Reversyphus by mactinite 2021-05-03T01:44:28Z
Fun take on the theme. Controls felt a little sluggish and would have liked to be able to hold down the move buttons but overall the puzzles were clever and the idea is well exectued.
Foon → Ludum Dare Explorer → Users → eharp
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | 👥 | Spaceport Ltd. | unfinished | |||||||||
| 2023 | 53 | Delivery | 👥 | deLIVERY | jam | 1122 | 2.88 | 2.62 | 3.58 | 3.51 | 2.90 | 2.52 | 3.08 | 3.08 |
| 2021 | 49 | Unstable | 👥 | Erratic Equine Extraction | jam | 1075 | 3.27 | 3.27 | 3.44 | 3.85 | 2.97 | 3.45 | 3.12 | |
| 2021 | 48 | Deeper and deeper | 👥 | Turtruckin' | jam | 1449 | 3.20 | 3.24 | 3.43 | 3.65 | 3.84 | 3.03 |
Fun take on the theme. Controls felt a little sluggish and would have liked to be able to hold down the move buttons but overall the puzzles were clever and the idea is well exectued.
Love the take on the theme. I also like that it's a one button game. I didn't play the dialog skip version but after a while I wish I had.
Incredible atmosphere and an intriguing mechanical concept. Had some trouble with the movement stuttering making me nauseous so had to stop playing but would definitely love to see more.
I was just scrolling through wondering aloud if anyone made a game staring two characters named Deeper when I came across this. I love it! The art and the writing are great. I was also impressed by the multiple endings and overall depth of the script. Totally feels like the start of a series.
A clever take on the theme. Also really liked the graphics. I found the controls a bit hard to get in to. The tank control scheme can work for the type of character but I felt the turning speed was way too high. The order that I was supposed to satisfy orders also wasn't totally clear. The customer that took the order didn't seem to correspond to the list of the right.
This is genius and I hate it. But seriously, this is an absolute masterclass in pacing, right when I'm absolutely fed up and planning to quit on the next ladder they throw out just enough of a new twist to keep me around. The only legitimate complaint I have is that the random sound effects seemed out of place next to the otherwise masterful aesthetic cohesion. Bravo, but please let me stop.
Really great concept. Tangential use of the theme but the execution is awesome.
Nice work! This is very detailed and polished. Lighting was great, and puzzles were good too. Adding music would definitely improve the overall feel.
There were a few moments where I wasn't sure what to do next, but I was always able to figure it out directly. Probably the biggest point of confusion was how to access the books in the Woodstock house. Overall, great work!
I like the concept and the play on deep notes and deep freeze was clever. The art is nice and the interaction feels good. Playing alone I often felt like there was nothing I could do to stop the ice. It seemed like ice cleared from the top down, which wasn't always helpful. I also grabbed all the bugs I could access relatively fast leaving me to just sit around during the winter phase.
Really interesting entry. I like the mood and exploration mechanics. I found some of the navigation a bit awkward, particularly if I got too close to terrain, which I seemed to stick to. I was also confused by picking up the final item, the fade out was unintuitive and if I tried to pick it up again it seemed to restart so I wasn't sure I was done until I just let it happen once.
Really enjoyable concept and a fun interpretation on the theme. Eventually hit a point where I couldn't seem to advance because I couldn't fit the full length of the chat window on my screen.
An interesting take on the theme. I liked the visuals and general aesthetic. I found the platforming mechanics really frustrating. The high acceleration of gravity felt particularly jarring against the floatier movement and jumping mechanics.
Great concept! Feels like a mobile game I would play for hours. The different powers and upgrades were interesting and the general system was intuitive. I was a bit confused by the rules for the double rocks for a while, I didn't initially notice they looked different and I was surprised that they were cleared in one shot if adjacent to another rock. Also the rules on the pickaxe are way more powerful than their description implies.
Neat concept. Had a hard time with the controls, took me a while to figure out the hook worked and never managed to hook something on purpose. The graphics and sound we were really nice!
Love the art style and animations. The clicker mechanic was fun initially but after unlocking a couple of the upgrades It wasn't clear if there was a point in continuing much further. I also initially thought I was supposed to avoid rather than collect the fish. Ultimately, a solid base for a game that could easily be expanded into something great.
Interesting interpretation on the theme. Ended up bring deeper (ha!) than I was expecting. Maybe its just me but there were times where I felt the timing on the breaths was off. I seemed to want to start a new breath a fraction of a second early than the game did. Though it also didn't seem like there was much penalty for being off in the timing.
I love the way the falling mechanic works! Really clever idea.
Clever spin on a SHMUP and also like the pun on the theme. I felt that the difficulty curve was a bit off. The first phase felt really easy and I initially thought it was all it was going to be because it went on so long, then it got hard *fast*. I liked that the oil monsters, basket, and fry character were all thematically cohesive but I don't think the player's gun fits the theme as much. Did you consider just having the player avoid shots without being able to shoot back?
Really nice experience. Love the aesthetics and music. Could totally see this being a mobile game I would play off and on for a while. It took me a few runs to realize I could go slow and didn't have to rush to the bottom. After realizing that it felt like there was no reward for taking the risk of going fast. Maybe if there was an air limit or is the score multiplier was based on some time streak?
Cute concept. Loved the feel of the digging with both paws. The humor of most of the random objects was also great. Particularly liked the mirror and the other dog. Got repetitive after a while but fun little game overall.
A neat idea. I liked the ambiance of the music and art style. It took me a bit to appreciate the "roots only grow down" mechanic but its a clever constraint. I did find it hard to click on the roots to extend them. Maybe adding some tolerance to that so it doesn't have to be so pixel perfect would feel better.
Fun take on the theme. The flying and ingredient collecting feels really great. It took me while to figure out how to submit a completed recipe. I thought I just had to make the pizza and walk away but eventually I noticed the button.
