Price To Pay by Lshiro 2019-05-03T17:36:10Z

Holy shit, is that guy on crack!

The audio visual part of the game is astonishing. Very polished, great animation and the soundtrack is fitting the general mood very well. The writing and the general theme itself is well chosen and contructed. So it's even sadder that the core gameplay cannot keep up. The controls were all over the place and the fighting system lacked any responsivness and satisfaction. My hitbox seemed a bit too large since I got hit multiple of times against my intuition. The game speed itself was way to fast, my character was flying through the level like sonic. There a lot of potential there, I hope you can stil work on the project post-jam. It would be really nice to play this game as a short well balanced fantasy platformer with a good meele combat system.

Keep it up! I hope you can finish this project

Cyborg Highway by Pyrian 2019-05-15T14:57:05Z

Interesting little game! I really liked the dynmic of jumping cars and attacking people. After a ahwile you really get into the flow of gameplay. It was pretty hard on the eyes after a while though. all the movement and different velocities of the cars and the moving street below was tiring my eyes. The art was rather basic, so I think you could improve the game in that department and maybe that might fix some of the issues I mentioned before.

Good job nontheless. The game itself works great and is pretty responsive.

Don't pay with your life by Majadroid 2019-04-30T17:11:48Z

Nice solid platformer! Art and music are good :) Pretty polished. Running and jumping animations look a little weird though. I didn't really like fightiong system. Seemed pretty random to me. It wasn't possible to deal with the enemeies without getting hit. My weapon reach was very short and the zombies pertty much hit me as soon as i get into reach. I ended up just hammering the ctrl-button. That way, I was dead by level 3. I love games like these, but they really need a good melee system to work properly.

Nice job nonetheless :)

Plunderlings by DerMario12 2019-04-30T12:50:05Z

Awesome! The artwork, sprites and animation are on point. The controls and collision detection are a paint though. Running, jumping and stuff feel really sluggish and I got stuck in the ventilation a couple of times. Other than that, a great little puzzle platformer. Good job!

Wild West Devil Pact by Skyball 2019-04-30T20:37:34Z

I did not expect much after seeing the artstyle in the screenshots, but oh boy, was is wrong. This is the first arcade like game I played through till the end since i started rating. The platforming was good, aiming and shooting was well balanced. I liked the little ricochet puzzles. And the enemy bullet size and speed variaations were fun as well. All in all a very good experience. Thanks a lot!

Only the art really needed some polishing. The pixel art style of the character and the enemies really collided with the downscaled photographic textures of the surroundings. But thats really my only complaint (and possibly only because art was my main focus in our game)

The theme integration was a bit bland (removing the coin system for upgrades and instead paying for them with your hp) but you implemented it better than all other similar games I played. It didn't feel like a punishment to buy upgrades and you had enough healing oppurtunities in the levels themselves.

Flip Me Off! by Bob174 2019-05-05T21:16:42Z

Well done! Looks and plays great. I like the dimension switching mechanic! The problem I had was that the game was waaaay too fast. I have a 144hz monitor and I suspect, that the games timing was designed to run at 60fps. So some levels were absolutely impossible to beat (quick trampoline dimension switches)

Nontheless, great entry!

TheDescent by geist_191 2019-05-07T22:26:44Z

I really enjoyed the first impression of the entry. The Start looked very promising. Zelda like gameplay, gitting pots, getting some loot. Awesome! The art looks very intriguing and polished and has even more links to classic Zelda games. I was excited!

As soon as fighting started though, I felt kinda let down. Fighting feels clunky and unsatisfying. There's no real feedback, spamming attack is the best and only strategy since there's zero consequence to just hammer the attack button. That's a real shame, because a good fighting system could've made the game so much more enjoyable. The rest of the game seems to be some kind of door puzzle, where you have to pay with your hp. Aas far as I've played it, death had no consequence. Even worse: Dying was promoted with full hp and new areas since the general progress was kept. At that point, the game kinda lost me to be hones.

I was really looking forward to a good zelda-like game after the first few moments and that would've been great! But the core gameplay mechanics could'nt deliver, I'm afraid. I hope my feedback is of some value for you guys.

Keep up the work!

Hospital Horrors by PseudoBytes 2019-04-30T10:11:55Z

Nice solid twin stick shooter game. The controls were a little sticky at times (collisions etc), but overall, it worked great. I didnt't like the hp cost of the upgrades without a proper way to refill your hp (at least i didn't find any) Seems like an artificial way to make the game harder without balancing out the risk/reward factor.

The graphics were alright. The spritesheets you used for your pixel art did collide a little with the rest of the interface. A little polish in that regard would go a long way! :)

Played some levels until it felt repetetive (~5min). A little variation in the level sprites would help to get a some variety going.

Shooter on a Budget by Christopher Wong 2019-04-30T11:39:27Z

Great little twin stick action! The art is a little barebones but the rest of the gameplay works smoothly. I liked the huge map and variety in weapons and upgrades. The shooting mechanics and the collecting of coinds feel rewarding.

What I didn't like was the huge transaction covering the right part of the screen. Also, the enemies were walking and fyling through the thorned walls, which was annoying, because the shotgun kept shooting them through the map and I couldnt follow them. Coins and such could also be stuck in a thorn wall :/

All in all, very satisfying!

Chaos Indeed by STREETGEEK 2019-05-06T15:45:06Z

Solid entry! Shooting and destorying the asteroids could've been a little bit more satisfying though. Also, I didn't like that the could'nt go through the planet. There were times, that I just couldn't get around the planet fast enough to catch an asteroid that was coming directly from the other side of the planet. That annoyed me a little. The ship controls were functional but seemed a bit off. I can't really put my finger on what the issue is though.

Kill The Money by Copper_Aardvark_Games 2019-04-30T22:16:11Z

hey man, good job on making this all by yourself. the art is great, the animations as well. The background track sounds good as well. Did you write and record it on your own?

I had some problems with the general gameplay and the controls. This game really needed a separate aiming-mode with the mouse. Hitting enemies that are above you was a chore and took longer than it should. I also didn't like that you couldn't run backwards and shot in the other direction. Other than that, the shooting mechanics were pretty satisfying.

Also, the game was pretty short and way too easy :) the level design in general could use some work to make the gameplay a little more diverse.

Collecting Really Nice Cats! by cheesepencil 2019-05-04T21:58:08Z

Sounds like you had fun recording all sounds for all the characters ;) The gameplay is simple enough but there seems to be an issue with the collected cats counter. It stayed at 0 even though i've thrown a lot of cats into the trailer through the roof like the description suggested. Seems like I'm the only one with the problem since no one in the comments mentioned it. Well, no harm done. The art is adequate and some music would've been nice. The controls were a bit clunky. Jumping and picking up cats didn't always work direclty. All in all, a fun little game!

Collecting Really Nice Cats! by cheesepencil 2019-05-05T08:11:18Z

@cheesepencil Sure, no problem. I played your game on a Windows 10 machine. I tried the current Chrome and the current Firefox, in which I had the same counting problem. All sessions I played had the broken counter, so from the very first playthrough until jest recently. The strange thing is, that sometimes, the counter updates correctly and then goes back to 0, for example when I toggle the fullscreen mode in chrome. It's really curious. I Hope you can work with that. Cheers!

Bloody Money by GabrielGameDev 2019-04-30T17:33:17Z

The groundwork was ok, but the game lacked satisfying combat and reasonable hit detection. Hitting the zombies was not fun and the spiders had a very specific timing window in which they could be hit, before they hit you first. It felt too repetetive before I was able to buy any upgrades. I guess a gun might solve some of the problems. Melee combat just felt too awkward. The graphics were nice though :) The camera sway when looking around was a bit to janky.

Rogue Money by ayama 2019-04-30T13:15:20Z

Interesting game! The money mechanic twists the genre on it's head a little. The artwork on the characters is top notch. Really cute linework und coloring. The levels themselves look a bit bland, but that's just a little drawback. The enemies could feature some form of visual hit feedback to make shooting more fun. Other than that, it's a really nice little shooter

Cats Against The Society by monkeyDvrus 2019-04-30T12:43:51Z

I'm not sure what I just played, but I liked it for what it was :) The questions repeated themselves after a while and I almost thought it's already over, but suddenly there was a new choice and I could run outside. The questions, answers and outcomes were all written very humorously and as a cat owner, I really did enjoy myself ;)

Also, great artwork and color choice!

Escape from Hell by Becher 2019-05-21T10:41:51Z

very well done! It's incredbile what you delivered in such a short amount of time. Of course, the content is itself is rather small but everything surrounding it is pretty polished. Especially the art is amazing.

Still, the fighting system itself is pretty basic and lacks some satisfaction. it feels more like button mashing than actual sword fighting (with strategy and skill). Also, at least in the web version, which I played, the pixels seemed to distort a lot when moving which degrades the pixel art.

all in all, awesome entry. Well done! With some polish on a technical and gameplay level, this could be really awesome!

utsvulten by ditto 2019-05-06T11:37:42Z

Not sure what to write here... your game is a very unique and fun experience. The art is grotesque and awesome and I admire the love of details you put in there. Really really awesome!

KNIFE=LIFE by QuadApe 2019-05-05T22:07:32Z

Really cool looking game! Gameplay is also very fluid and polished. Great stuff! You even got some music and sound effects running. Amazing job!

The core gameplay is also very intriguing. But I had my issues with hammering the Gamepad-Button to shoot knifes. Since the enemeies have a lot of hp even very early in the game, it got really old really fast to hit the button as fast as possible. I think there is some balancing potential there. Or maybe a different shooting mechanic like burst fire or something, where you don't have to hit button to throw a single knife. It felt like work after a short period of time already.

But enough criticism. Awesome entry! The groundwork is already astonishing.

Lifleline Warriors by Narrenschlag 2019-05-02T18:16:12Z

Wow! Nice work. Really liked the fighting system and the variations of weapons. The game could use some polish around the edges, but all in all, it's fun to play.

Victor Spumante And The Raindrops of Burgundy by gimblll 2019-05-03T17:03:46Z

I don't really get the gameplay... is it some kind of clicker thing? The art needs some getting used to, but using a medium grey font on a purple background is always a bad idea ;) The background track was neat though.

bird food by kyavi 2019-04-30T20:19:09Z

What a great twist on snake :) Loved the new puzzle challenge on such an old concept. The art is minimalistic but cute and fitting. The general implementation of the twist was spot an as well.

The only problem i had with the gameplay was the speed of the snake paired with the fact that the snake can move half a tile, which makes maneuvering rather difficult, especially in small rooms. The 3d depth effect of the levels was a little distracting as well when trying to find the way around the level without dying.

Great job nontheless!

Heartreasure by nettaigyo 2019-05-02T19:17:55Z

Cool art and an great little time waster. The puzzles were refreshing and it was fun to search for the littl hearts. Thanks for making this!

BetYourLife by JabbaScript 2019-04-30T18:49:03Z

Simple premise :) Execution is fine! The graphics and sound effects are all very nice. The presentation of the actual shooting and menus all around could've been a little more visually interesting but that would be my only complaint. The mechanics work and i like that you can play it with your friends :) Better than the real deal ;)

Crystal Castle by Kylazaur 2019-05-02T18:53:29Z

Really cool! Way too short for my taste, I could play this for another pair of levels :) The art was nice and the shooting felt very satisfying. Great job! The sound effects were fitting and it shows that you put all your effort in. Could use some more mechanics and some polish around the edges, but aside from that, a very nice experience!

Face to Death by pequenodev 2019-05-16T22:37:29Z

The art looks and feels awesome. Very polished and professional. The core gameplay itself works for the most part but wasn't really too exciting or varied. The double jump did not work (the instructions below the game said, there was a double jump) and the jumping timings, despite the controls in general being very responsive, were very punishing. The cans required a very specific timed jump that was easy to screw up an die. Even though I said, t hat the art itself was great, some visual feedbacks were still missing, especially on death scenarios which felt weird considering the rest of the game looking like a finished product.

All in all a solid entry, but lacks fun and excitement in the long run for a runner game.

Nine Lives by foxtrotluna 2019-05-15T18:59:30Z

Man, that game really needed some audio to ruin my good mood completely :) The gameplay was actually very basic but still, I got really invested in the cat and it's search for food and love. Things got rather grim and your writing style really left me feeling uncomfortable with all the deaths of the cat. Really well done!

Oh, the art is amazing by the way!

LD46 — Keep it alive

Hive Alive! by Remco 2020-04-27T12:20:42Z

Generally, I do like the dithering effect you used... But in you context, it really is a problem. It's very hard to tell, what is going on and a great strain on the eyes. It does not add to your game. Even worse, it subtracts from the enjoyment. The graphics seem to look nice... But it's hard to tell through that pixel pattern :D I therefore wasn't very motivated to learn the game rules and actually play it like you intended. Strategy games like yours are not my cup of tea in the first place. Having to deal with the visuals on top of that was not helping. A tutorial would've been nice. I'm not someone who enjoys reading through a manual before playing a ldjam game. I guess that I'm not alone on that.

Hope you can use that feedback. And good luck on your last vote to reach 20 :) Keep it up!

Back Four Seconds by madalaski 2020-04-25T21:53:51Z

This was, by a pretty big margin, the best entry I played so far. The game play really caught me off guard. You really did a good job on introducing the mechanics via dialog with Stewart. I all felt very organic and easy to grasp, while still having the illusion of actual control. The time travelling mechanic worked good on both story and mechanical level. The dialog was witty and kinda reminded me of the game we made :) not thematically, but in terms of the attitude of some of the characters. And awesome voice work, by the way. Had this "Stanley Parable" vibe going. The graphics and art were also really good. The whole presentation worked perfectly. Seeing, that you made this by yourself is astonishing. Pat yourself on your shoulder with my best regards. I really enjoyed myself playing this.

There is but one criticism I have: The mouse sensitivity in the browser version (that I played) was way too high :D That's all

Cat Dad Redemption by Riftpoint Entertainment 2020-04-21T19:31:39Z

What a great surprise! You guys really nailed the presentation, wow! The voiceover and soundtrack were on point. Every other aspect of the audiovisuals also fit perfectly. Great job!

The core game-play may be simple, but you really made the best of it. I always restarted a duel if I didn't get the bottle as well :)

JarHeads by Aurel300 2020-04-24T22:12:07Z

Wow! Awesome. Very cool gameplay concept and executed almost flawlessly. I'm impressed. I'm a sucker for skill based rhythm games and this hits the spot all right. The art is great, good selection of colors and the music is pumpuing, especially when the bpm increases. I made it to place 5 after three attempts (as for now!). I was a bit overwhelmed at the beginning because I didn't fully understood the mechanics yet. Afterwards, I was hooked. But I still think that some of the obstsacles were almost impossible to overcome. Sometimes I had to carry IT a longer way to not have it take damage and I always dropped him because the stamina ran out. Maybe there is another strategy to this, but it seemed like I had no choice but to take damage.

Great game! Thanks for makeing this

Sheepdog by ChatPion 2020-04-21T14:51:50Z

Simple premise with a very good execution. The art is simple, but it does it jobs and helps with the humor as well. Some music would've been nice to shake things up.

The second level was already very long though and the game overstayed it's welcome pretty quickly. There wasn't enough gameplay variation to keep me hooked for more than a few minutes.

Good entry though! Try to mix up the gameplay a little more when you have such a simple premise.

Burned by the Poi by Risist 2020-04-26T09:50:54Z

Really nice. I like the whole atmosphere and mood building with the dialogue in the beginning. The use of light and shadow was well done and was a great way to improve your game play. The red glowing eyes in the shadows were a really cool detail. Great work on the AI there. The weapon modes on the torches were a nice touch as well. I had fun swinging them around :) The graphics were a bit rough and could use some more work (especially regarding animations) on the player character. What I didn't like was, how the camera had a fixed pivot point and wasn't changing distance to the player depending on how far I pointed the mouse. It was pretty irritating to play it like this. Furthermore, I had some issues with the balancing. It was really hard to kill the enemies and they, on the other hand, could just gang up on me and club me to death in a short amount of time. I saw that you uploaded a re-balanced version, so I guess that you already know about the issues.

Nontheless a great entry. Creepy mood with atmospheric lighting and some meele combat. I'd appreciate if the combat could be a little more responsive. Hit feedback is missing completely, if I remeber correctly.

FlameOver by fancy89 2020-05-02T12:46:43Z

Rather simple, but fun while it lasted. The game was really elevated by the art and great sound design. Loved the atmospheric sounds of the rain and wind. Great job! The core game play itself was already fully explored after 10 seconds or so, therefore it would be a good idea to vary the events a little to keep the player on his toes. Other than that, already a very good and polished experience. Great sound and art to round things up.

Keeper of the Flame by nickavv 2020-05-03T18:27:32Z

Very very good. Tight controls, great platforming physics, awesome art and fitting sound effects and music to boot. Very polished all around. Great entry! The mechanics were fleshed out and the level progression very well designed to teach the player each and every new addition. Very impressive. The only thing that I would criticize is the difficulty. Failing is very easy and being reset to the start can be frustrating when being thrown in an unknown situation and dying. The levels aren't all that long but often include waiting and standing around which makes replaying the levels very tedious. Maybe adding checkpoints would help in some of the levels to reduce possible player frustration. But thats really a minor issue and easily fixed with a little more time invested in level balancing and play testing.

All in all, very impressive entry. Especially considering you made this alone.

iNanny by weeping-rupee 2020-05-07T21:20:40Z

First of all good job on providing some kind of context or backstory to the game play. Always a nice touch to be not thrown into game play the second the game launches :) the humor of it all was nice as well and the absurdity of the premise hooked me. The art looks fine, but a little mixed in quality. Like it's taken from incoherent asset packs and/or made by different artist without proper art direction (which is fine though, seeing that you made this alone). The soundtrack is a good pick that fits the mood perfectly. The whole industrial revolution meets robotic future with killer lasers is well thought out :)

The game play was a little confusing at the beginning. I tried to block the laser with my body, but it kinda just flew right past me, after which I thought that this wasn't a valid strategy. After 5 or 6 more failures, I blocked one shot by accident and recognized my misconception then. The blocking worked fine after that. I didn't really get the deal with the switches/traps and arrow floors, but I guess they're just there to be a hindrance for you to be able to properly block the lasers. After I came into a situation that wasn't solvable, I got a little frustrated. Having some RNG decide if you can win or not is not my favorite game design decision, to be honest.

All in all, still a pleasent experience. The game runs fine, controls are responsive and there didn't seem to be any major bugs :) Good job all in all

The Keep! It's Alive! by minibobbo 2020-04-22T16:06:01Z

Cool Idea! Love the twist on the theme. Gameplay wise, it's pretty simple but solid. The difficulty is a little easy, but that's ok. The grabbing mechinic worked well, even though sometimes it seemed like it was a little too specific and i wasn't getting the people even though I thought should have. The art is nice and I like the addition of music and sound. Helps the mood and immersion.

All in all, a good entry!

Pupper Truckers by tweedle 2020-04-26T12:10:31Z

Yeah pretty cool! Love the graphics and the general game play twist. The music and art was awsome. Very well thought out and implemented. The story sequence in the beginning was cute. Loved the dancing animations when they talked about the music :D I had some issues with the upgrade mechanics though. It was never really clear, what I was doing. I also didn't see, how much scrap I had at the moment. My eyes went over the UI and everything seemed to be some static information and/or tutorial stuff. Pressing "e" did something to the vehicle, but I didnt't understand the consequences. A normal upgrade menu would've been better I guess. You really lost me on the way, so making the mechanics clear to the player is a must. Some improvement on that aspect would be nice.

All in all, a nice entry with some flaws in player experience. Keep it up!

Birdie Burglars by DDRKirbyISQ 2020-04-28T10:42:18Z

Wow, great entry! From beginning to finish a very polished expoerience. Awesome and cute art, a lot of sound effects and even different musical tracks for the levels. There's really not much to criticize here. The core game play was rather simple but worked very well. And it was very satisfying to shoot the burglars with cats. I also didn't encounter any bugs on my playthrough. Kudos! What an entry!

Aqua Vitae by zimennik 2020-04-26T20:01:24Z

Cool experience. Really enjoyed myself. It felt very natural to manufacture the device with the help of the journal. The graphics were really cool and I liked the small apartment room as a set piece. Enhanced the mood a lot. The sound effects were very good as well. The story could've been expanded more to make a greater impact, but thats all I can think of as criticism. Great entry, keep it up!

Will of the Wisp by johnfn 2020-05-11T11:14:38Z

First of all, you should really include a loading indicator when having so many assets :) the screen was gray for a long time before the game started.

Second of all: Wow! Congratulations. This was awesome. I was already blown away when entering the main menu and the great music greeted me. With vocals! You did all of this in the time of the jam? It didn't even end there. There were at least 3 other musical pieces in the game. What an effort. By far the best soundtrack I've heard so far in any game I've played this jam. Now I can wholeheartedly give a 5/5 for music :) The art was also very sophisticated. Great amount of detail and animation frames. The visual quality was top notch all way through. The platforming was good, but had some issues regarding ledges and the mushrooms. When standing on top of them and growing them, the player got stuck a little. Also, Screen transitions were a bit off, when the player was jumping while the transition happened and a wall was on the other side. But that's just minor complaints (we had our share of problems with the platforming engine as well). It was also good to see, that we weren't the only team to tackle some kind of non violent metroidvania style 2d platformer. The writing was funny and I liked the forth-wall-breaking and self referential stuff. It's always good to have a lighthearted mood when playing jam games. Keeps the player invested more easily :) The ui and controls were pretty much self explanatory and everything worked as I expected. The level design was simple but effective. You even managed to include some platforming puzzles, which is awesome. We didn't have time to add those. The end was a nice twist and paired with the music change, it was really fun to rush for the end.

All in all, a very competently made game. Really good game design and absolutely amazing music and art. The love and care put into this really shows.

Turto! Virtual Pet by deathray 2020-04-27T12:28:10Z

Holy moly, that was a bit much to deal with :D That guy was eating his feces as soon as they hit the ground. I found it really hard to check all the numbers and simultaneously go through the menus and find the right functions. I think the UI needs a good old remodelling to actually work with the needs of the player to keep things going. When you have to fight with the UI, it takes away from the enjoyment from the actual game play. Some better feedback, what tool is currently selected etc would be nice too. Maybe have the item be the mouse cursor or something. It felt kinda strange just clicking the turtle and vaccinating it with an invisible needle.

The art was adequate but I really missed some sound effects. Those tamagotchi games really benefit a lot from cute sound effects to help bond with the little critter.

Still, I liked the complexity of variables you introduced, but things went to hell too fast. Especially in the beginning, it was hard to juggle everything without knowing, what was doing what.

Unicorn by JacksGamesSucks 2020-04-22T20:24:57Z

I really love the production behind the game :) great that you could make this a family effort and work with your kids on this. That aside, game play wise, there are things that can be improved of course. First thing would be the one-hit-kill-mechanic. Give that princess some hit points! Running speed is very slow so jumping into enemies happens regularly. The platforming physics can be improved as well. There are some strange glitches when running or jumping into or against walls. I guess asking for animations on the self drawn assets would be a bit much, though :D loved the enemy designs by the way. Kid's drawings are the best!

Soul Survivor by fakefrogsonly 2020-04-24T18:00:32Z

Hah, what a lie. The ghost's favorite hobby is to take a walk around the level instead of following me to safety :D that's how I lost... it just went straight into a group of enemies and I wasn't fast enough to shot up, because I didn't see them yet. The game is pretty cool, though. I like the reduced art, animations look nice. The shooting feels satisfying and the sound effects help as well. The bgm was a little too funky for my taste, especially considering the theme of ghosts. Something eerie would've been nice (but that's just my taste)

Cool stuff!

WHALE HOUSE by Besto 2020-05-03T18:18:41Z

Awesome! The game play feels very polished and high quality. The controls are tight and mouse aiming works like a charm. The art looks great and the animations feel weighty and responsive. Damage feedback is on point and killing blood crabs is very satisfying. The upgrade system is a nice addition to keep the player invested. Jumping and jetpacking also works very well. You did an awesome job an all technical aspects, in my opionion.

The balancing and wave progression has some (almost expected) balancing issues. The first wave was somehow the hardest with the weak laser and the sheer amount of enemies you had to juggle. With the first damage upgrade, thinks got a lot easier. Even the blue crabs didn't matter much. With each wave and an additional damage upgrade, the game almost played itself :) just go from cell to cell and kill all crabs. Rinse and repeat. Would be cool to have more and different enemies. Maybe some, that can even attack the player. Or changing level layouts would be nice. I got rather boring from Wave 6 and on, since nothing really changed and I've already seen everything game play wise. I guess that's all due to the time limit of the jam itself. Considering this is a one-man-show, it's pretty awesome to see what you could deliver.

All in all, VERY good entry. More people need to play this. Make sure to play, rate and comment on more games to get more exposure. It's going to be grind already being so far into the rating phase, but you gotta pull through. Good luck!

Woodpunk by elisee 2020-04-22T18:09:47Z

Impressive entry! The art is gorgeous (reminds me alot of zelda 3) and the soundtrack kicks ass. Really adds a lot to the mood. There isn't really much I could critize on those merits. Game play wise, it wors great as well. Shooting is satisfying and the craftig mechanics work fluently.

The main issue I had was the mostly barren world. Would've been awesome to have more content in it or have the content, that is there, a little more dense. I never knew if there was a possibilty to get through an obstacle or it wasn't part of the experience. I was running around alot only to get into a dead end. Enemies are rare and I only encountered one type so far.

On a technical level, there is also something I could provide as feedback: * The frame in the website where your game runs is not fitting the native resolution of your game, so the pixels are distorted a little. The pixel art is so beautiful so it pains me to see it treated like that * Some of the objects in the map have z-index issues (signs or some pillars) where the pc wasn't rendered behind it correctly

Awesome entry nontheless. Great work!

