FoonLudum Dare ExplorerUsers → fiaKaiera

fiaKaiera

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202250Delay the inevitable👥To Say Goodbyeextra
202149Unstable👥Ruff Tuff Skiesjam1823.983.963.824.114.383.023.80
202148Deeper and deeper👥Sleepie Cookie Eatiejam244.344.304.014.394.604.553.553.88
202046Keep it alivejuxta.LINEcompo1393.873.793.923.703.823.582.503.53
201740The more you have, the worse it isDense Revolvecompo4053.253.013.003.503.812.883.07

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 fiaKaiera

LD40 — The more you have, the worse it is

Orbits by tuism 2017-12-04T14:28:12Z

You compelled me in with your cover. Now I expect something great.

* It's cute. It's awesome. It's pretty neat. I think you heard that from everyone else, actually. I don't need to say anything further.

* It starts simple but it gets complex real fast. I can get to 6 planets and I know how hard it is, especially when you have to move. Freakin' asteroid planets hurling trough my groove >_>; This really works well with the theme! A+

* The music could be a bit better but it works. From the looks, of course I'm expecting chiptune. From the gameplay, something a bit more concentrating but it's good enough. The clock sounds helped me I guess. It reminds me that planets orbiting around the "sun" are like the hands of the clock.

* Must be hard for you to get that physics being realistic. (Okay I may take that back, I'm pretty sure you used auto mass) Could be not the case if you wanna continue with this. As they say, sometimes the best games doesn't need realistic physics. Would be great if you could make getting them into orbit a bit more easier, but that's just me and me having large orbits that half of the planets get off screen.

* I'm not sure but the slowdowns from planets colliding is intentional, I don't think we need that, but it does give me the advantage of moving into place and/or reacting if planets suddenly hurls toward the "sun". Slowdowns when the planet hits is still okay.

* As a suggestion, a slowdown button, a planet adjustment setting and maybe more planet types to deal with on later progressions. Like "screw you meteors" and "dazzly but deadly shooting stars", or even you being part of an orbit and you also have to stay in orbit.

* Is it me or this just reminds me of Orbeez beacuse of the name? To be honest, the game is a good cereal name. That "sun" could be a mascot.

Overall, this stays on my drive. It's a good way to pass time and I recommend playing this to people. Well done!

Money Is Everything by Jani Nykanen 2017-12-04T06:34:35Z

**This could be a mobile game.** Okay, I know it sounds weird as a lot of endless runners are already in the mobile market but hear me out here.

* Yes, I said that the game could be a mobile game not because of the money collecting scheme, but for a different reason: the mechanics. Jani, you made yourself a multi-purpose game based on one button. You can jump, double-jump and glide. Yes it's simple but it's pretty effective. If you continue on this, you can make the hold with no jump as a slide and the third tap to quickly get down.

* The pace is weird and cheap. We know that it's almost unavoidable to have that cheap difficulty on the endless runner but you do need to fix that if you plan to move this on. There's a lot of unavoidable situations here.

It's simple, it's a quick game and it's good. A neat entry for the Ludum Dare.

EARTH BLOSSOM by Zarkonnen 2017-12-05T11:36:42Z

Wow. I didn't make my critique but rated on this when I played it? Whoops! I played it again so I could make this right. (and speedrun it cause I know what I was doing. It was fun.)

* To be honest, it's almost fine the way it is really, it's real good. I mean, everything could look better with a bit more polish and stylistic improvements but I am fascinated you took this really unique approach to the theme. * Without the theme's constraints, I think it's best if you have the ability to zoom out one way or another. Either by using some dedicated zoom buttons or as you grow in size. There's also another way to go about this visibility problem, which I'll state below. * Enemy Indicators. On the stage "Fleet", I moved far away enough to lose track of the large ship. Arrows pointing to it is a good way to tell where the enemies are. It could be the nearest enemy, the one with the most threat, or all of them. * Suggestion: Use mass to boost? Heck yeah! More risk than reward. Then again, it might end up too similar to slither.io...

To be honest, I can't really say much cause it's a good game, really. Congratulations on your entry! I hope this game blossoms. ;)

About The CyberFighter by ginger9 2017-12-04T10:01:35Z

**This is almost perfect the way it is.** ..somewhat. You could really build upon it, though!

* This graphic-improving theme is quite similar to Evoland, but you have to pay for it, like DLC Quest! Though, you placed it in a narrative that could go deeper. Well, and yeah the ending got me there, I thought you have something running in the back to provoke me but I saw it's GameMaker-Studio so that's not gonna happen anytime soon.

* I was wondering about why the game has a small border until I upgraded the graphics. I'm only complaining about the background. It made it actually harder for me to see, thanks to the white border. If the white border is there, then it's better for the background to be harder.

* That BGM has to go. That loop is too short, proved more annoying and drowns out the experience of the game. High pitched music hurts the ears. That should be adjusted an octave down. I regret buying the music upgrade first and it's sad I can't toggle it off. Sounds is good but sadly the music takes a hit on my ratings.

* I can see where the theme lies. The more bullets you have, the harder to move, thus making it harder. If you placed something to charge you like rent, then Rent should scale against you, then it should fit the theme more in addition to that. I was about to comment that if you upgrade the game will be harder, but it has proved otherwise.

As seeing you're planning to make CyberWorld, I know you could get better at this and this is a good entry nonetheless.

About The CyberFighter by ginger9 2017-12-04T11:19:23Z

@ginger9 Oh that's cool! I thought the Reset will let everything back to 0, so I never touched it. Sadly, did already buy the capsule and I know the ending already. Now that you explained it: I see what you mean. Thanks for the reply.

(It would help if you :heart: their comment if you find the feedback on the game nice. It increases karma for them.)

The lost strawberry by egordorichev 2017-12-04T04:56:05Z

This is really impressive compo entry! For three colors, this is a good game. * I didn't notice that the strawberries obstruct your view overtime. It's certainly a very good concept going forward. It's subtle at first, then you find out the reason why this is the case. Good job also allowing for the player too be seen despite this mess. It's one of the good things preventing you from being fraustrated. Also I thought the strawberries are required to continue. This is not the case, oops. * The boss fight is really annoying thanks to the obstructions. The boss screwed me up too much after finishing Phase 1. * Default pallete is really low contrast and annoying to see. The background and some background assets doesn't help, either. The brick texture made me thing it's an actual block for a very good while.

Anyway, this is a really amazing game and you made me compelled to finish all of it. (That or my initiative for platformers is strong...)

HTTP: The Game by SaFrMo 2017-12-04T02:59:42Z

Well, this is certainly a very cool concept! Never I have give that a thought. For me, this is really enjoyable and of course, does become stressful overtime.

For some reason, it reminds me of Papers, Please! Where the requests start to get complex overtime. If you have the initiative to continue, you can actually do go in that direction. Like, one more rule is added each time. The only thing this needs to be really good for me is sound, and probably hotkeys to manage a lot more tasks if you do continue this.

Adding sounds to this is really great if you're listening to the requests coming in by a ton and gives you more stress. As I can't look if the request is good or not since I have to keep processing requests or not.

A very good entry! I recommend others try it out, too.

Slightly annoying traffic by JOrbits 2017-12-04T07:13:17Z

When I saw your cover in Ludum Dare, I HAD TO SEE THIS. .....and you didn't disappoint!

You really gave me a good laugh and **I could see this as a working mobile game**, like Crossy Road.

* Like @nick-rafalski said, it does get stale very quick. I suggest you go with his idea, like random events to spice up the chaos. I suggest different maps in addition to this, like a school crossing and an actual traffic light district.

* For me, this music drowned out the experience. The sounds are too high but good all the same. You at least tried. I suggest beeping cars like one of those traffic situations.

* As everyone would say, yea it was satisfying to see cars crash and all. Might be more funny if there was a sudden influx of cars coming down to pile it up after you lose since it really didn't matter at that point.

* I'm not sure if you're supposed to fail when a car pushes a moving car from the back. I was thinking it only counts as an interection crash.

This is a great entry to Ludum Dare. I would love to see people talking about this as one of those popular simple games you play on the mobile. Heck I might download it on my phone if it comes to that!

There are GDC talks on crossy road. You should watch them if you want to continue with this.

StoneHead Shooter by Piootrek 2017-12-04T05:35:01Z

I cannot believe you didn't post this as a compo game given you did this in 48 hours. Otherwise, it's a good simple game. I can see where the theme lies.

The look is so simple, it's effective. It gives you thank "oh no" look since the atmosphere gives off the scary vibe. Especially when the sound ramps up and you see so many faces.

I only wish there's a scale on difficulty cause it does ramp up fast. I can only score 12 points and not further how much I do, especially when they try and hunt down on you. Other than that, the only complaint here is the file size. (135 MB? Geez.)

Great job!

Spatium Calorem by AdroitConceptions 2017-12-05T11:51:57Z

Spatium Calorem! This sounds like a Harry Potter spell. No matter, it's a good take on the theme. * Oh man, so much noise from the action. If you can't tell, the background is the problem, visibility is hard with bright dotted lights going blazing fast. Then again, that's just me but the background needs to be darker but still noticeable. * The heat is my bane! Good work on notifying with a sound when you're over half. It does get annoying when you're shooting too often but I think that's a neccessary evil. I found myself getting slower with my pacing of attack to manage this. I feel I regret having 3 bullets at a time now because of it. I was shooting 1 set per second. Don't worry, that's not a complaint. * Wish the heat bar is bigger or at least either at the side or bottom of the screen, different from health. Then again you need to track both of those. You should try changing the player ship when it's in low health or have some indicator along with the ship, like a ring bar, so you can concentrate on it more since it's a top-down shooter game. I don't have time to look at the bars. The heat warning sounds is already helping and I'm starting to ignore the health altogether. * Slow motion death, that's just cool. Could be better if you use delta timing than FPS as a factor. * I'm a keen eye and I do notice there's a really small lag when you destroy a ship. Something tells me it's the particles.

Nice and simple, a good entry. Good work.

Spatium Calorem by AdroitConceptions 2017-12-05T12:12:30Z

@jason-kennedy Ah. I see. Then no complaints here. I feel you could do something better about it, however.

Just to point out: I'm not sure if you did rate my game yet cause the only things I saw that the links were unavailable, which is weird because I did placed my links first before making my page. Sorry to ask. x/

BulletCoin by randomphantom 2017-12-05T13:17:08Z

You should give a screenshot. Then again a screenshot of it will make people think it's bland but OH BOY THIS IS REALLY COOL. **You should continue this.**

* Where do I start?! That's really innovative there! You should really continue with this it would be really cool! Especially when you start working towards actually preventing yourself from random cheap deaths like the ability to hide your cursor for 1 second. I'm just gonna stop myself from suggesting too much. There's really so much stuff you can do with this. Plus, I think small little touches could make this better, like small effects. * Don't you think the punishment is too high? I mean, getting so much B$ and getting hit once is too much. I hope you can make something around that. * There's only one pet peeve for me other than the cheap random deaths: The color of the cursor and the available buttons. They are too similar and I end up not noticing the position of the cursor. * Here's a funny moment for me: I tend to speed-click on clicker games like these. I made a wall that I can't pass through lol. * Volume slider would be nice but I think someone mentioned that before.

Simple at best but man, clicker games are compelling but you did make it a lot better to make someone pay attention.

BulletCoin by randomphantom 2017-12-05T16:15:45Z

@randomphantom That's great you're working on it!

Though I should point out and I think the others can agree that placing in a :heart: on their comments you found helpful do helps their Karma, if you haven't known that already. Really appreciated if you do.

The People's Army - a lite rock paper scissor TBS Game by Zapakitul 2017-12-04T06:25:06Z

**This needs a multiplayer. It's that fun.** Congratulations, sir. You simplified Advance Wars and made it fun.

I agree with the opinion of @darylsteak, you need to have a powerful grasp on the mechanics. However, it's simple enough for you to learn. It's chess, it's rock-paper-scissors, and you just have to put the units next to each other than over it.

I can't really say much here but if you want to make this game's better, I suggest you start your design aesthetics from scratch. The "Tower, People, Tanks" aesthetics doesn't fit the rock-paper-scissors sense. It's bad enough that I start to call them as chess pieces: The Pawn(People), The Tower(Dictator) and the Tank.

You made a great job of this and this should be certainly improved.

The Golem Hunter by NexusBreaker 2017-12-05T12:13:58Z

I am guessing you don't have time to polish but you get the stuff down at least.

* One thing that bothers me a lot is the size of the arena. It's too big and too simple. You should really make it smaller. Zooming out might also work. I didn't notice the dash is a dash until I saw something that's not plain green and thought it was a shield. * Scaling. I am not sure if it's noticeable if there's scaling difficulty the more beans- I mean Iridium you have makes things worse. It got stale for me too quickly and the size of the arena doesn't help. I wish there's more than two enemies to manage but I start to think that's not the case as soon as I reach 20 bea- Iridium. * You might have gotten better without the music. The music is too small in length and I find it drowning out my experience. I think you could have gotten away without that melody, to be honest. * Like @noxbuds, I agree. The characters should be animated, but I think you don't got time for that! Though a simple way to cheat animation is not animating the bodies themselves but just animating small little boosters on the bottom to imply they're gliding by. * I think you don't implied using the theme. I am not sure if you did. If you do, it's not noticeable. It's not required that you use the theme, either so I'm not mad about it.

Simple concept. Easy to understand. It's not the best, it's not the worst either. I don't know how I feel about this one. Good work nonetheless.

Cholesterol by MadreDeDios 2017-12-04T14:02:51Z

**I died at my age.** Wait... why am I typing this when I'm dead? Who the heck injected those freaking donuts into my bloodstream?! DAAAAAAAAAAAAAAAAD.

* Anyway, I don't think I can say much as it is. I do really like the take on the theme. The music, slighly annoying but charming. It fits the theme of your game, too. With the bells signifying that you were born and such.

* The particles when you hit the walls are a nice touch.

* I don't think I can suggest anything to make this better really, but I think it could be improved a lot more. Maybe it's just me, but a very light but still friction would make it feel more in the water. Maybe a virus can hinder you, especially in the old ages. Yeah, something progressive. Maybe stack on functionality, like clicking the mouse on a constant pulse to keep you alive WHILE you dodge.

It's a nice fun ride. A decent Ludum Dare game.

Dense Revolve by fiaKaiera 2017-12-04T09:31:07Z

Thanks for the feedback so far!

* @connorses, @theloneplant, @funnboi, @mark-kennedy - I know how it feels exactly being useless on having 4 or more bullets. I wish I could fix if it were interpreted as a bug, really. I actually missed on using a function that would fix all of those issues and would make game progress bit more faster as well. Whoops. * @nexusbreaker, @Anonymous - That actually passed through my mind while I was repeatedly playtesting the game. Would make the boss fight too easy in this case. So I left it out purposefully. It's actually more of a regret cause I forget I could just do a tanky boss than a 4-hit one. * @mark-kennedy - Thanks! I did try to make my entry really readable this time so I don't want to make other suffer with the wall of text. * @nexusbreaker - I think you mistook the screenshot for the header graphics. Anyway, it's a picture. They say you should put screenshots on the top. How I made it though? It's actually the in-game font I created for the game.

