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Empty Set

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202251Every 10 secondsNeon Speed Gauntletjam5433.553.532.913.123.533.152.423.05
202148Deeper and deeperAxel the Axolotl Saves the Dayjam4053.823.853.003.623.553.404.073.67
202047Stuck in a loopLoopBotsjam6053.633.433.623.883.703.202.823.27
202046Keep it aliveCustom Critter Fighterjam854.164.293.953.413.793.432.953.71
201945Start with nothingNocerojam2953.703.483.353.514.013.703.163.63

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 Empty Set

LD45 — Start with nothing

Attach-It by recursor 2019-10-21T10:50:29Z

Really cool idea, and you explored it quite a bit with a bunch of mechanics. Feels a bit clunky, though. I don't like that right/left also rotate you since that overlaps with what up/down do, and in order to move without rotating you have to sort of both roll right and rotate left. This makes it really hard to move left and right with a block especially. Also I had to mute the music since the drum beat isn't in time with the melody which is jarring.

Mastafoon! by Local Minimum 2019-10-12T09:59:53Z

Very unique game, it's cool that it's "turn-based" but your turns play out in a sort of pseudo-real-time. I managed to beat it despite being too foolish to realize there was a way to end your turn early, haha. It was a little tough to figure out the enemy behaviors at first, especially that they'd divert from their usual path if you got too close. Maybe some sort of visual indicator for their line of sight? Numbers on the balls the arch follows might be nice too to better predict its path. I think the sketchy-styled graphics are nice and suit the game, though I found the audio a little grating at times, especially in levels with the zappers.

CosmiCraft 🌟 by Random-storykeeper 2019-10-17T07:32:24Z

I like the concept here a lot - it's fun to build up your ship, become unstoppably fast, and fill the screen with bullets. Looks and sounds quite nice too.

Some critiques:

- It took a bit to figure out how to add ship parts; it would be nice if there was a visual indicator like glowing squares showing you where on your ship you can attach parts - and if the parts locked in place when you brought them close since sometimes I thought I was attaching a part but didn't put it in quite the right place and had to move and try again.

- It was on the easy side especially since the enemies don't get stronger as you do. The enemies and bosses weren't very threatening, so you can defeat them easily with just about any ship build. Once you get three guns, the enemies go down in a single hit. The bosses outrun their own bullets, so if you simply stay in front of them and reverse you can defeat them at your leisure with no danger. Bullets in general move too slowly; with just one rocket beyond the one you're given at the start you can outrun bullets. It would have been cool to see the enemies ramp up in power as you collect trophies until they're huge behemoths.

- Sometimes, especially early on when I was slow, I had to wander for quite a while to find enemies

Overall neat game and fun to play, just suffers a little in the balance department. I'd be interested in an expanded version if y'all chose to keep working on this.

Jesaouf VI by shubart 2019-10-10T22:52:03Z

Had some strange control issues, once I moved up or down I couldn't stop until I moved left or right.

VOiD by shemoKam 2019-10-12T09:08:38Z

I like the minimalist/silhouette style and the mechanic of switching platforms on and off. I think it would be cool to see that used for puzzles in addition to the platforming challenges you had. Maybe color-code the platforms with the crystals they're linked to?

A few critiques:

- It's frustrating to start the whole game over when you lose just once, especially since the first few levels aren't very involved

- I kept getting stuck inside the top left platform in the last level and having to restart. Otherwise the physics were fine.

The Idea Explorer by Sebastian-M 2019-10-19T12:34:07Z

Very visually striking game; some quite beautiful effects which can bend your mind, especially on the last level.

The gameplay was a bit on the dull side at times, however. I sometimes felt like I was spending more time waiting for platforms than properly exploring. The overall aesthetic still made this a worthwhile experience, though.

March of the Gladiators by FinalForeach 2019-10-11T04:18:01Z

Difficulty ramps up pretty quick. Maybe I don't know how to use the dodge correctly. I'm quite fond of the art style, suits the theme well.

King of Nothing by notapixelstudio 2019-10-12T11:56:22Z

Fun, short and sweet game.

Timing was a bit off for me on the HTML version, with the correct timing feeling closer to the offbeats than the on-beats. Wasn't really a problem once I adjusted to it, though.

Felt like it was unlikely you'd lose assuming you stayed on the beat, but I'm not sure what could be done to fix that within the theme - maybe just a hard mode with significantly faster scrolling, or an endless mode that speeds up?

Adventure Bag by Raphiell 2019-10-12T10:24:37Z

Fun concept, though as you admit it's quite low on content. Some items like coins and bear hide never feel useful, so the variety of useful items feels somewhat limited. However the presentation was solid and the idea has a ton of potential. I think some sort of progression would be cool for both the bag and the adventurer - maybe you get more inventory slots as you go along, or your adventurer has stats which can be powered up with certain items.

N0THING.exe by PSiv 2019-10-17T06:28:06Z

Interesting concept. Ended up getting stuck, though. Got 4 green numbers and noticed one elsewhere, but didn't know where it went or what the other 2 numbers more. After beating "time" it said I could install "time2," but I couldn't seem to find a way to do so and help didn't say anything about it. I probably would have preferred if you got all the numbers through more minigames instead of however else they were hidden, but maybe it's something obvious I'm missing so it's hard to say.

Light your way out by Suchista 2019-10-12T12:11:43Z

Spooky atmosphere and nice puzzle mechanic. You did a good job of teaching the mechanics both through the actual tutorial and via the level design introducing ideas in careful ways. Only thing I didn't immediately understand was the spots for dropping lights, which could have maybe been intuitively explained better.

Eidos by GreenRadiation 2019-10-29T16:19:00Z

I made a black hole. But it didn't do anything. Then the game reset.

Did I win? Did I lose? Was there something else to do?

CELL WARP / セルワープ by irock 2019-10-12T10:32:42Z

Short and sweet. Nice use of the not-the-theme. Good presentation, both the visuals and music. Some of the mechanics aren't super clear, though. I'm still not sure I understand exactly what it is the mirrors do, though I was still able to complete the game despite this. Maybe there could be some sort of visual indication of what they do? Would definitely play more levels if they were made.

Legends of Hobo by Cipery 2019-10-11T03:56:43Z

sick tank

Nothing In A Bar by veer 2019-10-10T23:25:07Z

Fun atmosphere and sense of humor. Selling nothing must be a pretty good business model if you can find a way to get people drunk off it.

Random Planet by Sisy 2019-10-10T23:37:42Z

I wasn't able to make much other than a giant log and a giant stone log. Was a little hard to experiment from there since I couldn't jump over the bigger things.

Barren by Whiteseraph 2019-10-20T13:42:17Z

I wouldn't say this is any less finished than the average game made for the jam.

Interesting puzzle mechanic. My one complaint is it's a bit too slow - I spent more time watching the golem thing trudge around than coming up with the solution, especially since there's no undo button so you need to start from scratch if you mess up.

Objectophile by Augustus 2019-10-29T16:13:03Z

Did...

Did I just get date raped by a building?

Unlock Hero by Plazmaz 2019-10-12T12:44:55Z

I liked the process of unlocking everything - you never knew what you were gonna get next. I had a really close call and was at 1/2 health when I unlocked regen.

Some critiques:

- Platforming is difficult since jumps are floaty, the character is a little slippery, and it's impossible to stop in the air - to land on a platform you have to jump and wiggle around back and forth until you slowly land.

- It's unclear what the hitbox of your swing is - it's much much bigger than the animation suggests. This isn't so bad once you get used to it but it can lead to taking some unnecessary damage early on.

- You get the final unlock fairly quickly, and I don't really find the gameplay from 250 on all that fun. I got to around 500 kills before getting kinda bored and calling it quits. Getting to 250 and unlocking everything was fun though.

Exit Nothing by Brice Mahier 2019-10-19T12:47:52Z

The character's very small jump made it a bit frustrating. It kinda felt like I was trying to find a way to abuse the mechanics rather than creatively problem-solve in an organic way. Small number of levels too. Interesting idea though.

Nocero by Empty Set 2019-10-11T02:56:15Z

@paulsams Thanks for the feedback and encouragement! I do intend to develop this further.

Nocero by Empty Set 2019-10-11T03:06:03Z

@finalforeach Thanks for the bug report - pretty careless oversight on my part. On the bright side, easy to fix.

Nocero by Empty Set 2019-10-12T07:08:56Z

@xakkar Thanks for the bug report. If I had been more proactive, I could've fixed it before you got to it due to another user mentioning it. Oh well. I've uploaded a 1.1 version which fixes this crash for new players or anyone who wants to play again. The crash occurred due to there being no more moves to learn, though, so if you got to the point where it crashed there may be little more to experience.

Nocero by Empty Set 2019-10-12T07:28:27Z

@random-storykeeper

Thank you for your in-depth feedback! I'm still mulling over the best way to deal with visual indicators on damage - I want to find the right balance between "feeling around in the dark" and "being told exactly what to do" so that players can learn and master the timings at a fair pace. It's hard to know if a timing will "make sense" when I'm the one who programmed it, so feedback on this issue is particularly valuable to me. I'm definitely considering some sort of visual indicator on at least some moves in the future.

Expanding the system for thinking of attacks and making it more dynamic and fun is one of the biggest things I want to do - I had a TON of ideas for it that unfortunately never came to pass due to time constraints. Attacks taking inspiration from enemy moves is one that would definitely be cool to include.

Nocero by Empty Set 2019-10-19T12:14:37Z

Thanks to everyone who has given feedback and encouragement!

@psiv I was worried about the balloon enemy - I wanted to include him because there was otherwise no specific use for the moves which specifically targeted flying enemies, but due to time constraints all I was able to do was try and make it more likely that you'd encounter him late enough that you'd be likely to have a move to hit him. Looks like my fears were correct - sorry I was so careless and you had to watch Nocero get slowly whittled down by a balloon with no recourse.

@suvrik You make a good point with your comment on enemy formations - looking back, the average enemy party size was too large, and fights have a tendency to become battles of attrition.

@peachtreeoath It's quite encouraging to me that you were able to figure out the armor mechanic intuitively - it means implementing it didn't go to waste. I really wanted to include an in-game explanation of the armor and pierce mechanic, as well as a straightforward indicator of how much armor an enemy had, but I wasn't able to do so in the end.

You Broke the Game by OlegKlishin 2019-10-11T07:36:46Z

Pretty looking game, tight controls as well. Some frustrating sections (like those accursed rats!) but satisfying once you beat them. Overall enjoyed it, quite well-polished.

You Broke the Game by OlegKlishin 2019-10-12T07:15:48Z

@suvrik I think the rats are good as a standalone challenge. It's fun to see a platformer enemy try to actively outwit you and avoid being jumped on, you don't usually see that. However, they sort of demand your full attention since they are difficult to predict, and it's tough to try and deal with them alongside other challenges and hazards, such as in the final level with the gauntlet of enemies guarded by birds. Perhaps you could adjust them to decrease their "reaction time" so to speak? I.e. they can only make decisions every so often, which could let a skilled player exploit their AI.