Saving Emperor's Chick by Calcitherin 2020-04-30T11:45:42Z

The art of the assets seemed very well drawn and high quality. The rest of the game mechanics were very rough and not really clear to the player. I had to find out the mechanics by sheer try and error after which the game was so easy, since there was no challenge left. It's pretty obvious that this is still more of a rough prototype than an actual "finished" product, so there isn't really much to say than: Keep it up and I hope you can publish a more round and polished experience the next time :) Always think about player involvement. Never stop to question, if the currently implemented mechanics are actually fun for players. Just moving a pointer from left to right in the correct height is usually not that involving and/or fun. Even great art cannot hide that fact.

Keep it up!

Cyto Killer: Save Our Cells! by loveapplegames 2020-05-04T13:54:04Z

That was a little much for me :) Real time strategy is not my cup of tea, even though this was more like a lightweight puzzle Tower defense game. I still had a lot of problems really understanding how to approach this. Everything happened really really fast, I couldn't actually think about how to place the units because the enemies eat up the cells in a VERY short time. So I just spammed the units where ever and hoped for the best. Once placed there wasn't really anything I could do so I just sat back and prayed that I would win. Some more involvement would've been nice.

The art was cool and the soundeffects were mixed very well. Audiovisuals were top notch! The game itself seemed to work fine as well. I didn't encounter any obvious bugs. The amount of different scenarios/levels was also great (even though I could only beat level 1)

All in all, not my cup of tea, but still a fairly enjoyable experience :) keep it up!

Marx's Graffiti Squad by Rongefilet 2020-04-27T17:46:12Z

Cool little game. Liked the clean pixel art. Nice color schemes. The missing sound and/or music is a bummer, but time is money. Making a game alone is though, I'm sure. The first level was pretty easy, but from the second one on, the difficulty really takes off. It was very easy to lose, beacause the police was very fast and hard to shake off. If the sprint timing was off by a little, you basically are game over. This could be re balanced a little to allow more ways to get away from the police. Maybe even have an item per level that allows to stop them in their tracks for a short amount of time. It was a bit frustrating, because it could be over so quickly after working hard to spray a lot of walls.

Aside from that, the mechnanics worked pretty well. But I didn't like the button placements. W and X as action button were awkward to press together with the cursor keys.

All in all, good entry. Keep it up!

You Reap What You Shoot by darkfrost 2020-05-03T10:32:23Z

Rather cool. Way too easy though. Even without any upgrades, it there was almost no game play challenge. The enemies were pretty toothless and could be taken care off with a few well placed shots. Just going around the labyrinth and collecting the bio full got old pretty quickly as well. Played 6 or 7 stages or so until I quit. Felt like it overstayed it's welcome after a while. Other than that, the game play loop itself worked pretty well. The upgrade store was a good idea and would, in theory, help with player motivation. In this particular case, I didn't make much difference though. The upgrades didn't really seem to change that much. The level generation seemd to work quite well as well. There were some holes in the walls here and there and one time, I was put in a square space with the car blocking the only exit (I could weasly my way through though), but still, pretty impressive. The controls worked nicely and good call on supporting gamepads. The running pyhsics seemed a little off and strange though. I like it better when such games have tight arcade physics intead of more "realisitic" physics like a GTA 4 for exmaple. The 3d assets looked cool as well. Kudos to the amount of details you put in.

All in all, very impressive entry for a one-man-show. Keep it up!

Blood Oath by alexhonor 2020-04-23T23:06:46Z

The art looked nice and very polished, good job on that! Like the soundtrack and sfx as well. The core gamplay is a little rough around the edges, which dampens the fun a little. Hit detection seemed a little random at times, especially with enemy attacks. The Boss killed me with his projectiles and I didn't even really understand how he hit me. But it was a nice change of pace to play an action game amongst all the other more games.

A Cold Walk Home by Stefanie Leitch 2020-04-24T14:19:39Z

Wow, seriously? What a great entry for a compo. So much content. Not only is there game play variations, but also a story and a progression system. The background track really does add a lot to the mysterios nature of your little survival action adventure. I really don't have much to criticize, but i'll add some issues I encountered when playing through your game:

- The written story is awesome, but due to the nature of your game play loop, it was hard to read the texts and simultaneously deal with all the survival stuff. The player will ultimately miss some of the written pieces (I did, at least) - the last bridge upgrade did not trigger for me. I thought I was doing something wrong and tried to kill the boar without minding the hunger or fire meter (expecting a game over) After dying, the bridge upgrade was there and I could finish the game - Was the boar killable? I tried it two times, but it seemed to be pointless. It did take damage though, so I don't know. - The art is pretty rough, but that's not really a criticism in this context.

It's baffling how you implemented all this in such a short amount of time. Kudos!

Feed the Machine by DeathStorm 2020-05-11T10:46:52Z

I really like the concept and the art is quite nice, though, the main character could really use some animations :) I love the machine in the middle, looks awesome! The sound design is really well done as well. The ambiance sound cools and the sound cues help. I read through the tutorial briefly (a lot of text!) and tried my luck with the game. I still had a lot of trouble knowing what to do and why I should do it. Fixing the broken pipes and broken machines was one thing and was kinda self explanatory, but everything else was quite confusing. A little more feedback would've gone a long way. Pressing "e" on the working green house did nothing for me, so I always starved to death. It was also not really clear, what impact it had to feed the machine in the middle. I never know how much I should throw in or when it was time to do it again. Also, everything broke way to fast. I was just constantly running through the level fixing everything. There was no time to really explore the mechanics and understand them thoroughly because my oxygen and hunger meters went down rapidly. After the third death I was quite frustrated. This game would benefit a lot from an in game tutorial and/or progression of available machines while playing. So you can learn each machine one by one before having to deal with all of them directly.

I bet the game is pretty easy to beat if you understand the mechanics, but at least I couldn't grasp them. Still, like I said, I enjoyed the concept and the random nature of the level was a nice touch. Aside from the difficult learning curve, an in game tutorial would really elevate the game play for new players.

Keep it up!

Keith's Flint & Steel by johnnysix 2020-04-23T22:43:45Z

Okay, what a trip! I think the game ran too fast on my 144hz setup. It was like a roller coaster :D The mechanics were simple and self explainatory even though I didn't really see if the animals did something to me or not. I just went from tree to tree and chopped them down until "WIN" greeted me in the morning. So I guess I was doing alright :) The art looked good and the soundtrack and sfx were awesome. A very good compo! Kudos

Cytokine Storm by Gurbx 2020-05-03T09:31:04Z

Wow, well done! Great game play mechanics. felt really fresh and innovative. I'm not usually someone who is gripped by a round based strategy game, espcially not in the jam context, but I played yours quite a bit. Loved the simple and intuitive nature of the controls. The art was nice and fit very well with the sound effects. The upgrade shop was a nice addition.

The only thing I would have to criticize is the balancing of progression and difficulty. For all the levels I played, I was the only one who destroyed the cells by shooting at them :D the viruses were pretty timid the whole time, wandering around and doing their thing. Since all my little troops were shooting simultaneously, some of the cells had to be sacrificed to win, which seemed to work nicely. It just seemed that the random nature of the avialable actions and the rather toothless nature of viruses killed the challenge a little.

That's all! Great entry. Had fun with it :)

Station Keeping by invader 2020-04-24T17:54:15Z

Played it a couple of minutes but couldn't really get into it. The game didn't really click with me, nor did it really tell me, what it's about or what the goal was or obstacles I had to overcome. Seemed kinda complicated and the user interface was never clear what is doing what. Even just standing there and doing nothing seemed to be fine for the longest time. The running and jumping controls seemed off, like I was on some kind of frictional ice.

I'm not a huge fan of those kind of strategy/survival games so I guess maybe I wasn't the actual target group. The art was nice though, no complaints on that front :) some chilly ambient sound would've been nice

Angst by Silas Reinagel 2020-04-26T10:35:05Z

A very cool experience you got here. First all of the good things: Really cool, that you have a main menu, I appreciate that :) The art seems a bit rough at first, but fits like a glove in the head space part. The character designs. The visuals there area really good. I love the use of 2.5D parallaxing of the Map assets. Adds a lot the mood. The musical score also fits very well with the general theme. Really creepy and unsettling. That goes for the rest of the presentation too (and will be relatable for most people working an office job) I got some successes on day 2 with the head space but was killed by some entity on day 3 while I was reading the initial dialogue :( unfair!

That's a good transition to some criticism: - It seems like you "only" have one map that is recycled for each game play session. Would've been cool to start out with a smaller one and get bigger each day. That way, the player isn't overwhelmed with the sheer size of that labyrinth (I was, and didn't know what I had to do) and you have some natural progression in difficulty. - It wasn't clear, what I had to to in the head space. Sometimes collecting coffee did the trick, other times I couldn't get out before the panic attack. A little more transparency would be nice to prevent player frustration. - The web version was presented rather small and I wasn't able to read all of the texts. Especially the jounrnal was a problem that way. - Since the maps are always the same, the initial fascination dwindles pretty fast. I lost motivation at day 3 because I thought, that I've already seen all the game has to offer game play wise. It wasn't clear how many days there were or if it even has an end.

All in all, a very good entry! Very polished experience, great art and eerie mood! Good job

Bouncy Battlegrounds by Sergei 2020-04-23T18:28:43Z

Couldn't really get much fun out of this, I'm afraid. The art was very much reduced to almost nothing and the gameplay loop and it's rules were a little too intransparent and obscure for my taste. I never was sure, what would happen if one army was hitting another. It felt like some soldiers were stronger than others and the size of the army wasn't really the main focus. Aside from that, the slinging mechanic didn't click for me in the context of some derivation of a round based strategy game. Still, it's good to see that you have a game with a closed game play loop that works. That's always good to see with compos. Kudos for that!

Whalestrom by aevek 2020-04-22T10:29:54Z

Really nice visuals in the 3d department. Already looks pretty much fleshed out. The UI and rest of the visuals do stand out as not polished as much though. Flying was a little clunky and slow, especially turning around. Shooting felt satisfactory enough. I played two levels after the tutorial and and felt like i've seen everything. Didn't really felt the need to upgrade anything because the enemeies didnt't feel like a threat. Maybe that changes in the later levels.

The background score was cool and pumping. fit the theme of the game very well. I also liked that the space god was a whale :) very mysterious

Very good job all in all! This jam could use some more space dogfighting games

Sun up by Trigueiro 2020-04-26T13:06:35Z

Hey there! It is pretty obvious, that the game isn't finished or in a state that it will be fun to play more than a couple of seconds. YET, there is a cool game concept burried. I like the idea and as a prototype, it works fairly well. The art style is interesting and the sun controls nice and responsive. The light and shadow effects help to transport the underlying game play mechanics.

Keep it up! I hop you can submit a finished game next time!

Icy Mountain Hot Potato by Turncoda 2020-05-02T11:58:45Z

That was awesome! Very cool game play idea and the execution was also very polished. The controls felt intuitive and response and the bouncing mechanic was very satisfying. Good job on making it that predictable how the ball will fly after jumping against it. The art was very basic but worked in the context of game play. Some goes for the sound effects. Very bare bones but with a stark emphasis on retro gaming charm. I guess that was, what you were going for :) Also, considering, this was a one-person-job, the decision maybe even made itself. Still, it looks and sounds very polished for what it's presenting itself as.

The random generation of the map made progression rather difficult at times, though. I had troubles to get on higher ground with some of the platform constellations. Either because I couldn't jump on the next highest platform, because the jumping height did not reach, or it was very hard to make a detour and keep the ball live without destroying all the upper platforms on the way. One could say, that this is the actual challenge of the game and it felt very rewarding to get through a difficult part with a well placed ball bounce.

I'd agree on some of the other reviewers, that the screen looping mechanic wasn't all that transparent. And even after knowing, it was there, it was still hard to use it to my advantage. Also, it was very easy to lose due to one jumping mistake or a misplaced bounce. Some kind of one-time-use skill or something would've been cool to have at ones disposal to clear a very difficult part or save the ball from falling once. Maybe even have collectible power ups on the way. Since this seems like a infinite climb, it's always a good idea to give the player some kind of motivation to play further.

All in all, still a very very good and polished little skill based juggle platformer. Great job!

Wayward by ColeSlaughter 2020-05-04T14:12:17Z

I liked this :) It was a awesome how you tracked the player and showed the whole map in the end. I was really intrigued to explore more of the map after that. Fresh idea and well implemented. The art and sound fit very well with the mood you achieved. The music was mesmerizing and the texts were fun to read. Very nice experience :) Thank you!

Keep it Olive! by Nathalia Hohl 2020-05-04T14:05:36Z

Woah, that was pure stress :D why do these robots hate olive trees? The game play was self explanatory and I was able to find out the controls by myself in a couple of seconds. The aim was clear as well. It was still very stressful to keep the trees alive. Especially since there seems no way to win and the robots just keep coming. Shooting worked well, but the trees were in the way the most of the time so the player had to get really close to scare them away. I was able to get 239 points. No idea if that's good or not :)

The art was nice. Love the Low poly look. The music also fit fairly well. Nice tune. The controls ware very tight and I had no problems navigating the orchid. Good job on that. All in all, a nice little arcade shooter. Maybe a little too frustrating without a winning state :) I really get stressed out when there's no way to win

Operation Asteroid by SvartTand 2020-04-23T11:17:57Z

Cool! I went in blind and had to lose the game on easy two times until I got all the gameplay mechanics (like buying and build defense structures on the planet) after that, the game was a breeze and it was satisfiying to see the planet obliterating everything that was coming it's way. It was a little TOO easy :D I guess that's why there is a second, harder lvel.

The art is nice and the presentation of the defense systems are cool to lok at. The ui kinda covers some of the game view which seems a little unnecessary. the buttons could've found a place at the bottom of the ui instead of covering a fifth of the bottom left screen.

Game play seems relatively bug free (didn't find any at least) Good job!

Meteorite Pig by appix 2020-05-05T10:16:52Z

Nice Compo! The mechanics were simple but interesting enough to keep me hooked until I ran out of lifes. The art was good enough, even though the platform seemed filtered, while the rest was pixelated. The soundtrack was surprisingly dramatic :) Some of the stone spawns were a bit unfair, though. Seemed liked they didn't spawn off screen but in the stage. They often hit my pig or the platform while spawning. Lost half of my life due to this spawning behavior. Some of the stones were just rotating in place, but that's just nitpicking :)

Good job!

SideKick by Paul Nadan 2020-04-24T22:53:50Z

Nice entry, I like the general concept of this "baby sitting" simulator :D It was a bit problematic that the game is practivally over, if the little guy jumps on top of a building where a ufo is waiting und you miss a jump and can't get on the buidings fast enough. Some kind of double jump (or higher jump) for the main hero would've been nice. It was pretty hard to follow the guy around at all times.

The art is a bit rough but works to convey the visuals for you game. Same games for music and sfx. Still a lot to improve, but works as it is!

Seeking Power by gustavo.christino 2020-05-11T11:28:56Z

This game really needed some more hours of work :) It's rather rough around the edges, especially regarding the platforming engine. The controls feel stiff and the jumping doesn't work like expected. It seems like the player character is stuck in the ground. Walking speed is really slow the whole thing feels off. The art feels jumbled and incoherent. Some more strict art direction would really help to sell a game from an aesthetic point of view. I kinda expected to get a pixel art platformer but even that expectation was crushed when I saw the blurred and filtered sprites. The music was nice though :) a bit repetitive bit adequate.

I got frustrated pretty quickly due to the controls not really working like they should've, so I gave up after a few tries (I played the original jam version). Due to the controls being very wonky, the game was also very hard since avoiding enemies was kinda impossible to do with precision. Would've been good to have more than two hit points then to actually being able to see more of the game without getting too frustrated.

All in all, very rough platformer with a lot untapped potential in the art department. Hope you have more success next time. Keep it up!

Hell Yeah! by ryzy27 2020-04-26T10:44:15Z

I had grieve problems with the minigames. I wasn't able to make ANY points. The only thing, that worked, was removing tiles with a single click. I tried every combination with the dragging motion without any success. The Tutorial on the right didn't help either. I don't know if I encountered a bug or was doing something fundamentally wrong. This is really disappointing, because the game looks really cool. Loved the aesthetics and the pixel animations and lighting were top notch. Maybe you can look into the mini game issues. Seeing other people having problems as well, I might be a general game design flaw/bug.

Edit: I just saw the screenshots explaining the mechanics. Man, I didn't even recognize the upper part of the target combinations as a relevant asset. This is a easy fix! Why not make them both assets in the reference the same style? It's way easier to recognize it then as the target combination.

At least now, I can play it :)

Keep It Alive by mhykah 2020-04-26T22:32:07Z

Oh man, that was way more interesting than i thought. It's like a tamagotchi-choose-your-own-adventure-thing. Very well written, absolutely hilarious and cute. The pixel art accompanying the texts was spot an and made it even funnier. The sound effects were a bit loud, so I had to turn down the volume a lot. The sharp sounds of the retro hardware was hurting my brain. I played to sessions to see how different it got even that was refreshing. I really dont't have much in terms of criticism. I fully enjoyed myself. A job well done!

Battery Life by fazz 2020-04-22T17:39:52Z

Could beat the game in the third attempt. The art is really nice and works great with the atmosphere. Love the sound and design of the monsters. Good stuff! The core gameplay is very simple and requires some try and error to get through, so that might be a problem for some. If I wouldn't have found the exit after the third attempt, I would've given up I guess.

All in all, great entry for a compo. Has a really polished feel to it. No obious bugs and even sound etc. Awesome!

9Lives by Tec 2020-04-30T20:07:32Z

Really cool, unique concept and well executed. I loved how you maintained the theme in terms of graphics and items and such. The graphics were cool as well. I also liked the soundtrack and appreciated the sound effects you put in. Helped a lot to create the general mood. The items and their powers complement each other very well. It really shows how much thought you put into the game design. Great job!

I had some problems in the third level to get the cat jumps lined up correctly. I thought I was standing right behind the cat but then it jumped at an angle and always fell to it's death. That was a but frustrating, especially because you have to tediously get it back to the spot again, only to fluke the jump... again.

All in all, well thought out game with cool unique mechanics. Awesome!

Enshrine by MicroChasm 2020-04-24T11:23:15Z

I first tried the web version, but the performance was really bad, so I downloaded the windows build.

Great visuals! The wall animations look really cool. I didn't really enjoy the game play look that much. I found the controls to move the walls a little clunky and got caught by the enemies often without really knowing why. Some more visual feedback would be nice (aside from the "view cones" when in wall moving mode). Liked the general mood you presented with the lighting and models. Good use of the 3d engine.

Like I said, the core game play wasn't for me, but I bet there are players out there, who will enjoy it :)

LD46_Charger by Talia 2020-04-21T15:53:04Z

Very well done! The best visual presentation I've seen today. Very clean and slick pixel art und nice lighting effects. The gameplay was smooth as well and the controls were very responsive. I'm not a huge fan of the (tower)defense-genre, so I was a little let down, that the core gameplay revolves around fending of waves of enemies with automated lasers and battery-walls. But I'm sure your target audience will love the core loop :) It's not for me though.

Still, I can see, how much effort was put into it. Good job!

Pug Panic by Alex Davies 2020-04-23T22:53:39Z

The idea is cool and I like the general twist of the lemmings formula. But I thinkt you went a bit overboard with the difficulty... There is no real progression, just after a few dozen played seconds the game will crush you with popups and stuff. A very stressful, but funny experience :) Would be cool to have levels with difficulty progression to learn the mechanics and buttons first. I didn't even know what half of the buttons did because the whole screen was filled with popups half the time. The art was cute and made the premise very silly (in a good way) Soundtrack was pumping enough to keep me hooked for a few rounds. Good job! Just... let the player play for while before completely obliterating him ;)

Companion by Akadream 2020-05-02T17:43:54Z

I liked the core concept and the art looked very nice and fitting :) I'm always in for a zelda-like action adventure. I couldn't really enjoy it for long though, since I think the game ran too fast on my 144hz monitor. The characters basically flew at high speed and reacting to the enemies in time was almost impossible. Maybe you can look into that and make the movement framerate independent? (at least if that IS what the issue is)

Other than that, I only have a little nitpick: The key-label in UI was not in a nice looking pixel font. It's always a shame to see anti-aliased fonts in otherwise great looking pixel art.

Keep it up!

Get the Barky Started by Sibi 2020-04-30T11:36:48Z

That was fun :) Didn't really know what to expect, but you did a great job explaining the game to the player. The mechanics were simple but effective. Also, the length of the game was perfect. Didn't overstay it's welcome. The art was a bit all over the place, but that's alright. The whole concept in of itself was pretty absurd but fun. I like when game concepts don't take themselves too seriously. There wasn't much challenge though, could beat it in the first try without any real problems. The dog was fast enough to basically keep everyone happy without much waiting time.

Still, great little micro management game :) Bark!

Kaoamaru Kaiju by SplitPainter 2020-04-22T17:30:11Z

Interesting... but a bit overwhelming and confusing. Was there any gameplay or was it basically just a cinematic? I liked the idea of the aesthetics and the Lovecraftian mood.

MiniDrone by Rewzu 2020-05-07T21:47:11Z

Really cool, awesome compo entry! The graphics are gorgeous and complement the game play very well. It's a nice touch to have everything randomized to give each try a twist (even if it's just a little one) The core game play was interesting at first glance but had some major balancing problems. The main issue was the battery. Some of the metor drops just straight out killed my battery when I ran over it. I couldn't wrap my head around why I was always dying the instant I started to harvest some points. The game really just disencouraged me from actually playing it and getting some points for upgrades :D And depending on how far the energy towers were apart from each other and/or away from the good resource spots, it felt like a hassle to go back and forth for some measly points.

The game still looks and feels really promising and with a little work, this can be a really enjoyable experience. Like I said, still a great entry, especially considering this a compo. Keep it up!

You Live Like This? by LurkinMcClerkin 2020-05-10T09:35:19Z

Nice twist on the tamagotchi formula. The art and sound is really well made. Especially the attention to detail in the map assets. The room really delivers the mood of a "hospital" room ;) The controls work fine, but there are some problems with z-indexing and collision bounds of some of the sprites. The aim of the game was clear from the start, but I had some trouble understanding, how the temperature and food gauge are to be increased. After some tinkering, I got it though. The little translucent bucket sprite under the chili dispenser when carrying the bucket helped a lot. Good job on that! The rest was pretty straight forward but got bland really quickly since it didn't seem to progress in any way. There was no score, no timer, and no increase in difficulty (at not that I noticed) So I stopped after having no trouble keeping the guy alive. Is there a win state? If so, you should really make this clear to the player. If not, there should still be some game play variation to keep the player on his toes. This is really the only and most important feedback I can give you, because the rest is already pretty good and well designed. Only the water bottle seemed a little weak. I constantly making water runs because it only increased the meter by 2 pixels or so. Felt rather tedious. The rest of the items seemed to be balanced well.

The voice overs were a nice touch, but sounded like they were recorded from a really bad mic. I guess this was a design choice to imitate an intercom feeling, but it didn't really work for me. I'm no sound designer, so I have no idea how this could be pulled off better.

All in all, nice little tamagotchi/survival simulator (with all it's boons or banes) with some issues regarding the end game. Keep it up!

Sleepwalker by Sheinxy 2020-04-26T22:05:59Z

Took me some try and error to figure out the controls. Afterwards, I was intrigued. Really cool puzzle platfomer with a twist. The art was reduced but effective, if not a little too dark for my taste. A little more contrast would've helper, especially on the main character asset. The sound effects got really obnoxious after a while. I'd settle for something less painful to the ears. Other than that, the controls worked great, there was a lot of mechanical freedom and the level was huge and filled with content. Great stuff!

Wanted: Alive! by Dan Colman 2020-04-24T11:12:21Z

Short, but fun! The graphics and art looked their part and felt cohesive. Soundtrack and sfx were nice and fit the general theme very well. Controls worked fine and felt very responsive. Nothing to complain on that front :)

I was surprised at the attention of detail. I liked how the environment was part of the game (like the bottles bursting etc) The moving hole felt a little out of place, but I guess that's video game logic for you ;)

The only thing I would criticize is the amount of content. The game play mechanics were fleshed out to an extent, where I would've loved to play some more levels with more difficult obstacles. Maybe more than one enemy to dodge the bullets from.

I'm very delighted. Awesome entry

Polygons of Light by Poulpint 2020-04-24T16:58:14Z

Cool idea. I think the execution is still a bit rough and the lighting and shadow effects could use some work to look a bit better, but the core gameplay works pretty well. Had some problems with strange light hitboxes that killed me but all in all, it works as intended. The music is low beat but soothing. Some sound effects would've been awesome to wrap things up. The art itself (I guess mainly the main character) was fair enough, could be improved a bit to give it a little more personality

Open Fire! by Amazura 2020-04-24T14:27:39Z

Nice game! It wasn't really a challange and losing some of the men didn't really have an effect other than that it got easier, since i didn't have to mash that many keys anymore :D The art was nice, but the pixel scaling on the web frame was a little off. The cutscene at the end was a bit slow, too. Other than that, nice little button masher.

Keep it Fire by Mykola 2020-04-22T21:13:24Z

After a couple of runs, i'd have to say that the game is still very rough around edges. The Platforming feels a little strange due to some physics and collision quirks. I had no idea how to get to some of the wood. Looks like you needed a double jump or other special powers to get to them, which I didn't find. Respawning was bugged sometimes and would spawn me right in the middle of the floor. Also, it wasn't really clear, what the goal of the game or the motivation of the player was. The art was alright but the music was great! Really loved the backrounds song. It added so much to the mood and was good on the ears.

all in all, a decent entry that still needs some touching up to be a really good! Hope you can work with the feedback (even if I'm sounding a bit harsh). I think honest feedback is worth a lot. Also, I immediately clicked on your game when I saw the Cover art :) We developed a fire/wood-related game as well. Gotta stick to the stuff you know and love!

Cheers

Keep it Fire by Mykola 2020-04-25T23:40:32Z

Just came back to play another round with new version :) The sprint does help, didn't use it the first time around. Gonna keep the game open now because that song really is a great piece of music and I'm gonna listen the hell out of it until I'm fed up

Outlet Hero by Omicron 2020-04-21T16:45:47Z

Very nice! The most action packed and adrenaline pumping game I played today. The soundtrack was awesome! The only change I would made is A: Make the game shorter or B: Bring more gameplay variations to the table. The way it is now, it overstays it's welcome a little. After entering the City-Level, I had the feeling, that I've seen everything the game has to offer. Weapon variations would've been awesome. The weapon you have is kindo overpowered with it's range, speed and accuracy. It's basically a walk the park. Add some challanges, keep the player on it's toes :)

Nontheless, awesome entry. I'd say it was even the best I played so far today.

