Permafrost Pirouette by Junber 2020-10-08T18:03:13Z
Nice one, great job.
Foon → Ludum Dare Explorer → Users → Erlioniel
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 👥 | 🥇 | 2024 | 56 | Tiny Creatures | FLY HARD | jam | Humor | 4.75 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | 👥 | One Man's Treasure | jam | 136 | 3.89 | 3.41 | 3.39 | 3.85 | 4.39 | 4.04 | 3.43 | 4.04 |
| 2025 | 57 | Depths | 👥 | Going Down Protocol | jam | 26 | 4.32 | 4.03 | 3.80 | 4.25 | 4.56 | 4.46 | 4.56 | |
| 2024 | 56 | Tiny Creatures | 👥 | FLY HARD | jam | 135 | 4.01 | 4.08 | 3.81 | 3.81 | 4.11 | 3.95 | 4.75 | 4.11 |
| 2024 | 55 | Summoning | 👥 | Decades And Dragons | jam | 196 | 3.96 | 3.64 | 4.03 | 3.65 | 4.39 | 3.85 | 4.16 | 4.26 |
| 2023 | 54 | Limited Space | 👥 | Mr. Bubbles | jam | 651 | 3.48 | 2.85 | 3.20 | 3.20 | 4.28 | 3.95 | 3.03 | 4.10 |
| 2023 | 53 | Delivery | 👥 | Mars Delivery Program | jam | 173 | 4.00 | 3.29 | 3.04 | 4.29 | 4.63 | 4.00 | 4.33 | |
| 2022 | 51 | Every 10 seconds | 👥 | NN7 Guardian | jam | 48 | 4.19 | 3.79 | 3.72 | 4.13 | 4.56 | 4.11 | 2.40 | 4.19 |
| 2021 | 49 | Unstable | 👥 | Last Bargain | jam | 159 | 4.00 | 3.41 | 3.45 | 3.60 | 4.48 | 4.26 | 4.14 | |
| 2020 | 47 | Stuck in a loop | 👥 | Cycloop | jam | 400 | 3.78 | 3.51 | 3.38 | 3.96 | 4.41 | 2.94 | 2.43 | 3.41 |
Nice one, great job.
Relly worth to play one, art & music is just amazing :D As well should respect an option to play hotseat - quite unusual for the jam games.
What I didn't like is a control scheme, it took quite a while to get used to it. As well amount of goods (considering limited amount of time and no possibility to go in any direction) is I guess too big to find out good strategy.
But overall a really well done one!
The mood and music is just magic. Didn't find a way how to beat the game (mantis just one-shoted me), but overall I have a good feeling about it. Well done.
Btw. congrats with 20+ ratings :) Your team deserve it
Like the result. Didn't beat speadrun mode, but overall the game is pretty nice and competitive. For COMPO category this one is for sure is a very nice result
I played it and I can say that the core mechanic is working fine. Except the fact that it's very small amount of levels even for this small game :) Don't left levels to the very end in the next time and the result will be even better :)
Pretty nice result, but I think it will be even better with a few levels instead of one with some difficult progression. But overall I think the time constrain didn't allow to do that, so anyway well done, mate!
Wow guys, that's absolutely nice result! First of all it is using the theme, it has story line and the art is just awesome.
Absolutely love it, even tho I've managed to get it stuck somehow :D
The game is unavailable :<
@snowinn that's not a problem since battles are going is separate screent.
@sarah about the game - true, the first screen is really dark. And it's not clear what items are iteractible or what places are possible to pass. But overall I think the art style is an excuse for everything else :) It's really spooky and sweet
I got the fun, and like the humor of the game (especially Link's shield :D as a throwable item), but didn't like that the game is missing some kinda of consistency in art. Most of the art is awesome, but for example the guys on the final screen if differ a lot from the princess on the same screen.
Overall I did like to play it :) Great result!
@robinerd I've tried to play, but didn't manage anything alive :D Maybe I'm bad from evolution perspective :) But as a big fan of Spore I do like the idea and respecting your game :) Well done
Wow this one is nailed theme so hard. And overall very well done, I was challenged by the last level, but figured out how to shortcut it. Love it!
Wow, voice over? Really? :D Awesome art and style!
Got some fun passing by levels, but sometimes the way how portal is set really frustrating because of camera. And also there is even bigger (from my perspective) problem of the game that it's not hard to find out the solution, rather to implement it.
But overall pretty nice result, like it :)
For sure very nice puzzle game. The only problem I see that when you just appear to the new level it's not clear what move to do to avoid a hit. Basically I got all my damage like that :< But anyway it is very impressive result!
Like the game actually, spend quite a time to play, but didn't finish it since it completely freezed at some point after some bugs :< Which is very sad. But the traffic system is working well and I do like the overall feeling :) Great result!
@rongo-matane I'm not excluding some technical issue with my laptop, so maybe it is :D Anyway very nice result, dude
Really love this minimalistic art style :) Overall ofc it's not balanced (should it be?) and I lost only because train was spavning in front of me, but who cares, right? Well done mate!
cameo_damsel_day.png
Like the visual but don't know, from my perspective the puzzle difficulty is quite low. I've found a pretty easy way how to solve it and since then the game itself started to be boring for me. However it is a good game, I think it's just should have more different mechanics to be more interesting in long run.
WTF?! I like it :D Almost as fun as https://ldjam.com/events/ludum-dare/47/caterpillar-cowboy :D (check it if you didn't)
@primitive-concept @threehams fix the build by disabling compressing in unity - https://forum.unity.com/threads/uncaught-referenceerror-unityframework-is-not-defined-at-htmlscriptelement-script-onload-webgl.803967/
Wow dude, that's very solid result for single man. Honestly I was expecting something more crazy, but you managed in in a good way. PICO-8 looks like a good option if you want to do something that's really feels retro, will keep it in mind, but honestly can't imagine how to do animations without cool tools like aseprite for example.
Hovewer to the result. I should say that it is very good and well done.
...
BUT
... PRETTY ENOUGH :)
Like the game, it is very simple and cool :D Additional respect for art :)
Wow pretty nice one! The only issue for me was that there is no intro or smth and everything is SUPER fast. But a great one anyway
I actually do like it. For the COMPO record this one for sure is a nice one. By points: - It has a story start & end and both feeling rewarding - Everything working smoothly, including level design and sound - Models are cute and overall the game is very well done for the limited amount of time
I can agree with @icxon that there is a way to slightly optimize work to have a better result, but overall I like it :) The only problem I see that it's barely using the theme.
It's really interesting boss fight (was even thinking to ask for possibility to recreate it in scope of one of mine prototypes). But really short one. Would like to see the whole dungeon with the final boss and some story about it.
Hi, I'm actually want to say that have absolutely the same feelings as @steventus above.
Just to be fair I want to additionaly say that I'm impressed by the art. That's absolutely stunning result.
Just the freaking best game I've played for this LD at the moment :D
I actually love this one :) It deserves more time to polish, but it is very nice and cute idea. My dog is also doing this all the time :)
Only problem is there is no restart button and it's very easy to mess with the leash (like in real life, right?)
cameo_leash.gif
@mcovert actually I hope that [it helped](https://ldjam.com/events/ludum-dare/47/cycloop/its-the-leash-i-can-do) to get more attention :) As I see you almost received 20 reviews! Congrats ;)
Absolutely love the art :D And the story line, if you did it alone (everything!) I have to throw my hat away as fast as possible. Amazing result
cameo_loophole_kingdom.gif
I like it actually. Nice art style and the idea is working. But I kinda thinking that the idea is to linear for this theme.
Hovewer I do respect the result for single person and so small amount of time. Well done, mate
Hey, played the game and actually don't know what to say. On one hand is the fact that it is working, level design is nice, voiceover and animations neat and so on, on another hand it's hard to place this game in a row with other games made by 1-3 people (usually). Will it be fail if I'll rate it with keeping in mind that 6 people were working on it, right?
Overall no matters what is the rate the result is nice. Well done, guys.
It's pretty funny to play, hovewer the controls are not so cool from my perspective. It might be (and actually should be) more natural from controls perspective. Did you draw the art as well? I think the robo model is from free assets, right?
Amazing one
Played the game for a while and should respect an art attempt. However, the gameplay might be less annoying and painful. Let me cry for a while since I'm a Java developer and all this stuff is quite depressing me.
Joke :) Actually, it's pretty nice ;)
So let me point correctly, it is a very nice, short, but ready to deploy game. Not a prototype, but a game. The another question that it's quite hard to rate it, mostly because it was done by so many people.
I guess I'll not rate at all, because I don't understand how to compare this game with prototypes made by 1-4 people.
It's really hard to put some rating for that. First of all because for me, as for a guy with A LOT unfinished projects, it's also very personal. But from other perspective aside of the idea there is almost nothing left, unfortunately. Would like to have more options and less intense time pressure, but probably it won't fit the idea. Dunno.
However I do like the art and the idea. It feels very personal, and I guess it should be. So from that perspective well done, mate.
Dunno, didn't find a way to run it (tried jam and patched versions). :<
Okay, @simon-parzer you got me :) That's pretty unexpected and smart :) And touching as well.
Like it actually. Yes it is pretty simple and small, but quite funny to play just because the gameplay is very native.
Additional like for mute hotkey :)
@ericbolseiro I doubt that it is fair to have 'art' category if you aren't creating art. Aside of that I tried to play but didn't get what to do with the very beginning of the game :<
@ericbolseiro I mean a lot of people in comments most probably thinking that all art, including sprites, is part of your creativity, and only a few will open 'credits' section (btw respect for it). If I understood it correctly all the graphic assets were used as is and not created in scope of LD, which is fine, but should be clearly stated IMHO. Let's ask them maybe?