Redbeard's Return by civmaniac 2019-10-20T17:24:51Z

I liked the cute art style and the way the story was presented with no text. I'm not sure why the consensus seems to be to hate the music; sure, it's not great, but it suits the game and doesn't hurt the presentation in my opinion.

I felt the gameplay was a little on the boring side, though. There were some empty screens, the reefs posed no threat, the sharks were effortlessly dispatched with the oar, and past tricking the monkey with the coconut every task was just bringing something to somebody. It could have been a little more engaging with tougher challenges or puzzles.

LD46 — Keep it alive

What A Dig Move by zgragselus 2020-05-04T20:25:37Z

I did it! Good jor.good jor.jpg

Tamago by brunosly 2020-05-05T06:37:41Z

I like the concepts here. I think the pace is a bit too slow - the board/map is quite large and empty, and the fact that the enemies only move 1 tile per turn is awkward, since you end up putting your units where you want them and then repeatedly pressing "end turn" until they finally get close.

It would be nice if there was an indication of whether each unit had acted yet, plus maybe make it so your turn ends automatically when they've all moved - I was often unsure whether there was more I could do this turn or not.

Soda Pop Vampire by neontropics 2020-05-05T06:24:21Z

I like the low-poly aesthetic and the unique color design. The characters are a little weak but the world looks great.

I don't understand why the camera moves with the mouse - it doesn't feel natural for a top-down game and it's very disorienting. I think a static camera would be just fine.

It was fun to try to weave around the enemies, but the game was a bit punishing since the instant you're spotted at all you die and the time limit means you don't have the luxury of being patient and waiting for the right moment - I'm not sure if the strict time limit and the stealth-ish gameplay worked together.

Advise the King by Arden 2020-04-24T00:22:42Z

Really great submission! I'm incredibly impressed with the amount of polish in the visuals, music/sound design, and the game in general given the time constraints.

The concept is really interesting, but I think (entirely understandably due to being made in 3 days) it wasn't really expanded upon enough to really "click".

One of the things that makes deckbuilders shine is finding interesting interactions and synergies between cards, which leads to being able to build different deck archetypes each time. That feels kinda absent here - card effects were pretty much independent of each other, and the only consideration I made as to how to build my deck was making sure I didn't have an unhealthy proportion of 2-energy cards. This also meant that decision-making was on a per-turn basis - I mostly only ever had to think about what to do with a particular hand, rather than thinking about future turns and the status of my entire deck.

I think a few simple card- or energy-management cards would get you a lot of bang for your buck in order to help with this. Cards that modify (or have conditional effects based on) your next action would be cool too and have a lot of potential - for instance, something like "If your next move captures a piece, draw 2 cards" would be nice. I noticed you requested card ideas, and I think this is a really fascinating game concept, so there's a good chance I'll brainstorm some and drop 'em in there.

Toilet Paper Gardener by MaiMai 2020-04-25T23:58:19Z

I like the look of the game and the concept could be interesting.

However, unless there was something I was missing, the progression through the game was waaay too slow, and it very quickly got so dull that I had no motivation to continue. I got past the first two delivery requirements, but then got to the third one where you needed to get the bamboo. As far as I could tell, the max I could grow at a time was weed toilet paper in 2 toilets, which I had, but the profit margins on this was absolutely tiny. After keeping at this for about 20 minutes, I only had around $50, and in order to even begin growing bamboo toilet paper for the next goal, I'd need $250 dollars for both a bathtub and the first bamboo seed bag. I figured this would take me well over an hour, which was not remotely worth it especially given the fact that the gameplay largely consisted of watching plants grow excruciatingly slowly. It was also frustrating to have to repeatedly click on the computer, close the order window (which for some reason opens automatically) and navigate to a menu just to sell for measly profits.

I think this game could've been interesting if the pace was much faster and/or automated, and if there were interesting economic/strategic decisions to make, but as is it seems like it's just grinding. It makes me wonder how this was playtested, unless there is some feature I completely missed.

Bump N' Jump by beanslasher 2020-04-26T01:14:48Z

The timing was very difficult because of the main character's floatiness and the high acceleration of the platforms. It would be a lot easier to time if the platforms moved at a constant speed. It was also sometimes hard to tell which side the platforms would come from - maybe some sort of visual indicator of this would be nice on the side of the screen.

Keep it Fire by Mykola 2020-04-30T22:05:41Z

Neat game with a nice concept and aesthetic. The graphics were pretty good, though it's a bit of a pet peeve of mine that the pixel art foreground and the background were at different resolutions and that objects would sometimes be at sub-pixel positions relative to each other.

While the jumping felt fine in terms of gravity and speed and whatnot, I had some gripes with the movement and physics in other areas. Some of the collision seemed glitchy and inconsistent - sometimes I'd get stuck partway on the edge of a platform; sometimes if I pressed against a wall when falling, but other times I'd slide off.

The dash/sprint move was confusing to me at first. I initially thought it was a sort of air-dash move, but then I realized it was more of a sprint/speed boost with a cost the longer you hold it for. I think I was probably confused because of how fast it is and how it's mostly useful when used mid-air, which is kinda contrary to the idea of a "sprint".

Nice game overall, keep it up.

Never Gear Up by Moandor 2020-05-05T07:09:30Z

Nice game! I like the aesthetic a lot, though I'm not sure how I feel about the robots having a pixel art look and the UI being more realistic. The battles look (and sound) really great. The randomly-generated enemy names were charming too.

The balance is kinda weak, though that's understandable given the short amount of time. Speed felt like an overpowered stat - I invested in good legs early and was able to beat most enemies before they got the chance to even get a hit in. It didn't feel like enemies scaled much if at all over time, so before too long you get to the point where you're unstoppable and can just pick the highest bounty enemies in order to grind for even better gear.

There were some parts I was confused about - the starting equipment looks the same as the highest tier equipment, and you say in the description you start with "overpowered gear," but it definitely seems like even the lowest tier of buyable gear is a significant upgrade over the starting stuff. Also, I got the impression your robot was supposed to be nameable, but I couldn't find a way to do it.

Despite iffy balance it was still fun to play. I think this has a lot of potential. Good work.

Root Quest by thebreakfast 2020-04-29T01:24:50Z

I really like the aesthetic of the root's trail following behind him, especially on the overworld. Although it looked cool, the overworld being devoid of any threats or clues as to where to go means you kinda sorta just have to wander, but it's not too hard to find dungeons pretty quickly and it's fun to make shapes with your root-trail.

The platforming and especially the attacking was a little rough around the edges. It was frustrating not being able to attack in the air, and it felt like there was a sizable window after landing from a jump where you still can't attack, which was annoying because there are many jumps where you need to land on a small platform with a worm and then immediately attack it.

I like the creepy-cute design of the main character a lot, though he's small and kinda tough to see in-game.

Nice entry, keep it up.

Cat Shelter Simulator by Fat cat 2020-04-30T21:20:05Z

Nice game. The cats are cute and their eyes even seem to glow in the dark like real cats!

I think it stretched on a bit too long, though - at about 10 days left I felt like I'd mostly seen it all and only continued to the end of the month because it seemed like the best stopping point. The music got pretty old by the end too.

There were a few minor glitches, like cats clipping through the edge of a wall, and cat names not displaying correctly if you click between cats without deselecting them first.

Overall a very comfy game - naming the cats and taking pictures of them were nice touches.

KungFu Grandpa by YiNian 2020-05-05T06:19:28Z

The balancing gameplay is fun and simple but takes a while to properly get the hang of, which is rewarding and keeps it from getting stale too quickly. It was fun to try to survive for as long as possible in training - but there weren't really any tangible rewards for doing so. It would be nice if you gained exp faster the longer you survived in a single training session so there was more of a punishment for losing and more of a feeling of progression to mastering the controls.

I think the pace of the game was a bit out of whack - it quickly becomes very time consuming to gain levels, and the enemy fights ramp up in difficulty very quickly. I ended up quitting after I beat the second fighting round because it didn't seem worth it to go for the third. I think there should be a bunch more rounds of fighting with a much shallower ramp up in difficulty - I could easily see the current 3rd round being the 10th round.

The pixel art graphics are nice - I like Grandpa and his poses a lot. My only gripe is that some stuff like the text isn't in pixel style.

Orbital Stations by Rafa Braga 2020-04-29T04:10:07Z

Interesting piece of art - the minimalism in the gameplay (just holding right) shifts the emphasis to the aesthetics, mood, and world. But I had trouble feeling immersed in the game. Julia would occasionally say things that didn't correspond to what was on screen - i.e. mentioning a large number of passengers despite no visible passengers in the game, or commenting on the sunset when there was no sunset. In general, the theme of a long journey visiting many destinations was undermined by every location looking very similar and no time appearing to pass. Julia's unchanging smiling face was often at odds with the sort of things she was saying, and her use of slang and emoji felt out of place. The lack of an ending, with the game just looping at the last station and Julia repeating her final, ominous line about endings was off-putting and dissatisfying - in a game ostensibly about sticking with something until the end, the lack of an end didn't feel right.

While the immersion was weak, the music fit perfectly and the art was pleasant - the train was particularly strong. I like the way light appears to reflect off of it in much the way it would on a real moving train - that must have been a difficult effect to nail down. Though, I would've liked to see a few different looking locations in order to see more of your pixel art skills.

Custom Critter Fighter by Empty Set 2020-04-24T01:42:50Z

@morcado Thanks for the feedback! I wanted to put in sound effects (my sound guy even made a bunch for me) but due to my poor time management I didn't have time to include them.

Custom Critter Fighter by Empty Set 2020-04-24T01:47:13Z

@ordineu I'll keep your comment about level length in mind. The levels scale in length based on their difficulty rating, and looking back I might have made them scale a bit too extremely, especially given that higher-difficulty enemy formations tend to last longer.

Custom Critter Fighter by Empty Set 2020-04-29T20:15:47Z

Thanks to everyone who left feedback!

@rafa-braga Thanks for the advice about the music - since the game can be played for a fair amount of time, there being only 3 tracks can get a little old. I think I'll plan on adding a bunch of new stage aesthetics and getting music to go along with them so you're not just cycling through the same 3.

@thecritterscove I'm quite embarrassed about the title screen - it was thrown together very very quickly at the last possible moment. Sound effects are high on the to-do list as well (in fact, I've already implemented most of them in a post-jam build I'm working on)

@mykola Thank you for the high praise! I am continuing to develop this - I'll probably resurrect my twitter to post updates about it before too long. At the very least I'm planning on making a post-jam build that implements everything I envisioned implementing during the jam, and then from there decide whether to scale it up to a full-on game. Oh, and on the topic of boss fights, that's high on my priority list too - I want to have a bunch as might be expected from a roguelike progression style.

The Fading Fire by LudumDareDevil 2020-04-29T02:17:18Z

Fun little game. I like that you can get different jump heights based on how long you hold the button. Platforming felt pretty good too - not too floaty like I often see. Getting more jump height at the cost of being faster and harder to control when you touch water and shrink was a cool trade-off.

The only problem with the physics I had was I sometimes got stuck halfway on a platform - like, the fire dude's chin would land on the platform and he'd get caught. Sometimes I could get up from this but sometimes I fell and died. I'd suggest trying to find a way to make your character collide with solid objects like the ground based on something other than his sprite.

