Silk & Snare by MartensCedric 2024-10-19T19:08:17Z ♥ 1
Nailed the mood absolutely and satisfying game loop. A click to start message would have been slightly appreciated. I stared at an immobile screen for a bit. π
Foon → Ludum Dare Explorer → Users → epb9000
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Sugar Crash Clair | compo | 116 | 3.35 | 3.43 | 3.12 | 3.43 | 3.76 | 3.65 | |||||
| 2024 | 56 | Tiny Creatures | Sprite Containment | jam | 570 | 3.53 | 3.55 | 3.34 | 2.76 | 3.11 | 3.42 | |||||
| 2024 | 55 | Summoning | Veggie Attack | compo | 253 | 3.15 | 2.96 | 2.41 | 3.02 | 3.20 | 2.98 | |||||
| 2023 | 54 | Limited Space | The Great Ghostly Candy Heist | jam | 921 | 3.14 | 2.98 | 2.71 | 3.17 | 3.38 | 2.93 | 2.98 | ||||
| 2023 | 53 | Delivery | Hangry Candy Drop | jam | 998 | 3.13 | 3.33 | 3.15 | 2.93 | 2.90 | 2.44 | 2.90 | ||||
| 2023 | 52 | Harvest | Mimi's Challenge | compo | 109 | 3.64 | 3.67 | 3.31 | 3.22 | 3.25 | 3.31 | 3.47 | ||||
| 2022 | 51 | Every 10 seconds | Don't Get Possessed | compo | 389 | 3.05 | 3.03 | 2.68 | 2.45 | 3.05 | 3.33 | 3.06 | ||||
| 2022 | 50 | Delay the inevitable | Evacuation Route | compo | 431 | 3.24 | 3.34 | 2.42 | 3.26 | 2.87 | 3.45 | 3.08 | ||||
| 2021 | 49 | Unstable | Collapse | compo | 223 | 3.58 | 3.71 | 2.92 | 3.55 | 3.50 | 3.82 | 3.40 | ||||
| 2021 | 48 | Deeper and deeper | Welcome to the Factory | compo | 688 | 3.11 | 3.11 | 3.34 | 2.46 | 3.21 | 3.07 | 3.38 | ||||
| 2020 | 47 | Stuck in a loop | Pumpkalanes | compo | 544 | 2.93 | 2.60 | 2.45 | 2.71 | 3.07 | 3.00 | 2.85 | ||||
| 2020 | 46 | Keep it alive | Scared | compo | 580 | 3.38 | 3.03 | 3.73 | 3.40 | 3.13 | 3.48 | |||||
| 2018 | 41 | Combine 2 Incompatible Genres | PIXELTON: ONE OF US | jam | 3.50 | 2.75 | 3.17 | 3.33 | 3.17 | |||||||
| 2017 | 40 | The more you have, the worse it is | Candisorter | jam | 984 | 2.95 | 2.83 | 2.48 | 2.74 | 2.93 | 3.45 | 2.92 | ||||
| 2016 | 36 | Ancient Technology | Floppi's Relic Run | compo | ||||||||||||
| 2013 | 28 | You Only Get One | Marvie! | compo | 724 | 2.74 | 2.52 | 3.07 | 3.07 | 2.67 | 2.11 | 51 |
epb9000 leaves an average of 15.2 feedback comments each event.
Nailed the mood absolutely and satisfying game loop. A click to start message would have been slightly appreciated. I stared at an immobile screen for a bit. π
Woo! 1000 points on the first try! The audio loop was amazing!
My nephew is making this even funnier "You're not supposed to be kill the rabbits. They're supposed to stay alive."
I personally found the gap between the cuteness of the art and the violence funny.
OMG. This is adorable. The outlines on clickable items was a big help in figuring out what it was doing.
395! I would have gotten further if not for accidentally snagging that gray carrot right in front of a truck. π
That said, a few accessibility notes - the shape of the gray carrot should be at least slightly different to aid distinguishing it for those with color blindness. Additionally, there should be some indication that collecting the gray carrot is a negative event - like a sound AND a visual indicator e.g. particle/animation/icon on the player character. The sound, by itself, wouldn't alert deaf players or those playing without sound.
Other than those notes, it was a fun small game!
I loved the atmosphere and difficulty curve. I tend to struggle a lot with the final approach regardless of level. My aim is probably just bad. I gotta hop to the next game in my list now, but I made it to level 5.
I am once again reminded why I type so slowly. But hey, level 3 isn't too horrible I think? π
My favorite part was the music loop. I am not good at aim-based games so I could only manage about 50 π I found it endlessly amusing that several seemed to be HAPPY to be eaten.
If you develop it further, to counter the repetitiveness, I'd say maybe change up the morsel behavior depending on how well the player is doing or their proximity to a recent fetch. None of these comments are fully baked, but context switching should break up the limited game loop to keep it engaging.
My error rate suggests that I am not cut out for the field of simulated microbiology. Made it to 5 plates before I just became utterly incapable of identifying the impostors it seems. I'm honestly impressed to see an NES entry. Thanks for dropping a note in my small games request thread.
Ah! It's like Whack-a-mole. I'm old and slow now, so I was only able to get a score of 5028. Hmmm... as for how to add a strategic element? Perhaps combos that rewarded staying in one mode until the last possible moment?
A "Windows-only" game, eh? Sorry, I just _had_ to. π
Screenshot_2024-10-13_23-39-43.png
Edit: I love the use of the theme here a lot! I think the next round I'll make a little traffic cone.
This is like a simulator for my current life. Two dogs, super crazy, often running in separate directions on their leashes. :D
Surprisingly difficult for the general concept. I got up to level 7. Really hard to dodge those red faces at times.
Been a while since I've gone through a RenPy story. Very well drawn and very funny. I wish I'd remembered I can save by right-clicking sooner.
@themixedmaster Perhaps instead of a fixed-timer for the essence production time - could base the essence timer on number of creatures on the field. Though, if you did this you'd also need to include some indicator that the timer is lengthening or shortening as it is more complicated than a fixed extension. Also, a timer showing the essence timer would be good to include in later versions.
The art was super cute. Really the highlight.
I really enjoyed the spell mixing, especially after I found I could set everyone on fire. Because then everyone was on fire.
I can't type well so my error rate is too high and I can't make it past day 5 on easy, but that was super fun!
If you wanted to have an extra difficulty knob to twist: Instead of using just regex to check the answers, you could allow for different comparators and use a case-insensitive levenshtein distance comparison for phrase cases that's based on chosen difficulty. (i.e. allow for more leniency on easy vs. medium vs. hard just by changing a number.)