Dying Flame by BauBau 2020-05-01T10:53:30Z

Not too shabby! The art and mood (thanks to the lighting) was very good. The size of the dungeon was also well chosen. The fighting animation looked a little silly, but that's something that can be easily improved. The little touch with the floor switch riddle was a great call. The fighting mechanics were very rough, though. Didn't really add much to the fun of the game. It was just button mashing until the enemy disappears. No strategy, skill involved and hence no satisfaction. But it was good that you didn't make it too difficult, would've gotten very frustrating otherwise.

Made it through in the first try :) Cool cutscenes by the way. It's rare to see those in jam entries. Keep it up!

Lively by CJGladback 2020-05-11T11:18:28Z

I like the graphical style and the concept seems interesting. Too bad you didn't implement actual game play to go along with the concept. The animations of the cat were cute and looked rather natural. I was really hoping to get a lighthearted point-and-click-style adventure game :) Maybe next time! Keep it up

Sachka, Heal-sitter by Darklim Henwitch 2020-05-11T19:02:23Z

I actually enjoyed the concept. It looked like a round based rpg from the screenshots but turned out to be something completely different. That really caught me by surprise. I liked the dynamic between the characters and the drama that unfolds with each round. Though, I thought that the actual MMORPG game play part was a bit bland. I'm not a fan of the genre in the first place and this was even less involving for me. The lack of sound effects and good contols/user feedback for the spells did not help either. Of course, it would be kinda impossible to expect a polished mmorpg like boss battle in that kind of time frame, but a little more fun in the game play would've been nice. Also, it kinda drew itself out pretty hard. That's another thing I don't like about raids in the genre :) I couldn't keep up with the healing in phase 3 or 4 and lost. I was really interested how the story would unfold, but you can't get me to play another round of being a healer in a MMORPG. The art was adequate and the soundtrack was very fitting. No problems on that front!

All in all, a very unique and interesting approach to the theme and good job on subverting my expectations. The game play was not my cup of tea, but I bet other people had fun with it. Keep it up!

The Weeny's Quest by Tropos 2020-05-07T21:35:46Z

Fresh idea! I already played some games that had a similar premise but not to such an extend. The graphics and music were nice, no problems on that front! The game play loop itself was a little slow and could get frustrating fast when you spent minutes over minutes watching that little guy make it's way and a little error sends you back to the main menu. I guess that the general walking speed could be increased or there could be an option to fast forward. Most of the game play was just waiting around. The controls were generally fine, but there were some issues with the WASD camera movement. Diagonal scrolling did not work and some levels scrolled faster than others, which was a little tricky to control and felt quite off.

Other than that, I liked some of the game design choices you implemented. The foreshadowing of the movement of each of the characters was a great help to deal with the choices. Kinda hat a pac man vibe going. I did play the first few levels but got bored at the third halfway through due to the slow and passive nature of the game. The pacing should be improved before all else. Keep the player engaged with more than just clicking some tiles every few seconds. Since the main guy had a predetermined path through the levels (at least it felt like it) it didn't feel like I had that much agenda and/or freedom. A little more involvement would go a long way!

Still, a good game in it's core :) Just needs some polish and more game play mechanics. Keep it up!

Duck Crossing by HermesEs 2020-04-24T11:36:43Z

I went in completely blind and tried out to get the core game play by what the game gives me. Seemed like I had to find 5 chicks and bring them to the nest. I did find smaller birds which responded to my quacking, but they didn't follow me. Scaring people didn't seem to do anything too (aside them from being scared :)) The bird catcher was pretty clear, tried to stay away from him. After I found the street and saw how funny the people drove, I was hit by one and died. So, I couldn't find out, what the game wanted from me to reach a winning state. I still had fun running around, jumping and flying around town.

The art was great and the level was huge. Performance in browser wasn't so good... I think I had around 25fps. I liked the sound effects and music. You haven had some voice lines, nice!

all in all, great entry that could be a little more specific with it's goal

Germ Warfare by edj99 2020-04-28T10:28:45Z

I like the "The binding of isaac" core game play. Even the maps seem randomized. The controls and game balancing is a bit rough though. So much, that I didn't bother playing a lot since it got frustrating very quickly. I'll give some feedback an possible changes and enhancements at the end of the review. The art looks nice enough, the color scheme fits very well with the theme. Music was cool and pumping as well. Hit feedback on the enemeies was nice as well. The little detail with the stuck needle is awesome. The map layouts could use some variations though.

- The physics of the main character were way to floaty for such a difficult game. When i entered a room, the guy slides halfway through the room, hitting 3 - 4 enemies on the way. That's a no-go. I don't know if it's because I'm running on 144fps, but the controls were VERY sensitive. Subtle movements were almost impossible. Also, changing direction killed all momentum of the character, which felt very off and unpredictable. - Shooting speed and/or damage need some rebalancing. It took way to long to clear a room of all viruses. It ends up feeling more like work than fun. - There often were TOO many enemies per room. They often float about randomly and you basically have no change to avoid damage when they gang up on you. The characters hitbox was a little in-transparent too. The missing damage feedback on the player did not help in that regard either. - I did not play far, but it seemed like there were no upgrades and/or player character progression. Depending on the length of the game, this should be included to keep the player invested.

In conclusion, I really wanted to love your game. Twin stick rouge-likes are one of my favorite genres. That's why I want this to be better :) Keep it up!

Save The Egg by Sunblast 2020-04-22T16:53:28Z

If you know how the game works, it's ok! But I had to look up in the description how the spring placements are done. This could be made clearer in game or even have the spring placed by drag and drop with visual help. Would be better than ahving to blindly click the mouse button a second time for a replacement.

Also, the egg physics seemed to be a bit off. Looked like they didn't really adhere to physics of this universe :D thats also something you had to keep in mind while trying to clear the riddles. The length of the game was good though and the progression the three levels introduced, as well. It was a bit frustrating to wait for the whole egg to pass the stage to see if the changes at the last spring worked now. So that might be something else to consider to reduce player frustration.

Art was adequate but seemed a bit intermingled. The tileset and the rest of the art didn't seem to have the same level of art direction (contours on the pipe and nest, but not on the rest of the tileset)

BUT I did play through all tree levels because I could get some fun out if it :) So that's that. Keep it up!

Keep it afloat! by Maka 2020-05-01T11:58:14Z

Well done! Great entry. I really had a fun expierence with it. The core mechanics were interesting worked very intuitively. The music was awesome and fit the theme very well. The art was nice as well and I liked the whole "cut-out" look. The only thinks I didn't like were the very slow nature of the game and some ui decisions. Since you have to wait two after you made the inputs makes everything a little "laggy" and slow. This might be hard to fix since I guess that it was a deliberate design choice. Maybe when progressing, you could increase the bpm to make things faster and more challenging? The second thing I would improve would be the placement of the beat indicator. It was very small and at the top of the ui, so my eyes were usually up there and only occasionally wandering down to what was actually happening. Maybe it would be possible to include the beat indicator in a way, that it can be seen subtly from everywhere (for example in the background over the full screen) That way, the player doesn't have to concentrate on the tiny ui element.

Other than that, very good, rounded and polished entry. Fantastic job!

Space Mercenary by Lorwon 2020-04-26T19:25:47Z

Nice, I always appreciate top-down space games. The theme felt kinda tacked on, but that's fine. I had some issues with the controls. They didn't really feel very intuitive somehow, I can't really explain it well. For example if you're fighting one-on-one against another ship that shoots at you: To not get hit at the same time, you had to fly perpendicular to the enemy ship and then aim at it, which means that you cannot change course anymore because giving thrust would again change your flight direction towards the enemy. Maybe I'm spoiled by twin-stick-shooter controls, but I missed that here :) The old "Astroid" way of making space games doesn't resonate much with me anymore. Side thrusts could make this easier. Basically a way to dodge enemy shots head on while still being able to have your own fire on them. It's playable the way you implemented it, it just feels like more work to me. The music was very soothing and nice. Great tune.

All in all, a nice little space shooter with a "save-your-son" instead of a upgrade-system.

Friendly Fire by Diego Escalante 2020-04-21T18:07:14Z

Hey there, I was curios how the other "Friendly Fire" named game looked like :) Feel free to look up ours.

The gameplay loop was simple but worked well enough. I like the simplistic art style and the lighting effects work great to increase the mood and actually matter gameplay wise. The little looped soundtrack works aswell. Nice touch to have two different version of it for menu vs gameplay. Reminds me heavily of Nier Automata.

The level itself was a bit barren and the enemy spawns become predictable very quickly. A more intricate dungeon design would be awesome. Finding the ladder after getting 100 gold was a hassle, but after a while, I was able to get out. I think that could be solved better somehow than pure try and error.

Solid entry!

Sunlit by palsina 2020-04-22T22:35:48Z

Really interesting and unqiue idea, I like it :) Took me some minutes to check, what I was supposed to to and that i was able to scroll the map upwards.

Metagame by itsonrandom 2020-04-27T13:58:37Z

Cool concept, but needs some balancing to really tickle out the potential. Every level seems like a puzzle in of itself but the game will be reset on each failure. That's really frustrating. Why not let the player retry the level? The levels themselves need some work as well. Other than some enemy spawns, everything was the same. So just putting the flag at 6 o' clock helped me beat most of the levels and it took only a couple of seconds. I would be better to show the player the level beforehand, letting him think where to place the flag and then let the level play out and see, if it worked or not. Then it will get a strategic element as well. As it is currently, the player will hove no time to think, since the enemies will just start running and every millisecond counts.

The art was adequate and the music was ok, but a tad loud. All in all, a nice entry with a fresh take on the theme. Good job on that front!

Friendly Fire by very dark lord 2020-04-21T08:28:01Z

@amdmaster Hey, thanks for playing! Could you elaborate on the bug you encountered? Or was it just generally unclear to you, what you had to do with the cone? Couldn't you plant it in the garden up on the mountain?

Friendly Fire by very dark lord 2020-04-21T19:19:42Z

@lairinlair Thanks for the feedback! Great to hear you enjoyed the game :) Yeah, the final song came in pretty late in development and we couldn't fix the looping issues in time. Thanks for heads up anyway!

Friendly Fire by very dark lord 2020-04-22T09:22:18Z

@keybol Thanks again for playing the game on your stream :) Your feedback is very valuable and will be incorporated in a post-jam version of the game.

Friendly Fire by very dark lord 2020-04-23T19:36:20Z

@apandso Way to go! Great that you could still beat it with the power of friendship :)

Friendly Fire by very dark lord 2020-04-24T13:06:43Z

@marxy-37 don't worry, you weren't the only one to miss that ;) That's something we will address in a post-jam version to avoid player frustration with that part. Thanks for playing!

Friendly Fire by very dark lord 2020-04-25T08:44:40Z

@ciaranw and @splitpainter Yeah, 9 people in jam sound pretty rough, and we initially thought about splitting up and make two teams, but a lot of people were not around for the whole jam (+ some unexpected drops due to illness), so that was not a feasible option. I'd say we had a core team of about ~4 people that were involved with development at all times. As soon as an additional member was available, some workload could be delegated depending on what was important and/or what the member was able to do efficiently (e.g development / art / story / sound). The uncertainty of (wo)manpower was an issue regarding the scope though, but we were mostly able to keep all of our initial plans.

Friendly Fire by very dark lord 2020-04-25T10:46:02Z

@joamd Feel free to check out the previous jam titles of our "team" (members are always fluctuating)

http://shellfishgames.com/games/sickbusiness_postjam/

http://shellfishgames.com/games/graveheart/

Friendly Fire by very dark lord 2020-04-25T21:59:20Z

@madalaski The walking speed is indeed something, that needs to be tweaked. I'd love to add a running function with additional animations, but we'll see how much time we can invest in the post-jam version. The minimal solution would be to just increase the base walking speed to allow for faster travelling around the map. Thanks for playing anyway! (You're game is awesome, btw. Anyone reading this, go play it!)

Friendly Fire by very dark lord 2020-04-26T14:51:36Z

@mika-la-grand nothing critical ;) just variations in dialogue. Thanks for playing!

Friendly Fire by very dark lord 2020-04-29T22:40:45Z

@1punnyguy44 Hey, sorry to hear that you had performance issues. We had some reports of people falling through platforms etc, which is most likely due to poor frame rates and resulting collision detection issues. There wasn't really time for much performance optimization and it ran rather well on all of our devices. That doesn't help you of course. Maybe you have the chance to play the game on another devices with better specs? Thanks for playing and the feedback anyway!

Friendly Fire by very dark lord 2020-04-30T15:40:24Z

@sprotex Sorry to hear, that you had problems finding out how to get up the mountain. We really thought that just having moving platforms would be enough to be an universally understood concept. I remember at least one other person having the same frustrated experience. Might be a good idea to introduce this concept a little earlier in the game in an unambiguous context. Thanks for the feedback! Cheers

Friendly Fire by very dark lord 2020-05-02T11:00:58Z

@turncoda Don't worry :) We are well aware of the fact, that we didn't innovate with this entry. It was just fun putting everything together and trying out different ideas and established mechanics to make the game less predictable / more fun for the player. Thanks for playing and giving your honest feedback! Very much appreciated

DANGER! Alien Cow Thieves! by Shredmer 2020-04-24T22:21:14Z

The art is astonishing, very polished professional! Great job on that. The core game play itself is also good, self explainatory and punching alien creates against walls with a glorios explosions always satisfying. The main problem was the controls. They felt really laggy and unresponsive to an extend, that I wasn't able to get much fun out if it. I had problems planning my jumps and I missed almost all of my wall jumps because of that. Since control is one of the most important things in an arcade platformer like this, it really stands out, if something is off. I hope you can still work on the controls and fine tune them so they feel responsive and tight.

Medic! by halflemonstudios 2020-05-08T10:49:01Z

The general idea is cool and I've seen quite some other games already that went this route to interpret the theme. I still liked that you actually are not just a passive observer but an actual character that even takes damage and can die, leaving the soldier to his own devices, The core game play mechanics did work, but really need some improvements in terms of fun. It was quite intuitive to switch the items around and activate them with the space key. I would've rather liked that each power had a specific button (1-5 :P) which would activate the respective power directly (if in reach, of course). Also, the game would benefit a lot form a better ai. The immersion really suffered from the soldier just running from left to right, getting shot in the back. I know of course that this is obviously due to the time restraint of the jam, but maybe you can implement a more dynamic and involving soldier ai in a post jam version. Maybe even include things like an actual battlefield map in which you can progress and have an actual win state etc.

The art is rough but works in this context. Some music and sound would of course improve the experience as well :)

all in all, cool concept but needs some work to be fun for more than a couple of moments. Keep it up and good luck on the post jam version

Until Sunrise by Jishin 2020-04-27T09:07:09Z

Very well done! The graphics are gorgeous and the details on the animations are very impressive. The lighting and shadow effects add a lot to the mood, as well as the soothing soundtrack. The core game play is a bit slow and lacks some variation. Having an upgrade system helps, but If found, that the last two upgrades are kinda pointless if you just stay at the fire after the first two upgrades and defend it from the sprits until the timer runs out. Which brings me to the last point: It takes too long to reach the winning state. The game does not have enough content to keep the player invested that long. At least that's what I felt. After having all upgrades, the timer still was at 12 minutes or so. That's way too long. i think there's room for some re balancing there. OR you add more game play mechanics to keep the player on their toes. Aside from that, this entry is great! Really enjoyed it. Keep up the work!

Blood and Snow by Mika la Grand 2020-04-26T15:03:45Z

Hey! Not too shabby. I was surprised how much thought went into the game play mechanics. From the initial impression, it didn't look like too much. The art is pretty rough and reduced but game play wise, it's very lush. I love the ambient soundtrack. Really hits home with the mood of isolation. A little more variation would've been great. Just punching trees and shooting deer will get old after a while. Kudos to the idea to include footsteps. It really helped to find deer and came very naturally. Maybe you can include some kind of experience and/or upgrade system to keep the player invested. Or maybe some random events to shake thinks up? Snow storms oder avalanches. Add more animals to hunt. Maybe even dangerous ones like bears. Man, there is a lot that can be added :) Do you plan to work on it post jam?

I had fun with it and will play a little more. Ha, just as I wrote this, I won! So there was a winning condition after all. Thanks for making this!

Feed The Fire by Tomssuli 2020-04-28T19:44:38Z

I appreciate the silly humor, and it did kinda work out, but I found the game play a little unbalanced. There was a huge issue with cutting trees and how fast the fire went out again. It seemed like it took forever to get wood from a tree, especially the bug ones. The fire went completely out in the time i finished one tree. Since the fire was so sensitive, I didn't really venture far from it to not let it die out. I guess that there's more content hidden around the map, but i never felt incentivised to go looking due to the fire dying out in a few moments. Maybe give the player a little more leeway to explore without punishing him so quickly.

The controls worked in general, but I didn't like that I had to manually scroll through the inventory to pick up items in free spaces. That's something that can improve the user experience heavily. The art was good in a silly way (of course ;)) and the soundtrack fit that theme very nicely. Good job on that.

All in all, the game was all over the place, but I think, with a little tweaking, can be made into a rather fun experience. Keep it up!

The Dragon's Curse by Aditya Kumar 2020-04-21T20:39:38Z

That was a unique experience. Cool idea and well executed as well. There isn't really much I can provide as constructive feedback aside from that the game could use some more polish in most of it's departments. The soundtrack was awesome, but sounded crisly and glitchy. DonÄt know if it was just me or the browser. The art was cool but could be expanded more. Especially to provide more context to the stuff that is happenening in the sequences. Aside from that, really good production! Not too long, not too short and a lot of replay value.

Medically Inaccurate by Emperor Eagle 2020-05-05T16:17:18Z

Really nice! A good old twin stick shooter with satisfying mechanics :) I really enjoyed this one. The aiming and shooting was spot on and was a lot of fun. Especially wit all those squishy sounds effects. The mechanic with the medic drops on the heart was also a nice touch and fit the theme of course. The graphics were ok, even though I wasn't the biggest fan of the general color scheme. Seemed a little uninspired and lacked some art direction. The soundtrack was a nice choice. Only the walking controls seemed a bit laggy, at least in the browser version i played. When I stopped pressing WASD after running for a bit, the character went further for half a second and then stopped. The rest of the controls felt very tight, so it wasn't a general laggyness. Maybe something with inertia? Felt off nontheless.

All in all, enjoyable experience :)

screenshot.jpg

Key Saver by PlugWorldG 2020-04-21T10:53:47Z

Good entry! The art seems polished and the little tune was catchy and energetic. The jumping sound was a little loud and obnoxious after the first jumps, but bearable :)

I didn't like the hefty camera sways when changing firections. It was hard to navigate the jumps when the camera flips out like that. I didn't really see the theme (aside from the 'don't die because it's a video game' logic) though.

There was something with the key icons at the top that I didn't really get. 'A' seemed enabled while the other two were greyed out... but I could use them all. Strange! I found a gem and the game was reset... Was I missing something?

Solid entry nontheless!

Space Exodus by Kaish 2020-04-24T19:45:31Z

Great! I really enjoyed it. And I found a second earth on my last bar of oxygen :) The 2D (can it really be 3D on a 2D plane?) sound feature is awesome and is not just sugar coating but part of the game play mechanics. The art is simple but effective. I appreciate good 1 bit color schemes. The recharging sound was a bit obnoxios and I had to turn down the volume because I couldn't bear it after a while.

Can't really find any valid criticism apart from some ideas to make the game play a little more intriguing. I think I would enjoy some gravity around the planets to make the fight for heat during sun flybys more interesting for example. Or some shooting mechanics to fight off aliens/metroids.

Great game to build more upan. Good job!

Rekindle by Xenoxygene 2020-04-23T20:19:12Z

Cool gameplay look. works great, but got really really hard at the two minute mark. I loved how the sheep was ultra aggressive against the wolves :D The art nice but looked kinda generic due to it's "minecraft" look. The throwing mechanic hat a good interface and was easy to understand. good job on that!

Life Of Sparky by Piranha 2020-04-22T10:18:07Z

I am positively surprised :) loved how much effort you put in your game. You got a backstory in form of a visual novel, musical score and cute/creepy soundeffects for your spark. The gamplay premise is simple but effective, even though I find the standard version too difficult. There's almost no room for error and will ultimately lead to frustration.

All in all a nice change of pace. Keep it up!

Magic In C by Ridderfar 2020-04-27T16:18:26Z

Interesting experience. I liked the "interactive" (only by repositioning oneself?) musical composition and that's what you were going for, I guess. No idea how the theme fit though. Calling it a game would stretch the definition , but I still appreciate the entry :)

Keep IT Alive by anhel 2020-04-22T15:58:59Z

Interesting concept, but veeery stressful :) had trouble keeping the boats afloat after the first 5 or 6. It's very hard to keep track of the boats and the water directions. Art und Music fits well und control wise everything works flawlessly. Good job!

Living Light by zubspace 2020-05-05T21:28:15Z

That was a surprising amount of fun! I love little skill based games like these. The presentation with the light and shadows was pretty call and added to the mood and difficulty. The enemy behavior was well balanced and usually not that unfair. Even though I'd have to confirm some of the other reviewers, that the character hitbox was a little too big for some of the level architecture. In some cases, there was basically no way to survive, when the round enemies bounce around in an unlucky fashion and you have a triangle behind you. The soundtrack was subtle, but still a catchy, moody tune. The art was fairly good, nothing special and had some blurry edges when scaled up. The highscore system was a good idea to keep the motivation up. Was able to climb to second place with 409 points.

Great game, all things consideres. Nothing new or innovative, but good production value and fun game play loop. Keep it up!

Keep it Lit! by mharring 2020-05-03T10:44:50Z

Not too shabby! I had to check twice to see, if I hadn't played this already :D There were a couple of other entries I played already, that had the exact same premise and/or game play mechanics. The pixel art looks very coherent and polished. The player animations as well, good job on that! The sound effects you used are also very well mixed and sound great. The core game play mechanics explain themselves rather intuitively, which is always a good sign. The collecting and throwing was kinda satisfying, so that's also a job well done :) loved the sound effects different items made when thrown in the fire. Also, I find it rather dangerous to throw plastic, rubber and even used batteries into an open flame :D

I thought I had it all figured out and then the game over screen suddenly appeared around the 1 minute mark. The fire was going fine and I went out to collect more stuff and then, bam: game over (the fire went out). No idea how I was supposed to prevent that from happening. If the fire dying rate increases to that extent in the last quarter of the game, it seems kinda rushed and unfair to the player.

Sill, nice entry. I enjoyed it while it lasted :)

Taberu Bakemono by hiro.e 2020-04-30T20:14:54Z

Could elaborate how to play the game? I tried all sort of things, but I couldn't build anything. The water instantly killed me. After clicking the ladder or the box, a circle appeared around me, but I couldn't place the items anywhere. I guess I'm doing something wrong, but I have no idea what.

The art looks cool and I love the traditional japanese score. The art would look better, if the pixel resolutions would fit perfectly though. It looks very stretchy like it is now.

I'll wait for a possible answer, before I finish the rating.

It's About Slime by Silas the Dev 2020-04-24T16:05:41Z

Simple core gameplay, but executed fairly well. I liked the slime explosins, felt very satisfying to let them explode. The webview in which your game was opened was very small though. Don't know if it's a problem on my side or it was by design. The color scheme was pretty dark and the purple blobs were hard to see on the dark background at times. Plus, the games difficulty suddenly exploded into in unbeatable mess, including a hard framerate drop after unlimited slimes were suddenly rushing towards me. Unfair! :D

The character selection was a nice twist and adds to the replayability of the game. Good job

platformEGG by Tricky_Fat_Cat 2020-04-21T21:58:07Z

Cool game, looks and feels very polished. The art is on point and gameplay wise, it ticks all my boxes. The only issue I had was the gameplay speed. It felt very fast and the jumps were often times too difficult in consequence. There MIGHT be an issue with framerates higher than 60. I run on 144hz monitors and the browser games in will therefore run in 144fps. Even the asset animations are faster than in your presentation gifs.

AMT: Alien Medical Technician by No Grapes Games 2020-04-25T18:09:36Z

Wow! Really cool game. Didn't know what I had to expect by the screenshots but I was pleasantly surprised to get a rhythm game. I'm baffled how you managed to get SO much art into the game. The quality is a bit rough, but the sheer amount makes up for it. Really great to see a diffrent character for each level and even in different versions (sleeping / awake). You can tell that you had a lot of fun making all the character designs. Loved the banana :D The music was cool as well. Loved how you managed to alter the music depending on the performance of the player. Very polished experience all in all. One one the best games I played today. Great job!

Alien Convoy by Willian Oliva 2020-04-25T18:33:55Z

Awesome! Great job all in all. This feels like a thought out and well executed jam entry. The art style is simple but coherent. The music was great as well! And you even have sound effects for all important things! The core game play is rather simple as well but executed to an extent, that it's fun and doesn't overstay it's welcome. Three levels were enough for the kind of mechanics you introduces, so good call on limiting the game play time. People often stretch their game play unnecessarily with a lot of useless padding. I did encounter some visual glitches along the tile seams, so that might be something to look into.

Very good entry all in all. A complete package. That's something i can appreciate :)

Beacon in the Dark by BilalCh213 2020-04-27T15:57:04Z

Couldn't really get into the game. Had problems understanding the mechanics. My build defense towers never seemed to be working properly, even after I put them first on the blue energy and then afterwards on the purple engery. They always seemed to reset again and needed new purple energy after they were finished. It seems like the mechanics are too complicated for their own good. It wasn't really fun to micro manage the energy tracks all the time when build a new structure. Felt like work. I'm not too much into the real time strategy genre and I don't like tower defence games too much, so I'd guess that I'm not the main target audience after all. Still it seems like the core mechanics were not intuitive enough. The art was nice though. Sound effects as well. I hope other testers with a higher strategy game affinity had more to say regarding the game play than I did.