I thought it was a little weird that you used the mouse button to shoot but you couldn't aim - for a while I kept trying to shoot in the other direction than I was facing by clicking on that side. Not really a problem once I got used to it though.

I think the enemies took a few too many shots to kill, and it wasn't clear to me at first if I was actually dealing damage. It would help if there was something like a particle effect when they got hit - or maybe they could shrink like you do when you get hurt by water! I also think it would be nice if you didn't die to them in one hit.

Overall, nice entry and impressive work for someone your age. Keep at it!

Super Simp Boy by FudgeFiddle 2020-05-05T06:48:15Z

The physics were much too floaty in my opinion - especially since your horizontal speed/acceleration is so high. You can cross the *entire width of a screen* in just one jump. This means you spend an uncomfortable amount of time waiting to slowly float down. The walljumps are a bit strange - they feel more like a wall climb rather than a jump, though wall climbing can work fine depending on the level design. In a game where platforming is essentially the only gameplay (no combat of any kind, minimal story, no other significant features beyond collectibles), it's hard not to be particularly harsh on the physics - those really have to feel right if they're gonna be the meat and potatoes of the game.

Untitled Tree Game by Raphaeltan 2020-05-05T07:10:08Z

I'm not sure I get why there are so many controls, since just mouse rotation and zooming is usually enough. I don't like that the camera is spinning by default - it's disorienting and doesn't seem to serve any purpose. Luckily I figured out how to turn that off with +/-.

The atmosphere of the game is nice and calming, though actually playing it is surprisingly stressful. The random growth of branches makes it feel like your success is a bit random at first - sometimes I'd get my first two branches too close to each other and it felt like there was no choice but to just cut both of them. Everything grows rather quickly, too, and sub-branches are often obscured by leaves, so rather than making a careful analysis of the tree and being very careful with my decisions, I often felt like I was scrambling to try and cut branches on instinct, especially due to the fact that once the tree starts to noticeably fall, its likely much too late to do anything about it. Some sort of indicator of the tree's current balance, like an arrow on top, would help a lot.

DEATH by Rainbows are Fun 2020-04-28T21:27:45Z

Interesting and unique concept. Though, once I got the rhythm down and had a pretty good run (~95 years) I didn't have any inclination to go back for another go.

I definitely think it could've used some better and more intuitive feedback as to how you should modify your rhythm - just "go slower" or "go faster" is often too vague to be useful. Often, it would tell me to speed up, so I'd speed up, and then the person would die before another message appeared. Did I not speed up enough, or did I speed up too much? Rather than the in-game messages, I moreso just learned the rhythm through trial and error. I think some sort of meter, or visual effect with varying intensity, or something along those lines which conveys not only whether your rhythm is too fast or too slow, but by how much it's too fast or slow, could be really cool.

I must say that viewed as a pure "game" it's definitely on the shallow side. Viewed as a piece of interactive art, on the other hand, I think it fares much better - but the fact that you seemingly didn't make the art assets yourself hurts a bit when considering the game in such a category. At the end of the day, though, as critical as I've been, I do hope you continue to make pieces like this one.

Something is fleshy by Papasucre 2020-04-29T01:36:53Z

Nice concept and really neat visual style. A bit tough to figure what's going on at first, but with some experimentation and common sense about what organs do it doesn't take too long to put all the pieces together.

The physics and platforming were a little frustrating at times - the rounded edges on platforms and low ceilings made getting around stressful sometimes.

I think this would be sick as a multiplayer game (though not going that route for the jam was probably the right call) - I got big Lovers in a Dangerous Spacetime vibes from the concept and style.

Overall, very solid entry. Nice work.

IN THE ANCIENT RUINS WITH AN IDIOT by LeonardoMarques 2020-04-28T21:28:09Z

You have a good idea going here with some neat mechanics - but as is, the game is just not fun to play. The pace of the game is too fast - the player feels a little too fast, and the "idiot friend" is too fast for the moving platforms (and too fast in general), and he starts moving the instant the level starts, so you don't have any time to get your bearings. Even just a two second pause before he starts walking would help a lot. It's confusing and frustrating that both your position and his position reset when he dies, but only your position resets when you die - most of the time, it means when you die, you just have to wait for him to die too because it's already too late to save him. The hitboxes for the pits and arrows are a little too big - I often died just by brushing up against a pit or just by being near an arrow. All of these things combine together in such a way that the game requires an unreasonable amount of precision.

It's particularly frustrating because it feels like this could become a truly solid entry with less than an hour's worth of tweaks - the mechanics, the graphics, and the level designs are all there and really solid (good work on all that), but it just doesn't feel fair and fun to experience those nice things because the balance is just not there. This makes it difficult to decide how to rate since it feels so close but yet so far from being a great game.

If you decided to work on this post-jam, I think it could be really cool. Iron out the balance and speed issues and add 30+ levels and it would be awesome.

water it by monblu 2020-04-29T04:55:48Z

I didn't have someone to play co-op with, so I can only comment on the single-player.

Everything works smoothly, but it does get dull quite quickly once you figure out the way the elements are balanced. There's no reason not to hold the plant at all times, and there's little incentive to kill enemies - killing them wastes precious water, they respawn almost immediately, there are never more than two of them, and you can outrun them. While you DO get more points by killing them, since the game is easy and unchanging enough to be played indefinitely with little risk, there's no incentive to rack up a high score.

The text boxes and effects like the enemy trails looked snazzy, the music is good, and the minimalist objects didn't look bad, though almost everything being a square was a little bit boring considering the underlying game was on the simple side too. Other than not being particularly exciting there aren't any glaring flaws, though, so nice work especially considering you said you only did this in one day.

Yobuds by noahnewline 2020-04-24T01:37:23Z

Nice game! It's simple, but very cleanly executed, charming, and fun. I do think it could've benefited from a bit more variation, though, like one or two more types of hazards in addition the carrot missiles or something. All in all solid entry though.

Garden Mayhem by MajinBuuBop 2020-04-26T00:33:56Z

I think the controls were a questionable choice. I don't think WASD + mouse controls is a sensible control scheme in a top-down game, since they interfere with each other. Sticking to either moving with point and click or just moving with WASD would be better in the future.

I think plants die a little bit too quickly, especially since there are five slots for plants but it's difficult to use more than two at once, and if your first plant dies while you're still trying to figure out what to do, you have to restart the whole game.

LD47 — Stuck in a loop

Time to Run by Joror 2020-10-14T04:49:48Z

Cool game. I liked the monochromatic color scheme in general, but the enemies and player were hard to see against the background since most everything was the same shade of grey. Teaming up with (and sometimes accidentally killing) clones from the past was fun. The shooting controls felt a little awkward, it seemed like in order to aim I had to wait for my arm to line up with where I was aiming and it would sometimes wobble a bit before getting steady.

Hara Kiri by marvalgames 2020-10-17T08:31:41Z

The movement and the combat felt really awkward, to be honest - it takes a really long time after you press a direction before you actually start moving which makes it almost impossible to make precise movements during a fight. The main attack is also really slow, the animation looks glitched, and the hitbox seems really small and unclear. My strategy for every enemy was to just walk right up to them and hold down the left mouse button, because anything else seemed impractical.

The aesthetics of the game were cool, though I might have appreciated them more if I knew who my character was supposed to be and what this cool looking world world was.

I got to level 8, went back to the beginning of the level, and touched the glowing spot there, but after that I didn't know what to do. I thought I was supposed to click the right mouse button, but nothing happened.

Johnny Lootem's Going Loopy! by Mr_Field 2020-10-16T02:15:56Z

Excellent game. The movement was at just the right level where it wasn't too easy but didn't feel frustrating. I like how fast you can go if you want to. Maybe it takes *sliiightly* too long to slow down after you've been going really fast, but then again that being true dis-incentivizes zooming around all the time which might be a good thing.

Being able to buy upgrades with score between plays was cool, though I didn't explore it much. I just bought the 'increased starting HP' one on my second try and managed to win.

I think extra lives were maybe a little bit too cheap to buy; once I got the upgrades I wanted and could spend all my scrap on lives if I wanted, I felt like I wasn't really in any danger of losing. More weapon upgrades might've been cool too.

The boss fights were pretty intense. It was fun to have to go from chasing the boss down to turning around and running for your life when it decided to change directions. The last phase was a lot of fun - I liked the surprise change in the boss's design - gave me Sinistar vibes. By that point, I had a good enough grip on the controls that dodging his big red attack was doable but still hard, which was rewarding.

The graphics, music, and sound effects were all great and polished.

I think you successfully distilled the fun and charm of old shmups without getting bogged down in some of their more dated mechanics which can make them frustrating today. Overall, really great work.

RING LANCER by juegoman 2020-10-09T11:53:37Z

Fun and simple game. I felt like the enemy HP was a little too high and it took a long time to kill them, especially when there was a lot of enemies and it was hard to tell which ones you had already weakened.

The dash and the ability to slow down didn't feel particularly useful - I think it would be fine if you just went full speed all the time, without having to hold forward, unless other hazards like spikes or other obstacles in the stage were added.

It might've been nice to have some sort of feeling of "progress" like having the game be divided up into "stages" or something - I only replayed the game once to try and get a better score and then I mostly lost interest.

The music and graphics were cool, though, so I think this has potential to have more depth. Good work.

Hamster Simulator by ruthiepee 2020-10-17T09:23:00Z

Incredibly adorable game. The art style and animation are clean and super charming.

It is a bit on the shallow side, though - not much to do once you've watched your little hamster do all three activities. Even when switching between the three things, the little hammy-dude just teleports from place to place instead of moving there. The simplicity is understandable since you made it in just 1 day - but the game was so cute that I wanted to spend more time with it.

Good work!

CODE:WELL by superpatch 2020-10-15T11:53:04Z

The first thing I did when I played was explore to the edge of the first map and then I ended up falling off the map endlessly.

I restarted and explored and I couldn't figure out what to do. Then I input a bunch of codes into the code thingy with the 9 buttons. After trying a bunch of random codes I got teleported to a polka dot world.

In the polka dot world there was a monster so I whacked it with my stick until it made a noise and the number in the corner went up.

Then I flew over to another platform with more monsters (apparently I can fly?) and I killed them and made the number go up more, except one was immortal so I left.

Then I flew around some more, and there was a rock that maybe had a code on it (but it didn't look possible to input since your inputs had to be orthogonally adjacent I thought?) and then I fell of but this time when I fell off I got teleported back. But then I didn't know what to do so I quit.

I don't really know what I just experienced.

Charlie's Routine by Pedro Henrique Cesar 2020-10-09T05:47:01Z

The aesthetic is quite nice. The graphics are simple yet effective and quite charming. I like how the colors change when you get the email. The music you chose fits the mood.

It was a little frustrating trying to find where to do all the tasks in the monotonous office - maybe an arrow indicating where to go would help? I also had some issues getting the scanner to work, but somehow it worked in the end. Maybe I was just doing something wrong?