@biancamello @finalforeach @wevel @kazuo256 Did you spotted that all graphic assets were used as is from that pack? https://0x72.itch.io/dungeontileset-ii
@ericbolseiro no offense, dude, the game is done pretty well and everything you did deserve the respect. The rules are stating very clear that graphic can be whatever (artwork, generated, geometric, primitive or programmer art), but it should be created in scope of LD (like everything else).
The problem here is that it is really hard to judge what's yours and what's not. And that's why you (in my opinion) should opt out the category next time. Now it's not possible to do, but I recommend to mark it clearly in the description.
And again, that's just a question of fair play. I'm not against you or the game. And for sure @somogy deserves respect for his art as well. But I think it's not fair to other participants of LD who did graphic by themselves.
Looks like ready to release game. The only problem - no theme at all (at least I didn't find it). But sure, that's not critical, yes? :)
Okay, that's pretty nice game, but the ingame graphic might be better fin the main art style. But overall I got my fun playing it, well done :)
Nice one :) Small and simple, but pretty clear what to do. The only problem for me was the fact that the character is turning back every hit. Of course, I understand that this is kinda a feature, but it took some time to get used to it. And at the time when I got used to it - the game ended :D
Amazing one, like the art & music :D
Nice result, even tho it's pretty simple :)
Hi dude, find out that you are asking for feedback and here it is. Don't get it wrong, I'm quite positive and this is a nice result, especially if you didn't have enough time or experience (don't know your background, sorry :<), but I will point a few weak spots that might be not so hard to manage and, at the same time, will completely change the way how the game feels: - **Art**: The attempt is nice and I see that there is some idea behind character designs. I do like it, but the dungeon itself looks like a placeholder. Try to add some decorations, maybe [use random](https://ldjam.com/events/ludum-dare/47/cycloop/small-hint-to-have-a-better-visual-result) to do that. - **Levels**: Aside from the visual part it might be more interesting from the gameplay perspective - some simple random enemies or some small traps/puzzles in the rooms might give additional motivation to discover new rooms. A reward is welcome as well - And last but not least: **Game cycle**. That fact that the theme is 'Stuck in the loop' doesn't mean that game shouldn't have a start and an end. The start you did very well and I was even thinking that it might be not a visual ideal but a very good story-based game (like this for example - https://ldjam.com/events/ludum-dare/47/delivery-boy-forever) but it turns out that there is no end at all. Consider developing the game process somehow during gameplay and find a way to reward players for finish the game.
But again, don't get me wrong, I liked it, but for sure there is a big room for improvement. So I hope we will see big progress for you in your next game ;)
So overall I would like to respect the art. It is very impressive for the limited amount of time! Especially the church.
Hovewer didn't get the gameplay. Quest zones are very limited and annoying from time to time, additionaly will be nice to have some information for controlls, because this was unclear as well.
Hope to see the next beautiful game with hints and more clear controlls from your team!
Like everyone in the thread have to respect art skills. For real it's amazing. Didn't get why we can't do it in fullscreen.
Overall is very nice entry. Like the art style and consistency, the only thing - intro and outro images might be slightly more polished. But the fact that you have them is anyway is a good reason to give you some complements - not a lot of games remember that player should be rewarded in the end.
Ah... controls also might be slightly less old school :D But overall it is very nice!
Small one, but really simple. I guess these guys are deserve more attention, gameplay and story line. But anyway well done :)
Same problem with extinguisher, it's very strange working. And at all that's quite strange that user can't anyhow predict damage and so on. Everything is very scripted.
On the other hand it's pretty nice, sound and graphic design is funny :) Well done
Thank you for such a nice game :D Don't know what to criticize in it. It's small and very well done from all perspectives.
skycrawler_cameo.png
I tried as well and can agree with @just-dante. The idea itself is very nice, but it should be polished to be more playable. But overall good result
Hi, played it for a while. What I did like: The idea, art style and quite minimalistic sound design. What I didn't: The timeframe is REALLY tight and it's hard for me to hit in a correct time. But that's subjective. What's not - that the level is not actually restarted after pressing X. The timings are failing after the restart. For example on first attempt the rat (?) is passing spikes - after restart spikes are killing it. Which makes a game quite less predictable.
Love it but it took quite some time for me to get what's actually is required from my side :) Some small ingame tutorial needed probably. As well didn't find out is there some ending or not.
Anyway well done, for compo it's incredible result. And for sure the art style is amazing!
Like this one. But I would recommend you next time keep some consistency between background and foreground styles. Mixing vector art and pixel art is not the best choice IMHO
Well done from atmosphere point of view, but for me (personally) it was hard to get what to do and what to expect. It was unclear that 'anomaly' is actually will just return you back to start point. As well not clear how to heal the ship.
Overall I like the style, but I guess gameplay might be polished. As well maybe small tutorial and intro for story line might help. But anyway well done, guys, I like it.
@remus-croft @steamdr4gon @nectanebo @robinerd @politecoy @trypants Thank you for being so positive, guys!
@patsui ye, we are not musicians and didn't find time to experiment with music :) Maybe we have to find someone next time to help with sound design & music.
@jamesor we noticed that as well, but we decided that it's is actually super minor and just left it as is. Don't think it's fair to polish the game after the publication, so it is as it is :)
@pichuscute0 did you finish it? We tried to add some special thing for every level, but for sure we are not the best from level-designing point of view. Will try to improve that side till the next jam!
@desertmaw thank you very much about such detailed feedback. We will consider to add Enter as a hotkey for level change with a small patch, since it's not restricted by rules, I suppose, and overall not changing the result so much.
And for sure we will try to find out how to create background music the next time and will reserve more time to work with game sound overall.
@mkraw @somogy @discoreunion @castrolol @elemental-zeal-game-studios @wegpast @pndaa @fabula-rasa Thank you very much with your feedback :) Happy that you liked it.
@jnkdog Yes, that's probably the only level that might be failed completely, and for sure in production-ready game this level should be polished to be possible to pass somehow without any possibility to be stuck. But since we have a 'restart loop' btn I hope you didn't have hard feelings about it :)
@forgeronstudio I highly recommend to use such practices, since they are really efficient from time/result balance.
@ericbolseiro @raiponz @fupi thank you :) that's very nice to receive such positive feedback!
@andygates01 The sound design & music is a next big thing for us to learn probably. We'll challenge ourselves with that next time.
@very-dark-lord That's very fair comment. Yes, level design is very complicated, even tho we tried to simplify it as much as possible. Maybe it should be done slightly another way, to allow user somehow to see all elements together. Or maybe just a minimap of the level. Anyway since the game is small and puzzles aren't so complex I guess it is not so hard to beat.
@very-dark-lord no-no, it is absolutely fine :) Like everyone around we had more ideas to do, than time for them :) And for sure we are not level designers, we are programmers and level design is our weak part. So it's a good take-away from the event for us.
Thank you again for such a big feedback.
@dizzy @toulou @mateusboga @vinmegamitensei thank you for such warn words, guys! For sure we'll try our best next time!
@kushimoto @roofloorwall @junebug Yes, level & mechanic design is for sure the next thing we will take in account. We had quite a lot of ideas how to make another mechanics (for example one-way switchable door), but time constrains were against us.
@no-grapes-games Thank you, that's for sure our first game jam, but I was participating in hackatons before (it's like game jams, but about some app prototypes), so more or less aware about how it's going and what team should be focused on. But anyway that was absolutely new experience
@kurt-roembke it was actually the very first attempt. We didn't have any idea what to do when the theme was announced. Both of us are not best in puzzle design (and that's even if we put it polite :D) and the result is just an evolution of the idea. So in that sense our hands are clear - everything that was done was done in scope of the jam (except the tools and font listed in creds section). However your mark about sound is absolutely fair - we are not so used to work with it and it was kinda the last thing for us.
@gorrgolem thank you :)
@toccio94 thank you for such a big review, don't actually know are we deserve it :D You are correct in almost all your feedback - we felt that levels are more about try and check, rather think and try. And about music, sprites and so ever I kinda have absolutely the same feeling.
The only excuse I have for us that we had time constraint plus it was a very first time for our team. We got our take away from the event and looking forward to blow people mind on the next LD :)
@mikoziq we had some idea of minimap, but decided that player will be able to find out the level by exploring. But ye, maybe that's a mistake.
@tjm we didn't manage to tell the story (I personally feels especially bad about it). By idea that was a recovery unit to resurrect station to live. And it is kinda connected to it, so it can scan the panel to activate. But since the station is a human-made one it has panels for human first of all. For the unit it's just an access point to station circuits.
@tricky-fat-cat @flying-cat-of-the-pepes @mcovert @sophiemae0 @aimainiac @matootsy Thank you for such warm words, guys!
I doubt you need more feedback than: add some levels, put it to mobile phones and you'll be rich.
Okay, maybe not rich, but at least get some popularity and money :) Overall is scope of Jam one of the best 'production ready' games. Additional respect for this beauty itch page :)
I actually love it. It it very interesting as idea, the levels are giving you a reason to think before passing them by. The art style is also very nice and cool. Overall one of the best games I've played so far. So take my respect with this one.
Interesting idea and I can imagine how cool it might be to have it standalone and polished. Art is pretty nice as well, I do like it.
What I don't - is the energy system and the fact that there is no option to restart from the very beginning with full energy (you have to spam restart till you'll die).
Wow guys, I do love it, it's neat. The idea is pretty simple, but idea is nothing, execution is everything right? Get my 5 stars for look & feel, you deserves it! The only problem for me was to figure out where to click to start building. Everything else is awesome!
Like it, the only problem I've spotted is the sound which is stopped with some crazy noise on level loading (and I loaded it a lot!)