(Also, I literally LOL'd when I saw "me" as an acceptable answer for 'Who is the god of the underworld?' LOL)
Not bad for 10 hours at all! I made the mistake of trying to play in Firefox first. Much better in Chromium lol.
That's an amusing use for a GenAI. Was fun seeing what it would spit out at me when I did things like answer "pancakes" for every question π
The music loop was definitely a highlight. A little on the easier side, but was a fun few minutes. Too bad on the scaling. My screen is only 1366x768 π I'm guessing there's some stuff I couldn't see.
Only 94 deaths! LOL. 7 inputs on this cramped laptop keyboard was tricky, but I pulled through with a lengthy time of 15m. Those large interlaced bullets with the player's comparatively massive hit box were probably the roughest. I ended up dodging through them rather than focusing. π
All in all though, excellent entry!
Whelp. I will die in the wilderness. Also, as I found this by following your comment on my post about low-resource Linux/HTML games for my ancient laptop I am happy to report that the game ran (mostly) flawlessly, I think.
There was some distortion in the audio, but that could have just as well been intentionally there to match the mood.
You weren't kidding when you said the game was just a single image on a webpage. Certainly something this nearly 12-year-old laptop can handle.
*Potentially spoilery*
I'm glad my tendency to run late actually helped for once. I got the happiest possible ending on the first run.
I'm guessing the garlic served as a fuel filter! I only killed the nervous man three times. It would have been two, but I didn't like him very much for some reason so I played again after winning to off 'im intentionally, world be damned.
Sweet entry, runs great on my ancient laptop. The one that looked like a person didn't seem to 1:1 match the drawing in the scroll book, but I managed! I like how the final demon is like... you can leave now. π
@frogman Glad I'm not the only contrarian that got a game over on the first try. π
That was extremely nifty use of the theme.
I struggled a little with the golf section as I couldn't get a good feel for how the power bar actually mapped to launch velocity. So I did what any normal person would do: brute forced it until something worked!
Hehehe, you can overfill the bar. (not really) UNLIMITED POWAAAAA. Excellent mood and addictive game loop.
We are legion. We are many.
An accessibility thing to note here. Color shouldn't be the only visual differentiator for the player character. You can barely see the player character here, but if you're insensitive to red or green the visual distinction is even more muted:
Two suggestions would be:
* Control placement of subordinate moths so they can't overlap the player character and make the player moth slightly larger than the others. * OR allow for collection by any of the moths, and when planting select any valid subordinate location if the one the player is hovering over is occupied.
Oh wow, this is pretty cool. Probably the most innovative use of the theme I've encountered in rating. Navigation was a little finnicky, but managed to clear the game without too much trouble.
Completed all three available levels! Challenging puzzle design. Quality of life suggestion: when a piece would extend off the asteroid, it would be good to show the red outline for the tiles that are off the asteroid as well so you can see the full shape at all times. (Or at least only so long as the piece is within the game window)
That rating should get you out of the danger zone. Took me a few runs to figure out what I was doing wrong, but finally got it. Hilarious entry. Seems pretty accurate simulation of mass transit if you ask me.
Muhahahahaha I collected enough suns! The Vaculizer 10_19_2023 6_23_04 PM.png
It seems I have been sucked into the event horizon. The Vaculizer 10_19_2023 6_24_25 PM.png
Grinding for the suns was a little annoying.
Took me a moment to figure out how the physics worked, but quite satisfied with it once I did. A little more in-game instruction would have gone a long way towards getting started. Repeating the very cute art statement. :D
I won and I have no idea how... but that was certainly innovative.
Muhahaha, that's great. Loved the sound effects and art. Like others, I kinda struggled with the controls.
As an Explorer-type player in Bartle's taxonomy, this is right up my alley. Made it to the end. The lack of coyote time on jumps made one part a little tricky - It's really noticeable when the platforms you're jumping from aren't sharply visible. (Since I can't see the precise edges of said platforms.) Very very pretty, an super enjoyable otherwise though.
Nifty seeing a non-PC game on here. Best time was 47 seconds.
1763! Excellent use of the theme with the engaging gameplay loop. The RNG sometimes hated me, but such is life, the RNG gods are fickle. I had a few runs where I got very limited power ups.
I loved the overall mood of the game. The light mechanic was cool, but had trouble getting it to detect them sometimes so anywhere that required getting a chain of reactions was tricky.
The ambient background fits very well and the sound effects are quite unique. I did make it to the end successfully without too much trouble.
@draekdude I think the issue people are having with interactions is there's insufficient feedback to the player. For example: Locked doors should play a sound and provide a visual cue - like a shaking doorknob animation or a flash of a lock icon.
Likewise, the state of the statue should also visually update so you can tell it's state has changed, and that change needs to be visible even when standing directly in front of it. The audio effect is too subtle and would be completely lost on a player with hearing impairments - or one playing without SFX on. Similarly, the arrows only playing a sound is an issue - there should be a visual cue that you just triggered _something_.
PS: The jump control is missing from the game pause interactions - I only found it on accident. I did end up clearing the game though.
The fall speed makes this pretty difficult, but the main issue I ran into is stuff got cut off on the screen - I can't see the restart button when the score is too low. Are the Stretch settings under Display > Window set accordingly?
I played on extreme hard mode - by using a trackpad. :) Made it tricky to even reach my meager 131.5 points.
Very much like the graphical style.
Fascinating idea at the very least - will be interesting to see it completed. (Also Godot gang, wassup.) Would be interesting if it were possible to complete without any visual cues at all.
I now have proof that I'm just not cut out for bureaucratic work as I handled that job in spectacularly terrible fashion. Next time I talk to my parents about refusing that government job, I shall demonstrate my utter lack of capacity for even simple bureaucratic things like checking a manifest.
All kidding aside, main observation was it took some time to figure out the buttons on the right machine were for. A bit more in-your-face instruction would have helped a lot. Perhaps a little slide show with short description like how Hoyoverse explains minor mechanics in Genshin Impact/Honkai Star Rail.
Oh man that name brings back some memories. Sunk many an hour on my NES playing a game with the _exact_ same name:
Ahem, ancient gaming history aside...
The twist villains move a little too fast to comfortably allow experimentation due to the the ultra slow recovery. I found myself playing more cautiously rather than going for the the tricks. Making crash recovery a little more forgiving would encourage more trickier aim-for-the-high-score type play.
@antti-haavikko Is it bad that I paid literally no mind to "Mouse Button 0" in the instructions? I didn't even notice it was off till I read your comment pointing it out!
I liked the cohesiveness of the visuals and audio design, but really found myself wishing for an alternative jump button.
I aint 'fraid no trees. Unfortunately, they aint 'fraid of me either. Lots of babies born in the ambulance because of this.
