Warehouse Panic by benjamin 2017-12-05T20:23:25Z
I want to play it - I'm following since I saw a screenshot, but I'm on linux and the web version isn't loading on my computer :( WareHouse.png help q.q
Foon → Ludum Dare Explorer → Users → Fis
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Lit Up! | jam | 572 | 3.36 | 3.27 | 2.34 | 2.51 | 3.74 | 2.51 | 3.31 | |
| 2025 | 58 | Collector | 👥 | Clam Jam | jam | 105 | 3.95 | 3.56 | 2.78 | 4.21 | 4.53 | 3.40 | 4.00 | |
| 2025 | 57 | Depths | 👥 | A Quest To Bear | jam | 135 | 3.96 | 3.81 | 3.33 | 3.13 | 4.33 | 2.81 | 3.93 | |
| 2024 | 56 | Tiny Creatures | 👥 | The Pasture | jam | 179 | 3.95 | 3.96 | 3.36 | 3.87 | 4.36 | 3.07 | 3.98 | |
| 2023 | 54 | Limited Space | 👥 | Greatest Sandwich | jam | 267 | 3.87 | 3.68 | 3.00 | 3.31 | 4.29 | 2.91 | 3.70 | |
| 2023 | 53 | Delivery | 👥 | Too Hot to Hendl | jam | 279 | 3.86 | 3.67 | 3.15 | 3.96 | 4.21 | 3.09 | 3.75 | |
| 2023 | 52 | Harvest | 👥 | LD52 Moonlight | jam | 352 | 3.57 | 3.45 | 3.15 | 3.61 | 4.20 | 3.55 | 2.63 | 3.72 |
| 2022 | 51 | Every 10 seconds | 👥 | Bake-o-mancer | jam | 466 | 3.62 | 3.66 | 3.58 | 3.89 | 3.97 | 3.47 | 3.41 | 3.21 |
| 2022 | 50 | Delay the inevitable | 👥 | Stopping Karen | jam | 263 | 3.87 | 3.60 | 3.57 | 4.21 | 4.12 | 3.42 | 3.87 | 3.48 |
| 2021 | 49 | Unstable | 👥 | Catastrophy | jam | 864 | 3.44 | 3.26 | 3.11 | 2.91 | 3.47 | 3.20 | 3.04 | 3.20 |
| 2021 | 48 | Deeper and deeper | 👥 | Digging In | jam | 470 | 3.79 | 3.64 | 3.11 | 4.15 | 4.26 | 3.00 | 3.28 | 3.57 |
| 2020 | 46 | Keep it alive | 👥 | Growing defense | jam | 267 | 3.94 | 3.78 | 3.23 | 3.75 | 4.38 | 3.10 | 3.66 | |
| 2017 | 40 | The more you have, the worse it is | 👥 | Feed Them | jam | 293 | 3.71 | 3.53 | 3.29 | 3.57 | 4.33 | 3.30 | 3.66 |
I want to play it - I'm following since I saw a screenshot, but I'm on linux and the web version isn't loading on my computer :( WareHouse.png help q.q
I really enjoyed it :) linux build is working. One thing, if you take a crate during a delivery and you stand in the unloading zone, the crates placed on you (while taking one) start to glitch (as already noted, crates with visuals but not collidable and pickable).
I'd like some more randomness, since after playing the game about 50 times, the start is always the same and there are too many traps when selling stuffs :3
very well done!
Funny, but I feel really incapable of transferring objects when I play this game xD
I'd really love to have a winning condition (maybe I missed it?).
For example, killing so many poops to climp upon them to the next level - this would make it worth duplicating them and killing them!
And by the way... I would never eat chocolate dropped out of some poop... xD
Wow - I started the game thinking "yet another platformer"... but suddenly I realized - I can't jump that high now!
Brilliant!
One suggestion: don't assign "interact, take bunny, drop bunny" to the same button, distribute it to several buttons. This would make the game a hell easier if you start panicking, just because you can't drop enough bunnies on a small area.
I love the visuals - really great work, considering the amount of time you've got.
This idea - this game - I want to see more of this! Well done! (but I want to see it in a slower and easier version to concentrate on the actual dialogue xD)
This is really impressive - quite an amazing idea to use physics in such a way!
Really nice game! I just wished the time wasn't passing sooo fast and there would be more guidance like how to correctly dispose. Going for shopping is also quite demanding - I'd like to order a few at once and get a box delivered :3
A really good idea - well done!
This game is special.
I believe this could work out well if you add a timer and a highscore board :3
god damn - I always kill the reporter! >.< beautiful game :3
Nice art, nice music :3 good job!
Very polished graphics! I really enjoy games like these, where you can train your spatial abilities :3
Seriously - it is awesome! I enjoyed playing really long, at about ~18.000 points and 20 birds around you the progress got quite slowly. Therefore, I would suggest not to make it a marathon, but to separate it in different levels and not scaling by "more height to travel and more birds to carry" - but yeah it fit the theme quite perfectly :) one more suggestion: don't make the blackbird collide with the others - quite annoying behaviour if you are waiting in position and getting bumped in random directions ItsATrap.png it's a trap!
Simply great :)
Well done, very polished and good music/sfx :)
Quite hard at first, but once you understood how to deal with enemies it gets quite funny.
Should be a bit easier (for instance double the amount of HP - we could need it, so we don't get frustrated :P)
Wonderful - it fits excellently with the theme!
Cat.png but animals were hurt during execution q.q...
Very good concept - but a bit frustrating, as it takes very long for all to pull along. You've got to wait very long to make progress - and the progress then is too slow. Maybe increasing the velocity when everyone pulls in the same direction may make the game better.
These soundeffects <3 love it!
Oh I know the moment, when you are using blender the first time. I created a cat my days, and... well... your fox is even better :3
Continue working with blender, it will reward soon!
I fell in love with your graphics - very well done :3
I'm really overwhelmed - I'd like to have a hard mode, where you die if you step with 1 on an empty field :3
I did not see that coming XD
well done :)
Oh boy it's hard - so hard xD
keep up the good work :)
I really enjoyed it - but it's kinda difficult to get the sausage to the cats mouth ._. *thumbs up*
I failed picking the key too :c
It was quite obvious what might happen (after reading your small information below the game), but I missed some introduction to the third day. Something like the mother eating the dog - what ever :P something that tells you - WOAH, I should avoid them now.
For example, one trauma of my early kid days when playing Terranigma there's that zombie town. First everything is okay and so, but after sleeping everything is destroyed and the character says when waking up "It smells like rotten flesh...". This was so terrifying, I still remember this moment so well. Maybe something like this would improve the third day for you too.
Since I'm not the only one failing the key part, maybe you should add some help after failing too often. Also blocking the path to the farm might be good on the third day (I tried and found nothing at the tree :P). Also the reading boxes - make it skippable after the first time read (I accidentally read the farmers notice 4 times in a row >.<).
To sum it up - very nice, I like these kind of games. But keep the stale running parts to a minimum and focus on the action parts!
@nights87 These are nice indicators - I suggest you should try to implement things like that not to be noticed occasionally, but due to the way the story is being told to force the player experience them. Just like you did as constraint to sleep - make the mother ask you to take something from the desk and make her yell when doing so. This would create so "WTF"-moments, making the players think!
thank you all for your feedback :D
@tuism thank you for your honest critic and ideas, we will try out different paces to see how it works out; maybe coloring the throwed food will be enough as indicator for distinguishing between collectibles and non-collectibles; i think aiming works better for gamepad controls, when the direction is taken from an stick
@unfinished the edibles are ammunition you pick up and throw at the others - if you are hit your score increases; but the more you have (been hit), the worse it is (your rank) :)
Thank you everyone, it means a lot to us to have so much feedback with suggestions and thoughts - what could have been better, what was expected and what was understood etc.
Currently we are ticketizing every thought in our issue base so nothing will be left behind :3
Solid first game in ludum dare, the game runs very well and smooth. I aggree with @pixelectric, the result of "facing when rightclicked" is permanent rightclick - so you could always face towards the cursor. Would make it more intuitive!
well done, for three months experience and 3 days working on this title - quite impressive :3
good work! I'm curious about your improvements in ludum dare 41 :)
The idea is very nice, it's really difficult to maintain the positions of all characters.
Oh my god - I am so flashed about your game. I can't belief but I had to give you best score I've given so far, deserved! This game is soooo stunning and I was sad there were no further maps.
But... there was no ending scene :(
Oh I missed this cannon war game from windows 95 so much - thank you for implementing this to wake some good memories <3
I'm... disturbed... XD
Normally, I don't want to eat cockroaches - but to fulfill my desires - I'VE GOT TO!
Really good idea - I'd call it tamagotchi simulator :3
this game is quite difficult - nice!
btw: the shaders on the linux version seem a bit odd in comparison to the screenshots provided
displacement.png
Just wow - great idea, but it is quite hard! The penalty of not succeeding should be a little bit lower, after losing the first tower (in wave.. 7 I guess) demoralized me that much that I lost every tower in a chain reaction XD well done!
It made me genuinely sad :( well done fellow godotengine user! :3
Really nice game - the tutorial was a bit TL;DR for me, so I tried going without the details :>
The resources ran pretty low and I found myself just boosting the speed - but got through even though. Reading the tutorial afterwards told me that I missed some keyfeatures, maybe they should be absolutely required and you can't win if not played properly, some interactive tutorial would be awesome for such a complex game behind the scenes :3
Well done!
Concept worked out pretty well - could not imagine how hard the last level would get :D
Very well done! Quick arcade, easy to understand, incredible good work!
Beautiful game - I really enjoyed the slow pace, it's really something you don't see often. The graphics are well done and the animations feel really polished. I'm a big fan of your soundtrack - what tools did you use?
The art is incredible. I often died due to troubles with the controls. The movement and the directional watergun should be detached from each other - since the order of up and space meant progess or death. Probably some kind of "move with WASD - shoot with arrow-keys" would be perfect for this game.
It's a really good concept - I found myself bruteforcing my way through (if left did not work, then all the right and try again). The camera control is way too sensitive, and I dislike camera movement upon moving to the left or right :(. I think it was possible to run faster by going diagonal - did you normalize the direction arrow? Music made a really good atmosphere and the sound effect worked out very good as well :)
A really beautiful game - but the difficulty is incredible. In 50 attempts I only got through the second gate about 3 times. Some really really easy tutorial level would have been great to become familiar with the controls. The music and sound effects make a great atmosphere.
Good idea! Being curious how you solved the mapping of a 2 dimensional grid on a sphere was pretty simple. Just don't use a grid at all.
Thanks for this game :D
The graphics are outstanding - I felt a little bit lost in the gameplay attempting to figure out what the combinations are doing. Maybe some guided tutorial would have been great, so you can see what would be good in what kind of situations.
Really enjoyful game! The soundeffects, the music, the shaders - all together sums up to a nice experience. This also allows to use basic graphics since they are being used very well.
Regarding the game logic - you should expand the spawn area to cover the edges too. I could rush it without moving a finger :v:
zapdash.png
Great idea - I enjoyed it very much, but the difficulty is pretty high T_T Some extra time would be great, maybe replace the timeout with a star rating instead of a forceful defeat? A bit frustrating if you are near than done and never get to see that you would have succeeded if you were one second faster. Cut off the diggers wage and allow positive feedback! :)
Wonderful entry - I like the strategic feeling from the beginning and the improvements afterwards. We created a similar game, but ours is more like your endgame only :)
Fellow godot creator :D as you said the mouse controls are not functional for the HTML version, I'm quite curious how you captured the mouse position in your code? In our game the capture of the mouse worked quite fine (viewport was 600px wide, using `clamp(get_viewport().get_mouse_position().x - 300,-300, 300)`). Some preloading would have been great as well, because the game in the HTML version appears to be stuck after clicking continue (as the game loads the 3d scene afterwards - preloading the scene at the beginning would make the starting time longer but the scene switch near instant).
Well done, you encourage me to make a 3d game next time :D
Really pretty game! For my personal taste the distortion is a bit too strong, especially when you have to click a lot in the corners. A tweak would have been nice in the options :3 One quality of life improvement would be a toggle for Egress/Ingress - having Egress selected should disable Ingress, because clicking it gives you the feel of a buggy behaviour (first unselect Egress, then select Ingress).
But nevertheless - beautiful fellow godot :D
My key got overwritten by a flower so I could not pick it up :(
It's really interesting - and very unstable. Well done - I achieved a high score of 50 :D
The game progress is nice and the graphics are well used. A litte bit chaotic, but that's the topic for sure.
I'm really curious how you made this game in plain javascript - thanks for sharing the code for the project!
Oh my god the time limit wrecked me. You should allow to turn in late but under penalty - it is really frustrating if you end up directly in front of the GOAL and run out of time.
I'm glad the customers order more than they need.
Thank you so much for your feedback!!
@wakobu & @achiru & @xwilarg: You are definitely correct, the movement is a little bit frustrating for now - I'd target the mobile market for the game and simplify it as much as required to be easily controlled using touch input!
Also @mordrick: A jump indicator is a great idea. I will keep it in mind when polishing for mobile :cat:
@holyblackcat: Thank you for your feedback, another friend of mine contacted me with similar problems regarding playing on OSX. I added binary exports for windows, linux and mac right now. I would be glad if you give it another try :smile_cat:
Really solid entry - I've got only one question.
Why do I must ship explosives XD
I tried the WebGL as well - and whow the mouse sensitivity is messed up. But after I adjusted to super small movements, it was kinda playable. I like the idea of attacking with the scythe and "pulling away" to deal the damage.
Simple and good, also challenging. I would like to see the game with space as an option to jump as well so I can split tasks between hands a little bit. Having the balacing done by mouse position would be interesting as well I think.
It is really hard to navigate, but I managed to get a few meters upward until the area gets smaller. I clicked a little bit to fast between rope and dig so I ended up having freezed movement only capable of eating chocolate for the rest of my life.
I think this game has lots of potential if the reaction timeframes aren't that tight. Some other indication aside of the warningsigns would be great, since its not so distinguishable taking the time factor into consideration. One possibility would be to flash the entire mountain when you should rope.
So many baits everywhere - attempting to make everything possible to notice "oh no, there is no way back".
Really nice entry :)
I learned to say something nice!
After picking up the first messagecloud I could not resist to laugh after flipping it "etah!" :two_hearts: Sadly directly after figuring out how to good-talk the obstacles away I died and lost the skill as nothing happened after pressing Z then. The level did not reset, so I had to reset the game.
The music is amazing.
I really like the idea - it's fun to play tetris and adjust the weights for balancing all out. In my opinion the font size for the weights is a little bit too small.
Both graphics and music are wonderful - it's slow paced and relaxing!
Score.png
Very well done - fitting the theme quite well and feels good while playing.
I failed pretty hard - getting the right amount of all the stuff hurted my brain a bit. Got replaced after taking the third cup wrong :<
Cute game !
Its very sweet - at some time the controls froze, but I'm kinda familiar with these bugs myself. Music is beautiful.
The art is wonderful and the camera controls are interesting - the pathfinding was terrible sometimes :D
Thank you for your feedback! @jzucc12 and @amastryukov - do you have a screenshot of the placement when the freeze occurs? I'd like to look into and fix it, placing a barrier in the way shouldn't freeze the game but cause Karen to run over it with an animation.
Oh nevermind - already crashed. This is a new induced bug after fixing the others... Sorry - fix is incoming!
Update: Fix has been uploaded - thank you for reporting :two_hearts:
Solid game - really nice and wonderful graphics. Regarding user experience it is a little bit annoying to click around the screen the entire time and suddenly the building process is done - so you feel like your effort was in vain. Pretty much the same as in our last tower defense game - and I'm pretty sure your game would feel and work like a charm on a tablet!
Resistance is futile :D A really nice and difficult boss battle. Curious if there is a death animation, but it seems unreachable!
Animations are beautiful - I felt a little bit dizzy after playing a while, most likely because of fullscreen + 4k resolution and some stutter issues, but I don't think it was caused by the game itself. For endless runners I prefer window modes, like making a fullscreen toggle.
Oh god a game with chickens - I love it. It is really cute, sadly without music or soundeffects. It is getting quite tense when the amount of chickens gets out of control and I had to stop before they die faster than I could click. The first thing coming to my mind was the LD40 topic "the more you have the worse it is".
doubleclicked publish, sorry
Your game is incredibly beautiful - graphics and sound sum up wonderfully. I attempted three times playing it, but I've got softlocked always after a battle (dying, continuing with 0 hp or completing a combat with the dragon, leading to freeze). The positioning when battling wasn't that easy, maybe with target tile highlighting it would have been easier to execute a tactic having in mind (but getting thrown over because I was one tile off). Moving around is a little bit annoying when your character jumps back to the previous tile when selecting a new position while currently moving (I guess that's because of "hopping the first tile" upon starting movement, so I assume either disabling the hopping on the first tile when clicking during movement or queueing the inputs would solve this). But nevertheless - solid entry. The water shader is amazing.
The controls are pretty intense - but it makes quite some fun! Good entry - I love the simple graphics!
That's an interesting gameplay mechanic - just a deadly ray every ten seconds. I was unsure about that long path where you must take one hit, but in the end I completed to destroy the ketchup. The movement control is a bit wanky, the friction of surfaces especially on corners cause you to stop and give up, because pushing against the cliff is not building enough force to overcome it but to postpone jump-defeat-admit. I would like to see how it would have worked with a rectangular collision shape for the player instead of a capsule. Well done for 48 hours!
@sean-esopenko Oh god... thank you for mentioning - I forgot reloading the nginx. All links are now working as intended!
The game did not load on firefox on my site - google chrome worked fine. It's a cute little game, I like the idea of progress hints every 10 seconds. And also the idea that these kid-racoons continue producing a mess even if they stay hidden <3
Oh it's so cute - especially the tutorial. I got to level 8, but then I started panicking and click-spammed instead of figuring out what cat needs which thing. Good thing you added something against that, causing to spawn more kitties. Endless kitties!
Cute animations, I really like the artstyle of the title and the messages being printed. During my gameplay i got once stuck inside a block (possibly while switching direction while falling next to a wall) and once jumping was no longer possible after dropping a certain height. Since the platformer mechanics are pretty hard and the time constraint very challenging, I would appreciate more checkpoints. Finally getting through a sequence and instantly dying on the next part throwing you back quite feels like a very big penalty.
This game is beautiful. It feels really complete and the combat has sufficient depth to have something to enjoy! I really liked that everything takes place only on a single map and your characters position is in regards of gameplay and interacting with skills, starting the round, battling and even finishing the battle to start harvesting all the time of the essence.
Well done!
I found the sweet spot as well - and then got curious how many waves have been implemented.
At wave 23 and 33410 points I assume the waves are procedural increasing :joy_cat:
I love vegetables as enemies, reminding me of banjo in the good old 64 days - nice game with nice art!
Thank you so much for your feedback!
The missing sound effects are definitely something I would not allow again in the upcoming gamejams, them being absent made it feel a bit off I fully agree.
The score in v0.1.0 is actually missing the trailing zeros in the hundreds - the millions are not separated as I thought this score won't be easily reachable. But yeah - the score increased incredibly fast being exponential, this was striped down in v0.1.1.
This time we definitely used much more time in talking about how to make the game instead of focusing on implementing the important gameplay mechanics first.
I'm just stunned - I thought the smallest looking games in jams are done with pico8 but you definitely have shown me a new level of small.
It really catches the feeling how gameboy games used to work - these cursor controls remind me of good old caesars palace. Playing this game got me thinking about what I played very long time ago. Fascinating.
Pretty hard game and a solid entry! I required 660 seconds to reach the end - there were some really challenging levels. The deathsound made continuing really easy :smile_cat:
One thing I noticed that ended up killing me was the consumption of two crops directy after using one if I was too slow lifting the N key - so some kind of cooldown or listening to the key up event to enable crop-usage would fixed this in my opinion.
I took the lower route on the last level - was it intentional that you can't collect the wall jump twice when collecting the regrown ones? It only worked to pick them up twice if they weren't picked up yet.
I like how the skills are built up incremental like not being able to jump until you reached the very bottom and have no where else to go. I missed the fact, that the chickens need to be harvested using space, so I needed to backtrack the level.
Cat content, chicken content - and what I really liked is the small jump being applied upon hitting a ledge. This felt quite nicely while navigating through the world!
Looks promising to me! pseudoharvest.jpg
Really nice entry, polished graphics and simple yet challenging gameplay! There is a lot of love in it :smile_cat:
This games idea is wonderful. Making the enemy waves depending on how you place the seeds in the garden is a brilliant idea, so you can influence how the difficulty will be as you can separate some from others.
The only thing I wasn't sure about was if I actually hit the enemy or not. If the attacks were depending on the current position and the mouse where it points to would have made the battle system easier (tested on web).
Fine entry!
I love the graphics! I think some camera movement would have been a nice addition, since everything is already 3d modeled for taking a closer look to the assets. It suits the theme very well and gets quite complex with several drones. The music makes thinking about paths very comfortable.
The landscape was really well made! Hitting the crows at the right time and managing to drop the package correctly was pretty difficult, I only managed to deliver 8 packages. I also liked the 3 T-posing mice! (played on windows)
Restarted the web version several times, I can confirm that level 2 and 4 are broken on firefox - getting in a game over loop. I like the simple graphics and the animations, an escape to level select would have been nice!
Solid entry! It was quite difficult, since the hit boxes are very strict and also the unlimited fallspeed makes timing when dropping pretty hard. But once you figured out how the controls act on the character it was fine.
The camera got me a little bit dizzy, I would prefer a static one without tilting. Got 15 points though!
Simple and quite challenging - the music is wonderful!
This game is simple, beautiful and easy to understand. Really nice entry!
@empyreans thank you so much for playing! The collision box for the plates was a little bit off - got fixed right now along with missing application of custom level and burn durations.
@tmpxyz & @nonigirl Thank you so much for your feedback! The only indicator was the visual appearance, so we added an additional indicator for clarification, which ingredients should be cooked (and fixed bug with applying the correct style to the progress bar).
Indicator.png
This game looks and feels amazing - nice implementation of theme, as most games of this kind have "one hit death" it's actually possible to recover after taking a hit.
Quite nice idea - limiting the amount of steps suits the theme very well! I'd like to have the option to speed up the steps, it's quite time consuming when you already made up your mind how you are going to walk, but the execution takes really long.
At the beginning it feels like QWOP, but you are a snake. After getting a gist of it, navigating actually works pretty good. Though - spamming directional drags (and resting limbs on each other) lead to the possibility to fly around - don't know if that's intentional. Nice game!
Really beautiful game - simple and easy to understand. The slow rotation of the planet first bothered me - but then I realized "there is no need to rush". The background music is easing - overall a very nice experience.
The soundeffects and the music suits the experience very well - the collision shapes were a little bit frustrating (big collision box when running between two solid blocks - but small collision box when picking up items). Was fun though :)
really nice idea, some fiddly fun! I think the black transition could have been a little bit lighter so you can actually see the transition better instead of having just the contents blacked out (just felt a little odd)
Nice idea with several minigames in succession - curious which other minigames you would have added if there was more time!
thank you so much for your feedback! we really appreciate it!
@kiberptah you did nothing wrong regarding the highscores, we sadly had some bugs we couldn't figure out in time so we disabled these buttons for now - once we fixed it with some other gamebreaking bugs we will reupload it (as 0.2.0 then)
@spica the bunnies were designed in adobe illustrator and the animation was completely done within the godot game engine - using an exploded version of the bunny, cutting out the sprites with texture regions, specifying origins and then keyframe it with an animation player along an animation tree for smooth transition between idling and walking - I will post a blog entry about the steps as soon as I have time for that!
nice entry! the overall experience is nice with the transitions and messages
regarding the controls, I would remove the camera limitations and just zoom out the character centralized, then you would not have to fight against the camera when adjusting the shooting direction in the quick moments
I also was able to softlock myself bouncing between two walls infinitely!
softlock.gif
I'm rather confused after playing this game - I liked the simple graphics, and how you can "pick up" the insects
but at the end it got me thinking "why did I do that - is this really what I wanted?"
quite interesting entry!
nice graphics - I like the overall design and visualization of the message bubbles, the interface is well crafted!
Very nice game, dropping down to the floor is pretty cruel - but these kind of games are entertaining (especially watching someone play it)
Enabling some easy mode with checkpoints would be appreciated, having to cheat feels wrong!
Also, the control combination CTRL+ALT+T does not work well for me on ubuntu linux (playing the web build), as this gets caught by gnome creating a terminal window and doing nothing in the game itself (CTRL+ALT+W for stats works) - I would recommend non-complicated input processing like just a button C for cheat, or adding a menu that's accessible using escape
I spent a lot of time playing that game - you've got some very interesting game mechanics there, combining the well known "write a program to walk a path" with a siege spawning game
I could not find out a good balance between spamlagging and actually surviving the game, always dying at around 80%
very well done!
That was some very impressive shading - the game feels a little bit unfair as the detection range is huge. In the regards of gameplay I think it would be better to be more in favor to the player - like limiting the cone range or work with some timer that makes you caught when staying some longer interval in long range or rather short when very close (I'm thinking here to mechanics like coyote timers, something that makes you feel "whew this was close, but I did it!")
But still, nice little game!
well gameplay, feels very polished - as the score only increases when killing units it urges you to shoot back to gather some score, high gain with high risk
I would suggest to increase the score slowly by running/surviving some amount of time, so you can decide to play either more risky or better safe than sorry
nice entry!
A nice little game - the first time I was defeated pretty soon, as the computer definitely knew what to do.
The second try when I blocked their economy and defended my own line, it was a fast victory.
This idea has definitely potential!
Very good idea - I enjoyed it a lot!
Sadly the performance worsens extremely after reaching about 1000 pebbles
bugging.png
Two things that I would suggest: 1. limit the screenshake - you basically do not see yourself when thousands of pebbles are attacking 2. merge the pebbles into greater pebbles - as you can't count wether they are 100 or 200, you can definitely limit them down to a reasonable value and scale the damage they are dealing, resulting in the same output but smoother performance experience as the computational load reduces significantly
good entry!
beautiful art - tower placement is a bit difficult, but once set up (and having to dodge the bullets) it is working pretty well
I found out that you can overbuild your tank as fast as you can press E and every spawn shoots an bullet immediately - so I ended up with about 405 score (as pressing E sets a tower and restarts the game, I could not screenshot the end-score)
solid entry!
that is a really interesting idea - making you flag the mines in some order that is to be handled by the flower
well done!
worked pretty well - once you got known to the enemies behavior you could come up with some tactics to pull them/eat them without getting too much damage
I would recommend you to add some screenshots to your ldjam submission page, as I had no clue what to expect when clicking on the link
a very interesting game - sometimes a few kittens got pushed into a pool and I was unable to free them again, so I had to restart a few times
I think it would be better for the candy to be more visible within the terrain, as they blend pretty well with the environment
love the graphics, especially the heart for taking attention
thats some good idea to use physics as a gameplay element that does not frustrate you when something glitches around - as glitching is probably assisting!
nice game!
it is such a nice litte game idea, well executed and great pixel art - love it!
nice game idea, it took me 5 minutes to complete the collisions could be a little bit more in favor of the player (smaller hitbox for player), as the visuals would indicate "yeah I can fit there already" when I'm still to far left or right
well done!
really nice game, I think it would be better for the card to not hover over the description text, as I needed to move it to the top to actually read the building requirements/bonus instead of positioning first
one bug I noticed, when you switch using the scroll wheel between two buildings, if one of them has a bonus and the shape is similar, switching does not clear the bonus tile visuals - only upon moving around
very nice game idea - works really well and feels amazingly polished
the atmosphere is wonderful, perfect match for the theme my game got extremely laggy when finishing the first game, making it unable to continue
very well done!
really well done! love the graphics, also the containerception is very funny!
this game is really amazing - very well done!
that's some interesting concept for progressing, but the jumping mechanics are a little bit too difficult for the level structure - also you have to go one specific route everytime to reach the top again (and the punishment is big for the large spike area, when you respawn back to red then)
well done!
I see some potential for a rhythmgame and I really like the music in your game
some bugs I noticed: - you actually only use buttons 1 to 7, instead of 1 to 8 - playing one very long run has no repeating background music (noticed at around 100 steps) - you can restart the game, but the slime isn't jumping then
some improvement suggestions: - if you align the platforms in a grid, it is visually more distinguishable which length you actually need - you should punish the ones only using the 7 all the time (like for instance grant points depending on the accuracy of your choice, or let it drop if the platform is too high) - you could let the platforms first exit the screen before removing them, as it breaks the immersion for suddently disappearing - add some tempo variety, like "now three quick platforms" or let it jump directly on button press (instant reply, you could make a race for quickest victory)
I wanted to upgrade everything, but the blue ore is way too rare to accomplish this, I think I needed about 200 more, but there wasn't anything left
well done! very addictive! (and thanks for the very generous oxygen bar, thought I must have died several times)
this game is incredibly funny - very well done
I sadly wasn't able to complete the game, as it constantly crashed upon making really large combos - and please please limit the amount of exploding sound effects to a maximum of 5 simultaneously or similar amount, as 100 simultaneous explosions really hurt my ears - I had to mute the computer after that
a really nice game idea, I think some indicators for "better don't drop over there" would be nice to cover the larger dropping areas
I love how the game resolves the state for each step - for the bullets it is a little bit hard to tell when the collision will occur on the next frame or not, making it a little bit difficult until you figured out the rhythm
nice submission!
I like the concept - in my first playthrough I did not expect the last level to require goods from above, so I had to repeat it once
it's a little bit difficult for managing the 2nd layer goods (as they are very scarce) and you basically have to restart the game if the stone areas are not enough (had one run with 3 stones)
I got through the game with 3 diamond diggers, 480 wood and 70 stones left, and 1000+ iron and 1000+ diamons
so, if I wasn't too greedy with the iron phase, I would have accomplished 5 diamond diggers
very interesting game, but it needs some more balancing - well done!
really nice game, the interactions with the objects is a nice idea and works quite well - but I did not figure out how to keep the banana safe from any harm!
Nice little game! My computer also started thinking very hard and turned the fan rates way up more I was expecting.
Wider screens than 16:9 are messing up with the UI, as the text content no longer fits in the UI containers (I assume you scale the font depending on the width of the screen, so this explodes then).
But still - well done!
Beautiful game, well composed - but I fear I do not have the talent to make the king happy :<
Ended up with about 10k (tried several times).
Nice little puzzle game - easy to learn, hard to master. Well done!
Incredibly satisfying game. I am just simply amazed - very well done.
One thing I would recommend: limit the amount, how often a certain sound effect is allowed to be played once at a time - so one click in a large horde does not pierce your eardrums. Something like 5 per 0.1 seconds or something like that. Thank you for adding the mute SFX button!
Full of bugs... in a good way! Simple but quite difficult with the explosive ones.
Well done!
Really nice game - could not locate the last crunchy 1%, but I think 99% is good enough. Very satisfying to make the room tidy again.
I got up to wave 26 with score of 47620 - really nice game, liked it a lot!
Very nice game! Good idea and well execution, I did enjoy the quite up to date technical side information.
Screenshot from 2025-10-07 23-22-22.png
Beautiful graphics, wonderful music - but the best part: it has meowing cats. Well done!
I really like the graphics, how the story is presented in these comic strip elements, the music makes a cozy feel.
Also for me there were technical issues, fixed sizing problems on the ludum dare page with changing the canvas css sizes - got to throw a few of the packages on top but on retry I could no longer start throwing (so the aim did not work, but pressing spacebar just moved the package by one frame).
As you used unity you could probably also export the game for linux and macos as well, even if you can't test it yourself, it would increase your audience if the web version does not work that smooth.
Thank you so much everyone for playing the game - I am glad you enjoyed it and had some fun!
@mostlikely your best attempt is already incredibly fast - well done! There is one hint I can give regarding the physics implementation:
!> wallriding slows your gravity pull, so starting a wallride while you still have some upward movement allows you to reach some additional height - best noticed when starting a jump exactly while hugging a wall
!> for the last jump: during our testplays it was possible to reduce the quite consistently required 3 successive walljumps to only one, if you touch the wall very early and use the reduced gravity to gain some extra height
!> apart from the coyote time, there is also some input buffering for jumps, so hitting the jump button a little bit earlier might assist you as well
!> the faster fall is actually useful in at least 2 scenarios as far as we can tell for now
@mostlikely the last jump was intended to be challenging, but taking casual gamers into consideration we should have made it easier
I recorded a video reaching a score of 6873, maybe you'll find some optimizations watching it!
https://www.youtube.com/watch?v=u4-w_e9SN4I
@mostlikely incredible score! this kind of jump was definitely not intended during development, but makes enough fun to be probably reworked into an intended more accessible feature (like grabbing the wall and jumping immediately/as long as there was no gravity pull for 0.1 seconds - triggers this jump intendedly) - it makes navigating the level more interesting
also a friend of mine mentioned "a coalless route" to be interesting - to have different highscore boards with different challenges
thank you for playing the game so much! really appreciated!
A very beautiful game - not reading the manual made me a little bit confused figuring out what to do, but I managed to complete all levels after some trial'n'error, testing which mouse clicks actually do something.
Well polished entry!
Nice entry and application of the theme! Not sure how I feel about the ending :scream_cat:
Wow - just incredible. Exploring some tactics how to play the game efficiently made quite some fun.
Nice game! Made it until the end - pretty difficult with the patterns, but the fast retry makes you figure it out quickly.
A volume slider would be great!