Well done, mate. However in my opinion that if you are putting time constraint on the player's head (and 30 seconds pretty hard constraint) you have to polish control to the max. I guess there was no time to polish this, right? :smile:
Keep it up, mate, it's a good result especially for the first time. Trust me, I do understand you, we didn't polish our game enough as well :smile: It's never enough time in the jams :smirk:
Can't imagine how much time you spend to make a 3d stuff like that. From my perspective it's just crazy :smiley:
Like any top-down game it has it's own charm, actually I would prefer more art like that and slightly more fun around it (like crazy weapon, crazy monsters etc), but anyway given the time constraint & the COMPO type of the game - good entry, keep rock, bro! :handshake:
Hoping like a bunny in dark with an enemy you can't predict oneshooting you? Probably I'm too old for this, I didn't make it :crab:
Okay, you did it, I thought that our game is about playing on piano, but this one is for sure a level up in keyboard-is-piano concept :sweat_smile: A special respect for a quite cute pixelart, wish I can draw like this!
I like the visual, all this playing around filters, etc. Didn't find the huge meteor, but anyway it's pretty relaxing observation game. Music can be adjusted tho, because right now it's repeating quite fast.
Nice one, I do like the resulting mood actually. There is some problems & bugs, but for 48 hours solo? It's for sure a good one!
A nice one, I like the simplicity of the idea & the execution. It's hard to understand what you are mixing at the point + in the late game there is no time to think. Overall solid submission, like it!
Don't get why you didn't like the theme :smirk:
This one is one of the best I've played this jam so far, so take my 5/5 :smile: For real, playing it is absolutely nice experience, did 0 shoots before the final boss :smirk: Like the art & music as well, well done, guys, it's rock solid entry
The art is nice, but there is something broken in it. The room for the first double jump is very short (and easy to miss), the music starts to annoy after 5 tries. Don't get it wrong - it's a nice one, I like it, but it requires some polish. Keep rock!
@pandore thank you, you have to try it slower :) It's not hard if you won't accelerate all the time.
@yogurtthehorse saves are a good idea, but time constraint didn't allow us to do a lot :< including checkpoints
@mistercheezymoon thank you very much :) We hope you did it to the end!
@13x666 thank you for the feedback! Voice over is for sure a big deal for the jam time frame. We'll add a player hold for dialogues to give player a pause and allow to read the texts as a part of post-jam patch.
@timofey99 could you please be more precise, what you didn't like in particular?
@timofey99 lol :D We will be grateful for the feedback actually, so if you have some ideas how to make it better - you are welcome :)
Wow guys! A lot of kind feedback, I'll try to play all your games, but it will take some time.
@chesschaser @casa-ocho it will be even harder to control if it will be faster :smile:
@spawnie it's not fair, Space is skipping dialogues. The key of success is patience
@vhalenn it's relatively short, so we decided that it's not a big deal if it's slow :slight_smile: Another key of success to let something else to blow up - not u :smile:
@wamien the maze is actually not so mazy, so I don't think it's a big deal :) Some polish might be required ye
@svemir it was in the list ideas, but didn't fit into timeframe
@darthwaxus why did you decide that it's required to collect everything?
@barrier ye, there is an issue with direction detection. Didn't manage to catch it :< You are probably from the minor part who finished it, thank you for that!
@milestone-games @digitaldude555 @recessive @mords @maxkyckling @aplegatt @truedat @curleysam @marin0104 thanks all of you guys for kind words!
You can try another round, just to find a final of the story, but it's up to you for sure :smile:
@elysiagriffin thank you, sad that you didn't make it to the very end, but I do understand that you have limited amount of time :smile: Anyway thank you for the feedback, it's very valuable
@ltyrosine thank you bro, not sure actually. Maybe we'll polish it a bit, but possible full release is not in the scope for now, we have plenty stuff to do :smirk: But anyway thank you!
@tomssuli thank you for kind words! Ye, we didn't manage to polish the docking logic and it fails from time to time with correct engine aim detection :( Of course we could fix it after the jam, but we don't think it's a correct to do a major changes after the deadline.
I hope we'll find a way to remake it for the full release one day, and for sure we'll try our best to polish the game process
It looks promising, but wasn't able to play on my ultra-wide monitor, because there is forced full screen :(
I do love it actually, I like to see how a small team can with minimum tools tell some small story. Love it, thanks for it!
Hi dude, Played for a while and can say that it's a simple time killer, but it has it's own potential. What I missed is some progress in the music (like adding beats after score passes some point) and slightly more balanced learning / progress curve. Right now there is almost no time to react even in the very beginning. But overall good entry, like it :smiley:
I really love the minimalistic approach (would be happy to be able to do smth like that at some point)! Nice stuff, man
Nice to see your try! Actually we had an unstable floor as an idea in a initial ideas list, but we dropped it in favor of our game :smile: nice to see that you did it pretty well!
Hi there!
Amount of art and animals you drew is quite amazing, however for me it was difficult to find out how to play. Encounters (like death or horde) were working as well pretty well, as AI itself. So I had some fun playing around. Nice entry!
Well done guys! Finished it with quite a having fun in the process. Fighting this boss was quite a challenge, especially on latest stages! Also should say that you've done really well with amount of enemies implemented, wish them have slightly more personality tho. But anyway great stuff!
Pretty meditative one :smiley:
Hi there, not working really well on my ultra-wide monitor sadly. Plus it looks really hungry for resources and was laggy for me. Didn't manage to play into it a lot, but anyway a nice looking entry for sure!
Hi guys, cool entry actually, especially likes the art style - it's rather minimalistic and simple but really cool from game mood perspective. What was bothering me is why some protestors are staying after I paying them off, but I guess there is some mechanic behind without enough feedback to the user. Anyway a good nice, nice job!
I think there a lot of valuable feedback already given above. From my side I can just say that it looks pretty impressively done for the limited amount of time. Yes it's not finished and I see a struggle of level designer & artist to make even more detailed world, but time is the time :smile:
Good one!
Oopsie! But anyway what a small cozy puzzle game. Finish it and it might be a hit on mobile :smile: Love the minimalistic music as well!
Screenshot 2022-10-07 004204.png
Really lovely Pico-8 creation! First of all asset quality is awesome - I do like how levels looks like and all animations. Second, but not from importance, the gameplay is really easy and catchy. Really love this one, favorite for Pico-8 for LD51 for sure!
Hi there! What a small cool entry! I love it so much actually playing with timeline etc. The only problem is probably a low predictability, but anyway it was very fun to play in it!
That's literally my working day :smile: You are hitting me to my heart with this one :smile:
Anyway it's funny! Nice job!
Hi dude!
Played this one and wasn't really successful in my fight, since the controls are not very intuitive and overall I didn't understand why my ships are not shooting, while enemy are. But anyway I would like to point that you nailed the style :smile:
Can I ask what camera shader (probably?) you've used for the pixelated effect? Is it something you've developed or found somewhere?
Clipboard 1.png
What a hidden jem! I like the graphic style and the way how it's simply working. Not sure regarding the theme, but it's somewhere there, yes? :smile:
Anyway a great entry!
Gosh guys! You have to promote your games better! This is a really good idea of mixing farming with bullet hell and it deserves more attention! Really likes animation, sprites and music, it creates quite a mood. Hidden jam, 100%!
Hi there, enjoyed the game actually. I think the only problem is that you are getting lost in environment from time to time, but overall a good game for Halloween! :ghost:
A nice entry, dude. I see that you aimed for mobile and probably it's worth to release it one way or another :smile:
I like the idea tbh, it's interesting. However from game mechanic perspective there is something missing... Basically the overall strategy is quite simple for every room no matter what opponents are and what you have on hands. However it's working quite nicely, so anyway nicely done, dude!
Love the entry and the storytelling. It's really like a grandma who's forgetting about everything all the time.
Hi there!
Quite a trick to play the game alone (and tbh the keyboard mapping might be better & somehow pointed out), but I would like to give additional bonus point for Pico8 :smiley: It's always a pleasure to see how people crafting such small things in it!
Well done, mate!
Hi Mateus!
Nice to see you again with another project :D I didn't manage to collect a lot of stuff to eat, but starting beans with some cheese did the trick. Not sure the real space is working the way, but why not? :smile: Nice entry, dude!
Gosh that was unexpectedly funny game to play! Also like the minimalistic pixel art! Love it!
19 waves! It was quite an impressive, but my browser almost died from amount of stuff to process :smile: I think my DPS even dropped because some bullets were not calculated correctly :upside_down: Anyway a great entry, enjoyed it!
Hi there, I really think that this one is pretty promising as a prototype. Maybe not exactly 10 seconds cap, but overall it might work pretty well. I didn't get why you did use Midjourney to generate art (worth to try probably?) but the game mechanic itself is pretty catchy. Nice one!
With this level of art style it definitely deserves better polishing from other aspects. Anyway nice entry!
Upd. Oh sorry, didn't spot that it's an extra entry! You still have some time to polish then!
Nice pixel work! Small animation might make the sprites even better, but anyway impressive minimalistic style, like for it!
Hi guys! Did you use FMOD for sound? For me the webGL version is laggy as hell from sound perspective :( But overall a good entry and awesome music & graphic! Sad I was not able to enjoy it fully!
Hi there!
First I want to point out that the looks of the game is just awesome. It's kinda `Don't starve` style everywhere and I would recommend to be even more consistent with that - I think ingredients might be sprites as well, not only characters. Also probably camera might be less perspective to avoid such big impact to sprites.
However I think the biggest problem of the entry is a learning curve, it doesn't exists. From the very beginning you have to brew complicated potions and have overcrowded queue and it's not even enough - the game throws additional challenges & debufs to you. It's too much for the player, who just turned it on and in my opinion causes more struggle, than fun.