I got inspired to make a creepy ambient loop.
https://b65sol.com/CreepyLoop.ogg
Anyway, nice level of polish, though I couldn't quite figure out how the ghosts actually behaved, so I mostly just mad-dashed to the customers, haha. Pretty impressive to be able to communicate the rules without words.
That was hilarious.I wish the music loop were a smidge longer. My favorite was definitely the last level with the large plaza.
There's no real way to dodge so most of the game is staying out of the way in the first place, but I cleared it twice by focusing on attack speed increases and keeping to the edges.
I couldn't quite get to the royal jelly phase as my wrist started hurting, but the level of polish on this is really good. Bee puns very appreciated.
Took me a moment to figure out the controls. Well made, and laughed pretty hard at the old man "Hey!" when I missed a house. Seconding that scaling would be nice, my window decorations cut off the bottom edge on Linux, but not so much that I couldn't play.
I'm too directionally challenged to be good at this, but the music was great! I was laughing the whole time. Cleared about 300 bacteria before my poor patient (presumably) bit the dust.
Getting some Super Mario World 2: Yoshi's Island vibes from this. Though thankfully the baby doesn't cry near as much and the storks are a bit slower to swoop in.
@drslowpokephd If you're using the input mapper, you can allow multiple options for input actions. I usually allow WASD or arrow keys for up/down/left/right. I loved the art style and hilarious techno-dystopian ads. Probably should reset packages that fall into the abyss and charge you for it.
Yeah, I could see this working really well as a mobile game time waster. Maybe a little more mechanics, like birds in your flight path and whacky cartoonish sound effects.
That was hilarious, only got 60 points, but at least I took a few dogs with me. Muhahahahaha
I got stuck inside a house, but I mean, I guess it made it reaaaaaaaallly easy to deliver a string of packages to it. To discourage hovering in place, the houses should probably accept a limited number of packages. Since the terrain was a little buggy, a position reset position button that appeared when you are have collided with the terrain is a possible a workaround.
Now that's adorable. The cats were camping out the pizza joint, I should have more patiently herded them, but got 4 or 5 pizzas delivered. The hitbox on some of the obstacles caught me off guard (at least I'm assuming that's why I kept stopping at the fountain.)
So.... because I order so much stuff I probably helped contribute to the end of the world in this timeline. I did say I wanted to be a villain when I was a kid, so that works. :)
MUHAHAHHAHAHAHHA, now I can harvest the organs of cute forest animals while piloting a tiny human flesh suit and leave the hapless forest FOOLS screaming out in pain. Their pained cries fuel me. The flesh suit bobs its head to the chorus of destruction.
-cough- Ahem, anyway, hilarious entry. The lack of an real gameplay beyond harvesting organs makes it feel super incomplete, but still super hilarious.
I had no idea what was going on - mainly due to the constant stream of particles, but I do enjoy watching numbers go up.
24/30 on the first run - that's a solid B-! So far I've found 28. Nice atmosphere and certainly a unique take on the theme.
There are spots where the collisions are indeed a little janky, but nothing unplayable. I managed to moonwalk away from the legendary fox, which was pretty great.
Hahahaha, that got dark quick and unexpectedly.
I wish those mana vortexes had some minimum distance from the berries that they would spawn - during the frantic chaos I couldn't tell them apart and would click on the berries. Lost quite a few fairies to that. I managed to get a flawless harvest. (TWICE!) The harvest scene will never not be funny.
Alternatively, a slightly longer time from vortex formation to fairy consumption would probably ease that frustration too.
Loved the art and the mood, took a bit to get a handle on jumping controls, but managed to clear in 14 minutes with 20 deaths. About 10 of those mastering the crouch jump on the first room to the left of the starting area.
Had similar harvesting trouble as @mihkelroomet - My solution was to jump straight up with no directional input and then turn in the air since you get no lateral motion with such a jump. Worked without needing to grab ledges.
Level 8 had me stumped for a while, but managed to complete it with 8 instructions (10 if the pink modifiers count). My pride on as an engineer was on the line.
I don't consider the pico-8 style graphics all that much of a weakness myself. Only trouble I had was initially identifying which direction the combine was facing. I appreciated that it ran slow by default as it made debugging quite a bit easier.
First Try :)
RootWinShot.20230108.195237.png
Fullscreen also worked for me for the itch.io cropping.
Seconding a note that this is not a compo entry, but a jam, not the end of the world though. I liked the dialog choices and it was certainly an interesting take.
WebGPU doesn't appear to be available for Chrome 106 (or 107) for Linux. :( Oof
[Edit, for Linux users: launch with `--enable-unsafe-webgpu --enable-features=Vulkan,UseSkiaRenderer` and you can play]
The hull is pretty durable, I managed to get 60 kills.
I really appreciate the atmospheric nature of this one.
Congrats on your first jam! The variation of magic attacks was cool like others have said. A scene reset on death would be cool.
[Edit: Disregard previous code comment, didn't realize that DeathBehavior and FallBehavior were used with enemies.] But perhaps emitting a signal and listening for that and calling `get_tree().reload_current_scene()` when the player is the target of the queue_free.
Not gunna lie, I did the same thing as poshdan. :) Surprisingly lasted a few minutes.
Regarding the PC power warning - I went ahead and set my Vega 8 to run on a single core at 1.6GHz and the game still ran reasonably well.
This definitely reinforced that I am not cut out for jobs in the criminal underworld. Or document verification for that matter. Good thing I'm an software engineer I guess.
Also ran perfectly for me. The map adjustments were so smooth I didn't notice it at first. With a few more enemy types this could become craaaazy hectic.
I'd agree on the restart from beginning thing, but otherwise this was a solid entry. Only other trouble I ran into is that it was hard for me to tell when the button light turned off. A slightly bigger lightness change would make it more obvious on... less good displays like mine.
Some audio or visual feedback when you can't progress in a certain direction would make the initial learning phase a little easier. Without the feedback, I continually retried accessing the area initially.
I wish to press charges against the tree that killed me. :P I was aiming for a meandering across a rope bridge and I forgot about the bounding box around trees and went around the boundary and off into the abyss. I should have paid a bit more attention...
Reminded me a lot of Summer in Mara, both in terms of art and mood.
Woo! 98 seconds! I laughed harder than I probably should have at Linda's "Meh" in the intro screen. This was adorable. I'm seconding the additional enemy type suggestion. Like a bat reaper that follows more erratically, or just sweeps across the field. Some variety in enemy strategy would have likely kept the longer games a little more interesting. After a while I was just running in circles.
I'm definitely a sucker for space games! Good music and sound design. Earth is doomed if I'm ever at the helm for defending it though apparently as I cannot aim. During the early game it'd be nice if the power-ups lasted just a smidge longer since - as far as I can tell anyway - not many are available during the first half-minute or so.