Keep it up!

Blobbysitter by Jake Marks 2020-04-28T11:03:34Z

Oh man, this needs some re balancing... :D This guy just sprints towards the oven on the first frame of his live. Even if I pick him up and put him somewhere else, he just storms right back. Seems to be that the ai just can't take it anymore and want to end the game as fast as possible. The rest of the meters deplete SO fast, that there is no time to do anything. I managed to spray him once while he ran towards certain death. I have no idea how this is supposed to be played. But a little leeway would be nice. If I pick him up, he dies from all three meters at the same time after a couple of seconds. That doesn't seem fair to me!

I love the whole backstory and the absurdity of the situation and would've loved to play this a while but in the state, it is in now, I can't really. Way to frustrating and stressful.

Still, good job on the character design, the level structure and all assets in general. Looks really nice.

Is anybody out there? by sansman01 2020-04-24T17:10:20Z

That was kinda depressing :D and creepy. Loved the use of ambience sound. The writing helped to convey the state of the character and the slight change of lighting and color was good visual feedback. I was able to beat it on my second try and I'd say it's a little too much of try and error game play. I basically just ran from side to side to find the next trigger item.

The controls worked but didn't feel very platformish. Also I didn't like the design choice to reset the camera on landing. Going down stairs was really nauseating that way. The art was adequate, but could use some more variation and details.

All in all, a pleasent surprise. I'm a sucker for creepy games :)

Shelter the Flame by Frozen Spirit 2020-05-03T11:18:40Z

The core idea is nice and the implementation of it works to an extent, even though the mechanics are rather simple and won't keep the players attention for too long, I guess. But it's something that can be built upon. The art is very rough and simple as well, but kinda cute. It's good that you have at least two game play components in there. Just going around bashing space to kindle the flames would be too little. The sound effects were good and helped to convey the mood. Some in-game explanation regarding the controls would've been nice though. I usually don't check the descriptions beforehand and just dive in like I would with any other game, but couldn't play it because I had no idea what was happening. After reading the "manual", it was clearer ;)

Nice entry nontheless, but still rather rough around the edges. It had a hard time keeping me invested for more than 30 seconds. Keep it up!

Catch the Worm by Sprotex 2020-04-28T11:21:43Z

Cool and fresh concept. I really enjoyed it. The graphical assets were a bit rough, but that's excusable. I still worked out pretty well. The flying was fun and colleting worms and feeding your children fit the theme very well. The music was very chill-out and hat a nice catchy tune. The only issue I have is the missing game play variation. The first minute of the game the same as the last, so I quit after having like 11 or 12 little bird babies. Collecting worms didn't work anymore at some point but I had enough to keep going for another couple of minutes.

The fighting against the other birds was a nice touch, but seemed a bit pointless. There were enough worms for everybody :)

In conclusion, I really like your entry. Fun little bird simulator with some issues on long term motivation :)

Pirabbit by TimeTravelHamster 2020-04-21T21:52:20Z

Nice twist on the flappy bird formular. The art is on point and works really well. Nothing to complain here! The game progression speed is a bit slow and boredom sets in pretty quickly, so some more variations in enemies, obstacles and level layout would've been nice. Other than that, solid entry!

Keep this heart alive by Apandso 2020-04-23T19:55:38Z

Awesome! Very good use of the reduced color scheme and it's obvious that you took your time to polish the animations. It looks gorgeous. The game play is rather simple, but doesn't overstay it's welcome. The jumping feels a little clunky. I thin others mentionied this as well, but the jumping delay after hitting the ground feels a little off, but that's an easy fix. All in all a nice little jumping game with cute reduced art. Good job!

Revenge of the Woods by Robonaut121 2020-04-30T15:28:45Z

I looks kinda cool and the rolling physics seem like a good game concept at heart, but especially the controls and how the physics behave are really rough. So much so, that I stopped playing after a few attempts to make some progress. Like I said, the art looks pretty polished, especially the ground looks great. Has some Sonic vibes :) The music was very loud, so I had to turn that down a lot. My main issue lies withing the core game play. First of all, it was very slow. Rolling feels very unrewarding. Even if you gain some momentum due to a slope, if you stop pressing "S" and press "A" again, the inertia is killed and the velocity is back to the slow standard rolling speed. Very frustrating. Then I tried to just keep pressing "S" as long as possible, only to find out, that pressing SPACE does not seem to work in that state, so I just rolled directly into the enemies. I think that the controls need to be way more intuitive and fun to carry a game with such a concept. The physics have to be on point and comprehensible or the player will just be frustrated.

All in all, cool concept and art. Love the idea behind it, but execution wise, there's still some sanding needed to get rid of the rough edges. Keep it up!

The Flamethrower by Feingehacktes 2020-04-26T19:38:49Z

Wow, did you guys make the art from scratch? The tile maps look gorgeously depressing and bleak. Great choice on color. The Animations of the Characters are awesome too. Especially the fire in the jar. Very well made. The whole production oozes professionality. I'm also suprised how well layed out the maps are. The platforming and the environmental puzzles get harder with each passing screen (but never too hard). Color me impressed.

The only thing missing to improve this experience would be some good writing. Some kind of story context.

The music fits perfectly to the bleak map design. And the ending is awesome as well. Man, there are so many similarities with our game (ending, carrying and throwing npcs), it's almost creepy :D Goo job guys!

Dragon Egg by Heiach 2020-04-28T10:55:39Z

Nice concept with really cute art and animations. The music and sound effects fit very well. Good job on that front! The controls were tight and worked good. Only when you push the egg against the wall, there seems to be no way to get it out again. Unfortunately, I ran into a lot of bugs regarding level restart and progression. So much so, that I gave up after the third try. The game freezes, when you lose and/or you progress. I think you are already aware of this issue, so I don't need to go into much detail on this. It is very unnerving though, especially on failure.

Still, a nice little puzzle platformer with good production value all around.

Protect the Queen! by Clipper 2020-05-10T14:15:42Z

Not my favorite genre I'd have to say. I usually suck at games like these. I did had some trouble with it at first, but that was just because I didn't spam drones in the first row to farm honey. After that, the game collapses into itself since the balancing is pretty rough around the edges. The art is adequate but could use some more details to sell the premise. The sound effects and voice overs are pretty fun :) The theme is obviously taken care of, even though it's not the most creative choice. I didn't encounter any bugs and the core controls and game play loop worked will. Good job!

All in all, solid entry. A pretty basic round based wave defender with a lot of balancing issues. It still was fun for how long it lasted, it just wouldn't work for more than that (at least in it's current state)

Cheers!

The Last Guardian by civmaniac 2020-04-25T14:33:36Z

Good game! not much to complain really. I liked the mechanics, how you ad to juggle the clouds the to keep the tree alive, but also having enough puddles to grow your friends in. The fighting mechanics were rudimentary but worked. If anything, the game felt pretty slow. Fighting wise, as well as movement wise. The tune in background was catchy and added to the mood. I played for some time until I got bored, so I guess there is no winning condition? Also, I didn't really get, what the cones were for. I collected them, but didn't use them in any way. I guess I missed something in the title crawl or some key to throw them.

Unnamed Balloon Game: Video Game Edition by 1PunnyGuy44 2020-04-30T11:13:35Z

I had fun with it :) The physics were implemented well and trying to somehow find a way to optimize the score by doing as least as possible kept it fund for a little while longer. The voice overs were a nice touch to add to the absurd conecept. The art was polished and fit very well with the rest of the game.

All in all, a rather short lived, but fun little skill based "keep the ball up" game.

Keep it burning! by Kevin Meissner 2020-04-22T16:43:06Z

Had a lot of problems with mouse sensitivity. even at full settings, it was still a pain to look around. Couldn't really play it like that. Made it to level3, but the gameplay loop doesnt't seem to vary much. Is it just random fire and crystal placements? Just having the darkness as an enemy can get boring after a while :) some more gameplay in that department would've been nice (good old bats or rats, fending them off with the torch!)

The graphics looked nice. Music and Sound were ok, but didn't really fit the mood in my opinion. Especially the music seemed a bit out of place. But still nice that you made an effort to include music.

The core loop couldn't really hook me, so i couldn't motivate me to play more than the first few levels (having the slow mouse issue didn't help either)

Future of Delivery by guy_without_id 2020-04-27T20:56:29Z

What a strange concept... :) But it was fun while it lastet. The mouse sensitivity seemed to bug out at very slow movements, had some problems making verly subtile aiming changes. There is little variation in game play though, so after the first 5 or 6 levels, the novelty factor wore off and it got kinda boring. Some different settings or levels would've been nice. Maybe even being able to move positions a little. The throwing mechanic was fun. Hitting people with shopping baskets never gets old. Good job!

Keep Me Breathing by AstroLabe 2020-04-26T00:04:22Z

Awesome! Very simple premise but great execution. Loved the part where you had to match the rgb color code correctly. That was by far the hardest mechanic of the game. Very stress inducing but fun! The art was very clean and polished, a marvel to look at. Soundtrack was top notch as well. Great job!

Was able to beat it on my first try, which is nice :) didn't overstay it's welcome, so I'd say the length of one run is perfectly balanced. Don't really have much else to say or criticize. Looks like you had enough time to polish and get everything working fine. Marvelous entry!

Little Red Riding Hood And The Good Spirit Of The Woods by Nogam 2020-04-25T17:21:09Z

Awesome! Very polished look & feel. The visual style with 2d sprites and 3d environment works great and looks amazing. The mood conveyed is very eerie and creepy and the soundtrack and sfx fits perfectly. The gamplay is rather simple in comparison and feels kinda slow, a little too slow for my taste. The enemies don't vary much and I couldn't find out, what I had to do with the berries on my own. After a while, enemies overwhelmed (there were a LOT) and the attack speed is rather low, so I couldn't fend them all off.

All in all, I enjoyed the little adventure. Really moody piece of jam art. I'd say with a bit of work, this could be an aswome little indie game :)

LD 46 - Guinea Pug by Notredamstra 2020-04-30T11:28:57Z

Very cool. The graphics look very polished and the core game play works really well. The collision detection and jumping mechanics feel good. It's great that you added challenges to your randomly generated levels, as well as special fields and collectible items.

The random element of your game was the one thing, that frustrated me the most, though. Often times, some jumps were annoying due to arrows pointing in the wrong direction, making progress very difficult or even impossible. So even if I had no problem navigating the levels when everything fit, once one of those arrows appeared, I was done for.

Still, very fun skill based runner with a lot of details and stuff to to. Great job!

Movin' and Keepin' Alive by G.A.GameStudio 2020-04-25T17:51:29Z

The game didn't really click for me. There were a lot of issues with the physics and platforming engine. Jumping often did not trigger, the sound effect for it did though. With no feedback when getting hurt, it game just kinda off. I also didn't really like the auto running mechanic. Made the laggy platforming even more tedious. After getting to level 3 and having to jump over enemies that give you damge on contact and I had to jump down a platform without being able to see what was down there and directly jumping into an enemy, I quit.

The used tilemap is a good pick, but the musical choices were very off putting (zelda / mario remixes etc are not the best picks in my opinion)

But since the core game play mechanics already are not a satisfying experience, every other criticism is kinda pointless. That's the most important part of your game and everything revolves around it. So you should make sure, that that part of the game works and is fun!

Good luck for your next projects, I hope you can use some of the feedback :)

Light of hope by retrome 2020-05-08T19:28:23Z

A very moody piece. The highlight really was the sound design. The ambient soundtrack was great. In the first run, I was a little lost on what I had to do. I found one light stone and failed due to the dragon bar filling up. I didn't even find the dragon the first time around. After reading the instructions, things got a little clearer. Would've been great if all necessary information on how to play the game would've been provided by the game itself (maybe some kind of intro or expositional dialogue) The group of humans was a nice touch, but they felt so lifeless :D Hard to feel empathy or a connection with a lifeless sprite asset. The map wasn't too bug, which is a good thing. I still think that there should've been some kind of (audio)visual aid on to where to find the quest and survival items. Just wandering around the map wasn't that much fun after the first two minutes. Felt more like tedious busy work. I almost gave up when I saw, that the last pillar was by the dragon. Was able to beat the second try :) The art was ok, but really could need some heavier art direction to really hammer home the mood you were going for. The dragon looked cool though. Animations are expensive but go a long way. So at least having some kind of movement in the map (even if it's just a simple breathing animation of the humans and/or the dragon) would've been a good investment.

Still, a good entry which kept me going! Keep it up

Run for their lives by cliskarlos 2020-04-21T10:04:47Z

Hey, great job on the aesthetics. Very clean and well thought out. I like the main menu as well, looks really polished. The gameplay itself was self explanatory, but it was really hard to fight against the ever growing amount of seagulls. The controls of the turtle could use some work. Going backwawrds would've been nice to adjust positioning more easily without having to turn 360°.

Balancing was an issue as well. I guess the amount of gulls just increases overtime to an unbeatable amount? :) Some music would've been nice as well to reinforce the mood. Sound effects were good though!

Tepkluth and the scared one by Achiliuus 2020-05-06T17:10:10Z

Really interesting. The mood is kinda magical and eerie and the background music is absolutely awesome. I loved the transition between the two levels as well. It felt like it was cut perfectly to the music (maybe that was just by chance, but I'd still appreciate it nonetheless) The game looked very nice as well, especially the entity in the second phase, the one above the main character. The other enemies and the main char were animated nicely and the running an jumping looked very natural. Good job on that! The controls were kinda strange in the beginning, but then I saw the energy bar n the top left. It explained why sometimes, the traps weren't triggered.

The game play itself was a little slow and not that involving. Would've been awesome, if the game play mechanics were as awesome as the atmosphere, music and art. Though, I still enjoyed the first play through. It seemed to loop back to the start of the game. Dunno if this is in purpose or not. Since it looked and played identically, I stopped after reaching the second phase again.

A job well done :) Could use some more punch in regards of actual game play but the rest is already pretty awesome. Keep it up!

KEEP IT ALIVE by yy404 2020-05-12T17:42:21Z

I had troubles really understanding the mechanics of the game, even after lasting quite some time in the easy mode. I was just spamming capsules everywhere and sometimes, they would trigger and I would get points. I guess that black tiles were randomly spawning on top of the capsules and therefore also killing all surrounding black tiles (if there were any). But it everything was so uncertain that it was hard to really develop a strategy. That's also why I couldn't really enjoy playing it. It should be very clear, why the capsules are exploding and you get points. Maybe show the black tiles coming from above, so you can see where they land and why you get points. If they spawn and instantly vanish, it feels really off. The art was rough and a little uninspired. It would benefit a lot from some art direction. It's good to have sound feedback, thought the effects themselves felt kinda provisional. Basically the same feedback I had for the art.

All in all, a somewhat obtuse strategy(?) game with too much randomness for my taste. Would be good to give the player some agency and room for strategy :) Keep it up!

A Very Fishy Game by Hillelgo 2020-04-21T15:03:19Z

The artwork really did stand out on this one. Very well done! Nicely animated. The soundtrack was very soothing as well, good choice!

The gameplay was simple, but kept me entertained long enough. I'm almost surprised that this was the first tamagotchi-esque game i played so far. I expected a lot more to be honest. It's good that you twisted the mechanics a little. Good job!

DON`T DIE STAY ALIVE! by PenguinBob 2020-04-25T23:37:05Z

Simple but effective game play loop. Seemed to me like the spears spawn at random with an increasing frequency, which ultimately may lead to undodgeable combinations of spears at some point, I guess. That's at least what happened to me. The music had a nice ring to it and was catchy. Loved it! The art was basic but worked in this context. Solid job on a one man entry.

Keep it up!

StarMart by LadislavOdstrcil 2020-04-21T15:55:52Z

Found your correct download link now!

The game looks amazing and the gameplay seems fresh and innovative. Kudos for this compo! The only problem I had was getting enough energy from the people-to-battery-machines. They barely charged me up at all. I guess that I missed something or did something wrong, but it's not clear gameplay wise, what the problem is. Also, the kid seems to mind his own business and it's a hassle to go and find him when his battery runs out :D

By the way: Should take the old download link offline. A lot of people might still use it and will not play your game if they do not read your description carefully.

Unsplashed by yxmx_rsx 2020-05-03T10:49:41Z

played a couple of rounds and it seemed to work pretty well. It was not always clear how far the cut or the star would go when making waves, so a little try and error were needed (at least for me) Since there seemed to be no punishment for just spamming waves, the levels were pretty easy to beat. The art was very nice, loved the isometric voxel look. This game could definitely use some sound and music :) Would help a lot to increase the enjoyment.

Nice entry all in all. Good job!

Exstare by IC Rainbow 2020-04-21T16:33:19Z

The game looked very promising according to the screenshots. I love games like this, but the gameloop itself did not live up to my expectations though. The art was very fitting but the controls were lacking and couldn't make this an enjoyable experience. I didn't like, that the spacecraft was endlessly circling around the planet. It made hitting some meteors completely impossible. Also, the shooting was not satisfying enough. The rockets were very slow and made guessing the right timing not a feasible option. Just spamming the mouse button worked way better. Also, there was no incentive to shoot the meteors. My planet never died even though Id didn't hit anything and there was no score or any other indication regarding my performance. the missing sound was the last straw.

Sorry if I sound too harsh, but I was really looking forward to your game :) Lots of the entries I played were tower defense variations which I don't like too much. Yours seemed to fit my taste perfectly, I'm just a little disappointed that I couldn't get the enjoyment out if it, which I craved.

Hope you can use my feedback to make the next game a better experience! Cheers!

Sleep-Rolling Pangolin by Khyrgrim 2020-04-21T10:38:38Z

Awesome! Really polished little puzzle game. The controls are intuitive enough, took my a moment to find out, that right click removes the placed fields. Seeing the little thing roll and jump around the fields is really satisfying :) I'm not a fan of the genre in general, but I was entranced the whole time I played.

The Song was catchy as well. Really great composition.

Flippy Fish by Doot 2020-04-26T12:16:01Z

Ha! What a delight. Simple mechanics but great execution. The art is awesome the background sound as well. The whole japanese styled audiovisuals work great with the sushi themed game play. Best game I played today. The difficulty progression was well implemented and even loosing at some point was fine because of the cute animations.

Awesome!

The last plant by AdrianKrawczyk 2020-04-25T14:57:45Z

Ohhh ok :D really had to check t he perspective of the game since jumping behaved really strange. I thought maybe I was in some kind if isometric map that was skewed downward... But I guess the jumping mechanics just seem to be bugged a little (or was is so by design?)

The game play loop itself is pretty simple, but effective. If you make an action packed shooter, then shooting and defeating enemies should always feel rewarding. Just making them disappear without a trace (or soundeffect) just seems a little off. I never can get much satisfaction out if it like that.

Also, the map was a bit uninspired and could use some more variation to shake things up. The powerup system was a good idea but seemed a little unbalanced. A couple of the "faster shooting" items and I could fill the whole map with a barrage of my bullets in no time.

All in all, a little rough around the edges but still a fun few minutes. With a little more work towards presentation and player feedback, this could be improved a lot!

Space Station Alpha by kjscott 2020-05-04T17:30:59Z

I kinda liked this, but it was really hard for me to get into. The graphics were neat and really well made and the sound effects fit perfectly. Really cool retro vibe. The game play and it's controls were very complicated though and didn't feel very user friendly and easily digested. A lot of keys do something and sometimes even have multiple actions assigned to themselves and it was very hard to really understand what did what and why. Shooting didn't really do anything other than turning a "1" to a "0" in the user interface. I didn't see a projectile or did it kill the enemy that was standing right in front of me. It felt very frustrating pressing buttons, hearing a sound and then not knowing what effect it had on the game or the player. I wasn't able to have fun with the game in response. I tried two runs and both ended in frustration, even though I really wanted this to be fun :) Maybe this is how this is supposed to feel? I haven't really played a lot of those old dungeon crawlers. That's at least what this reminds me of a bit. Bit a bit too cryptic for my taste.

Nice looking and sounding entry though. I hope other people can have more fun with it than I could

Ubergine by curleysam 2020-04-26T00:20:44Z

Great entry! Had a very polished feel it. The core mechanics worked great and the controls felt super responsive. I also liked the twin-stick-twist to control two characters at once. Good way to get some hand-to-brain-workout going :) The art was on point, really enjoyed the creepy/strange nature of it. Stylistically, everything seemed to be thought out. The upgrade system was a nice touch to and helped make progression a real thing in this small scope.

The game is rather short and the level itself is pretty straight forward. Would've been nice to have some more intricate levels with nooks and crannies and maybe a real skill upgrade tree. Lots of potential to build upon. I enjoyed the ride. Keep it up!

Eggs With Legs by Teto 2020-04-24T21:58:41Z

First of all, awesome! I think that's the game I played the longest this jam so far. I love dual stick shooters and the absurdity of this on (eggs with legs, come on!) only helped sell this to me. The amount of content is great and the upgrade mechanic works great. I was very happy after I was dual wielding machine guns, mowing down farmes and factory workes. Very satisfying :P . Sound effects were nice too. The pee-shooter effects fit the mood very well.

And as much as I loved the time I had, there are (of course) several things that bugged me. I'll skip the missing musical score, because I guess you wanted that too, but didn't have the time for it. No big deal! - Running speed was too slow for the size of the maps. There was lot of backtracking involved in finding all the precious eggs and it felt like my time was wasted a bit. Increases to the running speed would've made great upgrades! - The bullets were WAY to small. I had to squint to see them on top of the floorboards. Since getting hit can get troublesome very fast, clear visuals for the bullets is a must have. - The enemies were very good at shooting the robo-egg, a bit too good. They were already starting to shoot from off-screen and, with the way the shooting works with the robo-egg, it was almost impossible to hit the enemeies back with accuracy, since the bullets targeted the mouse cursor. Also, I don't like getting shot by enemies off-screen. I think they should adhere to the same visual limits as I have to :) they may shoot, but the aim should off! - The flamethrower was not a good weapon. It basically killed my run after purchasing it, because I had to get in relatively close. In the last level, that was the last you want. I instantly died after three of the factory workes ganged up on me. - Some checkpoints or save spots for when you died would've been great. The game is pretty long for a jam title and death awaits behind the next corner. It was a but frustrating to die and having to start all over (especially with the slow running speed)

So much for feedback. Loved your little game nontheless. Thanks! Cheers

Silva by derparuni 2020-04-21T10:19:30Z

Interesting entry. Took me a while until I noteced that the dialog was the gameplay and that the fire was fading during the dialoge choices.

Pro: + Music (great guitar stuff!) + Atmosphere (lighting effects, great use of ambient sound, good job)

Things that bugged me a little: - The text crawls were too slow. I'm a fast reader and had to wait for each sentence to switch to the next. A button to manually progress the dialoge would've been nice. - The characters had names,but it wasn't clear who was who. For immersions sake, it would've been cool to have speech bubbles at the characters or something :)

All in all a cool little text adventure

VITAMAN by bubbadubc 2020-04-27T08:04:09Z

Solid entry! I didn't encounter any bugs. The art style was coherent and I liked the fleshy look of the tilemaps. Enemy variation was a little thin, but I guess that's what we all had to deal with :) I love how you took your time to implement hit feedback to increase player satisfaction when killing viruses. There's nothing worse in a twin stick shooter than missing hit feedback. The core conept reminded me of "The Binding of Isaac", which I do like a lot. The main issue with your game is the game play speed and the lack of upgrades. The game feels rather slow and each room takes too long to clear. Weapon damage is rather low, so it takes some time to clear all viruses. It isn't even particular difficult, it just takes patience, which will in return lead to boredom rather quickly. When there wasn't really any breaking changes in room 3, I stopped playing, since I felt, I already saw everything the game had to offer.

Nice entry non the less!

A Walrus Dreams by Eric R 2020-04-27T12:12:53Z

Happy 20 Votes! :) I enjoyed the game. The game play was basic but the graphics, sound and absurdity did elevate it to a fun enjoyment level. Good job on that! I'd say it's a bit frustrating, that you can't actually catch all falling cats since the movement speed is pretty slow. So letting the cats die is a part of the loop (unfortunately) I did mange to beat the game on my first try by just staying in one place, dodging all obsticales and just catching the cats directly above me. Worked like a charm. Strangely, the last level was the easiest.

Good job nontheless!

Magic Mirror Delivery Service by Zerion 2020-04-22T17:49:31Z

Cool little puzzle game. Liked the core mechanics and kept me hooked for a while. The level variation was nice and you even introduced new game play mechanics later on!

Here some feedback: * Don't reset the music loop upon death etc. It's really nerve wrecking :D

Guardy_Bird by Matootsy 2020-05-03T11:11:16Z

Great game! There was a lot of details and little mechanics to explore. The art was nice and fit the theme you wanted to present very well. Of course, it was kinda depressing but with a little glimpse of hope at least :) The controls worked great and due to the automatic nature of the item drops, everything felt very responsive. The sound cues were also spot on, very well designed. The only thing I had problem with, was how you picked up the ornages. I saw the "arrow down" symbol, but I guessed that "S" would be fine as well, since the game can be controlled with both directional keys as well as WASD. But in this special case, only the actual down key worked. I almost lost the game due to that. The birds were already crying in hunger pain until I used the directional key out of sheer desperation and it worked.

Great job nontheless :)

The Lightwielder - Ludum Dare 46 by 1StepCloser 2020-04-27T10:30:20Z

Intersting. The art was gorgeous as well as the animations. Very detailed and lush. The tilemap too, artistically, this has a very high production value. good job! Loved the audio as well, especially the music was very atmospheric.

Game play wise, I had some issues. It was never really clear, what was happening and why. Shooting seemed to work automatically but the enemeies just spawend endlessy and therefore there was no satisfaction in killing them. The screen was so cluttered that I didn't even see when I beat one. Not that it mattered anyway, since there was an endless army of them. So i just ran around the map like a maniac colleting dear and touching those shrines. Then, I found some kind of boss in the corner, which I couldn't beat. Standing next to him and attacking did nothing to his healthbar, but his attacks killed me in just a few seconds. The projectiles were hard to make out and, again, so many of them that dodging was not an option. So I ran away and died shortly after because my light went out and I already touched all shrines in the proximity. That was my experience with the game.