But you probably already aware about it and I hope you the best with this and following games!
Love the vibes, sound design and animation. Something I don't like is a hitbox - it's not really intuitive. Anyway a good entry!
Hi there! Played through and can admit that it's pretty nice one. It's a good example of 10-level cap platformers, however to my taste it was slightly... predictable? Dunno, like something is missing. But anyway a good entry, dude, especially for solo!
Hey guys, it's a good one, however I was always distracted to check how my craft is working rather building a new one. So that's probably something to keep in mind next time. Have to point out that the mothership in your case is far more cool and dangerous! And you have kittens! :cat:
WOW it was unexpected fast progression of the required speed and reaction. Tho I've died somehow... probably on timer I was still running forward and the enemy spawned right in front of me.
I like the atmosphere tho, really nice work with the look & feel, best horror game I've seen on LD at all.
Hey guys, really love the graphic style! And UI approach as well. Well done!
A really enjoyable entry for COMPO! Great one, I did only 820 points, but sure it's possible to make more. A really great one
Hey guys!
Nice entry, I didn't catch is there any objective, but gameplay wise it's working pretty well. Slightly overcomplicated in tutorial, but maybe I didn't catch some mechanic, dunno. Worth to mention that art is very nice as always :smile: Well done!
Pretty chaotic in the beginning turned to be not really complex game to play. And gosh what a satisfaction was to see the final victory sequence with a rocket launch! Really a nice point and very cool move. Love it!
Can't say that the cube concept adding something to the game itself, but the overall feeling and graphic is pretty nice. Love this entry, thank you guys!
It's curious that not many games on LD are utilizing AI generated assets and I guess mostly because it doesn't makes things easier, right? :smirk:
Yey! I won and actually it was harder than it's in real life. Probably the antispam filter should be configured better :smile: Thanks for the entry!
Hi there.
To be honest I felt dizzy playing in it. Don't know what's in play - colors, mouse sensitivity, overall picture or something else.
The idea however might work, not sure that 10 seconds timer is a good for this types of games tho, since when you find a card for example it might be slightly annoying to wait until the right cycle arrives. However I see a soul behind this game, so good entry anyway.
Hi guys!
It's not bad idea at all, but a few (mostly technical) things make it quite complex to enjoy. First of all - control responsiveness, sensitivity and inversed up-down mouse control by default. Second things which was making experience not as good as it should be is a beam itself. Aside of the sprite around the screen there is nothing. You might flash the light or something to make it more visible to the user.
But overall I would say that it's a good one. Nicely done, guys!
:heart: for the stories and art style, thanks guys for the great entry!
Hi guys,
Really love the game! It's quite interesting from game mechanic point of view and what a lovely small animations! Amazing what a cool stuff you've made in such limited amount of time!
Hey there! It's an interesting one and was funny to play. However it wasn't clear is there any chance to really win? I went through 5-6 cycles and still nothing :sob:
@furano it's fine :D Time is really a limit in jams, we also skipped a lot of parts and ideas we were about to develop initially
I should admit that creating 3D space game even with all the shortcuts is quite a hard task to complete due to time constraint (I know about it from practice now :smile:), tho you made it, hooray 🎉
A few pieces of feedback from me - it might be slightly less chaotic I would say. Plus it was quite hard task to find on the screen pieces to collect - they are merging with background. But anyway I had quite a fun time playing into it, good job guys!
For some reason I wasn't able to play and vote. Play-wise the controls are not working :( Esc is working well, but movement isn't possible in the build on itch. Vote-wise it's just not on the page.
As well it would be nice to mention what was done in scope of jam and what was done after it.
Gosh what a gem to be honest! First impression is quite a wrong here, you made it quite right. The theme interpretation is quite unusual and the only struggle I had is that fact that any error leads to start from the very beginning. But really a awesome entry!
I think a lot of people pointed issues in the entry, so try to keep it in mind when you'll create the next awesome giraffe adventure :smiley:
One of the best entries so far, guys! Really nice and there is nothing else to say. Awesome!
Fairly nice idea, even tho it's pretty chaotic (firstly because of difficulty curve & the fact that all the turrets shoots at different time). I would say that slight slow down of the game might make it more attractive actually. But respect for minimalistic art (it's working!) and for dynamic ost
Simple. Efficient. Fun :smile: Like how the timing works as well, nice one!
Hey there! Probably a lot of people pointed that camera makes the gameplay way more difficult and crazy. Didn't manage to went through, but anyway quite a nice entry! The art and sound is totally nailed, gameplay wise it's also done quite well. And humor, of course. Get a star from me - :star: !
@mcovert ye, we didn't manage to make it working normally + tbh it's really small one
Regarding dead cycle - try another round and be slightly more conservative during first few rooms. The goal is to kill all three waves of enemies. There should be more, but we were running out of time :smile:
@sleepymenace @dileriuml @mantsje @yogurtthehorse @thesnide @angrybeard @ayced @djd123456 thank you guys!!!
@rubentipparach thanks! It's not _that_ bad, but probably we just know the balance and got used to it :smile:
@furano @urggann @Orendil Ye, cannons and other level-ups are something which we though initially to add, but time was the main constraint for us, didn't manage :sob:
@teddyreid try to farm a first few jumps more and just evade contact with enemy. It will ease up the gameplay
@eugenik didn't get about humor, but okay :smile:
@sirdorius ye, small issue happened, sorry for that :sob: Hope it didn't affect the experience a lot
@elysiagriffin thanks for playing! Actually when you are jamming it's quite hard to get a opinion and playtest out of the context. All your struggle with the game makes so much sense to me tbh! It's really cool to hear out from you. Thanks for playing again!
@13x666 thank for such kind words dude! It's quite a useful point - we yet again forget to point out the end goal and just left a small text inside the starting tutorial window. You right - we need to be more clear with the end goal, since a lot of games just don't have any. There is some similarity between our entries, right? :smile:
Regarding the progression etc - it's something which is absolutely reasonable the next thing, more ship types, more room types, some mothership upgrades. But to be honest we were rushing so badly that we sacrificed additional features in favor of getting something more or less complete.
Fun fact btw that the game didn't have any UI a few hours before the end :smile: It was the last thing done.
Anyway nice to hear you liked it and hope you enjoyed your time in it. And again thank you for such a nice and warm feedback!
@adecon thank you dude! 💙💛
@mcovert @noef @7331 @tan-tan @trigrab @weine @nakami @ironcutter Thank you guys for all the feedback. We definitely should consider to make some post-jam expanded version to release standalone.
@landosystems thank you dude! Now when you mention it I fully agree with you, we lost some part of important user feedback, that might indicate what actually happened. As well as some other minor issues here and there. But glad that you did understand the idea in the end and enjoyed the game!
@goddoesplaydice @matt-ravenhall @kerdelos @animawish @mypalmike @alexsolonnikovp4 @simba @perrin @ping78 @ehon @langotriel @enderswype
Thank you guys! That's pretty kind words from all of you and we glad you've enjoyed this small creation. We are thinking right now about a full-size game based on the prototype, but that's a long shot and if you want to follow us - please check out tweeter or you can follow even on LD. I think it's not the last time we are participating.
@nash hi dude, thank you for the feedback and I really agree with you. We might do better visibility and feedback for the player what actually happened on the screen. But we run out of time to be honest. Glad you've liked it anyway!
@bytekeeper thanks for reporting, there are some issues (we are aware about them), but we decided that it's not blocking to play the game, so we didn't change the game after jam. We don't think it's actually fair to the event. Hope they didn't ruin your experience and you had quite a fun time playing our creation.
@eyedromeda hi dude, you are right that we have to work with gameplay cycle to make it slightly more complex, but in scope of jam it was hard to make it more complex and balance everything. Regarding fighters & accumulated damage - that's actually was the change we did, because we thought that player might not read, that the fighter is damaged already and it will be pretty annoying that some fighter are dying fast. Other feedback makes sense as well, but it's easy to agree now, in the moment we were sorting issues by priority due to time cap. Anyway hope you've enjoyed it!
Awesome mood, but I got slightly sick from camera :smile: Probably I'm not a sea guy in any sense
Hey guys, really nice entry. I do like how the story developed. Huge thanks for all the efforts!
Edit. Can I ask how many people were working on the entry?
I would agree with some other people - it's way more complex if you are not in mechanic. Plus pointing out the right tile is quite hard to do. Initially I didn't even understand what to do. But overall a good entry and additional point for using Pico-8
I LOVE this one for real! It was pretty fun and chaotic to try build roads as fast as possible. The only problem I had is with predictability & the way how tile remove is coming. First I really though it's a bug and game was broken. Aside of that - an awesome entry, guys!
Hi there! What a small a nice creation actually, love the art style and mood of the game. As well it's not really annoying to play through due to smart usage of the mechanic you've developed. Nicely done!
Hey guys, it's awesome what art quality you was able to produce in such limited amount of time. I really do like how it looks! As well some little details like a main menu & sound controls are making me happy every time I see it. I wish to give a higher overall score, but to be honest gameplay-wise there are plenty of improvements to be made. Anyway I think from look & feel point of view this one is one of the best I've seen on this jam. Nice job!
It's really nice from art perspective, but really as a lot of people mentioned above - hard to read the pattern for people, who's not so much in music. As well that fact that statues are mixed from timeline drives crazy :sob: But anyway good job!
Hey dude! It's a catchy one, got lost in it for a few minutes! Great art btw, did you opted out the category?
Hey dude, what a sticky game in the very end. I don't know, maybe that's just me, but I lost kinda sense of time in this simple mechanic :smile: Good job!