Pretty easy to go forever, but boy that mood setup was pretty good. Adding some pathfinding for the bugs so they can navigate the area instead of just chilling on the wall would definitely add to the mood. [movie announcer]NO MATTER WHERE YOU GO, THEY WILL BE THERE.[/movie announcer]
I very much appreciated the minimap. Made navigating the maze and cavern much easier. I gave up partway through admittedly but solid entry. I love seeing retro stuff make an appearance in the jam.
(Someone in a previous jam made a Nintendo DS game. A game I sadly couldn't get to run with ndsbootstrap on real 2DS hardware.)
@lilkrit Ice Towers was literally the first thing I thought of too.
Nice little mini game, I kinda wish I had some kind of more obvious warning the ice wall was coming though.
I too very much like the mood of this one. These characters certainly seem like they'd have some interesting back stories. I'll have to run through a few more times later. Took me some experimentation to figure out how control/movement worked.
Darn, nowhere near your score. Oh well. I liked this a lot. One issue I had was that my vision isn't the best and it was hard to see the gun enhancing pickups sometimes.
I did rather enjoy having the gun pickups though when I could see them. Who needs aiming when you have Gun 3, muhahahhahahahahaha.
Very polished entry and super interesting take on the theme! Hitting the speed bubbles can be a little tricky since there's not a good way to gauge their actual position so I'd frequently go too high. Another object nearby that can be used as a guide of sorts may be a possible solution.
Trapping a car in a loop is hilarious. :D Took a bit to figure out what the heck was going on, but was interesting once I got a hang of it. Also, always nice to see other Godot entries.
Took me two play-throughs to defeat the Inevitable. Graphics are really nice. Had to infer quite a bit about the mechanics, but I think that's fine. Though seeing the stats (and speed) on new card additions would be very helpful.
I also liked the post-apocalyptic feel. Play is very fitting with the theme. I liked trying to get them stuck, and to that end, in addition to weapons, a 4th weapon option that puts down temporary barriers would be really interesting.
That's pretty innovative. I liked the way fog of war was handled and the navigation. Would have been good to have an indication of how dire the fire's condition while we wandered.
terrasite.png MUHAHAHAHA downed 4500 guardian scum. I saw there was a way to manually shoot, but I never had any visual indication it did anything so I just focused on constantly reconstructing railguns. Which is pretty effective. I loved how the background changed as I sapped the resources from the planet.
Seconding pig getting eaten sound. I realized the pumpkins were eating the pigs too late since there was no indication it was happening.
This game is tricky. Excellent music pick for the mood. The HTML version was super difficult to control, but the native versions ran wonderfully. (Noting in case anyone else is on a less-than-capable laptop. Your input will be much more precise when the game runs at a proper framerate.) I loved the wall-jumping mechanic.
Like others I struggled with the low jump. Particularly where precise horizontal control was necessary since I couldn't get my brain to let go of both keys for some reason.
A PICO-8 ENTRY! (I may have got overly excited when I saw that 'boot' screen.) Clever use of the theme, the character itself being under duress and thus not really controllable. Watching on in terror has they ran directly into fire was actually somewhat amusing.
This idea actually has a lot of potential. I have an auto-runner on Google play store with a similarly simple single-input control mechanism. (Tapping jumps. No one plays it - like 4 people have it installed - but really I made it for my nieces and nephews anyway.)
I thank you for not using regular temperatures for the chemical boiling points. Much easier for me to handle at least. Definitely an interesting application of the theme. (I like how a lot of people's minds went to chemicals and nuclear stuff).
That was quite an interesting challenge. I definitely liked the dark areas as the lighting effects were quite nice there. I had trouble grabbing the dynamyte sometimes. A larger (but invisible) target may have helped I suspect.
I was frequently reunited with my own true love in this game: lava. Tricky control totally fits the theme. If only I had any sort of skill. Loved the audio loop.
Hahaha, I loved this, especially that music drop when you switch. The game-end of -1000 was a bit punishing since you could quickly rack that up smashing into a single car. So I mostly drove while insane.
I loved the music for this, it fit pretty well with the bullet-hell style. I did appreciate the fact that it didn't let me lose because I was terrible at dodging the blasts. (My score was literally zero.)
FranΓ§ois is best cat. The hand-drawn style is great and the subtle differences for bad ingredients was a nice touch to keep you on your toes.
The potion list was hard to use, but honestly, it fit with the theme and mood you were going for. Maybe some circles around the different lists so they were clearly delineated and since the potions were (mostly) color coded, highlighting the names with that color (like highlighted notes) would help reduce the amount of effort required to parse them without giving up the busy aesthetic.
I don't know who these suicidal lunatics that are attacking me are, but I hope they know I enjoyed ramming them until they exploded. Excellent driving mechanics. The blockade took me a few tries since strategy is apparently something my brain struggles with. I wish it had sound.
I'm impressed by the lack of engine use. Surprising depth for such a simple concept, and the mood was well served by your graphics selections. I had a weird case where I got a game over while still having all the pumpkins on the plank. I think what happened was it went off and then I swung the plank into a position to catch it.
Unfortunately didn't work with nds-bootstrap so I couldn't play it on my 2DS (just get a blackscreen) definitely an interesting idea. I had considered making a GameBoy game for the compo, but decided against it. Glad to see someone working with the DS.
I loved the watercolor background, seconding the comment about how inconsistent the dash can feel, excellent use of the freeze mechanic, overall really solid entry.
@minibobbo I vaguely remember a video that came with one of my playstation magazine demo discs back when I was a kid with the developers of Crash Bandicoot talking about using funny animations to lessen player frustration with dying.
I wonder how hard it would be for me to compile this in Linux...
I made a bloody mess and it was hilarious. Smear their guts all over my face? I can't even see my body under their guts.
Definitely pretty tough. Found myself frequently wishing I had some indicator of where I could find asteroids to cut up, just kinda lost in space for much of the time. Perhaps an indicator like the one for the star while you're dragging. If not currently dragging show - indicators for the ones closest to you that grow as you approach.
Yesssssss I gots the cake. (Once I figured out my growls could deplete and stopped randomly growling the empty void.) This was hilarious. I also had trouble with the executable, thanks @srynetix for the jar tip.
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Hehehhehehe. Nice use of the theme, and like others have said good work on the visual style and sound effects.
Regarding the virus thing with Godot Windows releases - I don't include the pck inside of the executable because of that very reason.
