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ellaris

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659SignalBlacksmith's Apprenticecompo2473.052.893.023.522.973.233.713.50
202558CollectorTax Collectorcompo1633.083.133.213.912.703.193.613.00
202557DepthsDeep Sword Cultivatorcompo1743.373.413.273.453.142.823.223.12
202456Tiny CreaturesLadybird Samuraicompo1683.523.633.713.382.823.302.643.38
202455SummoningFamilial Familiarcompo2883.012.853.063.442.872.942.933.01
202354Limited SpaceSheep Birdercompo2813.213.103.752.782.952.802.482.91
202353DeliveryDevilery Deliverycompo3942.522.652.783.332.322.403.012.63

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 ellaris

LD53 — Delivery

No Man's Cubzh - Deliver package between planets, reach the top 5 astronauts by Hiinds 2023-05-01T09:37:50Z

I liked the way the ship moves away and towards the camera when moving. I think you could add some rotation, something to do during the journey. Maybe add some particles for the ship movement, like a trail of fire or smoke. There was no "reason" for the fetch quest, so it didn't feel very satisfying. It was just pickup place and delivery place, adding some reason for doing the delivery (obstacles, not necessarily enemies) would make it more fun.

Mobile Drone by tompudding 2023-05-01T10:50:56Z

This is what I initially saw before eventually I somehow managed to move the window to a bigger screen Zrzut ekranu 2023-05-01 123843.png I had some problems with starting the game, after avast did it's safe mode simulation the game would not launch and there would be an empty errorlog, restarting my PC solved the issue. I think it was a bit hard to see what is going on on the ground, I think it would be better if the camera pointed lower (drone above the center of the screen) allowing to see the house numbers and landing pads better. I enjoyed the drone physics and the sfx. Could be fun to see someone (like a gun pointing out the window) trying to shot down the drone "hey, this is my air".

📦️ Unreasonable Deadlines by sergilazaro 2023-05-02T09:47:21Z

Zrzut ekranu 2023-05-02 113822.png I'm not sure I would call this fighting traffic + The building blended in and were hard to distinguish, I think having the roof and walls be a different color would help, especially when the windows are not visible + The car rotated pretty slow while still, which made me drive at full speed all the time. I think having it the other way around, the faster you drive the slower you turn, would be a more interesting choice for the player making them slow down to turn. + I kinda liked the sliding drifts.

Cerberus by Veralos 2023-05-02T10:08:14Z

+ I feel like it was a bit too punishing, I liked to collect a lot of souls for the bonus xp (and not to waste time walking back and forth all the time) but losing them all and have them return of the map to their original location felt like a little bit too much. I feel like only dropping a few souls (like 3), or making the souls stay on the location they were dropped and only respawn the monsters there, wouldn't feel as punishing and a minor inconvenience to have to chase them a little bit. + Sometimes I found it hard to notice a single enemy when I had a lot of souls, I thought I killed them all or one of them managed to sneakily respawn, and was really frustrating getting hit at that point. Thinking "I did well", and the n all the progress gets wiped, stronger signaling of alive enemies would help. + I think the claw attack could have a bigger hitbox towards the player so that you can hit close by enemies, and a more generous hitbox for colecting souls would be nice. + I enjoyed the game outside the few frustrations I mentioned

Cerberus by Veralos 2023-05-03T09:50:56Z

@veralos I understand that it's a risk vs reward thing, I was just voicing my opinion of how I felt, if that's the kind of game you want to have, that's fine. I just found it frustrating when I cleared 4 rooms and was like, "ok, I clear this room and cash it in" and then get hit by one of the mobs (it would be better if I felt like it was my fault, but usually I couldn't notice the last guy or thought he was dead) to invalidate all my work and the ghosts seemed to immediately go in a wall and wander of to respawn. Maybe have the ghosts linger 1-2 more seconds on the map they got released on, because I usually was able to recapture like 2-3 of the 14 ghosts I captured before they respawned.

Postal puzzle by Thinkofname 2023-05-01T11:19:40Z

I feel like the character moves a bit slow, once you figure out what you have to do you have to wait quite a while for it to move to where he needs to go. There was one stage where there were 3 letters and I stacked them up on each other and turned them into one letter, so possibly have them collide or bounce back to an empty square. I enjoyed throwing the letters over infinite distances.

Delivering Justice by IgorFolz 2023-05-04T20:25:19Z

+ Nice art and good story. The typing sound at the beginning tho, felt weird. + I found it a bit hard to rotate the evidence back to the original nice state, maybe have a button to reset the rotation + I found the evidence pointing to one of the verdicts and wasn't sure if it was intentional. + I tried both outcomes and found it surprising the not guilty verdict still resulted in a sentence. + Also I feel like explaining the complicated word for paralysis would be good for understanding the story (earlier on, as the meaning was implied later on).

Starlighter by HoldMeImScared 2023-05-01T17:04:02Z

+ Yes the movement was pretty slippery, sometimes accidentally overshooting into a building, and sometimes taking you too fat to be able to avoid the next building in time. Also there was no reason for not just spamming spacebar all the time. You could alleviate the first problem by making star lighting toggle-able but you move slower, that way you choose between lighting stars and fine control and avoiding buildings. + I liked the darkness effect, although the smoke was confusing. I didn't know if I had to avoid it or not, and I think I died to the darkness several times while touching the cloud. It didn't seem like the darkness touched me when that happened tho.

Otherworldly Delivery by Xwilarg 2023-05-01T17:28:14Z

+ Didn't manage to beat the game, I lost 2 times putting up a decent fight I feel. The second time I got pretty close but didn't get rage reduction at the right time and stopped getting attacks, mostly buffs or do nothing cards :/ + The dialogue after playing a card is nice in the beginning, but ends up being skipped as it repeats and kind of gets in the way of moving the bar. + I feel the colors should be swapped. It would be a feedback, when you are in the red zone it's dangerous, close to losing and when you are in the blue zone you can feel a bit safe, victory is close. + The images displayed in front of the message box, covering the text at one point.

Delivery by TasakaSama 2023-05-01T09:24:25Z

Decent game, but the movement and collision were holding it back. Going through the counter, dropping packages off the map, getting on top of objects, placing packages in seemingly out of reach places. The movement felt weird, the character kept moving after letting go of the button, which was a problem especially when I try to drop a package, but my character moves right into it and picks it back up. I think the package generation was a bit too random, there was a lot of packages and I had a lot of people asking for shovels but I only found like 1.

Sender Not Found by whycardboard 2023-05-01T17:53:31Z

+ It's a bit annoying to copy the code, if they were just numbered or a single letter it would be easier to type them in and wouldn't require getting away from the input console. + I read the first email but they were pretty long, and not very interesting, so I just filled in the boxes of the other ones, until the last 2 emails which were directed to the player. Those were nice. + I kind of liked that the answers were obvious, since selecting the wrong one only resulted in invalid input, I feel like if they were too hard I would just start guessing since it's not penalized, this way at least I got to feel smart since I didn't select the dumb answer. And they were quite easy to identify only after reading the email.

Mail Day Mayday! by Thomas_Bringer 2023-05-14T10:41:16Z

+ nice puzzle, with a good difficulty curve, I liked the conveyor belts sometimes helping and sometimes getting in the way + it wasn't obvious to me in the beginning that you had to drop the packages in front of the tubes and not throw them into them. + dropping the the packages in adjacent squares was a bit clunky, it was hard to drop stuff in front of a tube because the tube was blocking the drop off, and sometimes the package didn't go to the square that I thought and wanted it to go and got sucked by the a different tube (it didn't help that the tubes were usually adjacent) + when walking with a package diagonally against the conveyor belt current the character barely moved, and it seemed like he got stuck on objects

Flingshot by John Gabriel 2023-05-01T15:57:16Z

A little simple but Nice, I loved parachuting the packages out of the vans.

Delivered with care by Axelle Desquilbet 2023-05-01T15:08:01Z

+ You should start the player off on the ground, I drained all the mana before figuring things out and had to deliver next 2 packages on foot. + I beat the game but still not sure what the mechanics were, I was in a loop: check the direction, fly over until close, dismount, walk over and spam c. I saw there was life and it drained and I think I got teleported a few times, but I don't know why, the first time I ran out of mana I just started walking. + Sometimes getting off the broom over an obstacle would snap the camera to the grid, which was somewhat disorienting.

Delivered with care by Axelle Desquilbet 2023-05-01T16:23:09Z

The dismounting before delivering the package is to conserve mana, since it is a waste to fly why you drop the package and scan the map for the next destination, at least that's what they said at magical broom package delivery school.

The snapping must be the teleport after falling into water close to the city, I thought the camera was snapped to the character. I guess I didn't really look at where I was, just where I'm going.

I did find it hard sometimes to deliver the packages on land, certain houses even when adjacent didn't want to take the package and I had to fly over the house for the delivery.

All your Deliveries have come at once!! by JAsonsumm1 2023-05-03T11:29:05Z

+ Neat, but collisions could use some work + I felt there was a lack of an end game. Maybe you could add a timer before your parents come to check the new place and you have to be unpacked.

Deliver us from Evil by Matt Barnfield 2023-05-14T10:14:18Z

+ the cards actually worked quite nice + it would be nice to see the cards range when hovered, rather than wasting it by finding that you should have moved first, also the enemies movement and attack range if hovering them + the cards have numerical values for damage, but it is represented in a bar format on enemies, so you never quite know if your attacks are enough to take the enemy out + I feel like the cards are a little bit too low in the default state, the card top is barely visible, so you only check how many cards you have, and not what they do (using the icon)

30 Minutes Or Your Potion's Free by Rustywolf 2023-05-03T20:13:47Z

I used magic missile, ice wall, 2x channel and 1x research + Great game, nice art, decent sound, and the mana build up was interesting.

Unspecified Postage Service by EmeraldAlkemist 2023-05-03T19:31:03Z

+ Interesting idea with the movement and taking damage, I like it being resembled in the sprite. + I liked the interaction with the clouds. + Some parts of the maps felt wonky, as in try until it works rather the figure out how to do it properly. + I think the restart button didn't reset the damage, and I'm not sure how I feel about that.

Crazy Baby Delivery by pauvictor 2023-05-03T10:45:50Z

pretty cool little game + You could keep the exclamation points for when the mother has a baby as she is annoyed she didn't get the pain killers before having it and is getting annoyed that you're not taking the baby from her.

Crunch Time by made3 2023-05-01T08:42:34Z

One thing that got me confused straight away was not picking up the package, it felt weird throwing it without seeing it, I think it would be a good indication to the player if the ready to throw package was "picked up" and followed the camera. There is quite a bit of text around the page and I didn't read the instructions fully, so I thought I had to wait out the cars since they didn't have the "platform" on them, didn't know they also gave points, and I thought that normal cars having enemy package was a bug. Then I looked at the diagram and everything was better, maybe have the diagram in the game, or at the very least closer to the top of the page. I think it would make sense to allow the player to throw any package (to knock of the competition) but count only stickered packages towards score. Otherwise it was pretty fun, music was a bit loud.

Rescue Rat by Sashalipatov 2023-05-14T11:21:21Z

+ Interesting game, I like the atmosphere. + I think the minimap was too useful, it had much more information than the screen, so I just looked at the minimap the entire time. Maybe have the destination indication show up on the edge of the screen or don't show the plague rats on the minimap and reduce their trigger range. + There seemed be no end to the game (no timer), just free wandering (no max delivery number), and the plague rats were always in the same place (only followed the player), so after you learn the routes to the people it became pretty repetitive. + I found it weird that when getting close to the delivery recipient you got the conversation, which sometimes even mentioned something like give it to me or thanks, and you didn't drop of the "goods". I think you should drop off the delivery when the conversation begins, and then you can have the conversation trigger on proximity or button press. + Some of the conversations were confusing, and I think they triggered randomly but there weren't too much available because I got like the same conversation 3 times and then a different one? if that's the case, maybe have it be less random and trigger the conversation that hasn't been seen yet or has been seen the least amount of times.

Logistical Nightmare by Roboolet 2023-05-01T16:33:54Z

+ I like throwing the packages, I don;t know who would want to left click to place them down. + It seemed that for one delivery the boxes were missing, I needed to supply 3 types and I had 3 types drop, just one of them wasn't the one needed. + it was a bit awkward with the larger, not square packages, it would be cool to be able to throw the one that don;t fit in the doors sideways.

Pizza Boss Rush 9000 by MrEliptik 2023-05-02T07:25:28Z

Zrzut ekranu 2023-05-02 090328.png + When the boss was on the ground I managed to bounce the box off of him and catch it generating combo and doing damage in short amount of time with a simple attack spam technique. + I feel like sometimes when I was moving towards the sweeping hand the character would go through it and not get hit. + I had some problem with distinguishing the hand slam and hand sweep attacks since they started of the same, so it might be a good idea to have a differentiating signal (like coming down slower with an arc rather than straight down) + Sometimes the character would throw the box in the opposite direction (I think especially after catching the box) + It would be nice to see max combo on defeat screen as well (I was concentrating on combo and missed his attack, and then wanted to check how high I got but it wasn't there) + I feel like one presses the retry button a lot, so if a player is retrying I think the death animation could be shortened (by the amount of retry s) to get back into the game + Loved the graphics

Drive! Express Girl! 閃耀,速達少女! by Moonblast 2023-05-03T10:18:37Z

+ I liked the art, the cars were ok. + I liked the voice acting, but I feel the commentator could be a little faster and more excited + It felt like the biggest impact came from the driver choice based on the race track, and then just spamming the ability. It didn't feel very engaging.

Hell'o-Cargo by agudar 2023-05-14T11:53:15Z

+ Looks awesome. + At first the big bag was introduced as a platform, I thought I needed to make a pixel perfect jump and eventually I made it. I was super confused in the next level, until I accidentally picked up the big bag. Maybe also mention that it can be picked up along with the platform stuff.

Last Delivery by greenphox 2023-05-01T16:12:42Z

+ The delivery's didn't make much sense beyond the first one, and they appeared one after the other. If they existed from the start the pickup system would make more sense and I feel it would be more fun getting the neat quest and being like "oh I saw that on my way over, I know where it is." rather than wandering almost aimlessly. + Traversing the whole map looking for something took quite some time, I explored the whole map on my first delivery trying to find it. + I liked the messages on the the signs, although I thought it would give us a fake cake so we would have to look for the "rocks" for that delivery

Shelly's Delivery by arachnid56 2023-05-01T09:08:05Z

I think the turtle could benefit from an extra frame for movement, or leave some kind of particle like a bubble behind him from time to time. Maybe have a package show up on the turtles back, or having another object being dragged behind it. I think the board could have the actual image of what you are looking for, not just the name. I like the zoom on the next target, but still would like to have an arrow pointing towards them and the office, possibly only if you are more than a screen away to still let them explore the immediate vicinity. I feel like the sharks weren't scary enough, if you're supposed to avoid them that would help with delivering that message. I think the angler fish was scarier than the sharks.

Oliver the Bartender by sdelay 2023-05-03T19:05:38Z

+ moving around felt weird and definitely took way too much clicking + when I got the third table the middle row was blocked (as if I had 4 and not 3 tables)

Le Laitier by Calcopod 2023-05-03T11:10:37Z

+ I like the sliding + It took me a while to throw the milk under myself and not into the lava (minecraft and terraria thought me that lava + another liquid = solid block) + You can kill the robots with the explosion, and on the level where it requires several robot kills exploding them is worth more kills then kicking them in the face + I found the robot shooting a little annoying, couldn't slide under most of the shots, and it was hard to jump over it with the bullets moving so slow and them shooting quite often. I feel it could be a little easier if the bullets flew a little faster.

AstroNews Dispatch by Draconic Rabbit 2023-05-01T08:56:04Z

It's a bit weird that the ship got closer to the edge the faster you went. I think it was already pretty hard to doge out of a planets way with the speed. It felt nice to go fast, but very punishing.

Ludum Dare 53 by Beebster Games 2023-05-02T08:11:29Z

+ I managed to find the site but it was pretty hard to spot having the same sprite as the background. I hacked it away before the skeletons got me, but they weren't exactly a threat. + There were some random explosions happening around the character and I could not understand why + The apple trees didn't have collision unlike non appled trees. Also could change the hearts into apples to make a bit more sense, why random hearths lying on the forest floor. + I don't know what the sorceress was doing when she appeared, I suppose stunning the character so the skeletons can get to him, but it shouldn't remove the background, it felt weird + Didn't like how 2 attacks left skeletons with like 1% hp, it would be better if they had like 30% remaining

Potion Delivery Service by ottos 2023-05-04T20:43:30Z

+ Nice graphics and atmosphere. + It was annoying being asked to confirm everything, I think it would feel better if planting/watering/harvesting just happened + There was no way of backing out of the brewing menu or knowing what ingredients are required. Also it would be nice to have a reminder of what potion was ordered.

Potion Delivery Service by ottos 2023-05-06T10:31:59Z

@ottos It might just be that I missed the recipe book. When you interact with the cauldron/ potion brewing station you only have 3 options of which potion to make, and no option to cancel. I think when selecting a potion it would be nice to have a confirmation as it uses up resources and can lead to mistakes, it would also be nice to provide the potion equation "You want to make 1 X potion using 3 Y ingredients?". Also I'm not sure how it works with crafting the wrong potion, if it's just a different outcome or if it's counted as a "fail" and requires you to repeat the process until you get it right, but you might want to somehow convey it to the player.

Delivery Dungeon by Buni 2023-05-01T11:45:58Z

Interesting way to use houses to block other houses.

I feel like getting mainly 1 coin, up to 3 on occasion from defeating houses wasn't worth while, while collecting the 100g from the crown spot is a better time investment considering the prices in the shop.

It took quite a while to clear the map, the enemies take quite a punch, they split and the reload is quite slow initially.

Sometimes small houses would split into 2 big/medium houses which seemed strange and an unpleasant surprise.

At first I see objects moving towards me I run away, so I missed the tutorial part which speaks about coins and the shop. I figured it out later.

Also I wasn't sure how the coins were obtained and wasted a bit of time clearing houses that gave no gold.

The boss was hard, and he spawned houses on top of me? I was wondering why I would I take movement speed when I'm so fast or invest in health (I only got hit by the boss).

It is a bit hard to see where one is going.

Also it didn't start in Firefox, got it to run in opera.

Ultimate Package by Triangle Point 2023-05-03T19:47:35Z

+ Interesting world, I liked the sprites. + There were some problems with the camera sometimes making it a bit difficult to know where to go.