Dense Revolve by fiaKaiera 2017-12-04T09:38:23Z

@nexusbreaker Ah. They're **:emoji_codes:**. :ok_hand: Ludum Dare supports them. [You can find a list here.](https://emoji.codes/)

Dense Revolve by fiaKaiera 2017-12-04T10:50:47Z

* @zarkonnen - Noted! I'll actually do that right away. Don't want to take that accessibility for others away and it doesn't change the gameplay a bit. I have a few friends with the QWERTZ layout so I can relate.

* @gastricsparrow - I'm still kinda hesitant on updating the movement but it seems that it's starting to look like a problem for a lot, so I think I will be tweaking it then along with the accessibility issue there.

Dense Revolve by fiaKaiera 2017-12-04T13:28:06Z

@maskinmask: I'm not sure if you tested this before [I announced a patch](https://ldjam.com/events/ludum-dare/40/dense-revolve/$65988). I would set it to somewhere I'm comfortable, (like S and D) but people are used to platformers having X and C as their default keys. If you haven't gotten the patch, then I suggest refreshing/re-downloading.

I would also add key config but I think that's against the rules.

Dense Revolve by fiaKaiera 2017-12-04T15:14:34Z

@randomphantom I kind of do agree with you there since it's was just and idea I had from the start, I didn't really consider what gameplay it is afterwards. Other than that, it gives you some tactical knowledge. The gameplay was supposed to be that the bullets you have would be more powerful the lower the gauge has and the higher the bullet counts was but never implemented.

The boss giving you cheap kills was actually side-effect of the damage system. It does cheap kill you if you get hit by touching either the boss or getting hit to the spikes, which you can escape from with wall climbing or facing the other direction.

Dense Revolve by fiaKaiera 2017-12-05T16:25:28Z

I need to check with you guys on this one. Did you guys played it before the update that was released hours prior or downloaded an old version? (aka the same version with the layout on the screenshots) * @edmond00 - You can actually shoot the boss with 4 bullets. Gravity is also the one responsible with the jumps and it's possible to climb up with 4 bullets. * @11tomi12 - It was worse in the earlier versions you move really fast with no bullets and the stage is more against you back then. * @saintheiser - What's troubling you with the controls? Maybe I can help. The layout allows for people with QWERTZ keyboards to play and is pretty much the actual default layout of most plaformers, too.

Dense Revolve by fiaKaiera 2017-12-06T00:49:25Z

@reality-blind Alright! ~~I'll see if I could patch that in!~~ Patched!

Noah's Apartment by GastricSparrow 2017-12-04T10:23:37Z

**You made me think.** Good game. I can't really say much on your submission but I do want to point out a few things. * Detection for the combination of animals should be better. One of the stages got me waiting for at least 20 seconds before proceeding. I am guessing you're waiting for all of their move_speed to 0? I suggest using a stack array would be better and matching it on an array you set for the level. * Also the repeated end screen, you can just add a condition if more than one is missing then don't restart the Failed animation. * The music is good. It allows me to think at least but it could be better if you went without a main line that stands out too much.

Other than that, this would be solid past time puzzle mobile games. If done right. Good job!

Noah's Apartment by GastricSparrow 2017-12-04T13:25:16Z

@gastricsparrow: Great! Thanks for taking in my feedback. Now surely the others would have a better time!

I'm not here by Jiri Hysek 2017-12-05T16:38:54Z

Simple, yet effective. You reminded me of Metal Gear. * I am not sure but I think the tiles are incorrect in size. I can see gaps between them. I think that's a visual bug. * Running is helpful but still worse than walking. I would like the option to do so. It feels slow for me a bit but I am aware it's about sneaking. * I know there's a visual aspect for detection, too. It's not just sound, but it is hard to know how they find me out in the stage by sight. * You executed the theme nicely but there is the problem of enemies past the walls coming forth. I accidentally got enemies from the other side of the stage and they did take awhile to get there. * Nice way of having sounds and the music fit the feel of the game as well.

I don't really need to say much now. This is well done. Great work!

Blob Hell by ryuzaki_mrl 2017-12-04T03:25:04Z

I tried it out but @amras0000 is right here. The concept is really cool and it is indeed too floaty, adding to the idea that it's hard to dodge. If anything, the friction to stop should be really higher in this one if you want to keep it smooth when you let go of a button.

The upload button is misleading as it is. A retry button is better or the mention that hitting the Enter they will get you back to the menu. A quick restart is really nice.

Graphics-wise, definitely as counter-intuitive as it is, the bullets need to be a bit more thick. At least by 1 pixel. It might make the hitbox bigger, but it's better to see where the bullets are going than, thin hard-to-see lines are coming at you.

If you plan on continuing this, making the bullets a bit slower is a really good idea. Since this is a bullet hell game, reaction is key and with fast bullets, it starts to become really impossible to react. I got hit by a stray bullet coming from the top and I can't react to it. If you could, I suggest as well adding a color function to those bullets so that the nearer the bullets are, the easier for them to see. (like black or red)

It needs more polish but otherwise, good work!

- - - by Mark Kennedy 2017-12-05T12:46:59Z

Oh, MAN! You already got me laughing BEFORE the game?! Kudos to you!

* I am pretty sure you're aiming for humor? I think you got it from the beginning then went serious later on. * Funny thing at first: I did try the "48 hours?!" option. The game was so fast that I thought I skeedadled and tap danced along the way. Then I closed the game and went on properly. * I mean, it's a visual presentation so I'm not really gonna critique you. Yeah, this is game development at it's finest. I can relate. Game development is chaotic, especially if you're working alone. Ideas is unstable, you just throw them out all the time. That's development hell for you. If you wanna get serious, it's a good idea to work as a team. * Thought the cones in a circle were a demon circle. It's a funny thought. Also the lambda symbol. HALF-LIFE 3 CONFIRMED?! * The long narrow way made me think you set up a jump scare, glad you didn't cause I might berate you about it on a humor game unless warned. Though, this could be an advantage of a story where you can tell development hell in a really dark and psychological game. Espeically when you used the "I have a better idea" in mind. * I do like the simplicity of the models, however. It's cute.

Never again. Then you made this entry...

Party Maker by Sempiternal 2017-12-05T14:09:12Z

Everything about this is professionally executed. The sad part it's kongregate. Those ads made me a bit sad. I don't have time to download everything so I had to compromise.

* It's wonderful how you implemented the mechanics for the game, but that's not really suprising as I know drunkedness is gonna be a common theme. The music slowing down and pixelation also fits. You did give it a strategic thought and even gave advice to attack the lonely people. Good call. * Every character that is not the main character is the main character's clones. That's one problem. They don't stand out from the crowd. I actually thought I was not controlling something at first until I find them. However, the atmosphere is great it gets your theme across. * The slow motion is cool but it does get tiring after a few drinks. I say make it shorter the more drinks you have. Then again you need a breather from all of that beating up. * Surprisingly, it does get boring after awhile. There's not much satisfaction from what you're doing despite how lovely it looks. * Still, that's kind of sad to see you placed it on kongregate. I mean to passively earn money, sure. Though itch gives you a better place for a portfolio of games you made and I think a lot of people prefer that, to be honest. Also, you don't need that quit button in HTML5. * You're not getting away from me seeing Gangnam Style in there.

I actually can't say much but good work. Impressive what you did there in 48 hours. Beautiful, but could be a lot better. You just need to find that perfect balance. I still recommend this for the atmosphere.

Party Maker by Sempiternal 2017-12-05T14:51:09Z

@sempiternal Alright. I see your reason. Thanks for allowing yourself to post it on itch. I hope the other would get a better experience with it now.

You could have uploaded the main exe file and source first. You're allowed to port after the submission date. Take that in mind next time.

Pickup by Funnboi 2017-12-05T11:07:11Z

Alright. **You might want to continue on with this.**

* This is a really cool concept you have! The realization that the more you get, the worse it gets is something really cool in my book, and the doors you get gives you more of a flow of a Megaman style stage selection. So, this gives me incentive to try the harder or easier doors first before choosing straight away. Speedrunners are forced to get the most efficient route out of this and it would be interesting to see, actually. * The theme fits really well and the environment changes based on the number of pills. I know it's as simple as a variable but I bet you can do more crazier stuff with this concept. * I do with you have the option to go back before getting the pill. Might give me a chance to see what's ahead than to blindly go anywhere really. * Smart checkpoint system along with neat transitions! You made it to respawn quick, allowing the incentive to try and try again, just like Super Meat Boy. You could take advantage of that, or add a life system. That is up to you. * You may want to refine the camera. Give it a look ahead to see what's coming than everything in the center. (Something like [view_xview[0] = x + (player.image_xscale * 8)] or similar) Other than that, go with @diptoman's idea too: The camera moves when you move the character and not lag behind. * I am not sure if it's a bug but you could repeatedly dash mid-air. Not sure it's intentional but no need to say cause this could be a function. I just want to point that out. Variable jump height is probably a good idea here so taps are short jumps. * You may also want to either stay minimal or use another graphical style entirely. Minimalism might not take the best if it's action oriented, but that's just me. * I think we can agree: this needs sounds.

**Also, this situation: Only happens if you took the order from left to right, top to bottom.** 2017-12-05_19-03-55.gif

You can't continue on with this. There's no proper way to get down. That's a possible softlock there with only the dev knowing how to solve that and that's bad. Better patch that if you can. Don't worry about me, I did finish it on another run.

Believe it or not, this is the first game I'm writing a critique of while playing it. So, congratulations on that!

Don't Get Hangry by SniperA 2017-12-05T15:19:05Z

I take it this is your first Ludum Dare? This is a good attempt but obviously I think you already know the bugs. All of which that I found and more I'm gonna say below.

* Platforms. We both know this. You can get stuck on the side and use that as an adavantage to get up. You also hit the roof. (but that's not a suprise... to any of us.) I am judging you're going for a one-way platform but fail to do so in time. That's fine. I suggest studying in platformers more before the next Ludum Dare, just in case you're ending up with another platformer. * Wow! A secondary bullet. That's new to my critiques. Anyway, the hitbox. I know you used square tiles. It's really subtle to anyone but for everyone with a keen eye, you don't curve on the roof edges. Usually people remove detection on them or compensate detection with the roof edges. * That moment when enemies pile up is actually pretty funny in sight but they're always on the ground. So it was easy to avoid. If only they could jump after you then it would be more tense. * Nice take on the theme as well. You executed it nicely, but not perfect. I only realised I slowed down when the sprite changed. There was burgers on the roof and it was impossible for me to get there. Would be great if you have springs to help you but that's not what the theme asks for, isn't it? * This actually reminds me of Sonic 2 XL, a mod of Sonic 2 where Sonic gets fatter the more you get rings cause in reality, those are onion rings. * You also did good on pacing the bullets. I was hoping to spam it but that would make it too easy. Though, the enemies are tanky enough (even though it's 3 hits...) to be trouble later on and the bullet pacing is not helping, which helps the theme. I only noticed you can just hold the shoot button later on in my second run. * Give me a choice to restart right away next time, alright? * Something with your title can have more gameplay to it, actually. "The angrier you get, the worse it is until you get your next burger but that also makes you worse, too." I wonder how creative can you get with that alone?

Sorry if I hit hard. I did try to give it all I can to make that better. Sadly, I don't know much of Unity to begin with so I could give more help. Good work nonetheless and I hope you do better in the next one!

Here's a tip: Get all the functionality down first. Once you're good with the basics, only then start working on the graphics cause sometimes, simplicity in style is fine but the gameplay could get really fun.

Also, I think you should opt out in Audio. You don't have audio.

Don't Get Hangry by SniperA 2017-12-05T15:51:33Z

@snipera I assure you, that did not get ported in HTML5.

Blinding Light by Gaminbru 2017-12-04T10:37:27Z

Oh man, where can I even start?! This is a real good game. Very very innovative in it's simplicity.

* You took the theme literally on the tin. You didn't do something special with it, you didn't do anything else. You just said "That theme, yeah. White circle. Expanding." and built around it. Okay, that might be exaggeration for me. Lightbulbs are cool. Like @mormert said, it's the reverse of darkness. Good work! Glad you didn't use something stupid.. like having too much bloom.

* The music could be a bit better. The main melody's volume should be a bit lower since that's the only thing that's consistent. That hi-hat though, a spark? You're improving the idea your character is a lightbulb that's on it's way turning into a sun that burns everyone's eyes!

* Invulnerability time. Either non-existent or could be longer. Just staying on the spikes for a second is not a good idea. At least give the people a chance and reset only when you have 0 hearts (♥<1) and not just 1 (♥==1).

* Checkpoints. I know you used states, my dear. Not the best way of going for it since it saves the health you have, too. So most of the time, I only have to go with 1 hit the rest of the way.

Otherwise, very innovative and I would recommend for people to play this either way! (I also suggest you give a screenshot and a cover for the entry. Gives people an idea what it is.)

Craskiing by Rewzu 2017-12-05T13:39:21Z

I honestly can't say much since this is almost simply definitive but definitely can be improved better. This reminds me of Skifree for some reason. I was expecting it to pop up, but this is Ludum Dare. No time for shenanigans!

* The sounds was nice. I had a fan pointed at me all the time, so it made the experience better. Could use sounds when gliding and when you wipe out. * One touch you made was nice is what when you wipe out, you spin around chaotically. Great work on that! Art style is cool too! I like the simplicity of things but it does inevitably feel a bit bland and generic after awhile. Sadly, I don't think there's a way around it cause snow. * I guess the theme lies with the speed? or the theme lies with distance? Use speed if reaction is the forte, then don't make it dense. Seeing there's fog, that is not the case. * Allow me to speed up, slow down and jump up when necessary if you're going to continue with this. Makes me feel in control. Unless the slope is too steep then you can't slow down! If you feel like it, do it like Skifree. There's always a monster to get you.

Sorry to say, but I can see this not being planned to be continued at all as it feels too simple and made to be really safe within bounds, but has a lot of potential to be improved. If you can somehow make it really satisfying and spice it up when playing this game, then you should really work on it!

BaBaDungeon by PanPan 2017-12-04T04:21:37Z

Let's start with this: It's really nice. I can see where the theme fits and it gets tense once there was more diamonds. It's nice, simple and fun.

The only one downside for this game is that I can't really tell what each one does other than its stats. For me, I do recommend for the game to be faster and the board's angle adjusted a bit more top-down. I could say though, you should probably continue this.

How it looks reminds me of MapleStory for some reason. Must be the ghost's designs. It really like the crayon style you're going here. Bland colors doesn't really fit though and the background made it too chaotic to notice the board more with the mix of colors. If you're continuing this, go pastel.

**I can't believe as I say this. I cheaped this out.** I mean, made it really easy for me. All I did put spike traps and maxed its upgrades. I tried it out several times and that's it. All 5 stages beaten everytime.

The game's pretty good but I think it's not in the state I can recommend. Please do work on this more. The chaotic nature of the theme can make it a really compelling game.