Was really thinking that the safe code is LD51, didn't get why it's different :D Anyway a really nice entry, tho I once jumped out of bed slightly before sleepchecker disappeared fully and got lost. A nice one dude!
Sorry, I kinda didn't make it. Probably something is wrong with me, but sensitivity is quite high (overall, not only mouse, but character I would say) and falling again and again is not really fun. But probably just not my type of gameplay
Hi there! To be honest I didn't finish it, but I tried my bad. It's not hard, don't take me wrong, just requires some careful approach to it. Additional like from my side for the minimalistic visual style & storytelling - it works pretty well!
Hi there, pretty nice entry, do like it's style. The art is really cool, it's catchy and funny at the same time. The poor frog delivery guy in my case was hitting all the obstacles :smile:
Gosh I DO LIKE this style. It's minimalistic, but working absolutely perfect! Really good entry and especial respect for a pretty neutral music, it creates exactly the atmosphere I was expecting to.
Hi dude. It might turn into a really good puzzle game! So keep it up, good entry! :fire:
A great example how with the quite minimalistic tool create a good and game with a strong mood! Great entry guys!
Yey, a collection of small games, I do like this approach!
Hi guys, the satanic scroll is really tricky to pack and I wish more items like this to be in the game! Like the humor as well and a nice neutral music on background. Very cool entry, keep rock!
Hi there, a good one, like for main characters, they are pretty cute!
A cool catchy game tbh, tried it multiple times, but didn't reach finish actually, since was annoyed at some point to start from the very beginning. However I do like art approach and overall feelings - it's really responsive platformer. Nice one, dude, keep rock!
Hi there. It's really something hard to comment out, because of sensitivity of the topic.
A good attempt to point more attention to the very important aspect of the war. Most people don't probably think about how it feels inside and don't think that it touches them (tho a lot of people suffering and dying right now in Ukraine). However I'm not sure that this genre and approach is the best to allow people to really feel what people of Ukraine feels right now with all respect to the efforts you've put.
I was expecting a bar brawl, especially when sheriff came in! :beers: Anyway a good entry! Keep on!
I would agree with people above - the controls are way more difficult than just a classical WASD. Plus for some reason you made AD a yawing control and QE as rolling (usually it's way around, check KSP for example), which makes overall control way harder.
I do like the style tho, it's a minimalistic and nice
Hey guys, I do like the way how it looks & feels! I played through (was wondering what will the very first delivery customer say, if I'll bring him a cactus), and I can say that I do like how it feels :smile: The game mechanic is rather simple, but very funny to play with. Nicely done!
Hey there!
I love this Tusk Force and a humor around it :smile: Music is playing a big role setting up a cozy and funny mood. Also got a joke about the "not-a-placeholder" car :D Sounds absolutely legit. Didn't get how to get more workers at first, but then figured out :smile:
As a room for improvement there are two things that I can point: 1) Even tho I really like the idea of optional micromanagement - it's really refreshing for the experience - I don't like that game is forcing window every time worker starting it's activity (even if worker is not selected anymore) 2) It would be nice to have some result screen once per 3-5-7 days maybe just to undertand if you are getting better and overall what's the result
Aside of that I do like the approach and humor around this creation, so keep my :thumbsup: for this one :smile:
Hey guys, that's a really cool small game deserved to be released as a standalone. The idea and execution is really awesome! Of course I see what all the people mentioned as artists were doing during the small time frame was given for a jam.
It's a real good team effort and I do absolutely love the result! :thumbsup:
Gosh what a lovely small logic game! I really bothered my mind for 10-15 minutes to beat it and it was pretty fun to find out the most efficient way. The only problem I've spotted is I didn't realize that you need to deliver 3 salads to both restaurants and was not following why I stuck on 3/6.
But aside of that it's an amazing small game, good job with it!
A really good economic strategy but it's a little bit hard to catch and understand what's affecting what. What's the difference between trucks (and why we need that much), what actually different building affecting?
I really lost for some reason (because people started to be unsatisfied?) even tho there was all good economically and from delivery speed perspective. I even checked the chart and it was all growing :sob: Bought a drone and it was just staying on the base.
So the bottom line - I do love the art style, gameplay cycle & music, it's actually a really good example how such game could look like. But I didn't manage to beat it :sweat_smile:
Hey there!
Not sure you'll get a lot of downloads because of package size, but that makes every feedback even more important, right? :smile:
It's an interesting idea to mix together AI with predefined dialogue initiation and game design. I did like the overall experience, even tho ofc AI is just a random text generator, it doesn't cosplay and angry customer :)
Got quite a decent score on the liderboard as well :smile:
And yes, ofc it's important to say that the art style is adorable! :smirk: Nice entry!
On technical note - forcing fullscreen by default works poorly on non-standard ones (like mine, which is 3440x1440), fixed by CLI arguments -screen-width 1920 -screen-height 1080
Hey there!
What I do like about this kind of games is that you have to work with your brain, not your reaction or anything else. And overall game mechanic is fairly polished with this idea that potion shouldn't be perfect and overall color-based mechanic (tho it might be hard to get for color-blind people).
What I would probably try to make better is a goal. There is no a lot of problem to cleanup & rebuild the whole map, since there are no constraints like time for the order (which is good) or money for building. And as well there is no demand per time, which might make the passing levels more challenging trying to build the most efficient potion-maker machine.
But actually it's just ideas how to improve, overall I would say that it's really good game and I did enjoy playing it :thumbsup:
Hey there!
Tried to play it, but probably my toaster (which is I using instead of normal computer) isn't capable to handle a reasonable FPS, which made my brain a little bit dizzy :sob:
From what I was able to observe anyway it's a good sound and visual design, it's very uncommon. Had a little bit of Grow vibes as well.
On a bitter side I don't think that restarting the game every fall (which for me were quite common due to fps) is a good idea, but maybe it feels better on normal PC.
Great work anyway!
Hi there, what a small little game with an animated intro (wait what?)! A game itself a little bit challenging, but you've done good with the physics, as much as it's possible at least. However I've stuck on 8-th checkpoint and didn't manage (sorry guys :sob: broke so many honey cans there).
Huge respect for artistic style and music
Hi there,
Played your game for a while and the big problem I had is a navigation, since there is no any clear marker where to go actually. Probably if I would know map better it won't be a big issue, but there is very little time to figure it out, since you always are overrun by enemies.
I do appreciate a 8-bit art-style in art, music & SFX. As well I like how it feels to try out different wands (which you suppose to deliver as far as I understood). Overall a good solid entry, I really appreciate playing it for a while!
It looks really adorable and cute, however gameplay wise I can't say that I love that much :sob: Probably my hands are just really slow (or fast) and I didn't find enough time to get used to controls, but really I think that it might be a little bit more forgiving for player.
However I would like to say that the art style is making this one a really great game despite of everything else. Really appreciate how you designed characters, tutorial, locations and even project pages here & on itch. A huge respect for that!
It's a really rare amazing craft which is purely story-focused and I really love it. The art style is also adorable, so I guess you wouldn't mind if I follow you for the future :smile:
Get my :star2::star2::star2::star2::star2: for it, because you for sure deserves it! :thumbsup:
Hey guys, played through and can say that it's pretty interesting take on the pretty common concept for the theme we all had. Turn-based logical game how to collect parcels? Why not?
You actually can polish it and public for mobile devices - it might be a pretty good small logical game, consider this after the jam :thumbsup:
Hy Mateus, nice to see a game in quite unusual style from you. Not 100% sure why you came with your own WebGL game engine (not sure that any existing one won't fit), but probably it was worth to try & have fun with, right? The only technical issue I spotted is a problem when there is a lot of audio to play. Aside of that it's not a problem.
Retarding the game I must say that it's pretty charming (it a naturalistic-mecha way) with all those audio-logs (gosh did you find time to voice act for real? :thinking: ) and scrap metal to collect. Really there is nothing to say bad about the gaming experience I've got, it's rock solid one.
Good job and it was nice to see you from such unusual side :v:
This physic! OMG! :smile: Drives me mad (as well as Fred, probably), but I do like the style and overall gameplay, like for it, dude :smiley:
Hey guys, played your game and I do like how it feels. A little bit sad, a little big hopeful, visually beautiful and overall pretty neat execution. I'm impressed what you managed to deliver (lol) in scope of this limited amount of time.
Great work! :thumbsup:
P.S. Good luck with the main project as well, added it to steam wishlist and followed the studio in twitter :smirk:
Wow! What a lovely small game with quite challenging mechanic. I really had to think through to sync my brain parts to work together. It's really cool how such a small mechanic might be working pretty cool overall!
I love it, and regarding graphics, THOSE LEGS ARE SO ADORABLE! :smile:
Love it overall, dude!
Hey there!
I do like how it feels like a small version of landing simulation from KSP (which I do love with all my heart tbh). It's a little bit hard to manipulate, but I think it's a nature of such games. I do like how music is supporting a mood of the game as well as small decorative pieces like guys standing and doing their own business all around :smile:
Nice work, guys!
@attala ah sorry! Usually I check who worked (and what's the team size), but looks like not this time :smile: And I was actually pretty sure that it was done by multiple people, tbh. Making such a game in 2 days by alone - that's an amazing work, dude :thumbsup: Sorry for not checking!
Hi there,
Gave it a go, even tho I'm not a big fan and not an expert in such games. Tbh it wasn't simple for me to play it. Especially from control perspective. I wasn't able to disconnect a city from supply chain completely (to restore resources), as well the idea that you are absolutely out of control which city will be fighting next - is quite odd. As well if I have a non-connected captured city IMHO it shouldn't be so problematic to keep it running.
I see what you came for with this concept and I do like the idea overall, however I think the implementation might be a little bit more polished.