Delivery Of Death by Hora-Timer 2023-05-03T14:17:22Z

Nice view Zrzut ekranu 2023-05-03 161221.png + Pressing play gives a vibe of the game getting stuck + It's a bit weird to have a tipple jump and all the apples to lie on the ground. Honestly I found it more fun to get as high as possible then collecting the apples, maybe if you hid them a little and encouraged the player to jump more.

Postman Path by reivilibre 2023-05-03T15:00:29Z

+ Nice puzzles, liked getting rid of the dogs with a sausage, but the dog stacking was a little weird and not intuitive + The biggest criticism I would have would be the difficulty, I feel like the problem with a lot of dogs where you have no sausage was harder then some of the next ones and should occur later on. + On the longer levels with a lot of planning it took quite a while for the whole sequence to execute, and especially when you are doing it more than once it's a little annoying watching him do same moves, so it would be nice to be able to speed things up (like press space bar for 3x speed).

Delivery Sim by Bad_B4DGuy 2023-05-01T10:14:40Z

I don't know, I just spammed the objects that appeared on top level to the green door, didn't really interact with other levels. I think it would be good to keep the object selected after moving in case the player want's to move it again. I had to click 2 times every time I wanted to move the same object. Swapping worked weird, I wanted to swap 2 objects and start moving the second one, but instead they swapped again, as if the first object was still selected, even after unselecting. I don't know if it's intentional but some objects lost value while a different object was moved, some did not lose value, it was a bit weird and seemed inconsistent.

Yuki's mystery by Sevla 2023-05-03T19:57:14Z

+ I feel like there was no need for a run button as that should have been a default speed. + It would be nice to have intractable objects highlighted, I was just running around spamming e. + I got the key, and maybe I didn't understand but it seemed to imply "leave or continue" and then the girl spawned and killed me.

Rain Sleet Zombies by SoloAdventurerGames 2023-05-03T14:04:23Z

+ I didn't like that attacking was determined by the characters facing/ movement direction, especially since it was bound to a mouse button, I think it would be better to have the character attack in the direction of the mouse + The fast zombies were interesting, but the way you take damage when you touch them not so much. I think it could be pretty satisfying if you could dodge the super fast zombies without taking damage and watch them go zoom past you.

Acid Raft by TyeGameDev 2023-05-01T11:58:44Z

+ Feels like there was too much going on at the same time, having to dodge enemy bullets, shooting enemies, reeling in thrash, destroying obstacles and staying on the boat. + I feel like there was way too much enemies, random boxes appearing in front of them, and they seemed to be able to shoot through the boxes? + The hook shooting and reeling in the trash was way too manual with everything else going on, I feel that it would be better if you just have to aim and shoot at the trash and wait for it to automatically be pulled so you could grab onto another one.

Shitzza Ballistica by Archaeognathus 2023-05-02T07:43:27Z

+ I feel like the vertical orientation for the ingredients is not very intuitive, I think it would be better to have it in 2 rows, like in other games (because people might be used to it, and the keys line up unlike in horizontal where they are at an angle) + The ingredient bubble flashing was a little annoying (especially when it got to 3 of them), maybe you could make the bubble larger and fit all the required ingredients on it + Sometimes the mail boxes spawned right beside the person and was impossible to get them, you could detect these cases and destroy the mail box or move it slightly out of the way. + The gravity (vertical speed) you have applied to the people could be good on the pizza as well, as the people went down I missed my head shots and had to aim for their feet (which is not where the pizza goes).

Famous Delivery Man by justslavic 2023-05-01T12:10:20Z

+ Yea the double jump had a problem with adding to the speed instead of setting it, so if you were going up you end up going much faster and if you were going down you would only slow down, and not actually jump a second time. + Sometimes the stones would generate on top of each other and it was annoying when there was like a 1 pixel difference, not enough to stab you toe yet it counted as a hit. Or when there was very little gap between stones on same level it felt like the player should reach to the other side, but he didn't. Maybe allow 1 or 2 pixels of error on player part, or don't generate objects on top or close to each other (destroy them if they end up generated in an unfavorable place) + I liked that having extra "packages" reduced your jump height and were positioned behind the player.

Devilery Delivery by ellaris 2023-05-01T10:27:13Z

Yea, I'm using a free version of GameMaker, it would require a subscription to export to PC. I guess I failed there, I assumed that a player seeing a health bar will instinctively try to reduce it to 0, should have mentioned that before. I think you have to HOLD esc for like 2 second (to exit full screen), I think it's a bit weird, but probably to allow the use of esc as a key in the game (menu).

Devilery Delivery by ellaris 2023-05-01T21:32:25Z

@nathan-franck Thanks for trying hard and playing. If you wait and observe you might find that there is a pattern ... . Also when you reach half hp bars you enter "enraged" second stage (unfortunately it's only little visual effect, so it's probably hard to notice) you deal double damage and the attacks have a shorter warning period. Battling Izzy will also help.

The enemy going off-screen is something I didn't have time to take care of, but I thought it would be too easy to take him take damage for free, but I agree it feels unfair.

Also a big "thank you" to anybody installing a browser just to try this game :smile:

Devilery Delivery by ellaris 2023-05-03T10:33:15Z

@veralos It was supposed to be you playing as the boss in a boss battle, I wanted it to be a little surprise that you're playing as the boss, but it seems like people didn't like that surprise so I should have probably came clean from the start.

For the heath bars, I was kind of modeling it after (JRPGs/MMOs which I don't play), I agree it would probably be more intuitive with one health bar, but there is one reason which is probably more obvious with multiple health bars (as to what happens when one gets reduced to 0, rather than reaching some break point on the health bar which the player could overlook), that being said I think it's that it feels like the health is running out with the black bar behind it that is problematic. I actually wanted it to have the other health bar behind it and have them change color when designing it, but I forgot to implement it :confused:

Super Special Delivery by Nathan Franck 2023-05-03T13:53:34Z

+ I didn't like the flickering of the text, it made it hard to read and made my eyes feel weird. + The stork animation and the rotations were cool

Mercury's Menace by Philocode 2023-05-03T10:01:50Z

+ The camera controls were weird and it was sometimes hard to look around and not where the character was looking, the mouse moving off screen was also a bit annoying. + During dialogue, the text disappeared a bit fast on the longer sentences. + I liked the graphics

Am I your "Type"? by pralista 2023-05-03T15:24:26Z

Great game, loved the visuals. + The only thing I can find to complain about is having to wait for the conversation to play out, especially if you already have seen it and are playing on harder difficulty (replaying the game, I started with easy and went to hard). Maybe you could stop the resource drain and let the player type, if they start typing the resources start draining during the conversation, and when the player inputs their next card it gets queued and only then they have to wait for the current conversation to finish. This would allow the player to choose if they want to read the flavor text (which they potentially have seen already) or continue playing the game.

Cargo Chaos by synthol 2023-05-01T14:29:02Z

+ The objects appeared on the screen, not even at the top of it leaving very little reaction time with the car being placed, at the center. You could place the car at the bottom of the screen and have the objects spawn just outside the top of it, and to increase difficulty you could tweak the speed at which the car moves to the sides (amount of pixels). + It was very constant, same difficulty all the time, hard to start of because of the little reaction time, but once you get used to it it's pretty repetitive. You could start with the objects falling slow and increase their falling speed over time. You could also tweak the number of objects, have few obstacles fall at the beginning and ram up the number over time. + It would be nice to see some more gameplay options, like pickups that give you temporary speed, potholes which make you lose control for a little bit, or a drifting ability that allows you to drift to the side faster but you can't change direction after using it.

AI Interrogation Room by oluinek 2023-05-01T14:51:52Z

+ The AI sometimes seems to make weird remarks at the beginning of it's sentence, like "hm interesting you would think that", "I see you're changing the subject, but I'll indulge you" + I admitted to the crime and I got "Ah you finally admit to your crimes ... you lie and deny any involvement" + I think it requires more set up at the beginning it's really hard to know what to do when I'm being asked "who did it" and "why do you think they did it" + When it pulled out a gun I was like I thought you are the police, and it responded with something like "Thig game in not called Police Interogration, it's called Crazy Lunatic interrogation". + I think a log would be nice to keep track of the responses and questions. It could expose inconsistencies in the AI, but having 1 or 2 lines of last input and output would be nice.

LD54 — Limited Space

roadtrip by caryoscelus 2023-10-09T13:55:00Z

- I felt there wasn't anything to do during the travel - The day night cycle was a little too sudden - I placed my baggage in front of the wheel and could not move it, I could move my character but it doesn't go into the trunk, but the suitcase driving is ok :p - The music was quite annoying - It felt like there was no goal, I didn't leave any hitchhikers, it felt like there was no progress.

Blow Ball by jk5000 2023-10-09T12:16:51Z

- Cool, but I had to play with myself, on account of not having anybody, simple ai would be appricietead. - I found it a little confusing, albeit maybe because I played as 2 player against myself, but I often moved in the wrong direction, it's a little weird because when you click to the left you move to the left and shoot to the right, when defending I would think of moving and when attacking I would think of shooting, so it felt like the controls (in my head) were inverting themselves depending on the position of the ball.

Broken Robot by Local Minimum 2023-10-14T12:19:21Z

- Interesting game, I like the unique inputs - I think it would be good overall to explain the rules to the player, not all people like puzzle games, even less like figuring out what the puzzle is before trying to figure out how to solve it. - I got to the dash, I didn't find a way to beat it, I hope it's not based on reflex to change the board mid move

LIGHTDANCER by xk_the_name 2023-10-09T11:49:04Z

- The graphics were nice and the lighting was very atmospheric - I enjoyed the way the arrows bounced of off the boss, sometimes multiple times, one thing about that is when I was shooting there I sometimes was touching a tree and had the arrow land on it making me a little confused. - I think the burning enemy corpses could stay alight for a second longer, it was a tad hard to snipe enemies from afar pick the arrow and shoot a tree to have some light. It could also be a distance thing, if you shoot the enemy from afar you get more/longer light, shooting enemy up close means you get your arrow back faster, but it could also be so that the killed enemy light is shorter/smaller.

The Spellswapper of the Dark Forest by Tygrak 2023-10-02T13:37:43Z

- Nice idea, I like the creature and weapon art and effects. - I felt there was no reason not to spam shoot, especially once you get some guided missiles which follow your cursor forever and you become invincible. Maybe have a second loading bar when the second bar loads the next spell does x2 damage or something. - There wasn't much going one, at the beginning you discover new spells but after awhile it became repetitive, once knowing some of the spell effects I knew what I was lucking for. I think it would be nice knowing the loading speed for each spell to compare easily, because 15 bullets is more than 1 but not better if each bullet has the same loading time (a choice between interactivity/precision/dps)

The Despatch Rider of Hope by strong99 2024-04-16T23:01:00Z

When In setting the arrow back would bring me here

Zrzut ekranu 2024-04-17 005651.png

I don't know but every time I start I take different items and every time it seemed like I needed the item I didn't have and instantly died.

Tunnel Tiler by cogcomp 2023-10-03T14:08:07Z

- Pretty fun cool idea, I liked the way the map wrapped, so you had to also plan for future laps. - I wasn't able to access the instructions but pretty quickly figured it out, apart from being able to move on the same color blocks. - Sometimes you would get a near instant game over because you spawned close to an enemy and it would move over the player before I was ready to react. maybe have the enemies move straight for like 1-2 seconds.

Boxes and Webs by Unentokku 2023-10-03T12:19:11Z

- A really neat idea, with some rough edges, there were a lot of cools things to do. - I think it would benefit greatly from a smaller tutorial map where players could figure out how everything works and interacts together, because being thrown into all of that was quite confusing. - There were a lot of cool abilities, but remembering them all was not feasible, having some reminder UI would help greatly, especially if only available actions showed up.

Super Pinup Smasher 2000 by fullmontis 2023-10-02T13:55:56Z

- Nice art style. - At first I had only one motivation to keep going, then I was required to use a bit of brain power and was doubly engaged. The pit of shame much more enjoyable than it sounds. - When you finish a level you can sometimes hear a banging sound (it's the character stuck running in the background), makes it harder to appreciate the art.

Forklift Frenzy: Limited Space Edition by denvil 2023-10-03T09:25:33Z

- Really fun driving, good art and sounds. - Had a bit of a hard time identifying the walls at the beginning, especially sine I saw one box outside them, which confused me for few seconds. - The shop was a nice idea, but it felt a little weird pawning of the boxes you were supposed to deliver during your delivery time. - The chaos and speed of it all wasn't bad, the problem I had was that I didn't know what to do, grab a package and deliver it, but where, there are 3 possible destinations, I didn't have time to figure it out as I felt rushed. Maybe you could giver the player more time at the very beginning to look around, examine and figure out how it works and then crank the difficulty (like a short tutorial, deliver a package to each platform). Another thing you could do it to give the player an arrow indicating where they should go to deliver the package, (I think I figured out how it works afterwards from the screenshots when I had time to process it) like each platform that accepts that box gets an arrow, bigger if it's order is partially completed and maybe give a red tint to incorrectly stashed boxes.

Pool Frog by notnasiul 2023-10-02T09:19:47Z

- I liked the art style and the frog animations. The sound was a nice arcadey touch. - The game loop felt quite good but there seemed to be a lot of fish slow to catch you and only one fly, so it was pretty risk free to fall into the water and there was no real safe area with the amount of fish. - It took me quite a bit to figure out that eating flies is not automatic when I come into contact with them, it could also be cool to be able to eat flies mid jump, maybe with the tongue extending in the jump direction or getting stunned upon falling down after trying.

On the Ice by Linus Lindberg 2023-10-07T12:02:55Z

- cool, I liked the global best showing and the leaderboard. - It was annoying that the first time I failed a map I had to click the restart with my mouse, and only then I was able to restart with the enter key. - I'm not sure multiple inputs were working, on the last map I discovered the slowing down ability, before I usually had up or down and left or right pressed at the same time.

Disc Runner by rasblo 2023-10-09T15:02:20Z

- Wow I love this mechanic, it took me some time to figure it out (because why would I pay attention to the nicely informative gif which is the first thing on the page *facepalm*) and get used to it but it's great. - I'm not sure that fighting enemies in real time is the best suit for this, if you added bounce to the ball you could have a really solid puzzle game. - It was really fun pushing enemies and getting pushed around instead just dying when you get hit, it was a nice surprise.

Rift Escape by LittleBear 2023-10-03T11:29:40Z

- It was fun bumping the boxes and watching them collide - I think the game started of too slowly, there was not much to do in the beginning and then it started to ramp up. - I found it unnecessary to use the move controls, I boosting around, which did make it a bit tricky with the ring of death, especially when bouncing off of things.

Amazin' Delivery Service by candlesan 2023-10-03T14:17:56Z

- Pretty cool, neat looking game. - I liked the physics and it was quite fun throwing stuff around, however it seemed to be better not to wiggle around so you don't lose the package and just drop stuff directly down, since I didn't find it easy to rotate things through the momentum. I just felt this mechanic didn't go too well with neatly arranging boxes, maybe if you would fling boxes at box houses to destroy them? - Some light music and sounds could be nice.

River Dance by mdotedot 2023-10-02T14:34:09Z

- I was stuck in the first level several times, being unable to make a move after moving everyone to the left (from the bottom), then it worked if I moved the green girl first. - The movement animation is very slow and there could be a restart button.

River Dance by mdotedot 2023-10-02T14:55:07Z

@mdotedot Another way would be to allow the player to make moves while the animation is still playing.

Unstable Resource by dhargan 2023-10-09T16:31:56Z

- First I thought it's 100 collective resources, but then it turns out to be separate, then I spam pump for a minute, red gets exactly 100 and my only option is to match or explode, so I explode. - I didn't feel any agency, like my input doesn't matter and I have no choices to make and it's just random if I win or not. Looking at the comments people seem to differ, maybe it depends on understanding probability, for me it's a simple question of, if vale is under (desired_value - (max_increment-min_increment)/2) you pump, otherwise you don't, only one choice made before the game even starts (which technically you learn by playing the game, so not necessarily on your first playthrough).

Unstable Resource by dhargan 2023-10-09T18:36:09Z

@dhargan I'm not convinced, I think the game can easily be solved using mathematics, and I believe the magic number is 95. I feel like its like watching a coin flipped 100 times to see the ratio of heads to tails, can be interesting to look at, but flipping the coin is pretty boring, and you know if you flip it enough times you will get 50:50.

Locked Together by kr4ft3r 2023-10-12T18:58:36Z

- The sound is pretty annoying - it would be cool to be able to speed up the text appearing, it takes a long time to show up - I think there was too much generic text, like them just saying "I like talking about this" or "enough talking about this" where it could just be cut down to like a name and + or -

Negative Space by Baturinsky 2023-10-03T11:49:01Z

- Surprisingly enjoyable, I didn't have high hopes at the beginning, but as I started playing I couldn't stop. - I enjoyed continuing with the mess that I've made trying to dig myself out of it. I didn't get the turn mechanic so didn't really use it, I also flipped once towards the end, thinking I'll flip a piece or maybe the bottom board, not the top one. - You said it's too easy, I didn't find it hard, but it was quite enjoyable, I think the flip mechanic might be too strong, have the player deal with the consequences of his decisions. - Could use a background track and maybe some sound effects when moving boxes.

Penguin Waddle by Flightless 2023-10-12T18:48:38Z

- I liked the art and enjoyed the babies follow me around - The one thing which I didn't like is that the orcas could spawn behind the penguins, and eat the new penguin and some old ones when you tried to pick it up, maybe you could have an indicator to let the player know where the baby is going to come, or not have orcas spawn there for like 2 seconds. - The orcas didn't seem very threatening, maybe you could have the ice melt, or the orcas could damage it, or maybe the babies would occasionally wander off and you would have to chase them down.

Flicker of Lumina by Nash 2023-10-03T13:01:36Z

- Cool idea, I liked the upgrades - I found it hard to aim the fireflies and tended to run behind the firefly and bait enemies into walking into it. - It was pretty tough at the beginning with one firefly and getting a second one made it much easier, maybe you could start with two but they would gradually lose their light and flicker out.