If you can balance out the game play a little and make the combat more transparent and satisfactory, this would become a really awesome entry! The rest already clicked naturally, but game play is king!

Keep it up!

My Mother is a Caravan? by Gideonnf 2020-04-23T17:18:39Z

Not too shabby, not at all! I really was craving some good old action adventure gameplay. The fighting was a bit clunky but I god used to it pretty quickly and the fighting was a good mix of strategy and reflexes. Collecting Loot and dragging your motherly cart through the screens was also a nice change of pace. Got to the ending on my first try after almost dying and having only one heart left. Some item (I think) did refresh my helth though. After that, I was unstoppable! Liked the music too. The art was a bit rough on the edges but worked. Sound effects were helpful too. Also, great to have such complex animations on the enemies. especially the ones that were shooting had an animation to telegraph the attack, which helped a lot to reduce random hits.

All in all, very well thought out little game. Kudos!

The Land of The Consumed by NanoArch 2020-04-30T11:22:57Z

Really good! I had a fun time. Fresh concept, at least I haven't played something like this in this jam before. Liked the automatically generated labyrinths and the fighting system was supringsily satisfying. I exclusively used the spear because I found it to be more fun than the sword. The art a little flakey. The sprites and animations looked really good, but the levels themselves were a bit bland. But I guess that comes down to the random nature of it. The music was a nice addiation and the sound effects worked. Though, they don't sound as polished and high quality as the asset art.

The only issue I have is with the game play balance. It seemed that my character was invincible. I could just pick up the water container and just run through all enemies until I found the target patch. My first impression was, that the enemies were a little too aggressive and many in numbers, but after I found out they all die after one hit and don't really do any damage, that thought was thrown out the window.

Nice touch to have a different tile map on the later stages, but since the core mechanics didn't really change, I lost interest upon finishing the first level of world 2. Still,a very pleasent experience. The fighting was my highlight :) Spears ftw!

Scrambl'd by StarErik 2020-05-02T17:29:17Z

Really blows my mind that this is actual game boy software. Awesome! The aesthetic is really nice and polished and the tune is very catchy. Too bad there's no sound. The game play itself was interesting as well, though, it was hard to see at which height the egg would break or if there was damage building up even from the short drops. Sound would've helped in that regard. Or some visual changes to the sprite itself.

Still, awesome entry and very interesting from the development side of things.

Social Distancing For LadyBugs by mehrdadsh 2020-04-21T20:29:46Z

Congrats to your first compo :) The gameplay may be simple but it works well! Feels polished and is bug free. You even got a soundtrack and effects, which is not taken for granted!

One thing to improve the satisfaction of killing those pesky bees would be a nice animation of the fly swat... coming down on the little critters :D

Keep It Charged by LaZZyDev72 2020-05-05T20:49:44Z

The graphics look awesome and the whole presentation is very professional (starting with an actual installer for the windows build) The core puzzle game play is nothing new but fits the theme. I'm not a huge fan of such puzzle games but I won't say no if they can keep me interested. Though, your implementation had me frustrated pretty quickly. I played the original version, so I'd guess that you addressed some (if not all) of the issues already. But I will still point them out, because they are pretty critical. - The menus feel very unresponsive. Clicks take a pretty long time until something happens. It just feels kinda off and irritating. - I had some problems with the WASD controls and the 45° rotated perspective. I never really new intuitively, which key would do which movement (That's a general issue I have with all games with such a perspective) - The same responsiveness problem is also present on the actual game play controls. I lost my first game without the robot doing anything because I was moving against the wall. I lost a move but on screen, nothing happened. - The worst thing of all though, is that you throw the player back into the main menu after one failure. After failing the second level the second time, I had enough. The menus were so slow and going through the first level again was not an option, so I stopped.

Getting the menus and the controls as responsive as possible (even if it means getting rid of fancy transitions) is an absolute must. If I feel, that my time is wasted (on purpose or not), I will stop playing. This applies especially for a Ludum Dare game, where players will not invest much time to begin with.

If those flaws were not present, this would've been a really awesome experience. Hope you fixed some of it with the post jam version :) Cheers!

Last Light by LykaWolfie 2020-04-21T11:21:03Z

I liked the concept itlsef and the music and presentation was nice as well, but I had some problems with the gameplay mechanics and how the felt. The controls were very floaty and the enemies very overpowering. There semeed to have unlimited acceleration and were very fast very quickly. Once hit, I wasn't able to get away anymore, if there were two of them, even when turning off the lights. They drain your three health almost instantly.

I couldn't even finish the first level and after three attempts and merciless deaths at the "watch out" part, I gave up. To jump over them, you have to turn on the lights, which makes them very aggressive and unrelentless. Even turning the light off after jumping over one, the others will still hit me and I will get stuck between them.

I think the core gampley needs some rebalancing. The core concept was good though. Maybe you can work on a post jam version to fix some of the issues?

Basketball memory legends by felipeflash 2020-04-26T19:43:40Z

Can't really say much, because the game seems to be in spanish (or a similar sounding language). Since it's very stroy driven, I can't really give an honest rating. I guess you could say it's very bold to publish the game in your mother tongue, but also very risky. A lot of people will and/or can not play it this way.

Virtual Fish Tank by Jay Berlin 2020-04-27T16:28:47Z

I never understood the fascination with fish in a tank... and the game didn't really teach me otherwise. Game play wise, there wasn't really much variation and I got bored pretty quickly. Watching the fish go from one side to the other trying to eat the pellets didn't really resonate with me. But I guess there is a target audience for this. I'm pretty sure, that I'm not one of them :) The fish animations looked cute though... how they floated about, crashing into the walls of the tank. The tank itself could use some more interesting stuff in it. Most aquariums have cute little pirate stuff and plants all about. I think that would add a lot to this simulation.

All in all, A good entry, I think. Just not for me

Keep IT Alive by bollwerk 2020-04-21T14:27:25Z

Okay, that was a very stressful experience :D Took me a minute to understand, what I had to do. The core gameplay was very simple, what interesting enough to keep me busy for a few minutus. The sound effects were a bit annoying at times (especially the bluescreen one, had to turn down my audio). The art was very nicely stylized. GOod job an that front!

Guns N' Violets by Wallaby 2020-04-28T21:01:33Z

I'm a little split on this one. It's really fun on the surfuce, reminds me a lot of "into the gungeon". The shooting is satisfying, the movement is repsonsive and the aiming controls and mechanics work well. The art is alright, but some of the pixel art seem to not fit quite into your pixel raster resolution. What I didnt't like was the difficulty and the design choice to make your character only able to kill, but not to defend. Especially because of those shooting enemies, that will automatically deal 3(!) damage, when not killed immediately. Sometimes they spawn in packs and it's almost impossible to get all of them before one starts it's projectiles. I'd really appreciate some mechanic to deflect shots. Or at least sacrifice your own health to avoid damage to the plant. It got really frustrating because of that. I still made a couple of runs trying to figure out, if there was a way to prevent this issue with game play alone. But not before long, the same thing happened again.

Nonetheless, great entry! Good to play a good old pc-twin-stick-shooter again. Disregarding that I've seen the same theme interpretation like a gazillion times already :) Ours isn't that innovative either.

Keep Pit Alive! by BunnyDen 2020-04-22T10:36:26Z

oh man, there seems to be something wrong :( I booted it up and cannot jump high enough to get out of the starting hole... Maybe there is a framerate issue? I got a 144hz monitor which runs the game at 144fps.

The horse animation looks really cool though. The art is rough around the edges but its very clear, that you know, what you're doing.

I will only rate the game on the stuff i can see. Maybe there is a way to fix the jumping issue I encounter?

Bakeneko no Ko by makkurataichou 2020-04-21T22:07:13Z

Nice art! I'm not too much into visual novels but I did enjoy the artwork.

Save The Game by Rodrigo Castro 2020-04-26T19:49:05Z

Very simple premise and game play mechanics, but does it's job! First I didn't know how to get rid of the virus. In the second run, I clicked on it out of curiosity only to see that some kind of hp bar went down. But even after that, it seemed that that is all there is in regards of game play. The game had a hard time to keep me interested more than a minute. The presentation style was a good idea, the art itself was a bit bland though. The music I liked! And it was good that you included sfx.

It Alive by Mathurin 2020-04-23T16:13:02Z

I went in completely blind and tried to find out the game mechanics by what the game gives me. The throwing mechanic was not ovious but after trying out all buttons, I was able to shoot by accident :) Also, I didn't know, what the aim of each levle was... somehow it just ended when I went to a specific spot. There was nothing there though. Seems like a bug? It was really strange.

The art is adequate, nothing too special, but it works! The platforming was a bit strange. running seemed like the pc was glued to the ground. Jumping was a lot faster. The game play itself got a bit stale after a short while. A little more variation in level design would've been great. Music and audio was missing as well. too bad! The game would benefit a lot from audio support.

Keep it up!

untitled by BEBADBOI 2020-04-22T08:02:11Z

Really interesting. Even though I had no idea, what I was doing (some kind progression feedback would be cool), I was mesmerized by the mystery. The background track fit perfectly. The art and graphics looked really polsihed for a jam entry. Good job! Effects and Feedback when using items was also very nice artistically.

Running spee of the character was a tad slow for my taste. Getting around the skill to check for items takes too long. Also, the camera choice (far away with zoom) holds it's own kind of problems. It got stick behind scenery often and I couldn't see anything. I wasn't able to solve the game before I got frustrated. There were a lot of other characters like me after I clicked every item on the scene (at least every I saw) but the skull was still did nothing. So I guess I missed an item or something. Like a said, some kind visual help regarding progression would help to keep possible player frustration to a minimum.

Good job nontheless!

Penance: A story of Resistance by JoAMD 2020-04-25T14:47:52Z

woah, where to start. First of all, it was nice to have a run and gun game for a change. Seems almost like a forgotten genre :D The musical choices were good and the used tilemap looked it's part. It's nice that you found the time to implement a story and even dialogs, but the main issue with the game is it's controls and main game play focus.

I'll try to bring everything up, that hindered me from having fun with yoour game: - The controls and platforming physics were the biggest ofenders. It felt very stiff and unresponsive to control the main character. Seemed like there were a lot of issues with friction. It's really hard (at least for me) to implement a good platforming engine with the standard Unity2D-Physics. And this felt just like that. - Shooting also felt very uninspired and there was little to no hit feedback. The enemeies were just shooting away and the player didn't really have possibilities to dodge or aim. So I ended up just standing there and taking the shots until the enemies turned to red blobs. See 'contra' or other retro run and gun games how to get player satisfaction from shooting pixel people :) - It was clear from the start, that you took free resources for your tilemaps and sprite assets, and it shows, I'm a afraid. The map and the characters don't mix and match well. That way, you will always get that "cobbled together" look. Maybe you can find an asset set from the same artist next time? (or at least assets that fit in terms of pixel resoltion)

Those were my main issues. No need to nitpick other little things, that bugged me, since those up there are major and critical. I hope you can use some of the feedback from the community to improve upon your games in the future! Cheers

Penance: A story of Resistance by JoAMD 2020-04-25T15:48:18Z

@joamd Sure, no problem! I played the jam version. Didn't try out the post jam versions yet. Yeah, jumping over the enemy laser might be ok to get away from them and avoid some damage, but since you can't shoot down or in an angle, the only way to kill them is to stand in their line of fire. That's what I meant by that. If you want to limit your shooting like that (it is a valid approach!) then you need to give the player means to avoid incoming damage. Either by additional dodging mechanics, a shield or other means of deflecting the shots. Maybe even tweaking the frequency of enemy fire. I personally can't stand games that deal unavoidable damage to the player. It's usually a sign of bad game design.

Shapes by Finn_Tr 2020-05-03T11:35:45Z

Interesting. Keep me invested for a few tries until I had trouble with the boss which frustrated me a little. But let's not get ahead of ourselves :) The art was very nice, great use of shapes and contrasts. Also loved the architecture of the pillars etc. Great stuff. The background track was mesmerizing and added a lot to the general mood of the game. Very poetic. The same goes for the whole presentation, including the text passages etc. Very rounded and polished.

The throwing and teleportation concept worked ok, I guess, but there's room for improvement. It got very stressful getting up some of the pillars where you needed two to three throw/teleportation combos. The gravitational pull on the ball was kinda off. Didn't feel like actual gravity but more like it was sentient and pulling itself down all of a sudden. I like slingshooting mechanics like you implemented them, but there was the issue with screen limits. It also kinda felt a little too fast for my taste. Basically everything. Maybe that's due to my monitor running at 144hz. Already played some games, that didn't have frame rate independent physics and the games were almost unplayable on my setup. Maybe this is the case here too.

That brings me to the boss design. I guess it was a boss? I wasn't able to beat him because it was just too hectic and fast and death came very quickly. I had two goes at him, but there didn't seem to be a health bar or something to indicate my progress so I stopped. I didn't even know if tackling him with the ball was the right thing to do or not. He had a crumbling animation when hit, so I guess that it was correct after all. Just didn't know how much more abuse he would take. As I said, death came abruptly and even though I really tried to keep the guy moving and teleporting to reset the time bars on him.

Still, a great entry with a fresh game play concept. Good work!

Dumbulance by Juice Lizard 2020-04-27T17:35:41Z

Interesting concept and nice clean pixel art. Wasn't a big fan of the actual implementation though. The difficulty was a bit random due to the sinus nature of the ambulance movement and how fast the animals were moving towards the car (at least some of them). In some cases, there was basically no time to react or move out of the way without hitting the car. Couldn't get much enjoyment out of it, I'm afraid. The missing sounds and music didn't help either to sell the concept. The core game play needs some re imagining to be fun, I think. Just dodging an immovable object, that goes up and down in a un-car-like fashion isn't enough to keep the player interested for more than a few seconds.

Keep it up! Hope I'll get to see your next game in the next jam :)

Snail Guard by bredcrumb 2020-04-21T14:39:20Z

Whaaaat, I made it to something that looked like the finish and then it said "the snail is dead" :( there wasn't even an enemy around. Was there an invisible time limit?

Aside from that, I really did enjoy the game. It was fun to develop a good strategy to handle the jar und the stick at the same time. Fast movements of the mouse did however interfere with the grabbing ability. I often lost the grabbed item on fast swings. When an item was lying directly on the snail, it was even harder to pick it up. I guess that the snail snatched the click events.

Art and music were fitting the mood and humour of the game very well. good job!

SAVE THE DINOS! by marcusnystrand 2020-04-24T11:05:27Z

yeah, why not. Nice implementation of the theme. Played a few others with related game play ideas. The art was nice, but backgrounds, comets and dinosaurs did clash a little in regards of their style. The song was surprisingly catchy and upbeat. Felt really authentic.

The destruction of the comets felt a little unresponsive or off. I wasnt'r really sure where the hitbox was, so I always aimed a little down. Still, the feedback could be better and more satisfying. Maybe adding a slight camera shake, more sounds effects and better shooting graphics would help.

all in all, a nice little shooter.

Keep It Alive Game by ZerohBeat 2020-05-04T17:16:44Z

Not much game play substance but it got a beginning, some element of progression and an end, so that's that :) That's quite neat for a compo I'd say. The presentation was pretty rough but the controls worked quite well and I liked the stages of the monster and how it became more powerful in time. It didn't seem like the enemies were doing anything though. Also, I couldn't quite find a connection to the theme. Music would've been nice, but I guess the time spent was better used on game play implementation. The core loop wasn't really a fun experience since the whole game more less felt like a rough prototype of a game. Hope you can deliver a more rounded and polished experience next time. Cheers!

Spoon by Cadstor 2020-04-27T08:27:15Z

Very simple premise (reminds me of the Chrome dinosaur jumping game) and still a little rough around the edges. Especially the art and animations could use some work to make this feel more immersive and responsive. The obstacles were placed in a way that seem seem to be in the foreground and not acually in the way of the player. I ran head on the first cactus because of that. Afterwards I was all the wiser :) Found it funny btw, how the ostrich's jump power was so high, that he always hit the invisible ceiling :D

Game play wise, it got boring rather quick. Some more variations in level design and/or obstacles would've been great! Solid entry non the less

Friendly Fire by Revetoon 2020-04-28T11:41:11Z

Hey fellow "Friendly Fire" game creators ;) I liked the concept and was intrigued in the beginning. Searching for flame fuel and feeding the fire. I liked how the growing fire had an actual impact on the world. Great love for details! The main problem was, that the game got tedious rather quickly. The distances you have to run to get items increases with each iteration and the walking speed gets really slow if you pick stuff up. It was very frustrating near the end. I had the at over 200 when I had enough. I think the game would benefit from a more compact level and/or better means to get around more quickly. The UI was a bit strange with the bubbles appearing the actual level. That often lead to clipping issues. But aside from that, the art was rough but adequate.

All things considered, I did have fun for the time I played. It just over stood it's welcome a little. An upgrade system to travel further and quicker would be awesome!

Across the Lake by stephan steinbach 2020-04-22T15:54:13Z

Awesome, great entry. Love the art and mood. Sound effects and music are minimalisic but fit stylistically very well. The core gameplay loop is even simpler, but addicitve. Creative implementation of the theme. Good stuff!

Luna Blanca by OddTimes 2020-04-21T16:10:14Z

Very cool! Not much to critisize gameplay wise. It's a hassle at first because you have to return to your ship very quickly, but other than that, a solid entry.

I'm a little confused though, since it looks like that the game was an entry to another gamejam? At least that's what it says on the game page. The theme does not really fit either (which is not really a problem per se). The other jam even ran 10 days. Could you make it clear in your decription and/or disclose under which curcumstances this game was originally made?

But assuming that the game was made in the three days that were targeted here, I'd say this is a very good entry! Polished gameplay, big world and lot's of upgrades. Cool stuff!

Genki by GOD COLO 2020-04-26T21:56:11Z

Okay, seeing that you made this in 7h relativates the amount of content a little :P It's still more than some other entries that used the full time of 72h, so good job on that! The game play is fluid and responsive and runs well on 144fps. The mechanics are very simple and there's no real progression, so dying is the only way to end the game. The theme isn't really addressed in a way it's actually relevant. The art and style seem a little random (shooting smileys and stuff)

But still, for just 7h, you did a good job! I still think you could've added a winning condition. After a while, there were so many enemies on screen, my fire rate could not deal with them anymore. That would've been a good time to let the player win :D

Controller by XdSilentStorm 2020-05-12T17:29:05Z

Cool concept, one of the better I've played this jam with a similar premise. The art was nice enough, bit some asset didn't fit with the pixel resolution of the others. Felt a little jumbled together. Music was a little too theatrical for me :) A nice retro tune would've fit better in my opinion than a drama orchestral soundtrack.

The controls worked fine for the most part, but sometimes, the dragging of the platforms felt a little off. I had to pull multiple times to get it to move short distances. Other times, it almost went too fast. Seemed like it was tied to the total distance it can travel (or something)

Still, the challenge was nicely balanced and I was on my toes the whole time to not get the little guy killed. Was able to beat it in my first try. Good job!

Rolling Chicken TD by RodPraet 2020-04-21T14:20:59Z

Almost half of the games I played so far had chickens or eggs in it :D I don't really like Tower Defense games but I almost beat wave 12. The art was adequate und the mechanics worked well. No critique on that front.

Some sounds would've been nice to really hit home the satisfaction of killing badgers with samurai chicken. THe tune in the background got old really fast, had to lower the volume a bit.

All in all a solid tower defense game. Not my cup of tea, but I hope you can reach your audience with it!

Keep Fe Chicken by ARBEX 2020-04-21T11:09:03Z

Superb pixel art! Too bad the presentation was not pixel perfect. Seemed there was some filtering going on. Aside from that, the graphical presentation was polished as can be.

The gameplay itself was self explainatory and the difficulty did go up quite nicely. Especially the levels where reaction time was necessary with the switch mechanic.

I'm not a huge fan of puzzle games like that, but I can still see the appeal. Good stuff!

LD47 — Stuck in a loop

Stuck in the Hyperloop by SoKette 2020-10-06T20:15:49Z

On a side note: Downloading the exe file directly from this page doesn't seem to work for me. The new tab closes itself immediately without starting a download. No idea what's wrong here (Win10/Chrome). You might wanna look into that.

Other than that: Hey fellow Hyperloop game :) I kinda like the survival approach to the frogger idea. The core game play loop runs dry rather quickly though and it might be difficult to keep the player invested long enough to try to actually reach help over the phone (does it actually works?) I had some problems with the food drops. In my first run, there wasn't any at all. I guess it's randomized? My second run hat a lot of food. The art is basic but I really like the way the trains pass by. You can really feel the energy of those things. The music is pumping as well, good work!

I think the game in it's current state would improve from an actual game progression. Maybe a map where you have to get from point a to point b while having to cross the dangerous train tunnels, while also having to deal with the survival meters (maybe having to track back to get some more oxygen or fetch a food drop). Having the telephone right there at the start kinda destroy the pacing for me. But that's a minor issue!

All in all, not too shabby, has potential :) A little more style than substance, but that's alright in my book!

Stuck In Paris by CocaPasteque 2020-10-12T11:23:24Z

This was surprisingly fun :) It shows that a lot of thought went into designing the game. The game play mechanics were well polished and the game itself ran smooth like butter. It feels kinda hard in the beginning due to the nature of the controls but once you get the hang of it, it's rather easy (at least to the point I played). Since there isn't really any variation in the levels (aside from more cars, I guess?) the game play grows stale rather quickly. Just competing for a high score doesn't cut it for me to keep me engaged. I played until level 10 without any real issues and quit after that. Since you don't really have a time limit, you can safely find gaps to the outer lane and then just wait for the exit. But like I said, it was fun! The art und music added a lot to the enjoyment and the art direction was gorgeous. Congrats!

Stuck in a drum loop by rodobodolfo 2020-10-22T23:07:04Z

Very cool idea! I've seen quite some entries this jam trying to twist the frogger mechanic to create something new. This here is no exception. There's really a lack of good music and rhythm games so it's nice to see you tackle this genre as well :) The game play was simple enough and I enjoyed the progressive nature of the drum beats. The only problem I had was with the controls: They felt really unresponsive. Going up and down seemed to be accompanied by a severe amount of lag which made split second movement to dodge the notes really really hard, almost impossible in some cases. Going left and right seemed to work better, but even then, getting near the end, the notes were so fast, that I wasn't able to outrun them... Well, my fault for not planning my approach a little better :) All in all, really nice entry. Could use some some more response controls and some art to round things up! Keep it up.

Hide and Seek by DDRKirbyISQ 2020-10-18T12:40:23Z

Wow, this is heavily underrated/underplayed if you ask me! That was fantastic! We tried to do a moody horror game as well (though with a completely different game play focus) that's why I appreciate the work you put into the sound design even more. It's really hard to get a horror atmosphere going when working against the clock but you really pulled it off almost flawlessly. Every encounter with the thing really startled me and sent some shivers down my spine. The sound design was spot on and very well done. The art was, as well, fabulous! The child book aesthetics fits the theme very well and adds a lot to the creepy mood. But if that all wasn't already enough for a jam entry, you even managed to put in more game play mechanics like the eye closing stuff to enhance the hearing to solve riddles and such. I hope you didn't loose to many players with the piano riddle. I often have trouble hearing notes and playing them afterwards. I at least managed to do it :) When I saw the piano mechanics in the beginning, I already hoped that you would include it in such a way. And you delivered!

The only issue I had with your game was the controls, mainly the interaction with spacebar. Often, the last press of space to clear the dialog box would instantaneously spawn the dialog again. Which was especially frustrating when interacting with the book shelf, since there was a lot of text. I had to sit through the whole text three times until I was able to get away. There seems so be some sensitivity issue with the button inputs. I don't know if I was the only one with this problem.

All in all, VERY well made game. Great sound design and mood. By far the best in this category in this LD. You managed to really build upon the mood with each passing loop and of course, did implement the theme in a way I really appreciate. I've already sent your game around for others to play :)

Congrats!

Hide and Seek by DDRKirbyISQ 2020-10-18T19:00:35Z

@ddrkirbyisq Thanks for the effort! I'm running a 144hz setup, if that information helps!

Hide and Seek by DDRKirbyISQ 2020-10-18T20:08:47Z

@ddrkirbyisq Works like a charm in 1.06 :)

¡Puzzle in Time! by hadesfury 2020-10-07T17:28:28Z

Not too shabby :) I get the core game play loop in general but it's not my favorite genre, so I didn't past level three (I get too frustrated with those games too quickly). The music loop was had a great vibe to it and the art was basic but effective. Still, the walking could've been a bit smoother. The jumping of the camera did strain my eyes a bit. Additionally, the graphics themselves could use some ambient lighting. I'm not a huge fan of those pitch black shaded walls. That's an irrational pet peeve of mine.

Still, a good game! the game play loop works and has it's 'aha' moments, which is cool! Keep it up

Set in Stone by Sn4pi 2020-10-09T18:23:28Z

The effort put into this really shows. The graphics are pretty good including the art direction. The characters and animations are superb! Game play wise, it works but I had some issues with input responsiveness. Shooting felt weird, sometimes it didn't work to shoot (aside from when I had to reload) Hit feedback could be a little snappier, it lacks some impact to really be satisfying for the player (particle effects, push force on enemy hits, a nice squishy sound effect maybe?)

I played it for quite some time and it over stood it's welcome pretty fast since the levels just recycle themselves. I had no idea when the last boss would show up, but it didn't for me.

All in all a well enough prototype! A little rough around some of the edges but still a good effort! Keep it up

Time Raider by Almax 2020-10-08T19:09:59Z

That was GREAT! The first game in this jam that I really wanted to beat. After a few runs, it worked out at last :) Loved the Rouge-Like mechanics with permabuffs to make each run a little easier. Well thought out to keep the player invested and still make sure that he will beat the game eventually. The controls very snapp and the game fast and pumping. It was fun to learn the strengths and weaknesses of each enemy type and how to deal with each room in a time efficient manner. Mixing up the power up each room was also very motivating. The sound effects were a bit basic and the lack of a soundtrack really was glaring regarding how awesome the rest of the game was.