Friends and Monsters by Killnaprimer 2017-12-05T13:26:29Z

Oh no! Bunny friend! NOOOOOOOO! Bunny friend, I shall avenge you with more of my friends! ;^; **You could probably continue this further.**

* Movement of everything that's not the monsters are too floaty. Okay, maybe just the player. That- or your friends are fake friends and they're dragging you down. Nice use of the theme if that's really the case! * Improvements? Speed-ups, speed-downs, barricades, friends having the ability to fight for you until their dea- what? Different map layout, more monsters, some patterned monsters instead of following ones, getting friends back and a ton of others you can just figure out it's lacking from. * Please don't make this a zombie game. We have too much of those. Something else that is not a zombie game with zombie-related mechanics is refreshing to see.

I can't say much else from this game, so great job!

Shoot - Keep Your Score Down. by GoldenHart 2017-12-05T16:11:00Z

I think everyone has said everything that the game needs at this point. I can't say much of anything else at this point really. Especially @somnium there. Though I would repeat stuff. I'm pretty sure.

* Now, the fact that the enemies are evading you, that's cool! It's a concept that could be improved lots. One basic thing is acutally making the stage wider, therefore harder (but cheaply done) to actually reach them. It's a way to do it but certainly not the best way to do it. * The fact that your score is inverted makes it that it's a good way to innovate with the score being the gimmick. Yes, you keep the score down but a simple way to keep it engaging is a combo multiplier. You don't get the multiplier, The enemies do. Of course, the multiplier breaks/lowers once they pass through to balance it out.... If you don't follow the theme, that is. * Either do WASD keys to move or Space to shoot. That threw me off big time at first but... * We all know the game is too easy. It's either more chaos or a wider screen. Pick your poison. Chaos is better since it goes with the theme. * It would be great if negative score is not a thing, but stay near zero. Maybe be they can punish you for having more negative score (related to the theme) AND punish the more time they have being at the low score (related to the theme), then punish them for having more score! Triple theme whammy! * But then... You're forced to get score! Stupid blaster has cooldown! (Yes, that was a suggestion) Either overheat, limited ammo, a charge or a cooldown... or mix them up! * Variety. Variety in everything. Enemies, the player, the patterns, the bullets, the everything! * Then finally, there's the bugs... Which everyone has said before. * Game window. Fixable by stating Alt+Enter as an option or since you have a Unity game there, have them show the settings at the start like a lot of the other Unity games here. * Game lock up. You can only play once. The game locks up on the next play. I think they are right with the buttons disabled and never reverted back. You can actually patch this now! This won't break the rules and best if you do it right away. * Graphics looks like Galaga, I hope you get that feel in the future once you improve on it!

Other than that, you made your point and even if it's not good, you at least made a game that works and that's something you would be happy in its own right.

Clumsy Paws by sovogirl 2017-12-04T06:43:31Z

**This has the potential to be a full on phone/tablet game.** Go with it.

* I really love the aesthetics and the sounds makes it really good. I love it! It makes the atmosphere fuzzy and the audio makes it quirky to play.

* As time progresses, it will become almost impossible for those who works with a mouse. As you know, the cats makes the items fall at the same time and it will be hard for people to react. Making this as a touch-centric game will make it easier but at least you can get the items falling from across the room.

* One broom is not enough for the mouse users. It doesn't even recover back until mom passes by! This is the bane for mouse users. I wish we could use it more.

This is simple yet stunningly beautiful. Good work.

LD46 — Keep it alive

Hive Alive! by Remco 2020-04-27T12:51:55Z

I love this game. You made such a complex game with so little time. As a strategist, I do admire this a lot. Well done~

Though the flaws and feedback I'll be stating are mostly the same like everyone elses. * I am glad you addressed about the lack of time and putting the details in the entry and on the itch page. I know most if not all of us will have no time to add a tutorial beforehand. * I do suggest going simpler next time, cause making a tutorial for these is actually also time consuming. * I am also glad you gave a note about the sound beforehand. It's actually quite considerate of you. * Most of the problems lies within the dithering pass you made on the camera. This is the only thing and the sole reason that it topples your entry down by A LOT actually. * This made everything hard to see. This made even the stats you added last minute unreadable. * I know you have some fancy tech involved, but this turned out to be a lesson of "too much". I hope you've taken note to that. * Props for the movement indicators to be very clear and stark. * Though it's not pointed out, if the game is actually in a very small resolution, you CAN read the details. But then you'd get the conundrum of the game being too small. * The camera angle, though a bit of a conundrum with how you made it. You struck that good balance. Definitely adjustments are needed, but I'm glad you have taken note of this. * Even though you stated about the camera controls, they don't help. I was expecting that to circle around, which is the one that's supposed to help with such visibility and detail. I was about to suggest to place it on the entry itself, but I don't see a need to anymore.

I really want to play more of this if not for that darned filter. I did survive at least 15 turns. Really with I could've rated it better but sadly can't. Good work nonetheless.

myBUDDY O.S. by Lawnchair Society 2020-04-20T23:21:15Z

A game that interacts with your desktop?! Somewhat... but still interesting!

* The only problem with this game that it allows you to interact with the desktop. I use an app called Fences to show and hide stuff and not keep mis-clicking on opening new apps on the desktop or accidentally refreshing my browser. A lot of issues could stem from an interactive desktop! * Okay maybe the game is also not making me click on stuff more. I find the lack of things to interact with quite boring unless you want me to play other games while playing your game!

Other than that it's a very quirky game and I'll give that a pass in my book~ Very cool! Great work~!

Plantasia by DeathBySnail 2020-04-20T21:49:46Z

This is so good! You did the meditative experience very well. It's nice to see a relaxing experience after a while.

As a physics simulation, it does its job very well to the theme surprisingly. (I got my whole plant fallen down and I have to start over and that makes me say "oh noooooo") It's pretty nice to see this little plant go into a very blooming tree~!

The only problem that is the roots takes too much space and I don't see anything going on with them except growing. So maybe adjust the camera a bit higher so I can admire the plant itself more.

Thank you for this experience it soothes me a lot.

Lighthouse Keeper by dooskington 2020-04-20T03:50:33Z

With enough improvment, this could be a good game. A psychological one. You could mess up some people here. A walk on the beach for me is useless unless that's how I gain money. Never used it after the third day, actually.

I usually end up spending money on parts and gasoline and gasoline isn't really that useful... Other than that, this has a lot of potential in it. You should continue!

Ninja and Mouse by TrampolineTales 2020-04-20T04:27:25Z

This is a very simple game. A very simple neat game. A very simple addicting game. If there's an upgrade to get less friction when moving, I definitely see want this to it's full potential.

The shop screen looks too chaotic and overwhelming to read properly. It takes a few good seconds to see what you should get. Other than that, it's all good.

PICO-8 doesn't fit it anymore should you want to expand it to its full potential but the execution is wonderful. Great job~ Was getting there to break the seal, alas... ;~;

Flight of the Cepheus by thedashdude 2020-04-20T04:17:34Z

I enjoyed this a lot!

... but the sounds are too blaring for simple actions. I get it when I get hit but it hurts the ears after a while. This fits very well and the mutiny was a surprise! I don't know what's the sense of a flashlight torch for looking at the whole crew though. Seems unnecessary.

You should expand on this honestly! Reminds me a lot of Oregon trail.

Whale Dive by vilcans 2020-04-20T23:01:48Z

I was not expecting an actual atari submission! I was expecting more of an atari-esque than anything. I'm so happy you gave us the ability to try it out without even having an atari.

I would give more feedback, but how it's designed it's already been addressed by Nyunesu like before. How the game works feels like it's unforgiving, more so if there's increasing speed throughout the whole thing. Not sure if that's your intention or not but even the whale doesn't have that fast reflexes or movement like the dev does! (unless you need the joystick to move faster/slower better)

Anyway, it's amazing for someone to make an Atari game in 48 hours. Especially since Atari programming is already challenging to do since it's on older hardware. (As a sidenote, I am rating graphics compared to other Atari games, which is already pretty alright.)

Boomin' Zoomin' Lil' Lamb by Hegemege 2020-04-27T12:16:12Z

I love this. Silly, simply, witty, fast if you wanted it.

* There is a usability issue for gameplay: A, D and Space suggests you have mouse controls. On its own it does feel awkward. * As someone who would play games, consider doing these: Left/Right Arrows & Space; or A,D and any mouse button. * Visually, boosts felt like mines and convey the wrong thing at first. People who don't pay attention to that might say that as a bad thing. Red is usually the color for things to avoid. So I think it's better to mix in a striking color for you to head on to, like green or cyan. * I might say though, I love the dithering effect! * How I got far is actually quite interesting as a strategy, always be boosting later on the ramp, so you get into that sweetspot of a middle lane between the high-rise of obstacles and the ground. * That said, going too high in the sky suddenly turns the whole game cheap and scary because you're blind of the below. Some camera work is definitely needed but that's Ludum Dare. No time for that complex stuff! * I think others would agree that moving left and right, while good for aligning at far away, quite annoying to drive with especially if you and me agree that ramps and mines are the best thing ever to launch a sheep away and actually keep a combo going so we cAN GO FAST AND BLAZING! * Thanks physics for actually making it very satisfying to boost. That's one thing you've definitely done well! * Either make movements more sharp, or actually allow to slow down or go faster through the use of W and S keys so you can align yourself more. (W being the more riskier strategy) * Your music choice was the least part of the whole experience. It would've been more fun if you got some driving music to keep you going. This one felt like a stroll, which is all against the experience.

As a mobile game, this will definitely work as a very good pasttime cause who doesn't want to zoom a lamb high into the air, chaining that adrenaline down?

I got **5320m** by the way! Definitely had fun with it~ Amazing work nonetheless!

DJ Data Bender by binroot 2020-04-20T06:09:35Z

It's actually nice for once to see a Godot game out of a sea on Unity games. Like with everyone of course there was load issues, but had no problem with the executable.

This concept has to be improved cause this is so good of a concept not to pass up! Well done on that! I've been playing with Digital Audio Workstations before, but never applied it as a function to a game!!

I did find a cheese strategy though. After a while, since there's no rent to maintain yourself to coincide with the theme as well, keeping the party up is pretty easy once you have access to fireworks. Only using it at the last second.

You've outdone yourself in terms of play and makes up for it even if the graphics and music side of things are not good.

The joys of parenthood by IronyGames 2020-04-20T05:56:32Z

The game is well done! I love the minigames of each.

...that doesn't change about the baby though. But I think that is your intention. Baby needing meat, this spam in the end where you don't have enough. The idea of locking into stealing after stealing. Having no audio helps this creepy endeavor. Such is a reflection of parenthood to keep the child fed.

Well done! What a great entry~

You may need to opt out of audio rating, since there is none.

Keep the Dreams Alive by SpaceWizardJ 2020-04-20T05:42:43Z

PICO-8 stuff is always a pleasure to see and this is no exception!

However, the variety of the weapons feels a bit too same-y. The water gun I expect a steady stream or a passthrough shot, the cork gun I was expecting to reel it back in, the rubber band repeater is indeed short but I efficiently saved most of the night since all of them are a hit away, and the air strike comes in extremely late than expected. Holding down the button for the air strike doesn't give it a few favors since it was nearly instant.

There's a bug I experienced by the way. I was using the repeater while the mouse button is held down. The next weapon was an air strike, but I activated it for a few frames while the button is held down WHILE the chest is present.

Other than the same-y things, this is actually quite fun~ Congratulations!

Link to the Flame by Feferuco 2020-04-20T03:33:41Z

The flames are so satifying to spread once you know what to do!!! I actually thought those bushes was small trees because of units being usually small in an RTS.

The only suggestion for me was to make the flames a bit bigger in their radius. I just find those burn offering too close to simply spread.

You said you overscoped but the game is done well at this point. You should probably make it into a full game if that's your fancy! Well done~

Feeding Time! by Drachmor 2020-04-27T13:23:58Z

This game is a very fun experiment with mechanics. As a beam-shooter it works so well with the raycasting. Great job~! The aesthetics mechanics made it very well fun experience also a MILK JETPACK already attracted my attention when I saw RECOIL!

So here's some feedback: * "Press Start". You don't need the menu when Esc immediately closes the game. * On the first stage, it's makes it clear that you're supposed to use the milk bottle for parkour too. But there's one section where on the first parkour section, there's some awkward block placement where you need to do a vertical parkour jump on the north then back down. Untitled.png The way it's designed suggests they are of the same length, but in reality not. Some who are oblivious will just keep trying straight on and not mind the top block there for a good while. * As a sidenote, kudos on making checkpoints and thank goodness you did so. Otherwise, it'll make everyone VERY frustrated. * As for visibility, the contrast between spoiled and clean milk won't be too obvious for those who can't see very well, especially on a night filter. * Good job for the cursor indicator though. It highlights both darker and bright areas. An unintended quirk about it is when passed through a night filter, the lower white half actually turns really visible in contrast to the spoiled milk. * Back to the milk. The milk indicator at the bottom left blends in too much with the spoiled milk especially on areas where it's filled with it. If the bottle has a dark background, you can easily tell how much milk you have left. * The indicators themselves should probably be on the character as small indicators. Sometimes you just don't know when you got hit or you're low on milk since the HUD is pretty small. * This would be better if you have air friction of some sort to better tell about the recoil. But that's a bit advanced already. * I think from the perspective of others, it is a bit challenging, especailly the first stage. Once you get the knack, it's actually somewhat easy. But that's me from my platformer experience. * I know you didn't have the time to, but yes I feel this deserves some sounds! But that's Ludum Dare I suppose. You sadly run out of time. * Thank you for providing an *.exe file. This is really helpful!

I think if you plan to make this a full game, go for it! A lot of people like it already from the get-go despite the problems. Great work!

OtherworldlyFlavors by erebus 2020-04-27T12:32:22Z

As someone who usually gives feedback in-depth. I'm amazed on how you designed this game, as I have literally none to report. I do wish there's sounds with consequences though, but that's Ludum Dare, no?

I'm pretty sure that everyone has said their piece before about not reading the text anymore and about the delay of the UI so I don't need to address that further. So if you're gonna improve this game, then random events should take place and it would actually be really interesting to see this kind of game flourish as the story and mechanics about managing all of this and making sure this plant stays alive without going over and under.