The part where you have to kill everyone feels a bit unfair. The security guards kill you in one shot, it's impossible to dodge their bullets, and they shoot the *instant* they're on screen, if not *before* they're on screen. It's pretty much impossible to shoot them on reaction. I had to use a combination of shooting them while they were offscreen which felt cheap, and then taking cover near the middle and waiting for them to come to me. It probably wouldn't be that bad if you could quickly retry, but having to go back to your computer, watch the cutscene, and then walk over and get the gun made it more frustrating.

Overall a short and sweet game, good work.

ouroBOOros by NekuSoul 2020-10-11T09:31:56Z

Really unique concept here - never seen anything like it. Of course, the influence from classic Snake games is apparent, but the gameplay and main mechanic here is completely different.

I liked that the ghost was intangible to just about everything - it meant that you didn't have to worry about getting rocks 'stuck' in corners or whatnot, and could just focus on how to manipulate the snake.

Some of the graphics are a little unpolished but the overall aesthetic is solid.

Sometimes, the snake would stop moving and I wouldn't know why, or the snake would behave in strange ways that I didn't expect, which sometimes made puzzles tricky since the snake's decision-making algorithm wasn't obvious. However, I'm not sure how to fix that, since "always trying to reach its tail" is kind of just inherently a vague goal, but the game depends on it.

Overall, great work.

The Magic Steak by chispaLBC 2020-10-09T07:15:38Z

The art is cute, especially the main ferret character.

The ferret's acceleration felt a little fast to me, he hits top speed right away and turns around on a dime which took some getting used to.

The levels repeating and getting harder fit the theme, but made the stages a little bit monotonous, especially by the second set of stages.

Loop Frogs by GaryS 2020-10-08T02:43:56Z

I like the cute graphics. Really clean looking.

I also like the sounds the frogs make, especially when they die.

A few times I ran into a bug where the green frog's actions didn't follow what I did exactly - I wasn't able to tell why. Must be a discrepancy somewhere between how the frog responds to your inputs versus the saved inputs. Only happened now and then, though, so not that big a deal.

Nice take on the "looping actions" mechanic, and great work overall.

Loopyman by Peter Jonsson 2020-10-09T07:24:43Z

Neat little game with a main mechanic I haven't seen before. Graphics are simple but effective.

I don't really understand the spikes - it seems impossible to anticipate what the timing is going to be on them. I either avoided them completely or only got through based on luck.

Overall, nice work.

Tokamak: Fusion by Schuster 2020-10-09T06:14:06Z

Neat little game. Took a little bit to get used to because the curved track made it a little unintuitive where the incoming orbs were. The orbs seemed totally random rather than being generated in a way to make it possible for you to get all of them, which was sometimes a little frustrating since it felt like I had no choice but to miss a bunch.

I think this could've used a *little* more depth - just orbs of two sizes and no goals to work towards made me lose interest pretty quickly. Maybe stages that ramp up in difficulty or some sort of upgrades or something along those lines would make it more engaging.

SPACELOOP by gwinnell 2020-10-17T09:38:31Z

Neat game. I'm quite fond of the aesthetic.

Somehow it felt strange that you could only shoot in front of you - then I realized it mostly felt that way because you could click to shoot. I guess my gamer instincts tell me that if I'm clicking to shoot, I must also be aiming the cursor to shoot - but I switched over to using the Space bar to shoot and suddenly it didn't feel weird any more.

I couldn't quite get the hang of the perspective - I was often pretty sure I lined up a shot then moved out of the way, only to both miss and then crash into an asteroid. I'm not really sure what was wrong. Maybe it would help if the incoming objects and your bullets left more clear trails behind them to show the perspective? More than one reticle (like, three or so down the trail) would probably help a lot too. I think relying on the reticle to aim actually messed me up since it was further away than any of the objects were.

The music and sound effects were solid.

Good work overall.

Pip's Journey by JemSmith 2020-10-16T08:54:44Z

Neat game. Maybe a bit on the easy side since the enemies will rarely ever move except to attack in a few cases. The idea of 'the world beyond the chessboard' was cool and definitely has a lot of room to be explored.

I liked the graphics, but the chess pieces were iffy - it's pretty clear they've been downscaled (somewhat messily) from somewhere even without you mentioning it in the description. Would've preferred hand-crafted sprites in your style - but maybe you ran out of time?

Overall a fun experience, good work.

The Dusty Work by Bugord 2020-10-09T06:24:14Z

Really nice game! Short and sweet, but not *too* short. Starts out deceptively easy, but the last level takes some real thought.

The graphics are clean, coherent, and cozy.

The only critique I have is that it took me a bit to figure out how the fans worked. Maybe a visual indication of what they were doing, like a wind effect, would help.

Overall, really nice. Great work.

Stuck in a (Time) Loop by staircase27a 2020-10-14T05:05:44Z

Simple-looking mechanic but some cool puzzles. Definitely more too it than meets the eye. I managed to get through to the end, and I even completed the last level on my first try (by some fluke, lol)

The movement was a little bit sluggish, though in a way that helped with the timing. It would probably be just fine with slightly higher acceleration and maybe slightly less open levels.

Could've definitely used more visual flair and some audio to spice the game up, but the mechanic was interesting enough that the simple graphics were fine.

Schrodinger and the Quantic Forest by Elrric 2020-10-06T22:35:30Z

The mechanic of different versions of the same level is interesting. However, I wish there was some sort of indication of which 'version' of the level you were in, maybe like some sort of color palette change or something to correspond with the colors of the portals. I often felt like I was progressing via guessing until I happened to succeed rather than puzzle-solving. Maybe color-coding the enemies in some way to correspond with their effects on portals would be nice too to make it less about guesswork.

The enemies are a bit frustrating to fight - they're small and hard to hit, move quite fast, change directions on a dime, and they shoot without warning. I often tried to kill them while they were offscreen so I didn't have to worry about entering their range. It wouldn't be a big deal if you just fought a few throughout the game, but since a lot of the levels revolve around killing them over and over to change dimensions, it becomes somewhat frustrating to fight them repeatedly.

As a pixel artist it's a bit of a pet peeve for me that you used different pixel sizes for different assets, and some were scaled in uneven multiples so they looked distorted. I'd suggest picking a scale from the start and scaling every sprite the same way. The spritework itself is quite nice, though.

Overall, nice entry. Good work.

Stuck on Loop by Britt Henderson 2020-10-06T23:13:02Z

Had to rename the data folder on Windows to get it working, but figured it out. Might want to upload a fix.

Cute little game. There were a few times when I was unsure what to do but I ended up figuring it out and getting off the planet. The music was nice but did get a little repetitive.

Snek by Nyunesu 2020-10-11T08:58:22Z

Really unique mechanic that I've never seen before. The graphics were good and the music fit the mood of the game. The atmosphere was really solid overall. My only criticism is some of the puzzles felt a little bit repetitive. Great work.

Edge of Victory by LCStark 2020-10-09T06:47:22Z

Really tough game - I was able to clear out most of the bottom half of the map after a few tries but I came nowhere close to winning.

It kinda felt like it was missing some basic RTS mechanics - only being able to control the drones by setting a single rally point felt a bit primitive and awkward. I really wanted to be able to click and drag a box around them to select them and send them to do specific things.

I think the simple, Asteroids-esque graphics worked well, despite being basic.

I could see this being pretty cool if it got fleshed out.

Hold "A" To Win! by 420blazeit 2020-10-09T23:36:48Z

Well... the idea of "breaking free of a boring gameplay loop" did feel sort of undermined by the fact that there was nothing to do outside of the loop other than jump in a hole. It would be funny to see this sort of satire on pay to win games be expanded, though.

Soccer Loop by FreshD 2020-10-11T09:10:00Z

Neat game. It was cool how if you got multiple goals per round you could build up a buffer so that you could afford to lose later rounds. Though, it wasn't really explained in-game, so you had to figure it out yourself. It was also a little bit tough to tell when exactly the round was starting. Some sort of "Round X Start" message center-screen could be really helpful for differentiating between new rounds starting and new attempts of the same round. Once I figured out what was going on, though, it was pretty fun.

The little robot sprites were cute and looked great. I agree that the game would've benefit from a few sound effects here and there.

This was a fun one, good work.

Octoloop by sockpuppetcow 2020-10-09T23:46:28Z

Fun game. At first I didn't realize you could jump so I had a really hard time, lol. Being able to jump but only being able to move via the rotation physics made me rewire my brain that's used to conventional platformers which was a fun and fresh experience.

I agree that gyro controls would be great here.

The stages get a little bit monotonous by the end, but props for making a good amount of them.

Portal Madness by Raniere 2020-10-13T09:22:25Z

Took a bit to understand what was going on. I still don't really understand why you can see other rooms adjacent to your room; since each room is identical, and the portals seem to be completely random, it isn't informative to be able to see the other rooms.

Ultimately the game just comes down to guess-and-check and memory. There aren't any hints as to what the right path is, and there aren't any distinctive features of the rooms, so you can't even use things like mnemonics to try and remember the right path - you just have to do it by brute force, or by using Notepad or similar to record the right path.

To be honest, I think more thought would have to be put into this for it to stand as it's own game. As it stands, it's just thoughtless guess-and-check gameplay.

Record Runner by unplugred 2020-10-20T11:59:15Z

The number of grooves, the mouse controls, and the curved approach of the notes made it pretty hard to line yourself up right - it ended up feeling like neither an action game nor a rhythm game, especially since your own movements weren't limited to the music or the beat at all. It's an interesting idea but I just didn't feel immersed in the music like a great rhythm game can make you feel.

Regguman by NinjaCatz 2020-10-14T09:08:22Z

I like the concept of using things as your head; Legman is a fun character. I really dig the surreal and slightly unsettling vibe that the whole game has. The pixel art is really clean too. I think there's a ton of potential here.

However, I have to be a little bit hard on it from a game design perspective. I don't think I *ever* would have beaten the game without the walkthrough - it felt like one of those really old point and click adventure games in that sense. The very first line of the walkthrough had me thinking "how was I supposed to figure any of that out?" Some design decisions made parts harder to figure out than they maybe should've been. The confusing, non-linear, mazelike doors meant that just getting around was challenging, which somewhat discouraged experimenting with item combinations in other rooms since it was a hassle to navigate. Another example is that "using" the light plant doesn't seem to visibly *do* anything, and just *having* it seems like it should be enough to explore the dark room... but you still have to use it? I wasn't even sure what it did, exactly, but I got the key.

Anyway, still a solid entry with a really great aesthetic. Good work.

Lily The Bee by Vivien Fargette 2020-10-14T01:46:33Z

The art is very cute. I especially like the pastel color palettes.

The bullets Lily shoots are a bit small and difficult to see. It's a small detail, but it's a little bit frustrating that you start at the side of the screen and have to try and chase the enemies - I wish you started in the middle.

The time slowdown feature is cool and fun to use.

The game could definitely use some more variety - it gets repetitive pretty quickly.

Overall a charming game.