So, I'm not saying I disabled the AI watchdog to see what happened, but I may have killed the crew. I was not disappointed. The first minigame reminded me of pipe dream. (That game is old enough, I'm going to link to it https://archive.org/details/win3_PipeDr3x )
This was a blast. I, however, am exceptionally bad at this with a top score of 20 after 8 attempts. Excellent use of the theme and very cohesive visual style. I'd second the life-regaining, but I'm unsure precisely how that'd work. Maybe for like some tricky matches (5+) or combos where one match leads to a second. (The latter actually happens a bit so maybe after a few of those?) Kind of like how attacking works in Puyo Puyo.
I'm exceptionally impressed by the graphics. Definitely liked the sideways dash, definitely made the game much more enjoyable! After a while I was like -dodge- BOOYA TRASHBAG, I'M NEO NOW
I actually rather liked the controls myself, but then again, I'm a sucker for weird controls. I got up to 4 deliveries before I kinda ran myself out of platforms... from maybe... destroying them... on purpose.
I like how my original strategy of just blasting down all the walls bit me pretty quickly when the monsters were able to shoot at me.
Linux build ran perfectly for me. Nice job. Trick-or-Treaters are hopped up on sugar. So fast hard to 'borrow' their candy sometimes. I did them a favor 'borrowing' the candy. Clearly, they had to much. Someone had to cut them off.
@nick-barrash , Indeed. That's humans for ya. So long as they can get some bored,depressed shmuck to occasionally correct the steering instead, they'll just do that.
Also, the stuff in the windshie--- space shield? Reminded me of the starfield screensaver in Windows 3.1
Incomplete as it is, I did enjoy digging. I got kinda lost upon my return to the surface, haha. Looks great and would be a good prototype to build on.
That's an incredibly interesting idea. Horizontal acceleration was a little tricky so I didn't manage to get too far. I did manage to get 3 levels deep before dying. That title + story concept is absolutely hilarious.
Watching my niece play this definitely reinforces being able to take more hits. She was struggling with the first wave so she never got a chance to really learn the flow. I'm also not very good at this.
I made it 43 levels deep. The music really set the mood and I enjoyed the resource management mechanic. Configuring the drills confused me at first though.
@sigill If you don't mind a little (read: lot of) lag I recorded a playthrough here (X11 was freaking out during recording and causing some pretty intense thermal throttling):
https://youtu.be/soCInVx4wGY
Small note: To make the game playable for me I remapped my W to space and set load and save to J and L respectively in a similar way by remapping keyboard itself. (And made s trigger M so it wouldn't do anything.)
Given the timings required for this game, a controls remap option would be very nice to have quality of life improvement.
I have to say that I very much appreciate the UI fading when the player character moves behind it. Was hard to keep up the streak at points, highest I've managed is 105.
The normal maps with the lighting was pretty incredible. Excellent music for the mood. I didn't die at all so I didn't get to experience the checkpoint system mentioned in the comments. I'm thankful it existed had I ended up needing it though.
Wow, this is great. I like the puzzle-chaining aspect a lot. One thing I'd like to point out is the lack of contrast between the dark blocks and the similarly dark background. I couldn't see them due to slight visual impairment. leading to some confusion. (Primarily, I wouldn't fall to the place I was expecting since I didn't immediately realize the dark blocks were present.)
Haha, I loved the story and the retro style the TIC-80 platform provides (which I didn't actually know about until today.) I liked the reuse of the same level forcing you to explore more of it each time, which is an excellent use of the theme on top of the story.
I did not expect a fractal-based game at all, this is pretty cool even if I'm terrible at finding things.
The game is still playable at (estimated) 5~10fps on my Vega 8 integrated graphics.
My niece ended up backseat playing this with me. I may have run up a lot of debt going sideways so once we realized that really should just go down (especially at the start) did things start turning around.
Edit: and seconding that the Linux build works, though it requires the 32-bit libraries to be installed.
Top number I got was 8 saved. The pseudo-3D stage was probably my favorite thing about this. Well... maybe the second favorite after the naked mole rat facts like "Naked mole rats cannot survive being eaten by snakes"
It definitely takes some effort to collect that stuff at the center of the earth. Even more so when a child challenges you to do it with only a level 2 pickaxe, haha.
Ack! TNT _under_ the oil? Ouch. Little quality of life things like that aside, was a nice game. Definitely agreeing with the sentiment above that leaderboard was a good idea that kept us playing!
The consuming resources when attempting the upgrade without the noted energy of unknown amount) was confusing, but aside from that, solid entry! I definitely loved the voiceovers. I... must... destroy!
I recognize this song! Nice to hear Night Shade in a game. I've spent many an hour coding to this song. Definitely a bit difficult with ranged enemies being a bit over-powered. Controls were silky smooth though. Nice job.
Stories of my bravery will be told across this land. I love the sound design involved.
Also, tip for Linux players: since this is a Godot game you can just copy the godot editor executable, give it a name that matches the pck and play without using WINE.
I KNEW SHE WAS THE CULPRIT! Also this was adorable, very good job on the art. I think it only took me 4 loops to fully finish everything.
I liked this and cleared all the levels (not perfectly though). Very solid entry.
My vision isn't the greatest so having a more visible directional indicator on the starting gate and the jump pieces would have been nice to have. Perhaps in yellow or blue? Sometimes I'd have to place a jump and remove the pointer to see what direction it was pointing. (And depending on the surroundings even that could prove difficult when not in full screen.)
TRAFFIC LAWS ARE FOR CHUMPS! I was only out 5200 pounds. I quite liked the music and voice acting and writing. Would have appreciated a barrier to prevent me from leaving bounds, but aside from that, this was solid entry.
Wouldn't happen to have a Linux build lying around would ya? ;) [I only ask since Wine couldn't run it and I'm curious. If it's something you can do easily that is.]
This is great even when my computer can't apparently render all the textures. (The levels are even darker) Was definitely like "Nope! Nope Nope and Nope! On the nope train to Nopesville!" I was briefly confused at first and then the ... whatever that is... appeared out of nowhere.
I made it through 10 loops. I played around the perspective problems by getting the triple shot and just raining death upon the entire field of battle. I may or may not have laughed maniacally while doing so. No need to see your enemy when you can just pepper everything to mince meat. This has a lot of polish, though I too found myself cursing the lack of HP UPs.
Nice little fun game break. I did something similar actually with dodging. It did strain my eyes a little, particularly trying to read the HUD. Since the background is pretty busy, you should use a larger font with more strongly contrasting colors. I rather enjoyed getting as close as possible without hitting the other particles. I was quite pleased with the ending. Did not see that coming.
I like the text narrative. Though I ran into an interesting issue where if I chose to restart the game, Firewall doesn't unlock when it should.
I am endlessly amused to find this game after listening to Robo Warrior music (specifically overworld 1) on loop to make mine.