Inferno Collapse by Zerbu 2023-10-03T12:04:56Z

- Interesting, I laughed when I saw the character and it's movement the first time. - The character was in the way a lot making it hard to see where you are going, especially on the closed in levels where the camera could go wild. - I think showing the claw animation even when there are no smiles would be good, because I tried several things and seemed like they didn't work. - I think re-spawning on the previous level is not necessary, just re-spawn at the beginning of current level (which the game sometimes did anyway)

Notable Deeds by Yheeky 2023-10-09T14:14:16Z

- Interesting idea, liked the unity touch, although I wasn't able to spot any of them. - It felt like the game didn't have an end (if you play well), maybe have a set amount of certificates fro a level, harder levels could include more certificates. - At the beginning it was quite a hard to figure out what is going on, I think it would be nice to have the timer only when the player is reading the deed, then have three buttons and once a button is pressed you don't need the time constraint to place a grave (or even place it automatically). - The weird thing is, the graves despawned in real time, so it was in your best interest to place he graves down as late a s possible, you could just have a unit timer that goes down when you place down a certificate. - I think the deeds could use some complexity, at the beginning I didn't exactly agree with everything, but I think I got the judging process in the end (or just got lucky later on). Maybe you could split the deeds not only to bad and good, but also minor and major.

Necr♥mantique by ukirain 2023-10-03T09:34:23Z

- The art was good - The music started off way too loud - I think I skipped through the tutorial text, and didn't understand it the second time - Towards the end I summoned the paladin with my full army and they were stuck there dancing for like a minute while I randomly clicked around and then I won.

Scissor Knight by a14 2023-10-02T12:49:10Z

- Interesting idea with some interesting mechanics. - It didn't seem to work too well, the items would disappear when clicked, couldn't be moved, some items would be hard to get rid of and didn't want to enter the trash. I could not move items from inventory to crafting and didn't find a way to snip the items with the scissors to reduce the squares used. The initial item also disappeared at first when clicked, had to restart the game to get a new one and kill a goblin. - The monsters seemed to have randomized statistics, which didn't regenerate when the monster killed you so after reviving you fight the same monster who is going to kill you again.

If I Fits, I Sits! by cheesepencil 2023-10-09T16:08:20Z

- Interesting unique experience. - I failed many times over and it was really annoying seeing the title screen for like the 10th time, and the sound starts to sound like laughter. - It took me very long to understand what is going on. I somehow found using left and right confusing, and thought I'm stopping the front of the cat and the end of the cat. Then I thought you have to make the cat the same length as the box, and I was confused weather the front of the box counts as valid space. Then I figured out the cat had to stop above the box and had to fit inside it. I think the title is a little confusing, because even if the cat fits it doesn't always sits (if it doesn't have to move and fits, it sits). I only ever got 2 success in a row, I once got good points (270) but I didn't understand why, as to me it didn't fit well unlike some other times when I got low score. **edit** also I guess the gif (and the main screen) show the cat extending not directly above the box but outside it's vertical "goal points"

Age of TinyVillage by Halvardo13 2023-10-02T14:11:09Z

- Liked the art style - At first I placed the production far, close to the trees, learning how it works I placed it closer, accidentally getting my workers collide with it. Still don't know how barracks work, it only makes one soldier and then says it needs 150 stone, but I just get overwhelmed, even if I rush barracks.

Please Sign Here by Ampo 2023-10-07T11:38:08Z

- Cool game, I loved the humorous backstory - The forms where flew over too quickly, I think it would be good if the camera slowly went over the form, and the player could click on the screen to speed it up/ skip it. With the magnifying lens it was hard to read some text, maybe it could allow to move the camera horizontally, but keep the same zoom level. - I feel like the portals could stop the mouse from moving after teleporting for a little while (0.2s), I often went too far because the portal hitbox was so small, you could also extend the portal hitbox. - I also got this and I'm not sure where I went wrong with this one, seemed somewhat random Zrzut ekranu 2023-10-07 132825.png

Limited Survival by LudumDareDevil 2023-10-12T19:06:51Z

- interesting take, I liked the struggle with the enclosing circle wall. - I think the spawning crystals should avoid spawning in the corers or close to the edges, since even at high space availability it would be hard to get to them from the screen center. - There wasn't much reason to stop shooting, things died pretty fast so I basically held the attack button all the time - there seemed to be a problem with the shooting sound when you got close to the enemy or maybe it overlapped with another sound, it went away when I stopped shooting

Setting the Stage by Baconeta 2023-10-07T10:43:00Z

- Interesting idea, cool character art. - It took me a few minutes to figure out the tutorial stage. I saw 2 spaces, I placed a musician in one and an instrument in the other. Maybe have some visual que for missing musician instrument in a "position", or have the tutorial have 1 "position" so it's impossible to have this problem. I did read the tutorial, it said 1 musician and 1 instrument, I saw 2 spots I thought it makes sence, one spot for the musician, one for the instrument.

Shipping Empire by PerfectSquare 2023-10-04T08:52:56Z

- Nice, I enjoyed the art style and rearranging object squishing them into the limited space. - Could maybe use some relaxing music, water sounds

Stone Heart by funemaker 2023-10-09T13:25:11Z

- cool, I liked the way the shield regenerated over time and I appreciate the arrow directing me to the goal. - It was a bit weird seeing the minerals out of the total, It made me wonder if I have to collect them all to beat the game. - I actually shrunk my ship to the point where it wasn't visible anymore, I think there should be a limit, and with the smaller ship it's hard to see where it is pointing.

Train Trouble by Harmadillo 2023-10-03T12:51:17Z

I feel like you had some interesting systems, but they didn't work very well together. - I felt the best way to fight wasps was to ignore them, spam d and repair your train after. Fighting them can only cause you more damage to the train and killing them didn't seem to give you any benefit, just make them disappear. - The barricades weren't very entertaining, you just had to spam d when you hit one, I'm not sure why the player would want to decelerate. It would be more interesting if hitting the barricades was bad (cargo takes damage 0 lower value, people get killed 0 lower morale value), and shoot the barricades instead of the wasps. But not so that speeding and shooting straight ahead is the optimal strategy. - Leaving the repair/upgrade screen had the back button in the exact same place as end game button on the next screen, which lead to my premature exit. - After the tutorial I didn't see the upgrade button on the wagons (or maybe I wasn't done with the tutorial somehow?), if I skipped the tutorial the button was there. - There were different stations, but I'm not sure if they actually differed in any way. Also it didn't make sense to go to stations in between since you get penalized for leaving people, so just go out and back to central every time. - When in central station, I was able to select central station, which wasn't very productive and shouldn't be allowed.

Tiny Shelter by rasboy 2023-10-09T07:49:43Z

- Nice art and cozy atmosphere - I think it could benefit from some more gameplay elements, like having to bring the cats back, and if they are left at a station for too long they would get unhappy, since now they just teleport back. - it seemed like either all cats wanted something or none of them did, which made me go between panic and boredom, which I don't feel is what you were after.

Unlimited space by Recher 2023-10-09T12:07:43Z

- Interesting idea, I liked the emoji language, even if sometimes hard to understand. - I found the coordinates a bit annoying until I figured I can just hold to zoom across the space and the customer will jump out when he needs to, would be cool to see the current coordinates in real time instead the log. - I often found myself either having a customer and passing by many others, or not having a customer and zooming across a lot of empty destinations. Maybe you could generate the customers more evenly, or generate few extra customers not too far after a customer is delivered.

Function f by Notinatal 2023-10-07T11:14:33Z

Wow, what an awesome idea, both entertaining and educational. Simple yet elegant.

I remember seeing some program at one point in school where you could mess with different functions. I just recently felt the need for the math functions and graphs in my games. Graphs that determine the difficulty curve, the number of enemies steadily increasing, the number of helpful items/buffs goes up with the enemies as the player learns the game and then decreases to make it harder, making a nice curve. I've been, somewhat successfully, using the windows calculator to visualize it.

Function f by Notinatal 2023-10-07T11:50:53Z

@notinatal I think so, I remember thinking it was cool but not very useful, now I might mess around with it a bit.

floating rock in space by indivicivet 2023-10-05T19:48:47Z

Zrzut ekranu 2023-10-05 214021.png I forgot I had darkmode color inverter extension on :p - interesting idea, but the enemies clip to the walls a bit, maybe let them mine the walls slowly and don't cover the spawner. - I like how the level closing in seemed like a bad thing, but it was a blessing in disguise since you could just kite and farm enemies.

Star Step by Kyle Spence 2023-10-07T12:32:37Z

- It was quite interesting, I played the entire game with just left click. - It was hard to see the enemies and what they were shooting at you, seemed to have similar sprite to the players shoot shell.

Limited Space in Space by Fifut 2023-10-02T14:41:35Z

Great idea and a good gameplay loop, with easily visible difficulty increase.

A small town by AdamsMcCall 2023-10-02T13:20:09Z

- Really fun game, with nice simple assets and engaging game loop. I enjoyed not having to wait for the bullet and predict where to shoot and being instantly raised when I kill an enemy on the same square. I've built a tower from where I sniped enemies until I fell off and one enemy spawned there. - I think the AI could maybe use some work, sometimes (probably when there was no path) it would just move between 2 squares. - One thing worth looking into is auto reload on kill, since enemies spawn after you kill the last one and sometimes multiple of them, or spawn them after a delay so the player has time to reload and reposition.

Pickle Packer by Tiseno 2023-10-12T18:41:39Z

- pretty interesting idea, I liked the physics of the pickles and some of the chaos. - The game became too chaotic too quickly, it's fun to watch the world drown in pickles, but up to a point, the sell area also gets overrun by pickles pretty fast, especially when you try to move your jars there, making it even harder. - It felt weird having only 20$ where the jar is 15 while some jars don't give you that much money, you might want to consider raising the jared pickle price to 2$ instead, I spent a lot of time trying to squeeze the pickles together to at least get the money back for the jar, but I went -4$.

Clear the space by Bobafett89 2023-10-09T16:50:13Z

- Cool idea with expansion. - Having a wheel for actions bound to the keys 1-5 isn't the best idea, the wheel would be good for mouse clicks, but a simple line would be easier to know which button corresponds to which mode. - It would be nice to see the current mode you are in reflected on the player character. - After a while it kinda gets tedious, there is no end goal, just increasing your points, and the only way I could think you could lose is if you forget to recharge and run out of energy, since you can build the energy rooms it's quite easy recharge. - After visiting like 10 rooms it can get hard to remember what is where, maybe you could add a map mode, which would display a map with the rooms and their contents labeled.

Abyss Ascent by T90. 2023-10-11T09:55:15Z

- Interesting premise but very short - The very beginning has the character on a black background, which is fine taking into account the time constraint, but could use a little display of urgency to the player, like some sound effects or even the character dashing from side to side. The music wasn't enough to convey the idea of danger and running away from a flood, it was nicely done later in the elevator with the background shaking. - Fixing the elevator presented 3 choices, 2 of which seemed identical, It would be nice to differentiate between them or at least give a little context before the player has to make that decision.

Control Your Luck by KinGelaim 2023-10-11T15:09:37Z

- It's weird to have to press 2 buttons, when there is only 2 options available, you could easily map it to 2 different buttons. - I think the circles could use a random variable amount of time before they try to leave the circle, they seemed to leave in the exact same way I put them inside (or pushed outside), making it a little to easy since I knew the pattern (the one I made, by first getting the good ones in and bad ones out) - I think it would be more fun if clicking the circles didn't push them all the way inside/outside the circle bu slightly towards it.

Limited Heart by Dennis Magnusson 2023-10-03T22:14:48Z

- Cool little puzzle - The cut scenes didn't contribute much, and you could at least invested into lip sync :p. - I caved in and pressed space. - For the last puzzle there could at lest be some notification when the heart is full, like "sometimes you hart cannot be happy".

Escape from the clutches by Anton4ik-dev 2023-10-09T11:34:51Z

- I liked the art and the audio - The weakness/vulnerability usually appeared while I was in the middle of an ability, so it would be cool to get like a heads up 2 seconds before the indicator shows up. - Getting webbed was pretty annoying, the only way of combating that is to stun the opponent mid cast, but it was very time sensitive, and if done wrong you lose your stun and get stunned yourself which is very punishing. - I didn't notice the difference between the web and poison attack (cast animation) and would cast the shield on enemy cast wasting it most of the time, also the shield felt useless and not very fun to use. - You could cast the empowered attacks while performing another attack, which isn't bad in it of itself, but the most success I found when I used this to minimize the amount of my characters cast time so I had maximum basic attack time.

Escape from the clutches by Anton4ik-dev 2023-10-09T14:33:42Z

@yurain33 I'm glad you went for it, and complex gameplay is not a bad thing. If anything I think your game is not complex enough, because I find it best to just button mash. - It would also be nice to hide the UI during the final animation, I didn't know what was happening at the time.

Auto-Pilot by woona 2023-10-09T12:38:19Z

- Pretty cool idea, it was quite fun. - It would be nice to be able to move the ships between rounds - It would be nice if the ships had different abilities (probably not LD scope tho) - I feel the balancing was a bit off, if you go defensive the enemy gets more turns to damage your ships, if you go expensive ships they are larger, harder to fit and are more likely to take damage, where a small weak fleet can get wiped in one unfortunate attack. So the best strategy is to get high damage 2 hp ships and win after 2 rounds hoping your ships don't get attacked 2 times.

SUSTAINING by AegisFate 2023-10-09T13:15:19Z

- Some impressive UI Design - Unfortunately the game didn't grab me, the controls were weird and it was very annoying to move the ship, I kept bumping into the walls. I kinda felt the gameplay was holding the game back, maybe try a visual novel or point and click adventures. - It seems it's supposed to be a horror game, but I never felt scared, which is a good thing because I don't really like horror games, there never seemed to be any actual danger or at least I wasn't aware of it. I feel like in a horror game you should make the player scared, even if there is nothing to be scared of at the moment. - Why did the girl use her own oxygen to put the fire out, wouldn't adding more oxygen to the fire not make it worse?

The Bellhop by Matt Blake 2023-10-03T12:29:43Z

- Simple, neat, effective, enjoyable experience - It felt like the passengers were spawning in real time, which means it would be best to smash buttons to get as many passengers off before you get swarmed. If you want it to be more of a puzzle game you could make the passengers spawn when the elevator moves. - The main motivation here was getting a higher score, but not knowing when the elevator will break (capacity/load), and not seeing the exact amount of passengers going to each floor (since they obstructed each other), made it hard to enjoy making decisions, since it was almost random.

Super Cube by Senso 2023-10-03T09:44:55Z

- I liked the art and sounds, getting multi-kills was satisfying - After some multi-kills it could be hard to see the player with all the debris flying around - At first I thought you sometimes randomly bounce off of enemies, then I figured you bounce off when going at high speed and go through when going slowly, which fells weird. - At the very beginning I thought you had to drag the player object, which I found to be hard, then I figured I can click anywhere on the screen.

wild maid by thyoi 2023-10-05T20:06:37Z

- I liked the art and the music was fitting, sound effects a bit loud. - I think you should skip the first game, as I was about to leave the next iterations were definitely more interesting from a single player standpoint.

Wide Berth by Anthony Katona 2023-10-07T10:13:55Z

- Way too big, and pretty short. - The enemies seemed to flash all over the place, it was hard to see them when they were standing, but this made it annoying. - The visibility was too low, I basically went through the game blind.

TetraPolis by PassbyKamenRider 2023-10-03T21:36:19Z

- Definetly an interesting and unique idea. - It felt quite difficult, as someone who doesn't play tetris that part was taking most of my attention, while I tried to figure out the rest of the screen and then I died. It might be a nice challenge for tetris players who could instinctively position the blocks and concentrate on the other tasks.

Volatile Village by Cronno 2023-10-05T20:25:42Z

- Interesting idea but kinda gets repetitive, I liked the fatigue expression. - I had a lot of gold and nothing to spend it on. - It was difficult to tetris the buildings having limited space and not being able to put them back, especially if I just needed to rearrange something but couldn't because I placed building in the trash too inefficiently.

Sheep in Wolf's Clothing by ottos 2023-10-09T11:19:08Z

- cool game, I liked the art style, also having the rooms be same layout was nice for ease of navigating. - The fights were a little simple, not much too do. - The puzzles were also quite simple, also when turning while pushing a block sometimes pushed the block away from the character along the track (push block upwards, turn right, the block moves left), not realistic but it's not really a complaint.

Limited Space , Rod Humble, Ludum Dare 54 by rodvik 2023-10-03T13:14:06Z

The rules were quite confusing, maybe it would be good to provide an example with the calculations shown.

The creature descriptors were quite lengthy and unnecessary when looking for numbers. Maybe if you changed the rules to something involving the descriptions, like their value is not shown but can be obtained depending on the amount of verbs (or something) in the description.

MineRaider - LD54 by SoloAdventurerGames 2023-10-02T14:28:19Z

- Nice scavenger hunt - The inventory was a bit hard to click and the camera was still moving making it confusing. - It was a bit misleading to have a pickaxe but not being really able to use it. - I got lost, couldn't find my torches, but I reached the, elevator?

MineRaider - LD54 by SoloAdventurerGames 2023-10-02T14:52:13Z

@soloadventurergames I actually used the inventory towards the end, I got all the gold along the way, and with 10 seconds to spare I found a diamond and 2 purple rocks, and had a hard time throwing them away, then I made it "back" to the elevator in the overtime by running forward, it's possible I ran around in circles. If you wanted to make it easier you could automatically remove the lowest value rock when a more valuable one is picked up, or map the throwing away to number keys, spam 1 to throw gold.

Sheep Birder by ellaris 2023-10-02T15:01:34Z

@littlebear What browsers did you try? Did you try the first link? I had it run in firefox, operagx, edge and also chrome from my phone.

Sheep Birder by ellaris 2023-10-02T19:23:20Z

@littlebear Thanks for trying again.

@littlebear @denvil @harmadillo @nash At first I wanted to use symbols and not have any text, bu I decided to add the tutorials, but didn't think about adding text to the upgrades, good suggestion. On the fourth map there is a list of upgrades but it's not labeling and can easily be missed.

@mdotedot The birds turned slowly so they tend to fly around the mouse, but if you move it around they fly towards it. As long as you save one sheep, that's enough.

@zerbu You mean turn faster or fly faster? They got a speed boost on spawn to get to the destination, I felt that with a couple of upgrades their speed was adequate, and starting slow might help players follow what is going on.

@harmadillo I was trying to draw stuff the sheep could carry, it ended to look like a vase so I decided to stick with it

Sheep Birder by ellaris 2023-10-03T22:33:39Z

@ampo @anthony-katona @germdog53 @passbykamenrider @candlesan As part of the tutorial on the 3rd level you get a list of the upgrade effects, I now realize I should just had the upgrade names underneath. I feel like I made a big improvement over my last LD, where the only instruction/explanation was to click.

@indivicivet I agree it isn't very on theme. However I have a few excuses, no grand limit, but little limitations adding up. The sheep have a limited carry space of one vase, the ship with limited space can carry only 6 sheep, after taking a long time a white plague runs through the map greatly limiting the play space, the slimes limit the space you can herd your sheep towards or if they eat one they limit the space on the ship you can occupy with sheep, the scarecrow limits the space your birds can access.