Once you get the knack, it's actually pretty easy to figure out and finish all 30 days. I do like the how this panned out. Outstanding job! Pretty good as your first Godot game too!

juxta.LINE by fiaKaiera 2020-04-20T03:35:26Z

* @thor-lucas - This was made in GameMaker Studio 2. Even though you don't really need a license to export to macOS, I don't have access macOS to even export to that sadly. That's why I'm suggesting the export!

juxta.LINE by fiaKaiera 2020-04-20T06:38:45Z

* @ironygames - Thanks for giving this to light! I almost forgot you guys due to the rush... As such, I patched the game to allow that now for you and other left-handed people in the future! (along with a bug fix...) I love for my game to be as accessible as possible! (without adding to the game of course, that's bad and against the rules :c)

juxta.LINE by fiaKaiera 2020-04-21T23:03:25Z

* @freya-c , @noeloskar - Thanks for the feedback but I think I already adressed this before in the entry itself. I do wish to add a difficulty slider, but for jam reasons I would be disqualified if I did that because that would be a new function to the game compared to the minor accessibility stuff I was doing. * To add to that, the difficulty is programmed by the number of clicks you have to do in a 4-beat measure. It always equates to 7. * The predicted worst case is a 6/1. If you went to the 6 first, (the red ones) you can mitigate the damage as the 1 is just "chump damage". (same as mis-clicking once) Getting a 6/1 twice is actually quite rare. * The actual worst case is actually a 4/3 very far from each other. * I made it 7 cause I thought 6 is too easy already and a 6 appearing will be extremely rare, which is not my intention. * @seriouslycrunchy - I wish I do had time to add this as a guy who likes accessibility!! Sadly, unlike the button changes, I can't patch this one is cause it's a new function altogether. But yes, should I make a better version of this, I will consider this very much!! * While I was developing, changing the colors is a very good move. Back then it was just from "not bright at all" white to red, ignoring difficulty. The circles were added cause it was a better indicator of time and the colors are so much better to tell how each one is harder than just simple sprite differences. (Of course the cursor being a circle and the bugs diamonds) * There's other visual hints too, such as bugs being blue to red and the cursor having its ring always there and beating. The L and R indicators have different contrasts, too! * Well, based on predictions. You could still tell all of the stuff that's going on at least.

| Vision | Cursor | Bug | | ------------- | ------------- | | Normal | Green | Blue > Red | | Protanopia | Yellow | Blue > Gray | | Deuteranopia | Yellow | Blue > Yellow | | Tritanopia | Vibrant Blue | Blue > Red |

juxta.LINE by fiaKaiera 2020-05-05T18:44:06Z

* @holysparks - This is what I planned in the first place, actually! Sadly I have other projects to finish so this is sadly going in the back-burner for now. * @thewinrawr, @drachmor - Trust me, I've really considered about the harsher misclicks. I also considered my abilities and I would have agreed with you... but I always look at the game at large: the people playing, the time that people will be playing, and the fact that this is a compo entry in Ludum Dare, and that a lot of people will have to rate a bunch of games in it. So making the game easier would leave more people satisfied, at least. * In actual statistics, it's actually equal to missing a 1-click bug. Should I make this harsher, there will be less people completing this game at all, especially when faced with 6-click bugs. Worse actually if the 6-click bug has a very short timer on it. * Funnily enough, someone did try with an auto-clicker bot. They were not successful. Sadly they're not part of Ludum Dare and was only a mutual. * @remco - No worries! Having not much to say except good stuff is actually a pretty good thing! That means that your plans went through fruition and was executed wonderfully~! It makes me happy when very few mishaps happen when people try out the game I made. It means I'm doing a very good job taking what I learned in my entries before and what I do now.

Penguin March by ilPrinny 2020-04-20T05:04:35Z

This is so adorable and I love them and I want to hug them.

For improvements, I would really love some sort of a scrolling background when you move. It's pretty good! The wait button feels useless I was waiting for a few seconds standing until something happens to save on or get food, but I just stood there. :c

The penguins not too annoying but I think a pitch / volume randomizer will help so everything won't sound too monotonic!

Sidenote: I played this on Hard and finished on first try with 56 penguins left! If there were more opportunities on food, then I could have save them all!

Great entry~! This has a lot more potential if you allow yourself to!

Heavy Petting by WongKongPhooey 2020-04-20T22:31:48Z

Aww it's a cute little kitty~ I'm gonna take care of it, pet it and make it so nice and str- OH FRICK I'M TAKING CARE OF A TIGER. WHY AM I TAKING CARE OF A TIGER?! AAAAAAAAAAAAAA

This is a very small yet polished game! Someone like me usually gives proper feedback about certain points I have trouble with but other than having more places to avoid the tiger, this is actually pretty solid!

Short and to the point! This is a very good entry. Applauses for you as you did a job well done~! This could be made into a more full game but as it stands, it's alright to be this short, too.

KeepAlive by DrEvilBrain 2020-04-27T11:56:32Z

OOooooo!! A TIC-80 game! A network themed one too. I gave it a shot. Not bad! Polished for one, too as a TIC-80 game. Definitely addicting, I might add but I have my restraints to go for that long.

Here's a few critical things for it: * This is one of the games that you shouldn't have hold to move. This has lead to frustrating movement where you go to one lane and accidentally hit malware through simply holding. * Being not bound and looping back up or down is a good thing though! I really like it~ * You conveyed information wrong here for "Packets Dropped". I know the 2nd number there is the malware you've avoided. But, to any other person without getting any context this means that I've dropped "0 out of 50". * It conveys that "oh hey I can avoid more than 5 packets now, neat!" * Other than for bragging rights, that 2nd number doesn't have to be there at all. It's better to show a "0 out of 5" than the number of malware packets you've avoided, this is to make sure that it says you can only drop 5 packets. * I could say it's a TIC-80 thing but that high-pitch repeating part of the music diminishes the experience. It's the part that some people find grating. Could've been a more subtle thing but it's pretty much blaring despite even as a cover.

Other than that, all of the other parts of the game is well made and considered and difficulty scales proper. I got to 96 and I think it's a good enough length to give proper feedback. Great work~ You did well!

Type IT! by Hedgy 2020-04-20T21:18:47Z

I wish I could give some feedback and play it proper, but with my unique conditions, Godot somehow detected the wrong monitor to fullscreen to. (it was vertical screen too) On top of that somehow I cannot type along.

If you can make this a windowed game, then I would happily give a proper review and feedback. For now I shall hold out rating this game until you do. If you patch this game please, @ me when you can!

Type IT! by Hedgy 2020-04-22T00:39:00Z

Thank you very much for the windowed version it helped a lot! Now I can give proper feedback! I was also curious on your code too, so I can give you some programming improvements.

* Please don't forget to add the windowed version to the download list! Some people usually rate and not give feedback so most likely they'll ignore that link in the comments. * Auto-activate the text box! 👏👏 The keyboard problems were actually not noticing the text box exists. * `grab_focus()` is the way to do it on any `Control` node! (This includes `TextEdit`) * I do love the fact that every other word dims while you type the one you intend to. * Sadly words do overlap. But that's how Ludum Dare works. Not really much time to tackle that! To me it feels a hard endeavor to do somewhat tackle. * To improve movment of the words, you would want to use something like `self.rect_position.move_toward = self.rect_position.move_toward(itPos, delta * speed)` so it doesn't fall flat on the x-axis before going to the center and instead go to the center immediately. Way better this way and will prevent some overlap if not completely! `Vector2` has a lot of functions that will help you especially on positioning! * When exporting next time, disable `Export with Debug` so we don't see a console. * I'm not sure if that's important for you, but the tutorial is not scaled on windowed but I think the concept itself is simple to understand that I don't need it.

I do wish I could give more proper game experience feedback and such. All I can think was improvements. This is a very nice entry from a sea of nearly the same concept. Great work!

Elemental Babysitter by gquibao 2020-04-20T22:40:47Z

Simple and nice and straight to the point! It all looks so good and quirky too~

There's only quite a few things I could say about it for feedback: * You can screw yourself over already straight from the menu. All you have to do is click the screen without pressing "Easy" or "Hard". * I wish moving the blobs are relative to the position of the mouse on the screen, not holding and dragging. Doing that feels even my mouse is too slow...

There's usually more for me to say when I give feedback but your foundation is already solid to me. Great work!

Lights On by henriquecanella 2020-04-20T21:36:44Z

This is currently one of the ones I like the most. The visuals are great! The atmosphere is great! I like the small little subtle noise filter. It helps a lot~

* Ooooooo hand drawn instructions! I love that~ * As for said instructions, if you're going for usability ZSX doesn't work too well. ZXC or ZSC works better. My hand naturally falls on C for light... which not saved me from a few deaths. * The flash is a very good mechanic! I suggest making it a bit less bright cause sometimes the monitor showing pure white in pure darkness is always not a good thing. However, slowly fading it in is always good. A very good move for you to do. * Maybe flash should be shorter in range too. I didn't expect to flash another guy on the other side of the map. * Of course like everyone else's feedback, the attack range is too short. Usually the case is that once you touch the enemy you are out of the game, even when frozen. * Maybe make the enemies unable to kill you when flashed. * I was expecting them to move again after a short while when flashed. It'll make those multiple hits more satisfying to pull off. * Unlike everyone else, I think the movement is fine in this case. Being floaty is not bad, just a bit slow, but it does add to the challenge, no? * Remove the health bar. That's very clear that you're only one hit away. * I feel the urgency is not there with the current timer to coincide with the theme. Maybe change it so that you have shorter time, but replenishes time when you fix a machine. So like, little generators that work together! * The game is mostly played using a keyboard. The menu doesn't help with that. If you're making a keyboard-centric game, it's better for you to have keyboard interaction with menus, too!

Despite all of this, this is a very good entry! Great job~

Feed the Fire by Rob Parker 2020-04-20T22:24:58Z

**FEED. FEED IT INTO THE FIRE. WE NEED TO KEEP THE FIRE ALIVE. THROW YOURSELF INTO THE FIRE.** Such a simple premise but it somehow reminding me of Dark Souls...

The idea is simple, but proven effective. Here's my two cents: * The game is properly doable on easy, but not so much in normal and hard... (but omg a drop-down!!! that's unexpected!!) * You may want to give a temporary sprint button. * Alternatively, something pointing to the nearest resource would help, but definitely not in this context. It'll feel cheap if you add that. * At first I was trying to talk to the NPCs. :b * I was expecting to throw into the fire in 360 degrees, but makes sense now why it's only in the front. But with such limited resources, the time to go around is usually not worth it. * It's pretty clear materials do not spawn. I was expecting to but, how the dialog was going I definitely know what to do next. I love that. * On the side, you could have gone even more crazy where the rocks are actually coal and even throw that statue into the fire. * That's all, actually. Usually I would suggest more.

This is very good as a first compo entry! Great work~

Keep It Alive! by SeriouslyCrunchy 2020-04-20T22:54:57Z

For 48 hours you did a LOT! That's good!

* As for feedback, I can't say any more that what syo said. But I think for me it's also the turning power. As for prototyping, you may want to start with the movement first, as it's always good to have the game feel satisfying before anything else. * Other than that, the difficulty is simply broken by the fact you only need to press up, be good at dodging and nothing else. Fuel could have been regenerated by landing to incite the challenge. The layout of the platforms too could've been placed with diagonals to force you to make use of the left and right buttons. * There's a bug at one point where you get 2 damage in one frame, thus allowing you to pass 0 and still survive with less than 0 shields. When doing programming do a `shield <= 0` check than a `shield == 0` check. You can fix this bug while the compo is happening, by the way! It's allowed. * Sadly the name being the same name as the theme gave me doubts at first. Glad I got that wrong!

With all of this, this is a very good foundation. You should work on it more if you have the time!

Reasonably Safe Working Conditions by CooperJKnapp 2020-04-21T00:37:56Z

I grabbed a friend and played it on the same screen. It's actually quite fun, ridiculous and addicting! * The jump feels too sharp and can easily trick the mouse and go to another death point. By accident. * Though it's expected to only have one level because it's Ludum Dare, definitely a variety of stages would be fun. * The left stage doesn't really have much to go on sadly. If the jump was not so sharp, the top-left would be a kill point!

Other than that, its simplicity makes it very polished. That's already a feat to do! Great work~

souvenirs by SoarenDev 2020-04-20T22:10:40Z

Thank you for giving me this chance to remember some keen memories. You touched me in a sense that is very deep for something so simple. Even the questions are few, it does mean a lot.

As a sidenote I did download the game as my browser doesn't take the inputs too well.

If anything, there are a few issues that others have already stated, but I'll put my two cents in: * The typing sound. For something with a simple and calming atmosphere it is too out there. Like others have suggested well, do a more discrete and a bit more calming version. * Speaking of typing sounds, how about some for the user, too? * As for input, yeah you need to make sure the typing state is consistent. I found myself clicking on the window for every text prompt that is not the arrow keys or the enter key. * The display of the text doesn't really help with large blocks of text. It know it's made to fit the screen but I keep getting lost while I was reading before since it shrinks every time. It's better to do it with a fixed size. * Maybe a scrolling display with a fixed with of text works too. (I meant not sharp snaps.) * As for the text when writing. Spacing between letters will be appreciated.

Again, thank you for doing this. It means a lot to me to keep memories alive...

Antarctica Story by Nghia Lam 2020-04-27T14:40:52Z

What a cute exploration thing~!

It's actually quite responsive and nice, but here's mine and a recap of everyone's feedback: * Your intro and ending: Your intro is quite nice and I love the premise here, but the way that the game works is that if you fail, you'd end up with a very slow piece of dialog. How the game is designed works against what you want. I know it's perfect for feeling bad, but this only gives a feeling of aggravation. Which leads to my next point: * When you die in the game you are penalized about three to five seconds give or take. Not just that, you actually need to experience that penalty each time via a very slow transition. It's supposed to say that you're dead and you should be careful. The design of the game, again, works against how you designed it. * If this is inspired by Celeste, the game design around is that you quickly get back up on your feet as soon as you fall into a pit/spike. The one-hit death mechanic keeps that in mind so you can keep retrying with ease. * When you're designing a slow death, then you MUST have the ability to take in multiple hits. Otherwise, this slow fade is actually a VERY BIG downfall to your game due to people raging about each death every time. * The fact that the timer is still going is also a deeper shot on the foot for your time. * The map design, while good for precision platforming, is not good at all when you take in tight spaces. * The way Celeste's maps are usually designed is that it takes into the account of direction. The first part of the stage is already against this and is already the starting point of the frustration. DizzyFantasticAnnashummingbird-small.gif The first thing you want to do is to move in, right? But you want to get through it easier so you hold up to float, then right to go to your direction. You'd end up dashing top-right instead because you have both up and right held down. * This is not really a problem if the death and respawn time is quick. But if the death time is accounted for, then this path would be actually be a lot bigger to show you're doing that. * The second problem with the map design is that you can't differentiate between what you can go through vs what is a pitfall. This leads in to problems where you do blind jumps. Frustration amplified with the death especially when the clock is ticking down. Untitled2.png * This is usually circumvented with arrows saying that you can go through this, or adding warning signs that you cannot go there. * This also applies to invisible walls going left or right. It suggests you can go there, but in actual you can't and wasted even more time. More time to frustration. Please add walls to prevent these. * Other things about the map design: * There's this one section where you want to go around the whole horizontal area with falling blocks. Most people will just wait on the first block to skip all of that back and forth. It ends up being filler. * Both paths going back for each shard is easily done with jump to a death than skillfully going back. * Another big problem is that 60-second timer. I think this may have been a last minute decision. If you timed this, there is no way you could get ALL 3 apples, and both shards. * Again, the clock ticks down for each death, which makes it more unforgiving. * Two minutes will be good if everything is considered. * Finally, on a lighter note: the controls and usability. * Z and Space is pretty awkward. When both keys are hovered on, your hand will lie like you're gonna scratch like a cat at anytime. This natural position is uncomfortable. * Your hand will naturally lie on WASD and Space. If you want to have comfortable controls, you're better of using Shift/Ctrl + ZXC for jump and dashing (avoiding Z to account for QWERTZ keyboards)

This would have been a very good precise platformer. But as it stands, the design of all of it are going against what you're trying to design for. As a second game, it definitely needs work but great job nonetheless!

Keep cats alive! by Odeyalko 2020-04-20T03:17:05Z

As nice as it looks on the surface and how relaxing the music is... there's a lot of not good things, sadly.