Nice entry anyway and I did appreciate time playing it :smiley: And yes, map style is quite cool, love those tiny houses!
Hi there!
A interesting approach for tower defense without tower as such and possibility to move defense turrets. The only issue is performance and that fact that everything is spawned at once, which is overloading browser & user as well. I would say that some increase of load might release the problem.
Huge respect for voiceover story - it does make a difference!
Hey guys!
Any submissions from you are pretty fun to play and this one isn't an exception! I got a feeling like I'm young again and playing GTA II with my friends in computer class :smile:
The art style as well is pretty well polished, especially like for explosions, which are pretty big part of the game.
That's a really funny game to play, great job!
Hi there, Great job with making a Godot engine game. I agree with comments above that some parts just didn't come for me as well and I was barely able to complete a few deliveries because of that. Overall a nice one :thumbsup:
I would agree with people above, that it's really hard to get used to the controls, delays and overall mechanic. I do like the idea, tho! Delivering fragile goods in environment full of danger is a good idea overall and you attempted the theme in a clever way with it.
As well I want to point that you have quite a good pixel art everywhere, especially goods & truck back is really nicely drawn. The city is very cool as well!
Hey there, looks like MidJourney made all sprites for you, am I right?
@bmanstudio yep, sure. I tried to play through, but tbh for me it wasn't that forgiving, I would say. Of course it's a personal preference (and probably if I would spend 10-20 minutes to adapt my fingers to the game physics it would work better), but I think it might be slightly more forgiving for a player, especially at start.
An additional note is that gravity fields are not working really well, and I once was stuck in a red area, burned out full tank of fuel without a possibility to move away.
Aside of that I think power ups (and fuel tanks) requires some explanation, because without it it's really hard to understand what you got (if you got anything).
Overall a nice attempt for a space mechanic, controls are fine (tho I would stick to classical WASD), ship is responsive and good.
P.S. I would recommend to opt-out Graphics category, if majority graphical assets generated by MJ, since it will be [according to rules](https://ldjam.com/events/ludum-dare/rules)
@bmanstudio you are right, it's a slippery topic. That fact that you own asset doesn't makes you a creator of it. Let me try to explain differently - if I would buy an asset on asset store I'm an owner, but not an author.
But as you absolutely correctly mentioned it's not directly forbidden in rules except COMPO games, so from that perspective it's a matter of interpretation. I would say that AI generated content (art, audio, whatever) even tho might be own by you not created by you. Except you actually trained your private neuro-network on your own art (or whatever). But that's your decision after all.
Hi there!
What a small nice management game, I really enjoyed playing it! There a few things from my side that might make it even better if you'll decide to go with post-jam version. - The difficulty progression a little bit odd - it was really boring and slow at beginning and at some point it started to be really unmanagable - Color coding for packages might help to plan routes better - Maybe some icon how happy customer about the package delivery time as well?
Overall I do like it, it's a rock solid idea for a small casual game, so really a good one! The execution (art style etc) I do like as well. Cheers!
Hey there!
Played thru and I do love the mood and sticky atmosphere of the spaceship cargo. It's really feels gloomy and I think it's quite unusual for jam entries.
I like how the game looks & feels, even tho I'm not a big first-person games fan. There are a few pieces to improve (like for example the AI and level design), but it's never perfect in jams, as we all know :smile:
Overall I've enjoyed passing it through and like the entry. Great one!
Just got my hands on the full play through and I can say that it's an amazing small game, dude :smile: The level of details is just enormous, I do like sound & sprites, I do like the levels & characters. There not that much I don't like - probably only that boxes are hitting you, which making not an easy platforming even more challenging and annoying from time to time. But that's all tbh!
Amazing work!
Hey!
I kinda won (I guess?) by moving the cube away from the map and I can say that I do like how it's playing. It was quite a meditative experience overall with building structures and trying to balance everything around. Which wasn't quite native for me is that the energy is not transferring from one building to another and a little bit fuzzy camera, which didn't help with placing structures correctly, especially when cube started to move. But I do like this feeling of moving giant cube somewhere :smile:
@peterfiftyfour I think the majoring of the effect comes from that fact that camera is not hardly connected to the cube. And when the cube starts to move - it's moving inside the screen as well. Since I didn't figure out how to stabilize it and placed all my gravity generators on one side of the cube - the cube was pretty unstable at first and it wasn't that easy for me to balance it by accurately placing generators on the opposite side of the cube due to the camera movement. I did manage, so nothing critical, but it felt like a little bit of fighting with the game
A really funny way how you create a train simulator with train tycoon games in a one piece :smile: Since I'm a big fan of both - I like it a lot!
Hi there!
For sure the funniest creation I've played this LD, was laughing as fuck! Nice to see ya guys and have such a small mechanic with such amount of details in story-telling - just amazing!
Here is my huge :thumbsup: for this one!
Hi there.
I played for a bit and tho I'm a big fun of space games, can't say that I enjoyed this one. :sob:
I think the mechanic is fairly simple and the most challenging part is controls and overall how the drone feels. I see what you was coming for, but it requires a little bit of polish. This drone doesn't look like holding that much of momentum. As well it's not changing despite of having or not the ammo box.
But I guess you are aware about this and many other ways how to improve it and you probably was running out of time (like all we did). And as well I see that it's your first time with LD, so it might be pretty unusual experience. Congrats with the result anyway :thumbsup:
Hey dude, played thru and can say that those bastards killed me multiple times! It's not fair that I can't drop a package on their head in return :smile:
On more serious note - there a few things to consider next time. It doesn't really feel fair, especially with heavy package, because you can't dodge or run from them. Building might be a coverage (logical, right?) but as far as I understood they doesn't cover you.
Overall a good entry for LD, you matched the theme and it's quite nice and challenging to play. Great job!
Sorry, due to technical reasons (aka my PC being more like a toaster) this game turns out to a natural slideshow for me :sob: Hope next time I'll be able to check it out
@rakowu Leave the start area and continue forward (do not turn left or right), you'll find a launch pad and there will be a rover on the way
@rakowu the delivery counter is on top of the screen. Overall - follow the corresponding pipe :smile: it will guide you
@emaigualmc2-art @ironcutter @attala @chesschaser @dgspitzer @fragment-games , thank you guys! It's very nice to hear such nice words!
@peterfiftyfour @rakowu you know that we had way more ideas than time :smile: Not sure we need a lowfi death standing :)
@yogurtthehorse for some reason I didn't follow you back, fixed now :smiley:
@deloriand @gmiss ye, sorry to hear that you was a little bit lost, as you might understand we didn't have time to polish the level completely :cry:
@angiemon thanks for a feedback, that's a Unity physics, indeed. A few jams back we developed a 2D physics-based game and say to ourselves "Never again". But we always looks for a challenge, so we had quite a lot of time wasted to configure it more or less reasonable way :smile: Nice to hear that you enjoyed it anyway :thumbsup:
P.S. Sorry that I didn't review all of your creations yet, a little bit wasted after the event, but will continue tomorrow!
@daniillenin @chrissx2 @rjdrag @ltyrosine thanks for such kind words guys!
@wouterk12 @goddoesplaydice @cagibi @shamsutdin @smoky01 thanks guys!
@studiocherno @saviqq you are a little bit right, climbing to the red is a little bit not easy, but that was the point tbh. In the very end it's the highest point of the map. Anyway hope you enjoyed it and thanks for playing!
@bmanstudio you could try another round, there is a map attached in the description, which might help :smile:
@zelirman @congusbongus thanks for the feedback :v:
@artemy-zen @mezix @x16 @selkieharbour @codexzier @merrow @thefatgalaboo @cheaptoads @kasperhangard @pampo @justmars @gabriel-cassimiro thank you guys!
@binaryspark @mateusboga @honest-dan yes, as you might understand physics is not our strong part and actually we spent quite a time trying to get most cozy feeling from car & character controls, since both are physic based even using built-in implementation was quite challenging. Hope that it didn't ruin your experience completely and thanks for trying :thumbsup:
@ski11az thanks for such nice review, dude. It's really a pleasure to hear this kind of words about such a small creation we've managed to make this time. Thank you!
Hey dude :v:
I do like your attempt to create a bunch of islands and a gameplay cycle around it, but if I would be honest there are plenty of options to make it feel less flat and neutral.
Visually would be nice to have more details in animation of movement and taking & delivering pizzas. Gameplay wise it would be cool to have slightly more different drop off points and some randomization around it. World building is also might be slightly more complex and you might have more complex islands to avoid / visit.
Don't get me wrong, it's a good result especially for a single person, but it might be way better, I see a lot of perspective in it :thumbsup:
Nicely done, one of the best of implementations of the theme! Not that easy to sort, but it's a good approach. And overall gameplay cycle I do like. There is not so much to feedback honestly, it's almost perfect!
Clipboard 1.png
Hi there, good take on FTL-style game :thumbsup: Like to play for a while, but feels a little bit repetitive to me, tbh. Plus moving pips from room to room causing a lot of unnecessary clicking (imho).
But a HUGE respect for the tutorial you've done, it's really good one, explaining all mechanics beforehand!
A nice little creation, guys, like it :thumbsup:
Wow what a cool small game with a lot of characters, rangom generation and overall good artistic style!
The only feedback I have is some kind of possibility to define AI behavior, coz the whole my party died just facerolling over ogres (or cyclops?), tho they are range guys and should be hit-and-running around.
But aside of that I've delivered (lol) the message and got a pretty satisfying run through :thumbsup:
138k spams done!
Gosh we have to start creating some success metric for our game as well, since it's making any game so funny :smile:
Do like the humor mood & music and overall feeling like you are on some physical playground spamming mails out of a gun or somethin :smirk: A good implementation, guys!