Sheep Birder by ellaris 2023-10-03T22:43:46Z

@perfectsquare If you were thinking the amount of time between summoning new birds, that would be the hour glass. The clock gave the birds an extra two seconds of life. But it was my fault for not explaining it properly, and doing a not so good job ant art and iconography, except for the sword, everybody got that one and it wasn't that important, especially at the beginning.

The sheep had a hunger meter which would go down, if you didn't get them to the ship fast enough they would get hungry and you would need to feed them again, they fed until they got full to top them up and smooth the journey to the ship, so they don't just get hungry right before it, as that would be annoying. But I actually prefer your take on it.

Sheep Birder by ellaris 2023-10-08T16:28:56Z

@henk I opted for the sheep moving towards their closest neighbor, I think if they moved as a group it could be a bit too easy.

That's a good point, doing the levels manually would decrease the quantity but increase quality, which would benefit a jam game. Although I'm mostly experienced in random level design, so doing it myself wouldn't necessarily be much better (this time).

Yea, it looks like there is too much sheep being transported to the next level (every sheep that ever got on a ship gets to go to the next level, even if they weren't on the ship the last time), and some of them seem to get stuck after entering the map, but I think I only had like one (unless they were stacked) close to the left edge and not in the center, although that probably depends on where the sheep was at the time the ship left.

Sheep Birder by ellaris 2023-10-09T12:50:59Z

@dhargan Funnily enough, the idea came to me because of a different game I was making a while ago, it was supposed to be about Dracula, one of the mechanic was summoning bats, I found that mechanic to be actually fun (unlike the rest of the project), so thematically speaking or if anyone asks it's more fitting for day birds to be herding sheep, I think you're the first to notice they have heritage in the creatures of the night.

Sheep Birder by ellaris 2023-10-09T13:32:24Z

@bobafett89 Yes, that is a bit of a problem, you could still gather the birds in a line and move them outside the map while you give some time for the sheep to move out of the corner. I definitely should have made the sheep moving away from map edge not exclusive with the bird herding :/. I think it's a problem of not revisiting the old code, because "I already made it and it's working", so then the new code is much better but some old things added at the beginning are not so much up to date.

Sheep Birder by ellaris 2023-10-09T17:00:53Z

@woona Yes, that is a problem. The idea was to get it to about level 10 and make it hard until level 20, possibly until it gets impossible to beat. I kinda made the game easier (so you could treat it as an easy mode) so people wouldn't get frustrated or find it too hard, It would've possibly be nice to have several difficulty modes with tweaked stats. As it stands, the idea is to eventually get overwhelmed by the smiles, every level they get their spawn time reduced and every 5 level an extra slime is spawned, so in theory eventually you could lose the game, but it would probably take quite some time (bit of a cheap trick, I'm sorry).

I unfortunately didn't have an idea for an end goal except for, until you lose, because it's impossible.

Sheep Birder by ellaris 2023-10-13T09:12:25Z

@skosnowich that was exactly my idea, unfortunately I didn't come up with an end goal, so ye, it's repetitive until you lose (which is not easy). I came short on the upgrades and didn't explain and label them properly, the cost actually goes up by 1 whenever you upgrade something, the numbers at the bottom is the percentage multiplayer to the base stats from your upgrades. You can put the blame on those who voted for limited space :laughing:

Sheep Birder by ellaris 2023-10-15T19:34:12Z

@recher Yes, the upgrade names were part of the tutorial and only display on the 3rd map. I definitely failed with conveying their purpose and cost.

That's a good point, I think the upgrade system was somewhat detrimental for the gameplay feel, because it was supposed to be a bit hard to control the birds, but not to the extent that it's not fun. Because of the upgrades I had to tweak the feel to hard to control, a bit difficult and eventually easy to control. I actually decreased the frustration a few hours before the deadline, making the birds slightly more responsive and upgrades more prominent.

The background was black by default, I didn't have a reason to change it, and white is high contrast to black.

That's actually a very cool idea, there could be some problems with displaying the boat, but overall I think it would be beneficial, thanks.

They should be the same size, one is darker and flies at a curve.

Field of Flowers by AtlasFlame 2023-10-14T10:53:40Z

- Interesting game, I liked the different mechanics behind the plants - I got to the cross and it started to get complicated having to work out why my plants were dying - I think the game starts a bit slow, it takes some time to get the money fro the first non-basic flower

Jurassic escape by DSFAN 2023-10-03T21:27:34Z

- Well done, I think the sounds and the music suited the game pretty well - There was a lack of diagonal movement, which could be felt with higher speeds when you had to dodge a vertical and horizontal dinosaur, on high speed the vertical dinosaurs were falling at an angle making it even harder.

Jurassic escape by DSFAN 2023-10-05T18:35:59Z

Yep it's an illusion, that's pretty cool, I thought it was a bug but it's a feature. Zrzut ekranu 2023-10-05 202922.png The second time I noticed the pattern, it does get a little monotonous later on as I just kept doing the same thing.

The Sound of Light by Germdog53 2023-10-03T21:51:44Z

- Interesting idea, the echolocation effect lighting the walls was pretty cool. - The first few maps seemed to be the same, then a little different and finally total shift leaving me confused. I feel it would be better if each map was different so the player would have to discover them. - The echolocation timer left me waiting a couple of seconds waiting for it to come back, which wasn't very enjoyable. I think it would be nice to be able to use the echolocation more, but maybe it would have a weaker effect, like every second or two you could light up the wall you look at and 5 adjacent walls. - I sometimes lost track of enemies chasing me, I;m not sure if they went invisible, but I think it would be good to always see the enemies, at least the ones close by, on account of being able to hear them. - I also found the audio to be a bit loud and annoying

Conways Crowded Farm by George-sh 2023-10-11T14:56:54Z

- My clouds didn't seem to move to the east, they went north and west. - I felt the descriptions and the goal wasn't very clear and obvious.

Pactory by Ralian 2023-10-02T12:14:29Z

- Nice quirky game with interesting art - I like the physics and having everything interact with each other and the cows liked to spin a lot. Moving objects seemed to apply a lot of force, a bit annoying but it worked well with the object losing (off screen) refund mechanic. - I did the easy levels which were fine, then tried the insane ones but everything just kept bouncing, truly insane.

Running out of space by Tal28 2023-10-02T14:18:33Z

- Nice music and simple art - The rocket movement isn't the most useful since it's best to stay in the middle, maybe sometimes dodge the fast moving asteroids, but by that time I was getting overrun anyway having no where to escape to. - Currently you can just spam shoot which isn't the most fun, since you have no decision other then how badly do you want to destroy your keyboard, maybe you could load the shoot making it more powerful over time, better than single jabs, hurts more when you miss.

No Pockets by QaynDecim 2023-10-02T13:08:29Z

- Interesting premise, descent experience. I liked the music. - Under magic I only used the steal ability, since it's what I thought the game was all about, didn't try the others but they felt out of place if you're meant to steal enemy items. I also didn't try the defend action, since it seemed like waiting for death. - The enemy getting their item back felt weird, especially that stealing and using the item passed the turn, maybe it could be a swap your item for enemies and you start with like a stone or stick.

CaveBots by quasilyte 2023-10-03T14:40:07Z

- wow, a really awesome game - One this is that I didn't notice the build blocks straight away and it took me some time to figure it out, or that the titan bots charged the enemy. - The random nature of building availability made it so I could build factories close to the entrance and turrets and barricades far from it in corners.

Packed Blobs by PowerOfSin 2023-10-09T15:33:06Z

- Awesome game, nice mechanics, good pacing, cute art style - I liked how levels could be completed with like a basic more obvious route, and if you wanted you could try finding the solution hiding in plain sight for the perfect clear. - It was nice having the random levels, even if lower in quality (understandably) they do provide more content and creativity (random 4 map size) - For some reason I thought the timer was real time based (maybe because of the previous games I tried), and the range of the moves wasn't exactly obvious, it would be nice to display the exact range and possibly the outcome when hovering over the action button (although this was probably not exactly jam feasible)

Walled In! by Jack728 2023-10-02T12:59:58Z

- Nice music with clean simple art and fitting music and sounds - Allowing player to just spam shoot without any penalty made me spam click my mouse, which is not the most entertaining. - Does seem to rely on the luck of getting the big enemy to border reset, although I think sometimes it reset for no reason? Zrzut ekranu 2023-10-02 145619.png

Space Limiter Warp Drive by 2TheGameChanger 2023-10-02T08:07:05Z

The risk reward is cool. Mouse control was weird, I felt my mouse was trapped in the corner and I had to pull the player back all the time. The audio and visual feedback on getting close was nice.

海盗试炼Trial of pirates by CangHong 2023-10-11T15:16:26Z

Interesting idea with moving the platforms and having them being destroyed, but I didn't know what I was supposed to do and the resolution was off Zrzut ekranu 2023-10-11 171219.png

Lifeless Landscaper by BrimTheGoat 2023-10-02T10:01:01Z

- Nothing happened after mowing all the grass, which was a bit disappointing. - The ghoul hands were quite annoying popping up in front of the player, and the only way to deal with them was to wait for them to disappear. I think it would be good to allow the player to make a decision, like showing the ghoul intended square faster so they have time to plan a different route, or have the ghouls walk between graves. - It's a bit weird you could pick up the mower and put it down, but there was no reason to do it then to initially get the mower.

Clearing space by Sevansevan 2023-10-02T08:52:05Z

- Overall a nice puzzle game. - The goal was clear and the loop was engaging. - Some levels felt harder than others, maybe being able to select a level could let people adjust their mind and get inspiration for other levels they get stuck on.

One does not make jam without breaking pots by SimonCarter 2023-10-05T19:30:42Z

- I liked the art, and the idea was solid, would've been cool to see your full power. - I think having the jam essentially teleport made it a bit chaotic and stressful, you could add at least some movement animation.

Defrag by henk 2023-10-09T15:50:30Z

Interesting and fun idea for a puzzle game, I enjoyed rearranging the pieces, it does take a while to fully grasp the concept.

Limited Space Game by Uni Isnor 2023-10-02T09:45:57Z

- Getting the suit of the defeated enemy was nice, but being able change or upgrade them would be fun. Maybe they could take damage as the player does and would need to be exchanged, or when they would lose durability when being used. - The extra health in games about killing enemies isn't very productive, I think having a shield that could send back enemy attacks and would regenerate over time would be a better defensive option. Could also just go with attack speed increase. - I don;t know what happened to my health bar but after getting pummeled it stayed red for the rest of the game, even after getting healed for the next waves.

Lockdown: 1986 by Meru 2023-10-03T10:02:50Z

- Nice graphics and cozy atmosphere. - The voice over was nice, but too surprising and loud - The ending could not be advanced with the mouse, which I found weird, and you get to see the German menu only after the credits. - At first I thought that I was getting the same drawing event with the stick man and skipped it, glad to find out there actually was some progress with that.

LD55 — Summoning

A Heavy Crown by OddballDave 2024-04-15T16:29:44Z

- nice advisor voices - simple but effective graphics - I guess the only thing I can complain about is that I'd want more. Maybe also making choices feel more meaningful, for example I sent the queen to the dragon, maybe when kidnapped she wouldn't come back, or maybe she would be unavailable for the next event as she is "occupied" by being rescued.

Fire Festival by commanderstitch 2024-04-15T16:49:15Z

- The righting and effects were cool but made it a bit hard to read - The wolves were chasing me but eating the sheep, that felt a bit weird, also it seemed like they swallowed the sheep and if red riding hood has taught me something it's that if you cut a wolf open the things he ate come out. - I was shooting and blocking but I don't know what effects it had, the wolves seemed to die, but I also was getting stopped and eventually eaten - there were other things running around with some sort of hp above them, I have no idea what they did.

The Ritual by stmatn 2024-04-16T17:25:49Z

Not exactly my kind of game. Was confusing at first, but then when I learned the rules it felt frustrating, because I knew what I had to do but couldn't do it. You don't have money you get money spells which clutter your spellbook and making all of this drains your sanity. Maybe a bit too much corruption in the start spellbook.

The Ritual by silkworm_sweatshop 2024-04-16T16:33:06Z

- It seems similar to my game but premium, I liked the polish and all the effects, the animations and screen shake felt good - It was annoying that the book reset page to beginning when reopened. It would also be easier if the book was a little higher and I could see the symbols in the ui, even if not allowed to press them, but I could map the input numerically because I found it really hard to memorize the shapes (left shape, triple shape, up shape, circle shape, right shape). - I think there was maybe a bit too much resummoning of the same stuff. Maybe you could make it easier to resummon, at least don't require the chant, or highlight the chant for the ingredients already used in summoning, if not just have a button to summon a copy of the entities already summon, or have a copy summon.

Cubomancer by Spexxilove 2024-04-16T17:37:31Z

- Game was fun, size was not, I had to summon extra free space on disk (at least not as big as last ludum dare I played 2gb) - I hated the level up screen, interrupts the gameplay, makes me waste my summoning time, large block and I have to wait for regeneration. Maybe make it not appear if currently clicking, and insta regenerate block on level up. Also I think I was not able to move when I held down move key and selected an option. - Cool block mechanic, it was a bit weird the way it got pushed around

Dark Ritual by dvdagames 2024-04-20T11:09:54Z

- Pretty good experience, love the cover art - Incorporeal ghosts can't go through walls, fells weird - It would be nice to auto pickup pickupable items instead of having to press space, especially since there is no reason not to pick them up

Feed the Eggheads by candlesan 2024-04-19T08:41:34Z

Interesting game, once they leave the elevator they stack and when going back in it's hard to judge how many there are to figure out which floor to transport them to.

Mana Tactics by argensis 2024-04-19T12:20:53Z

- I like the idea, it's interesting and ambitious, probably too ambitious for a jam - I really don't like that left and right click confirm actions like movement, you should use one for confirm and the other for cancel - I liked the info mode, but I feel it would be better if it was mapped to one of the mouse buttons when nothing is selected instead of having to switch in and out of it. - I feel like you could give a map size selection, the map is really too big and it makes feel most places not important. Also I feel the spawning locations matter a lot, whoever gets first to a resource will be able to snowball faster and therefore win (at least that's what I feel like) - It would be nice to have even a simple AI that moves towards the player, summons/attack if it can and try to end it's turn on a resource. (I know the time constraint isn't great, but you have 4 unit types, maybe it should have been cut down?) - I think summoning a unit on a resource should also capture the resource. - I'd like the lake and spring to maybe be a different color, make them more distinguishable. Also you could make the terrain resemble the movement cost more, like the forest seems pretty dense, and mountains near impassable.

A small ode by fusionnist 2024-04-16T18:07:08Z

- Interesting game, I liked the way of customizing you summon ability, although it wasn't always entirely clear - you could spawn a floating platform from a floating platform and jump while falling to get on top of it. - I feel like the game needed a map as I felt lost and wasn't sure which areas I already explored - Most of the time I had a hard time to figure out when to use the summoning power, I don;t know if there where only a few spots or if I missed the somehow - Watering the plant takes too much water, or something weird happens with the water - Maybe make the combining area a little smaller, I never actually closed it, and even with plenty of cards I wasn't very bothered by not being able to see my character - It took me a long time to figure out the spells go in the direction of the mouse and not the character, I was using the mouse to move the cards and keyboard to move the character and summon objects, so it felt weird that the direction was governed by the mouse - Sometimes the stairs would go up to the platform but the character was not able to get on the platform and fell instead, and sometimes while on a platform it was hard to go down the stairs.

Stay Away From The Summoner by manicthenobody 2024-04-16T23:35:50Z

- Interesting idea, I liked avoiding the summoner and having my own summons - I think the game should up up pace with the player abilities, having lower cool down or better mining ability later on - The crystals seemed to spawn pretty slow in the later stage of the game - Sometimes seemingly on the last crystal mine the pointer would go off screen to the left - Placing miners felt clunky, I think I had to point at the base of the crystal (the ground), but intuitively I pointed towards the crystal itself

The Last Summoner by atomicptr 2024-04-19T14:20:19Z

- An interesting and cute looking game, za warudo - I would like to see the invulnerability somehow, since that seemed to be the best way to kill the skeletons - It seemed pretty hard to collect the cats, I'd like the pickup range to be increased - The restore 1 hp boons were disappointing, more so when you got 3 of them to "choose" from - Did enemies seemed to still spawn during the freeze time? maybe you could let the cats shoot otherwise it feels marginally useful

Monster World Domination by RilleP 2024-04-15T13:16:27Z

- Interesting idea for a strategy game - I found the colors representing the difficulty would often not be accurate, for example on the first map (named 2), I could not beat the easy color, but I had no problem on hard - The music would stop at some point, and having so many units making so much sound made the audio buzz - It looks and sells itself as a strategy game, but is more of a dexterity game since you have to spam buttons in the late game, it also make it unlikely for come backs. since you get a point for each territory a second if you have 10 you need to click 2 times a second, preferably in different places, and also switch between the two types constantly. Even tho I played on EU with hard color, had 1 territory when whole map was covered and managed to win (after furious spamming). - I know there were ghosts and stuff, but I still felt bad when the enemy crosses what looks like water to back door me.

Conjuring Critters by justking144 2024-04-17T17:22:13Z

- It gets a little laggy with later stages - It's hard to see the missing bit at later stages when the whole circle is covered - I played on normal difficulty and maybe could use a tad bit of lee way on the line drawing

Treant Wars by Tudvari 2024-04-16T17:00:59Z

Zrzut ekranu 2024-04-16 184600.png

- Great game, very fun, loved the art. - I noticed that you could go over the max aether value - The health bars had nice animation, but the name was a little small to read for some of them - It would be cool if I could command the treants to move when there are no enemies so they don't stack and better protect the grove perimeter, instead of one corner, but I learned to do just that with the oak trees in treant-ready positions - I found I didn't have enough time to read the different tree descriptions (fully) before a wave started, maybe have a start button or go over it when new tree is introduced - I didn't notice the treant hotkey, could have been useful - Purple tree sounded nice in theory (and expensive), but I didn't notice much effect in practice. At the very least maybe make it look better, focus players attention on the new spawned oak tree, make it scream "look I did something"

Treant Wars by Tudvari 2024-04-16T22:29:43Z

Zrzut ekranu 2024-04-16 184202.png

I also experienced the max overflow on the previous level, but it's not that big of a deal.

You could even just have like positions treants go to when there are no enemies, or they could return to their "birth" place, which would add another layer of strategy.