* You may want to adjust both the music and the atmosphere down. The atmosphere especially as it was too loud. * For the controls, it's clunky. Very clunky. That or there's no clear instruction there. * The sense of movement itself induces mild nausea caused my the island waters, and you don't see how you move since the water is just one color. * The bars are there to check the lifetime of the island. That's good. I was confused at first if there was a cat or food on it though. So I thought it was bugged at first. Maybe some visual detail could help so you don't end up in empty islands.

The idea is great, but the execution could be done way better. Good attempt anyways!

King's Table by PetTurtle 2020-04-20T05:16:30Z

Never thought a tower defense game has a place in the theme. Mixed with the chess vs chips theme it actually goes really well! The style of it blends well with the whole aesthetic, too!

Though usually the game is meant to be slow, as a Ludum Dare game where rating is usually a gamble of time, it may be too slow. I was at wave 10 with only pawns. I was expecting to place a knight by wave 5.

Other than that, it's nothing new but this is extremely good as an approach to a concept. Great work!

Planet Parasites by Danilo Sadzinski 2020-04-20T04:41:45Z

This game is very good I had so much fun~

Ability 5 is broken, well, supposed to be except for the cooldown, which is good! The whole system is well done too! Sadly I don't want to shoot when I click on the buttons too. I also panicked and tried to click the ability itself than pressing 1-5. You should probably allow that since the other buttons work just as well.

If you have more time, I would like to see this flourish into a full game! Well done~

The Light Child by hulien22 2020-04-20T23:47:54Z

What a fun little game!

* I can't say I got far cause at first I was just feeding the flame and not getting the orbs but that's a fault on my part. I think it's mostly because of the thought, like other games that uses games, thinking the fire slowly dies. Considering the enemies, I am glad that is not the case. * The difficulty actually only starts once the enemies spawn in. Otherwise, you're just a lost chicken looking for orbs at first. * Knowing the difficulty later on, I think the ability to hold two things will be extremely helpful especially later on with 4 orbs. (To balance it out, you can interact with two items held) * I didn't know you can use the sticks as barriers! That's handy but not obvious until you got defeated the first time. * At the same time, you can easily lose your axe.. which makes the game impossible to complete, especially if the flames are now and you are carrying something that is not the axe or the child. * I was not expecting to move the child and thought I was only constrained to the map at first. More tedious than intended maybe? * With the limited visibility, more landmarks are always nice! * As for usability Z and Space don't feel too well. WASD + Mouse Buttons can work better or Arrows + ZX (XC to consider QWERTZ keyboards) will work just as well too.

This game holds potential and it's a very neat entry. This is extremely good as your first entry! Congratulations and I hope to see you do compo again in the future!

Help! I'm Broken! by alessia-ip 2020-04-21T00:55:38Z

I solved it pretty quickly. It's a nice experience! It's like a portion of an escape room puzzle, except the puzzle is about not escaping but fixing a robot instead. I love the twist at the end too!

The note for clicking the tabletop helps a lot after that feedback from cannedveg. As for me I only wish the turning would be faster. Turning up and down felt weird too. It should feel like turning items left or right. This is very apparent when the item is at an awkward diagonal angle.

As for the theme, it's not so apparent here. It would be if there was a timer involved to fix it before it completely dies.

The game does show potential overall. Would love to see this flourish! Good job~

Space Station Alpha by kjscott 2020-04-21T00:28:02Z

The game is very ambitious and does a lot. I like it. I like the whole game in general!

* Like what IronyGames had said. A checkpoint system will help a lot. * Some of the stuff I want to fix are behind objects and looks impossible to fix... If those help with o2, that's a problem. * I thought the same blowtorch can be used continuously since it's an item that appears alongside the suit and such. Apparently not... or rather it feels it's not. * At some point I thought I could sacrifice some energy and o2 in place of the lack of ammo. Definitely not the case. * The moving UI was actually pretty jarring, in my honest opinion.

I want to see this as a full game honestly! Great job~!

Hamloon by NoelOskar 2020-04-20T02:55:08Z

It is a simple yet fun concept that could be easily be a small pass-time on mobile. I love the scene progression. It's a nice touch.

Sadly the nails themselves are hard to see, and certainly the vignette effect doesn't help for that matter. Maybe you should state that you could drag the mouse cause I certainly see other people just clicking... and that's hard enough to do with such small nails. (and maybe add a toggle? my finger hurt after my attempts)

Overall, still a good entry! Well done~

Flamebearer by HolySparks 2020-04-20T21:13:57Z

As with all platformers with the same torch-bearing concept the idea is very solid, sadly something tells me you need to do some playtesting yourself. As a side note, I was only at the second boss.

* The graphics are so good on the characters and the trees, but sadly suffers from anti-aliasing being enabled. If you want to patch this game, then patch this please. Should be an easy fix. * Spells are NOT worth it. It drains too much of the flame. The damage is not worth it. It all feels like a 1-hit thing and not working anymore. If it's supposed to linger and be effective, the feeling is definitely not there. You may want to add an indicator the enemy getting damaged by them, like them flashing of some sort. * First spell should have some sort of gravity than not spawning in air at all. That way it'll always fall to the ground and allows those unawares to be singed by the heavy flames. * If not checkpoints, healing spell that uses coins. * Cooldown icons on spells would be nice, but clearly not enough time so I'll let it pass. * As a guideline, the buttons O and P shouldn't be in the tutorial. Tell them the option is there once you unlock it cause I was expecting something and not think it's bugged and not working at all. * Attacking is NOT worth it either. The range is too small and there's an obvious cooldown. I was expecting it to be an alternative to attacking enemies, not really as another spell. If your style is to be cautious, then the stage design is against that, especially the second boss where the whole stage is suddenly swarming. * The upgrade is 25 coins. Helps us to get to that sooner I think. If it's supposed to be a high level thing of some sort, maybe make the cost a bit lower and the upgrade weaker if you have upgrade stages. * The enemies move too fast, more panic and randomly mashing buttons than using the spells. If they're slower, maybe attacking normally would be a more worthwhile tactic. * I feel the enemies should give 0-1 coins? Maybe I haven't seen too much coins yet. * Sometimes, no music is better than any short music loop that feels somewhat annoying. Trust me on that.

If you plan this to be a full game at some point, then please play around with game feel and how you intend others to play along cause this feels more like a mash of stuff put together, but that's Ludum Dare for you.

Great idea, somewhat not good execution. Great job nonetheless~

Skeleton Crew by BoltzmannsBud 2020-04-20T03:27:27Z

Well well well what do we have here? Gameplay is not bad and it's straight to the point!

Sadly I thought the potted plants on the desk was more like a mess of pasta so I thought the game was programmed badly at first. I thought there was like a drying mechanic too, but it's simple so no need! Just hope there were diagonal controls though!

The audio is what got me! I laughed so hard and I wasn't expecting to use your voice! If this is your first in Ludum Dare, then well done~

Social Life by CharlieGray 2020-04-20T03:05:36Z

Congrats on your first entry! Well at first it's confusing and you don't know what to do, so it's by default you just keep deflecting those events until you take one. That's where it starts. However, I thought these factor drain over time but that's fine since you did a +/- system.

As for the shields themselves, I found myself just scrolling the mouse wheel instead of the 1,2,3. You should disable this as it made the shields act as only 1 shield.

It's pretty alright. Let this be a stepping stone for you~

Protect the Babey by samsdevlog 2020-04-20T04:06:58Z

Game's fun. I can see the potential of it! I can't say I finished the game myself but I will leave feedback anyway.

You forgot to say the walls include the ground. You forgot to say you can't teleport through walls. You forgot to say that they will teleport you to where your mouse is. It feels unnecessary to even through the cat further as it's too strong already...

The camera does not help in the gameplay. It lashes too hard and will induce nausea. You are better off having it zoomed out more and not go too far from the character.

There's actually a bug in this! I saw the gibs and all even though I caught the cat and counted as a failure. (You can even see the cat being held) Happens when you shoot too low and grabbed it at the same time.

Good idea. Not so great execution... or rather the wrong decisions has been made at some point. As your first time doing compo. This is well done for the theme and the idea! Great job~ It has potential, too. If you have the spare time, you should work on it a bit more.

Darryl in Distress by KieranCoppins 2020-04-20T03:42:09Z

Simple. Fun! I don't know how the detection works on some of these things. I tried to stray far enough but even Daryl is getting dragged from someone OUTSIDE the screen. I feel that shouldn't be.

Other than the bug of A&D sometimes not working when mashing before a few restarts, the game its job very well!

Space Maze by nodice 2020-04-20T04:52:42Z

This is almost a good entry! It just needs some more clarity. This is mostly the case because I was just going into the next area with most of the things that is not a wall or the exit useless. I wish there's more you can do but that's Ludum Dare, no?

As for the music, sometimes no music is better than having a bad one. The loop is loud and more annoying than helpful, sadly.

It would be better if there's more levels or some dedication to some procedurally generated ones. That's be very cool!

Torchbearer by Logos Entertainment 2020-04-20T05:30:40Z

The concept is there and it's cool with all the lighting well done!

* Sadly, there's too many times you can just screw yourselves over and not undo your previous moves. (not just via undo button, but also just a way to push it out. A reset button is good too, but you don't have to reset oxygen in this case/) * The torch mechanic is well done! I thought it's gonna get darker passively, than later suddenly darkening after awhile and I thought it's gonna run out earlier than what it is supposed to be. * The gems are entirely useless! For score, sure, but I was expecting them to replenish oxygen. If you're greedy then you can go for it. Sadly does not help the game and feels more like a quick add-on. The wizard could've use those magical gems to replenish it! * Tap move. Simple as that. Hold too long and you could screw yourself over quite easily! Don't advise using hold move at all because of this. * It would be great if the spikes are a tad bit more visible.

It's a good idea, but all of it could have been executed better. I think you can patch movement and a reset button during the rating for usability, but I'm not sure for the others. A job well done, still!

campfire by jonah 2020-04-20T23:57:24Z

Such a simple thing you need to do but quickly devolves into chaos and sanity of getting the fire back from the body. I love this game! It's easy to learn, too~

There's a few things I need to say for feedback: * It's nice to keep that up once the chaos starts going. I felt it cheap once I place the fire it literally gets grabbed on the same move. At least there should be 1 turn of it being there so I could recover some of the score. * Though it plays good as intended, the score system feels a bit useless. I feel a fail state is missing for reaching 0. I saw the numbers go negative. A highest score is nice to see! * For visibility, a dotty field feels very much of an eyesore after awhile despite the player and the enemies clearly seen. Try to lower the brightness of the field next time.

Other than that I had fun playing this game. Great work~!

LD48 — Deeper and deeper

Can you dig it? by Flipsy 2021-04-28T10:31:18Z

A simple concept that was pretty well executed! It looks very simple but quite enjoyable! Though that entry thumbnail does make me expect something better...

On the third section though, you can actually skip a lot of it by hugging at the edge and going down very fast.

I can't help but feel like you ran out of time, but you definitely did something effective and what could be a base for something bigger.

Bunker Björn by phantom-lab 2021-04-30T06:56:45Z

Oh, the idea so good and the graphics set the tone to be so much something more! If only it was not hampered what could've made it so much more playable.

All the things I'm gonna say are pretty much aspects that could help the gameplay by simple adjustments of the interface. * First, it's obvious: The camera is janky. I am aware that it's trying to snap to the player, not following it. This also causes the camera to glitch out in position trying to keep up with the player, which is inducing nausea. * The camera is zoomed in too near. Even though it does help the sense of being alone here, it does not contribute to what you want, a shooter. If this was some resident evil sort of thing with limited ammo, it might help. * Because it's too near the blur does not help with conveying of information here. * The perspective is definitely favoring north, but that can be easily solved with zoom. * Oh, a bug: The camera got stuck at Level 5 for me, which made the gameplay unplayable from that point onwards. * The lack of enemies does make it boring. * You're designing for two different things in terms of game design here... * The rapid fire favors being gung-ho... which you need a lot of enemies for. * However enemies are bulky and sparse, which encourages being careful.

I'm not gonna lie if I said the gameplay is not satisfying, that is for sure. However, how the game is presented and how it's laid out kinda goes against that. It definitely lacks direction since you're aiming for two different things. If you want to continue with this, the flashlight could be a powerful tool in conveying information.

Diacombs by aeveis 2021-04-30T07:56:57Z

Diacombs are so fun to play with! It's very polished and really fun experience in general. In fact, I don't actually have much to say other than a small few things.

However you did place a lot of frustrations in the end: * The long corridor puzzle with the whole corridor with all the diacombs. I think we both are aware that's too long to finish and will definitely confuse the player if not eased in, especially with the concept of taking out a diacomb out that whole set. * I can't help but feel there should be a 2-diacomb and 3-diacomb versions of the Diabos. It's like being given a head banger of a puzzle immediately to another head banger of a puzzle. * I am actually sad I can't properly place this in full screen since it just hugs the top-left corner without rescaling. * Oh and uh... hold rewind please. That would be great. I can't really tap rewind for like, 20 moves in a row.

Either way, it's a really fun and visually appealing remix of Sokoban and I would definitely love to see this finished post jam!

Fallen Shovel by silkworm_sweatshop 2021-04-27T12:31:15Z

So far, this is one of the most fun I've had~!

I could definitely see this being a speedrun game if pushed even further! Perfect execution in this regard~

The feel, the gameplay, the graphics, and even the themes for each level!! I wish I could play more of it if you push past this compo state and certainly impressive for a compo entry!

Fallen Shovel by silkworm_sweatshop 2021-05-01T13:54:41Z

This is what you do outside?! Holy heck! I'm excited now!

Deepest Sword by Strega 2021-04-27T09:47:39Z

Hands down: **I would love this to be a full game!**

Why? Easy. This can definitely be a rage game of some sort if this is pushed even further. In fact, this could be considered a speed game if done right!

Usually I would hand out critiques on what could be done better but this is mostly done very well!

Well, other than this, of course: pain.png

This is the only point in the game where you can't really do anything but restart.

Upset Crab by 43sam 2021-04-30T07:22:06Z

I saw this recommended my by itch. Which is such a shame because I would love to have seen it here in Ludum Dare. This is probably how you also got the ratings despite not giving as much, I bet. I don't know what magic you did, but that's how it is I guess?

Either way, this is a really good game with clear intent. All it is that it's lacking time, I bet. * I don't know if charge works. Do you mean "prepare attack"? * Greatly slow down movement when you prepare an attack instead of stopping for a bit of fine tuning and player agency? * The potion drops are too common, which incite tanking and spanking through all of it. * Which is entirely against what you're going for... but I bet you did it for playability! * That said "H" is pretty far compared to the rest of the controls... * The rolling was not obvious about the spikes in the tutorial, actually. * Y'know, since you could just skip the whole spike bed.. * I thought you could roll back to also avoid incoming attacks, cancelling the charge. * Maybe you should actually let the person traverse through spike to make it clear you could actually traverse it? I dunno... * I don't know but I feel the hud should be at the bottom? Just to make sure the player is taking note of their health but that's just me. * I don't want to say repetition, but repetition. That's not new to you when you literally just read this a few comments ago, but I don't blame you with the time restriction of Ludum Dare.. I honestly would do that too with the enemies.