Great entry! One of the best I've played so far (if not even the best yet).

Tempus Locus by MSiddeek 2020-10-11T11:06:32Z

That was awesome! Needs a lot more comments ratings. This really almost felt like a finished product. The art and soundtrack created a great mood already and the game play mechanics complemented that perfectly. I'm not the biggest of such time loop based puzzle platformers, but yours really grew on me :) The levels were finely adjusted to become more difficult with each level or even introduce new techniques on the fly. I loved finding out about the "climb" mechanic with the time loop. Really satisfying to find out how that works on my own. Like I said already, the art and music were beautiful, just some of the sound effects seemed out of place, too loud and obnoxious. But that's really all I can say in terms of criticism. You even got cutscenes with dialog going... amazing!

Congrats. Definitely the best of the time loop based puzzle platformers I played so far this jam.

Loop Invader by Ale 2020-10-17T23:06:40Z

That was interesting! Really hard to get into but kinda satisfying when you get the hang of it. The game play itself isn't really all that intuitive and would greatly benefit from an extensive tutorial which explains all mechanics. I didn't really understand all those while/if-stuff in the user interface. Selecting something on the grid did just stop the game until I released the selection again with the right mouse button. That's an issue that will cost you a lot of players I think. Having the controls as intuitive as possible and giving the player the correct feedback at the right time is crucial. The art was very basic but worked as intended. I also appreciated the music loop very much :) Seeing that this was a compo, it's not a surprise, that a lot is missing in regards of player comfort. And since this genre isn't really my cup of tea, I was only really able to beat the first few levels. Still, I really like the approach and risks you took to implement something unique. Kudos for that!

Stuck in a while(true) by Neowedge 2020-10-10T22:29:03Z

Nice! Loved the programming twist on the classic asteroid formula. Mechanically, everything works really well, Controls are snappy and frame rate is very good. Sound effects and music as well! Very fitting. Exploring the power ups was also a nice addition. Hiding the actual effects behind technical terms added to the immersion with the risk of potentially frustrating the player... but it worked for me at least :) I went for bullet quantity and bullet reload speeds to just fill the screen with bullets. That worked pretty well. Then I encountered a bug that prevented me from continuing... one of the triangles was not moving anymore and I couldn't shoot it. I was stuck.

Still a pretty nice game. Especially for a compo. There's a lot of content and stylistically, it's well made. Congrats!

Cursed Labyrinth by marbles 2020-10-08T17:36:33Z

Okay, why not? :) Started out as a clicker game without having to click (thank god) and ended as a metaphysical journey where you have to fight some demonic beast... that just wants to help you. The ending was kinda twisted... That guy will never get out of there. The art was a bit basic, but did the job. Loved the music though, good choice. Nice short little adventure!

Keep it up.

Cursed Labyrinth by marbles 2020-10-08T17:56:00Z

@marbles I bought 100 potions and you wouldn't want them to go to waste, would you? :D No way I let that demon kill me

Cursed Labyrinth by marbles 2020-10-08T19:40:23Z

@marbles don't worry, just joking :P already got the alternative ending. Really cool that you took your time to implement that instead of a simple game over screen!

Dungeon Loop by Ynk 2020-10-06T18:07:44Z

Really nice! Those game play mechanics caught me off guard. The art and models are well made and fit the general theme very well. The music was awesome as well. Good job on making all the samples work well together. I played against three bats and got bored a little though, a little more variation would've been nice to keep the player invested. Maybe even some kind of rpg system in between the fights. I think there's a lot of untapped potential here :) Good job!

Routine by Ommadawn 2020-10-06T14:50:52Z

A little on the weird side, but that's just how I like it :) I had no idea what I was in for but it was a nice change of pace to get a physics puzzle game with a really nice soundtrack. Reminded me a lot of the strange games of the windows 95 era. Game play and controls were a bit finicky but worked in the end. I had real problems pressing the start button in the beginning. When I was almost sure that it was already part of the game, it started by itself. very strange. The art style was jumbled but that's part of the charm I guess. I got stuck on one of the later fan levels. There was no tip and I had no idea what I was supposed to do. Just bringing him to the door didn't do anything.

All in all, a pleasant experience and a good entry for a solo project!

Bust-a-Loop by PeachTreeOath 2020-10-08T20:39:41Z

This was actually pretty cool :) Reminded me a lot of training sessions in fighting games to keep the combos going. The art is pretty basic but kinda works in this context. The lack of sound and music does put a dent in the enjoyment of the game though. Especially sound effects would've added a lot to the satisfaction factor.

All in all, a ambitions project with a lot of variety and combinations that actually work pretty well together already. Good job!

Chrono Crash by Deozaan 2020-10-08T17:04:25Z

Cool idea! It was really fun seeing my ghost selves helping me. Really cool mechanic well executed (even the the rewind sequence get's old pretty quickly. Some way to skip it would've been nice) I really like shoot em ups I think you hit the right notes, but some power ups would be awesome to mix things up :) Also, I found the controls a little bit to sensitive. It was hard to dodge some of the bullets precisely without dodging too far into other stuff. Other than that, really cool! Art was nice and the addition of different sound effects was also a good call. Keep it up!

Hyperloop by R3L0ad1 2020-10-06T20:04:33Z

Hello fellow HYPERLOOP game :) This is awesome! A very fleshed out and polished experience. The art style may be reduced but it's executed to perfection. Visually pleasing. The soundtrack is pumping and fits the context of the game well. Controls are responsive and dashing through the loop is very satisfying, especially at 144fps.

Easy mode got boring rather fast, so I switched to hard mode. That's how it's meant to be played! I little more variation in obstacles would've been awesome. Maybe jumping over or ducking under stuff could mix the game play up a little. Congrats nonetheless. Very good entry!

Ribbon by 100th_Coin 2020-10-11T22:40:38Z

I think that was the most impressive piece of ludum dare I've played until now. Wow... just wow! This was frickin awesome! The whole game play concept is so well done and polished already that it feels like a finished game. I'm in pure awe. It oozes style and atmosphere and the art direction is gorgeous. I also loved the music and not only do you have really cool score, it even changes slightly depending on the game state, adding even more style points on top. Too bad it was so short and misses sound effects. But that's really not an issue :) The rest was sooo good, that that doesn't really diminish the fun I had. Congratulations! And I saw just now that this is even a compo entry... What are you? :D

What can I say? Good job and definitely don't let this prototype go to waste!

System Reboot by Toulou 2020-10-08T17:53:24Z

I like the general tone of the game and the stylistic choices. Controls were ok even though I had some problems moving around with distinct button presses instead of just holding the button down. Sometimes, inputs were ignored, but that's a minor issue. Other than that, I had problems knowing what to next. The randomly moving robots didn't really help in those enclosed spaces. It was way to hard to get by without getting damaged randomly. Would've been nice to have some way of avoiding damage other than pure luck.

All in all, an interesting entry that could use some improvements in regards of user guidance (at least a little and for me :)) Just running around aimlessly get's frustrating pretty fast. Especially when you die after a while by chance. The mood would also improvce from fitting music and more sound effects. But that's not something one can expect from a single person project! Keep it up

Despairship by Shess 2020-10-22T10:03:10Z

Phew, that's a hard sell for me :) The game looks really cool and I do understand the premise and core game play but it's really not my cup of tea. Such games are rather stress inducing to a point where I can't play them at all. It's hard for me to convert stress to fun. Having to ultimately lose to have another "easier" shot the next round, while losing again and again is not motivating for me personally. But I bet there's a lot of people out there that will enjoy playing your game! The music and art style (like I said before) was fantastic though. Even the rough brush strokes of the environment are balanced very well against a solid art direction. The decision to stop time when not moving was also a nice touch to take away at least a little stress :)

Maybe try to interact with other games more so you'll have more of a player base! You barely made 20 votes up until know and this game does deserve a lot more.

My incompatibility with your game aside, you did a good job! Keep it uo

PolyFury by Dom Harris 2020-10-10T13:28:22Z

Really cool actually. I'm a sucker for some good bullet hell shoot 'em ups. The soundtrack was a good choice and audio was a bit muffled but still worked for me. The art was also rather "basic" but was caught by the coherent art direction and nice color schemes. The game play loop itself worked as well for me. The power ups were a nice addition to spice things up and the enemy even has different attack patterns to look out for. The game is rather short, I would've loved to see additional bosses with more variations :) But of course in a jam context, stuff has to be dropped at some point.

My only issue were with the controls. I don't know if it was just for me, but i run a 144hz setup and the controls were SUPER sensitive. Way too sensitive for a bullet hell style game. Making small adjustments to my position were impossible that way. That thing flew through the loop in a split second after touching the inputs.

Other than that, a very solid entry. Good job!

Shlooper by Gurbx 2020-10-09T18:37:46Z

Fantastico! That's some piece of work you got there. A lot better then most jam entries by teams with multiple people :) well done! Not only does it control very snappy, has solid jump&run controls and even a dodge mechanic, it also has sound effects and even a musical track that keeps getting faster when the time starts to run out. From a game design standpoint, you really did tick all boxes. It was a good call to use the theme to your advantage and recycle the level like that. It was small but had enough potential to be varied with each iteration. The enemies were pretty basic, but even in this department, you did more than most do and implemented multiple types.

I only have a couple of issues I ran in which might be some valuable feedback: Sometimes, the jumps felt a little off. I fell down a couple of ledges even though I thought that the jump was timed ok. Maybe adding a few "lenience" frames when falling of the ground in which the player can still jump normally. I usually add those in my platformers to prevent such issues. The other issue comes down to visibility. All the camera shaking and HUGE bullets really took away from my ability to dodge enemy bullets and/or see if hit anything. Especially in the last iteration, there are A LOT of enemies and was really hard to see anything.

But that's really all I can give you :) All in all a VERY good experience. Good job!

Jump 'n Loop by invader 2020-10-08T20:33:21Z

First of all, nice fluent game play and clean art! I really enjod that part of the game. The music was also a nice addition and had a cool tune to it. I think the concept of such a runner game could be really interesting! I played the first two levels and kinda felt like something was lacking to keep me engaged. The jumping mechanics you implemented seemed like a really weird choice (teleporting to the highest point and then falling down again) and did reduce the satisfaction of jumping over obstacles for me. The multi jumping could be abused to really float for a longer period of time and not having any issues to win. The obstacles themselves were also pretty bland and didn't bring anything new to the table (at least to the point I played it). I peeked into the last level and it was basically the same as the first one with a higher obstacle frequency. You could've experimented a bit with new mechanics or at least have added the standard "duck under an obstacle" or "high jump over a higher obstacle" before adding more levels that do nothing to keep the player invested.

I really don't want to sound too harsh, because I really like the general look&feel of the game and I think with a little different focus, this could've been a lot better! I hope you can use some of the criticism to make more worthwhile games in the future :) I'm looking forward to it! Keep it up!

Solar Spinner by benbennett 2020-10-06T15:58:56Z

Yeah, why not? :) Pretty simple mechanics but kept me invested more than I thought. A little more game play variation would've been nice, since the game play loop get's stale pretty quickly. Art and sound are nothing too special but do their job adequately. The soundtrack is nice though :) Considering that this is a compo, I think you spent your time in each part of the game just about right! Good job on that

Hyperloop hell by Aterlamia 2020-10-06T15:41:49Z

Hey! Just as with the last jam, it's always great to play other games that relate to our own interpretation of the theme :) You're the first with another hyperloop game! Seeing that this is a compo, I really have say, that this is huge! Theres a lot of graphical assets, a dialogue system as well as a musical score. Kudos! Still, it might've been a little too much to swallow, I guess. I ran into a lot of problems which I guess, you already know about. But I'll still want to write them all down as constructive feedback (I really am impressed with the work though. I can't image doing this alone in 48 hours)

Positves + The art and animation looked very good! Of course, rough around the edges but promising! + The illusion of a driving a hyperloop (which kinda resembles a straight forward train) was captured well. + One can tell that you put a lot of effort into the game and really the only thing that is missing is more time!

Possible Improvements - The particular pixel font in the dialogs was a bad choice. It's a strain on the eyes and it was almost impossible to read everything without getting a annoyed after the two lines. - I wasn't really sure what you were going for mood wise. The soundtrack was really upbeat und happy. The subject matter in the story not so much. That was kind of a mixed bag. - Having trouble actually reading the texts, I lost track of what happens pretty quickly. And before I knew it I got stuck at the most right door while searching for something. It was really hard to understand what the player was supposed to do. That's really my main issue.

Hyperloop hell by Aterlamia 2020-10-06T19:51:12Z

@aterlamia The new font is a lot better :) no complains here! I played the original version then, I guess.

Loop Robot by NickyKendy 2020-10-10T10:39:33Z

Hey! Not too bad really :) The art drew me in immediately and I hoped for something intrersting. I was "kinda" disappointing to see that it was another "move something in a loop over a level" game. I think it's the third or forth of that kind I've played so far. That's (of course) not inherently your fault, but something to consider when picking the game mechanics for your game. People burn out pretty fast when binge playing ld games. It's always a good idea to add a twist to such a common genre.

Okay, that out of the way: What I did like was the addition of the possibility to leave out programming space and add it later in runtime to solve some of the levels! That was actually pretty clever :) Took me a while to understand that it was possible.

Other than that, it was pretty straight forward. As I said, the art is very clean and looks great. The piece of music at the start of each round was a little too much for me. Something more soothing would've been good. The sharp high notes really tried to pierce my brain :D Had to turn the volume down.

Usability wise, there are some issues left and it feels pretty rough around the edges. It's all very slow (I guess you took into account that people have to react in real time to adjust the pattern) and feels like it's wasting the players time (which is always a no-go). You can still pick up another arrow after the pattern spaces are full and you can't put it down again. Feels strange, but it's not game-breaking.

All in all, still a good compo entry! Keep it up!

Dude Ranch by ColeSlaughter 2020-10-16T18:33:52Z

Well done! That's what I call a polished experience! You got everything right: Great art, fluent and snappy controls and game play and even fitting music and sound effects. The core game play loop is intuitive and easy to understand. The tutorial in the beginning was still a nice touch. Very much appreciated. The controls worked well, but I found the emphasize on the mouse buttons to reel in the goods a little annoying. Bashing the mouse buttons didn't feel satisfying for me and I felt really bad for my mouse :D But that's just a minor, personal gripe. The humor in your game was a nice touch and absurdity is always a good pick for a jam game to out a smile on my face. Did I already say that the art was awesome? Not only the practical implementation but also the art direction itself is very well done. Coherent assets, a nice western color palette and the slight perspective due to the stage being a 3d environment were a nice touch.

All in all, a very well made entry! Good job

Loop Frogs by GaryS 2020-10-08T18:15:44Z

Hey there @garys :) Great to see you back with a new game. I remember having a lot of fun with 'For Duck's Sake' earlier this year. Let's see... awesome pixel art, a fun and absurd premise and awesome frog sound effects. Check! I've played a lot of games with this kind of core game play concept this jam and am already a little burned out, I'm afraid. Your's at least kept me interested with the love of detail regarding the level design and the characters. Definitely the best of those I've played so far. The controls were snappy and responsive and the levels weren't too frustrating (at least to the point I played it). This game could really use some funky soundtrack to go along with it :) Maybe you can find some musician next time.

all in all another great entry. Keep it up!

Are We There Yet? by JudgeZedd 2020-10-10T11:22:39Z

Well done :) That was awesome! And considering it's a compo entry makes this even more of an accomplishment. Loved that you put in a good measure of British humour and even got a whole story going. That's not something I'll take for granted. The controls were snappy enough, even though I would've liked it more if the car rotation would be more free not not limited to a number of set angles. The addition of a parking lot to get used to the controls was a far-sighted idea. The core game play loop was also fun to play and kinda satisfying to pass the intersections frogger-style withoug being hit. Color coding the other cars depending on their velocity is another plus point on the list! Your roads do have the weirdest traffic jams though :D

All in all, I really enjoyed the game from start to finish. As soon as I thought that it should probably end soon, it did, so it didn't overstay it's welcome. Good call on the amount of repetition you included. Congrats!

POKKO by gord10ahmet 2020-10-12T11:45:19Z

That was awesome! Kudos to the artists, composer and sound designer. Very well made and polished as can be! This looks and sounds very professional. Not too long, not too short, though the puzzles themselves were pretty easy and I think you could've made more creative puzzles with this (even though the mechanics aren't soooo flexible to begin with). The controls felt responsive and the game ran like butter. Good job on that front! I had some issues with the jumping physics at some point, where I was stuck on a ledge, but that was just a minor setback. The cutscene at the end was a nice twist and rounded the package up even more.

Congrats on this fantastic entry!

Loop Industries by Simone 2020-10-26T17:42:29Z

That was interesting :) Haven't played a game with tank controls for a rather long time. The visuals were pretty nice for a jam game. 3d games tend to look rather crappy most of the time, but your assets and art direction was pretty clean and straight forward, if not a but bland.

The core game play was pretty basic but worked as a prototype. The level was hinting at something larger than the game actually was in the end, but I appreciated the humor a lot :) The nonchalant atmosphere fit the art style well. In my first blind round, I had no idea, what to do. I ran into the monsters and didn't know if they did damage me or not. There was no feedback at all. It wasn't after I died in the last room until I saw, that I had lives in the top left corner. After respawning, I also saw that you start with 3 and so my question, if the monsters that followed me, would do damage answered itself. Equipped with this newly acquired knowledge, I went on once more! I didn't know I could attack until the I was in the last room again. I don't know if that info was hidden somewhere in the game, but knowing it beforehand would've been nice. After that, it was easy-peasy to win.

All in all, it was good, that the game was so short because i don't think that it would've grabbed me much longer since the game play mechanics were so bare bones. There was also some issues with the sound mixing. The explosion was SUPER load while everything else was kinda quiet. Still, a good little entry you got going here :) The level design and general aesthetics were the best part in my opinion. It could use some more satisfying game play mechanics though. Just shooting loops at some random red blobs won't cut it for more than a minute of game play! Keep it up!

Time Crash by Gonzalol 2020-10-19T10:31:57Z

Well done! This looks and feels like a very polished and professional product already. The art and style are especially great! Kudos to the designer. The music and sound design is great as well to top off the already great game. The theme was obviously tackled, but not in a significant way (we didn't really either). The game play itself is, of course, nothing new or innovative but was implemented perfectly and on point. Everything around it feels very intuitive and the inclusion of the little introductory section with the tutorial dialog was a nice touch. This genre isn't really my cup of tea because such games stress me a lot :D I don't know if there's an ending or not but I played for a little while to (hopefully) see everything this game has to offer.

Congrats on a great entry!

Saisons by Gaming Night 2020-10-14T17:36:36Z

Really unique experience :) this is the first of it's kind this jam. I really enjoyed the focus on audio and playing music in your game. It doesn't hold your hand and solving the "riddles" was really fun. Controls worked pretty well, though, changing notes fast didn't really work that well. The mood was also very well established since the audio visuals are amazing! The nuanced lighting effects worked wonders to immerse the player. I think the camera was a little too far away for my taste. Everything was very tiny. The theme was incorporated, but it was very subtle and didn't really add something significant to the game play itself. (which wasn't a huge deal)

All in all, a very atmopsheric and moody game. Loved the audio visuals and the focus on playing music :) good job!

Boomie by Chris Hall 2020-10-06T16:29:30Z

I can't really play it right now. Every time the boomerang makes a loop, the game crashed with the following log message: `Boomerang is not defined`

Boomie by Chris Hall 2020-10-06T17:52:46Z

@nikolai-shkurkin oh man, your were right :) now it works. Really cool game game! The game play loop is well thought out and works wonders. The reduced pixel art and musics fits as well. Even though one could get a little drowsy while drawing the boomerang lines while listening to the deep bass of the ost. The riddles are satisfying to solve but get a tad repetitive after the first few rooms. Sill, a worthwhile game :) Good job!

Cereal Killer by Shelvid 2020-10-08T19:55:55Z

Ha! That was awesome. Thanks for making my evening just a little bit better :) I really enjoyed this. I love absurd humor with shitty paint art (that's what I did a lot when I was still a small stupid child) and this felt really genuine. It oozes the fun you had when making this. The writing is witty and well done and the actual game play mechanics were pretty solid as well! I also found those minigames in between the game play a great addition. All in all, this was a great package! One of the few jam games until now I actually played till the end :) The endless loop twist at the end caught me off guard as well! We also had "fruit loops" on the board when brainstorming but that was scrapped early on. Good to see that someone made something worthwhile with it.

You are awesome!

Hyperloop by jmoocow2003 2020-10-25T17:45:36Z

Phew... that was hard getting into :) The entry was pretty rough around the edges in almost every regard. Especially the movement of your own ship and how it behaved relative to the other entities. To be honest, I'm still not sure what exactly happened, when I moved. I GUESS that i was orbiting around a planet, but visually, that wasn't what the player got to witness. It was really a strange experience and had an an immediate impact on my enjoyment. Also, I didn't understand, what I was supposed to do and what the stuff did, I was collecting. I just tried my best to stay alive and kill as many enemy ships as possible while increasing the numbers on the left for my (supposedly) benefit. Enemies did just pile up endlessly until I died eventually. It was really hard to dodge anything with the controls you provided. Some enemies did seem to have some kind of hit scan weapon where dodging was impossible from the start. I really do love myself a good bullet hell game, but only if the controls and enemy weapons are balanced right. It didn't feel like that here. Shooting enemies worked alright, but it wasn't really that satisfying. It lacked some well made audiovisual feedback to trigger enjoyment when shooting stuff. I do appreciate the enemy variety though! It was nice to have some music. but didn't really fit the mood. I wasn't really sure what mood your were going for , since it was all over the place. The art direction was pretty rough as well and could really use someone looking after it. I know that it is super hard to make a game by yourself and I'm still flabbergasted that people actually pull it off (you included!) but it is obvious, that some parts are left on the cutting room floor. Maybe try to find an artist next time to collaborate with. A game is a lot more then just the sum of the parts it is made out of. So a good art direction and/or sound design will elevate your game play visions A LOT.

Keep it up :)

Cyclotroid by Korteh 2020-10-21T16:32:11Z

That wasn't too bad! ...at first. I like the first person shooter approach, I it's the first of that kind I've played this jam. Getting a FPS right in three days can be tricky I guess. The controls were alright and felt responsive enough. Aiming as well. The idea with the ringed maze like structure was also rather engaging at first glance. I was actually pretty intrigued. But I had some smaller and some more heavy issues with your implementation which I will present at the end as transparent and constructive as possible. I guess the reason why you didn't include the graphics and art category is because you mainly used pre-made assets? At least the art direction is pretty coherent :) so good job on that!

Let's discuss some of the problems I had with your game: * The gravity seemed a bit too strong. Falling felt rather abrupt, as well as the jumping. This might be more "realistic" but reducing the gravity as well as the jumping height a bit would add a lot the the enjoyment of the platforming passages. * To not include a cross hair is a bold move that has to be earned, either via means to aim properly or another mechanical compensation. I think in your case, adding one would've been beneficial for the overall player enjoyment. * The shooting felt rather flat. There wasn't much of hit feedback and this the fun of shooting stuff was taken away almost completely. The shooting itself was fine, with flying bullets and accompanied sound effects and all, but the receiving parties didn't really care much for being shot. * Though the rotational puzzle design is novel and the technical implementation was also very good (shooting doors, going through the gates etc) I lost interest pretty quickly. The rooms themselves weren't that interesting and didn't hold a real challenge or variety to keep me engaged. Since shooting stuff wasn't satisfying in it's own right, there wasn't really any motivation for me to play more than a few minutes. * Last but not least, the biggest culprit: Muzzle flash! That thing was a real problem. It covered half the screen and flickered like a disco light. I'm lucky to not be epileptic but I had to stop playing after my eyes started to hurt. Aiming with that obstruction in your face was also almost impossible. And even if you had a nice hit feedback on the enemies, it would almost be invisible. It's such a minute detail but had a huge negative impact on my enjoyment.

All in all, I was really looking forward to play my first FPS this jam, but had to quit after reaching the outer ring, because I couldn't take the muzzle flash anymore. Generally, you did a lot of things right and the ideas were clever and interesting, but it's still missing the last extra mile to be an engaging experience.

Still a solid entry! Hope my feedback helps a bit to make better games in the future. Cheers :)

ME! vs the unrelenting alien invasion by Human Writes Code 2020-10-06T14:21:14Z

Good entry! Runs smoothly and I like the the little banter between the the two people that acts as a tutorial. good job! The game play itself is pretty straight forward and basic / easy to understand. It can get very cluttered after playing for a minute though and I usually died because I blew up the earth and the moon by myself. The earth seems to be a very fragile planet :) The art style is a bit all over the place (from scaled pixel art to non-scaled pixel art?) but get's the work done. Music is rather chill! Fits the mood, I think. The SFX was a tad generic for my taste. A little more work in the sound design department could elevate the experience, I think. The theme was properly included (and even dropped by name), but will not win any innovation prices paired with the gameplay, to be honest. Still, a worth while experience!

Hook and loop by Kaiomoi 2020-10-10T13:19:39Z

Hey! Nice idea and fits the theme well enough :) The art is very basic and the missing audio is a shame but it's still a fun ride. The controls well work enough and after getting the hang of the quirks, it was actually pretty find. I ran into the same issue, that @kaiomoi encountered, where the rotation direction was not easily manipulable which lead to quick frustrations regarding the level design, which clearly required you to choose the rotation deliberately. That could me off guard and quickly took me out of the fun I had. Would be a good idea to communicate such mechanics beforehand in a safe environment for the player to avoid frustration.

Still, a good game! Nice prototoype and jam entry.

Crash Thunderstud Returns by JavaSaurus 2020-10-09T23:14:27Z

Wow, that's a LOT of content for a compo. Art, sound (voices!), music and even a kind of innovative way of shooting zombies. That must've been some hellish 48 hours. And it shows :P The result is really cool! the humor is on point and the assets are all over the top. To be honest, the controls got a little annoying after a while and the game was rather easy, so a natural game over was out of the question for now. Swinging the mouse about to shoot zombies may fit the theme, but is not the most user friendly way to to deal with this kind of problem, I'd say :D Still, it was definitely worth the experiment. I guess there is no actual ending, is there? (other than game over)

In conclusion, you finished a real impressive piece of software here. I can only sit here in awe and and think how this can be possible. Keep it up!