Memorial by thevinter 2020-10-14T23:51:21Z

The movement is a bit sluggish which makes it take a bit longer to get through than it probably needs to - especially alongside the fact that dialogue is unskippable (as far as I could tell). So, I didn't feel compelled to go back and see the other ending. The jumping/gravity is on the floaty side, but it doesn't matter much since the platforming isn't really important to the game. I did encounter *some* collision issues but luckily I never had to reset or press M to get unstuck.

The art direction was effective and I liked the monochromatic palette. The art assets themselves were a bit inconsistent with some being a little sketchy, and/or distorted/pixelated from being scaled up by a big factor. The game had a really nice atmosphere overall.

The story was interesting but a little hard to understand on its own. I don't think I would have understood the significance of what I was doing without reading the description. I found myself more invested in the post-apocalyptic setting than the relationship drama storyline, so I was a little bit disappointed that only the latter got explored in the end.

Labyrinth Looper by RegularSalamander 2020-10-12T23:23:16Z

Cute game. The lighting mechanic looked cool and was fun. The graphics are simple but polished and do their job well. I liked the risk-reward of only being able to hold one item at a time, so you have to drop your shield to unlock doors, etc. Could've used a few sound effects.

Good work overall.

Stuck in an inner tube! by UkuleleFury 2020-10-13T09:50:55Z

I really like the mechanic of bouncing off walls. At one point, I got to a section I thought was impossible, but then I realized that bouncing off walls could get you extra height, and everything clicked. It's really fun to bounce around and see what you can do.

I think the movement could use a *little* more polish, especially since the movement is the core of the game. I only spent a short time with the game, but I felt like acceleration was a bit to high given your top speed, and deceleration was even sharper.

I'm not sure if the "endless climber" type gameplay is the best fit for this mechanic. It's a pretty chaotic mechanic, it's fun to experiment with, and it's a tad unpredictable - as a result, I often ambitiously tried a fancy maneuver only to pathetically plummet to my death and get set back a fair deal. More of a sandbox-type world where you're free to explore and practice your bouncing abilities might have been more fun in my opinion - or even just removing the rising death floor and punishing you with having to climb back up instead of dying. Just my two cents.

At any rate, fun game with a cool mechanic. Good work.

AXIS LOOPER by Eduard Hauer 2020-10-15T12:14:27Z

I didn't understand what 'warp' meant at first so I was very confused in the first level.

I'm not sure why the character can fall over and end up sideways - is that intended?

WASD was a little bit awkward since you didn't need the mouse - I would've preferred arrow keys personally.

The 2-measure 1-instrument music loop gets grating very quickly, to be honest.

Amusement Shark by No Grapes Games 2020-10-07T00:34:23Z

Nice little Kuru Kuru Kururin clone. Pretty good amount of levels for a game jam game, too. The characters are cute, I get big 2000's Visual Novel vibes from them. The difficulty level is good - it gets tough but doesn't feel unfair. I feel like the difficulty curve was a little off with some later levels being easier than earlier ones but it's not that big a deal. My only complaint is that some of the visuals clash a little bit with each other; otherwise, great job.

Hamster Simulator by snowinn 2020-10-06T23:50:53Z

Fun and simple game. Got to over 1200m total distance. Would be kind of nice if there was some sort of goals to work towards to give you a sense of accomplishment, e.g. some sort of achievements so you can have goals but the game is still open-ended. It's fun just to watch the pixel hamster get faster and faster. I found it funny how intense the music was for a game about a hamster wheel.

Dungeon Loop by radgegames 2020-10-07T00:19:15Z

I also ran into the problem where I would randomly take damage for seemingly no reason. Maybe there were spikes that weren't showing up for some reason?

I think the WASD shooting and the projectiles were a little bit awkward.

Nice work for a game where you made all the assets yourself.

The Nightmare by SaltFactory Studio 2020-10-09T12:12:04Z

Really creepy game and atmosphere. I never really understood the enemy monster or its movements - it kinda seemed like it just appeared at random. You did a good job of engineering a scary mood.

LoopBots by Empty Set 2020-10-06T04:25:04Z

Thanks to everyone for the comments!

@honey-pony Thanks for your detailed response!

Your feedback on the UI is useful. If I develop this further, I think I'll need to develop a more robust menu system so you can clearly choose what you want to do so you can, for instance, choose between "Complete Loop" or "Abandon Loop" or "Continue Loop", etc.

The reasoning behind the time limit is because I felt like there needed to be a fail state - otherwise there wouldn't be much pressure to do well, and dying from losing your hp didn't feel like enough. I tried to work in "exploration time" into the time limit so they weren't too stressful. I'd like to implement a way to record your best times so you can keep challenging yourself - but I didn't have the time.

LoopBots by Empty Set 2020-10-13T06:45:28Z

@fish-sticks As mentioned in the description, I'd strongly encourage playing the in-game tutorial in order to learn how to play - I imagine it would probably be very very difficult to figure everything out without it, which is why I made sure to include a tutorial.

Infinity - 1 by Potato Imaginator 2020-10-11T04:15:51Z

Simple idea but very clean execution and nice puzzle design.

The looping of the levels was clever and somehow made the puzzles feel harder and more brain-bending than they might have been if you simply had the player wrap around the edges of a single map, which is interesting.

I managed to clear all the levels, and I agree with other comments that the difficulty curve was a little off, with level 7 being really easy. Not really a big deal though.

Nice entry, good job.

Leave the yard by dyguests 2020-10-13T09:37:48Z

The controls were really awkward. Tank controls in a game with a top-down/isometric perspective like this doesn't make much sense. Also, even if I just tapped forward for a fraction of a second, the character would run forward a significant distance. Precise movements were pretty much impossible. To be honest, it just didn't feel good to control the character at all.

I don't really understand the concept of the game. Unless I'm missing something, the goal is to run around the outside of the road until you find a hidden road tile that lets you leave? And that's all there is? I won the first time without even understanding what I was doing, and it took me a matter of seconds. Also, the exits seem to always be in the same place, and they can be difficult to access since your character gets stuck on the edge of the road and is hard to control, and sometimes the exits seem to appear and disappear without much rhyme or reason.

The art style is interesting, but... there really just isn't much of a game here, frankly, and what *is* here doesn't really work. I'm not even sure what advice to give.

Looping by guimoliveira 2020-10-14T02:01:36Z

To be honest, I got tired of the main mechanic fairly quickly. It kinda just boiled down to guess-and-check. I got particularly frustrated on the level where you simply have to wait - in the next level, I guessed the wrong thing to do, so I got sent back... and had to wait again. It was frustrating to sit around doing nothing because of a wrong guess.

I liked the design of the main robot. Pretty impressive that you made this totally from scratch without an engine or anything. Good work.

Yes! by Dandala88 2020-10-08T23:53:37Z

The camera was pretty wonky, especially near walls and corners, which forces the camera close to your character which causes really severe performance issues for some reason. This made a lot of the platforming frustrating since a lot of it involved tough jumps around corners.

The time limit felt way too tight - I don't think it really contributed anything other than *ostensibly* satisfying the theme. I grabbed the double jump powerup at the last possible second and I don't think I could've done it much faster, especially with the camera issues.

The main character looks pretty cool and has some nice animations. Did you make those assets yourselves, or are they from an asset pack or something?

Shiny by Noire 2020-10-09T11:40:51Z

Cute little entry. More of an "experience" than a game. The theme of "you have to find the beauty in the world yourself" came through quite purely and non-pretentiously. Could've maybe used a little more interactivity? Overall, a sweet experience, good work.

Sea Shawty by matthewi 2020-10-11T03:48:57Z

The clam was obnoxious but kinda funny.

The skeletons being the only enemy and being mostly non-threatening made the overworld a little bit on the boring side. I also couldn't find any use for the gold you collect, but maybe I'm missing something.

It took me a while to figure out how to kill the Flying Dutchman - I was about to give up then I damaged him by accident. Some sort of indication that the arms are vulnerable after punching, like changing color or something, would be nice.

Overall short and sweet game, and everything works, though it can be a bit tricky to figure out what do do at times. Good work.

Crystal Curse by LouieJams 2020-10-09T07:58:53Z

I love the art style, really charming.

I wish picking up and putting down traps was a *little* more responsive, it sometimes didn't register when I pressed the button while I was running past them.

I really like the concept of a tower-defense-ish game where you have to try and remember which enemies come at which time. But the number of phases was a bit long - I got the hang of the first 3 phases but after that it was too much to remember and they overwhelmed me, and going back to phase 1 was frustrating. Maybe some sort of checkpoints would help?

Also, this could be really great as a multiplayer game, I think.

Overall this is a really solid entry. Great work.

Frozen Potency by Eugenik 2020-10-14T04:33:27Z

It kinda felt like there was no reason not to just hold W and Shift at all times, and you'd dodge just about everything - so trying to actively dodge or maneuver wasn't really a thing. I really liked that it kept you updated on your ranking as you took guys out - that felt rewarding. The game had a pretty good aesthetic.

M4LL0's Journey by Plutonium Powered 2020-10-17T08:16:24Z

The visuals and audio are good, but there's really not much to the gameplay. Guess-and-check pick-a-path isn't the most engaging idea, and here it's the main mechanic - it feels a bit undercooked when compared the the graphics and sound which are nice and polished.

Derps 'n' Dergs - One shot to save the world! by Kooh 2020-10-06T03:02:10Z

I dig the cute art and quirky characters.

I'm not sure I understand the game, though, and it feels a bit shallow. As far as I can tell, battles with the monsters at the end of a round are simply determined by whether you managed to recruit all 4 characters, rather than the damage stats of your party or anything else... or at least I *thought* as much, until I fought a monster with a full party and lost. It feels kinda anticlimactic and frustrating to get a cool party together and encounter a spooky monster, only for the entire fight to be resolved in an instant, and not knowing how or why you won or lost. Even a really rudimentary battle system would really elevate this game a lot, I think, especially if it showcased the abilities and individual characteristics of all the characters in the parties you assemble.

Encountering the same characters again and again within a single play is fine and fits the "loop" theme, but it becomes somewhat annoying to have the same conversation with the same character for the 10th time after you lost your previous two runs without understanding why.

Overall, a fun entry. Good work.

Vitruvian Escape! by Holtzzy223 2020-10-06T23:59:33Z

Nice, I've always wanted to play as the Vitruvian Man.

The walljumps felt awkward and kinda inconsistent. Pressing away from the wall to wall jump feels a little strange in my opinion, though luckily I could rely on my muscle memory from Super Metroid to deal with those parts, because wall jumps work similarly there, lol.

I think some of the levels got a little too long considering one mistake sends you back to the start.

I enjoyed the music, though the art was a little sloppy.

Good work for your first Game Jam.

Fear Of Gears by dev_dwarf 2020-10-13T07:12:14Z

I'm trying to play the Windows version and can't seem to get it to work right - the controls don't work. I can't move the character at all (though he'll sometimes sort of 'twitch' when I press WASD) and attacking and dashing barely work either (it was strange, when I spammed the mouse buttons, an attack/dash would occasionally happen, but only maybe 1 in 10 times).

I thought it might be some freak problem on my end since nobody else has seemed to have any issues playing, but the problem persisted after I tried re-downloading the game and rebooting my computer.