I liked the concept and artwork for sure. I tried to escape the loop, but didn't see a way to do so. Just like working in real life. XD
I think my favorite area was the one with the tanks. Most of the other sections were basically "hide behind box, fire, advance" whereas the tank section more readily lended itself to tactical maneuvers like flanking.
Haha, this was hilarious. Very short, but still very funny.
@rjhelms Looks like a session type token. It probably expired. Anyone else looking for it should do the same - just access from the gamejolt landing page and launch the player from there.
Not going to lie, I may have intentionally led that idiot to his death on purpose a few times. Excellent entry. Some indicator that you need to click a unit to bring up the command options might be a nice thing to have at least initially. (Maybe an arrow beneath it on their introduction levels and/or if no unit is selected after 10 seconds or so?) I was initially confused about what to do. As an added plus, this would allow you to introduce non-human units in future versions pretty readily that might not be readily identified as controllable.
I definitely loved the art style. Didn't realize the shark-looking-people-things turned the little coal hills until it was too late the first time.
Asteroid-style ship controls are so tricky (I have never been good at Asteroids), but this is great. Creative use of the theme. Also, I laughed about the printers not giving any warning that they're about to disconnect. Art mirroring real life in that case that one.
Small note to other reviewers: Run this in Python3.
I like the simplistic art style, since it's cute.
The lack of visual feedback on the air control with a single swipe was certainly an issue. I'd swipe and nothing obvious happened. (In fact, the issue would be the same on a tablet.) I'd suggest adding a gauge or a gust flag near the wind control to clue the user into the need to swipe repeatedly. Aside from that though, this was very well done.
Cleared all the levels! That was great. Seconding zooming out or maybe a minimap. Oh, and perhaps a prompt on the complete level button. I may have burnt myself a few times hitting that one instead of advance fire one turn.
I'm playing as a squirrel that cannot climb trees. I am this squirrel on an existential level. I'm always impressed with these 3D entries, especially one made with SDL. (thanks for the Linux build BTW.)
Nice variety of units. I like how easy it is to get overwhelmed if you're not paying attention.
Camera control was my only gripe. This was super solid, and excellent mood setting. Adam is good Doggo.
I got knocked back through a wall and plunged into darkness, but I made it a ways I think. The Baedar was super unexpected. I'm so glad I charged my phone a little bit ago. I have a low-res screen, so while a little sluggish, the game was still perfectly playable.
I felt bad for Buck. I'm actually pretty impressed. I've always shied away from anything involving narrative. I was initially really confused during the first time when the pieces started vibrating moving on their own.
Since it went full meta, could have had the imagination tell me to move if I stared at the screen for half a minute like the dope I am.
I really liked the theme combination. I suck at rhythm games so I just mashed buttons. If you wanted to up the difficulty a little bit you could add an input penalty on misses or drastically reduce the tower projectile power.
For any other last minute raters that want to hear sound: Try playing in Firefox. Chrome doesn't appear to want to play the .wav files.
I rather enjoyed the art here. I was expecting more levels too, but at least that made the playthrough pretty quick.
I was a little disappointed I wasn't the killer in the first level. I thought the second game was a little tedious since the only point of failure is the jumps. Shorter distances between the jump parts would have been nice, or perhaps something to really penalize you when you're wrong. I loved the mood and premise though.
I took several involuntary trips into the countryside. I finished 2nd in 108.5 seconds. I'm hoping that wasn't too bad. Visually I couldn't tell what was going on, so I was largely reliant on the prompts. Speaking of the prompts - I did have a nervous breakdown. The text prompter is a filthy liar in that regard.
It was pretty satisfying to let the enemies bunch up and murder them all at once. The collision boxes were bad even for an MMO sim though. ;) I think my max survival time was 40 seconds, and liked the humor mixed in. Did anyone check the options too? :)
I liked the sound loop, and the tutorial section of the first level was really great. The fixed jump height was a little frustrating, but aside from that it was fun to play.
You managed to combine the two things I am the worst at: Sports and aiming. I liked the western ambiance. Pretty challenging. I lost a couple of games before calling it quits. The AI was pretty decent. (And I'm pretty terrible.)
That was pretty great. I loved the art. The response on unit spawning felt a little sluggish, but not sure if that was just my computer being my computer.
I was actually really confused on how to start the game at first. (Tried to click start.) Once I figured out the controls and how to start, this was a pretty awesome game. I liked how the game was a little more complex than it had initially appeared. (Like the bubble interaction with the walls.)
High score: 46 coins. Pretty sure if I was better at jump control on that last stage I could get a few more coins. Nice job including a stage reset button, so I could quickly retry if I noticed I made a mistake or got myself stuck.
Yeah, I can definitely see the Jezzball influence here. I liked how I could get them all separated from their friends. :D
This game was pretty intense. I have yet to make it past the area after the first hallway, I might try again later. Oddly, it said "level complete" for the entire duration of the play session.
I liked the mood and music here. That was a rather melancholic ending. I wonder if it said something about me that I actually tried to run from the desk once the screen started shaking.
The music's stuck in my head now. I actually found the third stage easiest as I could slash upwards and use the collision physics to slow down new incoming items.
Flappy fish is coming for your trash! I liked the art and music selection. Got 16/16 on the third go of normal.
I loved the art here. I was laughing a bit while running around with my little :3 face. XD
The boss uses up a bit too much space, given our movement speed it's near impossible to avoid him so as to actually collect anything. The spawn indicators for enemies were a life-saver though.
Restart only seems to work in window mode, and brings you all the way back to the very start which was a little frustrating since I can't jump correctly. Aside from that, this was adorable. I liked the use of the theme.
I enjoyed the drifting and voxel-based art, but like others I was tripped up by the lack of a reverse option. I kept getting stuck on walls and such.
The controls were a little awkward, I ultimately just used W to walk toward the cursor at all times. This fits the theme pretty well though.
Started having trouble I think around level 5 because the US became (more of) a police state with more law enforcement than manageable, haha. I liked the crime caper mood, and the sudden switch to the police chase music when they spotted you.
This was a great use of the theme. I'm also now 100% confident I am glad I didn't go into the aviation flight control field. I'm not good at these sorts of things.
It starts slow, so I'd second the 'having a few cubes to start with' comment. The difficulty ramps up quickly, which I kind of like too. Though that means it also quickly becomes unmanageable.
I actually played this a little bit ago, but neglected to comment. I was laughing maniacally. Probably a good thing the neighbors didn't hear me.
At any rate, this was really solid. While it's a lot of fun I found myself wishing for a little variation of play here or there after a few play throughs. Example: I thought it'd be cool if I could drop a few reaped souls as ghosts to terrify and herd the cowering masses into a mass. A massive mass of souls ready for the reaping. (Bad pun intended.)
An interesting game, the only winning move is not to play.