What I mean is at first I tried to hide my trees from harm, but then I volunteered them and had 1 or 2 close to the spawn point so I could turn them into treants whenever enemies spawned from that direction and all my treants were on the other side of the map. I also tried to just chuck fresh oaks at enemies to keep them away, but I think the hp scales with age because they seem to go down much quicker.

I'm not exactly sure how it could be improved, all I know is when I saw the tree I thought "nice profit" but deploying it, when I would notice like 2 oak trees around I would be like "I could plant that myself for cheaper". Another question is how does it spawn the oak, because the player can't stack trees on top of each other, so what happens if the purple tree is surrounded by a "wall" of trees. Maybe the trees it spawns could automatically turn to treants when they mature? maybe have a sfx for when it spawns seed, maybe it could summon 5 oaks every 30 seconds, maybe have it spawn empowered trees having more hp (then also in treant form), or just buff the trees around them.

Tonidachi by JSMCAG 2024-04-16T23:22:52Z

- I liked the different demon sprites - The wait is way to long, the speed up wasn't enough and I had a hard time knowing if it's on or if the pause is on - Going to sleep tanked all my bars, it felt very punishing

Summon Traffic Controller by Ben Albert 2024-04-19T10:10:40Z

- The throwing was nice, but maybe the creatures shouldn't stop on the circles, especially when standing inside and trying to throw them out (maybe they could stop if there speed is slow) - I think it would be cool if the creatures bounced off more, kinda like billard balls - At the beginning I would forget about the run key, but then I needed it and it seemed to let me down sometimes, and I had to re tap it

High School of Conjuration by fumybulb 2024-04-16T17:46:55Z

It was good but felt extremely clunky, the character sliding, getting stuck (too big head/ hitbox) and having to stop and spam down to summon the deamons.

the call of the rats by coatline 2024-04-20T00:19:02Z

- Very ascetically pleasing, fun experience - I was a bit weird to aim with keyboard and shoot with mouse, I think kit would be better to have aiming and shooting on the same device. - The rats could be a bit slower and stop closer to the player for a better illusion. - A faster walk, smaller walking distance or a sprint could be nice. The distances weren't too big and it wasn't too bad, but I did feel like I wished I got to where I was going a second faster, since there wasn't anything interesting on the way.

Principal's Office by Thomas_Bringer 2024-04-17T17:06:57Z

I liked the story and the art was nice. I'm not sure about some of the possible questions and seemingly being able to ask only one real question. I'm not sure about how I feel with the lack of a satisfying ending, I had to replay it to gather all the facts and come to a conclusion.

Bone Train - For Ludum Dare 55 by Fatal-Exit 2024-04-22T17:21:03Z

Nice work for an 8 hour submission. It's pretty cozy and it was interesting catching the bones, but it did get more boring with the snake length increasing, instead of catching the bones, I was avoiding my body and waiting for it to move and hoped for bones to luckily fly in my direction.

Summing Circle by Rawb 2024-04-22T17:59:47Z

Pretty cool, the last expert tutorial and daily took some time to figure out, but it was nice.

Capture the Princess by vidim888 2024-04-16T22:54:13Z

- Interesting concept, blood for the blood gods - After the line was formed it became very difficult to get the chards anywhere as they would be blocked, maybe have the units die a little faster, and maybe the warriors could respond to chads with a slight delay. Also the chads sometimes picked up the princes and put her down, and sometimes when picking the princess and dying I think they moved her further away. - The game started to lag after the screen got filled with units - I'm not sure about the difficulty mattering, I beat it on normal after what felt like a considerable amount of time, and launched on very easy, but after a minute it didn't seem to differ from the normal mode, just that the enemies started spawning slightly later, but if you won at the very beginning there wouldn't be much of a game in there anyway.

Capture the Princess by vidim888 2024-04-17T08:12:49Z

@vidim888 - I agree the line forming is interesting, the problem is the line spans the entirety of the screen height and eventually turns into a cube, with a combined span ranging from one princess to the other (or whatever was in our protective ball). I tried your point about spawning chads behind enemy lines, it didn't work well for me, the enemies kept spawning close to the princess and I could only spawn chads only up to half of the screen width, even in groups they would barely make it to the princess before dying, and when I tried to reinforce them with warriors they would go the opposite direction to fight the enemy warriors. I would propose making warriors close to the vertical limits hit harder so the line could have a gap at the top and bottom, maybe you could increase the warrior fighting potency the closer they are to their leader (possibly also somehow limit the enemy spawn). Also the idea of winning fast doesn't sit with me, if the idea is you win in the first 10 seconds of the game and it's impossible after that, then what is the point to keep playing after 10 seconds. - Yeah, if the blood is an object maybe you could add it to a sprite (like the ground one) to keep the blood and reduce the laggines - I think it might be better to have the difficulty determine the chads chaddiness (like hp, speed, size) - I did notice the chads tried to avoid the warriors, I also noticed how ineffective they were, since enemy warriors focused them down, while chads just ran around (I think once they even made a coward line and kinda stoped moving). I felt there was no way of dealing with the warriors as they constantly kept spawning and weren't killed quick enough and b0lined for my chads. Maybe the chads could have a random chaddiness level, making them more or less afraid of enemies, so if you spawn several, one might try to run away, one might try to avoid, and one just push past the enemy, and hopefully one of them would distract the enemy enough, instead of them all pilling together making it easy for the enemy to catch and kill. - I'm fine with them dropping the princess and did notice that, but there is one situation I'm not 100% certain what happened and can't comprehend. Let me try to explain what I remember thinking I saw, however distorted and untrue it might be.

There were two different instances 1. In the midst of hundreds of warriors one, the chaddiest of chads snatched the princess and surrounded by allied warriors defending him slowly slugged his way back to the hero, while those around him suffered the enemy attacks. 2. A chad surrounded mostly by his warriors, seemed to be blocked by them and found it hard ti push through his own allies, and kept dropping the princess on contact with them? while seemingly remaining at full hp (maybe there were several stacked together and just weren't visible?)

Capture the Princess by vidim888 2024-04-17T14:09:39Z

So I tried the impossible difficulty

Zrzut ekranu 2024-04-17 160048.png

It did take some time and after like 4-7 attempts I managed to get it.

Also I just noticed the sound they made when being summoned :v: but when the lags kicked in I started to question my sanity as all I could hear is "there is hope"

Capture the Princess by vidim888 2024-04-17T20:01:30Z

@vidim888 Basically just spawn warriors around the shield (furthest from the enemies, since I think they spawn with their attack on cooldown) for a couple of minutes. then the game starts to lag and enemies start to miss their attacks, so you have more time to deploy warriors in the middle of the screen hope they push out the enemies and create a few chads in the middle of them to push them towards the princess.

I also think it would be great to be able to see the area where you can summon your units, it's a bit annoying trying to find and have to remember the exact spot in the middle.

The Summoning Circle by Harmadillo 2024-04-20T11:27:52Z

- Cool game, the endless mode was interesting, I think it would be better if the answers didn't show up in a new popup but where shown beside the slots (would help in remembering) - I had a problem with figuring out the rocky cliff, calm shore and vegetation, I was convinced it was supposed to be 3 items. Also I'm not sure what the purple thing was supposed to be. - I think some of the text (I noticed in the demon screen) didn't fit the box, also the first ghost text should switch faster, I thought there will only be a one liner and didn't expect a conversation and I had the book open. You could have just the boo show up for like 1-2 seconds and then continue, letting the player know there is more coming. - Maybe also the item moving sound shouldn't be so loud

Invocation by FullSaphir 2024-04-19T08:28:53Z

- I enjoyed the art - I was loosing my mind on the shadow, having 2 new ingredients and two slots I tried every 2 slot combination - it would be nice to be able to delete if one accidentally selects an ingredient - maybe you could empty the selection after we press invocation button to allow for faster retries - maybe you could add extra hints if the player fails like 3-5 times, and make the animation faster with each fail

Pokoe The Forest Summoner's Day Off by Mavvy 2024-04-20T00:04:04Z

Cute little game. I think the shots sometimes got absorbed by the knocked enemies, and it felt weird when the character didn't change facing and was looking to the left but shooting to the right. The shots felt pretty generous which was nice.

Pulse of the Ethereal by DzejPi 2024-04-19T17:22:03Z

- Very interesting perspective, it looked cool but made it a bit awkward to aim, especially at first - The auto shoot would stop sometimes, especially later on and during bosses, I could still spam click but not hold - I shot 1 rocket at the very beginning to test it out and never got rockets again - I'm not sure if enemies had different hp or if I was just missing, but I sometimes were able to kill one side but not the other?

Summoners of the Rings by Thoastbot 2024-04-19T14:10:32Z

- Very interesting idea - One thing I would add is the possibility to maybe move the rings before the battle when you get to see the opponent. - I was a bit confused at first, didn't expect the 3 types of rings to have color variations.

Summoned to Another World to Fight the Demon Lord! by Asieke 2024-04-16T16:08:04Z

- Interesting game, I liked the idea and presentation, I also liked the art - After several retries I managed to defeat him, but I imagined the timer was to kill him fast before he grows stronger, and not ignore everything and spam hp buff into oblivion so you can survive his last stage damage. It felt really weird, like being punished for doing something good, getting rid of him quickly. At first I also thought the buffs were temporary, seeing the damage I was doing went down. I'm not sure if it will resonate with a lot of people that they can't hit the boss and just spam shitty attacks defend and buff/heal

Number of the Beast by animawish 2024-04-22T16:40:49Z

- I feel like it could be interesting if it wasn't designed to be super annoying - Supper hard to understand what is asked of the player, I had a hard time figuring out how to switch the view - I would align the glyphs so that I could read them, but then when I fail, they get reset and I have to do all of that all over again just so I can read

See You Again by TomatoOmelet 2024-04-19T16:50:19Z

- Pretty fun game - I don't know how I solved the drawing - I wasn't able to figure out the puzzle with the colored jars

Throw Hands!! by FootLettuce 2024-04-15T16:13:43Z

- interesting perspective it looked really cool, and liked the art - The arms looked like they were pointing towards the character and not outwards - sometimes there were no enemies so it was just waiting, and also at the end I wasn't sure if the game is over, but nothing spawned for a minute - The spamming wasn't the most entertaining, it seemed like the attacks looked like they had high and low angles, maybe you could use that to make them effective only against some enemies, and maybe some cooldown on the spam, I would literally stop moving and double hand the attacks.

Wrath of Wrathmus by Fredrik Andersson 2024-04-20T12:01:52Z

- Pretty interesting game, I liked choosing the different parts, but maybe there could be an explanation to each of them and a preview of the arena to help player make their choices. - I didn't like taking damage when he turned or on bumping into him. - The backstab window seemed pretty tight - It felt bad that the enemy could attack through the wall (or at least do damage).

Summoning by a lovely wizzard by LeoAtopos 2024-04-15T12:53:31Z

- Some of the dialogue was hard to understand, but I got the point being somewhat accustomed. - I liked the story, it was a nice idea and I liked the art - It felt a little too zoomed, and the color of the text box was the same as the floor and sometimes the entire space which made it a bit hard to distinguish what is what.

Familial Familiar by ellaris 2024-04-16T07:48:35Z

@commanderstitch Oh, sorry. I was adding the customization at the very end and I think I forgot to make sure the familiar is the one selected instead of the random one like during testing. Also I intended for it to be a snake, but I also forgot later on and kept thinking of it as a worm. Maybe it's a worm telling people it's a snake

Familial Familiar by ellaris 2024-04-16T22:34:04Z

Me too, its probably the hardest part of the game, I probably should have changed the shape on fail so you can try a different one (not all shapes were created equal), and maybe increase the error margin each time. Possibly also could have had a sigil drawing difficulty slider, for a more tailored experience.

Familial Familiar by ellaris 2024-04-17T08:44:53Z

@silkworm-sweatshop I wanted to follow a simple concept of everyone is a winner (for once), and having it tested by friends their immediate reaction was to softlock themselves by teleporting candles into the fireplace, some people just want to see the world burn, and I complied.

@liole Ye figuring out the resolution and scaling and fullscreen is a hassle, especially for mobile. I'm sorry about the coins, maybe it wasn't clear enough, you could just spam summon them out of the bag and had to move only the ones outside of the carpet (rectangle) not the actual drawn sigil,it could have really benefited form a coins inside counter, also summoning them in the middle helps. I don't understand what you meant by "I wish you can marquee select at least as a witch"

@candlesan The optional ending mini game wasn't as polished and entertaining to be called a game itself, but I think it could be fun for the 1 minute it lasted, although the optimal strategy would be to have as little fun as possible :wink:. Just wanted to add some more action packed and exciting element.

Familial Familiar by ellaris 2024-04-17T13:29:34Z

@thomas-bringer I'm sorry about that, there is some resolution problem on LD. What browser and device are you using, It wouldn't display on mobile and lag so I made it skip the drawing. Were you able to continue on itch despite not being able to see the completion?

Familial Familiar by ellaris 2024-04-17T14:11:25Z

@thomas-bringer Thank you for giving it another go :smiley:

Familial Familiar by ellaris 2024-04-19T09:56:12Z

@asieke I agree I should've just used a continue button. I guess I was a bit lazy and I for testing I implemented the inactivity advancement before checking for conditions and in my tired head it seemed like a good idea to reuse it at the time.

Yeah, I'm not the best with colors, I haven't considered it could be confusing, maybe I could have left it out. My intention was to allow the player to focus on the drawing and signal in the corner of their eye when they are getting close with the color change so you wouldn't have to look at the numbers.

Thanks for the feedback

Witch Cave Raid by Corrupted Candy 2024-04-16T17:07:34Z

I couldn't see but I think I beat the game? Zrzut ekranu 2024-04-16 190626.png

Reverse Rituals by freakyzelga 2024-04-15T15:59:14Z

I got flabergasted flo > rose buzz > flabergasted flo

- Cool art and nice summon twist - It was fine doing it once, but it definetly gets boring trying to meet more cahracters - I use firefox and it was cut both here and on itch. Here I could at least scroll down to the full page button

The Fifth Seal by vivid-hallucination 2024-04-19T17:12:13Z

Quite a nice story, would be interesting to know more about the world.

Summoner´s ritual by josang1567 2024-04-15T16:38:29Z

- pretty cool, I liked the monsters - It was a bit short and it would be cool to be able to use the summoned demon in some way, or at least save (I didn't feel like the save button did anything) them and then paste demons from your collection side by side. - It seemed the available ingredients were random, but like there was no purpose to it, only to be annoying, if one wanted to test out a specific combination but was denied by the RNG gods.

Summoner´s ritual by josang1567 2024-04-15T16:58:47Z

I agree that randomness can encourage variability and encourage the player to try different things, if the parts had associated abilities/stats then people would find the strongest/favorite one and go with that most of the time, so in that case randomness would encourage them to experiment.

In this case the only thing you get is a different visual, and replaying the game one would want to aim for a different visual than than what they already seen before, since a new cool looking monster is the only reward for their choice. But in this case randomness prohibits variety as it could happen that you keep getting the same ingredients often (at least for a specific body part). Having them all listed would also help remembering what we have already seen/chosen before. It also makes it harder to see specific combinations of body parts which one has not seen yet, but wants to.

summon that star manz by Liole 2024-04-19T08:35:06Z

I draw a circle I summon the star manz, I don't draw the circle I still summon the star manz, what gives?

Unnamed summoner's quest by duudel 2024-04-16T23:11:15Z

- Interesting concept, loved the enemies jump back - It seemed the enemy units were much more powerful than the player summoned ones (when taking into account their numerical advantage) - The walking felt weird, since the enemies followed you and there wasn't really anywhere to run to, except to run from your own units.

Summoner's Apprentice by Antisage 2024-04-19T23:59:32Z

Interesting, but a little confusing rules. I thought they would all apply the same, not that only the first would need to contain the letters.

Infernal Refreshments by MissingPixel 2024-04-19T17:48:28Z

- Pretty cool game, enjoyed the puzzles - Sometimes the hovering didn't work properly, when I moved the mouse too fast? - It was a little weird that the game was played with mouse but you had to click enter and r at times, maybe could have buttons for those too

Eyesore by Liquid 2024-04-22T17:30:37Z

- Interesting concept it felt like it could amount to something - The slow animations made the game feel laggy - It was hard to tell if I was hitting the slime or was hit by it

The Dank Sorceress by TheMaskedMan 2024-04-22T17:12:12Z

- Interesting, I would like the story to be developed more in place of the battles - The first battle took quite some time to go through - I noticed several different types of enemies but haven't seen them do much, since I was keeping tabs on whether I have a unit in each lane fighting - I tried to check out new units, didn't see them perform at all, and couldn't beat the game until I reloaded and upgraded the starter unit and won the game with basically just that. Felt like there were some cool options there but I felt punished for using them instead of the starter unit since they performed much worse. - Why did the lady not like to wear masks, did she ever took it off, where do hats come from?

Sorcerer by asatrain 2024-04-22T17:24:06Z

- Interesting idea - Could use some sound - The character sliding on block didn't feel good - It would be nice to have more levels

LD56 — Tiny Creatures

Tiny Creatures Creator by jk5000 2024-10-10T18:01:34Z

It was funny, I was kinda hoping for the creature to appear on the screen at the very end. I didn't really enjoy the support person rambling for so long.

Microstrike by TheSand 2024-10-10T17:49:25Z

02:45 An enjoyable experience.

+ I really liked the animation of enemies taking damage and eating up the xp. + I didn't like the green enemies because they were closely color related to the player and xp which was confusing at first, collect the green stuff, the green stuff hurts. + The red guys weren't too much of a problem, but they didn't seem to drop xp when exploding, which was sad, also a missed opportunity of having them damage the other enemies. + For the upgrades, there wasn't that much of them but for the length of the game it was ok, although that could make the extra xp upgrade a trap for the players. + Another thing about the level up is I think the flavour text and the mechanics should be more separated (like with an empty line, or have the effects at the bottom and the description at the top) as sometimes it was a bit confusing, like double efficiency giving you 15% boost.

Let's Go to the Magical Frog Party in the Dark Forest! by Tygrak 2024-10-09T11:52:39Z

Good game, I really liked the way it made you think and plan ahead.

The Fair Folk of Ridianfa by unpronounceable 2024-10-08T12:42:22Z

I haven't seen the choices to select from, also there are stats for the other family members but you don't control them? The first title screen seems to be formatted incorrectly. Seems like it could be cool, but it was hard getting to the game.

Leapo Froggo by zwartraider 2024-10-09T12:06:41Z

It was ok, until I saw my score on the leaderboards and wanted to climb a little higher, definitely pulls you in.

At first I also thought that it might be one of those keep yourself in the air and you will be spider-man swinging with the frogs tongue to gain distance.