Hi there,
Is it a small dungeon crawler? Ye, it is! :smile:
Looks pretty fine even tho it requires a little bit more attention on balance. However it's a responsive and was quite fun to play, good job :thumbsup:
Hey there!
Saw your creation on a stream and I can say that it's a freaking cool small platformer, really appreaciate playing it (even tho I've seen the play through on the stream). It's really lovely from all perspectives! I do like sprites, music and animation.
Cheers, guys, really good result! :thumbsup:
Hey dude!
Tried to beat it, but actually it was so hard for me to sync all my brain cells to not do shit while I was controlling the drone :smile:
A nice result anyway :thumbsup:
Hi there!
Sorry, it was a bit to hard for me to bit the boss. Probably if I'll be more resistant to dying & passing all dialogues again and again I would do that, but today I'm too exhausted :sob:
I think you did a good boss fight (tho I would probably prefer a better checkpoint, slightly less heavy start with more learning curve with boss stages and more predictable attack pattern), which is quite rare for LD games. And I do like how it sounds & looks, so here is my :thumbsup: for that.
It's a lovely small creation and a really great result for a single person to manage during the event! Great job with that.
Hey guys!
I do like the artistic style, you know that I'm a big fan of it, right? :smile:
I was actually expecting that king will turn out to stone one cycle after the next, but anyway it was pretty neat experience. The only part which didn't fit is digging, tbh. It's unclear why it's needed and how it's working, like a placeholder for a normal mechanic or something.
I would rather replace it with some point-and-clicking to find evidence in a prison or some more complicated dialogue system with other prisoners.
But that's a minor and I think you have the same feeling, just was running out of time. Overall I love it, lovely story, lovely idea (and pretty cool theme interpretation), cool art & animations and of course good music. Here is my :star2::star2::star2::star2::star2:
Hey guys!
I would agree with some guys above - the things are getting very chaotic quite fast and made the experience not that nice for me. There are a few ideas to polish it a little bit: 1) Slow down boxes a little 2) Make them looks differently to simplify recognition of the destination by the player 3) Maybe allow player to build whatever he wants and start boxed manually, since fighting with the timer isn't good 4) Allow to change direction of the trail without dragging - it will make game way more responsive
I would say that with a little bit of polish this game might be quite funny to play and reminds me some small games like Train Valley. So overall I do like it! Especially love the UI style, it's pretty rare to see such details in jam games :thumbsup:
Hey there!
Played this creation for a while and what I can say? I love it! :smiley: Let the town BURRRRRNNNN!!! The only thing which was kinda odd for me is visual style of angry people around - it didn't match as for me with everything else. But aside of that when I realized that it's kinda a rhythm game everything started to be so fun!
Thanks guys, that was pretty funny! :smile:
Fast, funny, a little bit crazy, but overall so good! Can't imagine how people beating 3k or something per day, I was a bit sick beating 1700, but people like challenges, and this one is pretty challenging.
The art style is adorable as well, so here is my :thumbsup: for the result, guys!
Hey there!
First of all let me point that the art style & music is awesome and adds quite an atmosphere to a playthrough! I do like it for real. I survived all three days, but can't say that I was pretty successful with it.
I wish to have slightly less time pressure and more indicators on the pigeons, which appears on 2nd and 3rd days (what destination they are handling), coz I was best guessing :smile:
As well a minor, but I guess important if you would come with post-jam version, it might be worth to keep last-day mail in place where player left them. But I guess it was done like this due to time capacity.
But overall I did like the experience, it looks like a real bird mail.
Hi there, A really good take on the theme and gosh, how many of impressions makes bought, but anyway good assets. I did like the experience except one small thing - I wouldn't give a player chance to pick cargo type he/she can't deliver. I got stuck for a few runs because I picked a white one (which unlocked way later).
But aside of that I do like the idea and the execution :thumbsup:
I like the game, but I would like to point, that it would be way better to check other creations as well :sob:
Hey there!
Played it a bit and not from the first time figured out what to do in the very first level. It looks like those holes on ground might have some additional indicator. As well I agree that box-hell level is rather hard (and for me actually laggy), so I wasn't able to pass it :sob:
On the bright side is a good music, characters, cover art and overall story! I love games with stories, because from my perspective it's really hard to put hands on in scope of LD. And it's really nice to see one!
Cheers, guys!
Hi there! Tried to play this visual masterpiece, but my toaster (which is kinda PC, but really I have doubts) was barely capable to run on low. But to finish me off the game mechanic didn't played well, so I didn't manage to play through tbh.
I see that you put a lot of efforts to visual - and it did pay off! Hope you had more time to spend on gameplay & optimization tho :smile: But that's LD rules, right? We are all under pressure.
Great effort, good visual result, nice work guys. Keep my :thumbsup:
Hey guys,
Took a look and overall can't say that I don't like the idea, it's pretty smart and funny. Overall look & feel makes me happy just by fact of having such bushes :smile:
It might require some balance and some time limit / score would be nice to feel it more like a challenging game or something. Also I'm not that sure about that low camera for such game - from time to time driving felt a little bit odd. However I did like to play it, so here is my :thumbsup: for you!
Hey guys!
As a big fan of making space games (and playing them as well) I didn't pass by and played your creation through. My opinion - it's a solid take on delivery theme, it's curious to explore locations listening to pretty neutral sound theme, puffing back and forth fighting with physics (but we all know that it's not an easy topic to manage).
A thing which confused be a bit is the way how the bot is controlled. I would say that some FX will make the user experience way better, because a player will receive a feedback, what direction the burst came to. As well it's not absolutely clear why you need to use WASD, when actually the direction can be set by mouse cursor.
But aside of that I do like it and if you'll be about to create and release a post-jam version - let me know, I'll be happy to play it :smile:
Cheers!
Hi there!
A nice take on delivery theme tbh, not an trivial one. I do like the way how the game looks & feels, tho enemies are a bit fast attacking and controls are not really native. But that's really minor, overall I do like it!
:thumbsup:
Hey dude, Caught you blog post, because the initial draft you've shown was literally one of our ideas (which we didn't pick to implement, because of reasons :smile: ). Nice small game for a single person in scope of COMPO.
Like how it feels that you're blasting through sand trying to deliver cargo ASAP. What didn't match with me is the gameplay tho. Selecting enemy and spamming 1-2-3 isn't that hard and enjoyable as it might be.
But despite of that I do like how it turns out for you. And honestly want to give you my :thumbsup: for the result!
What a cozy tiny game here, absolutely love it. I didn't play post-jam version, but even jam one is pretty well-balanced and requires some brain to play through. Well done!
That's one of the funniest thing I've played so far, amazing, mates, 5/5 :smile:
My wife loved it as well so much :heart:
Hi there,
What a good interpretation of the theme! Really something small and catchy, nice work.
What a little bit disturbing is a bit of highlight of lines, which might be active next. I got the idea why it might be useful, but I read them a few times as walls already.
Music is really catchy as well, nice work guys!
Love the style guys, really froggy. My washed brain right now wasn't sustainable enough to beat a high score, but anyway it looks amazing and actually I was scared a bit by HUGE description with hints & tricks (usually it's an indication that game mechanics are not that easy-catching and over-complex), but that's not the case.
There are a plenty of small changes that you might consider to do to make players life a bit easier, but we know how time is running out of hands on LD, so I would say this is quite a solid entry. Nice work!
What a beauty! Like how it turned out and the start / ending "cutscenes" are awesome as well. Nice entry, guys, love it!
It looks really messed up, how did you manage that guys =___=
Hey mate, that's yet another incredible entry from your side, you are really an inspiration for us :heart:
I love chars & story behind, you even made an animation for them. The gameplay might be a little bit more polished, but keeping in mind that you had only 24 hours that's an incredible result!
Really nice one, guys, played for a while, but it definitely has vibes and nice pixel art behind, huge likes for that entry
I really love how the thing is done from completeness point of view. All those explanations of mechanics really built well into the gameplay, the intro, the overall style. Love it
I actually checked your game coz was caught by art style, but I guess you opted-out art because of usage of some assets / AI generated art? There is nothing bad with it, just something which might be consider next time doing yourself actually, it's not that hard and quite funny :smile:
Regarding the game itself I found the game cycle a bit odd. The grows is too fast to leave the plant and do something else and I spent quite some time figuring out controls. That might be a good room for improvement, if you game requires a 10 popups with controls and explanation what to do - you probably doing something wrong.
Overall quite a decent result for a single person and I'm happy to see what you've achieved on this LD :thumbsup:
What I do like about it is the aestetics and relaxing feeling. I would probably enjoy it a bit more, if there will be less this random dragging experience, which is quite unpleasant (to me at least) and making the whole experience challenging, tho it shouldn't be.
@unidaystudio I think it would be way better to pick a brush and then draw with it, yes maybe with a bit of randomness (like a few possible models for each tile or smth), rather dragging every single block. If there will be a color-picker to customize the model even more - it's even cooler.
Overall I think the whole experience should be quite relaxing.
As an idea how to make it a bit more game I'd consider to have some blocks / interactions between blocks and will let user to build with some limit to get the highest score or smth like that. But tbh just a relax building will be as well quite pleasant experience
Despite I was initially quite skeptical regarding this game it's absolutely marvelous from art & sound perspective. The gameplay is not THAT fun, but I've enjoyed my playthrough, so it's definitely was worth it.
tristram.JPG
Nice result, guys, despite being on a bigger team size it feels a bit different from other entries on the jam to be honest.
It's really interesting how you approached it, but I think the biggest problem of the game is that it's not auto-battler. You still have to play cards and you still have to control the game process quite seriously to be a game focused on card craft. In addition I think the default cards are working well enough to not even touch them.
I think if you'd focus more on card crafting it might be really interesting take on the theme.