Chicxulub by Literal Games 2020-10-20T22:57:27Z

Those pesky dinosaurs! I knew they conquered space travel right before they were wiped out! :D I got 94% at the end, which is fine, I guess. I do like myself some chicken every once in a while. Keeping the smaller ones alive has it's merits ;)

Jokes aside, this was game really really good! The premise may be simple but the execution was on point! The controls were super snappy and perfectly balanced for such a fast paced bullet hell game (though, it seemed that going diagonally made you go faster then going straight... did someone forget to normalize the speed vectors? :D) The soundtrack and sound design in general was also perfect. Loved the game boy tunes. The soundtrack was awesome as well. Pumping and fast, keeping you on your toes at every second. But what really took the cake was the art work. Just wow! So much stuff going on. So many different enemdies end even two distinct bosses! Kudos. Aside from the obvious stuff, I also appreciated the balancing and progression in your little game. Every orbit felt a little bit harder and after the first boss you even introduced new enemies to keep the player enganged for another four orbits. I was guessing that you would just take the easy way and and recycle the first four orbits again, but you proved me wrong.

Really, this was great! The conclusion was also very nice, getting a score at the end is always a welcome surprise :) Congrats to this awesome entry!

Unbenannt-1.jpg

Ring Rush by blotosaur 2020-10-08T20:03:59Z

Really cool concept. The earlier levels were kinda satisfying to play due to the novelty factor of the game play loop bu the later ones got really frustrating. The game is very fast and one false click will kill you immediately, forcing you to restart. There are a lot of factors that you have to take into account when dealing with large patches of the orange stuff and I didn't find a good way to deal with it until I had enough. The art is basic but works well! The same applies to the sound effects. Pretty bog standard retro video game sfx. Some music to round things up would've been nice :) All in all a cool but difficult game.

Impact Juggling by TheWustache 2020-10-11T12:30:59Z

Not too bad! The art direction is really nice, I like the clean and slightly rough aesthetics. The game play mechanics are rather simple but are indeed rather satisfying. Pushing the balls up in the air and earning points for it is always a winner :) Depending on how the balls jump, it's often impossible to avoid losing a life. Would be great to have more tools at your disposal to clear such trappings. Maybe a dash or something.

All in all, very well made simple game. Good job on keeping the scope low for a one man project! Good job

Hyperloop by very dark lord 2020-10-06T15:21:13Z

@aterlamia Thanks for your nice feedback :) Gonna check out your hyperloop game next. The issue with the shaft filled of monsters is a known issue and seems to be a bigger problem than we anticipated. But you can shoot down the shaft and hit the monsters even when you don't see them. That's currently the only real way to safely pass this section if it's filled with monsters. Sorry about the frustration!

Hyperloop by very dark lord 2020-10-07T14:28:28Z

@marcmagus We managed to fix the issue :) I will get back to you in one of your next twitch sessions!

Hyperloop by very dark lord 2020-10-11T22:09:39Z

@archgame Thanks for playing and for reporting that game breaking bug. We'll look into it! Shooting the rats does nothing :) It's just for fun!

Creed by dimlight 2020-10-12T16:38:30Z

Wow, just wow! I mean, the concept is not new and really a low hanging fruit. I've already played dozens with a similar concept, only different in details, but this was quite on another level. The levels were rather easy and I'm really not good at games like theses :) Which I liked! And having no real limit on how many time clones you have made the levels basically play themselves. Other than that, it was pretty self explanatory and worked quite well. Controls were also very smooth and felt reaaaally good. Very snappy and satisfying.

The real star of this game is the art and art direction though :) I loved it! It was so polished and visually astonishing. I wish I was able to craft something so great in such a short amount of time. And the praise doesn't end here: You even managed to implement (kind of) cut scenes and voice overs to even introduce some (meta-)humor into the game. Well done! It really felt like a complete package. The theme was satisfied of course :) Not only with the game play mechanics but also with the way the game loops in itself.

Awesome stuff! Pad yourselves on the shoulder for me. Great Job!

Beam from Beyond by Inferture 2020-10-13T19:46:16Z

Damn, I don't have anyone here to play with... I will only rate the categories I actually can in good faith. the art is very basic, it shows that the game play itself was the main focus of your game. SFX is also bog standard, but good to have some in any case :) The core mechanics seem really interesting and fit the theme nicely. I may come back to rate the rest after I got someone to play with!

Cheers!

Loopscape by Tolga 2020-10-08T20:51:13Z

Good try to make a horror game! I have no idea how to win at this... as soon as the monster stars going around, there isn't really any way tot search for anything anymore. As soon as I'm in a room with just one door, it's almost a guaranteed game over. That thing has some reach! I liked the detail of the glowing eyes. Helped to see it from some distance and turn the other way. Other than that, the graphics were ok. I think the visual effects masked a lot of the rough assets. So, good call! I think you could've left out the huge cross hair. There was not shooting, was there? No need for those immersion braking pixels! The controls were tight and frame rate was perfect, no qualms here. The sound design could use some more work to terrify the player a little more, keep them on the toes.

We also tried ourselves at the horror genre... maybe you wanna try out our game as well? :) I clicked on yours when I saw that you attempted horror as well. Always good to see how others tackled the genre.

Cheers!

Low Level Operations by Tomssuli 2020-10-11T10:41:42Z

This didn't spark for me, I'm afraid. I'm actually not sure how this is supposed to be played. It looks like the only thing I can control is the one little guy. Most of the buildings didn't do anything or at least did do something automatically without me knowing what it is. The friendly units couldn't be controlled directly so they just stood there until they got into aggro range by accident. That's really not much agency for the player to engage with the game itself. Most of the actions also lacked visual feedback: I never knew if repairing or healing anything actually worked. The art was ok (nothing to win a prize with :P) but also very small and delicate. That adds to the missing feedback issue when everything seems to be 10000 miles away. The missing sound and music adds to the lack of immersion but that could've been excused of course, seeing that you made this alone!

It's really hard to really rate this since it doesn't really feel like a working game loop apart from the AI implementation and automation. It really looks like an ambitious project. Making an RTS in a jam is hard enough, but alone? wow! Kudos for even trying :) I think with a little more time invested in usability, feedback and game loop improvements, this could've been really interesting.

Keep it up

I Reboot by WegPast 2020-10-15T16:54:35Z

That was really cool :) I've already played a lot of other games with the same core game mechanic, but this one was the best of them (yet). The controls were snappy and responsive and felt satisfying. The game loop itself worked as intended and was really fun. I was doing fun until iteration 10, when I spawned for the next round... directly into a bullet :( I died without any chance, really. Some kind of invincible time when spawning would be a good idea to prevent serious player frustration.

Other than that, it was a delight! Especially the art was very well done. Clean pixel art is always nice too look at. The pixel resolution seemed to be flexible though, so the pixels looked a bit distorted at times... not the actual game scene, but the texts I think.

Good job, well done!

Robetrotter by Tyrael 2020-10-11T11:36:11Z

Really well implemented game for a compo! Great job. The art direction is very polished and well thought out. For me, it's the star of this game :) Sound and music is rather basic, but still awesome that you have any! The controls work well and the game play loop itself is not super innovative (I've already played a couple of mechanically identical games this jam) but from a scope perspective, it was a good choice. What I didn't like was the RNG of the obstacles: In my first run, the comet and the ground stuff lined up perfectly so I couldn't pass. That's really a no-go for me. There should be a way to avoid such trappings (maybe a way to shot the obstacles every once in a while with recharging weapon). Or mabye I played it wrong... but there was just a jump button, right?

All in all, a very polished experience. Looks and feels very professional. Congrats!

Robetrotter by Tyrael 2020-10-11T12:15:11Z

@tyrael oh interesting... I had the feeling that the jump was not high enough! Gotta test it out again :)

Terror of the Lazy River by Birdwards 2020-10-22T22:58:56Z

That was... nice :) Short but poignant. The art, sound and general game play worked really well. A coherent experience from start to finish. Especially the soothing soundtrack kept me engaged. There wasn't much challenge since swatting away projectiles and sinking those pesky tourists was rather easy (even on hard mode, I haven't really found out where the hard difficulty comes into play, honestly), so a little more variation and/or challenge would've been nice :) The theme was tackled in a obvious way without trying to twist established game play principles or innovate on them in a meaningful way, which isn't a problem per se, especially considering this a is a compo entry! I enjoyed the absurd comedy approach a lot, that helped leave a positive impression.

All in all, a nice little compo entry with a bit of a lack of game play variations! Keep it up!

Goop Loop by jitspoe 2020-10-22T23:26:47Z

Very hard and frustratingly so :D Like some already mentioned, this one hit very similar notes like "getting over it), not only in game play, but also in presentation and audio. I loved the details you put in like the audible reactions and contextual tutorials. Very well done! The art is clean and nice to look at, the whole game oozes style and the art direction is on point. The sound effects, though sparse, are good as well. Some soothing background music would've helped to keep my pulse a little lower... The controls felt a bit counter intuitive with the whole jumping/moving restrictions. That's definitely something that could be improved in future iterations.

All in all, a really cool entry. I wasn't able to beat it because getting back to a position to get enough speed again to get the climbs another shot were really tedious. I guess that's the whole points... I wasn't able to beat "getting over it" as well.

Traveling the Wild West by Cwazywierdo 2020-10-07T17:07:54Z

The game mechanics of this one are rather simple but actually pretty hard to master. My muscle memory somehow didn't allow me to play this properly :D The art is pretty basic and could be heavily improved by having uniformly sized pixels for all assets. It really looks pretty jumbled when you scale pixel art of different sizes together. The music was pretty annoying to be honest and I had to mute my browser tab to play. Some kind of health bar would've been nice. It seemed that my cart stopped after only having barely made contact with two bisons :( there were too many on the screen to really do anything about it in time. Seems like RNG got me good.

Seeing that this was made by you alone, it's still impressive! But could use some more work in almost all departments like I stated above. Keep it up!

Hell Glider by TheAxe316 2020-10-16T19:40:38Z

Well done! That felt very good :) Excellent game design in regards of level progression and general game play. I loved how heavy everything felt. The camera and sound effects when getting really fast added a lot to the atmosphere and the weighty feel of the character swinging about. The game was rather easy and it shows that there might be some balancing issues left in regards to the platforming itself. After getting the lasso, I didn't need to use any of the other techniques until the last level or so, where you are forced to glide again (which was a great design in that level by the way). So, I kinda felt sad that you introduced all those mechanics and couldn't really use them. Swinging WAS the most fun though :) Walking and jumping felt kinda slow in comparison. The art was also on point and. great pixel art and color schemes. It was also a good call to tone down a little on the camera effects and only use them to actually add upon the audio-visuals instead of cluttering everything with post-processing. The sfx was rather bare bones but worked in the context of a retro pixel game. The theme is in there, but rather withdrawn, like most games that featured some kind of lasso mechanic to some extent. The speed run aspect was also a nice touch :) Helps to keep people invested!

All in all, a very very well made game. Congrats!

Need More Space by wheatleyscience 2020-10-08T10:54:13Z

Nice, that was actually well made and polished! The art really stood out, nice graphics, models and animations. The game play was fluid and the looping planet worked great. At first I was a bit lost due to having no heat source, but of course, I just had to get to the warm side of the planet :) The progression of the levels was a good idea as well. I had only one issue: Using space to consume did not work most of the time. My character just stood there and did nothing. One time I got him to drink the water he hold, but the next level, it didn't work anymore and I died :( Sound and Music was snappy as well! Good job all in all

Just another Day by Jeremia 2020-10-06T18:23:11Z

Interesting and kinda unsettling... I really was hoping for a more sinister twist than just a visual effect at the end though :D It still was fun doing the chores and then finding all those notes. The riddles were pretty easy though. The art was a ittle all over the place and could use some more coherent art direction.

Still, I kinda had my fun with it while it lasted.

Hiccup Time by Somogy 2020-10-19T10:47:48Z

Great! I wasn't expecting such innovative game play mechanics :) The "teleporting" felt a little strange at first but with time, I was able to control it rather well to get around the obstacles or use it to get out of trouble quickly. Great job on innovating on an old and frankly bland trope. I've played a lot of games this Ludum Dare that just took the easy way out and implemented this feature like everyone would expect. I really appreciate that you took the time to twist that idea a little bit and make it your own. The art was really nice and poignant. All assets look coherent and the art direction in general suits the game idea and mode fine. The soundtrack, while being nothing too special, still added to the overall mood and humor. Going for a "loop" ending didn't really work for me though. I kinda hoped for an actual ending... but that decision was maybe due to time limitations. A lot of people did just reset their games after finishing them to try to add some easy points on the theme category. If it isn't really well implemented or is earned through story telling, it kinda sticks out like a sore thumb. In your example, I didn't really add anything for me. I even thought it was a bug at first because the reset was so abrupt after getting all the ingredients.

Still, these are really just minor gripes. I actually enjoyed myself playing the game :) Very well done!

LÖÖPS by Tamail 2020-10-12T22:43:18Z

Ha! Cat's must flow! Really nice idea and loved the cat humour all around :) I'm not too fond of those clicker-type games but this was a fun to an extent. I couldn't play until everything was upgraded because I felt like I was hopelessly wasting my time. Other than the satisfaction to have everything upgraded, there wasn't really all that much to engage the player. The secrets were a nice addition, though I didn't find any in my run. I clicked around, but didn't find anything. The wart was rough but cute nonetheless. Mechanical wise, everything worked as intended, I guess. I had no issues with anything.

all in all, a nice clicker/upgrade game that could use some steeper acceleration towards the mid game. I thought it was a little slow, but that's just my preference with such games. Still a good entry that fits the theme in a creative way :)

Among Stars and Robots by jaoel 2020-10-06T10:55:32Z

Nice implementation of the theme! Those kind of games aren't really my cup of tea and I ended up having to brute force my way around the riddles :v: The tutorial in the beginning was a good idea because the UI wasn't self explanatory. Also, the soundtrack choice was spot on! Gameplay was fluid and responsive. The art, though a little bland, was put to good use. All in all a cohesive experience!

HONK II by Tricky_Fat_Cat 2020-10-09T21:07:45Z

Awesome! What a ride. Very very polsihed and fleshed out jam game. Color me impressed. Top down twin stick shooters are one of my favorites and you really hit the mark with your game. Snappy controls, fluid framerate and awesome pixel art accompanied by a metal score. What else can one wish for? I really liked the old school "doom" approach of having ammo and health pickups as well as stationary enemies next to arena battles with spawning enemeies. Really nice mixture. I only really have one complaint and that would be the lack of level variations. The second level is basically just the first one, but expanded with a lot more running around, searching for the next door that opened. That was the only thing that didn't click for me. I usually like my levels with a little more linear progression but that's just my personal preference :) Still one of the best games I've played so far! Congrats

Amusement Shark by No Grapes Games 2020-10-09T23:00:23Z

Ha! I knew by the cover art, that I've seen this style before :) And then it dawned on me: AMT: Alien Medical Technician! Which I enjoyed pretty much if I remeber correctly. Great to see you back with a new entry!

Managed to beat the game in 3:44! I mean, this won't win any innovation prices being a obvious Kuru Kuru Kururin inspired game but at least it's the first I saw this jam. And this skill based genre is right up my alley. The art is as to be expected the star of this game even though the core game play mechanics are pretty solid as well. The controls are snappy and I didn't encounter any bugs. Good job! Aside from the cute character art, the rest of the environments lack some depth and fidelity. Would've been awesome if the stages had the same treatment as the main illustrations. The levels looked a little bland in comparison. But hey, it's a jam! Some corners have to be cut. I really don't want to exchange all those illustrated character animations with some better level tilemaps, if i'm quite honest :)

All in all a good kuru kuru kururin clone with a great anime twist including an absolute bonkers premise. Just how I like it! Hope to so you again in 2021 :)

Hamster Simulator by snowinn 2020-10-11T22:48:42Z

Well, that was a ridicules premise :D The art was pretty basic but I liked the pumping soundtrack. Kinda fit's the humor of having a rotoscoped hamster in a wheel running into total exhaustion. Game play wise, it felt like a combination of a survival game crossed with a clicker game. Both not my favorite genres in a game jam. So, good call to combine those two to at least try to make something more fresh and fun. My interest did dwindle pretty fast though due to the repetitiveness of the mechanics and possibilities to actually interact with the game. Still, it was fun enough the first time around :) Keep it up!

Lucky Lefty Loves Loops by TheBookSnail 2020-10-19T10:20:36Z

Nicely done! Game play is rather short but fun enough while it lasts. I like how the snails control like space ships :D The art is basic but I kinda like the damp grey scale aesthetics. The controls were snappy and the collision detection and collision feedback was satisfying. The core game play loop was veeery basic though, not much to keep the player engaged. I didn't feel like going around the track a second time, after doing it once, because there wasn't much interesting stuff going on mechanically. The looping transition at the end was very well made, by the way. That really put a smile on my face :) You really hit a theme home run with this visual gag.

All in all, a rather basic snail-spaceship racing game with little variation in game play but well implemented technically. I wished there was a little more to it! Still, good job :)

Splines 'n Shapes by SharkWithLasers 2020-10-08T16:52:31Z

Really well done! Good compo entry. The art and sound is very limited but the art direction is great. The art and sound really work great together. The game play is interesting enough to keep me engaged at first but lost me after about ~7 minutes due to the lack of variation. Just adding more anchor points and target forms didn't cut it for me to keep me playing. I'm not a huge fan of this kind of genre, so that would be a hard task to achieve in the first place. Still, a very good and polished entry! Fluid game play, rather intuitive controls and nice use of limited art and sound design. Good job!

Undead Carnival Carnage by dummydojo 2020-10-09T22:00:57Z

Astonishing. That's some quality game all right. Very very polished and professional looking. And an awesome game play flow. One can tell that that's not your first time implementing such game mechanics :) I gotta say, especially the art is jaw dropping. I can't believe that you had just one artist working on it. That must've been a hellride to get this kind of quality out of a person in three days. Give that man a medal! But that's not all... The score is a banger too. So much talent combined in this little game :) I don't have any complaints code wise as well. The game runs smooth and I encountered no bugs. But I still have a couple of suggestions that you might wanna look into: The controls were a little floaty and very sensitive. The jump height was also huuuge. So going all over the place with a few key inputs was happening a lot. Nothing too grave, maybe it's even just a preference thing.

All in all: Awesome Work! Congrats

Looped Dodger by grenk 2020-10-10T13:11:21Z

A novel concept but really harder than it looks. The trajectories of the the falling blobs and your own character are really hard to predict. I didn't have any music or sound but you're ratings for audio are available. Is this a mistake or is there an issue with sound with the original web version? Also, would've been nice to have some kind of score or timer :) Just to keep track of your own high score at least.

All in all, the game play loop itself works, but everything aside from that is still lacking a lot. But kudos for creating something new! I haven't played something quite like this before.

Delivery Boy Forever by civmaniac 2020-10-16T18:19:33Z

That was a lot better than initially anticipated :) Text adventures or visual novels are usually not that good in a jam context, 72h isn't much to really write an interesting, fleshed out short story. I didn't know what to expect at first, it looked alright but the art didn't really fit with the music, so the created mood was a but strange... But in the end, it did kinda fit in a weird way. So, good job on the choice of music! Very good track that fits the main theme of the game well. It was also a greatly satisfying to find out about the hidden mechanics in the game. Trying to to pick the dialog apart to get that next keyword. When the glitching started, I kinda already guesses where the story was going but it still was a nice twist to the mundane daily grind. It kinda left me wanting to know more about the world this was set it. The theme was spot on and I appreciate that you tried to solve it in a more creative way than most other teams. There haven't been man story-driven games as far as I've played this jam.

All in all, a solid entry! After initial scepsis, I was hooked till the credits rolled :) Good job!

Orbital Trip by Effarek 2020-10-11T23:04:00Z

Really cool! A lot of interesting game play ideas combined! I enjoyed the mood a lot, loved the mysterious space travel premise and the soothing soundtrack. Had some meditational quality to it. The game play mechanics were a bit finicky but once you got the hang of travelling between orbits, it was alright. What I didn't like was the forced waiting you had to endure in the later stages. The planets may take a while until they're aligned correctly and sometimes even then, it doesn't work and you have to wait another 15 to 30 seconds until you have the next change (the planet with the three moons was problematic to get onto due to the random nature of the moon positions) Other than that, I really enjoyed the game. The art was rather basic and some overhauling in asste quality and art direction could make this even better (parallax backgrounds to introduce depth, some nice lighting effects on the planets etc). All in all, a good game! Really cool idea you got going here.

Worm Day by Andrey30353 2020-10-06T16:26:58Z

First of all, I want to praise the great art direction. The graphics look gorgeous and well designed. The music fits the style perfectly. The game play seems simple enough and piqued my interest in the beginning. It got quite tedious pretty quickly though. Also, I had problems actually eating the strawberries... even though my worm was direcly inside of it, it did not trigger anything. In the first level, it worked like magic, in the second, it didn't all of a sudden. No idea what I did wrong. Still, really cool idea!

Epsilon - 2D Atmospheric Platformer by Sherwin Claridge 2020-10-11T11:25:07Z

Really nice! This has a lot of potential. I think you really got the mood you tried to invoke. The music and sound design was amazing and helped to a lot to convey the eerie loneliness when crashing on a foreign plant. The art was basic but worked due to the art direction you took. The only real problem was with the jetpack controls. I didn't like how there was no inertia anymore when activating it. Going foward and letting go of the jetpack catapulted the player pretty far. There was no way to really calculate the flying jumps correctly. The pyhsics themselves worked ok, but seemed a little rough around the edges. Jumping against walls or ledges took away all your inertia away as well (sometimes). But that's really all that I could come up with as constructive criticism. The rest was on point! The twist at the end reminded me a lot of the movie "Moon", that movie also would fit the theme pretty well :)

Good job! Maybe try out our game as well. We also had a huge focus on atmosphere and sound design to convey very specific mood.

Stuck in The Loop by EOShadows 2020-10-08T17:26:11Z

The concept was right down my alley! Loved the haunting atmosphere and the circumstances the girl was trapped. The art was fitting and well done for a single person project. The music not so much. But kudos for at least trying and adding a piece of original score in the game. The controls were a little too floaty for my taste and the text boxes were soooooooo slooooooow. Interacting with one item almost took away the complete timer... That was really frustrating having to do the dodge dance after trying out something in the other room. It wouldn't hurt to give the player a little more time or at least increasing the dialog speed.

I wasn't really able to finish the game since I wasn't sure what to do with the key from the bird. The demon door still didn't open and the other door just had a wall behind it. Every other piece of interactive qualities didn't progress anything. So I guess I have missed something. Since having to deal with the demon world after a couple of seconds, I wasn't so much motivated to find the solution, since it felt like my time was wasted. That's something you could work on!

Other than that, a really interesting entry. I hope to see more of those experimental type games :)

The Titan's grave by BadPiggy 2020-10-09T22:14:50Z

Actually pretty cool :) Reminded me a lot of some of the boss fights in Titan Souls. The different stages of the fight were well designed and mixed the game play up enough to keep me engaged until the end. The health/damage mechanic was a nice fresh addition, good call! The controls were ok, but I didn't really like how you implemented the dodge. Especially in the first phase, I often did a good timed dodge, but there didn't seem to be any invincibility frames to keep me safe from the actual attack while dodging so I changed tactics and found the angle at which the fists won't hit me most of the time. I think the dodge could've been a little more reliable and therefore more felxible to use. The sound effects got annoying pretty quickly, especially the standard laser/phaser sound effect of my own attack. Something a little less stingy would've been better. It was pretty loud as well. The wart was very reduced and basic but at least coherent in it's own right :) so good job on that!

All in all, a cool entry. Played it to the end (but with a shitty performance, a second try would be a lot faster!)

Frozen Potency by Eugenik 2020-10-09T11:13:36Z

Not too bad really! I guess that most of the assets are of some kind of asset set? I don't think it would be possible to create such high detail models and animations alone in three days :P But please correct me if I'm wrong. Still, the way to put everything together worked quite well. The mood was nice with all the blue mist, music and radio transmissions of the enemies. Well done on the sound design part! The game play loop itself was engaging enough for me to try to get into the top ten leaderboard, which I was able to :) A way to input your name would've been nice. I didn't like that there wasn't really a way to avoid damage when traversing the corners. It always takes a while until the character changes gravity and being hit was only really an issue in this particular situation. So it came down to RNG for me, how long I would survive. Maybe there is a better way to avoid damage... The controls were hard to read while being shot at and after figuring out the first inputs, the overlay was already gone. A pause or main menu for the controls would be a better solution (I guess time constraints killed that)

For a single person project, this was still very impressive. The fetching and throwing of the crates was fun! It lacks variation but that's ok for the small scope you worked in. Godd job!

(Nu) Da Drum by Trexxak 2020-10-13T19:57:11Z

Mhhh... interesting. I saw your game on stream this week think. The concept is really interesting and the main focus seems to be the narrative, which was (at least for me) hard to follow due to the erratic nature of the drawings. The game play feels tacked on but maybe has some kind of deeper meaning. I'm really not good with this sublime stuff. The sound effects of the bear got on my nerves pretty quickly and some of the levels were rather frustrating due to the nature of the bear rolling down the platforms on his own. I often had to reset after transitioning screens as well because the bear was still the other side. This one is really hard to rate because it obviously is a very personal narrative that didn't click with me.

Still, I played it till the end which is not something I do with every jam game, especially when they're artificially designed to waste my time. Keep it up :)

Loopsky by Matootsy 2020-10-12T10:36:54Z

cool little puzzle game! The mechanics were pretty fresh and unused. In general the game was pretty easy but that's not really a bad thing. At leats that means, that I could beat it :) The art was adequate but it was really hard to make out the black holes (black blobs on a very dark background) but that's a minor issue. The controls were snappy and it worked great in browser. Loked the musical score and sound effects as well. Good addition! Also, good job and making a game with a small scope since you made this alone. It sill is very ambitious game play wise!