Love it as a new take on Minesweeper. I also really liked the sound design and overall aesthetics.
Loved the concept. Really clever take on the theme. Originally thought it was just going to be a random object generator but eventually realized there was a method to the madness.
@oadt IJKL + Right Shift is actually already in there as an alternate control scheme for the right hand. We debated which one to put in the help screens. For the getting stuck it sounds like you might not be correctly stuffing birds together. You can make a ducken by stuffing cooked chicken into a duck and a turducken by stuffing a cooked ducken into a turkey.
@mactinite It's not documented in the tutorial screen but E should also work for the interact button on the left hand.
The link to the files gives a 404 error. Did you prototype in Tabletop Simulator? Would be interested to check out that implementation if you did (I don't have a printer).
An interesting puzzle game but since correct answers are auto-locked its pretty easy to brute force. Maybe if the radiation increase was more aggressive? Also the answer seems locked in a load so you can't replay without refreshing the page.
Fun interaction concept. It took me a second to figure out the recipe mechanic, I initially thought the customer picture was the clue for what I should make and it just looks like an everything burger.
I see we weren't the only ones who thought about escaping equines. I like you take on the interpretation. The writing is great and the bucking mechanic is a unique twist for an attack.
Really clever puzzle mechanic, had me thinking for a while.
Clever concept, wasn't sure what to do after reaching the tnt area.
A really unique concept and a nice take on the theme. The art style is also great. That said, I felt it didn't hold my attention very long. Clearing the first few snakes on a level felt like a clever use of the mechanics but the last couple generally felt like a chore. It also felt like I was waiting for a badly aimed ball to stop rolling a lot, maybe if it moved faster?
It's an interesting mechanic trying to keep all of the animals roughly in the middle. I also really like all the character voices.
@mathemagician yes, basically your controls move the gravity vector around. We initially envisioned it as a mobile game with controls based on gyroscope but didn't want to spend jam time getting the build to work. We might upload a mobile build later in the week.
Fun game, easy replay value and some nice humor. I appreciate another horse take on the theme.
I didn't immediately connect that the arrows unlocked the stables, also never felt like I fully grasped how close I needed to before they would work. I also couldn't tell what Silly Mode did, was it just different audio clips?
Really nice concept and homage. Initially I felt like it was a bit easier than I expected given the reference to the original but then it ramped up. Great reto feel and style!
Really liked the visuals and concept of the puzzles. Nice job!
The art is really well done and I also liked the layout of the environment. Maybe it was something about the route I was driving but it felt like there were a lot of repeats in the things I was picking up. I only got 1 thing for the cyberpunk character ever and otherwise I was basically doing laps between the other two. This made me want a button to drop a current item in case it was for a character I didn't want to focus on at the time.
Really clever combination of mechanics. Took me a couple attempts to realize what all the potentially interactable elements were. Clicking on the hint button helped so it's on me for ignoring that earlier. I do feel like the pace of eating ramps up a bit too fast. It might be helpful to let the player clear the first piece of food through the entire system before adding much more. Once it gets going the feeling of frantically going up and down managing body systems is nice but I felt it jumped from intro to hectic a bit too fast.
Really nice art as well.
Incredibly stylish and controls and plays well. The level design is really clever too, lots of hidden paths to explore. The first tone shift into night is unexpected and fund. Might be that I just need to play it more but the difficulty curve feels a bit too steep. It feels more like "you deliver packages and then night falls and you die" rather than "you go through day/night cycles delivering stuff and using the money at the transition points to upgrade your character".
@jakobthequizguy "Best played with google on the second monitor so you can find out what all the heraldry terms mean", is a pretty good description of how it was built! It might not be obvious from the mechanics, but the target heraldry is actually stored and generated from the text, not a pre-made image, so we had to learn what all the rules were. We contemplated adding an extra scene to let people play with the test generator we were using internally.
@benskca The comparison algorithm is just pixel-by-pixel equality. Since official heraldry only has a limited set of accepted colors, we color correct the painted output to the nearest color in the limited color set and then compare. It works surprisingly well, though would have some limits telling the difference between nearly similar blazons. I've thought about adding a system to weight specific sub-regions to put more emphasis on getting some of the small details right
The progression of new challenge mechanics works really well. I also liked the narrative setup for constantly dying. There were a couple times where I got trapped after having delivered a letter and couldn't avoid the incoming fire when play resumed. The immediate restart made this not a big deal but it felt a bit like an unnecessary speed bump.
I didn't really get how the mechanic worked from text description but after finishing the first level it stated to make sense. It's a clever puzzle, particularly coupled with the changing level layouts and tiling great job!
The theme did feel a bit tangential to the mechanics. I also started to get a bit sick of the scoring sound effects after a while but the rest of the art was really nice.
Really interesting take on the theme and love the general vibe. The tension of trying to add thrust and anticipate needing to balance weight works so well. I accidentally flipped my cube upside down and got stuck but also totally understood why I messed up.
I liked that the thrusters indicated their powered status but nothing else seemed to. It would be great to have a visual powered status for the conduits in particular because I sometimes couldn't tell from the perspective whether I had connected them correctly or not. Also a restart button would be helpful for when you get stuck or run out of money.
Really love the depth in the puzzle design. Also the music and art work well together.
A nice dungeon explorer. Each of the pieces has some unique traversal elements and the overall fetch quest of it all wasn't too tedious. I initially liked the music, though wish it had been set up to loop better. I often hit the end of the sound track waiting for enemy positions to cycle and it was less fun to walk around a silent dungeon. Nice job!
Love the music, though I wish it started a bit earlier, or the default time limit was a bit longer. Played through it a few times and I feel like it ends just went I am I starting to get the hang of it.