I wonder if it would be better if the tongue would have a cooldown and would go a set distance when clicked so you don't have to spam click so much and think a little bit of how to get the good ones.

Ducks on the Road by designernap 2024-10-10T09:08:00Z

Cool game, looks good too. My main point of concern is that when the ducks get attached to their mother in larger quantities they make quite an arch to try to follow her and fall the drains. Sorry for the spam, the publish button didn't work, until it did ...

Ducks on the Road by designernap 2024-10-10T09:08:05Z

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Ducks on the Road by designernap 2024-10-10T09:08:06Z

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Ducks on the Road by designernap 2024-10-10T09:08:09Z

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Soot Story by blay09 2024-10-14T19:42:06Z

Interesting, the climbing felt a bit clunky, the map seemed to be quite large and sometimes it was hard to find stuff, I liked the animations, but at the end it was very hard to read the text.

Cellspace: Cellular Automata Sandbox by loveapplegames 2024-10-14T19:14:42Z

Interesting concept, but it seemed to behaved weirdly, like I set a rule, pres restart several times, and get different results. It would also be nice to have a more friendly user interface.

Fish Rescue by CrociDB 2024-10-14T19:28:05Z

I liked the fish animation, but the followers were a bit slow, making it feel like an npc escort quest. Also the round map on the emulated round screen felt very weird.

Fish Rescue by CrociDB 2024-10-14T20:25:23Z

@crocidb Well the round effect made it feel like the sides are round because of the screen being rounded, but the map was round itself. So on the left and right edge of the map I had a weird feeling, almost like slight dizziness, like I didn't understand what was happening visually, maybe it's just me.

Fifty Six LilyPads by dhim 2024-10-08T13:04:34Z

Pretty cool, I liked the art and the potential for strategy, unfortunately the AI didn't shine allowing me to block it off very fast. It seemed to like to group up it's pieces and put them on little islands, which should probably not be a thing. The far jump was weird, I once saw the AI do it and was surprised, it could be a good idea to show the path they have chosen, and maybe to allow for more planing and make it more clear, allow for selecting the pads and showing the possible jumps from that place.

Fifty Six LilyPads by dhim 2024-10-08T14:31:47Z

@dhim Yes I could see the possible moves, I meant to plan ahead to see where I can go from a lilypad I can land on, or the ones the enemy has access to. :cry:

Harmonies by JacobSchwartz 2024-10-09T12:46:57Z

I'm also getting the same error on the .exe file

Sugarglider in the Oddforest by Untitled Studios 2024-10-11T12:26:27Z

Cool game, I really enjoyed the gliding, but then again it felt like holding it all the time to be able to glide and climb was necessary, quite difficult (I managed the first 2 levels, gave up on 3rd), but that can be a good thing. I didn't get the swinging on the torches, even after looking at it here, for me it didn't seem to give velocity and they didn't sway so much.

Petri Wars by ConradoClark 2024-10-07T14:08:39Z

Pretty cool, although it would be nice to be able to speed up the incoming wave and place the building faster later on, like a hot key. Building also didn't seem to repair, so maybe a repair one which could repair nearby ones if they are not attacked or between the waves.

Snail away by Thomas_Bringer 2024-10-08T16:46:49Z

Very good looking game, the sounds are also nice and fitting. Rolling and falling on the web teleports you. I think it would be nice if there was a little bit more challenge to the game play, even if it was only optional.

Flea Patrol by Sviborg 2024-10-07T13:03:49Z

I loved controlling the fleas and the way they didn't all jump at the same time and jumped off of each other.

+ It felt like some levels were very similar and some of them could be bypassed with little nooks or space spamming. + Loved seeing them crawl up the slopes + The collision with the wolf sometimes felt lacking as the fleas would just pass him

ROLL! by Srynetix 2024-10-14T19:20:38Z

I liked the music and it looked good, the mechanics seemed interesting, but it was very difficult to do what you wanted.

RomAnts by Douwe_Ravers 2024-10-09T20:29:37Z

Interesting, I loved the look of the warrior ant, but there didn't seem to be any goal except surviving. Some resources were behind where the enemy spawned, so they felt inaccessible. It was a bit weird being to spawn thing anywhere and close to the enemies, though selecting to spawn did lag the game a bit.

Kumamushi no Samurai by Codeman1010 2024-10-08T12:25:47Z

It seems like you can attack while jumping and you hear the sound, but the visual is not visible. Also fell off the map, and was confused with the terrain, wasn't sure if it was random or looping or if just the enemies respawned.

Last Rollbug by Tad I Guess 2024-10-09T20:47:53Z

I liked the background art and how you traveled back through the levels with the ability to destroy monsters.

+ Controlling two characters at once was interesting, although the ghosts made it a little annoying when the characters got stuck on walls. + It was possible to get stuck on walls, arbitrarily be able and unable to jump (it said beside walls, but I noticed that didn't seem to be the case) + It was annoying that you could "fall off" the level by going upwards (outside the room), I feel it should at least be a wall.

W.A.S.P. - Warrior And Scout Protocol by Paroxysmal 2024-10-09T20:11:21Z

It looked pretty cool, although a little dark, the sounds were a little questionable, but I unfortunately didn't enjoy the gameplay.

+ It was taking too long and was pretty boring just holding space and occasionally picking up xp. + I didn't like how xp stayed in place at the edge of the screen, since when I tried to pick it up I was taking damage. + I feel the player had too much hp, to the point it felt like it didn't matter to take damage, and I always felt like it wasn't my fault for taking the damage, since xp was close to the spawn area, and later they got more hp and I couldn't kill them or avoid them. + I presume the upgrades were random and the game seemed to require you to keep getting stronger to be able to clear it, but bullet speed and the xp gathering (and I guess the shield, but if it eliminated enemies at least that was a little bit of damage) felt like a trap. + I thought that the xp gathering upgrade would resolve the problem of xp spawning too close or potentially outside the screen, but it was only temporary and it felt very bad as you spent a whole level just to get a 1/4 of a level essentially making you weaker.

Space Station Pet Rescue Force by PerfectSquare 2024-10-11T12:35:26Z

Really liked the game, I love how it made me make the cat climb the shelf in the first level for no reason, and on the second level I had the dog bring the card to the guy, because that's how it should be, and then I noticed he could have just went there to pick it up himself. Not sure if all the buttons were necessary, it was a little confusing at first where you could have probably just have an interact button, but maybe there was some charm in it.

Field Trip by InitialPosition 2024-10-07T14:28:28Z

Really neat game, I liked the visuals, the glow and sounds. The night-day cycle was interesting although the indicator wasn't intuitive, saying 1 move until night made me think I move, enemy moves and night falls, but only I got to move.

Moldable Monster of Mine by She Wrote 2024-10-10T08:55:16Z

Very interesting, it was nice to be able to create your custom monster, although it was a bit sad that the colors molded to flesh.

Kanker Killer by Pirate-Rob 2024-10-07T11:59:56Z

I like the graphics and the music, it was fun running around and shooting, but I didn't really know what to do about the left organ panel, it seemed very interesting but it was hard to understand what was going on.

Subpixeana by gdman 2024-10-08T12:13:02Z

I had no idea what was happening or what was supposed to happen. I like the music and the waifu.

Bug Warz by hotaloca 2024-10-09T12:44:51Z

Very hard to understand what was going on and felt very random, like I was trying the same thing and was getting different results. I think it needs a better presentation.

Bugsies by sbackman 2024-10-08T11:54:23Z

Pretty fun little experience although it was very frustrating trying to get the bugs to listen to you. They could give off a little bit more light so you could see where you are sending them off to, and maybe different keys to select and send them since when I was following it I sometimes would deselect it when trying to send it forwards.

Tiny Checkers by thyoi 2024-10-11T11:51:08Z

Wow, amazing game, I love the art, the music and sounds are nice, the gameplay is great and there is so much variety. There are just 2 things which I found annoying, that is sometimes moving pieces when trying to select them, and having to wait for the selected piece info to slowly show up, this was annoying when I tried to calculate how much damage I have vs how much I need to destroy enemy pieces.

G'nope by Frib 2024-10-07T11:30:05Z

Nice, I liked the jumping animation and the gnomes head twisting, otherwise wasn't creepy/cringy enough.

+ The bow behaved weirdly when walking (which I guess makes sense) and was overall hard to aim/ see where the arrows went.

+ It was hard to melee the small gnomes (crouching? would help), but that's maybe just because I'm not used to attack down / small things.

+ Sometimes it was a bit hard to see if the gnomes were dead, when they half fell over and spent some time searching / wondering if I missed or didn't finish one.

+ Why was there no option to pet the animals, normally I don't like it but it would be perfect here.

Swarmcore by lantto 2024-10-07T13:43:57Z

Really nice experience, I liked the glow and when they would bounce around, create tunnels and devour the later levels in seconds.

It could use some sound and choices, as it's only left clicking where there is most material. I wasn't sure what the creature colors and variation meant.

Bez tytułu.png

Gossamer Glade by Deepfreeze 2024-10-07T11:44:09Z

I liked the art and the sounds/ music were also good, and eventually managed to get to what seemed like gameplay.

+ The city building seemed to crash the game, and I don't know if anything was happening there. + The boss was a nice thing but it was very predictable + I found myself several times wondering if I just keep flying until I die and then how much hp the boss has. + The "spider" that shot 3 times was a bit difficult to kill as the screen was small and had to move to it dodge it's attacks and then he was almost on top of me so had to run away. + In the options it seemed like several buttons had functionality, but in city building either nothing happened or it crashed, and during flight I only moved and shot.

LUDKIS by Skaaaza 2024-10-08T12:06:20Z

It has a good art style, but I wasn't able to appreciate it since I was staring at the notes the whole time.

+ The second song felt a little abrupt, after the first tutorial it would be nice to have something to practice the introduction of new keys. + I think it would have been cool to have some choice, either selecting the tiny creatures, notes or the music. + I didn't like how the monster died mid song, it felt very abrupt since I was never looking at the enemy health bars, I was enjoying it, getting in the rhythm and then bam, it's like taking a toy from a child.

AntVasion by SoloAdventurerGames 2024-10-11T12:08:26Z

Cool game, I liked how realistic it felt, the sounds were a bit loud and it got a bit repetitive. Shooting the ants was fine for the first 2 maps, but there were a lot of them on the 3rd and it felt more like a chore at that point. It would have been cool to be able to trample/squash the ants underneath the tank, you could then maybe have bigger ants or stronger ones, and have the defeat condition be tipping over, instead of being able to driver the tank upside down. The shots bounced off of the environment so it would be cool if they also bounced off of the floor and killed the ants.

Ladybird Samurai by ellaris 2024-10-07T12:52:28Z

@conradoclark Yea, probably not the best one, but I felt it could increase the difficulty by a bit and be a change of pace. The objectives are meant to add extra optional difficulty, maybe it wasn't too clear but the upgrades are toogleable so you can always opt out off them for those levels.

Ladybird Samurai by ellaris 2024-10-08T14:47:43Z

@thomas-bringer Definitely, I did add some particles and screen shake (more like rotation), but it was at the very end so it wasn't as good as I hoped it would be, I wonder if you have any specific suggestions? Yeah, adding a background was pretty low on my priority list and it didn't make the cut (was thinking of adding some randomly placed bushes, flower and rocks to make it not feel empty).

Ladybird Samurai by ellaris 2024-10-11T09:59:04Z

@untitled-studios Yeah I agree, it was my intention for the player to strategically line up the enemies and slice through them, but it unfortunately turned out to be, blob them up and hold space (which still kinda looks cool, but doesn't feel as cool). For the aiming, I wanted the player to have to go full distance in the direction of the closest enemy, but there probably should be something that makes it easier, like time-slow ability (before slashing), objects to slash through, and probably not all of the enemies should come running at the player, or some ranged ones that keep their distance.

Bnuuy by Tetrergeru 2024-10-10T17:27:39Z

Really cool game, I really enjoyed that the only way to move was jumping, maybe it could be nice to control the strength, at least like small or large jump if nothing else.

I had an issue with the shooting, or rather the amount of it which cluttered my vision so I didn't really know what is going on or if I'm wining, I think it would be more satisfying if I could see myself wining, like performing a jump to avoid enemy rockets and then sniping them with my own, but instead there was a constant spam of rockets and smoke and I didn't really see anything until there was like 1 or 2 spiders, it also allowed me to recoil myself too much making movement somewhat harder.

Look by sudocoffee 2024-10-09T20:18:30Z

Definitely an interesting experience. The wind in the music didn't exactly seem to fit with the lava environment, but the music was nice. I was hoping the game would reset with only the survivors remaining just to see how long can you keep multiple "people" going.

FireFlies - shoot firefly game by wo_ri_gou_le 2024-10-09T10:42:31Z

Took me quite a while to figure out how to shoot and upgrade abilities, but it then became a pleasant experience, even tho a little laggy.

+ I think those things should be clearer, easier to perform or have some feedback that something is happening. + The constant spinning was bad for my eyes and stomach, and you have to constantly move to gather fireflies and dodge the balls, although I believe I almost entirely went only one direction. + I also usually sat far away from the center while shooting so only at the end I came closer and noticed the enemy was getting smaller. + The background was a little confusing at first since it had the same color as the enemy. + The art and sounds were quite pleasant.

Frogi by JEMH2K 2024-10-07T13:58:02Z

Nice game, the arrow rotated too slow, even when I got used to it and kept snatching everything up it was still frustrating, couldn't relax because of the arrow speed. I really liked catching prey on the tongues way back, maybe it would be worth to experiment with a hooked tongue (at least on the way back). The flies spawning on the sides felt unfair as they were way closer to the player and required more movement.

Feeding the Farm by Zamizmi 2024-10-07T13:15:35Z

Nice game, I like the animals art. Pretty short, for a second I was worried I might need to remember what each animal likes, how fast they walk and eat for an ultimate culmination. One thing I would like to see is maybe having the food automatically switch to the next available one when it's done, I did notice I could click on it in the corner, but it would save me that precious click and I usually placed the foods in order, maybe others did it differently, but why sit on empty food when you can't do anything with it anyway.

Flea or Flee Arcade by Martingonn 2024-10-14T18:56:30Z

It seemed the hit boxes were somewhat off, and I found that the enemies rarely went to the middle part of the screen, so I spent a lot of time idle in there.

Chlorella Warriors by prora 2024-10-09T10:14:58Z

Interesting, It was a challenge at the beginning before I figured out how everything works, but then it was a bit too easy as everything seemed obvious with only 1 way to solve, maybe adding some additional switches the player shouldn't shoot, so that it requires a bit more thinking.

TINY GOON (Ludum Dare 56) by SdCorpse 2024-10-10T17:35:38Z

I liked the way the enemies dropped and rolled on the floor after defeating, but I became a background character and was unable to interact with anything. I also think that getting 1 hit on the enemies could be enough to take them out, or at least make it more obvious, since I wasn't sure if I'm hitting the enemy, I;m getting hit or nothing is happening.

Mini Mutiny by BUDSTER16 2024-10-08T17:35:11Z

Pretty nice game, It was a bit hard to see the levers, and I wasn't sure if I read the info, was kinda expecting it to disappear. The timer was nice to provide a little challenge and having to use the night time to progress.

Shadowy Creatures by Setter 2024-10-07T14:17:55Z

Pretty fun, it's kind of make your own platformer, and I liked the creatures rotating on the ground. The little creatures didn't always want to transform, the icon would appear but they would just fall down. I think either having allowing for variable throw strength or to transform all creatures who enter the area while mb2 is being placed would make it much nicer, depends if you want it to be more dexterious or puzzly, as it was hard to click on the creatures.

The Scrimbly Bimblies by SMoore 2024-10-10T17:08:20Z

Wow, this took me by surprise, and it kept getting better the more I learned, like throwing the bomb, bumping into the creatures and then throwing them! It proved to be rather hard but surprisingly satisfying.

Koi by A Priori 2024-10-14T18:33:00Z

It interesting and looks good, at first it seemed too easy, but then other fish gets introduced, I liked the one who goes for the food and gets longer. It is a bit too fast in my opinion to be able to properly steer and evade the other fish, and the fact that they can often be out of the map doesn't help.

Zrzut ekranu 2024-10-14 195436.png

Ant Ascent: journey to the top by ITSTIMOTHY999 2024-10-08T13:08:32Z

It was possible to jump in the air and sometimes go through blocks. I liked the leaf and ant animation and the background art.

Tiny Wreckers by SHAKIROVICH 2024-10-09T12:35:39Z

Pretty cool, I'm not sure how it was supposed to work but I was building stairs using the dommies but I think it would be cool if you could climb them. I feel like there were places that you could get stuck in, like how I couldn't figure out how to get on the counter, and if it's just to build a dommy stair it would take too long. I also would like to have the newly spawned ones face the same direction and not have the camera rotate to somewhere I;m not interested in.

Tiny Heads by DashVirus 2024-10-08T19:13:46Z

Loved the game! I really liked discovering all the interactions, an then finding something new on subsequent levels and being surprised as it seemed like what I figured out was only half of the actual mechanic. Some mid levels took me a few minutes to figure out, but on the last levels I guess I kinda lucked out as I did them pretty fast, just had to figure out how to satisfy 1 person. On the note of the baby crying, It wasn't a problem for me at all since I was still able to swap other thing with the baby, so I moved it indirectly by swapping the zombie it didn't like with it. I also think it would be better not to loop back to the first level as it was a bit confusing, after it finished.

tiny_sim by crcdng 2024-10-14T19:01:38Z

Interesting, I feel I understood the rules, but even tho I never touched red the game was over?

Particle Wars by NickHellquist 2024-10-10T08:49:20Z

It was fun, maybe a little long, the early difficulty could maybe be lowered as it was hard to gain xp at first since the enemies piled up until you get the explosion upgrade. It was also a bit dark and hard to see, especially since all effects were red.

LD57 — Depths

Inner Worlds by ryusui 2025-04-12T17:57:57Z

Cool game, I liked the models, I got the first 2 torso, but couldn't proceed anymore, got confused in the map. I found a place with a ghost but I needed to unlock a side path to be faster than it, but couldn't find it again. I enjoyed the green one because it was fast and could use "shortcuts" with the jump. The text at the beginning scrolled a bit too fast.

The Mine Beckons by dnp 2025-04-11T11:21:43Z

Cool game, I didn't expect to enjoy it as much as I did, tho I think it could use some kind of an obstacle, and maybe if you didn't have to mine the whole level but half of it, it could be more strategical (like at the start) instead of mindlessly wiping the whole map.

Deepest Canyon by muriel 2025-04-17T15:27:16Z

Pretty cool, but couldn't get too far, it was very hard to target the beams as they would flicker yellow, and sometimes they didn't at all and I was unable to swing, the little bit I was able to (got to the buckets) was quite good. I also couldn't see the money fly away, it seemed like it teleported, but it would be cool if it went away faster the closer you get to it.

School of Hard Knocks by ehgoodenough 2025-04-13T20:30:52Z

Cool game, I liked the art, I didn't understand why sometimes units attacked twice, and it seemed like there were effective and ineffective attacks which again I didn't know how to determine, so more feedback on those would be nice. I liked the prediction for hp, but it didn't show if the nerd would be overkilling or not so couldn't always predict the xp gain. Also for the level up it wasn't immediately clear you choose between the options, since the level indicator had the exact same background.

Cave of Gorbs by fusionnist 2025-04-12T12:10:11Z

The pixel art was good, but the gameplay felt a little lack luster, I felt like I didn't really have a choice (because nothing mattered) or that there was any purpose, but a solid frame nevertheless.

- It was too dark in the beginning, where I could barely see under my character, but fortunately while going down the light became bigger and more abundant. Also while jumping the light moved with the player and I could see tiles I wasn't supposed to. - There was a big variety of tiles, but they all seemed to be the same, giving rock and taking the same time to mine, so there was no reason to dig anywhere else than under you (or going to a cave that goes deeper) - The blue ghost was a bit annoying when there were 2 in 1 and coming from the bottom while digging. - The numbers wrapped around making it confusing when going from 99 to 00 (I found the house on -66 the second time) - The jump felt under powered being able to jump only 1 square ad I often confused it with grappling hook as that gave more movement ability - I get that the point is to dig down, but sometimes it would be cool to be able to dig up or on the grappling hook to get to spaces where you can dig down faster.

Formidable Satisfactory Silkworm by hijomo 2025-04-17T15:42:27Z

Cool, it wasn't immediately obvious when the dwarves were burning, maybe a slightly different sprite or at least coloration would help, it was pretty fun to watch them run around and spread fire once I understood I don't have to chase them. I would also add a nearest dwarf indicator if there is only a few dwarves left, or if the player hasn't ignited any dwarves in like the last 20 seconds or so as it wasn't the most fun to search the empty halls for them.

It's buggin' me by A.Bond 2025-04-17T15:57:06Z

Cool animation, the only thing is the head seems to snap to mouse, it should probably move towards it more gradually.

Drowning Simulator by Mikeliosus 2025-04-15T09:35:53Z

Good to have you participating and submitting. - You could have made the pool surface also blue like it's bottom, instead of looking like everything else - For the exit screen, I think it's better to have the exit option at the bottom and return at the top, as is in other games and therefore usually the player's expectation.

Selective Drilling by Xwilarg 2025-04-12T11:22:36Z

Cool game, I liked the art style, it was really fun to dash around, although the dash got a bit fast making it hard to control since the camera wasn't always able to keep up. It would be nice to have a cooldown on being hit, even with 5 hearts falling into a room I got oneshoted at one point and had to preemptively try to kill some enemies while going down, because of the drill I would sometimes take damage when attacking and killing the enemy, sometimes the drill didn't clear as much as I'd want, even with the size upgrade, when going horizontally the character takes two squares and unless you position your mouse right in the middle of the two you would only get one of them and not drill vertically at all since you get blocked.

A Memory of Her by ConradoClark 2025-04-12T13:57:50Z

Cool game, I liked the visual effects, especially the upgrade cards. It was cool to get the glimpses of memory, but the crystals in a room felt a little random or out of place.

DeepSeak by Outish 2025-04-12T17:26:16Z

Really good game, I liked the art and the sounds. There were a few issues, enemies were going invisible and the fish that go up and down sometimes got stuck at the bottom (until their next attack) and I could not hit them.

Digdigdig by hubol 2025-04-11T14:09:41Z

Cool game, I liked the random character at the start and the unique digging, although it was difficult to get the enemies with it.

Depth Self - A narrative game by Flokami 2025-04-15T10:47:18Z

Really cool game. I liked the interaction with the files and multiple windows, and the feedback of getting closer to the solution (border colors).

- I had a problem solving the first puzzle, I might have accidentally resized the window while trying to move it (you should probably make them non resizable), the bottom-right window's top border was green, but top-right window's bottom border was not and I couldn't get them them both green at the same time, I could only have 7/8 green borders. I restarted the game and had the same problem and fixed it by resizing the window. - Accessing the ending was too difficult, I went to the guide but still took me a long time to figure it out. I have read the clues, but didn't think of checking them again, and even with them I still wouldn't have come up with the solution to it on my own, and it feels really bad to have put in a lot of effort into solving it, getting to the interesting part and then having access to it blocked.

INNER DEPTHS IDLE by munmungames 2025-04-07T12:43:48Z

Love the graphics, the animations looked smooth and the sounds were nice and calming as well.

I found myself breathing in tandem with the character, so the breathing noise was helpful.

I'm not too much into idle games, but I found it nice. I think you could either give the player more to do (like pressing on the exhale or following the chi flow with the mouse) for gameplay, or actually remove the distracting flying part and the bar and focus the player on reacting to sound ques (maybe even urging them to close their eyes and partake in the breathing) which could also indicate when an upgrade is ready, it would also probably be more comfortable to be pressing a button (like space) on the inhale instead of the mouse button.

Well Gnome! by Delunado 2025-04-11T12:23:35Z

Fun nice looking game. I really liked the trampolines and catching coins mid air (maybe there should be some kind of a reward for that, like applause at least). It was weird that the coins were as heavy as the gnomes.

Escape The Depths by Jag 2025-04-17T15:20:06Z

Cool game, the levels felt a bit too long (got almost to the end of 4th).

- I think some particles at the wings or engine would give a better illusion of speed since the ship feels quite slow at first, also making the rings red parts shine in the dark would be nice. - I liked that if you missed the ring there was still an alternative path around the pillars (the small space) - I feel like level 2 was harder than 3 and 4, I had to retry it several times. - Cool enemy effect but it seems to turn on a bit too fast, if you get all the rings on level 2 evil still shows up on your tail - level 3 small space ship cover almost all of it and it's hard to see what is in front, but there is barely anything so it's quite easy.

MS Drowning by Anton Florey 2025-04-11T15:42:06Z

Great game, really loved the physics, it felt very satisfying to push/drag several objects at once. The sound and lighting really added to the atmosphere, and the transition to and from the ship was nice (though after several times I did wish it to be faster). It was also cool to propel the robot using it's arm, and satisfying using it at the very end.

Pandora's Box by Dovodx 2025-04-17T15:52:20Z

Cool game, I kind of liked getting the random attacks and liked most of them being funny, the boss took a little too long to kill.

Into Enemy Depths by Asieke 2025-04-07T12:56:48Z

Interesting, I liked the character design and their sprites, although I did find it weird how the mage was melee attacking.

- The enter button didn't seem to bring up any instructions, It would have been nice to have a little instruction on the ld or itch page, but I managed to figure it out. - The game sometimes lagged when moving characters - It would be nice to see the enemy move and attack ranges when hovering over them. - It would be nice to see an indicator specifying an action is going to happen (attack or heal for the priest)

Falling - a rhythm platformer, track #0: your sorrow is a fiery deluge by Xlores Liang 2025-04-07T13:10:58Z

I liked the graphics and the music, but the gameplay wasn't there. The ball was moving too slow, I think you should have the camera follow it and the music playing would be a timer and "attack" indicator for you to get as deep as you can. I tilted the "screen" to the max and had the ball fall down below the screen and turning it later ended up with it on the outside of the "screen". It was interesting up to that point, at the beginning trying to navigate the platforms and use them to propel the ball away from harm. You could also place the ball higher on the screen so the player has more time to plan and react to what is coming.

Wizardry Catacombs by J4cko16 2025-04-12T14:32:31Z

Good game, but I'd like there to be some kind of a reward for going through and killing enemies (apart from different background and enemies that have higher hp and take longer to kill making it a bit of a slog later on) because they just became annoying and I tried to avoid them.

Having the shots come from the book made aiming while moving hard sometimes, like shooting straight up while moving in the same direction made the shoots at an angle, which is not what I would expect to happen.

The music felt out of place and random at the beginning, I liked the speed up with the scenery change, it eventually felt really good before going "out of sync" again.

The Amberstone by Chuckiee 2025-04-11T15:49:27Z

Cool game, though it was difficult to see the platforms and often got confused where I should go or what went wrong.

KILLWARE by deadjolly 2025-04-15T09:29:51Z

Cool game, seemed well balanced as I was able to just barely get through until I ran out of upgrades to buy.

I didn't like the main menu button having ">" appear when hovered over, made it harder to read and confusing. The confirmation Y/N buttons were cool but a little small. I didn't like the fact that the flying guys dropped bombs and coins, I'm not sure if coins autopickup or if you need to get close but it felt bad when you go for the treasure and still take damage from a defeated enemy (you could just have the coins float towards the player instead of falling down). It was hard to say when the shooting enemy would damage you and what to do to not get hit (except for killing it first, you could dodge the rest of the damage), and since it felt like they were a priority target I tried to prioritize them, but due to the perspective the target lock sometimes made it difficult.

Deep Sword Cultivator by ellaris 2025-04-11T12:05:17Z

Yeah it is a bit easy, if you get enough damage in your arms and head you get a stacking cooldown increase, though it's pretty easy not to get hit (and you slowly heal over time), probably could have added a timer (ticking up) to incentivize players to go faster.

Deep Sword Cultivator by ellaris 2025-04-15T11:17:14Z

@someone Q is pretty useful but probably not very well indicated, it's AOE damage push back and interrupt with short cast time, it also refreshes all swords and calls them towards you. For space you actually have to "move" as it is a dodge, so it's my fault for telling you to stand still. For casting there are 2 animation frames but it kind of makes it hard to notice.

@ryusui It's not really a bullet hell (except for the boos, but he's got only 2 "bullets"), the enemies have a cast time so you can dodge and then attack them, I wanted to give enemies an opportunity to hit the player, because if he always moved he couldn't be hit. I'm not very good at music, I noticed that the music I made for the past jams kind of all sounds the same XD

@bloodbane Thine deep in-depth dive diagnosis of my deeply depth deprived dialogue delivers me deep delight.

Banished by likoyr 2025-04-11T10:57:59Z

Nice art.

I enjoyed going down fast, but going down slowly was a bit boring, though for that I would like to have had a little bit more space, often dodging into walls. I also once had the "geyser" spawn at the start making me instantly lose a hearth I think? Also would love the cutscenes to be skipable so I can get back to playing after dying.

Lotus Well by Aly Name 2025-04-07T13:59:05Z

The art looks really good, the sound is nice, the puzzles are engaging, loved it. The only complaint I could have would be about things not always being clear, like explosions, enemies attacking, the paper airplane, it's cool but learning it as you play means you are going have to reset and it feels bad because it's as if you're getting punished for exploring, especially if you have to do it multiple times per level, gets more annoying the further in the level you get.

Lotus Well by Aly Name 2025-04-07T21:52:45Z

@aly-name I think not seeing the whole board was fine, what I didn't like seeing the pawn and not knowing if it's good or bad, and even after activating it I still wasn't sure (was very annoying making you wait until he finishes the animation), the description only said he attacks, but it didn't explain what that meant in the context of a puzzle game, or that he only does so to the left tile. The other thing is that the unknown has a very high price, you make a mistake and have to start the level from the beginning (at least you don't have to start from level 1), where in other games you can learn the unknown and from your mistakes, losing a bit of hp or being slightly weaker than anticipated, you get to continue (unless you make a lot of bad choices). Here you still have to remember what you did before to get to that state and figure out at which point you should make an adjustment.

With all of that I think having an undo mechanic for the last move or if after resting you could see all the tiles you already interacted with would be nice (so you can plan moves up to your failure, and not for the whole level), although I don't hold it against you for not having it in the jam, you still had a very good entry.

One thing I forgot to mention is that sometimes the text disappeared, or weirdly appeared when I was concentrated on the puzzle and I didn't get to read it (if there was any, sometimes it felt like just the image?)

Also Also, I'm not sure if it's just me but the music hint wasn't helpful, I did have some music in school but don't remember anything and the only thing I noticed is that one note and the clue had # in them

A Very Deep Tunnel by Sicosiber 2025-04-11T11:54:16Z

Great game, I liked the visuals and all the sounds really played well together.

My only complaint would be about the bees, being too lazy (maybe they need an upgraded motivation to fly further or just gotta buy them a more expensive bee hive) not bringing the crystals to the player while being near them and being unable to move their box (especially if accidentally placing one).

Through The Stars by Xackii 2025-04-12T17:38:58Z

Interesting concept, cool art.

- The game lags at the beginning, it eventually goes away but it's an added difficulty - I didn't like the way you were placed back to depth 1 after dying, I think letting the player finish the game could make them want to replay it to see some other upgrades or new places on the map - The controls seemed interesting, but were very annoying, I think it might have been better if you had to hold down the turn arrows instead of clicking on them. I was pleasantly surprised with the steering wheel until I got to operate it and wasn't able to turn and died instantly. - The leave station button is in the same place as the turning buttons and I accidentally clicked it while trying to turn at the very end into the station

Infernal by jachymthegoat 2025-04-17T15:33:00Z

Cool, I think it would be better to soot constantly when holding down left click instead of on press only. It quickly gets out of control with the upgrades. I wasn't sure which icon meant my health if full. At one point the phoenix spawned stuck behind two blocks of wall.

The depths of a well by Palerus7 2025-04-11T11:32:51Z

Cool game.

It was really annoying that the default direction of attack was down and not the last "facing"/moving direction, making me always move and sometimes miss the enemy because I moved to far into them and the dagger had too low of a range. There was a lot of loot but they all seemed the same, maybe the weapon type could determine the animation but damage and speed could be a stat you would have to compare. It was hard to hit enemies with them moving away to shoot and looking like they partially moving into walls and the hitboxes being pretty small.

Fall Man, Into The Sinkhole by Clintor24 2025-04-12T13:48:16Z

Cool, I think it would be better if the player was higher on the screen, the dash was less powerful (I often bumped into the walls) and the wall easier to see (playing on low helped).

Debts in the Depths by Reaktori 2025-04-13T20:17:18Z

What an amazing game, was fun to play, strategize whether to invest in the future or get units now to continue and farm the gold from blocks while your units are fighting. The art was good the sounds and music was nice. The only thing I could say is that I started to see some cool units, continued to invest to be able to easily buy them and still have some investment left, but I started to only get skeletons and goblins offered in the last few levels :cry:

LD58 — Collector

Gemwright by Jimbly 2025-10-12T11:25:58Z

Pretty good game, it was enjoyable to build up my skills and figure out how to get those higher tier gems. - Personally I think the highscore should first be filtered on days completed, and then wealth, otherwise the player is incentivized to grind for money infinity, instead of finishing the game. - I felt the collector requests were a bit too random, I often had gems I wanted to use for upgrade or higher tier gems, but the collector was not purchasing them and had to wait for him to refresh (especially for higher tiers - 4). Maybe having one of the collectors offer always include one of the gems from players inventory?

Gemwright by Jimbly 2025-10-12T15:16:12Z

@jimbly it's ok, at least you have high scores, although you could count non-won games as having +100/1000 days for example, or only allow won games to be submitted to the high scores. I'm not even sure how I could set a high score if I didn't finish the game as I would just close the site.

The gem collectors are most often asking for tier 2, but it's not very efficient when trying to get higher upgrades, and once I got a tier 3 I think I had to wait a couple days before being able to sell it. Another way could be to have the last 2 lowest tiers show up in the collector. So when you craft a tier 4 only tier 3 and tier 4 requests will show up, since you got to tier 4 once you should be able to do it again and get a tier 3 no problem.

Rastic Rush by commanderstitch 2025-10-06T11:20:37Z

It's hard to understand what is going on most of the time, on the boss level other people just formed a line going diagonally from one corner to the opposite one and I felt singled out since he only shot at me.

1100 Dots by thingus 2025-10-06T16:11:50Z

Interesting experience, it looked cool, though I still don't fully understand how it worked, I think the dots only seemed to turn green on the left of the cursor. I liked it the most when the white ball appeared and started ramping up a cloud, when everything started moving it looked too chaotic and I was just spraying everywhere.

Windows Explorer 2 by torcado 2025-10-06T11:37:16Z

Interesting incremental clicker game, maybe it should start with the menu and an explanation what the power ups do (apart from help you collect more). I also only had 2 different backgrounds, with like 4 same icons showing up.

MoruMatrix by cogcomp 2025-10-10T13:49:40Z

Cool effects, the first level definitely felt the hardest and it was quite hard to know what was going on at times.

Zrzut ekranu 2025-10-10 154746.png

Fume: The PC Gaming Simulator by alaah 2025-10-12T11:39:13Z

Pineapple Cool experience, very accurate to the real world one, managed to get 13/16 with 0.10 left over. I agree that being kicked to the main page wasn't the nicest experience.

🩸 Peeping Tom by Vegevan 2025-10-07T12:00:09Z

Interesting concept, I liked the random news showing up and the police investigations, but I think the map had too much areas that were blocked off and similar to each other, I had a hard time figuring out where I am and just wandered around aimlessly most of the time.

Crumbs by leparlon 2025-10-09T20:08:21Z

Cool game, I liked how it escalated with multiple buttons and reversed colors.

Treasure Goblin by Zirrrus 2025-10-08T14:38:55Z

Cool game, I liked moving the boxes and that they could be pushed with players directional movement (not only cardinally away from the player, allowing the player to get unstuck from a wall) - Escape is probably not the best key for web builds as it exits fullscreen, and it seemed to be the only way to close the trophy case. - It seemed that in the menu only arrow keys worked, where anywhere else it was WASD or arrows - The transition was a little slow to start, leaving me wondering if pressing the button worked.

Fluster Fencing by Jajo 2025-10-08T14:28:42Z

I liked the pretty character designs, and the flirting fencing, however they did get repetitive (since all characters seem to have identical combat) after the second fight, and I fought for land the first time before going for the jewels, and it seems the land and gold don't matter so I'm not sure they should be included.

Don Trickle the Taxmaster by Wakobu 2025-10-09T11:59:34Z

Cool game, lots of good humor, my main concern is that from what I experience it seemed like you are supposed to buff up the combo and stick to him ignoring damage, since it's more important to raise your combo then to dodge, if you dodge you can lose the combo and you need it to make any kind of money, I liked when he jumped up to do the shotgun blast, but not when he did it multiple times, the only way for him to break my combo since even with double jump I couldn't reach him.

Tiles Collector by dhim 2025-10-06T11:09:10Z

Cool game, quite complex. I think it would be nice to have a reset button to clear all inputs, as I found myself to almost randomly changing colors when everything was filled in, and also make it easier to distinguish the set tiles (like a darker color)

Capital Dungeon by fabY 2025-10-09T12:26:21Z

It took me a long time to click around and figure out how to get to the fight, but then in the fight there was nothing I could do, and even trying what seemed like lower level enemies, my hp didn't replenish and I didn't level up, so I have no idea what I was supposed to do.

The Crossing by IndigoWolf 2025-10-07T10:20:53Z

Simple yet charming, I liked the ghosts art, though sometimes there were too much shadow and the slower ones were pretty annoying, but it was very satisfying to get by then by a hair's length.

Squish ! by Starlex3000 2025-10-07T15:24:00Z

Cool game, I like the main character and that I could jump on the slimes.

Keychain Clash by Profugo Barbatus 2025-10-07T11:13:28Z

Nice game, I liked the keychain art, but some modifiers (rainbow) made it harder to appreciate the original art.

Trash Catchers by mira 2025-10-12T11:51:06Z

Interesting game, pretty cool experience, enjoyed steering both ships at the same time. - At first I thought that increasing the sail speed increased the speed at which the map scrolls, but it turned out to be the actual ship move speed, which I feel wasn't that useful. - I think it would be much better if there were consequences for the line hitting the rocks/reefs. Like both ships taking little damage, or even better both ships being pulled towards that rock.

Tax Hans! by rascar_capac 2025-10-06T10:17:40Z

Pretty fun, I liked throwing objects around and having them rotate and especially Hans' worried face. - When Restarting the objects didn't have any coins in them. - I wasn't able to complete the game always being 2 coins short, and I think I searched all the objects. - It would be cool if coins could drop out of upside down pouches, and if Hans had 2 worried faces, worried you will break something and worried you will take his gold.

snake-collector by nekowei 2025-10-09T20:31:12Z

Really cool, when I picked the 3d I had instant regret, it would be so much easier to jut pick them up in 2d :laughing:

snake-collector by nekowei 2025-10-10T08:49:03Z

@nekowei I meant it more as a joke, there was nothing wrong with it, it was just like making your life unnecessarily hard, I figured you would eventually have to pick it up, but I think it was a cool experience nevertheless.

Leely in the Sky... by ATN 2025-10-07T11:49:57Z

The game looks good but it is quite difficult, especially when after analyzing a planet I got rotated into game over. Cool concept just needs a bit of refinement.

Cawlector by Bloodbane 2025-10-08T11:34:12Z

Cool game, I think the enemies made it much more interesting and would like to see them appear way earlier, probably after the first 2 introductory levels. Sometimes when trying to deposit seeds, the nest would highlight and as I'm waiting and not moving it would go dark and I would have to move closer.

Ionfall by T90. 2025-10-12T12:22:41Z

Cool game, the ending was interesting although I'm not sure I fully understand it. It was a bit hard to figure out what to do at the beginning, since I tried to fix the turbines, but it didn't seem to work, maybe a more clear indication of missing resources would help with that.

The Collector by Kazuren 2025-10-09T12:46:11Z

I liked the cutscenes, the story, the twist and the art were nice, the gaemplay was a little simple, not even being able to squish the slimes :cry:

1 of 8,031,810,176 by torte478 2025-10-09T11:43:16Z

Cool game, I liked the story with the beard getting longer and an interesting ending. The audio was also nice.

​Treasure Thrower by AStrayRae 2025-10-07T11:29:38Z

Very good game, I enjoyed gathering momentum on the items and hurling them at my foes, my only 2 gripes would be the items got stuck between the fast enemies at one point and couldn't deal damage and the enemies varied in art but there were only 2 types normal and fast (swarm of fast or 1 big one) so a little more variety there could be good.

Tax Collector by ellaris 2025-10-13T22:00:55Z

@grid96 as with everything, use your shield (point it down to close the manholes)

Goblin Goopmaxxing by NuiN 2025-10-08T15:38:31Z

Interesting game, I liked exploring with the ingredients, but the goblin noises were a little bit too much (at the beginning).

Far Fetch by bad_fetus 2025-10-06T10:48:41Z

Cool game, had fun dashing around collecting the spheres.

- The initial mouse sensitivity was very high for me, but got it down to a nicer level - Sometimes when shooting at things far away it was difficult to see when I missed since the crosshair was obstructing vision, maybe the crosshair could be somewhat transparent.

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Claim thy Land by ranejeb 2025-10-16T10:42:32Z

Really cool game, I loved the tactical and strategical aspect of it, the medieval theme and its presentation. One thing I'd like is to be able to see how many decrees I have left, after buying max decree it gets complicated to remember, and I think I started with 5 while the tutorial said I will have 3?

Collect Star Dust ★ 收集星尘 by fan 2025-10-10T14:04:59Z

Really cool game, I liked how the collected objects were represented in the bag and could be ejected, the retry button brought me back to the first level as I didn't have enough time and the amount of resources required got quite high in the 3rd level, I also had to expel some extra rocks from time to time.

Interstellar Collector by Baluj 2025-10-09T11:34:06Z

Cool game, I think I saw the species sucked to the ship once, which was nice, but then I just collided with the planets to get closer to them since there was no penalty for it and it was hard to get the otherwise, having the abductor activated also seemed to have no negative consequences, so there was no the reason to have it off.

Skull Issue by KAVERZA 2025-10-08T11:43:58Z

Cool experience, the skelly without legs was tumbling a lot, but once he got his legs ho got moves.

Collector's Coast by Liquid 2025-10-10T13:34:42Z

Cool game, was a bit lost at the beginning, but eventually I figured it out and was intrigued as to what will happen. A little bit hard to see at night.

Odd projections (Spicy hot chocolate 4) by Kartoffel Licht 2025-10-08T11:55:58Z

The art was nice, but unfortunately it was very confusing and I had no clue what was happening, I was getting cards, moving them around the table and pressing the bottom eye which seemed to be the only way to advance as it made one bar go up and another go down.

Wasteland Workshop by Ulziton 2025-10-12T12:42:43Z

Cool game, the work, picture and the customers were quite nice. - I'd like the stairs to the roof be more visible/highlighted as I had to run around the corners (like an exit sign, or red emergency lighting). - The polishing could be a little more involved instead of just standing there, like having to take the polishing tool and polish the item areas yourself (even if just like 3 predetermined ones), it got a little boring doing it by just having to wait for a few seconds.

Beast Collector by Perovic2018 2025-10-09T13:02:16Z

Cool experience, though a little tough to figure out what to do in the beginning and a little too dark for me to see clearly.

Gamedud by Prunus Padis 2025-10-09T20:17:08Z

Cool game, I liked the mini-games and the end was clever.

Swarm Surge by Rinevard 2025-10-06T16:04:05Z

Very neat game, I loved the art and the music was also nice.

- The game was cool, but it was very hard to try and assassinate the leader without first getting rid of his minions, since they would often times stand in front of the leader and rotate towards the player, and it was impossible to outrun them. - It's probably just me, but the guys with the shields got wrecked on my team, and were almost invincible on enemy team. - I was 19/20 and had a few guys, but the enemy had a shield so it was hard to get in and they got a lucky hit through all my minions, it would be cool if you minions jumped in and took the bullet for you :laughing: - Maybe there could be some collision between the unit, since often they would clump up together with the enemies when I had no more map to run.

Truth Collector by TemmyT 2025-10-16T10:13:38Z

Interesting game, I liked the characters and their dialogue, at the start I tried to figure out how to play the game, but didn't seem to find much correlations so I just started to click the choices randomly.

Applause Collector by esh_k 2025-10-07T11:03:06Z

Cool game, I like the buffoon art. It was a little weird that the other emotion was evil/fear coming from a jester, not all the evil guys ran away and they got scared for a short period of time, I'm also not sure if there was any indication whether they are scared or not, apart from them moving to get you when not scared.

Gibberwave by yiwai 2025-10-09T12:15:41Z

The art is nice, but it was rather difficult for me to read all the options before the time running out, especially the ones that had much more words then the others, but they seemed to get shorter with time, overall it was very confusing when I was getting things right or wrong.

Inspiration collector - I wanna join gamejam by rabbitdit 2025-10-07T10:56:12Z

Really good art and nice music, but the writing was a bit hard to understand at times. - After I managed to switch to English the beginning dialogue window had no text (Chinese had text) and several dialogues later also were text. - Sometimes it was hard to get in the right place to interact with NPCs and they didn't always seem to be intractable (at the end I started a dialogue and the day just finished)

Inspiration collector - I wanna join gamejam by rabbitdit 2025-10-08T11:14:25Z

Still looks like some text missing, the introduction I checked and seems to be there in Chinese but not English, managed to return ideas to the office and have options at on day 3. For the end screen with the reviews , they were empty and I usually accidentally skipped them by clicking, so maybe some way of going back, like using the arrows.

I feel like the characters with sprites had dialogue before I went for the screenshots. IZrzut ekranu 2025-10-08 130707.png Zrzut ekranu 2025-10-08 130459.png Zrzut ekranu 2025-10-08 130547.png Zrzut ekranu 2025-10-08 130627.png Zrzut ekranu 2025-10-08 130637.png

Pure soul by SiluetSalat 2025-10-07T11:42:09Z

Cool game, I like the art and sound effects were fitting. - At the end there were 2 ability slots, in which I could put my only ability at the same time, but only the first one worked. - It would be nice if you were able to select target before pressing start, and if the target switched after the current target died

Kouko: ♡galgame♡ by UsuMidori 2025-10-16T09:27:34Z

Nice story, it was interesting to discover the story and collect this girls emotions. There were a few text errors (like no space between some words) and I would have liked for more text to appear on screen at once then having only a couple of words per click.

Cursed Labyrinth by Melomaner 2025-10-10T14:25:08Z

Really cool game, it felt like the money I got only got me to a profit of 1 lockpick at most, It was hard to get back to the portal, I was often lost in the dungeon, maybe some more "landmarks" could help with that.

Sorting Master by kdtb 2025-10-06T16:21:35Z

Interesting game, I liked chucking the figures. - The timer started when the screen was black. - I assume the restart button, restarted the level, but I was unable to move. - The "garbage" had labels which weren't helpful, but I managed to correctly match shapes. - There were extra objects around the room and the bombs, which I was unsure what they do. - It would be cool to load up on several items at a time and then chuck them and see them bounce off of each other.

Mamudo by GonulGaye 2025-10-09T20:24:30Z

Nice game, I liked the art, but the character seemed to be stuttering when moving and sometimes I could see spaces between tiles.

Goblin Lord's Dream by Ira Baciu 2025-10-16T10:05:49Z

Cool game, I completed all 3 games (the 3rd one took quite some time) but I didn't see an ending or any new buttons appearing. The second game could be a little clearer on the writing and could last a little longer, like several potions. I liked the third game, if you wanted to make it easier for people you could increase the time between the laser appearing and it shooting, also a slightly smaller hitbox, especially during dashes could make the player feel much more awesome they they actually are.

Numismatic by David Sheffield 2025-10-07T10:45:22Z

Pretty cool concept, I enjoyed collecting the different coins, although I didn't get to win any bids (not enough money) I made some profit.

Mister H. by egor.ae_game 2025-10-06T11:51:25Z

Looks cool, doesn't seem to have much gameplay as of now, would be nice to have an indicator of where the character is going (after pressing a button), several times when I clicked inside the house he went outside and not where I expected him to go.

BulkUp by naru 2025-10-08T13:44:34Z

Great game, love the music the art and the cutscenes. The only things I could point out would be that the easter egg is easy to miss the first time (had to do a second playthrough) and the lack of nay obstacles stopping or at least slowing the player down from munching, munching on people was hilarious. Zrzut ekranu 2025-10-08 152814.png Zrzut ekranu 2025-10-08 153740.png

Sewernir by plastus 2025-10-06T12:07:35Z

Cool game, I like the music and the dialogue. - The introductory dialogue is a little bit long, maybe leave the story out of the first tutorial level for the next level so the player can get into trying out the instructions faster. - A bug, the guy got stuck after being sucked.

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Sewernir by plastus 2025-10-06T20:30:05Z

@plastus So it got stuck more to the left, then I was trying to "push" it with my character and roping it again after which it moved closer to the pipe, but wasn't able to do anything to it afterwards.

Magpie's Kleptomania by Elmalach 2025-10-08T11:24:17Z

Interesting experience, I liked meeting the various characters and options for each location. - The button pressing seemed to make the text box change size, but then the buttons seemed to appear in the exact same space? - The final image seemed to have all possible loot and not only the ones collected, it would be cool to only show the items collected.

LD 58: Loot Collector by tweekus 2025-10-06T12:26:17Z

Interesting game, I liked the balls dropping out of the tube and being able to identify multiple at a time. - I feel it relied to much on randomness and too little on player skill, the only thing was to figure out the optimal path. - The balls had different color, but I feel that didn't indicate what you would get out of them (random color, then random item)

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Madness bar by sick machine 2025-10-08T15:45:16Z

Neat game, but the movement was a little wonky while trying to maneuver between the stools.

Death Collector by raymondz 2025-10-08T12:19:23Z

Interesting game, I liked how unlocking new abilities allowed to take shortcuts (not so much with the first one). I felt like the character had a bit too much slidiness and it didn't seem to turn around the sprites center.

LD59 — Signal

Coherence by bentglasstube 2026-05-03T08:51:50Z

Cool game, nice cutscene, but there was a bit of regular noise, it took me a little bit to figure out how the wires can cross but got there.

Do it Right by captain-awesome 2026-05-03T09:59:32Z

Pretty cool and unique entry, I liked the voice commands, tho I felt it said I messed up more than I should, I don't know if I had to wait for the instructions to be finished or could do them as they were presented.

Expanding Horizons by TermiGht 2026-04-20T10:11:06Z

I liked having to wait for the planets to be in range to be able to discover them, tho it wasn't so easy with the current speed multipliers, so it could have been nice to be able to mark a planet for discovery, and discover it when it gets in range. Definitely didn't like that the camera followed the spinning planets on x10 and x100 speeds, made me feel sick. It was nice to be able to speed the game up, but also made the tech tree inconsequential, the only thing I read from it is some of the names and briefly a tooltip indicating +5%

Signal Surfer by Ausstein 2026-05-03T09:38:53Z

Pretty cool, it was fun riding the wave, I think it was interesting to be able to move backwards, sometimes it felt like I got stuck between two peaks, but it might just need some getting used to to properly control it.

The unidentifed Signal by msipp27 2026-04-20T09:54:16Z

Interesting premise, but turned out quite tedious, I think it would be better if you didn't have to switch between the terminal and the main screen, also since you had the objects on the screen it would be nice to be able to select them with a mouse. I feel like you could have added another input screen where the player could take notes (if they didn't want to take out a physical one). I attempted the last 2 parts of the message, since they seemed the easiest, I got gibberish and then the method I used to figure out the gibberish, which made me feel quite bad about wasted time. Long strings of numbers are problematic since you don't know if you should read them by 1 digit or 2. I didn't see any text for the ciphers, so I assume it is at least double encrypted, which seems like torture. The audio didn't seem to fit, and was quite annoying being aggressive and starting/stopping suddenly.

Astral Pilgrimage of Sound by auxiliarymoose 2026-05-03T09:11:56Z

I wasn't sure what I was to do exactly, but I could not control the ship, the acceleration is very slow and the max speed is not and I just kept waiting and overshooting the planets.

Blacksmith's Apprentice by ellaris 2026-04-20T10:45:31Z

@japes Basically yes. The idea was to first follow the voice "now", then follow the rhythm with the other anvils (as the voice gets unreliable), and finally switch over to the visual "hotness" (since you are left alone). There is feedback on every hit, the sound (you want to get the same as the other anvils) and the amount of sparks (particles) fly after hitting. When it goes green it means it's ready to strike, so that you don't get too much wrong strikes.

I suppose it is not exactly clear which one is good and which one is bad tho :thinking:

Blacksmith's Apprentice by ellaris 2026-05-03T19:49:56Z

@andriybyelikov Yes, it went from being helpful to being distracting, from friend to foe.

Mining Deepa by ejunegao 2026-04-20T09:31:04Z

Interesting game, I liked the limited vision and the discovery signal. I had to retry it a few times to figure out what I needed to do. The upgrades were a nice progression, but getting a way to stop the robots after an upgrade felt weird, it basically felt like pure luck before that. I also think that the reveal upgrades could be a little more generous, since getting +1 vision in front, I could still spin to get extra vision around, but it was annoying (not sure how useful +1 behind you would be either). The faster mining had the potential to get you into trouble if you weren't fast enough to stop moving when noticing an empty pocket.

Mining Deepa by ejunegao 2026-04-21T11:21:15Z

@ejunegao I didn't mean that the rotation was bad, it was fine. Just when you have extra "light" only in front, you encourage the player to rotate/spin, to reveal the map, so adding +1 distance to all the sides and not just front would have a similar effect, but would be much less annoying (since you wouldn't have to "spin" to get extra vision range)

Funnel World by andriybyelikov 2026-05-03T09:44:34Z

The camera control is very awkward.

The Message by Matt Giuca 2026-04-20T10:37:09Z

Interesting game, I got the first one, although I feel there were quite a lot of frequencies that didn't do anything, and the slider movement wasn't particularly smooth (web). For the second one I don't think I fully understood what I needed to do (particularly the high/low pitch), seems like I was looking for a number, just no idea which one (since it was would be really hard to figure out the peak visually).

The Message by Matt Giuca 2026-04-20T15:03:19Z

@matt-giuca yeah, I wanted to zoom in all the way, but I felt I might not be able to see the whole pattern if I do, maybe it was unnecessary to show the player so much.

Ok, I thought I was looking for the "highest peak" on the "graph", I only listened to the whole "sequence" of peaks and not the individual peaks themselves, I didn't really expect to hear anything for a peak since the whole sequence was a fraction of a second.

Nevertheless, it was a cool experience for someone who doesn't know anything about sound.

Through the Dark Forest by tweekus 2026-05-03T08:57:29Z

cool game, I liked the ability to move around the room and interact with objects, but the focus on the telescope wasn't very clear the first time that you have to first wait for something to appear. It also lacks obstacles and the story is very short.

Signal from the Center by renovatio 2026-05-03T09:05:00Z

I got to it eventually, but still I'm not sure what I did or what was happening, it seemed like the game was restarting as the timer reset, but I'm not sure why.