I really wish there was more to this! You should really continue to improve it and maybe even let it be as a full game!!

Oceanographer Cat by TheCrittersCove 2021-04-30T07:40:51Z

What a really pleasant and cute game! It's really nice to see such a unique one at that~

I can definitely see this as either an educational game or a fun whimsical one, if you put some fun mechanics to make snapping a picture a bit more challenging! * Since you use the mouse, it's actually more natural for you to use the mouse buttons rather than pressing F, which also makes the controls a bit awkward. * The way that you move is also awkward, since what people usually expect being in underwater is that your movement also slows down, giving some friction at least than just continuously going in one direction until you a wall. * The visuals are also a nice touch! * Though the ground itself is a bit flat, it does contribute to visibility and makes it clear what you need to take a picture of is still a silhouette. * That said, I do love the detail of you filling in other instances of the same thing, it's like coloring a world into place! * Though I thought the game would end after taking a picture, or something happening at least.

Here's better instructions: > Hold and release "Space" to move the mercat towards the cursor. > Hold "F" and aim the camera pointing towards the cursor. At full range, release to take a picture! > Move the mercat and take a picture of the fish above to proceed.

This will prevent players being confused at first.

I do want to play more this game if you flesh it out and I would love to see the gradual growth of an environment the more you take pictures and be in awe what you could see with the full set! You already got the feel of a calm environment snapping pictures.. I wonder what else you could do!

The Fall of Alice by kr4ft3r 2021-04-29T05:50:44Z

It was definitely interesting... sadly the time spent on this was definitely not enough.

Even though there was sound, after a while I just find myself avoiding all of the letters and just slowly reading through all of it. It was definitely unpleasant after a while. Also the slow sideways movement did hamper me from collecting them. In fact, I actually thought I was trying to avoid the shelves.

The awkward spacing of the letters actually made it pretty hard to read in the end, though it was an interesting way to read. At least I can read them well based on how you designed the surroundings though.

It's a good take on things though! Except on the readability end of things...

Sleepie Cookie Eatie by fiaKaiera 2021-04-27T11:59:20Z

@hardscore -- It's actually the speed of the spoon preventing that! It has travel time... so sometimes it's not fast enough. Any faster it would be hard to see at all.

I don't think we're able to add to holding the down button though... it's an entirely new mechanic we have to implement.

Sleepie Cookie Eatie by fiaKaiera 2021-04-27T12:52:03Z

@stevi60 -- You are definitely correct about being too careless on later depths! ~~We're actually aware of that bug and are thinking of ways to solve that.~~ We fixed it!

Sleepie Cookie Eatie by fiaKaiera 2021-04-27T16:20:30Z

@silkworm-sweatshop --- Our musician [**Deffy definitely has a soundcloud**](https://soundcloud.com/8bitdeathro), if you want to check that out!

Sleepie Cookie Eatie by fiaKaiera 2021-04-28T12:16:30Z

@TaliOS -- Sorry! It seems our programmer forgot to make the repo public. Should be public now!

Sleepie Cookie Eatie by fiaKaiera 2021-04-30T04:20:24Z

@itooh -- Thank you for your comment!

It's honestly surprising to hear about the instructions, since all of that was done in a span of an hour three hours before submission time! I guess my studies on conveying information helped! I'm really glad to hear about this~

We did have trouble about balancing the game and how it ramps up. Since the game has 18 layers of difficulty, (hard mode of course, being MAX all the time...) it's actually really hard to get time to test all of it and most of it was guessing. Also making it harder, we used an object pool with different spawn rates per level so we can't really test in such a short amount of time unless we somehow get lucky with extensive testing.

I think it does ease you in to being a lot more careful over time and not getting too reckless when digging down. In fact, Pal was a LOT more bouncier than this early on! The decision to half the horizontal speed when bouncing helped a lot in the experience of this game. We may adjust it soon to be a bit more controllable.

In fact, [someone did go all the way to 2000m like this](https://twitter.com/Xcyiterr/status/1387049766899515397), and it's pretty interesting!

Sleepie Cookie Eatie by fiaKaiera 2021-10-08T17:04:05Z

@lee-reilly I finally managed to fix the problem with me unable to reply or comment for a good while! (it was the Grammarly extension..)

But thank you very much for the feature, me and the team are actually honored, excited and grateful to have the game be featured!! It was really cool for us to have this news at the time!

F-33L5 by Plastacier 2021-04-28T12:45:40Z

I saw this from others but Flappy bird is not the best way to describe it... but okay?

It is a nice object avoiding game for sure! Though the controls feels objectively betraying, it does feel somewhat satisfying when you move. Later on you do have to steer very early before the asteriods hit.

Definitely some parallax scrolling would help on the effect you're going for.

I do applaud you at the ending though it's very beautiful! ...the joke at the end too! Wonderful work!

My Innermost Criminal by Chironyx 2021-04-27T15:18:55Z

Well, you certainly did what you wanted to do there! It's actually pretty unique to do those goals. You ended up making a surefire way to stand out!

Plus, how you managed to make the stages feels like you could definitely go ham should you be given the time. I say make it a full game, or a mechanic you could use in another!

The only gripe I have with this game really is really related to the time rewind mechanic: * Literally, double or triple rewind speed when you can. It really feels slow to rewind. * Because of this I was dreading for a restart button at that point.

I'm not sure if part of your plan is to stack the characters to get up or allow them to hop out of characters mid-air, making it a bit easier than expected. Either way, I think you could use that info for more "expert-related" levels.

Once again, well done! Especially for your first entry~

Ludum Postal by jvolonte 2021-04-28T11:49:14Z

**Add a spawn limit, please I beg you!** I actually had to restart because it was that *bad*.

Otherwise it's a really fun yet stressful game. I would give it a straight 5 stars but definitely you guys didn't know how powerful other's PC's could get. You only need to remind me so much how I need to upgrade anyways. (but chip shortage is a thing right now...)

I think I was even dealt a bad hand. Yellow and green then purple and pink are such bad color combinations it's hard to even sort them on the shelf.

Another bug, the clipboard did not update.

Would love to play this more! ..if only I was not forced to restart my computer in the process. Digging through the packages was great for the theme, definitely!

Hope by krazune 2021-04-28T13:07:30Z

I finished the game. Man that is sooo good. I feel you could make a whole investigation game out of this alone! It's pretty clever how you handed out the documents too. I was not obvious at first but definitely the way to progress.

All I can say is if you want to extend this more, do make people ease in the puzzles because I think I know some people won't easily find the solution.

Great work! Definitely a recommendation for puzzle solvers.

Alek and the Dungeon of Paper by Wintergatn 2021-04-30T06:06:42Z

You definitely have the makings of a beautiful puzzle game here!

* I'm not sure if it's me but if the low FPS of the game is set like that, it actually *diminishes* from the experience, if you ask me because everything feels clunky. * If it's not deliberate, I think there's too much going on or you're rendering everything at once, *including those that are outside the scene and you don't want that.* * There is definitely a bug about the camera, and it happens when you hug the walls, forcing a transition despite not going into the next area. It is nauseating. * The instructions of the boxes and the keys could definitely be better. * How the game controls definitely needs to be improved. You should find a way NOT to move the boxes accidentally. * Froggie!

You guys definitely gave a lot in terms of how everything looks. If you keep up the momentum into a full game, I bet you guys can definitely can attract the crowd!

GoMining! by ndrw 2021-04-28T13:23:51Z

This is a simple game with a simple premise and something you could do better with... and I'm pretty impressed you used Go in a game jam.

Though it's not definitely a perfect game * Collisions are janky. I'm pretty sure plo said that above this comment. * You should study on grid based detection. You don't want to detect the next block by X position + direction alone. You should consider the player's location in the grid and use that for calculation instead. * That way you don't end up in situations when the player dig themselves in the same block space. * It's not "Y" key, it's "Z" key. I am guessing you're not using a QWERTY keyboard. * Alternatively, you could use mouse buttons to do the same job since it's two buttons. * I would definitely love to see where the miner would be placing / breaking blocks!

Anyway, it's a good simple idea, but definitely can be executed better. Even though it's simple in how it looks it does look surprisingly aesthetically pleasing to convey information with. Who knew diagonal lines could spin how it looks to a game jam than simple whole blocks?

Substate by beats 2021-04-27T13:53:41Z

This is short and sweet, but very innovative!

If pushed further, there's a lot of puzzles you can do with this! Quite a fun and small little concept you can definitely push further. Try to keep that in mind for the future, as this could be a nice little small puzzle you can place in other games too!

Shark Attack! by LittleW00D 2021-04-28T10:17:05Z

For 14 hours it is certainly a feat you made a submission on time! It's quite a shame you have to throw out your original idea... it would have been great!

Going up and down is pretty slow which diminishes from the gameplay and the sounds from the bombs explodes does get tiring for a while. Great work though!

Chocolate Dip Cookie by MarcoMing 2021-04-28T12:08:03Z

Why are you not rated more? You should be rated more!

A visual delight mixed into a batter and baked to a simple prestine game! It's honestly it was a delight! * I do wish the gameplay is a bit more varied and I don't think difficulty was present the more you dip. (Time constraints, more cookies to dip in a short amount of time, etc.) * The way you present how much you have to dip is good enough. * ..but you should probably tell NOT to over dip it! * You could also change how it's presented by having different colors of the bar instead of how fast you fill up. But if you're catering for the younger audience, you can keep it this way! * The music changing is a very nice touch to refer to health. Something to consider for next time though for the deaf just in case... * Congratulations, you actually made me buy chocolate chip cookies and it was good~

Other than those what I said, what you guys made here is really good and it's such a pleasing delight to play with at all! Definitely the passion is there and a very fun take on the theme~!

Mine Flower by Denzil Gomes 2021-04-28T15:52:33Z

It seems you don't even need my feedback since everyone else told you about them before it! So maybe a good refresher is in session? ... and maybe suggestions on them as well.

* The art was pretty good! Execution on how those assets are used... not really good. * The main mechanic, which is the grabbing with the axe, is real nice! * Actually, it's honestly too slow to even use and react to. This kind of game wants you to be snappy to cling to the wall. Especially as a speed game, unless you reward skill and timing in a speed game. * There's actually a jump where there's spikes on top then the area you want to grab.. that's actually against design you're going for and it's honestly a really hard jump. * Speaking of, I thank you for giving hidden checkpoints! It does also contribute to anti-frustration and a definite time save as a speed game. * I do like the slow introduction of the mechanics in the level design. Really nice! * WASD + ZX is painful! Though it was my intuition that made me use arrow keys... maybe you should have told you could use the arrow keys too. * On the other hand, there is an alternate way of taking this with the WASD users, namely Space and the mouse buttons! * The story was lacking ... I was confused why we're even going underground, but if it was to heal the girl of her illness from a flower, definitely! * On a sidenote, I too got the flower! * Gems are useless. * Definitely aware you're supposed to use them for health and power. I consider that a bug, at least for the health. You can patch that in, at least. * You need the ability to show and register hits on enemies... at least some sort of feedback. * "Well, I didn't know they're already dead..." * Considering enemies, so many things you could do with the axe to definitely make it interesting! Like throwing, wide swinging arcs, sweeping, charging, slamming, etc.

Do note I do keep in mind your time crunch. Sadly it does creep up and maybe you should be prepared next time. Do have yourself a game plan and it might be a good idea to keep you smooth sailing.

Either way, it's definitely fun but definitely shows that this game is just a base that you can definitely build on and improve! Great work, you two!

Eggsplosion by Gargantus 2021-04-29T04:18:47Z

I would love this concept go into it's full extent! This could be easily be seen as a speed game and a visually fun one at that when all the skills you learn are in play.

* Sadly the design of the stages are not very forgiving. It might also be seen as a rage game at this state if it weren't for the fun mechanic. * The stage design also doesn't really go well with the mechanic as well since you're suddenly thrown very tight bomb hopping and ends up pretty unforgiving. * It might look easy to you when you play-test, but that what would be top-notch play at this point. * The 3-life system is also very unforgiving due to the tight horizontal corridors. I was actively looking for extra health, really. * Slowly regen health rewarded for surviving for longer, perhaps? * If anything just making the narrow horizontal corridors wider will prevent a lot of frustrations. * Stage 2's trap hole is not nice. That's really rough for you to do after doing that long chain of corridor jumps. * Actually, give me instant kill floors. I don't want to do the damage drain of shame. * Checkpoints, please. * The idea of being not able to explode on a misfire is actually pretty punishing since suddenly you have to panic to place yourself near the bomb far away where you intend to go. * An automatic bomb explode could help with this if they take too long. * Instead of just a green thing that doesn't allow explosions, why not make it an area where they can't instead, that way it's much more forgiving to earlier players. * I wish purples won't hurt you either tbh. Much more forgiving to set up jumps that way. * With how the player controls, I think you need a bit bigger radius. People can't just immediately press left-click then right-click really quickly. * An extra jump would definitely prevent people from suddenly getting frustrated from suddenly not making a jump from placing a bomb a few frames too late. * Honestly doing all of this reminds me too much of those Minecraft guys trying to save themselves from fall damage by using a bucket of water when they almost hit near the ground. * I do want to get a bit more visual feedback when you get hit, though.

I'm a stubborn guy and I do find it really fun, but despite this, these gripes I have does echo for those who want to play test your game. I bet most will not continue to the third stage.

I actually stopped at the fourth because there's two areas that require you very split second reaction despite throwing the bomb early.

I do want to see this game pushed further than the jam and I think that would be really fun to see!

Eggsplosion by Gargantus 2021-04-29T09:26:21Z

@gargantus Oh definitely! I would love to get updates on it~

To the Center of the World by Dimini Inc. 2021-04-28T12:33:32Z

When I played this I legitly thought this was only an experience and a brief scroll to the comments later I didn't even know there's actually collision involved. I legit thought my browser did a thing and sent me back up.

If what I said was a kind of experience, you could definitely dig into some horrible mind trick of it being a horror thing where you go slowly down without any music needed, but you do have music, which kinda breaks that... unless you fade out the music along the way. Honestly, I'm not a fan of the audio if you kept this very short loop for long and it does get grating if I scroll down longer than what I expect.

The immersion of the game kinda broke for me as soon as I saw there was a scroll bar on the side. Good job on breaking that expectation though, but it does make experiencing this game a lot more bland and slow... As for the full throttle condition, you could make it so that it checks instead the distance you did in like, 1 second than checking if they survived at the bottom.

I'm not sure if I have the time to slowly scroll down the game as you intended though but it was a definitely nice and interesting way of doing gameplay like this!

You Are Now Breathing Manually by ChewieCB 2021-04-29T06:18:43Z

The breathing mechanic and the atmosphere is great! However, it's very clear and others have told you too: it's pretty frustrating to navigate. I would literally adjust the speed of the debris just to make this a lot easier to play and experience. Sometimes you also get hit twice, which adds in the frustration.

Honestly I was expecting the fuel to recharge since I didn't get a game over when I ran out of fuel. It doesn't really help being hit with a loading screen every time you retry either... which helps in the frustration. (Is it literally trying to reload the voice lines all over again even after the tutorial?)