However I'd like to say that visual execution is really good and for me only lack of OST / SFX was really a bit problem to feel the impact.
Hi there,
A nice little entry, which is working really great from the game cycle point of view. Both limitations (that you have to summon gladiators to continue & you have to recall them before dying) working absolutely beautifully to keep player engaged and not wasting time.
A little problem is that the rules might be not that trivial to get from the first glance / reading tutorial. But to me they were fairly obvious and I got the idea quite quickly.
Also I should additionally say that the art is really nice and OST makes things even better. I really do like the style!
To be honest when I was about to run the game I didn't expect much, because usually when I see some fancy 3D (and this one is quite fancy for the jam) it means that there is nothing aside of it. I should say I was wrong, the story telling make the entry on a good side and really touched me.
There are a few things that might be done a bit differently to make it even better: - The level with the rope is odd because I really almost dropped the game on that point - there is no interaction with objects before and it doesn't click naturally - The level with self-reviving and endless fall is a bit flashy because of it. I think a small delay in gravity settings (or smth) might help it to be a bit less chaotic - I'd rather spend some time for final illustration to finish the story, rather an illustration for the main menu, I think player will like a reward
Overall I really think this is a promising entry. I easily see how this touchy story can be built around and grew into a real game. Nice entry guys, and huge respect for the artist, who made the models. I know how difficult it is giving the time constraint.
Cheers!
To be honest, Mateus, this one I didn't get. Probably I just have to rest a bit after the sleepless night, but if really feels like pretty complex mechanic with not that trivial to catch action-reward system.
I can say however that your art style is cool and juicy as always, but you know that by now :smile:
Love it, mate, should say that's one of the best COMPO I've played so far :thumbsup:
Hey there, it's quite a craft! Nice texts and humor around and I do like how ridiculous looks all the creatures in the result. I additionally like the way it sounds and animated - it really touches my heart. The only part missing is some feedback in score / money / whatever and some progress in amount of ingredients available etc, but I guess that was something cut due to time constraints
Nice one, guys!
Hey guys, just got my hands on this one and I love it, tho UX might be a bit more friendly. The pool in the corner caused my always to lose focus on the game window (not in full screen mode ofc) and the spells on the left might be more indicating what I can cast right now and what I can't. The messages with 'No resources' etc are not really helpful ether during the combat due to intencity (and it's fairly intentse even on the first waves.
Gesture recognition (tho it's not your part, since there is a lib behind) isn't ideal as well and with the messy error messages really frustrated me.
I do like the art tho (u know that I'm not objective there) and sound :smile: As well this idea that you have to gather resources to use - it's really nice one.
Keep rock guys, you know I like your crafts. Peace! :smile:
Hi there, finally got my hands over it and it didn't disappoint me :smile: Nice entry, a special kudos for entry cutscene mood, because it really feels funny (tho a bit sad) and really engages to the game itself.
There are some bits and pieces to impove (like the drawing wasn't as smooth as I'd like to), but you probably aware about that. Looking forward if you'll release it as mobile game - it might be quite catchy :smile:
@dekara sad to hear that you didn't enjoy it to be honest. Regarding far stretch... I don't know, mate, I think we have enough games about summoning demons this time to accept other interpretations :smile:
@nilnull @sam-minh @ice9 @jnur @ferelily @whysguy52 @naomiajacobs @pandalk @pierogo @telkan @garywiss @yopin @pierogo @blo @icxon @gabrimer @argensis @reed-molbak @hollowbeargames @maggardjosh @echerry - thank you all guys for such kind feedback! We glad you liked our small creation! We'll try to check your games (if not yet) as well!
@pres2300 @shasaur @thecoconutdream @dreichard @faelris @roughskin - it was quite fun for our team to discuss what we about to implement and how it should work together. I should admit tho that it was a bit mentally hard as well due to the fact we are facing the same challenges in our own life being adults. Glad you like it and don't let dust to cover your dice, guys!
@velvetlobster since I was responsible for how the game looks I can share a bit here... Initially we even though about to have a different calendars as a paper with holes (like a mask I don't know) and the idea was to rotate & arrange them together to find a right spot. But later we realized that in reality usually you are moving the tasks around to arrange some slot to meet friends. And everyone need to sacrifice a bit to participate, so we decided to focus more on that thing.
Regarding 'skip' function - it came quite late before the release and wasn't polished enough, tho we were quite happy to allow users to check the rest of story without solving puzzle they stuck on.
@unless-games wow, mate, that's an amazing ideas really! The whole team loves that skills idea and we will consider that as a possible option if we'll give this game a full release or something. It's definitely was a bit out of scope for the jam due to time constraints (and us overspending time to some non-important parts).
Regarding minor UX issues here and there - yes, sadly not all the UX was polished, and I fully agree with all your comments. But we are trying not to touch the game after the jam (except minor bugs really), so those ones will stay probably.
@tygrak @filgreen3 @dywanix @firellon @figaro @pierre-cilluffo @crygos thank you very much on that kind feedback :open_hands: Glad to hear that you liked our creation
@13x666 :heart: thanks mate :smile:
That's quite a cool art style and overall look & feel of the game. Regarding the humor in the story - that's discussable, but I do like it more than no, however there is so little gameplay sadly :(
Anyway good result, mate!
It's a nice little craft with a huge annoying ant :smile: I see where you coming, but to me the most limiting factor was surprisingly bad performance on my toaster.
Anyway this craft has it's own charm and I do like it :thumbsup:
A big chunk of attractiveness here is an amazing art and nice humor around it. Like it
Nice art and overall the theme execution is on point, it required some time to figure out possible combinations and how it works, but it's really nicely done game, guys
Despite being a quite simple in core I do like the game cycle. The only problem I've encountered is quite low predictability due to random generation. As a result the puzzling mechanic tho forces you to think every time you jump not working well, because not all levels has a solution at all and you desired to fail.
I'd like to unwrap the game to the fullscreen, because I think those sprites deserves more pixels. And I really wanted elders to be more kinda a thing in the game - they are rather cool.
For a compo entry this one is really good one
Really simple concept and as any such board game it's balanced just because there are the same rules for both players
What a solid nice game, I do love every bit of it, especially how the intro music is evolving on first stages. The gameplay might be a bit deeper, I think it's fairly simple, tho there are some trade-offs to think about. However I really like this entry!
It's quite hilarious how it looks in some cases but I can say that controlling the puppet on the keyboard is far from ideal (I guess the main control method for you was gamepad, which is OK). The art is amazing tho and music is nice as well. Like how the theme is implemented as well
Style is everything, guys and I freaking love it! Not sure that gameplay is predictable enough, but the style buys everything! :star::star::star::star::star:
That's quite a cozy game to be honest. The start was a little bit slow, but later it started to make more and more sense. What I particularly like that every book have it's own cursor which kinda drawing the symbol in the exact same time & manner and player did - that's really nice touch to it all.
Nice small point-and-click you have here, tho the controls were not that obvious. But I got there and escaped.
What I think is a big problem of this game is that there is no challenge at all. You can take you time and hover every single item to find the required / poison ingredient one and just need to repeat it three times. Some timer might make gameplay a bit better, but to be honest I think there should be something else to make it working.
On the bright side - I love the minimalistic approach to the art & music, it really lovely. Despite sprites being really small the items are readable and nice. Limited color palette also working quite well.
Nice entry mate!
l like this three-eye cat, it's really nice one, sad that it disappears after the tutorial, I'm pretty sure you put some love in animating it.
I also like that you crafted so many combinations, that's really hard work you've done. The only thing I probably will do differently is instead of brief list of properties per any added some narrative description and jokes around. It really might engage player more.
Just as an example if you call out a second three-eye cat the first one might be happy to have a couple or so. It really might drive player to go thru more options.
Overall I really like the entry and huge respect to the artist, who came up with such amount of nice art!
Agh! Just lost the last round because misclicked and you can't roll it back! What's a shame
Like it mate, solid entry!
THIS ART STYLE IS INSANE! Really that's absolutely blew my mind! Love it. A bit polishing in feedback and responsiveness will be quite useful, but I really like it and how you put it on the itch page as well.
The gameplay however feels a bit plain and unbalanced. There is no learning curve and overall controls are far from ideal.
Good entry tho! :smile:
It took a while to understand the idea and the physic went crazy by that time :smile: But I completed the game, beat the dragon and rose the king! Congrats to me? :smile:
A nicely done from visual perspective and I really like the style. Tho the gameplay felt a bit flat and like.. dunno like a bruteforce? I do understand that probably that's something quite typical for alchemy-typed games, but anyway.
Some things which might be worth considering: - More significant 'objective' outcomes rather just combination of things which are there (like in cats vs zombie make a science cat attaching zombies, not just standing by default) - Some progression - like additional components after achieving some goals - More predictable hits / outcomes especially for main ones (I didn't beat 'Cutest takes it all' because it's just not clear what's actually expected)
Overall I think it has a potential and I like the style & mood of the entry! :smile:
A bit sketchy but really nice and engaging game cycle, so I spent quite some time passing by :smile: Nice one guys
I like the style and the idea, it's actually simple but effective :thumbsup:
This mechanic is actually pretty promising. It might be not perfectly implemented (for me for example the guy went into a dead-end room and then casually jumped a few rooms away), but in general as a potential game - I do like it. It needs some love etc, but you can scale it up & it will work.
Nice submission, mate!
The art is amazing, but to be honest I didn't manage to tolerate timer pressure and clumsy drag-n-drop with physics, so that might be improved. The idea to be honest is good, style, wibes and snail are amazing tho :smile:
Played thru, like how you mixed up different minigames with office work being as simple and as profitable. Art is also very adorable, mate, gj :smile: