FoonLudum Dare ExplorerUsers → Fahim Faysal

Fahim Faysal

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202455Summoning👥Deathless Sentineljam1274.063.814.064.104.333.773.364.01
202354Limited SpaceCompress(space)jam714.173.974.564.253.44
201944Your life is currencyIn Exchange For My lifejam8693.093.012.613.023.361.892.022.60
201740The more you have, the worse it isRiskBreakersjam3.283.072.923.423.872.752.333.33

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Fahim Faysal

LD40 — The more you have, the worse it is

GeneNOM - Create Your Own Organism! by stencilchris 2017-12-06T08:54:01Z

Interesting take on the theme. The movement speed is a bit too fast.I think that killing the player when you go past the boundary is a but harsh. Maybe include a timer for collecting genes. You need to collect a certain amount of genes within the time period or you lose health- something like that would probably be better. Good job nonetheless.

Houston, we have a problem! by Egor 2017-12-06T08:22:49Z

Pretty fun.Your take on the theme is interesting because The gradually gets harder as you get more parts. I'm pretty bad at typing so I found it hard. Outside of the typos(were they intentional), I like it.

Loot n' Scoot by Nick Rafalski 2017-12-07T06:35:46Z

Don't worry about the art. It's fine. Movement speed could have been a bit faster and maybe adding consider adding a walking animation.

Also, you should add some sort of indicator to show that a sheriff is chasing you. Maybe add an exclamation point on their head. The music transition is a good way to tell whether you're safe or not but I think that it'd be a nice touch.

Mutoid by Adrenallen 2017-12-08T06:09:38Z

The core mechanic is very interesting. I do think that there should be an indicator before your allies start transforming. maybe a color transition.

Graphics are good considering that this was made for the compo. The animations are nice and the sound effects are satisfying.

I think you have a good game to build up on here.This would work really well as a roguelike survival game. It'd be interesting to see how you improve on this.

Dense Revolve by fiaKaiera 2017-12-06T08:41:44Z

Given the time constraints, this is a great entry.The black and white artstyle looks great.The mechanics match the theme well.The controls could've been better but you did your best within 15 hours. Don't abandon this prototype. Reiterate on it and you'll have a great game in your hands.

RiskBreakers by Fahim Faysal 2017-12-06T05:27:23Z

Thank you for your kind words! Itch.io tells me that my game has been downloaded 8 times.I'm happy with that.

@ongomato Thank you but the BGM isn't mine.I'll be posting the spure as well as the license for all the assets I've used soon

@lance-krasniqi && @sun-wukong The attack delay was unintentional. It seems to pop up unpredictably. It did make the game more interesting so I didn't change it. But yeah,it probably makes it harder.

The health issue is due to improper balancing. I should have implemented powerups that increase max health to fix that. I didn't have the time for it and I apologise for that. Also, the damage boost from high risk goes up linearly with risk. That was a bad choice as well.I should have used a better formula for dage calculation.

I plan on participating in LD41 as well. LD40 was a valuable learning experience for me.

Now then,I think I should start rating the other games. Cheers!

Robo Tomb by Xacur 2017-12-06T08:08:49Z

I like it. It reminds me of the GBA bomberman games.The sound effects are great.Honestly, I remembered to add SFX to my own game after playing your game.

Ninjitsu Conservation by artefare 2017-12-08T05:51:31Z

Completed it. I liked that you can get enemies to kill each other and you need to rely on covers. Maybe make melee and ranged enemies separate. It's also unfair that enemies can shoot in any angle but the player can only shot in 8 directions. You should also add more enemy variety. Overall: Way too short but fun to play.Difficulty is high but is pretty easy once you learn to cheat.

Find Gold! by Isogash 2017-12-08T06:00:17Z

The 4th level sure is tough. I accidentally hit the reset button by mistake and now I have to start over haha. Anyways, I really liked how you didn't rely on tutorials on the first level. I bet a lot of players tried to throw the gold and died when it landed on them. I do think that you should rearrange the tips you show at the start of the levels. Some of them apply to the next level but not in the current one.

I also liked the music. The BGM can be repetitive but it's still enjoyable. The pixel art was nice as well.

Overall,good job! I don't know how hard Pico-8 is but you should be proud of accomplishing this much.

Mortal Komba by kokirisandfriends 2017-12-07T06:19:36Z

The characters are cute as well. You guys did a good job by picking a simple premise and polishing it as much as possible.

Rogue-Light by SilvervaleGames 2017-12-07T06:07:36Z

The atmosphere is great. The music creates an eerie feeling.The sound effects are hilarious though.. I think that the maze in the first level is a bit too big.The graphics are minimal but the fit well.Maybe you should add some sound effects for the ghosts when they notice you.

Overall, a solid entry with a great implementation of the theme.

LD44 — Your life is currency

PATH, a game of life by Ekilibr 2019-05-01T13:28:56Z

I found it very relaxing. The ambient music and minimalistic art gives really builds up the mood. I also really liked how you interpreted the theme. There are so many things we want to do but everything costs portion of our life-it's a very simple concept but well executed.

Once Upon A Plague by icxon 2019-05-02T07:06:45Z

Great job on the graphics and music, really sets up the mood. The only audio cue that is missing is some sort of sound to indicate that the round is over. Maybe some sort of deep sound like a bell tolling. That'd work well with the music The artstyle is lovely too. The amount of polish here is staggering.

I like the slowdown effect when a character is selected.

As others have noted, the controls are a bit awkward. When things get hectic, it's hard to select units. Some sort of multi select would be nice, or small portraits for each character so that I don't have to click on the models.Theses are mostly QOL changes. So the fact that I'm mentioning them means that you've got a solid base.

The fixed camera angle is indeed aesthetically pleasing. But I think it gets in the way of gameplay.

Overall, great entry!

Note: I played the web version so some of the problems I faced might have been due to lag.

Mr Moneybag by managore 2019-05-01T07:44:35Z

Fun and very well designed. The art is very charming thanks to the simple design and effective color palette. I think simple and focused games like this are a very good fit for ludum dare.

Dr. Ectomy by BoxedMeatRevolution 2019-05-02T04:09:50Z

Never knew playing tetris on the operation table would be so fun. I like the puzzle design. You've got a variety of puzzles with different mechanics. The art style conveys everything clearly too. Great job!

Timezone by joemanaco 2019-05-01T07:24:48Z

Very polished and fun to play. The art and feel gives me a downwell vibe and the bgm is lovely. But the game is too hard. I think that the actual difficulty is fine. But it is impossible to kill the first two enmeies if you don't get the item first. I think that is a flaw with the level design. Once you get into the flow, it gets much easier though.

Lifeblood Arena by svntax 2019-04-30T12:47:38Z

Simple and clean. I like it. The sound design is great. The BGM adds a lot to the feel of the game. I also like the upgrade system. It's a lot similar to my won game. Overall your is much more focused and polished compared to mine.

Sinner by kazuo256 2019-05-01T08:00:28Z

Very polished. I like the art quite a lot. Combat is very satisfying . I didn't find the spells too useful though. I think the spells should either execute immediately after pressing the buttons or show the AOE range.

WE:FX ミンナガFX by junt74 2019-05-01T06:47:09Z

It took me a while to understand that I 1up actually spawned another ship .Once you get the hang of it, the game is quite fun. But I think that the screen needs to be bigger

Seaway by Constantin 2019-05-01T13:09:01Z

Really relaxing. The color palette, the music and the low poly aesthetic is really pleasing. I found the combat to be surprisingly gun and polished. It's too bad that fights are kinda short. Overall, really great job. You guys make me jealous.

99 Days To Earth by Shaolin Dave 2019-05-02T13:11:35Z

At first I thought it was going to be like ftl. The combat is pretty simple but it definitely fits within the theme. the main problem is repetition. since there isn't much variety in the encounters. I think some sort of minigame to make the attack more effective would be a nice improvement.

Small nitpicks: 1. The icons are a bit weird, The oxygen symbol looks like a water bottle. Also I think that the food icon doesn't fit with the game.

2.The player ship is on the right which feels weird. Maybe I'm too used to ftl.

3. Sfx can get a bit boring after a while. Though I do understand that they were placeholders.

Overall, I like the resource management aspect quite a bit. Good job!

Maeko's Memories by Carraka 2019-05-01T05:43:47Z

I love the concept and the mood.The art and music do a great job setting up the cyberpunk atmosphere. The mechanic also fits the them very well. You can either sacrifice your past life or your present one. The story is very intriguing. Great job on the presentation. Unfortunately, I experienced some bugs. When you chase ari the first time the last dialogue choices don;t seem to work. Sometimes the character portraits would get squished if I went to the memory screen. I think your plan to expand on the game slowly is good. I'd very much liked to play a bugfixed version when it's up.

Maeko's Memories by Carraka 2019-05-01T11:03:32Z

Okay I finally finished the fixed version it and I really like it. VN games are a bit rare this time around due to the theme but this one was a treat. I think the story is quite interesting already. Keep working on it.

Heart of the Grove by johnnydalvi 2019-05-01T10:33:50Z

Lovely graphics and music.I like how you're playing as the forest itself. I do think that it could use some variety in the game play. Currently it's fine for a game jam. But I think that If improve upon it, the game has potential as a casual rts.

THE GAME by Filipe da costa lopes 2019-05-01T04:34:06Z

I like it. The graphics are very high quality. The fire mechanic was innovative. But I think the boss has too much HP to beat with the canons only.

Overall, good job!

invertebrae by jjjjason 2019-05-02T10:46:08Z

Really cool. The music really sets up the mood and the way the story is told is very intriguing.

If I have any complaints it's for QOL changes. Multi select and ability to quickly remove all answers would be nice. Other than that, maybe you could make a graph based approach? Like each node would be a block of text. And once you would be able to swap between alternate answers that would lead to a particular scene.Sorry if that didn't make much sense.

I also found that the okay button disappearing too be annoying later on. It fit with the 'this is not what happened' section but not with the others, Is it a bug?

In Exchange For My life by Fahim Faysal 2019-04-30T07:36:38Z

@filipe-da-costa-lopes Thanks for the kind words.You should reach a thank you screen at the end. Did you get the third spell? The room after that is the final one. If the issue is what I think it is then I probably didn't include the final screen in the build. I'll investigate as soon as I get home. I have finish some university paperwork first.

In Exchange For My life by Fahim Faysal 2019-04-30T11:03:09Z

@filipe-da-costa-lopes I found the bug. There's now a fixed version on the link. The game should still be beatable if you look around the room for an eenmy that spawned outside.

In Exchange For My life by Fahim Faysal 2019-05-01T03:54:45Z

@slotha All the levels were done at the last moment so I didn't really have time to balance things.In retrospect, making enemies take 6 spells to kill might have been a bit too much. On the bright side, I've found that lead t people getting impatient and playing more aggressively. The game gets much easier as you progress since the upgrades are not balanced either the later spells can one shot enemies if aimed correctly

In Exchange For My life by Fahim Faysal 2019-05-01T04:15:16Z

@sherlock527 Yeah I agree about the melee attack. The stabbing animation doesn't really match the. All of the art was done by an artist who collaborated with me. Sadly he had to leave on the second day. But the art was so good that I didn't want to change things.

I would have liked to add a final boss. My plan was to make it another mage who went the same path as you did. So you could also abuse how magic works to deal tons of damage to him. But I had to give up due to time constraints. I ended up publishing an hour before the final mark.

In Exchange For My life by Fahim Faysal 2019-05-01T07:38:56Z

@cubicode Thanks for the kind words. The game doesn't save any data so relaunching the game should let you replay. I had to leave out a pause menu/ title menu due to time constraints. As for the windowed mode option, unity should've handled that automatically. My last ludum dare entry was also made in unity and the build had a window and graphics option by default. I'm not sure why there isn't one in this build.

In Exchange For My life by Fahim Faysal 2019-05-01T09:26:29Z

@ryano @zesix About the melee attacks, I added them so that the player would be want to take more risks when pushed to a corner. Like the push forward combat in doom. The fastest way to recover from a risky position would be to take more risk. The end result was a bit different. I think the melee attack needs much more polish, incentives.

@zax Thanks. I tried out your game too. It's always interesting to to how similar but slightly different interpretations can create different games.

In Exchange For My life by Fahim Faysal 2019-05-01T14:55:34Z

@jofersgames @dflinders Thanks a lot =D.

@max-torn Yeah I agree about the speed. I think it is a combination of the the huge sprite size, the small viewing area and the large rooms. I don't know if I'm going to rework the game later but those are the first things I'd change. In my opinion Enter the Gungeon had perfect room size So I think I'm gonna replay that to get a better feel. The spell icons are indeed too large and do not fit the game.

@boxedmeatrevolution @john-snyder Thanks. yeah the melee combat needs some serious rework. It's actually pretty OP since you can stunlock an enemy once you get close. But right now it lacks visual punch. The same goes for charge attacks. I should've at least put some particle effects there.

@sleepqt Thanks. I added the sound at the last moment and I only had enough time for one. I'm glad that you like it.

In Exchange For My life by Fahim Faysal 2019-05-02T05:17:36Z

@yadi Thank You! @balance686 Can't believe I didn't notice that about the webgl build. I'l fix it ASAP. Thanks.

In Exchange For My life by Fahim Faysal 2019-05-02T06:09:41Z

@pabricka Thanks.Yeah the game is a bit too easy. With all the revives and healing , I don't think anyone's going to be seeing the game over screen. Whihc is a good thing since I didn't make one =P

@shaolin-dave Good point, I uploaded the webgl version recently, So forgot to mention it. I'll fix the desc ASAP.

I did use an external sound effect that didn't require credit. I didn't actually realize that you could opt out of categories at first. When I did realize it, I couldn't remove the category. maybe it's because some people had already voted on it. If there is any way to fix that, please let me know.

Yes, the borders are a hack. My artist only had time for one tile. So I recolored it. I don't think anyone except you even commented on it. The sky box was an oversight on my part.

Yeah sacrificing health for power is quite common this time. i still think wagering with the devil is pretty fun. I don't think there's any other game with that mechanic. It's a pity, I'd have like to see a gambling game where you bet your life to play poker with the devil.

In Exchange For My life by Fahim Faysal 2019-05-02T09:34:50Z

@insanitycode Thanks. I didn't notice the typo. Then again I was half asleep by that point. @notekri Thank you!

In Exchange For My life by Fahim Faysal 2019-05-02T13:56:14Z

@suchista Thanks. If you got all three spells then it shouldn't be a bug. Unless you're playing the older version which had some issues. The thank you screen appearing immediately is an oversight on my part. Same with the music. I din't have enough time to add it. I think the game is a bit too short but thank you for liking it.

In Exchange For My life by Fahim Faysal 2019-05-03T07:46:33Z

@icxon Thank you! I can't believe someone would do a playthrough of the game. It gave me a great chance to properly look at the issues the others mentioned. I noticed that you patiently waited for the health to refill which means you never saw the revive screen. That is a huge design flaw and I can't believe I didn't notice it. Also, thank you for your patience in exploring the rooms so much. It made me realize that the rooms were needlessly big and need to be trimmed down.

Once again a huge thank you for doing this. I really appreciate it.

In Exchange For My life by Fahim Faysal 2019-05-03T07:52:20Z

@paul59 Thank you. I tried to encourage melee as much as possible.

@frog5tar Thank you. I appreciate the feedback on the UI. I agree that it was needlesly confusing and a simple checkbox would've been better. A directional indicator to the next door is also a very good idea.

@douglima Thank you. I'll try to add some fitting sfx on the postjam version.

@wolf-flare Thank you. The art was done by someone else but I'm happy that you like it.

One More Drop by ZAX 2019-05-01T09:19:07Z

Fun. The art and sfx were great and each shot felt powerful. But I felt like I never needed the charge shots. I think that they should be more efficient to give the player an incentive to use it. Or maybe give it an AOE explosion effect. The polish level is top notch but think you should add some sort of hit effect to the enemies as well. Otherwise it can be hard to see which enemy your attacking.

Overall, I really enjoyed it. The simple story was a nice touch. It's always interesting to see how someone else might develop a similar idea.

Infernum by slotha 2019-04-30T16:05:37Z

I really like the aesthetics. Sound seems a bit buggy for me. The bgm plays when I begin the game but restarting stops it for some reason. As other have pointed out, the logic behind the item interaction isn't always super clear. It can be very easy to get stuck after dropping an item(picking it up again doesn't seem possible).

I think this game could be amazing if you work on it further after the jam

Edit: Not sure how I ended up making the empty comments

Infernum by slotha 2019-04-30T16:05:37Z

.

Infernum by slotha 2019-04-30T16:05:37Z

I really like the aesthetics. Sound seems a bit buggy for me. The bgm plays when I begin the game but restarting stops it for some reason. As other have pointed out, the logic behind the item interaction isn't always super clear. It can be very easy to get stuck after dropping an item(picking it up again doesn't seem possible).

I think this game could be amazing if you work on it further after the jam

Infernum by slotha 2019-04-30T16:05:37Z

I really like the aesthetics. Sound seems a bit buggy for me. The bgm plays when I begin the game but restarting stops it for some reason. As other have pointed out, the logic behind the item interaction isn't always super clear. It can be very easy to get stuck after dropping an item(picking it up again doesn't seem possible).

I think this game could be amazing if you work on it further after the jam .

Protocol: R.W.S. by Derek Volker 2019-05-02T09:12:46Z

Music and graphics are both solid. The scrolling background is nice but the gridlines make it hard to to detect the the player I think they should be further in the background.

The game play is a bit simple but it works. The main thing I would change is how the dash works. It should be fire and forget (dash should continue in your current direction even if your aren't pressing buttons), As it stands now, i feel that the dash doesn't have enough impact.

As the other have said, the tutorial could be a bit better. I don't think there is a point to including the tutorial only to tell me the move keys. It should mention the dash and jump keys as well.

Overall, I think it's great. Keep working on the gameplay.

Arm & A Leg by Deprecat 2019-05-02T06:50:08Z

Very short but focused game. I like how selling each part affected gameplay. It seems that there doesn't seem to be any coast for selling just on leg? I think you can move just fine. Maybe it was due to time constraints.

The graphics are simple but they do the job. Someone else commented on adding juice to the game. I think he's right, the gun shots don't feel impact full.

The story is pretty simple but it meshes well with the gameplay. I assumed that the merchant was goin g to backstab at the last moment out of jealousy. The end felt a bit anitclimactic.

Overall, good job with your first game.

D E A T H S G R A S P by Auzrial 2019-05-02T12:39:37Z

The art is really really good. I absolutely love how you depicted death with all the skills and tentacles. It reminds me of nito from dark souls. Music is also great.

However I did not like the story very much. Maybe it is due to the writing or due to how simple the story is. But I understand if you didn't have enough time to work on it.

One more thing, in the first meeting with Death the character is describing Death with death's portrait on the dialog box. I think It'd be more impactful if you put the description in the previous full screen CG. Again, this is a small nitpick.

Overall, I think this is a very solid entry. Good job!

Rashness by Saering 2019-05-02T13:46:13Z

Really like it. The pixel art is charming,. The bgm is nice and doesn't overstay it's welcome since there is only one boss. Considering that it was made in the compo I think that it is very polished.

As others have noted, there are balance issues. Personally, the high tier upgrades didn't feel all that useful. I won by investing in speed and attack and then just kiting the enemy. But I think the approach you made in regards to leaving the player to find out the best strategy is quite interesting. And I'm not really one to talk about balance since upgrades in my game are also very unbalanced.

Really good job!

Guardian Sphere by Pixel-boy 2019-05-01T12:04:07Z

I really like the color palette and character design. The sort of 3d perspective is also interesting. Gameplay is also fun but I if you are in a bad position early in the game then it is quite hard to recover.I also found the control scheme to be quite hard to get used to. In my first playthrough I missed a lot of the shops because they blended with the background too easily. The shops should also be more spread out or only at the end of the stage.

The boss hp should be toned down, The first battle takes too long if you have low damage.

Overall, I think you did a great job. Maybe rework the controls a bit and add more stages to improve it further.

Crypt Descend by PapriGames 2019-05-02T11:41:45Z

Pretty good. The combat system is a bit too simple but the balancing is good. I reached the end with 4 health remaining. Making skeletons do the same amount of damage as their living counterparts was a nice touch.

I did run into window size issues. I couldn't resize the window either.

The presentation may not be the best but the game is solid. Good job!

Cursed Samurai by palsina 2019-05-02T03:39:25Z

Very polished and atmospheric. The only thing missing is the audio. I think some ambient music would really improve it. I like the combat. The amount of impact and screenshake is just perfect. One thing that is annoying is that the archers can decide use to double or single arrows randomly and their is no visual cue. But I know that It's always hard to fine tune things in such a short time frame.

BatteryWars by Sherlock527 2019-05-01T04:58:19Z

Pretty fun. Even though it's simplistic I like the art. It fits with the game. The BGM is also nice. My only gripe is that the enemies are too big.

Adepts of Virgil by Yursa 2019-05-01T09:43:33Z

Nice. Both the music and graphics are good. The controls are bit awkward but that's what makes the game play interesting. It's always fun to send them into lava.

Good job.

SENTINEL by JesusAcHe 2019-05-02T05:33:38Z

Great game. My favorite weapons were Big Bullet and the one that splits into more bullets.

Screenshake and SFX are on point. Graphics are really charming.

I think it is a bit too easy. Even after buying most upgrades I had too much health. I haven't tried any of the faster weapons so they may change the gameplay up a bit.

I also like that the game doesn't need any tutorials, you did a good job on the button prompts. I'll be stealing that for my next jam =P.

Overall, great job!

TRIWAR by Donitz 2019-05-02T05:11:52Z

I don't normally play rts games but I like this one. I think the game fits well with the theme and there is some interesting risk/reward gameplay here. You can only take one hit but you need to risk yourself anyway to get enough currency to spawn.The only unit I don't like is the grenadier. I feel like it's to slow it's better to rush down the enemies instead. I think you should make it a tank type unit or maybe a turret that is stationary but deals a lot of damage.

I also think that there is too much of a focus on kiting enemies. Maybe add a shield that will protect you from hits a couple of times so that you can charge into the battle field. The movement should not be tied to the mouse. But then again, it'd make it touch incompatible.

The pathfinding can be a bit iffy sometimes. You could add a retreat order button that would make all units stop attacking and retreat to make things easier.

The graphics are minimalistic but good. Animating with simple graphics like this can be hard. What you can do is Lerp the color of the units as they are about to attack (to red or some easily discernible color). That way the player has more information on when to attack/retreat. I feel that clarity and availability of information is the cornerstone of strategy game design. Look at into the breach for example. There's a gdc talk available.

Overall, I really like it. I hope I wasn't too critical because of it.

Noobmancer by IanLux 2019-05-01T06:37:23Z

Very fun! I like how you can make the platforms you need to jump on. The bomber man take on the theme is also awesome. Both the graphics and sound are good. I think you should post some screenshots. the text description doesn't do justice to the game. i ran into some problems with the fixed camera as it the last platforming section bit too hard. Other than tha, great job!

Altar by Alexascher 2019-05-02T09:28:59Z

Interesting take on the theme. The graphics are great. Unfortunately, I did not like the gameplay. The movement feels off to me. the player doesn't stop when you stop the input which makes the movement slippery.

I also felt that the melee knockback was too much. But it did give me the feel that I was squatting at bugs to escape. So it actually works in the favor of the game.

Level design is good. I like the enemy variety. It took me some time to figure out that I had to attack some enemies sideways to damage them. It's a good idea but I think the lack of visual or audio indicators to denote whether or not an enemy took damage. The same goes for the player when he takes damage.

I think the main problem is the game 'feel'. The game is very polished in several areas but the controls make it hard to play. But considering this was made in three days, good job nonetheless.

Danko by Pixel_Error 2019-05-03T11:38:21Z

The level of polish on art and music is amazing! I really love the lighting. It adds a lot to the atmosphere.

Gameplay is also very polished. The amount of screen shake and sfx is perfect. The combat is slow but satisfying. But controlling with the mouse is awkward. The enemies can shoot in any direction, so I think it's a bit unfair to make the player unable to do that.

The theme interpretation is also nice. But I'm not sure how death works, Does the altar get weaker on respawn or do the waves reset? I died a couple of times and then it showed me a game over screen.

Overall, this is a very polished entry. Your team has done a great job here.

The Price To Pay by Lshiro 2019-05-01T05:14:25Z

I love it. Great interpretation of the theme. You can either give up your past life or sacrifice the possibility of a better future. The front only vision limitation made the game much more harder than I expected. The game was a bit too difficult for me to reach the end. Is there a twist?

The intro was great. I liked that it sort of synced with the music. It would've been great if there was a seperate track for exploration. That way the intro would feel even more special.

I found the controls a bit wonky but but it's unavoidable considering the time limit. Great job!

Heart and Soul by devbat8712 2019-04-30T10:50:03Z

I didn't quite like the townbuilding aspect since I found it quite confusing what each icon did. But it fits in well with the theme. The reconnect with your essence minigame is hilarious. It's easily my favorite part of the game. Overall, good job.

Delta Fighter by LiauJ 2019-05-02T14:10:15Z

That psudeo 3d effect looks really cool and elevates the simple art style. The gameplay is a bit repetitive but the SFX and screenshake make it fun to play.

I did find the ring detection to be a bit wonky. Everything else is very polished.

Overall, good job!

Mahou Shoujo Monster: Promised Fate by jadedResearcher 2019-05-01T06:21:54Z

Creepy and unique game. I like the references to madoka and the deaths genuinely creeped me out. I do think that the mechanics are a bit confusing. The boosts from the pacts should be visible on screen along with blood pact cost. Otherwise it's kind of hard to know which pact to use.

Against The Ninja by berumondo 2019-05-02T04:46:55Z

Really loved the dynamic soundtrack that builds up when you slice through a bunch of enemies quickly. The animations are snappy and pretty good considering it was done in 6 hours. I think that the dash is the main problem. It should be like a 'get out of jail' card, instead of putting you in a bad spot.The combo multiplier is a good idea. It makes you want to play more aggressively. I think what the game needs is more attack options and balancing. This game has potential to be fun if you polish it later on.

Good entry!

Fateshift by dougLima 2019-05-02T09:58:03Z

Simple but good.the graphics are pretty good and the particle effects remind me of wind waker. Parrying is super satisfying and the sfx is on point. It would've bee nice if the enemies had a stun meter that'd fill up more as I parried. OR maybe I'm playing Sekiro too much.

The balance needs some fine tuning imo. the first stage is too long(not hard but long). I also feel that the middle size enemies were the easiest. The smaller ones were the most annoying since they can randomly decide to attack twice.

The skills are fun but a bit more variety would be nice. But given that they require animation assets, the existing ones must have taken a lot of time to produce. I also don't think lifesteal works on the skills. Which is too bad since that'd make them even more fun.

The item descriptions are hilarious.

With a bit more polish, I can see this being a good casual android game. Good job!

Blood Coins by TheItCrOw 2019-05-01T11:22:19Z

I really like the art and music. It's amazing that none of them were premade, even if you consider the lack of animation. Personally, I did not like the flight controls. The jump is too fast to control. For a flying game, the jump should be a bit more floaty. I also think that the sprites should be smaller. I think that is one of the biggest reason why the controls feel unsatisfying.

I also like that you've added branching paths and even a human only path.

Overall, I really like it and you should work further to improve it.

Blood and goods by selewi 2019-05-01T08:55:24Z

The art and BGM is fabulous. It reminds me of darkest dungeon. The musics is a very good fit for the game. I like how it slowly fades when you die. The gameplay is simple and satisfying. I do think that the rng is a bit unbalanced. You can encounter mobs that do too much damage very early.

A Shooter Confrontation between the Society of the Sanguine Faith and Dracula by Hyperbian Games 2019-05-01T06:09:35Z

Very good bullet hell game. The bullet patterns are fun to dodge. I feel that the difficulty is a bit too high but maybe I just suck at this type of games. It's very easy to get stuck in a bad position and be surrounded by lots of bullets. Some sort of bomb powerup that clears the whole screen would be nice.

The Last Drop by Fiiction 2019-05-02T08:40:14Z

The sprite is sooo cute. I would've given this game 5 stars all across the board just for that. Oh wait I already did.

Seriously though, good job. The art is wonderful, The music fits perfectly and I love how it dynamically changes when night begins. I legitimately got hyped when it first happened.

The combat is pretty satisfying, But I think the hit boxes are a bit wonky. I have an easier time hitting an enemy when I'm above them. But I think you nailed the balancing. on my 7th day I barely survived with 4 health. I also didn't know there was a bomb attack. The game has some pretty simple controls so a tutorial isn't necessary. Bu I think you should've mentioned the bomb attack in game.

Over all, great game and great interpretation of the theme. Geeat job!

D.R.I.E.D. by JasonD 2019-05-03T11:15:39Z

Really good atmosphere with the music and story. The pixel art is great and I love how the robot is animated.The gameplay reminds me of ftl with how you need traverse maps and trade for fuel.

The randomness is a bit unbalanced since it is possible to have no events for multiple consecutive areas.Having markers on the map would be a great wa yto let the player know which nodes are safe and which ones are not.

The game length may be short but there was enough content to want to play twice. I think I length is a good match for ludum dare and it undoubtedly made it easier for you to polish within a short time frame.

Overall, I think you and your team did a very great job. You had a clear vision of what ou wanted to do and executed on it perfectly.

Age Waves by Notekri 2019-05-02T12:56:08Z

I found the game pretty fun. But it was pretty hard to tell what was going on at first. The age mechanic fits the theme but you should provide explanation.

Even if you can't change the game now, you can provide flesh out the description in the page. Most of the others have a problem with the age mechanic so I think you should start with some explanation on that.

And as the others have said, the game is lacking audio and visual feedback. There's a really good video on it if you search "Why your death animation sucks". You should check it out.

You made a game in 3 days, that's something to be proud of. Don't let anyone else tell you otherwise.

Escape from Hell by Becher 2019-05-03T07:40:37Z

Very beautiful art. the background reminds me of sworcery and the boss's armor reminds me of dark souls. The attack animations are also nice.

The gameplay is a bit clunky. I found that the movement was a bit slow. The idea for an underground tunnel is interesting but the slimes are a bit boring.The boss is also very easy to cheese by hit and run tactics once you have enough health. But I like how show the credits at the end.

Overall, I think this a solid entry and you should expand upon it in the future.

LD54 — Limited Space

BLOCKIES by Ayxs 2023-10-15T10:38:14Z

Really relaxing. I'm surprised by how long I kept playing. I dig the neon look. Suggestions: Maybe have some way to see lower floors by making the top ones transparent(like when hover mouse over a lower floor). Some more juice would be great too. Tetris effect is a good example of how much far polish can take tetris. Overall, a very solid entry.

Alien Abduction Adventures and Astral Anomalies Abound by Flaterectomy 2023-10-15T12:09:48Z

Interesting take on the theme and hilarious title.

The text is funny and fitting. But I think the pure text based approach makes it hard to plan movement. You need to go to for space stations to sell but you don't have any info beyond the next jump. A node based map(like slay the spire) with fog of war would let you plan your path. I do understand that there wasn't time to implement all that. Just a suggestion in case you want to expand it.

Overall a minimal but very polished game. Great job!

Hellevator by Snowdrama 2023-10-15T11:24:27Z

Fun take on the theme. There are a lot of design decisions that make this engaging to play. You have limited physical space to move. The bullet hell aspect goes well with the theme as the enemy bullet spray further limits your space. The perfect reload mechanic encourages you to take your eyes of the bullets to nail the timing. Sugestions:

I think that the pickup button is largely unnecessary. Heart containers could be used on collision as long as you have missing health. The guns are mostly upgrades so no need to manually pick them up either.

I also think that the wave progression is a bit slow. The first level is too easy has many waves with same enemy and boss. I think condensing the waves and introducing different enemies sooner would be better. That would also help with the difficulty spike at level 2.

If the quick reload benefit is only time then I think that the timing window should be a bit earlier. Or simply increasing ammo/damage/fire rate would work as well.

Overall, Solid top-down shooter.

Compress(space) by Fahim Faysal 2023-10-03T18:19:26Z

@selkieharbour Thanks. I agree that the current implementation of the mechanic is very limiting. I didn't have enough time to handle the edge cases. So I decided to limit it(only one spade-fold, can't fold across stuff) to have enough time to finish the game. I do plan on making an expanded version of the game after the jam to explore the mechanic fully.

Compress(space) by Fahim Faysal 2023-10-07T17:53:32Z

@aevek Actually, the folding controls were inspired by a game called paper trails. So you're right on the mark!

Compress(space) by Fahim Faysal 2023-10-11T03:18:42Z

@ategon Sure! I would be honoured.

Clockwork Tower by chompdev 2023-10-04T18:21:53Z

The atmosphere is amazing. Right from the moment I booted it up the sound design grabbed me. The footstep sounds were a nice touch(or a figment of my imagination perhaps). I haven't been as enraptured by a jam game's mood since Sacrifices Must Be Made(og ver. of inscryption). It's a really good interpretation of the theme too. With you being trapped in small space and things gradually appearing and invading it. There were a lot of cool moments(the person on the surface, the "wall", the entire mechanic reversal). Using your thought process/notebook to make choices is really cool. The only feedback I'd give is that sometimes it turns into a pixel hunting game. I think you have something really promising here. I'd like to see this expanded even more.

Quantum Dungeon by Nestral 2023-10-15T15:12:11Z

Really interesting mechanic. Never saw the quantum stuff being applied on a grid, let alone an RPG.

The art is minimal but sufficient. I don't think it needs more animation but some screen shake effect and particles would go along way to sell the attacks.

For a jam game, it's impressive that you've managed to actually have builds and synergies. Would love to play a full fledged version of this.

Please Sign Here by Ampo 2023-10-15T11:06:43Z

Got a good laugh out of these ones. The escalation of the mechanics reminds me of Papers please. When I started the game I didn't think the game would be able to get such milage from the signing mechanic.

I really liked how the forms told the story. And the endless amount of butt jokes.

The graphics and sound are minimal but are very much on point.

Overall an excellent entry. Definitely deserves a lot more ratings.

What to leave behind? by Owinmowe 2023-10-07T17:32:53Z

Nice! I was also planning on making a reverse-unpacking style game at first(plans changed) and this does almost exactly what I wanted to make. The art is beautiful. Combined with the BGM it creates a really comfy vibe. I don't really have any complaints. I think a more detailed moving out sequence would be great. Or if you want to expand it, you could have the same person's room in multiple stages of their life. Things the player chooses to bring will change their life stories and the next version of the room. Overall a very solid entry.

Quetzals & Ladders by jkyd 2023-10-07T18:12:59Z

Great puzzle game and interesting take on the theme!

Winds Of Pilgrimage by Medow 2023-10-15T17:26:44Z

Fun puzzle game that reminds me of the witness. I like how you've managed to teach the rules. Most jam puzzle games struggle with tutorialization(mine included).

The pixelated post processing effect creates a nice artstyle. Reminds me of a short hike but Zelda. The whole island had a relaxing vibe.

Only nitpick is that it's easy to move carelessly and mess up an already fixed puzzle.

Overall a solid entry.

Crowded Mind by rsheepdv 2023-10-04T17:41:24Z

The art is very nice and gives off that cute yet horror vibes.

I probably have no right to say this given my own game has limited audio due to time constraints, But I think sfx(ex: breathing, muffled voices when the anxiety builds up) and BGM would really elevate the mood of the game. You did a great job capturing the feeling of anxiety and panic attacks while utilizing the theme.

Stretchmancer by Choo 2023-10-07T12:03:35Z

Really cool mechanic and the puzzle design is very polished for a jam. My only complaint is that due to the color palette/low res, the ledges can blend in with the walls. On one of the levels, I had solved the puzzle but I didn't understand where to go since I couldn't see the ledge. Sound is great and fits the retro vibes. Story is hilarious. Overall a very polished entry.

Bit Golf by badcop 2023-10-15T10:53:01Z

Really cool take on the theme. I never though I would get to play an algorithm but you made it work! And it's surprisingly fun to find repeated substrings to compress.

The story was also well done and expressed really well through the gameplay.

Also, I recognize that color theme! I also used Monokai in my game as well.

Overall an excellent entry.

Escape The Phantom Seascape! by Tao Yuanyue 2023-10-17T18:41:51Z

A really atmospheric point and click game. I like how you've integrated the theme with the rising water. It was cool to see it change the scene. It was also hilarious to see the baby crying loudly underwater.

Some suggestions: You have to click the base of the bulb/to trigger it. Before I figured that out, it was confusing how I made the room go black. Most people(including me)would find it more intuitive to click on the bulb itself.

An interactable highlight button would also be helpful. The game can turn into pixel hunting at times and it's hard to see stuff in submerged areas.

The art and music are great and really set the mood. Overall, a great entry.

Packed to the Gills by npckc 2023-10-15T11:46:37Z

This was simple but very polished and wholesome. I sat down and couldn't stop until I completed the entire game! It really left a smile in my face.

The underwater stations with trains packed like sardines reminded me a lot of Unreal Life. The cute sound and art really helped set the vibe. A perfect 5 on all of those aspects.

The only nitpick I'd give is that it was unclear how to move the jellyfish. I tried different things until I just gave up and clicked on him... and it worked. Obvious in hindsight but missed a couple of trains because of that.

The fish poses are mapped to the arrow keys. I think a cross shaped layout for the poses would immediate convey that better than a square. It became second nature after doing it a few times so not a big issue.

Overall an excellent entry. You guys seem to be participating as a team in a quite a few jams and I'm definitely interested to see what you'll be making next.

Space Stitcher by kaliuresis 2023-10-15T14:56:07Z

I think this is a really cool mechanic. I've played the post-jam version and I still think that the difficulty curve has issues.

It was hard at first to understand the rotated stitched levels. I think that the levels were too large and lacked enough identifiable shapes. You could never see the entirety of the level either. So when the stitched levels were rotated, it was hard to understand. Smaller(both physically and difficulty) levels demonstrating how the rotated stitching works would make it easier to understand.

Another thing is the hub. You're sort of thrown in there after the first level and it's hard to know which level should be played next. I assume that the related levels are arranged in a stair pattern and higher ones are meant to be played after lower ones. But a node based level selection screen would convey level prerequisites better.

I totally understand that there isn't enough time to tutorialize levels in 48 hours. I struggle with that too. It's really impressive that you've managed to finish this for the compo. I hope you will continue developing this.

Space Bar ☆ Porter q(≧▽≦q) by Kuchinashi 2023-10-08T07:19:13Z

This is a cool take on the theme. Limited spaces where you can press space for a limited amount of time. The puzzles are simple but enjoyable. My only complaint is that the character can get stuck on ledge corners sometimes. But it's understandable that it might have been a low priority bug for a game jam game. The art is cute and story is quite funny. Overall a very fun entry.

Don't Touch The Pylon. by Ezard94 2023-10-06T04:39:28Z

Simple but fun, Reminds me of disk room. I like how it uses the limited space and boredom to make the player choose when to to risks.

The main feedback would be that sometimes the spikes spawn in such a way that you can't easily avoid them. But of course it's hard to balance things properly in a game jam.

10/10 would touch the pylon again.

Inside OUT - Mind Maze by DrinkWhD 2023-10-07T18:20:57Z

Yume nikki vibes with the art and sound creating a really immersive mood. I also found the attack animation and knockback inconsistent. I seemed to get off attacks consistently if I tapped forward button slightly before attacking. Not sure if that was a bug. I think you did a great job capturing the theme through mental illness. Great job!