I really love how you did the tutorial, but even that, the instructions about balancing the CO2 goes so fast you end up skipping it because you're manually breathing.

Apparently going to fullscreen also breaks the game and makes it unresponsive. This is one of those use cases where you should have a desktop build, to be honest.

Despite the game is pretty cool and the atmosphere helps, sadly the execution of how you move actually diminishes what would be a pretty nice game. (Oh and I definitely made it into the ship)

Awakening by 8BitCharlie 2021-04-29T03:54:58Z

It's definitely an interesting game and definitely a real good getting that ZX feel! I love the music and feeling of this and it's very nice~

I actually reached past 8!

Sadly, the very long transitions makes it painfully slow to complete. I think most people will click off between 5 and 6 and think they completed it and think they're just falling forever as a win condition without seeing past 8. ...but y'know what? Props to the musician, because the music is so nice to listen to for a long time as this one and it's a pretty memorable one too!

Great job! I just wish it's a bit more shorter... well, the falling at least.

Infini-Digger by theArchitect 2021-04-27T11:44:34Z

This is a game that I find fun to play, but sadly lacks in terms of communication. I think this is not a good first game, or genre to tackle solo unless you wrote down everything you need.

Past that, this would definitely have potential to be expanded.

Here's my two cents on what could be improved: * Definitely have to make clear on the current-gain-cost counter. SEPARATE THEM. * Put text on them to make it clear on what we have. * ...or icons but I don't think that's a strong suit of yours? * When holding Space, please put the keybinds on what you are placing. * The same can be said for cost, too. * I was naturally pressing the arrows first, thinking it will place down the items * In fact, this key binding can be exchanged for 1, 2, 3 and 4 instead of the space and arrow combo * More so, there's blank space on the sides, it can be used for that * An indicator for where you're placing... * ...and put the radial menu there * I was assuming it would be placed ON the character, not in front * People will forget the TAB key for the helpers * There must be a better way of conveying this * The whole square could be just 50% colored gold to show this instead of the X and O gold symbols * I feel the range indicators should be on by default... * A life of 00 sounds really useless and only works on the current floor... * In fact, the life mechanic could be improved in some ways other dictating the life beforehand * Like an engineer, a few whacks could be placed to *extend* life instead? * Oh, and the end of the tutorial doesn't remove the tutorial boxes...

A lot of these can be solved through improving UI. Heck, even then some parts of the tutorial would be unnecessary for it.

So next time, maybe think about readability on the way! The presentation of information is key. It'll help a lot in the experience! That said, the gameplay could be really fun, if it only were so accessible...

Into the Forrest by frompdx 2021-04-27T12:49:34Z

Quite an ambitious take on making an RTS as an entry on a game jam.

It can be done and it's definitely there! ..and you definitely did it!

**Here's a tip or two:** * Please update your entry with instructions! * Please tell us about your units and what they do!

Despite it being Kenney assets, I do find the trees actually pretty irritating on the eyes since there's so much of them... Please darken them if you can.

It's pretty clear you ran out of time, but good work nonetheless!

deepfeater by Shoc 2021-04-27T11:52:22Z

It seems this entry has a lot broken... It such a shame because what I hear and see it's pretty nice. It also suffers from texture loading issues where everything is pixelated and slowly loads in, which is not what you want in a cutscene.

Nothing happened whenever things happen in the "fight" and the instructions are pretty unclear. The left side of the Main Menu in the instructions is unclickable. (probably layering issues)

..and it is a bit shocking to see the large download size of the game itself, but that's just Unreal, no? **Do ping me later once you fix them.**

**This is important to tackle too:** SteamVR activates when you run the game. Please deal with that, and it may also be the reason why your download size is large.

deepfeater by Shoc 2021-04-27T15:06:56Z

Okay, now it's better and now I can definitely give proper ratings!

It's definitely fun to play, especially if you play on beat!

Though here's possible bugs I see: * The pixelling at the beginning is still there, I am sure if that's intended. * The starting cutscene has a black box... is there supposed to be a texture there? * The Instructions "Main Menu" button still has its left side unselectable.

Here's my two cents tho: * Yellow arrows makes left and right *very hard to read*. I'm pretty sure you don't want that especially on the boss battle. * I feel the music cuts abruptly? It always feels like you can go longer than that. * The transition between battles takes *too long*... My interests keeps losing momentum whenever that happens. Yeah I can see them getting a bit drunker each time but still... * Just having the red text at the end with no way of interacting feels like I'm expecting a jumpscare and it's actually kinda rude to not give a way to exit *on fullscreen*

Other than that, if this was not tied to being drunk and all, you could definitely play with the rhythm-arrow timing mechanic into a full-fledged rhythm game with gimmicks! Good work, y'all!

Deeper by hgushi 2021-04-28T11:31:52Z

Did you... ran out of time? ... or did you forget to update?

I was playing this and I found a lot of problems... in every section. I really don't want to be harsh but I do need to point out **and you need to fix them**.

* Level D * It's impossible to complete. That's mainly because of the D coin * When you dash you literally just add position... to the right. * You dash to the right... when you move to the left... * Did you mean to add speed? * An indicator for how many D coins would be nice. * The long jumps are impossible to go through * Level P * Holy heck a stop time mechanic, nice! * The P key is so far from D and R it's not a good idea, especially if you want to mix up mechanics from both D and R * An indicator for the time stop would be nice. * Level R * Why can't you jump in run mode? Seriously. * So you just want them to run towards spikes immediately. * You cannot perish in Level R, because of actual programming bugs found below. * All levels * The wall collisions shouldn't work like that. Don't do precision collision based on sprite. It's supposed to be flat to get the best result, and not stop them mid-wall. Good job not allowing players to jump again though until they land.

A lot of these could be found when you playtest.

Actual programming bugs, both in Level R: ``` ERROR: emit_signal: Error calling method from signal 'death': 'Viewport::death': Method not found.. At: core/object.cpp:1260 ``` ``` ERROR: Node not found: Area2D. At: scene/main/node.cpp:1381 SCRIPT ERROR: _physics_process: Attempt to call function 'get_node' in base 'null instance' on a null instance. At: res://Assets/Enemies/0.gdc:20 ``` I clicked because the character designs are so cute and it could be definitely be an attraction to everyone but the game itself does the opposite. It's much more a shame since 3 people worked on this. I do hope you fix these bugs to make them more accessible to everyone.

Nice witty play on D, P, and R though. Deeper... Heh!

Deeper by hgushi 2021-04-28T12:51:20Z

Thank you for telling this was your first time, @borabee. It's quite a shame that school and work got in the way. Hopefully all of you get some more time for next time, and maybe by then you would get a lot more experience on handling Godot and all of its intricacies!

But yes, do try and take some time and fix said problems for everyone else when you can! Thank you for taking my advice into consideration and I do hope you fair better in future endeavors~

Carpet Flea by MrPouletBZH 2021-04-30T06:30:56Z

Everyone points out the similarities of Celeste and Super Meat Boy at this point, but this game feels more like Celeste than the latter.

This game definitely has some potential and definitely can thrive if done well. * You have to make sure your collisions and objects are obvious to the player, no matter what. * This reflects in situations where you hug a wall and suddenly died even though the spikes are way farther than where they were. * That said, the visual needs to be a lot more obvious, especially in the last few levels where the lava and spikes do blend in the background. * Improve your collision code. * I managed to take advantage of this by being stuck on a wall, avoiding to use a jump. * Almost all of the stages are fine in terms of stage design, except the last one. * You know: how to annoy and repeat the stage because that one platform keeps blocking you and actually make a player rage quit despite having fast respawn times. Which is more of an annoying move AFTER doing all the hustle to get to that point again, wasting even more seconds of your time. **It's actually unfair stage design.** You don't want that if you want people to finish your game. * Keep at with this room-by-room stage design if you want to make a full game at it. This is what you want for this kind of game. * It's not a surprise at this point that the movement is floaty. * As a contention to what others said: It could be a thing that you could go for. Since precision is definitely part of the stage design, having more gravity could be less forgiving for dashes that are situated between spikes. * Coyote time is a godsend if you do push this further. * I'm not a Unity guy, but of course I should remind you to not skip [the article that exofrenon linked](https://www.gamasutra.com/blogs/YoannPignole/20131010/202080/The_hobbyist_coder_1_2D_platformer_controller.php)!

Though the idea is very sound and the stage design does support it, the execution of the mechanics could definitely be better and I sure hope you do a bit more research with collisions and all of that. Good work, all of you!

Decked Out Clone by mrbrainfed 2021-04-28T15:15:53Z

I checked it out myself and I think I'm pretty sure I have the outdated build at this point since I downloaded earlier... You shot too far and can only implement things as far as your time crunch goes.

What's amazing though it's that you still made it, and made it look at least more pleasing that what would be a lacking game. Sure it's lacking right now if you keep developing it, but it's definitely better than most of what would have been lacking in other time crunch games. You made a viable game out of it without any bad hitches.

* The animation mix-up is actually related to image loading I hope? After a while it does correct itself. * E is not exactly a good button for run either. It's actually counter-intuitive if you use the WASD keys along with that where shift would be more natural for running. (or space for sprinting since that's what it was really) * I'm not sure if the loading is intentional or a fake one. If it's fake, then probably add a "click to continue" button somewhere.

Anyway, if you do keep developing this one, I do hope it thrives, because what you're pitching sounds real good and gives a potential mixup than other games out there. Next time you do a game jam, do keep in mind KISS! (Keep it simple, silly!) Since it's your first time, it's actually quite okay!

Ludum Dare Dex / ArdyTek Collab by Dexter Liu 2021-04-28T08:58:36Z

A microgame collection game is certainly fun! Plus, it's a rare kind of entry so it's pretty nice to see!

If you are definitely doing for a fun micrograme collection a-la WarioWare, there are definitely stuff that makes this one not work as well, and thus, not as fun as you expected. So let me tell you about each one: * **Slam Dunk:** Dunk once, then continue. There's no point on making multiple dunks. You should also probably relocate the hoop every time the microgame starts. * **Crack Finder:** Once you find the cracker, you have to wait a very long time, which makes it painfully slow... If only you could add a way to detect it being found after 1 second of looking at it... * There's also a problem with movement in general. Going left is slow, but going right is fast? * **Keypad Entry:** *The outlier.* Like, on a game filled with keyboard inputs you're forcing to use the mouse all of a sudden. Though, this can be circumvented by allowing to move a highlight by arrow keys. (...and that's a lot of numbers!) * **Rocket Blocking:** Literally the only pure microgame and will work well.

Well, it's not the microgames are a problem, the transition is as well... * Funnily enough, 4 seconds is too long? * As difficulty doesn't scale, it does get stale quick. Shortening the timer always helps instead the more you go through. * "A to start." Uh... yes in a Tic80 sense, but you meant Z, right?

Nonetheless, you do have a makings of a microgame collection, it's just missing that fast paced panic microgames usually have. Good work though!

Deep Sleep by Link270 2021-04-27T16:16:18Z

First of all: THANK GOODNESS ON TOGGLE RUN. Whoever thought of this, thank you!

I'm really glad you guys didn't go around the route of absolute horror. I have a feeling you could actually push it further and I was kinda on edge the whole time. You did well on conveying the theme and giving the message at the same time. Thanks for reminding us that.

There are two bugs I noticed! * I actually use multiple monitors, so I can actually see the mouse trail outside to another monitor, which can lead me to lose focus on the game window especially where I can suddenly decide to fidget around and accidentally click on my mouse * The cursor does, in fact, not show up after the credits!

Nonetheless, I love the art style and what y'all are going for! Great job~

Hamster Powered Drilling Machine by Unbansheee 2021-04-27T15:57:10Z

I-I-I'm not addicted... you are!

The art style got me first because I thought "OH HECK SOMEONE MADE CLAYMATION ON LUDUM DARE"! Sadly that's not the case in gameplay... Anyway, it's a simple premise with a remarkable art style! I had to stop myself before my competitive attitude takes over and try over that #1 spot.. The upgrades are simple enough to keep anyone going, but not for the attention for a normal Ludum Dare rater, since they have to rate other things.

seventh.png

At this point of posting this comment, I would be at 7th place with a score of 1398. I'm not a fan of the flags because I would like to keep my nationality a secret to everyone... I wish I was warned about this. (If you can't change that, please remove my score!)

O yeah, Space doesn't work for refueling.

Nonetheless, great work!

Colors of the Universe by Itooh 2021-04-27T11:12:20Z

It's really nice to see some soundscapes going down and down! I was totally lost for a bit but found the end, but I think being lost is the point. I do wish the cursor is a bit larger though.

There is one thing though that irks me, and sometimes sounds just cut off out of nowhere and breaks the feeling for a small bit before I go down into satisfactionland again.

LD49 — Unstable

Stacks by ping78 2021-10-09T17:29:56Z

I say a stacking game is an easy way out with the theme, but of course your spin makes it really unique out there on how forgiving it is! However, I just wish I could ignore the items on parachutes and have it not count on the KO counter.

Not going to lie, the graphics and the vibe reminds me of "Getting Over It by Bennett Foddy"! Good work!

The Virus by Turkey 2021-10-09T15:12:12Z

I love the concept of this and it's pretty unique where you actually have to dig through a file system! Usually I actually put Steam into Programs than Games though... Since it's the launcher for things.

One thing is for sure, the defrag minigame takes too long and that just contributes to a lot of frustration, especially to people who cannot react fast. (aka it's an excuse that I have taken this 10 times....)

The virus folder would definitely work better with your actual mouse though.

Either way, superb work!

Darkness In Bloom by Simon Rahnasto 2021-10-09T18:19:43Z

I honestly love the entry and it's quite fantastic!!

I would go on and on about that, but that just echoes what everyone has said before.

On my end on the feedback however, I do have a few on my end: - The life and chaos bar doesn't really need to be separate since it's only one function? It could be just one bar, with life starting to overtake from the left and chaos taking from the right - The zooming does not help when you're infusing life or chaos. The effect is too great and it does made my head hurt a bit - The cutscene's color palette doesn't really show very well what you're trying to depict and it's hard to make out details unless you move further from the monitor. I say you should increase the contrast on that.

I really want to see this flourish, honestly because the way it's presented it's already getting there to be a full game soon!

Ruff Tuff Skies by fiaKaiera 2021-10-08T10:01:38Z

@npr0nn As much as we wanted to have an ending, sadly we didn't have any time to implement it! So it pretty much ended up being an endless kind of thing.

Ruff Tuff Skies by fiaKaiera 2021-10-08T15:16:56Z

@jeff-kerman @raph-gi I totally get you guys as I also have that problem too! We did not have enough time to actually make a proper enemy spawn system. Sadly it's a jam and I don't think it counts for us in the rules to add that in!

Ruff Tuff Skies by fiaKaiera 2021-10-09T16:14:56Z

@lisek-gagatek: That bug of falling infinitely without losing is actually quite new to us! I'm pretty sure we even had a thick wall to cover that.. A very rare bug indeed! We'll try to fix that whenever we have the time. The controls was to consider for aerial combat! Time constraints happened though.

@sakura-magika: The [Y] button is actually controls for the controller. We're considering adding button controls in a later patch! It was originally mouse + WASD because of a bunch of specific item and we didn't really implementing those.