Then I tried on a another machine and got the same problem there... so now I'm not sure what to think. Any idea what might be wrong? This looks fun and I'd like to give it a try.

Neo by teronk 2020-10-09T07:35:15Z

The art is cute and surreal, and pretty polished - I enjoyed it a lot.

The movement was way too slow and floaty in my opinion, especially compared to the speed of the hazards, which made the game feel rather frustrating at times. I'd often note the position of a platform and try to time my jump to take advantage of it, but have trouble building up speed and be way late.

I only got to play single-player, but I bet with polished-up movement and maybe a few more levels this could be a lot of fun as a multiplayer game.

The Dumb Robot by Rushikesh Charapale 2020-10-09T07:02:30Z

Watching the robot flail around was cute. I feel bad for him, he has no legs. I would probably also flail around wildly if I had no legs.

The levels were a bit too long in my opinion, and a bit too similar to each other.

Loopbot by ctpeepee 2020-10-07T00:52:09Z

I like the idea here of actions being tied to percussion. The controls feel really awkward - I think you should've put all the buttons next to each other rather than scattered around the keyboard - there's not much point in having the keys match the first letters of the instrument in my opinion and it just makes it awkward to press them.

I also thought it was kind of frustrating that the controls listed on the screen tell you which instrument each key is, but not what they actually do - kinda the exact opposite of what would actually be useful, haha. Since just making a recording already require a lot of coordination, it's tough to also have to keep straight which buttons actually do which actions on top of that. If for instance the controls were ZXCV and the screen listed what actions were which the game would immediately be three times as easy to play.

Good work for your first game jam!

The Lost Forest by Hell Hole Studios 2020-10-08T04:42:50Z

It was a little confusing to figure out what to do to start the game, but I chose "Package" and then "Test Package" in th_dnh.exe and that *seemed* to be right.

The difficulty curve felt a little uneven, some spell cards were very easy while others were very tricky. I think the difficulty level will be beyond most of the game jam participants, but I don't think there's really anything you can do about that with a danmaku game.

Also... are many of the textures/sprites *supposed* to be the same Batman meme image? I wasn't sure if that was intended or if my game was glitched. In general, the art was very odd, it seems like you just used random images for assets.

I think the game is overall a little *too* similar to Touhou, but I get the feeling that's a limitation of that "Danmakufu" engine you used. It's a little difficult to rate your game, because it's hard to tell how much you made yourself and how much was built into Danmakufu.

Yandere Emulator by DOME 2020-10-09T07:40:35Z

Do you guys have a discord server? I wanna speedrun getting banned on it.

Yandere Emulator by DOME 2020-10-09T07:46:48Z

Memes aside, I got 100% on both tests but still got told I failed at the end... Maybe if I subscribe to your Patreon, you'll fix that bug in a few years using 20 consecutive if-else statements?

Sushi VS Burrito by Jhun 2020-10-09T07:27:46Z

Fun and simple game. The third enemy completely stomped me.

Not much too it, but overall an enjoyable experience.

Mocksha by dJarv 2020-10-17T08:44:35Z

Interesting premise. It's curious how the other members of the world seem to keep living out their lives (or stay dead), but they never remember you, and you always revive.

It kinda seems like if you mess up and things get worse there's nothing you can do other than restart the entire game, which feels a little bit frustrating since the game already consists of restarting your day over and over. Kinda ends up making the game feel really dark when everything goes bad, which I'm not sure was intentional or not.

The graphics had some charm but were a little iffy - the inconsistent sprite scaling was kinda jarring. I'd suggest deciding on a scale from the get-go and making all your sprites at that same scale, rather than just making sprites however you like and scaling them to whatever size you need.

A Bad Sign by cadaeibfe 2020-10-11T04:28:14Z

Nice game. The main mechanic works quite well. Some of the art is a *little* rough around the edges, but that's too be expected especially for a Compo game, and the style is quite nice in my opinion. The main character looks good.

I don't have much else to say other than that some more stages and mechanics would be cool, but that's true of just about any game jam game, my own included. Good work overall.

Crows of Wraeth by Roikku 2020-10-08T00:08:48Z

I dig the graphical style and especially the abstract monster designs. Especially impressive since you did the programming too. Really nice atmosphere in general.

The element-switching is a cool concept, but it felt a little undercooked here since the only thing you use the elements for is killing monsters. 5 elements also felt a little overwhelming to have right from the start, and not all the icons were clear, so it was difficult to get used to.

The movement was a little jarring at first - I think it seemed weird because stuff is drawn based on where the base of the object is, so tall object like the tallest pillars kinda seem like they're poofing out of existence. There was some flickering, too.

Fighting the enemies was difficult because you can't change directions without moving. I died to them a few times by accidentally charging straight into them.

I think the grid-based movement hurts more than it helps, to be honest.

Overall nice work, especially for a solo dev on your first Ludum Dare.

FORNAX-11 by politecoy 2020-10-09T11:31:14Z

The mechanic is unique, though it took me a bit to figure it out. The graphics are neat, and I dig your use of color.

I'm not sure I like that your energy carries over between every stage. Figuring out how to use your energy efficiently is challenging enough over the course of 2 or 3 levels - coming up against a difficult puzzle when you've expended most of your energy trying to figure out the best solutions to previous rooms is frustrating. Revisiting old levels to try to complete them more efficiently is fun to a point, but when you die on a later level and have to redo the *whole game*, it's stressful.

RUFF TIME by rickropes 2020-10-09T12:06:15Z

I love the design of the main character.

The main mechanic is pretty mind-bending since only one of your previous iterations is actually repeated. Though, I was kind of confused at times, since it seemed inconsistent whether my 'ghost' was able to pass through closed doors or not - sometimes it seemed like he could pass through them if he could on his own loop, but other times it seemed like I had to press the button for him in order for him to pass through.

A way to completely restart a level might have been nice, since I often found myself thinking I'd like a fresh start rather than trying to salvage my poor, poor attempt at solving the level, lol.

Overall this was a great experience, though I might not have enough IQ points for it, haha. Great work.

Dungeon Escape by Thorn 2020-10-24T06:13:07Z

A bit on the simple side - there's only one hazard (fireballs) and you just have to either duck or jump. The speed doesn't seem to change much either, so once I got the hang of it I felt like I could go pretty much forever if I wanted. The slide and especially jump are a little slow.

The graphics are kinda all over the place - the main character and the background are in totally different styles, with the character being very minimalist pixel art but most everything else being much more detailed. I liked the main character's animations, though - I would've preferred it if the whole game's aesthetic was in line with him.

The game worked fine - though it could've used some more time in the oven and something to make it unique among the many endless runners out there. Looks like this is your first Jam - good work finishing something!

Hamster Dash by Jamster 2020-10-06T22:45:43Z

Nice, simple game. It's fun that you can learn stuff about the levels on the first loop around and then grab the stuff you missed the next time based on what you learned.

Level 4 was somewhat hard, but I had the most trouble with Level 5. The first carrot was just in the middle of the fire and it was really unclear what the timing to grab it was supposed to be. I also kept dying when my speed boost would run out mid-jump and mess up my timing.

Some of the levels had awkwardly long sections at the start before the level actually began which was a little frustrating.

Strange Planet by tengusheath 2020-10-06T03:52:14Z

Neat game - the graphics are polished and everything works. I only made it to Day 16 before blundering. Definitely on the simple side - you see everything the game has to offer pretty quick. Another type of enemy or maybe different weapons might've been cool. Overall, nice work.

A Hamster's Journey to Nowhere by Vortigaunts 2020-10-11T04:04:44Z

The graphics are cute, and it's fun to see all the crazy upgrades.

Despite being a clicker game you can get through it fairly quick, meaning it doesn't overstay its welcome, which is nice for a Jam game. Though, I think some of the upgrade curves might have been a *bit* too steep, since I would sometimes go from "my clicks do almost nothing at all" to "clicking for a bit gets me to top speed right away" in relatively few upgrades.

I ended up maxing out every single powerup until it was too expensive to buy more, just in case something happened. Nothing happened. Oh well.

Good work, really cute game and a solid entry.

Loop Overflow by Rhythm 2020-10-08T23:42:19Z

Cool idea, in theory this is a cool way to handle lightsaber combat. The way that you change stances was really awkward - since you use the mouse to aim, just trying to aim will change your stance when you don't want it to. I don't see why the stances couldn't just be on the keyboard, or at the very least you could make it so you hold the right mouse button then move the mouse in a direction to pick a stance.

I also think the combat got repetitive pretty quickly. It would have been more fun if the enemies got stronger and had better AI as you went along, rather than there just being bigger and bigger numbers of them.

LD48 — Deeper and deeper

Mars Cave Explorer by OddballDave 2021-05-14T11:42:25Z

Really interesting concept, but quite tough to learn and feels a bit frustrating at times. For the most part, if I ever landed at all on my side, I couldn't get up - which made hull upgrades not feel particularly useful. Once, I landed in the mothership upside down and could neither escape nor self-destruct. Several times I got a gem to the mothership only for it to get caught on one of those protruding little nubs. I think the mothership could be made a little more forgiving - it would be cool if it would sort of automatically pull you in, grab the gem, and spin you upright once you got close enough, because I think I spent a disproportionate amount of my attention on trying to land back on the mothership rather than, well, actually going and getting gems.

The graphics are simple but quite pleasant to look at and the music is atmospheric. Fun experience overall.

Watery Crave by Zathnic 2021-05-14T13:13:41Z

I like the concept of the fish bouncing around out of water. Some of the challenges were quite fun.

The physics when bouncing around felt a little bit on the slippery side, especially since there was no friction - once you start moving, you keep moving, and acceleration is pretty fast.

Sometimes I would land on the bouncy flowers but not get bounced high... I wasn't sure if this was a bug, or if it was intended that you had to bounce on a specific spot. This was sometimes frustrating in the challenging bouncy sections because I'd *think* I did everything perfectly but then I would fall to my death because I didn't bounce high. I ultimately decided to call it quits early due to this and the somewhat slippery controls.

Fun game overall, though. Could be really awesome with some more features and some polish.

Buried Deep by masterkrepta 2021-05-14T11:27:48Z

The drill was fun to use. Ended up finding 6 miners.

The controls felt a little awkward. Since you aim with the mouse, firing the drill with a mouse button would've made more sense to me, and G is a little uncomfortable to reach from WASD. Flight probably could've been mapped to W/Up too.

I agree that the jetpack's acceleration was a little too slow - especially if you started falling and then used it. Faster acceleration, with extra upwards acceleration applied if you're already falling, would make it more fun to fly around.

Sea Game by MattWoelk 2021-05-17T16:29:15Z

The art style was quite cool - though the high colors and sharp aliasing made it look just a little rough around the edges. Would probably look great on a tiny screen though.

The movement speed and especially the descent speed felt a little bit slow, especially when compared to the comparatively fast ascent speed. I often found myself rocketing upwards to survey my surroundings then sloooowly going back down.

Without enemies or puzzles, there wasn't a great deal to do, but it was still fun to just explore this environment, and I did eventually get all of the yellow thingies and 'upgrade' to the pink submarine.

dyppan by Guilherme Oliveira 2021-05-14T12:09:58Z

Simple but fun little game.

Even without upgrades, I didn't have much trouble except for with the spiders - and when you do get upgrades, the effects feel pretty minor, especially since the dungeon doesn't really get much harder as you go deeper. Having the difficulty ramp up as you go would definitely make me play longer.

The graphics are stylized well and look cute. Music wouldn't have hurt but I don't mind the lack of it all that much.

Deep into the space by Vodzik 2021-05-17T14:59:08Z

Was practically unplayable for me on the web version due to lagging/freezing roughly every 2-3 seconds, which didn't go away over time or on later plays. Ran just fine when I downloaded it, though.

Sometimes it was a bit hard to judge the depth of asteroids, but I'm not really sure what could be done about that.

Music was pleasant and the graphics were nice.

Salvage by fueelin 2021-05-04T08:53:46Z

Really unique concept for a puzzle game - I've never seen anything like it before.

The way weight works wasn't intuitive to me. I assumed that I was either 'heavy enough to sink' or 'light enough to fall' and only after quite some time that it was possible to be at an 'equilibrium' weight where you neither sink nor fall. I also didn't immediately realize that treasures contribute to your weight, and had to do quite a bit of deliberate experimentation to figure out that treasures contribute 0.25 of what weights contribute to your total weight.

The somewhat awkward thing about treasures contributing a fraction of your weight means that those 'equilibrium weights' can only exist if you have a number of treasures which is a multiple of 4.

I also found a way to cheese the game (which it sounds like taximan also discovered a version of) - it's possible to drop a weight, become buoyant enough to start rising, and then grab the weight before it falls below your hitbox, causing you to fall again - if you repeat this over and over, you can 'swim' indefinitely. But due to what I noted above, this only works if the number of treasures you have is NOT a multiple of 4 - if it is, instead of switching between "rising" and "falling" you'll just switch between "rising" and "neutral" (and if you switch from "rising" to "neutral" weight while already rising, you'll keep rising - not sure whether that's intentional or a bug). It also seems exceptionally difficult/impossible to do if your weight is a multiple of 4 minus 1, since you get so little rising speed.

I got stuck on the final level (or what I assume is the final level because I went off the top of the screen instead of going to the next level) for quite some time until I had figured out the weight mechanic, since it seemed necessary to know how to make your weight neutral to get the top-right treasure, but I was indeed able to beat it without cheese.

Crushing Blocks Till You Drop by Jonathan Lorenz 2021-05-14T11:53:11Z

I like the combination of platforming and puzzle elements with trying to mine through connected groups of blocks.

The fact that you're trying to mine *downwards* for a lot of the game feels kinda iffy, though, since there aren't as many options to set up groups of blocks as when you're going horizontally.

The physics had some occasional issues - sometimes the blocks would get stuck and not fall into place properly. Unity physics might not be ideal for puzzle-game-style blocks...

It's cool that you made a post-jam version - might check that out later.

Deep Space Fractaling by dmtroy 2021-05-14T12:26:38Z

Cool take on a space exploration concept. I would've liked some more upgrades other than just fuel and increasing your max depth.

The controls felt a little finicky - turning right and left was really sensitive compared to the thrust, so you have to just lightly tap left and right or else you'll spin way too much.

Once, I ran out of fuel in space but then managed to land back on the launch pad - but it was still game over, even though I had plenty of money for more fuel. That felt a little unfair.

I got to the final depth (by cheating and getting all the upgrades by going in debt) and the camera glitched out and then there was an Amogus guy flying through space. Dunno what that was about.

Deep down the asteroid by FrauKauz 2021-05-17T15:36:36Z

I like the pixel art graphics - simple but nice to look at.

Being unable to jump made the decision-making and planning ahead much more interesting and challenging. However, it sometimes meant there was no way to get all the goo. Maybe some sort of limited number of short jumps (like only 1-3 or so) would be interesting?

The digging animation felt a little bit slow to me. I think the pace of the game could be picked up a bit.

Overall this was a short and sweet game. Good work.

Mine Flower by Denzil Gomes 2021-05-17T15:14:37Z

The main mechanic was fun. The addition of stamina as well as fall damage was a nice way to make the wall clinging/climbing not overly powerful as an ability.

The game ended pretty quickly - I found myself wanting to play more. I definitely think there's potential to expand on this - more moves like for instance a double jump could open up a ton of really fun movement possibilities alongside this mechanic.

I like the design of the main character. The graphics are pretty nice overall, but some assets clash with each other just a bit - the tiles especially felt a little small and simple compared to the rest of the sprites. But overall the game looked good.

I don't think I have much else to note that hasn't already been mentioned. Good work with this!

To the Center of the World by Dimini Inc. 2021-05-05T05:58:04Z

Clever idea. Took my a second to realize I was already playing the game and not just looking at a download page or something.

The enemies move so slowly and aimlessly that 90% of them are a complete non-threat and avoiding the rest is mostly a matter of patiently waiting for them to slowly drift out of your path. Probably fine early on, but it would've been cool to see more threatening enemies as you get further down the page.

The music was... "programmer music", I suppose, haha. Was nice to be able to toggle it on and off.

I thought it was funny that if you try and cheat by instantly scrolling to the bottom, you get a special message saying everyone on your ship died, lol.

The Pit by BuzzyBee 2021-05-05T05:33:35Z

Neat little platformer. The grappling hook concept was cool. I liked the guy at the end who offers you a medal.

The platforming is smooth and bug-free, which is good. Many LD platformers suffer from being too floaty, but I think this may have gone a bit too far in the other direction - you fall like a brick, which gives you some *very* narrow windows to act in.

I still don't quite understand the logic of which grappling hook you grab on to when you click. Since the grapple button was on the mouse, I assumed you'd grapple to whichever hook your mouse was aiming at, but sometimes I'd be aiming right at one and he'd go to another.

The hard levels are really tough, and in a bit of a frustrating way. Too many maneuvers felt nearly frame-perfect or pixel-perfect which made the levels feel a bit tedious to me moreso than challenging. I did get to the green portal at the end of the stages to the left, but mostly because of sunk cost fallacy. That last level had me pulling my hair out.

One thing that made it trickier than it needed to be was the way that grappling hooks make you move faster the further you are away from them - so in some areas I'd rocket across the screen unexpectedly fast right into a spike and there was only a tiny little window in which to let go. A maximum movement speed would make this less stressful.

Lost in the Reef by VeniTheRich 2021-05-18T15:42:59Z

I liked the vibe of the game. The controls were a bit weird - WASD is so standard that I don't see the point of "QWES". I ended up mostly just not going backwards since it was awkward to press S.

Frog by cacciatc 2021-05-04T10:06:57Z

Absolutely surreal that you straight up made an NES game for Ludum Dare. The emulator I dug up to play it on (some probably-ancient version of fceux) crashed during the sax sequence but it appears that was the ending anyway.

The graphics and music are great - the game has a really nice atmosphere.

There were some *slightly* awkward collision-related issues which other people have already noted (spikes, ceilings, etc), but it's rather hard for me to fault you much for them considering you wrote this for the NES in 3 days and even many big-time commercial NES games aren't without their collision bugs.

The gameplay is fun, and I like the bubble mechanic. If I had to scramble to find a criticism, I might say that it was perhaps a bit monotonous, with no enemies and no hazards other than spikes, but it was so short and sweet that it certainly didn't overstay its welcome.

In some ways, it felt like this was just a snippet of a game, and the bubble power was just one of many abilities Mr. Froggy Guy discovered along his adventure - it's super easy to imagine this as just a slice of a full NES title, which I think says a lot.

Dungeon digger by superkoekje 2021-05-18T15:08:46Z

Would've helped to have the controls listed - Space, X, and E are really not very intuitive - I almost quit before seeing how to buy the drill and go deeper down.

The digging animation is a little slow. Also, you can sort of 'queue up' multiple 'diggings' by spamming the spacebar.

Deeper and deeper in trash by GodKnows 2021-05-14T12:42:58Z

Short and sweet game with a unique but relatable premise. Much more fun than cleaning up my actual apartment.

There was more strategy to the game than at first meets the eye, since you can choose between taking things to the appropriate place or throwing them in the right direction to deal with them later... or so I thought, until I noticed the bug that everything becomes "trash" once thrown. So now the game is all about yeeting every single object in the direction of the trash can. Too bad you didn't notice that bug before the end of the jam.

The movement was strange - it was neither directly up/down/left/right nor aligned with the isometric perspective, which made it a little hard to aim. I'm confused as to why it would be like that.

Deep Space Escape by leapyearboy 2021-05-04T09:39:16Z

The concept is interesting, but in terms of what you actually implemented... well, there's just not much here, to be brutally honest.

The game is theoretically about time and resource management... but there are only three (implemented) resources: people, food, and shuttles. But the amount of food you need depends on how many people you have, and you only need enough people to man your 4 shuttles (which you can't get more of), so people and shuttles feel irrelevant and food is never a serious issue either. The game comes down to just 'clicking the planets in order of their proximity' rather than having any meaningful resource management, which is unfortunate.

It was confusing that you could select planets - and their icons would turn red - even if you didn't have a shuttle ready to visit them, and this would even render them un-selectable even after some of your shuttles came back. And as others mentioned, sometimes planets would spawn behind the UI or off-screen. These issues are a bit hard to ignore when clicking on planets is all the game consists of...

Despite all my harping on the game, the idea definitely has potential. If you do keep working on it, I'd for sure like to play the version that actually delivers on the vision you had for the game.

Jung Guns by vickles 2021-05-18T13:45:22Z

I liked the artstyle, and the concept was completely unique for a shmup.

I managed to get through to the end on my first attempt, but only barely (I chose the green ship if that makes a difference). Between the movement speed (which was far, FAR too slow in my opinion) and the ship's big size and hitbox, there were plenty of times when getting hit felt nigh unavoidable, and I only survived the last boss by burning through a lot of health (as well as surviving a few close calls with my danmaku skills). The intensity could've been ramped up quite a lot higher if you could move faster and graze bullets more closely.

Deep-Sea Idling by chocolateway 2021-05-18T15:35:54Z

Cute little idle game. The linear upgrades to the houses made it feel a bit unsatisfying to upgrade them and it was usually better to just go deeper and get more free slots (since building a new house improves your net income by just as much as, say, upgrading from tier 4 to tier 5)

I also found the odd behavior of the houses turning invisible and the second house being infinitely upgradable. For fun, I upgraded the invisible house to well over 200/second, but then the game crashed due to an error. Guess I wasn't supposed to do that, haha.

Beepo's Shop by itsBoats 2021-05-17T01:42:33Z

Really nice game! Managed to beat it on my first attempt. I really like the mechanics here.

The drilling upgrades didn't feel very useful - I only bought the first one, but I don't think I ever used it. Materials that are tough to drill through are so rare that there is very little cost to just ignoring them.

The hull upgrades seemed skippable with careful play - though I was careless and ended up with a pretty long main tunnel right from the starting hole which forced me to pick up some hull upgrades so I didn't accrue big damages on every expedition.

LD51 — Every 10 seconds

Ten Seconds Again by khaotom 2022-10-17T10:28:56Z

There are some really smart little choices here like having the enemies change direction whenever you miss so you're encouraged to click carefully instead of spamming.

Sisyphean Flash by mikolak 2022-10-09T00:18:06Z

The player ship moves way too sluggishly. Even buying nothing but ship speed bonuses doesn't help because it seems to mostly just affect top speed, not acceleration. With 5+ speed bonuses it was still impossible to dodge enemy fire unless I was already moving at the start of the enemy phase. I can't help but wonder if this is bugged in some way, because it makes the game practically unplayable which makes it seem unintended.

That Time My Dog Got Space Hiccups by nanolotl 2022-10-15T07:47:39Z

Simple but very cute and fun. The bone where you need to warp a key from one area to a different one took me quite a while but was satisfying. Though I would've liked the ability to skip areas, though probably not at the start - maybe once they're fully explored or something? I enjoyed this one and would play more levels if you made any.

Relay PeaJay by aeveis 2022-10-11T09:08:22Z

Really neat game. The graphics, music, and dialogue were very cute and give the game a super cozy atmosphere. The game is definitely very tricky to master, though, and not forgiving. Acceleration is very slow both on the ground and in the air, with jumping from the ground being the only satisfying way to pick up speed quickly (which for some reason feels counterintuitive to me, though I have a hard time explicating why). Bumping into walls feels very punishing as well, since even just barely hitting a corner or ceiling completely takes the wind out of your sails. It often feels like if you mess up, it's really hard to get back into the rhythm and start doing well again until the next checkpoint. But I'm sure this game has a very high skill ceiling and would be pretty rewarding to master. Good work on this!

Harvest Golem by NotExplosive 2022-10-06T04:49:56Z

Cute and fun low-stress game. I like the scarecrow Golem a lot.

It feels like there isn't really much chance of failure, but that's not necessarily a bad thing. I think the most natural/simple lose condition would be a limit for how many days you can spend, but it would really stink to be playing for a good while and then get a 'game over' so it's probably better without it.

There were more types of crops than I was expecting. It was fun to see what sorts of effect combinations were possible in order to rack up energy quickly. If I had one criticism of the game, it would be that you don't really have much control over your deck beyond collards vs beets, which basically just provide you with cards at complete random. I think it would be cool if after every harvest there was one random option in the shop to give the player just a little bit more control.

Overall I thought this was really neat. Good work!

The Temple of KnowlEGG by Carraka 2022-10-11T08:56:22Z

The mechanic of queuing up different powers to use was interesting and has a lot of potential. However it can feel a bit guess-and-check at times.

I think the platforming could've used much more time in the oven. Gravity feels very strong, jumps are quite low and if you don't hold the button for the whole time you basically get flung downwards, and the speed up power makes movement almost uncomfortably fast, especially since you accelerate pretty much instantly.

I liked the hectic music and sound effects.

Neat game, good work.

Little Scout 2 by Tex Killer 2022-10-09T00:36:08Z

I like the aesthetic here and the size-changing mechanic is clever. For a second I thought the spring was simply broken, but then had an "aha" moment when I realized the idea was to depress it when big then launch up when small.

Just having the one level where you often get sent back to the start if you mess up was a little disappointing, I wanted to see more of this idea.

I also think this is unfortunately one of those games where the "10 second" mechanic might have been better as something you can just manually trigger. Waiting around for the size change got a bit tedious. Though, I think that a bunch of games with this theme fall into the same pitfall.

Lizard Chef by Zachary Shah 2022-10-21T21:51:02Z

Ultimately I think the tank controls were the wrong choice. In a game revolving around optimizing your actions within a narrow time limit, it frankly feels a bit annoying when the main challenge is contending with the control scheme.

It took me a bit to figure out what I was even supposed to be doing... I think the tutorial would've been better if it walked you through everything in order rather than just putting all the info on screen at once.

Survives on time island by Lorwon 2022-10-05T01:24:16Z

Impressive that you made this in your own engine.

The world looks cool, especially the flowing water. The foggy and wintery weather looked really nice and atmospheric.

The inventory system was a little unintuitive. I think I would've preferred to be able to just cycle through my inventory rather than check the screen to see which slot an item was in.

Oh, and I also got the blue screen + error messages, and unlike the previous player it wasn't just because I was looking at the sky. However, I made the game run with my GPU as recommended and that indeed worked.

Blink by JUSTCAMH 2022-10-09T04:27:04Z

Very neat game, enjoyed playing it a lot. It was fun to piece things together and slowly get a feel for the layout.

Took me a bit to realize I could double jump. I'm guessing I just missed a QR code explaining that somewhere?

For a while I also misunderstood that you only needed to *end* in the water when closing your eyes. Which made it hard to figure out how to get into the castle since I kept trying to enter starting from the pool of water.

The lore was really interesting, but I can't say I have any idea what's going on even after completing the game, haha.

Laser Madness: Super Mega Neo Ultimate Climax No Way Back Wars Deluxe Edition by jonasmg 2022-10-09T00:26:08Z

Pretty good for something done in less than 24 hours!

The controls took a bit to get used to but they make sense given the way the gameplay works. I like that your laser destroys projectiles as well. I feel like the movement was maybe a little slow. It would've been cool if this had some sort of upgrade system to boost your speed/recharge/etc but that's asking for a bit much in <24 hours.

Neat game, good work.

Continue? by Nick Taggart 2022-10-21T20:10:15Z

I dig the idea, but there's really just not much to do here. Pacman with one pellet and no ghosts isn't really Pacman. And the Asteroids game is the same every time, and there's no danger. I could see this being a lot of fun if it was fleshed out more, though.

Get The Last Spot! by Russ Moonbase 2022-10-05T02:00:20Z

The game performs really poorly for me - the framerate is abysmal and it feels like there is a lot of input delay. So the game isn't really playable for me. Anyone else having this issue? Any ideas how to troubleshoot?

Get The Last Spot! by Russ Moonbase 2022-10-05T03:05:20Z

@russ-moonbase Huh, just tried it in Firefox and it runs just fine. I blame Google, haha.

I think this is a really fun concept. I like the colorfulness and somewhat surreal feeling of the world.

I agree with a lot of the feedback from other players - it would be nice to skip replays, and also to instantly reset if you roll your car. It makes it tough to learn the mechanics when you have to spend so much time not actually playing.

Ezekiel by Austin Sierra 2022-10-04T02:37:39Z

I never expected a game on TempleOS of all things in Ludum Dare. I'm gonna need to get this running and take a loot out of respect for your audacity.

CatBlocker Plus by Sheol 2022-10-15T07:51:15Z

Cute little game with a unique premise. I think there was maybe a little bit too much downtime between "waves" of popups but still fun nonetheless. Good work on this!

Robotbotbot by alpharock6 2022-10-17T09:43:44Z

I really dig the art style. The concept was really neat and made for fun puzzles. I like some of the little touches like the bars pulsing just before running out.

The only minor thing that annoyed me was how the "thank you" level made you spend like a minute walking back to try again if you messed up.

Overall I think this was a great entry. Good work here!

Colibri by andy593 2022-10-05T01:02:04Z

Cute game. I enjoyed seeing the cat.

I think the movement speed was a bit slow even with space held. It also took me a bit to realize the tree trunks were in the background and not solid.

OH! STUPID ENGINEER by ThatzNiko 2022-10-06T03:30:03Z

This is a very stylish and fun game! Really good work on this.

I love the art style and the limited palette. The animations are really fluid too. The gameplay is smooth and feels satisfying. There's a very nice "whomp" feeling when hitting enemies.

The game gets chaotic fairly quickly. After not terribly long, there are so many enemies, so many explosions and effects, so much screenshake that it's really tough to see what's actually going on. It also starts to feel impossible to engage directly with the enemies or go and collect candy corn any more because even going near the horde is instant death. Also I think that the game is a balance leans a bit too heavily in the direction of spamming large numbers of turrets, unlike other tower defense games which tend to moreso discourage spamming turrets and instead have you upgrade them over time. When you only have a limited amount of time to build, it's stressful to have to place a lot of turrets in that amount of time.

Though with all that said this is still a really great entry. Well done.

House Of Desire by Noirox 2022-10-21T21:57:03Z

I had a bit of a tough time figuring out what exactly was going on. The scenes with dialogue seemed to just appear randomly and it wasn't clear what affect they had on the platforming gameplay if any. I can't say I really get the "concept" here to be honest.

RADARE by Cogent.Invalid 2022-10-17T10:20:52Z

The aesthetics are really solid here. Enemies spawning along with the cycling light/dark was really cool and intuitive. The reversed movement of the black square was really tough to get used to since it's opposite of all my usual gaming instincts, so I really had to focus to not die. I agree that it would feel better if you could take a few hits before having to completely restart. Good work on this!

Do it slowly by epeachyband 2022-10-15T07:58:15Z

I feel like the player moves too fast and accelerates too quickly, and the gravity is too floaty. High speed and floaty physics aren't automatically a problem, but it doesn't really feel like the level design was made with the physics in mind. It feels like the slowmo mechanic is pretty much required to platform more precisely.

Heroes Scramble by tive 2022-10-10T04:18:30Z

Cute little game. I kinda wish it was possible for the mage and ranger to move and then attack in the same turn (unless I'm missing a way to do that). It would also be nice to be able to automatically start the turn if you're ready early. Good work here!

SHOTGUN DERBY by lunkums 2022-10-05T01:49:02Z

Simple but fun. I found the contrast between the realistic sound-effects and the square player/enemies to be entertaining. I like that the reload sound effect clues you in on how fast you can shoot, without any sort of visual indicator being necessary. I also like that the grenades can kill the player, too, so you have to be careful with them. On the other hand they take so long to go off that they can be a little hard to use since the arena is quite small.

The game is a little bit sparse for content - more weapons, a use for coins, or maybe a boss would be cool. But, such is the nature of game jams.

Graveyard Scramble by pauly3d 2022-10-05T02:17:34Z

Very cute game. I think the presentation is very solid here.

It took me a little bit to realize that you could shoot the "X" gravestones for powerups. However I had a bit of a hard time figuring out what exactly the powerups did.

I feel like the reload time is a *bit* too high. On one hand, not having a shot ready yet adds to the tension of having one of the more dangerous enemy types after you and makes it rewarding to kill them. But on the other hand there's not all that much to do when you can't shoot, and the skeleton horde quickly becomes so large that there is no purpose in shooting the regular ones. I was expecting to get powerups that would significantly increase my recharge time, but if there are such powerups I didn't survive far enough to get them (or I just got unlucky if they're random).

Overall a charming game. Good work.

Minute Monet by Christina Salem 2022-10-15T08:10:36Z

Cute game. It's fun to have to try and go with the flow of the colors you get.

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Meteoriseten by Igor Morgun 2022-10-05T13:12:48Z

The main character is very slow, and the meteors are large and incredibly fast. It feels almost impossible to dodge the meteors on reaction, so the game comes down to mostly sheer luck.

The art is pretty nice and the music is appealing, but since you've opted out of the corresponding categories for ratings, I can only assume that the graphics and music are not your own.