I only "played" until I risked physical injury to continue. (So... pretty long!) I liked the social commentary of it. I'm actually still listening to the music because ~~I'm a broken person~~ it's so good.
This ties into an interesting discussion I was having with someone the other day about games as art, and how, as an art form, we kind of limit ourselves when we say a game "must be fun" or "must be entertaining."
So, I think I got a windows build running. Does this look right?
Traverse an apocalyptic urban hellscape run by rabid dogs with the aid of nothing more than a cup coffee? I did not know I needed a game like this. This was pretty great if a touch frustrating at points.
"A" (on the keyboard) was an odd choice for jump, I kept hitting the wrong button.
Also, does the wavey effect continue to build after death? It seemed like continued attempts resulted in more waveyness. Speaking of the waveyness, was that done with a CanvasModulate node?
I'm not sure if this was intentional or not, but you can run pretty quick by running diagonally into the walls. I liked it though, it made some of the stages an interesting "which wall can I ram myself into next to clear this faster" challenge. I'd be bouncing from wall to wall to cover as much as possible before the inversion phase settled in.
It would have been cool to be able to color tiles during the inversion phase, and have any tiles colored there hurt you in normal phase. This would give you something to do during the inversion phases, and add a bit more difficulty and strategy to the normal phase.
I was rather impressed with the procedural snowball, and it pretty well matches with my experience of building real snow balls - lumpy and lopsided. That mechanic was satisfying all around down to the sounds used.
I like the tilt idea mentioned above. Expanding on that hypothetical: would be cool to use to use the accelerometer to get yourself unstuck or around tricky obstacles. Shake the phone to get yourself over a mine or tree stump that's in your way.
The build up is a little slow at the start, but it's a solid entry. The last couple of days are interesting.
That ending man...
Speaking of the ending, after completing the game, and going to start again, it didn't let me. It simply replayed the ending sequence and dropped me back to the menu.
And thanks for mentioning your use of Krita in the credits. For the longest time I'd switch back to GIMP when I needed to do pixel art for a project. I had just assumed Krita didn't have the brushes for it, but seeing that it was used for this game made me go back and look closer at the available preset categories!
I made the mistake of playing at first on the slower typer difficulty. Burning fingers is a lot more fun IMO. I would have gotten a kick out of some messages being hidden among the zombie text.
I wonder if I could use this to trick the kids into typing practice...
This is one of the most disturbing things I have experienced as of late. Good work!
Couple of spots are pretty frustrating, but overall I liked the mood and a... unique... take on the theme, with pretty perfectly matching music for the mood.
I really really liked this game. (Though I failed pretty hardcore on the first challenge stage. I'll try again later.)
The DOS-style aesthetic and music were nice. Only issue I ran into was the need for an alternative way to switch inventory. (I couldn't find one anyway) Some of my pointing devices don't have scroll wheels. Perhaps click on the item box, or with the numeric row keys. The use of the first couple of levels as tutorial were a godsend since I knew I wasn't going to remember all the text instructions.
I totally kited the enemies to win. It was like watching a zombie movie because they'd just wander on across the field in a big mob to get one of the two units left.
One issue I did run into was with selection. My units would be in the cart so I clicked I'd only get to select the cart. Lost two units to this.
Overall well done though, I like the Minecraft graphics too.
Nice. I liked the use of the game's collision limitations in the level designs, and the music was a good fit. I would've liked a few more levels actually.
Simple game, but fun and it triggered a bunch of Google searches for the PDP-1, so I learned something today too. I'll have to play against the girls at some point.
There's nothing quite as satisfying as taking out 7 alien drones with one grenade. I'll admit that it got a little tedious having to kite for 10 turns for a limited chance to strike back, but this was still solid fun.
GREETINGS PROFESSOR FALKEN
A STRANGE GAME.
THE ONLY WINNING MOVE IS NOT TO PLAY.
(This was pretty great. An interesting take on the theme indeed.)
I got stuck upside down on two occasions. I wasn't sure how to escape. Maybe or taking some additional damage if you sit upside down for too long would account for that by simply ending the city when you land in such a way. I love president Trumprex, for whom the voiceover work was superb. The ambience is nice.
Note: The menu and health bar are obscured if you play on a lower resolution.
I like the use of theme, I hadn't even considered using an ancient weapon. These enemies are sneaky, showing up out of nowhere. :D
Seconding the particle effect idea. The gravity effect is kinda cool. I sure you, however much effort that took, it was worth it. I hope I'm not the only one that tried to shave off enough of the asteroid to orbit it. (I wasn't able to do so, but I sure as heck tried.)
That song is now probably stuck in my head for the next few hours, haha. I kept going quite a while, though a little slower so I could actually dodge things more often would be cool. I found that holding down the right (or D) keys could let me basically play for however long I wanted.
Some prompts for input would be nice. I thought the game glitched out when I died. A little 'press R to respawn' message would have prevented some unnecessary Alt-F4s. I like the terminal-based hacking aspect a lot, even though I'm not very good at it.
I had a little trouble spotting doors at first... I think they're doors anyway. I like the idea. Especially the strategic suicide runs across deleted areas. Rescued the universe from my own stupidity a couple of times.
Very nice, ran smoothly and was pretty fun. I liked the variation on the enemies. Only issue I ran into was the hit boxes being a little too big.
Despite the difficulty, I actually liked this quite a bit. Some of it isn't immediately intuitive and I doomed our people many times. The art was good, and the music was a nice piece for it.
I kept getting stuck on the little hills ground, so I jumped a lot. XD Pretty fun, though the second chapter took me a few tries. I could barely hear the sounds, but those I heard were good.
Kind of impressive given it was created by an AI. Super freakin' creepy earns it high marks on mood.
Nice concept, it is indeed a little confusing at first, but once you get it, it's a little addicting.
Should have had a few more products, a countdown of days remaining (game lasts a year for anyone else reading this), and the game crashes if you buy out the market. This has the beginnings of a good trading game though.
That was a little different, but amusing for the most part. Seconding the comments on the woman gamedev thing from above, though. Also, this is basically my life every LD.
Only 62560 points. :/ Got to kill the big guy twice in one play-through though. That was pretty awesome. Some sound would be nice, and enemy patterns were a touch repetitive.
I managed to reach the end, but nothing happened. Well, aside from me announcing "I won!" and confusing my brother. I like the randomness of the idea. Could have used a few more light sources, especially near the beginning area, you can barely see your assailants.
Managed to clear all the levels, level 4 was challenging until I figured out the automata rules for moving the humans. It's good that you included the ability to reset the levels. On Firewall, I ended up making it impossible for me to win or lose. Fun game, even if it's a little weak on the theme.