We originally planned to actually have the scrap/bolts you gained to be used on repairing the ship... but that actually made the game a LOT harder. We actually figured out that people are not going to use the upper areas, so we actually placed flying enemy spawns there so you're actually missing out on a lot of bolts! (and we actually had 1 hour to place the stage together..)

@flomino Glad you really enjoyed it! I'm really sorry about your fingers. We really didn't test in long sessions and we just found out about it recently. We're working on alternate controls if we have the time and patch it out!

Ruff Tuff Skies by fiaKaiera 2021-10-11T01:16:56Z

@xpoho: [DeepL] Спасибо! Хотя мы бы хотели немного изменить его, прежде чем выпустить что-то подобное на Steam.

@pynl: Sadly yeah, the stage isn't friendly to that, however though there is a caveat on keeping the stage small and that is you're missing out on the currency since the currency can fall and the upper areas having flying units you really can't take advantage of. Either way, thank you! I guess that's the charm of having one dedicated to art and presentation at first, while the other works on the details.

@sli + @coderaurus: The shop was set up well with the system early on, however we ran out of time and have to hurry and implement it because the code of it appearing was missing. Thus, we didn't really have the time to actually halt the progression of the stage timer. We definitely wanted it to pause/slow down and give you some breathing room from the frantic atmosphere, but not make you spend too much time on it. (Since, the ship continues to degrade...)

@coderaurus: The one you're playing IS the jam version. (unless you want to go with that on release deadline version) We're just making small tweaks and fixes to make it friendlier to those who play and based on the feedback of others, still playing by the rules. Post-jam would actually make it a very different feeling game because we'd be able to actually add what we intended, but we ran out of time.

@zimny11: I agree with the ship degrading too fast. However, we do intend for you to panic at first on rebuilding the ship and not letting your guard down at the same time. However, we did place upgrades that make that easier for you and with our current code set, adding 1 more point to building will actually make it too easy. If we're making a post-jam version, we're definitely taking this into account.

Also we didn't have enough time to implement *hold* spam attacking/building to compensate. Sadly that is a new function and we can't add that!

@caeonosphere: Thank you for the feedback! We did change the controls around a bit to accommodate alternative controls such as arrow+ZXC and WASD+Numpad123. I am one for accessibility so I would love to do that for future players! Sadly on testing, even on other control schemes our fingers will still hurt...

@luhuchiha: Thank you! Sadly it is the reason we opted out of audio as the music comes from another source. (If you're interested, it's from [YouFulca](https://wingless-seraph.net)!)

Topplecrown by caeonosphere 2021-10-08T17:22:17Z

I like this concept of yours and maybe this should be expanded into a fuller game! As it is, it's actually enough and it's well thought out and executed.

Either way, I'm pretty sure that antti-haavikko has said everything that I need to say as well, so good job!

LCD DREAM ESCALATOR by Hydezeke 2021-10-09T15:54:24Z

I was not expecting this kind of entry to appear in Ludum Dare and I really want to experience going through the surreal experiences of LSD Dream Emulator again and you guys just nailed it! Honestly, the walk-tapping will definitely make me go through a bunch of nostalgia.

The exit for the forest is the only thing I'm complaining about since it's the only one that's really hard to see. (spending minutes on that one area alone) The magazine map was definitely a very helpful subtle guide throughout the experience.

The way that more areas are needed to be explored at the beginning was actually a nice touch and very much appreciated!

I went through all the areas, and... *WOW THANK YOU FOR MAKING THE ENDING REALLY SATISFYING I LOVE IT!!!*

Superb work! I really want a fuller game now. Can't wait for the OST!

I Want to Summon a Hot Demon but My Pwr Lvl is too Low so the Portal is Unstable by DNAbro 2021-10-08T13:41:20Z

Not going to lie, I played this for the title's name!

It's a really great concept, but it lacks what makes a game... a game. Sure, the controls are there and you do the things as instructed... but it lacks any visual feedback greatly and you could have dedicated more time on that. There's no knowing if you're doing things correctly or wrongly, and the circle getting smaller isn't really any good sign of that. It does give a feeling of imminent failure though. I was trying to pace myself but I don't see the circle getting bigger or any indication of it getting stable.

In the end I do notice I could just spam the inputs to keep it stable. I was expecting to be punished on that. However, it could be a good move not to place any punishment on doing it too early because of the lack of sense of the time passing.

If you ever want to tackle something like this next time, I do suggest the music being 60BPM (1 beat per second) or 120BPM (2 beats per second) to keep track of time for the player.

Interaction and response is key, and response is something that is greatly lacking. Nonetheless, a good job on the entry!

Unstable_Alpha_Quest by Dustin Brown 2021-10-09T14:07:27Z

I love the concept of the game! It's really interesting~

Though some feedback to make the experience better: - I think it's a given we would want that Attack+1 to be a parameter... I always go for the same beginning loop of "enter, get chest, leave" and with the amount of enemies, we don't to waste time just to get that repeatedly. It adds frustration. - -zoooom is a bad parameter. -hppls is a bad parameter - People will mistake placing 5 O's or 3 O's especially when in the midst of a battle when they first encounter it - That said, I never realized it fixes the dash command and I was playing for so long without it - -hppls reminded me first of "Apples". I thought it was red, then I thought it's either the grocery list chest or any red door. - I think it's clear you need to specify what it does unlock... - Speaking of parameters, you may want to remove those pedestals with those commands you placed in - ...and you could have added a sound if you added a good parameter - It's actually quite interesting if some people found out some parameters by logic (-yellowkey and then -redkey makes you feel like you're a genius... or you skipped part of the game but it was actually intentional) - Player invulnerability frames. *please.* (If this is a command, oh god please give it to me earlier) - Larger attack radius to handle the mass enemies... *please.* I know broadsweep+1 is a thing but it's too small. Also it's guarded by someone you cannot encounter early on, which also adds to the frustration.

I would really love this game if it's really balanced well in terms of progression, because there's just things you have to get out of the way there being directionless which gives a lot of frustration to the player. I really want to finish your game but I just ended up being ganged on, taking too much time and frustrated to continue.

I know the theme for this is Unstable, but you either have to give conveniences early on or people without much patience won't debug your game.

Nonetheless, this does have potential to be a really cool game! However, I think it's better to do it in-game console style next time. (and you could still restart by typing restart if the change is too great)

Pile Up Medieval by zimny11 2021-10-09T16:25:04Z

This was a bit fun, though it gets a bit boring for a while without any explanation than stacking and what each building does. It was only later hovering over the icons show what they do!

I honestly I thought I was punished for randomly stacking out of nowhere. Sadly, all of my towers got burned down. If I was given choices on what I place, I would actually enjoy this a lot more. Great work!

WobblyWords by Dannyk1994 2021-10-08T17:40:24Z

I don't think I want to echo what others have said at this point.

But if you want to make this game a lot friendlier, then you should balance the distribution of letters around there, especially the consonants and the amount of letters that appear on the screen.

For example, there's definitely a moment where I ended up with 8 boxes of consonants with no vowels, so I never even have any chance to make a word. You should also weight more on letters that are more common. A quick google search would definitely help with that. Like, T, N, L, S, and C being the most common, having the best chance to appear and the vowels just appear in a random order.

I also actually ran out of time with the golden letter animation taking too long.

Other than that, it could be fun, it's just more infuriating at this state. Good work!

Place Called Home by Kora0h 2021-10-08T14:05:06Z

I like the graphics and music, and I like the gameplay!

Though no matter how hard you explain it, the tutorial will never get good unless you change how information is presented.

- That said, the buttons for gathering and supply is not really a good idea, and you could just fair well without those buttons. - Though that could be error on my part, I just explore and click the resources whenever possible. - Sleep shows new tiles to place but I thought it just stacks, not wipe completely. - The way that sleep and supply is shown its confusion. - You could have gotten away if you show each tile with a + or - on it instead, than cost and gain. - So let's say instead of both, you show just one number to indicate both of them. So when you get to a tile, it shows overall what you gained AND lost (aka negative number is a risk to take) - That said... Gain *negative* supply?! ?????????? why? - There will be a point where there will be 0 supply on every tile, and you have 0 supplies: you're screwed if chance does not let you. - Same goes if all you get is the same tile and all of the tiles around is that same tile. - Not sure but supply shouldn't really be tied to moving if that's what ties to what buildings are available? How about using supplies upon placement.

With a bit of polish you would end up with a good puzzler! I really want to play more but the balance gods are not kind to you this weekend.

Lost In Time by Westmave 2021-10-08T15:32:28Z

I really like this concept! It's funny a few good moments, but I'm not going to lie since I don't live in the US, I don't know much about Biden.

I don't have to say much to improve much, but I can't stop thinking of a whole story that revolves around a whole drama in the perspectives of different people that YOU HAVE to make happen or else the timeline will end up unstable! Who knows that could be a really interesting take on the same concept, but it's not tied to history. Definitely an avenue to pursue if you want to make this a full game.

How (Not) To Defuse Bombs by Reiqy 2021-10-08T15:27:11Z

Oooooooo this has great potential to be a full game with a bunch of puzzles!

This is actually the first entry I don't have to say much... and I do give lengthy feedback! Of course, I think it's clear that this needs more stages, but that's all the time you could muster, no? Other than that, I say the gentle fade is not really a good idea for the explosion unless you have audio of explosions happening all around you.

Superb work!

Unstable Concoction by zet 2021-10-08T15:49:27Z

First of all I would really like to congratulations on your first entry and your first foray into game development!

Though I would love to give some feedback and what to look for in the future: - I think it's fair about the light being... an effect.. - Though looking at it, I am pretty sure others have pointed out that it's not a good satisfying end - You know stuff about particles and all and you could have played with that! - The way that items are displayed is not the best. - If you want to make something like a potion mixer game then you could have displayed the items in a grid. The way that items are displayed already makes it obvious that you at least to put one of each into the cup. - As someone who does pay attention to player experiences... I cannot stress this enough: THE ANIMATION, IS VERY SLOW. I can get very bored easily waiting for an "explosion". - You should ask yourself if an animation is too slow. Because in a Game Jam, the way you experience your own game is important. Game feel is important.

Other than that, you've succeeded where most have not, and that is submitting an entry into the game jam. Stand up, and be proud!

You're actually really lucky to finish two hours before the deadline, too. I and many others take advantage of those final two to polish and stuff, as there is such a things as submission hour.

Baby Atom by MarkVeligod 2021-10-09T17:59:15Z

I like the concept and you're right, you went quite too hard on this one! Though it's not the mashing minigame that's stopping me, it's the purple reactors. I love the GTA V touch there on death~

Those purple ones can be described by my writer mind as "being the perfect goalie of an unstable soccer ball random passing by".

I really the style you all are going for and it find it quite very pleasing to look at! Though a space station aesthetic game and then a reactor main menu caused quite a mismatch in the visual theme. Nonetheless, it's quite fun to play. Good work!

Please don't explode ! by Mouf 2021-10-08T16:29:39Z

I love the concept!

The cooldown on the punch makes it a bit challenging and make you think wisely than panic pressing people out of the way. Plus, the sounds just make it satisfying. I would love to hear the unstable element being unstable though! Also definitely some typo fixes are called for.

Honestly if you ask me, shift defaulting to on as a balance fix doesn't really break the rules. You're not adding anything unless you intend to keep that walk state.

Great job nonetheless and I had fun~

False Angel by Jonah_SRG 2021-10-08T16:00:32Z

This is a really cool game!

I really enjoyed all of the three phases and even got some neat reactions on phase two. Of course, did not expect to be instantly KO'd on hit instead of dive bombing on hit on phase two, but the way that each phase is built up all feels natural.

Great work!

Connection Unstable by hotaloca 2021-10-08T13:30:04Z

This was a very nice game!

The mood and the setting is fantastic! I made myself doubt if my choices were correct on the first go, though later on the choices you make later on feels like you're that person dreaming. The background was a good touch too, making sure it conveys their mental state!

The only thing I would like here is just the arrow or scroll wheel controls because that's the first thing I expect to do, but I forgot you guys designed it like a mobile phone, which make the scrolling make sense.

chaotic Room by TTU_HASAN 2021-10-08T14:27:46Z

The chaotic theme is definitely there! Though this does show it's your first foray into Ludum Dare? Hope you're not too stressed in all of that!

I'll gather some previous points, then add my own two cents just to show how far you could have taken this! - The controls, combined with the camera are really awkward! - If I assume that this is a 3rd person game, some sort of a line renderer pointing out could help show where you're going instead of a tilted arrow! It's currently really awkward to know where you're going. - Some would definitely want to control the camera instead of holding aim to control the camera. - That said there are a lot of moments where I just repeatedly click my mouse to inch to a key. - You could have definitely... DEFINITELY... not have spent your time making on the levels. - The first two levels could have introduced you to mechanics! Maybe it's time to learn a bit of stage design to help you with that? - I'm pretty sure the chaotic nature of the first stage is enough: It's tricky already to go through and find the keys and for those who test out multiple games, the first stage says what the rest of the game is like. - At one point I got sent out outside the game's bounds. I find that funny and I know it's a rare bug, I just would like you to know. - The 3d map is useless. - Just make the key obvious and shine. It's enough to find the key. No need to make a 3d map. - Since the stage moves and all... teleports even!... you should've added a sound of it moving each time. Never really noticed it at first and I thought I was pushed by the marbles then sent out. - Speaking of sound... I don't know what the marble tap sound is reacting to. - The UI is definitely not polished, and 10 minutes of that could make it look at least decent. Why is probably why I asked if you're new to this.

After all of that, you definitely nailed the theme, and this could have been a decent game. At least you tried and succeeded into making a game on the jam itself and you should really proud of that! Go make more prototypes and you can go really far into making games!

Unstable Gun Fishing by pauljohnprogramming 2021-10-08T16:45:18Z

Short, sweet and I love it! It's really fun and quirky.

It's silly, well designed and very nice! I don't think I could even give any more feedback and that's really good! It's only a bit shame that there's no tutorial but it's quite easy to grasp once you know what to do. It gets really easy as well once you know what to do on the boss!

There is some way that you could turn that voice into actual notes but I haven't looked deep into it, but that vocal thing has it's charm~

Anyway, superb job!

Oh... and uhh... *please get rid of the EXE installer* it's really unnecessary when you have the ZIP file because I know people don't want any residual installer data on their hard drive.

LD50 — Delay the inevitable

To Say Goodbye by fiaKaiera 2022-04-07T01:03:39Z

@tygrak --- Indeed, the map is randomly generated! It enforces the feeling of getting lost in familiarity and its mystery, as we intended. Glad you found your technique when reaching the end~ Thank you so much for playing and giving your experiences about it!

@thegameoverguy --- It's called a parry for a reason, actually! It makes more sense in the full game. I might swap out the dialogue over a bit though, because you're supposed to know the dash-parry rule after you dashed through the river. *"...But only if the light gifts you from your touch."* I see I need it before you even dash now. Thanks for the feedback~!

@loiclegrosfrere --- The dash is related to the lights! I know the numbers are supposed to be vague, but the blue one is the distance, and the purple one is the time taken to reach in the current run. Thank you very much for making it~