Good job!

The Sun Wants a Hug! by nimmems 2020-10-08T19:26:30Z

Awesome. Really cool how you made such a simple concept more fun than it's supposed to be :) The characters and animations were awesome and it was a nice to be able to select multiple ships. The game play loop itself got stale pretty quickly and I quit after three suns since it didn't seem to really progress any more. Is there an actual ending or does it go on infinitely? I really like when games implement an actual ending even when the game play loop allows for an endless experience.

The controls were snappy and responsive, no gripes with that. Dodging the stuff from the right and your own shots from the left were a nicely balanced challenge. Good work!

Redneck Raceway by Henrik Ganard 2020-10-06T17:58:33Z

Not too bad! The graphics are nice enough but the environment could use some ambient lighting. Also, the controls work, but the turning was very sensitive in relation the the throttling, which made it very hard to adjust to it. The stationary camera with it's low angle didn't help to make controlling the boat any easier. It was still fun sseing to boat ram int the shoreline all the time :) The voice acting in the beginning was a nice change of pace! Good addition.

HamsterLoop by Misterm 2020-10-10T22:39:59Z

Not too bad! The art is rather basic and the level design has this "cobbled together" look but the core mechanics still work and I played it till the end :) The general level progression could be a bit better though. Some of the harder levels were sprinkled in the easier ones instead of having a linear progression. In general, most levels were on the same difficulty, they do not really diverge that much. I think it could've been a little shorter too. Just adding more levels that don't bring much variation to the table will bore the player rather fast. Also, I didn't like how the fan killed my jumping momentum as soon is I went in fan distance. That did cost me some lives .

Still, all in all a nice little puzzle platformer. The score was also very catchy :)

Re-Slash by Croxel Studios 2020-10-19T22:00:38Z

Really nice! After finding out how the game play works (First time I stood still too long and din't understand why I couldn't move... in chrome, the R button didn't work so I thought the game was completely bugged in chrome) it was rather engaging and fun. Had a lot of Hotline Miami vibes, especially considering the difficulty. The art, music and sound design in general were pretty good! Felt like a complete coherent package and looked pretty stylish at that! The controls worked well and other than the first problematic steps, everything else was pretty straight forward and intuitive. The game can be rather frustrating though. Death comes fast and hammering that R button to try again get's tedious after a while. The countdown is pretty fast but could be faster if you ask me :D

All in all, nice implementation of the theme. There were a lot of other games with a similar premise, but yours stood out due to the innovative twist. Good job!

Loop de l'eau by jo_ann 2020-10-11T22:19:05Z

I really had problems understanding what to do. The controls on the itch.io page are split into two sections, with the second section describing actual in game controls. Though, I had no idea how they came into play. The game just played itself, and even clicking and dragging on the screen (or pressing space) didn't do anything. The game looked really interesting and I actually wanted to control the drop of water to collect more on the way down in the see. The general atmosphere was very nice, the music played a big role in that. Good composition! The graphics were pretty basic and rough, but the art direction was good! Loved the color scheme and depth of field effects.

As it is, it's pretty hard to rate in the overall and fun category since I wasn't able to really play the game. Watching a drop fall down a mountain isn't inherently fun. Maybe I've missed something?

Danger Beat by rhoff95 2020-10-14T19:41:26Z

Not too bad. I liked how to combined the bullet hell genre with a musical progression and innovated a little regarding the health system. The controls worked well enough, but I thought that the character moved a little too fast for my personal preferences. It was hard to make slight movements or dodges without running into bullets by accident. The art is adequate and the colorfulness adds the whole lighthearted atmosphere. Too bad there wasn't really an ending or a score system of some kind? I couldn't last very long after activating the last record so I don't know if anything happens after a while.

All in all not too shabby :) Would benefit a lot from an achievable ending for maximum satisfaction!

Skycrawler by oneiromancer 2020-10-09T18:05:16Z

That was splenid :) a really nice and round package. Firstly the good stuff: The pace was perfectly balanced. Just as I thought "this could use some more variation" you introduced a new mechanic. The ending came at perfect time as well. Not too short, not too long. I also loved the way you transitioned the levels, good idea! Made it a lot more fluent and immersive. The game play in itself was also very well made. Reminded me a lot of the Gravity Rush games (which I adore). The sound effects worked well and the score was nice as well. Like I said, a very good package all together.

The art was a mixed bag for me though. While the animations and the main character looked gorgeous, the rest of the environments seemed a bit off for me. The clouds were a nice addition but those could use some more polish as well. But that's all really nothing that actually reduced my fun. Seeing that this was a solo projects, it's all the more impressive what you achieved. Good job!

Loopfield by MikoziQ 2020-10-09T21:45:56Z

Really really good! Especially considering that it's a compo entry. The concept was simple but very satisfying. especially trying to react to catch the powerups in a split second with a tiny whole in the shield :) really cool! The sound was rather basic, but helped a lot to keep the immersion up. The art was basic as well but the art direction itself helped to sell it. Good job! The only thing I could say to improve it, would be, that it was way to easy. I could've gone forever and it didn't seem to get any more difficult with time passing by. I played until 35k points since you said on stream that would unlock the good ending... but there wasn't really anthing special. Did I miss something?

All in all, very good entry. Good scope, rather ingenious game play loop and a good execution in general. Congrats!

Swing-by by HIKO_game 2020-10-18T21:10:27Z

Not too shabby! I really dig the aesthetics and the sound design. The music would get rather repetitive pretty fast. The controls weren't very intuitive and I had trouble to understand, what I was supposed to do. After three tries and reading through the description texts on itch.io, I got the gist and was able to beat it afterwards. The orbit charge mechanic was cool and all, but it kinda felt weird that the planets didn't have any gravity. I think the game would've benefited from an actual physics system that would allow sling shooting yourself from planet to planet while running away from impending doom. The more "arcady" physics worked as well, but it lacked satisfaction. The theme integration was ok, but I didn't really feel like I was stuck in a loop mechanically. The loop/oribit stuff was really my way out the whole mess :) Maybe there was a more meta approach to the theme hidden behind subtext?

All in all, a good compo. Nice art direction and pretty much bug free (at least for me). It also features a lot of stuff and game modes, which is nice. I still would've liked it more, if you focused a bit more on the core game play and how to make it really snappy and fun for the player. Good job non the less!

LOOPLLET HELL by Bicheste 2020-10-15T17:16:40Z

A good solid horizontal space shooter you got going here :) I enjoyed it till it lasted. The forth loop got pretty hard, especially when you get hit and lose your fire power. The controls were snappy and worked well. I also appreciated the enemy variety, you even got a working boss fight! Furthermore, the art was great, especially the details you put into the background layers. That really looks like a lot of work. The game play get's stale rather quickly due to the "loop" factor even though you really tried to make thinks engaging by introducing power ups. There is only so much one can do in 72h, so that was to be expected.

All in all, I had a good time! Good job!

Linfinite by Notinatal 2020-10-08T19:16:56Z

This genre is not really my cup of tea and I had problems wrapping my head around the logic behind it to really solve the riddles efficiently. I mostly did try and error and that worked for the most part :P The art is really cool, I love the reduced game boy look. The music was a little too much for more, The high distorted notes in the beginning were kinda headache inducing and I had to turn down the music completely. The controls were intuitive and the game play fluent as can be. Good job on that! The whole thing feels really polished, to be honest. Well crafted UI with a coherent art direction. A really good first jam entry. Hope to see more of you next time around :) Keep it up!

Hudson by Dharby 2020-10-22T11:19:13Z

That was pretty nice :) Liked the scope and simplicity of your entry. The game play mechanics were rock solid and worked well. I even got some satisfaction out of killing the little enemies even though they lacked any kind of hit feedback or sound effects. That's something that could add a lot to the game's enjoyment on top of what you already have. The art was also pretty nice. Simple but effective.

I had some problems understanding what was going on, how my health worked and what to do with the upgrades. It wasn't all that clear just by playing the game so I read up the description, which made it all the clearer. After that, it was pretty easy and finished in a heartbeat! Including the HUD into game play is always a twist I enjoy :)

Good job!

Space Loop by IndivisibleParticles 2020-10-12T10:47:16Z

Not to bad :) The art is very clean and I like the slight comic touch. The music is very basic but good call to include at least something. Adds a lot to the atmosphere. The game play was rather small in scope but works as you intended. What I found strange was the physics of the spaceship in orbit. Usually, the nearer you get towards the gravitational center, the faster the object must be to remain in orbit. Here, it seems to inversed it. The farther away you got, the faster the ship appeared to be going. That was kinda hard to adjust to. Other than that, a nice little game :)

That Dream Again by Bokonon 2020-10-22T23:37:53Z

Well done! That was really fun :) That was kind of a nice twist on the old metroidvania with a hint of a rouge-like twist. The art was gorgeous and together the soundtrack you really created something unique. I wasn't really happy with the controls though... The key bindings were all over the place and I had problems to quickly adapt to them (I kept pressing Shift to float and up to swing for example) which lead to a lot of tries just falling and restarting. But that's really a minor issue which could easily be fixed with rebind-able keys.

Congrats to this great entry!

LoooooooP by Gurigraphics 2020-10-10T10:55:51Z

Oh man, I was really looking forward to this :) I love rhythm games and this looked really interesting. But to be honest, I had a lot of problems with the controls and the allowed timings. It kinda felt off. The reasons might be because of the way to handled the transitions between note to note. Usually, it's a free moving line that has some lenience depending on the difficulty. You implemented a hard jump from note to note which was really hard to get accustomed to. Another big issue for me was, that the line actually moved and not the target notes and therefore the line had to jump from right to left in an instant which made it really hard to time notes that were on the first position on the far left. The Yakuza games have the same issue and I hate them for implementing it that way!

I still tried to play as far as I can get but the timing issues got so frustrating, that I had to quit. The music up until this point sounded really nice though :) Good job an that! The controls in general were ok, I had a wireless keyboard around which I could use to place it in an convenient angle. But other people might not have this kind of freedom.

All in all, still a little rough but an ambitious project nonetheless!

Chroma Clones by DarcyTimms 2020-10-07T17:55:21Z

I went in completely blind and kinda understood the core puzzle mechanics (nothing that haven't been done before, but that's ok!), which fit the theme fine of course. Still, I had a lot of trouble really getting into the controls and what they do. Mybe it's just me, but it didn't feel very intuitive. I'm not a huge fan of puzzle games like this, so maybe I'm biased a bit. The art is very basic and "painty" but that's also excusable since you made it by yourself and I know how much time making good artwork takes. There wouldn't be much time left to implement actual game play afterwards :D

Outside The Loop by Peace Of Cake Games 2020-10-25T17:25:41Z

The first impression was a bit underwhelming of course, given the crude art and mute game play (aside from some foot step sounds). One may call this, a stylistic choice, but I guess the reason is, that you didn't have an artist on board :) Game play wise, it was a lot better. The platforming felt good, and the portal summoning mechanics made for some nice platforming puzzles. The game was rather short and it think you left quite some potential for level design on the cutting room floor. For example, you didn't really incorporate the vertical climbing technique, that was possible with your engine. I tried this to get through level 2 right at the start by climbing that first huge wall to the left. But I wasn't able to go down again due to the narrow blocks leading down again.

The theme was tackled quite nicely with your approach. And even though the game play worked fine, it wasn't the most innovative or engaging/satisfying game play. Definitely try to get an artist and/or sound designer on board next. It really helps to sell a game with good art direction and music/sfx on top of a well thought out game play loop! Keep it up!

In The Loop by Luc-creationallabs 2020-10-10T15:53:32Z

This was excellent! Very very polished for a compo entry. It really felt like a finished product! The game mechanics are very intuitive and satisfying to pull off. I didn't encounter any bugs or other things that are worth of mentioning in regards of criticism. Congrats! The sound effects worked well and even the missing music didn't decrease the immersion value. (though, a spacey synth track would've fit the game perfectly i think). In terms of art and graphical fidelity as a whole, it's basic but clean. There is of course room to improve the art to vary the backgrounds between the levels and add some more eye candy but that's not really necessary for the initial jam entry.

All in all a VERY good compo, possible the best I've played so far.

Hammy's Modern Life by Waneck 2020-10-08T17:12:21Z

The art and music area really well done. Good job on the hamster animations. Those look fantastic! The game loop itself wasn't my cup of tea. After interacting with everything and seeing the gorgeous animations there wasn't really much to do. Even the Cellphone stuff did repeat and had no impact on the game play. I guess that's what the game is all about, eh? Well, kept me interested for the time being :) Keep it up!

Resurrection by etrealjunior 2020-10-12T11:32:31Z

Nice little game :) Kudos for having so much variaten in game play, even cutscenes and a whole looping storyline. I enjoyed that a lot. The art is rather basic but is enhanced through the good art direction! This is a good way to keep the amount of artwork at a minimum while still having pleasing visuals. The choice for musical pieces were also very well picked. The sound effects were a little obnoxious though. Mixed in a little to loud and the "coin" sound was kinda shrieky. The controls worked well and the game itself ran very smoothly. No complaints in that regard! The theme was also covered very elegantly. I already played some "circle of life" games this jam bit this one really stood out due to the polish in regards of the theme.

Good job!

Time Saver by Daniikk1012 2020-10-06T10:47:52Z

This looks really nice, the art style is on point! Sound effects are adequate bu this could really use a pumping soundtrack :) I had some problems figuring out how to play this... My time always runs out, regardless of whether I kill an enemy or not. So I can only play for a few seconds before the game over screen pops up. Am I doing something wrong?

Space Drummer by Guilloteam 2020-10-20T13:50:00Z

That was really cool :) Thanks four commenting on our game so I was able to find and play this. I'm a sucker for good vertical shoot 'em up and I loved your twist on the genre. Introducing a custom drum track that is synced to you Weapons was a cool idea. Not only did you tackling the theme by that but at the same time you innovated on a super old game play formula. This idea could fall flat on it's face if the music sucked but I am happy to tell you, that the song was awesome as well. The game play and controls worked as expected and I didn't have any problems regarding bugs or other stuff. The only thing that could've improved the jam version would be sound effects... I know that the drums are basically the shooting sfx of the spaceship, but it still felt like sound was missing. The explosions felt flat and the enemies didn't have any shooting sound effects either, not even in drum form.

The art is awesome, by the way! It's heavily animated and there's a lot of variation in the enemy ships and backgrounds. The UI was well designed as well. It feels really professionally made in this regard.C ongrats to the artist(s), good job!

All in all, a nice twist on the vertical space shooter genre! This has a lot of potential, if you ask me :)

Stuck in a Timeloop by Stefan B. 2020-10-08T18:07:20Z

Cool stuff! Nothing too innovative but it fits theme well enough. The controls were a little floaty but that's to be expected from a ghost, isn't it? :P The art was a little jumbled and the pixel resolution was a tad distorted at times. That always damages the overall visual fidelity when dealing with a pixel art game. That's something you might wanna look into in your next game (IF it is a pixel game). The music was pretty reduced but worked for me. The riddles were well designed, it was hard to read the texts in the tutorial level though, especially the rotated ones. Using static textboxes works better but I guess this was done due to time constraints. The mechanics were so simple and intuitive that the tutorial wasn't really necessary for me after all.

Good entry all in all. Keep it up!

Looponaut by exopunk 2020-10-08T20:19:20Z

That was actually pretty cool! I was already invested when I saw the screenshots and was not disappointing. The player animation reminded me a lot of hollow knight. The controls were snappy and game play was fast and fluent! I didn't like the perfect air control too much, but that's a minor gripe. Seeing this in a jam context, the idea to reset the levels after each run was a good idea. The level was short enough to not lose the players interest. At least for me, it wored. I played it to the end :) The art was amazing btw, very well crafted and the parallax backgrounds really added to the mood. Some lighting would've been a great addition to improve the mood even further. The enemies were alright but seemed a bit generic (as they are bats and ants). I found out about the secondary attack a little later in the game and this made the game a cakewalk! The primary attack has a VERY short range (risk!) and makes the same damage as the ranged attack (almost no risk!). That's something that could be tweaked and balanced a bit.

Other than that, a really nice and polished entry. Good job!

Bird Beats by Mateus Lopes 2020-10-26T22:11:57Z

The musical piece is obviously the main hero of this game. I really liked the chaotic but still harmonic nature of it. Well done! The rest of the game was lacking though in almost every regard. There was almost nothing there to keep the player engaged. No Score, no progression, no end (at least not while I was playing). It lacked visual feedback when hitting the correct notes (positive affirmation!) as well as some kind of punishment for pressing the wrong button. It was almost impossible to "lose" since you could just spam every button and would succeed. I love rhythm games, especially some with good music, but it's fairly easy to get them wrong. The art was adequate, but nothing too complex. The animation style looked good though!

Keep it up and try to comment on other peoples games! You still have a 0 karma rating, which in return will lead to your game not being rated because you couldn't accumulate 20+ ratings! It's not too late though. Play more games, comment on them! People will come to play yours then.

Universalis by Hawkin 2020-10-22T23:16:41Z

That was really nice :) Good game to just calm down a bit. The samples were really nice had this ethereal atmosphere to them. I enjoyed that very much. I'm also a huge fan of space/orbit games so you really hit a weak spot of mine here. There wasn't much to do though and it seemed that the samples are very limited in numbers so just launching planet after planet didn't do anything after you already had three of four in orbit. But that's of course something that can be improved further down the line. I had some issues with the projected orbit though. It seemed to be quite off, to a point that it was utterly useless to determine whether the planet would orbit or just crash into the sun. I went by the try and error approach by just launching a shit ton of planets and hoping that some of them would survive the ordeal :D That was fun in it's own right.

Really nice job!

Cycloop by Erlioniel 2020-10-14T20:41:58Z

The art assets and the art direction in general was astonishing! Very well done and polished to perfection. Audio was rather basic but still good to have some audible feedback wen pressing switches and jumping etc. The game play mechanics didn't really click with me. The puzzles seemed strange and it was hard to really understand what the switches do and how to solve the levels. I just brute forced my way up until the fifth level until I lost interest. Brute forcing worked pretty well which should not be feasible with a well designed puzzle game. I guess that it might not work anymore with the later levels, but as I said, the game play din't click with me. I kinda wished that it was a more traditional jump&run or platformer with other interesting mechanics other than just toggling switches.

Still, a good first jam entry! Especially the polish in the art department was well done!

Looper by Shortbread 2020-10-08T17:45:07Z

Very well done! Great art direction and solid game play mechanics. The pick for your background music was also spot on. Good choice. I really do like skill based games like these but had some troubles with the difficulty. Firstly, the acceleration of the player character was too fast for my taste. It was hard to really control it in tight situations. I don't know if it's due to my framerate (144fps) or if it's by design. Secondly, it wasn't clear to me, which direction my bubble would go when pressing left and right. Sometimes it's reversed and that leads may lead to a swift death. Combined with the speed of the bubble it got really hard to control it.

Other than that, very well made. Very polished. Good job!

Looper - The Last Mission by Coding4rtist 2020-10-08T11:08:50Z

Wow, this was actually pretty cool! A closed game loop with such fancy pixel art as a compo? Count me in! You even got a leader board going. What the hell :D That's what I call good time management. Really nice! But seriously, the game runs fluid, controls intuitively and I didn't encounter any bugs. The walking speed was a tad slow and the soudn effects could use some more volume mixing but other than that It's awesome! The idea is not too innovative (the concept is as old as there are games with time jump mechanics) but fits the theme well. This is a lot better than most jam entries I played so far. Kudos!

An Exercise for the Reader by Jordan Kelly 2020-10-13T19:45:48Z

That was actually pretty fun :) not the game mechanics per se (it's more of a rudimentary paint program at this point) but hearing you reflect about it in a humorous way was really interesting. I refrained from rating the fun and overall category, but the rest is covered! Thanks for still publishing this :) Like you said, the art was pretty nice and I thought "that surely took a while" and then you said it yourself :D Handling such a project alone usually leads to really shitty art and for a reason I guess. I've never participated in a jam alone (yet) but that prospect really scares me. I love doing art but I'm rather slow when it comes to implementing stuff on my own.

So, again. Thanks for covering our game so well and putting a smile on my face for sitting through you commentary track :)

Express Without Remorse by alpacalypse 2020-10-07T17:42:06Z

That was a strange experience... to be honest, I didn't really understand what was happening o_o. I liked the bullet hell like space ship part, but I had no idea what to do in the rest of the game. I never earned any credits or junk to sell so I just clicked around without getting any obvious hints. That's something you really should work on! It would be a shame to lose the players interest in such a way when you spent so much time fleshing out the story or the meta game play. The art is rather rough and could use a lot of retouching, but I guess you already know that :) I really liked the voice acting in the beginning of the space part! Somehow kinda creepy.

Keep it up!

Glowing Home by AlexTagtal 2020-10-06T18:37:49Z

Congrats! This was really nice, a very calming experience. The score was great and the visuals amazing. The game play was simple enough but very responsive and satisfying. I only played assisted mode since I would get really frustrated without the undo mechanic. Would've been nice to have a little more environmental variety. The same walls and laundry got old pretty fast :) There's a lot of potential for environmental story telling in this kind of game. Additionally, it was great to have a game with a beginning and end. Most of the games I played so far either had no ending at all or were so long that they over stood their welcome. This was just perfect.

Good job!

Sleepy Hamster by Karl Erik Saks 2020-10-08T11:16:46Z

Very unique entry :) first of all, I loved the art work. Very talented illustrator you got there. The game play itself was not so self explanatory and I was a bit lost at the beginning, even though the music was awesome and pumping. Loved the beat. After scanning the UI I found out that it's a rhythm based game and the second run was more effective. Generally, it worked great, but could use some more audio visual feedback when collecting or hitting stuff.

Here's some constructive feedback you might to work on, if you come around to it: - The controls didn't work all the time. I had issues with movement inputs being ignored sometimes, wich gets really frustrating in a context like this. - It wasn't always clear if you would hit an item when changing lanes. The game could use some more visual aids to help the player make informed decisions if a jump in a specific direction would be a good idea. for me, it came down to intuition which didn't always work out. Maybe a slight grid or something could help.

Other than that, a really solid entry. Loved the music and art! :)

[Edit] Oh hey, it's one of your entries @mykola :) Dunno I you remember, but I played your fire game in the spring. Loved the music there as well!

Stage Fright by ClassyBoganStudios 2020-10-07T19:11:24Z

I all in for rhythm games, but that had really strange and intuitive controls :( It was hard to to switch the band members with Q and E with such a strange pattern. And then, suddenly I had to colors to fill and didn't know how to do that. Also, there was the possibility to rotate the active band member with the mouse? No idea what that did. The art and music was really nice and the presentation in general was really nice so it's a shame that it los me due to the controls. That's really something that could be worked on! Keep it up.

iLoop - the 2D endless runner game of a robot stuck in a loop :) by melvinng 2020-10-09T11:27:39Z

I was hooked by your game screenshot immediately due to the great pixel art provided. Too bad they weren't created during the jam because that would've been an instant 5/5. Using prefabricated assets is valid of course, especially for single person projects, that's why I only judge the art direction and coherence of the chosen assets themselves: They work great for the most part, especially background layers and main character. The enemies and item assets do not really fit though (either due to context or pixel resolution). That's something you might want to consider the next time around!

Making an endless runner is a good starting point for a first entry. Fit's the theme somewhat (not very innovative though, of course :P) and can be implemented by a single person without much problems. The controls worked fine, I woudl've loved to see a short jump mechanic though (the longer you press the jump button while jumping, the higher it will go until the maximum jump height is reached) That makes for more possible variations and challanges on the obstacle front. The musical picks were also very nice. Loved the tunes and they fit the general mood very well (kinda reminded me of undertale in some way)

All in all, a good first entry. I hope to see you next time around as well :) Keep it up!

S.H.I.P.S. by PhindieGames 2020-10-10T11:10:18Z

I couldn't really play it. I don't have an xbox 360 controller around, but a dualshock4 that is emulated as an xbox controller. All games run perfectly fine with that setup but your game looked like it didnÄt like that. The space ships had seizures (moved frantically every frame) and i couldn't control anything. Sometimes shots came out when I used the right stick. And a LOT. The framerate tanked to almost a halt.

I can't rate the game like this. Maybe this is a known issue? Any way to get this fixed somehow?

LD50 — Delay the inevitable

Don't Drink and Dive by very dark lord 2022-04-05T10:42:38Z

I sadly can't rate this jam since I didn't participate but at least I can give some honest feedback :)

First try was a bit weird and I encountered some of the glitches you mentioned in the description (items not resetting properly). So after knowing about the mechanics a bit better, I restarted and got a more generous level seed and was able to finish the game with the second char in this run.

The quality of the art, though generally nice, does not mix well. It's apparent that two different artists worked on this without any time left to normalize the art style. But that's not really a huge complaint in a jam context to be honest. It still takes you out of the experience a bit though. The animations, especially the ufo intro sequence, looks really cool :D I also liked the 3d water effect when the aliens are jumping in. Nice touch!

I was hoping that the soundtrack was also produced within the jam, but at least, the picks are very fitting :) The ufo dance track especially.

Controls worked as expected from a diving game like this and the physics also behaved without any unforeseen issues. Good job on getting that done in such a short amount of time! WASD controls would've been nice to have at one's disposal.

Game play wise, there wasn't really that much to do. It boiled down to "swim down and collect items on the way without letting your o2 run out", at least as far as my experience went. Without the oxygen tank, things were very difficult and it got significantly easier as the game progressed (once you get the oxygen tank). Not sure if that was the best balancing choice. Especially in the early game, you die really quickly if you don't find the fins and the compass quickly enough. A good measure to tackle this may could've been to tie the amount of lost oxygen to the diving depth to make diving in the beginning a bit less penalizing. Kudos on implementing a procedural level generator as well as adding so much variety in animated assets that swim around and wobble in the water (animals and plants alike). Not sure if there are more entities to interact with, but I only found the green spiky thing to be worth of attention since it gives you some o2 back and catapults you down if used correctly.

All in all, good job an a solid, short experience :) Could've used some more variety game play wise, but since it's rather short, it doesn't really overstay it's welcome in the form it's in right now.