A very simple entry, like others have said, could use a bit more content / play. I kinda liked the 5 second timer, disoriented me enough to make finding the target difficult.
Excellent use of the theme, got down to three pods. The difficulty progression is good. That last set of gates is pretty brutal when you first encounter it.
I like the minimalism of the graphics, full on monochrome baby. I managed to complete all 10 levels too. For those getting stuck on hallways, I've found moving diagonally made it pretty easy to get through them.
Is there a check done when making the levels to make sure tey are beatable? Nice use of the theme, I made it to level 6 on one of my runs. Also reminds me of why I don't play pool.
Fun concept, nice music, gets a little repetitive. Scrolls so quickly it gives me eye strain if I make it more than 100m, but still played a dozen times. Farthest run: 254m. Overall nice job.
That was pretty cool, Darn flying locks stealin' mah keys. I'm going to have to beat this later now though because it's like the flying locks have won. It's nice that 1.0 has a reset mechanic, I was playing 0.5 and having to re-launch the executable every time I picked the wrong door was less than enjoyable.
That was quite clever. I fail it a lot on a couple of the levels. Darn skulls.
A nice simple entry, was a little on the easy side, but pretty well executed imo.
My vocabulary knowledge and recall is truly horrific apparently, but good show.
It's an interesting idea. I got tired of waiting for some kind of win thing, so I just rammed the red cube (it did move) after about 2 minutes because YOLO.
That was fun, though I couldn't destroy the memory banks as it would freeze up on my computer when the mine exploded, but managed to do everything else. I set the timer to 80 seconds, plenty of time right? Pressed E on the escape pod with 1 second left.
I abused the crap out of fire to get to floor 60. That was pretty awesome.
I concur with other comments on the maze generation. Other than that, this is a pretty interesting concept. If you plan on doing more maze type stuff in the future, you might wanna look at: http://rosettacode.org/wiki/Maze
Granted that alone wouldn't be what you wanted, you'd need to add some obstacles to force the use of the selected power up.
Same here, those elves are hax without the snowballs. Made it to the second or third level before realizing I had them. That fat bearded psycho got what was coming to him in the end.
Fun. Loved the faces on the acorns. Freakin' adorable too. Music is stuck in my head though, you monster.
My god that's addicting. I couldn't fly in the end, loved the turncoat "friends" that make fun of you when you die. It's like... a real life "life" simulator.
LD58 — Collector (12)
Marble Trouble by mooyett 2025-10-17T04:28:37Z ♥ 4
This was incredibly polished! Reminds me why I'm not any good at pool, but these guys have super powers so very much lucky me.
I don't have anything to add that wasn't already said, so I leave you with this:
regicidalmaniac.png
lone alien by Verbante 2025-10-16T19:46:09Z ♥ 1
Made it to stage 11, then I got too slow. I like the unlocks, though I don't understand the benefit of the shrink ray admittedly. Seems like it would make it harder to find friends to abd--- meet.
Astraay by Ace17 2025-10-16T19:16:34Z ♥ 2
I do love me an exploration game! Especially in liminal spaces. Excellent mood, though a few notes: The experience in dark games like this is highly dependent on the display used to play, so a brightness adjustment that allows people to adjust until they can see the corners and such would be good for general accessibility.
Speaking of accessibility, a visible proximity indicator that pings along with the sounds would allow those with hearing impairments to experience the game. [Edit I was kinda imagining a ring indicator for each, sorting closest to furthest.]
The Internet Collector by YibiRabbit007 2025-10-16T18:11:29Z ♥ 3
Also reached the end! Yeah, some tutorial tooltips or something would have made the first stage easier, once you get the hang of it it is pretty simple. (Though sometimes I did just brute force through bits since the thing is set up to only accept correct inputs, thanks for that btw!)
Screenshot From 2025-10-16 11-06-45.png
Super Axolotl Adventure by Dianavi 2025-10-14T04:21:38Z ♥ 2
Racking up the achievements. Running side to side. Living the axolotl life. Gettin' stabbed by a Goose. Found a good number of the achievements, that was fun. Could have used a few more in-game hints like others have said.
Virus singularity [Mega Drive] by Samuli 2025-10-14T03:33:06Z ♥ 1
Hahaha, I had to break out my travel tablet (which exists almost solely for on-the-road emulation) to play this. I guess it'll just sit in my game list for the duration of this devices' lifetime.
I liked the background and character art for this. Can't say I love the end sound my lord, but it fits!
If I had a flash cart I would have put it on my megadrive that I actually still have in the living room.
The Collector by Kazuren 2025-10-13T05:55:14Z ♥ 2
I had a feeling she was The Collector the old granny was talking about.
I like that you borrowed the mechanic used in Sonic when she got hit where she dropped her collectables.
Supergalactic Trash Collector by 7uc4s 2025-10-13T05:35:27Z ♥ 6
I may have died trying to blow up the trash center. **Vive la rΓ©volution!**
I guess I'm the CEO now, which *I suppose* is sorta a revolution.
Inertial damping on the asteroids and such, while not scientifically accurate, was much appreciated given this big chungous and its hitbox to match. Appreciated the linux builds as well. Godot runs fine through WINE (or borrowing the native executable from another game and naming it to match the pck), but it is nice to avoid the extra step.
[Edit: The last level is pretty easy. I think I am broken.]
Arena of Battleships by Planetary 2025-10-13T04:24:37Z ♥ 2
Is 150% and aggressive ok for the final ship challenge?
Recording of me playing very poorly included.
https://www.youtube.com/watch?v=h52HfFibjQw
As far as feedback, this has been my favorite game of the jam so far, though tool tips explaining (or at least naming) the modules in the hangar would have been wonderful.
[Edit: was also able to clear 200% difficulty, but 250% eluded me.]
Out Of Energy by Custodi 2025-10-13T02:26:39Z ♥ 1
Glorious. I had no trouble figuring out the UI and such. A level transition of some sort would have been a nice addition.
Screenshot From 2025-10-12 19-13-01.png
Super Sucker by leorean 2025-10-07T12:42:24Z ♥ 2
I'll have to give this a go again later when I have sufficient time to clear it. I enjoy the puzzle design and very much appreciate the range power ups particularly.
Speed ones were kinda meh though, if it came down to expending energy to clear a puzzle just for a speed upgrade, I would pass on the upgrade, LOL.
I did enjoy how the map was cohesive and the fact that tidying an area restored a bit of energy.
Screenshot From 2025-10-07 05-36-46.png
Fluff 'n Roll by CamComDuck 2025-10-06T14:51:31Z ♥ 2
DO A BARREL ROLL, ~~FOX~~ SHEEP! I also had difficulty getting them to separate at times because they insisted on rolling out in formation, but that was quite amusing.